2 * Context and render target management in wined3d
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006, 2008 Henri Verbeet
9 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous
);
36 #define WINED3D_MAX_FBO_ENTRIES 64
37 #define WINED3D_ALL_LAYERS (~0u)
39 static DWORD wined3d_context_tls_idx
;
41 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
42 * actually have the same values in GL and D3D. */
43 static GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
45 switch (primitive_type
)
47 case WINED3D_PT_POINTLIST
:
50 case WINED3D_PT_LINELIST
:
53 case WINED3D_PT_LINESTRIP
:
56 case WINED3D_PT_TRIANGLELIST
:
59 case WINED3D_PT_TRIANGLESTRIP
:
60 return GL_TRIANGLE_STRIP
;
62 case WINED3D_PT_TRIANGLEFAN
:
63 return GL_TRIANGLE_FAN
;
65 case WINED3D_PT_LINELIST_ADJ
:
66 return GL_LINES_ADJACENCY_ARB
;
68 case WINED3D_PT_LINESTRIP_ADJ
:
69 return GL_LINE_STRIP_ADJACENCY_ARB
;
71 case WINED3D_PT_TRIANGLELIST_ADJ
:
72 return GL_TRIANGLES_ADJACENCY_ARB
;
74 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
75 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
77 case WINED3D_PT_PATCH
:
81 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
82 case WINED3D_PT_UNDEFINED
:
87 /* FBO helper functions */
89 /* Context activation is done by the caller. */
90 static void wined3d_context_gl_bind_fbo(struct wined3d_context_gl
*context_gl
, GLenum target
, GLuint fbo
)
92 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
94 TRACE("context_gl %p, target %#x, fbo %u.\n", context_gl
, target
, fbo
);
98 case GL_READ_FRAMEBUFFER
:
99 if (context_gl
->fbo_read_binding
== fbo
)
101 context_gl
->fbo_read_binding
= fbo
;
104 case GL_DRAW_FRAMEBUFFER
:
105 if (context_gl
->fbo_draw_binding
== fbo
)
107 context_gl
->fbo_draw_binding
= fbo
;
111 if (context_gl
->fbo_read_binding
== fbo
112 && context_gl
->fbo_draw_binding
== fbo
)
114 context_gl
->fbo_read_binding
= fbo
;
115 context_gl
->fbo_draw_binding
= fbo
;
119 FIXME("Unhandled target %#x.\n", target
);
123 gl_info
->fbo_ops
.glBindFramebuffer(target
, fbo
);
124 checkGLcall("glBindFramebuffer()");
127 /* Context activation is done by the caller. */
128 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
132 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
134 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
135 checkGLcall("glFramebufferTexture2D()");
137 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
138 checkGLcall("glFramebufferTexture2D()");
140 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
141 checkGLcall("glFramebufferTexture2D()");
144 /* Context activation is done by the caller. */
145 static void wined3d_context_gl_destroy_fbo(struct wined3d_context_gl
*context_gl
, GLuint fbo
)
147 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
149 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, fbo
);
150 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
151 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
153 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
154 checkGLcall("glDeleteFramebuffers()");
157 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info
*gl_info
,
158 GLenum fbo_target
, DWORD flags
, GLuint rb
)
160 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
162 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
163 checkGLcall("glFramebufferRenderbuffer()");
166 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
168 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
169 checkGLcall("glFramebufferRenderbuffer()");
173 static void wined3d_context_gl_attach_gl_texture_fbo(struct wined3d_context_gl
*context_gl
,
174 GLenum fbo_target
, GLenum attachment
, const struct wined3d_fbo_resource
*resource
)
176 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
180 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
, GL_TEXTURE_2D
, 0, 0);
182 else if (resource
->layer
== WINED3D_ALL_LAYERS
)
184 if (!gl_info
->fbo_ops
.glFramebufferTexture
)
186 FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
190 gl_info
->fbo_ops
.glFramebufferTexture(fbo_target
, attachment
,
191 resource
->object
, resource
->level
);
193 else if (resource
->target
== GL_TEXTURE_1D_ARRAY
|| resource
->target
== GL_TEXTURE_2D_ARRAY
194 || resource
->target
== GL_TEXTURE_3D
)
196 if (!gl_info
->fbo_ops
.glFramebufferTextureLayer
)
198 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
202 gl_info
->fbo_ops
.glFramebufferTextureLayer(fbo_target
, attachment
,
203 resource
->object
, resource
->level
, resource
->layer
);
205 else if (resource
->target
== GL_TEXTURE_1D
)
207 gl_info
->fbo_ops
.glFramebufferTexture1D(fbo_target
, attachment
,
208 resource
->target
, resource
->object
, resource
->level
);
212 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
,
213 resource
->target
, resource
->object
, resource
->level
);
215 checkGLcall("attach texture to fbo");
218 /* Context activation is done by the caller. */
219 static void wined3d_context_gl_attach_depth_stencil_fbo(struct wined3d_context_gl
*context_gl
,
220 GLenum fbo_target
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
,
223 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
225 if (resource
->object
)
227 TRACE("Attach depth stencil %u.\n", resource
->object
);
231 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
232 flags
, resource
->object
);
236 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
237 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, resource
);
239 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
240 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, resource
);
243 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
))
244 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
246 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
))
247 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
251 TRACE("Attach depth stencil 0.\n");
253 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
254 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
258 /* Context activation is done by the caller. */
259 static void wined3d_context_gl_attach_surface_fbo(struct wined3d_context_gl
*context_gl
,
260 GLenum fbo_target
, unsigned int idx
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
)
262 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
264 TRACE("Attach GL object %u to %u.\n", resource
->object
, idx
);
266 if (resource
->object
)
270 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
271 GL_RENDERBUFFER
, resource
->object
);
272 checkGLcall("glFramebufferRenderbuffer()");
276 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, resource
);
281 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, NULL
);
285 static void context_dump_fbo_attachment(const struct wined3d_gl_info
*gl_info
, GLenum target
,
293 enum wined3d_gl_extension extension
;
297 {GL_TEXTURE_1D
, GL_TEXTURE_BINDING_1D
, "1d", WINED3D_GL_EXT_NONE
},
298 {GL_TEXTURE_1D_ARRAY
, GL_TEXTURE_BINDING_1D_ARRAY
, "1d-array", EXT_TEXTURE_ARRAY
},
299 {GL_TEXTURE_2D
, GL_TEXTURE_BINDING_2D
, "2d", WINED3D_GL_EXT_NONE
},
300 {GL_TEXTURE_RECTANGLE_ARB
, GL_TEXTURE_BINDING_RECTANGLE_ARB
, "rectangle", ARB_TEXTURE_RECTANGLE
},
301 {GL_TEXTURE_2D_ARRAY
, GL_TEXTURE_BINDING_2D_ARRAY
, "2d-array" , EXT_TEXTURE_ARRAY
},
302 {GL_TEXTURE_CUBE_MAP
, GL_TEXTURE_BINDING_CUBE_MAP
, "cube", ARB_TEXTURE_CUBE_MAP
},
303 {GL_TEXTURE_2D_MULTISAMPLE
, GL_TEXTURE_BINDING_2D_MULTISAMPLE
, "2d-ms", ARB_TEXTURE_MULTISAMPLE
},
304 {GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY
, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE
},
307 GLint type
, name
, samples
, width
, height
, old_texture
, level
, face
, fmt
, tex_target
;
308 const char *tex_type_str
= NULL
;
311 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
312 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
, &name
);
313 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
314 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
, &type
);
316 if (type
== GL_RENDERBUFFER
)
318 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, name
);
319 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_WIDTH
, &width
);
320 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_HEIGHT
, &height
);
321 if (gl_info
->limits
.samples
> 1)
322 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_SAMPLES
, &samples
);
325 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_INTERNAL_FORMAT
, &fmt
);
326 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
327 debug_fboattachment(attachment
), name
, width
, height
, samples
, fmt
);
329 else if (type
== GL_TEXTURE
)
331 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
332 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
, &level
);
333 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
334 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
, &face
);
336 if (gl_info
->gl_ops
.ext
.p_glGetTextureParameteriv
)
338 GL_EXTCALL(glGetTextureParameteriv(name
, GL_TEXTURE_TARGET
, &tex_target
));
340 for (i
= 0; i
< ARRAY_SIZE(texture_type
); ++i
)
342 if (texture_type
[i
].target
== tex_target
)
344 tex_type_str
= texture_type
[i
].str
;
348 if (i
== ARRAY_SIZE(texture_type
))
349 tex_type_str
= wine_dbg_sprintf("%#x", tex_target
);
353 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP
, &old_texture
);
354 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, name
);
356 tex_target
= GL_TEXTURE_CUBE_MAP
;
357 tex_type_str
= "cube";
361 for (i
= 0; i
< ARRAY_SIZE(texture_type
); ++i
)
363 if (!gl_info
->supported
[texture_type
[i
].extension
])
366 gl_info
->gl_ops
.gl
.p_glGetIntegerv(texture_type
[i
].binding
, &old_texture
);
367 while (gl_info
->gl_ops
.gl
.p_glGetError());
369 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, name
);
370 if (!gl_info
->gl_ops
.gl
.p_glGetError())
372 tex_target
= texture_type
[i
].target
;
373 tex_type_str
= texture_type
[i
].str
;
376 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, old_texture
);
381 FIXME("Cannot find type of texture %d.\n", name
);
386 if (gl_info
->gl_ops
.ext
.p_glGetTextureParameteriv
)
388 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
));
389 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_WIDTH
, &width
));
390 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_HEIGHT
, &height
));
391 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_SAMPLES
, &samples
));
395 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
);
396 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_WIDTH
, &width
);
397 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_HEIGHT
, &height
);
398 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
399 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_SAMPLES
, &samples
);
403 gl_info
->gl_ops
.gl
.p_glBindTexture(tex_target
, old_texture
);
406 FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
407 debug_fboattachment(attachment
), tex_type_str
, name
, width
, height
, samples
, fmt
);
409 else if (type
== GL_NONE
)
411 FIXME(" %s: NONE.\n", debug_fboattachment(attachment
));
415 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment
), type
);
418 checkGLcall("dump FBO attachment");
421 /* Context activation is done by the caller. */
422 void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl
*context_gl
, GLenum target
)
424 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
430 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
431 if (status
== GL_FRAMEBUFFER_COMPLETE
)
433 TRACE("FBO complete.\n");
439 FIXME("FBO status %s (%#x).\n", debug_fbostatus(status
), status
);
441 if (!context_gl
->current_fbo
)
443 ERR("FBO 0 is incomplete, driver bug?\n");
447 context_dump_fbo_attachment(gl_info
, target
, GL_DEPTH_ATTACHMENT
);
448 context_dump_fbo_attachment(gl_info
, target
, GL_STENCIL_ATTACHMENT
);
450 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
451 context_dump_fbo_attachment(gl_info
, target
, GL_COLOR_ATTACHMENT0
+ i
);
455 static inline DWORD
context_generate_rt_mask(GLenum buffer
)
457 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
458 return buffer
? (1u << 31) | buffer
: 0;
461 static inline DWORD
context_generate_rt_mask_from_resource(struct wined3d_resource
*resource
)
463 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
465 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
469 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource
));
472 static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct wined3d_context_gl
*context_gl
,
473 struct wined3d_fbo_entry_key
*key
, unsigned int idx
, const struct wined3d_rendertarget_info
*render_target
,
476 unsigned int sub_resource_idx
= render_target
->sub_resource_idx
;
477 struct wined3d_resource
*resource
= render_target
->resource
;
478 struct wined3d_texture_gl
*texture_gl
;
480 if (!resource
|| resource
->format
->id
== WINED3DFMT_NULL
|| resource
->type
== WINED3D_RTYPE_BUFFER
)
482 if (resource
&& resource
->type
== WINED3D_RTYPE_BUFFER
)
483 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
484 key
->objects
[idx
].object
= 0;
485 key
->objects
[idx
].target
= 0;
486 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
490 if (render_target
->gl_view
.name
)
492 key
->objects
[idx
].object
= render_target
->gl_view
.name
;
493 key
->objects
[idx
].target
= render_target
->gl_view
.target
;
494 key
->objects
[idx
].level
= 0;
495 key
->objects
[idx
].layer
= WINED3D_ALL_LAYERS
;
499 texture_gl
= wined3d_texture_gl(wined3d_texture_from_resource(resource
));
500 if (texture_gl
->current_renderbuffer
)
502 key
->objects
[idx
].object
= texture_gl
->current_renderbuffer
->id
;
503 key
->objects
[idx
].target
= 0;
504 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
505 key
->rb_namespace
|= 1 << idx
;
509 key
->objects
[idx
].target
= wined3d_texture_gl_get_sub_resource_target(texture_gl
, sub_resource_idx
);
510 key
->objects
[idx
].level
= sub_resource_idx
% texture_gl
->t
.level_count
;
511 key
->objects
[idx
].layer
= sub_resource_idx
/ texture_gl
->t
.level_count
;
513 if (render_target
->layer_count
!= 1)
514 key
->objects
[idx
].layer
= WINED3D_ALL_LAYERS
;
518 case WINED3D_LOCATION_TEXTURE_RGB
:
519 key
->objects
[idx
].object
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, FALSE
);
522 case WINED3D_LOCATION_TEXTURE_SRGB
:
523 key
->objects
[idx
].object
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, TRUE
);
526 case WINED3D_LOCATION_RB_MULTISAMPLE
:
527 key
->objects
[idx
].object
= texture_gl
->rb_multisample
;
528 key
->objects
[idx
].target
= 0;
529 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
530 key
->rb_namespace
|= 1 << idx
;
533 case WINED3D_LOCATION_RB_RESOLVED
:
534 key
->objects
[idx
].object
= texture_gl
->rb_resolved
;
535 key
->objects
[idx
].target
= 0;
536 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
537 key
->rb_namespace
|= 1 << idx
;
542 static void wined3d_context_gl_generate_fbo_key(const struct wined3d_context_gl
*context_gl
,
543 struct wined3d_fbo_entry_key
*key
, const struct wined3d_rendertarget_info
*render_targets
,
544 const struct wined3d_rendertarget_info
*depth_stencil
, DWORD color_location
, DWORD ds_location
)
546 unsigned int buffers
= context_gl
->gl_info
->limits
.buffers
;
549 key
->rb_namespace
= 0;
550 wined3d_context_gl_set_fbo_key_for_render_target(context_gl
, key
, 0, depth_stencil
, ds_location
);
552 for (i
= 0; i
< buffers
; ++i
)
553 wined3d_context_gl_set_fbo_key_for_render_target(context_gl
, key
, i
+ 1, &render_targets
[i
], color_location
);
555 memset(&key
->objects
[buffers
+ 1], 0, (ARRAY_SIZE(key
->objects
) - buffers
- 1) * sizeof(*key
->objects
));
558 static struct fbo_entry
*wined3d_context_gl_create_fbo_entry(const struct wined3d_context_gl
*context_gl
,
559 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
560 DWORD color_location
, DWORD ds_location
)
562 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
563 struct fbo_entry
*entry
;
565 entry
= heap_alloc(sizeof(*entry
));
566 wined3d_context_gl_generate_fbo_key(context_gl
, &entry
->key
,
567 render_targets
, depth_stencil
, color_location
, ds_location
);
569 if (depth_stencil
->resource
)
571 if (depth_stencil
->resource
->format
->depth_size
)
572 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
573 if (depth_stencil
->resource
->format
->stencil_size
)
574 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
576 entry
->rt_mask
= context_generate_rt_mask(GL_COLOR_ATTACHMENT0
);
577 gl_info
->fbo_ops
.glGenFramebuffers(1, &entry
->id
);
578 checkGLcall("glGenFramebuffers()");
579 TRACE("Created FBO %u.\n", entry
->id
);
584 /* Context activation is done by the caller. */
585 static void wined3d_context_gl_reuse_fbo_entry(struct wined3d_context_gl
*context_gl
, GLenum target
,
586 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
587 DWORD color_location
, DWORD ds_location
, struct fbo_entry
*entry
)
589 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
591 wined3d_context_gl_bind_fbo(context_gl
, target
, entry
->id
);
592 context_clean_fbo_attachments(gl_info
, target
);
594 wined3d_context_gl_generate_fbo_key(context_gl
, &entry
->key
,
595 render_targets
, depth_stencil
, color_location
, ds_location
);
597 if (depth_stencil
->resource
)
599 if (depth_stencil
->resource
->format
->depth_size
)
600 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
601 if (depth_stencil
->resource
->format
->stencil_size
)
602 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
606 /* Context activation is done by the caller. */
607 static void wined3d_context_gl_destroy_fbo_entry(struct wined3d_context_gl
*context_gl
, struct fbo_entry
*entry
)
611 TRACE("Destroy FBO %u.\n", entry
->id
);
612 wined3d_context_gl_destroy_fbo(context_gl
, entry
->id
);
614 --context_gl
->fbo_entry_count
;
615 list_remove(&entry
->entry
);
619 /* Context activation is done by the caller. */
620 static struct fbo_entry
*wined3d_context_gl_find_fbo_entry(struct wined3d_context_gl
*context_gl
, GLenum target
,
621 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
622 DWORD color_location
, DWORD ds_location
)
624 static const struct wined3d_rendertarget_info ds_null
= {{0}};
625 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
626 struct wined3d_texture
*rt_texture
, *ds_texture
;
627 struct wined3d_fbo_entry_key fbo_key
;
628 unsigned int i
, ds_level
, rt_level
;
629 struct fbo_entry
*entry
;
631 if (depth_stencil
->resource
&& depth_stencil
->resource
->type
!= WINED3D_RTYPE_BUFFER
632 && render_targets
[0].resource
&& render_targets
[0].resource
->type
!= WINED3D_RTYPE_BUFFER
633 && render_targets
[0].resource
->format
->id
!= WINED3DFMT_NULL
)
635 rt_texture
= wined3d_texture_from_resource(render_targets
[0].resource
);
636 rt_level
= render_targets
[0].sub_resource_idx
% rt_texture
->level_count
;
637 ds_texture
= wined3d_texture_from_resource(depth_stencil
->resource
);
638 ds_level
= depth_stencil
->sub_resource_idx
% ds_texture
->level_count
;
640 if (wined3d_texture_get_level_width(ds_texture
, ds_level
)
641 < wined3d_texture_get_level_width(rt_texture
, rt_level
)
642 || wined3d_texture_get_level_height(ds_texture
, ds_level
)
643 < wined3d_texture_get_level_height(rt_texture
, rt_level
))
645 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
646 depth_stencil
= &ds_null
;
648 else if (ds_texture
->resource
.multisample_type
!= rt_texture
->resource
.multisample_type
649 || (ds_texture
->resource
.multisample_type
650 && ds_texture
->resource
.multisample_quality
!= rt_texture
->resource
.multisample_quality
))
652 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
653 rt_texture
->resource
.multisample_type
, rt_texture
->resource
.multisample_quality
,
654 ds_texture
->resource
.multisample_type
, ds_texture
->resource
.multisample_quality
);
655 depth_stencil
= &ds_null
;
657 else if (depth_stencil
->resource
->type
== WINED3D_RTYPE_TEXTURE_2D
)
659 wined3d_texture_gl_set_compatible_renderbuffer(wined3d_texture_gl(ds_texture
),
660 context_gl
, ds_level
, &render_targets
[0]);
664 wined3d_context_gl_generate_fbo_key(context_gl
, &fbo_key
,
665 render_targets
, depth_stencil
, color_location
, ds_location
);
669 struct wined3d_resource
*resource
;
670 unsigned int width
, height
;
671 const char *resource_type
;
673 TRACE("Dumping FBO attachments:\n");
674 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
676 if ((resource
= render_targets
[i
].resource
))
678 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
680 width
= resource
->size
;
682 resource_type
= "buffer";
686 rt_texture
= wined3d_texture_from_resource(resource
);
687 rt_level
= render_targets
[i
].sub_resource_idx
% rt_texture
->level_count
;
688 width
= wined3d_texture_get_level_pow2_width(rt_texture
, rt_level
);
689 height
= wined3d_texture_get_level_pow2_height(rt_texture
, rt_level
);
690 resource_type
= "texture";
693 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
694 i
, resource
, render_targets
[i
].sub_resource_idx
, debug_d3dformat(resource
->format
->id
),
695 fbo_key
.rb_namespace
& (1 << (i
+ 1)) ? "renderbuffer" : resource_type
,
696 fbo_key
.objects
[i
+ 1].object
, width
, height
, resource
->multisample_type
);
699 if ((resource
= depth_stencil
->resource
))
701 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
703 width
= resource
->size
;
705 resource_type
= "buffer";
709 ds_texture
= wined3d_texture_from_resource(resource
);
710 ds_level
= depth_stencil
->sub_resource_idx
% ds_texture
->level_count
;
711 width
= wined3d_texture_get_level_pow2_width(ds_texture
, ds_level
);
712 height
= wined3d_texture_get_level_pow2_height(ds_texture
, ds_level
);
713 resource_type
= "texture";
716 TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
717 resource
, depth_stencil
->sub_resource_idx
, debug_d3dformat(resource
->format
->id
),
718 fbo_key
.rb_namespace
& (1 << 0) ? "renderbuffer" : resource_type
,
719 fbo_key
.objects
[0].object
, width
, height
, resource
->multisample_type
);
723 LIST_FOR_EACH_ENTRY(entry
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
725 if (memcmp(&fbo_key
, &entry
->key
, sizeof(fbo_key
)))
728 list_remove(&entry
->entry
);
729 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
733 if (context_gl
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
735 entry
= wined3d_context_gl_create_fbo_entry(context_gl
,
736 render_targets
, depth_stencil
, color_location
, ds_location
);
737 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
738 ++context_gl
->fbo_entry_count
;
742 entry
= LIST_ENTRY(list_tail(&context_gl
->fbo_list
), struct fbo_entry
, entry
);
743 wined3d_context_gl_reuse_fbo_entry(context_gl
, target
, render_targets
,
744 depth_stencil
, color_location
, ds_location
, entry
);
745 list_remove(&entry
->entry
);
746 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
