wined3d: Make ActivateContext a bit smaller.
[wine.git] / dlls / wined3d / context.c
blobb7834a2cecb8fe4ba6537f6d41e2cfebbc153170
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007 Stefan Dösinger for CodeWeavers
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 #include "config.h"
22 #include <stdio.h>
23 #ifdef HAVE_FLOAT_H
24 # include <float.h>
25 #endif
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 /*****************************************************************************
33 * Context_MarkStateDirty
35 * Marks a state in a context dirty. Only one context, opposed to
36 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
37 * contexts
39 * Params:
40 * context: Context to mark the state dirty in
41 * state: State to mark dirty
43 *****************************************************************************/
44 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state) {
45 DWORD rep = StateTable[state].representative;
46 DWORD idx;
47 BYTE shift;
49 if(!rep || isStateDirty(context, rep)) return;
51 context->dirtyArray[context->numDirtyEntries++] = rep;
52 idx = rep >> 5;
53 shift = rep & 0x1f;
54 context->isStateDirty[idx] |= (1 << shift);
57 /*****************************************************************************
58 * AddContextToArray
60 * Adds a context to the context array. Helper function for CreateContext
62 * This method is not called in performance-critical code paths, only when a
63 * new render target or swapchain is created. Thus performance is not an issue
64 * here.
66 * Params:
67 * This: Device to add the context for
68 * display: X display this context uses
69 * glCtx: glX context to add
70 * drawable: drawable used with this context.
72 *****************************************************************************/
73 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, Display *display, GLXContext glCtx, Drawable drawable) {
74 WineD3DContext **oldArray = This->contexts;
75 DWORD state;
77 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
78 if(This->contexts == NULL) {
79 ERR("Unable to grow the context array\n");
80 This->contexts = oldArray;
81 return NULL;
83 if(oldArray) {
84 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
87 This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
88 if(This->contexts[This->numContexts] == NULL) {
89 ERR("Unable to allocate a new context\n");
90 HeapFree(GetProcessHeap(), 0, This->contexts);
91 This->contexts = oldArray;
92 return NULL;
95 This->contexts[This->numContexts]->display = display;
96 This->contexts[This->numContexts]->glCtx = glCtx;
97 This->contexts[This->numContexts]->drawable = drawable;
98 HeapFree(GetProcessHeap(), 0, oldArray);
100 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
102 for(state = 0; state <= STATE_HIGHEST; state++) {
103 Context_MarkStateDirty(This->contexts[This->numContexts], state);
106 This->numContexts++;
107 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
108 return This->contexts[This->numContexts - 1];
111 /* Returns an array of compatible FBconfig(s).
112 * The array must be freed with XFree. Requires ENTER_GL()
114 static GLXFBConfig* pbuffer_find_fbconfigs(
115 IWineD3DDeviceImpl* This,
116 IWineD3DSurfaceImpl* RenderSurface,
117 Display *display) {
119 GLXFBConfig* cfgs = NULL;
120 int nCfgs = 0;
121 int attribs[256];
122 int nAttribs = 0;
124 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
125 WINED3DFORMAT BackBufferFormat = RenderSurface->resource.format;
126 WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
128 /* TODO:
129 * if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
130 * it StencilSurface != NULL && zBufferTarget == NULL switch it on
133 #define PUSH1(att) attribs[nAttribs++] = (att);
134 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
136 /* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
138 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
139 PUSH2(GLX_X_RENDERABLE, TRUE);
140 PUSH2(GLX_DOUBLEBUFFER, TRUE);
141 TRACE("calling makeglcfg\n");
142 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
143 PUSH1(None);
144 TRACE("calling chooseFGConfig\n");
145 cfgs = glXChooseFBConfig(display,
146 DefaultScreen(display),
147 attribs, &nCfgs);
148 if (cfgs == NULL) {
149 /* OK we didn't find the exact config, so use any reasonable match */
150 /* TODO: fill in the 'requested' and 'current' depths, and make sure that's
151 why we failed. */
152 static BOOL show_message = TRUE;
153 if (show_message) {
154 ERR("Failed to find exact match, finding alternative but you may "
155 "suffer performance issues, try changing xfree's depth to match the requested depth\n");
156 show_message = FALSE;
158 nAttribs = 0;
159 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
160 /* PUSH2(GLX_X_RENDERABLE, TRUE); */
161 PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
162 PUSH2(GLX_DOUBLEBUFFER, FALSE);
163 TRACE("calling makeglcfg\n");
164 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
165 PUSH1(None);
166 cfgs = glXChooseFBConfig(display,
167 DefaultScreen(display),
168 attribs, &nCfgs);
171 if (cfgs == NULL) {
172 ERR("Could not get a valid FBConfig for (%u,%s)/(%u,%s)\n",
173 BackBufferFormat, debug_d3dformat(BackBufferFormat),
174 StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
175 } else {
176 #ifdef EXTRA_TRACES
177 int i;
178 for (i = 0; i < nCfgs; ++i) {
179 TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
180 debug_d3dformat(BackBufferFormat), StencilBufferFormat,
181 debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
183 #endif
185 #undef PUSH1
186 #undef PUSH2
188 return cfgs;
191 /*****************************************************************************
192 * CreateContext
194 * Creates a new context for a window, or a pbuffer context.
