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"
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d_sync
);
36 #define WINED3D_MAX_FBO_ENTRIES 64
37 #define WINED3D_ALL_LAYERS (~0u)
39 static DWORD wined3d_context_tls_idx
;
41 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
42 * actually have the same values in GL and D3D. */
43 static GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
45 switch (primitive_type
)
47 case WINED3D_PT_POINTLIST
:
50 case WINED3D_PT_LINELIST
:
53 case WINED3D_PT_LINESTRIP
:
56 case WINED3D_PT_TRIANGLELIST
:
59 case WINED3D_PT_TRIANGLESTRIP
:
60 return GL_TRIANGLE_STRIP
;
62 case WINED3D_PT_TRIANGLEFAN
:
63 return GL_TRIANGLE_FAN
;
65 case WINED3D_PT_LINELIST_ADJ
:
66 return GL_LINES_ADJACENCY_ARB
;
68 case WINED3D_PT_LINESTRIP_ADJ
:
69 return GL_LINE_STRIP_ADJACENCY_ARB
;
71 case WINED3D_PT_TRIANGLELIST_ADJ
:
72 return GL_TRIANGLES_ADJACENCY_ARB
;
74 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
75 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
77 case WINED3D_PT_PATCH
:
81 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
82 case WINED3D_PT_UNDEFINED
:
87 /* FBO helper functions */
89 /* Context activation is done by the caller. */
90 static void wined3d_context_gl_bind_fbo(struct wined3d_context_gl
*context_gl
, GLenum target
, GLuint fbo
)
92 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
94 TRACE("context_gl %p, target %#x, fbo %u.\n", context_gl
, target
, fbo
);
98 case GL_READ_FRAMEBUFFER
:
99 if (context_gl
->fbo_read_binding
== fbo
)
101 context_gl
->fbo_read_binding
= fbo
;
104 case GL_DRAW_FRAMEBUFFER
:
105 if (context_gl
->fbo_draw_binding
== fbo
)
107 context_gl
->fbo_draw_binding
= fbo
;
111 if (context_gl
->fbo_read_binding
== fbo
112 && context_gl
->fbo_draw_binding
== fbo
)
114 context_gl
->fbo_read_binding
= fbo
;
115 context_gl
->fbo_draw_binding
= fbo
;
119 FIXME("Unhandled target %#x.\n", target
);
123 gl_info
->fbo_ops
.glBindFramebuffer(target
, fbo
);
124 checkGLcall("glBindFramebuffer()");
127 /* Context activation is done by the caller. */
128 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
132 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
134 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
135 checkGLcall("glFramebufferTexture2D()");
137 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
138 checkGLcall("glFramebufferTexture2D()");
140 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
141 checkGLcall("glFramebufferTexture2D()");
144 /* Context activation is done by the caller. */
145 static void wined3d_context_gl_destroy_fbo(struct wined3d_context_gl
*context_gl
, GLuint fbo
)
147 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
149 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, fbo
);
150 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
151 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
153 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
154 checkGLcall("glDeleteFramebuffers()");
157 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info
*gl_info
,
158 GLenum fbo_target
, DWORD flags
, GLuint rb
)
160 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
162 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
163 checkGLcall("glFramebufferRenderbuffer()");
166 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
168 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
169 checkGLcall("glFramebufferRenderbuffer()");
173 static void wined3d_context_gl_attach_gl_texture_fbo(struct wined3d_context_gl
*context_gl
,
174 GLenum fbo_target
, GLenum attachment
, const struct wined3d_fbo_resource
*resource
)
176 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
180 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
, GL_TEXTURE_2D
, 0, 0);
182 else if (resource
->layer
== WINED3D_ALL_LAYERS
)
184 if (!gl_info
->fbo_ops
.glFramebufferTexture
)
186 FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
190 gl_info
->fbo_ops
.glFramebufferTexture(fbo_target
, attachment
,
191 resource
->object
, resource
->level
);
193 else if (resource
->target
== GL_TEXTURE_1D_ARRAY
|| resource
->target
== GL_TEXTURE_2D_ARRAY
194 || resource
->target
== GL_TEXTURE_3D
)
196 if (!gl_info
->fbo_ops
.glFramebufferTextureLayer
)
198 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
202 gl_info
->fbo_ops
.glFramebufferTextureLayer(fbo_target
, attachment
,
203 resource
->object
, resource
->level
, resource
->layer
);
205 else if (resource
->target
== GL_TEXTURE_1D
)
207 gl_info
->fbo_ops
.glFramebufferTexture1D(fbo_target
, attachment
,
208 resource
->target
, resource
->object
, resource
->level
);
212 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
,
213 resource
->target
, resource
->object
, resource
->level
);
215 checkGLcall("attach texture to fbo");
218 /* Context activation is done by the caller. */
219 static void wined3d_context_gl_attach_depth_stencil_fbo(struct wined3d_context_gl
*context_gl
,
220 GLenum fbo_target
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
,
223 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
225 if (resource
->object
)
227 TRACE("Attach depth stencil %u.\n", resource
->object
);
231 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
232 flags
, resource
->object
);
236 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
237 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, resource
);
239 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
240 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, resource
);
243 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
))
244 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
246 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
))
247 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
251 TRACE("Attach depth stencil 0.\n");
253 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
254 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
258 /* Context activation is done by the caller. */
259 static void wined3d_context_gl_attach_surface_fbo(struct wined3d_context_gl
*context_gl
,
260 GLenum fbo_target
, unsigned int idx
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
)
262 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
264 TRACE("Attach GL object %u to %u.\n", resource
->object
, idx
);
266 if (resource
->object
)
270 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
271 GL_RENDERBUFFER
, resource
->object
);
272 checkGLcall("glFramebufferRenderbuffer()");
276 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, resource
);
281 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, NULL
);
285 static void context_dump_fbo_attachment(const struct wined3d_gl_info
*gl_info
, GLenum target
,
293 enum wined3d_gl_extension extension
;
297 {GL_TEXTURE_1D
, GL_TEXTURE_BINDING_1D
, "1d", WINED3D_GL_EXT_NONE
},
298 {GL_TEXTURE_1D_ARRAY
, GL_TEXTURE_BINDING_1D_ARRAY
, "1d-array", EXT_TEXTURE_ARRAY
},
299 {GL_TEXTURE_2D
, GL_TEXTURE_BINDING_2D
, "2d", WINED3D_GL_EXT_NONE
},
300 {GL_TEXTURE_RECTANGLE_ARB
, GL_TEXTURE_BINDING_RECTANGLE_ARB
, "rectangle", ARB_TEXTURE_RECTANGLE
},
301 {GL_TEXTURE_2D_ARRAY
, GL_TEXTURE_BINDING_2D_ARRAY
, "2d-array" , EXT_TEXTURE_ARRAY
},
302 {GL_TEXTURE_CUBE_MAP
, GL_TEXTURE_BINDING_CUBE_MAP
, "cube", ARB_TEXTURE_CUBE_MAP
},
303 {GL_TEXTURE_2D_MULTISAMPLE
, GL_TEXTURE_BINDING_2D_MULTISAMPLE
, "2d-ms", ARB_TEXTURE_MULTISAMPLE
},
304 {GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY
, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE
},
307 GLint type
, name
, samples
, width
, height
, old_texture
, level
, face
, fmt
, tex_target
;
308 const char *tex_type_str
= NULL
;
311 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
312 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
, &name
);
313 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
314 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
, &type
);
316 if (type
== GL_RENDERBUFFER
)
318 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, name
);
319 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_WIDTH
, &width
);
320 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_HEIGHT
, &height
);
321 if (gl_info
->limits
.samples
> 1)
322 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_SAMPLES
, &samples
);
325 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_INTERNAL_FORMAT
, &fmt
);
326 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
327 debug_fboattachment(attachment
), name
, width
, height
, samples
, fmt
);
329 else if (type
== GL_TEXTURE
)
331 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
332 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
, &level
);
333 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
334 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
, &face
);
336 if (gl_info
->gl_ops
.ext
.p_glGetTextureParameteriv
)
338 GL_EXTCALL(glGetTextureParameteriv(name
, GL_TEXTURE_TARGET
, &tex_target
));
340 for (i
= 0; i
< ARRAY_SIZE(texture_type
); ++i
)
342 if (texture_type
[i
].target
== tex_target
)
344 tex_type_str
= texture_type
[i
].str
;
348 if (i
== ARRAY_SIZE(texture_type
))
349 tex_type_str
= wine_dbg_sprintf("%#x", tex_target
);
353 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP
, &old_texture
);
354 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, name
);
356 tex_target
= GL_TEXTURE_CUBE_MAP
;
357 tex_type_str
= "cube";
361 for (i
= 0; i
< ARRAY_SIZE(texture_type
); ++i
)
363 if (!gl_info
->supported
[texture_type
[i
].extension
])
366 gl_info
->gl_ops
.gl
.p_glGetIntegerv(texture_type
[i
].binding
, &old_texture
);
367 while (gl_info
->gl_ops
.gl
.p_glGetError());
369 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, name
);
370 if (!gl_info
->gl_ops
.gl
.p_glGetError())
372 tex_target
= texture_type
[i
].target
;
373 tex_type_str
= texture_type
[i
].str
;
376 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, old_texture
);
381 FIXME("Cannot find type of texture %d.\n", name
);
386 if (gl_info
->gl_ops
.ext
.p_glGetTextureParameteriv
)
388 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
));
389 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_WIDTH
, &width
));
390 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_HEIGHT
, &height
));
391 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_SAMPLES
, &samples
));
395 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
);
396 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_WIDTH
, &width
);
397 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_HEIGHT
, &height
);
398 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
399 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_SAMPLES
, &samples
);
403 gl_info
->gl_ops
.gl
.p_glBindTexture(tex_target
, old_texture
);
406 FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
407 debug_fboattachment(attachment
), tex_type_str
, name
, width
, height
, samples
, fmt
);
409 else if (type
== GL_NONE
)
411 FIXME(" %s: NONE.\n", debug_fboattachment(attachment
));
415 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment
), type
);
418 checkGLcall("dump FBO attachment");
421 /* Context activation is done by the caller. */
422 void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl
*context_gl
, GLenum target
)
424 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
430 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
431 if (status
== GL_FRAMEBUFFER_COMPLETE
)
433 TRACE("FBO complete.\n");
439 FIXME("FBO status %s (%#x).\n", debug_fbostatus(status
), status
);
441 if (!context_gl
->current_fbo
)
443 ERR("FBO 0 is incomplete, driver bug?\n");
447 context_dump_fbo_attachment(gl_info
, target
, GL_DEPTH_ATTACHMENT
);
448 context_dump_fbo_attachment(gl_info
, target
, GL_STENCIL_ATTACHMENT
);
450 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
451 context_dump_fbo_attachment(gl_info
, target
, GL_COLOR_ATTACHMENT0
+ i
);
455 static inline DWORD
context_generate_rt_mask(GLenum buffer
)
457 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
458 return buffer
? (1u << 31) | buffer
: 0;
461 static inline DWORD
context_generate_rt_mask_from_resource(struct wined3d_resource
*resource
)
463 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
465 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
469 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource
));
472 static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct wined3d_context_gl
*context_gl
,
473 struct wined3d_fbo_entry_key
*key
, unsigned int idx
, const struct wined3d_rendertarget_info
*render_target
,
476 unsigned int sub_resource_idx
= render_target
->sub_resource_idx
;
477 struct wined3d_resource
*resource
= render_target
->resource
;
478 struct wined3d_texture_gl
*texture_gl
;
480 if (!resource
|| resource
->format
->id
== WINED3DFMT_NULL
|| resource
->type
== WINED3D_RTYPE_BUFFER
)
482 if (resource
&& resource
->type
== WINED3D_RTYPE_BUFFER
)
483 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
484 key
->objects
[idx
].object
= 0;
485 key
->objects
[idx
].target
= 0;
486 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
490 if (render_target
->gl_view
.name
)
492 key
->objects
[idx
].object
= render_target
->gl_view
.name
;
493 key
->objects
[idx
].target
= render_target
->gl_view
.target
;
494 key
->objects
[idx
].level
= 0;
495 key
->objects
[idx
].layer
= WINED3D_ALL_LAYERS
;
499 texture_gl
= wined3d_texture_gl(wined3d_texture_from_resource(resource
));
500 if (texture_gl
->current_renderbuffer
)
502 key
->objects
[idx
].object
= texture_gl
->current_renderbuffer
->id
;
503 key
->objects
[idx
].target
= 0;
504 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
505 key
->rb_namespace
|= 1 << idx
;
509 key
->objects
[idx
].target
= wined3d_texture_gl_get_sub_resource_target(texture_gl
, sub_resource_idx
);
510 key
->objects
[idx
].level
= sub_resource_idx
% texture_gl
->t
.level_count
;
511 key
->objects
[idx
].layer
= sub_resource_idx
/ texture_gl
->t
.level_count
;
513 if (render_target
->layer_count
!= 1)
514 key
->objects
[idx
].layer
= WINED3D_ALL_LAYERS
;
518 case WINED3D_LOCATION_TEXTURE_RGB
:
519 key
->objects
[idx
].object
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, FALSE
);
522 case WINED3D_LOCATION_TEXTURE_SRGB
:
523 key
->objects
[idx
].object
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, TRUE
);
526 case WINED3D_LOCATION_RB_MULTISAMPLE
:
527 key
->objects
[idx
].object
= texture_gl
->rb_multisample
;
528 key
->objects
[idx
].target
= 0;
529 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
530 key
->rb_namespace
|= 1 << idx
;
533 case WINED3D_LOCATION_RB_RESOLVED
:
534 key
->objects
[idx
].object
= texture_gl
->rb_resolved
;
535 key
->objects
[idx
].target
= 0;
536 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
537 key
->rb_namespace
|= 1 << idx
;
542 static void wined3d_context_gl_generate_fbo_key(const struct wined3d_context_gl
*context_gl
,
543 struct wined3d_fbo_entry_key
*key
, const struct wined3d_rendertarget_info
*render_targets
,
544 const struct wined3d_rendertarget_info
*depth_stencil
, DWORD color_location
, DWORD ds_location
)
546 unsigned int buffers
= context_gl
->gl_info
->limits
.buffers
;
549 key
->rb_namespace
= 0;
550 wined3d_context_gl_set_fbo_key_for_render_target(context_gl
, key
, 0, depth_stencil
, ds_location
);
552 for (i
= 0; i
< buffers
; ++i
)
553 wined3d_context_gl_set_fbo_key_for_render_target(context_gl
, key
, i
+ 1, &render_targets
[i
], color_location
);
555 memset(&key
->objects
[buffers
+ 1], 0, (ARRAY_SIZE(key
->objects
) - buffers
- 1) * sizeof(*key
->objects
));
558 static struct fbo_entry
*wined3d_context_gl_create_fbo_entry(const struct wined3d_context_gl
*context_gl
,
559 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
560 DWORD color_location
, DWORD ds_location
)
562 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
563 struct fbo_entry
*entry
;
565 entry
= heap_alloc(sizeof(*entry
));
566 wined3d_context_gl_generate_fbo_key(context_gl
, &entry
->key
,
567 render_targets
, depth_stencil
, color_location
, ds_location
);
569 if (depth_stencil
->resource
)
571 if (depth_stencil
->resource
->format
->depth_size
)
572 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
573 if (depth_stencil
->resource
->format
->stencil_size
)
574 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
576 entry
->rt_mask
= context_generate_rt_mask(GL_COLOR_ATTACHMENT0
);
577 gl_info
->fbo_ops
.glGenFramebuffers(1, &entry
->id
);
578 checkGLcall("glGenFramebuffers()");
579 TRACE("Created FBO %u.\n", entry
->id
);
584 /* Context activation is done by the caller. */
585 static void wined3d_context_gl_reuse_fbo_entry(struct wined3d_context_gl
*context_gl
, GLenum target
,
586 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
587 DWORD color_location
, DWORD ds_location
, struct fbo_entry
*entry
)
589 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
591 wined3d_context_gl_bind_fbo(context_gl
, target
, entry
->id
);
592 context_clean_fbo_attachments(gl_info
, target
);
594 wined3d_context_gl_generate_fbo_key(context_gl
, &entry
->key
,
595 render_targets
, depth_stencil
, color_location
, ds_location
);
597 if (depth_stencil
->resource
)
599 if (depth_stencil
->resource
->format
->depth_size
)
600 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
601 if (depth_stencil
->resource
->format
->stencil_size
)
602 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
606 /* Context activation is done by the caller. */
607 static void wined3d_context_gl_destroy_fbo_entry(struct wined3d_context_gl
*context_gl
, struct fbo_entry
*entry
)
611 TRACE("Destroy FBO %u.\n", entry
->id
);
612 wined3d_context_gl_destroy_fbo(context_gl
, entry
->id
);
614 --context_gl
->fbo_entry_count
;
615 list_remove(&entry
->entry
);
619 /* Context activation is done by the caller. */
620 static struct fbo_entry
*wined3d_context_gl_find_fbo_entry(struct wined3d_context_gl
*context_gl
, GLenum target
,
621 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
622 DWORD color_location
, DWORD ds_location
)
624 static const struct wined3d_rendertarget_info ds_null
= {{0}};
625 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
626 struct wined3d_texture
*rt_texture
, *ds_texture
;
627 struct wined3d_fbo_entry_key fbo_key
;
628 unsigned int i
, ds_level
, rt_level
;
629 struct fbo_entry
*entry
;
631 if (depth_stencil
->resource
&& depth_stencil
->resource
->type
!= WINED3D_RTYPE_BUFFER
632 && render_targets
[0].resource
&& render_targets
[0].resource
->type
!= WINED3D_RTYPE_BUFFER
633 && render_targets
[0].resource
->format
->id
!= WINED3DFMT_NULL
)
635 rt_texture
= wined3d_texture_from_resource(render_targets
[0].resource
);
636 rt_level
= render_targets
[0].sub_resource_idx
% rt_texture
->level_count
;
637 ds_texture
= wined3d_texture_from_resource(depth_stencil
->resource
);
638 ds_level
= depth_stencil
->sub_resource_idx
% ds_texture
->level_count
;
640 if (wined3d_texture_get_level_width(ds_texture
, ds_level
)
641 < wined3d_texture_get_level_width(rt_texture
, rt_level
)
642 || wined3d_texture_get_level_height(ds_texture
, ds_level
)
643 < wined3d_texture_get_level_height(rt_texture
, rt_level
))
645 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
646 depth_stencil
= &ds_null
;
648 else if (ds_texture
->resource
.multisample_type
!= rt_texture
->resource
.multisample_type
649 || (ds_texture
->resource
.multisample_type
650 && ds_texture
->resource
.multisample_quality
!= rt_texture
->resource
.multisample_quality
))
652 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
653 rt_texture
->resource
.multisample_type
, rt_texture
->resource
.multisample_quality
,
654 ds_texture
->resource
.multisample_type
, ds_texture
->resource
.multisample_quality
);
655 depth_stencil
= &ds_null
;
657 else if (depth_stencil
->resource
->type
== WINED3D_RTYPE_TEXTURE_2D
)
659 wined3d_texture_gl_set_compatible_renderbuffer(wined3d_texture_gl(ds_texture
),
660 context_gl
, ds_level
, &render_targets
[0]);
664 wined3d_context_gl_generate_fbo_key(context_gl
, &fbo_key
,
665 render_targets
, depth_stencil
, color_location
, ds_location
);
669 struct wined3d_resource
*resource
;
670 unsigned int width
, height
;
671 const char *resource_type
;
673 TRACE("Dumping FBO attachments:\n");
674 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
676 if ((resource
= render_targets
[i
].resource
))
678 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
680 width
= resource
->size
;
682 resource_type
= "buffer";
686 rt_texture
= wined3d_texture_from_resource(resource
);
687 rt_level
= render_targets
[i
].sub_resource_idx
% rt_texture
->level_count
;
688 width
= wined3d_texture_get_level_pow2_width(rt_texture
, rt_level
);
689 height
= wined3d_texture_get_level_pow2_height(rt_texture
, rt_level
);
690 resource_type
= "texture";
693 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
694 i
, resource
, render_targets
[i
].sub_resource_idx
, debug_d3dformat(resource
->format
->id
),
695 fbo_key
.rb_namespace
& (1 << (i
+ 1)) ? "renderbuffer" : resource_type
,
696 fbo_key
.objects
[i
+ 1].object
, width
, height
, resource
->multisample_type
);
699 if ((resource
= depth_stencil
->resource
))
701 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
703 width
= resource
->size
;
705 resource_type
= "buffer";
709 ds_texture
= wined3d_texture_from_resource(resource
);
710 ds_level
= depth_stencil
->sub_resource_idx
% ds_texture
->level_count
;
711 width
= wined3d_texture_get_level_pow2_width(ds_texture
, ds_level
);
712 height
= wined3d_texture_get_level_pow2_height(ds_texture
, ds_level
);
713 resource_type
= "texture";
716 TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
717 resource
, depth_stencil
->sub_resource_idx
, debug_d3dformat(resource
->format
->id
),
718 fbo_key
.rb_namespace
& (1 << 0) ? "renderbuffer" : resource_type
,
719 fbo_key
.objects
[0].object
, width
, height
, resource
->multisample_type
);
723 LIST_FOR_EACH_ENTRY(entry
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
725 if (memcmp(&fbo_key
, &entry
->key
, sizeof(fbo_key
)))
728 list_remove(&entry
->entry
);
729 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
733 if (context_gl
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
735 entry
= wined3d_context_gl_create_fbo_entry(context_gl
,
736 render_targets
, depth_stencil
, color_location
, ds_location
);
737 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
738 ++context_gl
->fbo_entry_count
;
742 entry
= LIST_ENTRY(list_tail(&context_gl
->fbo_list
), struct fbo_entry
, entry
);
743 wined3d_context_gl_reuse_fbo_entry(context_gl
, target
, render_targets
,
744 depth_stencil
, color_location
, ds_location
, entry
);
745 list_remove(&entry
->entry
);
746 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
752 /* Context activation is done by the caller. */
753 static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl
*context_gl
,
754 GLenum target
, struct fbo_entry
*entry
)
756 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
757 GLuint read_binding
, draw_binding
;
760 if (entry
->flags
& WINED3D_FBO_ENTRY_FLAG_ATTACHED
)
762 wined3d_context_gl_bind_fbo(context_gl
, target
, entry
->id
);
766 read_binding
= context_gl
->fbo_read_binding
;
767 draw_binding
= context_gl
->fbo_draw_binding