752 /* Context activation is done by the caller. */
753 static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl
*context_gl
,
754 GLenum target
, struct fbo_entry
*entry
)
756 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
757 GLuint read_binding
, draw_binding
;
760 if (entry
->flags
& WINED3D_FBO_ENTRY_FLAG_ATTACHED
)
762 wined3d_context_gl_bind_fbo(context_gl
, target
, entry
->id
);
766 read_binding
= context_gl
->fbo_read_binding
;
767 draw_binding
= context_gl
->fbo_draw_binding
;
768 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, entry
->id
);
770 if (gl_info
->supported
[ARB_FRAMEBUFFER_NO_ATTACHMENTS
])
772 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
,
773 GL_FRAMEBUFFER_DEFAULT_WIDTH
, gl_info
->limits
.framebuffer_width
));
774 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
,
775 GL_FRAMEBUFFER_DEFAULT_HEIGHT
, gl_info
->limits
.framebuffer_height
));
776 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
, GL_FRAMEBUFFER_DEFAULT_LAYERS
, 1));
777 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
, GL_FRAMEBUFFER_DEFAULT_SAMPLES
, 1));
780 /* Apply render targets */
781 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
783 wined3d_context_gl_attach_surface_fbo(context_gl
, target
, i
,
784 &entry
->key
.objects
[i
+ 1], entry
->key
.rb_namespace
& (1 << (i
+ 1)));
787 wined3d_context_gl_attach_depth_stencil_fbo(context_gl
, target
,
788 &entry
->key
.objects
[0], entry
->key
.rb_namespace
& 0x1, entry
->flags
);
790 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
791 * GL contexts requirements. */
792 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_NONE
);
793 wined3d_context_gl_set_draw_buffer(context_gl
, GL_NONE
);
794 if (target
!= GL_FRAMEBUFFER
)
796 if (target
== GL_READ_FRAMEBUFFER
)
797 wined3d_context_gl_bind_fbo(context_gl
, GL_DRAW_FRAMEBUFFER
, draw_binding
);
799 wined3d_context_gl_bind_fbo(context_gl
, GL_READ_FRAMEBUFFER
, read_binding
);
802 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_ATTACHED
;
805 /* Context activation is done by the caller. */
806 static void wined3d_context_gl_apply_fbo_state(struct wined3d_context_gl
*context_gl
, GLenum target
,
807 const struct wined3d_rendertarget_info
*render_targets
,
808 const struct wined3d_rendertarget_info
*depth_stencil
, DWORD color_location
, DWORD ds_location
)
810 struct fbo_entry
*entry
, *entry2
;
812 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_destroy_list
, struct fbo_entry
, entry
)
814 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
817 if (context_gl
->rebind_fbo
)
819 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
820 context_gl
->rebind_fbo
= FALSE
;
823 if (color_location
== WINED3D_LOCATION_DRAWABLE
)
825 context_gl
->current_fbo
= NULL
;
826 wined3d_context_gl_bind_fbo(context_gl
, target
, 0);
830 context_gl
->current_fbo
= wined3d_context_gl_find_fbo_entry(context_gl
,
831 target
, render_targets
, depth_stencil
, color_location
, ds_location
);
832 wined3d_context_gl_apply_fbo_entry(context_gl
, target
, context_gl
->current_fbo
);
836 /* Context activation is done by the caller. */
837 void wined3d_context_gl_apply_fbo_state_blit(struct wined3d_context_gl
*context_gl
, GLenum target
,
838 struct wined3d_resource
*rt
, unsigned int rt_sub_resource_idx
,
839 struct wined3d_resource
*ds
, unsigned int ds_sub_resource_idx
, DWORD location
)
841 struct wined3d_rendertarget_info ds_info
= {{0}};
843 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
846 context_gl
->blit_targets
[0].resource
= rt
;
847 context_gl
->blit_targets
[0].sub_resource_idx
= rt_sub_resource_idx
;
848 context_gl
->blit_targets
[0].layer_count
= 1;
853 ds_info
.resource
= ds
;
854 ds_info
.sub_resource_idx
= ds_sub_resource_idx
;
855 ds_info
.layer_count
= 1;
858 wined3d_context_gl_apply_fbo_state(context_gl
, target
, context_gl
->blit_targets
, &ds_info
, location
, location
);
861 /* Context activation is done by the caller. */
862 void wined3d_context_gl_alloc_occlusion_query(struct wined3d_context_gl
*context_gl
,
863 struct wined3d_occlusion_query
*query
)
865 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
867 if (context_gl
->free_occlusion_query_count
)
869 query
->id
= context_gl
->free_occlusion_queries
[--context_gl
->free_occlusion_query_count
];
873 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
875 GL_EXTCALL(glGenQueries(1, &query
->id
));
876 checkGLcall("glGenQueries");
878 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context_gl
);
882 WARN("Occlusion queries not supported, not allocating query id.\n");
887 query
->context_gl
= context_gl
;
888 list_add_head(&context_gl
->occlusion_queries
, &query
->entry
);
891 void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query
*query
)
893 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
895 list_remove(&query
->entry
);
896 query
->context_gl
= NULL
;
898 if (!wined3d_array_reserve((void **)&context_gl
->free_occlusion_queries
,
899 &context_gl
->free_occlusion_query_size
, context_gl
->free_occlusion_query_count
+ 1,
900 sizeof(*context_gl
->free_occlusion_queries
)))
902 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context_gl
);
906 context_gl
->free_occlusion_queries
[context_gl
->free_occlusion_query_count
++] = query
->id
;
909 /* Context activation is done by the caller. */
910 void wined3d_context_gl_alloc_fence(struct wined3d_context_gl
*context_gl
, struct wined3d_fence
*fence
)
912 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
914 if (context_gl
->free_fence_count
)
916 fence
->object
= context_gl
->free_fences
[--context_gl
->free_fence_count
];
920 if (gl_info
->supported
[ARB_SYNC
])
922 /* Using ARB_sync, not much to do here. */
923 fence
->object
.sync
= NULL
;
924 TRACE("Allocated sync object in context %p.\n", context_gl
);
926 else if (gl_info
->supported
[APPLE_FENCE
])
928 GL_EXTCALL(glGenFencesAPPLE(1, &fence
->object
.id
));
929 checkGLcall("glGenFencesAPPLE");
931 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context_gl
);
933 else if(gl_info
->supported
[NV_FENCE
])
935 GL_EXTCALL(glGenFencesNV(1, &fence
->object
.id
));
936 checkGLcall("glGenFencesNV");
938 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context_gl
);
942 WARN("Fences not supported, not allocating fence.\n");
943 fence
->object
.id
= 0;
947 fence
->context_gl
= context_gl
;
948 list_add_head(&context_gl
->fences
, &fence
->entry
);
951 void wined3d_context_gl_free_fence(struct wined3d_fence
*fence
)
953 struct wined3d_context_gl
*context_gl
= fence
->context_gl
;
955 list_remove(&fence
->entry
);
956 fence
->context_gl
= NULL
;
958 if (!wined3d_array_reserve((void **)&context_gl
->free_fences
,
959 &context_gl
->free_fence_size
, context_gl
->free_fence_count
+ 1,
960 sizeof(*context_gl
->free_fences
)))
962 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence
->object
.id
, context_gl
);
966 context_gl
->free_fences
[context_gl
->free_fence_count
++] = fence
->object
;
969 /* Context activation is done by the caller. */
970 void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl
*context_gl
,
971 struct wined3d_timestamp_query
*query
)
973 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
975 if (context_gl
->free_timestamp_query_count
)
977 query
->id
= context_gl
->free_timestamp_queries
[--context_gl
->free_timestamp_query_count
];
981 GL_EXTCALL(glGenQueries(1, &query
->id
));
982 checkGLcall("glGenQueries");
984 TRACE("Allocated timestamp query %u in context %p.\n", query
->id
, context_gl
);
987 query
->context_gl
= context_gl
;
988 list_add_head(&context_gl
->timestamp_queries
, &query
->entry
);
991 void wined3d_context_gl_free_timestamp_query(struct wined3d_timestamp_query
*query
)
993 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
995 list_remove(&query
->entry
);
996 query
->context_gl
= NULL
;
998 if (!wined3d_array_reserve((void **)&context_gl
->free_timestamp_queries
,
999 &context_gl
->free_timestamp_query_size
, context_gl
->free_timestamp_query_count
+ 1,
1000 sizeof(*context_gl
->free_timestamp_queries
)))
1002 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context_gl
);
1006 context_gl
->free_timestamp_queries
[context_gl
->free_timestamp_query_count
++] = query
->id
;
1009 void wined3d_context_gl_alloc_so_statistics_query(struct wined3d_context_gl
*context_gl
,
1010 struct wined3d_so_statistics_query
*query
)
1012 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1014 if (context_gl
->free_so_statistics_query_count
)
1016 query
->u
= context_gl
->free_so_statistics_queries
[--context_gl
->free_so_statistics_query_count
];
1020 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
1021 checkGLcall("glGenQueries");
1023 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
1024 query
->u
.id
[0], query
->u
.id
[1], context_gl
);
1027 query
->context_gl
= context_gl
;
1028 list_add_head(&context_gl
->so_statistics_queries
, &query
->entry
);
1031 void wined3d_context_gl_free_so_statistics_query(struct wined3d_so_statistics_query
*query
)
1033 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
1035 list_remove(&query
->entry
);
1036 query
->context_gl
= NULL
;
1038 if (!wined3d_array_reserve((void **)&context_gl
->free_so_statistics_queries
,
1039 &context_gl
->free_so_statistics_query_size
, context_gl
->free_so_statistics_query_count
+ 1,
1040 sizeof(*context_gl
->free_so_statistics_queries
)))
1042 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
1043 query
->u
.id
[0], query
->u
.id
[1], context_gl
);
1047 context_gl
->free_so_statistics_queries
[context_gl
->free_so_statistics_query_count
++] = query
->u
;
1050 void wined3d_context_gl_alloc_pipeline_statistics_query(struct wined3d_context_gl
*context_gl
,
1051 struct wined3d_pipeline_statistics_query
*query
)
1053 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1055 if (context_gl
->free_pipeline_statistics_query_count
)
1057 query
->u
= context_gl
->free_pipeline_statistics_queries
[--context_gl
->free_pipeline_statistics_query_count
];
1061 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
1062 checkGLcall("glGenQueries");
1065 query
->context_gl
= context_gl
;
1066 list_add_head(&context_gl
->pipeline_statistics_queries
, &query
->entry
);
1069 void wined3d_context_gl_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query
*query
)
1071 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
1073 list_remove(&query
->entry
);
1074 query
->context_gl
= NULL
;
1076 if (!wined3d_array_reserve((void **)&context_gl
->free_pipeline_statistics_queries
,
1077 &context_gl
->free_pipeline_statistics_query_size
, context_gl
->free_pipeline_statistics_query_count
+ 1,
1078 sizeof(*context_gl
->free_pipeline_statistics_queries
)))
1080 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context_gl
);
1084 context_gl
->free_pipeline_statistics_queries
[context_gl
->free_pipeline_statistics_query_count
++] = query
->u
;
1087 typedef void (context_fbo_entry_func_t
)(struct wined3d_context_gl
*context_gl
, struct fbo_entry
*entry
);
1089 static void wined3d_context_gl_enum_fbo_entries(const struct wined3d_device
*device
,
1090 GLuint name
, BOOL rb_namespace
, context_fbo_entry_func_t
*callback
)
1094 for (i
= 0; i
< device
->context_count
; ++i
)
1096 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(device
->contexts
[i
]);
1097 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1098 struct fbo_entry
*entry
, *entry2
;
1100 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
1102 for (j
= 0; j
< gl_info
->limits
.buffers
+ 1; ++j
)
1104 if (entry
->key
.objects
[j
].object
== name
1105 && !(entry
->key
.rb_namespace
& (1 << j
)) == !rb_namespace
)
1107 callback(context_gl
, entry
);
1115 static void wined3d_context_gl_queue_fbo_entry_destruction(struct wined3d_context_gl
*context_gl
,
1116 struct fbo_entry
*entry
)
1118 list_remove(&entry
->entry
);
1119 list_add_head(&context_gl
->fbo_destroy_list
, &entry
->entry
);
1122 void context_gl_resource_released(struct wined3d_device
*device
, GLuint name
, BOOL rb_namespace
)
1124 wined3d_context_gl_enum_fbo_entries(device
, name
, rb_namespace
,
1125 wined3d_context_gl_queue_fbo_entry_destruction
);
1128 void wined3d_context_gl_texture_update(struct wined3d_context_gl
*context_gl
,
1129 const struct wined3d_texture_gl
*texture_gl
)
1131 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1132 struct fbo_entry
*entry
= context_gl
->current_fbo
;
1135 if (!entry
|| context_gl
->rebind_fbo
)
1138 for (i
= 0; i
< gl_info
->limits
.buffers
+ 1; ++i
)
1140 if (texture_gl
->texture_rgb
.name
== entry
->key
.objects
[i
].object
1141 || texture_gl
->texture_srgb
.name
== entry
->key
.objects
[i
].object
)
1143 TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture_gl
, i
);
1144 context_gl
->rebind_fbo
= TRUE
;
1150 static BOOL
wined3d_context_gl_restore_pixel_format(struct wined3d_context_gl
*context_gl
)
1152 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1155 if (context_gl
->restore_pf
&& IsWindow(context_gl
->restore_pf_win
))
1157 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1159 HDC dc
= GetDCEx(context_gl
->restore_pf_win
, 0, DCX_USESTYLE
| DCX_CACHE
);
1162 if (!(ret
= GL_EXTCALL(wglSetPixelFormatWINE(dc
, context_gl
->restore_pf
))))
1164 ERR("Failed to restore pixel format %d on window %p.\n",
1165 context_gl
->restore_pf
, context_gl
->restore_pf_win
);
1167 ReleaseDC(context_gl
->restore_pf_win
, dc
);
1172 ERR("Unable to restore pixel format %d on window %p.\n",
1173 context_gl
->restore_pf
, context_gl
->restore_pf_win
);
1177 context_gl
->restore_pf
= 0;
1178 context_gl
->restore_pf_win
= NULL
;
1182 static BOOL
wined3d_context_gl_set_pixel_format(struct wined3d_context_gl
*context_gl
)
1184 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1185 BOOL
private = context_gl
->dc_is_private
;
1186 int format
= context_gl
->pixel_format
;
1187 HDC dc
= context_gl
->dc
;
1190 if (private && context_gl
->dc_has_format
)
1193 if (!private && WindowFromDC(dc
) != context_gl
->window
)
1196 current
= gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(dc
);
1197 if (current
== format
) goto success
;
1201 if (!SetPixelFormat(dc
, format
, NULL
))
1203 /* This may also happen if the dc belongs to a destroyed window. */
1204 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
1205 format
, dc
, GetLastError());
1209 context_gl
->restore_pf
= 0;
1210 context_gl
->restore_pf_win
= private ? NULL
: WindowFromDC(dc
);
1214 /* By default WGL doesn't allow pixel format adjustments but we need it
1215 * here. For this reason there's a Wine specific wglSetPixelFormat()
1216 * which allows us to set the pixel format multiple times. Only use it
1217 * when really needed. */
1218 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1222 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
)))
1224 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1229 win
= private ? NULL
: WindowFromDC(dc
);
1230 if (win
!= context_gl
->restore_pf_win
)
1232 wined3d_context_gl_restore_pixel_format(context_gl
);
1234 context_gl
->restore_pf
= private ? 0 : current
;
1235 context_gl
->restore_pf_win
= win
;
1241 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1242 * continue using the old format. There's a big chance that the old
1243 * format works although with a performance hit and perhaps rendering
1245 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1246 format
, dc
, current
);
1251 context_gl
->dc_has_format
= TRUE
;
1255 static BOOL
wined3d_context_gl_set_gl_context(struct wined3d_context_gl
*context_gl
)
1257 struct wined3d_swapchain_gl
*swapchain_gl
= wined3d_swapchain_gl(context_gl
->c
.swapchain
);
1258 BOOL backup
= FALSE
;
1260 if (!wined3d_context_gl_set_pixel_format(context_gl
))
1262 WARN("Failed to set pixel format %d on device context %p.\n",
1263 context_gl
->pixel_format
, context_gl
->dc
);
1267 if (backup
|| !wglMakeCurrent(context_gl
->dc
, context_gl
->gl_ctx
))
1269 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1270 context_gl
->gl_ctx
, context_gl
->dc
, GetLastError());
1271 context_gl
->valid
= 0;
1272 WARN("Trying fallback to the backup window.\n");
1274 /* FIXME: If the context is destroyed it's no longer associated with
1275 * a swapchain, so we can't use the swapchain to get a backup dc. To
1276 * make this work windowless contexts would need to be handled by the
1278 if (context_gl
->c
.destroyed
|| !swapchain_gl
)
1280 FIXME("Unable to get backup dc for destroyed context %p.\n", context_gl
);
1281 wined3d_context_gl_set_current(NULL
);
1285 if (!(context_gl
->dc
= wined3d_swapchain_gl_get_backup_dc(swapchain_gl
)))
1287 wined3d_context_gl_set_current(NULL
);
1291 context_gl
->dc_is_private
= TRUE
;
1292 context_gl
->dc_has_format
= FALSE
;
1294 if (!wined3d_context_gl_set_pixel_format(context_gl
))
1296 ERR("Failed to set pixel format %d on device context %p.\n",
1297 context_gl
->pixel_format
, context_gl
->dc
);
1298 wined3d_context_gl_set_current(NULL
);
1302 if (!wglMakeCurrent(context_gl
->dc
, context_gl
->gl_ctx
))
1304 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1305 context_gl
->dc
, GetLastError());
1306 wined3d_context_gl_set_current(NULL
);
1310 context_gl
->valid
= 1;
1312 context_gl
->needs_set
= 0;
1317 static void context_restore_gl_context(const struct wined3d_gl_info
*gl_info
, HDC dc
, HGLRC gl_ctx
)
1319 if (!wglMakeCurrent(dc
, gl_ctx
))
1321 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1322 gl_ctx
, dc
, GetLastError());
1323 wined3d_context_gl_set_current(NULL
);
1327 static void wined3d_context_gl_update_window(struct wined3d_context_gl
*context_gl
)
1329 if (!context_gl
->c
.swapchain
)
1332 if (context_gl
->window
== context_gl
->c
.swapchain
->win_handle
)
1335 TRACE("Updating context %p window from %p to %p.\n",
1336 context_gl
, context_gl
->window
, context_gl
->c
.swapchain
->win_handle
);
1339 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
1341 context_gl
->window
= context_gl
->c
.swapchain
->win_handle
;
1342 context_gl
->dc_is_private
= FALSE
;
1343 context_gl
->dc_has_format
= FALSE
;
1344 context_gl
->needs_set
= 1;
1345 context_gl
->valid
= 1;
1347 if (!(context_gl
->dc
= GetDCEx(context_gl
->window
, 0, DCX_USESTYLE
| DCX_CACHE
)))
1349 ERR("Failed to get a device context for window %p.\n", context_gl
->window
);
1350 context_gl
->valid
= 0;
1354 static void wined3d_context_gl_cleanup(struct wined3d_context_gl
*context_gl
)
1356 struct wined3d_pipeline_statistics_query
*pipeline_statistics_query
;
1357 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1358 struct wined3d_so_statistics_query
*so_statistics_query
;
1359 struct wined3d_timestamp_query
*timestamp_query
;
1360 struct wined3d_occlusion_query
*occlusion_query
;
1361 struct fbo_entry
*entry
, *entry2
;
1362 struct wined3d_fence
*fence
;
1367 restore_ctx
= wglGetCurrentContext();
1368 restore_dc
= wglGetCurrentDC();
1370 if (restore_ctx
== context_gl
->gl_ctx
)
1372 else if (context_gl
->valid
)
1373 wined3d_context_gl_set_gl_context(context_gl
);
1375 if (context_gl
->valid
)
1377 wined3d_context_gl_submit_command_fence(context_gl
);
1378 wined3d_context_gl_wait_command_fence(context_gl
,
1379 wined3d_device_gl(context_gl
->c
.device
)->current_fence_id
- 1);
1381 if (context_gl
->dummy_arbfp_prog
)
1382 GL_EXTCALL(glDeleteProgramsARB(1, &context_gl
->dummy_arbfp_prog
));
1384 if (context_gl
->blit_vbo
)
1385 GL_EXTCALL(glDeleteBuffers(1, &context_gl
->blit_vbo
));
1387 for (i
= 0; i
< context_gl
->free_pipeline_statistics_query_count
; ++i
)
1389 union wined3d_gl_pipeline_statistics_query
*q
= &context_gl
->free_pipeline_statistics_queries
[i
];
1390 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1393 for (i
= 0; i
< context_gl
->free_so_statistics_query_count
; ++i
)
1395 union wined3d_gl_so_statistics_query
*q
= &context_gl
->free_so_statistics_queries
[i
];
1396 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1399 if (context_gl
->free_timestamp_query_count
)
1400 GL_EXTCALL(glDeleteQueries(context_gl
->free_timestamp_query_count
, context_gl
->free_timestamp_queries
));
1402 if (gl_info
->supported
[ARB_SYNC
])
1404 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1406 GL_EXTCALL(glDeleteSync(context_gl
->free_fences
[i
].sync
));
1409 else if (gl_info
->supported
[APPLE_FENCE
])
1411 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1413 GL_EXTCALL(glDeleteFencesAPPLE(1, &context_gl
->free_fences
[i
].id
));
1416 else if (gl_info
->supported
[NV_FENCE
])
1418 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1420 GL_EXTCALL(glDeleteFencesNV(1, &context_gl
->free_fences
[i
].id
));
1424 if (context_gl
->free_occlusion_query_count
)
1425 GL_EXTCALL(glDeleteQueries(context_gl
->free_occlusion_query_count
, context_gl
->free_occlusion_queries
));
1427 checkGLcall("context cleanup");
1429 heap_free(context_gl
->submitted
.fences
);
1430 heap_free(context_gl
->free_pipeline_statistics_queries
);
1431 heap_free(context_gl
->free_so_statistics_queries
);
1432 heap_free(context_gl
->free_timestamp_queries
);
1433 heap_free(context_gl
->free_fences
);
1434 heap_free(context_gl
->free_occlusion_queries
);
1436 LIST_FOR_EACH_ENTRY(pipeline_statistics_query
, &context_gl
->pipeline_statistics_queries
,
1437 struct wined3d_pipeline_statistics_query
, entry
)
1439 if (context_gl
->valid
)
1440 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query
->u
.id
), pipeline_statistics_query
->u
.id
));
1441 pipeline_statistics_query
->context_gl
= NULL
;
1444 LIST_FOR_EACH_ENTRY(so_statistics_query
, &context_gl
->so_statistics_queries
,
1445 struct wined3d_so_statistics_query
, entry
)
1447 if (context_gl
->valid
)
1448 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query
->u
.id
), so_statistics_query
->u
.id
));
1449 so_statistics_query
->context_gl
= NULL
;
1452 LIST_FOR_EACH_ENTRY(timestamp_query
, &context_gl
->timestamp_queries
, struct wined3d_timestamp_query
, entry
)
1454 if (context_gl
->valid
)
1455 GL_EXTCALL(glDeleteQueries(1, ×tamp_query
->id
));
1456 timestamp_query
->context_gl
= NULL
;
1459 LIST_FOR_EACH_ENTRY(fence
, &context_gl
->fences
, struct wined3d_fence
, entry
)
1461 if (context_gl
->valid
)
1463 if (gl_info
->supported
[ARB_SYNC
])
1465 if (fence
->object
.sync
)
1466 GL_EXTCALL(glDeleteSync(fence
->object
.sync
));
1468 else if (gl_info
->supported
[APPLE_FENCE
])
1470 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence
->object
.id
));
1472 else if (gl_info
->supported
[NV_FENCE
])
1474 GL_EXTCALL(glDeleteFencesNV(1, &fence
->object
.id
));
1477 fence
->context_gl
= NULL
;
1480 LIST_FOR_EACH_ENTRY(occlusion_query
, &context_gl
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
1482 if (context_gl
->valid
)
1483 GL_EXTCALL(glDeleteQueries(1, &occlusion_query
->id
));
1484 occlusion_query
->context_gl
= NULL
;
1487 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_destroy_list
