2 * Context and render target management in wined3d
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006, 2008 Henri Verbeet
9 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous
);
41 #define WINED3D_MAX_FBO_ENTRIES 64
42 #define WINED3D_ALL_LAYERS (~0u)
44 static DWORD wined3d_context_tls_idx
;
46 /* FBO helper functions */
48 /* Context activation is done by the caller. */
49 static void context_bind_fbo(struct wined3d_context
*context
, GLenum target
, GLuint fbo
)
51 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
55 case GL_READ_FRAMEBUFFER
:
56 if (context
->fbo_read_binding
== fbo
) return;
57 context
->fbo_read_binding
= fbo
;
60 case GL_DRAW_FRAMEBUFFER
:
61 if (context
->fbo_draw_binding
== fbo
) return;
62 context
->fbo_draw_binding
= fbo
;
66 if (context
->fbo_read_binding
== fbo
67 && context
->fbo_draw_binding
== fbo
) return;
68 context
->fbo_read_binding
= fbo
;
69 context
->fbo_draw_binding
= fbo
;
73 FIXME("Unhandled target %#x.\n", target
);
77 gl_info
->fbo_ops
.glBindFramebuffer(target
, fbo
);
78 checkGLcall("glBindFramebuffer()");
81 /* Context activation is done by the caller. */
82 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
86 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
88 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
89 checkGLcall("glFramebufferTexture2D()");
91 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
98 /* Context activation is done by the caller. */
99 static void context_destroy_fbo(struct wined3d_context
*context
, GLuint fbo
)
101 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
103 context_bind_fbo(context
, GL_FRAMEBUFFER
, fbo
);
104 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
105 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
107 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
108 checkGLcall("glDeleteFramebuffers()");
111 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info
*gl_info
,
112 GLenum fbo_target
, DWORD flags
, GLuint rb
)
114 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
116 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
117 checkGLcall("glFramebufferRenderbuffer()");
120 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
122 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
123 checkGLcall("glFramebufferRenderbuffer()");
127 static void context_attach_gl_texture_fbo(struct wined3d_context
*context
,
128 GLenum fbo_target
, GLenum attachment
, const struct wined3d_fbo_resource
*resource
)
130 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
134 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
, GL_TEXTURE_2D
, 0, 0);
136 else if (resource
->layer
== WINED3D_ALL_LAYERS
)
138 if (!gl_info
->fbo_ops
.glFramebufferTexture
)
140 FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
144 gl_info
->fbo_ops
.glFramebufferTexture(fbo_target
, attachment
,
145 resource
->object
, resource
->level
);
147 else if (resource
->target
== GL_TEXTURE_2D_ARRAY
|| resource
->target
== GL_TEXTURE_3D
)
149 if (!gl_info
->fbo_ops
.glFramebufferTextureLayer
)
151 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
155 gl_info
->fbo_ops
.glFramebufferTextureLayer(fbo_target
, attachment
,
156 resource
->object
, resource
->level
, resource
->layer
);
160 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
,
161 resource
->target
, resource
->object
, resource
->level
);
163 checkGLcall("attach texture to fbo");
166 /* Context activation is done by the caller. */
167 static void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
168 GLenum fbo_target
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
,
171 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
173 if (resource
->object
)
175 TRACE("Attach depth stencil %u.\n", resource
->object
);
179 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
180 flags
, resource
->object
);
184 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
185 context_attach_gl_texture_fbo(context
, fbo_target
, GL_DEPTH_ATTACHMENT
, resource
);
187 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
188 context_attach_gl_texture_fbo(context
, fbo_target
, GL_STENCIL_ATTACHMENT
, resource
);
191 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
))
192 context_attach_gl_texture_fbo(context
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
194 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
))
195 context_attach_gl_texture_fbo(context
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
199 TRACE("Attach depth stencil 0.\n");
201 context_attach_gl_texture_fbo(context
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
202 context_attach_gl_texture_fbo(context
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
206 /* Context activation is done by the caller. */
207 static void context_attach_surface_fbo(struct wined3d_context
*context
,
208 GLenum fbo_target
, DWORD idx
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
)
210 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
212 TRACE("Attach GL object %u to %u.\n", resource
->object
, idx
);
214 if (resource
->object
)
218 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
219 GL_RENDERBUFFER
, resource
->object
);
220 checkGLcall("glFramebufferRenderbuffer()");
224 context_attach_gl_texture_fbo(context
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, resource
);
229 context_attach_gl_texture_fbo(context
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, NULL
);
233 static void context_dump_fbo_attachment(const struct wined3d_gl_info
*gl_info
, GLenum target
,
241 enum wined3d_gl_extension extension
;
245 {GL_TEXTURE_2D
, GL_TEXTURE_BINDING_2D
, "2d", WINED3D_GL_EXT_NONE
},
246 {GL_TEXTURE_RECTANGLE_ARB
, GL_TEXTURE_BINDING_RECTANGLE_ARB
, "rectangle", ARB_TEXTURE_RECTANGLE
},
247 {GL_TEXTURE_2D_ARRAY
, GL_TEXTURE_BINDING_2D_ARRAY
, "2d-array" , EXT_TEXTURE_ARRAY
},
248 {GL_TEXTURE_CUBE_MAP
, GL_TEXTURE_BINDING_CUBE_MAP
, "cube", ARB_TEXTURE_CUBE_MAP
},
249 {GL_TEXTURE_2D_MULTISAMPLE
, GL_TEXTURE_BINDING_2D_MULTISAMPLE
, "2d-ms", ARB_TEXTURE_MULTISAMPLE
},
250 {GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY
, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE
},
253 GLint type
, name
, samples
, width
, height
, old_texture
, level
, face
, fmt
, tex_target
;
254 const char *tex_type_str
;
257 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
258 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
, &name
);
259 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
260 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
, &type
);
262 if (type
== GL_RENDERBUFFER
)
264 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, name
);
265 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_WIDTH
, &width
);
266 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_HEIGHT
, &height
);
267 if (gl_info
->limits
.samples
> 1)
268 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_SAMPLES
, &samples
);
271 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_INTERNAL_FORMAT
, &fmt
);
272 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
273 debug_fboattachment(attachment
), name
, width
, height
, samples
, fmt
);
275 else if (type
== GL_TEXTURE
)
277 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
278 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
, &level
);
279 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
280 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
, &face
);
282 if (gl_info
->gl_ops
.ext
.p_glGetTextureParameteriv
)
284 GL_EXTCALL(glGetTextureParameteriv(name
, GL_TEXTURE_TARGET
, &tex_target
));
286 for (i
= 0; i
< ARRAY_SIZE(texture_type
); ++i
)
288 if (texture_type
[i
].target
== tex_target
)
290 tex_type_str
= texture_type
[i
].str
;
294 if (i
== ARRAY_SIZE(texture_type
))
295 tex_type_str
= wine_dbg_sprintf("%#x", tex_target
);
299 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP
, &old_texture
);
300 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, name
);
302 tex_target
= GL_TEXTURE_CUBE_MAP
;
303 tex_type_str
= "cube";
309 for (i
= 0; i
< ARRAY_SIZE(texture_type
); ++i
)
311 if (!gl_info
->supported
[texture_type
[i
].extension
])
314 gl_info
->gl_ops
.gl
.p_glGetIntegerv(texture_type
[i
].binding
, &old_texture
);
315 while (gl_info
->gl_ops
.gl
.p_glGetError());
317 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, name
);
318 if (!gl_info
->gl_ops
.gl
.p_glGetError())
320 tex_target
= texture_type
[i
].target
;
321 tex_type_str
= texture_type
[i
].str
;
324 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, old_texture
);
329 FIXME("Cannot find type of texture %d.\n", name
);
334 if (gl_info
->gl_ops
.ext
.p_glGetTextureParameteriv
)
336 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
));
337 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_WIDTH
, &width
));
338 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_HEIGHT
, &height
));
339 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_SAMPLES
, &samples
));
343 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
);
344 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_WIDTH
, &width
);
345 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_HEIGHT
, &height
);
346 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
347 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_SAMPLES
, &samples
);
351 gl_info
->gl_ops
.gl
.p_glBindTexture(tex_target
, old_texture
);
354 FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
355 debug_fboattachment(attachment
), tex_type_str
, name
, width
, height
, samples
, fmt
);
357 else if (type
== GL_NONE
)
359 FIXME(" %s: NONE.\n", debug_fboattachment(attachment
));
363 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment
), type
);
366 checkGLcall("dump FBO attachment");
369 /* Context activation is done by the caller. */
370 void context_check_fbo_status(const struct wined3d_context
*context
, GLenum target
)
372 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
378 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
379 if (status
== GL_FRAMEBUFFER_COMPLETE
)
381 TRACE("FBO complete.\n");
387 FIXME("FBO status %s (%#x).\n", debug_fbostatus(status
), status
);
389 if (!context
->current_fbo
)
391 ERR("FBO 0 is incomplete, driver bug?\n");
395 context_dump_fbo_attachment(gl_info
, target
, GL_DEPTH_ATTACHMENT
);
396 context_dump_fbo_attachment(gl_info
, target
, GL_STENCIL_ATTACHMENT
);
398 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
399 context_dump_fbo_attachment(gl_info
, target
, GL_COLOR_ATTACHMENT0
+ i
);
403 static inline DWORD
context_generate_rt_mask(GLenum buffer
)
405 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
406 return buffer
? (1u << 31) | buffer
: 0;
409 static inline DWORD
context_generate_rt_mask_from_resource(struct wined3d_resource
*resource
)
411 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
413 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
417 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource
));
420 static inline void context_set_fbo_key_for_render_target(const struct wined3d_context
*context
,
421 struct wined3d_fbo_entry_key
*key
, unsigned int idx
, const struct wined3d_rendertarget_info
*render_target
,
424 unsigned int sub_resource_idx
= render_target
->sub_resource_idx
;
425 struct wined3d_resource
*resource
= render_target
->resource
;
426 struct wined3d_texture
*texture
;
428 if (!resource
|| resource
->format
->id
== WINED3DFMT_NULL
|| resource
->type
== WINED3D_RTYPE_BUFFER
)
430 if (resource
&& resource
->type
== WINED3D_RTYPE_BUFFER
)
431 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
432 key
->objects
[idx
].object
= 0;
433 key
->objects
[idx
].target
= 0;
434 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
438 if (render_target
->gl_view
.name
)
440 key
->objects
[idx
].object
= render_target
->gl_view
.name
;
441 key
->objects
[idx
].target
= render_target
->gl_view
.target
;
442 key
->objects
[idx
].level
= 0;
443 key
->objects
[idx
].layer
= WINED3D_ALL_LAYERS
;
447 texture
= wined3d_texture_from_resource(resource
);
448 if (texture
->current_renderbuffer
)
450 key
->objects
[idx
].object
= texture
->current_renderbuffer
->id
;
451 key
->objects
[idx
].target
= 0;
452 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
453 key
->rb_namespace
|= 1 << idx
;
457 key
->objects
[idx
].target
= wined3d_texture_get_sub_resource_target(texture
, sub_resource_idx
);
458 key
->objects
[idx
].level
= sub_resource_idx
% texture
->level_count
;
459 key
->objects
[idx
].layer
= sub_resource_idx
/ texture
->level_count
;
461 if (render_target
->layer_count
!= 1)
462 key
->objects
[idx
].layer
= WINED3D_ALL_LAYERS
;
466 case WINED3D_LOCATION_TEXTURE_RGB
:
467 key
->objects
[idx
].object
= wined3d_texture_get_texture_name(texture
, context
, FALSE
);
470 case WINED3D_LOCATION_TEXTURE_SRGB
:
471 key
->objects
[idx
].object
= wined3d_texture_get_texture_name(texture
, context
, TRUE
);
474 case WINED3D_LOCATION_RB_MULTISAMPLE
:
475 key
->objects
[idx
].object
= texture
->rb_multisample
;
476 key
->objects
[idx
].target
= 0;
477 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
478 key
->rb_namespace
|= 1 << idx
;
481 case WINED3D_LOCATION_RB_RESOLVED
:
482 key
->objects
[idx
].object
= texture
->rb_resolved
;
483 key
->objects
[idx
].target
= 0;
484 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
485 key
->rb_namespace
|= 1 << idx
;
490 static void context_generate_fbo_key(const struct wined3d_context
*context
,
491 struct wined3d_fbo_entry_key
*key
, const struct wined3d_rendertarget_info
*render_targets
,
492 const struct wined3d_rendertarget_info
*depth_stencil
, DWORD color_location
, DWORD ds_location
)
494 unsigned int buffers
= context
->gl_info
->limits
.buffers
;
497 key
->rb_namespace
= 0;
498 context_set_fbo_key_for_render_target(context
, key
, 0, depth_stencil
, ds_location
);
500 for (i
= 0; i
< buffers
; ++i
)
501 context_set_fbo_key_for_render_target(context
, key
, i
+ 1, &render_targets
[i
], color_location
);
503 memset(&key
->objects
[buffers
+ 1], 0, (ARRAY_SIZE(key
->objects
) - buffers
- 1) * sizeof(*key
->objects
));
506 static struct fbo_entry
*context_create_fbo_entry(const struct wined3d_context
*context
,
507 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
508 DWORD color_location
, DWORD ds_location
)
510 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
511 struct fbo_entry
*entry
;
513 entry
= heap_alloc(sizeof(*entry
));
514 context_generate_fbo_key(context
, &entry
->key
, render_targets
, depth_stencil
, color_location
, ds_location
);
516 if (depth_stencil
->resource
)
518 if (depth_stencil
->resource
->format_flags
& WINED3DFMT_FLAG_DEPTH
)
519 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
520 if (depth_stencil
->resource
->format_flags
& WINED3DFMT_FLAG_STENCIL
)
521 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
523 entry
->rt_mask
= context_generate_rt_mask(GL_COLOR_ATTACHMENT0
);
524 gl_info
->fbo_ops
.glGenFramebuffers(1, &entry
->id
);
525 checkGLcall("glGenFramebuffers()");
526 TRACE("Created FBO %u.\n", entry
->id
);
531 /* Context activation is done by the caller. */
532 static void context_reuse_fbo_entry(struct wined3d_context
*context
, GLenum target
,
533 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
534 DWORD color_location
, DWORD ds_location
, struct fbo_entry
*entry
)
536 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
538 context_bind_fbo(context
, target
, entry
->id
);
539 context_clean_fbo_attachments(gl_info
, target
);
541 context_generate_fbo_key(context
, &entry
->key
, render_targets
, depth_stencil
, color_location
, ds_location
);
543 if (depth_stencil
->resource
)
545 if (depth_stencil
->resource
->format_flags
& WINED3DFMT_FLAG_DEPTH
)
546 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
547 if (depth_stencil
->resource
->format_flags
& WINED3DFMT_FLAG_STENCIL
)
548 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
552 /* Context activation is done by the caller. */
553 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
557 TRACE("Destroy FBO %u.\n", entry
->id
);
558 context_destroy_fbo(context
, entry
->id
);
560 --context
->fbo_entry_count
;
561 list_remove(&entry
->entry
);
565 /* Context activation is done by the caller. */
566 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
, GLenum target
,
567 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
568 DWORD color_location
, DWORD ds_location
)
570 static const struct wined3d_rendertarget_info ds_null
= {{0}};
571 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
572 struct wined3d_texture
*rt_texture
, *ds_texture
;
573 struct wined3d_fbo_entry_key fbo_key
;
574 unsigned int i
, ds_level
, rt_level
;
575 struct fbo_entry
*entry
;
577 if (depth_stencil
->resource
&& depth_stencil
->resource
->type
!= WINED3D_RTYPE_BUFFER
578 && render_targets
[0].resource
&& render_targets
[0].resource
->type
!= WINED3D_RTYPE_BUFFER
)
580 rt_texture
= wined3d_texture_from_resource(render_targets
[0].resource
);
581 rt_level
= render_targets
[0].sub_resource_idx
% rt_texture
->level_count
;
582 ds_texture
= wined3d_texture_from_resource(depth_stencil
->resource
);
583 ds_level
= depth_stencil
->sub_resource_idx
% ds_texture
->level_count
;
585 if (wined3d_texture_get_level_width(ds_texture
, ds_level
)
586 < wined3d_texture_get_level_width(rt_texture
, rt_level
)
587 || wined3d_texture_get_level_height(ds_texture
, ds_level
)
588 < wined3d_texture_get_level_height(rt_texture
, rt_level
))
590 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
591 depth_stencil
= &ds_null
;
593 else if (ds_texture
->resource
.multisample_type
!= rt_texture
->resource
.multisample_type
594 || ds_texture
->resource
.multisample_quality
!= rt_texture
->resource
.multisample_quality
)
596 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
597 rt_texture
->resource
.multisample_type
, rt_texture
->resource
.multisample_quality
,
598 ds_texture
->resource
.multisample_type
, ds_texture
->resource
.multisample_quality
);
599 depth_stencil
= &ds_null
;
601 else if (depth_stencil
->resource
->type
== WINED3D_RTYPE_TEXTURE_2D
)
603 wined3d_texture_set_compatible_renderbuffer(ds_texture
, ds_level
, &render_targets
[0]);
607 context_generate_fbo_key(context
, &fbo_key
, render_targets
, depth_stencil
, color_location
, ds_location
);
611 struct wined3d_resource
*resource
;
612 unsigned int width
, height
;
613 const char *resource_type
;
615 TRACE("Dumping FBO attachments:\n");
616 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
618 if ((resource
= render_targets
[i
].resource
))
620 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
622 width
= resource
->size
;
624 resource_type
= "buffer";
628 rt_texture
= wined3d_texture_from_resource(resource
);
629 rt_level
= render_targets
[i
].sub_resource_idx
% rt_texture
->level_count
;
630 width
= wined3d_texture_get_level_pow2_width(rt_texture
, rt_level
);
631 height
= wined3d_texture_get_level_pow2_height(rt_texture
, rt_level
);
632 resource_type
= "texture";
635 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
636 i
, resource
, render_targets
[i
].sub_resource_idx
, debug_d3dformat(resource
->format
->id
),
637 fbo_key
.rb_namespace
& (1 << (i
+ 1)) ? "renderbuffer" : resource_type
,
638 fbo_key
.objects
[i
+ 1].object
, width
, height
, resource
->multisample_type
);
641 if ((resource
= depth_stencil
->resource
))
643 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
645 width
= resource
->size
;
647 resource_type
= "buffer";
651 ds_texture
= wined3d_texture_from_resource(resource
);
652 ds_level
= depth_stencil
->sub_resource_idx
