wined3d: Use GL_MAP_PERSISTENT_BIT even for non-persistent bo maps.
[wine.git] / dlls / wined3d / context_gl.c
blob9fd2ed67dccf9ea713032a01fa9e7e6ba63eacb8
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006, 2008 Henri Verbeet
9 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
29 #include "wined3d_private.h"
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
32 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d_sync);
35 #define WINED3D_MAX_FBO_ENTRIES 64
36 #define WINED3D_ALL_LAYERS (~0u)
38 static DWORD wined3d_context_tls_idx;
40 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
41 * actually have the same values in GL and D3D. */
42 static GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
44 switch (primitive_type)
46 case WINED3D_PT_POINTLIST:
47 return GL_POINTS;
49 case WINED3D_PT_LINELIST:
50 return GL_LINES;
52 case WINED3D_PT_LINESTRIP:
53 return GL_LINE_STRIP;
55 case WINED3D_PT_TRIANGLELIST:
56 return GL_TRIANGLES;
58 case WINED3D_PT_TRIANGLESTRIP:
59 return GL_TRIANGLE_STRIP;
61 case WINED3D_PT_TRIANGLEFAN:
62 return GL_TRIANGLE_FAN;
64 case WINED3D_PT_LINELIST_ADJ:
65 return GL_LINES_ADJACENCY_ARB;
67 case WINED3D_PT_LINESTRIP_ADJ:
68 return GL_LINE_STRIP_ADJACENCY_ARB;
70 case WINED3D_PT_TRIANGLELIST_ADJ:
71 return GL_TRIANGLES_ADJACENCY_ARB;
73 case WINED3D_PT_TRIANGLESTRIP_ADJ:
74 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
76 case WINED3D_PT_PATCH:
77 return GL_PATCHES;
79 default:
80 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
81 case WINED3D_PT_UNDEFINED:
82 return ~0u;
86 /* FBO helper functions */
88 /* Context activation is done by the caller. */
89 static void wined3d_context_gl_bind_fbo(struct wined3d_context_gl *context_gl, GLenum target, GLuint fbo)
91 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
93 TRACE("context_gl %p, target %#x, fbo %u.\n", context_gl, target, fbo);
95 switch (target)
97 case GL_READ_FRAMEBUFFER:
98 if (context_gl->fbo_read_binding == fbo)
99 return;
100 context_gl->fbo_read_binding = fbo;
101 break;
103 case GL_DRAW_FRAMEBUFFER:
104 if (context_gl->fbo_draw_binding == fbo)
105 return;
106 context_gl->fbo_draw_binding = fbo;
107 break;
109 case GL_FRAMEBUFFER:
110 if (context_gl->fbo_read_binding == fbo
111 && context_gl->fbo_draw_binding == fbo)
112 return;
113 context_gl->fbo_read_binding = fbo;
114 context_gl->fbo_draw_binding = fbo;
115 break;
117 default:
118 FIXME("Unhandled target %#x.\n", target);
119 break;
122 gl_info->fbo_ops.glBindFramebuffer(target, fbo);
123 checkGLcall("glBindFramebuffer()");
126 /* Context activation is done by the caller. */
127 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
129 unsigned int i;
131 for (i = 0; i < gl_info->limits.buffers; ++i)
133 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
134 checkGLcall("glFramebufferTexture2D()");
136 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
137 checkGLcall("glFramebufferTexture2D()");
139 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
140 checkGLcall("glFramebufferTexture2D()");
143 /* Context activation is done by the caller. */
144 static void wined3d_context_gl_destroy_fbo(struct wined3d_context_gl *context_gl, GLuint fbo)
146 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
148 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, fbo);
149 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
150 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
152 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
153 checkGLcall("glDeleteFramebuffers()");
156 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
157 GLenum fbo_target, DWORD flags, GLuint rb)
159 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
161 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
162 checkGLcall("glFramebufferRenderbuffer()");
165 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
167 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
168 checkGLcall("glFramebufferRenderbuffer()");
172 static void wined3d_context_gl_attach_gl_texture_fbo(struct wined3d_context_gl *context_gl,
173 GLenum fbo_target, GLenum attachment, const struct wined3d_fbo_resource *resource)
175 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
177 if (!resource)
179 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, GL_TEXTURE_2D, 0, 0);
181 else if (resource->layer == WINED3D_ALL_LAYERS)
183 if (!gl_info->fbo_ops.glFramebufferTexture)
185 FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
186 return;
189 gl_info->fbo_ops.glFramebufferTexture(fbo_target, attachment,
190 resource->object, resource->level);
192 else if (resource->target == GL_TEXTURE_1D_ARRAY || resource->target == GL_TEXTURE_2D_ARRAY
193 || resource->target == GL_TEXTURE_3D)
195 if (!gl_info->fbo_ops.glFramebufferTextureLayer)
197 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
198 return;
201 gl_info->fbo_ops.glFramebufferTextureLayer(fbo_target, attachment,
202 resource->object, resource->level, resource->layer);
204 else if (resource->target == GL_TEXTURE_1D)
206 gl_info->fbo_ops.glFramebufferTexture1D(fbo_target, attachment,
207 resource->target, resource->object, resource->level);
209 else
211 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment,
212 resource->target, resource->object, resource->level);
214 checkGLcall("attach texture to fbo");
217 /* Context activation is done by the caller. */
218 static void wined3d_context_gl_attach_depth_stencil_fbo(struct wined3d_context_gl *context_gl,
219 GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
220 uint32_t flags)
222 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
224 if (resource->object)
226 TRACE("Attach depth stencil %u.\n", resource->object);
228 if (rb_namespace)
230 context_attach_depth_stencil_rb(gl_info, fbo_target,
231 flags, resource->object);
233 else
235 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
236 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, resource);
238 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
239 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, resource);
242 if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH))
243 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
245 if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL))
246 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
248 else
250 TRACE("Attach depth stencil 0.\n");
252 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
253 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
257 /* Context activation is done by the caller. */
258 static void wined3d_context_gl_attach_surface_fbo(struct wined3d_context_gl *context_gl,
259 GLenum fbo_target, unsigned int idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
261 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
263 TRACE("Attach GL object %u to %u.\n", resource->object, idx);
265 if (resource->object)
267 if (rb_namespace)
269 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
270 GL_RENDERBUFFER, resource->object);
271 checkGLcall("glFramebufferRenderbuffer()");
273 else
275 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
278 else
280 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_COLOR_ATTACHMENT0 + idx, NULL);
284 static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, GLenum target,
285 GLenum attachment)
287 static const struct
289 GLenum target;
290 GLenum binding;
291 const char *str;
292 enum wined3d_gl_extension extension;
294 texture_type[] =
296 {GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D, "1d", WINED3D_GL_EXT_NONE},
297 {GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BINDING_1D_ARRAY, "1d-array", EXT_TEXTURE_ARRAY},
298 {GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, "2d", WINED3D_GL_EXT_NONE},
299 {GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BINDING_RECTANGLE_ARB, "rectangle", ARB_TEXTURE_RECTANGLE},
300 {GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, "2d-array" , EXT_TEXTURE_ARRAY},
301 {GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP, "cube", ARB_TEXTURE_CUBE_MAP},
302 {GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BINDING_2D_MULTISAMPLE, "2d-ms", ARB_TEXTURE_MULTISAMPLE},
303 {GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE},
306 GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target;
307 const char *tex_type_str = NULL;
308 unsigned int i;
310 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
311 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
312 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
313 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
315 if (type == GL_RENDERBUFFER)
317 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, name);
318 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
319 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
320 if (gl_info->limits.samples > 1)
321 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
322 else
323 samples = 1;
324 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt);
325 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
326 debug_fboattachment(attachment), name, width, height, samples, fmt);
328 else if (type == GL_TEXTURE)
330 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
331 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &level);
332 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
333 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, &face);
335 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
337 GL_EXTCALL(glGetTextureParameteriv(name, GL_TEXTURE_TARGET, &tex_target));
339 for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
341 if (texture_type[i].target == tex_target)
343 tex_type_str = texture_type[i].str;
344 break;
347 if (i == ARRAY_SIZE(texture_type))
348 tex_type_str = wine_dbg_sprintf("%#x", tex_target);
350 else if (face)
352 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &old_texture);
353 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, name);
355 tex_target = GL_TEXTURE_CUBE_MAP;
356 tex_type_str = "cube";
358 else
360 for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
362 if (!gl_info->supported[texture_type[i].extension])
363 continue;
365 gl_info->gl_ops.gl.p_glGetIntegerv(texture_type[i].binding, &old_texture);
366 while (gl_info->gl_ops.gl.p_glGetError());
368 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, name);
369 if (!gl_info->gl_ops.gl.p_glGetError())
371 tex_target = texture_type[i].target;
372 tex_type_str = texture_type[i].str;
373 break;
375 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, old_texture);
378 if (!tex_type_str)
380 FIXME("Cannot find type of texture %d.\n", name);
381 return;
385 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
387 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt));
388 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_WIDTH, &width));
389 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_HEIGHT, &height));
390 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_SAMPLES, &samples));
392 else
394 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
395 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_WIDTH, &width);
396 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_HEIGHT, &height);
397 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
398 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_SAMPLES, &samples);
399 else
400 samples = 1;
402 gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture);
405 FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
406 debug_fboattachment(attachment), tex_type_str, name, width, height, samples, fmt);
408 else if (type == GL_NONE)
410 FIXME(" %s: NONE.\n", debug_fboattachment(attachment));
412 else
414 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type);
417 checkGLcall("dump FBO attachment");
420 /* Context activation is done by the caller. */
421 void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl *context_gl, GLenum target)
423 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
424 GLenum status;
426 if (!FIXME_ON(d3d))
427 return;
429 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
430 if (status == GL_FRAMEBUFFER_COMPLETE)
432 TRACE("FBO complete.\n");
434 else
436 unsigned int i;
438 FIXME("FBO status %s (%#x).\n", debug_fbostatus(status), status);
440 if (!context_gl->current_fbo)
442 ERR("FBO 0 is incomplete, driver bug?\n");
443 return;
446 context_dump_fbo_attachment(gl_info, target, GL_DEPTH_ATTACHMENT);
447 context_dump_fbo_attachment(gl_info, target, GL_STENCIL_ATTACHMENT);
449 for (i = 0; i < gl_info->limits.buffers; ++i)
450 context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i);
454 static inline DWORD context_generate_rt_mask(GLenum buffer)
456 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
457 return buffer ? (1u << 31) | buffer : 0;
460 static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resource *resource)
462 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
464 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
465 return 0;
468 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource));
471 static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct wined3d_context_gl *context_gl,
472 struct wined3d_fbo_entry_key *key, unsigned int idx, const struct wined3d_rendertarget_info *render_target,
473 DWORD location)
475 unsigned int sub_resource_idx = render_target->sub_resource_idx;
476 struct wined3d_resource *resource = render_target->resource;
477 struct wined3d_texture_gl *texture_gl;
479 if (!resource || resource->format->id == WINED3DFMT_NULL || resource->type == WINED3D_RTYPE_BUFFER)
481 if (resource && resource->type == WINED3D_RTYPE_BUFFER)
482 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
483 key->objects[idx].object = 0;
484 key->objects[idx].target = 0;
485 key->objects[idx].level = key->objects[idx].layer = 0;
486 return;
489 if (render_target->gl_view.name)
491 key->objects[idx].object = render_target->gl_view.name;
492 key->objects[idx].target = render_target->gl_view.target;
493 key->objects[idx].level = 0;
494 key->objects[idx].layer = WINED3D_ALL_LAYERS;
495 return;
498 texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(resource));
499 if (texture_gl->current_renderbuffer)
501 key->objects[idx].object = texture_gl->current_renderbuffer->id;
502 key->objects[idx].target = 0;
503 key->objects[idx].level = key->objects[idx].layer = 0;
504 key->rb_namespace |= 1 << idx;
505 return;
508 key->objects[idx].target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx);
509 key->objects[idx].level = sub_resource_idx % texture_gl->t.level_count;
510 key->objects[idx].layer = sub_resource_idx / texture_gl->t.level_count;
512 if (render_target->layer_count != 1)
513 key->objects[idx].layer = WINED3D_ALL_LAYERS;
515 switch (location)
517 case WINED3D_LOCATION_TEXTURE_RGB:
518 key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
519 break;
521 case WINED3D_LOCATION_TEXTURE_SRGB:
522 key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, TRUE);
523 break;
525 case WINED3D_LOCATION_RB_MULTISAMPLE:
526 key->objects[idx].object = texture_gl->rb_multisample;
527 key->objects[idx].target = 0;
528 key->objects[idx].level = key->objects[idx].layer = 0;
529 key->rb_namespace |= 1 << idx;
530 break;
532 case WINED3D_LOCATION_RB_RESOLVED:
533 key->objects[idx].object = texture_gl->rb_resolved;
534 key->objects[idx].target = 0;
535 key->objects[idx].level = key->objects[idx].layer = 0;
536 key->rb_namespace |= 1 << idx;
537 break;
541 static void wined3d_context_gl_generate_fbo_key(const struct wined3d_context_gl *context_gl,
542 struct wined3d_fbo_entry_key *key, const struct wined3d_rendertarget_info *render_targets,
543 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
545 unsigned int buffers = context_gl->gl_info->limits.buffers;
546 unsigned int i;
548 key->rb_namespace = 0;
549 wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, 0, depth_stencil, ds_location);
551 for (i = 0; i < buffers; ++i)
552 wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, i + 1, &render_targets[i], color_location);
554 memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects));
557 static struct fbo_entry *wined3d_context_gl_create_fbo_entry(const struct wined3d_context_gl *context_gl,
558 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
559 DWORD color_location, DWORD ds_location)
561 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
562 struct fbo_entry *entry;
564 entry = heap_alloc(sizeof(*entry));
565 wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
566 render_targets, depth_stencil, color_location, ds_location);
567 entry->flags = 0;
568 if (depth_stencil->resource)
570 if (depth_stencil->resource->format->depth_size)
571 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
572 if (depth_stencil->resource->format->stencil_size)
573 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
575 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
576 gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
577 checkGLcall("glGenFramebuffers()");
578 TRACE("Created FBO %u.\n", entry->id);
580 return entry;
583 /* Context activation is done by the caller. */
584 static void wined3d_context_gl_reuse_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
585 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
586 DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
588 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
590 wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
591 context_clean_fbo_attachments(gl_info, target);
593 wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
594 render_targets, depth_stencil, color_location, ds_location);
595 entry->flags = 0;
596 if (depth_stencil->resource)
598 if (depth_stencil->resource->format->depth_size)
599 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
600 if (depth_stencil->resource->format->stencil_size)
601 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
605 /* Context activation is done by the caller. */
606 static void wined3d_context_gl_destroy_fbo_entry(struct wined3d_context_gl *context_gl, struct fbo_entry *entry)
608 if (entry->id)
610 TRACE("Destroy FBO %u.\n", entry->id);
611 wined3d_context_gl_destroy_fbo(context_gl, entry->id);
613 --context_gl->fbo_entry_count;
614 list_remove(&entry->entry);
615 heap_free(entry);
618 /* Context activation is done by the caller. */
619 static struct fbo_entry *wined3d_context_gl_find_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
620 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
621 DWORD color_location, DWORD ds_location)
623 static const struct wined3d_rendertarget_info ds_null = {{0}};
624 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
625 struct wined3d_texture *rt_texture, *ds_texture;
626 struct wined3d_fbo_entry_key fbo_key;
627 unsigned int i, ds_level, rt_level;
628 struct fbo_entry *entry;
630 if (depth_stencil->resource && depth_stencil->resource->type != WINED3D_RTYPE_BUFFER
631 && render_targets[0].resource && render_targets[0].resource->type != WINED3D_RTYPE_BUFFER
632 && render_targets[0].resource->format->id != WINED3DFMT_NULL)
634 rt_texture = wined3d_texture_from_resource(render_targets[0].resource);
635 rt_level = render_targets[0].sub_resource_idx % rt_texture->level_count;
636 ds_texture = wined3d_texture_from_resource(depth_stencil->resource);
637 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
639 if (wined3d_texture_get_level_width(ds_texture, ds_level)
640 < wined3d_texture_get_level_width(rt_texture, rt_level)
641 || wined3d_texture_get_level_height(ds_texture, ds_level)
642 < wined3d_texture_get_level_height(rt_texture, rt_level))
644 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
645 depth_stencil = &ds_null;
647 else if (ds_texture->resource.multisample_type != rt_texture->resource.multisample_type
648 || (ds_texture->resource.multisample_type
649 && ds_texture->resource.multisample_quality != rt_texture->resource.multisample_quality))
651 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
652 rt_texture->resource.multisample_type, rt_texture->resource.multisample_quality,
653 ds_texture->resource.multisample_type, ds_texture->resource.multisample_quality);
654 depth_stencil = &ds_null;
656 else if (depth_stencil->resource->type == WINED3D_RTYPE_TEXTURE_2D)
658 wined3d_texture_gl_set_compatible_renderbuffer(wined3d_texture_gl(ds_texture),
659 context_gl, ds_level, &render_targets[0]);
663 wined3d_context_gl_generate_fbo_key(context_gl, &fbo_key,
664 render_targets, depth_stencil, color_location, ds_location);
666 if (TRACE_ON(d3d))
668 struct wined3d_resource *resource;
669 unsigned int width, height;
670 const char *resource_type;
672 TRACE("Dumping FBO attachments:\n");
673 for (i = 0; i < gl_info->limits.buffers; ++i)
675 if ((resource = render_targets[i].resource))
677 if (resource->type == WINED3D_RTYPE_BUFFER)
679 width = resource->size;
680 height = 1;
681 resource_type = "buffer";
683 else
685 rt_texture = wined3d_texture_from_resource(resource);
686 rt_level = render_targets[i].sub_resource_idx % rt_texture->level_count;
687 width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level);
688 height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level);
689 resource_type = "texture";
692 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
693 i, resource, render_targets[i].sub_resource_idx, debug_d3dformat(resource->format->id),
694 fbo_key.rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type,
695 fbo_key.objects[i + 1].object, width, height, resource->multisample_type);
698 if ((resource = depth_stencil->resource))
700 if (resource->type == WINED3D_RTYPE_BUFFER)
702 width = resource->size;
703 height = 1;
704 resource_type = "buffer";
706 else
708 ds_texture = wined3d_texture_from_resource(resource);
709 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
710 width = wined3d_texture_get_level_pow2_width(ds_texture, ds_level);
711 height = wined3d_texture_get_level_pow2_height(ds_texture, ds_level);
712 resource_type = "texture";
715 TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
716 resource, depth_stencil->sub_resource_idx, debug_d3dformat(resource->format->id),
717 fbo_key.rb_namespace & (1 << 0) ? "renderbuffer" : resource_type,
718 fbo_key.objects[0].object, width, height, resource->multisample_type);
722 LIST_FOR_EACH_ENTRY(entry, &context_gl->fbo_list, struct fbo_entry, entry)
724 if (memcmp(&fbo_key, &entry->key, sizeof(fbo_key)))
725 continue;
727 list_remove(&entry->entry);
728 list_add_head(&context_gl->fbo_list, &entry->entry);
729 return entry;
732 if (context_gl->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
734 entry = wined3d_context_gl_create_fbo_entry(context_gl,
735 render_targets, depth_stencil, color_location, ds_location);
736 list_add_head(&context_gl->fbo_list, &entry->entry);
737 ++context_gl->fbo_entry_count;
739 else
741 entry = LIST_ENTRY(list_tail(&context_gl->fbo_list), struct fbo_entry, entry);
742 wined3d_context_gl_reuse_fbo_entry(context_gl, target, render_targets,
743 depth_stencil, color_location, ds_location, entry);
744 list_remove(&entry->entry);
745 list_add_head(&context_gl->fbo_list, &entry->entry);
748 return entry;
751 /* Context activation is done by the caller. */
752 static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl *context_gl,
753 GLenum target, struct fbo_entry *entry)
755 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
756 GLuint read_binding, draw_binding;
757 unsigned int i;
