2 * Context and render target management in wined3d
4 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #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_synchronous
);
36 #define WINED3D_MAX_FBO_ENTRIES 64
38 static DWORD wined3d_context_tls_idx
;
40 /* FBO helper functions */
42 /* Context activation is done by the caller. */
43 static void context_bind_fbo(struct wined3d_context
*context
, GLenum target
, GLuint fbo
)
45 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
49 case GL_READ_FRAMEBUFFER
:
50 if (context
->fbo_read_binding
== fbo
) return;
51 context
->fbo_read_binding
= fbo
;
54 case GL_DRAW_FRAMEBUFFER
:
55 if (context
->fbo_draw_binding
== fbo
) return;
56 context
->fbo_draw_binding
= fbo
;
60 if (context
->fbo_read_binding
== fbo
61 && context
->fbo_draw_binding
== fbo
) return;
62 context
->fbo_read_binding
= fbo
;
63 context
->fbo_draw_binding
= fbo
;
67 FIXME("Unhandled target %#x.\n", target
);
71 gl_info
->fbo_ops
.glBindFramebuffer(target
, fbo
);
72 checkGLcall("glBindFramebuffer()");
75 /* Context activation is done by the caller. */
76 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
80 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
82 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
83 checkGLcall("glFramebufferTexture2D()");
85 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
86 checkGLcall("glFramebufferTexture2D()");
88 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
89 checkGLcall("glFramebufferTexture2D()");
92 /* Context activation is done by the caller. */
93 static void context_destroy_fbo(struct wined3d_context
*context
, GLuint fbo
)
95 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
97 context_bind_fbo(context
, GL_FRAMEBUFFER
, fbo
);
98 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
99 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
101 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
102 checkGLcall("glDeleteFramebuffers()");
105 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info
*gl_info
,
106 GLenum fbo_target
, DWORD format_flags
, GLuint rb
)
108 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
110 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
111 checkGLcall("glFramebufferRenderbuffer()");
114 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
116 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
117 checkGLcall("glFramebufferRenderbuffer()");
121 /* Context activation is done by the caller. */
122 static void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
123 GLenum fbo_target
, struct wined3d_surface
*depth_stencil
, DWORD location
)
125 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
127 TRACE("Attach depth stencil %p\n", depth_stencil
);
131 DWORD format_flags
= depth_stencil
->container
->resource
.format_flags
;
133 if (depth_stencil
->current_renderbuffer
)
135 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
136 format_flags
, depth_stencil
->current_renderbuffer
->id
);
142 case WINED3D_LOCATION_TEXTURE_RGB
:
143 case WINED3D_LOCATION_TEXTURE_SRGB
:
144 wined3d_texture_prepare_texture(depth_stencil
->container
, context
, FALSE
);
146 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
148 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
,
149 depth_stencil
->texture_target
, depth_stencil
->container
->texture_rgb
.name
,
150 depth_stencil
->texture_level
);
151 checkGLcall("glFramebufferTexture2D()");
154 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
156 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
,
157 depth_stencil
->texture_target
, depth_stencil
->container
->texture_rgb
.name
,
158 depth_stencil
->texture_level
);
159 checkGLcall("glFramebufferTexture2D()");
163 case WINED3D_LOCATION_RB_MULTISAMPLE
:
164 surface_prepare_rb(depth_stencil
, gl_info
, TRUE
);
165 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
166 format_flags
, depth_stencil
->rb_multisample
);
169 case WINED3D_LOCATION_RB_RESOLVED
:
170 surface_prepare_rb(depth_stencil
, gl_info
, FALSE
);
171 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
172 format_flags
, depth_stencil
->rb_resolved
);
176 ERR("Unsupported location %s (%#x).\n", wined3d_debug_location(location
), location
);
181 if (!(format_flags
& WINED3DFMT_FLAG_DEPTH
))
183 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
184 checkGLcall("glFramebufferTexture2D()");
187 if (!(format_flags
& WINED3DFMT_FLAG_STENCIL
))
189 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
190 checkGLcall("glFramebufferTexture2D()");
195 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
196 checkGLcall("glFramebufferTexture2D()");
198 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
199 checkGLcall("glFramebufferTexture2D()");
203 /* Context activation is done by the caller. */
204 static void context_attach_surface_fbo(struct wined3d_context
*context
,
205 GLenum fbo_target
, DWORD idx
, struct wined3d_surface
*surface
, DWORD location
)
207 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
209 TRACE("Attach surface %p to %u\n", surface
, idx
);
211 if (surface
&& surface
->resource
.format
->id
!= WINED3DFMT_NULL
)
217 case WINED3D_LOCATION_TEXTURE_RGB
:
218 case WINED3D_LOCATION_TEXTURE_SRGB
:
219 srgb
= location
== WINED3D_LOCATION_TEXTURE_SRGB
;
220 wined3d_texture_prepare_texture(surface
->container
, context
, srgb
);
221 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
222 surface
->texture_target
, surface_get_texture_name(surface
, gl_info
, srgb
),
223 surface
->texture_level
);
224 checkGLcall("glFramebufferTexture2D()");
227 case WINED3D_LOCATION_RB_MULTISAMPLE
:
228 surface_prepare_rb(surface
, gl_info
, TRUE
);
229 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
230 GL_RENDERBUFFER
, surface
->rb_multisample
);
231 checkGLcall("glFramebufferRenderbuffer()");
234 case WINED3D_LOCATION_RB_RESOLVED
:
235 surface_prepare_rb(surface
, gl_info
, FALSE
);
236 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
237 GL_RENDERBUFFER
, surface
->rb_resolved
);
238 checkGLcall("glFramebufferRenderbuffer()");
242 ERR("Unsupported location %s (%#x).\n", wined3d_debug_location(location
), location
);
248 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, GL_TEXTURE_2D
, 0, 0);
249 checkGLcall("glFramebufferTexture2D()");
253 /* Context activation is done by the caller. */
254 void context_check_fbo_status(const struct wined3d_context
*context
, GLenum target
)
256 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
259 if (!FIXME_ON(d3d
)) return;
261 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
262 if (status
== GL_FRAMEBUFFER_COMPLETE
)
264 TRACE("FBO complete\n");
268 const struct wined3d_surface
*attachment
;
271 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
273 if (!context
->current_fbo
)
275 ERR("FBO 0 is incomplete, driver bug?\n");
279 FIXME("\tColor Location %s (%#x).\n", wined3d_debug_location(context
->current_fbo
->color_location
),
280 context
->current_fbo
->color_location
);
281 FIXME("\tDepth Stencil Location %s (%#x).\n", wined3d_debug_location(context
->current_fbo
->ds_location
),
282 context
->current_fbo
->ds_location
);
284 /* Dump the FBO attachments */
285 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
287 attachment
= context
->current_fbo
->render_targets
[i
];
290 FIXME("\tColor attachment %d: (%p) %s %ux%u %u samples.\n",
291 i
, attachment
, debug_d3dformat(attachment
->resource
.format
->id
),
292 attachment
->pow2Width
, attachment
->pow2Height
, attachment
->resource
.multisample_type
);
295 attachment
= context
->current_fbo
->depth_stencil
;
298 FIXME("\tDepth attachment: (%p) %s %ux%u %u samples.\n",
299 attachment
, debug_d3dformat(attachment
->resource
.format
->id
),
300 attachment
->pow2Width
, attachment
->pow2Height
, attachment
->resource
.multisample_type
);
305 static inline DWORD
context_generate_rt_mask(GLenum buffer
)
307 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
308 return buffer
? (1 << 31) | buffer
: 0;
311 static inline DWORD
context_generate_rt_mask_from_surface(const struct wined3d_surface
*target
)
313 return (1 << 31) | surface_get_gl_buffer(target
);
316 static struct fbo_entry
*context_create_fbo_entry(const struct wined3d_context
*context
,
317 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
318 DWORD color_location
, DWORD ds_location
)
320 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
321 struct fbo_entry
*entry
;
323 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
324 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
325 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
326 entry
->depth_stencil
= depth_stencil
;
327 entry
->color_location
= color_location
;
328 entry
->ds_location
= ds_location
;
329 entry
->rt_mask
= context_generate_rt_mask(GL_COLOR_ATTACHMENT0
);
330 entry
->attached
= FALSE
;
331 gl_info
->fbo_ops
.glGenFramebuffers(1, &entry
->id
);
332 checkGLcall("glGenFramebuffers()");
333 TRACE("Created FBO %u.\n", entry
->id
);
338 /* Context activation is done by the caller. */
339 static void context_reuse_fbo_entry(struct wined3d_context
*context
, GLenum target
,
340 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
341 DWORD color_location
, DWORD ds_location
, struct fbo_entry
*entry
)
343 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
345 context_bind_fbo(context
, target
, entry
->id
);
346 context_clean_fbo_attachments(gl_info
, target
);
348 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
349 entry
->depth_stencil
= depth_stencil
;
350 entry
->color_location
= color_location
;
351 entry
->ds_location
= ds_location
;
352 entry
->attached
= FALSE
;
355 /* Context activation is done by the caller. */
356 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
360 TRACE("Destroy FBO %u.\n", entry
->id
);
361 context_destroy_fbo(context
, entry
->id
);
363 --context
->fbo_entry_count
;
364 list_remove(&entry
->entry
);
365 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
366 HeapFree(GetProcessHeap(), 0, entry
);
369 /* Context activation is done by the caller. */
370 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
, GLenum target
,
371 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
372 DWORD color_location
, DWORD ds_location
)
374 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
375 struct fbo_entry
*entry
;
377 if (depth_stencil
&& render_targets
&& render_targets
[0])
379 if (depth_stencil
->resource
.width
< render_targets
[0]->resource
.width
||
380 depth_stencil
->resource
.height
< render_targets
[0]->resource
.height
)
382 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
383 depth_stencil
= NULL
;
387 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
389 if (!memcmp(entry
->render_targets
,
390 render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
))
391 && entry
->depth_stencil
== depth_stencil
&& entry
->color_location
== color_location
392 && entry
->ds_location
== ds_location
)
394 list_remove(&entry
->entry
);
395 list_add_head(&context
->fbo_list
, &entry
->entry
);
400 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
402 entry
= context_create_fbo_entry(context
, render_targets
, depth_stencil
, color_location
, ds_location
);
403 list_add_head(&context
->fbo_list
, &entry
->entry
);
404 ++context
->fbo_entry_count
;
408 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
409 context_reuse_fbo_entry(context
, target
, render_targets
, depth_stencil
, color_location
, ds_location
, entry
);
410 list_remove(&entry
->entry
);
411 list_add_head(&context
->fbo_list
, &entry
->entry
);
417 /* Context activation is done by the caller. */
418 static void context_apply_fbo_entry(struct wined3d_context
*context
, GLenum target
, struct fbo_entry
*entry
)
420 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
422 GLuint read_binding
, draw_binding
