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
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_sync
);
33 #define WINED3D_MAX_FBO_ENTRIES 64
34 #define WINED3D_ALL_LAYERS (~0u)
36 static DWORD wined3d_context_tls_idx
;
38 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
39 * actually have the same values in GL and D3D. */
40 static GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
42 switch (primitive_type
)
44 case WINED3D_PT_POINTLIST
:
47 case WINED3D_PT_LINELIST
:
50 case WINED3D_PT_LINESTRIP
:
53 case WINED3D_PT_TRIANGLELIST
:
56 case WINED3D_PT_TRIANGLESTRIP
:
57 return GL_TRIANGLE_STRIP
;
59 case WINED3D_PT_TRIANGLEFAN
:
60 return GL_TRIANGLE_FAN
;
62 case WINED3D_PT_LINELIST_ADJ
:
63 return GL_LINES_ADJACENCY_ARB
;
65 case WINED3D_PT_LINESTRIP_ADJ
:
66 return GL_LINE_STRIP_ADJACENCY_ARB
;
68 case WINED3D_PT_TRIANGLELIST_ADJ
:
69 return GL_TRIANGLES_ADJACENCY_ARB
;
71 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
72 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
74 case WINED3D_PT_PATCH
:
78 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
79 case WINED3D_PT_UNDEFINED
:
84 /* FBO helper functions */
86 /* Context activation is done by the caller. */
87 static void wined3d_context_gl_bind_fbo(struct wined3d_context_gl
*context_gl
, GLenum target
, GLuint fbo
)
89 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
91 TRACE("context_gl %p, target %#x, fbo %u.\n", context_gl
, target
, fbo
);
95 case GL_READ_FRAMEBUFFER
:
96 if (context_gl
->fbo_read_binding
== fbo
)
98 context_gl
->fbo_read_binding
= fbo
;
101 case GL_DRAW_FRAMEBUFFER
:
102 if (context_gl
->fbo_draw_binding
== fbo
)
104 context_gl
->fbo_draw_binding
= fbo
;
108 if (context_gl
->fbo_read_binding
== fbo
109 && context_gl
->fbo_draw_binding
== fbo
)
111 context_gl
->fbo_read_binding
= fbo
;
112 context_gl
->fbo_draw_binding
= fbo
;
116 FIXME("Unhandled target %#x.\n", target
);
120 gl_info
->fbo_ops
.glBindFramebuffer(target
, fbo
);
121 checkGLcall("glBindFramebuffer()");
124 /* Context activation is done by the caller. */
125 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
129 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
131 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
132 checkGLcall("glFramebufferTexture2D()");
134 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
135 checkGLcall("glFramebufferTexture2D()");
137 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
138 checkGLcall("glFramebufferTexture2D()");
141 /* Context activation is done by the caller. */
142 static void wined3d_context_gl_destroy_fbo(struct wined3d_context_gl
*context_gl
, GLuint fbo
)
144 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
146 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, fbo
);
147 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
148 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
150 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
151 checkGLcall("glDeleteFramebuffers()");
154 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info
*gl_info
,
155 GLenum fbo_target
, DWORD flags
, GLuint rb
)
157 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
159 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
160 checkGLcall("glFramebufferRenderbuffer()");
163 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
165 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
166 checkGLcall("glFramebufferRenderbuffer()");
170 static void wined3d_context_gl_attach_gl_texture_fbo(struct wined3d_context_gl
*context_gl
,
171 GLenum fbo_target
, GLenum attachment
, const struct wined3d_fbo_resource
*resource
)
173 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
177 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
, GL_TEXTURE_2D
, 0, 0);
179 else if (resource
->layer
== WINED3D_ALL_LAYERS
)
181 if (!gl_info
->fbo_ops
.glFramebufferTexture
)
183 FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
187 gl_info
->fbo_ops
.glFramebufferTexture(fbo_target
, attachment
,
188 resource
->object
, resource
->level
);
190 else if (resource
->target
== GL_TEXTURE_1D_ARRAY
|| resource
->target
== GL_TEXTURE_2D_ARRAY
191 || resource
->target
== GL_TEXTURE_3D
)
193 if (!gl_info
->fbo_ops
.glFramebufferTextureLayer
)
195 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
199 gl_info
->fbo_ops
.glFramebufferTextureLayer(fbo_target
, attachment
,
200 resource
->object
, resource
->level
, resource
->layer
);
202 else if (resource
->target
== GL_TEXTURE_1D
)
204 gl_info
->fbo_ops
.glFramebufferTexture1D(fbo_target
, attachment
,
205 resource
->target
, resource
->object
, resource
->level
);
209 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
,
210 resource
->target
, resource
->object
, resource
->level
);
212 checkGLcall("attach texture to fbo");
215 /* Context activation is done by the caller. */
216 static void wined3d_context_gl_attach_depth_stencil_fbo(struct wined3d_context_gl
*context_gl
,
217 GLenum fbo_target
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
,
220 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
222 if (resource
->object
)
224 TRACE("Attach depth stencil %u.\n", resource
->object
);
228 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
229 flags
, resource
->object
);
233 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
234 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, resource
);
236 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
237 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, resource
);
240 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