759 if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
761 wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
762 return;
765 read_binding = context_gl->fbo_read_binding;
766 draw_binding = context_gl->fbo_draw_binding;
767 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, entry->id);
769 if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
771 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
772 GL_FRAMEBUFFER_DEFAULT_WIDTH, gl_info->limits.framebuffer_width));
773 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
774 GL_FRAMEBUFFER_DEFAULT_HEIGHT, gl_info->limits.framebuffer_height));
775 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1));
776 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1));
779 /* Apply render targets */
780 for (i = 0; i < gl_info->limits.buffers; ++i)
782 wined3d_context_gl_attach_surface_fbo(context_gl, target, i,
783 &entry->key.objects[i + 1], entry->key.rb_namespace & (1 << (i + 1)));
786 wined3d_context_gl_attach_depth_stencil_fbo(context_gl, target,
787 &entry->key.objects[0], entry->key.rb_namespace & 0x1, entry->flags);
789 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
790 * GL contexts requirements. */
791 gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
792 wined3d_context_gl_set_draw_buffer(context_gl, GL_NONE);
793 if (target != GL_FRAMEBUFFER)
795 if (target == GL_READ_FRAMEBUFFER)
796 wined3d_context_gl_bind_fbo(context_gl, GL_DRAW_FRAMEBUFFER, draw_binding);
797 else
798 wined3d_context_gl_bind_fbo(context_gl, GL_READ_FRAMEBUFFER, read_binding);
801 entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
804 /* Context activation is done by the caller. */
805 static void wined3d_context_gl_apply_fbo_state(struct wined3d_context_gl *context_gl, GLenum target,
806 const struct wined3d_rendertarget_info *render_targets,
807 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
809 struct fbo_entry *entry, *entry2;
811 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
813 wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
816 if (context_gl->rebind_fbo)
818 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
819 context_gl->rebind_fbo = FALSE;
822 if (color_location == WINED3D_LOCATION_DRAWABLE)
824 context_gl->current_fbo = NULL;
825 wined3d_context_gl_bind_fbo(context_gl, target, 0);
827 else
829 context_gl->current_fbo = wined3d_context_gl_find_fbo_entry(context_gl,
830 target, render_targets, depth_stencil, color_location, ds_location);
831 wined3d_context_gl_apply_fbo_entry(context_gl, target, context_gl->current_fbo);
835 /* Context activation is done by the caller. */
836 void wined3d_context_gl_apply_fbo_state_blit(struct wined3d_context_gl *context_gl, GLenum target,
837 struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
838 struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location)
840 struct wined3d_rendertarget_info ds_info = {{0}};
842 memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
843 if (rt)
845 context_gl->blit_targets[0].resource = rt;
846 context_gl->blit_targets[0].sub_resource_idx = rt_sub_resource_idx;
847 context_gl->blit_targets[0].layer_count = 1;
850 if (ds)
852 ds_info.resource = ds;
853 ds_info.sub_resource_idx = ds_sub_resource_idx;
854 ds_info.layer_count = 1;
857 wined3d_context_gl_apply_fbo_state(context_gl, target, context_gl->blit_targets, &ds_info, location, location);
860 /* Context activation is done by the caller. */
861 void wined3d_context_gl_alloc_occlusion_query(struct wined3d_context_gl *context_gl,
862 struct wined3d_occlusion_query *query)
864 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
866 if (context_gl->free_occlusion_query_count)
868 query->id = context_gl->free_occlusion_queries[--context_gl->free_occlusion_query_count];
870 else
872 if (gl_info->supported[ARB_OCCLUSION_QUERY])
874 GL_EXTCALL(glGenQueries(1, &query->id));
875 checkGLcall("glGenQueries");
877 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context_gl);
879 else
881 WARN("Occlusion queries not supported, not allocating query id.\n");
882 query->id = 0;
886 query->context_gl = context_gl;
887 list_add_head(&context_gl->occlusion_queries, &query->entry);
890 void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query *query)
892 struct wined3d_context_gl *context_gl = query->context_gl;
894 list_remove(&query->entry);
895 query->context_gl = NULL;
897 if (!wined3d_array_reserve((void **)&context_gl->free_occlusion_queries,
898 &context_gl->free_occlusion_query_size, context_gl->free_occlusion_query_count + 1,
899 sizeof(*context_gl->free_occlusion_queries)))
901 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
902 return;
905 context_gl->free_occlusion_queries[context_gl->free_occlusion_query_count++] = query->id;
908 /* Context activation is done by the caller. */
909 void wined3d_context_gl_alloc_fence(struct wined3d_context_gl *context_gl, struct wined3d_fence *fence)
911 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
913 if (context_gl->free_fence_count)
915 fence->object = context_gl->free_fences[--context_gl->free_fence_count];
917 else
919 if (gl_info->supported[ARB_SYNC])
921 /* Using ARB_sync, not much to do here. */
922 fence->object.sync = NULL;
923 TRACE("Allocated sync object in context %p.\n", context_gl);
925 else if (gl_info->supported[APPLE_FENCE])
927 GL_EXTCALL(glGenFencesAPPLE(1, &fence->object.id));
928 checkGLcall("glGenFencesAPPLE");
930 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
932 else if(gl_info->supported[NV_FENCE])
934 GL_EXTCALL(glGenFencesNV(1, &fence->object.id));
935 checkGLcall("glGenFencesNV");
937 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
939 else
941 WARN("Fences not supported, not allocating fence.\n");
942 fence->object.id = 0;
946 fence->context_gl = context_gl;
947 list_add_head(&context_gl->fences, &fence->entry);
950 void wined3d_context_gl_free_fence(struct wined3d_fence *fence)
952 struct wined3d_context_gl *context_gl = fence->context_gl;
954 list_remove(&fence->entry);
955 fence->context_gl = NULL;
957 if (!wined3d_array_reserve((void **)&context_gl->free_fences,
958 &context_gl->free_fence_size, context_gl->free_fence_count + 1,
959 sizeof(*context_gl->free_fences)))
961 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence->object.id, context_gl);
962 return;
965 context_gl->free_fences[context_gl->free_fence_count++] = fence->object;
968 /* Context activation is done by the caller. */
969 void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl *context_gl,
970 struct wined3d_timestamp_query *query)
972 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
974 if (context_gl->free_timestamp_query_count)
976 query->id = context_gl->free_timestamp_queries[--context_gl->free_timestamp_query_count];
978 else
980 GL_EXTCALL(glGenQueries(1, &query->id));
981 checkGLcall("glGenQueries");
983 TRACE("Allocated timestamp query %u in context %p.\n", query->id, context_gl);
986 query->context_gl = context_gl;
987 list_add_head(&context_gl->timestamp_queries, &query->entry);
990 void wined3d_context_gl_free_timestamp_query(struct wined3d_timestamp_query *query)
992 struct wined3d_context_gl *context_gl = query->context_gl;
994 list_remove(&query->entry);
995 query->context_gl = NULL;
997 if (!wined3d_array_reserve((void **)&context_gl->free_timestamp_queries,
998 &context_gl->free_timestamp_query_size, context_gl->free_timestamp_query_count + 1,
999 sizeof(*context_gl->free_timestamp_queries)))
1001 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
1002 return;
1005 context_gl->free_timestamp_queries[context_gl->free_timestamp_query_count++] = query->id;
1008 void wined3d_context_gl_alloc_so_statistics_query(struct wined3d_context_gl *context_gl,
1009 struct wined3d_so_statistics_query *query)
1011 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1013 if (context_gl->free_so_statistics_query_count)
1015 query->u = context_gl->free_so_statistics_queries[--context_gl->free_so_statistics_query_count];
1017 else
1019 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
1020 checkGLcall("glGenQueries");
1022 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
1023 query->u.id[0], query->u.id[1], context_gl);
1026 query->context_gl = context_gl;
1027 list_add_head(&context_gl->so_statistics_queries, &query->entry);
1030 void wined3d_context_gl_free_so_statistics_query(struct wined3d_so_statistics_query *query)
1032 struct wined3d_context_gl *context_gl = query->context_gl;
1034 list_remove(&query->entry);
1035 query->context_gl = NULL;
1037 if (!wined3d_array_reserve((void **)&context_gl->free_so_statistics_queries,
1038 &context_gl->free_so_statistics_query_size, context_gl->free_so_statistics_query_count + 1,
1039 sizeof(*context_gl->free_so_statistics_queries)))
1041 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
1042 query->u.id[0], query->u.id[1], context_gl);
1043 return;
1046 context_gl->free_so_statistics_queries[context_gl->free_so_statistics_query_count++] = query->u;
1049 void wined3d_context_gl_alloc_pipeline_statistics_query(struct wined3d_context_gl *context_gl,
1050 struct wined3d_pipeline_statistics_query *query)
1052 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1054 if (context_gl->free_pipeline_statistics_query_count)
1056 query->u = context_gl->free_pipeline_statistics_queries[--context_gl->free_pipeline_statistics_query_count];
1058 else
1060 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
1061 checkGLcall("glGenQueries");
1064 query->context_gl = context_gl;
1065 list_add_head(&context_gl->pipeline_statistics_queries, &query->entry);
1068 void wined3d_context_gl_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query)
1070 struct wined3d_context_gl *context_gl = query->context_gl;
1072 list_remove(&query->entry);
1073 query->context_gl = NULL;
1075 if (!wined3d_array_reserve((void **)&context_gl->free_pipeline_statistics_queries,
1076 &context_gl->free_pipeline_statistics_query_size, context_gl->free_pipeline_statistics_query_count + 1,
1077 sizeof(*context_gl->free_pipeline_statistics_queries)))
1079 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context_gl);
1080 return;
1083 context_gl->free_pipeline_statistics_queries[context_gl->free_pipeline_statistics_query_count++] = query->u;
1086 typedef void (context_fbo_entry_func_t)(struct wined3d_context_gl *context_gl, struct fbo_entry *entry);
1088 static void wined3d_context_gl_enum_fbo_entries(const struct wined3d_device *device,
1089 GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
1091 unsigned int i, j;
1093 for (i = 0; i < device->context_count; ++i)
1095 struct wined3d_context_gl *context_gl = wined3d_context_gl(device->contexts[i]);
1096 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1097 struct fbo_entry *entry, *entry2;
1099 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
1101 for (j = 0; j < gl_info->limits.buffers + 1; ++j)
1103 if (entry->key.objects[j].object == name
1104 && !(entry->key.rb_namespace & (1 << j)) == !rb_namespace)
1106 callback(context_gl, entry);
1107 break;
1114 static void wined3d_context_gl_queue_fbo_entry_destruction(struct wined3d_context_gl *context_gl,
1115 struct fbo_entry *entry)
1117 list_remove(&entry->entry);
1118 list_add_head(&context_gl->fbo_destroy_list, &entry->entry);
1121 void context_gl_resource_released(struct wined3d_device *device, GLuint name, BOOL rb_namespace)
1123 wined3d_context_gl_enum_fbo_entries(device, name, rb_namespace,
1124 wined3d_context_gl_queue_fbo_entry_destruction);
1127 void wined3d_context_gl_texture_update(struct wined3d_context_gl *context_gl,
1128 const struct wined3d_texture_gl *texture_gl)
1130 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1131 struct fbo_entry *entry = context_gl->current_fbo;
1132 unsigned int i;
1134 if (!entry || context_gl->rebind_fbo)
1135 return;
1137 for (i = 0; i < gl_info->limits.buffers + 1; ++i)
1139 if (texture_gl->texture_rgb.name == entry->key.objects[i].object
1140 || texture_gl->texture_srgb.name == entry->key.objects[i].object)
1142 TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture_gl, i);
1143 context_gl->rebind_fbo = TRUE;
1144 return;
1149 static BOOL wined3d_context_gl_restore_pixel_format(struct wined3d_context_gl *context_gl)
1151 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1152 BOOL ret = FALSE;
1154 if (context_gl->restore_pf && IsWindow(context_gl->restore_pf_win))
1156 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1158 HDC dc = GetDCEx(context_gl->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
1159 if (dc)
1161 if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, context_gl->restore_pf))))
1163 ERR("Failed to restore pixel format %d on window %p.\n",
1164 context_gl->restore_pf, context_gl->restore_pf_win);
1166 ReleaseDC(context_gl->restore_pf_win, dc);
1169 else
1171 ERR("Unable to restore pixel format %d on window %p.\n",
1172 context_gl->restore_pf, context_gl->restore_pf_win);
1176 context_gl->restore_pf = 0;
1177 context_gl->restore_pf_win = NULL;
1178 return ret;
1181 static BOOL wined3d_context_gl_set_pixel_format(struct wined3d_context_gl *context_gl)
1183 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1184 BOOL private = context_gl->dc_is_private;
1185 int format = context_gl->pixel_format;
1186 HDC dc = context_gl->dc;
1187 int current;
1188 HWND win;
1190 if (private && context_gl->dc_has_format)
1191 return TRUE;
1193 if (!private && WindowFromDC(dc) != context_gl->window)
1194 return FALSE;
1196 current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc);
1197 if (current == format) goto success;
1199 /* By default WGL doesn't allow pixel format adjustments but we need it
1200 * here. For this reason there's a Wine specific wglSetPixelFormat()
1201 * which allows us to set the pixel format multiple times. Use it when we
1202 * can, because even though no pixel format may currently be set, the
1203 * application may try to set one later. */
1204 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1206 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
1208 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1209 format, dc);
1210 return FALSE;
1213 else if (current)
1215 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1216 * continue using the old format. There's a big chance that the old
1217 * format works although with a performance hit and perhaps rendering
1218 * errors. */
1219 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1220 format, dc, current);
1221 return TRUE;
1223 else if (!SetPixelFormat(dc, format, NULL))
1225 /* This may also happen if the dc belongs to a destroyed window. */
1226 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
1227 format, dc, GetLastError());
1228 return FALSE;
1231 win = private ? NULL : WindowFromDC(dc);
1232 if (win != context_gl->restore_pf_win)
1233 wined3d_context_gl_restore_pixel_format(context_gl);
1234 context_gl->restore_pf = private ? 0 : current;
1235 context_gl->restore_pf_win = win;
1237 success:
1238 if (private)
1239 context_gl->dc_has_format = TRUE;
1240 return TRUE;
1243 static BOOL wined3d_context_gl_set_gl_context(struct wined3d_context_gl *context_gl)
1245 struct wined3d_swapchain_gl *swapchain_gl = wined3d_swapchain_gl(context_gl->c.swapchain);
1246 BOOL backup = FALSE;
1248 if (!wined3d_context_gl_set_pixel_format(context_gl))
1250 WARN("Failed to set pixel format %d on device context %p.\n",
1251 context_gl->pixel_format, context_gl->dc);
1252 backup = TRUE;
1255 if (backup || !wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
1257 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1258 context_gl->gl_ctx, context_gl->dc, GetLastError());
1259 context_gl->valid = 0;
1260 WARN("Trying fallback to the backup window.\n");
1262 /* FIXME: If the context is destroyed it's no longer associated with
1263 * a swapchain, so we can't use the swapchain to get a backup dc. To
1264 * make this work windowless contexts would need to be handled by the
1265 * device. */
1266 if (context_gl->c.destroyed || !swapchain_gl)
1268 FIXME("Unable to get backup dc for destroyed context %p.\n", context_gl);
1269 wined3d_context_gl_set_current(NULL);
1270 return FALSE;
1273 if (!(context_gl->dc = wined3d_swapchain_gl_get_backup_dc(swapchain_gl)))
1275 wined3d_context_gl_set_current(NULL);
1276 return FALSE;
1279 context_gl->dc_is_private = TRUE;
1280 context_gl->dc_has_format = FALSE;
1282 if (!wined3d_context_gl_set_pixel_format(context_gl))
1284 ERR("Failed to set pixel format %d on device context %p.\n",
1285 context_gl->pixel_format, context_gl->dc);
1286 wined3d_context_gl_set_current(NULL);
1287 return FALSE;
1290 if (!wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
1292 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1293 context_gl->dc, GetLastError());
1294 wined3d_context_gl_set_current(NULL);
1295 return FALSE;
1298 context_gl->valid = 1;
1300 context_gl->needs_set = 0;
1302 return TRUE;
1305 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
1307 if (!wglMakeCurrent(dc, gl_ctx))
1309 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1310 gl_ctx, dc, GetLastError());
1311 wined3d_context_gl_set_current(NULL);
1315 static void wined3d_context_gl_update_window(struct wined3d_context_gl *context_gl)
1317 if (!context_gl->c.swapchain)
1318 return;
1320 if (context_gl->window == context_gl->c.swapchain->win_handle)
1321 return;
1323 TRACE("Updating context %p window from %p to %p.\n",
1324 context_gl, context_gl->window, context_gl->c.swapchain->win_handle);
1326 if (context_gl->dc)
1327 wined3d_release_dc(context_gl->window, context_gl->dc);
1329 context_gl->window = context_gl->c.swapchain->win_handle;
1330 context_gl->dc_is_private = FALSE;
1331 context_gl->dc_has_format = FALSE;
1332 context_gl->needs_set = 1;
1333 context_gl->valid = 1;
1335 if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
1337 ERR("Failed to get a device context for window %p.\n", context_gl->window);
1338 context_gl->valid = 0;
1342 static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl)
1344 struct wined3d_pipeline_statistics_query *pipeline_statistics_query;
1345 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1346 struct wined3d_so_statistics_query *so_statistics_query;
1347 struct wined3d_timestamp_query *timestamp_query;
1348 struct wined3d_occlusion_query *occlusion_query;
1349 struct wined3d_context_gl *current;
1350 struct fbo_entry *entry, *entry2;
1351 struct wined3d_fence *fence;
1352 HGLRC restore_ctx;
1353 HDC restore_dc;
1354 unsigned int i;
1356 restore_ctx = wglGetCurrentContext();
1357 restore_dc = wglGetCurrentDC();
1359 if (context_gl->valid && context_gl->gl_ctx != restore_ctx)
1361 /* Attempting to restore a GL context corresponding to a wined3d
1362 * context is not particularly useful. Worse, when we're called from
1363 * wined3d_context_gl_destroy(), we subsequently clear the "current
1364 * D3D context" TLS value, which would cause
1365 * wined3d_context_gl_enter() to consider the GL context a non-D3D
1366 * context. */
1367 if ((current = wined3d_context_gl_get_current()) && current->gl_ctx == restore_ctx)
1368 restore_ctx = NULL;
1369 wined3d_context_gl_set_gl_context(context_gl);
1371 else
1373 restore_ctx = NULL;
1376 if (context_gl->valid)
1378 /* If we're here because we're switching away from a previously
1379 * destroyed context, acquiring a context in order to submit a fence
1380 * is problematic. (In particular, we'd end up back here again in the
1381 * process of switching to the newly acquired context.) */
1382 if (context_gl->c.destroyed)
1384 gl_info->gl_ops.gl.p_glFinish();
1386 else
1388 wined3d_context_gl_submit_command_fence(context_gl);
1389 wined3d_context_gl_wait_command_fence(context_gl,
1390 wined3d_device_gl(context_gl->c.device)->current_fence_id - 1);
1393 if (context_gl->dummy_arbfp_prog)
1394 GL_EXTCALL(glDeleteProgramsARB(1, &context_gl->dummy_arbfp_prog));
1396 if (context_gl->blit_vbo)
1397 GL_EXTCALL(glDeleteBuffers(1, &context_gl->blit_vbo));
1399 for (i = 0; i < context_gl->free_pipeline_statistics_query_count; ++i)
1401 union wined3d_gl_pipeline_statistics_query *q = &context_gl->free_pipeline_statistics_queries[i];
1402 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1405 for (i = 0; i < context_gl->free_so_statistics_query_count; ++i)
1407 union wined3d_gl_so_statistics_query *q = &context_gl->free_so_statistics_queries[i];
1408 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1411 if (context_gl->free_timestamp_query_count)
1412 GL_EXTCALL(glDeleteQueries(context_gl->free_timestamp_query_count, context_gl->free_timestamp_queries));
1414 if (gl_info->supported[ARB_SYNC])
1416 for (i = 0; i < context_gl->free_fence_count; ++i)
1418 GL_EXTCALL(glDeleteSync(context_gl->free_fences[i].sync));
1421 else if (gl_info->supported[APPLE_FENCE])
1423 for (i = 0; i < context_gl->free_fence_count; ++i)
1425 GL_EXTCALL(glDeleteFencesAPPLE(1, &context_gl->free_fences[i].id));
1428 else if (gl_info->supported[NV_FENCE])
1430 for (i = 0; i < context_gl->free_fence_count; ++i)
1432 GL_EXTCALL(glDeleteFencesNV(1, &context_gl->free_fences[i].id));
1436 if (context_gl->free_occlusion_query_count)
1437 GL_EXTCALL(glDeleteQueries(context_gl->free_occlusion_query_count, context_gl->free_occlusion_queries));
1439 checkGLcall("context cleanup");
1441 heap_free(context_gl->submitted.fences);
1442 heap_free(context_gl->free_pipeline_statistics_queries);
1443 heap_free(context_gl->free_so_statistics_queries);
1444 heap_free(context_gl->free_timestamp_queries);
1445 heap_free(context_gl->free_fences);
1446 heap_free(context_gl->free_occlusion_queries);
1448 LIST_FOR_EACH_ENTRY(pipeline_statistics_query, &context_gl->pipeline_statistics_queries,
1449 struct wined3d_pipeline_statistics_query, entry)
1451 if (context_gl->valid)
1452 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query->u.id), pipeline_statistics_query->u.id));
1453 pipeline_statistics_query->context_gl = NULL;
1456 LIST_FOR_EACH_ENTRY(so_statistics_query, &context_gl->so_statistics_queries,
1457 struct wined3d_so_statistics_query, entry)
1459 if (context_gl->valid)
1460 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query->u.id), so_statistics_query->u.id));
1461 so_statistics_query->context_gl = NULL;
1464 LIST_FOR_EACH_ENTRY(timestamp_query, &context_gl->timestamp_queries, struct wined3d_timestamp_query, entry)
1466 if (context_gl->valid)
1467 GL_EXTCALL(glDeleteQueries(1, &timestamp_query->id));
1468 timestamp_query->context_gl = NULL;
1471 LIST_FOR_EACH_ENTRY(fence, &context_gl->fences, struct wined3d_fence, entry)
1473 if (context_gl->valid)
1475 if (gl_info->supported[ARB_SYNC])
1477 if (fence->object.sync)
1478 GL_EXTCALL(glDeleteSync(fence->object.sync));
1480 else if (gl_info->supported[APPLE_FENCE])
1482 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence->object.id));
1484 else if (gl_info->supported[NV_FENCE])
1486 GL_EXTCALL(glDeleteFencesNV(1, &fence->object.id));
1489 fence->context_gl = NULL;
1492 LIST_FOR_EACH_ENTRY(occlusion_query, &context_gl->occlusion_queries, struct wined3d_occlusion_query, entry)
1494 if (context_gl->valid)
1495 GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
1496 occlusion_query->context_gl = NULL;
1499 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
1501 if (!context_gl->valid)
1502 entry->id = 0;
1503 wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
1506 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
1508 if (!context_gl->valid)
1509 entry->id = 0;