% ds_texture
->level_count
;
653 width
= wined3d_texture_get_level_pow2_width(ds_texture
, ds_level
);
654 height
= wined3d_texture_get_level_pow2_height(ds_texture
, ds_level
);
655 resource_type
= "texture";
658 TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
659 resource
, depth_stencil
->sub_resource_idx
, debug_d3dformat(resource
->format
->id
),
660 fbo_key
.rb_namespace
& (1 << 0) ? "renderbuffer" : resource_type
,
661 fbo_key
.objects
[0].object
, width
, height
, resource
->multisample_type
);
665 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
667 if (memcmp(&fbo_key
, &entry
->key
, sizeof(fbo_key
)))
670 list_remove(&entry
->entry
);
671 list_add_head(&context
->fbo_list
, &entry
->entry
);
675 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
677 entry
= context_create_fbo_entry(context
, render_targets
, depth_stencil
, color_location
, ds_location
);
678 list_add_head(&context
->fbo_list
, &entry
->entry
);
679 ++context
->fbo_entry_count
;
683 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
684 context_reuse_fbo_entry(context
, target
, render_targets
, depth_stencil
, color_location
, ds_location
, entry
);
685 list_remove(&entry
->entry
);
686 list_add_head(&context
->fbo_list
, &entry
->entry
);
692 /* Context activation is done by the caller. */
693 static void context_apply_fbo_entry(struct wined3d_context
*context
, GLenum target
, struct fbo_entry
*entry
)
695 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
696 GLuint read_binding
, draw_binding
;
699 if (entry
->flags
& WINED3D_FBO_ENTRY_FLAG_ATTACHED
)
701 context_bind_fbo(context
, target
, entry
->id
);
705 read_binding
= context
->fbo_read_binding
;
706 draw_binding
= context
->fbo_draw_binding
;
707 context_bind_fbo(context
, GL_FRAMEBUFFER
, entry
->id
);
709 if (gl_info
->supported
[ARB_FRAMEBUFFER_NO_ATTACHMENTS
])
711 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
,
712 GL_FRAMEBUFFER_DEFAULT_WIDTH
, gl_info
->limits
.framebuffer_width
));
713 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
,
714 GL_FRAMEBUFFER_DEFAULT_HEIGHT
, gl_info
->limits
.framebuffer_height
));
715 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
, GL_FRAMEBUFFER_DEFAULT_LAYERS
, 1));
716 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
, GL_FRAMEBUFFER_DEFAULT_SAMPLES
, 1));
719 /* Apply render targets */
720 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
722 context_attach_surface_fbo(context
, target
, i
, &entry
->key
.objects
[i
+ 1],
723 entry
->key
.rb_namespace
& (1 << (i
+ 1)));
726 context_attach_depth_stencil_fbo(context
, target
, &entry
->key
.objects
[0],
727 entry
->key
.rb_namespace
& 0x1, entry
->flags
);
729 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
730 * GL contexts requirements. */
731 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_NONE
);
732 context_set_draw_buffer(context
, GL_NONE
);
733 if (target
!= GL_FRAMEBUFFER
)
735 if (target
== GL_READ_FRAMEBUFFER
)
736 context_bind_fbo(context
, GL_DRAW_FRAMEBUFFER
, draw_binding
);
738 context_bind_fbo(context
, GL_READ_FRAMEBUFFER
, read_binding
);
741 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_ATTACHED
;
744 /* Context activation is done by the caller. */
745 static void context_apply_fbo_state(struct wined3d_context
*context
, GLenum target
,
746 struct wined3d_rendertarget_info
*render_targets
, struct wined3d_surface
*depth_stencil
,
747 DWORD color_location
, DWORD ds_location
)
749 struct fbo_entry
*entry
, *entry2
;
751 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
753 context_destroy_fbo_entry(context
, entry
);
756 if (context
->rebind_fbo
)
758 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
759 context
->rebind_fbo
= FALSE
;
762 if (color_location
== WINED3D_LOCATION_DRAWABLE
)
764 context
->current_fbo
= NULL
;
765 context_bind_fbo(context
, target
, 0);
769 struct wined3d_rendertarget_info ds
= {{0}};
773 ds
.resource
= &depth_stencil
->container
->resource
;
774 ds
.sub_resource_idx
= surface_get_sub_resource_idx(depth_stencil
);
777 context
->current_fbo
= context_find_fbo_entry(context
, target
,
778 render_targets
, &ds
, color_location
, ds_location
);
779 context_apply_fbo_entry(context
, target
, context
->current_fbo
);
783 /* Context activation is done by the caller. */
784 void context_apply_fbo_state_blit(struct wined3d_context
*context
, GLenum target
,
785 struct wined3d_surface
*render_target
, struct wined3d_surface
*depth_stencil
, DWORD location
)
787 memset(context
->blit_targets
, 0, sizeof(context
->blit_targets
));
790 context
->blit_targets
[0].resource
= &render_target
->container
->resource
;
791 context
->blit_targets
[0].sub_resource_idx
= surface_get_sub_resource_idx(render_target
);
792 context
->blit_targets
[0].layer_count
= 1;
794 context_apply_fbo_state(context
, target
, context
->blit_targets
, depth_stencil
, location
, location
);
797 /* Context activation is done by the caller. */
798 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
800 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
802 if (context
->free_occlusion_query_count
)
804 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
808 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
810 GL_EXTCALL(glGenQueries(1, &query
->id
));
811 checkGLcall("glGenQueries");
813 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
817 WARN("Occlusion queries not supported, not allocating query id.\n");
822 query
->context
= context
;
823 list_add_head(&context
->occlusion_queries
, &query
->entry
);
826 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
828 struct wined3d_context
*context
= query
->context
;
830 list_remove(&query
->entry
);
831 query
->context
= NULL
;
833 if (!wined3d_array_reserve((void **)&context
->free_occlusion_queries
,
834 &context
->free_occlusion_query_size
, context
->free_occlusion_query_count
+ 1,
835 sizeof(*context
->free_occlusion_queries
)))
837 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
841 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
844 /* Context activation is done by the caller. */
845 void context_alloc_fence(struct wined3d_context
*context
, struct wined3d_fence
*fence
)
847 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
849 if (context
->free_fence_count
)
851 fence
->object
= context
->free_fences
[--context
->free_fence_count
];
855 if (gl_info
->supported
[ARB_SYNC
])
857 /* Using ARB_sync, not much to do here. */
858 fence
->object
.sync
= NULL
;
859 TRACE("Allocated sync object in context %p.\n", context
);
861 else if (gl_info
->supported
[APPLE_FENCE
])
863 GL_EXTCALL(glGenFencesAPPLE(1, &fence
->object
.id
));
864 checkGLcall("glGenFencesAPPLE");
866 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context
);
868 else if(gl_info
->supported
[NV_FENCE
])
870 GL_EXTCALL(glGenFencesNV(1, &fence
->object
.id
));
871 checkGLcall("glGenFencesNV");
873 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context
);
877 WARN("Fences not supported, not allocating fence.\n");
878 fence
->object
.id
= 0;
882 fence
->context
= context
;
883 list_add_head(&context
->fences
, &fence
->entry
);
886 void context_free_fence(struct wined3d_fence
*fence
)
888 struct wined3d_context
*context
= fence
->context
;
890 list_remove(&fence
->entry
);
891 fence
->context
= NULL
;
893 if (!wined3d_array_reserve((void **)&context
->free_fences
,
894 &context
->free_fence_size
, context
->free_fence_count
+ 1,
895 sizeof(*context
->free_fences
)))
897 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence
->object
.id
, context
);
901 context
->free_fences
[context
->free_fence_count
++] = fence
->object
;
904 /* Context activation is done by the caller. */
905 void context_alloc_timestamp_query(struct wined3d_context
*context
, struct wined3d_timestamp_query
*query
)
907 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
909 if (context
->free_timestamp_query_count
)
911 query
->id
= context
->free_timestamp_queries
[--context
->free_timestamp_query_count
];
915 GL_EXTCALL(glGenQueries(1, &query
->id
));
916 checkGLcall("glGenQueries");
918 TRACE("Allocated timestamp query %u in context %p.\n", query
->id
, context
);
921 query
->context
= context
;
922 list_add_head(&context
->timestamp_queries
, &query
->entry
);
925 void context_free_timestamp_query(struct wined3d_timestamp_query
*query
)
927 struct wined3d_context
*context
= query
->context
;
929 list_remove(&query
->entry
);
930 query
->context
= NULL
;
932 if (!wined3d_array_reserve((void **)&context
->free_timestamp_queries
,
933 &context
->free_timestamp_query_size
, context
->free_timestamp_query_count
+ 1,
934 sizeof(*context
->free_timestamp_queries
)))
936 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
940 context
->free_timestamp_queries
[context
->free_timestamp_query_count
++] = query
->id
;
943 void context_alloc_so_statistics_query(struct wined3d_context
*context
,
944 struct wined3d_so_statistics_query
*query
)
946 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
948 if (context
->free_so_statistics_query_count
)
950 query
->u
= context
->free_so_statistics_queries
[--context
->free_so_statistics_query_count
];
954 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
955 checkGLcall("glGenQueries");
957 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
958 query
->u
.id
[0], query
->u
.id
[1], context
);
961 query
->context
= context
;
962 list_add_head(&context
->so_statistics_queries
, &query
->entry
);
965 void context_free_so_statistics_query(struct wined3d_so_statistics_query
*query
)
967 struct wined3d_context
*context
= query
->context
;
969 list_remove(&query
->entry
);
970 query
->context
= NULL
;
972 if (!wined3d_array_reserve((void **)&context
->free_so_statistics_queries
,
973 &context
->free_so_statistics_query_size
, context
->free_so_statistics_query_count
+ 1,
974 sizeof(*context
->free_so_statistics_queries
)))
976 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
977 query
->u
.id
[0], query
->u
.id
[1], context
);
981 context
->free_so_statistics_queries
[context
->free_so_statistics_query_count
++] = query
->u
;
984 void context_alloc_pipeline_statistics_query(struct wined3d_context
*context
,
985 struct wined3d_pipeline_statistics_query
*query
)
987 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
989 if (context
->free_pipeline_statistics_query_count
)
991 query
->u
= context
->free_pipeline_statistics_queries
[--context
->free_pipeline_statistics_query_count
];
995 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
996 checkGLcall("glGenQueries");
999 query
->context
= context
;
1000 list_add_head(&context
->pipeline_statistics_queries
, &query
->entry
);
1003 void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query
*query
)
1005 struct wined3d_context
*context
= query
->context
;
1007 list_remove(&query
->entry
);
1008 query
->context
= NULL
;
1010 if (!wined3d_array_reserve((void **)&context
->free_pipeline_statistics_queries
,
1011 &context
->free_pipeline_statistics_query_size
, context
->free_pipeline_statistics_query_count
+ 1,
1012 sizeof(*context
->free_pipeline_statistics_queries
)))
1014 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context
);
1018 context
->free_pipeline_statistics_queries
[context
->free_pipeline_statistics_query_count
++] = query
->u
;
1021 typedef void (context_fbo_entry_func_t
)(struct wined3d_context
*context
, struct fbo_entry
*entry
);
1023 static void context_enum_fbo_entries(const struct wined3d_device
*device
,
1024 GLuint name
, BOOL rb_namespace
, context_fbo_entry_func_t
*callback
)
1028 for (i
= 0; i
< device
->context_count
; ++i
)
1030 struct wined3d_context
*context
= device
->contexts
[i
];
1031 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1032 struct fbo_entry
*entry
, *entry2
;
1034 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
1036 for (j
= 0; j
< gl_info
->limits
.buffers
+ 1; ++j
)
1038 if (entry
->key
.objects
[j
].object
== name
1039 && !(entry
->key
.rb_namespace
& (1 << j
)) == !rb_namespace
)
1041 callback(context
, entry
);
1049 static void context_queue_fbo_entry_destruction(struct wined3d_context
*context
, struct fbo_entry
*entry
)
1051 list_remove(&entry
->entry
);
1052 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
1055 void context_resource_released(const struct wined3d_device
*device
,
1056 struct wined3d_resource
*resource
, enum wined3d_resource_type type
)
1058 struct wined3d_texture
*texture
;
1061 if (!device
->d3d_initialized
)
1066 case WINED3D_RTYPE_TEXTURE_2D
:
1067 case WINED3D_RTYPE_TEXTURE_3D
:
1068 texture
= texture_from_resource(resource
);
1070 for (i
= 0; i
< device
->context_count
; ++i
)
1072 struct wined3d_context
*context
= device
->contexts
[i
];
1073 if (context
->current_rt
.texture
== texture
)
1075 context
->current_rt
.texture
= NULL
;
1076 context
->current_rt
.sub_resource_idx
= 0;
1086 void context_gl_resource_released(struct wined3d_device
*device
,
1087 GLuint name
, BOOL rb_namespace
)
1089 context_enum_fbo_entries(device
, name
, rb_namespace
, context_queue_fbo_entry_destruction
);
1092 void context_surface_update(struct wined3d_context
*context
, const struct wined3d_surface
*surface
)
1094 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1095 struct fbo_entry
*entry
= context
->current_fbo
;
1098 if (!entry
|| context
->rebind_fbo
) return;
1100 for (i
= 0; i
< gl_info
->limits
.buffers
+ 1; ++i
)
1102 if (surface
->container
->texture_rgb
.name
== entry
->key
.objects
[i
].object
1103 || surface
->container
->texture_srgb
.name
== entry
->key
.objects
[i
].object
)
1105 TRACE("Updated surface %p is bound as attachment %u to the current FBO.\n", surface
, i
);
1106 context
->rebind_fbo
= TRUE
;
1112 static BOOL
context_restore_pixel_format(struct wined3d_context
*ctx
)
1114 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1117 if (ctx
->restore_pf
&& IsWindow(ctx
->restore_pf_win
))
1119 if (ctx
->gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1121 HDC dc
= GetDCEx(ctx
->restore_pf_win
, 0, DCX_USESTYLE
| DCX_CACHE
);
1124 if (!(ret
= GL_EXTCALL(wglSetPixelFormatWINE(dc
, ctx
->restore_pf
))))
1126 ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
1127 ctx
->restore_pf
, ctx
->restore_pf_win
);
1129 ReleaseDC(ctx
->restore_pf_win
, dc
);
1134 ERR("can't restore pixel format %d on window %p\n", ctx
->restore_pf
, ctx
->restore_pf_win
);
1138 ctx
->restore_pf
= 0;
1139 ctx
->restore_pf_win
= NULL
;
1143 static BOOL
context_set_pixel_format(struct wined3d_context
*context
)
1145 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1146 BOOL
private = context
->hdc_is_private
;
1147 int format
= context
->pixel_format
;
1148 HDC dc
= context
->hdc
;
1151 if (private && context
->hdc_has_format
)
1154 if (!private && WindowFromDC(dc
) != context
->win_handle
)
1157 current
= gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(dc
);
1158 if (current
== format
) goto success
;
1162 if (!SetPixelFormat(dc
, format
, NULL
))
1164 /* This may also happen if the dc belongs to a destroyed window. */
1165 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
1166 format
, dc
, GetLastError());
1170 context
->restore_pf
= 0;
1171 context
->restore_pf_win
= private ? NULL
: WindowFromDC(dc
);
1175 /* By default WGL doesn't allow pixel format adjustments but we need it
1176 * here. For this reason there's a Wine specific wglSetPixelFormat()
1177 * which allows us to set the pixel format multiple times. Only use it
1178 * when really needed. */
1179 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1183 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
)))
1185 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1190 win
= private ? NULL
: WindowFromDC(dc
);
1191 if (win
!= context
->restore_pf_win
)
1193 context_restore_pixel_format(context
);
1195 context
->restore_pf
= private ? 0 : current
;
1196 context
->restore_pf_win
= win
;
1202 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1203 * continue using the old format. There's a big chance that the old
1204 * format works although with a performance hit and perhaps rendering
1206 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1207 format
, dc
, current
);
1212 context
->hdc_has_format
= TRUE
;
1216 static BOOL
context_set_gl_context(struct wined3d_context
*ctx
)
1218 struct wined3d_swapchain
*swapchain
= ctx
->swapchain
;
1219 BOOL backup
= FALSE
;
1221 if (!context_set_pixel_format(ctx
))
1223 WARN("Failed to set pixel format %d on device context %p.\n",
1224 ctx
->pixel_format
, ctx
->hdc
);
1228 if (backup
|| !wglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
1230 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1231 ctx
->glCtx
, ctx
->hdc
, GetLastError());
1233 WARN("Trying fallback to the backup window.\n");
1235 /* FIXME: If the context is destroyed it's no longer associated with
1236 * a swapchain, so we can't use the swapchain to get a backup dc. To
1237 * make this work windowless contexts would need to be handled by the
1239 if (ctx
->destroyed
|| !swapchain
)
1241 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx
);
1242 context_set_current(NULL
);
1246 if (!(ctx
->hdc
= swapchain_get_backup_dc(swapchain
)))
1248 context_set_current(NULL
);
1252 ctx
->hdc_is_private
= TRUE
;
1253 ctx
->hdc_has_format
= FALSE
;
1255 if (!context_set_pixel_format(ctx
))
1257 ERR("Failed to set pixel format %d on device context %p.\n",
1258 ctx
->pixel_format
, ctx
->hdc
);
1259 context_set_current(NULL
);
1263 if (!wglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
1265 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1266 ctx
->hdc
, GetLastError());
1267 context_set_current(NULL
);
1277 static void context_restore_gl_context(const struct wined3d_gl_info
*gl_info
, HDC dc
, HGLRC gl_ctx
)
1279 if (!wglMakeCurrent(dc
, gl_ctx
))
1281 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1282 gl_ctx
, dc
, GetLastError());
1283 context_set_current(NULL
);
1287 static void context_update_window(struct wined3d_context
*context
)
1289 if (!context
->swapchain
)
1292 if (context
->win_handle
== context
->swapchain
->win_handle
)
1295 TRACE("Updating context %p window from %p to %p.\n",
1296 context
, context
->win_handle
, context
->swapchain
->win_handle
);
1299 wined3d_release_dc(context
->win_handle
, context
->hdc
);
1301 context
->win_handle
= context
->swapchain
->win_handle
;
1302 context
->hdc_is_private
= FALSE
;
1303 context
->hdc_has_format
= FALSE
;
1304 context
->needs_set
= 1;
1307 if (!(context
->hdc
= GetDCEx(context
->win_handle
, 0, DCX_USESTYLE
| DCX_CACHE
)))
1309 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
1314 static void context_destroy_gl_resources(struct wined3d_context
*context
)
1316 struct wined3d_pipeline_statistics_query
*pipeline_statistics_query
;
1317 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1318 struct wined3d_so_statistics_query
*so_statistics_query
;
1319 struct wined3d_timestamp_query
*timestamp_query
;
1320 struct wined3d_occlusion_query
*occlusion_query
;
1321 struct fbo_entry
*entry
, *entry2
;
1322 struct wined3d_fence
*fence
;
1327 restore_ctx
= wglGetCurrentContext();
1328 restore_dc
= wglGetCurrentDC();
1330 if (restore_ctx
== context
->glCtx
)
1332 else if (context
->valid
)
1333 context_set_gl_context(context
);
1335 LIST_FOR_EACH_ENTRY(so_statistics_query
, &context
->so_statistics_queries
,
1336 struct wined3d_so_statistics_query
, entry
)
1339 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query
->u
.id
), so_statistics_query
->u
.id
));
1340 so_statistics_query
->context
= NULL
;
1343 LIST_FOR_EACH_ENTRY(pipeline_statistics_query