))
241 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
243 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
))
244 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
248 TRACE("Attach depth stencil 0.\n");
250 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
251 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
255 /* Context activation is done by the caller. */
256 static void wined3d_context_gl_attach_surface_fbo(struct wined3d_context_gl
*context_gl
,
257 GLenum fbo_target
, unsigned int idx
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
)
259 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
261 TRACE("Attach GL object %u to %u.\n", resource
->object
, idx
);
263 if (resource
->object
)
267 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
268 GL_RENDERBUFFER
, resource
->object
);
269 checkGLcall("glFramebufferRenderbuffer()");
273 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, resource
);
278 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, NULL
);
282 static void context_dump_fbo_attachment(const struct wined3d_gl_info
*gl_info
, GLenum target
,
290 enum wined3d_gl_extension extension
;
294 {GL_TEXTURE_1D
, GL_TEXTURE_BINDING_1D
, "1d", WINED3D_GL_EXT_NONE
},
295 {GL_TEXTURE_1D_ARRAY
, GL_TEXTURE_BINDING_1D_ARRAY
, "1d-array", EXT_TEXTURE_ARRAY
},
296 {GL_TEXTURE_2D
, GL_TEXTURE_BINDING_2D
, "2d", WINED3D_GL_EXT_NONE
},
297 {GL_TEXTURE_RECTANGLE_ARB
, GL_TEXTURE_BINDING_RECTANGLE_ARB
, "rectangle", ARB_TEXTURE_RECTANGLE
},
298 {GL_TEXTURE_2D_ARRAY
, GL_TEXTURE_BINDING_2D_ARRAY
, "2d-array" , EXT_TEXTURE_ARRAY
},
299 {GL_TEXTURE_CUBE_MAP
, GL_TEXTURE_BINDING_CUBE_MAP
, "cube", ARB_TEXTURE_CUBE_MAP
},
300 {GL_TEXTURE_2D_MULTISAMPLE
, GL_TEXTURE_BINDING_2D_MULTISAMPLE
, "2d-ms", ARB_TEXTURE_MULTISAMPLE
},
301 {GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY
, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE
},
304 GLint type
, name
, samples
, width
, height
, old_texture
, level
, face
, fmt
, tex_target
;
305 const char *tex_type_str
= NULL
;
308 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
309 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
, &name
);
310 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
311 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
, &type
);
313 if (type
== GL_RENDERBUFFER
)
315 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, name
);
316 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_WIDTH
, &width
);
317 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_HEIGHT
, &height
);
318 if (gl_info
->limits
.samples
> 1)
319 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_SAMPLES
, &samples
);
322 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_INTERNAL_FORMAT
, &fmt
);
323 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
324 debug_fboattachment(attachment
), name
, width
, height
, samples
, fmt
);
326 else if (type
== GL_TEXTURE
)
328 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
329 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
, &level
);
330 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
331 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
, &face
);
333 if (gl_info
->gl_ops
.ext
.p_glGetTextureParameteriv
)
335 GL_EXTCALL(glGetTextureParameteriv(name
, GL_TEXTURE_TARGET
, &tex_target
));
337 for (i
= 0; i
< ARRAY_SIZE(texture_type
); ++i
)
339 if (texture_type
[i
].target
== tex_target
)
341 tex_type_str
= texture_type
[i
].str
;
345 if (i
== ARRAY_SIZE(texture_type
))
346 tex_type_str
= wine_dbg_sprintf("%#x", tex_target
);
350 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP
, &old_texture
);
351 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, name
);
353 tex_target
= GL_TEXTURE_CUBE_MAP
;
354 tex_type_str
= "cube";
358 for (i
= 0; i
< ARRAY_SIZE(texture_type
); ++i
)
360 if (!gl_info
->supported
[texture_type
[i
].extension
])
363 gl_info
->gl_ops
.gl
.p_glGetIntegerv(texture_type
[i
].binding
, &old_texture
);
364 while (gl_info
->gl_ops
.gl
.p_glGetError());
366 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, name
);
367 if (!gl_info
->gl_ops
.gl
.p_glGetError())
369 tex_target
= texture_type
[i
].target
;
370 tex_type_str
= texture_type
[i
].str
;
373 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, old_texture
);
378 FIXME("Cannot find type of texture %d.\n", name
);
383 if (gl_info
->gl_ops
.ext
.p_glGetTextureParameteriv
)
385 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
));
386 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_WIDTH
, &width
));
387 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_HEIGHT
, &height
));
388 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_SAMPLES
, &samples
));
392 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
);
393 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_WIDTH
, &width
);
394 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_HEIGHT
, &height
);
395 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
396 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_SAMPLES
, &samples
);
400 gl_info
->gl_ops
.gl
.p_glBindTexture(tex_target
, old_texture
);
403 FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
404 debug_fboattachment(attachment
), tex_type_str
, name
, width
, height
, samples
, fmt
);
406 else if (type
== GL_NONE
)
408 FIXME(" %s: NONE.\n", debug_fboattachment(attachment
));
412 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment
), type
);
415 checkGLcall("dump FBO attachment");
418 /* Context activation is done by the caller. */