1510 wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
1513 heap_free(context_gl->texture_type);
1515 wined3d_context_gl_restore_pixel_format(context_gl);
1516 if (restore_ctx)
1517 context_restore_gl_context(gl_info, restore_dc, restore_ctx);
1518 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
1519 ERR("Failed to disable GL context.\n");
1521 wined3d_release_dc(context_gl->window, context_gl->dc);
1523 if (!wglDeleteContext(context_gl->gl_ctx))
1525 DWORD err = GetLastError();
1526 ERR("Failed to delete GL context %p, last error %#x.\n", context_gl->gl_ctx, err);
1529 wined3d_context_cleanup(&context_gl->c);
1532 DWORD context_get_tls_idx(void)
1534 return wined3d_context_tls_idx;
1537 void context_set_tls_idx(DWORD idx)
1539 wined3d_context_tls_idx = idx;
1542 struct wined3d_context_gl *wined3d_context_gl_get_current(void)
1544 return TlsGetValue(wined3d_context_tls_idx);
1547 BOOL wined3d_context_gl_set_current(struct wined3d_context_gl *context_gl)
1549 struct wined3d_context_gl *old = wined3d_context_gl_get_current();
1551 if (old == context_gl)
1553 TRACE("Already using D3D context %p.\n", context_gl);
1554 return TRUE;
1557 if (old)
1559 if (old->c.destroyed)
1561 TRACE("Switching away from destroyed context %p.\n", old);
1562 wined3d_context_gl_cleanup(old);
1563 heap_free((void *)old->gl_info);
1564 heap_free(old);
1566 else
1568 if (wglGetCurrentContext())
1570 const struct wined3d_gl_info *gl_info = old->gl_info;
1571 TRACE("Flushing context %p before switching to %p.\n", old, context_gl);
1572 gl_info->gl_ops.gl.p_glFlush();
1574 old->c.current = 0;
1578 if (context_gl)
1580 if (!context_gl->valid)
1582 ERR("Trying to make invalid context %p current.\n", context_gl);
1583 return FALSE;
1586 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n",
1587 context_gl, context_gl->gl_ctx, context_gl->dc);
1588 if (!wined3d_context_gl_set_gl_context(context_gl))
1589 return FALSE;
1590 context_gl->c.current = 1;
1592 else if (wglGetCurrentContext())
1594 TRACE("Clearing current D3D context.\n");
1595 if (!wglMakeCurrent(NULL, NULL))
1597 DWORD err = GetLastError();
1598 ERR("Failed to clear current GL context, last error %#x.\n", err);
1599 TlsSetValue(wined3d_context_tls_idx, NULL);
1600 return FALSE;
1604 return TlsSetValue(wined3d_context_tls_idx, context_gl);
1607 void wined3d_context_gl_release(struct wined3d_context_gl *context_gl)
1609 TRACE("Releasing context %p, level %u.\n", context_gl, context_gl->level);
1611 if (WARN_ON(d3d))
1613 if (!context_gl->level)
1614 WARN("Context %p is not active.\n", context_gl);
1615 else if (context_gl != wined3d_context_gl_get_current())
1616 WARN("Context %p is not the current context.\n", context_gl);
1619 if (!--context_gl->level)
1621 if (wined3d_context_gl_restore_pixel_format(context_gl))
1622 context_gl->needs_set = 1;
1623 if (context_gl->restore_ctx)
1625 TRACE("Restoring GL context %p on device context %p.\n", context_gl->restore_ctx, context_gl->restore_dc);
1626 context_restore_gl_context(context_gl->gl_info, context_gl->restore_dc, context_gl->restore_ctx);
1627 context_gl->restore_ctx = NULL;
1628 context_gl->restore_dc = NULL;
1631 if (context_gl->c.destroy_delayed)
1633 TRACE("Destroying context %p.\n", context_gl);
1634 wined3d_context_gl_destroy(context_gl);
1639 static void wined3d_context_gl_enter(struct wined3d_context_gl *context_gl)
1641 TRACE("Entering context %p, level %u.\n", context_gl, context_gl->level + 1);
1643 if (!context_gl->level++)
1645 const struct wined3d_context_gl *current_context = wined3d_context_gl_get_current();
1646 HGLRC current_gl = wglGetCurrentContext();
1648 if (current_gl && (!current_context || current_context->gl_ctx != current_gl))
1650 TRACE("Another GL context (%p on device context %p) is already current.\n",
1651 current_gl, wglGetCurrentDC());
1652 context_gl->restore_ctx = current_gl;
1653 context_gl->restore_dc = wglGetCurrentDC();
1654 context_gl->needs_set = 1;
1656 else if (!context_gl->needs_set && !(context_gl->dc_is_private && context_gl->dc_has_format)
1657 && context_gl->pixel_format != context_gl->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context_gl->dc))
1658 context_gl->needs_set = 1;
1662 /* This function takes care of wined3d pixel format selection. */
1663 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1664 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1665 bool aux_buffers, bool swap_effect_copy)
1667 unsigned int cfg_count = wined3d_adapter_gl(device->adapter)->pixel_format_count;
1668 unsigned int current_value;
1669 PIXELFORMATDESCRIPTOR pfd;
1670 int iPixelFormat = 0;
1671 unsigned int i;
1673 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, swap_effect_copy %#x.\n",
1674 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1675 aux_buffers, swap_effect_copy);
1677 current_value = 0;
1678 for (i = 0; i < cfg_count; ++i)
1680 const struct wined3d_pixel_format *cfg = &wined3d_adapter_gl(device->adapter)->pixel_formats[i];
1681 unsigned int value;
1683 /* For now only accept RGBA formats. Perhaps some day we will
1684 * allow floating point formats for pbuffers. */
1685 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1686 continue;
1687 /* In window mode we need a window drawable format and double buffering. */
1688 if (!(cfg->windowDrawable && cfg->doubleBuffer))
1689 continue;
1690 if (cfg->redSize < color_format->red_size)
1691 continue;
1692 if (cfg->greenSize < color_format->green_size)
1693 continue;
1694 if (cfg->blueSize < color_format->blue_size)
1695 continue;
1696 if (cfg->alphaSize < color_format->alpha_size)
1697 continue;
1698 if (cfg->depthSize < ds_format->depth_size)
1699 continue;
1700 if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size)
1701 continue;
1702 /* Check multisampling support. */
1703 if (cfg->numSamples)
1704 continue;
1706 value = 1;
1707 if (swap_effect_copy && cfg->swap_method == WGL_SWAP_COPY_ARB)
1708 value += 1;
1709 /* We try to locate a format which matches our requirements exactly. In case of
1710 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1711 if (cfg->depthSize == ds_format->depth_size)
1712 value += 2;
1713 if (cfg->stencilSize == ds_format->stencil_size)
1714 value += 4;
1715 if (cfg->alphaSize == color_format->alpha_size)
1716 value += 8;
1717 /* We like to have aux buffers in backbuffer mode */
1718 if (aux_buffers && cfg->auxBuffers)
1719 value += 16;
1720 if (cfg->redSize == color_format->red_size
1721 && cfg->greenSize == color_format->green_size
1722 && cfg->blueSize == color_format->blue_size)
1723 value += 32;
1725 if (value > current_value)
1727 iPixelFormat = cfg->iPixelFormat;
1728 current_value = value;
1732 if (!iPixelFormat)
1734 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1736 memset(&pfd, 0, sizeof(pfd));
1737 pfd.nSize = sizeof(pfd);
1738 pfd.nVersion = 1;
1739 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1740 pfd.iPixelType = PFD_TYPE_RGBA;
1741 pfd.cAlphaBits = color_format->alpha_size;
1742 pfd.cColorBits = color_format->red_size + color_format->green_size
1743 + color_format->blue_size + color_format->alpha_size;
1744 pfd.cDepthBits = ds_format->depth_size;
1745 pfd.cStencilBits = ds_format->stencil_size;
1746 pfd.iLayerType = PFD_MAIN_PLANE;
1748 if (!(iPixelFormat = ChoosePixelFormat(hdc, &pfd)))
1750 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1751 ERR("Can't find a suitable pixel format.\n");
1752 return 0;
1756 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1757 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1758 return iPixelFormat;
1761 /* Context activation is done by the caller. */
1762 void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl *context_gl)
1764 const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
1765 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1766 unsigned int i;
1768 for (i = 0; i < gl_info->limits.combined_samplers; ++i)
1770 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
1772 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
1773 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
1775 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1776 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
1778 if (gl_info->supported[EXT_TEXTURE3D])
1779 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
1781 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1782 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
1784 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
1785 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
1787 if (gl_info->supported[EXT_TEXTURE_ARRAY])
1789 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
1790 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
1793 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
1794 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
1796 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
1798 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
1799 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
1803 checkGLcall("bind dummy textures");
1806 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1807 const char *file, unsigned int line, const char *name)
1809 GLint err;
1811 if (gl_info->supported[ARB_DEBUG_OUTPUT] || (err = gl_info->gl_ops.gl.p_glGetError()) == GL_NO_ERROR)
1813 TRACE("%s call ok %s / %u.\n", name, file, line);
1814 return;
1819 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1820 debug_glerror(err), err, name, file,line);
1821 err = gl_info->gl_ops.gl.p_glGetError();
1822 } while (err != GL_NO_ERROR);
1825 static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
1827 return gl_info->supported[ARB_DEBUG_OUTPUT]
1828 && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
1831 static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
1832 GLenum severity, GLsizei length, const char *message, void *ctx)
1834 switch (type)
1836 case GL_DEBUG_TYPE_ERROR_ARB:
1837 ERR("%p: %s.\n", ctx, debugstr_an(message, length));
1838 break;
1840 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
1841 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
1842 case GL_DEBUG_TYPE_PORTABILITY_ARB:
1843 FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
1844 break;
1846 case GL_DEBUG_TYPE_PERFORMANCE_ARB:
1847 WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
1848 break;
1850 default:
1851 FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
1852 break;
1856 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx)
1858 HGLRC ctx;
1859 unsigned int ctx_attrib_idx = 0;
1860 GLint ctx_attribs[7], ctx_flags = 0;
1862 if (context_debug_output_enabled(gl_info))
1863 ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB;
1864 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
1865 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16;
1866 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB;
1867 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff;
1868 if (ctx_flags)
1870 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1871 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1873 ctx_attribs[ctx_attrib_idx] = 0;
1875 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1877 if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
1879 if (ctx_flags)
1881 ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1882 ctx_attribs[ctx_attrib_idx - 1] = ctx_flags;
1884 else
1886 ctx_flags = WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1887 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1888 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1889 ctx_attribs[ctx_attrib_idx] = 0;
1891 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1892 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1893 GetLastError());
1896 return ctx;
1899 static BOOL wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl *context_gl,
1900 struct wined3d_swapchain_gl *swapchain_gl)
1902 enum wined3d_swap_effect swap_effect = swapchain_gl->s.state.desc.swap_effect;
1903 const struct wined3d_format *colour_format, *ds_format;
1904 struct wined3d_context *context = &context_gl->c;
1905 const struct wined3d_gl_info *gl_info;
1906 struct wined3d_resource *target;
1907 struct wined3d_adapter *adapter;
1908 unsigned int target_bind_flags;
1909 struct wined3d_device *device;
1910 bool swap_effect_copy;
1911 HGLRC ctx, share_ctx;
1912 unsigned int i;
1914 device = context->device;
1915 adapter = device->adapter;
1916 gl_info = &adapter->gl_info;
1918 target = &context->current_rt.texture->resource;
1919 target_bind_flags = target->bind_flags;
1921 swap_effect_copy = swap_effect == WINED3D_SWAP_EFFECT_COPY || swap_effect == WINED3D_SWAP_EFFECT_COPY_VSYNC;
1923 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1925 static const enum wined3d_format_id ds_formats[] =
1927 WINED3DFMT_D24_UNORM_S8_UINT,
1928 WINED3DFMT_D32_UNORM,
1929 WINED3DFMT_R24_UNORM_X8_TYPELESS,
1930 WINED3DFMT_D16_UNORM,
1931 WINED3DFMT_S1_UINT_D15_UNORM,
1934 colour_format = target->format;
1936 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1937 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1938 if (colour_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1939 colour_format = wined3d_get_format(adapter, WINED3DFMT_B4G4R4A4_UNORM, target_bind_flags);
1940 else if (colour_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1941 colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
1943 /* DirectDraw supports 8bit paletted render targets and these are used by
1944 * old games like StarCraft and C&C. Most modern hardware doesn't support
1945 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1946 * conversion (ab)uses the alpha component for storing the palette index.
1947 * For this reason we require a format with 8bit alpha, so request
1948 * A8R8G8B8. */
1949 if (colour_format->id == WINED3DFMT_P8_UINT)
1950 colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
1952 /* Try to find a pixel format which matches our requirements. */
1953 if (!swapchain_gl->s.ds_format)
1955 for (i = 0; i < ARRAY_SIZE(ds_formats); ++i)
1957 ds_format = wined3d_get_format(adapter, ds_formats[i], WINED3D_BIND_DEPTH_STENCIL);
1958 if ((context_gl->pixel_format = context_choose_pixel_format(device,
1959 context_gl->dc, colour_format, ds_format, true, swap_effect_copy)))
1961 swapchain_gl->s.ds_format = ds_format;
1962 break;
1965 TRACE("Depth stencil format %s is not supported, trying next format.\n",
1966 debug_d3dformat(ds_format->id));
1969 else
1971 context_gl->pixel_format = context_choose_pixel_format(device,
1972 context_gl->dc, colour_format, swapchain_gl->s.ds_format, true, swap_effect_copy);
1975 else
1977 /* When using FBOs for off-screen rendering, we only use the drawable for
1978 * presentation blits, and don't do any rendering to it. That means we
1979 * don't need depth or stencil buffers, and can mostly ignore the render
1980 * target format. This wouldn't necessarily be quite correct for 10bpc
1981 * display modes, but we don't currently support those.
1982 * Using the same format regardless of the colour/depth/stencil targets
1983 * makes it much less likely that different wined3d instances will set
1984 * conflicting pixel formats. */
1985 colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
1986 ds_format = wined3d_get_format(adapter, WINED3DFMT_UNKNOWN, WINED3D_BIND_DEPTH_STENCIL);
1987 context_gl->pixel_format = context_choose_pixel_format(device,
1988 context_gl->dc, colour_format, ds_format, false, swap_effect_copy);
1991 if (!context_gl->pixel_format)
1993 ERR("Failed to choose pixel format.\n");
1994 return FALSE;
1997 wined3d_context_gl_enter(context_gl);
1999 if (!wined3d_context_gl_set_pixel_format(context_gl))
2001 context_release(context);
2003 if (context_gl->dc_is_private)
2005 ERR("Failed to set pixel format %d on device context %p.\n", context_gl->pixel_format, context_gl->dc);
2007 return FALSE;
2010 WARN("Failed to set pixel format %d on device context %p, trying backup DC.\n",
2011 context_gl->pixel_format, context_gl->dc);
2013 wined3d_release_dc(context_gl->window, context_gl->dc);
2014 if (!(context_gl->dc = wined3d_swapchain_gl_get_backup_dc(swapchain_gl)))
2016 ERR("Failed to retrieve the backup device context.\n");
2017 return FALSE;
2019 context_gl->dc_is_private = TRUE;
2021 return wined3d_context_gl_create_wgl_ctx(context_gl, swapchain_gl);
2024 share_ctx = device->context_count ? wined3d_context_gl(device->contexts[0])->gl_ctx : NULL;
2025 if (gl_info->p_wglCreateContextAttribsARB)
2027 if (!(ctx = context_create_wgl_attribs(gl_info, context_gl->dc, share_ctx)))
2029 ERR("Failed to create a WGL context.\n");
2030 context_release(context);
2031 return FALSE;
2034 else
2036 if (!(ctx = wglCreateContext(context_gl->dc)))
2038 ERR("Failed to create a WGL context.\n");
2039 context_release(context);
2040 return FALSE;
2043 if (share_ctx && !wglShareLists(share_ctx, ctx))
2045 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
2046 context_release(context);
2047 if (!wglDeleteContext(ctx))
2048 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
2049 return FALSE;
2053 context_gl->dc_has_format = TRUE;
2054 context_gl->needs_set = 1;
2055 context_gl->valid = 1;
2056 context_gl->gl_ctx = ctx;
2058 return TRUE;
2061 HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wined3d_swapchain_gl *swapchain_gl)
2063 struct wined3d_context *context = &context_gl->c;
2064 const struct wined3d_d3d_info *d3d_info;
2065 const struct wined3d_gl_info *gl_info;
2066 struct wined3d_device *device;
2067 unsigned int i;
2069 TRACE("context_gl %p, swapchain %p.\n", context_gl, swapchain_gl);
2071 wined3d_context_init(&context_gl->c, &swapchain_gl->s);
2073 device = context->device;
2074 gl_info = &device->adapter->gl_info;
2075 context_gl->gl_info = gl_info;
2076 d3d_info = context->d3d_info;
2078 context_gl->tid = GetCurrentThreadId();
2079 context_gl->window = context->swapchain->win_handle;
2080 if (context_gl->window == GetDesktopWindow())
2082 TRACE("Swapchain is created on the desktop window, trying backup device context.\n");
2083 context_gl->dc = NULL;
2085 else if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
2086 WARN("Failed to retrieve device context, trying swapchain backup.\n");
2088 if (!context_gl->dc)
2090 if (!(context_gl->dc = wined3d_swapchain_gl_get_backup_dc(swapchain_gl)))
2092 ERR("Failed to retrieve a device context.\n");
2093 return E_FAIL;
2095 context_gl->dc_is_private = TRUE;
2098 list_init(&context_gl->fbo_list);
2099 list_init(&context_gl->fbo_destroy_list);
2101 list_init(&context_gl->occlusion_queries);
2102 list_init(&context_gl->fences);
2103 list_init(&context_gl->timestamp_queries);
2104 list_init(&context_gl->so_statistics_queries);
2105 list_init(&context_gl->pipeline_statistics_queries);
2107 for (i = 0; i < ARRAY_SIZE(context_gl->tex_unit_map); ++i)
2108 context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
2109 for (i = 0; i < ARRAY_SIZE(context_gl->rev_tex_unit_map); ++i)
2110 context_gl->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
2111 if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
2113 /* Initialize the texture unit mapping to a 1:1 mapping. */
2114 unsigned int base, count;
2116 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
2117 if (base + WINED3D_MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
2119 ERR("Unexpected texture unit base index %u.\n", base);
2120 goto fail;
2122 for (i = 0; i < min(count, WINED3D_MAX_FRAGMENT_SAMPLERS); ++i)
2124 context_gl->tex_unit_map[i] = base + i;
2125 context_gl->rev_tex_unit_map[base + i] = i;
2128 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
2129 if (base + WINED3D_MAX_VERTEX_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
2131 ERR("Unexpected texture unit base index %u.\n", base);
2132 goto fail;
2134 for (i = 0; i < min(count, WINED3D_MAX_VERTEX_SAMPLERS); ++i)
2136 context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + i] = base + i;
2137 context_gl->rev_tex_unit_map[base + i] = WINED3D_MAX_FRAGMENT_SAMPLERS + i;
2141 if (!(context_gl->texture_type = heap_calloc(gl_info->limits.combined_samplers,
2142 sizeof(*context_gl->texture_type))))
2143 goto fail;
2145 if (!wined3d_context_gl_create_wgl_ctx(context_gl, swapchain_gl))
2146 goto fail;
2148 /* Set up the context defaults. */
2150 context->render_offscreen = wined3d_resource_is_offscreen(&context->current_rt.texture->resource);
2151 context_gl->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
2153 if (!wined3d_context_gl_set_current(context_gl))
2155 ERR("Cannot activate context to set up defaults.\n");
2156 context_release(context);
2157 if (!wglDeleteContext(context_gl->gl_ctx))
2158 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context_gl->gl_ctx, GetLastError());
2159 goto fail;
2162 if (context_debug_output_enabled(gl_info))
2164 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, context));
2165 if (TRACE_ON(d3d_sync))
2166 gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
2167 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
2168 if (ERR_ON(d3d))
2170 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR,
2171 GL_DONT_CARE, 0, NULL, GL_TRUE));
2173 if (FIXME_ON(d3d))
2175 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,
2176 GL_DONT_CARE, 0, NULL, GL_TRUE));
2177 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR,
2178 GL_DONT_CARE, 0, NULL, GL_TRUE));
2179 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY,
2180 GL_DONT_CARE, 0, NULL, GL_TRUE));
2182 if (WARN_ON(d3d_perf))
2184 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE,
2185 GL_DONT_CARE, 0, NULL, GL_TRUE));
2189 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2190 gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &context_gl->aux_buffers);
2192 TRACE("Setting up the screen\n");
2194 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2196 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
2197 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2199 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
2200 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2202 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
2203 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2205 else
2207 GLuint vao;
2209 GL_EXTCALL(glGenVertexArrays(1, &vao));
2210 GL_EXTCALL(glBindVertexArray(vao));
2211 checkGLcall("creating VAO");
2214 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
2215 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2216 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2217 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2219 if (gl_info->supported[NV_TEXTURE_SHADER2])
2221 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2222 * the previous texture where to source the offset from is always unit - 1.
2224 for (i = 1; i < gl_info->limits.textures; ++i)
2226 wined3d_context_gl_active_texture(context_gl, gl_info, i);
2227 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
2228 GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + i - 1);
2229 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2232 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2234 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2235 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2236 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2237 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2238 * is ever assigned.
2240 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2241 * program and the dummy program is destroyed when the context is destroyed.