;
768 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, entry
->id
);
770 if (gl_info
->supported
[ARB_FRAMEBUFFER_NO_ATTACHMENTS
])
772 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
,
773 GL_FRAMEBUFFER_DEFAULT_WIDTH
, gl_info
->limits
.framebuffer_width
));
774 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
,
775 GL_FRAMEBUFFER_DEFAULT_HEIGHT
, gl_info
->limits
.framebuffer_height
));
776 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
, GL_FRAMEBUFFER_DEFAULT_LAYERS
, 1));
777 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
, GL_FRAMEBUFFER_DEFAULT_SAMPLES
, 1));
780 /* Apply render targets */
781 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
783 wined3d_context_gl_attach_surface_fbo(context_gl
, target
, i
,
784 &entry
->key
.objects
[i
+ 1], entry
->key
.rb_namespace
& (1 << (i
+ 1)));
787 wined3d_context_gl_attach_depth_stencil_fbo(context_gl
, target
,
788 &entry
->key
.objects
[0], entry
->key
.rb_namespace
& 0x1, entry
->flags
);
790 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
791 * GL contexts requirements. */
792 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_NONE
);
793 wined3d_context_gl_set_draw_buffer(context_gl
, GL_NONE
);
794 if (target
!= GL_FRAMEBUFFER
)
796 if (target
== GL_READ_FRAMEBUFFER
)
797 wined3d_context_gl_bind_fbo(context_gl
, GL_DRAW_FRAMEBUFFER
, draw_binding
);
799 wined3d_context_gl_bind_fbo(context_gl
, GL_READ_FRAMEBUFFER
, read_binding
);
802 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_ATTACHED
;
805 /* Context activation is done by the caller. */
806 static void wined3d_context_gl_apply_fbo_state(struct wined3d_context_gl
*context_gl
, GLenum target
,
807 const struct wined3d_rendertarget_info
*render_targets
,
808 const struct wined3d_rendertarget_info
*depth_stencil
, DWORD color_location
, DWORD ds_location
)
810 struct fbo_entry
*entry
, *entry2
;
812 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_destroy_list
, struct fbo_entry
, entry
)
814 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
817 if (context_gl
->rebind_fbo
)
819 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
820 context_gl
->rebind_fbo
= FALSE
;
823 if (color_location
== WINED3D_LOCATION_DRAWABLE
)
825 context_gl
->current_fbo
= NULL
;
826 wined3d_context_gl_bind_fbo(context_gl
, target
, 0);
830 context_gl
->current_fbo
= wined3d_context_gl_find_fbo_entry(context_gl
,
831 target
, render_targets
, depth_stencil
, color_location
, ds_location
);
832 wined3d_context_gl_apply_fbo_entry(context_gl
, target
, context_gl
->current_fbo
);
836 /* Context activation is done by the caller. */
837 void wined3d_context_gl_apply_fbo_state_blit(struct wined3d_context_gl
*context_gl
, GLenum target
,
838 struct wined3d_resource
*rt
, unsigned int rt_sub_resource_idx
,
839 struct wined3d_resource
*ds
, unsigned int ds_sub_resource_idx
, DWORD location
)
841 struct wined3d_rendertarget_info ds_info
= {{0}};
843 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
846 context_gl
->blit_targets
[0].resource
= rt
;
847 context_gl
->blit_targets
[0].sub_resource_idx
= rt_sub_resource_idx
;
848 context_gl
->blit_targets
[0].layer_count
= 1;
853 ds_info
.resource
= ds
;
854 ds_info
.sub_resource_idx
= ds_sub_resource_idx
;
855 ds_info
.layer_count
= 1;
858 wined3d_context_gl_apply_fbo_state(context_gl
, target
, context_gl
->blit_targets
, &ds_info
, location
, location
);
861 /* Context activation is done by the caller. */
862 void wined3d_context_gl_alloc_occlusion_query(struct wined3d_context_gl
*context_gl
,
863 struct wined3d_occlusion_query
*query
)
865 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
867 if (context_gl
->free_occlusion_query_count
)
869 query
->id
= context_gl
->free_occlusion_queries
[--context_gl
->free_occlusion_query_count
];
873 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
875 GL_EXTCALL(glGenQueries(1, &query
->id
));
876 checkGLcall("glGenQueries");
878 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context_gl
);
882 WARN("Occlusion queries not supported, not allocating query id.\n");
887 query
->context_gl
= context_gl
;
888 list_add_head(&context_gl
->occlusion_queries
, &query
->entry
);
891 void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query
*query
)
893 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
895 list_remove(&query
->entry
);
896 query
->context_gl
= NULL
;
898 if (!wined3d_array_reserve((void **)&context_gl
->free_occlusion_queries
,
899 &context_gl
->free_occlusion_query_size
, context_gl
->free_occlusion_query_count
+ 1,
900 sizeof(*context_gl
->free_occlusion_queries
)))
902 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context_gl
);
906 context_gl
->free_occlusion_queries
[context_gl
->free_occlusion_query_count
++] = query
->id
;
909 /* Context activation is done by the caller. */
910 void wined3d_context_gl_alloc_fence(struct wined3d_context_gl
*context_gl
, struct wined3d_fence
*fence
)
912 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
914 if (context_gl
->free_fence_count
)
916 fence
->object
= context_gl
->free_fences
[--context_gl
->free_fence_count
];
920 if (gl_info
->supported
[ARB_SYNC
])
922 /* Using ARB_sync, not much to do here. */
923 fence
->object
.sync
= NULL
;
924 TRACE("Allocated sync object in context %p.\n", context_gl
);
926 else if (gl_info
->supported
[APPLE_FENCE
])
928 GL_EXTCALL(glGenFencesAPPLE(1, &fence
->object
.id
));
929 checkGLcall("glGenFencesAPPLE");
931 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context_gl
);
933 else if(gl_info
->supported
[NV_FENCE
])
935 GL_EXTCALL(glGenFencesNV(1, &fence
->object
.id
));
936 checkGLcall("glGenFencesNV");
938 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context_gl
);
942 WARN("Fences not supported, not allocating fence.\n");
943 fence
->object
.id
= 0;
947 fence
->context_gl
= context_gl
;
948 list_add_head(&context_gl
->fences
, &fence
->entry
);
951 void wined3d_context_gl_free_fence(struct wined3d_fence
*fence
)
953 struct wined3d_context_gl
*context_gl
= fence
->context_gl
;
955 list_remove(&fence
->entry
);
956 fence
->context_gl
= NULL
;
958 if (!wined3d_array_reserve((void **)&context_gl
->free_fences
,
959 &context_gl
->free_fence_size
, context_gl
->free_fence_count
+ 1,
960 sizeof(*context_gl
->free_fences
)))
962 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence
->object
.id
, context_gl
);
966 context_gl
->free_fences
[context_gl
->free_fence_count
++] = fence
->object
;
969 /* Context activation is done by the caller. */
970 void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl
*context_gl
,
971 struct wined3d_timestamp_query
*query
)
973 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
975 if (context_gl
->free_timestamp_query_count
)
977 query
->id
= context_gl
->free_timestamp_queries
[--context_gl
->free_timestamp_query_count
];
981 GL_EXTCALL(glGenQueries(1, &query
->id
));
982 checkGLcall("glGenQueries");
984 TRACE("Allocated timestamp query %u in context %p.\n", query
->id
, context_gl
);
987 query
->context_gl
= context_gl
;
988 list_add_head(&context_gl
->timestamp_queries
, &query
->entry
);
991 void wined3d_context_gl_free_timestamp_query(struct wined3d_timestamp_query
*query
)
993 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
995 list_remove(&query
->entry
);
996 query
->context_gl
= NULL
;
998 if (!wined3d_array_reserve((void **)&context_gl
->free_timestamp_queries
,
999 &context_gl
->free_timestamp_query_size
, context_gl
->free_timestamp_query_count
+ 1,
1000 sizeof(*context_gl
->free_timestamp_queries
)))
1002 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context_gl
);
1006 context_gl
->free_timestamp_queries
[context_gl
->free_timestamp_query_count
++] = query
->id
;
1009 void wined3d_context_gl_alloc_so_statistics_query(struct wined3d_context_gl
*context_gl
,
1010 struct wined3d_so_statistics_query
*query
)
1012 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1014 if (context_gl
->free_so_statistics_query_count
)
1016 query
->u
= context_gl
->free_so_statistics_queries
[--context_gl
->free_so_statistics_query_count
];
1020 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
1021 checkGLcall("glGenQueries");
1023 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
1024 query
->u
.id
[0], query
->u
.id
[1], context_gl
);
1027 query
->context_gl
= context_gl
;
1028 list_add_head(&context_gl
->so_statistics_queries
, &query
->entry
);
1031 void wined3d_context_gl_free_so_statistics_query(struct wined3d_so_statistics_query
*query
)
1033 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
1035 list_remove(&query
->entry
);
1036 query
->context_gl
= NULL
;
1038 if (!wined3d_array_reserve((void **)&context_gl
->free_so_statistics_queries
,
1039 &context_gl
->free_so_statistics_query_size
, context_gl
->free_so_statistics_query_count
+ 1,
1040 sizeof(*context_gl
->free_so_statistics_queries
)))
1042 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
1043 query
->u
.id
[0], query
->u
.id
[1], context_gl
);
1047 context_gl
->free_so_statistics_queries
[context_gl
->free_so_statistics_query_count
++] = query
->u
;
1050 void wined3d_context_gl_alloc_pipeline_statistics_query(struct wined3d_context_gl
*context_gl
,
1051 struct wined3d_pipeline_statistics_query
*query
)
1053 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1055 if (context_gl
->free_pipeline_statistics_query_count
)
1057 query
->u
= context_gl
->free_pipeline_statistics_queries
[--context_gl
->free_pipeline_statistics_query_count
];
1061 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
1062 checkGLcall("glGenQueries");
1065 query
->context_gl
= context_gl
;
1066 list_add_head(&context_gl
->pipeline_statistics_queries
, &query
->entry
);
1069 void wined3d_context_gl_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query
*query
)
1071 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
1073 list_remove(&query
->entry
);
1074 query
->context_gl
= NULL
;
1076 if (!wined3d_array_reserve((void **)&context_gl
->free_pipeline_statistics_queries
,
1077 &context_gl
->free_pipeline_statistics_query_size
, context_gl
->free_pipeline_statistics_query_count
+ 1,
1078 sizeof(*context_gl
->free_pipeline_statistics_queries
)))
1080 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context_gl
);
1084 context_gl
->free_pipeline_statistics_queries
[context_gl
->free_pipeline_statistics_query_count
++] = query
->u
;
1087 typedef void (context_fbo_entry_func_t
)(struct wined3d_context_gl
*context_gl
, struct fbo_entry
*entry
);
1089 static void wined3d_context_gl_enum_fbo_entries(const struct wined3d_device
*device
,
1090 GLuint name
, BOOL rb_namespace
, context_fbo_entry_func_t
*callback
)
1094 for (i
= 0; i
< device
->context_count
; ++i
)
1096 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(device
->contexts
[i
]);
1097 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1098 struct fbo_entry
*entry
, *entry2
;
1100 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
1102 for (j
= 0; j
< gl_info
->limits
.buffers
+ 1; ++j
)
1104 if (entry
->key
.objects
[j
].object
== name
1105 && !(entry
->key
.rb_namespace
& (1 << j
)) == !rb_namespace
)
1107 callback(context_gl
, entry
);
1115 static void wined3d_context_gl_queue_fbo_entry_destruction(struct wined3d_context_gl
*context_gl
,
1116 struct fbo_entry
*entry
)
1118 list_remove(&entry
->entry
);
1119 list_add_head(&context_gl
->fbo_destroy_list
, &entry
->entry
);
1122 void context_gl_resource_released(struct wined3d_device
*device
, GLuint name
, BOOL rb_namespace
)
1124 wined3d_context_gl_enum_fbo_entries(device
, name
, rb_namespace
,
1125 wined3d_context_gl_queue_fbo_entry_destruction
);
1128 void wined3d_context_gl_texture_update(struct wined3d_context_gl
*context_gl
,
1129 const struct wined3d_texture_gl
*texture_gl
)
1131 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1132 struct fbo_entry
*entry
= context_gl
->current_fbo
;
1135 if (!entry
|| context_gl
->rebind_fbo
)
1138 for (i
= 0; i
< gl_info
->limits
.buffers
+ 1; ++i
)
1140 if (texture_gl
->texture_rgb
.name
== entry
->key
.objects
[i
].object
1141 || texture_gl
->texture_srgb
.name
== entry
->key
.objects
[i
].object
)
1143 TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture_gl
, i
);
1144 context_gl
->rebind_fbo
= TRUE
;
1150 static BOOL
wined3d_context_gl_restore_pixel_format(struct wined3d_context_gl
*context_gl
)
1152 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1155 if (context_gl
->restore_pf
&& IsWindow(context_gl
->restore_pf_win
))
1157 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1159 HDC dc
= GetDCEx(context_gl
->restore_pf_win
, 0, DCX_USESTYLE
| DCX_CACHE
);
1162 if (!(ret
= GL_EXTCALL(wglSetPixelFormatWINE(dc
, context_gl
->restore_pf
))))
1164 ERR("Failed to restore pixel format %d on window %p.\n",
1165 context_gl
->restore_pf
, context_gl
->restore_pf_win
);
1167 ReleaseDC(context_gl
->restore_pf_win
, dc
);
1172 ERR("Unable to restore pixel format %d on window %p.\n",
1173 context_gl
->restore_pf
, context_gl
->restore_pf_win
);
1177 context_gl
->restore_pf
= 0;
1178 context_gl
->restore_pf_win
= NULL
;
1182 static BOOL
wined3d_context_gl_set_pixel_format(struct wined3d_context_gl
*context_gl
)
1184 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1185 BOOL
private = context_gl
->dc_is_private
;
1186 int format
= context_gl
->pixel_format
;
1187 HDC dc
= context_gl
->dc
;
1191 if (private && context_gl
->dc_has_format
)
1194 if (!private && WindowFromDC(dc
) != context_gl
->window
)
1197 current
= gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(dc
);
1198 if (current
== format
) goto success
;
1200 /* By default WGL doesn't allow pixel format adjustments but we need it
1201 * here. For this reason there's a Wine specific wglSetPixelFormat()
1202 * which allows us to set the pixel format multiple times. Use it when we
1203 * can, because even though no pixel format may currently be set, the
1204 * application may try to set one later. */
1205 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1207 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
)))
1209 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1216 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1217 * continue using the old format. There's a big chance that the old
1218 * format works although with a performance hit and perhaps rendering
1220 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1221 format
, dc
, current
);
1224 else if (!SetPixelFormat(dc
, format
, NULL
))
1226 /* This may also happen if the dc belongs to a destroyed window. */
1227 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
1228 format
, dc
, GetLastError());
1232 win
= private ? NULL
: WindowFromDC(dc
);
1233 if (win
!= context_gl
->restore_pf_win
)
1234 wined3d_context_gl_restore_pixel_format(context_gl
);
1235 context_gl
->restore_pf
= private ? 0 : current
;
1236 context_gl
->restore_pf_win
= win
;
1240 context_gl
->dc_has_format
= TRUE
;
1244 static BOOL
wined3d_context_gl_set_gl_context(struct wined3d_context_gl
*context_gl
)
1246 struct wined3d_swapchain_gl
*swapchain_gl
= wined3d_swapchain_gl(context_gl
->c
.swapchain
);
1247 BOOL backup
= FALSE
;
1249 if (!wined3d_context_gl_set_pixel_format(context_gl
))
1251 WARN("Failed to set pixel format %d on device context %p.\n",
1252 context_gl
->pixel_format
, context_gl
->dc
);
1256 if (backup
|| !wglMakeCurrent(context_gl
->dc
, context_gl
->gl_ctx
))
1258 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1259 context_gl
->gl_ctx
, context_gl
->dc
, GetLastError());
1260 context_gl
->valid
= 0;
1261 WARN("Trying fallback to the backup window.\n");
1263 /* FIXME: If the context is destroyed it's no longer associated with
1264 * a swapchain, so we can't use the swapchain to get a backup dc. To
1265 * make this work windowless contexts would need to be handled by the
1267 if (context_gl
->c
.destroyed
|| !swapchain_gl
)
1269 FIXME("Unable to get backup dc for destroyed context %p.\n", context_gl
);
1270 wined3d_context_gl_set_current(NULL
);
1274 if (!(context_gl
->dc
= wined3d_swapchain_gl_get_backup_dc(swapchain_gl
)))
1276 wined3d_context_gl_set_current(NULL
);
1280 context_gl
->dc_is_private
= TRUE
;
1281 context_gl
->dc_has_format
= FALSE
;
1283 if (!wined3d_context_gl_set_pixel_format(context_gl
))
1285 ERR("Failed to set pixel format %d on device context %p.\n",
1286 context_gl
->pixel_format
, context_gl
->dc
);
1287 wined3d_context_gl_set_current(NULL
);
1291 if (!wglMakeCurrent(context_gl
->dc
, context_gl
->gl_ctx
))
1293 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1294 context_gl
->dc
, GetLastError());
1295 wined3d_context_gl_set_current(NULL
);
1299 context_gl
->valid
= 1;
1301 context_gl
->needs_set
= 0;
1306 static void context_restore_gl_context(const struct wined3d_gl_info
*gl_info
, HDC dc
, HGLRC gl_ctx
)
1308 if (!wglMakeCurrent(dc
, gl_ctx
))
1310 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1311 gl_ctx
, dc
, GetLastError());
1312 wined3d_context_gl_set_current(NULL
);
1316 static void wined3d_context_gl_update_window(struct wined3d_context_gl
*context_gl
)
1318 if (!context_gl
->c
.swapchain
)
1321 if (context_gl
->window
== context_gl
->c
.swapchain
->win_handle
)
1324 TRACE("Updating context %p window from %p to %p.\n",
1325 context_gl
, context_gl
->window
, context_gl
->c
.swapchain
->win_handle
);
1328 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
1330 context_gl
->window
= context_gl
->c
.swapchain
->win_handle
;
1331 context_gl
->dc_is_private
= FALSE
;
1332 context_gl
->dc_has_format
= FALSE
;
1333 context_gl
->needs_set
= 1;
1334 context_gl
->valid
= 1;
1336 if (!(context_gl
->dc
= GetDCEx(context_gl
->window
, 0, DCX_USESTYLE
| DCX_CACHE
)))
1338 ERR("Failed to get a device context for window %p.\n", context_gl
->window
);
1339 context_gl
->valid
= 0;
1343 static void wined3d_context_gl_cleanup(struct wined3d_context_gl
*context_gl
)
1345 struct wined3d_pipeline_statistics_query
*pipeline_statistics_query
;
1346 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1347 struct wined3d_so_statistics_query
*so_statistics_query
;
1348 struct wined3d_timestamp_query
*timestamp_query
;
1349 struct wined3d_occlusion_query
*occlusion_query
;
1350 struct wined3d_context_gl
*current
;
1351 struct fbo_entry
*entry
, *entry2
;
1352 struct wined3d_fence
*fence
;
1357 restore_ctx
= wglGetCurrentContext();
1358 restore_dc
= wglGetCurrentDC();
1360 if (context_gl
->valid
&& context_gl
->gl_ctx
!= restore_ctx
)
1362 /* Attempting to restore a GL context corresponding to a wined3d
1363 * context is not particularly useful. Worse, when we're called from
1364 * wined3d_context_gl_destroy(), we subsequently clear the "current
1365 * D3D context" TLS value, which would cause
1366 * wined3d_context_gl_enter() to consider the GL context a non-D3D
1368 if ((current
= wined3d_context_gl_get_current()) && current
->gl_ctx
== restore_ctx
)
1370 wined3d_context_gl_set_gl_context(context_gl
);
1377 if (context_gl
->valid
)
1379 /* If we're here because we're switching away from a previously
1380 * destroyed context, acquiring a context in order to submit a fence
1381 * is problematic. (In particular, we'd end up back here again in the
1382 * process of switching to the newly acquired context.) */
1383 if (context_gl
->c
.destroyed
)
1385 gl_info
->gl_ops
.gl
.p_glFinish();
1389 wined3d_context_gl_submit_command_fence(context_gl
);
1390 wined3d_context_gl_wait_command_fence(context_gl
,
1391 wined3d_device_gl(context_gl
->c
.device
)->current_fence_id
- 1);
1394 if (context_gl
->dummy_arbfp_prog
)
1395 GL_EXTCALL(glDeleteProgramsARB(1, &context_gl
->dummy_arbfp_prog
));
1397 if (context_gl
->blit_vbo
)
1398 GL_EXTCALL(glDeleteBuffers(1, &context_gl
->blit_vbo
));
1400 for (i
= 0; i
< context_gl
->free_pipeline_statistics_query_count
; ++i
)
1402 union wined3d_gl_pipeline_statistics_query
*q
= &context_gl
->free_pipeline_statistics_queries
[i
];
1403 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1406 for (i
= 0; i
< context_gl
->free_so_statistics_query_count
; ++i
)
1408 union wined3d_gl_so_statistics_query
*q
= &context_gl
->free_so_statistics_queries
[i
];
1409 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1412 if (context_gl
->free_timestamp_query_count
)
1413 GL_EXTCALL(glDeleteQueries(context_gl
->free_timestamp_query_count
, context_gl
->free_timestamp_queries
));
1415 if (gl_info
->supported
[ARB_SYNC
])
1417 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1419 GL_EXTCALL(glDeleteSync(context_gl
->free_fences
[i
].sync
));
1422 else if (gl_info
->supported
[APPLE_FENCE
])
1424 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1426 GL_EXTCALL(glDeleteFencesAPPLE(1, &context_gl
->free_fences
[i
].id
));
1429 else if (gl_info
->supported
[NV_FENCE
])
1431 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1433 GL_EXTCALL(glDeleteFencesNV(1, &context_gl
->free_fences
[i
].id
));
1437 if (context_gl
->free_occlusion_query_count
)
1438 GL_EXTCALL(glDeleteQueries(context_gl
->free_occlusion_query_count
, context_gl
->free_occlusion_queries
));
1440 checkGLcall("context cleanup");
1442 heap_free(context_gl
->submitted
.fences
);
1443 heap_free(context_gl
->free_pipeline_statistics_queries
);
1444 heap_free(context_gl
->free_so_statistics_queries
);
1445 heap_free(context_gl
->free_timestamp_queries
);
1446 heap_free(context_gl
->free_fences
);
1447 heap_free(context_gl
->free_occlusion_queries
);
1449 LIST_FOR_EACH_ENTRY(pipeline_statistics_query
, &context_gl
->pipeline_statistics_queries
,
1450 struct wined3d_pipeline_statistics_query
, entry
)
1452 if (context_gl
->valid
)
1453 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query
->u
.id
), pipeline_statistics_query
->u
.id
));
1454 pipeline_statistics_query
->context_gl
= NULL
;
1457 LIST_FOR_EACH_ENTRY(so_statistics_query
, &context_gl
->so_statistics_queries
,
1458 struct wined3d_so_statistics_query
, entry
)
1460 if (context_gl
->valid
)
1461 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query
->u
.id
), so_statistics_query
->u
.id
));
1462 so_statistics_query
->context_gl
= NULL
;
1465 LIST_FOR_EACH_ENTRY(timestamp_query
, &context_gl
->timestamp_queries
, struct wined3d_timestamp_query
, entry
)
1467 if (context_gl
->valid
)
1468 GL_EXTCALL(glDeleteQueries(1, ×tamp_query
->id
));
1469 timestamp_query
->context_gl
= NULL
;
1472 LIST_FOR_EACH_ENTRY(fence
, &context_gl
->fences
, struct wined3d_fence
, entry
)
1474 if (context_gl
->valid
)
1476 if (gl_info
->supported
[ARB_SYNC
])
1478 if (fence
->object
.sync
)
1479 GL_EXTCALL(glDeleteSync(fence
->object
.sync
));
1481 else if (gl_info
->supported
[APPLE_FENCE
])
1483 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence
->object
.id
));
1485 else if (gl_info
->supported
[NV_FENCE
])
1487 GL_EXTCALL(glDeleteFencesNV(1, &fence
->object
.id
));
1490 fence
->context_gl
= NULL
;
1493 LIST_FOR_EACH_ENTRY(occlusion_query
, &context_gl
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
1495 if (context_gl
->valid
)
1496 GL_EXTCALL(glDeleteQueries(1, &occlusion_query
->id
));
1497 occlusion_query
->context_gl
= NULL
;
1500 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_destroy_list
, struct fbo_entry
, entry
)