;
423 struct wined3d_surface
*depth_stencil
= entry
->depth_stencil
;
427 context_bind_fbo(context
, target
, entry
->id
);
431 read_binding
= context
->fbo_read_binding
;
432 draw_binding
= context
->fbo_draw_binding
;
433 context_bind_fbo(context
, GL_FRAMEBUFFER
, entry
->id
);
435 /* Apply render targets */
436 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
438 context_attach_surface_fbo(context
, target
, i
, entry
->render_targets
[i
], entry
->color_location
);
441 if (depth_stencil
&& entry
->render_targets
[0]
442 && (depth_stencil
->resource
.multisample_type
443 != entry
->render_targets
[0]->resource
.multisample_type
444 || depth_stencil
->resource
.multisample_quality
445 != entry
->render_targets
[0]->resource
.multisample_quality
))
447 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
448 entry
->render_targets
[0]->resource
.multisample_quality
,
449 entry
->render_targets
[0]->resource
.multisample_type
,
450 depth_stencil
->resource
.multisample_quality
, depth_stencil
->resource
.multisample_type
);
451 depth_stencil
= NULL
;
455 surface_set_compatible_renderbuffer(depth_stencil
, entry
->render_targets
[0]);
456 context_attach_depth_stencil_fbo(context
, target
, depth_stencil
, entry
->ds_location
);
458 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
459 * GL contexts requirements. */
460 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_NONE
);
461 context_set_draw_buffer(context
, GL_NONE
);
462 if (target
!= GL_FRAMEBUFFER
)
464 if (target
== GL_READ_FRAMEBUFFER
)
465 context_bind_fbo(context
, GL_DRAW_FRAMEBUFFER
, draw_binding
);
467 context_bind_fbo(context
, GL_READ_FRAMEBUFFER
, read_binding
);
470 entry
->attached
= TRUE
;
473 /* Context activation is done by the caller. */
474 static void context_apply_fbo_state(struct wined3d_context
*context
, GLenum target
,
475 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
476 DWORD color_location
, DWORD ds_location
)
478 struct fbo_entry
*entry
, *entry2
;
480 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
482 context_destroy_fbo_entry(context
, entry
);
485 if (context
->rebind_fbo
)
487 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
488 context
->rebind_fbo
= FALSE
;
491 if (color_location
== WINED3D_LOCATION_DRAWABLE
)
493 context
->current_fbo
= NULL
;
494 context_bind_fbo(context
, target
, 0);
498 context
->current_fbo
= context_find_fbo_entry(context
, target
, render_targets
, depth_stencil
,
499 color_location
, ds_location
);
500 context_apply_fbo_entry(context
, target
, context
->current_fbo
);
504 /* Context activation is done by the caller. */
505 void context_apply_fbo_state_blit(struct wined3d_context
*context
, GLenum target
,
506 struct wined3d_surface
*render_target
, struct wined3d_surface
*depth_stencil
, DWORD location
)
508 UINT clear_size
= (context
->gl_info
->limits
.buffers
- 1) * sizeof(*context
->blit_targets
);
510 context
->blit_targets
[0] = render_target
;
512 memset(&context
->blit_targets
[1], 0, clear_size
);
513 context_apply_fbo_state(context
, target
, context
->blit_targets
, depth_stencil
, location
, location
);
516 /* Context activation is done by the caller. */
517 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
519 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
521 if (context
->free_occlusion_query_count
)
523 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
527 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
529 GL_EXTCALL(glGenQueries(1, &query
->id
));
530 checkGLcall("glGenQueries");
532 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
536 WARN("Occlusion queries not supported, not allocating query id.\n");
541 query
->context
= context
;
542 list_add_head(&context
->occlusion_queries
, &query
->entry
);
545 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
547 struct wined3d_context
*context
= query
->context
;
549 list_remove(&query
->entry
);
550 query
->context
= NULL
;
552 if (context
->free_occlusion_query_count
>= context
->free_occlusion_query_size
- 1)
554 UINT new_size
= context
->free_occlusion_query_size
<< 1;
555 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_occlusion_queries
,
556 new_size
* sizeof(*context
->free_occlusion_queries
));
560 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
564 context
->free_occlusion_query_size
= new_size
;
565 context
->free_occlusion_queries
= new_data
;
568 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
571 /* Context activation is done by the caller. */
572 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
)
574 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
576 if (context
->free_event_query_count
)
578 query
->object
= context
->free_event_queries
[--context
->free_event_query_count
];
582 if (gl_info
->supported
[ARB_SYNC
])
584 /* Using ARB_sync, not much to do here. */
585 query
->object
.sync
= NULL
;
586 TRACE("Allocated event query %p in context %p.\n", query
->object
.sync
, context
);
588 else if (gl_info
->supported
[APPLE_FENCE
])
590 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
591 checkGLcall("glGenFencesAPPLE");
593 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
595 else if(gl_info
->supported
[NV_FENCE
])
597 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
598 checkGLcall("glGenFencesNV");
600 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
604 WARN("Event queries not supported, not allocating query id.\n");
605 query
->object
.id
= 0;
609 query
->context
= context
;
610 list_add_head(&context
->event_queries
, &query
->entry
);
613 void context_free_event_query(struct wined3d_event_query
*query
)
615 struct wined3d_context
*context
= query
->context
;
617 list_remove(&query
->entry
);
618 query
->context
= NULL
;
620 if (context
->free_event_query_count
>= context
->free_event_query_size
- 1)
622 UINT new_size
= context
->free_event_query_size
<< 1;
623 union wined3d_gl_query_object
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_event_queries
,
624 new_size
* sizeof(*context
->free_event_queries
));
628 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
632 context
->free_event_query_size
= new_size
;
633 context
->free_event_queries
= new_data
;
636 context
->free_event_queries
[context
->free_event_query_count
++] = query
->object
;
639 /* Context activation is done by the caller. */
640 void context_alloc_timestamp_query(struct wined3d_context
*context
, struct wined3d_timestamp_query
*query
)
642 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
644 if (context
->free_timestamp_query_count
)
646 query
->id
= context
->free_timestamp_queries
[--context
->free_timestamp_query_count
];
650 GL_EXTCALL(glGenQueries(1, &query
->id
));
651 checkGLcall("glGenQueries");
653 TRACE("Allocated timestamp query %u in context %p.\n", query
->id
, context
);
656 query
->context
= context
;
657 list_add_head(&context
->timestamp_queries
, &query
->entry
);
660 void context_free_timestamp_query(struct wined3d_timestamp_query
*query
)
662 struct wined3d_context
*context
= query
->context
;
664 list_remove(&query
->entry
);
665 query
->context
= NULL
;
667 if (context
->free_timestamp_query_count
>= context
->free_timestamp_query_size
- 1)
669 UINT new_size
= context
->free_timestamp_query_size
<< 1;
670 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_timestamp_queries
,
671 new_size
* sizeof(*context
->free_timestamp_queries
));
675 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
679 context
->free_timestamp_query_size
= new_size
;
680 context
->free_timestamp_queries
= new_data
;
683 context
->free_timestamp_queries
[context
->free_timestamp_query_count
++] = query
->id
;
686 typedef void (context_fbo_entry_func_t
)(struct wined3d_context
*context
, struct fbo_entry
*entry
);
688 static void context_enum_surface_fbo_entries(const struct wined3d_device
*device
,
689 const struct wined3d_surface
*surface
, context_fbo_entry_func_t
*callback
)
693 for (i
= 0; i
< device
->context_count
; ++i
)
695 struct wined3d_context
*context
= device
->contexts
[i
];
696 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
697 struct fbo_entry
*entry
, *entry2
;
699 if (context
->current_rt
== surface
) context
->current_rt
= NULL
;
701 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
705 if (entry
->depth_stencil
== surface
)
707 callback(context
, entry
);
711 for (j
= 0; j
< gl_info
->limits
.buffers
; ++j
)
713 if (entry
->render_targets
[j
] == surface
)
715 callback(context
, entry
);
723 static void context_queue_fbo_entry_destruction(struct wined3d_context
*context
, struct fbo_entry
*entry
)
725 list_remove(&entry
->entry
);
726 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
729 void context_resource_released(const struct wined3d_device
*device
,
730 struct wined3d_resource
*resource
, enum wined3d_resource_type type
)
732 if (!device
->d3d_initialized
) return;
736 case WINED3D_RTYPE_SURFACE
:
737 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
738 context_queue_fbo_entry_destruction
);
746 static void context_detach_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
748 entry
->attached
= FALSE
;
751 void context_resource_unloaded(const struct wined3d_device
*device
,
752 struct wined3d_resource
*resource
, enum wined3d_resource_type type
)
756 case WINED3D_RTYPE_SURFACE
:
757 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
758 context_detach_fbo_entry
);
766 void context_surface_update(struct wined3d_context
*context
, const struct wined3d_surface
*surface
)
768 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
769 struct fbo_entry
*entry
= context
->current_fbo
;
772 if (!entry
|| context
->rebind_fbo
) return;
774 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
776 if (surface
== entry
->render_targets
[i
])
778 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface
, i
);
779 context
->rebind_fbo
= TRUE
;
784 if (surface
== entry
->depth_stencil
)
786 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface
);
787 context
->rebind_fbo
= TRUE
;
791 static BOOL
context_restore_pixel_format(struct wined3d_context
*ctx
)
793 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
796 if (ctx
->restore_pf
&& IsWindow(ctx
->restore_pf_win
))
798 if (ctx
->gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
800 HDC dc
= GetDC(ctx
->restore_pf_win
);
803 if (!(ret
= GL_EXTCALL(wglSetPixelFormatWINE(dc
, ctx
->restore_pf
))))
805 ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
806 ctx
->restore_pf
, ctx
->restore_pf_win
);
808 ReleaseDC(ctx
->restore_pf_win
, dc
);
813 ERR("can't restore pixel format %d on window %p\n", ctx
->restore_pf
, ctx
->restore_pf_win
);
818 ctx
->restore_pf_win
= NULL
;
822 static BOOL
context_set_pixel_format(struct wined3d_context
*context
, HDC dc
, BOOL
private, int format
)
824 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
827 if (dc
== context
->hdc
&& context
->hdc_is_private
&& context
->hdc_has_format
)
830 current
= GetPixelFormat(dc
);
831 if (current
== format
) goto success
;
835 if (!SetPixelFormat(dc
, format
, NULL
))
837 /* This may also happen if the dc belongs to a destroyed window. */
838 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
839 format
, dc
, GetLastError());
843 context
->restore_pf
= 0;
844 context
->restore_pf_win
= private ? NULL
: WindowFromDC(dc
);
848 /* By default WGL doesn't allow pixel format adjustments but we need it
849 * here. For this reason there's a Wine specific wglSetPixelFormat()
850 * which allows us to set the pixel format multiple times. Only use it
851 * when really needed. */
852 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
856 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
)))
858 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
863 win
= private ? NULL
: WindowFromDC(dc
);
864 if (win
!= context
->restore_pf_win