2243 static const char dummy_program[] =
2244 "!!ARBfp1.0\n"
2245 "MOV result.color, fragment.color.primary;\n"
2246 "END\n";
2247 GL_EXTCALL(glGenProgramsARB(1, &context_gl->dummy_arbfp_prog));
2248 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, context_gl->dummy_arbfp_prog));
2249 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB,
2250 GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
2253 if (gl_info->supported[ARB_POINT_SPRITE])
2255 for (i = 0; i < gl_info->limits.textures; ++i)
2257 wined3d_context_gl_active_texture(context_gl, gl_info, i);
2258 gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
2259 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2263 if (gl_info->supported[ARB_PROVOKING_VERTEX])
2265 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
2267 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
2269 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
2271 if (!(d3d_info->wined3d_creation_flags & WINED3D_NO_PRIMITIVE_RESTART))
2273 if (gl_info->supported[ARB_ES3_COMPATIBILITY])
2275 gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
2276 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2278 else
2280 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2283 if (!(d3d_info->wined3d_creation_flags & WINED3D_LEGACY_CUBEMAP_FILTERING)
2284 && gl_info->supported[ARB_SEAMLESS_CUBE_MAP])
2286 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
2287 checkGLcall("enable seamless cube map filtering");
2289 if (gl_info->supported[ARB_CLIP_CONTROL])
2290 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT));
2292 /* If this happens to be the first context for the device, dummy textures
2293 * are not created yet. In that case, they will be created (and bound) by
2294 * create_dummy_textures right after this context is initialized. */
2295 if (wined3d_device_gl(device)->dummy_textures.tex_2d)
2296 wined3d_context_gl_bind_dummy_textures(context_gl);
2298 /* Initialise all rectangles to avoid resetting unused ones later. */
2299 gl_info->gl_ops.gl.p_glScissor(0, 0, 0, 0);
2300 checkGLcall("glScissor");
2302 return WINED3D_OK;
2304 fail:
2305 heap_free(context_gl->texture_type);
2306 wined3d_release_dc(context_gl->window, context_gl->dc);
2307 return E_FAIL;
2310 void wined3d_context_gl_destroy(struct wined3d_context_gl *context_gl)
2312 struct wined3d_device *device = context_gl->c.device;
2314 TRACE("Destroying context %p.\n", context_gl);
2316 wined3d_from_cs(device->cs);
2318 /* We delay destroying a context when it is active. The context_release()
2319 * function invokes wined3d_context_gl_destroy() again while leaving the
2320 * last level. */
2321 if (context_gl->level)
2323 TRACE("Delaying destruction of context %p.\n", context_gl);
2324 context_gl->c.destroy_delayed = 1;
2325 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2326 context_gl->c.swapchain = NULL;
2327 return;
2330 device_context_remove(device, &context_gl->c);
2332 if (context_gl->c.current && context_gl->tid != GetCurrentThreadId())
2334 struct wined3d_gl_info *gl_info;
2336 /* Make a copy of gl_info for wined3d_context_gl_cleanup() use, the
2337 * one in wined3d_adapter may go away in the meantime. */
2338 gl_info = heap_alloc(sizeof(*gl_info));
2339 *gl_info = *context_gl->gl_info;
2340 context_gl->gl_info = gl_info;
2341 context_gl->c.destroyed = 1;
2343 return;
2346 wined3d_context_gl_cleanup(context_gl);
2347 TlsSetValue(context_get_tls_idx(), NULL);
2348 heap_free(context_gl);
2351 const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d_context_gl *context_gl,
2352 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count)
2354 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2356 if (!shader_version)
2358 *base = 0;
2359 *count = WINED3D_MAX_TEXTURES;
2360 return context_gl->tex_unit_map;
2363 if (shader_version->major >= 4)
2365 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, shader_version->type, base, count);
2366 return NULL;
2369 switch (shader_version->type)
2371 case WINED3D_SHADER_TYPE_PIXEL:
2372 *base = 0;
2373 *count = WINED3D_MAX_FRAGMENT_SAMPLERS;
2374 break;
2375 case WINED3D_SHADER_TYPE_VERTEX:
2376 *base = WINED3D_MAX_FRAGMENT_SAMPLERS;
2377 *count = WINED3D_MAX_VERTEX_SAMPLERS;
2378 break;
2379 default:
2380 ERR("Unhandled shader type %#x.\n", shader_version->type);
2381 *base = 0;
2382 *count = 0;
2385 return context_gl->tex_unit_map;
2388 static void wined3d_context_gl_get_rt_size(const struct wined3d_context_gl *context_gl, SIZE *size)
2390 const struct wined3d_texture *rt = context_gl->c.current_rt.texture;
2391 unsigned int level;
2393 if (rt->swapchain)
2395 RECT window_size;
2397 GetClientRect(context_gl->window, &window_size);
2398 size->cx = window_size.right - window_size.left;
2399 size->cy = window_size.bottom - window_size.top;
2401 return;
2404 level = context_gl->c.current_rt.sub_resource_idx % rt->level_count;
2405 size->cx = wined3d_texture_get_level_width(rt, level);
2406 size->cy = wined3d_texture_get_level_height(rt, level);
2409 void wined3d_context_gl_enable_clip_distances(struct wined3d_context_gl *context_gl, uint32_t enable_mask)
2411 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2412 unsigned int clip_distance_count, i;
2413 uint32_t disable_mask, current_mask;
2415 clip_distance_count = gl_info->limits.user_clip_distances;
2416 disable_mask = ~enable_mask;
2417 enable_mask &= wined3d_mask_from_size(clip_distance_count);
2418 disable_mask &= wined3d_mask_from_size(clip_distance_count);
2419 current_mask = context_gl->c.clip_distance_mask;
2420 context_gl->c.clip_distance_mask = enable_mask;
2422 enable_mask &= ~current_mask;
2423 while (enable_mask)
2425 i = wined3d_bit_scan(&enable_mask);
2426 gl_info->gl_ops.gl.p_glEnable(GL_CLIP_DISTANCE0 + i);
2428 disable_mask &= current_mask;
2429 while (disable_mask)
2431 i = wined3d_bit_scan(&disable_mask);
2432 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_DISTANCE0 + i);
2434 checkGLcall("toggle clip distances");
2437 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
2439 return rt_mask & (1u << 31);
2442 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
2444 return rt_mask & ~(1u << 31);
2447 /* Context activation is done by the caller. */
2448 static void wined3d_context_gl_apply_draw_buffers(struct wined3d_context_gl *context_gl, uint32_t rt_mask)
2450 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2451 GLenum draw_buffers[WINED3D_MAX_RENDER_TARGETS];
2453 if (!rt_mask)
2455 gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
2457 else if (is_rt_mask_onscreen(rt_mask))
2459 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
2461 else
2463 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2465 unsigned int i = 0;
2467 while (rt_mask)
2469 if (rt_mask & 1)
2470 draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2471 else
2472 draw_buffers[i] = GL_NONE;
2474 rt_mask >>= 1;
2475 ++i;
2478 if (gl_info->supported[ARB_DRAW_BUFFERS])
2480 GL_EXTCALL(glDrawBuffers(i, draw_buffers));
2482 else
2484 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffers[0]);
2487 else
2489 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2493 checkGLcall("apply draw buffers");
2496 /* Context activation is done by the caller. */
2497 void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl *context_gl, GLenum buffer)
2499 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2500 struct fbo_entry *current_fbo = context_gl->current_fbo;
2501 uint32_t new_mask = context_generate_rt_mask(buffer);
2502 uint32_t *current_mask;
2504 current_mask = current_fbo ? &current_fbo->rt_mask : &context_gl->draw_buffers_mask;
2505 if (new_mask == *current_mask)
2506 return;
2508 gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
2509 checkGLcall("glDrawBuffer()");
2511 *current_mask = new_mask;
2514 /* Context activation is done by the caller. */
2515 void wined3d_context_gl_active_texture(struct wined3d_context_gl *context_gl,
2516 const struct wined3d_gl_info *gl_info, unsigned int unit)
2518 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
2519 checkGLcall("glActiveTexture");
2520 context_gl->active_texture = unit;
2523 void wined3d_context_gl_bind_bo(struct wined3d_context_gl *context_gl, GLenum binding, GLuint name)
2525 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2527 if (binding == GL_ELEMENT_ARRAY_BUFFER)
2528 context_invalidate_state(&context_gl->c, STATE_INDEXBUFFER);
2530 GL_EXTCALL(glBindBuffer(binding, name));
2533 void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl, GLenum target, GLuint name)
2535 const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
2536 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2537 GLenum old_texture_type;
2538 unsigned int unit;
2540 if (name)
2541 gl_info->gl_ops.gl.p_glBindTexture(target, name);
2542 else
2543 target = GL_NONE;
2545 unit = context_gl->active_texture;
2546 old_texture_type = context_gl->texture_type[unit];
2547 if (old_texture_type != target)
2549 switch (old_texture_type)
2551 case GL_NONE:
2552 /* nothing to do */
2553 break;
2554 case GL_TEXTURE_1D:
2555 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
2556 break;
2557 case GL_TEXTURE_1D_ARRAY:
2558 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
2559 break;
2560 case GL_TEXTURE_2D:
2561 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
2562 break;
2563 case GL_TEXTURE_2D_ARRAY:
2564 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
2565 break;
2566 case GL_TEXTURE_RECTANGLE_ARB:
2567 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
2568 break;
2569 case GL_TEXTURE_CUBE_MAP:
2570 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
2571 break;
2572 case GL_TEXTURE_CUBE_MAP_ARRAY:
2573 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
2574 break;
2575 case GL_TEXTURE_3D:
2576 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
2577 break;
2578 case GL_TEXTURE_BUFFER:
2579 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
2580 break;
2581 case GL_TEXTURE_2D_MULTISAMPLE:
2582 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
2583 break;
2584 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
2585 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
2586 break;
2587 default:
2588 ERR("Unexpected texture target %#x.\n", old_texture_type);
2591 context_gl->texture_type[unit] = target;
2594 checkGLcall("bind texture");
2597 static void wined3d_context_gl_poll_fences(struct wined3d_context_gl *context_gl)
2599 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2600 struct wined3d_command_fence_gl *f;
2601 SIZE_T i;
2603 for (i = 0; i < context_gl->submitted.fence_count; ++i)
2605 f = &context_gl->submitted.fences[i];
2607 if (f->id > device_gl->completed_fence_id)
2609 if (wined3d_fence_test(f->fence, &device_gl->d, 0) != WINED3D_FENCE_OK)
2610 continue;
2611 device_gl->completed_fence_id = f->id;
2614 wined3d_fence_destroy(f->fence);
2615 if (i != context_gl->submitted.fence_count - 1)
2616 *f = context_gl->submitted.fences[context_gl->submitted.fence_count - 1];
2617 --context_gl->submitted.fence_count;
2621 void wined3d_context_gl_wait_command_fence(struct wined3d_context_gl *context_gl, uint64_t id)
2623 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2624 enum wined3d_fence_result ret;
2625 SIZE_T i;
2627 if (id <= device_gl->completed_fence_id
2628 || id > device_gl->current_fence_id) /* In case the fence ID wrapped. */
2629 return;
2631 for (i = 0; i < context_gl->submitted.fence_count; ++i)
2633 if (context_gl->submitted.fences[i].id != id)
2634 continue;
2636 if ((ret = wined3d_fence_wait(context_gl->submitted.fences[i].fence, &device_gl->d)) != WINED3D_FENCE_OK)
2637 ERR("Failed to wait for command fence with id 0x%s, ret %#x.\n", wine_dbgstr_longlong(id), ret);
2638 wined3d_context_gl_poll_fences(context_gl);
2639 return;
2642 ERR("Failed to find fence for command fence with id 0x%s.\n", wine_dbgstr_longlong(id));
2645 void wined3d_context_gl_submit_command_fence(struct wined3d_context_gl *context_gl)
2647 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2648 struct wined3d_command_fence_gl *f;
2649 HRESULT hr;
2651 if (!wined3d_array_reserve((void **)&context_gl->submitted.fences, &context_gl->submitted.fences_size,
2652 context_gl->submitted.fence_count + 1, sizeof(*context_gl->submitted.fences)))
2653 ERR("Failed to grow submitted command buffer array.\n");
2655 f = &context_gl->submitted.fences[context_gl->submitted.fence_count++];
2656 f->id = device_gl->current_fence_id;
2657 if (FAILED(hr = wined3d_fence_create(&device_gl->d, &f->fence)))
2658 ERR("Failed to create fence, hr %#x.\n", hr);
2659 wined3d_fence_issue(f->fence, &device_gl->d);
2661 /* We don't expect this to ever happen, but handle it anyway. */
2662 if (!++device_gl->current_fence_id)
2664 wined3d_context_gl_wait_command_fence(context_gl, device_gl->current_fence_id - 1);
2665 device_gl->completed_fence_id = 0;
2666 device_gl->current_fence_id = 1;
2668 wined3d_context_gl_poll_fences(context_gl);
2671 static void *wined3d_bo_gl_map(struct wined3d_bo_gl *bo, struct wined3d_context_gl *context_gl, uint32_t flags)
2673 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2674 const struct wined3d_gl_info *gl_info;
2675 struct wined3d_bo_user *bo_user;
2676 struct wined3d_bo_gl tmp;
2677 uint8_t *map_ptr;
2679 if (flags & WINED3D_MAP_NOOVERWRITE)
2680 goto map;
2682 if ((flags & WINED3D_MAP_DISCARD) && bo->command_fence_id > device_gl->completed_fence_id)
2684 if (wined3d_context_gl_create_bo(context_gl, bo->size,
2685 bo->binding, bo->usage, bo->b.coherent, bo->flags, &tmp))
2687 list_move_head(&tmp.b.users, &bo->b.users);
2688 wined3d_context_gl_destroy_bo(context_gl, bo);
2689 *bo = tmp;
2690 list_init(&bo->b.users);
2691 list_move_head(&bo->b.users, &tmp.b.users);
2692 LIST_FOR_EACH_ENTRY(bo_user, &bo->b.users, struct wined3d_bo_user, entry)
2694 bo_user->valid = false;
2697 goto map;
2700 ERR("Failed to create new buffer object.\n");
2703 if (bo->command_fence_id == device_gl->current_fence_id)
2704 wined3d_context_gl_submit_command_fence(context_gl);
2705 wined3d_context_gl_wait_command_fence(context_gl, bo->command_fence_id);
2707 map:
2708 if (bo->b.map_ptr)
2709 return (uint8_t *)bo->b.map_ptr;
2711 gl_info = context_gl->gl_info;
2712 wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
2714 if (gl_info->supported[ARB_BUFFER_STORAGE])
2716 GLbitfield gl_flags;
2718 /* When mapping the bo persistently, we need to use the access flags
2719 * used to create the bo, instead of the access flags passed to the
2720 * map call. Otherwise, if for example the initial map call that
2721 * caused the bo to be persistently mapped was a read-only map,
2722 * subsequent write access to the bo would be undefined.
2724 * Note that we use GL_MAP_PERSISTENT_BIT for non-persistent maps here
2725 * as well, in order to allow draws to succeed while referenced buffer
2726 * resources are mapped. On the other hand, we don't want to use the
2727 * access flags used to create the bo for non-persistent maps, because
2728 * that may imply dropping GL_MAP_UNSYNCHRONIZED_BIT. */
2729 if (wined3d_map_persistent())
2731 gl_flags = bo->flags & ~GL_CLIENT_STORAGE_BIT;
2732 if (!(gl_flags & GL_MAP_READ_BIT))
2733 gl_flags |= GL_MAP_UNSYNCHRONIZED_BIT;
2734 if (gl_flags & GL_MAP_WRITE_BIT)
2735 gl_flags |= GL_MAP_FLUSH_EXPLICIT_BIT;
2737 else
2739 gl_flags = wined3d_resource_gl_map_flags(bo, flags);
2741 gl_flags |= GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
2743 if ((map_ptr = GL_EXTCALL(glMapBufferRange(bo->binding, 0, bo->size, gl_flags))) && wined3d_map_persistent())
2744 bo->b.map_ptr = map_ptr;
2746 else if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2748 map_ptr = GL_EXTCALL(glMapBufferRange(bo->binding, 0, bo->size, wined3d_resource_gl_map_flags(bo, flags)));
2750 else
2752 map_ptr = GL_EXTCALL(glMapBuffer(bo->binding, wined3d_resource_gl_legacy_map_flags(flags)));
2755 wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
2756 checkGLcall("Map buffer object");
2758 return map_ptr;
2761 void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl *context_gl,
2762 const struct wined3d_bo_address *data, size_t size, uint32_t flags)
2764 struct wined3d_bo *bo;
2765 void *map_ptr;
2767 if (!(bo = data->buffer_object))
2768 return data->addr;
2770 if (!(map_ptr = wined3d_bo_gl_map(wined3d_bo_gl(bo), context_gl, flags)))
2772 ERR("Failed to map bo.\n");
2773 return NULL;
2776 return (uint8_t *)map_ptr + bo->buffer_offset + (uintptr_t)data->addr;
2779 static void flush_bo_ranges(struct wined3d_context_gl *context_gl, const struct wined3d_const_bo_address *data,
2780 unsigned int range_count, const struct wined3d_range *ranges)
2782 const struct wined3d_gl_info *gl_info;
2783 struct wined3d_bo_gl *bo;
2784 unsigned int i;
2786 if (!data->buffer_object || data->buffer_object->coherent)
2787 return;
2788 bo = wined3d_bo_gl(data->buffer_object);
2790 gl_info = context_gl->gl_info;
2791 wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
2793 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2795 /* The offset passed to glFlushMappedBufferRange() is relative to the
2796 * mapped range, but we map the whole buffer anyway. */
2797 for (i = 0; i < range_count; ++i)
2799 GL_EXTCALL(glFlushMappedBufferRange(bo->binding,
2800 bo->b.buffer_offset + (uintptr_t)data->addr + ranges[i].offset, ranges[i].size));
2803 else if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
2805 for (i = 0; i < range_count; ++i)
2807 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(bo->binding,
2808 bo->b.buffer_offset + (uintptr_t)data->addr + ranges[i].offset, ranges[i].size));
2809 checkGLcall("glFlushMappedBufferRangeAPPLE");
2813 wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
2814 checkGLcall("Flush buffer object");
2817 void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl *context_gl,
2818 const struct wined3d_bo_address *data, unsigned int range_count, const struct wined3d_range *ranges)
2820 const struct wined3d_gl_info *gl_info;
2821 struct wined3d_bo_gl *bo;
2823 if (!data->buffer_object)
2824 return;
2825 bo = wined3d_bo_gl(data->buffer_object);
2827 flush_bo_ranges(context_gl, wined3d_const_bo_address(data), range_count, ranges);
2829 if (bo->b.map_ptr)
2830 return;
2832 gl_info = context_gl->gl_info;
2833 wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
2834 GL_EXTCALL(glUnmapBuffer(bo->binding));
2835 wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
2836 checkGLcall("Unmap buffer object");
2839 void wined3d_context_gl_flush_bo_address(struct wined3d_context_gl *context_gl,
2840 const struct wined3d_const_bo_address *data, size_t size)
2842 struct wined3d_range range;
2844 TRACE("context_gl %p, data %s, size %zu.\n", context_gl, debug_const_bo_address(data), size);
2846 range.offset = (uintptr_t)data->addr;
2847 range.size = size;
2849 flush_bo_ranges(context_gl, data, 1, &range);
2852 void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl *context_gl,
2853 const struct wined3d_bo_address *dst, const struct wined3d_bo_address *src, size_t size)
2855 const struct wined3d_gl_info *gl_info;
2856 struct wined3d_bo_gl *src_bo, *dst_bo;
2857 struct wined3d_range range;
2858 BYTE *dst_ptr, *src_ptr;
2860 gl_info = context_gl->gl_info;
2861 src_bo = src->buffer_object ? wined3d_bo_gl(src->buffer_object) : NULL;
2862 dst_bo = dst->buffer_object ? wined3d_bo_gl(dst->buffer_object) : NULL;
2864 if (dst_bo && src_bo)
2866 if (gl_info->supported[ARB_COPY_BUFFER])
2868 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src_bo->id));
2869 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst_bo->id));
2870 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
2871 src_bo->b.buffer_offset + (GLintptr)src->addr,
2872 dst_bo->b.buffer_offset + (GLintptr)dst->addr, size));
2873 checkGLcall("direct buffer copy");
2875 wined3d_context_gl_reference_bo(context_gl, src_bo);
2876 wined3d_context_gl_reference_bo(context_gl, dst_bo);
2878 else
2880 src_ptr = wined3d_context_gl_map_bo_address(context_gl, src, size, WINED3D_MAP_READ);
2881 dst_ptr = wined3d_context_gl_map_bo_address(context_gl, dst, size, WINED3D_MAP_WRITE);
2883 memcpy(dst_ptr, src_ptr, size);
2885 range.offset = 0;
2886 range.size = size;
2887 wined3d_context_gl_unmap_bo_address(context_gl, dst, 1, &range);
2888 wined3d_context_gl_unmap_bo_address(context_gl, src, 0, NULL);
2891 else if (!dst_bo && src_bo)
2893 wined3d_context_gl_bind_bo(context_gl, src_bo->binding, src_bo->id);
2894 GL_EXTCALL(glGetBufferSubData(src_bo->binding, src_bo->b.buffer_offset + (GLintptr)src->addr, size, dst->addr));
2895 checkGLcall("buffer download");
2897 wined3d_context_gl_reference_bo(context_gl, src_bo);
2899 else if (dst_bo && !src_bo)
2901 wined3d_context_gl_bind_bo(context_gl, dst_bo->binding, dst_bo->id);
2902 GL_EXTCALL(glBufferSubData(dst_bo->binding, dst_bo->b.buffer_offset + (GLintptr)dst->addr, size, src->addr));
2903 checkGLcall("buffer upload");
2905 wined3d_context_gl_reference_bo(context_gl, dst_bo);
2907 else
2909 memcpy(dst->addr, src->addr, size);
2913 void wined3d_context_gl_destroy_bo(struct wined3d_context_gl *context_gl, struct wined3d_bo_gl *bo)
2915 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2917 TRACE("context_gl %p, bo %p.\n", context_gl, bo);
2919 TRACE("Destroying GL buffer %u.\n", bo->id);
2920 GL_EXTCALL(glDeleteBuffers(1, &bo->id));
2921 checkGLcall("buffer object destruction");
2922 bo->id = 0;
2925 bool wined3d_context_gl_create_bo(struct wined3d_context_gl *context_gl, GLsizeiptr size,
2926 GLenum binding, GLenum usage, bool coherent, GLbitfield flags, struct wined3d_bo_gl *bo)
2928 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2929 GLuint id = 0;
2931 TRACE("context_gl %p, size %lu, binding %#x, usage %#x, coherent %#x, flags %#x, bo %p.\n",
2932 context_gl, size, binding, usage, coherent, flags, bo);
2934 GL_EXTCALL(glGenBuffers(1, &id));
2935 if (!id)
2937 checkGLcall("buffer object creation");
2938 return false;
2940 wined3d_context_gl_bind_bo(context_gl, binding, id);
2942 if (!coherent && gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
2944 GL_EXTCALL(glBufferParameteriAPPLE(binding, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
2945 GL_EXTCALL(glBufferParameteriAPPLE(binding, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
2948 if (gl_info->supported[ARB_BUFFER_STORAGE])
2950 if (flags & (GL_MAP_READ_BIT | GL_MAP_WRITE_BIT))
2951 flags |= GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
2952 GL_EXTCALL(glBufferStorage(binding, size, NULL, flags | GL_DYNAMIC_STORAGE_BIT));
2954 else
2956 GL_EXTCALL(glBufferData(binding, size, NULL, usage));
2959 wined3d_context_gl_bind_bo(context_gl, binding, 0);
2960 checkGLcall("buffer object creation");
2962 TRACE("Created buffer object %u.\n", id);
2963 bo->id = id;
2964 bo->size = size;
2965 bo->binding = binding;
2966 bo->usage = usage;
2967 bo->flags = flags;
2968 bo->b.coherent = coherent;
2969 list_init(&bo->b.users);
2970 bo->command_fence_id = 0;
2971 bo->b.memory_offset = 0;
2972 bo->b.buffer_offset = 0;
2973 bo->b.map_ptr = NULL;
2975 return true;
2978 static void wined3d_context_gl_set_render_offscreen(struct wined3d_context_gl *context_gl, BOOL offscreen)
2980 if (context_gl->c.render_offscreen == offscreen)
2981 return;
2983 context_invalidate_state(&context_gl->c, STATE_VIEWPORT);
2984 context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
2985 if (!context_gl->gl_info->supported[ARB_CLIP_CONTROL])
2987 context_invalidate_state(&context_gl->c, STATE_RASTERIZER);
2988 context_invalidate_state(&context_gl->c, STATE_POINTSPRITECOORDORIGIN);
2989 context_invalidate_state(&context_gl->c, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2991 context_invalidate_state(&context_gl->c, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN));
2992 if (context_gl->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