, struct fbo_entry
, entry
)
1489 if (!context_gl
->valid
)
1491 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
1494 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
1496 if (!context_gl
->valid
)
1498 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
1501 heap_free(context_gl
->texture_type
);
1503 wined3d_context_gl_restore_pixel_format(context_gl
);
1505 context_restore_gl_context(gl_info
, restore_dc
, restore_ctx
);
1506 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL
, NULL
))
1507 ERR("Failed to disable GL context.\n");
1509 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
1511 if (!wglDeleteContext(context_gl
->gl_ctx
))
1513 DWORD err
= GetLastError();
1514 ERR("Failed to delete GL context %p, last error %#x.\n", context_gl
->gl_ctx
, err
);
1517 wined3d_context_cleanup(&context_gl
->c
);
1520 DWORD
context_get_tls_idx(void)
1522 return wined3d_context_tls_idx
;
1525 void context_set_tls_idx(DWORD idx
)
1527 wined3d_context_tls_idx
= idx
;
1530 struct wined3d_context_gl
*wined3d_context_gl_get_current(void)
1532 return TlsGetValue(wined3d_context_tls_idx
);
1535 BOOL
wined3d_context_gl_set_current(struct wined3d_context_gl
*context_gl
)
1537 struct wined3d_context_gl
*old
= wined3d_context_gl_get_current();
1539 if (old
== context_gl
)
1541 TRACE("Already using D3D context %p.\n", context_gl
);
1547 if (old
->c
.destroyed
)
1549 TRACE("Switching away from destroyed context %p.\n", old
);
1550 wined3d_context_gl_cleanup(old
);
1551 heap_free((void *)old
->gl_info
);
1556 if (wglGetCurrentContext())
1558 const struct wined3d_gl_info
*gl_info
= old
->gl_info
;
1559 TRACE("Flushing context %p before switching to %p.\n", old
, context_gl
);
1560 gl_info
->gl_ops
.gl
.p_glFlush();
1568 if (!context_gl
->valid
)
1570 ERR("Trying to make invalid context %p current.\n", context_gl
);
1574 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n",
1575 context_gl
, context_gl
->gl_ctx
, context_gl
->dc
);
1576 if (!wined3d_context_gl_set_gl_context(context_gl
))
1578 context_gl
->c
.current
= 1;
1580 else if (wglGetCurrentContext())
1582 TRACE("Clearing current D3D context.\n");
1583 if (!wglMakeCurrent(NULL
, NULL
))
1585 DWORD err
= GetLastError();
1586 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1587 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1592 return TlsSetValue(wined3d_context_tls_idx
, context_gl
);
1595 void wined3d_context_gl_release(struct wined3d_context_gl
*context_gl
)
1597 TRACE("Releasing context %p, level %u.\n", context_gl
, context_gl
->level
);
1601 if (!context_gl
->level
)
1602 WARN("Context %p is not active.\n", context_gl
);
1603 else if (context_gl
!= wined3d_context_gl_get_current())
1604 WARN("Context %p is not the current context.\n", context_gl
);
1607 if (!--context_gl
->level
)
1609 if (wined3d_context_gl_restore_pixel_format(context_gl
))
1610 context_gl
->needs_set
= 1;
1611 if (context_gl
->restore_ctx
)
1613 TRACE("Restoring GL context %p on device context %p.\n", context_gl
->restore_ctx
, context_gl
->restore_dc
);
1614 context_restore_gl_context(context_gl
->gl_info
, context_gl
->restore_dc
, context_gl
->restore_ctx
);
1615 context_gl
->restore_ctx
= NULL
;
1616 context_gl
->restore_dc
= NULL
;
1619 if (context_gl
->c
.destroy_delayed
)
1621 TRACE("Destroying context %p.\n", context_gl
);
1622 wined3d_context_gl_destroy(context_gl
);
1627 static void wined3d_context_gl_enter(struct wined3d_context_gl
*context_gl
)
1629 TRACE("Entering context %p, level %u.\n", context_gl
, context_gl
->level
+ 1);
1631 if (!context_gl
->level
++)
1633 const struct wined3d_context_gl
*current_context
= wined3d_context_gl_get_current();
1634 HGLRC current_gl
= wglGetCurrentContext();
1636 if (current_gl
&& (!current_context
|| current_context
->gl_ctx
!= current_gl
))
1638 TRACE("Another GL context (%p on device context %p) is already current.\n",
1639 current_gl
, wglGetCurrentDC());
1640 context_gl
->restore_ctx
= current_gl
;
1641 context_gl
->restore_dc
= wglGetCurrentDC();
1642 context_gl
->needs_set
= 1;
1644 else if (!context_gl
->needs_set
&& !(context_gl
->dc_is_private
&& context_gl
->dc_has_format
)
1645 && context_gl
->pixel_format
!= context_gl
->gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(context_gl
->dc
))
1646 context_gl
->needs_set
= 1;
1650 /* This function takes care of wined3d pixel format selection. */
1651 static int context_choose_pixel_format(const struct wined3d_device
*device
, HDC hdc
,
1652 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1655 unsigned int cfg_count
= wined3d_adapter_gl(device
->adapter
)->pixel_format_count
;
1656 unsigned int current_value
;
1657 PIXELFORMATDESCRIPTOR pfd
;
1658 int iPixelFormat
= 0;
1661 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x.\n",
1662 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1666 for (i
= 0; i
< cfg_count
; ++i
)
1668 const struct wined3d_pixel_format
*cfg
= &wined3d_adapter_gl(device
->adapter
)->pixel_formats
[i
];
1671 /* For now only accept RGBA formats. Perhaps some day we will
1672 * allow floating point formats for pbuffers. */
1673 if (cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1675 /* In window mode we need a window drawable format and double buffering. */
1676 if (!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1678 if (cfg
->redSize
< color_format
->red_size
)
1680 if (cfg
->greenSize
< color_format
->green_size
)
1682 if (cfg
->blueSize
< color_format
->blue_size
)
1684 if (cfg
->alphaSize
< color_format
->alpha_size
)
1686 if (cfg
->depthSize
< ds_format
->depth_size
)
1688 if (ds_format
->stencil_size
&& cfg
->stencilSize
!= ds_format
->stencil_size
)
1690 /* Check multisampling support. */
1691 if (cfg
->numSamples
)
1695 /* We try to locate a format which matches our requirements exactly. In case of
1696 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1697 if (cfg
->depthSize
== ds_format
->depth_size
)
1699 if (cfg
->stencilSize
== ds_format
->stencil_size
)
1701 if (cfg
->alphaSize
== color_format
->alpha_size
)
1703 /* We like to have aux buffers in backbuffer mode */
1704 if (auxBuffers
&& cfg
->auxBuffers
)
1706 if (cfg
->redSize
== color_format
->red_size
1707 && cfg
->greenSize
== color_format
->green_size
1708 && cfg
->blueSize
== color_format
->blue_size
)
1711 if (value
> current_value
)
1713 iPixelFormat
= cfg
->iPixelFormat
;
1714 current_value
= value
;
1720 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1722 memset(&pfd
, 0, sizeof(pfd
));
1723 pfd
.nSize
= sizeof(pfd
);
1725 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1726 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1727 pfd
.cAlphaBits
= color_format
->alpha_size
;
1728 pfd
.cColorBits
= color_format
->red_size
+ color_format
->green_size
1729 + color_format
->blue_size
+ color_format
->alpha_size
;
1730 pfd
.cDepthBits
= ds_format
->depth_size
;
1731 pfd
.cStencilBits
= ds_format
->stencil_size
;
1732 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1734 if (!(iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
)))
1736 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1737 ERR("Can't find a suitable pixel format.\n");
1742 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1743 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1744 return iPixelFormat
;
1747 /* Context activation is done by the caller. */
1748 void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl
*context_gl
)
1750 const struct wined3d_dummy_textures
*textures
= &wined3d_device_gl(context_gl
->c
.device
)->dummy_textures
;
1751 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1754 for (i
= 0; i
< gl_info
->limits
.combined_samplers
; ++i
)
1756 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ i
));
1758 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, textures
->tex_1d
);
1759 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, textures
->tex_2d
);
1761 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1762 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, textures
->tex_rect
);
1764 if (gl_info
->supported
[EXT_TEXTURE3D
])
1765 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, textures
->tex_3d
);
1767 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1768 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, textures
->tex_cube
);
1770 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
1771 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, textures
->tex_cube_array
);
1773 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
1775 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D_ARRAY
, textures
->tex_1d_array
);
1776 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, textures
->tex_2d_array
);
1779 if (gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
1780 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, textures
->tex_buffer
);
1782 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
1784 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE
, textures
->tex_2d_ms
);
1785 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, textures
->tex_2d_ms_array
);
1789 checkGLcall("bind dummy textures");
1792 void wined3d_check_gl_call(const struct wined3d_gl_info
*gl_info
,
1793 const char *file
, unsigned int line
, const char *name
)
1797 if (gl_info
->supported
[ARB_DEBUG_OUTPUT
] || (err
= gl_info
->gl_ops
.gl
.p_glGetError()) == GL_NO_ERROR
)
1799 TRACE("%s call ok %s / %u.\n", name
, file
, line
);
1805 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1806 debug_glerror(err
), err
, name
, file
,line
);
1807 err
= gl_info
->gl_ops
.gl
.p_glGetError();
1808 } while (err
!= GL_NO_ERROR
);
1811 static BOOL
context_debug_output_enabled(const struct wined3d_gl_info
*gl_info
)
1813 return gl_info
->supported
[ARB_DEBUG_OUTPUT
]
1814 && (ERR_ON(d3d
) || FIXME_ON(d3d
) || WARN_ON(d3d_perf
));
1817 static void WINE_GLAPI
wined3d_debug_callback(GLenum source
, GLenum type
, GLuint id
,
1818 GLenum severity
, GLsizei length
, const char *message
, void *ctx
)
1822 case GL_DEBUG_TYPE_ERROR_ARB
:
1823 ERR("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1826 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
:
1827 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
:
1828 case GL_DEBUG_TYPE_PORTABILITY_ARB
:
1829 FIXME("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1832 case GL_DEBUG_TYPE_PERFORMANCE_ARB
:
1833 WARN_(d3d_perf
)("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1837 FIXME("ctx %p, type %#x: %s.\n", ctx
, type
, debugstr_an(message
, length
));
1842 HGLRC
context_create_wgl_attribs(const struct wined3d_gl_info
*gl_info
, HDC hdc
, HGLRC share_ctx
)
1845 unsigned int ctx_attrib_idx
= 0;
1846 GLint ctx_attribs
[7], ctx_flags
= 0;
1848 if (context_debug_output_enabled(gl_info
))
1849 ctx_flags
= WGL_CONTEXT_DEBUG_BIT_ARB
;
1850 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MAJOR_VERSION_ARB
;
1851 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
>> 16;
1852 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MINOR_VERSION_ARB
;
1853 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
& 0xffff;
1856 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1857 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1859 ctx_attribs
[ctx_attrib_idx
] = 0;
1861 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1863 if (gl_info
->selected_gl_version
>= MAKEDWORD_VERSION(3, 2))
1867 ctx_flags
|= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1868 ctx_attribs
[ctx_attrib_idx
- 1] = ctx_flags
;
1872 ctx_flags
= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1873 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1874 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1875 ctx_attribs
[ctx_attrib_idx
] = 0;
1877 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1878 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1885 static BOOL
wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl
*context_gl
,
1886 struct wined3d_swapchain_gl
*swapchain_gl
)
1888 const struct wined3d_format
*colour_format
, *ds_format
;
1889 struct wined3d_context
*context
= &context_gl
->c
;
1890 const struct wined3d_gl_info
*gl_info
;
1891 struct wined3d_resource
*target
;
1892 struct wined3d_adapter
*adapter
;
1893 unsigned int target_bind_flags
;
1894 struct wined3d_device
*device
;
1895 HGLRC ctx
, share_ctx
;
1898 device
= context
->device
;
1899 adapter
= device
->adapter
;
1900 gl_info
= &adapter
->gl_info
;
1902 target
= &context
->current_rt
.texture
->resource
;
1903 target_bind_flags
= target
->bind_flags
;
1905 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1907 static const enum wined3d_format_id ds_formats
[] =
1909 WINED3DFMT_D24_UNORM_S8_UINT
,
1910 WINED3DFMT_D32_UNORM
,
1911 WINED3DFMT_R24_UNORM_X8_TYPELESS
,
1912 WINED3DFMT_D16_UNORM
,
1913 WINED3DFMT_S1_UINT_D15_UNORM
,
1916 colour_format
= target
->format
;
1918 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1919 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1920 if (colour_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1921 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B4G4R4A4_UNORM
, target_bind_flags
);
1922 else if (colour_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1923 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
1925 /* DirectDraw supports 8bit paletted render targets and these are used by
1926 * old games like StarCraft and C&C. Most modern hardware doesn't support
1927 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1928 * conversion (ab)uses the alpha component for storing the palette index.
1929 * For this reason we require a format with 8bit alpha, so request
1931 if (colour_format
->id
== WINED3DFMT_P8_UINT
)
1932 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
1934 /* Try to find a pixel format which matches our requirements. */
1935 if (!swapchain_gl
->s
.ds_format
)
1937 for (i
= 0; i
< ARRAY_SIZE(ds_formats
); ++i
)
1939 ds_format
= wined3d_get_format(adapter
, ds_formats
[i
], WINED3D_BIND_DEPTH_STENCIL
);
1940 if ((context_gl
->pixel_format
= context_choose_pixel_format(device
,
1941 context_gl
->dc
, colour_format
, ds_format
, TRUE
)))
1943 swapchain_gl
->s
.ds_format
= ds_format
;
1947 TRACE("Depth stencil format %s is not supported, trying next format.\n",
1948 debug_d3dformat(ds_format
->id
));
1953 context_gl
->pixel_format
= context_choose_pixel_format(device
,
1954 context_gl
->dc
, colour_format
, swapchain_gl
->s
.ds_format
, TRUE
);
1959 /* When using FBOs for off-screen rendering, we only use the drawable for
1960 * presentation blits, and don't do any rendering to it. That means we
1961 * don't need depth or stencil buffers, and can mostly ignore the render
1962 * target format. This wouldn't necessarily be quite correct for 10bpc
1963 * display modes, but we don't currently support those.
1964 * Using the same format regardless of the colour/depth/stencil targets
1965 * makes it much less likely that different wined3d instances will set
1966 * conflicting pixel formats. */
1967 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
1968 ds_format
= wined3d_get_format(adapter
, WINED3DFMT_UNKNOWN
, WINED3D_BIND_DEPTH_STENCIL
);
1969 context_gl
->pixel_format
= context_choose_pixel_format(device
,
1970 context_gl
->dc
, colour_format
, ds_format
, FALSE
);
1973 if (!context_gl
->pixel_format
)
1975 ERR("Failed to choose pixel format.\n");
1979 wined3d_context_gl_enter(context_gl
);
1981 if (!wined3d_context_gl_set_pixel_format(context_gl
))
1983 context_release(context
);
1985 if (context_gl
->dc_is_private
)
1987 ERR("Failed to set pixel format %d on device context %p.\n", context_gl
->pixel_format
, context_gl
->dc
);
1992 WARN("Failed to set pixel format %d on device context %p, trying backup DC.\n",
1993 context_gl
->pixel_format
, context_gl
->dc
);
1995 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
1996 if (!(context_gl
->dc
= wined3d_swapchain_gl_get_backup_dc(swapchain_gl
)))
1998 ERR("Failed to retrieve the backup device context.\n");
2001 context_gl
->dc_is_private
= TRUE
;
2003 return wined3d_context_gl_create_wgl_ctx(context_gl
, swapchain_gl
);
2006 share_ctx
= device
->context_count
? wined3d_context_gl(device
->contexts
[0])->gl_ctx
: NULL
;
2007 if (gl_info
->p_wglCreateContextAttribsARB
)
2009 if (!(ctx
= context_create_wgl_attribs(gl_info
, context_gl
->dc
, share_ctx
)))
2011 ERR("Failed to create a WGL context.\n");
2012 context_release(context
);
2018 if (!(ctx
= wglCreateContext(context_gl
->dc
)))
2020 ERR("Failed to create a WGL context.\n");
2021 context_release(context
);
2025 if (share_ctx
&& !wglShareLists(share_ctx
, ctx
))
2027 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx
, ctx
, GetLastError());
2028 context_release(context
);
2029 if (!wglDeleteContext(ctx
))
2030 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
2035 context_gl
->dc_has_format
= TRUE
;
2036 context_gl
->needs_set
= 1;
2037 context_gl
->valid
= 1;
2038 context_gl
->gl_ctx
= ctx
;
2043 HRESULT
wined3d_context_gl_init(struct wined3d_context_gl
*context_gl
, struct wined3d_swapchain_gl
*swapchain_gl
)
2045 struct wined3d_context
*context
= &context_gl
->c
;
2046 const struct wined3d_d3d_info
*d3d_info
;
2047 const struct wined3d_gl_info
*gl_info
;
2048 struct wined3d_device
*device
;
2051 TRACE("context_gl %p, swapchain %p.\n", context_gl
, swapchain_gl
);
2053 wined3d_context_init(&context_gl
->c
, &swapchain_gl
->s
);
2055 device
= context
->device
;
2056 gl_info
= &device
->adapter
->gl_info
;
2057 context_gl
->gl_info
= gl_info
;
2058 d3d_info
= context
->d3d_info
;
2060 context_gl
->tid
= GetCurrentThreadId();
2061 context_gl
->window
= context
->swapchain
->win_handle
;
2062 if (context_gl
->window
== GetDesktopWindow())
2064 TRACE("Swapchain is created on the desktop window, trying backup device context.\n");
2065 context_gl
->dc
= NULL
;
2067 else if (!(context_gl
->dc
= GetDCEx(context_gl
->window
, 0, DCX_USESTYLE
| DCX_CACHE
)))
2068 WARN("Failed to retrieve device context, trying swapchain backup.\n");
2070 if (!context_gl
->dc
)
2072 if (!(context_gl
->dc
= wined3d_swapchain_gl_get_backup_dc(swapchain_gl
)))
2074 ERR("Failed to retrieve a device context.\n");
2077 context_gl
->dc_is_private
= TRUE
;
2080 list_init(&context_gl
->fbo_list
);
2081 list_init(&context_gl
->fbo_destroy_list
);
2083 list_init(&context_gl
->occlusion_queries
);
2084 list_init(&context_gl
->fences
);
2085 list_init(&context_gl
->timestamp_queries
);
2086 list_init(&context_gl
->so_statistics_queries
);
2087 list_init(&context_gl
->pipeline_statistics_queries
);
2089 for (i
= 0; i
< ARRAY_SIZE(context_gl
->tex_unit_map
); ++i
)
2090 context_gl
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2091 for (i
= 0; i
< ARRAY_SIZE(context_gl
->rev_tex_unit_map
); ++i
)
2092 context_gl
->rev_tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2093 if (gl_info
->limits
.graphics_samplers
>= WINED3D_MAX_COMBINED_SAMPLERS
)
2095 /* Initialize the texture unit mapping to a 1:1 mapping. */
2096 unsigned int base
, count
;
2098 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_PIXEL
, &base
, &count
);
2099 if (base
+ WINED3D_MAX_FRAGMENT_SAMPLERS
> ARRAY_SIZE(context_gl
->rev_tex_unit_map
))
2101 ERR("Unexpected texture unit base index %u.\n", base
);
2104 for (i
= 0; i
< min(count
, WINED3D_MAX_FRAGMENT_SAMPLERS
); ++i
)
2106 context_gl
->tex_unit_map
[i
] = base
+ i
;
2107 context_gl
->rev_tex_unit_map
[base
+ i
] = i
;
2110 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_VERTEX
, &base
, &count
);
2111 if (base
+ WINED3D_MAX_VERTEX_SAMPLERS
> ARRAY_SIZE(context_gl
->rev_tex_unit_map
))
2113 ERR("Unexpected texture unit base index %u.\n", base
);
2116 for (i
= 0; i
< min(count
, WINED3D_MAX_VERTEX_SAMPLERS
); ++i
)
2118 context_gl
->tex_unit_map
[WINED3D_MAX_FRAGMENT_SAMPLERS
+ i
] = base
+ i
;
2119 context_gl
->rev_tex_unit_map
[base
+ i
] = WINED3D_MAX_FRAGMENT_SAMPLERS
+ i
;
2123 if (!(context_gl
->texture_type
= heap_calloc(gl_info
->limits
.combined_samplers
,
2124 sizeof(*context_gl
->texture_type
))))
2127 if (!wined3d_context_gl_create_wgl_ctx(context_gl
, swapchain_gl
))
2130 /* Set up the context defaults. */
2132 context
->render_offscreen
= wined3d_resource_is_offscreen(&context
->current_rt
.texture
->resource
);
2133 context_gl
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
2135 if (!wined3d_context_gl_set_current(context_gl
))
2137 ERR("Cannot activate context to set up defaults.\n");
2138 context_release(context
);
2139 if (!wglDeleteContext(context_gl
->gl_ctx
))
2140 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context_gl
->gl_ctx
, GetLastError());
2144 if (context_debug_output_enabled(gl_info
))
2146 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback
, context
));
2147 if (TRACE_ON(d3d_synchronous
))
2148 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS
);
2149 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DONT_CARE
, GL_DONT_CARE
, 0, NULL
, GL_FALSE
));
2152 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_ERROR
,
2153 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2157 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
,
2158 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2159 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR
,
2160 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2161 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PORTABILITY
,
2162 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2164 if (WARN_ON(d3d_perf
))
2166 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PERFORMANCE
,
2167 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2171 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2172 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_AUX_BUFFERS
, &context_gl
->aux_buffers
);
2174 TRACE("Setting up the screen\n");
2176 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2178 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
2179 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2181 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
2182 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2184 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
2185 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2191 GL_EXTCALL(glGenVertexArrays(1, &vao
));
2192 GL_EXTCALL(glBindVertexArray(vao
));
2193 checkGLcall("creating VAO");
2196 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
2197 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2198 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ALIGNMENT
, 1);
2199 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2201 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
2203 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2204 * the previous texture where to source the offset from is always unit - 1.