419 void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl
*context_gl
, GLenum target
)
421 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
427 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
428 if (status
== GL_FRAMEBUFFER_COMPLETE
)
430 TRACE("FBO complete.\n");
436 FIXME("FBO status %s (%#x).\n", debug_fbostatus(status
), status
);
438 if (!context_gl
->current_fbo
)
440 ERR("FBO 0 is incomplete, driver bug?\n");
444 context_dump_fbo_attachment(gl_info
, target
, GL_DEPTH_ATTACHMENT
);
445 context_dump_fbo_attachment(gl_info
, target
, GL_STENCIL_ATTACHMENT
);
447 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
448 context_dump_fbo_attachment(gl_info
, target
, GL_COLOR_ATTACHMENT0
+ i
);
452 static inline DWORD
context_generate_rt_mask(GLenum buffer
)
454 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
455 return buffer
? (1u << 31) | buffer
: 0;
458 static inline DWORD
context_generate_rt_mask_from_resource(struct wined3d_resource
*resource
)
460 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
462 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
466 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource
));
469 /* Context activation is done by the caller. */
470 static void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl
*context_gl
, GLenum buffer
)
472 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
473 struct fbo_entry
*current_fbo
= context_gl
->current_fbo
;
474 uint32_t new_mask
= context_generate_rt_mask(buffer
);
475 uint32_t *current_mask
;
477 current_mask
= current_fbo
? ¤t_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
478 if (new_mask
== *current_mask
)
481 gl_info
->gl_ops
.gl
.p_glDrawBuffer(buffer
);
482 checkGLcall("glDrawBuffer()");
484 *current_mask
= new_mask
;
487 static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct wined3d_context_gl
*context_gl
,
488 struct wined3d_fbo_entry_key
*key
, unsigned int idx
, const struct wined3d_rendertarget_info
*render_target
,
491 unsigned int sub_resource_idx
= render_target
->sub_resource_idx
;
492 struct wined3d_resource
*resource
= render_target
->resource
;
493 struct wined3d_texture_gl
*texture_gl
;
495 if (!resource
|| resource
->format
->id
== WINED3DFMT_NULL
|| resource
->type
== WINED3D_RTYPE_BUFFER
)
497 if (resource
&& resource
->type
== WINED3D_RTYPE_BUFFER
)
498 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
499 key
->objects
[idx
].object
= 0;
500 key
->objects
[idx
].target
= 0;
501 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
505 if (render_target
->gl_view
.name
)
507 key
->objects
[idx
].object
= render_target
->gl_view
.name
;
508 key
->objects
[idx
].target
= render_target
->gl_view
.target
;
509 key
->objects
[idx
].level
= 0;
510 key
->objects
[idx
].layer
= WINED3D_ALL_LAYERS
;
514 texture_gl
= wined3d_texture_gl(wined3d_texture_from_resource(resource
));
515 if (texture_gl
->current_renderbuffer
)
517 key
->objects
[idx
].object
= texture_gl
->current_renderbuffer
->id
;
518 key
->objects
[idx
].target
= 0;
519 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
520 key
->rb_namespace
|= 1 << idx
;
524 key
->objects
[idx
].target
= wined3d_texture_gl_get_sub_resource_target(texture_gl
, sub_resource_idx
);
525 key
->objects
[idx
].level
= sub_resource_idx
% texture_gl
->t
.level_count
;
526 key
->objects
[idx
].layer
= sub_resource_idx
/ texture_gl
->t
.level_count
;
528 if (render_target
->layer_count
!= 1)
529 key
->objects
[idx
].layer
= WINED3D_ALL_LAYERS
;
533 case WINED3D_LOCATION_TEXTURE_RGB
:
534 key
->objects
[idx
].object
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, FALSE
);
537 case WINED3D_LOCATION_TEXTURE_SRGB
:
538 key
->objects
[idx
].object
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, TRUE
);
541 case WINED3D_LOCATION_RB_MULTISAMPLE
:
542 key
->objects
[idx
].object
= texture_gl
->rb_multisample
;
543 key
->objects
[idx
].target
= 0;
544 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
545 key
->rb_namespace
|= 1 << idx
;
548 case WINED3D_LOCATION_RB_RESOLVED
:
549 key
->objects
[idx
].object
= texture_gl
->rb_resolved
;
550 key
->objects
[idx
].target
= 0;
551 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
552 key
->rb_namespace
|= 1 << idx
;
557 static void wined3d_context_gl_generate_fbo_key(const struct wined3d_context_gl
*context_gl
,
558 struct wined3d_fbo_entry_key
*key
, const struct wined3d_rendertarget_info
*render_targets
,
559 const struct wined3d_rendertarget_info
*depth_stencil
, DWORD color_location
, DWORD ds_location
)
561 unsigned int buffers
= context_gl
->gl_info
->limits
.buffers
;
564 key
->rb_namespace
= 0;
565 wined3d_context_gl_set_fbo_key_for_render_target(context_gl
, key
, 0, depth_stencil
, ds_location
);
567 for (i
= 0; i
< buffers
; ++i
)
568 wined3d_context_gl_set_fbo_key_for_render_target(context_gl
, key
, i
+ 1, &render_targets
[i
], color_location
);
570 memset(&key
->objects
[buffers
+ 1], 0, (ARRAY_SIZE(key
->objects
) - buffers
- 1) * sizeof(*key
->objects
));
573 static struct fbo_entry
*wined3d_context_gl_create_fbo_entry(const struct wined3d_context_gl
*context_gl
,
574 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
575 DWORD color_location
, DWORD ds_location
)
577 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
578 struct fbo_entry
*entry
;
580 entry
= heap_alloc(sizeof(*entry
));
581 wined3d_context_gl_generate_fbo_key(context_gl
, &entry
->key
,
582 render_targets
, depth_stencil
, color_location
, ds_location
);
584 if (depth_stencil
->resource
)