)
866 context_restore_pixel_format(context
);
868 context
->restore_pf
= private ? 0 : current
;
869 context
->restore_pf_win
= win
;
875 /* OpenGL doesn't allow pixel format adjustments. Print an error and
876 * continue using the old format. There's a big chance that the old
877 * format works although with a performance hit and perhaps rendering
879 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
880 format
, dc
, current
);
884 if (dc
== context
->hdc
&& context
->hdc_is_private
)
885 context
->hdc_has_format
= TRUE
;
889 static BOOL
context_set_gl_context(struct wined3d_context
*ctx
)
891 struct wined3d_swapchain
*swapchain
= ctx
->swapchain
;
894 if (!context_set_pixel_format(ctx
, ctx
->hdc
, ctx
->hdc_is_private
, ctx
->pixel_format
))
896 WARN("Failed to set pixel format %d on device context %p.\n",
897 ctx
->pixel_format
, ctx
->hdc
);
901 if (backup
|| !wglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
905 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
906 ctx
->glCtx
, ctx
->hdc
, GetLastError());
908 WARN("Trying fallback to the backup window.\n");
910 /* FIXME: If the context is destroyed it's no longer associated with
911 * a swapchain, so we can't use the swapchain to get a backup dc. To
912 * make this work windowless contexts would need to be handled by the
916 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx
);
917 context_set_current(NULL
);
921 if (!(dc
= swapchain_get_backup_dc(swapchain
)))
923 context_set_current(NULL
);
927 if (!context_set_pixel_format(ctx
, dc
, TRUE
, ctx
->pixel_format
))
929 ERR("Failed to set pixel format %d on device context %p.\n",
930 ctx
->pixel_format
, dc
);
931 context_set_current(NULL
);
935 if (!wglMakeCurrent(dc
, ctx
->glCtx
))
937 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
939 context_set_current(NULL
);
949 static void context_restore_gl_context(const struct wined3d_gl_info
*gl_info
, HDC dc
, HGLRC gl_ctx
)
951 if (!wglMakeCurrent(dc
, gl_ctx
))
953 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
954 gl_ctx
, dc
, GetLastError());
955 context_set_current(NULL
);
959 static void context_update_window(struct wined3d_context
*context
)
961 if (context
->win_handle
== context
->swapchain
->win_handle
)
964 TRACE("Updating context %p window from %p to %p.\n",
965 context
, context
->win_handle
, context
->swapchain
->win_handle
);
968 wined3d_release_dc(context
->win_handle
, context
->hdc
);
970 context
->win_handle
= context
->swapchain
->win_handle
;
971 context
->hdc_is_private
= FALSE
;
972 context
->hdc_has_format
= FALSE
;
973 context
->needs_set
= 1;
976 if (!(context
->hdc
= GetDC(context
->win_handle
)))
978 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
983 static void context_destroy_gl_resources(struct wined3d_context
*context
)
985 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
986 struct wined3d_timestamp_query
*timestamp_query
;
987 struct wined3d_occlusion_query
*occlusion_query
;
988 struct wined3d_event_query
*event_query
;
989 struct fbo_entry
*entry
, *entry2
;
994 restore_ctx
= wglGetCurrentContext();
995 restore_dc
= wglGetCurrentDC();
997 if (restore_ctx
== context
->glCtx
)
999 else if (context
->valid
)
1000 context_set_gl_context(context
);
1002 LIST_FOR_EACH_ENTRY(timestamp_query
, &context
->timestamp_queries
, struct wined3d_timestamp_query
, entry
)
1005 GL_EXTCALL(glDeleteQueries(1, ×tamp_query
->id
));
1006 timestamp_query
->context
= NULL
;
1009 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
1011 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
1012 GL_EXTCALL(glDeleteQueries(1, &occlusion_query
->id
));
1013 occlusion_query
->context
= NULL
;
1016 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
1020 if (gl_info
->supported
[ARB_SYNC
])
1022 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
1024 else if (gl_info
->supported
[APPLE_FENCE
]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->object
.id
));
1025 else if (gl_info
->supported
[NV_FENCE
]) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->object
.id
));
1027 event_query
->context
= NULL
;
1030 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
1032 if (!context
->valid
) entry
->id
= 0;
1033 context_destroy_fbo_entry(context
, entry
);
1036 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
1038 if (!context
->valid
) entry
->id
= 0;
1039 context_destroy_fbo_entry(context
, entry
);
1044 if (context
->dummy_arbfp_prog
)
1046 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
1049 if (gl_info
->supported
[ARB_TIMER_QUERY
])
1050 GL_EXTCALL(glDeleteQueries(context
->free_timestamp_query_count
, context
->free_timestamp_queries
));
1052 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
1053 GL_EXTCALL(glDeleteQueries(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
1055 if (gl_info
->supported
[ARB_SYNC
])
1057 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
1059 GL_EXTCALL(glDeleteSync(context
->free_event_queries
[i
].sync
));
1062 else if (gl_info
->supported
[APPLE_FENCE
])
1064 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
1066 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_event_queries
[i
].id
));
1069 else if (gl_info
->supported
[NV_FENCE
])
1071 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
1073 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_event_queries
[i
].id
));
1077 checkGLcall("context cleanup");
1080 HeapFree(GetProcessHeap(), 0, context
->free_timestamp_queries
);
1081 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
1082 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
1084 context_restore_pixel_format(context
);
1087 context_restore_gl_context(gl_info
, restore_dc
, restore_ctx
);
1089 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL
, NULL
))
1091 ERR("Failed to disable GL context.\n");
1094 wined3d_release_dc(context
->win_handle
, context
->hdc
);
1096 if (!wglDeleteContext(context
->glCtx
))
1098 DWORD err
= GetLastError();
1099 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
1103 DWORD
context_get_tls_idx(void)
1105 return wined3d_context_tls_idx
;
1108 void context_set_tls_idx(DWORD idx
)
1110 wined3d_context_tls_idx
= idx
;
1113 struct wined3d_context
*context_get_current(void)
1115 return TlsGetValue(wined3d_context_tls_idx
);
1118 BOOL
context_set_current(struct wined3d_context
*ctx
)
1120 struct wined3d_context
*old
= context_get_current();
1124 TRACE("Already using D3D context %p.\n", ctx
);
1132 TRACE("Switching away from destroyed context %p.\n", old
);
1133 context_destroy_gl_resources(old
);
1134 HeapFree(GetProcessHeap(), 0, (void *)old
->gl_info
);
1135 HeapFree(GetProcessHeap(), 0, old
);
1147 ERR("Trying to make invalid context %p current\n", ctx
);
1151 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
1152 if (!context_set_gl_context(ctx
))
1156 else if(wglGetCurrentContext())
1158 TRACE("Clearing current D3D context.\n");
1159 if (!wglMakeCurrent(NULL
, NULL
))
1161 DWORD err
= GetLastError();
1162 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1163 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1168 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
1171 void context_release(struct wined3d_context
*context
)
1173 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
1177 if (!context
->level
)
1178 WARN("Context %p is not active.\n", context
);
1179 else if (context
!= context_get_current())
1180 WARN("Context %p is not the current context.\n", context
);
1183 if (!--context
->level
)
1185 if (context_restore_pixel_format(context
))
1186 context
->needs_set
= 1;
1187 if (context
->restore_ctx
)
1189 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
1190 context_restore_gl_context(context
->gl_info
, context
->restore_dc
, context
->restore_ctx
);
1191 context
->restore_ctx
= NULL
;
1192 context
->restore_dc
= NULL
;
1197 static void context_enter(struct wined3d_context
*context
)
1199 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
1201 if (!context
->level
++)
1203 const struct wined3d_context
*current_context
= context_get_current();
1204 HGLRC current_gl
= wglGetCurrentContext();
1206 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
1208 TRACE("Another GL context (%p on device context %p) is already current.\n",
1209 current_gl
, wglGetCurrentDC());
1210 context
->restore_ctx
= current_gl
;
1211 context
->restore_dc
= wglGetCurrentDC();
1212 context
->needs_set
= 1;
1214 else if (!context
->needs_set
&& !(context
->hdc_is_private
&& context
->hdc_has_format
)
1215 && context
->pixel_format
!= GetPixelFormat(context
->hdc
))
1216 context
->needs_set
= 1;
1220 void context_invalidate_state(struct wined3d_context
*context
, DWORD state
)
1222 DWORD rep
= context
->state_table
[state
].representative
;
1226 if (isStateDirty(context
, rep
)) return;
1228 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1229 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1230 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1231 context
->isStateDirty
[idx
] |= (1 << shift
);
1234 /* This function takes care of wined3d pixel format selection. */
1235 static int context_choose_pixel_format(const struct wined3d_device
*device
, HDC hdc
,
1236 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1237 BOOL auxBuffers
, BOOL findCompatible
)
1240 BYTE redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
1241 BYTE depthBits
=0, stencilBits
=0;
1242 unsigned int current_value
;
1243 unsigned int cfg_count
= device
->adapter
->cfg_count
;
1246 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1247 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1248 auxBuffers
, findCompatible
);
1250 if (!getColorBits(color_format
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
1252 ERR("Unable to get color bits for format %s (%#x)!\n",
1253 debug_d3dformat(color_format
->id
), color_format
->id
);
1257 getDepthStencilBits(ds_format
, &depthBits
, &stencilBits
);
1260 for (i
= 0; i
< cfg_count
; ++i
)
1262 const struct wined3d_pixel_format
*cfg
= &device
->adapter
->cfgs
[i
];
1265 /* For now only accept RGBA formats. Perhaps some day we will
1266 * allow floating point formats for pbuffers. */
1267 if (cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1269 /* In window mode we need a window drawable format and double buffering. */
1270 if (!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1272 if (cfg
->redSize
< redBits
)
1274 if (cfg
->greenSize
< greenBits
)
1276 if (cfg
->blueSize
< blueBits
)
1278 if (cfg
->alphaSize
< alphaBits
)
1280 if (cfg
->depthSize
< depthBits
)
1282 if (stencilBits
&& cfg
->stencilSize
!= stencilBits
)
1284 /* Check multisampling support. */
1285 if (cfg
->numSamples
)
1289 /* We try to locate a format which matches our requirements exactly. In case of
1290 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1291 if (cfg
->depthSize
== depthBits
)
1293 if (cfg
->stencilSize
== stencilBits
)
1295 if (cfg
->alphaSize
== alphaBits
)
1297 /* We like to have aux buffers in backbuffer mode */
1298 if (auxBuffers
&& cfg
->auxBuffers
)
1300 if (cfg
->redSize
== redBits
1301 && cfg
->greenSize
== greenBits
1302 && cfg
->blueSize
== blueBits
)
1305 if (value
> current_value
)
1307 iPixelFormat
= cfg
->iPixelFormat
;
1308 current_value
= value
;
1312 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1313 if(!iPixelFormat
&& !findCompatible
) {
1314 ERR("Can't find a suitable iPixelFormat\n");
1316 } else if(!iPixelFormat
) {
1317 PIXELFORMATDESCRIPTOR pfd
;
1319 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1320 /* PixelFormat selection */
1321 ZeroMemory(&pfd
, sizeof(pfd
));
1322 pfd
.nSize
= sizeof(pfd
);
1324 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1325 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1326 pfd
.cAlphaBits
= alphaBits
;
1327 pfd
.cColorBits
= colorBits
;