2206 for (i
= 1; i
< gl_info
->limits
.textures
; ++i
)
2208 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
2209 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
,
2210 GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ i
- 1);
2211 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2214 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
2216 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2217 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2218 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2219 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2222 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2223 * program and the dummy program is destroyed when the context is destroyed.
2225 static const char dummy_program
[] =
2227 "MOV result.color, fragment.color.primary;\n"
2229 GL_EXTCALL(glGenProgramsARB(1, &context_gl
->dummy_arbfp_prog
));
2230 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, context_gl
->dummy_arbfp_prog
));
2231 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
,
2232 GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
2235 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2237 for (i
= 0; i
< gl_info
->limits
.textures
; ++i
)
2239 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
2240 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
2241 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2245 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
2247 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
2249 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
2251 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
2253 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_NO_PRIMITIVE_RESTART
))
2255 if (gl_info
->supported
[ARB_ES3_COMPATIBILITY
])
2257 gl_info
->gl_ops
.gl
.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX
);
2258 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2262 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2265 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_CUBEMAP_FILTERING
)
2266 && gl_info
->supported
[ARB_SEAMLESS_CUBE_MAP
])
2268 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS
);
2269 checkGLcall("enable seamless cube map filtering");
2271 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
2272 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, GL_LOWER_LEFT
));
2274 /* If this happens to be the first context for the device, dummy textures
2275 * are not created yet. In that case, they will be created (and bound) by
2276 * create_dummy_textures right after this context is initialized. */
2277 if (wined3d_device_gl(device
)->dummy_textures
.tex_2d
)
2278 wined3d_context_gl_bind_dummy_textures(context_gl
);
2280 /* Initialise all rectangles to avoid resetting unused ones later. */
2281 gl_info
->gl_ops
.gl
.p_glScissor(0, 0, 0, 0);
2282 checkGLcall("glScissor");
2287 heap_free(context_gl
->texture_type
);
2288 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
2292 void wined3d_context_gl_destroy(struct wined3d_context_gl
*context_gl
)
2294 struct wined3d_device
*device
= context_gl
->c
.device
;
2296 TRACE("Destroying context %p.\n", context_gl
);
2298 wined3d_from_cs(device
->cs
);
2300 /* We delay destroying a context when it is active. The context_release()
2301 * function invokes wined3d_context_gl_destroy() again while leaving the
2303 if (context_gl
->level
)
2305 TRACE("Delaying destruction of context %p.\n", context_gl
);
2306 context_gl
->c
.destroy_delayed
= 1;
2307 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2308 context_gl
->c
.swapchain
= NULL
;
2312 device_context_remove(device
, &context_gl
->c
);
2314 if (context_gl
->c
.current
&& context_gl
->tid
!= GetCurrentThreadId())
2316 struct wined3d_gl_info
*gl_info
;
2318 /* Make a copy of gl_info for wined3d_context_gl_cleanup() use, the
2319 * one in wined3d_adapter may go away in the meantime. */
2320 gl_info
= heap_alloc(sizeof(*gl_info
));
2321 *gl_info
= *context_gl
->gl_info
;
2322 context_gl
->gl_info
= gl_info
;
2323 context_gl
->c
.destroyed
= 1;
2328 wined3d_context_gl_cleanup(context_gl
);
2329 TlsSetValue(context_get_tls_idx(), NULL
);
2330 heap_free(context_gl
);
2333 const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d_context_gl
*context_gl
,
2334 const struct wined3d_shader_version
*shader_version
, unsigned int *base
, unsigned int *count
)
2336 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2338 if (!shader_version
)
2341 *count
= WINED3D_MAX_TEXTURES
;
2342 return context_gl
->tex_unit_map
;
2345 if (shader_version
->major
>= 4)
2347 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, shader_version
->type
, base
, count
);
2351 switch (shader_version
->type
)
2353 case WINED3D_SHADER_TYPE_PIXEL
:
2355 *count
= WINED3D_MAX_FRAGMENT_SAMPLERS
;
2357 case WINED3D_SHADER_TYPE_VERTEX
:
2358 *base
= WINED3D_MAX_FRAGMENT_SAMPLERS
;
2359 *count
= WINED3D_MAX_VERTEX_SAMPLERS
;
2362 ERR("Unhandled shader type %#x.\n", shader_version
->type
);
2367 return context_gl
->tex_unit_map
;
2370 static void wined3d_context_gl_get_rt_size(const struct wined3d_context_gl
*context_gl
, SIZE
*size
)
2372 const struct wined3d_texture
*rt
= context_gl
->c
.current_rt
.texture
;
2379 GetClientRect(context_gl
->window
, &window_size
);
2380 size
->cx
= window_size
.right
- window_size
.left
;
2381 size
->cy
= window_size
.bottom
- window_size
.top
;
2386 level
= context_gl
->c
.current_rt
.sub_resource_idx
% rt
->level_count
;
2387 size
->cx
= wined3d_texture_get_level_width(rt
, level
);
2388 size
->cy
= wined3d_texture_get_level_height(rt
, level
);
2391 void wined3d_context_gl_enable_clip_distances(struct wined3d_context_gl
*context_gl
, uint32_t enable_mask
)
2393 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2394 unsigned int clip_distance_count
, i
;
2395 uint32_t disable_mask
, current_mask
;
2397 clip_distance_count
= gl_info
->limits
.user_clip_distances
;
2398 disable_mask
= ~enable_mask
;
2399 enable_mask
&= (1u << clip_distance_count
) - 1;
2400 disable_mask
&= (1u << clip_distance_count
) - 1;
2401 current_mask
= context_gl
->c
.clip_distance_mask
;
2402 context_gl
->c
.clip_distance_mask
= enable_mask
;
2404 enable_mask
&= ~current_mask
;
2407 i
= wined3d_bit_scan(&enable_mask
);
2408 gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_DISTANCE0
+ i
);
2410 disable_mask
&= current_mask
;
2411 while (disable_mask
)
2413 i
= wined3d_bit_scan(&disable_mask
);
2414 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_DISTANCE0
+ i
);
2416 checkGLcall("toggle clip distances");
2419 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
2421 return rt_mask
& (1u << 31);
2424 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
2426 return rt_mask
& ~(1u << 31);
2429 /* Context activation is done by the caller. */
2430 static void wined3d_context_gl_apply_draw_buffers(struct wined3d_context_gl
*context_gl
, uint32_t rt_mask
)
2432 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2433 GLenum draw_buffers
[WINED3D_MAX_RENDER_TARGETS
];
2437 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_NONE
);
2439 else if (is_rt_mask_onscreen(rt_mask
))
2441 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
2445 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2452 draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
2454 draw_buffers
[i
] = GL_NONE
;
2460 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
2462 GL_EXTCALL(glDrawBuffers(i
, draw_buffers
));
2466 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffers
[0]);
2471 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2475 checkGLcall("apply draw buffers");
2478 /* Context activation is done by the caller. */
2479 void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl
*context_gl
, GLenum buffer
)
2481 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2482 struct fbo_entry
*current_fbo
= context_gl
->current_fbo
;
2483 uint32_t new_mask
= context_generate_rt_mask(buffer
);
2484 uint32_t *current_mask
;
2486 current_mask
= current_fbo
? ¤t_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
2487 if (new_mask
== *current_mask
)
2490 gl_info
->gl_ops
.gl
.p_glDrawBuffer(buffer
);
2491 checkGLcall("glDrawBuffer()");
2493 *current_mask
= new_mask
;
2496 /* Context activation is done by the caller. */
2497 void wined3d_context_gl_active_texture(struct wined3d_context_gl
*context_gl
,
2498 const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
2500 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ unit
));
2501 checkGLcall("glActiveTexture");
2502 context_gl
->active_texture
= unit
;
2505 void wined3d_context_gl_bind_bo(struct wined3d_context_gl
*context_gl
, GLenum binding
, GLuint name
)
2507 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2509 if (binding
== GL_ELEMENT_ARRAY_BUFFER
)
2510 context_invalidate_state(&context_gl
->c
, STATE_INDEXBUFFER
);
2512 GL_EXTCALL(glBindBuffer(binding
, name
));
2515 void wined3d_context_gl_bind_texture(struct wined3d_context_gl
*context_gl
, GLenum target
, GLuint name
)
2517 const struct wined3d_dummy_textures
*textures
= &wined3d_device_gl(context_gl
->c
.device
)->dummy_textures
;
2518 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2519 GLenum old_texture_type
;
2523 gl_info
->gl_ops
.gl
.p_glBindTexture(target
, name
);
2527 unit
= context_gl
->active_texture
;
2528 old_texture_type
= context_gl
->texture_type
[unit
];
2529 if (old_texture_type
!= target
)
2531 switch (old_texture_type
)
2537 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, textures
->tex_1d
);
2539 case GL_TEXTURE_1D_ARRAY
:
2540 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D_ARRAY
, textures
->tex_1d_array
);
2543 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, textures
->tex_2d
);
2545 case GL_TEXTURE_2D_ARRAY
:
2546 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, textures
->tex_2d_array
);
2548 case GL_TEXTURE_RECTANGLE_ARB
:
2549 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, textures
->tex_rect
);
2551 case GL_TEXTURE_CUBE_MAP
:
2552 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, textures
->tex_cube
);
2554 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2555 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, textures
->tex_cube_array
);
2558 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, textures
->tex_3d
);
2560 case GL_TEXTURE_BUFFER
:
2561 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, textures
->tex_buffer
);
2563 case GL_TEXTURE_2D_MULTISAMPLE
:
2564 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE
, textures
->tex_2d_ms
);
2566 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
2567 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, textures
->tex_2d_ms_array
);
2570 ERR("Unexpected texture target %#x.\n", old_texture_type
);
2573 context_gl
->texture_type
[unit
] = target
;
2576 checkGLcall("bind texture");
2579 static void wined3d_context_gl_poll_fences(struct wined3d_context_gl
*context_gl
)
2581 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2582 struct wined3d_command_fence_gl
*f
;
2585 for (i
= 0; i
< context_gl
->submitted
.fence_count
; ++i
)
2587 f
= &context_gl
->submitted
.fences
[i
];
2589 if (f
->id
> device_gl
->completed_fence_id
)
2591 if (wined3d_fence_test(f
->fence
, &device_gl
->d
, 0) != WINED3D_FENCE_OK
)
2593 device_gl
->completed_fence_id
= f
->id
;
2596 wined3d_fence_destroy(f
->fence
);
2597 if (i
!= context_gl
->submitted
.fence_count
- 1)
2598 *f
= context_gl
->submitted
.fences
[context_gl
->submitted
.fence_count
- 1];
2599 --context_gl
->submitted
.fence_count
;
2603 void wined3d_context_gl_wait_command_fence(struct wined3d_context_gl
*context_gl
, uint64_t id
)
2605 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2606 enum wined3d_fence_result ret
;
2609 if (id
<= device_gl
->completed_fence_id
2610 || id
> device_gl
->current_fence_id
) /* In case the fence ID wrapped. */
2613 for (i
= 0; i
< context_gl
->submitted
.fence_count
; ++i
)
2615 if (context_gl
->submitted
.fences
[i
].id
!= id
)
2618 if ((ret
= wined3d_fence_wait(context_gl
->submitted
.fences
[i
].fence
, &device_gl
->d
)) != WINED3D_FENCE_OK
)
2619 ERR("Failed to wait for command fence with id 0x%s, ret %#x.\n", wine_dbgstr_longlong(id
), ret
);
2620 wined3d_context_gl_poll_fences(context_gl
);
2624 ERR("Failed to find fence for command fence with id 0x%s.\n", wine_dbgstr_longlong(id
));
2627 void wined3d_context_gl_submit_command_fence(struct wined3d_context_gl
*context_gl
)
2629 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2630 struct wined3d_command_fence_gl
*f
;
2633 if (!wined3d_array_reserve((void **)&context_gl
->submitted
.fences
, &context_gl
->submitted
.fences_size
,
2634 context_gl
->submitted
.fence_count
+ 1, sizeof(*context_gl
->submitted
.fences
)))
2635 ERR("Failed to grow submitted command buffer array.\n");
2637 f
= &context_gl
->submitted
.fences
[context_gl
->submitted
.fence_count
++];
2638 f
->id
= device_gl
->current_fence_id
;
2639 if (FAILED(hr
= wined3d_fence_create(&device_gl
->d
, &f
->fence
)))
2640 ERR("Failed to create fence, hr %#x.\n", hr
);
2641 wined3d_fence_issue(f
->fence
, &device_gl
->d
);
2643 /* We don't expect this to ever happen, but handle it anyway. */
2644 if (!++device_gl
->current_fence_id
)
2646 wined3d_context_gl_wait_command_fence(context_gl
, device_gl
->current_fence_id
- 1);
2647 device_gl
->completed_fence_id
= 0;
2648 device_gl
->current_fence_id
= 1;
2650 wined3d_context_gl_poll_fences(context_gl
);
2653 void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl
*context_gl
,
2654 const struct wined3d_bo_address
*data
, size_t size
, uint32_t flags
)
2656 const struct wined3d_gl_info
*gl_info
;
2657 struct wined3d_bo_gl
*bo
;
2660 if (!(bo
= (struct wined3d_bo_gl
*)data
->buffer_object
))
2663 gl_info
= context_gl
->gl_info
;
2664 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, bo
->id
);
2666 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
2668 memory
= GL_EXTCALL(glMapBufferRange(bo
->binding
, (INT_PTR
)data
->addr
,
2669 size
, wined3d_resource_gl_map_flags(flags
)));
2673 memory
= GL_EXTCALL(glMapBuffer(bo
->binding
, wined3d_resource_gl_legacy_map_flags(flags
)));
2674 memory
+= (INT_PTR
)data
->addr
;
2677 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, 0);
2678 checkGLcall("Map buffer object");
2683 void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl
*context_gl
,
2684 const struct wined3d_bo_address
*data
, unsigned int range_count
, const struct wined3d_range
*ranges
)
2686 const struct wined3d_gl_info
*gl_info
;
2687 struct wined3d_bo_gl
*bo
;
2690 if (!(bo
= (struct wined3d_bo_gl
*)data
->buffer_object
))
2693 gl_info
= context_gl
->gl_info
;
2694 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, bo
->id
);
2696 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
2698 for (i
= 0; i
< range_count
; ++i
)
2700 GL_EXTCALL(glFlushMappedBufferRange(bo
->binding
,
2701 (UINT_PTR
)data
->addr
+ ranges
[i
].offset
, ranges
[i
].size
));
2705 GL_EXTCALL(glUnmapBuffer(bo
->binding
));
2706 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, 0);
2707 checkGLcall("Unmap buffer object");
2710 void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl
*context_gl
,
2711 const struct wined3d_bo_address
*dst
, const struct wined3d_bo_address
*src
, size_t size
)
2713 const struct wined3d_gl_info
*gl_info
;
2714 struct wined3d_bo_gl
*src_bo
, *dst_bo
;
2715 struct wined3d_range range
;
2716 BYTE
*dst_ptr
, *src_ptr
;
2718 gl_info
= context_gl
->gl_info
;
2719 src_bo
= (struct wined3d_bo_gl
*)src
->buffer_object
;
2720 dst_bo
= (struct wined3d_bo_gl
*)dst
->buffer_object
;
2722 if (dst_bo
&& src_bo
)
2724 if (gl_info
->supported
[ARB_COPY_BUFFER
])
2726 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER
, src_bo
->id
));
2727 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER
, dst_bo
->id
));
2728 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER
, GL_COPY_WRITE_BUFFER
,
2729 (GLintptr
)src
->addr
, (GLintptr
)dst
->addr
, size
));
2730 checkGLcall("direct buffer copy");
2732 wined3d_context_gl_reference_bo(context_gl
, src_bo
);
2733 wined3d_context_gl_reference_bo(context_gl
, dst_bo
);
2737 src_ptr
= wined3d_context_gl_map_bo_address(context_gl
, src
, size
, WINED3D_MAP_READ
);
2738 dst_ptr
= wined3d_context_gl_map_bo_address(context_gl
, dst
, size
, WINED3D_MAP_WRITE
);
2740 memcpy(dst_ptr
, src_ptr
, size
);
2744 wined3d_context_gl_unmap_bo_address(context_gl
, dst
, 1, &range
);
2745 wined3d_context_gl_unmap_bo_address(context_gl
, src
, 0, NULL
);
2748 else if (!dst_bo
&& src_bo
)
2750 wined3d_context_gl_bind_bo(context_gl
, src_bo
->binding
, src_bo
->id
);
2751 GL_EXTCALL(glGetBufferSubData(src_bo
->binding
, (GLintptr
)src
->addr
, size
, dst
->addr
));
2752 checkGLcall("buffer download");
2754 wined3d_context_gl_reference_bo(context_gl
, src_bo
);
2756 else if (dst_bo
&& !src_bo
)
2758 wined3d_context_gl_bind_bo(context_gl
, dst_bo
->binding
, dst_bo
->id
);
2759 GL_EXTCALL(glBufferSubData(dst_bo
->binding
, (GLintptr
)dst
->addr
, size
, src
->addr
));
2760 checkGLcall("buffer upload");
2762 wined3d_context_gl_reference_bo(context_gl
, dst_bo
);
2766 memcpy(dst
->addr
, src
->addr
, size
);
2770 void wined3d_context_gl_destroy_bo(struct wined3d_context_gl
*context_gl
, struct wined3d_bo_gl
*bo
)
2772 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2774 TRACE("context_gl %p, bo %p.\n", context_gl
, bo
);
2776 TRACE("Destroying GL buffer %u.\n", bo
->id
);
2777 GL_EXTCALL(glDeleteBuffers(1, &bo
->id
));
2778 checkGLcall("buffer object destruction");
2782 bool wined3d_context_gl_create_bo(struct wined3d_context_gl
*context_gl
, GLsizeiptr size
,
2783 GLenum binding
, GLenum usage
, bool coherent
, GLbitfield flags
, struct wined3d_bo_gl
*bo
)
2785 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2788 TRACE("context_gl %p, size %lu, binding %#x, usage %#x, coherent %#x, flags %#x, bo %p.\n",
2789 context_gl
, size
, binding
, usage
, coherent
, flags
, bo
);
2791 GL_EXTCALL(glGenBuffers(1, &id
));
2794 checkGLcall("buffer object creation");
2797 wined3d_context_gl_bind_bo(context_gl
, binding
, id
);
2799 if (!coherent
&& gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
2801 GL_EXTCALL(glBufferParameteriAPPLE(binding
, GL_BUFFER_FLUSHING_UNMAP_APPLE
, GL_FALSE
));
2802 GL_EXTCALL(glBufferParameteriAPPLE(binding
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_FALSE
));
2805 if (gl_info
->supported
[ARB_BUFFER_STORAGE
])
2806 GL_EXTCALL(glBufferStorage(binding
, size
, NULL
, flags
| GL_DYNAMIC_STORAGE_BIT
));
2808 GL_EXTCALL(glBufferData(binding
, size
, NULL
, usage
));
2810 wined3d_context_gl_bind_bo(context_gl
, binding
, 0);
2811 checkGLcall("buffer object creation");
2813 TRACE("Created buffer object %u.\n", id
);
2815 bo
->binding
= binding
;
2817 bo
->command_fence_id
= 0;
2822 static void wined3d_context_gl_set_render_offscreen(struct wined3d_context_gl
*context_gl
, BOOL offscreen
)
2824 if (context_gl
->c
.render_offscreen
== offscreen
)
2827 context_invalidate_state(&context_gl
->c
, STATE_VIEWPORT
);
2828 context_invalidate_state(&context_gl
->c
, STATE_SCISSORRECT
);
2829 if (!context_gl
->gl_info
->supported
[ARB_CLIP_CONTROL
])
2831 context_invalidate_state(&context_gl
->c
, STATE_RASTERIZER
);
2832 context_invalidate_state(&context_gl
->c
, STATE_POINTSPRITECOORDORIGIN
);
2833 context_invalidate_state(&context_gl
->c
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2835 context_invalidate_state(&context_gl
->c
, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
));
2836 if (context_gl
->gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2837 context_invalidate_state(&context_gl
->c
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
2838 context_gl
->c
.render_offscreen
= offscreen
;
2841 GLenum
wined3d_context_gl_get_offscreen_gl_buffer(const struct wined3d_context_gl
*context_gl
)
2843 switch (wined3d_settings
.offscreen_rendering_mode
)
2846 return GL_COLOR_ATTACHMENT0
;
2848 case ORM_BACKBUFFER
:
2849 return context_gl
->aux_buffers
> 0 ? GL_AUX0
: GL_BACK
;
2852 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
2857 static uint32_t wined3d_context_gl_generate_rt_mask_no_fbo(const struct wined3d_context_gl
*context_gl
,
2858 struct wined3d_resource
*rt
)
2860 if (!rt
|| rt
->format
->id
== WINED3DFMT_NULL
)
2862 else if (rt
->type
!= WINED3D_RTYPE_BUFFER
&& texture_from_resource(rt
)->swapchain
)
2863 return context_generate_rt_mask_from_resource(rt
);
2865 return context_generate_rt_mask(wined3d_context_gl_get_offscreen_gl_buffer(context_gl
));
2868 /* Context activation is done by the caller. */
2869 void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl
*context_gl
, const struct wined3d_device
*device
)
2871 struct wined3d_context
*context
= &context_gl
->c
;
2872 const struct wined3d_gl_info
*gl_info
;
2873 uint32_t rt_mask
, *cur_mask
;
2874 struct wined3d_texture
*rt
;
2875 unsigned int sampler
;
2878 TRACE("Setting up context %p for blitting.\n", context
);
2880 gl_info
= context_gl
->gl_info
;
2881 rt
= context
->current_rt
.texture
;
2883 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2885 if (context
->render_offscreen
)
2887 wined3d_texture_load(rt
, context
, FALSE
);
2889 wined3d_context_gl_apply_fbo_state_blit(context_gl
, GL_FRAMEBUFFER
, &rt
->resource
,
2890 context
->current_rt
.sub_resource_idx
, NULL
, 0, rt
->resource
.draw_binding
);
2891 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
2898 context_gl
->current_fbo
= NULL
;
2899 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
2900 rt_mask
= context_generate_rt_mask_from_resource(&rt
->resource
);
2905 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, &rt
->resource
);
2908 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
2910 if (rt_mask
