2 * Context and render target management in wined3d
4 * Copyright 2007-2008 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
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 /* The last used device.
34 * If the application creates multiple devices and switches between them, ActivateContext has to
35 * change the opengl context. This flag allows to keep track which device is active
37 static IWineD3DDeviceImpl
*last_device
;
39 /* FBO helper functions */
41 void context_bind_fbo(IWineD3DDevice
*iface
, GLenum target
, GLuint
*fbo
)
43 const IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
47 GL_EXTCALL(glGenFramebuffersEXT(1, fbo
));
48 checkGLcall("glGenFramebuffersEXT()");
49 TRACE("Created FBO %d\n", *fbo
);
52 GL_EXTCALL(glBindFramebufferEXT(target
, *fbo
));
53 checkGLcall("glBindFramebuffer()");
56 static void context_destroy_fbo(IWineD3DDeviceImpl
*This
, const GLuint
*fbo
)
60 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, *fbo
));
61 checkGLcall("glBindFramebuffer()");
62 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
64 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
, GL_COLOR_ATTACHMENT0_EXT
+ i
, GL_TEXTURE_2D
, 0, 0));
65 checkGLcall("glFramebufferTexture2D()");
67 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
, GL_DEPTH_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
68 checkGLcall("glFramebufferTexture2D()");
69 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
70 checkGLcall("glBindFramebuffer()");
71 GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo
));
72 checkGLcall("glDeleteFramebuffers()");
75 static void context_apply_attachment_filter_states(IWineD3DDevice
*iface
, IWineD3DSurface
*surface
, BOOL force_preload
)
77 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
78 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
79 IWineD3DBaseTextureImpl
*texture_impl
;
80 BOOL update_minfilter
= FALSE
;
81 BOOL update_magfilter
= FALSE
;
83 /* Update base texture states array */
84 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface
, &IID_IWineD3DBaseTexture
, (void **)&texture_impl
)))
86 if (texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_POINT
)
88 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
89 update_minfilter
= TRUE
;
92 if (texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_POINT
)
94 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
95 update_magfilter
= TRUE
;
98 if (texture_impl
->baseTexture
.bindCount
)
100 WARN("Render targets should not be bound to a sampler\n");
101 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_SAMPLER(texture_impl
->baseTexture
.sampler
));
104 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*)texture_impl
);
107 if (update_minfilter
|| update_magfilter
|| force_preload
)
109 GLenum target
, bind_target
;
112 target
= surface_impl
->glDescription
.target
;
113 if (target
== GL_TEXTURE_2D
)
115 bind_target
= GL_TEXTURE_2D
;
116 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
117 } else if (target
== GL_TEXTURE_RECTANGLE_ARB
) {
118 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
119 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
121 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
122 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB
, &old_binding
);
125 IWineD3DSurface_PreLoad(surface
);
127 glBindTexture(bind_target
, surface_impl
->glDescription
.textureName
);
128 if (update_minfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
129 if (update_magfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
130 glBindTexture(bind_target
, old_binding
);
133 checkGLcall("apply_attachment_filter_states()");
136 /* TODO: Handle stencil attachments */
137 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl
*This
, GLenum fbo_target
, IWineD3DSurface
*depth_stencil
, BOOL use_render_buffer
)
139 IWineD3DSurfaceImpl
*depth_stencil_impl
= (IWineD3DSurfaceImpl
*)depth_stencil
;
141 TRACE("Attach depth stencil %p\n", depth_stencil
);
145 if (use_render_buffer
&& depth_stencil_impl
->current_renderbuffer
)
147 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
, GL_RENDERBUFFER_EXT
, depth_stencil_impl
->current_renderbuffer
->id
));
148 checkGLcall("glFramebufferRenderbufferEXT()");
150 context_apply_attachment_filter_states((IWineD3DDevice
*)This
, depth_stencil
, TRUE
);
152 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
, depth_stencil_impl
->glDescription
.target
,
153 depth_stencil_impl
->glDescription
.textureName
, depth_stencil_impl
->glDescription
.level
));
154 checkGLcall("glFramebufferTexture2DEXT()");
157 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
158 checkGLcall("glFramebufferTexture2DEXT()");
162 void context_attach_surface_fbo(IWineD3DDeviceImpl
*This
, GLenum fbo_target
, DWORD idx
, IWineD3DSurface
*surface
)
164 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
166 TRACE("Attach surface %p to %u\n", surface
, idx
);
170 context_apply_attachment_filter_states((IWineD3DDevice
*)This
, surface
, TRUE
);
172 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_COLOR_ATTACHMENT0_EXT
+ idx
, surface_impl
->glDescription
.target
,
173 surface_impl
->glDescription
.textureName
, surface_impl
->glDescription
.level
));
174 checkGLcall("glFramebufferTexture2DEXT()");
176 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_COLOR_ATTACHMENT0_EXT
+ idx
, GL_TEXTURE_2D
, 0, 0));
177 checkGLcall("glFramebufferTexture2DEXT()");
181 static void context_check_fbo_status(IWineD3DDevice
*iface
)
183 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
186 status
= GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT
));
187 if (status
== GL_FRAMEBUFFER_COMPLETE_EXT
)
189 TRACE("FBO complete\n");
191 IWineD3DSurfaceImpl
*attachment
;
193 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
195 /* Dump the FBO attachments */
196 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
198 attachment
= (IWineD3DSurfaceImpl
*)This
->activeContext
->current_fbo
->render_targets
[i
];
201 FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i
, attachment
, debug_d3dformat(attachment
->resource
.format
),
202 attachment
->pow2Width
, attachment
->pow2Height
);
205 attachment
= (IWineD3DSurfaceImpl
*)This
->activeContext
->current_fbo
->depth_stencil
;
208 FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment
, debug_d3dformat(attachment
->resource
.format
),
209 attachment
->pow2Width
, attachment
->pow2Height
);
214 static struct fbo_entry
*context_create_fbo_entry(IWineD3DDevice
*iface
)
216 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
217 struct fbo_entry
*entry
;
219 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
220 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
221 memcpy(entry
->render_targets
, This
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
222 entry
->depth_stencil
= This
->stencilBufferTarget
;
223 entry
->attached
= FALSE
;
229 static void context_destroy_fbo_entry(IWineD3DDeviceImpl
*This
, struct fbo_entry
*entry