, &context
->pipeline_statistics_queries
,
1344 struct wined3d_pipeline_statistics_query
, entry
)
1347 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query
->u
.id
), pipeline_statistics_query
->u
.id
));
1348 pipeline_statistics_query
->context
= NULL
;
1351 LIST_FOR_EACH_ENTRY(timestamp_query
, &context
->timestamp_queries
, struct wined3d_timestamp_query
, entry
)
1354 GL_EXTCALL(glDeleteQueries(1, ×tamp_query
->id
));
1355 timestamp_query
->context
= NULL
;
1358 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
1360 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
1361 GL_EXTCALL(glDeleteQueries(1, &occlusion_query
->id
));
1362 occlusion_query
->context
= NULL
;
1365 LIST_FOR_EACH_ENTRY(fence
, &context
->fences
, struct wined3d_fence
, entry
)
1369 if (gl_info
->supported
[ARB_SYNC
])
1371 if (fence
->object
.sync
)
1372 GL_EXTCALL(glDeleteSync(fence
->object
.sync
));
1374 else if (gl_info
->supported
[APPLE_FENCE
])
1376 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence
->object
.id
));
1378 else if (gl_info
->supported
[NV_FENCE
])
1380 GL_EXTCALL(glDeleteFencesNV(1, &fence
->object
.id
));
1383 fence
->context
= NULL
;
1386 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
1388 if (!context
->valid
) entry
->id
= 0;
1389 context_destroy_fbo_entry(context
, entry
);
1392 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
1394 if (!context
->valid
) entry
->id
= 0;
1395 context_destroy_fbo_entry(context
, entry
);
1400 if (context
->dummy_arbfp_prog
)
1402 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
1405 if (gl_info
->supported
[WINED3D_GL_PRIMITIVE_QUERY
])
1407 for (i
= 0; i
< context
->free_so_statistics_query_count
; ++i
)
1409 union wined3d_gl_so_statistics_query
*q
= &context
->free_so_statistics_queries
[i
];
1410 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1414 if (gl_info
->supported
[ARB_PIPELINE_STATISTICS_QUERY
])
1416 for (i
= 0; i
< context
->free_pipeline_statistics_query_count
; ++i
)
1418 union wined3d_gl_pipeline_statistics_query
*q
= &context
->free_pipeline_statistics_queries
[i
];
1419 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1423 if (gl_info
->supported
[ARB_TIMER_QUERY
])
1424 GL_EXTCALL(glDeleteQueries(context
->free_timestamp_query_count
, context
->free_timestamp_queries
));
1426 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
1427 GL_EXTCALL(glDeleteQueries(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
1429 if (gl_info
->supported
[ARB_SYNC
])
1431 for (i
= 0; i
< context
->free_fence_count
; ++i
)
1433 GL_EXTCALL(glDeleteSync(context
->free_fences
[i
].sync
));
1436 else if (gl_info
->supported
[APPLE_FENCE
])
1438 for (i
= 0; i
< context
->free_fence_count
; ++i
)
1440 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_fences
[i
].id
));
1443 else if (gl_info
->supported
[NV_FENCE
])
1445 for (i
= 0; i
< context
->free_fence_count
; ++i
)
1447 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_fences
[i
].id
));
1451 checkGLcall("context cleanup");
1454 heap_free(context
->free_so_statistics_queries
);
1455 heap_free(context
->free_pipeline_statistics_queries
);
1456 heap_free(context
->free_timestamp_queries
);
1457 heap_free(context
->free_occlusion_queries
);
1458 heap_free(context
->free_fences
);
1460 context_restore_pixel_format(context
);
1463 context_restore_gl_context(gl_info
, restore_dc
, restore_ctx
);
1465 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL
, NULL
))
1467 ERR("Failed to disable GL context.\n");
1470 wined3d_release_dc(context
->win_handle
, context
->hdc
);
1472 if (!wglDeleteContext(context
->glCtx
))
1474 DWORD err
= GetLastError();
1475 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
1479 DWORD
context_get_tls_idx(void)
1481 return wined3d_context_tls_idx
;
1484 void context_set_tls_idx(DWORD idx
)
1486 wined3d_context_tls_idx
= idx
;
1489 struct wined3d_context
*context_get_current(void)
1491 return TlsGetValue(wined3d_context_tls_idx
);
1494 BOOL
context_set_current(struct wined3d_context
*ctx
)
1496 struct wined3d_context
*old
= context_get_current();
1500 TRACE("Already using D3D context %p.\n", ctx
);
1508 TRACE("Switching away from destroyed context %p.\n", old
);
1509 context_destroy_gl_resources(old
);
1510 heap_free((void *)old
->gl_info
);
1515 if (wglGetCurrentContext())
1517 const struct wined3d_gl_info
*gl_info
= old
->gl_info
;
1518 TRACE("Flushing context %p before switching to %p.\n", old
, ctx
);
1519 gl_info
->gl_ops
.gl
.p_glFlush();
1529 ERR("Trying to make invalid context %p current\n", ctx
);
1533 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
1534 if (!context_set_gl_context(ctx
))
1538 else if (wglGetCurrentContext())
1540 TRACE("Clearing current D3D context.\n");
1541 if (!wglMakeCurrent(NULL
, NULL
))
1543 DWORD err
= GetLastError();
1544 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1545 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1550 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
1553 void context_release(struct wined3d_context
*context
)
1555 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
1559 if (!context
->level
)
1560 WARN("Context %p is not active.\n", context
);
1561 else if (context
!= context_get_current())
1562 WARN("Context %p is not the current context.\n", context
);
1565 if (!--context
->level
)
1567 if (context_restore_pixel_format(context
))
1568 context
->needs_set
= 1;
1569 if (context
->restore_ctx
)
1571 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
1572 context_restore_gl_context(context
->gl_info
, context
->restore_dc
, context
->restore_ctx
);
1573 context
->restore_ctx
= NULL
;
1574 context
->restore_dc
= NULL
;
1577 if (context
->destroy_delayed
)
1579 TRACE("Destroying context %p.\n", context
);
1580 context_destroy(context
->device
, context
);
1585 /* This is used when a context for render target A is active, but a separate context is
1586 * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
1587 * A to avoid breaking caller code. */
1588 void context_restore(struct wined3d_context
*context
, struct wined3d_surface
*restore
)
1590 if (context
->current_rt
.texture
!= restore
->container
1591 || context
->current_rt
.sub_resource_idx
!= surface_get_sub_resource_idx(restore
))
1593 context_release(context
);
1594 context
= context_acquire(restore
->container
->resource
.device
,
1595 restore
->container
, surface_get_sub_resource_idx(restore
));
1598 context_release(context
);
1601 static void context_enter(struct wined3d_context
*context
)
1603 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
1605 if (!context
->level
++)
1607 const struct wined3d_context
*current_context
= context_get_current();
1608 HGLRC current_gl
= wglGetCurrentContext();
1610 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
1612 TRACE("Another GL context (%p on device context %p) is already current.\n",
1613 current_gl
, wglGetCurrentDC());
1614 context
->restore_ctx
= current_gl
;
1615 context
->restore_dc
= wglGetCurrentDC();
1616 context
->needs_set
= 1;
1618 else if (!context
->needs_set
&& !(context
->hdc_is_private
&& context
->hdc_has_format
)
1619 && context
->pixel_format
!= context
->gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(context
->hdc
))
1620 context
->needs_set
= 1;
1624 void context_invalidate_compute_state(struct wined3d_context
*context
, DWORD state_id
)
1626 DWORD representative
= context
->state_table
[state_id
].representative
- STATE_COMPUTE_OFFSET
;
1627 unsigned int index
, shift
;
1629 index
= representative
/ (sizeof(*context
->dirty_compute_states
) * CHAR_BIT
);
1630 shift
= representative
& (sizeof(*context
->dirty_compute_states
) * CHAR_BIT
- 1);
1631 context
->dirty_compute_states
[index
] |= (1u << shift
);
1634 void context_invalidate_state(struct wined3d_context
*context
, DWORD state
)
1636 DWORD rep
= context
->state_table
[state
].representative
;
1640 if (isStateDirty(context
, rep
)) return;
1642 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1643 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1644 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1645 context
->isStateDirty
[idx
] |= (1u << shift
);
1648 /* This function takes care of wined3d pixel format selection. */
1649 static int context_choose_pixel_format(const struct wined3d_device
*device
, HDC hdc
,
1650 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1653 unsigned int cfg_count
= device
->adapter
->cfg_count
;
1654 unsigned int current_value
;
1655 PIXELFORMATDESCRIPTOR pfd
;
1656 int iPixelFormat
= 0;
1659 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x.\n",
1660 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1664 for (i
= 0; i
< cfg_count
; ++i
)
1666 const struct wined3d_pixel_format
*cfg
= &device
->adapter
->cfgs
[i
];
1669 /* For now only accept RGBA formats. Perhaps some day we will
1670 * allow floating point formats for pbuffers. */
1671 if (cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1673 /* In window mode we need a window drawable format and double buffering. */
1674 if (!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1676 if (cfg
->redSize
< color_format
->red_size
)
1678 if (cfg
->greenSize
< color_format
->green_size
)
1680 if (cfg
->blueSize
< color_format
->blue_size
)
1682 if (cfg
->alphaSize
< color_format
->alpha_size
)
1684 if (cfg
->depthSize
< ds_format
->depth_size
)
1686 if (ds_format
->stencil_size
&& cfg
->stencilSize
!= ds_format
->stencil_size
)
1688 /* Check multisampling support. */
1689 if (cfg
->numSamples
)
1693 /* We try to locate a format which matches our requirements exactly. In case of
1694 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1695 if (cfg
->depthSize
== ds_format
->depth_size
)
1697 if (cfg
->stencilSize
== ds_format
->stencil_size
)
1699 if (cfg
->alphaSize
== color_format
->alpha_size
)
1701 /* We like to have aux buffers in backbuffer mode */
1702 if (auxBuffers
&& cfg
->auxBuffers
)
1704 if (cfg
->redSize
== color_format
->red_size
1705 && cfg
->greenSize
== color_format
->green_size
1706 && cfg
->blueSize
== color_format
->blue_size
)
1709 if (value
> current_value
)
1711 iPixelFormat
= cfg
->iPixelFormat
;
1712 current_value
= value
;
1718 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1720 memset(&pfd
, 0, sizeof(pfd
));
1721 pfd
.nSize
= sizeof(pfd
);
1723 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1724 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1725 pfd
.cAlphaBits
= color_format
->alpha_size
;
1726 pfd
.cColorBits
= color_format
->red_size
+ color_format
->green_size
1727 + color_format
->blue_size
+ color_format
->alpha_size
;
1728 pfd
.cDepthBits
= ds_format
->depth_size
;
1729 pfd
.cStencilBits
= ds_format
->stencil_size
;
1730 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1732 if (!(iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
)))
1734 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1735 ERR("Can't find a suitable pixel format.\n");
1740 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1741 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1742 return iPixelFormat
;
1745 /* Context activation is done by the caller. */
1746 void context_bind_dummy_textures(const struct wined3d_device
*device
, const struct wined3d_context
*context
)
1748 const struct wined3d_dummy_textures
*textures
= &context
->device
->dummy_textures
;
1749 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1752 for (i
= 0; i
< gl_info
->limits
.combined_samplers
; ++i
)
1754 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ i
));
1756 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, textures
->tex_2d
);
1758 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1759 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, textures
->tex_rect
);
1761 if (gl_info
->supported
[EXT_TEXTURE3D
])
1762 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, textures
->tex_3d
);
1764 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1765 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, textures
->tex_cube
);
1767 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
1768 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, textures
->tex_cube_array
);
1770 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
1771 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, textures
->tex_2d_array
);
1773 if (gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
1774 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, textures
->tex_buffer
);
1776 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
1778 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE
, textures
->tex_2d_ms
);
1779 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, textures
->tex_2d_ms_array
);
1783 checkGLcall("bind dummy textures");
1786 void wined3d_check_gl_call(const struct wined3d_gl_info
*gl_info
,
1787 const char *file
, unsigned int line
, const char *name
)
1791 if (gl_info
->supported
[ARB_DEBUG_OUTPUT
] || (err
= gl_info
->gl_ops
.gl
.p_glGetError()) == GL_NO_ERROR
)
1793 TRACE("%s call ok %s / %u.\n", name
, file
, line
);
1799 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1800 debug_glerror(err
), err
, name
, file
,line
);
1801 err
= gl_info
->gl_ops
.gl
.p_glGetError();
1802 } while (err
!= GL_NO_ERROR
);
1805 static BOOL
context_debug_output_enabled(const struct wined3d_gl_info
*gl_info
)
1807 return gl_info
->supported
[ARB_DEBUG_OUTPUT
]
1808 && (ERR_ON(d3d
) || FIXME_ON(d3d
) || WARN_ON(d3d_perf
));
1811 static void WINE_GLAPI
wined3d_debug_callback(GLenum source
, GLenum type
, GLuint id
,
1812 GLenum severity
, GLsizei length
, const char *message
, void *ctx
)
1816 case GL_DEBUG_TYPE_ERROR_ARB
:
1817 ERR("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1820 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
:
1821 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
:
1822 case GL_DEBUG_TYPE_PORTABILITY_ARB
:
1823 FIXME("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1826 case GL_DEBUG_TYPE_PERFORMANCE_ARB
:
1827 WARN_(d3d_perf
)("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1831 FIXME("ctx %p, type %#x: %s.\n", ctx
, type
, debugstr_an(message
, length
));
1836 HGLRC
context_create_wgl_attribs(const struct wined3d_gl_info
*gl_info
, HDC hdc
, HGLRC share_ctx
)
1839 unsigned int ctx_attrib_idx
= 0;
1840 GLint ctx_attribs
[7], ctx_flags
= 0;
1842 if (context_debug_output_enabled(gl_info
))
1843 ctx_flags
= WGL_CONTEXT_DEBUG_BIT_ARB
;
1844 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MAJOR_VERSION_ARB
;
1845 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
>> 16;
1846 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MINOR_VERSION_ARB
;
1847 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
& 0xffff;
1848 if (gl_info
->selected_gl_version
>= MAKEDWORD_VERSION(3, 2))
1849 ctx_flags
|= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1852 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1853 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1855 ctx_attribs
[ctx_attrib_idx
] = 0;
1857 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1859 if (ctx_flags
& WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
)
1861 ctx_attribs
[ctx_attrib_idx
- 1] &= ~WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1862 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1863 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1870 struct wined3d_context
*context_create(struct wined3d_swapchain
*swapchain
,
1871 struct wined3d_texture
*target
, const struct wined3d_format
*ds_format
)
1873 struct wined3d_device
*device
= swapchain
->device
;
1874 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
1875 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1876 const struct wined3d_format
*color_format
;
1877 struct wined3d_context
*ret
;
1878 BOOL auxBuffers
= FALSE
;
1879 HGLRC ctx
, share_ctx
;
1884 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1886 wined3d_from_cs(device
->cs
);
1888 if (!(ret
= heap_alloc_zero(sizeof(*ret
))))
1891 ret
->free_timestamp_query_size
= 4;
1892 if (!(ret
->free_timestamp_queries
= heap_calloc(ret
->free_timestamp_query_size
,
1893 sizeof(*ret
->free_timestamp_queries
))))
1895 list_init(&ret
->timestamp_queries
);
1897 ret
->free_occlusion_query_size
= 4;
1898 if (!(ret
->free_occlusion_queries
= heap_calloc(ret
->free_occlusion_query_size
,
1899 sizeof(*ret
->free_occlusion_queries
))))
1901 list_init(&ret
->occlusion_queries
);
1903 ret
->free_fence_size
= 4;
1904 if (!(ret
->free_fences
= heap_calloc(ret
->free_fence_size
, sizeof(*ret
->free_fences
))))
1906 list_init(&ret
->fences
);
1908 list_init(&ret
->so_statistics_queries
);
1910 list_init(&ret
->pipeline_statistics_queries
);
1912 list_init(&ret
->fbo_list
);
1913 list_init(&ret
->fbo_destroy_list
);
1915 if (!device
->shader_backend
->shader_allocate_context_data(ret
))
1917 ERR("Failed to allocate shader backend context data.\n");
1920 if (!device
->adapter
->fragment_pipe
->allocate_context_data(ret
))
1922 ERR("Failed to allocate fragment pipeline context data.\n");
1926 for (i
= 0; i
< ARRAY_SIZE(ret
->tex_unit_map
); ++i
)
1927 ret
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
1928 for (i
= 0; i
< ARRAY_SIZE(ret
->rev_tex_unit_map
); ++i
)
1929 ret
->rev_tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
1930 if (gl_info
->limits
.graphics_samplers
>= MAX_COMBINED_SAMPLERS
)
1932 /* Initialize the texture unit mapping to a 1:1 mapping. */
1933 unsigned int base
, count
;
1935 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_PIXEL
, &base
, &count
);
1936 if (base
+ MAX_FRAGMENT_SAMPLERS
> ARRAY_SIZE(ret
->rev_tex_unit_map
))
1938 ERR("Unexpected texture unit base index %u.\n", base
);
1941 for (i
= 0; i
< min(count
, MAX_FRAGMENT_SAMPLERS
); ++i
)
1943 ret
->tex_unit_map
[i
] = base
+ i
;
1944 ret
->rev_tex_unit_map
[base
+ i
] = i
;
1947 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_VERTEX
, &base
, &count
);
1948 if (base
+ MAX_VERTEX_SAMPLERS
> ARRAY_SIZE(ret
->rev_tex_unit_map
))
1950 ERR("Unexpected texture unit base index %u.\n", base
);
1953 for (i
= 0; i
< min(count
, MAX_VERTEX_SAMPLERS
); ++i
)
1955 ret
->tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
] = base
+ i
;
1956 ret
->rev_tex_unit_map
[base
+ i
] = MAX_FRAGMENT_SAMPLERS
+ i
;
1960 if (!(ret
->texture_type
= heap_calloc(gl_info
->limits
.combined_samplers
,
1961 sizeof(*ret
->texture_type
))))
1964 if (!(ret
->hdc
= GetDCEx(swapchain
->win_handle
, 0, DCX_USESTYLE
| DCX_CACHE
)))
1966 WARN("Failed to retrieve device context, trying swapchain backup.\n");
1968 if ((ret
->hdc
= swapchain_get_backup_dc(swapchain
)))
1969 ret
->hdc_is_private
= TRUE
;
1972 ERR("Failed to retrieve a device context.\n");
1977 color_format
= target
->resource
.format
;
1978 target_usage
= target
->resource
.usage
;
1980 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1981 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1982 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1986 if (color_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1987 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B4G4R4A4_UNORM
, target_usage
);
1988 else if (color_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1989 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
, target_usage
);
1992 /* DirectDraw supports 8bit paletted render targets and these are used by
1993 * old games like StarCraft and C&C. Most modern hardware doesn't support
1994 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1995 * conversion (ab)uses the alpha component for storing the palette index.