1502 if (!context_gl
->valid
)
1504 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
1507 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
1509 if (!context_gl
->valid
)
1511 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
1514 heap_free(context_gl
->texture_type
);
1516 wined3d_context_gl_restore_pixel_format(context_gl
);
1518 context_restore_gl_context(gl_info
, restore_dc
, restore_ctx
);
1519 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL
, NULL
))
1520 ERR("Failed to disable GL context.\n");
1522 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
1524 if (!wglDeleteContext(context_gl
->gl_ctx
))
1526 DWORD err
= GetLastError();
1527 ERR("Failed to delete GL context %p, last error %#x.\n", context_gl
->gl_ctx
, err
);
1530 wined3d_context_cleanup(&context_gl
->c
);
1533 DWORD
context_get_tls_idx(void)
1535 return wined3d_context_tls_idx
;
1538 void context_set_tls_idx(DWORD idx
)
1540 wined3d_context_tls_idx
= idx
;
1543 struct wined3d_context_gl
*wined3d_context_gl_get_current(void)
1545 return TlsGetValue(wined3d_context_tls_idx
);
1548 BOOL
wined3d_context_gl_set_current(struct wined3d_context_gl
*context_gl
)
1550 struct wined3d_context_gl
*old
= wined3d_context_gl_get_current();
1552 if (old
== context_gl
)
1554 TRACE("Already using D3D context %p.\n", context_gl
);
1560 if (old
->c
.destroyed
)
1562 TRACE("Switching away from destroyed context %p.\n", old
);
1563 wined3d_context_gl_cleanup(old
);
1564 heap_free((void *)old
->gl_info
);
1569 if (wglGetCurrentContext())
1571 const struct wined3d_gl_info
*gl_info
= old
->gl_info
;
1572 TRACE("Flushing context %p before switching to %p.\n", old
, context_gl
);
1573 gl_info
->gl_ops
.gl
.p_glFlush();
1581 if (!context_gl
->valid
)
1583 ERR("Trying to make invalid context %p current.\n", context_gl
);
1587 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n",
1588 context_gl
, context_gl
->gl_ctx
, context_gl
->dc
);
1589 if (!wined3d_context_gl_set_gl_context(context_gl
))
1591 context_gl
->c
.current
= 1;
1593 else if (wglGetCurrentContext())
1595 TRACE("Clearing current D3D context.\n");
1596 if (!wglMakeCurrent(NULL
, NULL
))
1598 DWORD err
= GetLastError();
1599 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1600 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1605 return TlsSetValue(wined3d_context_tls_idx
, context_gl
);
1608 void wined3d_context_gl_release(struct wined3d_context_gl
*context_gl
)
1610 TRACE("Releasing context %p, level %u.\n", context_gl
, context_gl
->level
);
1614 if (!context_gl
->level
)
1615 WARN("Context %p is not active.\n", context_gl
);
1616 else if (context_gl
!= wined3d_context_gl_get_current())
1617 WARN("Context %p is not the current context.\n", context_gl
);
1620 if (!--context_gl
->level
)
1622 if (wined3d_context_gl_restore_pixel_format(context_gl
))
1623 context_gl
->needs_set
= 1;
1624 if (context_gl
->restore_ctx
)
1626 TRACE("Restoring GL context %p on device context %p.\n", context_gl
->restore_ctx
, context_gl
->restore_dc
);
1627 context_restore_gl_context(context_gl
->gl_info
, context_gl
->restore_dc
, context_gl
->restore_ctx
);
1628 context_gl
->restore_ctx
= NULL
;
1629 context_gl
->restore_dc
= NULL
;
1632 if (context_gl
->c
.destroy_delayed
)
1634 TRACE("Destroying context %p.\n", context_gl
);
1635 wined3d_context_gl_destroy(context_gl
);
1640 static void wined3d_context_gl_enter(struct wined3d_context_gl
*context_gl
)
1642 TRACE("Entering context %p, level %u.\n", context_gl
, context_gl
->level
+ 1);
1644 if (!context_gl
->level
++)
1646 const struct wined3d_context_gl
*current_context
= wined3d_context_gl_get_current();
1647 HGLRC current_gl
= wglGetCurrentContext();
1649 if (current_gl
&& (!current_context
|| current_context
->gl_ctx
!= current_gl
))
1651 TRACE("Another GL context (%p on device context %p) is already current.\n",
1652 current_gl
, wglGetCurrentDC());
1653 context_gl
->restore_ctx
= current_gl
;
1654 context_gl
->restore_dc
= wglGetCurrentDC();
1655 context_gl
->needs_set
= 1;
1657 else if (!context_gl
->needs_set
&& !(context_gl
->dc_is_private
&& context_gl
->dc_has_format
)
1658 && context_gl
->pixel_format
!= context_gl
->gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(context_gl
->dc
))
1659 context_gl
->needs_set
= 1;
1663 /* This function takes care of wined3d pixel format selection. */
1664 static int context_choose_pixel_format(const struct wined3d_device
*device
, HDC hdc
,
1665 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1666 bool aux_buffers
, bool swap_effect_copy
)
1668 unsigned int cfg_count
= wined3d_adapter_gl(device
->adapter
)->pixel_format_count
;
1669 unsigned int current_value
;
1670 PIXELFORMATDESCRIPTOR pfd
;
1671 int iPixelFormat
= 0;
1674 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, swap_effect_copy %#x.\n",
1675 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1676 aux_buffers
, swap_effect_copy
);
1679 for (i
= 0; i
< cfg_count
; ++i
)
1681 const struct wined3d_pixel_format
*cfg
= &wined3d_adapter_gl(device
->adapter
)->pixel_formats
[i
];
1684 /* For now only accept RGBA formats. Perhaps some day we will
1685 * allow floating point formats for pbuffers. */
1686 if (cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1688 /* In window mode we need a window drawable format and double buffering. */
1689 if (!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1691 if (cfg
->redSize
< color_format
->red_size
)
1693 if (cfg
->greenSize
< color_format
->green_size
)
1695 if (cfg
->blueSize
< color_format
->blue_size
)
1697 if (cfg
->alphaSize
< color_format
->alpha_size
)
1699 if (cfg
->depthSize
< ds_format
->depth_size
)
1701 if (ds_format
->stencil_size
&& cfg
->stencilSize
!= ds_format
->stencil_size
)
1703 /* Check multisampling support. */
1704 if (cfg
->numSamples
)
1708 if (swap_effect_copy
&& cfg
->swap_method
== WGL_SWAP_COPY_ARB
)
1710 /* We try to locate a format which matches our requirements exactly. In case of
1711 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1712 if (cfg
->depthSize
== ds_format
->depth_size
)
1714 if (cfg
->stencilSize
== ds_format
->stencil_size
)
1716 if (cfg
->alphaSize
== color_format
->alpha_size
)
1718 /* We like to have aux buffers in backbuffer mode */
1719 if (aux_buffers
&& cfg
->auxBuffers
)
1721 if (cfg
->redSize
== color_format
->red_size
1722 && cfg
->greenSize
== color_format
->green_size
1723 && cfg
->blueSize
== color_format
->blue_size
)
1726 if (value
> current_value
)
1728 iPixelFormat
= cfg
->iPixelFormat
;
1729 current_value
= value
;
1735 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1737 memset(&pfd
, 0, sizeof(pfd
));
1738 pfd
.nSize
= sizeof(pfd
);
1740 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1741 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1742 pfd
.cAlphaBits
= color_format
->alpha_size
;
1743 pfd
.cColorBits
= color_format
->red_size
+ color_format
->green_size
1744 + color_format
->blue_size
+ color_format
->alpha_size
;
1745 pfd
.cDepthBits
= ds_format
->depth_size
;
1746 pfd
.cStencilBits
= ds_format
->stencil_size
;
1747 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1749 if (!(iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
)))
1751 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1752 ERR("Can't find a suitable pixel format.\n");
1757 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1758 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1759 return iPixelFormat
;
1762 /* Context activation is done by the caller. */
1763 void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl
*context_gl
)
1765 const struct wined3d_dummy_textures
*textures
= &wined3d_device_gl(context_gl
->c
.device
)->dummy_textures
;
1766 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1769 for (i
= 0; i
< gl_info
->limits
.combined_samplers
; ++i
)
1771 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ i
));
1773 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, textures
->tex_1d
);
1774 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, textures
->tex_2d
);
1776 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1777 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, textures
->tex_rect
);
1779 if (gl_info
->supported
[EXT_TEXTURE3D
])
1780 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, textures
->tex_3d
);
1782 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1783 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, textures
->tex_cube
);
1785 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
1786 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, textures
->tex_cube_array
);
1788 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
1790 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D_ARRAY
, textures
->tex_1d_array
);
1791 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, textures
->tex_2d_array
);
1794 if (gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
1795 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, textures
->tex_buffer
);
1797 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
1799 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE
, textures
->tex_2d_ms
);
1800 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, textures
->tex_2d_ms_array
);
1804 checkGLcall("bind dummy textures");
1807 void wined3d_check_gl_call(const struct wined3d_gl_info
*gl_info
,
1808 const char *file
, unsigned int line
, const char *name
)
1812 if (gl_info
->supported
[ARB_DEBUG_OUTPUT
] || (err
= gl_info
->gl_ops
.gl
.p_glGetError()) == GL_NO_ERROR
)
1814 TRACE("%s call ok %s / %u.\n", name
, file
, line
);
1820 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1821 debug_glerror(err
), err
, name
, file
,line
);
1822 err
= gl_info
->gl_ops
.gl
.p_glGetError();
1823 } while (err
!= GL_NO_ERROR
);
1826 static BOOL
context_debug_output_enabled(const struct wined3d_gl_info
*gl_info
)
1828 return gl_info
->supported
[ARB_DEBUG_OUTPUT
]
1829 && (ERR_ON(d3d
) || FIXME_ON(d3d
) || WARN_ON(d3d_perf
));
1832 static void WINE_GLAPI
wined3d_debug_callback(GLenum source
, GLenum type
, GLuint id
,
1833 GLenum severity
, GLsizei length
, const char *message
, void *ctx
)
1837 case GL_DEBUG_TYPE_ERROR_ARB
:
1838 ERR("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1841 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
:
1842 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
:
1843 case GL_DEBUG_TYPE_PORTABILITY_ARB
:
1844 FIXME("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1847 case GL_DEBUG_TYPE_PERFORMANCE_ARB
:
1848 WARN_(d3d_perf
)("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1852 FIXME("ctx %p, type %#x: %s.\n", ctx
, type
, debugstr_an(message
, length
));
1857 HGLRC
context_create_wgl_attribs(const struct wined3d_gl_info
*gl_info
, HDC hdc
, HGLRC share_ctx
)
1860 unsigned int ctx_attrib_idx
= 0;
1861 GLint ctx_attribs
[7], ctx_flags
= 0;
1863 if (context_debug_output_enabled(gl_info
))
1864 ctx_flags
= WGL_CONTEXT_DEBUG_BIT_ARB
;
1865 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MAJOR_VERSION_ARB
;
1866 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
>> 16;
1867 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MINOR_VERSION_ARB
;
1868 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
& 0xffff;
1871 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1872 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1874 ctx_attribs
[ctx_attrib_idx
] = 0;
1876 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1878 if (gl_info
->selected_gl_version
>= MAKEDWORD_VERSION(3, 2))
1882 ctx_flags
|= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1883 ctx_attribs
[ctx_attrib_idx
- 1] = ctx_flags
;
1887 ctx_flags
= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1888 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1889 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1890 ctx_attribs
[ctx_attrib_idx
] = 0;
1892 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1893 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1900 static BOOL
wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl
*context_gl
,
1901 struct wined3d_swapchain_gl
*swapchain_gl
)
1903 enum wined3d_swap_effect swap_effect
= swapchain_gl
->s
.state
.desc
.swap_effect
;
1904 const struct wined3d_format
*colour_format
, *ds_format
;
1905 struct wined3d_context
*context
= &context_gl
->c
;
1906 const struct wined3d_gl_info
*gl_info
;
1907 struct wined3d_resource
*target
;
1908 struct wined3d_adapter
*adapter
;
1909 unsigned int target_bind_flags
;
1910 struct wined3d_device
*device
;
1911 bool swap_effect_copy
;
1912 HGLRC ctx
, share_ctx
;
1915 device
= context
->device
;
1916 adapter
= device
->adapter
;
1917 gl_info
= &adapter
->gl_info
;
1919 target
= &context
->current_rt
.texture
->resource
;
1920 target_bind_flags
= target
->bind_flags
;
1922 swap_effect_copy
= swap_effect
== WINED3D_SWAP_EFFECT_COPY
|| swap_effect
== WINED3D_SWAP_EFFECT_COPY_VSYNC
;
1924 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1926 static const enum wined3d_format_id ds_formats
[] =
1928 WINED3DFMT_D24_UNORM_S8_UINT
,
1929 WINED3DFMT_D32_UNORM
,
1930 WINED3DFMT_R24_UNORM_X8_TYPELESS
,
1931 WINED3DFMT_D16_UNORM
,
1932 WINED3DFMT_S1_UINT_D15_UNORM
,
1935 colour_format
= target
->format
;
1937 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1938 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1939 if (colour_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1940 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B4G4R4A4_UNORM
, target_bind_flags
);
1941 else if (colour_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1942 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
1944 /* DirectDraw supports 8bit paletted render targets and these are used by
1945 * old games like StarCraft and C&C. Most modern hardware doesn't support
1946 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1947 * conversion (ab)uses the alpha component for storing the palette index.
1948 * For this reason we require a format with 8bit alpha, so request
1950 if (colour_format
->id
== WINED3DFMT_P8_UINT
)
1951 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
1953 /* Try to find a pixel format which matches our requirements. */
1954 if (!swapchain_gl
->s
.ds_format
)
1956 for (i
= 0; i
< ARRAY_SIZE(ds_formats
); ++i
)
1958 ds_format
= wined3d_get_format(adapter
, ds_formats
[i
], WINED3D_BIND_DEPTH_STENCIL
);
1959 if ((context_gl
->pixel_format
= context_choose_pixel_format(device
,
1960 context_gl
->dc
, colour_format
, ds_format
, true, swap_effect_copy
)))
1962 swapchain_gl
->s
.ds_format
= ds_format
;
1966 TRACE("Depth stencil format %s is not supported, trying next format.\n",
1967 debug_d3dformat(ds_format
->id
));
1972 context_gl
->pixel_format
= context_choose_pixel_format(device
,
1973 context_gl
->dc
, colour_format
, swapchain_gl
->s
.ds_format
, true, swap_effect_copy
);
1978 /* When using FBOs for off-screen rendering, we only use the drawable for
1979 * presentation blits, and don't do any rendering to it. That means we
1980 * don't need depth or stencil buffers, and can mostly ignore the render
1981 * target format. This wouldn't necessarily be quite correct for 10bpc
1982 * display modes, but we don't currently support those.
1983 * Using the same format regardless of the colour/depth/stencil targets
1984 * makes it much less likely that different wined3d instances will set
1985 * conflicting pixel formats. */
1986 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
1987 ds_format
= wined3d_get_format(adapter
, WINED3DFMT_UNKNOWN
, WINED3D_BIND_DEPTH_STENCIL
);
1988 context_gl
->pixel_format
= context_choose_pixel_format(device
,
1989 context_gl
->dc
, colour_format
, ds_format
, false, swap_effect_copy
);
1992 if (!context_gl
->pixel_format
)
1994 ERR("Failed to choose pixel format.\n");
1998 wined3d_context_gl_enter(context_gl
);
2000 if (!wined3d_context_gl_set_pixel_format(context_gl
))
2002 context_release(context
);
2004 if (context_gl
->dc_is_private
)
2006 ERR("Failed to set pixel format %d on device context %p.\n", context_gl
->pixel_format
, context_gl
->dc
);
2011 WARN("Failed to set pixel format %d on device context %p, trying backup DC.\n",
2012 context_gl
->pixel_format
, context_gl
->dc
);
2014 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
2015 if (!(context_gl
->dc
= wined3d_swapchain_gl_get_backup_dc(swapchain_gl
)))
2017 ERR("Failed to retrieve the backup device context.\n");
2020 context_gl
->dc_is_private
= TRUE
;
2022 return wined3d_context_gl_create_wgl_ctx(context_gl
, swapchain_gl
);
2025 share_ctx
= device
->context_count
? wined3d_context_gl(device
->contexts
[0])->gl_ctx
: NULL
;
2026 if (gl_info
->p_wglCreateContextAttribsARB
)
2028 if (!(ctx
= context_create_wgl_attribs(gl_info
, context_gl
->dc
, share_ctx
)))
2030 ERR("Failed to create a WGL context.\n");
2031 context_release(context
);
2037 if (!(ctx
= wglCreateContext(context_gl
->dc
)))
2039 ERR("Failed to create a WGL context.\n");
2040 context_release(context
);
2044 if (share_ctx
&& !wglShareLists(share_ctx
, ctx
))
2046 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx
, ctx
, GetLastError());
2047 context_release(context
);
2048 if (!wglDeleteContext(ctx
))
2049 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
2054 context_gl
->dc_has_format
= TRUE
;
2055 context_gl
->needs_set
= 1;
2056 context_gl
->valid
= 1;
2057 context_gl
->gl_ctx
= ctx
;
2062 HRESULT
wined3d_context_gl_init(struct wined3d_context_gl
*context_gl
, struct wined3d_swapchain_gl
*swapchain_gl
)
2064 struct wined3d_context
*context
= &context_gl
->c
;
2065 const struct wined3d_d3d_info
*d3d_info
;
2066 const struct wined3d_gl_info
*gl_info
;
2067 struct wined3d_device
*device
;
2070 TRACE("context_gl %p, swapchain %p.\n", context_gl
, swapchain_gl
);
2072 wined3d_context_init(&context_gl
->c
, &swapchain_gl
->s
);
2074 device
= context
->device
;
2075 gl_info
= &device
->adapter
->gl_info
;
2076 context_gl
->gl_info
= gl_info
;
2077 d3d_info
= context
->d3d_info
;
2079 context_gl
->tid
= GetCurrentThreadId();
2080 context_gl
->window
= context
->swapchain
->win_handle
;
2081 if (context_gl
->window
== GetDesktopWindow())
2083 TRACE("Swapchain is created on the desktop window, trying backup device context.\n");
2084 context_gl
->dc
= NULL
;
2086 else if (!(context_gl
->dc
= GetDCEx(context_gl
->window
, 0, DCX_USESTYLE
| DCX_CACHE
)))
2087 WARN("Failed to retrieve device context, trying swapchain backup.\n");
2089 if (!context_gl
->dc
)
2091 if (!(context_gl
->dc
= wined3d_swapchain_gl_get_backup_dc(swapchain_gl
)))
2093 ERR("Failed to retrieve a device context.\n");
2096 context_gl
->dc_is_private
= TRUE
;
2099 list_init(&context_gl
->fbo_list
);
2100 list_init(&context_gl
->fbo_destroy_list
);
2102 list_init(&context_gl
->occlusion_queries
);
2103 list_init(&context_gl
->fences
);
2104 list_init(&context_gl
->timestamp_queries
);
2105 list_init(&context_gl
->so_statistics_queries
);
2106 list_init(&context_gl
->pipeline_statistics_queries
);
2108 for (i
= 0; i
< ARRAY_SIZE(context_gl
->tex_unit_map
); ++i
)
2109 context_gl
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2110 for (i
= 0; i
< ARRAY_SIZE(context_gl
->rev_tex_unit_map
); ++i
)
2111 context_gl
->rev_tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2112 if (gl_info
->limits
.graphics_samplers
>= WINED3D_MAX_COMBINED_SAMPLERS
)
2114 /* Initialize the texture unit mapping to a 1:1 mapping. */
2115 unsigned int base
, count
;
2117 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_PIXEL
, &base
, &count
);
2118 if (base
+ WINED3D_MAX_FRAGMENT_SAMPLERS
> ARRAY_SIZE(context_gl
->rev_tex_unit_map
))
2120 ERR("Unexpected texture unit base index %u.\n", base
);
2123 for (i
= 0; i
< min(count
, WINED3D_MAX_FRAGMENT_SAMPLERS
); ++i
)
2125 context_gl
->tex_unit_map
[i
] = base
+ i
;
2126 context_gl
->rev_tex_unit_map
[base
+ i
] = i
;
2129 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_VERTEX
, &base
, &count
);
2130 if (base
+ WINED3D_MAX_VERTEX_SAMPLERS
> ARRAY_SIZE(context_gl
->rev_tex_unit_map
))
2132 ERR("Unexpected texture unit base index %u.\n", base
);
2135 for (i
= 0; i
< min(count
, WINED3D_MAX_VERTEX_SAMPLERS
); ++i
)
2137 context_gl
->tex_unit_map
[WINED3D_MAX_FRAGMENT_SAMPLERS
+ i
] = base
+ i
;
2138 context_gl
->rev_tex_unit_map
[base
+ i
] = WINED3D_MAX_FRAGMENT_SAMPLERS
+ i
;
2142 if (!(context_gl
->texture_type
= heap_calloc(gl_info
->limits
.combined_samplers
,
2143 sizeof(*context_gl
->texture_type
))))
2146 if (!wined3d_context_gl_create_wgl_ctx(context_gl
, swapchain_gl
))
2149 /* Set up the context defaults. */
2151 context
->render_offscreen
= wined3d_resource_is_offscreen(&context
->current_rt
.texture
->resource
);
2152 context_gl
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
2154 if (!wined3d_context_gl_set_current(context_gl
))
2156 ERR("Cannot activate context to set up defaults.\n");
2157 context_release(context
);
2158 if (!wglDeleteContext(context_gl
->gl_ctx
))
2159 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context_gl
->gl_ctx
, GetLastError());
2163 if (context_debug_output_enabled(gl_info
))
2165 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback
, context
));
2166 if (TRACE_ON(d3d_sync
))
2167 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS
);
2168 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DONT_CARE
, GL_DONT_CARE
, 0, NULL
, GL_FALSE
));
2171 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_ERROR
,
2172 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2176 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
,
2177 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2178 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR
,
2179 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2180 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PORTABILITY
,
2181 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2183 if (WARN_ON(d3d_perf
))
2185 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PERFORMANCE
,
2186 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2190 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2191 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_AUX_BUFFERS
, &context_gl
->aux_buffers
);
2193 TRACE("Setting up the screen\n");
2195 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2197 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
2198 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2200 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
2201 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2203 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
2204 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2210 GL_EXTCALL(glGenVertexArrays(1, &vao
));
2211 GL_EXTCALL(glBindVertexArray(vao
));
2212 checkGLcall("creating VAO");
2215 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
2216 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2217 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ALIGNMENT
, 1);
2218 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2220 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
2222 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2223 * the previous texture where to source the offset from is always unit - 1.