)
233 TRACE("Destroy FBO %d\n", entry
->id
);
234 context_destroy_fbo(This
, &entry
->id
);
236 list_remove(&entry
->entry
);
237 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
238 HeapFree(GetProcessHeap(), 0, entry
);
242 static struct fbo_entry
*context_find_fbo_entry(IWineD3DDevice
*iface
, WineD3DContext
*context
)
244 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
245 struct fbo_entry
*entry
;
247 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
249 if (!memcmp(entry
->render_targets
, This
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
))
250 && entry
->depth_stencil
== This
->stencilBufferTarget
)
256 entry
= context_create_fbo_entry(iface
);
257 list_add_head(&context
->fbo_list
, &entry
->entry
);
261 static void context_apply_fbo_entry(IWineD3DDevice
*iface
, struct fbo_entry
*entry
)
263 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
266 context_bind_fbo(iface
, GL_FRAMEBUFFER_EXT
, &entry
->id
);
268 if (!entry
->attached
)
270 /* Apply render targets */
271 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
273 IWineD3DSurface
*render_target
= This
->render_targets
[i
];
274 context_attach_surface_fbo(This
, GL_FRAMEBUFFER_EXT
, i
, render_target
);
277 /* Apply depth targets */
278 if (This
->stencilBufferTarget
) {
279 unsigned int w
= ((IWineD3DSurfaceImpl
*)This
->render_targets
[0])->pow2Width
;
280 unsigned int h
= ((IWineD3DSurfaceImpl
*)This
->render_targets
[0])->pow2Height
;
282 surface_set_compatible_renderbuffer(This
->stencilBufferTarget
, w
, h
);
284 context_attach_depth_stencil_fbo(This
, GL_FRAMEBUFFER_EXT
, This
->stencilBufferTarget
, TRUE
);
286 entry
->attached
= TRUE
;
288 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
290 if (This
->render_targets
[i
])
291 context_apply_attachment_filter_states(iface
, This
->render_targets
[i
], FALSE
);
293 if (This
->stencilBufferTarget
)
294 context_apply_attachment_filter_states(iface
, This
->stencilBufferTarget
, FALSE
);
297 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
299 if (This
->render_targets
[i
])
300 This
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0_EXT
+ i
;
302 This
->draw_buffers
[i
] = GL_NONE
;
306 static void context_apply_fbo_state(IWineD3DDevice
*iface
)
308 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
309 WineD3DContext
*context
= This
->activeContext
;
311 if (This
->render_offscreen
)
313 context
->current_fbo
= context_find_fbo_entry(iface
, context
);
314 context_apply_fbo_entry(iface
, context
->current_fbo
);
316 context
->current_fbo
= NULL
;
317 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
320 context_check_fbo_status(iface
);
323 void context_resource_released(IWineD3DDevice
*iface
, IWineD3DResource
*resource
, WINED3DRESOURCETYPE type
)
325 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
330 case WINED3DRTYPE_SURFACE
:
332 for (i
= 0; i
< This
->numContexts
; ++i
)
334 struct fbo_entry
*entry
, *entry2
;
336 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &This
->contexts
[i
]->fbo_list
, struct fbo_entry
, entry
)
338 BOOL destroyed
= FALSE
;
341 for (j
= 0; !destroyed
&& j
< GL_LIMITS(buffers
); ++j
)
343 if (entry
->render_targets
[j
] == (IWineD3DSurface
*)resource
)
345 context_destroy_fbo_entry(This
, entry
);
350 if (!destroyed
&& entry
->depth_stencil
== (IWineD3DSurface
*)resource
)
351 context_destroy_fbo_entry(This
, entry
);
363 /*****************************************************************************
364 * Context_MarkStateDirty
366 * Marks a state in a context dirty. Only one context, opposed to
367 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
371 * context: Context to mark the state dirty in
372 * state: State to mark dirty
373 * StateTable: Pointer to the state table in use(for state grouping)
375 *****************************************************************************/
376 static void Context_MarkStateDirty(WineD3DContext
*context
, DWORD state
, const struct StateEntry
*StateTable
) {
377 DWORD rep
= StateTable
[state
].representative
;
381 if(!rep
|| isStateDirty(context
, rep
)) return;
383 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
386 context
->isStateDirty
[idx
] |= (1 << shift
);
389 /*****************************************************************************
392 * Adds a context to the context array. Helper function for CreateContext
394 * This method is not called in performance-critical code paths, only when a
395 * new render target or swapchain is created. Thus performance is not an issue
399 * This: Device to add the context for
400 * hdc: device context
401 * glCtx: WGL context to add
402 * pbuffer: optional pbuffer used with this context
404 *****************************************************************************/
405 static WineD3DContext
*AddContextToArray(IWineD3DDeviceImpl
*This
, HWND win_handle
, HDC hdc
, HGLRC glCtx
, HPBUFFERARB pbuffer
) {
406 WineD3DContext
**oldArray
= This
->contexts
;
409 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * (This
->numContexts
+ 1));
410 if(This
->contexts
== NULL
) {
411 ERR("Unable to grow the context array\n");
412 This
->contexts
= oldArray
;
416 memcpy(This
->contexts
, oldArray
, sizeof(*This
->contexts
) * This
->numContexts
);
419 This
->contexts
[This
->numContexts
] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(WineD3DContext
));
420 if(This
->contexts
[This
->numContexts
] == NULL
) {
421 ERR("Unable to allocate a new context\n");
422 HeapFree(GetProcessHeap(), 0, This
->contexts
);
423 This
->contexts
= oldArray
;
427 This
->contexts
[This
->numContexts
]->hdc
= hdc
;
428 This
->contexts
[This
->numContexts
]->glCtx
= glCtx
;
429 This
->contexts
[This
->numContexts
]->pbuffer
= pbuffer
;
430 This
->contexts
[This
->numContexts
]->win_handle
= win_handle
;
431 HeapFree(GetProcessHeap(), 0, oldArray
);
433 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
435 for(state
= 0; state
<= STATE_HIGHEST
; state
++) {
436 Context_MarkStateDirty(This
->contexts
[This
->numContexts
], state
, This
->StateTable
);
440 TRACE("Created context %p\n", This
->contexts
[This
->numContexts
- 1]);
441 return This
->contexts
[This
->numContexts
- 1];
444 /* This function takes care of WineD3D pixel format selection. */
445 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
, WINED3DFORMAT ColorFormat
, WINED3DFORMAT DepthStencilFormat
, BOOL auxBuffers
, int numSamples
, BOOL pbuffer
, BOOL findCompatible
)
447 int iPixelFormat
=0, matchtry
;
448 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
449 short depthBits
=0, stencilBits
=0;
456 /* First, try without alpha match buffers. MacOS supports aux buffers only
457 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
458 * Then try without aux buffers - this is the most common cause for not
459 * finding a pixel format. Also some drivers(the open source ones)
460 * only offer 32 bit ARB pixel formats. First try without an exact alpha
461 * match, then try without an exact alpha and color match.