2993 context_invalidate_state(&context_gl->c, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
2994 context_gl->c.render_offscreen = offscreen;
2997 GLenum wined3d_context_gl_get_offscreen_gl_buffer(const struct wined3d_context_gl *context_gl)
2999 switch (wined3d_settings.offscreen_rendering_mode)
3001 case ORM_FBO:
3002 return GL_COLOR_ATTACHMENT0;
3004 case ORM_BACKBUFFER:
3005 return context_gl->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
3007 default:
3008 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
3009 return GL_BACK;
3013 static uint32_t wined3d_context_gl_generate_rt_mask_no_fbo(const struct wined3d_context_gl *context_gl,
3014 struct wined3d_resource *rt)
3016 if (!rt || rt->format->id == WINED3DFMT_NULL)
3017 return 0;
3018 else if (rt->type != WINED3D_RTYPE_BUFFER && texture_from_resource(rt)->swapchain)
3019 return context_generate_rt_mask_from_resource(rt);
3020 else
3021 return context_generate_rt_mask(wined3d_context_gl_get_offscreen_gl_buffer(context_gl));
3024 /* Context activation is done by the caller. */
3025 void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, const struct wined3d_device *device)
3027 struct wined3d_context *context = &context_gl->c;
3028 const struct wined3d_gl_info *gl_info;
3029 uint32_t rt_mask, *cur_mask;
3030 struct wined3d_texture *rt;
3031 unsigned int sampler;
3032 SIZE rt_size;
3034 TRACE("Setting up context %p for blitting.\n", context);
3036 gl_info = context_gl->gl_info;
3037 rt = context->current_rt.texture;
3039 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3041 if (context->render_offscreen)
3043 wined3d_texture_load(rt, context, FALSE);
3045 wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_FRAMEBUFFER, &rt->resource,
3046 context->current_rt.sub_resource_idx, NULL, 0, rt->resource.draw_binding);
3047 if (rt->resource.format->id != WINED3DFMT_NULL)
3048 rt_mask = 1;
3049 else
3050 rt_mask = 0;
3052 else
3054 context_gl->current_fbo = NULL;
3055 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
3056 rt_mask = context_generate_rt_mask_from_resource(&rt->resource);
3059 else
3061 rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, &rt->resource);
3064 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3066 if (rt_mask != *cur_mask)
3068 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3069 *cur_mask = rt_mask;
3072 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3073 wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
3074 context_invalidate_state(context, STATE_FRAMEBUFFER);
3076 wined3d_context_gl_get_rt_size(context_gl, &rt_size);
3078 if (context->last_was_blit)
3080 if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
3082 gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
3083 context->viewport_count = WINED3D_MAX_VIEWPORTS;
3084 context_gl->blit_size = rt_size;
3085 /* No need to dirtify here, the states are still dirtified because
3086 * they weren't applied since the last context_apply_blit_state()
3087 * call. */
3089 checkGLcall("blit state application");
3090 TRACE("Context is already set up for blitting, nothing to do.\n");
3091 return;
3093 context->last_was_blit = TRUE;
3095 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
3096 GL_EXTCALL(glBindSampler(0, 0));
3097 wined3d_context_gl_active_texture(context_gl, gl_info, 0);
3099 sampler = context_gl->rev_tex_unit_map[0];
3100 if (sampler != WINED3D_UNMAPPED_STAGE)
3102 if (sampler < WINED3D_MAX_TEXTURES)
3104 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
3105 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
3107 context_invalidate_state(context, STATE_SAMPLER(sampler));
3109 context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
3110 context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
3112 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3114 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
3115 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
3117 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
3118 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3119 context_invalidate_state(context, STATE_BLEND);
3120 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
3121 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
3122 context_invalidate_state(context, STATE_RASTERIZER);
3123 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3124 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
3125 context_invalidate_state(context, STATE_DEPTH_STENCIL);
3126 if (gl_info->supported[ARB_POINT_SPRITE])
3128 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
3129 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
3131 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
3133 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
3134 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
3137 context->last_was_rhw = TRUE;
3138 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
3140 wined3d_context_gl_enable_clip_distances(context_gl, 0);
3141 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
3143 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
3144 if (gl_info->supported[ARB_CLIP_CONTROL])
3145 GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE));
3146 gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
3147 context->viewport_count = WINED3D_MAX_VIEWPORTS;
3148 context_invalidate_state(context, STATE_VIEWPORT);
3150 device->shader_backend->shader_disable(device->shader_priv, context);
3152 context_gl->blit_size = rt_size;
3154 checkGLcall("blit state application");
3157 static void wined3d_context_gl_apply_blit_projection(const struct wined3d_context_gl *context_gl,
3158 unsigned int w, unsigned int h)
3160 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3161 const GLdouble projection[] =
3163 2.0 / w, 0.0, 0.0, 0.0,
3164 0.0, 2.0 / h, 0.0, 0.0,
3165 0.0, 0.0, 2.0, 0.0,
3166 -1.0, -1.0, -1.0, 1.0,
3169 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3170 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
3173 /* Setup OpenGL states for fixed-function blitting. */
3174 /* Context activation is done by the caller. */
3175 void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_gl,
3176 const struct wined3d_device *device)
3178 struct wined3d_context *context = &context_gl->c;
3179 const struct wined3d_gl_info *gl_info;
3180 unsigned int i, sampler;
3182 gl_info = context_gl->gl_info;
3183 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3184 ERR("Applying fixed-function state without legacy context support.\n");
3186 if (context->last_was_ffp_blit)
3188 SIZE rt_size;
3190 wined3d_context_gl_get_rt_size(context_gl, &rt_size);
3191 if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
3192 wined3d_context_gl_apply_blit_projection(context_gl, rt_size.cx, rt_size.cy);
3193 wined3d_context_gl_apply_blit_state(context_gl, device);
3195 checkGLcall("ffp blit state application");
3196 return;
3198 context->last_was_ffp_blit = TRUE;
3200 wined3d_context_gl_apply_blit_state(context_gl, device);
3202 /* Disable all textures. The caller can then bind a texture it wants to blit
3203 * from. */
3204 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
3206 wined3d_context_gl_active_texture(context_gl, gl_info, i);
3208 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3209 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3210 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3211 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3212 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3213 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3215 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3217 sampler = context_gl->rev_tex_unit_map[i];
3218 if (sampler != WINED3D_UNMAPPED_STAGE)
3220 if (sampler < WINED3D_MAX_TEXTURES)
3221 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
3222 context_invalidate_state(context, STATE_SAMPLER(sampler));
3226 wined3d_context_gl_active_texture(context_gl, gl_info, 0);
3228 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3229 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3230 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3231 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3232 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3233 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3235 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3236 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3237 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
3239 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3240 gl_info->gl_ops.gl.p_glLoadIdentity();
3242 /* Setup transforms. */
3243 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3244 gl_info->gl_ops.gl.p_glLoadIdentity();
3245 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3246 wined3d_context_gl_apply_blit_projection(context_gl, context_gl->blit_size.cx, context_gl->blit_size.cy);
3247 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
3249 /* Other misc states. */
3250 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
3251 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
3252 gl_info->p_glDisableWINE(GL_FOG);
3253 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
3255 if (gl_info->supported[EXT_SECONDARY_COLOR])
3257 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
3258 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
3260 checkGLcall("ffp blit state application");
3263 static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_rendertarget_view * const *rts,
3264 const struct wined3d_rendertarget_view *ds)
3266 unsigned int i;
3268 if (ds)
3269 return TRUE;
3271 for (i = 0; i < rt_count; ++i)
3273 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3274 return TRUE;
3277 return FALSE;
3280 /* Context activation is done by the caller. */
3281 BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
3282 const struct wined3d_state *state, unsigned int rt_count, const struct wined3d_fb_state *fb)
3284 struct wined3d_rendertarget_view * const *rts = fb->render_targets;
3285 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3286 struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
3287 uint32_t rt_mask = 0, *cur_mask;
3288 unsigned int i;
3290 if (isStateDirty(&context_gl->c, STATE_FRAMEBUFFER) || fb != &state->fb
3291 || rt_count != gl_info->limits.buffers)
3293 if (!have_framebuffer_attachment(rt_count, rts, dsv))
3295 WARN("Invalid render target config, need at least one attachment.\n");
3296 return FALSE;
3299 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3301 struct wined3d_rendertarget_info ds_info = {{0}};
3303 if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
3305 memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
3306 for (i = 0; i < rt_count; ++i)
3308 if (rts[i])
3310 struct wined3d_rendertarget_view_gl *rtv_gl = wined3d_rendertarget_view_gl(rts[i]);
3311 context_gl->blit_targets[i].gl_view = rtv_gl->gl_view;
3312 context_gl->blit_targets[i].resource = rtv_gl->v.resource;
3313 context_gl->blit_targets[i].sub_resource_idx = rtv_gl->v.sub_resource_idx;
3314 context_gl->blit_targets[i].layer_count = rtv_gl->v.layer_count;
3316 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3317 rt_mask |= (1u << i);
3320 if (dsv)
3322 struct wined3d_rendertarget_view_gl *dsv_gl = wined3d_rendertarget_view_gl(dsv);
3323 ds_info.gl_view = dsv_gl->gl_view;
3324 ds_info.resource = dsv_gl->v.resource;
3325 ds_info.sub_resource_idx = dsv_gl->v.sub_resource_idx;
3326 ds_info.layer_count = dsv_gl->v.layer_count;
3329 wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->blit_targets, &ds_info,
3330 rt_count ? rts[0]->resource->draw_binding : 0, dsv ? dsv->resource->draw_binding : 0);
3332 else
3334 wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info,
3335 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
3336 rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
3339 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
3340 * next draw. Otherwise we could mark the framebuffer state clean here, once the
3341 * state management allows this */
3342 context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
3344 else
3346 rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rt_count ? rts[0]->resource : NULL);
3349 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3350 && (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)))
3352 for (i = 0; i < rt_count; ++i)
3354 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3355 rt_mask |= (1u << i);
3358 else
3360 rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rt_count ? rts[0]->resource : NULL);
3363 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3365 if (rt_mask != *cur_mask)
3367 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3368 *cur_mask = rt_mask;
3369 context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
3372 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3373 wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
3375 context_gl->c.last_was_blit = FALSE;
3376 context_gl->c.last_was_ffp_blit = FALSE;
3378 /* Blending and clearing should be orthogonal, but tests on the nvidia
3379 * driver show that disabling blending when clearing improves the clearing
3380 * performance incredibly. */
3381 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
3382 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
3383 if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
3385 if (needs_srgb_write(context_gl->c.d3d_info, state, fb))
3386 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
3387 else
3388 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
3389 context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
3391 checkGLcall("setting up state for clear");
3393 context_invalidate_state(&context_gl->c, STATE_BLEND);
3394 context_invalidate_state(&context_gl->c, STATE_RASTERIZER);
3395 context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
3397 return TRUE;
3400 static uint32_t find_draw_buffers_mask(const struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
3402 struct wined3d_rendertarget_view * const *rts = state->fb.render_targets;
3403 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3404 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3405 unsigned int rt_mask, mask;
3406 unsigned int i;
3408 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3409 return wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rts[0]->resource);
3410 else if (!context_gl->c.render_offscreen)
3411 return context_generate_rt_mask_from_resource(rts[0]->resource);
3413 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
3414 rt_mask &= wined3d_mask_from_size(gl_info->limits.buffers);
3415 if (state->blend_state && state->blend_state->dual_source)
3416 rt_mask = 1;
3418 mask = rt_mask;
3419 while (mask)
3421 i = wined3d_bit_scan(&mask);
3422 if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
3423 rt_mask &= ~(1u << i);
3426 return rt_mask;
3429 /* Context activation is done by the caller. */
3430 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3432 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3433 uint32_t rt_mask = find_draw_buffers_mask(context_gl, state);
3434 const struct wined3d_fb_state *fb = &state->fb;
3435 DWORD color_location = 0;
3436 DWORD *cur_mask;
3438 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3440 struct wined3d_rendertarget_info ds_info = {{0}};
3442 if (!context->render_offscreen)
3444 wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info,
3445 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
3447 else
3449 const struct wined3d_rendertarget_view_gl *view_gl;
3450 unsigned int i;
3452 memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
3453 for (i = 0; i < context_gl->gl_info->limits.buffers; ++i)
3455 if (!fb->render_targets[i])
3456 continue;
3458 view_gl = wined3d_rendertarget_view_gl(fb->render_targets[i]);
3459 context_gl->blit_targets[i].gl_view = view_gl->gl_view;
3460 context_gl->blit_targets[i].resource = view_gl->v.resource;
3461 context_gl->blit_targets[i].sub_resource_idx = view_gl->v.sub_resource_idx;
3462 context_gl->blit_targets[i].layer_count = view_gl->v.layer_count;
3464 if (!color_location)
3465 color_location = view_gl->v.resource->draw_binding;
3468 if (fb->depth_stencil)
3470 view_gl = wined3d_rendertarget_view_gl(fb->depth_stencil);
3471 ds_info.gl_view = view_gl->gl_view;
3472 ds_info.resource = view_gl->v.resource;
3473 ds_info.sub_resource_idx = view_gl->v.sub_resource_idx;
3474 ds_info.layer_count = view_gl->v.layer_count;
3477 wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->blit_targets, &ds_info,
3478 color_location, fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
3482 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3483 if (rt_mask != *cur_mask)
3485 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3486 *cur_mask = rt_mask;
3488 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
3491 static void wined3d_context_gl_map_stage(struct wined3d_context_gl *context_gl, unsigned int stage, unsigned int unit)
3493 unsigned int i = context_gl->rev_tex_unit_map[unit];
3494 unsigned int j = context_gl->tex_unit_map[stage];
3496 TRACE("Mapping stage %u to unit %u.\n", stage, unit);
3497 context_gl->tex_unit_map[stage] = unit;
3498 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
3499 context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
3501 context_gl->rev_tex_unit_map[unit] = stage;
3502 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
3503 context_gl->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
3506 static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
3508 DWORD i;
3510 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
3511 context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
3514 static void context_update_fixed_function_usage_map(struct wined3d_context *context,
3515 const struct wined3d_state *state)
3517 UINT i, start, end;
3519 context->fixed_function_usage_map = 0;
3520 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
3522 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
3523 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
3524 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
3525 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
3526 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
3527 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
3528 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
3529 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
3531 /* Not used, and disable higher stages. */
3532 if (color_op == WINED3D_TOP_DISABLE)
3533 break;
3535 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
3536 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
3537 || ((color_arg3 == WINED3DTA_TEXTURE)
3538 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
3539 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
3540 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
3541 || ((alpha_arg3 == WINED3DTA_TEXTURE)
3542 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
3543 context->fixed_function_usage_map |= (1u << i);
3545 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
3546 && i < WINED3D_MAX_TEXTURES - 1)
3547 context->fixed_function_usage_map |= (1u << (i + 1));
3550 if (i < context->lowest_disabled_stage)
3552 start = i;
3553 end = context->lowest_disabled_stage;
3555 else
3557 start = context->lowest_disabled_stage;
3558 end = i;
3561 context->lowest_disabled_stage = i;
3562 for (i = start + 1; i < end; ++i)
3564 context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3568 static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_context_gl *context_gl,
3569 const struct wined3d_state *state)
3571 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
3572 unsigned int i, tex;
3573 WORD ffu_map;
3575 ffu_map = context_gl->c.fixed_function_usage_map;
3577 if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
3578 || context_gl->c.lowest_disabled_stage <= d3d_info->limits.ffp_textures)
3580 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3582 if (!(ffu_map & 1))
3583 continue;
3585 if (context_gl->tex_unit_map[i] != i)
3587 wined3d_context_gl_map_stage(context_gl, i, i);
3588 context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
3589 context_invalidate_texture_stage(&context_gl->c, i);
3592 return;
3595 /* Now work out the mapping */
3596 tex = 0;
3597 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3599 if (!(ffu_map & 1))
3600 continue;
3602 if (context_gl->tex_unit_map[i] != tex)
3604 wined3d_context_gl_map_stage(context_gl, i, tex);
3605 context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
3606 context_invalidate_texture_stage(&context_gl->c, i);
3609 ++tex;
3613 static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
3615 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
3616 const struct wined3d_shader_resource_info *resource_info =
3617 state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3618 unsigned int i;
3620 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
3622 if (resource_info[i].type && context_gl->tex_unit_map[i] != i)
3624 wined3d_context_gl_map_stage(context_gl, i, i);
3625 context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
3626 if (i < d3d_info->limits.ffp_blend_stages)
3627 context_invalidate_texture_stage(&context_gl->c, i);
3632 static BOOL wined3d_context_gl_unit_free_for_vs(const struct wined3d_context_gl *context_gl,
3633 const struct wined3d_shader_resource_info *ps_resource_info, unsigned int unit)
3635 unsigned int current_mapping = context_gl->rev_tex_unit_map[unit];
3637 /* Not currently used */
3638 if (current_mapping == WINED3D_UNMAPPED_STAGE)
3639 return TRUE;
3641 if (current_mapping < WINED3D_MAX_FRAGMENT_SAMPLERS)
3643 /* Used by a fragment sampler */
3645 if (!ps_resource_info)
3647 /* No pixel shader, check fixed function */
3648 return current_mapping >= WINED3D_MAX_TEXTURES
3649 || !(context_gl->c.fixed_function_usage_map & (1u << current_mapping));
3652 /* Pixel shader, check the shader's sampler map */
3653 return !ps_resource_info[current_mapping].type;
3656 return TRUE;
3659 static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl *context_gl,
3660 BOOL ps, const struct wined3d_state *state)
3662 const struct wined3d_shader_resource_info *vs_resource_info =
3663 state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
3664 const struct wined3d_shader_resource_info *ps_resource_info = NULL;
3665 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3666 int start = min(WINED3D_MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
3667 int i;
3669 /* Note that we only care if a resource is used or not, not the
3670 * resource's specific type. Otherwise we'd need to call
3671 * shader_update_samplers() here for 1.x pixelshaders. */
3672 if (ps)
3673 ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3675 for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
3677 DWORD vsampler_idx = i + WINED3D_MAX_FRAGMENT_SAMPLERS;
3678 if (vs_resource_info[i].type)
3680 while (start >= 0)
3682 if (wined3d_context_gl_unit_free_for_vs(context_gl, ps_resource_info, start))
3684 if (context_gl->tex_unit_map[vsampler_idx] != start)
3686 wined3d_context_gl_map_stage(context_gl, vsampler_idx, start);
3687 context_invalidate_state(&context_gl->c, STATE_SAMPLER(vsampler_idx));
3690 --start;
3691 break;
3694 --start;
3696 if (context_gl->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
3697 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
3702 static void wined3d_context_gl_update_tex_unit_map(struct wined3d_context_gl *context_gl,
3703 const struct wined3d_state *state)
3705 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3706 BOOL vs = use_vs(state);
3707 BOOL ps = use_ps(state);
3709 if (!ps)
3710 context_update_fixed_function_usage_map(&context_gl->c, state);
3712 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3713 * need a 1:1 map at the moment.