196 * * Params:
197 * This: Device to activate the context for
198 * target: Surface this context will render to
199 * display: X11 connection
200 * win: Target window. NULL for a pbuffer
202 *****************************************************************************/
203 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win) {
204 Drawable drawable = win, oldDrawable;
205 XVisualInfo *visinfo = NULL;
206 GLXFBConfig *cfgs = NULL;
207 GLXContext ctx = NULL, oldCtx;
208 WineD3DContext *ret = NULL;
209 int s;
211 TRACE("(%p): Creating a %s context for render target %p\n", This, win ? "onscreen" : "offscreen", target);
213 if(!win) {
214 int attribs[256];
215 int nAttribs = 0;
217 TRACE("Creating a pBuffer drawable for the new context\n");
219 cfgs = pbuffer_find_fbconfigs(This, target, display);
220 if(!cfgs) {
221 ERR("Cannot find a frame buffer configuration for the pbuffer\n");
222 goto out;
225 attribs[nAttribs++] = GLX_PBUFFER_WIDTH;
226 attribs[nAttribs++] = target->currentDesc.Width;
227 attribs[nAttribs++] = GLX_PBUFFER_HEIGHT;
228 attribs[nAttribs++] = target->currentDesc.Height;
229 attribs[nAttribs++] = None;
231 visinfo = glXGetVisualFromFBConfig(display, cfgs[0]);
232 if(!visinfo) {
233 ERR("Cannot find a visual for the pbuffer\n");
234 goto out;
237 drawable = glXCreatePbuffer(display, cfgs[0], attribs);
239 if(!drawable) {
240 ERR("Cannot create a pbuffer\n");
241 goto out;
243 XFree(cfgs);
244 cfgs = NULL;
245 } else {
246 /* Create an onscreen target */
247 XVisualInfo template;
248 int num;
250 template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
251 /* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
252 (or the best possible if none is requested) */
253 TRACE("Found x visual ID : %ld\n", template.visualid);
254 visinfo = XGetVisualInfo(display, VisualIDMask, &template, &num);
256 if (NULL == visinfo) {
257 ERR("cannot really get XVisual\n");
258 goto out;
259 } else {
260 int n, value;
261 /* Write out some debug info about the visual/s */
262 TRACE("Using x visual ID : %ld\n", template.visualid);
263 TRACE(" visual info: %p\n", visinfo);
264 TRACE(" num items : %d\n", num);
265 for (n = 0;n < num; n++) {
266 TRACE("=====item=====: %d\n", n + 1);
267 TRACE(" visualid : %ld\n", visinfo[n].visualid);
268 TRACE(" screen : %d\n", visinfo[n].screen);
269 TRACE(" depth : %u\n", visinfo[n].depth);
270 TRACE(" class : %d\n", visinfo[n].class);
271 TRACE(" red_mask : %ld\n", visinfo[n].red_mask);
272 TRACE(" green_mask : %ld\n", visinfo[n].green_mask);
273 TRACE(" blue_mask : %ld\n", visinfo[n].blue_mask);
274 TRACE(" colormap_size : %d\n", visinfo[n].colormap_size);
275 TRACE(" bits_per_rgb : %d\n", visinfo[n].bits_per_rgb);
276 /* log some extra glx info */
277 glXGetConfig(display, visinfo, GLX_AUX_BUFFERS, &value);
278 TRACE(" gl_aux_buffers : %d\n", value);
279 glXGetConfig(display, visinfo, GLX_BUFFER_SIZE ,&value);
280 TRACE(" gl_buffer_size : %d\n", value);
281 glXGetConfig(display, visinfo, GLX_RED_SIZE, &value);
282 TRACE(" gl_red_size : %d\n", value);
283 glXGetConfig(display, visinfo, GLX_GREEN_SIZE, &value);
284 TRACE(" gl_green_size : %d\n", value);
285 glXGetConfig(display, visinfo, GLX_BLUE_SIZE, &value);
286 TRACE(" gl_blue_size : %d\n", value);
287 glXGetConfig(display, visinfo, GLX_ALPHA_SIZE, &value);
288 TRACE(" gl_alpha_size : %d\n", value);
289 glXGetConfig(display, visinfo, GLX_DEPTH_SIZE ,&value);
290 TRACE(" gl_depth_size : %d\n", value);
291 glXGetConfig(display, visinfo, GLX_STENCIL_SIZE, &value);
292 TRACE(" gl_stencil_size : %d\n", value);
294 /* Now choose a similar visual ID*/
298 ctx = glXCreateContext(display, visinfo,
299 This->numContexts ? This->contexts[0]->glCtx : NULL,
300 GL_TRUE);