463 { TRUE
, TRUE
, TRUE
},
464 { TRUE
, FALSE
, TRUE
},
465 { FALSE
, TRUE
, TRUE
},
466 { FALSE
, FALSE
, TRUE
},
467 { TRUE
, FALSE
, FALSE
},
468 { FALSE
, FALSE
, FALSE
},
472 int nCfgs
= This
->adapter
->nCfgs
;
473 WineD3D_PixelFormat
*cfgs
= This
->adapter
->cfgs
;
475 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
476 debug_d3dformat(ColorFormat
), debug_d3dformat(DepthStencilFormat
), auxBuffers
, numSamples
, pbuffer
, findCompatible
);
478 if(!getColorBits(ColorFormat
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
)) {
479 ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat
), ColorFormat
);
483 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
484 * You are able to add a depth + stencil surface at a later stage when you need it.
485 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
486 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
487 * context, need torecreate shaders, textures and other resources.
489 * The context manager already takes care of the state problem and for the other tasks code from Reset
490 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
491 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
492 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
493 * issue needs to be fixed. */
494 if(DepthStencilFormat
!= WINED3DFMT_D24S8
)
495 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
497 DepthStencilFormat
= WINED3DFMT_D24S8
;
499 if(DepthStencilFormat
) {
500 getDepthStencilBits(DepthStencilFormat
, &depthBits
, &stencilBits
);
503 for(matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(matches
[0])) && !iPixelFormat
; matchtry
++) {
504 for(i
=0; i
<nCfgs
; i
++) {
505 BOOL exactDepthMatch
= TRUE
;
506 cfgs
= &This
->adapter
->cfgs
[i
];
508 /* For now only accept RGBA formats. Perhaps some day we will
509 * allow floating point formats for pbuffers. */
510 if(cfgs
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
513 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
514 if(!pbuffer
&& !(cfgs
->windowDrawable
&& cfgs
->doubleBuffer
))
517 /* We like to have aux buffers in backbuffer mode */
518 if(auxBuffers
&& !cfgs
->auxBuffers
&& matches
[matchtry
].require_aux
)
521 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
522 if(pbuffer
&& (!cfgs
->pbufferDrawable
|| cfgs
->doubleBuffer
))
525 if(matches
[matchtry
].exact_color
) {
526 if(cfgs
->redSize
!= redBits
)
528 if(cfgs
->greenSize
!= greenBits
)
530 if(cfgs
->blueSize
!= blueBits
)
533 if(cfgs
->redSize
< redBits
)
535 if(cfgs
->greenSize
< greenBits
)
537 if(cfgs
->blueSize
< blueBits
)
540 if(matches
[matchtry
].exact_alpha
) {
541 if(cfgs
->alphaSize
!= alphaBits
)
544 if(cfgs
->alphaSize
< alphaBits
)
548 /* We try to locate a format which matches our requirements exactly. In case of
549 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
550 if(cfgs
->depthSize
< depthBits
)
552 else if(cfgs
->depthSize
> depthBits
)
553 exactDepthMatch
= FALSE
;
555 /* In all cases make sure the number of stencil bits matches our requirements
556 * even when we don't need stencil because it could affect performance EXCEPT
557 * on cards which don't offer depth formats without stencil like the i915 drivers
559 if(stencilBits
!= cfgs
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfgs
->stencilSize
))
562 /* Check multisampling support */
563 if(cfgs
->numSamples
!= numSamples
)
566 /* When we have passed all the checks then we have found a format which matches our
567 * requirements. Note that we only check for a limit number of capabilities right now,
568 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
569 * can still differ in things like multisampling, stereo, SRGB and other flags.
572 /* Exit the loop as we have found a format :) */
573 if(exactDepthMatch
) {
574 iPixelFormat
= cfgs
->iPixelFormat
;
576 } else if(!iPixelFormat
) {
577 /* In the end we might end up with a format which doesn't exactly match our depth
578 * requirements. Accept the first format we found because formats with higher iPixelFormat
579 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
580 iPixelFormat
= cfgs
->iPixelFormat
;
585 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
586 if(!iPixelFormat
&& !findCompatible
) {
587 ERR("Can't find a suitable iPixelFormat\n");
589 } else if(!iPixelFormat
) {
590 PIXELFORMATDESCRIPTOR pfd
;
592 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
593 /* PixelFormat selection */
594 ZeroMemory(&pfd
, sizeof(pfd
));
595 pfd
.nSize
= sizeof(pfd
);
597 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
598 pfd
.iPixelType
= PFD_TYPE_RGBA
;
599 pfd
.cAlphaBits
= alphaBits
;
600 pfd
.cColorBits
= colorBits
;
601 pfd
.cDepthBits
= depthBits
;
602 pfd
.cStencilBits
= stencilBits
;
603 pfd
.iLayerType
= PFD_MAIN_PLANE
;
605 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
607 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
608 ERR("Can't find a suitable iPixelFormat\n");
613 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat
, debug_d3dformat(ColorFormat
), debug_d3dformat(DepthStencilFormat
));
617 /*****************************************************************************
620 * Creates a new context for a window, or a pbuffer context.