1328 pfd
.cDepthBits
= depthBits
;
1329 pfd
.cStencilBits
= stencilBits
;
1330 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1332 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
1334 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1335 ERR("Can't find a suitable iPixelFormat\n");
1340 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1341 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1342 return iPixelFormat
;
1345 /* Context activation is done by the caller. */
1346 static void bind_dummy_textures(const struct wined3d_device
*device
, const struct wined3d_context
*context
)
1348 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1349 unsigned int i
, count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1351 for (i
= 0; i
< count
; ++i
)
1353 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ i
));
1354 checkGLcall("glActiveTexture");
1356 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1357 checkGLcall("glBindTexture");
1359 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1361 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1362 checkGLcall("glBindTexture");
1365 if (gl_info
->supported
[EXT_TEXTURE3D
])
1367 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1368 checkGLcall("glBindTexture");
1371 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1373 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1374 checkGLcall("glBindTexture");
1379 BOOL
context_debug_output_enabled(const struct wined3d_gl_info
*gl_info
)
1381 return gl_info
->supported
[ARB_DEBUG_OUTPUT
]
1382 && (ERR_ON(d3d
) || FIXME_ON(d3d
) || WARN_ON(d3d_perf
));
1385 static void WINE_GLAPI
wined3d_debug_callback(GLenum source
, GLenum type
, GLuint id
,
1386 GLenum severity
, GLsizei length
, const char *message
, void *ctx
)
1390 case GL_DEBUG_TYPE_ERROR_ARB
:
1391 ERR("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1394 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
:
1395 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
:
1396 case GL_DEBUG_TYPE_PORTABILITY_ARB
:
1397 FIXME("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1400 case GL_DEBUG_TYPE_PERFORMANCE_ARB
:
1401 WARN_(d3d_perf
)("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1405 FIXME("ctx %p, type %#x: %s.\n", ctx
, type
, debugstr_an(message
, length
));
1410 struct wined3d_context
*context_create(struct wined3d_swapchain
*swapchain
,
1411 struct wined3d_surface
*target
, const struct wined3d_format
*ds_format
)
1413 struct wined3d_device
*device
= swapchain
->device
;
1414 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1415 const struct wined3d_format
*color_format
;
1416 struct wined3d_context
*ret
;
1417 BOOL auxBuffers
= FALSE
;
1418 HGLRC ctx
, share_ctx
;
1424 BOOL hdc_is_private
= FALSE
;
1426 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1428 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1432 ret
->blit_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1433 gl_info
->limits
.buffers
* sizeof(*ret
->blit_targets
));
1434 if (!ret
->blit_targets
)
1437 ret
->draw_buffers
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1438 gl_info
->limits
.buffers
* sizeof(*ret
->draw_buffers
));
1439 if (!ret
->draw_buffers
)
1442 ret
->free_timestamp_query_size
= 4;
1443 ret
->free_timestamp_queries
= HeapAlloc(GetProcessHeap(), 0,
1444 ret
->free_timestamp_query_size
* sizeof(*ret
->free_timestamp_queries
));
1445 if (!ret
->free_timestamp_queries
)
1447 list_init(&ret
->timestamp_queries
);
1449 ret
->free_occlusion_query_size
= 4;
1450 ret
->free_occlusion_queries
= HeapAlloc(GetProcessHeap(), 0,
1451 ret
->free_occlusion_query_size
* sizeof(*ret
->free_occlusion_queries
));
1452 if (!ret
->free_occlusion_queries
)
1455 list_init(&ret
->occlusion_queries
);
1457 ret
->free_event_query_size
= 4;
1458 ret
->free_event_queries
= HeapAlloc(GetProcessHeap(), 0,
1459 ret
->free_event_query_size
* sizeof(*ret
->free_event_queries
));
1460 if (!ret
->free_event_queries
)
1463 list_init(&ret
->event_queries
);
1464 list_init(&ret
->fbo_list
);
1465 list_init(&ret
->fbo_destroy_list
);
1467 if (!device
->shader_backend
->shader_allocate_context_data(ret
))
1469 ERR("Failed to allocate shader backend context data.\n");
1472 if (!device
->adapter
->fragment_pipe
->allocate_context_data(ret
))
1474 ERR("Failed to allocate fragment pipeline context data.\n");
1478 /* Initialize the texture unit mapping to a 1:1 mapping */
1479 for (s
= 0; s
< MAX_COMBINED_SAMPLERS
; ++s
)
1481 if (s
< gl_info
->limits
.fragment_samplers
)
1483 ret
->tex_unit_map
[s
] = s
;
1484 ret
->rev_tex_unit_map
[s
] = s
;
1488 ret
->tex_unit_map
[s
] = WINED3D_UNMAPPED_STAGE
;
1489 ret
->rev_tex_unit_map
[s
] = WINED3D_UNMAPPED_STAGE
;
1493 if (!(hdc
= GetDC(swapchain
->win_handle
)))
1495 WARN("Failed to retrieve device context, trying swapchain backup.\n");
1497 if ((hdc
= swapchain_get_backup_dc(swapchain
)))
1498 hdc_is_private
= TRUE
;
1501 ERR("Failed to retrieve a device context.\n");
1506 color_format
= target
->resource
.format
;
1508 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1509 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1510 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1514 if (color_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1515 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B4G4R4A4_UNORM
);
1516 else if (color_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1517 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1520 /* DirectDraw supports 8bit paletted render targets and these are used by
1521 * old games like StarCraft and C&C. Most modern hardware doesn't support
1522 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1523 * conversion (ab)uses the alpha component for storing the palette index.
1524 * For this reason we require a format with 8bit alpha, so request
1526 if (color_format
->id
== WINED3DFMT_P8_UINT
)
1527 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1529 /* Try to find a pixel format which matches our requirements. */
1530 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
, auxBuffers
, FALSE
);
1532 /* Try to locate a compatible format if we weren't able to find anything. */
1535 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1536 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
, auxBuffers
, TRUE
);
1539 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1542 ERR("Can't find a suitable pixel format.\n");
1548 ret
->gl_info
= gl_info
;
1550 if (!context_set_pixel_format(ret
, hdc
, hdc_is_private
, pixel_format
))
1552 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format
, hdc
);
1553 context_release(ret
);
1557 share_ctx
= device
->context_count
? device
->contexts
[0]->glCtx
: NULL
;
1558 if (gl_info
->p_wglCreateContextAttribsARB
)
1560 unsigned int ctx_attrib_idx
= 0;
1561 GLint ctx_attribs
[3];
1563 if (context_debug_output_enabled(gl_info
))
1565 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1566 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_DEBUG_BIT_ARB
;
1568 ctx_attribs
[ctx_attrib_idx
] = 0;
1570 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1572 ERR("Failed to create a WGL context.\n");
1573 context_release(ret
);
1579 if (!(ctx
= wglCreateContext(hdc
)))
1581 ERR("Failed to create a WGL context.\n");
1582 context_release(ret
);
1586 if (share_ctx
&& !wglShareLists(share_ctx
, ctx
))
1588 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx
, ctx
, GetLastError());
1589 context_release(ret
);
1590 if (!wglDeleteContext(ctx
))
1591 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1596 if (!device_context_add(device
, ret
))
1598 ERR("Failed to add the newly created context to the context list\n");
1599 context_release(ret
);
1600 if (!wglDeleteContext(ctx
))
1601 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1605 ret
->d3d_info
= &device
->adapter
->d3d_info
;
1606 ret
->state_table
= device
->StateTable
;
1608 /* Mark all states dirty to force a proper initialization of the states
1609 * on the first use of the context. */
1610 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
1612 if (ret
->state_table
[state
].representative
)
1613 context_invalidate_state(ret
, state
);
1616 ret
->swapchain
= swapchain
;
1617 ret
->current_rt
= target
;
1618 ret
->tid
= GetCurrentThreadId();
1620 ret
->render_offscreen
= wined3d_resource_is_offscreen(&target
->container
->resource
);
1621 ret
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
1625 ret
->win_handle
= swapchain
->win_handle
;
1627 ret
->hdc_is_private
= hdc_is_private
;
1628 ret
->hdc_has_format
= TRUE
;
1629 ret
->pixel_format
= pixel_format
;
1632 /* Set up the context defaults */
1633 if (!context_set_current(ret
))
1635 ERR("Cannot activate context to set up defaults.\n");
1636 device_context_remove(device
, ret
);
1637 context_release(ret
);
1638 if (!wglDeleteContext(ctx
))
1639 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1643 if (context_debug_output_enabled(gl_info
))
1645 GL_EXTCALL(glDebugMessageCallbackARB(wined3d_debug_callback
, ret
));
1646 if (TRACE_ON(d3d_synchronous
))
1647 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB
);
1648 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DONT_CARE
, GL_DONT_CARE
, 0, NULL
, GL_FALSE
));
1651 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_ERROR_ARB
,
1652 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1656 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
,
1657 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1658 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
,
1659 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1660 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_PORTABILITY_ARB
,
1661 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1663 if (WARN_ON(d3d_perf
))
1665 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_PERFORMANCE_ARB
,
1666 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1670 switch (swapchain
->desc
.swap_interval
)
1672 case WINED3DPRESENT_INTERVAL_IMMEDIATE
:
1675 case WINED3DPRESENT_INTERVAL_DEFAULT
:
1676 case WINED3DPRESENT_INTERVAL_ONE
:
1679 case WINED3DPRESENT_INTERVAL_TWO
:
1682 case WINED3DPRESENT_INTERVAL_THREE
:
1685 case WINED3DPRESENT_INTERVAL_FOUR
:
1689 FIXME("Unknown swap interval %#x.\n", swapchain
->desc
.swap_interval
);
1693 if (gl_info
->supported
[WGL_EXT_SWAP_CONTROL
])
1695 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval
)))
1696 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1697 swap_interval
, ret
, GetLastError());
1700 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1702 TRACE("Setting up the screen\n");
1704 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1705 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1707 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1708 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1710 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1711 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1713 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
1714 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1715 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ALIGNMENT
, 1);
1716 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1718 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
1720 /* Direct3D always uses n-1 weights for n world matrices and uses
1721 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
1722 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
1723 * enabled as well. */
1724 gl_info
->gl_ops
.gl
.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1725 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1727 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
1729 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1730 * the previous texture where to source the offset from is always unit - 1.