301 if(!ctx) {
302 ERR("Failed to create a glX context\n");
303 if(drawable != win) glXDestroyPbuffer(display, drawable);
304 goto out;
306 ret = AddContextToArray(This, display, ctx, drawable);
307 if(!ret) {
308 ERR("Failed to add the newly created context to the context list\n");
309 glXDestroyContext(display, ctx);
310 if(drawable != win) glXDestroyPbuffer(display, drawable);
311 goto out;
313 ret->surface = (IWineD3DSurface *) target;
314 ret->isPBuffer = win == 0;
315 ret->tid = GetCurrentThreadId();
317 TRACE("Successfully created new context %p\n", ret);
319 /* Set up the context defaults */
320 oldCtx = glXGetCurrentContext();
321 oldDrawable = glXGetCurrentDrawable();
322 if(glXMakeCurrent(display, drawable, ctx) == FALSE) {
323 ERR("Cannot activate context to set up defaults\n");
324 goto out;
327 TRACE("Setting up the screen\n");
328 /* Clear the screen */
329 glClearColor(1.0, 0.0, 0.0, 0.0);
330 checkGLcall("glClearColor");
331 glClearIndex(0);
332 glClearDepth(1);
333 glClearStencil(0xffff);
335 checkGLcall("glClear");
337 glColor3f(1.0, 1.0, 1.0);
338 checkGLcall("glColor3f");
340 glEnable(GL_LIGHTING);
341 checkGLcall("glEnable");
343 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
344 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
346 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
347 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
349 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
350 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
352 glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
353 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
354 glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
355 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
357 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
358 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
359 * and textures in DIB sections(due to the memory protection).
361 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
362 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
364 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
365 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
366 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
367 * GL_VERTEX_BLEND_ARB isn't enabled too
369 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
370 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
372 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
373 glEnable(GL_TEXTURE_SHADER_NV);
374 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
376 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
377 * the previous texture where to source the offset from is always unit - 1.
379 for(s = 1; s < GL_LIMITS(textures); s++) {
380 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
381 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
382 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
385 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
386 for(s = 0; s < GL_LIMITS(textures); s++) {
387 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
388 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
389 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
393 if(oldDrawable && oldCtx) {
394 glXMakeCurrent(display, oldDrawable, oldCtx);
397 out:
398 if(visinfo) XFree(visinfo);
399 if(cfgs) XFree(cfgs);
400 return ret;
403 /*****************************************************************************
404 * RemoveContextFromArray
406 * Removes a context from the context manager. The opengl context is not
407 * destroyed or unset. context is not a valid pointer after that call.
409 * Similar to the former call this isn't a performance critical function. A
410 * helper function for DestroyContext.