3714 * When the mapping of a stage is changed, sampler and ALL texture stage
3715 * states have to be reset. */
3717 if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
3718 return;
3720 if (ps)
3721 wined3d_context_gl_map_psamplers(context_gl, state);
3722 else
3723 wined3d_context_gl_map_fixed_function_samplers(context_gl, state);
3725 if (vs)
3726 wined3d_context_gl_map_vsamplers(context_gl, ps, state);
3729 /* Context activation is done by the caller. */
3730 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3732 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3733 uint32_t rt_mask, *cur_mask;
3735 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
3737 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3738 rt_mask = find_draw_buffers_mask(context_gl, state);
3739 if (rt_mask != *cur_mask)
3741 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3742 *cur_mask = rt_mask;
3746 static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *context_gl,
3747 const struct wined3d_state *state, enum wined3d_shader_type shader_type)
3749 unsigned int bind_idx, shader_sampler_count, base, count, i;
3750 const struct wined3d_device *device = context_gl->c.device;
3751 struct wined3d_shader_sampler_map_entry *entry;
3752 struct wined3d_shader_resource_view *view;
3753 const struct wined3d_shader *shader;
3754 const unsigned int *tex_unit_map;
3755 struct wined3d_sampler *sampler;
3757 if (!(shader = state->shader[shader_type]))
3758 return;
3760 tex_unit_map = wined3d_context_gl_get_tex_unit_mapping(context_gl,
3761 &shader->reg_maps.shader_version, &base, &count);
3763 shader_sampler_count = shader->reg_maps.sampler_map.count;
3764 if (shader_sampler_count > count)
3765 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3766 shader, shader_sampler_count, count);
3767 count = min(shader_sampler_count, count);
3769 for (i = 0; i < count; ++i)
3771 entry = &shader->reg_maps.sampler_map.entries[i];
3772 bind_idx = base + entry->bind_idx;
3773 if (tex_unit_map)
3774 bind_idx = tex_unit_map[bind_idx];
3776 if (!(view = state->shader_resource_view[shader_type][entry->resource_idx]))
3778 WARN("No resource view bound at index %u, %u.\n", shader_type, entry->resource_idx);
3779 continue;
3782 if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
3783 sampler = device->default_sampler;
3784 else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
3785 sampler = device->null_sampler;
3786 wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view),
3787 bind_idx, wined3d_sampler_gl(sampler), context_gl);
3791 static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl *context_gl,
3792 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
3794 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3795 struct wined3d_unordered_access_view_gl *view_gl;
3796 const struct wined3d_format_gl *format_gl;
3797 GLuint texture_name;
3798 unsigned int i;
3799 GLint level;
3801 if (!shader)
3802 return;
3804 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
3806 if (!views[i])
3808 if (shader->reg_maps.uav_resource_info[i].type)
3809 WARN("No unordered access view bound at index %u.\n", i);
3810 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
3811 continue;
3814 view_gl = wined3d_unordered_access_view_gl(views[i]);
3815 if (view_gl->gl_view.name)
3817 texture_name = view_gl->gl_view.name;
3818 level = 0;
3820 else if (view_gl->v.resource->type != WINED3D_RTYPE_BUFFER)
3822 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(view_gl->v.resource));
3823 texture_name = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
3824 level = view_gl->v.desc.u.texture.level_idx;
3826 else
3828 FIXME("Unsupported buffer unordered access view.\n");
3829 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
3830 continue;
3833 format_gl = wined3d_format_gl(view_gl->v.format);
3834 GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE,
3835 format_gl->internal));
3837 if (view_gl->counter_bo.id)
3838 GL_EXTCALL(glBindBufferRange(GL_ATOMIC_COUNTER_BUFFER, i, view_gl->counter_bo.id,
3839 view_gl->counter_bo.b.buffer_offset, view_gl->counter_bo.size));
3841 checkGLcall("Bind unordered access views");
3844 static void context_gl_load_shader_resources(struct wined3d_context_gl *context_gl,
3845 const struct wined3d_state *state, unsigned int shader_mask)
3847 struct wined3d_shader_sampler_map_entry *entry;
3848 struct wined3d_shader_resource_view_gl *srv_gl;
3849 struct wined3d_shader_resource_view *view;
3850 struct wined3d_shader *shader;
3851 struct wined3d_buffer *buffer;
3852 unsigned int i, j;
3854 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
3856 if (!(shader_mask & (1u << i)))
3857 continue;
3859 if (!(shader = state->shader[i]))
3860 continue;
3862 for (j = 0; j < WINED3D_MAX_CBS; ++j)
3864 if (!state->cb[i][j].buffer)
3865 continue;
3867 buffer = state->cb[i][j].buffer;
3868 wined3d_buffer_load(buffer, &context_gl->c, state);
3869 wined3d_context_gl_reference_buffer(context_gl, buffer);
3870 if (!buffer->bo_user.valid)
3871 device_invalidate_state(context_gl->c.device, STATE_CONSTANT_BUFFER(i));
3874 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
3876 entry = &shader->reg_maps.sampler_map.entries[j];
3878 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
3879 continue;
3881 if (view->resource->type == WINED3D_RTYPE_BUFFER)
3883 buffer = buffer_from_resource(view->resource);
3884 wined3d_buffer_load(buffer, &context_gl->c, state);
3885 wined3d_context_gl_reference_buffer(context_gl, buffer);
3887 srv_gl = wined3d_shader_resource_view_gl(view);
3888 if (!srv_gl->bo_user.valid)
3889 wined3d_shader_resource_view_gl_update(srv_gl, context_gl);
3891 else
3893 wined3d_texture_load(texture_from_resource(view->resource), &context_gl->c, FALSE);
3899 static void context_gl_load_unordered_access_resources(struct wined3d_context_gl *context_gl,
3900 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
3902 struct wined3d_unordered_access_view_gl *uav_gl;
3903 struct wined3d_unordered_access_view *view;
3904 struct wined3d_texture *texture;
3905 struct wined3d_buffer *buffer;
3906 unsigned int i;
3908 context_gl->c.uses_uavs = 0;
3910 if (!shader)
3911 return;
3913 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
3915 if (!(view = views[i]))
3916 continue;
3918 if (view->resource->type == WINED3D_RTYPE_BUFFER)
3920 buffer = buffer_from_resource(view->resource);
3921 wined3d_buffer_load_location(buffer, &context_gl->c, WINED3D_LOCATION_BUFFER);
3922 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
3923 wined3d_context_gl_reference_buffer(context_gl, buffer);
3925 uav_gl = wined3d_unordered_access_view_gl(view);
3926 if (!uav_gl->bo_user.valid)
3927 wined3d_unordered_access_view_gl_update(uav_gl, context_gl);
3929 else
3931 texture = texture_from_resource(view->resource);
3932 wined3d_texture_load(texture, &context_gl->c, FALSE);
3933 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
3936 context_gl->c.uses_uavs = 1;
3940 static void context_gl_load_stream_output_buffers(struct wined3d_context_gl *context_gl,
3941 const struct wined3d_state *state)
3943 struct wined3d_buffer *buffer;
3944 unsigned int i;
3946 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
3948 if (!(buffer = state->stream_output[i].buffer))
3949 continue;
3951 wined3d_buffer_load(buffer, &context_gl->c, state);
3952 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
3953 wined3d_context_gl_reference_buffer(context_gl, buffer);
3954 if (!buffer->bo_user.valid)
3955 device_invalidate_state(context_gl->c.device, STATE_STREAM_OUTPUT);
3959 /* Context activation is done by the caller. */
3960 static BOOL context_apply_draw_state(struct wined3d_context *context,
3961 const struct wined3d_device *device, const struct wined3d_state *state, BOOL indexed)
3963 const struct wined3d_state_entry *state_table = context->state_table;
3964 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3965 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3966 const struct wined3d_fb_state *fb = &state->fb;
3967 unsigned int i, base;
3968 uint32_t map;
3970 context->uses_fbo_attached_resources = 0;
3972 if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
3974 if (!gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
3976 FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
3977 return FALSE;
3980 wined3d_context_gl_set_render_offscreen(context_gl, TRUE);
3983 /* Preload resources before FBO setup. Texture preload in particular may
3984 * result in changes to the current FBO, due to using e.g. FBO blits for
3985 * updating a resource location. */
3986 wined3d_context_gl_update_tex_unit_map(context_gl, state);
3987 context_preload_textures(context, state);
3988 context_gl_load_shader_resources(context_gl, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
3989 context_gl_load_unordered_access_resources(context_gl, state->shader[WINED3D_SHADER_TYPE_PIXEL],
3990 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
3991 context_gl_load_stream_output_buffers(context_gl, state);
3992 /* TODO: Right now the dependency on the vertex shader is necessary
3993 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
3994 * the current VS but maybe it's possible to relax the coupling in some
3995 * situations at least. */
3996 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC)
3997 || isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX)))
3999 context_update_stream_info(context, state);
4002 map = context->stream_info.use_map;
4003 while (map)
4005 const struct wined3d_stream_info_element *e;
4006 struct wined3d_buffer *buffer;
4008 e = &context->stream_info.elements[wined3d_bit_scan(&map)];
4009 buffer = state->streams[e->stream_idx].buffer;
4011 if (!buffer->bo_user.valid)
4012 device_invalidate_state(device, STATE_STREAMSRC);
4013 else
4014 wined3d_buffer_load(buffer, context, state);
4016 /* Loading the buffers above may have invalidated the stream info. */
4017 if (wined3d_context_is_graphics_state_dirty(context, STATE_STREAMSRC))
4018 context_update_stream_info(context, state);
4020 map = context->stream_info.use_map;
4021 while (map)
4023 const struct wined3d_stream_info_element *e;
4024 struct wined3d_buffer *buffer;
4026 e = &context->stream_info.elements[wined3d_bit_scan(&map)];
4027 buffer = state->streams[e->stream_idx].buffer;
4029 wined3d_context_gl_reference_buffer(context_gl, buffer);
4032 if (indexed && state->index_buffer)
4034 struct wined3d_buffer *buffer = state->index_buffer;
4036 if (context->stream_info.all_vbo)
4038 wined3d_buffer_load(buffer, context, state);
4039 if (!buffer->bo_user.valid)
4040 device_invalidate_state(device, STATE_INDEXBUFFER);
4041 wined3d_context_gl_reference_buffer(context_gl, buffer);
4043 else
4045 wined3d_buffer_load_sysmem(buffer, context);
4049 for (i = 0, base = 0; i < ARRAY_SIZE(context->dirty_graphics_states); ++i)
4051 uint32_t dirty_mask = context->dirty_graphics_states[i];
4053 while (dirty_mask)
4055 unsigned int state_id = base + wined3d_bit_scan(&dirty_mask);
4057 state_table[state_id].apply(context, state, state_id);
4059 base += sizeof(dirty_mask) * CHAR_BIT;
4062 memset(context->dirty_graphics_states, 0, sizeof(context->dirty_graphics_states));
4064 if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE))
4066 device->shader_backend->shader_select(device->shader_priv, context, state);
4067 context->shader_update_mask &= 1u << WINED3D_SHADER_TYPE_COMPUTE;
4070 if (context->constant_update_mask)
4072 device->shader_backend->shader_load_constants(device->shader_priv, context, state);
4073 context->constant_update_mask = 0;
4076 if (context->update_shader_resource_bindings)
4078 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
4079 wined3d_context_gl_bind_shader_resources(context_gl, state, i);
4080 context->update_shader_resource_bindings = 0;
4081 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
4082 context->update_compute_shader_resource_bindings = 1;
4085 if (context->update_unordered_access_view_bindings)
4087 wined3d_context_gl_bind_unordered_access_views(context_gl,
4088 state->shader[WINED3D_SHADER_TYPE_PIXEL],
4089 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
4090 context->update_unordered_access_view_bindings = 0;
4091 context->update_compute_unordered_access_view_bindings = 1;
4094 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4095 wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
4097 context->last_was_blit = FALSE;
4098 context->last_was_ffp_blit = FALSE;
4100 return TRUE;
4103 static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *context_gl,
4104 const struct wined3d_device *device, const struct wined3d_state *state)
4106 const struct wined3d_state_entry *state_table = context_gl->c.state_table;
4107 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4108 unsigned int state_id, i;
4110 context_gl_load_shader_resources(context_gl, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
4111 context_gl_load_unordered_access_resources(context_gl, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
4112 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
4114 for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context_gl->c.dirty_compute_states); ++i)
4116 unsigned int dirty_mask = context_gl->c.dirty_compute_states[i];
4118 while (dirty_mask)
4120 unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask);
4121 state_table[current_state_id].apply(&context_gl->c, state, current_state_id);
4123 state_id += sizeof(*context_gl->c.dirty_compute_states) * CHAR_BIT;
4125 memset(context_gl->c.dirty_compute_states, 0, sizeof(*context_gl->c.dirty_compute_states));
4127 if (context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
4129 device->shader_backend->shader_select_compute(device->shader_priv, &context_gl->c, state);
4130 context_gl->c.shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
4133 if (context_gl->c.update_compute_shader_resource_bindings)
4135 wined3d_context_gl_bind_shader_resources(context_gl, state, WINED3D_SHADER_TYPE_COMPUTE);
4136 context_gl->c.update_compute_shader_resource_bindings = 0;
4137 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
4138 context_gl->c.update_shader_resource_bindings = 1;
4141 if (context_gl->c.update_compute_unordered_access_view_bindings)
4143 wined3d_context_gl_bind_unordered_access_views(context_gl,
4144 state->shader[WINED3D_SHADER_TYPE_COMPUTE],
4145 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
4146 context_gl->c.update_compute_unordered_access_view_bindings = 0;
4147 context_gl->c.update_unordered_access_view_bindings = 1;
4150 /* Updates to currently bound render targets aren't necessarily coherent
4151 * between the graphics and compute pipelines. Unbind any currently bound
4152 * FBO here to ensure preceding updates to its attachments by the graphics
4153 * pipeline are visible to the compute pipeline.
4155 * Without this, the bloom effect in Nier:Automata is too bright on the
4156 * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
4157 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
4158 context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
4160 context_gl->c.last_was_blit = FALSE;
4161 context_gl->c.last_was_ffp_blit = FALSE;
4164 void wined3d_context_gl_end_transform_feedback(struct wined3d_context_gl *context_gl)
4166 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4168 if (context_gl->c.transform_feedback_active)
4170 GL_EXTCALL(glEndTransformFeedback());
4171 checkGLcall("glEndTransformFeedback");
4172 context_gl->c.transform_feedback_active = 0;
4173 context_gl->c.transform_feedback_paused = 0;
4177 static void wined3d_context_gl_pause_transform_feedback(struct wined3d_context_gl *context_gl, BOOL force)
4179 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4181 if (!context_gl->c.transform_feedback_active || context_gl->c.transform_feedback_paused)
4182 return;
4184 if (gl_info->supported[ARB_TRANSFORM_FEEDBACK2])
4186 GL_EXTCALL(glPauseTransformFeedback());
4187 checkGLcall("glPauseTransformFeedback");
4188 context_gl->c.transform_feedback_paused = 1;
4189 return;
4192 WARN("Cannot pause transform feedback operations.\n");
4194 if (force)
4195 wined3d_context_gl_end_transform_feedback(context_gl);
4198 static void wined3d_context_gl_setup_target(struct wined3d_context_gl *context_gl,
4199 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4201 BOOL old_render_offscreen = context_gl->c.render_offscreen, render_offscreen;
4203 render_offscreen = wined3d_resource_is_offscreen(&texture->resource);
4204 if (context_gl->c.current_rt.texture == texture
4205 && context_gl->c.current_rt.sub_resource_idx == sub_resource_idx
4206 && render_offscreen == old_render_offscreen)
4207 return;
4209 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
4210 * the alpha blend state changes with different render target formats. */
4211 if (!context_gl->c.current_rt.texture)
4213 context_invalidate_state(&context_gl->c, STATE_BLEND);
4215 else
4217 const struct wined3d_format *old = context_gl->c.current_rt.texture->resource.format;
4218 const struct wined3d_format *new = texture->resource.format;
4220 if (old->id != new->id)
4222 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
4223 if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
4224 || !(texture->resource.format_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
4225 context_invalidate_state(&context_gl->c, STATE_BLEND);
4228 /* When switching away from an offscreen render target, and we're not
4229 * using FBOs, we have to read the drawable into the texture. This is
4230 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
4231 * There are some things that need care though. PreLoad needs a GL context,
4232 * and FindContext is called before the context is activated. It also
4233 * has to be called with the old rendertarget active, otherwise a
4234 * wrong drawable is read. */
4235 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
4236 && old_render_offscreen && (context_gl->c.current_rt.texture != texture
4237 || context_gl->c.current_rt.sub_resource_idx != sub_resource_idx))
4239 struct wined3d_texture_gl *prev_texture = wined3d_texture_gl(context_gl->c.current_rt.texture);
4240 unsigned int prev_sub_resource_idx = context_gl->c.current_rt.sub_resource_idx;
4242 /* Read the back buffer of the old drawable into the destination texture. */
4243 if (prev_texture->texture_srgb.name)
4244 wined3d_texture_load(&prev_texture->t, &context_gl->c, TRUE);
4245 wined3d_texture_load(&prev_texture->t, &context_gl->c, FALSE);
4246 wined3d_texture_invalidate_location(&prev_texture->t, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE);
4250 context_gl->c.current_rt.texture = texture;
4251 context_gl->c.current_rt.sub_resource_idx = sub_resource_idx;
4252 wined3d_context_gl_set_render_offscreen(context_gl, render_offscreen);
4255 static void wined3d_context_gl_activate(struct wined3d_context_gl *context_gl,
4256 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4258 wined3d_context_gl_enter(context_gl);
4259 wined3d_context_gl_update_window(context_gl);
4260 wined3d_context_gl_setup_target(context_gl, texture, sub_resource_idx);
4261 if (!context_gl->valid)
4262 return;
4264 if (context_gl != wined3d_context_gl_get_current())
4266 if (!wined3d_context_gl_set_current(context_gl))
4267 ERR("Failed to activate the new context.\n");
4269 else if (context_gl->needs_set)
4271 wined3d_context_gl_set_gl_context(context_gl);
4275 struct wined3d_context *wined3d_context_gl_acquire(const struct wined3d_device *device,
4276 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4278 struct wined3d_context_gl *current_context = wined3d_context_gl_get_current();
4279 struct wined3d_context_gl *context_gl;
4281 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx);
4283 if (current_context && current_context->c.destroyed)
4284 current_context = NULL;
4286 if (!texture)
4288 if (current_context
4289 && current_context->c.current_rt.texture
4290 && current_context->c.device == device)
4292 texture = current_context->c.current_rt.texture;
4293 sub_resource_idx = current_context->c.current_rt.sub_resource_idx;
4295 else
4297 struct wined3d_swapchain *swapchain = device->swapchains[0];
4299 if (swapchain->back_buffers)
4300 texture = swapchain->back_buffers[0];
4301 else
4302 texture = swapchain->front_buffer;
4303 sub_resource_idx = 0;
4307 if (current_context && current_context->c.current_rt.texture == texture)
4309 context_gl = current_context;
4311 else if (!wined3d_resource_is_offscreen(&texture->resource))
4313 TRACE("Rendering onscreen.\n");
4315 if (!(context_gl = wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(texture->swapchain))))
4316 return NULL;
4318 else
4320 TRACE("Rendering offscreen.\n");
4322 /* Stay with the current context if possible. Otherwise use the
4323 * context for the primary swapchain. */
4324 if (current_context && current_context->c.device == device)
4325 context_gl = current_context;
4326 else if (!(context_gl = wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(device->swapchains[0]))))
4327 return NULL;
4330 wined3d_context_gl_activate(context_gl, texture, sub_resource_idx);
4332 return &context_gl->c;
4335 struct wined3d_context_gl *wined3d_context_gl_reacquire(struct wined3d_context_gl *context_gl)
4337 struct wined3d_context *acquired_context;
4338 struct wined3d_device *device;
4340 if (!context_gl || context_gl->tid != GetCurrentThreadId())
4341 return NULL;
4343 device = context_gl->c.device;
4344 wined3d_from_cs(device->cs);
4346 if (context_gl->c.current_rt.texture)
4348 wined3d_context_gl_activate(context_gl, context_gl->c.current_rt.texture,
4349 context_gl->c.current_rt.sub_resource_idx);
4350 return context_gl;
4353 acquired_context = context_acquire(device, NULL, 0);
4354 if (acquired_context != &context_gl->c)
4355 ERR("Acquired context %p instead of %p.\n", acquired_context, &context_gl->c);
4356 return wined3d_context_gl(acquired_context);
4359 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
4360 const struct wined3d_dispatch_parameters *parameters)
4362 const struct wined3d_gl_info *gl_info;
4363 struct wined3d_context_gl *context_gl;
4365 context_gl = wined3d_context_gl(context_acquire(device, NULL, 0));
4366 if (!context_gl->valid)
4368 context_release(&context_gl->c);
4369 WARN("Invalid context, skipping dispatch.\n");
4370 return;
4372 gl_info = context_gl->gl_info;
4374 if (!gl_info->supported[ARB_COMPUTE_SHADER])
4376 context_release(&context_gl->c);
4377 FIXME("OpenGL implementation does not support compute shaders.\n");
4378 return;
4381 if (parameters->indirect)
4382 wined3d_buffer_load(parameters->u.indirect.buffer, &context_gl->c, state);
4384 wined3d_context_gl_apply_compute_state(context_gl, device, state);
4386 if (parameters->indirect)
4388 const struct wined3d_indirect_dispatch_parameters *indirect = &parameters->u.indirect;
4389 struct wined3d_bo_gl *bo_gl = wined3d_bo_gl(indirect->buffer->buffer_object);
4391 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, bo_gl->id));
4392 GL_EXTCALL(glDispatchComputeIndirect(bo_gl->b.buffer_offset + (GLintptr)indirect->offset));
4393 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
4394 wined3d_context_gl_reference_bo(context_gl, bo_gl);
4396 else
4398 const struct wined3d_direct_dispatch_parameters *direct = &parameters->u.direct;
4399 GL_EXTCALL(glDispatchCompute(direct->group_count_x, direct->group_count_y, direct->group_count_z));
4401 checkGLcall("dispatch compute");
4403 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
4404 checkGLcall("glMemoryBarrier");
4406 context_release(&context_gl->c);
4409 /* Context activation is done by the caller. */
4410 static void wined3d_context_gl_draw_primitive_arrays(struct wined3d_context_gl *context_gl,
4411 const struct wined3d_state *state, const void *idx_data, unsigned int idx_size, int base_vertex_idx,
4412 unsigned int start_idx, unsigned int count, unsigned int start_instance, unsigned int instance_count)
4414 const struct wined3d_ffp_attrib_ops *ops = &context_gl->c.d3d_info->ffp_attrib_ops;
4415 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
4416 const struct wined3d_stream_info *si = &context_gl->c.stream_info;
4417 GLenum mode = gl_primitive_type_from_d3d(state->primitive_type);
4418 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4419 unsigned int instanced_elements[ARRAY_SIZE(si->elements)];
4420 unsigned int instanced_element_count = 0;
4421 const void *indices;
4422 unsigned int i, j;
4424 indices = (const char *)idx_data + idx_size * start_idx;
4426 if (!instance_count)
4428 if (!idx_size)
4430 gl_info->gl_ops.gl.p_glDrawArrays(mode, start_idx, count);
4431 checkGLcall("glDrawArrays");
4432 return;
4435 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4437 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
4438 checkGLcall("glDrawElementsBaseVertex");
4439 return;
4442 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
4443 checkGLcall("glDrawElements");
4444 return;
4447 if (start_instance && !(gl_info->supported[ARB_BASE_INSTANCE] && gl_info->supported[ARB_INSTANCED_ARRAYS]))
4448 FIXME("Start instance (%u) not supported.\n", start_instance);
4450 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4452 if (!idx_size)
4454 if (gl_info->supported[ARB_BASE_INSTANCE])
4456 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode, start_idx, count, instance_count, start_instance));
4457 checkGLcall("glDrawArraysInstancedBaseInstance");
4458 return;
4461 GL_EXTCALL(glDrawArraysInstanced(mode, start_idx, count, instance_count));
4462 checkGLcall("glDrawArraysInstanced");
4463 return;
4466 if (gl_info->supported[ARB_BASE_INSTANCE])
4468 GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode, count, idx_type,
4469 indices, instance_count, base_vertex_idx, start_instance));
4470 checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
4471 return;
4473 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4475 GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode, count, idx_type,
4476 indices, instance_count, base_vertex_idx));
4477 checkGLcall("glDrawElementsInstancedBaseVertex");
4478 return;
4481 GL_EXTCALL(glDrawElementsInstanced(mode, count, idx_type, indices, instance_count));
4482 checkGLcall("glDrawElementsInstanced");
4483 return;
4486 /* Instancing emulation by mixing immediate mode and arrays. */
4488 /* This is a nasty thing. MSDN says no hardware supports this and
4489 * applications have to use software vertex processing. We don't support
4490 * this for now.