586 if (depth_stencil
->resource
->format
->depth_size
)
587 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
588 if (depth_stencil
->resource
->format
->stencil_size
)
589 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
591 entry
->rt_mask
= context_generate_rt_mask(GL_COLOR_ATTACHMENT0
);
592 gl_info
->fbo_ops
.glGenFramebuffers(1, &entry
->id
);
593 checkGLcall("glGenFramebuffers()");
594 TRACE("Created FBO %u.\n", entry
->id
);
599 /* Context activation is done by the caller. */
600 static void wined3d_context_gl_reuse_fbo_entry(struct wined3d_context_gl
*context_gl
, GLenum target
,
601 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
602 DWORD color_location
, DWORD ds_location
, struct fbo_entry
*entry
)
604 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
606 wined3d_context_gl_bind_fbo(context_gl
, target
, entry
->id
);
607 context_clean_fbo_attachments(gl_info
, target
);
609 wined3d_context_gl_generate_fbo_key(context_gl
, &entry
->key
,
610 render_targets
, depth_stencil
, color_location
, ds_location
);
612 if (depth_stencil
->resource
)
614 if (depth_stencil
->resource
->format
->depth_size
)
615 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
616 if (depth_stencil
->resource
->format
->stencil_size
)
617 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
621 /* Context activation is done by the caller. */
622 static void wined3d_context_gl_destroy_fbo_entry(struct wined3d_context_gl
*context_gl
, struct fbo_entry
*entry
)
626 TRACE("Destroy FBO %u.\n", entry
->id
);
627 wined3d_context_gl_destroy_fbo(context_gl
, entry
->id
);
629 --context_gl
->fbo_entry_count
;
630 list_remove(&entry
->entry
);
634 /* Context activation is done by the caller. */
635 static struct fbo_entry
*wined3d_context_gl_find_fbo_entry(struct wined3d_context_gl
*context_gl
, GLenum target
,
636 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
637 DWORD color_location
, DWORD ds_location
)
639 static const struct wined3d_rendertarget_info ds_null
= {{0}};
640 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
641 struct wined3d_texture
*rt_texture
, *ds_texture
;
642 struct wined3d_fbo_entry_key fbo_key
;
643 unsigned int i
, ds_level
, rt_level
;
644 struct fbo_entry
*entry
;
646 if (depth_stencil
->resource
&& depth_stencil
->resource
->type
!= WINED3D_RTYPE_BUFFER
647 && render_targets
[0].resource
&& render_targets
[0].resource
->type
!= WINED3D_RTYPE_BUFFER
648 && render_targets
[0].resource
->format
->id
!= WINED3DFMT_NULL
)
650 rt_texture
= wined3d_texture_from_resource(render_targets
[0].resource
);
651 rt_level
= render_targets
[0].sub_resource_idx
% rt_texture
->level_count
;
652 ds_texture
= wined3d_texture_from_resource(depth_stencil
->resource
);
653 ds_level
= depth_stencil
->sub_resource_idx
% ds_texture
->level_count
;
655 if (wined3d_texture_get_level_width(ds_texture
, ds_level
)
656 < wined3d_texture_get_level_width(rt_texture
, rt_level
)
657 || wined3d_texture_get_level_height(ds_texture
, ds_level
)
658 < wined3d_texture_get_level_height(rt_texture
, rt_level
))
660 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
661 depth_stencil
= &ds_null
;
663 else if (ds_texture
->resource
.multisample_type
!= rt_texture
->resource
.multisample_type
664 || (ds_texture
->resource
.multisample_type
665 && ds_texture
->resource
.multisample_quality
!= rt_texture
->resource
.multisample_quality
))
667 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
668 rt_texture
->resource
.multisample_type
, rt_texture
->resource
.multisample_quality
,
669 ds_texture
->resource
.multisample_type
, ds_texture
->resource
.multisample_quality
);
670 depth_stencil
= &ds_null
;
672 else if (depth_stencil
->resource
->type
== WINED3D_RTYPE_TEXTURE_2D
)
674 wined3d_texture_gl_set_compatible_renderbuffer(wined3d_texture_gl(ds_texture
),
675 context_gl
, ds_level
, &render_targets
[0]);
679 wined3d_context_gl_generate_fbo_key(context_gl
, &fbo_key
,
680 render_targets
, depth_stencil
, color_location
, ds_location
);
684 struct wined3d_resource
*resource
;
685 unsigned int width
, height
;
686 const char *resource_type
;
688 TRACE("Dumping FBO attachments:\n");
689 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
691 if ((resource
= render_targets
[i
].resource
))
693 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
695 width
= resource
->size
;
697 resource_type
= "buffer";
701 rt_texture
= wined3d_texture_from_resource(resource
);
702 rt_level
= render_targets
[i
].sub_resource_idx
% rt_texture
->level_count
;
703 width
= wined3d_texture_get_level_pow2_width(rt_texture
, rt_level
);
704 height
= wined3d_texture_get_level_pow2_height(rt_texture
, rt_level
);
705 resource_type
= "texture";
708 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
709 i
, resource
, render_targets
[i
].sub_resource_idx
, debug_d3dformat(resource
->format
->id
),
710 fbo_key
.rb_namespace
& (1 << (i
+ 1)) ? "renderbuffer" : resource_type
,
711 fbo_key
.objects
[i
+ 1].object
, width
, height
, resource
->multisample_type
);
714 if ((resource
= depth_stencil
->resource
))
716 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
718 width
= resource
->size
;
720 resource_type
= "buffer";
724 ds_texture
= wined3d_texture_from_resource(resource
);
725 ds_level
= depth_stencil
->sub_resource_idx
% ds_texture
->level_count
;
726 width
= wined3d_texture_get_level_pow2_width(ds_texture
, ds_level
);
727 height
= wined3d_texture_get_level_pow2_height(ds_texture
, ds_level
);
728 resource_type
= "texture";
731 TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