!= *cur_mask
)
2912 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
2913 *cur_mask
= rt_mask
;
2916 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2917 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
2918 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2920 wined3d_context_gl_get_rt_size(context_gl
, &rt_size
);
2922 if (context
->last_was_blit
)
2924 if (context_gl
->blit_size
.cx
!= rt_size
.cx
|| context_gl
->blit_size
.cy
!= rt_size
.cy
)
2926 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, rt_size
.cx
, rt_size
.cy
);
2927 context
->viewport_count
= WINED3D_MAX_VIEWPORTS
;
2928 context_gl
->blit_size
= rt_size
;
2929 /* No need to dirtify here, the states are still dirtified because
2930 * they weren't applied since the last context_apply_blit_state()
2933 checkGLcall("blit state application");
2934 TRACE("Context is already set up for blitting, nothing to do.\n");
2937 context
->last_was_blit
= TRUE
;
2939 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
2940 GL_EXTCALL(glBindSampler(0, 0));
2941 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
2943 sampler
= context_gl
->rev_tex_unit_map
[0];
2944 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
2946 if (sampler
< WINED3D_MAX_TEXTURES
)
2948 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ sampler
));
2949 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
2951 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
2953 context_invalidate_compute_state(context
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
2954 context_invalidate_state(context
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
2956 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2958 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
2959 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
));
2961 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2962 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
2963 context_invalidate_state(context
, STATE_BLEND
);
2964 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
2965 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
2966 context_invalidate_state(context
, STATE_RASTERIZER
);
2967 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
2968 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
2969 context_invalidate_state(context
, STATE_DEPTH_STENCIL
);
2970 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2972 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
2973 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
));
2975 if (gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
2977 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
2978 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
2981 context
->last_was_rhw
= TRUE
;
2982 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
2984 wined3d_context_gl_enable_clip_distances(context_gl
, 0);
2985 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CLIPPING
));
2987 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
2988 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
2989 GL_EXTCALL(glClipControl(GL_LOWER_LEFT
, GL_NEGATIVE_ONE_TO_ONE
));
2990 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, rt_size
.cx
, rt_size
.cy
);
2991 context
->viewport_count
= WINED3D_MAX_VIEWPORTS
;
2992 context_invalidate_state(context
, STATE_VIEWPORT
);
2994 device
->shader_backend
->shader_disable(device
->shader_priv
, context
);
2996 context_gl
->blit_size
= rt_size
;
2998 checkGLcall("blit state application");
3001 static void wined3d_context_gl_apply_blit_projection(const struct wined3d_context_gl
*context_gl
,
3002 unsigned int w
, unsigned int h
)
3004 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3005 const GLdouble projection
[] =
3007 2.0 / w
, 0.0, 0.0, 0.0,
3008 0.0, 2.0 / h
, 0.0, 0.0,
3010 -1.0, -1.0, -1.0, 1.0,
3013 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
3014 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
3017 /* Setup OpenGL states for fixed-function blitting. */
3018 /* Context activation is done by the caller. */
3019 void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl
*context_gl
,
3020 const struct wined3d_device
*device
)
3022 struct wined3d_context
*context
= &context_gl
->c
;
3023 const struct wined3d_gl_info
*gl_info
;
3024 unsigned int i
, sampler
;
3026 gl_info
= context_gl
->gl_info
;
3027 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3028 ERR("Applying fixed-function state without legacy context support.\n");
3030 if (context
->last_was_ffp_blit
)
3034 wined3d_context_gl_get_rt_size(context_gl
, &rt_size
);
3035 if (context_gl
->blit_size
.cx
!= rt_size
.cx
|| context_gl
->blit_size
.cy
!= rt_size
.cy
)
3036 wined3d_context_gl_apply_blit_projection(context_gl
, rt_size
.cx
, rt_size
.cy
);
3037 wined3d_context_gl_apply_blit_state(context_gl
, device
);
3039 checkGLcall("ffp blit state application");
3042 context
->last_was_ffp_blit
= TRUE
;
3044 wined3d_context_gl_apply_blit_state(context_gl
, device
);
3046 /* Disable all textures. The caller can then bind a texture it wants to blit
3048 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
3050 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
3052 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3053 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3054 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3055 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3056 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3057 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3059 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
3061 sampler
= context_gl
->rev_tex_unit_map
[i
];
3062 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
3064 if (sampler
< WINED3D_MAX_TEXTURES
)
3065 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
3066 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
3070 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
3072 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3073 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3074 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3075 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3076 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3077 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3079 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
3080 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
3081 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
, GL_TEXTURE_LOD_BIAS_EXT
, 0.0f
);
3083 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
3084 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3086 /* Setup transforms. */
3087 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3088 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3089 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3090 wined3d_context_gl_apply_blit_projection(context_gl
, context_gl
->blit_size
.cx
, context_gl
->blit_size
.cy
);
3091 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
3093 /* Other misc states. */
3094 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
3095 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_LIGHTING
));
3096 gl_info
->p_glDisableWINE(GL_FOG
);
3097 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
));
3099 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
3101 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
3102 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
3104 checkGLcall("ffp blit state application");
3107 static BOOL
have_framebuffer_attachment(unsigned int rt_count
, struct wined3d_rendertarget_view
* const *rts
,
3108 const struct wined3d_rendertarget_view
*ds
)
3115 for (i
= 0; i
< rt_count
; ++i
)
3117 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3124 /* Context activation is done by the caller. */
3125 BOOL
wined3d_context_gl_apply_clear_state(struct wined3d_context_gl
*context_gl
,
3126 const struct wined3d_state
*state
, unsigned int rt_count
, const struct wined3d_fb_state
*fb
)
3128 struct wined3d_rendertarget_view
* const *rts
= fb
->render_targets
;
3129 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3130 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
3131 uint32_t rt_mask
= 0, *cur_mask
;
3134 if (isStateDirty(&context_gl
->c
, STATE_FRAMEBUFFER
) || fb
!= &state
->fb
3135 || rt_count
!= gl_info
->limits
.buffers
)
3137 if (!have_framebuffer_attachment(rt_count
, rts
, dsv
))
3139 WARN("Invalid render target config, need at least one attachment.\n");
3143 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3145 struct wined3d_rendertarget_info ds_info
= {{0}};
3147 if (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
))
3149 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
3150 for (i
= 0; i
< rt_count
; ++i
)
3154 struct wined3d_rendertarget_view_gl
*rtv_gl
= wined3d_rendertarget_view_gl(rts
[i
]);
3155 context_gl
->blit_targets
[i
].gl_view
= rtv_gl
->gl_view
;
3156 context_gl
->blit_targets
[i
].resource
= rtv_gl
->v
.resource
;
3157 context_gl
->blit_targets
[i
].sub_resource_idx
= rtv_gl
->v
.sub_resource_idx
;
3158 context_gl
->blit_targets
[i
].layer_count
= rtv_gl
->v
.layer_count
;
3160 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3161 rt_mask
|= (1u << i
);
3166 struct wined3d_rendertarget_view_gl
*dsv_gl
= wined3d_rendertarget_view_gl(dsv
);
3167 ds_info
.gl_view
= dsv_gl
->gl_view
;
3168 ds_info
.resource
= dsv_gl
->v
.resource
;
3169 ds_info
.sub_resource_idx
= dsv_gl
->v
.sub_resource_idx
;
3170 ds_info
.layer_count
= dsv_gl
->v
.layer_count
;
3173 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, context_gl
->blit_targets
, &ds_info
,
3174 rt_count
? rts
[0]->resource
->draw_binding
: 0, dsv
? dsv
->resource
->draw_binding
: 0);
3178 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, NULL
, &ds_info
,
3179 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3180 rt_mask
= context_generate_rt_mask_from_resource(rts
[0]->resource
);
3183 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
3184 * next draw. Otherwise we could mark the framebuffer state clean here, once the
3185 * state management allows this */
3186 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
3190 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rt_count
? rts
[0]->resource
: NULL
);
3193 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
3194 && (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
)))
3196 for (i
= 0; i
< rt_count
; ++i
)
3198 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3199 rt_mask
|= (1u << i
);
3204 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rt_count
? rts
[0]->resource
: NULL
);
3207 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3209 if (rt_mask
!= *cur_mask
)
3211 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3212 *cur_mask
= rt_mask
;
3213 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
3216 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3217 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
3219 context_gl
->c
.last_was_blit
= FALSE
;
3220 context_gl
->c
.last_was_ffp_blit
= FALSE
;
3222 /* Blending and clearing should be orthogonal, but tests on the nvidia
3223 * driver show that disabling blending when clearing improves the clearing
3224 * performance incredibly. */
3225 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
3226 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
3227 if (rt_count
&& gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
3229 if (needs_srgb_write(context_gl
->c
.d3d_info
, state
, fb
))
3230 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
3232 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
3233 context_invalidate_state(&context_gl
->c
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3235 checkGLcall("setting up state for clear");
3237 context_invalidate_state(&context_gl
->c
, STATE_BLEND
);
3238 context_invalidate_state(&context_gl
->c
, STATE_RASTERIZER
);
3239 context_invalidate_state(&context_gl
->c
, STATE_SCISSORRECT
);
3244 static uint32_t find_draw_buffers_mask(const struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
)
3246 struct wined3d_rendertarget_view
* const *rts
= state
->fb
.render_targets
;
3247 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3248 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3249 unsigned int rt_mask
, mask
;
3252 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
3253 return wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rts
[0]->resource
);
3254 else if (!context_gl
->c
.render_offscreen
)
3255 return context_generate_rt_mask_from_resource(rts
[0]->resource
);
3257 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
3258 rt_mask
&= (1u << gl_info
->limits
.buffers
) - 1;
3259 if (state
->blend_state
&& state
->blend_state
->dual_source
)
3265 i
= wined3d_bit_scan(&mask
);
3266 if (!rts
[i
] || rts
[i
]->format
->id
== WINED3DFMT_NULL
)
3267 rt_mask
&= ~(1u << i
);
3273 /* Context activation is done by the caller. */
3274 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3276 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3277 uint32_t rt_mask
= find_draw_buffers_mask(context_gl
, state
);
3278 const struct wined3d_fb_state
*fb
= &state
->fb
;
3279 DWORD color_location
= 0;
3282 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3284 struct wined3d_rendertarget_info ds_info
= {{0}};
3286 if (!context
->render_offscreen
)
3288 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, NULL
, &ds_info
,
3289 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3293 const struct wined3d_rendertarget_view_gl
*view_gl
;
3296 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
3297 for (i
= 0; i
< context_gl
->gl_info
->limits
.buffers
; ++i
)
3299 if (!fb
->render_targets
[i
])
3302 view_gl
= wined3d_rendertarget_view_gl(fb
->render_targets
[i
]);
3303 context_gl
->blit_targets
[i
].gl_view
= view_gl
->gl_view
;
3304 context_gl
->blit_targets
[i
].resource
= view_gl
->v
.resource
;
3305 context_gl
->blit_targets
[i
].sub_resource_idx
= view_gl
->v
.sub_resource_idx
;
3306 context_gl
->blit_targets
[i
].layer_count
= view_gl
->v
.layer_count
;
3308 if (!color_location
)
3309 color_location
= view_gl
->v
.resource
->draw_binding
;
3312 if (fb
->depth_stencil
)
3314 view_gl
= wined3d_rendertarget_view_gl(fb
->depth_stencil
);
3315 ds_info
.gl_view
= view_gl
->gl_view
;
3316 ds_info
.resource
= view_gl
->v
.resource
;
3317 ds_info
.sub_resource_idx
= view_gl
->v
.sub_resource_idx
;
3318 ds_info
.layer_count
= view_gl
->v
.layer_count
;
3321 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, context_gl
->blit_targets
, &ds_info
,
3322 color_location
, fb
->depth_stencil
? fb
->depth_stencil
->resource
->draw_binding
: 0);
3326 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3327 if (rt_mask
!= *cur_mask
)
3329 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3330 *cur_mask
= rt_mask
;
3332 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
3335 static void wined3d_context_gl_map_stage(struct wined3d_context_gl
*context_gl
, unsigned int stage
, unsigned int unit
)
3337 unsigned int i
= context_gl
->rev_tex_unit_map
[unit
];
3338 unsigned int j
= context_gl
->tex_unit_map
[stage
];
3340 TRACE("Mapping stage %u to unit %u.\n", stage
, unit
);
3341 context_gl
->tex_unit_map
[stage
] = unit
;
3342 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
3343 context_gl
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
3345 context_gl
->rev_tex_unit_map
[unit
] = stage
;
3346 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
3347 context_gl
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
3350 static void context_invalidate_texture_stage(struct wined3d_context
*context
, DWORD stage
)
3354 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
3355 context_invalidate_state(context
, STATE_TEXTURESTAGE(stage
, i
));
3358 static void context_update_fixed_function_usage_map(struct wined3d_context
*context
,
3359 const struct wined3d_state
*state
)
3363 context
->fixed_function_usage_map
= 0;
3364 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
3366 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
3367 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
3368 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
3369 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
3370 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
3371 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
3372 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
3373 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
3375 /* Not used, and disable higher stages. */
3376 if (color_op
== WINED3D_TOP_DISABLE
)
3379 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
3380 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
3381 || ((color_arg3
== WINED3DTA_TEXTURE
)
3382 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
3383 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
3384 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
3385 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
3386 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
3387 context
->fixed_function_usage_map
|= (1u << i
);
3389 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
3390 && i
< WINED3D_MAX_TEXTURES
- 1)
3391 context
->fixed_function_usage_map
|= (1u << (i
+ 1));
3394 if (i
< context
->lowest_disabled_stage
)
3397 end
= context
->lowest_disabled_stage
;
3401 start
= context
->lowest_disabled_stage
;
3405 context
->lowest_disabled_stage
= i
;
3406 for (i
= start
+ 1; i
< end
; ++i
)
3408 context_invalidate_state(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3412 static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_context_gl
*context_gl
,
3413 const struct wined3d_state
*state
)
3415 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
3416 unsigned int i
, tex
;
3419 ffu_map
= context_gl
->c
.fixed_function_usage_map
;
3421 if (d3d_info
->limits
.ffp_textures
== d3d_info
->limits
.ffp_blend_stages
3422 || context_gl
->c
.lowest_disabled_stage
<= d3d_info
->limits
.ffp_textures
)
3424 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3429 if (context_gl
->tex_unit_map
[i
] != i
)
3431 wined3d_context_gl_map_stage(context_gl
, i
, i
);
3432 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3433 context_invalidate_texture_stage(&context_gl
->c
, i
);
3439 /* Now work out the mapping */
3441 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3446 if (context_gl
->tex_unit_map
[i
] != tex
)
3448 wined3d_context_gl_map_stage(context_gl
, i
, tex
);
3449 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3450 context_invalidate_texture_stage(&context_gl
->c
, i
);
3457 static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
)
3459 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
3460 const struct wined3d_shader_resource_info
*resource_info
=
3461 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3464 for (i
= 0; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
3466 if (resource_info
[i
].type
&& context_gl
->tex_unit_map
[i
] != i
)
3468 wined3d_context_gl_map_stage(context_gl
, i
, i
);
3469 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3470 if (i
< d3d_info
->limits
.ffp_blend_stages
)
3471 context_invalidate_texture_stage(&context_gl
->c
, i
);
3476 static BOOL
wined3d_context_gl_unit_free_for_vs(const struct wined3d_context_gl
*context_gl
,
3477 const struct wined3d_shader_resource_info
*ps_resource_info
, unsigned int unit
)
3479 unsigned int current_mapping
= context_gl
->rev_tex_unit_map
[unit
];
3481 /* Not currently used */
3482 if (current_mapping
== WINED3D_UNMAPPED_STAGE
)
3485 if (current_mapping
< WINED3D_MAX_FRAGMENT_SAMPLERS
)
3487 /* Used by a fragment sampler */
3489 if (!ps_resource_info
)
3491 /* No pixel shader, check fixed function */
3492 return current_mapping
>= WINED3D_MAX_TEXTURES
3493 || !(context_gl
->c
.fixed_function_usage_map
& (1u << current_mapping
));
3496 /* Pixel shader, check the shader's sampler map */
3497 return !ps_resource_info
[current_mapping
].type
;
3503 static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl
*context_gl
,
3504 BOOL ps
, const struct wined3d_state
*state
)
3506 const struct wined3d_shader_resource_info
*vs_resource_info
=
3507 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
;
3508 const struct wined3d_shader_resource_info
*ps_resource_info
= NULL
;
3509 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3510 int start
= min(WINED3D_MAX_COMBINED_SAMPLERS
, gl_info
->limits
.graphics_samplers
) - 1;
3513 /* Note that we only care if a resource is used or not, not the
3514 * resource's specific type. Otherwise we'd need to call
3515 * shader_update_samplers() here for 1.x pixelshaders. */
3517 ps_resource_info
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3519 for (i
= 0; i
< WINED3D_MAX_VERTEX_SAMPLERS
; ++i
)
3521 DWORD vsampler_idx
= i
+ WINED3D_MAX_FRAGMENT_SAMPLERS
;
3522 if (vs_resource_info
[i
].type
)
3526 if (wined3d_context_gl_unit_free_for_vs(context_gl
, ps_resource_info
, start
))
3528 if (context_gl
->tex_unit_map
[vsampler_idx
] != start
)
3530 wined3d_context_gl_map_stage(context_gl
, vsampler_idx
, start
);
3531 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(vsampler_idx
));
3540 if (context_gl
->tex_unit_map
[vsampler_idx
] == WINED3D_UNMAPPED_STAGE
)
3541 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i
);
3546 static void wined3d_context_gl_update_tex_unit_map(struct wined3d_context_gl
*context_gl
,
3547 const struct wined3d_state
*state
)
3549 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3550 BOOL vs
= use_vs(state
);
3551 BOOL ps
= use_ps(state
);
3554 context_update_fixed_function_usage_map(&context_gl
->c
, state
);
3556 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3557 * need a 1:1 map at the moment.