1732 for (s
= 1; s
< gl_info
->limits
.textures
; ++s
)
1734 context_active_texture(ret
, gl_info
, s
);
1735 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
,
1736 GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1737 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1740 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
1742 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1743 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1744 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1745 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1748 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1749 * program and the dummy program is destroyed when the context is destroyed.
1751 static const char dummy_program
[] =
1753 "MOV result.color, fragment.color.primary;\n"
1755 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1756 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1757 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1760 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1762 for (s
= 0; s
< gl_info
->limits
.textures
; ++s
)
1764 context_active_texture(ret
, gl_info
, s
);
1765 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1766 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1770 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
1772 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1774 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
1776 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1778 device
->shader_backend
->shader_init_context_state(ret
);
1779 ret
->shader_update_mask
= (1 << WINED3D_SHADER_TYPE_PIXEL
)
1780 | (1 << WINED3D_SHADER_TYPE_VERTEX
)
1781 | (1 << WINED3D_SHADER_TYPE_GEOMETRY
);
1783 /* If this happens to be the first context for the device, dummy textures
1784 * are not created yet. In that case, they will be created (and bound) by
1785 * create_dummy_textures right after this context is initialized. */
1786 if (device
->dummy_texture_2d
[0])
1787 bind_dummy_textures(device
, ret
);
1789 TRACE("Created context %p.\n", ret
);
1794 device
->shader_backend
->shader_free_context_data(ret
);
1795 device
->adapter
->fragment_pipe
->free_context_data(ret
);
1796 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
1797 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
1798 HeapFree(GetProcessHeap(), 0, ret
->free_timestamp_queries
);
1799 HeapFree(GetProcessHeap(), 0, ret
->draw_buffers
);
1800 HeapFree(GetProcessHeap(), 0, ret
->blit_targets
);
1801 HeapFree(GetProcessHeap(), 0, ret
);
1805 void context_destroy(struct wined3d_device
*device
, struct wined3d_context
*context
)
1809 TRACE("Destroying ctx %p\n", context
);
1811 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
1813 context_destroy_gl_resources(context
);
1814 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1819 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
1820 in wined3d_adapter may go away in the meantime */
1821 struct wined3d_gl_info
*gl_info
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info
));
1822 *gl_info
= *context
->gl_info
;
1823 context
->gl_info
= gl_info
;
1824 context
->destroyed
= 1;
1828 device
->shader_backend
->shader_free_context_data(context
);
1829 device
->adapter
->fragment_pipe
->free_context_data(context
);
1830 HeapFree(GetProcessHeap(), 0, context
->draw_buffers
);
1831 HeapFree(GetProcessHeap(), 0, context
->blit_targets
);
1832 device_context_remove(device
, context
);
1833 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
1836 /* Context activation is done by the caller. */
1837 static void set_blit_dimension(const struct wined3d_gl_info
*gl_info
, UINT width
, UINT height
)
1839 const GLdouble projection
[] =
1841 2.0 / width
, 0.0, 0.0, 0.0,
1842 0.0, 2.0 / height
, 0.0, 0.0,
1844 -1.0, -1.0, -1.0, 1.0,
1847 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
1848 checkGLcall("glMatrixMode(GL_PROJECTION)");
1849 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
1850 checkGLcall("glLoadMatrixd");
1851 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, width
, height
);
1852 checkGLcall("glViewport");
1855 static void context_get_rt_size(const struct wined3d_context
*context
, SIZE
*size
)
1857 const struct wined3d_surface
*rt
= context
->current_rt
;
1859 if (rt
->container
->swapchain
&& rt
->container
->swapchain
->front_buffer
== rt
->container
)
1863 GetClientRect(context
->win_handle
, &window_size
);
1864 size
->cx
= window_size
.right
- window_size
.left
;
1865 size
->cy
= window_size
.bottom
- window_size
.top
;
1870 size
->cx
= rt
->resource
.width
;
1871 size
->cy
= rt
->resource
.height
;
1874 /*****************************************************************************
1877 * Sets up a context for DirectDraw blitting.
1878 * All texture units are disabled, texture unit 0 is set as current unit
1879 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1880 * color writing enabled for all channels
1881 * register combiners disabled, shaders disabled
1882 * world matrix is set to identity, texture matrix 0 too
1883 * projection matrix is setup for drawing screen coordinates
1886 * This: Device to activate the context for
1887 * context: Context to setup
1889 *****************************************************************************/
1890 /* Context activation is done by the caller. */
1891 static void SetupForBlit(const struct wined3d_device
*device
, struct wined3d_context
*context
)
1894 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1898 TRACE("Setting up context %p for blitting\n", context
);
1900 context_get_rt_size(context
, &rt_size
);
1902 if (context
->last_was_blit
)
1904 if (context
->blit_w
!= rt_size
.cx
|| context
->blit_h
!= rt_size
.cy
)
1906 set_blit_dimension(gl_info
, rt_size
.cx
, rt_size
.cy
);
1907 context
->blit_w
= rt_size
.cx
;
1908 context
->blit_h
= rt_size
.cy
;
1909 /* No need to dirtify here, the states are still dirtified because
1910 * they weren't applied since the last SetupForBlit() call. */
1912 TRACE("Context is already set up for blitting, nothing to do\n");
1915 context
->last_was_blit
= TRUE
;
1917 /* Disable all textures. The caller can then bind a texture it wants to blit
1920 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1921 * function texture unit. No need to care for higher samplers
1923 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
1925 sampler
= context
->rev_tex_unit_map
[i
];
1926 context_active_texture(context
, gl_info
, i
);
1928 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1930 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1931 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1933 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
1934 checkGLcall("glDisable GL_TEXTURE_3D");
1935 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1937 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1938 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1940 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
1941 checkGLcall("glDisable GL_TEXTURE_2D");
1943 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1944 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1946 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1948 if (sampler
< MAX_TEXTURES
)
1949 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
1950 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
1953 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
1954 GL_EXTCALL(glBindSampler(0, 0));
1955 context_active_texture(context
, gl_info
, 0);
1957 sampler
= context
->rev_tex_unit_map
[0];
1959 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1961 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1962 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1964 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
1965 checkGLcall("glDisable GL_TEXTURE_3D");
1966 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1968 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1969 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1971 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
1972 checkGLcall("glDisable GL_TEXTURE_2D");
1974 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1976 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
1977 checkGLcall("glMatrixMode(GL_TEXTURE)");
1978 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1979 checkGLcall("glLoadIdentity()");
1981 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
1983 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1984 GL_TEXTURE_LOD_BIAS_EXT
, 0.0f
);
1985 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1988 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1990 if (sampler
< MAX_TEXTURES
)
1992 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ sampler
));
1993 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
1995 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
1998 /* Other misc states */
1999 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
2000 checkGLcall("glDisable(GL_ALPHA_TEST)");
2001 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
));
2002 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
2003 checkGLcall("glDisable GL_LIGHTING");
2004 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_LIGHTING
));
2005 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
2006 checkGLcall("glDisable GL_DEPTH_TEST");
2007 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZENABLE
));
2008 glDisableWINE(GL_FOG
);
2009 checkGLcall("glDisable GL_FOG");
2010 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
));
2011 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2012 checkGLcall("glDisable GL_BLEND");
2013 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2014 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
2015 checkGLcall("glDisable GL_CULL_FACE");
2016 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CULLMODE
));
2017 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
2018 checkGLcall("glDisable GL_STENCIL_TEST");
2019 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
2020 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
2021 checkGLcall("glDisable GL_SCISSOR_TEST");
2022 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
2023 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2025 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
2026 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
2027 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
));
2029 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
2030 checkGLcall("glColorMask");
2031 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
2032 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
2033 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
2034 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
2035 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
2037 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
2038 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
2039 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
2042 /* Setup transforms */
2043 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
2044 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2045 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2046 checkGLcall("glLoadIdentity()");
2047 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
2049 context
->last_was_rhw
= TRUE
;
2050 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
2052 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
2053 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
2054 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
2055 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
2056 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
2057 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
2058 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CLIPPING
));
2060 set_blit_dimension(gl_info
, rt_size
.cx
, rt_size
.cy
);
2062 /* Disable shaders */
2063 device
->shader_backend
->shader_disable(device
->shader_priv
, context
);
2065 context
->blit_w
= rt_size
.cx
;
2066 context
->blit_h
= rt_size
.cy
;
2067 context_invalidate_state(context
, STATE_VIEWPORT
);
2068 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2071 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
2073 return rt_mask
& (1 << 31);
2076 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
2078 return rt_mask
& ~(1 << 31);