623 * This: Device to activate the context for
624 * target: Surface this context will render to
625 * win_handle: handle to the window which we are drawing to
626 * create_pbuffer: tells whether to create a pbuffer or not
627 * pPresentParameters: contains the pixelformats to use for onscreen rendering
629 *****************************************************************************/
630 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win_handle
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
) {
631 HDC oldDrawable
, hdc
;
632 HPBUFFERARB pbuffer
= NULL
;
633 HGLRC ctx
= NULL
, oldCtx
;
634 WineD3DContext
*ret
= NULL
;
637 TRACE("(%p): Creating a %s context for render target %p\n", This
, create_pbuffer
? "offscreen" : "onscreen", target
);
640 HDC hdc_parent
= GetDC(win_handle
);
641 int iPixelFormat
= 0;
643 IWineD3DSurface
*StencilSurface
= This
->stencilBufferTarget
;
644 WINED3DFORMAT StencilBufferFormat
= (NULL
!= StencilSurface
) ? ((IWineD3DSurfaceImpl
*) StencilSurface
)->resource
.format
: 0;
646 /* Try to find a pixel format with pbuffer support. */
647 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format
, StencilBufferFormat
, FALSE
/* auxBuffers */, 0 /* numSamples */, TRUE
/* PBUFFER */, FALSE
/* findCompatible */);
649 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
651 /* For some reason we weren't able to find a format, try to find something instead of crashing.
652 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
653 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format
, StencilBufferFormat
, FALSE
/* auxBuffer */, 0 /* numSamples */, TRUE
/* PBUFFER */, TRUE
/* findCompatible */);
656 /* This shouldn't happen as ChoosePixelFormat always returns something */
658 ERR("Unable to locate a pixel format for a pbuffer\n");
659 ReleaseDC(win_handle
, hdc_parent
);
663 TRACE("Creating a pBuffer drawable for the new context\n");
664 pbuffer
= GL_EXTCALL(wglCreatePbufferARB(hdc_parent
, iPixelFormat
, target
->currentDesc
.Width
, target
->currentDesc
.Height
, 0));
666 ERR("Cannot create a pbuffer\n");
667 ReleaseDC(win_handle
, hdc_parent
);
671 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
672 hdc
= GL_EXTCALL(wglGetPbufferDCARB(pbuffer
));
674 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer
);
675 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
676 ReleaseDC(win_handle
, hdc_parent
);
679 ReleaseDC(win_handle
, hdc_parent
);
681 PIXELFORMATDESCRIPTOR pfd
;
684 WINED3DFORMAT ColorFormat
= target
->resource
.format
;
685 WINED3DFORMAT DepthStencilFormat
= 0;
686 BOOL auxBuffers
= FALSE
;
689 hdc
= GetDC(win_handle
);
691 ERR("Cannot retrieve a device context!\n");
695 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
696 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
699 if(target
->resource
.format
== WINED3DFMT_X4R4G4B4
)
700 ColorFormat
= WINED3DFMT_A4R4G4B4
;
701 else if(target
->resource
.format
== WINED3DFMT_X8R8G8B8
)
702 ColorFormat
= WINED3DFMT_A8R8G8B8
;
705 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
706 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
707 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
708 * a format with 8bit alpha, so request A8R8G8B8. */
709 if(ColorFormat
== WINED3DFMT_P8
)
710 ColorFormat
= WINED3DFMT_A8R8G8B8
;
712 /* Retrieve the depth stencil format from the present parameters.
713 * The choice of the proper format can give a nice performance boost
714 * in case of GPU limited programs. */
715 if(pPresentParms
->EnableAutoDepthStencil
) {
716 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms
->AutoDepthStencilFormat
));
717 DepthStencilFormat
= pPresentParms
->AutoDepthStencilFormat
;
720 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
721 if(pPresentParms
->MultiSampleType
&& (pPresentParms
->SwapEffect
== WINED3DSWAPEFFECT_DISCARD
)) {
722 if(!GL_SUPPORT(ARB_MULTISAMPLE
))
723 ERR("The program is requesting multisampling without support!\n");
725 ERR("Requesting MultiSampleType=%d\n", pPresentParms
->MultiSampleType
);
726 numSamples
= pPresentParms
->MultiSampleType
;
730 /* Try to find a pixel format which matches our requirements */
731 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, ColorFormat
, DepthStencilFormat
, auxBuffers
, numSamples
, FALSE
/* PBUFFER */, FALSE
/* findCompatible */);
733 /* Try to locate a compatible format if we weren't able to find anything */
735 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
736 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, ColorFormat
, DepthStencilFormat
, auxBuffers
, 0 /* numSamples */, FALSE
/* PBUFFER */, TRUE
/* findCompatible */ );
739 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
741 ERR("Can't find a suitable iPixelFormat\n");
745 DescribePixelFormat(hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
746 res
= SetPixelFormat(hdc
, iPixelFormat
, NULL
);
748 int oldPixelFormat
= GetPixelFormat(hdc
);
750 /* By default WGL doesn't allow pixel format adjustments but we need it here.