2225 for (i
= 1; i
< gl_info
->limits
.textures
; ++i
)
2227 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
2228 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
,
2229 GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ i
- 1);
2230 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2233 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
2235 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2236 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2237 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2238 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2241 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2242 * program and the dummy program is destroyed when the context is destroyed.
2244 static const char dummy_program
[] =
2246 "MOV result.color, fragment.color.primary;\n"
2248 GL_EXTCALL(glGenProgramsARB(1, &context_gl
->dummy_arbfp_prog
));
2249 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, context_gl
->dummy_arbfp_prog
));
2250 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
,
2251 GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
2254 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2256 for (i
= 0; i
< gl_info
->limits
.textures
; ++i
)
2258 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
2259 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
2260 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2264 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
2266 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
2268 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
2270 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
2272 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_NO_PRIMITIVE_RESTART
))
2274 if (gl_info
->supported
[ARB_ES3_COMPATIBILITY
])
2276 gl_info
->gl_ops
.gl
.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX
);
2277 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2281 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2284 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_CUBEMAP_FILTERING
)
2285 && gl_info
->supported
[ARB_SEAMLESS_CUBE_MAP
])
2287 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS
);
2288 checkGLcall("enable seamless cube map filtering");
2290 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
2291 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, GL_LOWER_LEFT
));
2293 /* If this happens to be the first context for the device, dummy textures
2294 * are not created yet. In that case, they will be created (and bound) by
2295 * create_dummy_textures right after this context is initialized. */
2296 if (wined3d_device_gl(device
)->dummy_textures
.tex_2d
)
2297 wined3d_context_gl_bind_dummy_textures(context_gl
);
2299 /* Initialise all rectangles to avoid resetting unused ones later. */
2300 gl_info
->gl_ops
.gl
.p_glScissor(0, 0, 0, 0);
2301 checkGLcall("glScissor");
2306 heap_free(context_gl
->texture_type
);
2307 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
2311 void wined3d_context_gl_destroy(struct wined3d_context_gl
*context_gl
)
2313 struct wined3d_device
*device
= context_gl
->c
.device
;
2315 TRACE("Destroying context %p.\n", context_gl
);
2317 wined3d_from_cs(device
->cs
);
2319 /* We delay destroying a context when it is active. The context_release()
2320 * function invokes wined3d_context_gl_destroy() again while leaving the
2322 if (context_gl
->level
)
2324 TRACE("Delaying destruction of context %p.\n", context_gl
);
2325 context_gl
->c
.destroy_delayed
= 1;
2326 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2327 context_gl
->c
.swapchain
= NULL
;
2331 device_context_remove(device
, &context_gl
->c
);
2333 if (context_gl
->c
.current
&& context_gl
->tid
!= GetCurrentThreadId())
2335 struct wined3d_gl_info
*gl_info
;
2337 /* Make a copy of gl_info for wined3d_context_gl_cleanup() use, the
2338 * one in wined3d_adapter may go away in the meantime. */
2339 gl_info
= heap_alloc(sizeof(*gl_info
));
2340 *gl_info
= *context_gl
->gl_info
;
2341 context_gl
->gl_info
= gl_info
;
2342 context_gl
->c
.destroyed
= 1;
2347 wined3d_context_gl_cleanup(context_gl
);
2348 TlsSetValue(context_get_tls_idx(), NULL
);
2349 heap_free(context_gl
);
2352 const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d_context_gl
*context_gl
,
2353 const struct wined3d_shader_version
*shader_version
, unsigned int *base
, unsigned int *count
)
2355 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2357 if (!shader_version
)
2360 *count
= WINED3D_MAX_TEXTURES
;
2361 return context_gl
->tex_unit_map
;
2364 if (shader_version
->major
>= 4)
2366 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, shader_version
->type
, base
, count
);
2370 switch (shader_version
->type
)
2372 case WINED3D_SHADER_TYPE_PIXEL
:
2374 *count
= WINED3D_MAX_FRAGMENT_SAMPLERS
;
2376 case WINED3D_SHADER_TYPE_VERTEX
:
2377 *base
= WINED3D_MAX_FRAGMENT_SAMPLERS
;
2378 *count
= WINED3D_MAX_VERTEX_SAMPLERS
;
2381 ERR("Unhandled shader type %#x.\n", shader_version
->type
);
2386 return context_gl
->tex_unit_map
;
2389 static void wined3d_context_gl_get_rt_size(const struct wined3d_context_gl
*context_gl
, SIZE
*size
)
2391 const struct wined3d_texture
*rt
= context_gl
->c
.current_rt
.texture
;
2398 GetClientRect(context_gl
->window
, &window_size
);
2399 size
->cx
= window_size
.right
- window_size
.left
;
2400 size
->cy
= window_size
.bottom
- window_size
.top
;
2405 level
= context_gl
->c
.current_rt
.sub_resource_idx
% rt
->level_count
;
2406 size
->cx
= wined3d_texture_get_level_width(rt
, level
);
2407 size
->cy
= wined3d_texture_get_level_height(rt
, level
);
2410 void wined3d_context_gl_enable_clip_distances(struct wined3d_context_gl
*context_gl
, uint32_t enable_mask
)
2412 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2413 unsigned int clip_distance_count
, i
;
2414 uint32_t disable_mask
, current_mask
;
2416 clip_distance_count
= gl_info
->limits
.user_clip_distances
;
2417 disable_mask
= ~enable_mask
;
2418 enable_mask
&= wined3d_mask_from_size(clip_distance_count
);
2419 disable_mask
&= wined3d_mask_from_size(clip_distance_count
);
2420 current_mask
= context_gl
->c
.clip_distance_mask
;
2421 context_gl
->c
.clip_distance_mask
= enable_mask
;
2423 enable_mask
&= ~current_mask
;
2426 i
= wined3d_bit_scan(&enable_mask
);
2427 gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_DISTANCE0
+ i
);
2429 disable_mask
&= current_mask
;
2430 while (disable_mask
)
2432 i
= wined3d_bit_scan(&disable_mask
);
2433 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_DISTANCE0
+ i
);
2435 checkGLcall("toggle clip distances");
2438 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
2440 return rt_mask
& (1u << 31);
2443 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
2445 return rt_mask
& ~(1u << 31);
2448 /* Context activation is done by the caller. */
2449 static void wined3d_context_gl_apply_draw_buffers(struct wined3d_context_gl
*context_gl
, uint32_t rt_mask
)
2451 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2452 GLenum draw_buffers
[WINED3D_MAX_RENDER_TARGETS
];
2456 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_NONE
);
2458 else if (is_rt_mask_onscreen(rt_mask
))
2460 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
2464 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2471 draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
2473 draw_buffers
[i
] = GL_NONE
;
2479 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
2481 GL_EXTCALL(glDrawBuffers(i
, draw_buffers
));
2485 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffers
[0]);
2490 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2494 checkGLcall("apply draw buffers");
2497 /* Context activation is done by the caller. */
2498 void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl
*context_gl
, GLenum buffer
)
2500 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2501 struct fbo_entry
*current_fbo
= context_gl
->current_fbo
;
2502 uint32_t new_mask
= context_generate_rt_mask(buffer
);
2503 uint32_t *current_mask
;
2505 current_mask
= current_fbo
? ¤t_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
2506 if (new_mask
== *current_mask
)
2509 gl_info
->gl_ops
.gl
.p_glDrawBuffer(buffer
);
2510 checkGLcall("glDrawBuffer()");
2512 *current_mask
= new_mask
;
2515 /* Context activation is done by the caller. */
2516 void wined3d_context_gl_active_texture(struct wined3d_context_gl
*context_gl
,
2517 const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
2519 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ unit
));
2520 checkGLcall("glActiveTexture");
2521 context_gl
->active_texture
= unit
;
2524 void wined3d_context_gl_bind_bo(struct wined3d_context_gl
*context_gl
, GLenum binding
, GLuint name
)
2526 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2528 if (binding
== GL_ELEMENT_ARRAY_BUFFER
)
2529 context_invalidate_state(&context_gl
->c
, STATE_INDEXBUFFER
);
2531 GL_EXTCALL(glBindBuffer(binding
, name
));
2534 void wined3d_context_gl_bind_texture(struct wined3d_context_gl
*context_gl
, GLenum target
, GLuint name
)
2536 const struct wined3d_dummy_textures
*textures
= &wined3d_device_gl(context_gl
->c
.device
)->dummy_textures
;
2537 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2538 GLenum old_texture_type
;
2542 gl_info
->gl_ops
.gl
.p_glBindTexture(target
, name
);
2546 unit
= context_gl
->active_texture
;
2547 old_texture_type
= context_gl
->texture_type
[unit
];
2548 if (old_texture_type
!= target
)
2550 switch (old_texture_type
)
2556 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, textures
->tex_1d
);
2558 case GL_TEXTURE_1D_ARRAY
:
2559 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D_ARRAY
, textures
->tex_1d_array
);
2562 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, textures
->tex_2d
);
2564 case GL_TEXTURE_2D_ARRAY
:
2565 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, textures
->tex_2d_array
);
2567 case GL_TEXTURE_RECTANGLE_ARB
:
2568 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, textures
->tex_rect
);
2570 case GL_TEXTURE_CUBE_MAP
:
2571 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, textures
->tex_cube
);
2573 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2574 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, textures
->tex_cube_array
);
2577 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, textures
->tex_3d
);
2579 case GL_TEXTURE_BUFFER
:
2580 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, textures
->tex_buffer
);
2582 case GL_TEXTURE_2D_MULTISAMPLE
:
2583 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE
, textures
->tex_2d_ms
);
2585 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
2586 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, textures
->tex_2d_ms_array
);
2589 ERR("Unexpected texture target %#x.\n", old_texture_type
);
2592 context_gl
->texture_type
[unit
] = target
;
2595 checkGLcall("bind texture");
2598 static void wined3d_context_gl_poll_fences(struct wined3d_context_gl
*context_gl
)
2600 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2601 struct wined3d_command_fence_gl
*f
;
2604 for (i
= 0; i
< context_gl
->submitted
.fence_count
; ++i
)
2606 f
= &context_gl
->submitted
.fences
[i
];
2608 if (f
->id
> device_gl
->completed_fence_id
)
2610 if (wined3d_fence_test(f
->fence
, &device_gl
->d
, 0) != WINED3D_FENCE_OK
)
2612 device_gl
->completed_fence_id
= f
->id
;
2615 wined3d_fence_destroy(f
->fence
);
2616 if (i
!= context_gl
->submitted
.fence_count
- 1)
2617 *f
= context_gl
->submitted
.fences
[context_gl
->submitted
.fence_count
- 1];
2618 --context_gl
->submitted
.fence_count
;
2622 void wined3d_context_gl_wait_command_fence(struct wined3d_context_gl
*context_gl
, uint64_t id
)
2624 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2625 enum wined3d_fence_result ret
;
2628 if (id
<= device_gl
->completed_fence_id
2629 || id
> device_gl
->current_fence_id
) /* In case the fence ID wrapped. */
2632 for (i
= 0; i
< context_gl
->submitted
.fence_count
; ++i
)
2634 if (context_gl
->submitted
.fences
[i
].id
!= id
)
2637 if ((ret
= wined3d_fence_wait(context_gl
->submitted
.fences
[i
].fence
, &device_gl
->d
)) != WINED3D_FENCE_OK
)
2638 ERR("Failed to wait for command fence with id 0x%s, ret %#x.\n", wine_dbgstr_longlong(id
), ret
);
2639 wined3d_context_gl_poll_fences(context_gl
);
2643 ERR("Failed to find fence for command fence with id 0x%s.\n", wine_dbgstr_longlong(id
));
2646 void wined3d_context_gl_submit_command_fence(struct wined3d_context_gl
*context_gl
)
2648 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2649 struct wined3d_command_fence_gl
*f
;
2652 if (!wined3d_array_reserve((void **)&context_gl
->submitted
.fences
, &context_gl
->submitted
.fences_size
,
2653 context_gl
->submitted
.fence_count
+ 1, sizeof(*context_gl
->submitted
.fences
)))
2654 ERR("Failed to grow submitted command buffer array.\n");
2656 f
= &context_gl
->submitted
.fences
[context_gl
->submitted
.fence_count
++];
2657 f
->id
= device_gl
->current_fence_id
;
2658 if (FAILED(hr
= wined3d_fence_create(&device_gl
->d
, &f
->fence
)))
2659 ERR("Failed to create fence, hr %#x.\n", hr
);
2660 wined3d_fence_issue(f
->fence
, &device_gl
->d
);
2662 /* We don't expect this to ever happen, but handle it anyway. */
2663 if (!++device_gl
->current_fence_id
)
2665 wined3d_context_gl_wait_command_fence(context_gl
, device_gl
->current_fence_id
- 1);
2666 device_gl
->completed_fence_id
= 0;
2667 device_gl
->current_fence_id
= 1;
2669 wined3d_context_gl_poll_fences(context_gl
);
2672 static void *wined3d_bo_gl_map(struct wined3d_bo_gl
*bo
, struct wined3d_context_gl
*context_gl
, uint32_t flags
)
2674 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2675 const struct wined3d_gl_info
*gl_info
;
2676 struct wined3d_bo_user
*bo_user
;
2677 struct wined3d_bo_gl tmp
;
2680 if (flags
& WINED3D_MAP_NOOVERWRITE
)
2683 if ((flags
& WINED3D_MAP_DISCARD
) && bo
->command_fence_id
> device_gl
->completed_fence_id
)
2685 if (wined3d_context_gl_create_bo(context_gl
, bo
->size
,
2686 bo
->binding
, bo
->usage
, bo
->b
.coherent
, bo
->flags
, &tmp
))
2688 list_move_head(&tmp
.b
.users
, &bo
->b
.users
);
2689 wined3d_context_gl_destroy_bo(context_gl
, bo
);
2691 list_init(&bo
->b
.users
);
2692 list_move_head(&bo
->b
.users
, &tmp
.b
.users
);
2693 LIST_FOR_EACH_ENTRY(bo_user
, &bo
->b
.users
, struct wined3d_bo_user
, entry
)
2695 bo_user
->valid
= false;
2701 ERR("Failed to create new buffer object.\n");
2704 if (bo
->command_fence_id
== device_gl
->current_fence_id
)
2705 wined3d_context_gl_submit_command_fence(context_gl
);
2706 wined3d_context_gl_wait_command_fence(context_gl
, bo
->command_fence_id
);
2709 gl_info
= context_gl
->gl_info
;
2710 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, bo
->id
);
2712 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
2714 map_ptr
= GL_EXTCALL(glMapBufferRange(bo
->binding
, 0, bo
->size
, wined3d_resource_gl_map_flags(bo
, flags
)));
2718 map_ptr
= GL_EXTCALL(glMapBuffer(bo
->binding
, wined3d_resource_gl_legacy_map_flags(flags
)));
2721 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, 0);
2722 checkGLcall("Map buffer object");
2727 void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl
*context_gl
,
2728 const struct wined3d_bo_address
*data
, size_t size
, uint32_t flags
)
2730 struct wined3d_bo
*bo
;
2733 if (!(bo
= data
->buffer_object
))
2736 if (!(map_ptr
= wined3d_bo_gl_map(wined3d_bo_gl(bo
), context_gl
, flags
)))
2738 ERR("Failed to map bo.\n");
2742 return (uint8_t *)map_ptr
+ (uintptr_t)data
->addr
;
2745 static void flush_bo_ranges(struct wined3d_context_gl
*context_gl
, const struct wined3d_const_bo_address
*data
,
2746 unsigned int range_count
, const struct wined3d_range
*ranges
)
2748 const struct wined3d_gl_info
*gl_info
;
2749 struct wined3d_bo_gl
*bo
;
2752 if (!data
->buffer_object
|| data
->buffer_object
->coherent
)
2754 bo
= wined3d_bo_gl(data
->buffer_object
);
2756 gl_info
= context_gl
->gl_info
;
2757 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, bo
->id
);
2759 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
2761 /* The offset passed to glFlushMappedBufferRange() is relative to the
2762 * mapped range, but we map the whole buffer anyway. */
2763 for (i
= 0; i
< range_count
; ++i
)
2765 GL_EXTCALL(glFlushMappedBufferRange(bo
->binding
,
2766 bo
->b
.buffer_offset
+ (uintptr_t)data
->addr
+ ranges
[i
].offset
, ranges
[i
].size
));
2769 else if (gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
2771 for (i
= 0; i
< range_count
; ++i
)
2773 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(bo
->binding
,
2774 (uintptr_t)data
->addr
+ ranges
[i
].offset
, ranges
[i
].size
));
2775 checkGLcall("glFlushMappedBufferRangeAPPLE");
2779 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, 0);
2780 checkGLcall("Flush buffer object");
2783 void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl
*context_gl
,
2784 const struct wined3d_bo_address
*data
, unsigned int range_count
, const struct wined3d_range
*ranges
)
2786 const struct wined3d_gl_info
*gl_info
;
2787 struct wined3d_bo_gl
*bo
;
2789 if (!data
->buffer_object
)
2791 bo
= wined3d_bo_gl(data
->buffer_object
);
2793 flush_bo_ranges(context_gl
, wined3d_const_bo_address(data
), range_count
, ranges
);
2795 gl_info
= context_gl
->gl_info
;
2796 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, bo
->id
);
2797 GL_EXTCALL(glUnmapBuffer(bo
->binding
));
2798 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, 0);
2799 checkGLcall("Unmap buffer object");
2802 void wined3d_context_gl_flush_bo_address(struct wined3d_context_gl
*context_gl
,
2803 const struct wined3d_const_bo_address
*data
, size_t size
)
2805 struct wined3d_range range
;
2807 TRACE("context_gl %p, data %s, size %zu.\n", context_gl
, debug_const_bo_address(data
), size
);
2809 range
.offset
= (uintptr_t)data
->addr
;
2812 flush_bo_ranges(context_gl
, data
, 1, &range
);
2815 void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl
*context_gl
,
2816 const struct wined3d_bo_address
*dst
, const struct wined3d_bo_address
*src
, size_t size
)
2818 const struct wined3d_gl_info
*gl_info
;
2819 struct wined3d_bo_gl
*src_bo
, *dst_bo
;
2820 struct wined3d_range range
;
2821 BYTE
*dst_ptr
, *src_ptr
;
2823 gl_info
= context_gl
->gl_info
;
2824 src_bo
= src
->buffer_object
? wined3d_bo_gl(src
->buffer_object
) : NULL
;
2825 dst_bo
= dst
->buffer_object
? wined3d_bo_gl(dst
->buffer_object
) : NULL
;
2827 if (dst_bo
&& src_bo
)
2829 if (gl_info
->supported
[ARB_COPY_BUFFER
])
2831 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER
, src_bo
->id
));
2832 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER
, dst_bo
->id
));
2833 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER
, GL_COPY_WRITE_BUFFER
,
2834 src_bo
->b
.buffer_offset
+ (GLintptr
)src
->addr
,
2835 dst_bo
->b
.buffer_offset
+ (GLintptr
)dst
->addr
, size
));
2836 checkGLcall("direct buffer copy");
2838 wined3d_context_gl_reference_bo(context_gl
, src_bo
);
2839 wined3d_context_gl_reference_bo(context_gl
, dst_bo
);
2843 src_ptr
= wined3d_context_gl_map_bo_address(context_gl
, src
, size
, WINED3D_MAP_READ
);
2844 dst_ptr
= wined3d_context_gl_map_bo_address(context_gl
, dst
, size
, WINED3D_MAP_WRITE
);
2846 memcpy(dst_ptr
, src_ptr
, size
);
2850 wined3d_context_gl_unmap_bo_address(context_gl
, dst
, 1, &range
);
2851 wined3d_context_gl_unmap_bo_address(context_gl
, src
, 0, NULL
);
2854 else if (!dst_bo
&& src_bo
)
2856 wined3d_context_gl_bind_bo(context_gl
, src_bo
->binding
, src_bo
->id
);
2857 GL_EXTCALL(glGetBufferSubData(src_bo
->binding
, src_bo
->b
.buffer_offset
+ (GLintptr
)src
->addr
, size
, dst
->addr
));
2858 checkGLcall("buffer download");
2860 wined3d_context_gl_reference_bo(context_gl
, src_bo
);
2862 else if (dst_bo
&& !src_bo
)
2864 wined3d_context_gl_bind_bo(context_gl
, dst_bo
->binding
, dst_bo
->id
);
2865 GL_EXTCALL(glBufferSubData(dst_bo
->binding
, dst_bo
->b
.buffer_offset
+ (GLintptr
)dst
->addr
, size
, src
->addr
));
2866 checkGLcall("buffer upload");
2868 wined3d_context_gl_reference_bo(context_gl
, dst_bo
);
2872 memcpy(dst
->addr
, src
->addr
, size
);
2876 void wined3d_context_gl_destroy_bo(struct wined3d_context_gl
*context_gl
, struct wined3d_bo_gl
*bo
)
2878 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2880 TRACE("context_gl %p, bo %p.\n", context_gl
, bo
);
2882 TRACE("Destroying GL buffer %u.\n", bo
->id
);
2883 GL_EXTCALL(glDeleteBuffers(1, &bo
->id
));
2884 checkGLcall("buffer object destruction");
2888 bool wined3d_context_gl_create_bo(struct wined3d_context_gl
*context_gl
, GLsizeiptr size
,
2889 GLenum binding
, GLenum usage
, bool coherent
, GLbitfield flags
, struct wined3d_bo_gl
*bo
)
2891 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2894 TRACE("context_gl %p, size %lu, binding %#x, usage %#x, coherent %#x, flags %#x, bo %p.\n",
2895 context_gl
, size
, binding
, usage
, coherent
, flags
, bo
);
2897 GL_EXTCALL(glGenBuffers(1, &id
));
2900 checkGLcall("buffer object creation");
2903 wined3d_context_gl_bind_bo(context_gl
, binding
, id
);
2905 if (!coherent
&& gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
2907 GL_EXTCALL(glBufferParameteriAPPLE(binding
, GL_BUFFER_FLUSHING_UNMAP_APPLE
, GL_FALSE
));
2908 GL_EXTCALL(glBufferParameteriAPPLE(binding
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_FALSE
));
2911 if (gl_info
->supported
[ARB_BUFFER_STORAGE
])
2912 GL_EXTCALL(glBufferStorage(binding
, size
, NULL
, flags
| GL_DYNAMIC_STORAGE_BIT
));
2914 GL_EXTCALL(glBufferData(binding
, size
, NULL
, usage
));
2916 wined3d_context_gl_bind_bo(context_gl
, binding
, 0);
2917 checkGLcall("buffer object creation");
2919 TRACE("Created buffer object %u.\n", id
);
2922 bo
->binding
= binding
;
2925 bo
->b
.coherent
= coherent
;
2926 list_init(&bo
->b
.users
);
2927 bo
->command_fence_id
= 0;
2928 bo
->b
.memory_offset
= 0;
2929 bo
->b
.buffer_offset
= 0;
2930 bo
->b
.map_ptr
= NULL
;
2935 static void wined3d_context_gl_set_render_offscreen(struct wined3d_context_gl
*context_gl
, BOOL offscreen
)
2937 if (context_gl
->c
.render_offscreen
== offscreen
)
2940 context_invalidate_state(&context_gl
->c
, STATE_VIEWPORT
);
2941 context_invalidate_state(&context_gl
->c
, STATE_SCISSORRECT
);
2942 if (!context_gl
->gl_info
->supported
[ARB_CLIP_CONTROL
])
2944 context_invalidate_state(&context_gl
->c
, STATE_RASTERIZER
);
2945 context_invalidate_state(&context_gl
->c
, STATE_POINTSPRITECOORDORIGIN
);
2946 context_invalidate_state(&context_gl
->c
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2948 context_invalidate_state(&context_gl
->c
, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
));
2949 if (context_gl
->gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2950 context_invalidate_state(&context_gl
->c
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
2951 context_gl
->c
.render_offscreen
= offscreen
;
2954 GLenum
wined3d_context_gl_get_offscreen_gl_buffer(const struct wined3d_context_gl
*context_gl
)
2956 switch (wined3d_settings
.offscreen_rendering_mode
)
2959 return GL_COLOR_ATTACHMENT0
;
2961 case ORM_BACKBUFFER
:
2962 return context_gl
->aux_buffers
> 0 ? GL_AUX0
: GL_BACK
;
2965 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
2970 static uint32_t wined3d_context_gl_generate_rt_mask_no_fbo(const struct wined3d_context_gl
*context_gl
,