732 resource
, depth_stencil
->sub_resource_idx
, debug_d3dformat(resource
->format
->id
),
733 fbo_key
.rb_namespace
& (1 << 0) ? "renderbuffer" : resource_type
,
734 fbo_key
.objects
[0].object
, width
, height
, resource
->multisample_type
);
738 LIST_FOR_EACH_ENTRY(entry
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
740 if (memcmp(&fbo_key
, &entry
->key
, sizeof(fbo_key
)))
743 list_remove(&entry
->entry
);
744 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
748 if (context_gl
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
750 entry
= wined3d_context_gl_create_fbo_entry(context_gl
,
751 render_targets
, depth_stencil
, color_location
, ds_location
);
752 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
753 ++context_gl
->fbo_entry_count
;
757 entry
= LIST_ENTRY(list_tail(&context_gl
->fbo_list
), struct fbo_entry
, entry
);
758 wined3d_context_gl_reuse_fbo_entry(context_gl
, target
, render_targets
,
759 depth_stencil
, color_location
, ds_location
, entry
);
760 list_remove(&entry
->entry
);
761 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
767 /* Context activation is done by the caller. */
768 static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl
*context_gl
,
769 GLenum target
, struct fbo_entry
*entry
)
771 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
772 GLuint read_binding
, draw_binding
;
775 if (entry
->flags
& WINED3D_FBO_ENTRY_FLAG_ATTACHED
)
777 wined3d_context_gl_bind_fbo(context_gl
, target
, entry
->id
);
781 read_binding
= context_gl
->fbo_read_binding
;
782 draw_binding
= context_gl
->fbo_draw_binding
;
783 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, entry
->id
);
785 if (gl_info
->supported
[ARB_FRAMEBUFFER_NO_ATTACHMENTS
])
787 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
,
788 GL_FRAMEBUFFER_DEFAULT_WIDTH
, gl_info
->limits
.framebuffer_width
));
789 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
,
790 GL_FRAMEBUFFER_DEFAULT_HEIGHT
, gl_info
->limits
.framebuffer_height
));
791 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
, GL_FRAMEBUFFER_DEFAULT_LAYERS
, 1));
792 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
, GL_FRAMEBUFFER_DEFAULT_SAMPLES
, 1));
795 /* Apply render targets */
796 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
798 wined3d_context_gl_attach_surface_fbo(context_gl
, target
, i
,
799 &entry
->key
.objects
[i
+ 1], entry
->key
.rb_namespace
& (1 << (i
+ 1)));
802 wined3d_context_gl_attach_depth_stencil_fbo(context_gl
, target
,
803 &entry
->key
.objects
[0], entry
->key
.rb_namespace
& 0x1, entry
->flags
);
805 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
806 * GL contexts requirements. */
807 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_NONE
);
808 wined3d_context_gl_set_draw_buffer(context_gl
, GL_NONE
);
809 if (target
!= GL_FRAMEBUFFER
)
811 if (target
== GL_READ_FRAMEBUFFER
)
812 wined3d_context_gl_bind_fbo(context_gl
, GL_DRAW_FRAMEBUFFER
, draw_binding
);
814 wined3d_context_gl_bind_fbo(context_gl
, GL_READ_FRAMEBUFFER
, read_binding
);
817 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_ATTACHED
;
820 /* Context activation is done by the caller. */
821 static void wined3d_context_gl_apply_fbo_state(struct wined3d_context_gl
*context_gl
, GLenum target
,
822 const struct wined3d_rendertarget_info
*render_targets
,
823 const struct wined3d_rendertarget_info
*depth_stencil
, DWORD color_location
, DWORD ds_location
)
825 struct fbo_entry
*entry
, *entry2
;
827 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_destroy_list
, struct fbo_entry
, entry
)
829 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
832 if (context_gl
->rebind_fbo
)
834 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
835 context_gl
->rebind_fbo
= FALSE
;
838 if (color_location
== WINED3D_LOCATION_DRAWABLE
)
840 context_gl
->current_fbo
= NULL
;
841 wined3d_context_gl_bind_fbo(context_gl
, target
, 0);
845 context_gl
->current_fbo
= wined3d_context_gl_find_fbo_entry(context_gl
,
846 target
, render_targets
, depth_stencil
, color_location
, ds_location
);
847 wined3d_context_gl_apply_fbo_entry(context_gl
, target
, context_gl
->current_fbo
);
851 /* Context activation is done by the caller. */
852 void wined3d_context_gl_apply_fbo_state_blit(struct wined3d_context_gl
*context_gl
, GLenum target
,
853 struct wined3d_resource
*rt
, unsigned int rt_sub_resource_idx
,
854 struct wined3d_resource
*ds
, unsigned int ds_sub_resource_idx
, DWORD location
)
856 struct wined3d_rendertarget_info ds_info
= {{0}};
858 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
861 context_gl
->blit_targets
[0].resource
= rt
;
862 context_gl
->blit_targets
[0].sub_resource_idx
= rt_sub_resource_idx
;
863 context_gl
->blit_targets
[0].layer_count
= 1;
868 ds_info
.resource
= ds
;
869 ds_info
.sub_resource_idx
= ds_sub_resource_idx
;
870 ds_info
.layer_count
= 1;
873 wined3d_context_gl_apply_fbo_state(context_gl
, target
, context_gl
->blit_targets
, &ds_info
, location
, location
);
876 /* Context activation is done by the caller. */
877 void wined3d_context_gl_alloc_occlusion_query(struct wined3d_context_gl
*context_gl
,
878 struct wined3d_occlusion_query
*query
)
880 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
882 if (context_gl
->free_occlusion_query_count
)
884 query
->id
= context_gl
->free_occlusion_queries
[--context_gl
->free_occlusion_query_count
];
888 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
890 GL_EXTCALL(glGenQueries(1, &query
->id
));
891 checkGLcall("glGenQueries");