412 * Params:
413 * This: Device to activate the context for
414 * context: Context to remove
416 *****************************************************************************/
417 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
418 UINT t, s;
419 WineD3DContext **oldArray = This->contexts;
421 TRACE("Removing ctx %p\n", context);
423 This->numContexts--;
425 if(This->numContexts) {
426 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
427 if(!This->contexts) {
428 ERR("Cannot allocate a new context array, PANIC!!!\n");
430 t = 0;
431 for(s = 0; s < This->numContexts; s++) {
432 if(oldArray[s] == context) continue;
433 This->contexts[t] = oldArray[s];
434 t++;
436 } else {
437 This->contexts = NULL;
440 HeapFree(GetProcessHeap(), 0, context);
441 HeapFree(GetProcessHeap(), 0, oldArray);
444 /*****************************************************************************
445 * DestroyContext
447 * Destroys a wineD3DContext
449 * Params:
450 * This: Device to activate the context for
451 * context: Context to destroy
453 *****************************************************************************/
454 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
456 /* check that we are the current context first */
457 TRACE("Destroying ctx %p\n", context);
458 if(glXGetCurrentContext() == context->glCtx){
459 glXMakeCurrent(context->display, None, NULL);
462 glXDestroyContext(context->display, context->glCtx);
463 if(context->isPBuffer) {
464 glXDestroyPbuffer(context->display, context->drawable);
466 RemoveContextFromArray(This, context);
469 /*****************************************************************************
470 * SetupForBlit
472 * Sets up a context for DirectDraw blitting.
473 * All texture units are disabled, except unit 0
474 * Texture unit 0 is activted where GL_TEXTURE_2D is activated
475 * fog, lighting, blending, alpha test, z test, scissor test, culling diabled
476 * color writing enabled for all channels
477 * register combiners disabled, shaders disabled
478 * world matris is set to identity, texture matrix 0 too
479 * projection matrix is setup for drawing screen coordinates
481 * Params:
482 * This: Device to activate the context for
483 * context: Context to setup
484 * width: render target width
485 * height: render target height
487 *****************************************************************************/
488 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
489 int i;
491 TRACE("Setting up context %p for blitting\n", context);
492 if(context->last_was_blit) {
493 TRACE("Context is already set up for blitting, nothing to do\n");
494 return;
496 context->last_was_blit = TRUE;
498 /* TODO: Use a display list */
500 /* Disable shaders */
501 This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
502 Context_MarkStateDirty(context, STATE_VSHADER);
503 Context_MarkStateDirty(context, STATE_PIXELSHADER);
505 /* Disable all textures. The caller can then bind a texture it wants to blit
506 * from
508 if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
509 glDisable(GL_REGISTER_COMBINERS_NV);
510 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
512 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
513 /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
514 * function texture unit. No need to care for higher samplers
516 for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
517 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
518 checkGLcall("glActiveTextureARB");
520 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
521 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
522 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
524 glDisable(GL_TEXTURE_3D);
525 checkGLcall("glDisable GL_TEXTURE_3D");
526 glDisable(GL_TEXTURE_2D);
527 checkGLcall("glDisable GL_TEXTURE_2D");
529 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
530 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
532 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
533 Context_MarkStateDirty(context, STATE_SAMPLER(i));
535 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
536 checkGLcall("glActiveTextureARB");
538 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
539 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
540 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
542 glDisable(GL_TEXTURE_3D);
543 checkGLcall("glDisable GL_TEXTURE_3D");
544 glEnable(GL_TEXTURE_2D);
545 checkGLcall("glEnable GL_TEXTURE_2D");
547 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
549 glMatrixMode(GL_TEXTURE);
550 checkGLcall("glMatrixMode(GL_TEXTURE)");
551 glLoadIdentity();
552 checkGLcall("glLoadIdentity()");
553 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0));
555 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
556 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
557 GL_TEXTURE_LOD_BIAS_EXT,
558 0.0);
559 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
561 Context_MarkStateDirty(context, STATE_SAMPLER(0));
562 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP));
564 /* Other misc states */
565 glDisable(GL_ALPHA_TEST);
566 checkGLcall("glDisable(GL_ALPHA_TEST)");
567 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
568 glDisable(GL_LIGHTING);
569 checkGLcall("glDisable GL_LIGHTING");
570 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING));
571 glDisable(GL_DEPTH_TEST);
572 checkGLcall("glDisable GL_DEPTH_TEST");
573 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE));
574 glDisable(GL_FOG);
575 checkGLcall("glDisable GL_FOG");
576 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE));
577 glDisable(GL_BLEND);
578 checkGLcall("glDisable GL_BLEND");
579 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
580 glDisable(GL_CULL_FACE);
581 checkGLcall("glDisable GL_CULL_FACE");
582 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE));
583 glDisable(GL_STENCIL_TEST);
584 checkGLcall("glDisable GL_STENCIL_TEST");
585 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
586 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
587 glDisable(GL_POINT_SPRITE_ARB);
588 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
589 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
591 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
592 checkGLcall("glColorMask");
593 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
595 /* Setup transforms */
596 glMatrixMode(GL_MODELVIEW);
597 checkGLcall("glMatrixMode(GL_MODELVIEW)");
598 glLoadIdentity();
599 checkGLcall("glLoadIdentity()");
600 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
602 glMatrixMode(GL_PROJECTION);
603 checkGLcall("glMatrixMode(GL_PROJECTION)");
604 glLoadIdentity();
605 checkGLcall("glLoadIdentity()");
606 glOrtho(0, width, height, 0, 0.0, -1.0);
607 checkGLcall("glOrtho");
608 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
610 context->last_was_rhw = TRUE;
611 Context_MarkStateDirty(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
613 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
614 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
615 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
616 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
617 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
618 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
619 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
621 glViewport(0, 0, width, height);
622 checkGLcall("glViewport");
623 Context_MarkStateDirty(context, STATE_VIEWPORT);
625 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
626 glDisable(GL_TEXTURE_SHADER_NV);
627 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
631 /*****************************************************************************
632 * findThreadContextForSwapChain
634 * Searches a swapchain for all contexts and picks one for the thread tid.