2971 struct wined3d_resource
*rt
)
2973 if (!rt
|| rt
->format
->id
== WINED3DFMT_NULL
)
2975 else if (rt
->type
!= WINED3D_RTYPE_BUFFER
&& texture_from_resource(rt
)->swapchain
)
2976 return context_generate_rt_mask_from_resource(rt
);
2978 return context_generate_rt_mask(wined3d_context_gl_get_offscreen_gl_buffer(context_gl
));
2981 /* Context activation is done by the caller. */
2982 void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl
*context_gl
, const struct wined3d_device
*device
)
2984 struct wined3d_context
*context
= &context_gl
->c
;
2985 const struct wined3d_gl_info
*gl_info
;
2986 uint32_t rt_mask
, *cur_mask
;
2987 struct wined3d_texture
*rt
;
2988 unsigned int sampler
;
2991 TRACE("Setting up context %p for blitting.\n", context
);
2993 gl_info
= context_gl
->gl_info
;
2994 rt
= context
->current_rt
.texture
;
2996 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2998 if (context
->render_offscreen
)
3000 wined3d_texture_load(rt
, context
, FALSE
);
3002 wined3d_context_gl_apply_fbo_state_blit(context_gl
, GL_FRAMEBUFFER
, &rt
->resource
,
3003 context
->current_rt
.sub_resource_idx
, NULL
, 0, rt
->resource
.draw_binding
);
3004 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
3011 context_gl
->current_fbo
= NULL
;
3012 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
3013 rt_mask
= context_generate_rt_mask_from_resource(&rt
->resource
);
3018 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, &rt
->resource
);
3021 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3023 if (rt_mask
!= *cur_mask
)
3025 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3026 *cur_mask
= rt_mask
;
3029 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3030 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
3031 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
3033 wined3d_context_gl_get_rt_size(context_gl
, &rt_size
);
3035 if (context
->last_was_blit
)
3037 if (context_gl
->blit_size
.cx
!= rt_size
.cx
|| context_gl
->blit_size
.cy
!= rt_size
.cy
)
3039 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, rt_size
.cx
, rt_size
.cy
);
3040 context
->viewport_count
= WINED3D_MAX_VIEWPORTS
;
3041 context_gl
->blit_size
= rt_size
;
3042 /* No need to dirtify here, the states are still dirtified because
3043 * they weren't applied since the last context_apply_blit_state()
3046 checkGLcall("blit state application");
3047 TRACE("Context is already set up for blitting, nothing to do.\n");
3050 context
->last_was_blit
= TRUE
;
3052 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
3053 GL_EXTCALL(glBindSampler(0, 0));
3054 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
3056 sampler
= context_gl
->rev_tex_unit_map
[0];
3057 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
3059 if (sampler
< WINED3D_MAX_TEXTURES
)
3061 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ sampler
));
3062 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
3064 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
3066 context_invalidate_compute_state(context
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
3067 context_invalidate_state(context
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
3069 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3071 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
3072 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
));
3074 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
3075 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3076 context_invalidate_state(context
, STATE_BLEND
);
3077 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
3078 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
3079 context_invalidate_state(context
, STATE_RASTERIZER
);
3080 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
3081 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
3082 context_invalidate_state(context
, STATE_DEPTH_STENCIL
);
3083 if (gl_info
->supported
[ARB_POINT_SPRITE
])
3085 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
3086 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
));
3088 if (gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
3090 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
3091 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3094 context
->last_was_rhw
= TRUE
;
3095 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
3097 wined3d_context_gl_enable_clip_distances(context_gl
, 0);
3098 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CLIPPING
));
3100 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
3101 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
3102 GL_EXTCALL(glClipControl(GL_LOWER_LEFT
, GL_NEGATIVE_ONE_TO_ONE
));
3103 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, rt_size
.cx
, rt_size
.cy
);
3104 context
->viewport_count
= WINED3D_MAX_VIEWPORTS
;
3105 context_invalidate_state(context
, STATE_VIEWPORT
);
3107 device
->shader_backend
->shader_disable(device
->shader_priv
, context
);
3109 context_gl
->blit_size
= rt_size
;
3111 checkGLcall("blit state application");
3114 static void wined3d_context_gl_apply_blit_projection(const struct wined3d_context_gl
*context_gl
,
3115 unsigned int w
, unsigned int h
)
3117 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3118 const GLdouble projection
[] =
3120 2.0 / w
, 0.0, 0.0, 0.0,
3121 0.0, 2.0 / h
, 0.0, 0.0,
3123 -1.0, -1.0, -1.0, 1.0,
3126 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
3127 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
3130 /* Setup OpenGL states for fixed-function blitting. */
3131 /* Context activation is done by the caller. */
3132 void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl
*context_gl
,
3133 const struct wined3d_device
*device
)
3135 struct wined3d_context
*context
= &context_gl
->c
;
3136 const struct wined3d_gl_info
*gl_info
;
3137 unsigned int i
, sampler
;
3139 gl_info
= context_gl
->gl_info
;
3140 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3141 ERR("Applying fixed-function state without legacy context support.\n");
3143 if (context
->last_was_ffp_blit
)
3147 wined3d_context_gl_get_rt_size(context_gl
, &rt_size
);
3148 if (context_gl
->blit_size
.cx
!= rt_size
.cx
|| context_gl
->blit_size
.cy
!= rt_size
.cy
)
3149 wined3d_context_gl_apply_blit_projection(context_gl
, rt_size
.cx
, rt_size
.cy
);
3150 wined3d_context_gl_apply_blit_state(context_gl
, device
);
3152 checkGLcall("ffp blit state application");
3155 context
->last_was_ffp_blit
= TRUE
;
3157 wined3d_context_gl_apply_blit_state(context_gl
, device
);
3159 /* Disable all textures. The caller can then bind a texture it wants to blit
3161 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
3163 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
3165 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3166 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3167 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3168 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3169 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3170 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3172 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
3174 sampler
= context_gl
->rev_tex_unit_map
[i
];
3175 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
3177 if (sampler
< WINED3D_MAX_TEXTURES
)
3178 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
3179 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
3183 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
3185 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3186 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3187 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3188 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3189 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3190 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3192 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
3193 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
3194 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
, GL_TEXTURE_LOD_BIAS_EXT
, 0.0f
);
3196 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
3197 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3199 /* Setup transforms. */
3200 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3201 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3202 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3203 wined3d_context_gl_apply_blit_projection(context_gl
, context_gl
->blit_size
.cx
, context_gl
->blit_size
.cy
);
3204 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
3206 /* Other misc states. */
3207 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
3208 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_LIGHTING
));
3209 gl_info
->p_glDisableWINE(GL_FOG
);
3210 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
));
3212 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
3214 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
3215 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
3217 checkGLcall("ffp blit state application");
3220 static BOOL
have_framebuffer_attachment(unsigned int rt_count
, struct wined3d_rendertarget_view
* const *rts
,
3221 const struct wined3d_rendertarget_view
*ds
)
3228 for (i
= 0; i
< rt_count
; ++i
)
3230 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3237 /* Context activation is done by the caller. */
3238 BOOL
wined3d_context_gl_apply_clear_state(struct wined3d_context_gl
*context_gl
,
3239 const struct wined3d_state
*state
, unsigned int rt_count
, const struct wined3d_fb_state
*fb
)
3241 struct wined3d_rendertarget_view
* const *rts
= fb
->render_targets
;
3242 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3243 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
3244 uint32_t rt_mask
= 0, *cur_mask
;
3247 if (isStateDirty(&context_gl
->c
, STATE_FRAMEBUFFER
) || fb
!= &state
->fb
3248 || rt_count
!= gl_info
->limits
.buffers
)
3250 if (!have_framebuffer_attachment(rt_count
, rts
, dsv
))
3252 WARN("Invalid render target config, need at least one attachment.\n");
3256 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3258 struct wined3d_rendertarget_info ds_info
= {{0}};
3260 if (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
))
3262 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
3263 for (i
= 0; i
< rt_count
; ++i
)
3267 struct wined3d_rendertarget_view_gl
*rtv_gl
= wined3d_rendertarget_view_gl(rts
[i
]);
3268 context_gl
->blit_targets
[i
].gl_view
= rtv_gl
->gl_view
;
3269 context_gl
->blit_targets
[i
].resource
= rtv_gl
->v
.resource
;
3270 context_gl
->blit_targets
[i
].sub_resource_idx
= rtv_gl
->v
.sub_resource_idx
;
3271 context_gl
->blit_targets
[i
].layer_count
= rtv_gl
->v
.layer_count
;
3273 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3274 rt_mask
|= (1u << i
);
3279 struct wined3d_rendertarget_view_gl
*dsv_gl
= wined3d_rendertarget_view_gl(dsv
);
3280 ds_info
.gl_view
= dsv_gl
->gl_view
;
3281 ds_info
.resource
= dsv_gl
->v
.resource
;
3282 ds_info
.sub_resource_idx
= dsv_gl
->v
.sub_resource_idx
;
3283 ds_info
.layer_count
= dsv_gl
->v
.layer_count
;
3286 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, context_gl
->blit_targets
, &ds_info
,
3287 rt_count
? rts
[0]->resource
->draw_binding
: 0, dsv
? dsv
->resource
->draw_binding
: 0);
3291 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, NULL
, &ds_info
,
3292 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3293 rt_mask
= context_generate_rt_mask_from_resource(rts
[0]->resource
);
3296 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
3297 * next draw. Otherwise we could mark the framebuffer state clean here, once the
3298 * state management allows this */
3299 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
3303 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rt_count
? rts
[0]->resource
: NULL
);
3306 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
3307 && (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
)))
3309 for (i
= 0; i
< rt_count
; ++i
)
3311 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3312 rt_mask
|= (1u << i
);
3317 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rt_count
? rts
[0]->resource
: NULL
);
3320 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3322 if (rt_mask
!= *cur_mask
)
3324 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3325 *cur_mask
= rt_mask
;
3326 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
3329 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3330 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
3332 context_gl
->c
.last_was_blit
= FALSE
;
3333 context_gl
->c
.last_was_ffp_blit
= FALSE
;
3335 /* Blending and clearing should be orthogonal, but tests on the nvidia
3336 * driver show that disabling blending when clearing improves the clearing
3337 * performance incredibly. */
3338 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
3339 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
3340 if (rt_count
&& gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
3342 if (needs_srgb_write(context_gl
->c
.d3d_info
, state
, fb
))
3343 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
3345 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
3346 context_invalidate_state(&context_gl
->c
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3348 checkGLcall("setting up state for clear");
3350 context_invalidate_state(&context_gl
->c
, STATE_BLEND
);
3351 context_invalidate_state(&context_gl
->c
, STATE_RASTERIZER
);
3352 context_invalidate_state(&context_gl
->c
, STATE_SCISSORRECT
);
3357 static uint32_t find_draw_buffers_mask(const struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
)
3359 struct wined3d_rendertarget_view
* const *rts
= state
->fb
.render_targets
;
3360 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3361 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3362 unsigned int rt_mask
, mask
;
3365 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
3366 return wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rts
[0]->resource
);
3367 else if (!context_gl
->c
.render_offscreen
)
3368 return context_generate_rt_mask_from_resource(rts
[0]->resource
);
3370 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
3371 rt_mask
&= wined3d_mask_from_size(gl_info
->limits
.buffers
);
3372 if (state
->blend_state
&& state
->blend_state
->dual_source
)
3378 i
= wined3d_bit_scan(&mask
);
3379 if (!rts
[i
] || rts
[i
]->format
->id
== WINED3DFMT_NULL
)
3380 rt_mask
&= ~(1u << i
);
3386 /* Context activation is done by the caller. */
3387 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3389 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3390 uint32_t rt_mask
= find_draw_buffers_mask(context_gl
, state
);
3391 const struct wined3d_fb_state
*fb
= &state
->fb
;
3392 DWORD color_location
= 0;
3395 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3397 struct wined3d_rendertarget_info ds_info
= {{0}};
3399 if (!context
->render_offscreen
)
3401 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, NULL
, &ds_info
,
3402 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3406 const struct wined3d_rendertarget_view_gl
*view_gl
;
3409 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
3410 for (i
= 0; i
< context_gl
->gl_info
->limits
.buffers
; ++i
)
3412 if (!fb
->render_targets
[i
])
3415 view_gl
= wined3d_rendertarget_view_gl(fb
->render_targets
[i
]);
3416 context_gl
->blit_targets
[i
].gl_view
= view_gl
->gl_view
;
3417 context_gl
->blit_targets
[i
].resource
= view_gl
->v
.resource
;
3418 context_gl
->blit_targets
[i
].sub_resource_idx
= view_gl
->v
.sub_resource_idx
;
3419 context_gl
->blit_targets
[i
].layer_count
= view_gl
->v
.layer_count
;
3421 if (!color_location
)
3422 color_location
= view_gl
->v
.resource
->draw_binding
;
3425 if (fb
->depth_stencil
)
3427 view_gl
= wined3d_rendertarget_view_gl(fb
->depth_stencil
);
3428 ds_info
.gl_view
= view_gl
->gl_view
;
3429 ds_info
.resource
= view_gl
->v
.resource
;
3430 ds_info
.sub_resource_idx
= view_gl
->v
.sub_resource_idx
;
3431 ds_info
.layer_count
= view_gl
->v
.layer_count
;
3434 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, context_gl
->blit_targets
, &ds_info
,
3435 color_location
, fb
->depth_stencil
? fb
->depth_stencil
->resource
->draw_binding
: 0);
3439 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3440 if (rt_mask
!= *cur_mask
)
3442 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3443 *cur_mask
= rt_mask
;
3445 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
3448 static void wined3d_context_gl_map_stage(struct wined3d_context_gl
*context_gl
, unsigned int stage
, unsigned int unit
)
3450 unsigned int i
= context_gl
->rev_tex_unit_map
[unit
];
3451 unsigned int j
= context_gl
->tex_unit_map
[stage
];
3453 TRACE("Mapping stage %u to unit %u.\n", stage
, unit
);
3454 context_gl
->tex_unit_map
[stage
] = unit
;
3455 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
3456 context_gl
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
3458 context_gl
->rev_tex_unit_map
[unit
] = stage
;
3459 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
3460 context_gl
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
3463 static void context_invalidate_texture_stage(struct wined3d_context
*context
, DWORD stage
)
3467 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
3468 context_invalidate_state(context
, STATE_TEXTURESTAGE(stage
, i
));
3471 static void context_update_fixed_function_usage_map(struct wined3d_context
*context
,
3472 const struct wined3d_state
*state
)
3476 context
->fixed_function_usage_map
= 0;
3477 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
3479 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
3480 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
3481 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
3482 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
3483 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
3484 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
3485 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
3486 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
3488 /* Not used, and disable higher stages. */
3489 if (color_op
== WINED3D_TOP_DISABLE
)
3492 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
3493 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
3494 || ((color_arg3
== WINED3DTA_TEXTURE
)
3495 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
3496 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
3497 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
3498 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
3499 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
3500 context
->fixed_function_usage_map
|= (1u << i
);
3502 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
3503 && i
< WINED3D_MAX_TEXTURES
- 1)
3504 context
->fixed_function_usage_map
|= (1u << (i
+ 1));
3507 if (i
< context
->lowest_disabled_stage
)
3510 end
= context
->lowest_disabled_stage
;
3514 start
= context
->lowest_disabled_stage
;
3518 context
->lowest_disabled_stage
= i
;
3519 for (i
= start
+ 1; i
< end
; ++i
)
3521 context_invalidate_state(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3525 static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_context_gl
*context_gl
,
3526 const struct wined3d_state
*state
)
3528 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
3529 unsigned int i
, tex
;
3532 ffu_map
= context_gl
->c
.fixed_function_usage_map
;
3534 if (d3d_info
->limits
.ffp_textures
== d3d_info
->limits
.ffp_blend_stages
3535 || context_gl
->c
.lowest_disabled_stage
<= d3d_info
->limits
.ffp_textures
)
3537 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3542 if (context_gl
->tex_unit_map
[i
] != i
)
3544 wined3d_context_gl_map_stage(context_gl
, i
, i
);
3545 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3546 context_invalidate_texture_stage(&context_gl
->c
, i
);
3552 /* Now work out the mapping */
3554 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3559 if (context_gl
->tex_unit_map
[i
] != tex
)
3561 wined3d_context_gl_map_stage(context_gl
, i
, tex
);
3562 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3563 context_invalidate_texture_stage(&context_gl
->c
, i
);
3570 static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
)
3572 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
3573 const struct wined3d_shader_resource_info
*resource_info
=
3574 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3577 for (i
= 0; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
3579 if (resource_info
[i
].type
&& context_gl
->tex_unit_map
[i
] != i
)
3581 wined3d_context_gl_map_stage(context_gl
, i
, i
);
3582 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3583 if (i
< d3d_info
->limits
.ffp_blend_stages
)
3584 context_invalidate_texture_stage(&context_gl
->c
, i
);
3589 static BOOL
wined3d_context_gl_unit_free_for_vs(const struct wined3d_context_gl
*context_gl
,
3590 const struct wined3d_shader_resource_info
*ps_resource_info
, unsigned int unit
)
3592 unsigned int current_mapping
= context_gl
->rev_tex_unit_map
[unit
];
3594 /* Not currently used */
3595 if (current_mapping
== WINED3D_UNMAPPED_STAGE
)
3598 if (current_mapping
< WINED3D_MAX_FRAGMENT_SAMPLERS
)
3600 /* Used by a fragment sampler */
3602 if (!ps_resource_info
)
3604 /* No pixel shader, check fixed function */
3605 return current_mapping
>= WINED3D_MAX_TEXTURES
3606 || !(context_gl
->c
.fixed_function_usage_map
& (1u << current_mapping
));
3609 /* Pixel shader, check the shader's sampler map */
3610 return !ps_resource_info
[current_mapping
].type
;
3616 static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl
*context_gl
,
3617 BOOL ps
, const struct wined3d_state
*state
)
3619 const struct wined3d_shader_resource_info
*vs_resource_info
=
3620 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
;
3621 const struct wined3d_shader_resource_info
*ps_resource_info
= NULL
;
3622 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3623 int start
= min(WINED3D_MAX_COMBINED_SAMPLERS
, gl_info
->limits
.graphics_samplers
) - 1;
3626 /* Note that we only care if a resource is used or not, not the
3627 * resource's specific type. Otherwise we'd need to call
3628 * shader_update_samplers() here for 1.x pixelshaders. */
3630 ps_resource_info
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3632 for (i
= 0; i
< WINED3D_MAX_VERTEX_SAMPLERS
; ++i
)
3634 DWORD vsampler_idx
= i
+ WINED3D_MAX_FRAGMENT_SAMPLERS
;
3635 if (vs_resource_info
[i
].type
)
3639 if (wined3d_context_gl_unit_free_for_vs(context_gl
, ps_resource_info
, start
))
3641 if (context_gl
->tex_unit_map
[vsampler_idx
] != start
)
3643 wined3d_context_gl_map_stage(context_gl
, vsampler_idx
, start
);
3644 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(vsampler_idx
));
3653 if (context_gl
->tex_unit_map
[vsampler_idx
] == WINED3D_UNMAPPED_STAGE
)
3654 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i
);
3659 static void wined3d_context_gl_update_tex_unit_map(struct wined3d_context_gl
*context_gl
,
3660 const struct wined3d_state
*state
)
3662 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3663 BOOL vs
= use_vs(state
);
3664 BOOL ps
= use_ps(state
);
3667 context_update_fixed_function_usage_map(&context_gl
->c
, state
);
3669 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3670 * need a 1:1 map at the moment.