1996 * For this reason we require a format with 8bit alpha, so request
1998 if (color_format
->id
== WINED3DFMT_P8_UINT
)
1999 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
, target_usage
);
2001 /* When using FBOs for off-screen rendering, we only use the drawable for
2002 * presentation blits, and don't do any rendering to it. That means we
2003 * don't need depth or stencil buffers, and can mostly ignore the render
2004 * target format. This wouldn't necessarily be quite correct for 10bpc
2005 * display modes, but we don't currently support those.
2006 * Using the same format regardless of the color/depth/stencil targets
2007 * makes it much less likely that different wined3d instances will set
2008 * conflicting pixel formats. */
2009 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_BACKBUFFER
)
2011 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
, target_usage
);
2012 ds_format
= wined3d_get_format(gl_info
, WINED3DFMT_UNKNOWN
, WINED3DUSAGE_DEPTHSTENCIL
);
2015 /* Try to find a pixel format which matches our requirements. */
2016 if (!(ret
->pixel_format
= context_choose_pixel_format(device
, ret
->hdc
, color_format
, ds_format
, auxBuffers
)))
2019 ret
->gl_info
= gl_info
;
2020 ret
->win_handle
= swapchain
->win_handle
;
2024 if (!context_set_pixel_format(ret
))
2026 ERR("Failed to set pixel format %d on device context %p.\n", ret
->pixel_format
, ret
->hdc
);
2027 context_release(ret
);
2031 share_ctx
= device
->context_count
? device
->contexts
[0]->glCtx
: NULL
;
2032 if (gl_info
->p_wglCreateContextAttribsARB
)
2034 if (!(ctx
= context_create_wgl_attribs(gl_info
, ret
->hdc
, share_ctx
)))
2039 if (!(ctx
= wglCreateContext(ret
->hdc
)))
2041 ERR("Failed to create a WGL context.\n");
2042 context_release(ret
);
2046 if (share_ctx
&& !wglShareLists(share_ctx
, ctx
))
2048 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx
, ctx
, GetLastError());
2049 context_release(ret
);
2050 if (!wglDeleteContext(ctx
))
2051 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
2056 if (!device_context_add(device
, ret
))
2058 ERR("Failed to add the newly created context to the context list\n");
2059 context_release(ret
);
2060 if (!wglDeleteContext(ctx
))
2061 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
2065 ret
->d3d_info
= d3d_info
;
2066 ret
->state_table
= device
->StateTable
;
2068 /* Mark all states dirty to force a proper initialization of the states on
2069 * the first use of the context. Compute states do not need initialization. */
2070 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
2072 if (ret
->state_table
[state
].representative
&& !STATE_IS_COMPUTE(state
))
2073 context_invalidate_state(ret
, state
);
2076 ret
->device
= device
;
2077 ret
->swapchain
= swapchain
;
2078 ret
->current_rt
.texture
= target
;
2079 ret
->current_rt
.sub_resource_idx
= 0;
2080 ret
->tid
= GetCurrentThreadId();
2082 ret
->render_offscreen
= wined3d_resource_is_offscreen(&target
->resource
);
2083 ret
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
2087 ret
->hdc_has_format
= TRUE
;
2090 /* Set up the context defaults */
2091 if (!context_set_current(ret
))
2093 ERR("Cannot activate context to set up defaults.\n");
2094 device_context_remove(device
, ret
);
2095 context_release(ret
);
2096 if (!wglDeleteContext(ctx
))
2097 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
2101 if (context_debug_output_enabled(gl_info
))
2103 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback
, ret
));
2104 if (TRACE_ON(d3d_synchronous
))
2105 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS
);
2106 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DONT_CARE
, GL_DONT_CARE
, 0, NULL
, GL_FALSE
));
2109 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_ERROR
,
2110 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2114 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
,
2115 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2116 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR
,
2117 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2118 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PORTABILITY
,
2119 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2121 if (WARN_ON(d3d_perf
))
2123 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PERFORMANCE
,
2124 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2128 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2129 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
2131 TRACE("Setting up the screen\n");
2133 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2135 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
2136 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2138 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
2139 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2141 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
2142 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2148 GL_EXTCALL(glGenVertexArrays(1, &vao
));
2149 GL_EXTCALL(glBindVertexArray(vao
));
2150 checkGLcall("creating VAO");
2153 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
2154 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2155 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ALIGNMENT
, 1);
2156 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2158 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
2160 /* Direct3D always uses n-1 weights for n world matrices and uses
2161 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
2162 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
2163 * enabled as well. */
2164 gl_info
->gl_ops
.gl
.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
2165 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
2167 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
2169 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2170 * the previous texture where to source the offset from is always unit - 1.
2172 for (i
= 1; i
< gl_info
->limits
.textures
; ++i
)
2174 context_active_texture(ret
, gl_info
, i
);
2175 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
,
2176 GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ i
- 1);
2177 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2180 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
2182 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2183 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2184 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2185 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2188 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2189 * program and the dummy program is destroyed when the context is destroyed.
2191 static const char dummy_program
[] =
2193 "MOV result.color, fragment.color.primary;\n"
2195 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
2196 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
2197 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
2200 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2202 for (i
= 0; i
< gl_info
->limits
.textures
; ++i
)
2204 context_active_texture(ret
, gl_info
, i
);
2205 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
2206 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2210 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
2212 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
2214 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
2216 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
2218 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_NO_PRIMITIVE_RESTART
))
2220 if (gl_info
->supported
[ARB_ES3_COMPATIBILITY
])
2222 gl_info
->gl_ops
.gl
.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX
);
2223 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2227 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2230 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_CUBEMAP_FILTERING
)
2231 && gl_info
->supported
[ARB_SEAMLESS_CUBE_MAP
])
2233 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS
);
2234 checkGLcall("enable seamless cube map filtering");
2236 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
2237 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, GL_LOWER_LEFT
));
2238 device
->shader_backend
->shader_init_context_state(ret
);
2239 ret
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
2240 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
2241 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
2242 | (1u << WINED3D_SHADER_TYPE_HULL
)
2243 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
2244 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
2246 /* If this happens to be the first context for the device, dummy textures
2247 * are not created yet. In that case, they will be created (and bound) by
2248 * create_dummy_textures right after this context is initialized. */
2249 if (device
->dummy_textures
.tex_2d
)
2250 context_bind_dummy_textures(device
, ret
);
2252 TRACE("Created context %p.\n", ret
);
2258 wined3d_release_dc(swapchain
->win_handle
, ret
->hdc
);
2259 device
->shader_backend
->shader_free_context_data(ret
);
2260 device
->adapter
->fragment_pipe
->free_context_data(ret
);
2261 heap_free(ret
->texture_type
);
2262 heap_free(ret
->free_fences
);
2263 heap_free(ret
->free_occlusion_queries
);
2264 heap_free(ret
->free_timestamp_queries
);
2269 void context_destroy(struct wined3d_device
*device
, struct wined3d_context
*context
)
2273 TRACE("Destroying ctx %p\n", context
);
2275 wined3d_from_cs(device
->cs
);
2277 /* We delay destroying a context when it is active. The context_release()
2278 * function invokes context_destroy() again while leaving the last level. */
2281 TRACE("Delaying destruction of context %p.\n", context
);
2282 context
->destroy_delayed
= 1;
2283 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2284 context
->swapchain
= NULL
;
2288 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
2290 context_destroy_gl_resources(context
);
2291 TlsSetValue(wined3d_context_tls_idx
, NULL
);
2296 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
2297 in wined3d_adapter may go away in the meantime */
2298 struct wined3d_gl_info
*gl_info
= heap_alloc(sizeof(*gl_info
));
2299 *gl_info
= *context
->gl_info
;
2300 context
->gl_info
= gl_info
;
2301 context
->destroyed
= 1;
2305 device
->shader_backend
->shader_free_context_data(context
);
2306 device
->adapter
->fragment_pipe
->free_context_data(context
);
2307 heap_free(context
->texture_type
);
2308 device_context_remove(device
, context
);
2313 const DWORD
*context_get_tex_unit_mapping(const struct wined3d_context
*context
,
2314 const struct wined3d_shader_version
*shader_version
, unsigned int *base
, unsigned int *count
)
2316 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2318 if (!shader_version
)
2321 *count
= MAX_TEXTURES
;
2322 return context
->tex_unit_map
;
2325 if (shader_version
->major
>= 4)
2327 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, shader_version
->type
, base
, count
);
2331 switch (shader_version
->type
)
2333 case WINED3D_SHADER_TYPE_PIXEL
:
2335 *count
= MAX_FRAGMENT_SAMPLERS
;
2337 case WINED3D_SHADER_TYPE_VERTEX
:
2338 *base
= MAX_FRAGMENT_SAMPLERS
;
2339 *count
= MAX_VERTEX_SAMPLERS
;
2342 ERR("Unhandled shader type %#x.\n", shader_version
->type
);
2347 return context
->tex_unit_map
;
2350 /* Context activation is done by the caller. */
2351 static void set_blit_dimension(const struct wined3d_gl_info
*gl_info
, UINT width
, UINT height
)
2353 const GLdouble projection
[] =
2355 2.0 / width
, 0.0, 0.0, 0.0,
2356 0.0, 2.0 / height
, 0.0, 0.0,
2358 -1.0, -1.0, -1.0, 1.0,
2361 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2363 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
2364 checkGLcall("glMatrixMode(GL_PROJECTION)");
2365 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
2366 checkGLcall("glLoadMatrixd");
2368 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, width
, height
);
2369 checkGLcall("glViewport");
2372 static void context_get_rt_size(const struct wined3d_context
*context
, SIZE
*size
)
2374 const struct wined3d_texture
*rt
= context
->current_rt
.texture
;
2381 GetClientRect(context
->win_handle
, &window_size
);
2382 size
->cx
= window_size
.right
- window_size
.left
;
2383 size
->cy
= window_size
.bottom
- window_size
.top
;
2388 level
= context
->current_rt
.sub_resource_idx
% rt
->level_count
;
2389 size
->cx
= wined3d_texture_get_level_width(rt
, level
);
2390 size
->cy
= wined3d_texture_get_level_height(rt
, level
);
2393 void context_enable_clip_distances(struct wined3d_context
*context
, unsigned int enable_mask
)
2395 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2396 unsigned int clip_distance_count
= gl_info
->limits
.user_clip_distances
;
2397 unsigned int i
, disable_mask
, current_mask
;
2399 disable_mask
= ~enable_mask
;
2400 enable_mask
&= (1u << clip_distance_count
) - 1;
2401 disable_mask
&= (1u << clip_distance_count
) - 1;
2402 current_mask
= context
->clip_distance_mask
;
2403 context
->clip_distance_mask
= enable_mask
;
2405 enable_mask
&= ~current_mask
;
2408 i
= wined3d_bit_scan(&enable_mask
);
2409 gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_DISTANCE0
+ i
);
2411 disable_mask
&= current_mask
;
2412 while (disable_mask
)
2414 i
= wined3d_bit_scan(&disable_mask
);
2415 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_DISTANCE0
+ i
);
2417 checkGLcall("toggle clip distances");
2420 /*****************************************************************************
2423 * Sets up a context for DirectDraw blitting.