635 * If none can be found the swapchain is requested to create a new context
637 *****************************************************************************/
638 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
639 int i;
641 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
642 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
643 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
648 /* Create a new context for the thread */
649 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
652 /*****************************************************************************
653 * FindContext
655 * Finds a context for the current render target and thread
657 * Parameters:
658 * target: Render target to find the context for
659 * tid: Thread to activate the context for
661 * Returns: The needed context
663 *****************************************************************************/
664 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
665 IWineD3DSwapChain *swapchain = NULL;
666 HRESULT hr;
667 BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
668 WineD3DContext *context = This->activeContext;
669 BOOL oldRenderOffscreen = This->render_offscreen;
671 hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
672 if(hr == WINED3D_OK && swapchain) {
673 TRACE("Rendering onscreen\n");
675 context = findThreadContextForSwapChain(swapchain, tid);
677 This->render_offscreen = FALSE;
678 /* The context != This->activeContext will catch a NOP context change. This can occur
679 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
680 * rendering. No context change is needed in that case
683 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
684 if(((IWineD3DSwapChainImpl *) swapchain)->backBuffer) {
685 glDrawBuffer(GL_BACK);
686 checkGLcall("glDrawBuffer(GL_BACK)");
687 } else {
688 glDrawBuffer(GL_FRONT);
689 checkGLcall("glDrawBuffer(GL_FRONT)");
691 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
692 if(This->pbufferContext && tid == This->pbufferContext->tid) {
693 This->pbufferContext->tid = 0;
696 IWineD3DSwapChain_Release(swapchain);
698 if(oldRenderOffscreen) {
699 Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
700 Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
701 Context_MarkStateDirty(context, STATE_VDECL);
702 Context_MarkStateDirty(context, STATE_VIEWPORT);
705 } else {
706 TRACE("Rendering offscreen\n");
707 This->render_offscreen = TRUE;
709 switch(wined3d_settings.offscreen_rendering_mode) {
710 case ORM_FBO:
711 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
712 if(This->activeContext && tid == This->lastThread) {
713 context = This->activeContext;
714 } else {
715 /* This may happen if the app jumps streight into offscreen rendering
716 * Start using the context of the primary swapchain. tid == 0 is no problem
717 * for findThreadContextForSwapChain.
719 * Can also happen on thread switches - in that case findThreadContextForSwapChain
720 * is perfect to call.
722 context = findThreadContextForSwapChain(This->swapchains[0], tid);
724 break;
726 case ORM_PBUFFER:
728 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
729 if(This->pbufferContext == NULL ||
730 This->pbufferWidth < targetimpl->currentDesc.Width ||
731 This->pbufferHeight < targetimpl->currentDesc.Height) {
732 if(This->pbufferContext) {
733 DestroyContext(This, This->pbufferContext);
736 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
737 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
739 This->pbufferContext = CreateContext(This, targetimpl,
740 ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->display,
741 0 /* Window */);
742 This->pbufferWidth = targetimpl->currentDesc.Width;
743 This->pbufferHeight = targetimpl->currentDesc.Height;
746 if(This->pbufferContext) {
747 if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
748 FIXME("The PBuffr context is only supported for one thread for now!\n");
750 This->pbufferContext->tid = tid;
751 context = This->pbufferContext;
752 break;
753 } else {
754 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
755 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
759 case ORM_BACKBUFFER:
760 /* Stay with the currently active context for back buffer rendering */
761 if(This->activeContext && tid == This->lastThread) {
762 context = This->activeContext;
763 } else {
764 /* This may happen if the app jumps streight into offscreen rendering
765 * Start using the context of the primary swapchain. tid == 0 is no problem
766 * for findThreadContextForSwapChain.