893 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context_gl
);
897 WARN("Occlusion queries not supported, not allocating query id.\n");
902 query
->context_gl
= context_gl
;
903 list_add_head(&context_gl
->occlusion_queries
, &query
->entry
);
906 void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query
*query
)
908 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
910 list_remove(&query
->entry
);
911 query
->context_gl
= NULL
;
913 if (!wined3d_array_reserve((void **)&context_gl
->free_occlusion_queries
,
914 &context_gl
->free_occlusion_query_size
, context_gl
->free_occlusion_query_count
+ 1,
915 sizeof(*context_gl
->free_occlusion_queries
)))
917 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context_gl
);
921 context_gl
->free_occlusion_queries
[context_gl
->free_occlusion_query_count
++] = query
->id
;
924 /* Context activation is done by the caller. */
925 void wined3d_context_gl_alloc_fence(struct wined3d_context_gl
*context_gl
, struct wined3d_fence
*fence
)
927 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
929 if (context_gl
->free_fence_count
)
931 fence
->object
= context_gl
->free_fences
[--context_gl
->free_fence_count
];
935 if (gl_info
->supported
[ARB_SYNC
])
937 /* Using ARB_sync, not much to do here. */
938 fence
->object
.sync
= NULL
;
939 TRACE("Allocated sync object in context %p.\n", context_gl
);
941 else if (gl_info
->supported
[APPLE_FENCE
])
943 GL_EXTCALL(glGenFencesAPPLE(1, &fence
->object
.id
));
944 checkGLcall("glGenFencesAPPLE");
946 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context_gl
);
948 else if(gl_info
->supported
[NV_FENCE
])
950 GL_EXTCALL(glGenFencesNV(1, &fence
->object
.id
));
951 checkGLcall("glGenFencesNV");
953 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context_gl
);
957 WARN("Fences not supported, not allocating fence.\n");
958 fence
->object
.id
= 0;
962 fence
->context_gl
= context_gl
;
963 list_add_head(&context_gl
->fences
, &fence
->entry
);
966 void wined3d_context_gl_free_fence(struct wined3d_fence
*fence
)
968 struct wined3d_context_gl
*context_gl
= fence
->context_gl
;
970 list_remove(&fence
->entry
);
971 fence
->context_gl
= NULL
;
973 if (!wined3d_array_reserve((void **)&context_gl
->free_fences
,
974 &context_gl
->free_fence_size
, context_gl
->free_fence_count
+ 1,
975 sizeof(*context_gl
->free_fences
)))
977 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence
->object
.id
, context_gl
);
981 context_gl
->free_fences
[context_gl
->free_fence_count
++] = fence
->object
;
984 /* Context activation is done by the caller. */
985 void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl
*context_gl
,
986 struct wined3d_timestamp_query
*query
)
988 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
990 if (context_gl
->free_timestamp_query_count
)
992 query
->id
= context_gl
->free_timestamp_queries
[--context_gl
->free_timestamp_query_count
];
996 GL_EXTCALL(glGenQueries(1, &query
->id
));
997 checkGLcall("glGenQueries");
999 TRACE("Allocated timestamp query %u in context %p.\n", query
->id
, context_gl
);
1002 query
->context_gl
= context_gl
;
1003 list_add_head(&context_gl
->timestamp_queries
, &query
->entry
);
1006 void wined3d_context_gl_free_timestamp_query(struct wined3d_timestamp_query
*query
)
1008 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
1010 list_remove(&query
->entry
);
1011 query
->context_gl
= NULL
;
1013 if (!wined3d_array_reserve((void **)&context_gl
->free_timestamp_queries
,
1014 &context_gl
->free_timestamp_query_size
, context_gl
->free_timestamp_query_count
+ 1,
1015 sizeof(*context_gl
->free_timestamp_queries
)))
1017 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context_gl
);
1021 context_gl
->free_timestamp_queries
[context_gl
->free_timestamp_query_count
++] = query
->id
;
1024 void wined3d_context_gl_alloc_so_statistics_query(struct wined3d_context_gl
*context_gl
,
1025 struct wined3d_so_statistics_query
*query
)
1027 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1029 if (context_gl
->free_so_statistics_query_count
)
1031 query
->u
= context_gl
->free_so_statistics_queries
[--context_gl
->free_so_statistics_query_count
];
1035 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
1036 checkGLcall("glGenQueries");
1038 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
1039 query
->u
.id
[0], query
->u
.id
[1], context_gl
);
1042 query
->context_gl
= context_gl
;
1043 list_add_head(&context_gl
->so_statistics_queries
, &query
->entry
);
1046 void wined3d_context_gl_free_so_statistics_query(struct wined3d_so_statistics_query
*query
)
1048 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
1050 list_remove(&query
->entry
);
1051 query
->context_gl
= NULL
;
1053 if (!wined3d_array_reserve((void **)&context_gl
->free_so_statistics_queries
,
1054 &context_gl
->free_so_statistics_query_size
, context_gl
->free_so_statistics_query_count
+ 1,
1055 sizeof(*context_gl
->free_so_statistics_queries
)))
1057 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
1058 query
->u
.id
[0], query
->u
.id
[1], context_gl
);
1062 context_gl
->free_so_statistics_queries
[context_gl
->free_so_statistics_query_count
++] = query
->u
;
1065 void wined3d_context_gl_alloc_pipeline_statistics_query(struct wined3d_context_gl
*context_gl
,
1066 struct wined3d_pipeline_statistics_query
*query
)
1068 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1070 if (context_gl
->free_pipeline_statistics_query_count
)
1072 query
->u
= context_gl
->free_pipeline_statistics_queries
[--context_gl
->free_pipeline_statistics_query_count