2424 * All texture units are disabled, texture unit 0 is set as current unit
2425 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
2426 * color writing enabled for all channels
2427 * register combiners disabled, shaders disabled
2428 * world matrix is set to identity, texture matrix 0 too
2429 * projection matrix is setup for drawing screen coordinates
2432 * This: Device to activate the context for
2433 * context: Context to setup
2435 *****************************************************************************/
2436 /* Context activation is done by the caller. */
2437 static void SetupForBlit(const struct wined3d_device
*device
, struct wined3d_context
*context
)
2439 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2444 TRACE("Setting up context %p for blitting\n", context
);
2446 context_get_rt_size(context
, &rt_size
);
2448 if (context
->last_was_blit
)
2450 if (context
->blit_w
!= rt_size
.cx
|| context
->blit_h
!= rt_size
.cy
)
2452 set_blit_dimension(gl_info
, rt_size
.cx
, rt_size
.cy
);
2453 context
->blit_w
= rt_size
.cx
;
2454 context
->blit_h
= rt_size
.cy
;
2455 /* No need to dirtify here, the states are still dirtified because
2456 * they weren't applied since the last SetupForBlit() call. */
2458 TRACE("Context is already set up for blitting, nothing to do\n");
2461 context
->last_was_blit
= TRUE
;
2463 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2465 /* Disable all textures. The caller can then bind a texture it wants to blit
2468 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
2469 * function texture unit. No need to care for higher samplers
2471 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
2473 sampler
= context
->rev_tex_unit_map
[i
];
2474 context_active_texture(context
, gl_info
, i
);
2476 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
2478 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
2479 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2481 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
2482 checkGLcall("glDisable GL_TEXTURE_3D");
2483 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
2485 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
2486 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2488 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
2489 checkGLcall("glDisable GL_TEXTURE_2D");
2491 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
2492 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
2494 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
2496 if (sampler
< MAX_TEXTURES
)
2497 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
2498 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
2502 context_active_texture(context
, gl_info
, 0);
2503 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
2505 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
2506 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2508 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
2509 checkGLcall("glDisable GL_TEXTURE_3D");
2510 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
2512 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
2513 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2515 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
2516 checkGLcall("glDisable GL_TEXTURE_2D");
2518 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
2520 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
2521 checkGLcall("glMatrixMode(GL_TEXTURE)");
2522 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2523 checkGLcall("glLoadIdentity()");
2525 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
2527 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
2528 GL_TEXTURE_LOD_BIAS_EXT
, 0.0f
);
2529 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
2532 /* Setup transforms */
2533 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
2534 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2535 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2536 checkGLcall("glLoadIdentity()");
2537 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
2539 /* Other misc states */
2540 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
2541 checkGLcall("glDisable(GL_ALPHA_TEST)");
2542 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
));
2543 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
2544 checkGLcall("glDisable GL_LIGHTING");
2545 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_LIGHTING
));
2546 glDisableWINE(GL_FOG
);
2547 checkGLcall("glDisable GL_FOG");
2548 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
));
2551 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
2552 GL_EXTCALL(glBindSampler(0, 0));
2553 context_active_texture(context
, gl_info
, 0);
2555 sampler
= context
->rev_tex_unit_map
[0];
2556 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
2558 if (sampler
< MAX_TEXTURES
)
2560 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ sampler
));
2561 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
2563 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
2566 /* Other misc states */
2567 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
2568 checkGLcall("glDisable GL_DEPTH_TEST");
2569 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZENABLE
));
2570 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2571 checkGLcall("glDisable GL_BLEND");
2572 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2573 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
2574 checkGLcall("glDisable GL_CULL_FACE");
2575 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CULLMODE
));
2576 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
2577 checkGLcall("glDisable GL_STENCIL_TEST");
2578 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
2579 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
2580 checkGLcall("glDisable GL_SCISSOR_TEST");
2581 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
2582 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2584 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
2585 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
2586 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
));
2588 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
2589 checkGLcall("glColorMask");
2590 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
2591 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
2592 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
2593 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
2594 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
2596 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
2597 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
2598 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
2601 context
->last_was_rhw
= TRUE
;
2602 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
2604 context_enable_clip_distances(context
, 0);
2605 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CLIPPING
));
2607 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
2608 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
2609 GL_EXTCALL(glClipControl(GL_LOWER_LEFT
, GL_NEGATIVE_ONE_TO_ONE
));
2611 set_blit_dimension(gl_info
, rt_size
.cx
, rt_size
.cy
);
2613 /* Disable shaders */
2614 device
->shader_backend
->shader_disable(device
->shader_priv
, context
);
2616 context
->blit_w
= rt_size
.cx
;
2617 context
->blit_h
= rt_size
.cy
;
2618 context_invalidate_state(context
, STATE_VIEWPORT
);
2619 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2622 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
2624 return rt_mask
& (1u << 31);
2627 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
2629 return rt_mask
& ~(1u << 31);
2632 /* Context activation is done by the caller. */
2633 static void context_apply_draw_buffers(struct wined3d_context
*context
, DWORD rt_mask
)
2635 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2636 GLenum draw_buffers
[MAX_RENDER_TARGET_VIEWS
];
2640 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_NONE
);
2642 else if (is_rt_mask_onscreen(rt_mask
))
2644 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
2648 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2655 draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
2657 draw_buffers
[i
] = GL_NONE
;
2663 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
2665 GL_EXTCALL(glDrawBuffers(i
, draw_buffers
));
2669 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffers
[0]);
2674 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2678 checkGLcall("apply draw buffers");
2681 /* Context activation is done by the caller. */
2682 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
2684 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2685 DWORD
*current_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2686 DWORD new_mask
= context_generate_rt_mask(buffer
);
2688 if (new_mask
== *current_mask
)
2691 gl_info
->gl_ops
.gl
.p_glDrawBuffer(buffer
);
2692 checkGLcall("glDrawBuffer()");
2694 *current_mask
= new_mask
;
2697 /* Context activation is done by the caller. */
2698 void context_active_texture(struct wined3d_context
*context
, const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
2700 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ unit
));
2701 checkGLcall("glActiveTexture");
2702 context
->active_texture
= unit
;
2705 void context_bind_bo(struct wined3d_context
*context
, GLenum binding
, GLuint name
)
2707 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2709 if (binding
== GL_ELEMENT_ARRAY_BUFFER
)
2710 context_invalidate_state(context
, STATE_INDEXBUFFER
);
2712 GL_EXTCALL(glBindBuffer(binding
, name
));
2715 void context_bind_texture(struct wined3d_context
*context
, GLenum target
, GLuint name
)
2717 const struct wined3d_dummy_textures
*textures
= &context
->device
->dummy_textures
;
2718 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2719 DWORD unit
= context
->active_texture
;
2720 DWORD old_texture_type
= context
->texture_type
[unit
];
2724 gl_info
->gl_ops
.gl
.p_glBindTexture(target
, name
);
2731 if (old_texture_type
!= target
)
2733 switch (old_texture_type
)
2739 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, textures
->tex_2d
);
2741 case GL_TEXTURE_2D_ARRAY
:
2742 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, textures
->tex_2d_array
);
2744 case GL_TEXTURE_RECTANGLE_ARB
:
2745 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, textures
->tex_rect
);
2747 case GL_TEXTURE_CUBE_MAP
:
2748 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, textures
->tex_cube
);
2750 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2751 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, textures
->tex_cube_array
);
2754 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, textures
->tex_3d
);
2756 case GL_TEXTURE_BUFFER
:
2757 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, textures
->tex_buffer
);
2759 case GL_TEXTURE_2D_MULTISAMPLE
:
2760 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE
, textures
->tex_2d_ms
);
2762 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
2763 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, textures
->tex_2d_ms_array
);
2766 ERR("Unexpected texture target %#x.\n", old_texture_type
);
2769 context
->texture_type
[unit
] = target
;
2772 checkGLcall("bind texture");
2775 void *context_map_bo_address(struct wined3d_context
*context
,
2776 const struct wined3d_bo_address
*data
, size_t size
, GLenum binding
, DWORD flags
)
2778 const struct wined3d_gl_info
*gl_info
;
2781 if (!data
->buffer_object
)
2784 gl_info
= context
->gl_info
;
2785 context_bind_bo(context
, binding
, data
->buffer_object
);
2787 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
2789 GLbitfield map_flags
= wined3d_resource_gl_map_flags(flags
) & ~GL_MAP_FLUSH_EXPLICIT_BIT
;
2790 memory
= GL_EXTCALL(glMapBufferRange(binding
, (INT_PTR
)data
->addr
, size
, map_flags
));
2794 memory
= GL_EXTCALL(glMapBuffer(binding
, wined3d_resource_gl_legacy_map_flags(flags
)));
2795 memory
+= (INT_PTR
)data
->addr
;
2798 context_bind_bo(context
, binding
, 0);
2799 checkGLcall("Map buffer object");
2804 void context_unmap_bo_address(struct wined3d_context
*context
,
2805 const struct wined3d_bo_address
*data
, GLenum binding
)
2807 const struct wined3d_gl_info
*gl_info
;
2809 if (!data
->buffer_object
)
2812 gl_info
= context
->gl_info
;
2813 context_bind_bo(context
, binding
, data
->buffer_object
);
2814 GL_EXTCALL(glUnmapBuffer(binding
));
2815 context_bind_bo(context
, binding
, 0);
2816 checkGLcall("Unmap buffer object");
2819 void context_copy_bo_address(struct wined3d_context
*context
,
2820 const struct wined3d_bo_address
*dst
, GLenum dst_binding
,
2821 const struct wined3d_bo_address
*src
, GLenum src_binding
, size_t size
)
2823 const struct wined3d_gl_info
*gl_info
;
2824 BYTE
*dst_ptr
, *src_ptr
;
2826 gl_info
= context
->gl_info
;
2828 if (dst
->buffer_object
&& src
->buffer_object
)
2830 if (gl_info
->supported
[ARB_COPY_BUFFER
])
2832 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER
, src
->buffer_object
));
2833 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER
, dst
->buffer_object
));
2834 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER
, GL_COPY_WRITE_BUFFER
,
2835 (GLintptr
)src
->addr
, (GLintptr
)dst
->addr
, size
));
2836 checkGLcall("direct buffer copy");
2840 src_ptr
= context_map_bo_address(context
, src
, size
, src_binding
, WINED3D_MAP_READ
);
2841 dst_ptr
= context_map_bo_address(context
, dst
, size
, dst_binding
, WINED3D_MAP_WRITE
);
2843 memcpy(dst_ptr
, src_ptr
, size
);
2845 context_unmap_bo_address(context
, dst
, dst_binding
);
2846 context_unmap_bo_address(context
, src
, src_binding
);
2849 else if (!dst
->buffer_object
&& src
->buffer_object
)
2851 context_bind_bo(context
, src_binding
, src
->buffer_object
);
2852 GL_EXTCALL(glGetBufferSubData(src_binding
, (GLintptr
)src
->addr
, size
, dst
->addr
));
2853 checkGLcall("buffer download");
2855 else if (dst
->buffer_object
&& !src
->buffer_object
)
2857 context_bind_bo(context
, dst_binding
, dst
->buffer_object
);
2858 GL_EXTCALL(glBufferSubData(dst_binding
, (GLintptr
)dst
->addr
, size
, src
->addr
));
2859 checkGLcall("buffer upload");
2863 memcpy(dst
->addr
, src
->addr
, size
);
2867 static void context_set_render_offscreen(struct wined3d_context
*context
, BOOL offscreen
)
2869 if (context
->render_offscreen
== offscreen
)
2872 context_invalidate_state(context
, STATE_VIEWPORT
);
2873 context_invalidate_state(context
, STATE_SCISSORRECT
);
2874 if (!context
->gl_info
->supported
[ARB_CLIP_CONTROL
])
2876 context_invalidate_state(context
, STATE_FRONTFACE
);
2877 context_invalidate_state(context
, STATE_POINTSPRITECOORDORIGIN
);
2878 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2880 context_invalidate_state(context
, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
));
2881 if (context
->gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2882 context_invalidate_state(context
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
2883 context
->render_offscreen
= offscreen
;
2886 static BOOL
match_depth_stencil_format(const struct wined3d_format
*existing
,
2887 const struct wined3d_format
*required
)
2889 if (existing
== required
)
2891 if ((existing
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
)
2892 != (required
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
))
2894 if (existing
->depth_size
< required
->depth_size
)
2896 /* If stencil bits are used the exact amount is required - otherwise
2897 * wrapping won't work correctly. */
2898 if (required
->stencil_size
&& required
->stencil_size
!= existing
->stencil_size
)
2903 /* Context activation is done by the caller. */
2904 static void context_validate_onscreen_formats(struct wined3d_context
*context
,
2905 const struct wined3d_rendertarget_view
*depth_stencil
)
2907 /* Onscreen surfaces are always in a swapchain */
2908 struct wined3d_swapchain
*swapchain
= context
->current_rt
.texture
->swapchain
;
2910 if (context
->render_offscreen
|| !depth_stencil
) return;
2911 if (match_depth_stencil_format(swapchain
->ds_format
, depth_stencil
->format
)) return;
2913 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2914 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2916 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2918 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2919 if (!(wined3d_texture_load_location(context
->current_rt
.texture
, context
->current_rt
.sub_resource_idx
,
2920 context
, WINED3D_LOCATION_TEXTURE_RGB
)))
2921 ERR("Failed to load location.\n");
2922 swapchain
->render_to_fbo
= TRUE
;
2923 swapchain_update_draw_bindings(swapchain
);
2924 context_set_render_offscreen(context
, TRUE
);
2927 GLenum
context_get_offscreen_gl_buffer(const struct wined3d_context
*context
)
2929 switch (wined3d_settings
.offscreen_rendering_mode
)
2932 return GL_COLOR_ATTACHMENT0
;
2934 case ORM_BACKBUFFER
:
2935 return context
->aux_buffers
> 0 ? GL_AUX0
: GL_BACK
;
2938 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
2943 static DWORD
context_generate_rt_mask_no_fbo(const struct wined3d_context
*context
, struct wined3d_texture
*rt
)
2945 if (!rt
|| rt
->resource
.format
->id
== WINED3DFMT_NULL
)
2947 else if (rt
->swapchain
)
2948 return context_generate_rt_mask_from_resource(&rt
->resource
);
2950 return context_generate_rt_mask(context_get_offscreen_gl_buffer(context
));
2953 /* Context activation is done by the caller. */
2954 void context_apply_blit_state(struct wined3d_context
*context
, const struct wined3d_device
*device
)
2956 struct wined3d_texture
*rt
= context
->current_rt
.texture
;
2957 struct wined3d_surface
*surface
;
2958 DWORD rt_mask
, *cur_mask
;
2960 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2962 if (context
->render_offscreen
)
2964 wined3d_texture_load(rt
, context
, FALSE
);
2966 surface
= rt
->sub_resources
[context
->current_rt
.sub_resource_idx
].u
.surface
;
2967 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, surface
, NULL
, rt
->resource
.draw_binding
);
2968 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
2975 context
->current_fbo
= NULL
;
2976 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
2977 rt_mask
= context_generate_rt_mask_from_resource(&rt
->resource
);
2982 rt_mask
= context_generate_rt_mask_no_fbo(context
, rt
);
2985 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2987 if (rt_mask
!= *cur_mask
)
2989 context_apply_draw_buffers(context
, rt_mask
);
2990 *cur_mask
= rt_mask
;
2993 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2995 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2998 SetupForBlit(device
, context
);
2999 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
3002 static BOOL
have_framebuffer_attachment(unsigned int rt_count
, struct wined3d_rendertarget_view
* const *rts
,
3003 const struct wined3d_rendertarget_view
*ds
)
3010 for (i
= 0; i
< rt_count
; ++i
)
3012 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3019 /* Context activation is done by the caller. */
3020 BOOL
context_apply_clear_state(struct wined3d_context
*context
, const struct wined3d_state
*state
,
3021 UINT rt_count
, const struct wined3d_fb_state
*fb
)
3023 struct wined3d_rendertarget_view
* const *rts
= fb
->render_targets
;
3024 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
3025 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3026 DWORD rt_mask
= 0, *cur_mask
;
3029 if (isStateDirty(context
, STATE_FRAMEBUFFER
) || fb
!= state
->fb
3030 || rt_count
!= gl_info
->limits
.buffers
)
3032 if (!have_framebuffer_attachment(rt_count
, rts
, dsv
))
3034 WARN("Invalid render target config, need at least one attachment.\n");
3038 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3040 context_validate_onscreen_formats(context
, dsv
);
3042 if (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
))
3044 memset(context
->blit_targets
, 0, sizeof(context
->blit_targets
));
3045 for (i
= 0; i
< rt_count
; ++i
)
3049 context
->blit_targets
[i
].gl_view
= rts
[i
]->gl_view
;
3050 context
->blit_targets
[i
].resource
= rts
[i
]->resource
;
3051 context
->blit_targets
[i
].sub_resource_idx
= rts
[i
]->sub_resource_idx
;
3052 context
->blit_targets
[i
].layer_count
= rts
[i
]->layer_count
;
3054 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3055 rt_mask
|= (1u << i
);
3057 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
,
3058 wined3d_rendertarget_view_get_surface(dsv
),
3059 rt_count
? rts
[0]->resource
->draw_binding
: 0,
3060 dsv
? dsv
->resource
->draw_binding
: 0);
3064 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
,
3065 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3066 rt_mask
= context_generate_rt_mask_from_resource(rts
[0]->resource
);
3069 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
3070 * next draw. Otherwise we could mark the framebuffer state clean here, once the
3071 * state management allows this */
3072 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
3076 rt_mask
= context_generate_rt_mask_no_fbo(context
,
3077 rt_count
? wined3d_rendertarget_view_get_surface(rts
[0])->container
: NULL
);
3080 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
3081 && (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
)))
3083 for (i
= 0; i
< rt_count
; ++i
)
3085 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3086 rt_mask
|= (1u << i
);
3091 rt_mask
= context_generate_rt_mask_no_fbo(context
,
3092 rt_count
? wined3d_rendertarget_view_get_surface(rts
[0])->container
: NULL
);
3095 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
3097 if (rt_mask
!= *cur_mask
)
3099 context_apply_draw_buffers(context
, rt_mask
);
3100 *cur_mask
= rt_mask
;
3101 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
3104 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3106 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
3109 context
->last_was_blit
= FALSE
;
3111 /* Blending and clearing should be orthogonal, but tests on the nvidia
3112 * driver show that disabling blending when clearing improves the clearing
3113 * performance incredibly. */
3114 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
3115 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
3116 if (rt_count
&& gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
3118 if (needs_srgb_write(context
, state
, fb
))
3119 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
3121 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
3122 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3124 checkGLcall("setting up state for clear");
3126 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
3127 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
3128 context_invalidate_state(context
, STATE_SCISSORRECT
);
3133 static DWORD
find_draw_buffers_mask(const struct wined3d_context
*context
, const struct wined3d_state
*state
)
3135 struct wined3d_rendertarget_view
* const *rts
= state
->fb
->render_targets
;
3136 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3137 DWORD rt_mask
, mask
;
3140 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
3141 return context_generate_rt_mask_no_fbo(context
, wined3d_rendertarget_view_get_surface(rts
[0])->container
);
3142 else if (!context
->render_offscreen
)
3143 return context_generate_rt_mask_from_resource(rts
[0]->resource
);
3145 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
3146 rt_mask
&= context
->d3d_info
->valid_rt_mask
;
3151 i
= wined3d_bit_scan(&mask
);
3152 if (!rts
[i
] || rts
[i
]->format
->id
== WINED3DFMT_NULL
)
3153 rt_mask
&= ~(1u << i
);
3159 /* Context activation is done by the caller. */
3160 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3162 DWORD rt_mask
= find_draw_buffers_mask(context
, state
);
3163 const struct wined3d_fb_state
*fb
= state
->fb
;
3164 DWORD color_location
= 0;
3167 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3169 if (!context
->render_offscreen
)
3171 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
,
3172 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3178 memset(context
->blit_targets
, 0, sizeof(context
->blit_targets
));
3179 for (i
= 0; i
< context
->gl_info
->limits
.buffers
; ++i
)
3181 if (!fb
->render_targets
[i
])
3184 context
->blit_targets
[i
].gl_view
= fb
->render_targets
[i
]->gl_view
;
3185 context
->blit_targets
[i
].resource
= fb
->render_targets
[i
]->resource
;
3186 context
->blit_targets
[i
].sub_resource_idx
= fb
->render_targets
[i
]->sub_resource_idx
;
3187 context
->blit_targets
[i
].layer_count
= fb
->render_targets
[i
]->layer_count
;
3189 if (!color_location
)
3190 color_location
= fb
->render_targets
[i
]->resource
->draw_binding
;
3192 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
,
3193 wined3d_rendertarget_view_get_surface(fb
->depth_stencil
),
3194 color_location
, fb
->depth_stencil
? fb
->depth_stencil
->resource
->draw_binding
: 0);
3198 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
3199 if (rt_mask
!= *cur_mask
)
3201 context_apply_draw_buffers(context
, rt_mask
);
3202 *cur_mask
= rt_mask
;
3204 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
3207 static void context_map_stage(struct wined3d_context
*context
, DWORD stage
, DWORD unit
)
3209 DWORD i
= context
->rev_tex_unit_map
[unit
];
3210 DWORD j
= context
->tex_unit_map
[stage
];
3212 TRACE("Mapping stage %u to unit %u.\n", stage
, unit
);
3213 context
->tex_unit_map
[stage
] = unit
;
3214 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
3215 context
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
3217 context
->rev_tex_unit_map
[unit
] = stage
;
3218 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
3219 context
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
3222 static void context_invalidate_texture_stage(struct wined3d_context
*context
, DWORD stage
)
3226 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
3227 context_invalidate_state(context
, STATE_TEXTURESTAGE(stage
, i
));
3230 static void context_update_fixed_function_usage_map(struct wined3d_context
*context
,
3231 const struct wined3d_state
*state
)
3235 context
->fixed_function_usage_map
= 0;
3236 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
3238 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
3239 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
3240 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
3241 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
3242 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
3243 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
3244 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
3245 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
3247 /* Not used, and disable higher stages. */
3248 if (color_op
== WINED3D_TOP_DISABLE
)
3251 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
3252 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
3253 || ((color_arg3
== WINED3DTA_TEXTURE
)
3254 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
3255 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
3256 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
3257 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
3258 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
3259 context
->fixed_function_usage_map
|= (1u << i
);
3261 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
3262 && i
< MAX_TEXTURES
- 1)
3263 context
->fixed_function_usage_map
|= (1u << (i
+ 1));
3266 if (i
< context
->lowest_disabled_stage
)
3269 end
= context
->lowest_disabled_stage
;
3273 start
= context
->lowest_disabled_stage
;
3277 context
->lowest_disabled_stage
= i
;
3278 for (i
= start
+ 1; i
< end
; ++i
)
3280 context_invalidate_state(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3284 static void context_map_fixed_function_samplers(struct wined3d_context
*context
,
3285 const struct wined3d_state
*state
)
3287 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3288 unsigned int i
, tex
;
3291 ffu_map
= context
->fixed_function_usage_map
;
3293 if (d3d_info
->limits
.ffp_textures
== d3d_info
->limits
.ffp_blend_stages
3294 || context
->lowest_disabled_stage
<= d3d_info
->limits
.ffp_textures
)
3296 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3301 if (context
->tex_unit_map
[i
] != i
)
3303 context_map_stage(context
, i
, i
);
3304 context_invalidate_state(context
, STATE_SAMPLER(i
));
3305 context_invalidate_texture_stage(context
, i
);
3311 /* Now work out the mapping */
3313 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3318 if (context
->tex_unit_map
[i
] != tex
)
3320 context_map_stage(context
, i
, tex
);
3321 context_invalidate_state(context
, STATE_SAMPLER(i
));
3322 context_invalidate_texture_stage(context
, i
);
3329 static void context_map_psamplers(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3331 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3332 const struct wined3d_shader_resource_info
*resource_info
=
3333 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3336 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3338 if (resource_info
[i
].type
&& context
->tex_unit_map
[i
] != i
)
3340 context_map_stage(context
, i
, i
);
3341 context_invalidate_state(context
, STATE_SAMPLER(i
));
3342 if (i
< d3d_info
->limits
.ffp_blend_stages
)
3343 context_invalidate_texture_stage(context
, i
);
3348 static BOOL
context_unit_free_for_vs(const struct wined3d_context
*context
,
3349 const struct wined3d_shader_resource_info
*ps_resource_info
, DWORD unit
)
3351 DWORD current_mapping
= context
->rev_tex_unit_map
[unit
];
3353 /* Not currently used */
3354 if (current_mapping
== WINED3D_UNMAPPED_STAGE
)
3357 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
)
3359 /* Used by a fragment sampler */
3361 if (!ps_resource_info
)
3363 /* No pixel shader, check fixed function */
3364 return current_mapping
>= MAX_TEXTURES
|| !(context
->fixed_function_usage_map
& (1u << current_mapping
));
3367 /* Pixel shader, check the shader's sampler map */
3368 return !ps_resource_info
[current_mapping
].type
;
3374 static void context_map_vsamplers(struct wined3d_context
*context
, BOOL ps
, const struct wined3d_state
*state
)
3376 const struct wined3d_shader_resource_info
*vs_resource_info
=
3377 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
;
3378 const struct wined3d_shader_resource_info
*ps_resource_info
= NULL
;
3379 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3380 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.graphics_samplers
) - 1;
3383 /* Note that we only care if a resource is used or not, not the
3384 * resource's specific type. Otherwise we'd need to call
3385 * shader_update_samplers() here for 1.x pixelshaders. */
3387 ps_resource_info
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3389 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
3391 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
3392 if (vs_resource_info
[i
].type
)
3396 if (context_unit_free_for_vs(context
, ps_resource_info
, start
))
3398 if (context
->tex_unit_map
[vsampler_idx
] != start
)
3400 context_map_stage(context
, vsampler_idx
, start
);
3401 context_invalidate_state(context
, STATE_SAMPLER(vsampler_idx
));
3410 if (context
->tex_unit_map
[vsampler_idx
] == WINED3D_UNMAPPED_STAGE
)
3411 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i
);
3416 static void context_update_tex_unit_map(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3418 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3419 BOOL vs
= use_vs(state
);
3420 BOOL ps
= use_ps(state
);
3423 context_update_fixed_function_usage_map(context
, state
);
3425 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3426 * need a 1:1 map at the moment.