768 * Can also happen on thread switches - in that case findThreadContextForSwapChain
769 * is perfect to call.
771 context = findThreadContextForSwapChain(This->swapchains[0], tid);
773 glDrawBuffer(This->offscreenBuffer);
774 checkGLcall("glDrawBuffer(This->offscreenBuffer)");
775 break;
778 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
779 /* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
780 * back when we are done won't mark us dirty.
782 IWineD3DSurface_PreLoad(target);
785 if(!oldRenderOffscreen) {
786 Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
787 Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
788 Context_MarkStateDirty(context, STATE_VDECL);
789 Context_MarkStateDirty(context, STATE_VIEWPORT);
792 if (readTexture) {
793 BOOL oldInDraw = This->isInDraw;
795 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
796 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
797 * when using offscreen rendering with multithreading
799 This->isInDraw = TRUE;
801 /* Do that before switching the context:
802 * Read the back buffer of the old drawable into the destination texture
804 IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
806 /* Assume that the drawable will be modified by some other things now */
807 ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->Flags &= ~SFLAG_INDRAWABLE;
809 This->isInDraw = oldInDraw;
812 if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
813 This->depth_copy_state = WINED3D_DCS_COPY;
815 return context;
818 /*****************************************************************************
819 * ActivateContext
821 * Finds a rendering context and drawable matching the device and render
822 * target for the current thread, activates them and puts them into the
823 * requested state.
825 * Params:
826 * This: Device to activate the context for
827 * target: Requested render target
828 * usage: Prepares the context for blitting, drawing or other actions
830 *****************************************************************************/
831 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
832 DWORD tid = GetCurrentThreadId();
833 int i;
834 DWORD dirtyState, idx;
835 BYTE shift;
836 WineD3DContext *context;
838 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
840 if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
841 context = FindContext(This, target, tid);
842 This->lastActiveRenderTarget = target;
843 } else {
844 /* Stick to the old context */
845 context = This->activeContext;
848 /* Activate the opengl context */
849 if(context != This->activeContext) {
850 Bool ret;
851 TRACE("Switching gl ctx to %p, drawable=%ld, ctx=%p\n", context, context->drawable, context->glCtx);
852 ret = glXMakeCurrent(context->display, context->drawable, context->glCtx);
853 if(ret == FALSE) {
854 ERR("Failed to activate the new context\n");
856 This->activeContext = context;
859 switch(usage) {
860 case CTXUSAGE_RESOURCELOAD:
861 /* This does not require any special states to be set up */
862 break;
864 case CTXUSAGE_CLEAR:
865 if(context->last_was_blit && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
866 glEnable(GL_TEXTURE_SHADER_NV);
867 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
870 glEnable(GL_SCISSOR_TEST);
871 checkGLcall("glEnable GL_SCISSOR_TEST");
872 context->last_was_blit = FALSE;
873 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
874 Context_MarkStateDirty(context, STATE_SCISSORRECT);
875 break;
877 case CTXUSAGE_DRAWPRIM:
878 /* This needs all dirty states applied */
879 if(context->last_was_blit && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
880 glEnable(GL_TEXTURE_SHADER_NV);
881 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
884 IWineD3DDeviceImpl_FindTexUnitMap(This);
886 for(i=0; i < context->numDirtyEntries; i++) {
887 dirtyState = context->dirtyArray[i];
888 idx = dirtyState >> 5;
889 shift = dirtyState & 0x1f;
890 context->isStateDirty[idx] &= ~(1 << shift);
891 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
893 context->numDirtyEntries = 0; /* This makes the whole list clean */
894 context->last_was_blit = FALSE;
895 break;
897 case CTXUSAGE_BLIT:
898 SetupForBlit(This, context,
899 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
900 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
901 break;
903 default:
904 FIXME("Unexpected context usage requested\n");