751 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
752 * set the pixel format multiple times. Only use it when it is really needed. */
754 if(oldPixelFormat
== iPixelFormat
) {
755 /* We don't have to do anything as the formats are the same :) */
756 } else if(oldPixelFormat
&& GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
)) {
757 res
= GL_EXTCALL(wglSetPixelFormatWINE(hdc
, iPixelFormat
, NULL
));
760 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
763 } else if(oldPixelFormat
) {
764 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
765 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
766 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc
, oldPixelFormat
);
768 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
774 ctx
= pwglCreateContext(hdc
);
775 if(This
->numContexts
) pwglShareLists(This
->contexts
[0]->glCtx
, ctx
);
778 ERR("Failed to create a WGL context\n");
780 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
781 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
785 ret
= AddContextToArray(This
, win_handle
, hdc
, ctx
, pbuffer
);
787 ERR("Failed to add the newly created context to the context list\n");
788 pwglDeleteContext(ctx
);
790 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
791 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
795 ret
->surface
= (IWineD3DSurface
*) target
;
796 ret
->isPBuffer
= create_pbuffer
;
797 ret
->tid
= GetCurrentThreadId();
798 if(This
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*) This
)) {
799 /* Create the dirty constants array and initialize them to dirty */
800 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
801 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
802 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
803 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
804 memset(ret
->vshader_const_dirty
, 1,
805 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
806 memset(ret
->pshader_const_dirty
, 1,
807 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
810 TRACE("Successfully created new context %p\n", ret
);
812 list_init(&ret
->fbo_list
);
814 /* Set up the context defaults */
815 oldCtx
= pwglGetCurrentContext();
816 oldDrawable
= pwglGetCurrentDC();
817 if(oldCtx
&& oldDrawable
) {
818 /* See comment in ActivateContext context switching */
819 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
821 if(pwglMakeCurrent(hdc
, ctx
) == FALSE
) {
822 ERR("Cannot activate context to set up defaults\n");
828 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
830 TRACE("Setting up the screen\n");
831 /* Clear the screen */
832 glClearColor(1.0, 0.0, 0.0, 0.0);
833 checkGLcall("glClearColor");
836 glClearStencil(0xffff);
838 checkGLcall("glClear");
840 glColor3f(1.0, 1.0, 1.0);
841 checkGLcall("glColor3f");
843 glEnable(GL_LIGHTING
);
844 checkGLcall("glEnable");
846 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
847 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
849 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
850 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
852 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
853 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
855 glPixelStorei(GL_PACK_ALIGNMENT
, This
->surface_alignment
);
856 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
857 glPixelStorei(GL_UNPACK_ALIGNMENT
, This
->surface_alignment
);
858 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
860 if(GL_SUPPORT(APPLE_CLIENT_STORAGE
)) {
861 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
862 * and textures in DIB sections(due to the memory protection).
864 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
865 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
867 if(GL_SUPPORT(ARB_VERTEX_BLEND
)) {
868 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
869 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
870 * GL_VERTEX_BLEND_ARB isn't enabled too
872 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
873 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
875 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
876 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
877 * the previous texture where to source the offset from is always unit - 1.
879 for(s
= 1; s
< GL_LIMITS(textures
); s
++) {
880 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
881 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
882 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
886 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
887 for(s
= 0; s
< GL_LIMITS(textures
); s
++) {
888 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
889 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
890 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
895 /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
896 * but enable it for the first context we create, and reenable it on the old context
898 if(oldDrawable
&& oldCtx
) {
899 pwglMakeCurrent(oldDrawable
, oldCtx
);
903 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
911 /*****************************************************************************
912 * RemoveContextFromArray
914 * Removes a context from the context manager. The opengl context is not
915 * destroyed or unset. context is not a valid pointer after that call.
917 * Similar to the former call this isn't a performance critical function. A
918 * helper function for DestroyContext.
921 * This: Device to activate the context for
922 * context: Context to remove
924 *****************************************************************************/
925 static void RemoveContextFromArray(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
927 WineD3DContext
**oldArray
= This
->contexts
;
929 TRACE("Removing ctx %p\n", context
);
933 if(This
->numContexts
) {
934 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * This
->numContexts
);
935 if(!This
->contexts
) {
936 ERR("Cannot allocate a new context array, PANIC!!!\n");
939 /* Note that we decreased numContexts a few lines up, so use '<=' instead of '<' */
940 for(s
= 0; s
<= This
->numContexts
; s
++) {
941 if(oldArray
[s
] == context
) continue;
942 This
->contexts
[t
] = oldArray
[s
];
946 This
->contexts
= NULL
;
949 HeapFree(GetProcessHeap(), 0, context
);
950 HeapFree(GetProcessHeap(), 0, oldArray
);
953 /*****************************************************************************
956 * Destroys a wineD3DContext
959 * This: Device to activate the context for
960 * context: Context to destroy
962 *****************************************************************************/
963 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
964 struct fbo_entry
*entry
, *entry2
;
966 TRACE("Destroying ctx %p\n", context
);
968 /* The correct GL context needs to be active to cleanup the GL resources below */
969 if(pwglGetCurrentContext() != context
->glCtx
){
970 pwglMakeCurrent(context
->hdc
, context
->glCtx
);
976 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
) {
977 context_destroy_fbo_entry(This
, entry
);
979 if (context
->src_fbo
) {
980 TRACE("Destroy src FBO %d\n", context
->src_fbo
);
981 context_destroy_fbo(This
, &context
->src_fbo
);
983 if (context
->dst_fbo
) {
984 TRACE("Destroy dst FBO %d\n", context
->dst_fbo
);
985 context_destroy_fbo(This
, &context
->dst_fbo
);
990 /* Cleanup the GL context */
991 pwglMakeCurrent(NULL
, NULL
);
992 if(context
->isPBuffer
) {
993 GL_EXTCALL(wglReleasePbufferDCARB(context
->pbuffer
, context
->hdc
));
994 GL_EXTCALL(wglDestroyPbufferARB(context
->pbuffer
));
995 } else ReleaseDC(context
->win_handle
, context
->hdc
);
996 pwglDeleteContext(context
->glCtx
);
998 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
999 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
1000 RemoveContextFromArray(This
, context
);
1003 static inline void set_blit_dimension(UINT width
, UINT height
) {
1004 glMatrixMode(GL_PROJECTION
);
1005 checkGLcall("glMatrixMode(GL_PROJECTION)");
1007 checkGLcall("glLoadIdentity()");
1008 glOrtho(0, width
, height
, 0, 0.0, -1.0);
1009 checkGLcall("glOrtho");
1010 glViewport(0, 0, width
, height
);
1011 checkGLcall("glViewport");
1014 /*****************************************************************************
1017 * Sets up a context for DirectDraw blitting.