2081 /* Context activation is done by the caller. */
2082 static void context_apply_draw_buffers(struct wined3d_context
*context
, DWORD rt_mask
)
2084 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2088 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_NONE
);
2089 checkGLcall("glDrawBuffer()");
2091 else if (is_rt_mask_onscreen(rt_mask
))
2093 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
2094 checkGLcall("glDrawBuffer()");
2098 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2105 context
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
2107 context
->draw_buffers
[i
] = GL_NONE
;
2113 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
2115 GL_EXTCALL(glDrawBuffers(i
, context
->draw_buffers
));
2116 checkGLcall("glDrawBuffers()");
2120 gl_info
->gl_ops
.gl
.p_glDrawBuffer(context
->draw_buffers
[0]);
2121 checkGLcall("glDrawBuffer()");
2126 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2131 /* Context activation is done by the caller. */
2132 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
2134 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2135 DWORD
*current_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2136 DWORD new_mask
= context_generate_rt_mask(buffer
);
2138 if (new_mask
== *current_mask
)
2141 gl_info
->gl_ops
.gl
.p_glDrawBuffer(buffer
);
2142 checkGLcall("glDrawBuffer()");
2144 *current_mask
= new_mask
;
2147 /* Context activation is done by the caller. */
2148 void context_active_texture(struct wined3d_context
*context
, const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
2150 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ unit
));
2151 checkGLcall("glActiveTexture");
2152 context
->active_texture
= unit
;
2155 void context_bind_texture(struct wined3d_context
*context
, GLenum target
, GLuint name
)
2157 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2158 DWORD unit
= context
->active_texture
;
2159 DWORD old_texture_type
= context
->texture_type
[unit
];
2163 gl_info
->gl_ops
.gl
.p_glBindTexture(target
, name
);
2164 checkGLcall("glBindTexture");
2171 if (old_texture_type
!= target
)
2173 const struct wined3d_device
*device
= context
->swapchain
->device
;
2175 switch (old_texture_type
)
2181 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[unit
]);
2182 checkGLcall("glBindTexture");
2184 case GL_TEXTURE_RECTANGLE_ARB
:
2185 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[unit
]);
2186 checkGLcall("glBindTexture");
2188 case GL_TEXTURE_CUBE_MAP
:
2189 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[unit
]);
2190 checkGLcall("glBindTexture");
2193 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[unit
]);
2194 checkGLcall("glBindTexture");
2197 ERR("Unexpected texture target %#x\n", old_texture_type
);
2200 context
->texture_type
[unit
] = target
;
2204 static void context_set_render_offscreen(struct wined3d_context
*context
, BOOL offscreen
)
2206 if (context
->render_offscreen
== offscreen
) return;
2208 context_invalidate_state(context
, STATE_POINTSPRITECOORDORIGIN
);
2209 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2210 context_invalidate_state(context
, STATE_VIEWPORT
);
2211 context_invalidate_state(context
, STATE_SCISSORRECT
);
2212 context_invalidate_state(context
, STATE_FRONTFACE
);
2213 context
->render_offscreen
= offscreen
;
2216 static BOOL
match_depth_stencil_format(const struct wined3d_format
*existing
,
2217 const struct wined3d_format
*required
)
2219 BYTE existing_depth
, existing_stencil
, required_depth
, required_stencil
;
2221 if (existing
== required
)
2223 if ((existing
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
)
2224 != (required
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
))
2227 getDepthStencilBits(existing
, &existing_depth
, &existing_stencil
);
2228 getDepthStencilBits(required
, &required_depth
, &required_stencil
);
2230 if(existing_depth
< required_depth
) return FALSE
;
2231 /* If stencil bits are used the exact amount is required - otherwise wrapping
2232 * won't work correctly */
2233 if(required_stencil
&& required_stencil
!= existing_stencil
) return FALSE
;
2237 /* The caller provides a context */
2238 static void context_validate_onscreen_formats(struct wined3d_context
*context
,
2239 const struct wined3d_rendertarget_view
*depth_stencil
)
2241 /* Onscreen surfaces are always in a swapchain */
2242 struct wined3d_swapchain
*swapchain
= context
->current_rt
->container
->swapchain
;
2244 if (context
->render_offscreen
|| !depth_stencil
) return;
2245 if (match_depth_stencil_format(swapchain
->ds_format
, depth_stencil
->format
)) return;
2247 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2248 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2250 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2252 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2253 surface_load_location(context
->current_rt
, WINED3D_LOCATION_TEXTURE_RGB
);
2254 swapchain
->render_to_fbo
= TRUE
;
2255 swapchain_update_draw_bindings(swapchain
);
2256 context_set_render_offscreen(context
, TRUE
);
2259 static DWORD
context_generate_rt_mask_no_fbo(const struct wined3d_device
*device
, const struct wined3d_surface
*rt
)
2261 if (!rt
|| rt
->resource
.format
->id
== WINED3DFMT_NULL
)
2263 else if (rt
->container
->swapchain
)
2264 return context_generate_rt_mask_from_surface(rt
);
2266 return context_generate_rt_mask(device
->offscreenBuffer
);
2269 /* Context activation is done by the caller. */
2270 void context_apply_blit_state(struct wined3d_context
*context
, const struct wined3d_device
*device
)
2272 struct wined3d_surface
*rt
= context
->current_rt
;
2273 DWORD rt_mask
, *cur_mask
;
2275 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2277 context_validate_onscreen_formats(context
, NULL
);
2279 if (context
->render_offscreen
)
2281 wined3d_texture_load(rt
->container
, context
, FALSE
);
2283 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, rt
, NULL
, rt
->container
->resource
.draw_binding
);
2284 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
2291 context
->current_fbo
= NULL
;
2292 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
2293 rt_mask
= context_generate_rt_mask_from_surface(rt
);
2298 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt
);
2301 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2303 if (rt_mask
!= *cur_mask
)
2305 context_apply_draw_buffers(context
, rt_mask
);
2306 *cur_mask
= rt_mask
;
2309 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2311 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2314 SetupForBlit(device
, context
);
2315 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2318 static BOOL
context_validate_rt_config(UINT rt_count
, struct wined3d_rendertarget_view
* const *rts
,
2319 const struct wined3d_rendertarget_view
*ds
)
2323 if (ds
) return TRUE
;
2325 for (i
= 0; i
< rt_count
; ++i
)
2327 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
2331 WARN("Invalid render target config, need at least one attachment.\n");
2335 /* Context activation is done by the caller. */
2336 BOOL
context_apply_clear_state(struct wined3d_context
*context
, const struct wined3d_device
*device
,
2337 UINT rt_count
, const struct wined3d_fb_state
*fb
)
2339 struct wined3d_rendertarget_view
**rts
= fb
->render_targets
;
2340 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
2341 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2342 DWORD rt_mask
= 0, *cur_mask
;
2345 if (isStateDirty(context
, STATE_FRAMEBUFFER
) || fb
!= &device
->fb
2346 || rt_count
!= context
->gl_info
->limits
.buffers
)
2348 if (!context_validate_rt_config(rt_count
, rts
, dsv
))
2351 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2353 context_validate_onscreen_formats(context
, dsv
);
2355 if (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
))
2357 for (i
= 0; i
< rt_count
; ++i
)
2359 context
->blit_targets
[i
] = wined3d_rendertarget_view_get_surface(rts
[i
]);
2360 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
2361 rt_mask
|= (1 << i
);
2363 while (i
< context
->gl_info
->limits
.buffers
)
2365 context
->blit_targets
[i
] = NULL
;
2368 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
,
2369 wined3d_rendertarget_view_get_surface(dsv
),
2370 rt_count
? rts
[0]->resource
->draw_binding
: 0,
2371 dsv
? dsv
->resource
->draw_binding
: 0);
2375 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
,
2376 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
2377 rt_mask
= context_generate_rt_mask_from_surface(wined3d_rendertarget_view_get_surface(rts
[0]));
2380 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2381 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2382 * state management allows this */
2383 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2387 rt_mask
= context_generate_rt_mask_no_fbo(device
,
2388 rt_count
? wined3d_rendertarget_view_get_surface(rts
[0]) : NULL
);
2391 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
2392 && (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
)))
2394 for (i
= 0; i
< rt_count
; ++i
)
2396 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
2397 rt_mask
|= (1 << i
);
2402 rt_mask
= context_generate_rt_mask_no_fbo(device
,
2403 rt_count
? wined3d_rendertarget_view_get_surface(rts
[0]) : NULL
);
2406 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2408 if (rt_mask
!= *cur_mask
)
2410 context_apply_draw_buffers(context
, rt_mask
);
2411 *cur_mask
= rt_mask
;
2412 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2415 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2417 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2420 if (context
->last_was_blit
)
2421 context
->last_was_blit
= FALSE
;
2423 /* Blending and clearing should be orthogonal, but tests on the nvidia
2424 * driver show that disabling blending when clearing improves the clearing
2425 * performance incredibly. */
2426 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2427 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
2428 checkGLcall("glEnable GL_SCISSOR_TEST");
2430 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2431 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
2432 context_invalidate_state(context
, STATE_SCISSORRECT
);
2437 static DWORD
find_draw_buffers_mask(const struct wined3d_context
*context
, const struct wined3d_device
*device
)
2439 const struct wined3d_state
*state
= &device
->state
;
2440 struct wined3d_rendertarget_view
**rts
= state
->fb
->render_targets
;
2441 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2442 DWORD rt_mask
, rt_mask_bits
;
2445 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
2446 return context_generate_rt_mask_no_fbo(device
, wined3d_rendertarget_view_get_surface(rts
[0]));
2447 else if (!context
->render_offscreen
)
2448 return context_generate_rt_mask_from_surface(wined3d_rendertarget_view_get_surface(rts
[0]));
2450 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
2451 rt_mask
&= context
->d3d_info
->valid_rt_mask
;
2452 rt_mask_bits
= rt_mask
;
2454 while (rt_mask_bits
)
2456 rt_mask_bits
&= ~(1 << i
);
2457 if (!rts
[i
] || rts
[i
]->format
->id
== WINED3DFMT_NULL
)
2458 rt_mask
&= ~(1 << i
);
2466 /* Context activation is done by the caller. */
2467 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2469 const struct wined3d_device
*device
= context
->swapchain
->device
;
2470 const struct wined3d_fb_state
*fb
= state
->fb
;
2471 DWORD rt_mask
= find_draw_buffers_mask(context
, device
);
2474 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2476 if (!context
->render_offscreen
)
2478 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
,
2479 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
2485 for (i
= 0; i
< context
->gl_info
->limits
.buffers
; ++i
)
2487 context
->blit_targets
[i
] = wined3d_rendertarget_view_get_surface(fb
->render_targets
[i
]);
2489 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
,
2490 wined3d_rendertarget_view_get_surface(fb
->depth_stencil
),
2491 fb
->render_targets
[0]->resource
->draw_binding
,
2492 fb
->depth_stencil
? fb
->depth_stencil
->resource
->draw_binding
: 0);
2496 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2497 if (rt_mask
!= *cur_mask
)
2499 context_apply_draw_buffers(context
, rt_mask
);
2500 *cur_mask
= rt_mask
;
2504 static void context_map_stage(struct wined3d_context
*context
, DWORD stage