4492 * Shouldn't be too hard to support with OpenGL, in theory just call
4493 * glDrawArrays() instead of drawElements(). But the stream frequency value
4494 * has a different meaning in that situation. */
4495 if (!idx_size)
4497 FIXME("Non-indexed instanced drawing is not supported.\n");
4498 return;
4501 for (i = 0; i < ARRAY_SIZE(si->elements); ++i)
4503 if (!(si->use_map & (1u << i)))
4504 continue;
4506 if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4507 instanced_elements[instanced_element_count++] = i;
4510 for (i = 0; i < instance_count; ++i)
4512 /* Specify the instanced attributes using immediate mode calls. */
4513 for (j = 0; j < instanced_element_count; ++j)
4515 const struct wined3d_stream_info_element *element;
4516 unsigned int element_idx;
4517 const BYTE *ptr;
4519 element_idx = instanced_elements[j];
4520 element = &si->elements[element_idx];
4521 ptr = element->data.addr + element->stride * i;
4522 if (element->data.buffer_object)
4523 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(state->streams[element->stream_idx].buffer,
4524 &context_gl->c);
4525 ops->generic[element->format->emit_idx](element_idx, ptr);
4528 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4530 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
4531 checkGLcall("glDrawElementsBaseVertex");
4533 else
4535 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
4536 checkGLcall("glDrawElements");
4541 static unsigned int get_stride_idx(const void *idx_data, unsigned int idx_size,
4542 unsigned int base_vertex_idx, unsigned int start_idx, unsigned int vertex_idx)
4544 if (!idx_data)
4545 return start_idx + vertex_idx;
4546 if (idx_size == 2)
4547 return ((const WORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
4548 return ((const DWORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
4551 /* Context activation is done by the caller. */
4552 static void draw_primitive_immediate_mode(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
4553 const struct wined3d_stream_info *si, const void *idx_data, unsigned int idx_size,
4554 int base_vertex_idx, unsigned int start_idx, unsigned int vertex_count, unsigned int instance_count)
4556 const BYTE *position = NULL, *normal = NULL, *diffuse = NULL, *specular = NULL;
4557 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4558 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4559 unsigned int coord_idx, stride_idx, texture_idx, vertex_idx;
4560 const struct wined3d_stream_info_element *element;
4561 const BYTE *tex_coords[WINED3DDP_MAXTEXCOORD];
4562 unsigned int texture_unit, texture_stages;
4563 const struct wined3d_ffp_attrib_ops *ops;
4564 unsigned int untracked_material_count;
4565 unsigned int tex_mask = 0;
4566 BOOL specular_fog = FALSE;
4567 BOOL ps = use_ps(state);
4568 const void *ptr;
4570 static unsigned int once;
4572 if (!once++)
4573 FIXME_(d3d_perf)("Drawing using immediate mode.\n");
4574 else
4575 WARN_(d3d_perf)("Drawing using immediate mode.\n");
4577 if (!idx_size && idx_data)
4578 ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
4580 if (instance_count)
4581 FIXME("Instancing not implemented.\n");
4583 /* Immediate mode drawing can't make use of indices in a VBO - get the
4584 * data from the index buffer. */
4585 if (idx_size)
4586 idx_data = wined3d_buffer_load_sysmem(state->index_buffer, &context_gl->c) + state->index_offset;
4588 ops = &d3d_info->ffp_attrib_ops;
4590 gl_info->gl_ops.gl.p_glBegin(gl_primitive_type_from_d3d(state->primitive_type));
4592 if (use_vs(state) || d3d_info->ffp_generic_attributes)
4594 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
4596 unsigned int use_map = si->use_map;
4597 unsigned int element_idx;
4599 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
4600 for (element_idx = MAX_ATTRIBS - 1; use_map; use_map &= ~(1u << element_idx), --element_idx)
4602 if (!(use_map & 1u << element_idx))
4603 continue;
4605 ptr = si->elements[element_idx].data.addr + si->elements[element_idx].stride * stride_idx;
4606 ops->generic[si->elements[element_idx].format->emit_idx](element_idx, ptr);
4610 gl_info->gl_ops.gl.p_glEnd();
4611 return;
4614 if (si->use_map & (1u << WINED3D_FFP_POSITION))
4615 position = si->elements[WINED3D_FFP_POSITION].data.addr;
4617 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
4618 normal = si->elements[WINED3D_FFP_NORMAL].data.addr;
4619 else
4620 gl_info->gl_ops.gl.p_glNormal3f(0.0f, 0.0f, 0.0f);
4622 untracked_material_count = context_gl->untracked_material_count;
4623 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
4625 element = &si->elements[WINED3D_FFP_DIFFUSE];
4626 diffuse = element->data.addr;
4628 if (untracked_material_count && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
4629 FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element->format->id));
4631 else
4633 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4636 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
4638 element = &si->elements[WINED3D_FFP_SPECULAR];
4639 specular = element->data.addr;
4641 /* Special case where the fog density is stored in the specular alpha channel. */
4642 if (state->render_states[WINED3D_RS_FOGENABLE]
4643 && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
4644 || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
4645 && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
4647 if (gl_info->supported[EXT_FOG_COORD])
4649 if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
4650 specular_fog = TRUE;
4651 else
4652 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element->format->id));
4654 else
4656 static unsigned int once;
4658 if (!once++)
4659 FIXME("Implement fog for transformed vertices in software.\n");
4663 else if (gl_info->supported[EXT_SECONDARY_COLOR])
4665 GL_EXTCALL(glSecondaryColor3fEXT)(0.0f, 0.0f, 0.0f);
4668 texture_stages = d3d_info->limits.ffp_blend_stages;
4669 for (texture_idx = 0; texture_idx < texture_stages; ++texture_idx)
4671 if (!gl_info->supported[ARB_MULTITEXTURE] && texture_idx > 0)
4673 FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
4674 continue;
4677 if (!ps && !state->textures[texture_idx])
4678 continue;
4680 texture_unit = context_gl->tex_unit_map[texture_idx];
4681 if (texture_unit == WINED3D_UNMAPPED_STAGE)
4682 continue;
4684 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
4685 if (coord_idx > 7)
4687 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx, texture_idx);
4688 continue;
4691 if (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))
4693 tex_coords[coord_idx] = si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].data.addr;
4694 tex_mask |= (1u << texture_idx);
4696 else
4698 TRACE("Setting default coordinates for texture %u.\n", texture_idx);
4699 if (gl_info->supported[ARB_MULTITEXTURE])
4700 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_unit, 0.0f, 0.0f, 0.0f, 1.0f));
4701 else
4702 gl_info->gl_ops.gl.p_glTexCoord4f(0.0f, 0.0f, 0.0f, 1.0f);
4706 /* Blending data and point sizes are not supported by this function. They
4707 * are not supported by the fixed function pipeline at all. A FIXME for
4708 * them is printed after decoding the vertex declaration. */
4709 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
4711 unsigned int tmp_tex_mask;
4713 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
4715 if (normal)
4717 ptr = normal + stride_idx * si->elements[WINED3D_FFP_NORMAL].stride;
4718 ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptr);
4721 if (diffuse)
4723 ptr = diffuse + stride_idx * si->elements[WINED3D_FFP_DIFFUSE].stride;
4724 ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptr);
4726 if (untracked_material_count)
4728 struct wined3d_color color;
4729 unsigned int i;
4731 wined3d_color_from_d3dcolor(&color, *(const DWORD *)ptr);
4732 for (i = 0; i < untracked_material_count; ++i)
4734 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK,
4735 context_gl->untracked_materials[i], &color.r);
4740 if (specular)
4742 ptr = specular + stride_idx * si->elements[WINED3D_FFP_SPECULAR].stride;
4743 ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptr);
4745 if (specular_fog)
4746 GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD *)ptr >> 24)));
4749 tmp_tex_mask = tex_mask;
4750 for (texture_idx = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture_idx)
4752 if (!(tmp_tex_mask & 1))
4753 continue;
4755 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
4756 ptr = tex_coords[coord_idx] + (stride_idx * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
4757 ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
4758 GL_TEXTURE0_ARB + context_gl->tex_unit_map[texture_idx], ptr);
4761 if (position)
4763 ptr = position + stride_idx * si->elements[WINED3D_FFP_POSITION].stride;
4764 ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptr);
4768 gl_info->gl_ops.gl.p_glEnd();
4769 checkGLcall("draw immediate mode");
4772 static void wined3d_context_gl_draw_indirect(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
4773 const struct wined3d_indirect_draw_parameters *parameters, unsigned int idx_size)
4775 struct wined3d_bo_gl *bo_gl = wined3d_bo_gl(parameters->buffer->buffer_object);
4776 GLenum gl_primitive_type = gl_primitive_type_from_d3d(state->primitive_type);
4777 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4778 const void *offset;
4780 if (!gl_info->supported[ARB_DRAW_INDIRECT])
4782 FIXME("OpenGL implementation does not support indirect draws.\n");
4783 return;
4786 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, bo_gl->id));
4788 offset = (const uint8_t *)bo_gl->b.buffer_offset + parameters->offset;
4789 if (idx_size)
4791 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
4792 if (state->index_offset)
4793 FIXME("Ignoring index offset %u.\n", state->index_offset);
4794 GL_EXTCALL(glDrawElementsIndirect(gl_primitive_type, idx_type, offset));
4796 else
4798 GL_EXTCALL(glDrawArraysIndirect(gl_primitive_type, offset));
4801 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0));
4802 wined3d_context_gl_reference_bo(context_gl, bo_gl);
4804 checkGLcall("draw indirect");
4807 static void remove_vbos(struct wined3d_context *context,
4808 const struct wined3d_state *state, struct wined3d_stream_info *s)
4810 unsigned int i;
4812 for (i = 0; i < ARRAY_SIZE(s->elements); ++i)
4814 struct wined3d_stream_info_element *e;
4816 if (!(s->use_map & (1u << i)))
4817 continue;
4819 e = &s->elements[i];
4820 if (e->data.buffer_object)
4822 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
4823 e->data.buffer_object = 0;
4824 e->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(vb, context);
4829 static GLenum gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
4831 GLenum gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4832 switch (gl_primitive_type)
4834 case GL_POINTS:
4835 return GL_POINTS;
4837 case GL_LINE_STRIP:
4838 case GL_LINE_STRIP_ADJACENCY:
4839 case GL_LINES_ADJACENCY:
4840 case GL_LINES:
4841 return GL_LINES;
4843 case GL_TRIANGLE_FAN:
4844 case GL_TRIANGLE_STRIP:
4845 case GL_TRIANGLE_STRIP_ADJACENCY:
4846 case GL_TRIANGLES_ADJACENCY:
4847 case GL_TRIANGLES:
4848 return GL_TRIANGLES;
4850 default:
4851 return gl_primitive_type;
4855 /* Routine common to the draw primitive and draw indexed primitive routines */
4856 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
4857 const struct wined3d_draw_parameters *parameters)
4859 BOOL emulation = FALSE, rasterizer_discard = FALSE;
4860 const struct wined3d_fb_state *fb = &state->fb;
4861 const struct wined3d_stream_info *stream_info;
4862 struct wined3d_rendertarget_view *dsv, *rtv;
4863 struct wined3d_stream_info si_emulated;
4864 const struct wined3d_gl_info *gl_info;
4865 struct wined3d_context_gl *context_gl;
4866 struct wined3d_context *context;
4867 unsigned int i, idx_size = 0;
4868 const void *idx_data = NULL;
4870 TRACE("device %p, state %p, parameters %p.\n", device, state, parameters);
4872 if (!parameters->indirect && !parameters->u.direct.index_count)
4873 return;
4875 if (!parameters->indirect)
4876 TRACE("base_vertex_idx %d, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
4877 parameters->u.direct.base_vertex_idx, parameters->u.direct.start_idx,
4878 parameters->u.direct.index_count, parameters->u.direct.start_instance,
4879 parameters->u.direct.instance_count);
4881 if (!(rtv = fb->render_targets[0]))
4882 rtv = fb->depth_stencil;
4884 if (rtv && rtv->resource->type == WINED3D_RTYPE_BUFFER)
4886 FIXME("Buffer render targets not implemented.\n");
4887 return;
4890 if (rtv)
4891 context = context_acquire(device, wined3d_texture_from_resource(rtv->resource), rtv->sub_resource_idx);
4892 else
4893 context = context_acquire(device, NULL, 0);
4894 context_gl = wined3d_context_gl(context);
4895 if (!context_gl->valid)
4897 context_release(context);
4898 WARN("Invalid context, skipping draw.\n");
4899 return;
4901 gl_info = context_gl->gl_info;
4903 if (!use_transform_feedback(state))
4904 wined3d_context_gl_pause_transform_feedback(context_gl, TRUE);
4906 for (i = 0; i < gl_info->limits.buffers; ++i)
4908 if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
4909 continue;
4911 if (wined3d_blend_state_get_writemask(state->blend_state, i))
4913 wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding);
4914 wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
4916 else
4918 wined3d_rendertarget_view_prepare_location(rtv, context, rtv->resource->draw_binding);
4922 if ((dsv = fb->depth_stencil))
4924 /* Note that this depends on the context_acquire() call above to set
4925 * context->render_offscreen properly. We don't currently take the
4926 * Z-compare function into account, but we could skip loading the
4927 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
4928 * that we never copy the stencil data.*/
4929 DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
4931 if (wined3d_state_uses_depth_buffer(state))
4932 wined3d_rendertarget_view_load_location(dsv, context, location);
4933 else
4934 wined3d_rendertarget_view_prepare_location(dsv, context, location);
4937 if (parameters->indirect)
4938 wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
4940 if (!context_apply_draw_state(context, device, state, parameters->indexed))
4942 context_release(context);
4943 WARN("Unable to apply draw state, skipping draw.\n");
4944 return;
4947 if (dsv && (!state->depth_stencil_state || state->depth_stencil_state->desc.depth_write))
4949 DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
4951 wined3d_rendertarget_view_validate_location(dsv, location);
4952 wined3d_rendertarget_view_invalidate_location(dsv, ~location);
4955 stream_info = &context->stream_info;
4957 if (parameters->indexed)
4959 struct wined3d_buffer *index_buffer = state->index_buffer;
4960 struct wined3d_bo *bo = index_buffer->buffer_object;
4962 if (!bo || !stream_info->all_vbo)
4963 idx_data = index_buffer->resource.heap_memory;
4964 else
4965 idx_data = (void *)bo->buffer_offset;
4966 idx_data = (const BYTE *)idx_data + state->index_offset;
4968 if (state->index_format == WINED3DFMT_R16_UINT)
4969 idx_size = 2;
4970 else
4971 idx_size = 4;
4974 if (!use_vs(state))
4976 if (!stream_info->position_transformed && context_gl->untracked_material_count
4977 && state->render_states[WINED3D_RS_LIGHTING])
4979 static BOOL warned;
4981 if (!warned++)
4982 FIXME("Using software emulation because not all material properties could be tracked.\n");
4983 else
4984 WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n");
4985 emulation = TRUE;
4987 else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
4989 static BOOL warned;
4991 /* Either write a pipeline replacement shader or convert the
4992 * specular alpha from unsigned byte to a float in the vertex
4993 * buffer. */
4994 if (!warned++)
4995 FIXME("Using software emulation because manual fog coordinates are provided.\n");
4996 else
4997 WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n");
4998 emulation = TRUE;
5001 if (emulation)
5003 si_emulated = context->stream_info;
5004 remove_vbos(context, state, &si_emulated);
5005 stream_info = &si_emulated;
5009 if (use_transform_feedback(state))
5011 const struct wined3d_shader *shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
5013 if (is_rasterization_disabled(shader))
5015 glEnable(GL_RASTERIZER_DISCARD);
5016 checkGLcall("enable rasterizer discard");
5017 rasterizer_discard = TRUE;
5020 if (context->transform_feedback_paused)
5022 GL_EXTCALL(glResumeTransformFeedback());
5023 checkGLcall("glResumeTransformFeedback");
5024 context->transform_feedback_paused = 0;
5026 else if (!context->transform_feedback_active)
5028 enum wined3d_primitive_type primitive_type = shader->u.gs.output_type
5029 ? shader->u.gs.output_type : state->primitive_type;
5030 GLenum mode = gl_tfb_primitive_type_from_d3d(primitive_type);
5031 GL_EXTCALL(glBeginTransformFeedback(mode));
5032 checkGLcall("glBeginTransformFeedback");
5033 context->transform_feedback_active = 1;
5037 if (state->primitive_type == WINED3D_PT_PATCH)
5039 GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES, state->patch_vertex_count));
5040 checkGLcall("glPatchParameteri");
5043 if (context->uses_fbo_attached_resources)
5045 static unsigned int fixme_once;
5047 if (gl_info->supported[ARB_TEXTURE_BARRIER])
5049 GL_EXTCALL(glTextureBarrier());
5051 else if (gl_info->supported[NV_TEXTURE_BARRIER])
5053 GL_EXTCALL(glTextureBarrierNV());
5055 else
5057 if (!fixme_once++)
5058 FIXME("Sampling attached render targets is not supported.\n");
5060 WARN("Sampling attached render targets is not supported, skipping draw.\n");
5061 context_release(context);
5062 return;
5064 checkGLcall("glTextureBarrier");
5067 if (parameters->indirect)
5069 if (!context->use_immediate_mode_draw && !emulation)
5070 wined3d_context_gl_draw_indirect(context_gl, state, &parameters->u.indirect, idx_size);
5071 else
5072 FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
5074 else
5076 unsigned int instance_count = parameters->u.direct.instance_count;
5077 if (context->instance_count)
5078 instance_count = context->instance_count;
5080 if (context->use_immediate_mode_draw || emulation)
5081 draw_primitive_immediate_mode(wined3d_context_gl(context), state, stream_info, idx_data,
5082 idx_size, parameters->u.direct.base_vertex_idx,
5083 parameters->u.direct.start_idx, parameters->u.direct.index_count, instance_count);
5084 else
5085 wined3d_context_gl_draw_primitive_arrays(context_gl, state, idx_data, idx_size,
5086 parameters->u.direct.base_vertex_idx, parameters->u.direct.start_idx,
5087 parameters->u.direct.index_count, parameters->u.direct.start_instance, instance_count);
5090 if (context->uses_uavs)
5092 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
5093 checkGLcall("glMemoryBarrier");
5096 wined3d_context_gl_pause_transform_feedback(context_gl, FALSE);
5098 if (rasterizer_discard)
5100 glDisable(GL_RASTERIZER_DISCARD);
5101 checkGLcall("disable rasterizer discard");
5104 context_release(context);
5106 TRACE("Draw completed.\n");
5109 void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl *context_gl)
5111 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5112 unsigned int texture_idx;
5114 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
5116 gl_info->gl_ops.ext.p_glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx);
5117 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
5121 static const void *get_vertex_attrib_pointer(const struct wined3d_stream_info_element *element,
5122 const struct wined3d_state *state)
5124 const uint8_t *offset = element->data.addr + state->load_base_vertex_index * element->stride;
5126 if (element->data.buffer_object)
5127 offset += element->data.buffer_object->buffer_offset;
5128 return offset;
5131 void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context_gl,
5132 const struct wined3d_stream_info *si, GLuint *current_bo, const struct wined3d_state *state)
5134 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5135 const struct wined3d_format_gl *format_gl;
5136 unsigned int mapped_stage = 0;
5137 unsigned int texture_idx;
5138 GLuint bo;
5140 for (texture_idx = 0; texture_idx < context_gl->c.d3d_info->limits.ffp_blend_stages; ++texture_idx)
5142 unsigned int coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
5144 if ((mapped_stage = context_gl->tex_unit_map[texture_idx]) == WINED3D_UNMAPPED_STAGE)
5145 continue;
5147 if (mapped_stage >= gl_info->limits.texture_coords)
5149 FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage);
5150 continue;
5153 if (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5155 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx];
5157 TRACE("Setting up texture %u, idx %u, coord_idx %u, data %s.\n",
5158 texture_idx, mapped_stage, coord_idx, debug_bo_address(&e->data));
5160 bo = wined3d_bo_gl_id(e->data.buffer_object);
5161 if (*current_bo != bo)
5163 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5164 checkGLcall("glBindBuffer");
5165 *current_bo = bo;
5168 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
5169 checkGLcall("glClientActiveTextureARB");
5171 /* The coords to supply depend completely on the fvf/vertex shader. */
5172 format_gl = wined3d_format_gl(e->format);
5173 gl_info->gl_ops.gl.p_glTexCoordPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride,
5174 get_vertex_attrib_pointer(e, state));
5175 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
5176 state->streams[e->stream_idx].buffer->bo_user.valid = true;
5178 else
5180 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
5183 if (gl_info->supported[NV_REGISTER_COMBINERS])
5185 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