1018 * All texture units are disabled, texture unit 0 is set as current unit
1019 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1020 * color writing enabled for all channels
1021 * register combiners disabled, shaders disabled
1022 * world matrix is set to identity, texture matrix 0 too
1023 * projection matrix is setup for drawing screen coordinates
1026 * This: Device to activate the context for
1027 * context: Context to setup
1028 * width: render target width
1029 * height: render target height
1031 *****************************************************************************/
1032 static inline void SetupForBlit(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
, UINT width
, UINT height
) {
1034 const struct StateEntry
*StateTable
= This
->StateTable
;
1036 TRACE("Setting up context %p for blitting\n", context
);
1037 if(context
->last_was_blit
) {
1038 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
1039 set_blit_dimension(width
, height
);
1040 context
->blit_w
= width
; context
->blit_h
= height
;
1041 /* No need to dirtify here, the states are still dirtified because they weren't
1042 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1046 TRACE("Context is already set up for blitting, nothing to do\n");
1049 context
->last_was_blit
= TRUE
;
1051 /* TODO: Use a display list */
1053 /* Disable shaders */
1054 This
->shader_backend
->shader_cleanup((IWineD3DDevice
*) This
);
1055 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
1056 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
1058 /* Disable all textures. The caller can then bind a texture it wants to blit
1061 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
1062 /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1063 * function texture unit. No need to care for higher samplers
1065 for(i
= GL_LIMITS(textures
) - 1; i
> 0 ; i
--) {
1066 sampler
= This
->rev_tex_unit_map
[i
];
1067 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1068 checkGLcall("glActiveTextureARB");
1070 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
1071 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1072 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1074 glDisable(GL_TEXTURE_3D
);
1075 checkGLcall("glDisable GL_TEXTURE_3D");
1076 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
1077 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1078 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1080 glDisable(GL_TEXTURE_2D
);
1081 checkGLcall("glDisable GL_TEXTURE_2D");
1083 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1084 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1086 if (sampler
!= -1) {
1087 if (sampler
< MAX_TEXTURES
) {
1088 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1090 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1093 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
1094 checkGLcall("glActiveTextureARB");
1097 sampler
= This
->rev_tex_unit_map
[0];
1099 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
1100 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1101 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1103 glDisable(GL_TEXTURE_3D
);
1104 checkGLcall("glDisable GL_TEXTURE_3D");
1105 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
1106 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1107 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1109 glDisable(GL_TEXTURE_2D
);
1110 checkGLcall("glDisable GL_TEXTURE_2D");
1112 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1114 glMatrixMode(GL_TEXTURE
);
1115 checkGLcall("glMatrixMode(GL_TEXTURE)");
1117 checkGLcall("glLoadIdentity()");
1119 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS
)) {
1120 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1121 GL_TEXTURE_LOD_BIAS_EXT
,
1123 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1126 if (sampler
!= -1) {
1127 if (sampler
< MAX_TEXTURES
) {
1128 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
), StateTable
);
1129 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1131 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1134 /* Other misc states */
1135 glDisable(GL_ALPHA_TEST
);
1136 checkGLcall("glDisable(GL_ALPHA_TEST)");
1137 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
1138 glDisable(GL_LIGHTING
);
1139 checkGLcall("glDisable GL_LIGHTING");
1140 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
1141 glDisable(GL_DEPTH_TEST
);
1142 checkGLcall("glDisable GL_DEPTH_TEST");
1143 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
1145 checkGLcall("glDisable GL_FOG");
1146 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
1147 glDisable(GL_BLEND
);
1148 checkGLcall("glDisable GL_BLEND");
1149 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1150 glDisable(GL_CULL_FACE
);
1151 checkGLcall("glDisable GL_CULL_FACE");
1152 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
1153 glDisable(GL_STENCIL_TEST
);
1154 checkGLcall("glDisable GL_STENCIL_TEST");
1155 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
1156 glDisable(GL_SCISSOR_TEST
);
1157 checkGLcall("glDisable GL_SCISSOR_TEST");
1158 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1159 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
1160 glDisable(GL_POINT_SPRITE_ARB
);
1161 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1162 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
1164 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1165 checkGLcall("glColorMask");
1166 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1167 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
1168 glDisable(GL_COLOR_SUM_EXT
);
1169 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
1170 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1173 /* Setup transforms */
1174 glMatrixMode(GL_MODELVIEW
);
1175 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1177 checkGLcall("glLoadIdentity()");
1178 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
1180 context
->last_was_rhw
= TRUE
;
1181 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
1183 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1184 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1185 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1186 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1187 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1188 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1189 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1191 set_blit_dimension(width
, height
);
1192 context
->blit_w
= width
; context
->blit_h
= height
;
1193 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1194 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1197 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1200 /*****************************************************************************
1201 * findThreadContextForSwapChain
1203 * Searches a swapchain for all contexts and picks one for the thread tid.