, DWORD unit
)
2506 DWORD i
= context
->rev_tex_unit_map
[unit
];
2507 DWORD j
= context
->tex_unit_map
[stage
];
2509 context
->tex_unit_map
[stage
] = unit
;
2510 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2511 context
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2513 context
->rev_tex_unit_map
[unit
] = stage
;
2514 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2515 context
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2518 static void context_invalidate_texture_stage(struct wined3d_context
*context
, DWORD stage
)
2522 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2523 context_invalidate_state(context
, STATE_TEXTURESTAGE(stage
, i
));
2526 static void context_update_fixed_function_usage_map(struct wined3d_context
*context
,
2527 const struct wined3d_state
*state
)
2531 context
->fixed_function_usage_map
= 0;
2532 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2534 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
2535 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
2536 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
2537 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
2538 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
2539 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
2540 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
2541 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
2543 /* Not used, and disable higher stages. */
2544 if (color_op
== WINED3D_TOP_DISABLE
)
2547 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
2548 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
2549 || ((color_arg3
== WINED3DTA_TEXTURE
)
2550 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
2551 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
2552 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
2553 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2554 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
2555 context
->fixed_function_usage_map
|= (1 << i
);
2557 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
2558 && i
< MAX_TEXTURES
- 1)
2559 context
->fixed_function_usage_map
|= (1 << (i
+ 1));
2562 if (i
< context
->lowest_disabled_stage
)
2565 end
= context
->lowest_disabled_stage
;
2569 start
= context
->lowest_disabled_stage
;
2573 context
->lowest_disabled_stage
= i
;
2574 for (i
= start
+ 1; i
< end
; ++i
)
2576 context_invalidate_state(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
2580 static void context_map_fixed_function_samplers(struct wined3d_context
*context
,
2581 const struct wined3d_state
*state
)
2583 unsigned int i
, tex
;
2585 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2587 context_update_fixed_function_usage_map(context
, state
);
2588 ffu_map
= context
->fixed_function_usage_map
;
2590 if (d3d_info
->limits
.ffp_textures
== d3d_info
->limits
.ffp_blend_stages
2591 || context
->lowest_disabled_stage
<= d3d_info
->limits
.ffp_textures
)
2593 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2598 if (context
->tex_unit_map
[i
] != i
)
2600 context_map_stage(context
, i
, i
);
2601 context_invalidate_state(context
, STATE_SAMPLER(i
));
2602 context_invalidate_texture_stage(context
, i
);
2608 /* Now work out the mapping */
2610 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2615 if (context
->tex_unit_map
[i
] != tex
)
2617 context_map_stage(context
, i
, tex
);
2618 context_invalidate_state(context
, STATE_SAMPLER(i
));
2619 context_invalidate_texture_stage(context
, i
);
2626 static void context_map_psamplers(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2628 const struct wined3d_shader_resource_info
*resource_info
=
2629 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
2631 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2633 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2635 if (resource_info
[i
].type
&& context
->tex_unit_map
[i
] != i
)
2637 context_map_stage(context
, i
, i
);
2638 context_invalidate_state(context
, STATE_SAMPLER(i
));
2639 if (i
< d3d_info
->limits
.ffp_blend_stages
)
2640 context_invalidate_texture_stage(context
, i
);
2645 static BOOL
context_unit_free_for_vs(const struct wined3d_context
*context
,
2646 const struct wined3d_shader_resource_info
*ps_resource_info
,
2647 const struct wined3d_shader_resource_info
*vs_resource_info
, DWORD unit
)
2649 DWORD current_mapping
= context
->rev_tex_unit_map
[unit
];
2651 /* Not currently used */
2652 if (current_mapping
== WINED3D_UNMAPPED_STAGE
)
2655 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
)
2657 /* Used by a fragment sampler */
2659 if (!ps_resource_info
)
2661 /* No pixel shader, check fixed function */
2662 return current_mapping
>= MAX_TEXTURES
|| !(context
->fixed_function_usage_map
& (1 << current_mapping
));
2665 /* Pixel shader, check the shader's sampler map */
2666 return !ps_resource_info
[current_mapping
].type
;
2669 /* Used by a vertex sampler */
2670 return !vs_resource_info
[current_mapping
- MAX_FRAGMENT_SAMPLERS
].type
;
2673 static void context_map_vsamplers(struct wined3d_context
*context
, BOOL ps
, const struct wined3d_state
*state
)
2675 const struct wined3d_shader_resource_info
*vs_resource_info
=
2676 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
;
2677 const struct wined3d_shader_resource_info
*ps_resource_info
= NULL
;
2678 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2679 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2682 /* Note that we only care if a resource is used or not, not the
2683 * resource's specific type. Otherwise we'd need to call
2684 * shader_update_samplers() here for 1.x pixelshaders. */
2686 ps_resource_info
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
2688 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
2690 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2691 if (vs_resource_info
[i
].type
)
2693 if (context
->tex_unit_map
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2695 /* Already mapped somewhere */
2701 if (context_unit_free_for_vs(context
, ps_resource_info
, vs_resource_info
, start
))
2703 context_map_stage(context
, vsampler_idx
, start
);
2704 context_invalidate_state(context
, STATE_SAMPLER(vsampler_idx
));
2716 static void context_update_tex_unit_map(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2718 BOOL vs
= use_vs(state
);
2719 BOOL ps
= use_ps(state
);
2722 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2723 * that would be really messy and require shader recompilation
2724 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2725 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2728 context_map_psamplers(context
, state
);
2730 context_map_fixed_function_samplers(context
, state
);
2733 context_map_vsamplers(context
, ps
, state
);
2736 /* Context activation is done by the caller. */
2737 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2739 const struct wined3d_device
*device
= context
->swapchain
->device
;
2740 DWORD rt_mask
, *cur_mask
;
2742 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
2744 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2745 rt_mask
= find_draw_buffers_mask(context
, device
);
2746 if (rt_mask
!= *cur_mask
)
2748 context_apply_draw_buffers(context
, rt_mask
);
2749 *cur_mask
= rt_mask
;
2753 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
2755 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
2756 *regnum
= WINED3D_FFP_POSITION
;
2757 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
2758 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
2759 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
2760 *regnum
= WINED3D_FFP_BLENDINDICES
;
2761 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
2762 *regnum
= WINED3D_FFP_NORMAL
;
2763 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
2764 *regnum
= WINED3D_FFP_PSIZE
;
2765 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
2766 *regnum
= WINED3D_FFP_DIFFUSE
;
2767 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
2768 *regnum
= WINED3D_FFP_SPECULAR
;
2769 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
2770 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
2773 FIXME("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage
), usage_idx
);
2781 /* Context activation is done by the caller. */
2782 void context_stream_info_from_declaration(struct wined3d_context
*context
,
2783 const struct wined3d_state
*state
, struct wined3d_stream_info
*stream_info
)
2785 /* We need to deal with frequency data! */
2786 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
2787 BOOL use_vshader
= use_vs(state
);
2788 BOOL generic_attributes
= context
->d3d_info
->ffp_generic_attributes
;
2791 stream_info
->use_map
= 0;
2792 stream_info
->swizzle_map
= 0;
2793 stream_info
->position_transformed
= declaration
->position_transformed
;
2795 /* Translate the declaration into strided data. */
2796 for (i
= 0; i
< declaration
->element_count
; ++i
)
2798 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
2799 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
2803 TRACE("%p Element %p (%u of %u).\n", declaration
->elements
,
2804 element
, i
+ 1, declaration
->element_count
);
2806 if (!stream
->buffer
)
2809 TRACE("offset %u input_slot %u usage_idx %d.\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
2813 if (element
->output_slot
== WINED3D_OUTPUT_SLOT_UNUSED
)
2815 stride_used
= FALSE
;
2817 else if (element
->output_slot
== WINED3D_OUTPUT_SLOT_SEMANTIC
)
2819 /* TODO: Assuming vertexdeclarations are usually used with the
2820 * same or a similar shader, it might be worth it to store the
2821 * last used output slot and try that one first. */
2822 stride_used
= vshader_get_input(state
->shader
[WINED3D_SHADER_TYPE_VERTEX
],
2823 element
->usage
, element
->usage_idx
, &idx
);
2827 idx
= element
->output_slot
;
2833 if (!generic_attributes
&& !element
->ffp_valid
)
2835 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
2836 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
2837 stride_used
= FALSE
;
2841 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
2847 TRACE("Load %s array %u [usage %s, usage_idx %u, "
2848 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
2849 use_vshader
? "shader": "fixed function", idx
,
2850 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
2851 element
->offset
, stream
->stride
, debug_d3dformat(element
->format
->id
),
2852 debug_d3dinput_classification(element
->input_slot_class
), element
->instance_data_step_rate
);
2854 stream_info
->elements
[idx
].format
= element
->format
;
2855 stream_info
->elements
[idx
].data
.buffer_object
= 0;
2856 stream_info
->elements
[idx
].data
.addr
= (BYTE
*)NULL
+ stream
->offset
+ element
->offset
;
2857 stream_info
->elements
[idx
].stride
= stream
->stride
;
2858 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
2859 if (stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
2861 stream_info
->elements
[idx
].divisor
= 1;
2863 else if (element
->input_slot_class
== WINED3D_INPUT_PER_INSTANCE_DATA
)
2865 stream_info
->elements
[idx
].divisor
= element
->instance_data_step_rate
;
2866 if (!element
->instance_data_step_rate
)
2867 FIXME("Instance step rate 0 not implemented.\n");
2871 stream_info
->elements
[idx
].divisor
= 0;
2874 if (!context
->gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
2875 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
2877 stream_info
->swizzle_map
|= 1 << idx
;
2879 stream_info
->use_map
|= 1 << idx
;
2884 /* Context activation is done by the caller. */
2885 static void context_update_stream_info(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2887 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2888 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2889 struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
2890 DWORD prev_all_vbo
= stream_info
->all_vbo
;
2894 context_stream_info_from_declaration(context
, state
, stream_info
);
2896 stream_info
->all_vbo
= 1;
2897 context
->num_buffer_queries
= 0;
2898 for (i
= 0, map
= stream_info
->use_map
; map
; map
>>= 1, ++i
)
2900 struct wined3d_stream_info_element
*element
;
2901 struct wined3d_bo_address data
;
2902 struct wined3d_buffer
*buffer
;
2907 element
= &stream_info
->elements
[i
];
2908 buffer
= state
->streams
[element
->stream_idx
].buffer
;
2910 /* We can't use VBOs if the base vertex index is negative. OpenGL