3427 * When the mapping of a stage is changed, sampler and ALL texture stage
3428 * states have to be reset. */
3430 if (gl_info
->limits
.graphics_samplers
>= MAX_COMBINED_SAMPLERS
)
3434 context_map_psamplers(context
, state
);
3436 context_map_fixed_function_samplers(context
, state
);
3439 context_map_vsamplers(context
, ps
, state
);
3442 /* Context activation is done by the caller. */
3443 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3445 DWORD rt_mask
, *cur_mask
;
3447 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
3449 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
3450 rt_mask
= find_draw_buffers_mask(context
, state
);
3451 if (rt_mask
!= *cur_mask
)
3453 context_apply_draw_buffers(context
, rt_mask
);
3454 *cur_mask
= rt_mask
;
3458 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
3460 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
3461 *regnum
= WINED3D_FFP_POSITION
;
3462 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
3463 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
3464 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
3465 *regnum
= WINED3D_FFP_BLENDINDICES
;
3466 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
3467 *regnum
= WINED3D_FFP_NORMAL
;
3468 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
3469 *regnum
= WINED3D_FFP_PSIZE
;
3470 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
3471 *regnum
= WINED3D_FFP_DIFFUSE
;
3472 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
3473 *regnum
= WINED3D_FFP_SPECULAR
;
3474 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
3475 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
3478 WARN("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage
), usage_idx
);
3486 /* Context activation is done by the caller. */
3487 void wined3d_stream_info_from_declaration(struct wined3d_stream_info
*stream_info
,
3488 const struct wined3d_state
*state
, const struct wined3d_gl_info
*gl_info
,
3489 const struct wined3d_d3d_info
*d3d_info
)
3491 /* We need to deal with frequency data! */
3492 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
3493 BOOL generic_attributes
= d3d_info
->ffp_generic_attributes
;
3494 BOOL use_vshader
= use_vs(state
);
3497 stream_info
->use_map
= 0;
3498 stream_info
->swizzle_map
= 0;
3499 stream_info
->position_transformed
= 0;
3504 stream_info
->position_transformed
= declaration
->position_transformed
;
3506 /* Translate the declaration into strided data. */
3507 for (i
= 0; i
< declaration
->element_count
; ++i
)
3509 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
3510 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
3514 TRACE("%p Element %p (%u of %u).\n", declaration
->elements
,
3515 element
, i
+ 1, declaration
->element_count
);
3517 if (!stream
->buffer
)
3520 TRACE("offset %u input_slot %u usage_idx %d.\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
3524 if (element
->output_slot
== WINED3D_OUTPUT_SLOT_UNUSED
)
3526 stride_used
= FALSE
;
3528 else if (element
->output_slot
== WINED3D_OUTPUT_SLOT_SEMANTIC
)
3530 /* TODO: Assuming vertexdeclarations are usually used with the
3531 * same or a similar shader, it might be worth it to store the
3532 * last used output slot and try that one first. */
3533 stride_used
= vshader_get_input(state
->shader
[WINED3D_SHADER_TYPE_VERTEX
],
3534 element
->usage
, element
->usage_idx
, &idx
);
3538 idx
= element
->output_slot
;
3544 if (!generic_attributes
&& !element
->ffp_valid
)
3546 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
3547 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
3548 stride_used
= FALSE
;
3552 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
3558 TRACE("Load %s array %u [usage %s, usage_idx %u, "
3559 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
3560 use_vshader
? "shader": "fixed function", idx
,
3561 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
3562 element
->offset
, stream
->stride
, debug_d3dformat(element
->format
->id
),
3563 debug_d3dinput_classification(element
->input_slot_class
), element
->instance_data_step_rate
);
3565 stream_info
->elements
[idx
].format
= element
->format
;
3566 stream_info
->elements
[idx
].data
.buffer_object
= 0;
3567 stream_info
->elements
[idx
].data
.addr
= (BYTE
*)NULL
+ stream
->offset
+ element
->offset
;
3568 stream_info
->elements
[idx
].stride
= stream
->stride
;
3569 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
3570 if (stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
3572 stream_info
->elements
[idx
].divisor
= 1;
3574 else if (element
->input_slot_class
== WINED3D_INPUT_PER_INSTANCE_DATA
)
3576 stream_info
->elements
[idx
].divisor
= element
->instance_data_step_rate
;
3577 if (!element
->instance_data_step_rate
)
3578 FIXME("Instance step rate 0 not implemented.\n");
3582 stream_info
->elements
[idx
].divisor
= 0;
3585 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
3586 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
3588 stream_info
->swizzle_map
|= 1u << idx
;
3590 stream_info
->use_map
|= 1u << idx
;
3595 /* Context activation is done by the caller. */
3596 static void context_update_stream_info(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3598 struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
3599 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3600 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3601 DWORD prev_all_vbo
= stream_info
->all_vbo
;
3605 wined3d_stream_info_from_declaration(stream_info
, state
, gl_info
, d3d_info
);
3607 stream_info
->all_vbo
= 1;
3608 context
->buffer_fence_count
= 0;
3609 for (i
= 0, map
= stream_info
->use_map
; map
; map
>>= 1, ++i
)
3611 struct wined3d_stream_info_element
*element
;
3612 struct wined3d_bo_address data
;
3613 struct wined3d_buffer
*buffer
;
3618 element
= &stream_info
->elements
[i
];
3619 buffer
= state
->streams
[element
->stream_idx
].buffer
;
3621 /* We can't use VBOs if the base vertex index is negative. OpenGL
3622 * doesn't accept negative offsets (or rather offsets bigger than the
3623 * VBO, because the pointer is unsigned), so use system memory
3624 * sources. In most sane cases the pointer - offset will still be > 0,
3625 * otherwise it will wrap around to some big value. Hope that with the
3626 * indices the driver wraps it back internally. If not,
3627 * draw_primitive_immediate_mode() is needed, including a vertex buffer
3629 if (state
->load_base_vertex_index
< 0)
3631 WARN_(d3d_perf
)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
3632 state
->load_base_vertex_index
);
3633 element
->data
.buffer_object
= 0;
3634 element
->data
.addr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(buffer
, context
);
3635 if ((UINT_PTR
)element
->data
.addr
< -state
->load_base_vertex_index
* element
->stride
)
3636 FIXME("System memory vertex data load offset is negative!\n");
3640 wined3d_buffer_load(buffer
, context
, state
);
3641 wined3d_buffer_get_memory(buffer
, &data
, buffer
->locations
);
3642 element
->data
.buffer_object
= data
.buffer_object
;
3643 element
->data
.addr
+= (ULONG_PTR
)data
.addr
;
3646 if (!element
->data
.buffer_object
)
3647 stream_info
->all_vbo
= 0;
3650 context
->buffer_fences
[context
->buffer_fence_count
++] = buffer
->fence
;
3652 TRACE("Load array %u {%#x:%p}.\n", i
, element
->data
.buffer_object
, element
->data
.addr
);
3655 if (prev_all_vbo
!= stream_info
->all_vbo
)
3656 context_invalidate_state(context
, STATE_INDEXBUFFER
);
3658 context
->use_immediate_mode_draw
= FALSE
;
3660 if (stream_info
->all_vbo
)
3665 if (state
->vertex_declaration
->half_float_conv_needed
)
3667 TRACE("Using immediate mode draw with vertex shaders for FLOAT16 conversion.\n");
3668 context
->use_immediate_mode_draw
= TRUE
;
3673 WORD slow_mask
= -!d3d_info
->ffp_generic_attributes
& (1u << WINED3D_FFP_PSIZE
);
3674 slow_mask
|= -(!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
] && !d3d_info
->ffp_generic_attributes
)
3675 & ((1u << WINED3D_FFP_DIFFUSE
) | (1u << WINED3D_FFP_SPECULAR
) | (1u << WINED3D_FFP_BLENDWEIGHT
));
3677 if ((stream_info
->position_transformed
&& !d3d_info
->xyzrhw
)
3678 || (stream_info
->use_map
& slow_mask
))
3679 context
->use_immediate_mode_draw
= TRUE
;
3683 /* Context activation is done by the caller. */
3684 static void context_preload_texture(struct wined3d_context
*context
,
3685 const struct wined3d_state
*state
, unsigned int idx
)
3687 struct wined3d_texture
*texture
;
3689 if (!(texture
= state
->textures
[idx
]))
3692 wined3d_texture_load(texture
, context
, state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
]);
3695 /* Context activation is done by the caller. */
3696 static void context_preload_textures(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3702 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
3704 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
[i
].type
)
3705 context_preload_texture(context
, state
, MAX_FRAGMENT_SAMPLERS
+ i
);
3711 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3713 if (state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
[i
].type
)
3714 context_preload_texture(context
, state
, i
);
3719 WORD ffu_map
= context
->fixed_function_usage_map
;
3721 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3724 context_preload_texture(context
, state
, i
);
3729 static void context_load_shader_resources(struct wined3d_context
*context
, const struct wined3d_state
*state
,
3730 unsigned int shader_mask
)
3732 struct wined3d_shader_sampler_map_entry
*entry
;
3733 struct wined3d_shader_resource_view
*view
;
3734 struct wined3d_shader
*shader
;
3737 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
3739 if (!(shader_mask
& (1u << i
)))
3742 if (!(shader
= state
->shader
[i
]))
3745 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
3747 if (state
->cb
[i
][j
])
3748 wined3d_buffer_load(state
->cb
[i
][j
], context
, state
);
3751 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
3753 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
3755 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
3758 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3759 wined3d_buffer_load(buffer_from_resource(view
->resource
), context
, state
);
3761 wined3d_texture_load(texture_from_resource(view
->resource
), context
, FALSE
);
3766 static void context_bind_shader_resources(struct wined3d_context
*context
,
3767 const struct wined3d_state
*state
, enum wined3d_shader_type shader_type
)
3769 unsigned int bind_idx
, shader_sampler_count
, base
, count
, i
;
3770 const struct wined3d_device
*device
= context
->device
;
3771 struct wined3d_shader_sampler_map_entry
*entry
;
3772 struct wined3d_shader_resource_view
*view
;
3773 const struct wined3d_shader
*shader
;
3774 struct wined3d_sampler
*sampler
;
3775 const DWORD
*tex_unit_map
;
3777 if (!(shader
= state
->shader
[shader_type
]))
3780 tex_unit_map
= context_get_tex_unit_mapping(context
,
3781 &shader
->reg_maps
.shader_version
, &base
, &count
);
3783 shader_sampler_count
= shader
->reg_maps
.sampler_map
.count
;
3784 if (shader_sampler_count
> count
)
3785 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3786 shader
, shader_sampler_count
, count
);
3787 count
= min(shader_sampler_count
, count
);
3789 for (i
= 0; i
< count
; ++i
)
3791 entry
= &shader
->reg_maps
.sampler_map
.entries
[i
];
3792 bind_idx
= base
+ entry
->bind_idx
;
3794 bind_idx
= tex_unit_map
[bind_idx
];
3796 if (!(view
= state
->shader_resource_view
[shader_type
][entry
->resource_idx
]))
3798 WARN("No resource view bound at index %u, %u.\n", shader_type
, entry
->resource_idx
);
3802 if (entry
->sampler_idx
== WINED3D_SAMPLER_DEFAULT
)
3803 sampler
= device
->default_sampler
;
3804 else if (!(sampler
= state
->sampler
[shader_type
][entry
->sampler_idx
]))
3805 sampler
= device
->null_sampler
;
3806 wined3d_shader_resource_view_bind(view
, bind_idx
, sampler
, context
);
3810 static void context_load_unordered_access_resources(struct wined3d_context
*context
,
3811 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
3813 struct wined3d_unordered_access_view
*view
;
3814 struct wined3d_texture
*texture
;
3815 struct wined3d_buffer
*buffer
;
3818 context
->uses_uavs
= 0;
3823 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
3825 if (!(view
= views
[i
]))
3828 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3830 buffer
= buffer_from_resource(view
->resource
);
3831 wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
);
3832 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_BUFFER
);
3836 texture
= texture_from_resource(view
->resource
);
3837 wined3d_texture_load(texture
, context
, FALSE
);
3838 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3841 context
->uses_uavs
= 1;
3845 static void context_bind_unordered_access_views(struct wined3d_context
*context
,
3846 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
3848 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3849 struct wined3d_unordered_access_view
*view
;
3850 GLuint texture_name
;
3857 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
3859 if (!(view
= views
[i
]))
3861 if (shader
->reg_maps
.uav_resource_info
[i
].type
)
3862 WARN("No unordered access view bound at index %u.\n", i
);
3863 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
3867 if (view
->gl_view
.name
)
3869 texture_name
= view
->gl_view
.name
;
3872 else if (view
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
3874 struct wined3d_texture
*texture
= texture_from_resource(view
->resource
);
3875 texture_name
= wined3d_texture_get_texture_name(texture
, context
, FALSE
);
3876 level
= view
->desc
.u
.texture
.level_idx
;
3880 FIXME("Unsupported buffer unordered access view.\n");
3881 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
3885 GL_EXTCALL(glBindImageTexture(i
, texture_name
, level
, GL_TRUE
, 0, GL_READ_WRITE
,
3886 view
->format
->glInternal
));
3888 if (view
->counter_bo
)
3889 GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER
, i
, view
->counter_bo
));
3891 checkGLcall("Bind unordered access views");
3894 static void context_load_stream_output_buffers(struct wined3d_context
*context
,
3895 const struct wined3d_state
*state
)
3899 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
3901 struct wined3d_buffer
*buffer
;
3902 if (!(buffer
= state
->stream_output
[i
].buffer
))
3905 wined3d_buffer_load(buffer
, context
, state
);
3906 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
3910 /* Context activation is done by the caller. */
3911 static BOOL
context_apply_draw_state(struct wined3d_context
*context
,
3912 const struct wined3d_device
*device
, const struct wined3d_state
*state
)
3914 const struct StateEntry
*state_table
= context
->state_table
;
3915 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3916 const struct wined3d_fb_state
*fb
= state
->fb
;
3920 if (!have_framebuffer_attachment(gl_info
->limits
.buffers
, fb
->render_targets
, fb
->depth_stencil
))
3922 if (!gl_info
->supported
[ARB_FRAMEBUFFER_NO_ATTACHMENTS
])
3924 FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
3928 context_set_render_offscreen(context
, TRUE
);
3931 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& isStateDirty(context
, STATE_FRAMEBUFFER
))
3933 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
3936 /* Preload resources before FBO setup. Texture preload in particular may
3937 * result in changes to the current FBO, due to using e.g. FBO blits for
3938 * updating a resource location. */
3939 context_update_tex_unit_map(context
, state
);
3940 context_preload_textures(context
, state
);
3941 context_load_shader_resources(context
, state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
3942 context_load_unordered_access_resources(context
, state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
3943 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
3944 context_load_stream_output_buffers(context
, state
);
3945 /* TODO: Right now the dependency on the vertex shader is necessary
3946 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
3947 * the current VS but maybe it's possible to relax the coupling in some
3948 * situations at least. */
3949 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
)
3950 || isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
)))
3952 context_update_stream_info(context
, state
);
3956 for (i
= 0, map
= context
->stream_info
.use_map
; map
; map
>>= 1, ++i
)
3959 wined3d_buffer_load(state
->streams
[context
->stream_info
.elements
[i
].stream_idx
].buffer
,
3962 /* Loading the buffers above may have invalidated the stream info. */
3963 if (isStateDirty(context
, STATE_STREAMSRC
))
3964 context_update_stream_info(context
, state
);
3966 if (state
->index_buffer
)
3968 if (context