3558 * When the mapping of a stage is changed, sampler and ALL texture stage
3559 * states have to be reset. */
3561 if (gl_info
->limits
.graphics_samplers
>= WINED3D_MAX_COMBINED_SAMPLERS
)
3565 wined3d_context_gl_map_psamplers(context_gl
, state
);
3567 wined3d_context_gl_map_fixed_function_samplers(context_gl
, state
);
3570 wined3d_context_gl_map_vsamplers(context_gl
, ps
, state
);
3573 /* Context activation is done by the caller. */
3574 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3576 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3577 uint32_t rt_mask
, *cur_mask
;
3579 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
3581 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3582 rt_mask
= find_draw_buffers_mask(context_gl
, state
);
3583 if (rt_mask
!= *cur_mask
)
3585 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3586 *cur_mask
= rt_mask
;
3590 static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl
*context_gl
,
3591 const struct wined3d_state
*state
, enum wined3d_shader_type shader_type
)
3593 unsigned int bind_idx
, shader_sampler_count
, base
, count
, i
;
3594 const struct wined3d_device
*device
= context_gl
->c
.device
;
3595 struct wined3d_shader_sampler_map_entry
*entry
;
3596 struct wined3d_shader_resource_view
*view
;
3597 const struct wined3d_shader
*shader
;
3598 const unsigned int *tex_unit_map
;
3599 struct wined3d_sampler
*sampler
;
3601 if (!(shader
= state
->shader
[shader_type
]))
3604 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
,
3605 &shader
->reg_maps
.shader_version
, &base
, &count
);
3607 shader_sampler_count
= shader
->reg_maps
.sampler_map
.count
;
3608 if (shader_sampler_count
> count
)
3609 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3610 shader
, shader_sampler_count
, count
);
3611 count
= min(shader_sampler_count
, count
);
3613 for (i
= 0; i
< count
; ++i
)
3615 entry
= &shader
->reg_maps
.sampler_map
.entries
[i
];
3616 bind_idx
= base
+ entry
->bind_idx
;
3618 bind_idx
= tex_unit_map
[bind_idx
];
3620 if (!(view
= state
->shader_resource_view
[shader_type
][entry
->resource_idx
]))
3622 WARN("No resource view bound at index %u, %u.\n", shader_type
, entry
->resource_idx
);
3626 if (entry
->sampler_idx
== WINED3D_SAMPLER_DEFAULT
)
3627 sampler
= device
->default_sampler
;
3628 else if (!(sampler
= state
->sampler
[shader_type
][entry
->sampler_idx
]))
3629 sampler
= device
->null_sampler
;
3630 wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view
),
3631 bind_idx
, wined3d_sampler_gl(sampler
), context_gl
);
3635 static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl
*context_gl
,
3636 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
3638 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3639 struct wined3d_unordered_access_view_gl
*view_gl
;
3640 const struct wined3d_format_gl
*format_gl
;
3641 GLuint texture_name
;
3648 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
3652 if (shader
->reg_maps
.uav_resource_info
[i
].type
)
3653 WARN("No unordered access view bound at index %u.\n", i
);
3654 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
3658 view_gl
= wined3d_unordered_access_view_gl(views
[i
]);
3659 if (view_gl
->gl_view
.name
)
3661 texture_name
= view_gl
->gl_view
.name
;
3664 else if (view_gl
->v
.resource
->type
!= WINED3D_RTYPE_BUFFER
)
3666 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(texture_from_resource(view_gl
->v
.resource
));
3667 texture_name
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, FALSE
);
3668 level
= view_gl
->v
.desc
.u
.texture
.level_idx
;
3672 FIXME("Unsupported buffer unordered access view.\n");
3673 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
3677 format_gl
= wined3d_format_gl(view_gl
->v
.format
);
3678 GL_EXTCALL(glBindImageTexture(i
, texture_name
, level
, GL_TRUE
, 0, GL_READ_WRITE
,
3679 format_gl
->internal
));
3681 if (view_gl
->counter_bo
.id
)
3682 GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER
, i
, view_gl
->counter_bo
.id
));
3684 checkGLcall("Bind unordered access views");
3687 static void context_gl_load_shader_resources(struct wined3d_context_gl
*context_gl
,
3688 const struct wined3d_state
*state
, unsigned int shader_mask
)
3690 struct wined3d_shader_sampler_map_entry
*entry
;
3691 struct wined3d_shader_resource_view
*view
;
3692 struct wined3d_buffer_gl
*buffer_gl
;
3693 struct wined3d_shader
*shader
;
3696 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
3698 if (!(shader_mask
& (1u << i
)))
3701 if (!(shader
= state
->shader
[i
]))
3704 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
3706 if (!state
->cb
[i
][j
])
3709 buffer_gl
= wined3d_buffer_gl(state
->cb
[i
][j
]);
3710 wined3d_buffer_load(&buffer_gl
->b
, &context_gl
->c
, state
);
3711 wined3d_context_gl_reference_bo(context_gl
, &buffer_gl
->bo
);
3714 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
3716 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
3718 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
3721 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3723 buffer_gl
= wined3d_buffer_gl(buffer_from_resource(view
->resource
));
3724 wined3d_buffer_load(&buffer_gl
->b
, &context_gl
->c
, state
);
3725 wined3d_context_gl_reference_bo(context_gl
, &buffer_gl
->bo
);
3729 wined3d_texture_load(texture_from_resource(view
->resource
), &context_gl
->c
, FALSE
);
3735 static void context_gl_load_unordered_access_resources(struct wined3d_context_gl
*context_gl
,
3736 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
3738 struct wined3d_unordered_access_view
*view
;
3739 struct wined3d_buffer_gl
*buffer_gl
;
3740 struct wined3d_texture
*texture
;
3743 context_gl
->c
.uses_uavs
= 0;
3748 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
3750 if (!(view
= views
[i
]))
3753 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3755 buffer_gl
= wined3d_buffer_gl(buffer_from_resource(view
->resource
));
3756 wined3d_buffer_load_location(&buffer_gl
->b
, &context_gl
->c
, WINED3D_LOCATION_BUFFER
);
3757 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_BUFFER
);
3758 wined3d_context_gl_reference_bo(context_gl
, &buffer_gl
->bo
);
3762 texture
= texture_from_resource(view
->resource
);
3763 wined3d_texture_load(texture
, &context_gl
->c
, FALSE
);
3764 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3767 context_gl
->c
.uses_uavs
= 1;
3771 static void context_gl_load_stream_output_buffers(struct wined3d_context_gl
*context_gl
,
3772 const struct wined3d_state
*state
)
3776 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
3778 struct wined3d_buffer_gl
*buffer_gl
;
3780 if (!state
->stream_output
[i
].buffer
)
3783 buffer_gl
= wined3d_buffer_gl(state
->stream_output
[i
].buffer
);
3784 wined3d_buffer_load(&buffer_gl
->b
, &context_gl
->c
, state
);
3785 wined3d_buffer_invalidate_location(&buffer_gl
->b
, ~WINED3D_LOCATION_BUFFER
);
3786 wined3d_context_gl_reference_bo(context_gl
, &buffer_gl
->bo
);
3790 /* Context activation is done by the caller. */
3791 static BOOL
context_apply_draw_state(struct wined3d_context
*context
,
3792 const struct wined3d_device
*device
, const struct wined3d_state
*state
, BOOL indexed
)
3794 const struct wined3d_state_entry
*state_table
= context
->state_table
;
3795 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3796 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3797 const struct wined3d_fb_state
*fb
= &state
->fb
;
3798 unsigned int i
, base
;
3801 context
->uses_fbo_attached_resources
= 0;
3803 if (!have_framebuffer_attachment(gl_info
->limits
.buffers
, fb
->render_targets
, fb
->depth_stencil
))
3805 if (!gl_info
->supported
[ARB_FRAMEBUFFER_NO_ATTACHMENTS
])
3807 FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
3811 wined3d_context_gl_set_render_offscreen(context_gl
, TRUE
);
3814 /* Preload resources before FBO setup. Texture preload in particular may
3815 * result in changes to the current FBO, due to using e.g. FBO blits for
3816 * updating a resource location. */
3817 wined3d_context_gl_update_tex_unit_map(context_gl
, state
);
3818 context_preload_textures(context
, state
);
3819 context_gl_load_shader_resources(context_gl
, state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
3820 context_gl_load_unordered_access_resources(context_gl
, state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
3821 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
3822 context_gl_load_stream_output_buffers(context_gl
, state
);
3823 /* TODO: Right now the dependency on the vertex shader is necessary
3824 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
3825 * the current VS but maybe it's possible to relax the coupling in some
3826 * situations at least. */
3827 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
)
3828 || isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
)))
3830 context_update_stream_info(context
, state
);
3833 map
= context
->stream_info
.use_map
;
3836 const struct wined3d_stream_info_element
*e
;
3837 struct wined3d_buffer_gl
*buffer_gl
;
3839 e
= &context
->stream_info
.elements
[wined3d_bit_scan(&map
)];
3840 buffer_gl
= wined3d_buffer_gl(state
->streams
[e
->stream_idx
].buffer
);
3842 wined3d_buffer_load(&buffer_gl
->b
, context
, state
);
3843 wined3d_context_gl_reference_bo(context_gl
, &buffer_gl
->bo
);
3845 /* Loading the buffers above may have invalidated the stream info. */
3846 if (wined3d_context_is_graphics_state_dirty(context
, STATE_STREAMSRC
))
3847 context_update_stream_info(context
, state
);
3849 if (indexed
&& state
->index_buffer
)
3851 struct wined3d_buffer_gl
*buffer_gl
= wined3d_buffer_gl(state
->index_buffer
);
3853 if (context
->stream_info
.all_vbo
)
3855 wined3d_buffer_load(&buffer_gl
->b
, context
, state
);
3856 wined3d_context_gl_reference_bo(context_gl
, &buffer_gl
->bo
);
3860 wined3d_buffer_load_sysmem(&buffer_gl
->b
, context
);
3864 for (i
= 0, base
= 0; i
< ARRAY_SIZE(context
->dirty_graphics_states
); ++i
)
3866 uint32_t dirty_mask
= context
->dirty_graphics_states
[i
];
3870 unsigned int state_id
= base
+ wined3d_bit_scan(&dirty_mask
);
3872 state_table
[state_id
].apply(context
, state
, state_id
);
3873 context
->dirty_graphics_states
[i
] &= ~(1u << (state_id
- base
));
3875 base
+= sizeof(dirty_mask
) * CHAR_BIT
;
3878 if (context
->shader_update_mask
& ~(1u << WINED3D_SHADER_TYPE_COMPUTE
))
3880 device
->shader_backend
->shader_select(device
->shader_priv
, context
, state
);
3881 context
->shader_update_mask
&= 1u << WINED3D_SHADER_TYPE_COMPUTE
;
3884 if (context
->constant_update_mask
)
3886 device
->shader_backend
->shader_load_constants(device
->shader_priv
, context
, state
);
3887 context
->constant_update_mask
= 0;
3890 if (context
->update_shader_resource_bindings
)
3892 for (i
= 0; i
< WINED3D_SHADER_TYPE_GRAPHICS_COUNT
; ++i
)
3893 wined3d_context_gl_bind_shader_resources(context_gl
, state
, i
);
3894 context
->update_shader_resource_bindings
= 0;
3895 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
3896 context
->update_compute_shader_resource_bindings
= 1;
3899 if (context
->update_unordered_access_view_bindings
)
3901 wined3d_context_gl_bind_unordered_access_views(context_gl
,
3902 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
3903 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
3904 context
->update_unordered_access_view_bindings
= 0;
3905 context
->update_compute_unordered_access_view_bindings
= 1;
3908 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3909 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
3911 context
->last_was_blit
= FALSE
;
3912 context
->last_was_ffp_blit
= FALSE
;
3917 static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl
*context_gl
,
3918 const struct wined3d_device
*device
, const struct wined3d_state
*state
)
3920 const struct wined3d_state_entry
*state_table
= context_gl
->c
.state_table
;
3921 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3922 unsigned int state_id
, i
;
3924 context_gl_load_shader_resources(context_gl
, state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
3925 context_gl_load_unordered_access_resources(context_gl
, state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
3926 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
3928 for (i
= 0, state_id
= STATE_COMPUTE_OFFSET
; i
< ARRAY_SIZE(context_gl
->c
.dirty_compute_states
); ++i
)
3930 unsigned int dirty_mask
= context_gl
->c
.dirty_compute_states
[i
];
3934 unsigned int current_state_id
= state_id
+ wined3d_bit_scan(&dirty_mask
);
3935 state_table
[current_state_id
].apply(&context_gl
->c
, state
, current_state_id
);
3937 state_id
+= sizeof(*context_gl
->c
.dirty_compute_states
) * CHAR_BIT
;
3939 memset(context_gl
->c
.dirty_compute_states
, 0, sizeof(*context_gl
->c
.dirty_compute_states
));
3941 if (context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
))
3943 device
->shader_backend
->shader_select_compute(device
->shader_priv
, &context_gl
->c
, state
);
3944 context_gl
->c
.shader_update_mask
&= ~(1u << WINED3D_SHADER_TYPE_COMPUTE
);
3947 if (context_gl
->c
.update_compute_shader_resource_bindings
)
3949 wined3d_context_gl_bind_shader_resources(context_gl
, state
, WINED3D_SHADER_TYPE_COMPUTE
);
3950 context_gl
->c
.update_compute_shader_resource_bindings
= 0;
3951 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
3952 context_gl
->c
.update_shader_resource_bindings
= 1;
3955 if (context_gl
->c
.update_compute_unordered_access_view_bindings
)
3957 wined3d_context_gl_bind_unordered_access_views(context_gl
,
3958 state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
3959 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
3960 context_gl
->c
.update_compute_unordered_access_view_bindings
= 0;
3961 context_gl
->c
.update_unordered_access_view_bindings
= 1;
3964 /* Updates to currently bound render targets aren't necessarily coherent
3965 * between the graphics and compute pipelines. Unbind any currently bound
3966 * FBO here to ensure preceding updates to its attachments by the graphics
3967 * pipeline are visible to the compute pipeline.
3969 * Without this, the bloom effect in Nier:Automata is too bright on the
3970 * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
3971 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
3972 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
3974 context_gl
->c
.last_was_blit
= FALSE
;
3975 context_gl
->c
.last_was_ffp_blit
= FALSE
;
3978 void wined3d_context_gl_end_transform_feedback(struct wined3d_context_gl
*context_gl
)
3980 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3982 if (context_gl
->c
.transform_feedback_active
)
3984 GL_EXTCALL(glEndTransformFeedback());
3985 checkGLcall("glEndTransformFeedback");
3986 context_gl
->c
.transform_feedback_active
= 0;
3987 context_gl
->c
.transform_feedback_paused
= 0;
3991 static void wined3d_context_gl_pause_transform_feedback(struct wined3d_context_gl
*context_gl
, BOOL force
)
3993 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3995 if (!context_gl
->c
.transform_feedback_active
|| context_gl
->c
.transform_feedback_paused
)
3998 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK2
])
4000 GL_EXTCALL(glPauseTransformFeedback());
4001 checkGLcall("glPauseTransformFeedback");
4002 context_gl
->c
.transform_feedback_paused
= 1;
4006 WARN("Cannot pause transform feedback operations.\n");
4009 wined3d_context_gl_end_transform_feedback(context_gl
);
4012 static void wined3d_context_gl_setup_target(struct wined3d_context_gl
*context_gl
,
4013 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4015 BOOL old_render_offscreen
= context_gl
->c
.render_offscreen
, render_offscreen
;
4017 render_offscreen
= wined3d_resource_is_offscreen(&texture
->resource
);
4018 if (context_gl
->c
.current_rt
.texture
== texture
4019 && context_gl
->c
.current_rt
.sub_resource_idx
== sub_resource_idx
4020 && render_offscreen
== old_render_offscreen
)
4023 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
4024 * the alpha blend state changes with different render target formats. */
4025 if (!context_gl
->c
.current_rt
.texture
)
4027 context_invalidate_state(&context_gl
->c
, STATE_BLEND
);
4031 const struct wined3d_format
*old
= context_gl
->c
.current_rt
.texture
->resource
.format
;
4032 const struct wined3d_format
*new = texture
->resource
.format
;
4034 if (old
->id
!= new->id
)
4036 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
4037 if ((old
->alpha_size
&& !new->alpha_size
) || (!old
->alpha_size
&& new->alpha_size
)
4038 || !(texture
->resource
.format_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
4039 context_invalidate_state(&context_gl
->c
, STATE_BLEND
);
4041 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
4042 if ((context_gl
->c
.current_rt
.texture
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
)
4043 != (texture
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
4044 context_invalidate_state(&context_gl
->c
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
4047 /* When switching away from an offscreen render target, and we're not
4048 * using FBOs, we have to read the drawable into the texture. This is
4049 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
4050 * There are some things that need care though. PreLoad needs a GL context,
4051 * and FindContext is called before the context is activated. It also
4052 * has to be called with the old rendertarget active, otherwise a
4053 * wrong drawable is read. */
4054 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
4055 && old_render_offscreen
&& (context_gl
->c
.current_rt
.texture
!= texture
4056 || context_gl
->c
.current_rt
.sub_resource_idx
!= sub_resource_idx
))
4058 struct wined3d_texture_gl
*prev_texture
= wined3d_texture_gl(context_gl
->c
.current_rt
.texture
);
4059 unsigned int prev_sub_resource_idx
= context_gl
->c
.current_rt
.sub_resource_idx
;
4061 /* Read the back buffer of the old drawable into the destination texture. */
4062 if (prev_texture
->texture_srgb
.name
)
4063 wined3d_texture_load(&prev_texture
->t
, &context_gl
->c
, TRUE
);
4064 wined3d_texture_load(&prev_texture
->t
, &context_gl
->c
, FALSE
);
4065 wined3d_texture_invalidate_location(&prev_texture
->t
, prev_sub_resource_idx
, WINED3D_LOCATION_DRAWABLE
);
4069 context_gl
->c
.current_rt
.texture
= texture
;
4070 context_gl
->c
.current_rt
.sub_resource_idx
= sub_resource_idx
;
4071 wined3d_context_gl_set_render_offscreen(context_gl
, render_offscreen
);
4074 static void wined3d_context_gl_activate(struct wined3d_context_gl
*context_gl
,
4075 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4077 wined3d_context_gl_enter(context_gl
);
4078 wined3d_context_gl_update_window(context_gl
);
4079 wined3d_context_gl_setup_target(context_gl
, texture
, sub_resource_idx
);
4080 if (!context_gl
->valid
)
4083 if (context_gl
!= wined3d_context_gl_get_current())
4085 if (!wined3d_context_gl_set_current(context_gl
))
4086 ERR("Failed to activate the new context.\n");
4088 else if (context_gl
->needs_set
)
4090 wined3d_context_gl_set_gl_context(context_gl
);
4094 struct wined3d_context
*wined3d_context_gl_acquire(const struct wined3d_device
*device
,
4095 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4097 struct wined3d_context_gl
*current_context
= wined3d_context_gl_get_current();
4098 struct wined3d_context_gl
*context_gl
;
4100 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device
, texture
, sub_resource_idx
);
4102 if (current_context
&& current_context
->c
.destroyed
)
4103 current_context
= NULL
;
4108 && current_context
->c
.current_rt
.texture
4109 && current_context
->c
.device
== device
)
4111 texture
= current_context
->c
.current_rt
.texture
;
4112 sub_resource_idx
= current_context
->c
.current_rt
.sub_resource_idx
;
4116 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
4118 if (swapchain
->back_buffers
)
4119 texture
= swapchain
->back_buffers
[0];
4121 texture
= swapchain
->front_buffer
;
4122 sub_resource_idx
= 0;
4126 if (current_context
&& current_context
->c
.current_rt
.texture
== texture
)
4128 context_gl
= current_context
;
4130 else if (!wined3d_resource_is_offscreen(&texture
->resource
))
4132 TRACE("Rendering onscreen.\n");
4134 if (!(context_gl
= wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(texture
->swapchain
))))
4139 TRACE("Rendering offscreen.\n");
4141 /* Stay with the current context if possible. Otherwise use the
4142 * context for the primary swapchain. */
4143 if (current_context
&& current_context
->c
.device
== device
)
4144 context_gl
= current_context
;
4145 else if (!(context_gl
= wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(device
->swapchains
[0]))))
4149 wined3d_context_gl_activate(context_gl
, texture
, sub_resource_idx
);
4151 return &context_gl
->c
;
4154 struct wined3d_context_gl
*wined3d_context_gl_reacquire(struct wined3d_context_gl
*context_gl
)
4156 struct wined3d_context
*acquired_context
;
4157 struct wined3d_device
*device
;
4159 if (!context_gl
|| context_gl
->tid
!= GetCurrentThreadId())
4162 device
= context_gl
->c
.device
;
4163 wined3d_from_cs(device
->cs
);
4165 if (context_gl
->c
.current_rt
.texture
)
4167 wined3d_context_gl_activate(context_gl
, context_gl
->c
.current_rt
.texture
,
4168 context_gl
->c
.current_rt
.sub_resource_idx
);
4172 acquired_context
= context_acquire(device
, NULL
, 0);
4173 if (acquired_context
!= &context_gl
->c
)
4174 ERR("Acquired context %p instead of %p.\n", acquired_context
, &context_gl
->c
);
4175 return wined3d_context_gl(acquired_context
);
4178 void dispatch_compute(struct wined3d_device
*device
, const struct wined3d_state
*state
,
4179 const struct wined3d_dispatch_parameters
*parameters
)
4181 const struct wined3d_gl_info
*gl_info
;
4182 struct wined3d_context_gl
*context_gl
;
4184 context_gl
= wined3d_context_gl(context_acquire(device
, NULL
, 0));
4185 if (!context_gl
->valid
)
4187 context_release(&context_gl
->c
);
4188 WARN("Invalid context, skipping dispatch.\n");
4191 gl_info
= context_gl
->gl_info
;
4193 if (!gl_info
->supported
[ARB_COMPUTE_SHADER
])
4195 context_release(&context_gl
->c
);
4196 FIXME("OpenGL implementation does not support compute shaders.\n");
4200 if (parameters
->indirect
)
4201 wined3d_buffer_load(parameters
->u
.indirect
.buffer
, &context_gl
->c
, state
);
4203 wined3d_context_gl_apply_compute_state(context_gl
, device
, state
);
4205 if (parameters
->indirect
)
4207 const struct wined3d_indirect_dispatch_parameters
*indirect
= ¶meters
->u
.indirect
;
4208 struct wined3d_buffer_gl
*buffer_gl
= wined3d_buffer_gl(indirect
->buffer
);
4210 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER
, buffer_gl
->bo
.id
));
4211 GL_EXTCALL(glDispatchComputeIndirect((GLintptr
)indirect
->offset
));
4212 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER
, 0));
4213 wined3d_context_gl_reference_bo(context_gl
, &buffer_gl
->bo
);
4217 const struct wined3d_direct_dispatch_parameters
*direct
= ¶meters
->u
.direct
;
4218 GL_EXTCALL(glDispatchCompute(direct
->group_count_x
, direct
->group_count_y
, direct
->group_count_z
));
4220 checkGLcall("dispatch compute");
4222 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS
));
4223 checkGLcall("glMemoryBarrier");
4225 context_release(&context_gl
->c
);
4228 /* Context activation is done by the caller. */
4229 static void wined3d_context_gl_draw_primitive_arrays(struct wined3d_context_gl
*context_gl
,
4230 const struct wined3d_state
*state
, const void *idx_data
, unsigned int idx_size
, int base_vertex_idx
,
4231 unsigned int start_idx
, unsigned int count
, unsigned int start_instance
, unsigned int instance_count
)
4233 const struct wined3d_ffp_attrib_ops
*ops
= &context_gl
->c
.d3d_info
->ffp_attrib_ops
;
4234 GLenum idx_type
= idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
4235 const struct wined3d_stream_info
*si
= &context_gl
->c
.stream_info
;
4236 GLenum mode
= gl_primitive_type_from_d3d(state
->primitive_type
);
4237 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4238 unsigned int instanced_elements
[ARRAY_SIZE(si
->elements
)];
4239 unsigned int instanced_element_count
= 0;
4240 const void *indices
;
4243 indices
= (const char *)idx_data
+ idx_size
* start_idx
;
4245 if (!instance_count
)
4249 gl_info
->gl_ops
.gl
.p_glDrawArrays(mode
, start_idx
, count
);
4250 checkGLcall("glDrawArrays");
4254 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4256 GL_EXTCALL(glDrawElementsBaseVertex(mode
, count
, idx_type
, indices
, base_vertex_idx
));
4257 checkGLcall("glDrawElementsBaseVertex");
4261 gl_info
->gl_ops
.gl
.p_glDrawElements(mode
, count
, idx_type
, indices
);
4262 checkGLcall("glDrawElements");
4266 if (start_instance
&& !(gl_info
->supported
[ARB_BASE_INSTANCE
] && gl_info
->supported
[ARB_INSTANCED_ARRAYS
]))
4267 FIXME("Start instance (%u) not supported.\n", start_instance
);
4269 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4273 if (gl_info
->supported
[ARB_BASE_INSTANCE
])
4275 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode
, start_idx
, count
, instance_count
, start_instance
));
4276 checkGLcall("glDrawArraysInstancedBaseInstance");
4280 GL_EXTCALL(glDrawArraysInstanced(mode
, start_idx
, count
, instance_count
));
4281 checkGLcall("glDrawArraysInstanced");
4285 if (gl_info
->supported
[ARB_BASE_INSTANCE
])
4287 GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode
, count
, idx_type
,
4288 indices
, instance_count
, base_vertex_idx
, start_instance
));
4289 checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
4292 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4294 GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode
, count
, idx_type
,
4295 indices
, instance_count
, base_vertex_idx
));
4296 checkGLcall("glDrawElementsInstancedBaseVertex");
4300 GL_EXTCALL(glDrawElementsInstanced(mode
, count
, idx_type
, indices
, instance_count
));
4301 checkGLcall("glDrawElementsInstanced");
4305 /* Instancing emulation by mixing immediate mode and arrays. */
4307 /* This is a nasty thing. MSDN says no hardware supports this and
4308 * applications have to use software vertex processing. We don't support
4311 * Shouldn't be too hard to support with OpenGL, in theory just call
4312 * glDrawArrays() instead of drawElements(). But the stream frequency value
4313 * has a different meaning in that situation. */
4316 FIXME("Non-indexed instanced drawing is not supported.\n");
4320 for (i
= 0; i
< ARRAY_SIZE(si
->elements
); ++i
)
4322 if (!(si
->use_map
& (1u << i
)))
4325 if (state
->streams
[si
->elements
[i
].stream_idx
].flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
4326 instanced_elements
[instanced_element_count
++] = i
;
4329 for (i
= 0; i
< instance_count
; ++i
)
4331 /* Specify the instanced attributes using immediate mode calls. */
4332 for (j
= 0; j
< instanced_element_count
; ++j
)
4334 const struct wined3d_stream_info_element
*element
;
4335 unsigned int element_idx
;
4338 element_idx
= instanced_elements
[j
];
4339 element
= &si
->elements
[element_idx
];
4340 ptr
= element
->data
.addr
+ element
->stride
* i
;
4341 if (element
->data
.buffer_object
)
4342 ptr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(state
->streams
[element
->stream_idx
].buffer
,
4344 ops
->generic
[element
->format
->emit_idx
](element_idx
, ptr
);
4347 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4349 GL_EXTCALL(glDrawElementsBaseVertex(mode
, count
, idx_type
, indices
, base_vertex_idx
));
4350 checkGLcall("glDrawElementsBaseVertex");
4354 gl_info
->gl_ops
.gl
.p_glDrawElements(mode
, count
, idx_type
, indices
);
4355 checkGLcall("glDrawElements");
4360 static unsigned int get_stride_idx(const void *idx_data
, unsigned int idx_size
,
4361 unsigned int base_vertex_idx
, unsigned int start_idx
, unsigned int vertex_idx
)
4364 return start_idx
+ vertex_idx
;
4366 return ((const WORD
*)idx_data
)[start_idx
+ vertex_idx
] + base_vertex_idx
;
4367 return ((const DWORD
*)idx_data
)[start_idx
+ vertex_idx
] + base_vertex_idx
;
4370 /* Context activation is done by the caller. */
4371 static void draw_primitive_immediate_mode(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
4372 const struct wined3d_stream_info
*si
, const void *idx_data
, unsigned int idx_size
,
4373 int base_vertex_idx
, unsigned int start_idx
, unsigned int vertex_count
, unsigned int instance_count
)
4375 const BYTE
*position
= NULL
, *normal
= NULL
, *diffuse
= NULL
, *specular
= NULL
;
4376 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
4377 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4378 unsigned int coord_idx
, stride_idx
, texture_idx
, vertex_idx
;
4379 const struct wined3d_stream_info_element
*element
;
4380 const BYTE
*tex_coords
[WINED3DDP_MAXTEXCOORD
];
4381 unsigned int texture_unit
, texture_stages
;
4382 const struct wined3d_ffp_attrib_ops
*ops
;
4383 unsigned int untracked_material_count
;
4384 unsigned int tex_mask
= 0;
4385 BOOL specular_fog
= FALSE
;
4386 BOOL ps
= use_ps(state
);
4389 static unsigned int once
;
4392 FIXME_(d3d_perf
)("Drawing using immediate mode.\n");
4394 WARN_(d3d_perf
)("Drawing using immediate mode.\n");
4396 if (!idx_size
&& idx_data
)
4397 ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
4400 FIXME("Instancing not implemented.\n");
4402 /* Immediate mode drawing can't make use of indices in a VBO - get the
4403 * data from the index buffer. */
4405 idx_data
= wined3d_buffer_load_sysmem(state
->index_buffer
, &context_gl
->c
) + state
->index_offset
;
4407 ops
= &d3d_info
->ffp_attrib_ops
;
4409 gl_info
->gl_ops
.gl
.p_glBegin(gl_primitive_type_from_d3d(state
->primitive_type
));
4411 if (use_vs(state
) || d3d_info
->ffp_generic_attributes
)
4413 for (vertex_idx
= 0; vertex_idx
< vertex_count
; ++vertex_idx
)
4415 unsigned int use_map
= si
->use_map
;
4416 unsigned int element_idx
;
4418 stride_idx
= get_stride_idx(idx_data
, idx_size
, base_vertex_idx
, start_idx
, vertex_idx
);
4419 for (element_idx
= MAX_ATTRIBS
- 1; use_map
; use_map
&= ~(1u << element_idx
), --element_idx
)
4421 if (!(use_map
& 1u << element_idx
))
4424 ptr
= si
->elements
[element_idx
].data
.addr
+ si
->elements
[element_idx
].stride
* stride_idx
;
4425 ops
->generic
[si
->elements
[element_idx
].format
->emit_idx
](element_idx
, ptr
);
4429 gl_info
->gl_ops
.gl
.p_glEnd();
4433 if (si
->use_map
& (1u << WINED3D_FFP_POSITION
))
4434 position
= si
->elements
[WINED3D_FFP_POSITION
].data
.addr
;
4436 if (si
->use_map
& (1u << WINED3D_FFP_NORMAL
))
4437 normal
= si
->elements
[WINED3D_FFP_NORMAL
].data
.addr
;
4439 gl_info
->gl_ops
.gl
.p_glNormal3f(0.0f
, 0.0f
, 0.0f
);
4441 untracked_material_count
= context_gl
->untracked_material_count
;
4442 if (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
))
4444 element
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
4445 diffuse
= element
->data
.addr
;
4447 if (untracked_material_count
&& element
->format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4448 FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element
->format
->id
));
4452 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
4455 if (si
->use_map
& (1u << WINED3D_FFP_SPECULAR
))
4457 element
= &si
->elements
[WINED3D_FFP_SPECULAR
];
4458 specular
= element
->data
.addr
;
4460 /* Special case where the fog density is stored in the specular alpha channel. */
4461 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
4462 && (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
4463 || si
->elements
[WINED3D_FFP_POSITION
].format
->id
== WINED3DFMT_R32G32B32A32_FLOAT
)
4464 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
4466 if (gl_info
->supported
[EXT_FOG_COORD
])
4468 if (element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
4469 specular_fog
= TRUE
;
4471 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element
->format
->id
));
4475 static unsigned int once
;
4478 FIXME("Implement fog for transformed vertices in software.\n");
4482 else if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4484 GL_EXTCALL(glSecondaryColor3fEXT
)(0.0f
, 0.0f
, 0.0f
);
4487 texture_stages
= d3d_info
->limits
.ffp_blend_stages
;
4488 for (texture_idx
= 0; texture_idx
< texture_stages
; ++texture_idx
)
4490 if (!gl_info
->supported
[ARB_MULTITEXTURE
] && texture_idx
> 0)
4492 FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
4496 if (!ps
&& !state
->textures
[texture_idx
])
4499 texture_unit
= context_gl
->tex_unit_map
[texture_idx
];
4500 if (texture_unit
== WINED3D_UNMAPPED_STAGE
)
4503 coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
4506 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx
, texture_idx
);
4510 if (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))
4512 tex_coords
[coord_idx
] = si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].data
.addr
;
4513 tex_mask
|= (1u << texture_idx
);
4517 TRACE("Setting default coordinates for texture %u.\n", texture_idx
);
4518 if (gl_info
->supported
[ARB_MULTITEXTURE
])
4519 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_unit
, 0.0f
, 0.0f
, 0.0f
, 1.0f
));
4521 gl_info
->gl_ops
.gl
.p_glTexCoord4f(0.0f
, 0.0f
, 0.0f
, 1.0f
);
4525 /* Blending data and point sizes are not supported by this function. They
4526 * are not supported by the fixed function pipeline at all. A FIXME for
4527 * them is printed after decoding the vertex declaration. */
4528 for (vertex_idx
= 0; vertex_idx
< vertex_count
; ++vertex_idx
)
4530 unsigned int tmp_tex_mask
;
4532 stride_idx
= get_stride_idx(idx_data
, idx_size
, base_vertex_idx
, start_idx
, vertex_idx
);
4536 ptr
= normal
+ stride_idx
* si
->elements
[WINED3D_FFP_NORMAL
].stride
;
4537 ops
->normal
[si
->elements
[WINED3D_FFP_NORMAL
].format
->emit_idx
](ptr
);
4542 ptr
= diffuse
+ stride_idx
* si
->elements
[WINED3D_FFP_DIFFUSE
].stride
;
4543 ops
->diffuse
[si
->elements
[WINED3D_FFP_DIFFUSE
].format
->emit_idx
](ptr
);
4545 if (untracked_material_count
)
4547 struct wined3d_color color
;
4550 wined3d_color_from_d3dcolor(&color
, *(const DWORD
*)ptr
);
4551 for (i
= 0; i
< untracked_material_count
; ++i
)
4553 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
,
4554 context_gl
->untracked_materials
[i
], &color
.r
);
4561 ptr
= specular
+ stride_idx
* si
->elements
[WINED3D_FFP_SPECULAR
].stride
;
4562 ops
->specular
[si
->elements
[WINED3D_FFP_SPECULAR
].format
->emit_idx
](ptr
);
4565 GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD
*)ptr
>> 24)));
4568 tmp_tex_mask
= tex_mask
;
4569 for (texture_idx
= 0; tmp_tex_mask
; tmp_tex_mask
>>= 1, ++texture_idx
)
4571 if (!(tmp_tex_mask
& 1))
4574 coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
4575 ptr
= tex_coords
[coord_idx
] + (stride_idx
* si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].stride
);
4576 ops
->texcoord
[si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format
->emit_idx
](
4577 GL_TEXTURE0_ARB
+ context_gl
->tex_unit_map
[texture_idx
], ptr
);
4582 ptr
= position
+ stride_idx
* si
->elements
[WINED3D_FFP_POSITION
].stride
;
4583 ops
->position
[si
->elements
[WINED3D_FFP_POSITION
].format
->emit_idx
](ptr
);
4587 gl_info
->gl_ops
.gl
.p_glEnd();
4588 checkGLcall("draw immediate mode");
4591 static void wined3d_context_gl_draw_indirect(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
4592 const struct wined3d_indirect_draw_parameters
*parameters
, unsigned int idx_size
)
4594 GLenum gl_primitive_type
= gl_primitive_type_from_d3d(state
->primitive_type
);
4595 struct wined3d_buffer_gl
*buffer_gl
= wined3d_buffer_gl(parameters
->buffer
);
4596 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4599 if (!gl_info
->supported
[ARB_DRAW_INDIRECT
])
4601 FIXME("OpenGL implementation does not support indirect draws.\n");
4605 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER
, buffer_gl
->bo
.id
));
4607 offset
= (void *)(GLintptr
)parameters
->offset
;
4610 GLenum idx_type
= idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
4611 if (state
->index_offset
)
4612 FIXME("Ignoring index offset %u.\n", state
->index_offset
);
4613 GL_EXTCALL(glDrawElementsIndirect(gl_primitive_type
, idx_type
, offset
));
4617 GL_EXTCALL(glDrawArraysIndirect(gl_primitive_type
, offset
));
4620 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER
, 0));
4621 wined3d_context_gl_reference_bo(context_gl
, &buffer_gl
->bo
);
4623 checkGLcall("draw indirect");
4626 static void remove_vbos(struct wined3d_context
*context
,
4627 const struct wined3d_state
*state
, struct wined3d_stream_info
*s
)
4631 for (i
= 0; i
< ARRAY_SIZE(s
->elements
); ++i
)
4633 struct wined3d_stream_info_element
*e
;
4635 if (!(s
->use_map
& (1u << i
)))
4638 e
= &s
->elements
[i
];
4639 if (e
->data
.buffer_object
)
4641 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
4642 e
->data
.buffer_object
= 0;
4643 e
->data
.addr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(vb
, context
);
4648 static GLenum
gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
4650 GLenum gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
4651 switch (gl_primitive_type
)
4657 case GL_LINE_STRIP_ADJACENCY
:
4658 case GL_LINES_ADJACENCY
:
4662 case GL_TRIANGLE_FAN
:
4663 case GL_TRIANGLE_STRIP
:
4664 case GL_TRIANGLE_STRIP_ADJACENCY
:
4665 case GL_TRIANGLES_ADJACENCY
:
4667 return GL_TRIANGLES
;
4670 return gl_primitive_type
;
4674 /* Routine common to the draw primitive and draw indexed primitive routines */
4675 void draw_primitive(struct wined3d_device
*device
, const struct wined3d_state
*state
,
4676 const struct wined3d_draw_parameters
*parameters
)
4678 BOOL emulation
= FALSE
, rasterizer_discard
= FALSE
;
4679 const struct wined3d_fb_state
*fb
= &state
->fb
;
4680 const struct wined3d_stream_info
*stream_info
;
4681 struct wined3d_rendertarget_view
*dsv
, *rtv
;
4682 struct wined3d_stream_info si_emulated
;
4683 const struct wined3d_gl_info
*gl_info
;
4684 struct wined3d_context_gl
*context_gl
;
4685 struct wined3d_context
*context
;
4686 unsigned int i
, idx_size
= 0;
4687 const void *idx_data
= NULL
;
4689 TRACE("device %p, state %p, parameters %p.\n", device
, state
, parameters
);
4691 if (!parameters
->indirect
&& !parameters
->u
.direct
.index_count
)
4694 if (!parameters
->indirect
)
4695 TRACE("base_vertex_idx %d, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
4696 parameters
->u
.direct
.base_vertex_idx
, parameters
->u
.direct
.start_idx
,
4697 parameters
->u
.direct
.index_count
, parameters
->u
.direct
.start_instance
,
4698 parameters
->u
.direct
.instance_count
);
4700 if (!(rtv
= fb
->render_targets
[0]))
4701 rtv
= fb
->depth_stencil
;
4703 if (rtv
&& rtv
->resource
->type
== WINED3D_RTYPE_BUFFER
)
4705 FIXME("Buffer render targets not implemented.\n");
4710 context
= context_acquire(device
, wined3d_texture_from_resource(rtv
->resource
), rtv
->sub_resource_idx
);
4712 context
= context_acquire(device
, NULL
, 0);
4713 context_gl
= wined3d_context_gl(context
);
4714 if (!context_gl
->valid
)
4716 context_release(context
);
4717 WARN("Invalid context, skipping draw.\n");
4720 gl_info
= context_gl
->gl_info
;
4722 if (!use_transform_feedback(state
))
4723 wined3d_context_gl_pause_transform_feedback(context_gl
, TRUE
);
4725 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
4727 if (!(rtv
= fb
->render_targets
[i
]) || rtv
->format
->id
== WINED3DFMT_NULL
)
4730 if (wined3d_blend_state_get_writemask(state
->blend_state
, i
))
4732 wined3d_rendertarget_view_load_location(rtv
, context
, rtv
->resource
->draw_binding
);
4733 wined3d_rendertarget_view_invalidate_location(rtv
, ~rtv
->resource
->draw_binding
);
4737 wined3d_rendertarget_view_prepare_location(rtv
, context
, rtv
->resource
->draw_binding
);
4741 if ((dsv
= fb
->depth_stencil
))
4743 /* Note that this depends on the context_acquire() call above to set
4744 * context->render_offscreen properly. We don't currently take the
4745 * Z-compare function into account, but we could skip loading the
4746 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
4747 * that we never copy the stencil data.*/
4748 DWORD location
= context
->render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
4750 if (wined3d_state_uses_depth_buffer(state
))
4751 wined3d_rendertarget_view_load_location(dsv
, context
, location
);
4753 wined3d_rendertarget_view_prepare_location(dsv
, context
, location
);
4756 if (parameters
->indirect
)
4757 wined3d_buffer_load(parameters
->u
.indirect
.buffer
, context
, state
);
4759 if (!context_apply_draw_state(context
, device
, state
, parameters
->indexed
))
4761 context_release(context
);
4762 WARN("Unable to apply draw state, skipping draw.\n");
4766 if (dsv
&& (!state
->depth_stencil_state
|| state
->depth_stencil_state
->desc
.depth_write
))
4768 DWORD location
= context
->render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
4770 wined3d_rendertarget_view_validate_location(dsv
, location
);
4771 wined3d_rendertarget_view_invalidate_location(dsv
, ~location
);
4774 stream_info
= &context
->stream_info
;
4776 if (parameters
->indexed
)
4778 struct wined3d_buffer
*index_buffer
= state
->index_buffer
;
4779 if (!index_buffer
->buffer_object
|| !stream_info
->all_vbo
)
4780 idx_data
= index_buffer
->resource
.heap_memory
;
4783 idx_data
= (const BYTE
*)idx_data
+ state
->index_offset
;
4785 if (state
->index_format
== WINED3DFMT_R16_UINT
)
4793 if (!stream_info
->position_transformed
&& context_gl
->untracked_material_count
4794 && state
->render_states
[WINED3D_RS_LIGHTING
])
4799 FIXME("Using software emulation because not all material properties could be tracked.\n");
4801 WARN_(d3d_perf
)("Using software emulation because not all material properties could be tracked.\n");
4804 else if (context
->fog_coord
&& state
->render_states
[WINED3D_RS_FOGENABLE
])
4808 /* Either write a pipeline replacement shader or convert the
4809 * specular alpha from unsigned byte to a float in the vertex
4812 FIXME("Using software emulation because manual fog coordinates are provided.\n");
4814 WARN_(d3d_perf
)("Using software emulation because manual fog coordinates are provided.\n");
4820 si_emulated
= context
->stream_info
;
4821 remove_vbos(context
, state
, &si_emulated
);
4822 stream_info
= &si_emulated
;
4826 if (use_transform_feedback(state
))
4828 const struct wined3d_shader
*shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
4830 if (is_rasterization_disabled(shader
))
4832 glEnable(GL_RASTERIZER_DISCARD
);
4833 checkGLcall("enable rasterizer discard");
4834 rasterizer_discard
= TRUE
;
4837 if (context
->transform_feedback_paused
)
4839 GL_EXTCALL(glResumeTransformFeedback());
4840 checkGLcall("glResumeTransformFeedback");
4841 context
->transform_feedback_paused
= 0;
4843 else if (!context
->transform_feedback_active
)
4845 enum wined3d_primitive_type primitive_type
= shader
->u
.gs
.output_type
4846 ? shader
->u
.gs
.output_type
: state
->primitive_type
;
4847 GLenum mode
= gl_tfb_primitive_type_from_d3d(primitive_type
);
4848 GL_EXTCALL(glBeginTransformFeedback(mode
));
4849 checkGLcall("glBeginTransformFeedback");
4850 context
->transform_feedback_active
= 1;
4854 if (state
->primitive_type
== WINED3D_PT_PATCH
)
4856 GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES
, state
->patch_vertex_count
));
4857 checkGLcall("glPatchParameteri");
4860 if (context
->uses_fbo_attached_resources
)
4862 static unsigned int fixme_once
;
4864 if (gl_info
->supported
[ARB_TEXTURE_BARRIER
])
4866 GL_EXTCALL(glTextureBarrier());
4868 else if (gl_info
->supported
[NV_TEXTURE_BARRIER
])
4870 GL_EXTCALL(glTextureBarrierNV());
4875 FIXME("Sampling attached render targets is not supported.\n");
4877 WARN("Sampling attached render targets is not supported, skipping draw.\n");
4878 context_release(context
);
4881 checkGLcall("glTextureBarrier");
4884 if (parameters
->indirect
)
4886 if (!context
->use_immediate_mode_draw
&& !emulation
)
4887 wined3d_context_gl_draw_indirect(context_gl
, state
, ¶meters
->u
.indirect
, idx_size
);
4889 FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
4893 unsigned int instance_count
= parameters
->u
.direct
.instance_count
;
4894 if (context
->instance_count
)
4895 instance_count
= context
->instance_count
;
4897 if (context
->use_immediate_mode_draw
|| emulation
)
4898 draw_primitive_immediate_mode(wined3d_context_gl(context
), state
, stream_info
, idx_data
,
4899 idx_size
, parameters
->u
.direct
.base_vertex_idx
,
4900 parameters
->u
.direct
.start_idx
, parameters
->u
.direct
.index_count
, instance_count
);
4902 wined3d_context_gl_draw_primitive_arrays(context_gl
, state
, idx_data
, idx_size
,
4903 parameters
->u
.direct
.base_vertex_idx
, parameters
->u
.direct
.start_idx
,
4904 parameters
->u
.direct
.index_count
, parameters
->u
.direct
.start_instance
, instance_count
);
4907 if (context
->uses_uavs
)
4909 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS
));
4910 checkGLcall("glMemoryBarrier");
4913 wined3d_context_gl_pause_transform_feedback(context_gl
, FALSE
);
4915 if (rasterizer_discard
)
4917 glDisable(GL_RASTERIZER_DISCARD
);
4918 checkGLcall("disable rasterizer discard");
4921 context_release(context
);
4923 TRACE("Draw completed.\n");
4926 void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl
*context_gl
)
4928 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4929 unsigned int texture_idx
;
4931 for (texture_idx
= 0; texture_idx
< gl_info
->limits
.texture_coords
; ++texture_idx
)
4933 gl_info
->gl_ops
.ext
.p_glClientActiveTextureARB(GL_TEXTURE0_ARB
+ texture_idx
);
4934 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY
);
4938 void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl
*context_gl
,
4939 const struct wined3d_stream_info
*si
, GLuint
*current_bo
, const struct wined3d_state
*state
)
4941 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4942 const struct wined3d_format_gl
*format_gl
;
4943 unsigned int mapped_stage
= 0;
4944 unsigned int texture_idx
;
4947 for (texture_idx
= 0; texture_idx
< context_gl
->c
.d3d_info
->limits
.ffp_blend_stages
; ++texture_idx
)
4949 unsigned int coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
4951 if ((mapped_stage
= context_gl
->tex_unit_map
[texture_idx
]) == WINED3D_UNMAPPED_STAGE
)
4954 if (mapped_stage
>= gl_info
->limits
.texture_coords
)
4956 FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage
);
4960 if (coord_idx