1204 * If none can be found the swapchain is requested to create a new context
1206 *****************************************************************************/
1207 static WineD3DContext
*findThreadContextForSwapChain(IWineD3DSwapChain
*swapchain
, DWORD tid
) {
1210 for(i
= 0; i
< ((IWineD3DSwapChainImpl
*) swapchain
)->num_contexts
; i
++) {
1211 if(((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
]->tid
== tid
) {
1212 return ((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
];
1217 /* Create a new context for the thread */
1218 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain
);
1221 /*****************************************************************************
1224 * Finds a context for the current render target and thread
1227 * target: Render target to find the context for
1228 * tid: Thread to activate the context for
1230 * Returns: The needed context
1232 *****************************************************************************/
1233 static inline WineD3DContext
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, DWORD tid
) {
1234 IWineD3DSwapChain
*swapchain
= NULL
;
1236 BOOL readTexture
= wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
&& This
->render_offscreen
;
1237 WineD3DContext
*context
= This
->activeContext
;
1238 BOOL oldRenderOffscreen
= This
->render_offscreen
;
1239 const WINED3DFORMAT oldFmt
= ((IWineD3DSurfaceImpl
*) This
->lastActiveRenderTarget
)->resource
.format
;
1240 const WINED3DFORMAT newFmt
= ((IWineD3DSurfaceImpl
*) target
)->resource
.format
;
1241 const struct StateEntry
*StateTable
= This
->StateTable
;
1243 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1244 * the alpha blend state changes with different render target formats
1246 if(oldFmt
!= newFmt
) {
1247 const GlPixelFormatDesc
*glDesc
;
1248 const StaticPixelFormatDesc
*old
= getFormatDescEntry(oldFmt
, NULL
, NULL
);
1249 const StaticPixelFormatDesc
*new = getFormatDescEntry(newFmt
, &GLINFO_LOCATION
, &glDesc
);
1251 /* Disable blending when the alphaMask has changed and when a format doesn't support blending */
1252 if((old
->alphaMask
&& !new->alphaMask
) || (!old
->alphaMask
&& new->alphaMask
) || !(glDesc
->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
)) {
1253 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1257 hr
= IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **) &swapchain
);
1258 if(hr
== WINED3D_OK
&& swapchain
) {
1259 TRACE("Rendering onscreen\n");
1261 context
= findThreadContextForSwapChain(swapchain
, tid
);
1263 This
->render_offscreen
= FALSE
;
1264 /* The context != This->activeContext will catch a NOP context change. This can occur
1265 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1266 * rendering. No context change is needed in that case
1269 if(wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
) {
1270 if(This
->pbufferContext
&& tid
== This
->pbufferContext
->tid
) {
1271 This
->pbufferContext
->tid
= 0;
1274 IWineD3DSwapChain_Release(swapchain
);
1276 if(oldRenderOffscreen
) {
1277 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
1278 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
1279 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1280 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1281 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1285 TRACE("Rendering offscreen\n");
1286 This
->render_offscreen
= TRUE
;
1288 switch(wined3d_settings
.offscreen_rendering_mode
) {
1290 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
1291 if(This
->activeContext
&& tid
== This
->lastThread
) {
1292 context
= This
->activeContext
;
1294 /* This may happen if the app jumps straight into offscreen rendering
1295 * Start using the context of the primary swapchain. tid == 0 is no problem
1296 * for findThreadContextForSwapChain.
1298 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1299 * is perfect to call.
1301 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1307 IWineD3DSurfaceImpl
*targetimpl
= (IWineD3DSurfaceImpl
*) target
;
1308 if(This
->pbufferContext
== NULL
||
1309 This
->pbufferWidth
< targetimpl
->currentDesc
.Width
||
1310 This
->pbufferHeight
< targetimpl
->currentDesc
.Height
) {
1311 if(This
->pbufferContext
) {
1312 DestroyContext(This
, This
->pbufferContext
);
1315 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
1316 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
1318 This
->pbufferContext
= CreateContext(This
, targetimpl
,
1319 ((IWineD3DSwapChainImpl
*) This
->swapchains
[0])->context
[0]->win_handle
,
1320 TRUE
/* pbuffer */, &((IWineD3DSwapChainImpl
*)This
->swapchains
[0])->presentParms
);
1321 This
->pbufferWidth
= targetimpl
->currentDesc
.Width
;
1322 This
->pbufferHeight
= targetimpl
->currentDesc
.Height
;
1325 if(This
->pbufferContext
) {
1326 if(This
->pbufferContext
->tid
!= 0 && This
->pbufferContext
->tid
!= tid
) {
1327 FIXME("The PBuffr context is only supported for one thread for now!\n");
1329 This
->pbufferContext
->tid
= tid
;
1330 context
= This
->pbufferContext
;
1333 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
1334 wined3d_settings
.offscreen_rendering_mode
= ORM_BACKBUFFER
;
1338 case ORM_BACKBUFFER
:
1339 /* Stay with the currently active context for back buffer rendering */
1340 if(This
->activeContext
&& tid
== This
->lastThread
) {
1341 context
= This
->activeContext
;
1343 /* This may happen if the app jumps straight into offscreen rendering
1344 * Start using the context of the primary swapchain. tid == 0 is no problem
1345 * for findThreadContextForSwapChain.
1347 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1348 * is perfect to call.
1350 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1355 if(!oldRenderOffscreen
) {
1356 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
1357 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
1358 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1359 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1360 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1364 /* When switching away from an offscreen render target, and we're not using FBOs,
1365 * we have to read the drawable into the texture. This is done via PreLoad(and
1366 * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1367 * PreLoad needs a GL context, and FindContext is called before the context is activated.
1368 * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1369 * is read. This leads to these possible situations:
1371 * 0) lastActiveRenderTarget == target && oldTid == newTid:
1372 * Nothing to do, we don't even reach this code in this case...