5186 for (texture_idx = mapped_stage + 1; texture_idx < gl_info->limits.textures; ++texture_idx)
5188 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
5192 checkGLcall("loadTexCoords");
5195 /* This should match any arrays loaded in wined3d_context_gl_load_vertex_data(). */
5196 static void wined3d_context_gl_unload_vertex_data(struct wined3d_context_gl *context_gl)
5198 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5200 if (!context_gl->c.namedArraysLoaded)
5201 return;
5202 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
5203 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
5204 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
5205 if (gl_info->supported[EXT_SECONDARY_COLOR])
5206 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
5207 wined3d_context_gl_unload_tex_coords(context_gl);
5208 context_gl->c.namedArraysLoaded = FALSE;
5211 static void wined3d_context_gl_load_vertex_data(struct wined3d_context_gl *context_gl,
5212 const struct wined3d_stream_info *si, const struct wined3d_state *state)
5214 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5215 const struct wined3d_stream_info_element *e;
5216 const struct wined3d_format_gl *format_gl;
5217 GLuint current_bo, bo;
5218 const void *offset;
5220 TRACE("context_gl %p, si %p, state %p.\n", context_gl, si, state);
5222 /* This is used for the fixed-function pipeline only, and the
5223 * fixed-function pipeline doesn't do instancing. */
5224 context_gl->c.instance_count = 0;
5225 current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
5227 /* Blend data */
5228 if ((si->use_map & (1u << WINED3D_FFP_BLENDWEIGHT))
5229 || si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
5231 /* TODO: Support vertex blending in immediate mode draws. No need to
5232 * write a FIXME here, this is done after the general vertex
5233 * declaration decoding. */
5234 WARN("Vertex blending not supported.\n");
5237 /* Point Size */
5238 if (si->use_map & (1u << WINED3D_FFP_PSIZE))
5240 /* No such functionality in the fixed-function GL pipeline. */
5241 WARN("Per-vertex point size not supported.\n");
5244 /* Position */
5245 if (si->use_map & (1u << WINED3D_FFP_POSITION))
5247 e = &si->elements[WINED3D_FFP_POSITION];
5248 format_gl = wined3d_format_gl(e->format);
5249 offset = get_vertex_attrib_pointer(e, state);
5251 bo = wined3d_bo_gl_id(e->data.buffer_object);
5252 if (current_bo != bo)
5254 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5255 checkGLcall("glBindBuffer");
5256 current_bo = bo;
5259 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n", format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5260 gl_info->gl_ops.gl.p_glVertexPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5261 checkGLcall("glVertexPointer(...)");
5262 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
5263 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
5264 state->streams[e->stream_idx].buffer->bo_user.valid = true;
5267 /* Normals */
5268 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
5270 e = &si->elements[WINED3D_FFP_NORMAL];
5271 format_gl = wined3d_format_gl(e->format);
5272 offset = get_vertex_attrib_pointer(e, state);
5274 bo = wined3d_bo_gl_id(e->data.buffer_object);
5275 if (current_bo != bo)
5277 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5278 checkGLcall("glBindBuffer");
5279 current_bo = bo;
5282 TRACE("glNormalPointer(%#x, %#x, %p);\n", format_gl->vtx_type, e->stride, offset);
5283 gl_info->gl_ops.gl.p_glNormalPointer(format_gl->vtx_type, e->stride, offset);
5284 checkGLcall("glNormalPointer(...)");
5285 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
5286 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
5287 state->streams[e->stream_idx].buffer->bo_user.valid = true;
5289 else
5291 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
5292 checkGLcall("glNormal3f(0, 0, 0)");
5295 /* Diffuse colour */
5296 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
5298 e = &si->elements[WINED3D_FFP_DIFFUSE];
5299 format_gl = wined3d_format_gl(e->format);
5300 offset = get_vertex_attrib_pointer(e, state);
5302 bo = wined3d_bo_gl_id(e->data.buffer_object);
5303 if (current_bo != bo)
5305 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5306 checkGLcall("glBindBuffer");
5307 current_bo = bo;
5310 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
5311 format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5312 gl_info->gl_ops.gl.p_glColorPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5313 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
5314 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
5315 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
5316 state->streams[e->stream_idx].buffer->bo_user.valid = true;
5318 else
5320 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
5321 checkGLcall("glColor4f(1, 1, 1, 1)");
5324 /* Specular colour */
5325 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
5327 TRACE("Setting specular colour.\n");
5329 e = &si->elements[WINED3D_FFP_SPECULAR];
5330 offset = get_vertex_attrib_pointer(e, state);
5332 if (gl_info->supported[EXT_SECONDARY_COLOR])
5334 GLint format;
5335 GLenum type;
5337 format_gl = wined3d_format_gl(e->format);
5338 type = format_gl->vtx_type;
5339 format = format_gl->vtx_format;
5341 bo = wined3d_bo_gl_id(e->data.buffer_object);
5342 if (current_bo != bo)
5344 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5345 checkGLcall("glBindBuffer");
5346 current_bo = bo;
5349 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
5351 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
5352 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
5353 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
5354 * 4 component secondary colors use it
5356 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride, offset);
5357 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride, offset));
5358 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
5360 else
5362 switch (type)
5364 case GL_UNSIGNED_BYTE:
5365 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride, offset);
5366 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride, offset));
5367 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
5368 break;
5370 default:
5371 FIXME("Add 4 component specular colour pointers for type %#x.\n", type);
5372 /* Make sure that the right colour component is dropped. */
5373 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride, offset);
5374 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride, offset));
5375 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
5378 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
5379 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
5380 state->streams[e->stream_idx].buffer->bo_user.valid = true;
5382 else
5384 WARN("Specular colour is not supported in this GL implementation.\n");
5387 else
5389 if (gl_info->supported[EXT_SECONDARY_COLOR])
5391 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
5392 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
5394 else
5396 WARN("Specular colour is not supported in this GL implementation.\n");
5400 /* Texture coordinates */
5401 wined3d_context_gl_load_tex_coords(context_gl, si, &current_bo, state);
5404 static void wined3d_context_gl_unload_numbered_array(struct wined3d_context_gl *context_gl, unsigned int i)
5406 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5408 GL_EXTCALL(glDisableVertexAttribArray(i));
5409 checkGLcall("glDisableVertexAttribArray");
5410 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
5411 GL_EXTCALL(glVertexAttribDivisor(i, 0));
5413 context_gl->c.numbered_array_mask &= ~(1u << i);
5416 static void wined3d_context_gl_unload_numbered_arrays(struct wined3d_context_gl *context_gl)
5418 uint32_t mask = context_gl->c.numbered_array_mask;
5419 unsigned int i;
5421 while (mask)
5423 i = wined3d_bit_scan(&mask);
5424 wined3d_context_gl_unload_numbered_array(context_gl, i);
5428 static void wined3d_context_gl_load_numbered_arrays(struct wined3d_context_gl *context_gl,
5429 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
5431 struct wined3d_context *context = &context_gl->c;
5432 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
5433 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5434 GLuint current_bo, bo;
5435 unsigned int i;
5437 /* Default to no instancing. */
5438 context->instance_count = 0;
5439 current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
5441 for (i = 0; i < MAX_ATTRIBS; ++i)
5443 const struct wined3d_stream_info_element *element = &stream_info->elements[i];
5444 const void *offset = get_vertex_attrib_pointer(element, state);
5445 const struct wined3d_stream_state *stream;
5446 const struct wined3d_format_gl *format_gl;
5448 if (!(stream_info->use_map & (1u << i)))
5450 if (context->numbered_array_mask & (1u << i))
5451 wined3d_context_gl_unload_numbered_array(context_gl, i);
5452 if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
5454 if (!(context_gl->default_attrib_value_set & (1u << i)) || !context_gl->diffuse_attrib_to_1)
5456 GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
5457 context_gl->diffuse_attrib_to_1 = 1;
5460 else
5462 if (!(context_gl->default_attrib_value_set & (1u << i)))
5464 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
5465 if (i == WINED3D_FFP_DIFFUSE)
5466 context_gl->diffuse_attrib_to_1 = 0;
5469 context_gl->default_attrib_value_set |= 1u << i;
5470 continue;
5473 format_gl = wined3d_format_gl(element->format);
5474 stream = &state->streams[element->stream_idx];
5475 stream->buffer->bo_user.valid = true;
5477 if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count)
5478 context->instance_count = state->streams[0].frequency;
5480 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
5482 unsigned int divisor = 0;
5484 if (element->instanced)
5485 divisor = element->divisor ? element->divisor : UINT_MAX;
5486 GL_EXTCALL(glVertexAttribDivisor(i, divisor));
5488 else if (element->divisor)
5490 /* Unload instanced arrays, they will be loaded using immediate
5491 * mode instead. */
5492 if (context->numbered_array_mask & (1u << i))
5493 wined3d_context_gl_unload_numbered_array(context_gl, i);
5494 context_gl->default_attrib_value_set &= ~(1u << i);
5495 continue;
5498 TRACE("Loading array %u %s.\n", i, debug_bo_address(&element->data));
5500 if (element->stride)
5502 DWORD format_flags = format_gl->f.flags[WINED3D_GL_RES_TYPE_BUFFER];
5504 bo = wined3d_bo_gl_id(element->data.buffer_object);
5505 if (current_bo != bo)
5507 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5508 checkGLcall("glBindBuffer");
5509 current_bo = bo;
5511 /* Use the VBO to find out if a vertex buffer exists, not the vb
5512 * pointer. vb can point to a user pointer data blob. In that case
5513 * current_bo will be 0. If there is a vertex buffer but no vbo we
5514 * won't be load converted attributes anyway. */
5515 if (vs && vs->reg_maps.shader_version.major >= 4 && (format_flags & WINED3DFMT_FLAG_INTEGER))
5517 GL_EXTCALL(glVertexAttribIPointer(i, format_gl->vtx_format,
5518 format_gl->vtx_type, element->stride, offset));
5520 else
5522 GL_EXTCALL(glVertexAttribPointer(i, format_gl->vtx_format, format_gl->vtx_type,
5523 !!(format_flags & WINED3DFMT_FLAG_NORMALISED), element->stride, offset));
5526 if (!(context->numbered_array_mask & (1u << i)))
5528 GL_EXTCALL(glEnableVertexAttribArray(i));
5529 context->numbered_array_mask |= (1u << i);
5532 else
5534 /* Stride = 0 means always the same values.
5535 * glVertexAttribPointer() doesn't do that. Instead disable the
5536 * pointer and set up the attribute statically. But we have to
5537 * figure out the system memory address. */
5538 const BYTE *ptr = element->data.addr;
5539 if (element->data.buffer_object)
5540 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(stream->buffer, context);
5542 if (context->numbered_array_mask & (1u << i))
5543 wined3d_context_gl_unload_numbered_array(context_gl, i);
5545 switch (format_gl->f.id)
5547 case WINED3DFMT_R32_FLOAT:
5548 GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
5549 break;
5550 case WINED3DFMT_R32G32_FLOAT:
5551 GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
5552 break;
5553 case WINED3DFMT_R32G32B32_FLOAT:
5554 GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
5555 break;
5556 case WINED3DFMT_R32G32B32A32_FLOAT:
5557 GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
5558 break;
5559 case WINED3DFMT_R8G8B8A8_UINT:
5560 GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
5561 break;
5562 case WINED3DFMT_B8G8R8A8_UNORM:
5563 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
5565 const DWORD *src = (const DWORD *)ptr;
5566 DWORD c = *src & 0xff00ff00u;
5567 c |= (*src & 0xff0000u) >> 16;
5568 c |= (*src & 0xffu) << 16;
5569 GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
5570 break;
5572 /* else fallthrough */
5573 case WINED3DFMT_R8G8B8A8_UNORM:
5574 GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
5575 break;
5576 case WINED3DFMT_R16G16_SINT:
5577 GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
5578 break;
5579 case WINED3DFMT_R16G16B16A16_SINT:
5580 GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
5581 break;
5582 case WINED3DFMT_R16G16_SNORM:
5584 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
5585 GL_EXTCALL(glVertexAttrib4Nsv(i, s));
5586 break;
5588 case WINED3DFMT_R16G16_UNORM:
5590 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
5591 GL_EXTCALL(glVertexAttrib4Nusv(i, s));
5592 break;
5594 case WINED3DFMT_R16G16B16A16_SNORM:
5595 GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
5596 break;
5597 case WINED3DFMT_R16G16B16A16_UNORM:
5598 GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
5599 break;
5600 case WINED3DFMT_R10G10B10X2_UINT:
5601 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
5602 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
5603 break;
5604 case WINED3DFMT_R10G10B10X2_SNORM:
5605 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
5606 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
5607 break;
5608 case WINED3DFMT_R16G16_FLOAT:
5609 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
5611 /* Not supported by GL_ARB_half_float_vertex. */
5612 GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
5614 else
5616 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
5617 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
5618 GL_EXTCALL(glVertexAttrib2f(i, x, y));
5620 break;
5621 case WINED3DFMT_R16G16B16A16_FLOAT:
5622 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
5624 /* Not supported by GL_ARB_half_float_vertex. */
5625 GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
5627 else
5629 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
5630 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
5631 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
5632 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
5633 GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
5635 break;
5636 default:
5637 ERR("Unexpected declaration in stride 0 attributes.\n");
5638 break;
5641 context_gl->default_attrib_value_set &= ~(1u << i);
5644 checkGLcall("Loading numbered arrays");
5647 void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl *context_gl,
5648 const struct wined3d_state *state)
5650 if (context_gl->c.use_immediate_mode_draw)
5651 return;
5653 wined3d_context_gl_unload_vertex_data(context_gl);
5654 if (context_gl->c.d3d_info->ffp_generic_attributes || use_vs(state))
5656 TRACE("Loading numbered arrays.\n");
5657 wined3d_context_gl_load_numbered_arrays(context_gl, &context_gl->c.stream_info, state);
5658 return;
5661 TRACE("Loading named arrays.\n");
5662 wined3d_context_gl_unload_numbered_arrays(context_gl);
5663 wined3d_context_gl_load_vertex_data(context_gl, &context_gl->c.stream_info, state);
5664 context_gl->c.namedArraysLoaded = TRUE;
5667 static void apply_texture_blit_state(const struct wined3d_gl_info *gl_info, struct gl_texture *texture,
5668 GLenum target, unsigned int level, enum wined3d_texture_filter_type filter)
5670 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
5671 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
5672 wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
5673 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
5674 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
5675 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
5676 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
5677 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, level);
5679 /* We changed the filtering settings on the texture. Make sure they get
5680 * reset on subsequent draws. */
5681 texture->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
5682 texture->sampler_desc.min_filter = WINED3D_TEXF_POINT;
5683 texture->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
5684 texture->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
5685 texture->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
5686 texture->sampler_desc.srgb_decode = FALSE;
5687 texture->base_level = level;
5690 /* Context activation is done by the caller. */
5691 void wined3d_context_gl_draw_shaded_quad(struct wined3d_context_gl *context_gl, struct wined3d_texture_gl *texture_gl,
5692 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
5693 enum wined3d_texture_filter_type filter)
5695 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5696 struct wined3d_blt_info info;
5697 unsigned int level, w, h, i;
5698 SIZE dst_size;
5699 struct blit_vertex
5701 float x, y;
5702 struct wined3d_vec3 texcoord;
5704 quad[4];
5706 texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
5708 level = sub_resource_idx % texture_gl->t.level_count;
5709 wined3d_context_gl_bind_texture(context_gl, info.bind_target, texture_gl->texture_rgb.name);
5710 apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
5711 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
5713 wined3d_context_gl_get_rt_size(context_gl, &dst_size);
5714 w = dst_size.cx;
5715 h = dst_size.cy;
5717 quad[0].x = dst_rect->left * 2.0f / w - 1.0f;
5718 quad[0].y = dst_rect->top * 2.0f / h - 1.0f;
5719 quad[0].texcoord = info.texcoords[0];
5721 quad[1].x = dst_rect->right * 2.0f / w - 1.0f;
5722 quad[1].y = dst_rect->top * 2.0f / h - 1.0f;
5723 quad[1].texcoord = info.texcoords[1];
5725 quad[2].x = dst_rect->left * 2.0f / w - 1.0f;
5726 quad[2].y = dst_rect->bottom * 2.0f / h - 1.0f;
5727 quad[2].texcoord = info.texcoords[2];
5729 quad[3].x = dst_rect->right * 2.0f / w - 1.0f;
5730 quad[3].y = dst_rect->bottom * 2.0f / h - 1.0f;
5731 quad[3].texcoord = info.texcoords[3];
5733 /* Draw a quad. */
5734 if (gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
5736 if (!context_gl->blit_vbo)
5737 GL_EXTCALL(glGenBuffers(1, &context_gl->blit_vbo));
5738 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, context_gl->blit_vbo));
5740 wined3d_context_gl_unload_vertex_data(context_gl);
5741 wined3d_context_gl_unload_numbered_arrays(context_gl);
5743 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STREAM_DRAW));
5744 GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, sizeof(*quad), NULL));
5745 GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT, FALSE, sizeof(*quad),
5746 (void *)FIELD_OFFSET(struct blit_vertex, texcoord)));
5748 GL_EXTCALL(glEnableVertexAttribArray(0));
5749 GL_EXTCALL(glEnableVertexAttribArray(1));
5751 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
5753 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
5754 GL_EXTCALL(glDisableVertexAttribArray(1));
5755 GL_EXTCALL(glDisableVertexAttribArray(0));
5757 else
5759 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
5761 for (i = 0; i < ARRAY_SIZE(quad); ++i)
5763 GL_EXTCALL(glVertexAttrib3fv(1, &quad[i].texcoord.x));
5764 GL_EXTCALL(glVertexAttrib2fv(0, &quad[i].x));
5767 gl_info->gl_ops.gl.p_glEnd();
5769 checkGLcall("draw");
5771 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
5772 wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);
5775 /* Context activation is done by the caller. */
5776 void wined3d_context_gl_draw_textured_quad(struct wined3d_context_gl *context_gl,
5777 struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
5778 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter)
5780 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5781 struct wined3d_blt_info info;
5782 unsigned int level;
5784 texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
5786 gl_info->gl_ops.gl.p_glEnable(info.bind_target);
5787 checkGLcall("glEnable(bind_target)");
5789 level = sub_resource_idx % texture_gl->t.level_count;
5790 wined3d_context_gl_bind_texture(context_gl, info.bind_target, texture_gl->texture_rgb.name);
5791 apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
5792 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
5793 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
5794 checkGLcall("glTexEnvi");
5796 /* Draw a quad. */
5797 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
5798 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[0].x);
5799 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top);
5801 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[1].x);
5802 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top);
5804 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[2].x);
5805 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom);
5807 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[3].x);
5808 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom);
5809 gl_info->gl_ops.gl.p_glEnd();
5811 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
5812 wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);