];
1076 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
1077 checkGLcall("glGenQueries");
1080 query
->context_gl
= context_gl
;
1081 list_add_head(&context_gl
->pipeline_statistics_queries
, &query
->entry
);
1084 void wined3d_context_gl_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query
*query
)
1086 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
1088 list_remove(&query
->entry
);
1089 query
->context_gl
= NULL
;
1091 if (!wined3d_array_reserve((void **)&context_gl
->free_pipeline_statistics_queries
,
1092 &context_gl
->free_pipeline_statistics_query_size
, context_gl
->free_pipeline_statistics_query_count
+ 1,
1093 sizeof(*context_gl
->free_pipeline_statistics_queries
)))
1095 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context_gl
);
1099 context_gl
->free_pipeline_statistics_queries
[context_gl
->free_pipeline_statistics_query_count
++] = query
->u
;
1102 typedef void (context_fbo_entry_func_t
)(struct wined3d_context_gl
*context_gl
, struct fbo_entry
*entry
);
1104 static void wined3d_context_gl_enum_fbo_entries(const struct wined3d_device
*device
,
1105 GLuint name
, BOOL rb_namespace
, context_fbo_entry_func_t
*callback
)
1109 for (i
= 0; i
< device
->context_count
; ++i
)
1111 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(device
->contexts
[i
]);
1112 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1113 struct fbo_entry
*entry
, *entry2
;
1115 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
1117 for (j
= 0; j
< gl_info
->limits
.buffers
+ 1; ++j
)
1119 if (entry
->key
.objects
[j
].object
== name
1120 && !(entry
->key
.rb_namespace
& (1 << j
)) == !rb_namespace
)
1122 callback(context_gl
, entry
);
1130 static void wined3d_context_gl_queue_fbo_entry_destruction(struct wined3d_context_gl
*context_gl
,
1131 struct fbo_entry
*entry
)
1133 list_remove(&entry
->entry
);
1134 list_add_head(&context_gl
->fbo_destroy_list
, &entry
->entry
);
1137 void context_gl_resource_released(struct wined3d_device
*device
, GLuint name
, BOOL rb_namespace
)
1139 wined3d_context_gl_enum_fbo_entries(device
, name
, rb_namespace
,
1140 wined3d_context_gl_queue_fbo_entry_destruction
);
1143 void wined3d_context_gl_texture_update(struct wined3d_context_gl
*context_gl
,
1144 const struct wined3d_texture_gl
*texture_gl
)
1146 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1147 struct fbo_entry
*entry
= context_gl
->current_fbo
;
1150 if (!entry
|| context_gl
->rebind_fbo
)
1153 for (i
= 0; i
< gl_info
->limits
.buffers
+ 1; ++i
)
1155 if (texture_gl
->texture_rgb
.name
== entry
->key
.objects
[i
].object
1156 || texture_gl
->texture_srgb
.name
== entry
->key
.objects
[i
].object
)
1158 TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture_gl
, i
);
1159 context_gl
->rebind_fbo
= TRUE
;
1165 static BOOL
wined3d_context_gl_restore_pixel_format(struct wined3d_context_gl
*context_gl
)
1167 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1170 if (context_gl
->restore_pf
&& IsWindow(context_gl
->restore_pf_win
))
1172 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1174 HDC dc
= GetDCEx(context_gl
->restore_pf_win
, 0, DCX_USESTYLE
| DCX_CACHE
);
1177 if (!(ret
= GL_EXTCALL(wglSetPixelFormatWINE(dc
, context_gl
->restore_pf
))))
1179 ERR("Failed to restore pixel format %d on window %p.\n",
1180 context_gl
->restore_pf
, context_gl
->restore_pf_win
);
1182 ReleaseDC(context_gl
->restore_pf_win
, dc
);
1187 ERR("Unable to restore pixel format %d on window %p.\n",
1188 context_gl
->restore_pf
, context_gl
->restore_pf_win
);
1192 context_gl
->restore_pf
= 0;
1193 context_gl
->restore_pf_win
= NULL
;
1197 static BOOL
wined3d_context_gl_set_pixel_format(struct wined3d_context_gl
*context_gl
)
1199 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1200 BOOL
private = context_gl
->dc_is_private
;
1201 int format
= context_gl
->pixel_format
;
1202 HDC dc
= context_gl
->dc
;
1206 if (private && context_gl
->dc_has_format
)
1209 if (!private && WindowFromDC(dc
) != context_gl
->window
)
1212 current
= gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(dc
);
1213 if (current
== format
) goto success
;
1215 /* By default WGL doesn't allow pixel format adjustments but we need it
1216 * here. For this reason there's a Wine specific wglSetPixelFormat()
1217 * which allows us to set the pixel format multiple times. Use it when we
1218 * can, because even though no pixel format may currently be set, the
1219 * application may try to set one later. */
1220 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",
1231 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1232 * continue using the old format. There's a big chance that the old
1233 * format works although with a performance hit and perhaps rendering
1235 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1236 format
, dc
, current
);
1239 else if (!SetPixelFormat(dc
, format
, NULL
))
1241 /* This may also happen if the dc belongs to a destroyed window. */
1242 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
1243 format
, dc
, GetLastError());
1247 win
= private ? NULL
: WindowFromDC(dc
);
1248 if (win
!= context_gl
->restore_pf_win
)
1249 wined3d_context_gl_restore_pixel_format(context_gl
);
1250 context_gl
->restore_pf
= private ? 0 : current
;
1251 context_gl
->restore_pf_win
= win
;
1255 context_gl
->dc_has_format
= TRUE
;
1259 static BOOL
wined3d_context_gl_set_gl_context(struct wined3d_context_gl
*context_gl
)
1261 struct wined3d_swapchain_gl
*swapchain_gl
= wined3d_swapchain_gl(context_gl
->c
.swapchain
);
1262 BOOL backup