3671 * When the mapping of a stage is changed, sampler and ALL texture stage
3672 * states have to be reset. */
3674 if (gl_info
->limits
.graphics_samplers
>= WINED3D_MAX_COMBINED_SAMPLERS
)
3678 wined3d_context_gl_map_psamplers(context_gl
, state
);
3680 wined3d_context_gl_map_fixed_function_samplers(context_gl
, state
);
3683 wined3d_context_gl_map_vsamplers(context_gl
, ps
, state
);
3686 /* Context activation is done by the caller. */
3687 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3689 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3690 uint32_t rt_mask
, *cur_mask
;
3692 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
3694 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3695 rt_mask
= find_draw_buffers_mask(context_gl
, state
);
3696 if (rt_mask
!= *cur_mask
)
3698 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3699 *cur_mask
= rt_mask
;
3703 static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl
*context_gl
,
3704 const struct wined3d_state
*state
, enum wined3d_shader_type shader_type
)
3706 unsigned int bind_idx
, shader_sampler_count
, base
, count
, i
;
3707 const struct wined3d_device
*device
= context_gl
->c
.device
;
3708 struct wined3d_shader_sampler_map_entry
*entry
;
3709 struct wined3d_shader_resource_view
*view
;
3710 const struct wined3d_shader
*shader
;
3711 const unsigned int *tex_unit_map
;
3712 struct wined3d_sampler
*sampler
;
3714 if (!(shader
= state
->shader
[shader_type
]))
3717 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
,
3718 &shader
->reg_maps
.shader_version
, &base
, &count
);
3720 shader_sampler_count
= shader
->reg_maps
.sampler_map
.count
;
3721 if (shader_sampler_count
> count
)
3722 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3723 shader
, shader_sampler_count
, count
);
3724 count
= min(shader_sampler_count
, count
);
3726 for (i
= 0; i
< count
; ++i
)
3728 entry
= &shader
->reg_maps
.sampler_map
.entries
[i
];
3729 bind_idx
= base
+ entry
->bind_idx
;
3731 bind_idx
= tex_unit_map
[bind_idx
];
3733 if (!(view
= state
->shader_resource_view
[shader_type
][entry
->resource_idx
]))
3735 WARN("No resource view bound at index %u, %u.\n", shader_type
, entry
->resource_idx
);
3739 if (entry
->sampler_idx
== WINED3D_SAMPLER_DEFAULT
)
3740 sampler
= device
->default_sampler
;
3741 else if (!(sampler
= state
->sampler
[shader_type
][entry
->sampler_idx
]))
3742 sampler
= device
->null_sampler
;
3743 wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view
),
3744 bind_idx
, wined3d_sampler_gl(sampler
), context_gl
);
3748 static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl
*context_gl
,
3749 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
3751 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3752 struct wined3d_unordered_access_view_gl
*view_gl
;
3753 const struct wined3d_format_gl
*format_gl
;
3754 GLuint texture_name
;
3761 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
3765 if (shader
->reg_maps
.uav_resource_info
[i
].type
)
3766 WARN("No unordered access view bound at index %u.\n", i
);
3767 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
3771 view_gl
= wined3d_unordered_access_view_gl(views
[i
]);
3772 if (view_gl
->gl_view
.name
)
3774 texture_name
= view_gl
->gl_view
.name
;
3777 else if (view_gl
->v
.resource
->type
!= WINED3D_RTYPE_BUFFER
)
3779 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(texture_from_resource(view_gl
->v
.resource
));
3780 texture_name
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, FALSE
);
3781 level
= view_gl
->v
.desc
.u
.texture
.level_idx
;
3785 FIXME("Unsupported buffer unordered access view.\n");
3786 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
3790 format_gl
= wined3d_format_gl(view_gl
->v
.format
);
3791 GL_EXTCALL(glBindImageTexture(i
, texture_name
, level
, GL_TRUE
, 0, GL_READ_WRITE
,
3792 format_gl
->internal
));
3794 if (view_gl
->counter_bo
.id
)
3795 GL_EXTCALL(glBindBufferRange(GL_ATOMIC_COUNTER_BUFFER
, i
, view_gl
->counter_bo
.id
,
3796 view_gl
->counter_bo
.b
.buffer_offset
, view_gl
->counter_bo
.size
));
3798 checkGLcall("Bind unordered access views");
3801 static void context_gl_load_shader_resources(struct wined3d_context_gl
*context_gl
,
3802 const struct wined3d_state
*state
, unsigned int shader_mask
)
3804 struct wined3d_shader_sampler_map_entry
*entry
;
3805 struct wined3d_shader_resource_view_gl
*srv_gl
;
3806 struct wined3d_shader_resource_view
*view
;
3807 struct wined3d_shader
*shader
;
3808 struct wined3d_buffer
*buffer
;
3811 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
3813 if (!(shader_mask
& (1u << i
)))
3816 if (!(shader
= state
->shader
[i
]))
3819 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
3821 if (!state
->cb
[i
][j
].buffer
)
3824 buffer
= state
->cb
[i
][j
].buffer
;
3825 wined3d_buffer_load(buffer
, &context_gl
->c
, state
);
3826 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
3827 if (!buffer
->bo_user
.valid
)
3828 device_invalidate_state(context_gl
->c
.device
, STATE_CONSTANT_BUFFER(i
));
3831 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
3833 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
3835 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
3838 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3840 buffer
= buffer_from_resource(view
->resource
);
3841 wined3d_buffer_load(buffer
, &context_gl
->c
, state
);
3842 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
3844 srv_gl
= wined3d_shader_resource_view_gl(view
);
3845 if (!srv_gl
->bo_user
.valid
)
3846 wined3d_shader_resource_view_gl_update(srv_gl
, context_gl
);
3850 wined3d_texture_load(texture_from_resource(view
->resource
), &context_gl
->c
, FALSE
);
3856 static void context_gl_load_unordered_access_resources(struct wined3d_context_gl
*context_gl
,
3857 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
3859 struct wined3d_unordered_access_view_gl
*uav_gl
;
3860 struct wined3d_unordered_access_view
*view
;
3861 struct wined3d_texture
*texture
;
3862 struct wined3d_buffer
*buffer
;
3865 context_gl
->c
.uses_uavs
= 0;
3870 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
3872 if (!(view
= views
[i
]))
3875 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3877 buffer
= buffer_from_resource(view
->resource
);
3878 wined3d_buffer_load_location(buffer
, &context_gl
->c
, WINED3D_LOCATION_BUFFER
);
3879 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_BUFFER
);
3880 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
3882 uav_gl
= wined3d_unordered_access_view_gl(view
);
3883 if (!uav_gl
->bo_user
.valid
)
3884 wined3d_unordered_access_view_gl_update(uav_gl
, context_gl
);
3888 texture
= texture_from_resource(view
->resource
);
3889 wined3d_texture_load(texture
, &context_gl
->c
, FALSE
);
3890 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3893 context_gl
->c
.uses_uavs
= 1;
3897 static void context_gl_load_stream_output_buffers(struct wined3d_context_gl
*context_gl
,
3898 const struct wined3d_state
*state
)
3900 struct wined3d_buffer
*buffer
;
3903 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
3905 if (!(buffer
= state
->stream_output
[i
].buffer
))
3908 wined3d_buffer_load(buffer
, &context_gl
->c
, state
);
3909 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
3910 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
3911 if (!buffer
->bo_user
.valid
)
3912 device_invalidate_state(context_gl
->c
.device
, STATE_STREAM_OUTPUT
);
3916 /* Context activation is done by the caller. */
3917 static BOOL
context_apply_draw_state(struct wined3d_context
*context
,
3918 const struct wined3d_device
*device
, const struct wined3d_state
*state
, BOOL indexed
)
3920 const struct wined3d_state_entry
*state_table
= context
->state_table
;
3921 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3922 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3923 const struct wined3d_fb_state
*fb
= &state
->fb
;
3924 unsigned int i
, base
;
3927 context
->uses_fbo_attached_resources
= 0;
3929 if (!have_framebuffer_attachment(gl_info
->limits
.buffers
, fb
->render_targets
, fb
->depth_stencil
))
3931 if (!gl_info
->supported
[ARB_FRAMEBUFFER_NO_ATTACHMENTS
])
3933 FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
3937 wined3d_context_gl_set_render_offscreen(context_gl
, TRUE
);
3940 /* Preload resources before FBO setup. Texture preload in particular may
3941 * result in changes to the current FBO, due to using e.g. FBO blits for
3942 * updating a resource location. */
3943 wined3d_context_gl_update_tex_unit_map(context_gl
, state
);
3944 context_preload_textures(context
, state
);
3945 context_gl_load_shader_resources(context_gl
, state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
3946 context_gl_load_unordered_access_resources(context_gl
, state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
3947 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
3948 context_gl_load_stream_output_buffers(context_gl
, state
);
3949 /* TODO: Right now the dependency on the vertex shader is necessary
3950 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
3951 * the current VS but maybe it's possible to relax the coupling in some
3952 * situations at least. */
3953 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
)
3954 || isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
)))
3956 context_update_stream_info(context
, state
);
3959 map
= context
->stream_info
.use_map
;
3962 const struct wined3d_stream_info_element
*e
;
3963 struct wined3d_buffer
*buffer
;
3965 e
= &context
->stream_info
.elements
[wined3d_bit_scan(&map
)];
3966 buffer
= state
->streams
[e
->stream_idx
].buffer
;
3968 if (!buffer
->bo_user
.valid
)
3969 device_invalidate_state(device
, STATE_STREAMSRC
);
3971 wined3d_buffer_load(buffer
, context
, state
);
3973 /* Loading the buffers above may have invalidated the stream info. */
3974 if (wined3d_context_is_graphics_state_dirty(context
, STATE_STREAMSRC
))
3975 context_update_stream_info(context
, state
);
3977 map
= context
->stream_info
.use_map
;
3980 const struct wined3d_stream_info_element
*e
;
3981 struct wined3d_buffer
*buffer
;
3983 e
= &context
->stream_info
.elements
[wined3d_bit_scan(&map
)];
3984 buffer
= state
->streams
[e
->stream_idx
].buffer
;
3986 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
3989 if (indexed
&& state
->index_buffer
)
3991 struct wined3d_buffer
*buffer
= state
->index_buffer
;
3993 if (context
->stream_info
.all_vbo
)
3995 wined3d_buffer_load(buffer
, context
, state
);
3996 if (!buffer
->bo_user
.valid
)
3997 device_invalidate_state(device
, STATE_INDEXBUFFER
);
3998 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
4002 wined3d_buffer_load_sysmem(buffer
, context
);
4006 for (i
= 0, base
= 0; i
< ARRAY_SIZE(context
->dirty_graphics_states
); ++i
)
4008 uint32_t dirty_mask
= context
->dirty_graphics_states
[i
];
4012 unsigned int state_id
= base
+ wined3d_bit_scan(&dirty_mask
);
4014 state_table
[state_id
].apply(context
, state
, state_id
);
4016 base
+= sizeof(dirty_mask
) * CHAR_BIT
;
4019 memset(context
->dirty_graphics_states
, 0, sizeof(context
->dirty_graphics_states
));
4021 if (context
->shader_update_mask
& ~(1u << WINED3D_SHADER_TYPE_COMPUTE
))
4023 device
->shader_backend
->shader_select(device
->shader_priv
, context
, state
);
4024 context
->shader_update_mask
&= 1u << WINED3D_SHADER_TYPE_COMPUTE
;
4027 if (context
->constant_update_mask
)
4029 device
->shader_backend
->shader_load_constants(device
->shader_priv
, context
, state
);
4030 context
->constant_update_mask
= 0;
4033 if (context
->update_shader_resource_bindings
)
4035 for (i
= 0; i
< WINED3D_SHADER_TYPE_GRAPHICS_COUNT
; ++i
)
4036 wined3d_context_gl_bind_shader_resources(context_gl
, state
, i
);
4037 context
->update_shader_resource_bindings
= 0;
4038 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
4039 context
->update_compute_shader_resource_bindings
= 1;
4042 if (context
->update_unordered_access_view_bindings
)
4044 wined3d_context_gl_bind_unordered_access_views(context_gl
,
4045 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
4046 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
4047 context
->update_unordered_access_view_bindings
= 0;
4048 context
->update_compute_unordered_access_view_bindings
= 1;
4051 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4052 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
4054 context
->last_was_blit
= FALSE
;
4055 context
->last_was_ffp_blit
= FALSE
;
4060 static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl
*context_gl
,
4061 const struct wined3d_device
*device
, const struct wined3d_state
*state
)
4063 const struct wined3d_state_entry
*state_table
= context_gl
->c
.state_table
;
4064 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4065 unsigned int state_id
, i
;
4067 context_gl_load_shader_resources(context_gl
, state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
4068 context_gl_load_unordered_access_resources(context_gl
, state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
4069 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
4071 for (i
= 0, state_id
= STATE_COMPUTE_OFFSET
; i
< ARRAY_SIZE(context_gl
->c
.dirty_compute_states
); ++i
)
4073 unsigned int dirty_mask
= context_gl
->c
.dirty_compute_states
[i
];
4077 unsigned int current_state_id
= state_id
+ wined3d_bit_scan(&dirty_mask
);
4078 state_table
[current_state_id
].apply(&context_gl
->c
, state
, current_state_id
);
4080 state_id
+= sizeof(*context_gl
->c
.dirty_compute_states
) * CHAR_BIT
;
4082 memset(context_gl
->c
.dirty_compute_states
, 0, sizeof(*context_gl
->c
.dirty_compute_states
));
4084 if (context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
))
4086 device
->shader_backend
->shader_select_compute(device
->shader_priv
, &context_gl
->c
, state
);
4087 context_gl
->c
.shader_update_mask
&= ~(1u << WINED3D_SHADER_TYPE_COMPUTE
);
4090 if (context_gl
->c
.update_compute_shader_resource_bindings
)
4092 wined3d_context_gl_bind_shader_resources(context_gl
, state
, WINED3D_SHADER_TYPE_COMPUTE
);
4093 context_gl
->c
.update_compute_shader_resource_bindings
= 0;
4094 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
4095 context_gl
->c
.update_shader_resource_bindings
= 1;
4098 if (context_gl
->c
.update_compute_unordered_access_view_bindings
)
4100 wined3d_context_gl_bind_unordered_access_views(context_gl
,
4101 state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
4102 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
4103 context_gl
->c
.update_compute_unordered_access_view_bindings
= 0;
4104 context_gl
->c
.update_unordered_access_view_bindings
= 1;
4107 /* Updates to currently bound render targets aren't necessarily coherent
4108 * between the graphics and compute pipelines. Unbind any currently bound
4109 * FBO here to ensure preceding updates to its attachments by the graphics
4110 * pipeline are visible to the compute pipeline.
4112 * Without this, the bloom effect in Nier:Automata is too bright on the
4113 * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
4114 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
4115 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
4117 context_gl
->c
.last_was_blit
= FALSE
;
4118 context_gl
->c
.last_was_ffp_blit
= FALSE
;
4121 void wined3d_context_gl_end_transform_feedback(struct wined3d_context_gl
*context_gl
)
4123 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4125 if (context_gl
->c
.transform_feedback_active
)
4127 GL_EXTCALL(glEndTransformFeedback());
4128 checkGLcall("glEndTransformFeedback");
4129 context_gl
->c
.transform_feedback_active
= 0;
4130 context_gl
->c
.transform_feedback_paused
= 0;
4134 static void wined3d_context_gl_pause_transform_feedback(struct wined3d_context_gl
*context_gl
, BOOL force
)
4136 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4138 if (!context_gl
->c
.transform_feedback_active
|| context_gl
->c
.transform_feedback_paused
)
4141 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK2
])
4143 GL_EXTCALL(glPauseTransformFeedback());
4144 checkGLcall("glPauseTransformFeedback");
4145 context_gl
->c
.transform_feedback_paused
= 1;
4149 WARN("Cannot pause transform feedback operations.\n");
4152 wined3d_context_gl_end_transform_feedback(context_gl
);
4155 static void wined3d_context_gl_setup_target(struct wined3d_context_gl
*context_gl
,
4156 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4158 BOOL old_render_offscreen
= context_gl
->c
.render_offscreen
, render_offscreen
;
4160 render_offscreen
= wined3d_resource_is_offscreen(&texture
->resource
);
4161 if (context_gl
->c
.current_rt
.texture
== texture
4162 && context_gl
->c
.current_rt
.sub_resource_idx
== sub_resource_idx
4163 && render_offscreen
== old_render_offscreen
)
4166 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
4167 * the alpha blend state changes with different render target formats. */
4168 if (!context_gl
->c
.current_rt
.texture
)
4170 context_invalidate_state(&context_gl
->c
, STATE_BLEND
);
4174 const struct wined3d_format
*old
= context_gl
->c
.current_rt
.texture
->resource
.format
;
4175 const struct wined3d_format
*new = texture
->resource
.format
;
4177 if (old
->id
!= new->id
)
4179 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
4180 if ((old
->alpha_size
&& !new->alpha_size
) || (!old
->alpha_size
&& new->alpha_size
)
4181 || !(texture
->resource
.format_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
4182 context_invalidate_state(&context_gl
->c
, STATE_BLEND
);
4185 /* When switching away from an offscreen render target, and we're not
4186 * using FBOs, we have to read the drawable into the texture. This is
4187 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
4188 * There are some things that need care though. PreLoad needs a GL context,
4189 * and FindContext is called before the context is activated. It also
4190 * has to be called with the old rendertarget active, otherwise a
4191 * wrong drawable is read. */
4192 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
4193 && old_render_offscreen
&& (context_gl
->c
.current_rt
.texture
!= texture
4194 || context_gl
->c
.current_rt
.sub_resource_idx
!= sub_resource_idx
))
4196 struct wined3d_texture_gl
*prev_texture
= wined3d_texture_gl(context_gl
->c
.current_rt
.texture
);
4197 unsigned int prev_sub_resource_idx
= context_gl
->c
.current_rt
.sub_resource_idx
;
4199 /* Read the back buffer of the old drawable into the destination texture. */
4200 if (prev_texture
->texture_srgb
.name
)
4201 wined3d_texture_load(&prev_texture
->t
, &context_gl
->c
, TRUE
);
4202 wined3d_texture_load(&prev_texture
->t
, &context_gl
->c
, FALSE
);
4203 wined3d_texture_invalidate_location(&prev_texture
->t
, prev_sub_resource_idx
, WINED3D_LOCATION_DRAWABLE
);
4207 context_gl
->c
.current_rt
.texture
= texture
;
4208 context_gl
->c
.current_rt
.sub_resource_idx
= sub_resource_idx
;
4209 wined3d_context_gl_set_render_offscreen(context_gl
, render_offscreen
);
4212 static void wined3d_context_gl_activate(struct wined3d_context_gl
*context_gl
,
4213 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4215 wined3d_context_gl_enter(context_gl
);
4216 wined3d_context_gl_update_window(context_gl
);
4217 wined3d_context_gl_setup_target(context_gl
, texture
, sub_resource_idx
);
4218 if (!context_gl
->valid
)
4221 if (context_gl
!= wined3d_context_gl_get_current())
4223 if (!wined3d_context_gl_set_current(context_gl
))
4224 ERR("Failed to activate the new context.\n");
4226 else if (context_gl
->needs_set
)
4228 wined3d_context_gl_set_gl_context(context_gl
);
4232 struct wined3d_context
*wined3d_context_gl_acquire(const struct wined3d_device
*device
,
4233 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4235 struct wined3d_context_gl
*current_context
= wined3d_context_gl_get_current();
4236 struct wined3d_context_gl
*context_gl
;
4238 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device
, texture
, sub_resource_idx
);
4240 if (current_context
&& current_context
->c
.destroyed
)
4241 current_context
= NULL
;
4246 && current_context
->c
.current_rt
.texture
4247 && current_context
->c
.device
== device
)
4249 texture
= current_context
->c
.current_rt
.texture
;
4250 sub_resource_idx
= current_context
->c
.current_rt
.sub_resource_idx
;
4254 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
4256 if (swapchain
->back_buffers
)
4257 texture
= swapchain
->back_buffers
[0];
4259 texture
= swapchain
->front_buffer
;
4260 sub_resource_idx
= 0;
4264 if (current_context
&& current_context
->c
.current_rt
.texture
== texture
)
4266 context_gl
= current_context
;
4268 else if (!wined3d_resource_is_offscreen(&texture
->resource
))
4270 TRACE("Rendering onscreen.\n");
4272 if (!(context_gl
= wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(texture
->swapchain
))))
4277 TRACE("Rendering offscreen.\n");
4279 /* Stay with the current context if possible. Otherwise use the
4280 * context for the primary swapchain. */
4281 if (current_context
&& current_context
->c
.device
== device
)
4282 context_gl
= current_context
;
4283 else if (!(context_gl
= wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(device
->swapchains
[0]))))
4287 wined3d_context_gl_activate(context_gl
, texture
, sub_resource_idx
);
4289 return &context_gl
->c
;
4292 struct wined3d_context_gl
*wined3d_context_gl_reacquire(struct wined3d_context_gl
*context_gl
)
4294 struct wined3d_context
*acquired_context
;
4295 struct wined3d_device
*device
;
4297 if (!context_gl
|| context_gl
->tid
!= GetCurrentThreadId())
4300 device
= context_gl
->c
.device
;
4301 wined3d_from_cs(device
->cs
);
4303 if (context_gl
->c
.current_rt
.texture
)
4305 wined3d_context_gl_activate(context_gl
, context_gl
->c
.current_rt
.texture
,
4306 context_gl
->c
.current_rt
.sub_resource_idx
);
4310 acquired_context
= context_acquire(device
, NULL
, 0);
4311 if (acquired_context
!= &context_gl
->c
)
4312 ERR("Acquired context %p instead of %p.\n", acquired_context
, &context_gl
->c
);
4313 return wined3d_context_gl(acquired_context
);
4316 void dispatch_compute(struct wined3d_device
*device
, const struct wined3d_state
*state
,
4317 const struct wined3d_dispatch_parameters
*parameters
)
4319 const struct wined3d_gl_info
*gl_info
;
4320 struct wined3d_context_gl
*context_gl
;
4322 context_gl
= wined3d_context_gl(context_acquire(device
, NULL
, 0));
4323 if (!context_gl
->valid
)
4325 context_release(&context_gl
->c
);
4326 WARN("Invalid context, skipping dispatch.\n");
4329 gl_info
= context_gl
->gl_info
;
4331 if (!gl_info
->supported
[ARB_COMPUTE_SHADER
])
4333 context_release(&context_gl
->c
);
4334 FIXME("OpenGL implementation does not support compute shaders.\n");
4338 if (parameters
->indirect
)
4339 wined3d_buffer_load(parameters
->u
.indirect
.buffer
, &context_gl
->c
, state
);
4341 wined3d_context_gl_apply_compute_state(context_gl
, device
, state
);
4343 if (parameters
->indirect
)
4345 const struct wined3d_indirect_dispatch_parameters
*indirect
= ¶meters
->u
.indirect
;
4346 struct wined3d_bo_gl
*bo_gl
= wined3d_bo_gl(indirect
->buffer
->buffer_object
);
4348 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER
, bo_gl
->id
));
4349 GL_EXTCALL(glDispatchComputeIndirect(bo_gl
->b
.buffer_offset
+ (GLintptr
)indirect
->offset
));
4350 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER
, 0));
4351 wined3d_context_gl_reference_bo(context_gl
, bo_gl
);
4355 const struct wined3d_direct_dispatch_parameters
*direct
= ¶meters
->u
.direct
;