->stream_info
.all_vbo
)
3969 wined3d_buffer_load(state
->index_buffer
, context
, state
);
3971 wined3d_buffer_load_sysmem(state
->index_buffer
, context
);
3974 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
3976 DWORD rep
= context
->dirtyArray
[i
];
3977 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
3978 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
3979 context
->isStateDirty
[idx
] &= ~(1u << shift
);
3980 state_table
[rep
].apply(context
, state
, rep
);
3983 if (context
->shader_update_mask
& ~(1u << WINED3D_SHADER_TYPE_COMPUTE
))
3985 device
->shader_backend
->shader_select(device
->shader_priv
, context
, state
);
3986 context
->shader_update_mask
&= 1u << WINED3D_SHADER_TYPE_COMPUTE
;
3989 if (context
->constant_update_mask
)
3991 device
->shader_backend
->shader_load_constants(device
->shader_priv
, context
, state
);
3992 context
->constant_update_mask
= 0;
3995 if (context
->update_shader_resource_bindings
)
3997 for (i
= 0; i
< WINED3D_SHADER_TYPE_GRAPHICS_COUNT
; ++i
)
3998 context_bind_shader_resources(context
, state
, i
);
3999 context
->update_shader_resource_bindings
= 0;
4000 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
4001 context
->update_compute_shader_resource_bindings
= 1;
4004 if (context
->update_unordered_access_view_bindings
)
4006 context_bind_unordered_access_views(context
,
4007 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
4008 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
4009 context
->update_unordered_access_view_bindings
= 0;
4010 context
->update_compute_unordered_access_view_bindings
= 1;
4013 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4015 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
4018 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
4019 context
->last_was_blit
= FALSE
;
4024 static void context_apply_compute_state(struct wined3d_context
*context
,
4025 const struct wined3d_device
*device
, const struct wined3d_state
*state
)
4027 const struct StateEntry
*state_table
= context
->state_table
;
4028 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4029 unsigned int state_id
, i
;
4031 context_load_shader_resources(context
, state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
4032 context_load_unordered_access_resources(context
, state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
4033 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
4035 for (i
= 0, state_id
= STATE_COMPUTE_OFFSET
; i
< ARRAY_SIZE(context
->dirty_compute_states
); ++i
)
4037 unsigned int dirty_mask
= context
->dirty_compute_states
[i
];
4040 unsigned int current_state_id
= state_id
+ wined3d_bit_scan(&dirty_mask
);
4041 state_table
[current_state_id
].apply(context
, state
, current_state_id
);
4043 state_id
+= sizeof(*context
->dirty_compute_states
) * CHAR_BIT
;
4045 memset(context
->dirty_compute_states
, 0, sizeof(*context
->dirty_compute_states
));
4047 if (context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
))
4049 device
->shader_backend
->shader_select_compute(device
->shader_priv
, context
, state
);
4050 context
->shader_update_mask
&= ~(1u << WINED3D_SHADER_TYPE_COMPUTE
);
4053 if (context
->update_compute_shader_resource_bindings
)
4055 context_bind_shader_resources(context
, state
, WINED3D_SHADER_TYPE_COMPUTE
);
4056 context
->update_compute_shader_resource_bindings
= 0;
4057 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
4058 context
->update_shader_resource_bindings
= 1;
4061 if (context
->update_compute_unordered_access_view_bindings
)
4063 context_bind_unordered_access_views(context
,
4064 state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
4065 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
4066 context
->update_compute_unordered_access_view_bindings
= 0;
4067 context
->update_unordered_access_view_bindings
= 1;
4070 /* Updates to currently bound render targets aren't necessarily coherent
4071 * between the graphics and compute pipelines. Unbind any currently bound
4072 * FBO here to ensure preceding updates to its attachments by the graphics
4073 * pipeline are visible to the compute pipeline.
4075 * Without this, the bloom effect in Nier:Automata is too bright on the
4076 * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
4077 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
4078 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
4080 context
->last_was_blit
= FALSE
;
4083 static BOOL
use_transform_feedback(const struct wined3d_state
*state
)
4085 const struct wined3d_shader
*shader
;
4086 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]))
4088 return shader
->u
.gs
.so_desc
.element_count
;
4091 void context_end_transform_feedback(struct wined3d_context
*context
)
4093 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4094 if (context
->transform_feedback_active
)
4096 GL_EXTCALL(glEndTransformFeedback());
4097 checkGLcall("glEndTransformFeedback");
4098 context
->transform_feedback_active
= 0;
4099 context
->transform_feedback_paused
= 0;
4103 static void context_pause_transform_feedback(struct wined3d_context
*context
, BOOL force
)
4105 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4107 if (!context
->transform_feedback_active
|| context
->transform_feedback_paused
)
4110 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK2
])
4112 GL_EXTCALL(glPauseTransformFeedback());
4113 checkGLcall("glPauseTransformFeedback");
4114 context
->transform_feedback_paused
= 1;
4118 WARN("Cannot pause transform feedback operations.\n");
4121 context_end_transform_feedback(context
);
4124 static void context_setup_target(struct wined3d_context
*context
,
4125 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4127 BOOL old_render_offscreen
= context
->render_offscreen
, render_offscreen
;
4129 render_offscreen
= wined3d_resource_is_offscreen(&texture
->resource
);
4130 if (context
->current_rt
.texture
== texture
4131 && context
->current_rt
.sub_resource_idx
== sub_resource_idx
4132 && render_offscreen
== old_render_offscreen
)
4135 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
4136 * the alpha blend state changes with different render target formats. */
4137 if (!context
->current_rt
.texture
)
4139 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
4143 const struct wined3d_format
*old
= context
->current_rt
.texture
->resource
.format
;
4144 const struct wined3d_format
*new = texture
->resource
.format
;
4146 if (old
->id
!= new->id
)
4148 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
4149 if ((old
->alpha_size
&& !new->alpha_size
) || (!old
->alpha_size
&& new->alpha_size
)
4150 || !(texture
->resource
.format_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
4151 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
4153 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
4154 if ((context
->current_rt
.texture
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
)
4155 != (texture
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
4156 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
4159 /* When switching away from an offscreen render target, and we're not
4160 * using FBOs, we have to read the drawable into the texture. This is
4161 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
4162 * There are some things that need care though. PreLoad needs a GL context,
4163 * and FindContext is called before the context is activated. It also
4164 * has to be called with the old rendertarget active, otherwise a
4165 * wrong drawable is read. */
4166 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
4167 && old_render_offscreen
&& (context
->current_rt
.texture
!= texture
4168 || context
->current_rt
.sub_resource_idx
!= sub_resource_idx
))
4170 unsigned int prev_sub_resource_idx
= context
->current_rt
.sub_resource_idx
;
4171 struct wined3d_texture
*prev_texture
= context
->current_rt
.texture
;
4173 /* Read the back buffer of the old drawable into the destination texture. */
4174 if (prev_texture
->texture_srgb
.name
)
4175 wined3d_texture_load(prev_texture
, context
, TRUE
);
4176 wined3d_texture_load(prev_texture
, context
, FALSE
);
4177 wined3d_texture_invalidate_location(prev_texture
, prev_sub_resource_idx
, WINED3D_LOCATION_DRAWABLE
);
4181 context
->current_rt
.texture
= texture
;
4182 context
->current_rt
.sub_resource_idx
= sub_resource_idx
;
4183 context_set_render_offscreen(context
, render_offscreen
);
4186 static void context_activate(struct wined3d_context
*context
,
4187 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4189 context_enter(context
);
4190 context_update_window(context
);
4191 context_setup_target(context
, texture
, sub_resource_idx
);
4192 if (!context
->valid
)
4195 if (context
!= context_get_current())
4197 if (!context_set_current(context
))
4198 ERR("Failed to activate the new context.\n");
4200 else if (context
->needs_set
)
4202 context_set_gl_context(context
);
4206 struct wined3d_context
*context_acquire(const struct wined3d_device
*device
,
4207 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4209 struct wined3d_context
*current_context
= context_get_current();
4210 struct wined3d_context
*context
;
4211 BOOL swapchain_texture
;
4213 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device
, texture
, sub_resource_idx
);
4215 wined3d_from_cs(device
->cs
);
4217 if (current_context
&& current_context
->destroyed
)
4218 current_context
= NULL
;
4220 swapchain_texture
= texture
&& texture
->swapchain
;
4224 && current_context
->current_rt
.texture
4225 && current_context
->device
== device
)
4227 texture
= current_context
->current_rt
.texture
;
4228 sub_resource_idx
= current_context
->current_rt
.sub_resource_idx
;
4232 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
4234 if (swapchain
->back_buffers
)
4235 texture
= swapchain
->back_buffers
[0];
4237 texture
= swapchain
->front_buffer
;
4238 sub_resource_idx
= 0;
4242 if (current_context
&& current_context
->current_rt
.texture
== texture
)
4244 context
= current_context
;
4246 else if (swapchain_texture
)
4248 TRACE("Rendering onscreen.\n");
4250 context
= swapchain_get_context(texture
->swapchain
);
4254 TRACE("Rendering offscreen.\n");
4256 /* Stay with the current context if possible. Otherwise use the
4257 * context for the primary swapchain. */
4258 if (current_context
&& current_context
->device
== device
)
4259 context
= current_context
;
4261 context
= swapchain_get_context(device
->swapchains
[0]);
4264 context_activate(context
, texture
, sub_resource_idx
);
4269 struct wined3d_context
*context_reacquire(const struct wined3d_device
*device
,
4270 struct wined3d_context
*context
)
4272 struct wined3d_context
*acquired_context
;
4274 wined3d_from_cs(device
->cs
);
4276 if (!context
|| context
->tid
!= GetCurrentThreadId())
4279 if (context
->current_rt
.texture
)
4281 context_activate(context
, context
->current_rt
.texture
, context
->current_rt
.sub_resource_idx
);
4285 acquired_context
= context_acquire(device
, NULL
, 0);
4286 if (acquired_context
!= context
)
4287 ERR("Acquired context %p instead of %p.\n", acquired_context
, context
);
4288 return acquired_context
;
4291 void dispatch_compute(struct wined3d_device
*device
, const struct wined3d_state
*state
,
4292 const struct wined3d_dispatch_parameters
*parameters
)
4294 const struct wined3d_gl_info
*gl_info
;
4295 struct wined3d_context
*context
;
4297 context
= context_acquire(device
, NULL
, 0);
4298 if (!context
->valid
)
4300 context_release(context
);
4301 WARN("Invalid context, skipping dispatch.\n");
4304 gl_info
= context
->gl_info
;
4306 if (!gl_info
->supported
[ARB_COMPUTE_SHADER
])
4308 context_release(context
);
4309 FIXME("OpenGL implementation does not support compute shaders.\n");
4313 if (parameters
->indirect
)
4314 wined3d_buffer_load(parameters
->u
.indirect
.buffer
, context
, state
);
4316 context_apply_compute_state(context
, device
, state
);
4318 if (!state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
])
4320 context_release(context
);
4321 WARN("No compute shader bound, skipping dispatch.\n");
4325 if (parameters
->indirect
)
4327 const struct wined3d_indirect_dispatch_parameters
*indirect
= ¶meters
->u
.indirect
;
4328 struct wined3d_buffer
*buffer
= indirect
->buffer
;
4330 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER
, buffer
->buffer_object
));
4331 GL_EXTCALL(glDispatchComputeIndirect((GLintptr
)indirect
->offset
));
4332 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER
, 0));
4336 const struct wined3d_direct_dispatch_parameters
*direct
= ¶meters
->u
.direct
;
4337 GL_EXTCALL(glDispatchCompute(direct
->group_count_x
, direct
->group_count_y
, direct
->group_count_z
));
4339 checkGLcall("dispatch compute");
4341 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS
));
4342 checkGLcall("glMemoryBarrier");
4344 if (wined3d_settings
.strict_draw_ordering
)
4345 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
4347 context_release(context
);
4350 /* Context activation is done by the caller. */
4351 static void draw_primitive_arrays(struct wined3d_context
*context
, const struct wined3d_state
*state
,
4352 const void *idx_data
, unsigned int idx_size
, int base_vertex_idx
, unsigned int start_idx
,
4353 unsigned int count
, unsigned int start_instance
, unsigned int instance_count
)
4355 const struct wined3d_ffp_attrib_ops
*ops
= &context
->d3d_info
->ffp_attrib_ops
;
4356 GLenum idx_type
= idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
4357 const struct wined3d_stream_info
*si
= &context
->stream_info
;
4358 unsigned int instanced_elements
[ARRAY_SIZE(si
->elements
)];
4359 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4360 unsigned int instanced_element_count
= 0;
4361 GLenum mode
= state
->gl_primitive_type
;
4362 const void *indices
;
4365 indices
= (const char *)idx_data
+ idx_size
* start_idx
;
4367 if (!instance_count
)
4371 gl_info
->gl_ops
.gl
.p_glDrawArrays(mode
, start_idx
, count
);
4372 checkGLcall("glDrawArrays");
4376 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4378 GL_EXTCALL(glDrawElementsBaseVertex(mode
, count
, idx_type
, indices
, base_vertex_idx
));
4379 checkGLcall("glDrawElementsBaseVertex");
4383 gl_info
->gl_ops
.gl
.p_glDrawElements(mode
, count
, idx_type
, indices
);
4384 checkGLcall("glDrawElements");
4388 if (start_instance
&& !(gl_info
->supported
[ARB_BASE_INSTANCE
] && gl_info
->supported
[ARB_INSTANCED_ARRAYS
]))
4389 FIXME("Start instance (%u) not supported.\n", start_instance
);
4391 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4395 if (gl_info
->supported
[ARB_BASE_INSTANCE
])
4397 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode
, start_idx
, count
, instance_count
, start_instance
));
4398 checkGLcall("glDrawArraysInstancedBaseInstance");
4402 GL_EXTCALL(glDrawArraysInstanced(mode
, start_idx
, count
, instance_count
));
4403 checkGLcall("glDrawArraysInstanced");
4407 if (gl_info
->supported
[ARB_BASE_INSTANCE
])
4409 GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode
, count
, idx_type
,
4410 indices
, instance_count
, base_vertex_idx
, start_instance
));
4411 checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
4414 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4416 GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode
, count
, idx_type
,
4417 indices
, instance_count
, base_vertex_idx
));
4418 checkGLcall("glDrawElementsInstancedBaseVertex");
4422 GL_EXTCALL(glDrawElementsInstanced(mode
, count
, idx_type
, indices
, instance_count
));
4423 checkGLcall("glDrawElementsInstanced");
4427 /* Instancing emulation by mixing immediate mode and arrays. */
4429 /* This is a nasty thing. MSDN says no hardware supports this and
4430 * applications have to use software vertex processing. We don't support
4433 * Shouldn't be too hard to support with OpenGL, in theory just call
4434 * glDrawArrays() instead of drawElements(). But the stream fequency value
4435 * has a different meaning in that situation. */
4438 FIXME("Non-indexed instanced drawing is not supported.\n");
4442 for (i
= 0; i
< ARRAY_SIZE(si
->elements
); ++i
)
4444 if (!(si
->use_map
& (1u << i
)))
4447 if (state
->streams
[si
->elements
[i
].stream_idx
].flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
4448 instanced_elements
[instanced_element_count
++] = i
;
4451 for (i
= 0; i
< instance_count
; ++i
)
4453 /* Specify the instanced attributes using immediate mode calls. */
4454 for (j
= 0; j
< instanced_element_count
; ++j
)
4456 const struct wined3d_stream_info_element
*element
;
4457 unsigned int element_idx
;
4460 element_idx
= instanced_elements
[j
];
4461 element
= &si
->elements
[element_idx
];
4462 ptr
= element
->data
.addr
+ element
->stride
* i
;
4463 if (element
->data
.buffer_object
)