2911 * doesn't accept negative offsets (or rather offsets bigger than the
2912 * VBO, because the pointer is unsigned), so use system memory
2913 * sources. In most sane cases the pointer - offset will still be > 0,
2914 * otherwise it will wrap around to some big value. Hope that with the
2915 * indices the driver wraps it back internally. If not,
2916 * drawStridedSlow is needed, including a vertex buffer path. */
2917 if (state
->load_base_vertex_index
< 0)
2919 WARN_(d3d_perf
)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
2920 state
->load_base_vertex_index
);
2921 element
->data
.buffer_object
= 0;
2922 element
->data
.addr
+= (ULONG_PTR
)buffer_get_sysmem(buffer
, context
);
2923 if ((UINT_PTR
)element
->data
.addr
< -state
->load_base_vertex_index
* element
->stride
)
2924 FIXME("System memory vertex data load offset is negative!\n");
2928 buffer_internal_preload(buffer
, context
, state
);
2929 buffer_get_memory(buffer
, context
, &data
);
2930 element
->data
.buffer_object
= data
.buffer_object
;
2931 element
->data
.addr
+= (ULONG_PTR
)data
.addr
;
2934 if (!element
->data
.buffer_object
)
2935 stream_info
->all_vbo
= 0;
2938 context
->buffer_queries
[context
->num_buffer_queries
++] = buffer
->query
;
2940 TRACE("Load array %u {%#x:%p}.\n", i
, element
->data
.buffer_object
, element
->data
.addr
);
2945 if (state
->vertex_declaration
->half_float_conv_needed
&& !stream_info
->all_vbo
)
2947 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
2948 context
->use_immediate_mode_draw
= TRUE
;
2952 context
->use_immediate_mode_draw
= FALSE
;
2957 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
2958 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
2959 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
2961 if (((stream_info
->position_transformed
&& !d3d_info
->xyzrhw
)
2962 || (stream_info
->use_map
& slow_mask
)) && !stream_info
->all_vbo
)
2963 context
->use_immediate_mode_draw
= TRUE
;
2965 context
->use_immediate_mode_draw
= FALSE
;
2968 if (prev_all_vbo
!= stream_info
->all_vbo
)
2969 context_invalidate_state(context
, STATE_INDEXBUFFER
);
2972 /* Context activation is done by the caller. */
2973 static void context_preload_texture(struct wined3d_context
*context
,
2974 const struct wined3d_state
*state
, unsigned int idx
)
2976 struct wined3d_texture
*texture
;
2978 if (!(texture
= state
->textures
[idx
]))
2981 wined3d_texture_load(texture
, context
, state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
]);
2984 /* Context activation is done by the caller. */
2985 static void context_preload_textures(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2991 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
2993 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
[i
].type
)
2994 context_preload_texture(context
, state
, MAX_FRAGMENT_SAMPLERS
+ i
);
3000 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3002 if (state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
[i
].type
)
3003 context_preload_texture(context
, state
, i
);
3008 WORD ffu_map
= context
->fixed_function_usage_map
;
3010 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3013 context_preload_texture(context
, state
, i
);
3018 static void context_bind_shader_resources(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3020 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3021 struct wined3d_shader_sampler_map_entry
*entry
;
3022 struct wined3d_shader_resource_view
*view
;
3023 struct wined3d_sampler
*sampler
;
3024 struct wined3d_texture
*texture
;
3025 struct wined3d_shader
*shader
;
3026 unsigned int i
, j
, count
;
3030 enum wined3d_shader_type type
;
3031 unsigned int base_idx
;
3036 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
3037 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
3040 for (i
= 0; i
< ARRAY_SIZE(shader_types
); ++i
)
3042 if (!(shader
= state
->shader
[shader_types
[i
].type
]))
3045 count
= shader
->reg_maps
.sampler_map
.count
;
3046 if (count
> shader_types
[i
].count
)
3048 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3049 shader
, count
, shader_types
[i
].count
);
3050 count
= shader_types
[i
].count
;
3053 for (j
= 0; j
< count
; ++j
)
3055 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
3057 if (!(view
= state
->shader_resource_view
[shader_types
[i
].type
][entry
->resource_idx
]))
3059 WARN("No resource view bound at index %u, %u.\n", shader_types
[i
].type
, entry
->resource_idx
);
3063 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3065 FIXME("Buffer shader resources not supported.\n");
3069 if (!(sampler
= state
->sampler
[shader_types
[i
].type
][entry
->sampler_idx
]))
3071 WARN("No sampler object bound at index %u, %u.\n", shader_types
[i
].type
, entry
->sampler_idx
);
3075 texture
= wined3d_texture_from_resource(view
->resource
);
3076 wined3d_texture_load(texture
, context
, FALSE
);
3077 context_active_texture(context
, gl_info
, shader_types
[i
].base_idx
+ entry
->bind_idx
);
3078 wined3d_texture_bind(texture
, context
, FALSE
);
3080 GL_EXTCALL(glBindSampler(shader_types
[i
].base_idx
+ entry
->bind_idx
, sampler
->name
));
3081 checkGLcall("glBindSampler");
3086 /* Context activation is done by the caller. */
3087 BOOL
context_apply_draw_state(struct wined3d_context
*context
, struct wined3d_device
*device
)
3089 const struct wined3d_state
*state
= &device
->state
;
3090 const struct StateEntry
*state_table
= context
->state_table
;
3091 const struct wined3d_fb_state
*fb
= state
->fb
;
3095 if (!context_validate_rt_config(context
->gl_info
->limits
.buffers
,
3096 fb
->render_targets
, fb
->depth_stencil
))
3099 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& isStateDirty(context
, STATE_FRAMEBUFFER
))
3101 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
3104 /* Preload resources before FBO setup. Texture preload in particular may
3105 * result in changes to the current FBO, due to using e.g. FBO blits for
3106 * updating a resource location. */
3107 context_update_tex_unit_map(context
, state
);
3108 context_preload_textures(context
, state
);
3109 /* TODO: Right now the dependency on the vertex shader is necessary
3110 * since context_stream_info_from_declaration depends on the reg_maps of
3111 * the current VS but maybe it's possible to relax the coupling in some
3112 * situations at least. */
3113 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
)
3114 || isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
)))
3116 context_update_stream_info(context
, state
);
3120 for (i
= 0, map
= context
->stream_info
.use_map
; map
; map
>>= 1, ++i
)
3123 buffer_mark_used(state
->streams
[context
->stream_info
.elements
[i
].stream_idx
].buffer
);
3126 if (state
->index_buffer
)
3128 if (context
->stream_info
.all_vbo
)
3129 buffer_internal_preload(state
->index_buffer
, context
, state
);
3131 buffer_get_sysmem(state
->index_buffer
, context
);
3134 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
3136 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
3138 if (state
->cb
[i
][j
])
3139 buffer_internal_preload(state
->cb
[i
][j
], context
, state
);
3143 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
3145 DWORD rep
= context
->dirtyArray
[i
];
3146 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
3147 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
3148 context
->isStateDirty
[idx
] &= ~(1 << shift
);
3149 state_table
[rep
].apply(context
, state
, rep
);
3152 if (context
->shader_update_mask
)
3154 device
->shader_backend
->shader_select(device
->shader_priv
, context
, state
);
3155 context
->shader_update_mask
= 0;
3158 if (context
->constant_update_mask
)
3160 device
->shader_backend
->shader_load_constants(device
->shader_priv
, context
, state
);
3161 context
->constant_update_mask
= 0;
3164 if (context
->update_shader_resource_bindings
)
3166 context_bind_shader_resources(context
, state
);
3167 context
->update_shader_resource_bindings
= 0;
3170 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3172 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
3175 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
3176 context
->last_was_blit
= FALSE
;
3181 static void context_setup_target(struct wined3d_context
*context
, struct wined3d_surface
*target
)
3183 BOOL old_render_offscreen
= context
->render_offscreen
, render_offscreen
;
3185 render_offscreen
= wined3d_resource_is_offscreen(&target
->container
->resource
);
3186 if (context
->current_rt
== target
&& render_offscreen
== old_render_offscreen
) return;
3188 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
3189 * the alpha blend state changes with different render target formats. */
3190 if (!context
->current_rt
)
3192 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
3196 const struct wined3d_format
*old
= context
->current_rt
->resource
.format
;
3197 const struct wined3d_format
*new = target
->resource
.format
;
3199 if (old
->id
!= new->id
)
3201 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
3202 if ((old
->alpha_size
&& !new->alpha_size
) || (!old
->alpha_size
&& new->alpha_size
)
3203 || !(target
->container
->resource
.format_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
3204 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
3206 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
3207 if ((context
->current_rt
->container
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
)
3208 != (target
->container
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
3209 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3212 /* When switching away from an offscreen render target, and we're not
3213 * using FBOs, we have to read the drawable into the texture. This is
3214 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
3215 * There are some things that need care though. PreLoad needs a GL context,
3216 * and FindContext is called before the context is activated. It also
3217 * has to be called with the old rendertarget active, otherwise a
3218 * wrong drawable is read. */
3219 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
3220 && old_render_offscreen
&& context
->current_rt
!= target
)
3222 struct wined3d_texture
*texture
= context
->current_rt
->container
;
3224 /* Read the back buffer of the old drawable into the destination texture. */
3225 if (texture
->texture_srgb
.name
)
3226 wined3d_texture_load(texture
, context
, TRUE
);
3227 wined3d_texture_load(texture
, context
, FALSE
);
3228 surface_invalidate_location(context
->current_rt
, WINED3D_LOCATION_DRAWABLE
);
3232 context
->current_rt
= target
;
3233 context_set_render_offscreen(context
, render_offscreen
);
3236 struct wined3d_context
*context_acquire(const struct wined3d_device
*device
, struct wined3d_surface
*target
)
3238 struct wined3d_context
*current_context
= context_get_current();
3239 struct wined3d_context
*context
;
3241 TRACE("device %p, target %p.\n", device
, target
);
3243 if (current_context
&& current_context
->destroyed
)
3244 current_context
= NULL
;
3249 && current_context
->current_rt
3250 && current_context
->swapchain
->device
== device
)
3252 target
= current_context
->current_rt
;
3256 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
3257 if (swapchain
->back_buffers
)
3258 target
= surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->back_buffers
[0], 0));
3260 target
= surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->front_buffer
, 0));
3264 if (current_context
&& current_context
->current_rt
== target
)
3266 context
= current_context
;
3268 else if (target
->container
->swapchain
)
3270 TRACE("Rendering onscreen.\n");
3272 context
= swapchain_get_context(target
->container
->swapchain
);
3276 TRACE("Rendering offscreen.\n");
3278 /* Stay with the current context if possible. Otherwise use the
3279 * context for the primary swapchain. */
3280 if (current_context
&& current_context
->swapchain
->device
== device
)
3281 context
= current_context
;
3283 context
= swapchain_get_context(device
->swapchains
[0]);
3286 context_enter(context
);
3287 context_update_window(context
);
3288 context_setup_target(context
, target
);
3289 if (!context
->valid
) return context
;
3291 if (context
!= current_context
)
3293 if (!context_set_current(context
))
3294 ERR("Failed to activate the new context.\n");
3296 else if (context
->needs_set
)
3298 context_set_gl_context(context
);