4356 GL_EXTCALL(glDispatchCompute(direct
->group_count_x
, direct
->group_count_y
, direct
->group_count_z
));
4358 checkGLcall("dispatch compute");
4360 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS
));
4361 checkGLcall("glMemoryBarrier");
4363 context_release(&context_gl
->c
);
4366 /* Context activation is done by the caller. */
4367 static void wined3d_context_gl_draw_primitive_arrays(struct wined3d_context_gl
*context_gl
,
4368 const struct wined3d_state
*state
, const void *idx_data
, unsigned int idx_size
, int base_vertex_idx
,
4369 unsigned int start_idx
, unsigned int count
, unsigned int start_instance
, unsigned int instance_count
)
4371 const struct wined3d_ffp_attrib_ops
*ops
= &context_gl
->c
.d3d_info
->ffp_attrib_ops
;
4372 GLenum idx_type
= idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
4373 const struct wined3d_stream_info
*si
= &context_gl
->c
.stream_info
;
4374 GLenum mode
= gl_primitive_type_from_d3d(state
->primitive_type
);
4375 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4376 unsigned int instanced_elements
[ARRAY_SIZE(si
->elements
)];
4377 unsigned int instanced_element_count
= 0;
4378 const void *indices
;
4381 indices
= (const char *)idx_data
+ idx_size
* start_idx
;
4383 if (!instance_count
)
4387 gl_info
->gl_ops
.gl
.p_glDrawArrays(mode
, start_idx
, count
);
4388 checkGLcall("glDrawArrays");
4392 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4394 GL_EXTCALL(glDrawElementsBaseVertex(mode
, count
, idx_type
, indices
, base_vertex_idx
));
4395 checkGLcall("glDrawElementsBaseVertex");
4399 gl_info
->gl_ops
.gl
.p_glDrawElements(mode
, count
, idx_type
, indices
);
4400 checkGLcall("glDrawElements");
4404 if (start_instance
&& !(gl_info
->supported
[ARB_BASE_INSTANCE
] && gl_info
->supported
[ARB_INSTANCED_ARRAYS
]))
4405 FIXME("Start instance (%u) not supported.\n", start_instance
);
4407 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4411 if (gl_info
->supported
[ARB_BASE_INSTANCE
])
4413 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode
, start_idx
, count
, instance_count
, start_instance
));
4414 checkGLcall("glDrawArraysInstancedBaseInstance");
4418 GL_EXTCALL(glDrawArraysInstanced(mode
, start_idx
, count
, instance_count
));
4419 checkGLcall("glDrawArraysInstanced");
4423 if (gl_info
->supported
[ARB_BASE_INSTANCE
])
4425 GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode
, count
, idx_type
,
4426 indices
, instance_count
, base_vertex_idx
, start_instance
));
4427 checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
4430 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4432 GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode
, count
, idx_type
,
4433 indices
, instance_count
, base_vertex_idx
));
4434 checkGLcall("glDrawElementsInstancedBaseVertex");
4438 GL_EXTCALL(glDrawElementsInstanced(mode
, count
, idx_type
, indices
, instance_count
));
4439 checkGLcall("glDrawElementsInstanced");
4443 /* Instancing emulation by mixing immediate mode and arrays. */
4445 /* This is a nasty thing. MSDN says no hardware supports this and
4446 * applications have to use software vertex processing. We don't support
4449 * Shouldn't be too hard to support with OpenGL, in theory just call
4450 * glDrawArrays() instead of drawElements(). But the stream frequency value
4451 * has a different meaning in that situation. */
4454 FIXME("Non-indexed instanced drawing is not supported.\n");
4458 for (i
= 0; i
< ARRAY_SIZE(si
->elements
); ++i
)
4460 if (!(si
->use_map
& (1u << i
)))
4463 if (state
->streams
[si
->elements
[i
].stream_idx
].flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
4464 instanced_elements
[instanced_element_count
++] = i
;
4467 for (i
= 0; i
< instance_count
; ++i
)
4469 /* Specify the instanced attributes using immediate mode calls. */
4470 for (j
= 0; j
< instanced_element_count
; ++j
)
4472 const struct wined3d_stream_info_element
*element
;
4473 unsigned int element_idx
;
4476 element_idx
= instanced_elements
[j
];
4477 element
= &si
->elements
[element_idx
];
4478 ptr
= element
->data
.addr
+ element
->stride
* i
;
4479 if (element
->data
.buffer_object
)
4480 ptr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(state
->streams
[element
->stream_idx
].buffer
,
4482 ops
->generic
[element
->format
->emit_idx
](element_idx
, ptr
);
4485 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4487 GL_EXTCALL(glDrawElementsBaseVertex(mode
, count
, idx_type
, indices
, base_vertex_idx
));
4488 checkGLcall("glDrawElementsBaseVertex");
4492 gl_info
->gl_ops
.gl
.p_glDrawElements(mode
, count
, idx_type
, indices
);
4493 checkGLcall("glDrawElements");
4498 static unsigned int get_stride_idx(const void *idx_data
, unsigned int idx_size
,
4499 unsigned int base_vertex_idx
, unsigned int start_idx
, unsigned int vertex_idx
)
4502 return start_idx
+ vertex_idx
;
4504 return ((const WORD
*)idx_data
)[start_idx
+ vertex_idx
] + base_vertex_idx
;
4505 return ((const DWORD
*)idx_data
)[start_idx
+ vertex_idx
] + base_vertex_idx
;
4508 /* Context activation is done by the caller. */
4509 static void draw_primitive_immediate_mode(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
4510 const struct wined3d_stream_info
*si
, const void *idx_data
, unsigned int idx_size
,
4511 int base_vertex_idx
, unsigned int start_idx
, unsigned int vertex_count
, unsigned int instance_count
)
4513 const BYTE
*position
= NULL
, *normal
= NULL
, *diffuse
= NULL
, *specular
= NULL
;
4514 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
4515 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4516 unsigned int coord_idx
, stride_idx
, texture_idx
, vertex_idx
;
4517 const struct wined3d_stream_info_element
*element
;
4518 const BYTE
*tex_coords
[WINED3DDP_MAXTEXCOORD
];
4519 unsigned int texture_unit
, texture_stages
;
4520 const struct wined3d_ffp_attrib_ops
*ops
;
4521 unsigned int untracked_material_count
;
4522 unsigned int tex_mask
= 0;
4523 BOOL specular_fog
= FALSE
;
4524 BOOL ps
= use_ps(state
);
4527 static unsigned int once
;
4530 FIXME_(d3d_perf
)("Drawing using immediate mode.\n");
4532 WARN_(d3d_perf
)("Drawing using immediate mode.\n");
4534 if (!idx_size
&& idx_data
)
4535 ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
4538 FIXME("Instancing not implemented.\n");
4540 /* Immediate mode drawing can't make use of indices in a VBO - get the
4541 * data from the index buffer. */
4543 idx_data
= wined3d_buffer_load_sysmem(state
->index_buffer
, &context_gl
->c
) + state
->index_offset
;
4545 ops
= &d3d_info
->ffp_attrib_ops
;
4547 gl_info
->gl_ops
.gl
.p_glBegin(gl_primitive_type_from_d3d(state
->primitive_type
));
4549 if (use_vs(state
) || d3d_info
->ffp_generic_attributes
)
4551 for (vertex_idx
= 0; vertex_idx
< vertex_count
; ++vertex_idx
)
4553 unsigned int use_map
= si
->use_map
;
4554 unsigned int element_idx
;
4556 stride_idx
= get_stride_idx(idx_data
, idx_size
, base_vertex_idx
, start_idx
, vertex_idx
);
4557 for (element_idx
= MAX_ATTRIBS
- 1; use_map
; use_map
&= ~(1u << element_idx
), --element_idx
)
4559 if (!(use_map
& 1u << element_idx
))
4562 ptr
= si
->elements
[element_idx
].data
.addr
+ si
->elements
[element_idx
].stride
* stride_idx
;
4563 ops
->generic
[si
->elements
[element_idx
].format
->emit_idx
](element_idx
, ptr
);
4567 gl_info
->gl_ops
.gl
.p_glEnd();
4571 if (si
->use_map
& (1u << WINED3D_FFP_POSITION
))
4572 position
= si
->elements
[WINED3D_FFP_POSITION
].data
.addr
;
4574 if (si
->use_map
& (1u << WINED3D_FFP_NORMAL
))
4575 normal
= si
->elements
[WINED3D_FFP_NORMAL
].data
.addr
;
4577 gl_info
->gl_ops
.gl
.p_glNormal3f(0.0f
, 0.0f
, 0.0f
);
4579 untracked_material_count
= context_gl
->untracked_material_count
;
4580 if (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
))
4582 element
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
4583 diffuse
= element
->data
.addr
;
4585 if (untracked_material_count
&& element
->format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4586 FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element
->format
->id
));
4590 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
4593 if (si
->use_map
& (1u << WINED3D_FFP_SPECULAR
))
4595 element
= &si
->elements
[WINED3D_FFP_SPECULAR
];
4596 specular
= element
->data
.addr
;
4598 /* Special case where the fog density is stored in the specular alpha channel. */
4599 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
4600 && (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
4601 || si
->elements
[WINED3D_FFP_POSITION
].format
->id
== WINED3DFMT_R32G32B32A32_FLOAT
)
4602 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
4604 if (gl_info
->supported
[EXT_FOG_COORD
])
4606 if (element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
4607 specular_fog
= TRUE
;
4609 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element
->format
->id
));
4613 static unsigned int once
;
4616 FIXME("Implement fog for transformed vertices in software.\n");
4620 else if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4622 GL_EXTCALL(glSecondaryColor3fEXT
)(0.0f
, 0.0f
, 0.0f
);
4625 texture_stages
= d3d_info
->limits
.ffp_blend_stages
;
4626 for (texture_idx
= 0; texture_idx
< texture_stages
; ++texture_idx
)
4628 if (!gl_info
->supported
[ARB_MULTITEXTURE
] && texture_idx
> 0)
4630 FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
4634 if (!ps
&& !state
->textures
[texture_idx
])
4637 texture_unit
= context_gl
->tex_unit_map
[texture_idx
];
4638 if (texture_unit
== WINED3D_UNMAPPED_STAGE
)
4641 coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
4644 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx
, texture_idx
);
4648 if (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))
4650 tex_coords
[coord_idx
] = si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].data
.addr
;
4651 tex_mask
|= (1u << texture_idx
);
4655 TRACE("Setting default coordinates for texture %u.\n", texture_idx
);
4656 if (gl_info
->supported
[ARB_MULTITEXTURE
])
4657 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_unit
, 0.0f
, 0.0f
, 0.0f
, 1.0f
));
4659 gl_info
->gl_ops
.gl
.p_glTexCoord4f(0.0f
, 0.0f
, 0.0f
, 1.0f
);
4663 /* Blending data and point sizes are not supported by this function. They
4664 * are not supported by the fixed function pipeline at all. A FIXME for
4665 * them is printed after decoding the vertex declaration. */
4666 for (vertex_idx
= 0; vertex_idx
< vertex_count
; ++vertex_idx
)
4668 unsigned int tmp_tex_mask
;
4670 stride_idx
= get_stride_idx(idx_data
, idx_size
, base_vertex_idx
, start_idx
, vertex_idx
);
4674 ptr
= normal
+ stride_idx
* si
->elements
[WINED3D_FFP_NORMAL
].stride
;
4675 ops
->normal
[si
->elements
[WINED3D_FFP_NORMAL
].format
->emit_idx
](ptr
);
4680 ptr
= diffuse
+ stride_idx
* si
->elements
[WINED3D_FFP_DIFFUSE
].stride
;
4681 ops
->diffuse
[si
->elements
[WINED3D_FFP_DIFFUSE
].format
->emit_idx
](ptr
);
4683 if (untracked_material_count
)
4685 struct wined3d_color color
;
4688 wined3d_color_from_d3dcolor(&color
, *(const DWORD
*)ptr
);
4689 for (i
= 0; i
< untracked_material_count
; ++i
)
4691 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
,
4692 context_gl
->untracked_materials
[i
], &color
.r
);
4699 ptr
= specular
+ stride_idx
* si
->elements
[WINED3D_FFP_SPECULAR
].stride
;
4700 ops
->specular
[si
->elements
[WINED3D_FFP_SPECULAR
].format
->emit_idx
](ptr
);
4703 GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD
*)ptr
>> 24)));
4706 tmp_tex_mask
= tex_mask
;
4707 for (texture_idx
= 0; tmp_tex_mask
; tmp_tex_mask
>>= 1, ++texture_idx
)
4709 if (!(tmp_tex_mask
& 1))
4712 coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
4713 ptr
= tex_coords
[coord_idx
] + (stride_idx
* si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].stride
);
4714 ops
->texcoord
[si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format
->emit_idx
](
4715 GL_TEXTURE0_ARB
+ context_gl
->tex_unit_map
[texture_idx
], ptr
);
4720 ptr
= position
+ stride_idx
* si
->elements
[WINED3D_FFP_POSITION
].stride
;
4721 ops
->position
[si
->elements
[WINED3D_FFP_POSITION
].format
->emit_idx
](ptr
);
4725 gl_info
->gl_ops
.gl
.p_glEnd();
4726 checkGLcall("draw immediate mode");
4729 static void wined3d_context_gl_draw_indirect(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
4730 const struct wined3d_indirect_draw_parameters
*parameters
, unsigned int idx_size
)
4732 struct wined3d_bo_gl
*bo_gl
= wined3d_bo_gl(parameters
->buffer
->buffer_object
);
4733 GLenum gl_primitive_type
= gl_primitive_type_from_d3d(state
->primitive_type
);
4734 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4737 if (!gl_info
->supported
[ARB_DRAW_INDIRECT
])
4739 FIXME("OpenGL implementation does not support indirect draws.\n");
4743 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER
, bo_gl
->id
));
4745 offset
= (const uint8_t *)bo_gl
->b
.buffer_offset
+ parameters
->offset
;
4748 GLenum idx_type
= idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
4749 if (state
->index_offset
)
4750 FIXME("Ignoring index offset %u.\n", state
->index_offset
);
4751 GL_EXTCALL(glDrawElementsIndirect(gl_primitive_type
, idx_type
, offset
));
4755 GL_EXTCALL(glDrawArraysIndirect(gl_primitive_type
, offset
));
4758 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER
, 0));
4759 wined3d_context_gl_reference_bo(context_gl
, bo_gl
);
4761 checkGLcall("draw indirect");
4764 static void remove_vbos(struct wined3d_context
*context
,
4765 const struct wined3d_state
*state
, struct wined3d_stream_info
*s
)
4769 for (i
= 0; i
< ARRAY_SIZE(s
->elements
); ++i
)
4771 struct wined3d_stream_info_element
*e
;
4773 if (!(s
->use_map
& (1u << i
)))
4776 e
= &s
->elements
[i
];
4777 if (e
->data
.buffer_object
)
4779 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
4780 e
->data
.buffer_object
= 0;
4781 e
->data
.addr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(vb
, context
);
4786 static GLenum
gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
4788 GLenum gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
4789 switch (gl_primitive_type
)
4795 case GL_LINE_STRIP_ADJACENCY
:
4796 case GL_LINES_ADJACENCY
:
4800 case GL_TRIANGLE_FAN
:
4801 case GL_TRIANGLE_STRIP
:
4802 case GL_TRIANGLE_STRIP_ADJACENCY
:
4803 case GL_TRIANGLES_ADJACENCY
:
4805 return GL_TRIANGLES
;
4808 return gl_primitive_type
;
4812 /* Routine common to the draw primitive and draw indexed primitive routines */
4813 void draw_primitive(struct wined3d_device
*device
, const struct wined3d_state
*state
,
4814 const struct wined3d_draw_parameters
*parameters
)
4816 BOOL emulation
= FALSE
, rasterizer_discard
= FALSE
;
4817 const struct wined3d_fb_state
*fb
= &state
->fb
;
4818 const struct wined3d_stream_info
*stream_info
;
4819 struct wined3d_rendertarget_view
*dsv
, *rtv
;
4820 struct wined3d_stream_info si_emulated
;
4821 const struct wined3d_gl_info
*gl_info
;
4822 struct wined3d_context_gl
*context_gl
;
4823 struct wined3d_context
*context
;
4824 unsigned int i
, idx_size
= 0;
4825 const void *idx_data
= NULL
;
4827 TRACE("device %p, state %p, parameters %p.\n", device
, state
, parameters
);
4829 if (!parameters
->indirect
&& !parameters
->u
.direct
.index_count
)
4832 if (!parameters
->indirect
)
4833 TRACE("base_vertex_idx %d, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
4834 parameters
->u
.direct
.base_vertex_idx
, parameters
->u
.direct
.start_idx
,
4835 parameters
->u
.direct
.index_count
, parameters
->u
.direct
.start_instance
,
4836 parameters
->u
.direct
.instance_count
);
4838 if (!(rtv
= fb
->render_targets
[0]))
4839 rtv
= fb
->depth_stencil
;
4841 if (rtv
&& rtv
->resource
->type
== WINED3D_RTYPE_BUFFER
)
4843 FIXME("Buffer render targets not implemented.\n");
4848 context
= context_acquire(device
, wined3d_texture_from_resource(rtv
->resource
), rtv
->sub_resource_idx
);
4850 context
= context_acquire(device
, NULL
, 0);
4851 context_gl
= wined3d_context_gl(context
);
4852 if (!context_gl
->valid
)
4854 context_release(context
);
4855 WARN("Invalid context, skipping draw.\n");
4858 gl_info
= context_gl
->gl_info
;
4860 if (!use_transform_feedback(state
))
4861 wined3d_context_gl_pause_transform_feedback(context_gl
, TRUE
);
4863 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
4865 if (!(rtv
= fb
->render_targets
[i
]) || rtv
->format
->id
== WINED3DFMT_NULL
)
4868 if (wined3d_blend_state_get_writemask(state
->blend_state
, i
))
4870 wined3d_rendertarget_view_load_location(rtv
, context
, rtv
->resource
->draw_binding
);
4871 wined3d_rendertarget_view_invalidate_location(rtv
, ~rtv
->resource
->draw_binding
);
4875 wined3d_rendertarget_view_prepare_location(rtv
, context
, rtv
->resource
->draw_binding
);
4879 if ((dsv
= fb
->depth_stencil
))
4881 /* Note that this depends on the context_acquire() call above to set
4882 * context->render_offscreen properly. We don't currently take the
4883 * Z-compare function into account, but we could skip loading the
4884 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
4885 * that we never copy the stencil data.*/
4886 DWORD location
= context
->render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
4888 if (wined3d_state_uses_depth_buffer(state
))
4889 wined3d_rendertarget_view_load_location(dsv
, context
, location
);
4891 wined3d_rendertarget_view_prepare_location(dsv
, context
, location
);
4894 if (parameters
->indirect
)
4895 wined3d_buffer_load(parameters
->u
.indirect
.buffer
, context
, state
);
4897 if (!context_apply_draw_state(context
, device
, state
, parameters
->indexed
))
4899 context_release(context
);
4900 WARN("Unable to apply draw state, skipping draw.\n");
4904 if (dsv
&& (!state
->depth_stencil_state
|| state
->depth_stencil_state
->desc
.depth_write
))
4906 DWORD location
= context
->render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
4908 wined3d_rendertarget_view_validate_location(dsv
, location
);
4909 wined3d_rendertarget_view_invalidate_location(dsv
, ~location
);
4912 stream_info
= &context
->stream_info
;
4914 if (parameters
->indexed
)
4916 struct wined3d_buffer
*index_buffer
= state
->index_buffer
;
4917 struct wined3d_bo
*bo
= index_buffer
->buffer_object
;
4919 if (!bo
|| !stream_info
->all_vbo
)
4920 idx_data
= index_buffer
->resource
.heap_memory
;
4922 idx_data
= (void *)bo
->buffer_offset
;
4923 idx_data
= (const BYTE
*)idx_data
+ state
->index_offset
;
4925 if (state
->index_format
== WINED3DFMT_R16_UINT
)
4933 if (!stream_info
->position_transformed
&& context_gl
->untracked_material_count
4934 && state
->render_states
[WINED3D_RS_LIGHTING
])
4939 FIXME("Using software emulation because not all material properties could be tracked.\n");
4941 WARN_(d3d_perf
)("Using software emulation because not all material properties could be tracked.\n");
4944 else if (context
->fog_coord
&& state
->render_states
[WINED3D_RS_FOGENABLE
])
4948 /* Either write a pipeline replacement shader or convert the
4949 * specular alpha from unsigned byte to a float in the vertex
4952 FIXME("Using software emulation because manual fog coordinates are provided.\n");
4954 WARN_(d3d_perf
)("Using software emulation because manual fog coordinates are provided.\n");
4960 si_emulated
= context
->stream_info
;
4961 remove_vbos(context
, state
, &si_emulated
);
4962 stream_info
= &si_emulated
;
4966 if (use_transform_feedback(state
))
4968 const struct wined3d_shader
*shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
4970 if (is_rasterization_disabled(shader
))
4972 glEnable(GL_RASTERIZER_DISCARD
);
4973 checkGLcall("enable rasterizer discard");
4974 rasterizer_discard
= TRUE
;
4977 if (context
->transform_feedback_paused
)
4979 GL_EXTCALL(glResumeTransformFeedback());
4980 checkGLcall("glResumeTransformFeedback");
4981 context
->transform_feedback_paused
= 0;
4983 else if (!context
->transform_feedback_active
)
4985 enum wined3d_primitive_type primitive_type
= shader
->u
.gs
.output_type
4986 ? shader
->u
.gs
.output_type
: state
->primitive_type
;
4987 GLenum mode
= gl_tfb_primitive_type_from_d3d(primitive_type
);
4988 GL_EXTCALL(glBeginTransformFeedback(mode
));
4989 checkGLcall("glBeginTransformFeedback");
4990 context
->transform_feedback_active
= 1;
4994 if (state
->primitive_type
== WINED3D_PT_PATCH
)
4996 GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES
, state
->patch_vertex_count
));
4997 checkGLcall("glPatchParameteri");
5000 if (context
->uses_fbo_attached_resources
)
5002 static unsigned int fixme_once
;
5004 if (gl_info
->supported
[ARB_TEXTURE_BARRIER
])
5006 GL_EXTCALL(glTextureBarrier());
5008 else if (gl_info
->supported
[NV_TEXTURE_BARRIER
])
5010 GL_EXTCALL(glTextureBarrierNV());
5015 FIXME("Sampling attached render targets is not supported.\n");
5017 WARN("Sampling attached render targets is not supported, skipping draw.\n");
5018 context_release(context
);
5021 checkGLcall("glTextureBarrier");
5024 if (parameters
->indirect
)
5026 if (!context
->use_immediate_mode_draw
&& !emulation
)
5027 wined3d_context_gl_draw_indirect(context_gl
, state
, ¶meters
->u
.indirect
, idx_size
);
5029 FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
5033 unsigned int instance_count
= parameters
->u
.direct
.instance_count
;
5034 if (context
->instance_count
)
5035 instance_count
= context
->instance_count
;
5037 if (context
->use_immediate_mode_draw
|| emulation
)
5038 draw_primitive_immediate_mode(wined3d_context_gl(context
), state
, stream_info
, idx_data
,
5039 idx_size
, parameters
->u
.direct
.base_vertex_idx
,
5040 parameters
->u
.direct
.start_idx
, parameters
->u
.direct
.index_count
, instance_count
);
5042 wined3d_context_gl_draw_primitive_arrays(context_gl
, state
, idx_data
, idx_size
,
5043 parameters
->u
.direct
.base_vertex_idx
, parameters
->u
.direct
.start_idx
,
5044 parameters
->u
.direct
.index_count
, parameters
->u
.direct
.start_instance
, instance_count
);
5047 if (context
->uses_uavs
)
5049 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS
));
5050 checkGLcall("glMemoryBarrier");
5053 wined3d_context_gl_pause_transform_feedback(context_gl
, FALSE
);
5055 if (rasterizer_discard
)
5057 glDisable(GL_RASTERIZER_DISCARD
);
5058 checkGLcall("disable rasterizer discard");
5061 context_release(context
);
5063 TRACE("Draw completed.\n");
5066 void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl
*context_gl
)
5068 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5069 unsigned int texture_idx
;
5071 for (texture_idx
= 0; texture_idx
< gl_info
->limits
.texture_coords
; ++texture_idx
)
5073 gl_info
->gl_ops
.ext
.p_glClientActiveTextureARB(GL_TEXTURE0_ARB
+ texture_idx
);
5074 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY
);
5078 static const void *get_vertex_attrib_pointer(const struct wined3d_stream_info_element
*element
,
5079 const struct wined3d_state
*state
)
5081 const uint8_t *offset
= element
->data
.addr
+ state
->load_base_vertex_index
* element
->stride
;
5083 if (element
->data
.buffer_object
)
5084 offset
+= element
->data
.buffer_object
->buffer_offset
;
5088 void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl
*context_gl
,
5089 const struct wined3d_stream_info
*si
, GLuint
*current_bo
, const struct wined3d_state
*state
)
5091 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5092 const struct wined3d_format_gl
*format_gl
;
5093 unsigned int mapped_stage
= 0;
5094 unsigned int texture_idx
;
5097 for (texture_idx
= 0; texture_idx
< context_gl
->c
.d3d_info
->limits
.ffp_blend_stages
; ++texture_idx
)