4464 ptr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(state
->streams
[element
->stream_idx
].buffer
, context
);
4465 ops
->generic
[element
->format
->emit_idx
](element_idx
, ptr
);
4468 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4470 GL_EXTCALL(glDrawElementsBaseVertex(mode
, count
, idx_type
, indices
, base_vertex_idx
));
4471 checkGLcall("glDrawElementsBaseVertex");
4475 gl_info
->gl_ops
.gl
.p_glDrawElements(mode
, count
, idx_type
, indices
);
4476 checkGLcall("glDrawElements");
4481 static unsigned int get_stride_idx(const void *idx_data
, unsigned int idx_size
,
4482 unsigned int base_vertex_idx
, unsigned int start_idx
, unsigned int vertex_idx
)
4485 return start_idx
+ vertex_idx
;
4487 return ((const WORD
*)idx_data
)[start_idx
+ vertex_idx
] + base_vertex_idx
;
4488 return ((const DWORD
*)idx_data
)[start_idx
+ vertex_idx
] + base_vertex_idx
;
4491 /* Context activation is done by the caller. */
4492 static void draw_primitive_immediate_mode(struct wined3d_context
*context
, const struct wined3d_state
*state
,
4493 const struct wined3d_stream_info
*si
, const void *idx_data
, unsigned int idx_size
,
4494 int base_vertex_idx
, unsigned int start_idx
, unsigned int vertex_count
, unsigned int instance_count
)
4496 const BYTE
*position
= NULL
, *normal
= NULL
, *diffuse
= NULL
, *specular
= NULL
;
4497 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
4498 unsigned int coord_idx
, stride_idx
, texture_idx
, vertex_idx
;
4499 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4500 const struct wined3d_stream_info_element
*element
;
4501 const BYTE
*tex_coords
[WINED3DDP_MAXTEXCOORD
];
4502 unsigned int texture_unit
, texture_stages
;
4503 const struct wined3d_ffp_attrib_ops
*ops
;
4504 unsigned int untracked_material_count
;
4505 unsigned int tex_mask
= 0;
4506 BOOL specular_fog
= FALSE
;
4507 BOOL ps
= use_ps(state
);
4510 static unsigned int once
;
4513 FIXME_(d3d_perf
)("Drawing using immediate mode.\n");
4515 WARN_(d3d_perf
)("Drawing using immediate mode.\n");
4517 if (!idx_size
&& idx_data
)
4518 ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
4521 FIXME("Instancing not implemented.\n");
4523 /* Immediate mode drawing can't make use of indices in a VBO - get the
4524 * data from the index buffer. */
4526 idx_data
= wined3d_buffer_load_sysmem(state
->index_buffer
, context
) + state
->index_offset
;
4528 ops
= &d3d_info
->ffp_attrib_ops
;
4530 gl_info
->gl_ops
.gl
.p_glBegin(state
->gl_primitive_type
);
4532 if (use_vs(state
) || d3d_info
->ffp_generic_attributes
)
4534 for (vertex_idx
= 0; vertex_idx
< vertex_count
; ++vertex_idx
)
4536 unsigned int use_map
= si
->use_map
;
4537 unsigned int element_idx
;
4539 stride_idx
= get_stride_idx(idx_data
, idx_size
, base_vertex_idx
, start_idx
, vertex_idx
);
4540 for (element_idx
= MAX_ATTRIBS
- 1; use_map
; use_map
&= ~(1u << element_idx
), --element_idx
)
4542 if (!(use_map
& 1u << element_idx
))
4545 ptr
= si
->elements
[element_idx
].data
.addr
+ si
->elements
[element_idx
].stride
* stride_idx
;
4546 ops
->generic
[si
->elements
[element_idx
].format
->emit_idx
](element_idx
, ptr
);
4550 gl_info
->gl_ops
.gl
.p_glEnd();
4554 if (si
->use_map
& (1u << WINED3D_FFP_POSITION
))
4555 position
= si
->elements
[WINED3D_FFP_POSITION
].data
.addr
;
4557 if (si
->use_map
& (1u << WINED3D_FFP_NORMAL
))
4558 normal
= si
->elements
[WINED3D_FFP_NORMAL
].data
.addr
;
4560 gl_info
->gl_ops
.gl
.p_glNormal3f(0.0f
, 0.0f
, 0.0f
);
4562 untracked_material_count
= context
->num_untracked_materials
;
4563 if (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
))
4565 element
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
4566 diffuse
= element
->data
.addr
;
4568 if (untracked_material_count
&& element
->format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4569 FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element
->format
->id
));
4573 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
4576 if (si
->use_map
& (1u << WINED3D_FFP_SPECULAR
))
4578 element
= &si
->elements
[WINED3D_FFP_SPECULAR
];
4579 specular
= element
->data
.addr
;
4581 /* Special case where the fog density is stored in the specular alpha channel. */
4582 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
4583 && (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
4584 || si
->elements
[WINED3D_FFP_POSITION
].format
->id
== WINED3DFMT_R32G32B32A32_FLOAT
)
4585 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
4587 if (gl_info
->supported
[EXT_FOG_COORD
])
4589 if (element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
4590 specular_fog
= TRUE
;
4592 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element
->format
->id
));
4596 static unsigned int once
;
4599 FIXME("Implement fog for transformed vertices in software.\n");
4603 else if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4605 GL_EXTCALL(glSecondaryColor3fEXT
)(0.0f
, 0.0f
, 0.0f
);
4608 texture_stages
= d3d_info
->limits
.ffp_blend_stages
;
4609 for (texture_idx
= 0; texture_idx
< texture_stages
; ++texture_idx
)
4611 if (!gl_info
->supported
[ARB_MULTITEXTURE
] && texture_idx
> 0)
4613 FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
4617 if (!ps
&& !state
->textures
[texture_idx
])
4620 texture_unit
= context
->tex_unit_map
[texture_idx
];
4621 if (texture_unit
== WINED3D_UNMAPPED_STAGE
)
4624 coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
4627 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx
, texture_idx
);
4631 if (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))
4633 tex_coords
[coord_idx
] = si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].data
.addr
;
4634 tex_mask
|= (1u << texture_idx
);
4638 TRACE("Setting default coordinates for texture %u.\n", texture_idx
);
4639 if (gl_info
->supported
[ARB_MULTITEXTURE
])
4640 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_unit
, 0.0f
, 0.0f
, 0.0f
, 1.0f
));
4642 gl_info
->gl_ops
.gl
.p_glTexCoord4f(0.0f
, 0.0f
, 0.0f
, 1.0f
);
4646 /* Blending data and point sizes are not supported by this function. They
4647 * are not supported by the fixed function pipeline at all. A FIXME for
4648 * them is printed after decoding the vertex declaration. */
4649 for (vertex_idx
= 0; vertex_idx
< vertex_count
; ++vertex_idx
)
4651 unsigned int tmp_tex_mask
;
4653 stride_idx
= get_stride_idx(idx_data
, idx_size
, base_vertex_idx
, start_idx
, vertex_idx
);
4657 ptr
= normal
+ stride_idx
* si
->elements
[WINED3D_FFP_NORMAL
].stride
;
4658 ops
->normal
[si
->elements
[WINED3D_FFP_NORMAL
].format
->emit_idx
](ptr
);
4663 ptr
= diffuse
+ stride_idx
* si
->elements
[WINED3D_FFP_DIFFUSE
].stride
;
4664 ops
->diffuse
[si
->elements
[WINED3D_FFP_DIFFUSE
].format
->emit_idx
](ptr
);
4666 if (untracked_material_count
)
4668 struct wined3d_color color
;
4671 wined3d_color_from_d3dcolor(&color
, *(const DWORD
*)ptr
);
4672 for (i
= 0; i
< untracked_material_count
; ++i
)
4674 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, context
->untracked_materials
[i
], &color
.r
);
4681 ptr
= specular
+ stride_idx
* si
->elements
[WINED3D_FFP_SPECULAR
].stride
;
4682 ops
->specular
[si
->elements
[WINED3D_FFP_SPECULAR
].format
->emit_idx
](ptr
);
4685 GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD
*)ptr
>> 24)));
4688 tmp_tex_mask
= tex_mask
;
4689 for (texture_idx
= 0; tmp_tex_mask
; tmp_tex_mask
>>= 1, ++texture_idx
)
4691 if (!(tmp_tex_mask
& 1))
4694 coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
4695 ptr
= tex_coords
[coord_idx
] + (stride_idx
* si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].stride
);
4696 ops
->texcoord
[si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format
->emit_idx
](
4697 GL_TEXTURE0_ARB
+ context
->tex_unit_map
[texture_idx
], ptr
);
4702 ptr
= position
+ stride_idx
* si
->elements
[WINED3D_FFP_POSITION
].stride
;
4703 ops
->position
[si
->elements
[WINED3D_FFP_POSITION
].format
->emit_idx
](ptr
);
4707 gl_info
->gl_ops
.gl
.p_glEnd();
4708 checkGLcall("draw immediate mode");
4711 static void draw_indirect(struct wined3d_context
*context
, const struct wined3d_state
*state
,
4712 const struct wined3d_indirect_draw_parameters
*parameters
, unsigned int idx_size
)
4714 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4715 struct wined3d_buffer
*buffer
= parameters
->buffer
;
4718 if (!gl_info
->supported
[ARB_DRAW_INDIRECT
])
4720 FIXME("OpenGL implementation does not support indirect draws.\n");
4724 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER
, buffer
->buffer_object
));
4726 offset
= (void *)(GLintptr
)parameters
->offset
;
4729 GLenum idx_type
= idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
4730 if (state
->index_offset
)
4731 FIXME("Ignoring index offset %u.\n", state
->index_offset
);
4732 GL_EXTCALL(glDrawElementsIndirect(state
->gl_primitive_type
, idx_type
, offset
));
4736 GL_EXTCALL(glDrawArraysIndirect(state
->gl_primitive_type
, offset
));
4739 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER
, 0));
4741 checkGLcall("draw indirect");
4744 static void remove_vbos(struct wined3d_context
*context
,
4745 const struct wined3d_state
*state
, struct wined3d_stream_info
*s
)
4749 for (i
= 0; i
< ARRAY_SIZE(s
->elements
); ++i
)
4751 struct wined3d_stream_info_element
*e
;
4753 if (!(s
->use_map
& (1u << i
)))
4756 e
= &s
->elements
[i
];
4757 if (e
->data
.buffer_object
)
4759 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
4760 e
->data
.buffer_object
= 0;
4761 e
->data
.addr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(vb
, context
);
4766 static GLenum
gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
4768 GLenum gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
4769 switch (gl_primitive_type
)
4775 case GL_LINE_STRIP_ADJACENCY
:
4776 case GL_LINES_ADJACENCY
:
4780 case GL_TRIANGLE_FAN
:
4781 case GL_TRIANGLE_STRIP
:
4782 case GL_TRIANGLE_STRIP_ADJACENCY
:
4783 case GL_TRIANGLES_ADJACENCY
:
4785 return GL_TRIANGLES
;
4788 return gl_primitive_type
;
4792 /* Routine common to the draw primitive and draw indexed primitive routines */
4793 void draw_primitive(struct wined3d_device
*device
, const struct wined3d_state
*state
,
4794 const struct wined3d_draw_parameters
*parameters
)
4796 BOOL emulation
= FALSE
, rasterizer_discard
= FALSE
;
4797 const struct wined3d_fb_state
*fb
= state
->fb
;
4798 const struct wined3d_stream_info
*stream_info
;
4799 struct wined3d_rendertarget_view
*dsv
, *rtv
;
4800 struct wined3d_stream_info si_emulated
;
4801 struct wined3d_fence
*ib_fence
= NULL
;
4802 const struct wined3d_gl_info
*gl_info
;
4803 struct wined3d_context
*context
;
4804 unsigned int i
, idx_size
= 0;
4805 const void *idx_data
= NULL
;
4807 if (!parameters
->indirect
&& !parameters
->u
.direct
.index_count
)
4810 if (!(rtv
= fb
->render_targets
[0]))
4811 rtv
= fb
->depth_stencil
;
4813 context
= context_acquire(device
, wined3d_texture_from_resource(rtv
->resource
), rtv
->sub_resource_idx
);
4815 context
= context_acquire(device
, NULL
, 0);
4816 if (!context
->valid
)
4818 context_release(context
);
4819 WARN("Invalid context, skipping draw.\n");
4822 gl_info
= context
->gl_info
;
4824 if (!use_transform_feedback(state
))
4825 context_pause_transform_feedback(context
, TRUE
);
4827 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
4829 if (!(rtv
= fb
->render_targets
[i
]) || rtv
->format
->id
== WINED3DFMT_NULL
)
4832 if (state
->render_states
[WINED3D_RS_COLORWRITEENABLE
])
4834 wined3d_rendertarget_view_load_location(rtv
, context
, rtv
->resource
->draw_binding
);
4835 wined3d_rendertarget_view_invalidate_location(rtv
, ~rtv
->resource
->draw_binding
);
4839 wined3d_rendertarget_view_prepare_location(rtv
, context
, rtv
->resource
->draw_binding
);
4843 if ((dsv
= fb
->depth_stencil
))
4845 /* Note that this depends on the context_acquire() call above to set
4846 * context->render_offscreen properly. We don't currently take the
4847 * Z-compare function into account, but we could skip loading the
4848 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
4849 * that we never copy the stencil data.*/
4850 DWORD location
= context
->render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
4852 if (state
->render_states
[WINED3D_RS_ZWRITEENABLE
] || state
->render_states
[WINED3D_RS_ZENABLE
])
4853 wined3d_rendertarget_view_load_location(dsv
, context
, location
);
4855 wined3d_rendertarget_view_prepare_location(dsv
, context
, location
);
4858 if (parameters
->indirect
)
4859 wined3d_buffer_load(parameters
->u
.indirect
.buffer
, context
, state
);
4861 if (!context_apply_draw_state(context
, device
, state
))
4863 context_release(context
);
4864 WARN("Unable to apply draw state, skipping draw.\n");
4868 if (dsv
&& state
->render_states
[WINED3D_RS_ZWRITEENABLE
])
4870 DWORD location
= context
->render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
4872 wined3d_rendertarget_view_validate_location(dsv
, location
);
4873 wined3d_rendertarget_view_invalidate_location(dsv
, ~location
);
4876 stream_info
= &context
->stream_info
;
4878 if (parameters
->indexed
)
4880 struct wined3d_buffer
*index_buffer
= state
->index_buffer
;
4881 if (!index_buffer
->buffer_object
|| !stream_info
->all_vbo
)
4883 idx_data
= index_buffer
->resource
.heap_memory
;
4887 ib_fence
= index_buffer
->fence
;
4890 idx_data
= (const BYTE
*)idx_data
+ state
->index_offset
;
4892 if (state
->index_format
== WINED3DFMT_R16_UINT
)
4900 if (!stream_info
->position_transformed
&& context
->num_untracked_materials
4901 && state
->render_states
[WINED3D_RS_LIGHTING
])
4906 FIXME("Using software emulation because not all material properties could be tracked.\n");
4908 WARN_(d3d_perf
)("Using software emulation because not all material properties could be tracked.\n");
4911 else if (context
->fog_coord
&& state
->render_states
[WINED3D_RS_FOGENABLE
])
4915 /* Either write a pipeline replacement shader or convert the
4916 * specular alpha from unsigned byte to a float in the vertex
4919 FIXME("Using software emulation because manual fog coordinates are provided.\n");
4921 WARN_(d3d_perf
)("Using software emulation because manual fog coordinates are provided.\n");
4927 si_emulated
= context
->stream_info
;
4928 remove_vbos(context
, state
, &si_emulated
);
4929 stream_info
= &si_emulated
;
4933 if (use_transform_feedback(state
))
4935 const struct wined3d_shader
*shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
4937 if (is_rasterization_disabled(shader
))
4939 glEnable(GL_RASTERIZER_DISCARD
);
4940 checkGLcall("enable rasterizer discard");
4941 rasterizer_discard
= TRUE
;
4944 if (context
->transform_feedback_paused
)
4946 GL_EXTCALL(glResumeTransformFeedback());
4947 checkGLcall("glResumeTransformFeedback");
4948 context
->transform_feedback_paused
= 0;
4950 else if (!context
->transform_feedback_active
)
4952 GLenum mode
= gl_tfb_primitive_type_from_d3d(shader
->u
.gs
.output_type
);
4953 GL_EXTCALL(glBeginTransformFeedback(mode
));
4954 checkGLcall("glBeginTransformFeedback");
4955 context
->transform_feedback_active
= 1;
4959 if (state
->gl_primitive_type
== GL_PATCHES
)
4961 GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES
, state
->gl_patch_vertices
));
4962 checkGLcall("glPatchParameteri");
4965 if (parameters
->indirect
)
4967 if (!context
->use_immediate_mode_draw
&& !emulation
)
4968 draw_indirect(context
, state
, ¶meters
->u
.indirect
, idx_size
);
4970 FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
4974 unsigned int instance_count
= parameters
->u
.direct
.instance_count
;
4975 if (context
->instance_count
)
4976 instance_count
= context
->instance_count
;
4978 if (context
->use_immediate_mode_draw
|| emulation
)
4979 draw_primitive_immediate_mode(context
, state
, stream_info
, idx_data
,
4980 idx_size
, parameters
->u
.direct
.base_vertex_idx
,
4981 parameters
->u
.direct
.start_idx
, parameters
->u
.direct
.index_count
, instance_count
);
4983 draw_primitive_arrays(context
, state
, idx_data
, idx_size
, parameters
->u
.direct
.base_vertex_idx
,
4984 parameters
->u
.direct
.start_idx
, parameters
->u
.direct
.index_count
,
4985 parameters
->u
.direct
.start_instance
, instance_count
);
4988 if (context
->uses_uavs
)
4990 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS
));
4991 checkGLcall("glMemoryBarrier");
4994 context_pause_transform_feedback(context
, FALSE
);
4996 if (rasterizer_discard
)
4998 glDisable(GL_RASTERIZER_DISCARD
);
4999 checkGLcall("disable rasterizer discard");
5003 wined3d_fence_issue(ib_fence
, device
);
5004 for (i
= 0; i
< context
->buffer_fence_count
; ++i
)
5005 wined3d_fence_issue(context
->buffer_fences
[i
], device
);
5007 if (wined3d_settings
.strict_draw_ordering
)
5008 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
5010 context_release(context
);