1374 * 1) lastActiveRenderTarget != target && oldTid == newTid:
1375 * The currently active context is OK for readback. Call PreLoad, and it
1378 * 2) lastActiveRenderTarget == target && oldTid != newTid:
1379 * Nothing to do - the drawable is unchanged
1381 * 3) lastActiveRenderTarget != target && oldTid != newTid:
1382 * This is tricky. We have to get a context with the old drawable from somewhere
1383 * before we can switch to the new context. In this case, PreLoad calls
1384 * ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1385 * is case (2) then. The old drawable is activated for the new thread, and the
1386 * readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1387 * After that, the outer ActivateContext(which calls PreLoad) can activate the new
1388 * target for the new thread
1390 if (readTexture
&& This
->lastActiveRenderTarget
!= target
) {
1391 BOOL oldInDraw
= This
->isInDraw
;
1393 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1394 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1395 * when using offscreen rendering with multithreading
1397 This
->isInDraw
= TRUE
;
1399 /* Do that before switching the context:
1400 * Read the back buffer of the old drawable into the destination texture
1402 IWineD3DSurface_PreLoad(This
->lastActiveRenderTarget
);
1404 /* Assume that the drawable will be modified by some other things now */
1405 IWineD3DSurface_ModifyLocation(This
->lastActiveRenderTarget
, SFLAG_INDRAWABLE
, FALSE
);
1407 This
->isInDraw
= oldInDraw
;
1413 static void apply_draw_buffer(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, BOOL blit
)
1416 IWineD3DSwapChain
*swapchain
;
1418 hr
= IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
);
1421 IWineD3DSwapChain_Release((IUnknown
*)swapchain
);
1422 glDrawBuffer(surface_get_gl_buffer(target
, swapchain
));
1423 checkGLcall("glDrawBuffers()");
1427 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1431 if (GL_SUPPORT(ARB_DRAW_BUFFERS
))
1433 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers
), This
->draw_buffers
));
1434 checkGLcall("glDrawBuffers()");
1438 glDrawBuffer(This
->draw_buffers
[0]);
1439 checkGLcall("glDrawBuffer()");
1442 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
1443 checkGLcall("glDrawBuffer()");
1448 glDrawBuffer(This
->offscreenBuffer
);
1449 checkGLcall("glDrawBuffer()");
1454 /*****************************************************************************
1457 * Finds a rendering context and drawable matching the device and render
1458 * target for the current thread, activates them and puts them into the
1462 * This: Device to activate the context for
1463 * target: Requested render target
1464 * usage: Prepares the context for blitting, drawing or other actions
1466 *****************************************************************************/
1467 void ActivateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, ContextUsage usage
) {
1468 DWORD tid
= GetCurrentThreadId();
1470 DWORD dirtyState
, idx
;
1472 WineD3DContext
*context
;
1473 const struct StateEntry
*StateTable
= This
->StateTable
;
1475 TRACE("(%p): Selecting context for render target %p, thread %d\n", This
, target
, tid
);
1476 if(This
->lastActiveRenderTarget
!= target
|| tid
!= This
->lastThread
) {
1477 context
= FindContext(This
, target
, tid
);
1478 context
->draw_buffer_dirty
= TRUE
;
1479 This
->lastActiveRenderTarget
= target
;
1480 This
->lastThread
= tid
;
1482 /* Stick to the old context */
1483 context
= This
->activeContext
;
1486 /* Activate the opengl context */
1487 if(last_device
!= This
|| context
!= This
->activeContext
) {
1490 /* Prevent an unneeded context switch as those are expensive */
1491 if(context
->glCtx
&& (context
->glCtx
== pwglGetCurrentContext())) {
1492 TRACE("Already using gl context %p\n", context
->glCtx
);
1495 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context
, context
->hdc
, context
->glCtx
);
1497 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1498 ret
= pwglMakeCurrent(context
->hdc
, context
->glCtx
);
1500 ERR("Failed to activate the new context\n");
1501 } else if(!context
->last_was_blit
) {
1502 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1505 if(This
->activeContext
->vshader_const_dirty
) {
1506 memset(This
->activeContext
->vshader_const_dirty
, 1,
1507 sizeof(*This
->activeContext
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
1509 if(This
->activeContext
->pshader_const_dirty
) {
1510 memset(This
->activeContext
->pshader_const_dirty
, 1,
1511 sizeof(*This
->activeContext
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
1513 This
->activeContext
= context
;
1517 /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
1521 case CTXUSAGE_CLEAR
:
1522 case CTXUSAGE_DRAWPRIM
:
1523 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1524 context_apply_fbo_state((IWineD3DDevice
*)This
);
1526 if (context
->draw_buffer_dirty
) {
1527 apply_draw_buffer(This
, target
, FALSE
);
1528 context
->draw_buffer_dirty
= FALSE
;
1533 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1534 if (This
->render_offscreen
) {
1535 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
1536 context_bind_fbo((IWineD3DDevice
*)This
, GL_FRAMEBUFFER_EXT
, &context
->dst_fbo
);
1537 context_attach_surface_fbo(This
, GL_FRAMEBUFFER_EXT
, 0, target
);
1538 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT
, GL_DEPTH_ATTACHMENT_EXT
, GL_RENDERBUFFER_EXT
, 0));
1539 checkGLcall("glFramebufferRenderbufferEXT");
1541 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
1542 checkGLcall("glFramebufferRenderbufferEXT");
1544 context
->draw_buffer_dirty
= TRUE
;
1546 if (context
->draw_buffer_dirty
) {
1547 apply_draw_buffer(This
, target
, TRUE
);
1548 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
1549 context
->draw_buffer_dirty
= FALSE
;
1559 case CTXUSAGE_RESOURCELOAD
:
1560 /* This does not require any special states to be set up */
1563 case CTXUSAGE_CLEAR
:
1564 if(context
->last_was_blit
) {
1565 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1568 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1569 * blending when clearing improves the clearing performance incredibly.
1571 glDisable(GL_BLEND
);
1572 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1574 glEnable(GL_SCISSOR_TEST
);
1575 checkGLcall("glEnable GL_SCISSOR_TEST");
1576 context
->last_was_blit
= FALSE
;
1577 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1578 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1581 case CTXUSAGE_DRAWPRIM
:
1582 /* This needs all dirty states applied */
1583 if(context
->last_was_blit
) {
1584 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1587 IWineD3DDeviceImpl_FindTexUnitMap(This
);
1589 for(i
=0; i
< context
->numDirtyEntries
; i
++) {
1590 dirtyState
= context
->dirtyArray
[i
];
1591 idx
= dirtyState
>> 5;
1592 shift
= dirtyState
& 0x1f;
1593 context
->isStateDirty
[idx
] &= ~(1 << shift
);
1594 StateTable
[dirtyState
].apply(dirtyState
, This
->stateBlock
, context
);
1596 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
1597 context
->last_was_blit
= FALSE
;
1601 SetupForBlit(This
, context
,
1602 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Width
,
1603 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Height
);
1607 FIXME("Unexpected context usage requested\n");