5099 unsigned int coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
5101 if ((mapped_stage
= context_gl
->tex_unit_map
[texture_idx
]) == WINED3D_UNMAPPED_STAGE
)
5104 if (mapped_stage
>= gl_info
->limits
.texture_coords
)
5106 FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage
);
5110 if (coord_idx
< WINED3D_MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))))
5112 const struct wined3d_stream_info_element
*e
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
];
5114 TRACE("Setting up texture %u, idx %u, coord_idx %u, data %s.\n",
5115 texture_idx
, mapped_stage
, coord_idx
, debug_bo_address(&e
->data
));
5117 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5118 if (*current_bo
!= bo
)
5120 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5121 checkGLcall("glBindBuffer");
5125 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
5126 checkGLcall("glClientActiveTextureARB");
5128 /* The coords to supply depend completely on the fvf/vertex shader. */
5129 format_gl
= wined3d_format_gl(e
->format
);
5130 gl_info
->gl_ops
.gl
.p_glTexCoordPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
,
5131 get_vertex_attrib_pointer(e
, state
));
5132 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY
);
5133 state
->streams
[e
->stream_idx
].buffer
->bo_user
.valid
= true;
5137 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ mapped_stage
, 0, 0, 0, 1));
5140 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
5142 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
5143 for (texture_idx
= mapped_stage
+ 1; texture_idx
< gl_info
->limits
.textures
; ++texture_idx
)
5145 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
5149 checkGLcall("loadTexCoords");
5152 /* This should match any arrays loaded in wined3d_context_gl_load_vertex_data(). */
5153 static void wined3d_context_gl_unload_vertex_data(struct wined3d_context_gl
*context_gl
)
5155 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5157 if (!context_gl
->c
.namedArraysLoaded
)
5159 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_VERTEX_ARRAY
);
5160 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_NORMAL_ARRAY
);
5161 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_COLOR_ARRAY
);
5162 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5163 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
5164 wined3d_context_gl_unload_tex_coords(context_gl
);
5165 context_gl
->c
.namedArraysLoaded
= FALSE
;
5168 static void wined3d_context_gl_load_vertex_data(struct wined3d_context_gl
*context_gl
,
5169 const struct wined3d_stream_info
*si
, const struct wined3d_state
*state
)
5171 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5172 const struct wined3d_stream_info_element
*e
;
5173 const struct wined3d_format_gl
*format_gl
;
5174 GLuint current_bo
, bo
;
5177 TRACE("context_gl %p, si %p, state %p.\n", context_gl
, si
, state
);
5179 /* This is used for the fixed-function pipeline only, and the
5180 * fixed-function pipeline doesn't do instancing. */
5181 context_gl
->c
.instance_count
= 0;
5182 current_bo
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0u : 0;
5185 if ((si
->use_map
& (1u << WINED3D_FFP_BLENDWEIGHT
))
5186 || si
->use_map
& (1u << WINED3D_FFP_BLENDINDICES
))
5188 /* TODO: Support vertex blending in immediate mode draws. No need to
5189 * write a FIXME here, this is done after the general vertex
5190 * declaration decoding. */
5191 WARN("Vertex blending not supported.\n");
5195 if (si
->use_map
& (1u << WINED3D_FFP_PSIZE
))
5197 /* No such functionality in the fixed-function GL pipeline. */
5198 WARN("Per-vertex point size not supported.\n");
5202 if (si
->use_map
& (1u << WINED3D_FFP_POSITION
))
5204 e
= &si
->elements
[WINED3D_FFP_POSITION
];
5205 format_gl
= wined3d_format_gl(e
->format
);
5206 offset
= get_vertex_attrib_pointer(e
, state
);
5208 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5209 if (current_bo
!= bo
)
5211 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5212 checkGLcall("glBindBuffer");
5216 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n", format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
, offset
);
5217 gl_info
->gl_ops
.gl
.p_glVertexPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
, offset
);
5218 checkGLcall("glVertexPointer(...)");
5219 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_VERTEX_ARRAY
);
5220 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
5221 state
->streams
[e
->stream_idx
].buffer
->bo_user
.valid
= true;
5225 if (si
->use_map
& (1u << WINED3D_FFP_NORMAL
))
5227 e
= &si
->elements
[WINED3D_FFP_NORMAL
];
5228 format_gl
= wined3d_format_gl(e
->format
);
5229 offset
= get_vertex_attrib_pointer(e
, state
);
5231 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5232 if (current_bo
!= bo
)
5234 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5235 checkGLcall("glBindBuffer");
5239 TRACE("glNormalPointer(%#x, %#x, %p);\n", format_gl
->vtx_type
, e
->stride
, offset
);
5240 gl_info
->gl_ops
.gl
.p_glNormalPointer(format_gl
->vtx_type
, e
->stride
, offset
);
5241 checkGLcall("glNormalPointer(...)");
5242 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_NORMAL_ARRAY
);
5243 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
5244 state
->streams
[e
->stream_idx
].buffer
->bo_user
.valid
= true;
5248 gl_info
->gl_ops
.gl
.p_glNormal3f(0, 0, 0);
5249 checkGLcall("glNormal3f(0, 0, 0)");
5252 /* Diffuse colour */
5253 if (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
))
5255 e
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
5256 format_gl
= wined3d_format_gl(e
->format
);
5257 offset
= get_vertex_attrib_pointer(e
, state
);
5259 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5260 if (current_bo
!= bo
)
5262 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5263 checkGLcall("glBindBuffer");
5267 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
5268 format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
, offset
);
5269 gl_info
->gl_ops
.gl
.p_glColorPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
, offset
);
5270 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
5271 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_COLOR_ARRAY
);
5272 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
5273 state
->streams
[e
->stream_idx
].buffer
->bo_user
.valid
= true;
5277 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
5278 checkGLcall("glColor4f(1, 1, 1, 1)");
5281 /* Specular colour */
5282 if (si
->use_map
& (1u << WINED3D_FFP_SPECULAR
))
5284 TRACE("Setting specular colour.\n");
5286 e
= &si
->elements
[WINED3D_FFP_SPECULAR
];
5287 offset
= get_vertex_attrib_pointer(e
, state
);
5289 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5294 format_gl
= wined3d_format_gl(e
->format
);
5295 type
= format_gl
->vtx_type
;
5296 format
= format_gl
->vtx_format
;
5298 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5299 if (current_bo
!= bo
)
5301 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5302 checkGLcall("glBindBuffer");
5306 if (format
!= 4 || (gl_info
->quirks
& WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA
))
5308 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
5309 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
5310 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
5311 * 4 component secondary colors use it
5313 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format
, type
, e
->stride
, offset
);
5314 GL_EXTCALL(glSecondaryColorPointerEXT(format
, type
, e
->stride
, offset
));
5315 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
5321 case GL_UNSIGNED_BYTE
:
5322 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e
->stride
, offset
);
5323 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE
, e
->stride
, offset
));
5324 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
5328 FIXME("Add 4 component specular colour pointers for type %#x.\n", type
);
5329 /* Make sure that the right colour component is dropped. */
5330 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type
, e
->stride
, offset
);
5331 GL_EXTCALL(glSecondaryColorPointerEXT(3, type
, e
->stride
, offset
));
5332 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
5335 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
5336 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
5337 state
->streams
[e
->stream_idx
].buffer
->bo_user
.valid
= true;
5341 WARN("Specular colour is not supported in this GL implementation.\n");
5346 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5348 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
5349 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
5353 WARN("Specular colour is not supported in this GL implementation.\n");
5357 /* Texture coordinates */
5358 wined3d_context_gl_load_tex_coords(context_gl
, si
, ¤t_bo
, state
);
5361 static void wined3d_context_gl_unload_numbered_array(struct wined3d_context_gl
*context_gl
, unsigned int i
)
5363 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5365 GL_EXTCALL(glDisableVertexAttribArray(i
));
5366 checkGLcall("glDisableVertexAttribArray");
5367 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
5368 GL_EXTCALL(glVertexAttribDivisor(i
, 0));
5370 context_gl
->c
.numbered_array_mask
&= ~(1u << i
);
5373 static void wined3d_context_gl_unload_numbered_arrays(struct wined3d_context_gl
*context_gl
)
5375 uint32_t mask
= context_gl
->c
.numbered_array_mask
;
5380 i
= wined3d_bit_scan(&mask
);
5381 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5385 static void wined3d_context_gl_load_numbered_arrays(struct wined3d_context_gl
*context_gl
,
5386 const struct wined3d_stream_info
*stream_info
, const struct wined3d_state
*state
)
5388 struct wined3d_context
*context
= &context_gl
->c
;
5389 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5390 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5391 GLuint current_bo
, bo
;
5394 /* Default to no instancing. */
5395 context
->instance_count
= 0;
5396 current_bo
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0u : 0;
5398 for (i
= 0; i
< MAX_ATTRIBS
; ++i
)
5400 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[i
];
5401 const void *offset
= get_vertex_attrib_pointer(element
, state
);
5402 const struct wined3d_stream_state
*stream
;
5403 const struct wined3d_format_gl
*format_gl
;
5405 if (!(stream_info
->use_map
& (1u << i
)))
5407 if (context
->numbered_array_mask
& (1u << i
))
5408 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5409 if (!use_vs(state
) && i
== WINED3D_FFP_DIFFUSE
)
5411 if (!(context_gl
->default_attrib_value_set
& (1u << i
)) || !context_gl
->diffuse_attrib_to_1
)
5413 GL_EXTCALL(glVertexAttrib4f(i
, 1.0f
, 1.0f
, 1.0f
, 1.0f
));
5414 context_gl
->diffuse_attrib_to_1
= 1;
5419 if (!(context_gl
->default_attrib_value_set
& (1u << i
)))
5421 GL_EXTCALL(glVertexAttrib4f(i
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
5422 if (i
== WINED3D_FFP_DIFFUSE
)
5423 context_gl
->diffuse_attrib_to_1
= 0;
5426 context_gl
->default_attrib_value_set
|= 1u << i
;
5430 format_gl
= wined3d_format_gl(element
->format
);
5431 stream
= &state
->streams
[element
->stream_idx
];
5432 stream
->buffer
->bo_user
.valid
= true;
5434 if ((stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !context
->instance_count
)
5435 context
->instance_count
= state
->streams
[0].frequency
;
5437 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
5439 unsigned int divisor
= 0;
5441 if (element
->instanced
)
5442 divisor
= element
->divisor
? element
->divisor
: UINT_MAX
;
5443 GL_EXTCALL(glVertexAttribDivisor(i
, divisor
));
5445 else if (element
->divisor
)
5447 /* Unload instanced arrays, they will be loaded using immediate
5449 if (context
->numbered_array_mask
& (1u << i
))
5450 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5451 context_gl
->default_attrib_value_set
&= ~(1u << i
);
5455 TRACE("Loading array %u %s.\n", i
, debug_bo_address(&element
->data
));
5457 if (element
->stride
)
5459 DWORD format_flags
= format_gl
->f
.flags
[WINED3D_GL_RES_TYPE_BUFFER
];
5461 bo
= wined3d_bo_gl_id(element
->data
.buffer_object
);
5462 if (current_bo
!= bo
)
5464 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5465 checkGLcall("glBindBuffer");
5468 /* Use the VBO to find out if a vertex buffer exists, not the vb
5469 * pointer. vb can point to a user pointer data blob. In that case
5470 * current_bo will be 0. If there is a vertex buffer but no vbo we
5471 * won't be load converted attributes anyway. */
5472 if (vs
&& vs
->reg_maps
.shader_version
.major
>= 4 && (format_flags
& WINED3DFMT_FLAG_INTEGER
))
5474 GL_EXTCALL(glVertexAttribIPointer(i
, format_gl
->vtx_format
,
5475 format_gl
->vtx_type
, element
->stride
, offset
));
5479 GL_EXTCALL(glVertexAttribPointer(i
, format_gl
->vtx_format
, format_gl
->vtx_type
,
5480 !!(format_flags
& WINED3DFMT_FLAG_NORMALISED
), element
->stride
, offset
));
5483 if (!(context
->numbered_array_mask
& (1u << i
)))
5485 GL_EXTCALL(glEnableVertexAttribArray(i
));
5486 context
->numbered_array_mask
|= (1u << i
);
5491 /* Stride = 0 means always the same values.
5492 * glVertexAttribPointer() doesn't do that. Instead disable the
5493 * pointer and set up the attribute statically. But we have to
5494 * figure out the system memory address. */
5495 const BYTE
*ptr
= element
->data
.addr
;
5496 if (element
->data
.buffer_object
)
5497 ptr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(stream
->buffer
, context
);
5499 if (context
->numbered_array_mask
& (1u << i
))
5500 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5502 switch (format_gl
->f
.id
)
5504 case WINED3DFMT_R32_FLOAT
:
5505 GL_EXTCALL(glVertexAttrib1fv(i
, (const GLfloat
*)ptr
));
5507 case WINED3DFMT_R32G32_FLOAT
:
5508 GL_EXTCALL(glVertexAttrib2fv(i
, (const GLfloat
*)ptr
));
5510 case WINED3DFMT_R32G32B32_FLOAT
:
5511 GL_EXTCALL(glVertexAttrib3fv(i
, (const GLfloat
*)ptr
));
5513 case WINED3DFMT_R32G32B32A32_FLOAT
:
5514 GL_EXTCALL(glVertexAttrib4fv(i
, (const GLfloat
*)ptr
));
5516 case WINED3DFMT_R8G8B8A8_UINT
:
5517 GL_EXTCALL(glVertexAttrib4ubv(i
, ptr
));
5519 case WINED3DFMT_B8G8R8A8_UNORM
:
5520 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
5522 const DWORD
*src
= (const DWORD
*)ptr
;
5523 DWORD c
= *src
& 0xff00ff00u
;
5524 c
|= (*src
& 0xff0000u
) >> 16;
5525 c
|= (*src
& 0xffu
) << 16;
5526 GL_EXTCALL(glVertexAttrib4Nubv(i
, (GLubyte
*)&c
));
5529 /* else fallthrough */
5530 case WINED3DFMT_R8G8B8A8_UNORM
:
5531 GL_EXTCALL(glVertexAttrib4Nubv(i
, ptr
));
5533 case WINED3DFMT_R16G16_SINT
:
5534 GL_EXTCALL(glVertexAttrib2sv(i
, (const GLshort
*)ptr
));
5536 case WINED3DFMT_R16G16B16A16_SINT
:
5537 GL_EXTCALL(glVertexAttrib4sv(i
, (const GLshort
*)ptr
));
5539 case WINED3DFMT_R16G16_SNORM
:
5541 const GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
5542 GL_EXTCALL(glVertexAttrib4Nsv(i
, s
));
5545 case WINED3DFMT_R16G16_UNORM
:
5547 const GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
5548 GL_EXTCALL(glVertexAttrib4Nusv(i
, s
));
5551 case WINED3DFMT_R16G16B16A16_SNORM
:
5552 GL_EXTCALL(glVertexAttrib4Nsv(i
, (const GLshort
*)ptr
));
5554 case WINED3DFMT_R16G16B16A16_UNORM
:
5555 GL_EXTCALL(glVertexAttrib4Nusv(i
, (const GLushort
*)ptr
));
5557 case WINED3DFMT_R10G10B10X2_UINT
:
5558 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
5559 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
5561 case WINED3DFMT_R10G10B10X2_SNORM
:
5562 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
5563 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
5565 case WINED3DFMT_R16G16_FLOAT
:
5566 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
5568 /* Not supported by GL_ARB_half_float_vertex. */
5569 GL_EXTCALL(glVertexAttrib2hvNV(i
, (const GLhalfNV
*)ptr
));
5573 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
5574 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
5575 GL_EXTCALL(glVertexAttrib2f(i
, x
, y
));
5578 case WINED3DFMT_R16G16B16A16_FLOAT
:
5579 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
5581 /* Not supported by GL_ARB_half_float_vertex. */
5582 GL_EXTCALL(glVertexAttrib4hvNV(i
, (const GLhalfNV
*)ptr
));
5586 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
5587 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
5588 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
5589 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
5590 GL_EXTCALL(glVertexAttrib4f(i
, x
, y
, z
, w
));
5594 ERR("Unexpected declaration in stride 0 attributes.\n");
5598 context_gl
->default_attrib_value_set
&= ~(1u << i
);
5601 checkGLcall("Loading numbered arrays");
5604 void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl
*context_gl
,
5605 const struct wined3d_state
*state
)
5607 if (context_gl
->c
.use_immediate_mode_draw
)
5610 wined3d_context_gl_unload_vertex_data(context_gl
);
5611 if (context_gl
->c
.d3d_info
->ffp_generic_attributes
|| use_vs(state
))
5613 TRACE("Loading numbered arrays.\n");
5614 wined3d_context_gl_load_numbered_arrays(context_gl
, &context_gl
->c
.stream_info
, state
);
5618 TRACE("Loading named arrays.\n");
5619 wined3d_context_gl_unload_numbered_arrays(context_gl
);
5620 wined3d_context_gl_load_vertex_data(context_gl
, &context_gl
->c
.stream_info
, state
);
5621 context_gl
->c
.namedArraysLoaded
= TRUE
;
5624 static void apply_texture_blit_state(const struct wined3d_gl_info
*gl_info
, struct gl_texture
*texture
,
5625 GLenum target
, unsigned int level
, enum wined3d_texture_filter_type filter
)
5627 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MAG_FILTER
, wined3d_gl_mag_filter(filter
));
5628 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MIN_FILTER
,
5629 wined3d_gl_min_mip_filter(filter
, WINED3D_TEXF_NONE
));
5630 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
5631 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
5632 if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
5633 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
, GL_SKIP_DECODE_EXT
);
5634 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, level
);
5636 /* We changed the filtering settings on the texture. Make sure they get
5637 * reset on subsequent draws. */
5638 texture
->sampler_desc
.mag_filter
= WINED3D_TEXF_POINT
;
5639 texture
->sampler_desc
.min_filter
= WINED3D_TEXF_POINT
;
5640 texture
->sampler_desc
.mip_filter
= WINED3D_TEXF_NONE
;
5641 texture
->sampler_desc
.address_u
= WINED3D_TADDRESS_CLAMP
;
5642 texture
->sampler_desc
.address_v
= WINED3D_TADDRESS_CLAMP
;
5643 texture
->sampler_desc
.srgb_decode
= FALSE
;
5644 texture
->base_level
= level
;
5647 /* Context activation is done by the caller. */
5648 void wined3d_context_gl_draw_shaded_quad(struct wined3d_context_gl
*context_gl
, struct wined3d_texture_gl
*texture_gl
,
5649 unsigned int sub_resource_idx
, const RECT
*src_rect
, const RECT
*dst_rect
,
5650 enum wined3d_texture_filter_type filter
)
5652 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5653 struct wined3d_blt_info info
;
5654 unsigned int level
, w
, h
, i
;
5659 struct wined3d_vec3 texcoord
;
5663 texture2d_get_blt_info(texture_gl
, sub_resource_idx
, src_rect
, &info
);
5665 level
= sub_resource_idx
% texture_gl
->t
.level_count
;
5666 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, texture_gl
->texture_rgb
.name
);
5667 apply_texture_blit_state(gl_info
, &texture_gl
->texture_rgb
, info
.bind_target
, level
, filter
);
5668 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, level
);
5670 wined3d_context_gl_get_rt_size(context_gl
, &dst_size
);
5674 quad
[0].x
= dst_rect
->left
* 2.0f
/ w
- 1.0f
;
5675 quad
[0].y
= dst_rect
->top
* 2.0f
/ h
- 1.0f
;
5676 quad
[0].texcoord
= info
.texcoords
[0];
5678 quad
[1].x
= dst_rect
->right
* 2.0f
/ w
- 1.0f
;
5679 quad
[1].y
= dst_rect
->top
* 2.0f
/ h
- 1.0f
;
5680 quad
[1].texcoord
= info
.texcoords
[1];
5682 quad
[2].x
= dst_rect
->left
* 2.0f
/ w
- 1.0f
;
5683 quad
[2].y
= dst_rect
->bottom
* 2.0f
/ h
- 1.0f
;
5684 quad
[2].texcoord
= info
.texcoords
[2];
5686 quad
[3].x
= dst_rect
->right
* 2.0f
/ w
- 1.0f
;
5687 quad
[3].y
= dst_rect
->bottom
* 2.0f
/ h
- 1.0f
;
5688 quad
[3].texcoord
= info
.texcoords
[3];
5691 if (gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
5693 if (!context_gl
->blit_vbo
)
5694 GL_EXTCALL(glGenBuffers(1, &context_gl
->blit_vbo
));
5695 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, context_gl
->blit_vbo
));
5697 wined3d_context_gl_unload_vertex_data(context_gl
);
5698 wined3d_context_gl_unload_numbered_arrays(context_gl
);
5700 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER
, sizeof(quad
), quad
, GL_STREAM_DRAW
));
5701 GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT
, FALSE
, sizeof(*quad
), NULL
));
5702 GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT
, FALSE
, sizeof(*quad
),
5703 (void *)FIELD_OFFSET(struct blit_vertex
, texcoord
)));
5705 GL_EXTCALL(glEnableVertexAttribArray(0));
5706 GL_EXTCALL(glEnableVertexAttribArray(1));
5708 gl_info
->gl_ops
.gl
.p_glDrawArrays(GL_TRIANGLE_STRIP
, 0, 4);
5710 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, 0));
5711 GL_EXTCALL(glDisableVertexAttribArray(1));
5712 GL_EXTCALL(glDisableVertexAttribArray(0));
5716 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
5718 for (i
= 0; i
< ARRAY_SIZE(quad
); ++i
)
5720 GL_EXTCALL(glVertexAttrib3fv(1, &quad
[i
].texcoord
.x
));
5721 GL_EXTCALL(glVertexAttrib2fv(0, &quad
[i
].x
));
5724 gl_info
->gl_ops
.gl
.p_glEnd();
5726 checkGLcall("draw");
5728 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, texture_gl
->t
.level_count
- 1);
5729 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, 0);
5732 /* Context activation is done by the caller. */
5733 void wined3d_context_gl_draw_textured_quad(struct wined3d_context_gl
*context_gl
,
5734 struct wined3d_texture_gl
*texture_gl
, unsigned int sub_resource_idx
,
5735 const RECT
*src_rect
, const RECT
*dst_rect
, enum wined3d_texture_filter_type filter
)
5737 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5738 struct wined3d_blt_info info
;
5741 texture2d_get_blt_info(texture_gl
, sub_resource_idx
, src_rect
, &info
);
5743 gl_info
->gl_ops
.gl
.p_glEnable(info
.bind_target
);
5744 checkGLcall("glEnable(bind_target)");
5746 level
= sub_resource_idx
% texture_gl
->t
.level_count
;
5747 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, texture_gl
->texture_rgb
.name
);
5748 apply_texture_blit_state(gl_info
, &texture_gl
->texture_rgb
, info
.bind_target
, level
, filter
);
5749 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, level
);
5750 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
5751 checkGLcall("glTexEnvi");
5754 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
5755 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[0].x
);
5756 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->left
, dst_rect
->top
);
5758 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[1].x
);
5759 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->right
, dst_rect
->top
);
5761 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[2].x
);
5762 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->left
, dst_rect
->bottom
);
5764 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[3].x
);
5765 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->right
, dst_rect
->bottom
);
5766 gl_info
->gl_ops
.gl
.p_glEnd();
5768 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, texture_gl
->t
.level_count
- 1);
5769 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, 0);