< WINED3D_MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))))
4962 const struct wined3d_stream_info_element
*e
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
];
4964 TRACE("Setting up texture %u, idx %u, coord_idx %u, data %s.\n",
4965 texture_idx
, mapped_stage
, coord_idx
, debug_bo_address(&e
->data
));
4967 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
4968 if (*current_bo
!= bo
)
4970 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
4971 checkGLcall("glBindBuffer");
4975 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
4976 checkGLcall("glClientActiveTextureARB");
4978 /* The coords to supply depend completely on the fvf/vertex shader. */
4979 format_gl
= wined3d_format_gl(e
->format
);
4980 gl_info
->gl_ops
.gl
.p_glTexCoordPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
,
4981 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4982 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY
);
4986 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ mapped_stage
, 0, 0, 0, 1));
4989 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
4991 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
4992 for (texture_idx
= mapped_stage
+ 1; texture_idx
< gl_info
->limits
.textures
; ++texture_idx
)
4994 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
4998 checkGLcall("loadTexCoords");
5001 /* This should match any arrays loaded in wined3d_context_gl_load_vertex_data(). */
5002 static void wined3d_context_gl_unload_vertex_data(struct wined3d_context_gl
*context_gl
)
5004 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5006 if (!context_gl
->c
.namedArraysLoaded
)
5008 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_VERTEX_ARRAY
);
5009 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_NORMAL_ARRAY
);
5010 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_COLOR_ARRAY
);
5011 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5012 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
5013 wined3d_context_gl_unload_tex_coords(context_gl
);
5014 context_gl
->c
.namedArraysLoaded
= FALSE
;
5017 static void wined3d_context_gl_load_vertex_data(struct wined3d_context_gl
*context_gl
,
5018 const struct wined3d_stream_info
*si
, const struct wined3d_state
*state
)
5020 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5021 const struct wined3d_stream_info_element
*e
;
5022 const struct wined3d_format_gl
*format_gl
;
5023 GLuint current_bo
, bo
;
5025 TRACE("context_gl %p, si %p, state %p.\n", context_gl
, si
, state
);
5027 /* This is used for the fixed-function pipeline only, and the
5028 * fixed-function pipeline doesn't do instancing. */
5029 context_gl
->c
.instance_count
= 0;
5030 current_bo
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0u : 0;
5033 if ((si
->use_map
& (1u << WINED3D_FFP_BLENDWEIGHT
))
5034 || si
->use_map
& (1u << WINED3D_FFP_BLENDINDICES
))
5036 /* TODO: Support vertex blending in immediate mode draws. No need to
5037 * write a FIXME here, this is done after the general vertex
5038 * declaration decoding. */
5039 WARN("Vertex blending not supported.\n");
5043 if (si
->use_map
& (1u << WINED3D_FFP_PSIZE
))
5045 /* No such functionality in the fixed-function GL pipeline. */
5046 WARN("Per-vertex point size not supported.\n");
5050 if (si
->use_map
& (1u << WINED3D_FFP_POSITION
))
5052 e
= &si
->elements
[WINED3D_FFP_POSITION
];
5053 format_gl
= wined3d_format_gl(e
->format
);
5055 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5056 if (current_bo
!= bo
)
5058 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5059 checkGLcall("glBindBuffer");
5063 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
5064 format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
,
5065 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5066 gl_info
->gl_ops
.gl
.p_glVertexPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
,
5067 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5068 checkGLcall("glVertexPointer(...)");
5069 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_VERTEX_ARRAY
);
5070 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
5074 if (si
->use_map
& (1u << WINED3D_FFP_NORMAL
))
5076 e
= &si
->elements
[WINED3D_FFP_NORMAL
];
5077 format_gl
= wined3d_format_gl(e
->format
);
5079 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5080 if (current_bo
!= bo
)
5082 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5083 checkGLcall("glBindBuffer");
5087 TRACE("glNormalPointer(%#x, %#x, %p);\n", format_gl
->vtx_type
, e
->stride
,
5088 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5089 gl_info
->gl_ops
.gl
.p_glNormalPointer(format_gl
->vtx_type
, e
->stride
,
5090 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5091 checkGLcall("glNormalPointer(...)");
5092 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_NORMAL_ARRAY
);
5093 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
5098 gl_info
->gl_ops
.gl
.p_glNormal3f(0, 0, 0);
5099 checkGLcall("glNormal3f(0, 0, 0)");
5102 /* Diffuse colour */
5103 if (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
))
5105 e
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
5106 format_gl
= wined3d_format_gl(e
->format
);
5108 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5109 if (current_bo
!= bo
)
5111 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5112 checkGLcall("glBindBuffer");
5116 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
5117 format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
,
5118 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5119 gl_info
->gl_ops
.gl
.p_glColorPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
,
5120 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5121 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
5122 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_COLOR_ARRAY
);
5123 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
5128 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
5129 checkGLcall("glColor4f(1, 1, 1, 1)");
5132 /* Specular colour */
5133 if (si
->use_map
& (1u << WINED3D_FFP_SPECULAR
))
5135 TRACE("Setting specular colour.\n");
5137 e
= &si
->elements
[WINED3D_FFP_SPECULAR
];
5139 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5144 format_gl
= wined3d_format_gl(e
->format
);
5145 type
= format_gl
->vtx_type
;
5146 format
= format_gl
->vtx_format
;
5148 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5149 if (current_bo
!= bo
)
5151 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5152 checkGLcall("glBindBuffer");
5156 if (format
!= 4 || (gl_info
->quirks
& WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA
))
5158 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
5159 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
5160 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
5161 * 4 component secondary colors use it
5163 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format
, type
, e
->stride
,
5164 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5165 GL_EXTCALL(glSecondaryColorPointerEXT(format
, type
, e
->stride
,
5166 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
5167 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
5173 case GL_UNSIGNED_BYTE
:
5174 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e
->stride
,
5175 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5176 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE
, e
->stride
,
5177 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
5178 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
5182 FIXME("Add 4 component specular colour pointers for type %#x.\n", type
);
5183 /* Make sure that the right colour component is dropped. */
5184 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type
, e
->stride
,
5185 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5186 GL_EXTCALL(glSecondaryColorPointerEXT(3, type
, e
->stride
,
5187 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
5188 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
5191 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
5192 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
5196 WARN("Specular colour is not supported in this GL implementation.\n");
5201 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5203 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
5204 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
5208 WARN("Specular colour is not supported in this GL implementation.\n");
5212 /* Texture coordinates */
5213 wined3d_context_gl_load_tex_coords(context_gl
, si
, ¤t_bo
, state
);
5216 static void wined3d_context_gl_unload_numbered_array(struct wined3d_context_gl
*context_gl
, unsigned int i
)
5218 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5220 GL_EXTCALL(glDisableVertexAttribArray(i
));
5221 checkGLcall("glDisableVertexAttribArray");
5222 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
5223 GL_EXTCALL(glVertexAttribDivisor(i
, 0));
5225 context_gl
->c
.numbered_array_mask
&= ~(1u << i
);
5228 static void wined3d_context_gl_unload_numbered_arrays(struct wined3d_context_gl
*context_gl
)
5230 uint32_t mask
= context_gl
->c
.numbered_array_mask
;
5235 i
= wined3d_bit_scan(&mask
);
5236 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5240 static void wined3d_context_gl_load_numbered_arrays(struct wined3d_context_gl
*context_gl
,
5241 const struct wined3d_stream_info
*stream_info
, const struct wined3d_state
*state
)
5243 struct wined3d_context
*context
= &context_gl
->c
;
5244 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5245 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5246 GLuint current_bo
, bo
;
5249 /* Default to no instancing. */
5250 context
->instance_count
= 0;
5251 current_bo
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0u : 0;
5253 for (i
= 0; i
< MAX_ATTRIBS
; ++i
)
5255 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[i
];
5256 const struct wined3d_stream_state
*stream
;
5257 const struct wined3d_format_gl
*format_gl
;
5259 if (!(stream_info
->use_map
& (1u << i
)))
5261 if (context
->numbered_array_mask
& (1u << i
))
5262 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5263 if (!use_vs(state
) && i
== WINED3D_FFP_DIFFUSE
)
5265 if (!(context_gl
->default_attrib_value_set
& (1u << i
)) || !context_gl
->diffuse_attrib_to_1
)
5267 GL_EXTCALL(glVertexAttrib4f(i
, 1.0f
, 1.0f
, 1.0f
, 1.0f
));
5268 context_gl
->diffuse_attrib_to_1
= 1;
5273 if (!(context_gl
->default_attrib_value_set
& (1u << i
)))
5275 GL_EXTCALL(glVertexAttrib4f(i
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
5276 if (i
== WINED3D_FFP_DIFFUSE
)
5277 context_gl
->diffuse_attrib_to_1
= 0;
5280 context_gl
->default_attrib_value_set
|= 1u << i
;
5284 format_gl
= wined3d_format_gl(element
->format
);
5285 stream
= &state
->streams
[element
->stream_idx
];
5287 if ((stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !context
->instance_count
)
5288 context
->instance_count
= state
->streams
[0].frequency
;
5290 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
5292 GL_EXTCALL(glVertexAttribDivisor(i
, element
->divisor
));
5294 else if (element
->divisor
)
5296 /* Unload instanced arrays, they will be loaded using immediate
5298 if (context
->numbered_array_mask
& (1u << i
))
5299 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5300 context_gl
->default_attrib_value_set
&= ~(1u << i
);
5304 TRACE("Loading array %u %s.\n", i
, debug_bo_address(&element
->data
));
5306 if (element
->stride
)
5308 DWORD format_flags
= format_gl
->f
.flags
[WINED3D_GL_RES_TYPE_BUFFER
];
5310 bo
= wined3d_bo_gl_id(element
->data
.buffer_object
);
5311 if (current_bo
!= bo
)
5313 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5314 checkGLcall("glBindBuffer");
5317 /* Use the VBO to find out if a vertex buffer exists, not the vb
5318 * pointer. vb can point to a user pointer data blob. In that case
5319 * current_bo will be 0. If there is a vertex buffer but no vbo we
5320 * won't be load converted attributes anyway. */
5321 if (vs
&& vs
->reg_maps
.shader_version
.major
>= 4 && (format_flags
& WINED3DFMT_FLAG_INTEGER
))
5323 GL_EXTCALL(glVertexAttribIPointer(i
, format_gl
->vtx_format
, format_gl
->vtx_type
,
5324 element
->stride
, element
->data
.addr
+ state
->load_base_vertex_index
* element
->stride
));
5328 GL_EXTCALL(glVertexAttribPointer(i
, format_gl
->vtx_format
, format_gl
->vtx_type
,
5329 !!(format_flags
& WINED3DFMT_FLAG_NORMALISED
), element
->stride
,
5330 element
->data
.addr
+ state
->load_base_vertex_index
* element
->stride
));
5333 if (!(context
->numbered_array_mask
& (1u << i
)))
5335 GL_EXTCALL(glEnableVertexAttribArray(i
));
5336 context
->numbered_array_mask
|= (1u << i
);
5341 /* Stride = 0 means always the same values.
5342 * glVertexAttribPointer() doesn't do that. Instead disable the
5343 * pointer and set up the attribute statically. But we have to
5344 * figure out the system memory address. */
5345 const BYTE
*ptr
= element
->data
.addr
;
5346 if (element
->data
.buffer_object
)
5347 ptr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(stream
->buffer
, context
);
5349 if (context
->numbered_array_mask
& (1u << i
))
5350 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5352 switch (format_gl
->f
.id
)
5354 case WINED3DFMT_R32_FLOAT
:
5355 GL_EXTCALL(glVertexAttrib1fv(i
, (const GLfloat
*)ptr
));
5357 case WINED3DFMT_R32G32_FLOAT
:
5358 GL_EXTCALL(glVertexAttrib2fv(i
, (const GLfloat
*)ptr
));
5360 case WINED3DFMT_R32G32B32_FLOAT
:
5361 GL_EXTCALL(glVertexAttrib3fv(i
, (const GLfloat
*)ptr
));
5363 case WINED3DFMT_R32G32B32A32_FLOAT
:
5364 GL_EXTCALL(glVertexAttrib4fv(i
, (const GLfloat
*)ptr
));
5366 case WINED3DFMT_R8G8B8A8_UINT
:
5367 GL_EXTCALL(glVertexAttrib4ubv(i
, ptr
));
5369 case WINED3DFMT_B8G8R8A8_UNORM
:
5370 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
5372 const DWORD
*src
= (const DWORD
*)ptr
;
5373 DWORD c
= *src
& 0xff00ff00u
;
5374 c
|= (*src
& 0xff0000u
) >> 16;
5375 c
|= (*src
& 0xffu
) << 16;
5376 GL_EXTCALL(glVertexAttrib4Nubv(i
, (GLubyte
*)&c
));
5379 /* else fallthrough */
5380 case WINED3DFMT_R8G8B8A8_UNORM
:
5381 GL_EXTCALL(glVertexAttrib4Nubv(i
, ptr
));
5383 case WINED3DFMT_R16G16_SINT
:
5384 GL_EXTCALL(glVertexAttrib2sv(i
, (const GLshort
*)ptr
));
5386 case WINED3DFMT_R16G16B16A16_SINT
:
5387 GL_EXTCALL(glVertexAttrib4sv(i
, (const GLshort
*)ptr
));
5389 case WINED3DFMT_R16G16_SNORM
:
5391 const GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
5392 GL_EXTCALL(glVertexAttrib4Nsv(i
, s
));
5395 case WINED3DFMT_R16G16_UNORM
:
5397 const GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
5398 GL_EXTCALL(glVertexAttrib4Nusv(i
, s
));
5401 case WINED3DFMT_R16G16B16A16_SNORM
:
5402 GL_EXTCALL(glVertexAttrib4Nsv(i
, (const GLshort
*)ptr
));
5404 case WINED3DFMT_R16G16B16A16_UNORM
:
5405 GL_EXTCALL(glVertexAttrib4Nusv(i
, (const GLushort
*)ptr
));
5407 case WINED3DFMT_R10G10B10X2_UINT
:
5408 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
5409 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
5411 case WINED3DFMT_R10G10B10X2_SNORM
:
5412 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
5413 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
5415 case WINED3DFMT_R16G16_FLOAT
:
5416 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
5418 /* Not supported by GL_ARB_half_float_vertex. */
5419 GL_EXTCALL(glVertexAttrib2hvNV(i
, (const GLhalfNV
*)ptr
));
5423 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
5424 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
5425 GL_EXTCALL(glVertexAttrib2f(i
, x
, y
));
5428 case WINED3DFMT_R16G16B16A16_FLOAT
:
5429 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
5431 /* Not supported by GL_ARB_half_float_vertex. */
5432 GL_EXTCALL(glVertexAttrib4hvNV(i
, (const GLhalfNV
*)ptr
));
5436 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
5437 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
5438 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
5439 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
5440 GL_EXTCALL(glVertexAttrib4f(i
, x
, y
, z
, w
));
5444 ERR("Unexpected declaration in stride 0 attributes.\n");
5448 context_gl
->default_attrib_value_set
&= ~(1u << i
);
5451 checkGLcall("Loading numbered arrays");
5454 void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl
*context_gl
,
5455 const struct wined3d_state
*state
)
5457 if (context_gl
->c
.use_immediate_mode_draw
)
5460 wined3d_context_gl_unload_vertex_data(context_gl
);
5461 if (context_gl
->c
.d3d_info
->ffp_generic_attributes
|| use_vs(state
))
5463 TRACE("Loading numbered arrays.\n");
5464 wined3d_context_gl_load_numbered_arrays(context_gl
, &context_gl
->c
.stream_info
, state
);
5468 TRACE("Loading named arrays.\n");
5469 wined3d_context_gl_unload_numbered_arrays(context_gl
);
5470 wined3d_context_gl_load_vertex_data(context_gl
, &context_gl
->c
.stream_info
, state
);
5471 context_gl
->c
.namedArraysLoaded
= TRUE
;
5474 static void apply_texture_blit_state(const struct wined3d_gl_info
*gl_info
, struct gl_texture
*texture
,
5475 GLenum target
, unsigned int level
, enum wined3d_texture_filter_type filter
)
5477 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MAG_FILTER
, wined3d_gl_mag_filter(filter
));
5478 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MIN_FILTER
,
5479 wined3d_gl_min_mip_filter(filter
, WINED3D_TEXF_NONE
));
5480 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
5481 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
5482 if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
5483 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
, GL_SKIP_DECODE_EXT
);
5484 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, level
);
5486 /* We changed the filtering settings on the texture. Make sure they get
5487 * reset on subsequent draws. */
5488 texture
->sampler_desc
.mag_filter
= WINED3D_TEXF_POINT
;
5489 texture
->sampler_desc
.min_filter
= WINED3D_TEXF_POINT
;
5490 texture
->sampler_desc
.mip_filter
= WINED3D_TEXF_NONE
;
5491 texture
->sampler_desc
.address_u
= WINED3D_TADDRESS_CLAMP
;
5492 texture
->sampler_desc
.address_v
= WINED3D_TADDRESS_CLAMP
;
5493 texture
->sampler_desc
.srgb_decode
= FALSE
;
5494 texture
->base_level
= level
;
5497 /* Context activation is done by the caller. */
5498 void wined3d_context_gl_draw_shaded_quad(struct wined3d_context_gl
*context_gl
, struct wined3d_texture_gl
*texture_gl
,
5499 unsigned int sub_resource_idx
, const RECT
*src_rect
, const RECT
*dst_rect
,
5500 enum wined3d_texture_filter_type filter
)
5502 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5503 struct wined3d_blt_info info
;
5504 unsigned int level
, w
, h
, i
;
5509 struct wined3d_vec3 texcoord
;
5513 texture2d_get_blt_info(texture_gl
, sub_resource_idx
, src_rect
, &info
);
5515 level
= sub_resource_idx
% texture_gl
->t
.level_count
;
5516 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, texture_gl
->texture_rgb
.name
);
5517 apply_texture_blit_state(gl_info
, &texture_gl
->texture_rgb
, info
.bind_target
, level
, filter
);
5518 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, level
);
5520 wined3d_context_gl_get_rt_size(context_gl
, &dst_size
);
5524 quad
[0].x
= dst_rect
->left
* 2.0f
/ w
- 1.0f
;
5525 quad
[0].y
= dst_rect
->top
* 2.0f
/ h
- 1.0f
;
5526 quad
[0].texcoord
= info
.texcoords
[0];
5528 quad
[1].x
= dst_rect
->right
* 2.0f
/ w
- 1.0f
;
5529 quad
[1].y
= dst_rect
->top
* 2.0f
/ h
- 1.0f
;
5530 quad
[1].texcoord
= info
.texcoords
[1];
5532 quad
[2].x
= dst_rect
->left
* 2.0f
/ w
- 1.0f
;
5533 quad
[2].y
= dst_rect
->bottom
* 2.0f
/ h
- 1.0f
;
5534 quad
[2].texcoord
= info
.texcoords
[2];
5536 quad
[3].x
= dst_rect
->right
* 2.0f
/ w
- 1.0f
;
5537 quad
[3].y
= dst_rect
->bottom
* 2.0f
/ h
- 1.0f
;
5538 quad
[3].texcoord
= info
.texcoords
[3];
5541 if (gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
5543 if (!context_gl
->blit_vbo
)
5544 GL_EXTCALL(glGenBuffers(1, &context_gl
->blit_vbo
));
5545 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, context_gl
->blit_vbo
));
5547 wined3d_context_gl_unload_vertex_data(context_gl
);
5548 wined3d_context_gl_unload_numbered_arrays(context_gl
);
5550 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER
, sizeof(quad
), quad
, GL_STREAM_DRAW
));
5551 GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT
, FALSE
, sizeof(*quad
), NULL
));
5552 GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT
, FALSE
, sizeof(*quad
),
5553 (void *)FIELD_OFFSET(struct blit_vertex
, texcoord
)));
5555 GL_EXTCALL(glEnableVertexAttribArray(0));
5556 GL_EXTCALL(glEnableVertexAttribArray(1));
5558 gl_info
->gl_ops
.gl
.p_glDrawArrays(GL_TRIANGLE_STRIP
, 0, 4);
5560 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, 0));
5561 GL_EXTCALL(glDisableVertexAttribArray(1));
5562 GL_EXTCALL(glDisableVertexAttribArray(0));
5566 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
5568 for (i
= 0; i
< ARRAY_SIZE(quad
); ++i
)
5570 GL_EXTCALL(glVertexAttrib3fv(1, &quad
[i
].texcoord
.x
));
5571 GL_EXTCALL(glVertexAttrib2fv(0, &quad
[i
].x
));
5574 gl_info
->gl_ops
.gl
.p_glEnd();
5576 checkGLcall("draw");
5578 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, texture_gl
->t
.level_count
- 1);
5579 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, 0);
5582 /* Context activation is done by the caller. */
5583 void wined3d_context_gl_draw_textured_quad(struct wined3d_context_gl
*context_gl
,
5584 struct wined3d_texture_gl
*texture_gl
, unsigned int sub_resource_idx
,
5585 const RECT
*src_rect
, const RECT
*dst_rect
, enum wined3d_texture_filter_type filter
)
5587 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5588 struct wined3d_blt_info info
;
5591 texture2d_get_blt_info(texture_gl
, sub_resource_idx
, src_rect
, &info
);
5593 gl_info
->gl_ops
.gl
.p_glEnable(info
.bind_target
);
5594 checkGLcall("glEnable(bind_target)");
5596 level
= sub_resource_idx
% texture_gl
->t
.level_count
;
5597 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, texture_gl
->texture_rgb
.name
);
5598 apply_texture_blit_state(gl_info
, &texture_gl
->texture_rgb
, info
.bind_target
, level
, filter
);
5599 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, level
);
5600 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
5601 checkGLcall("glTexEnvi");
5604 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
5605 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[0].x
);
5606 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->left
, dst_rect
->top
);
5608 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[1].x
);
5609 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->right
, dst_rect
->top
);
5611 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[2].x
);
5612 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->left
, dst_rect
->bottom
);
5614 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[3].x
);
5615 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->right
, dst_rect
->bottom
);
5616 gl_info
->gl_ops
.gl
.p_glEnd();
5618 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, texture_gl
->t
.level_count
- 1);
5619 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, 0);