= FALSE
;
1264 if (!wined3d_context_gl_set_pixel_format(context_gl
))
1266 WARN("Failed to set pixel format %d on device context %p.\n",
1267 context_gl
->pixel_format
, context_gl
->dc
);
1271 if (backup
|| !wglMakeCurrent(context_gl
->dc
, context_gl
->gl_ctx
))
1273 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1274 context_gl
->gl_ctx
, context_gl
->dc
, GetLastError());
1275 context_gl
->valid
= 0;
1276 WARN("Trying fallback to the backup window.\n");
1278 /* FIXME: If the context is destroyed it's no longer associated with
1279 * a swapchain, so we can't use the swapchain to get a backup dc. To
1280 * make this work windowless contexts would need to be handled by the
1282 if (context_gl
->c
.destroyed
|| !swapchain_gl
)
1284 FIXME("Unable to get backup dc for destroyed context %p.\n", context_gl
);
1285 wined3d_context_gl_set_current(NULL
);
1289 if (!(context_gl
->dc
= wined3d_swapchain_gl_get_backup_dc(swapchain_gl
)))
1291 wined3d_context_gl_set_current(NULL
);
1295 context_gl
->dc_is_private
= TRUE
;
1296 context_gl
->dc_has_format
= FALSE
;
1298 if (!wined3d_context_gl_set_pixel_format(context_gl
))
1300 ERR("Failed to set pixel format %d on device context %p.\n",
1301 context_gl
->pixel_format
, context_gl
->dc
);
1302 wined3d_context_gl_set_current(NULL
);
1306 if (!wglMakeCurrent(context_gl
->dc
, context_gl
->gl_ctx
))
1308 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1309 context_gl
->dc
, GetLastError());
1310 wined3d_context_gl_set_current(NULL
);
1314 context_gl
->valid
= 1;
1316 context_gl
->needs_set
= 0;
1321 static void context_restore_gl_context(const struct wined3d_gl_info
*gl_info
, HDC dc
, HGLRC gl_ctx
)
1323 if (!wglMakeCurrent(dc
, gl_ctx
))
1325 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1326 gl_ctx
, dc
, GetLastError());
1327 wined3d_context_gl_set_current(NULL
);
1331 static void wined3d_context_gl_update_window(struct wined3d_context_gl
*context_gl
)
1333 if (!context_gl
->c
.swapchain
)
1336 if (context_gl
->window
== context_gl
->c
.swapchain
->win_handle
)
1339 TRACE("Updating context %p window from %p to %p.\n",
1340 context_gl
, context_gl
->window
, context_gl
->c
.swapchain
->win_handle
);
1343 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
1345 context_gl
->window
= context_gl
->c
.swapchain
->win_handle
;
1346 context_gl
->dc_is_private
= FALSE
;
1347 context_gl
->dc_has_format
= FALSE
;
1348 context_gl
->needs_set
= 1;
1349 context_gl
->valid
= 1;
1351 if (!(context_gl
->dc
= GetDCEx(context_gl
->window
, 0, DCX_USESTYLE
| DCX_CACHE
)))
1353 ERR("Failed to get a device context for window %p.\n", context_gl
->window
);
1354 context_gl
->valid
= 0;
1358 static void wined3d_context_gl_cleanup(struct wined3d_context_gl
*context_gl
)
1360 struct wined3d_pipeline_statistics_query
*pipeline_statistics_query
;
1361 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1362 struct wined3d_so_statistics_query
*so_statistics_query
;
1363 struct wined3d_timestamp_query
*timestamp_query
;
1364 struct wined3d_occlusion_query
*occlusion_query
;
1365 struct wined3d_context_gl
*current
;
1366 struct fbo_entry
*entry
, *entry2
;
1367 struct wined3d_fence
*fence
;
1372 restore_ctx
= wglGetCurrentContext();
1373 restore_dc
= wglGetCurrentDC();
1375 if (context_gl
->valid
&& context_gl
->gl_ctx
!= restore_ctx
)
1377 /* Attempting to restore a GL context corresponding to a wined3d
1378 * context is not particularly useful. Worse, when we're called from
1379 * wined3d_context_gl_destroy(), we subsequently clear the "current
1380 * D3D context" TLS value, which would cause
1381 * wined3d_context_gl_enter() to consider the GL context a non-D3D
1383 if ((current
= wined3d_context_gl_get_current()) && current
->gl_ctx
== restore_ctx
)
1385 wined3d_context_gl_set_gl_context(context_gl
);
1392 if (context_gl
->valid
)
1394 /* If we're here because we're switching away from a previously
1395 * destroyed context, acquiring a context in order to submit a fence
1396 * is problematic. In particular, we'd end up back here again in the
1397 * process of switching to the newly acquired context.
1399 * If fences aren't supported there should be nothing to wait for
1400 * anyway, so just do nothing in that case. */
1401 if (context_gl
->c
.destroyed
)
1403 gl_info
->gl_ops
.gl
.p_glFinish();
1405 else if (context_gl
->c
.d3d_info
->fences
)
1407 wined3d_context_gl_submit_command_fence(context_gl
);
1408 wined3d_context_gl_wait_command_fence(context_gl
,
1409 wined3d_device_gl(context_gl
->c
.device
)->current_fence_id
- 1);
1412 if (context_gl
->dummy_arbfp_prog
)
1413 GL_EXTCALL(glDeleteProgramsARB(1, &context_gl
->dummy_arbfp_prog
));
1415 if (context_gl
->blit_vbo
)
1416 GL_EXTCALL(glDeleteBuffers(1, &context_gl
->blit_vbo
));
1418 for (i
= 0; i
< context_gl
->free_pipeline_statistics_query_count
; ++i
)
1420 union wined3d_gl_pipeline_statistics_query
*q
= &context_gl
->free_pipeline_statistics_queries
[i
];
1421 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1424 for (i
= 0; i
< context_gl
->free_so_statistics_query_count
; ++i
)
1426 union wined3d_gl_so_statistics_query
*q
= &context_gl
->free_so_statistics_queries
[i
];
1427 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1430 if (context_gl
->free_timestamp_query_count
)
1431 GL_EXTCALL(glDeleteQueries(context_gl
->free_timestamp_query_count
, context_gl
->free_timestamp_queries
));
1433 if (gl_info
->supported
[ARB_SYNC
])
1435 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1437 GL_EXTCALL(glDeleteSync(context_gl
->free_fences
[i
].sync
));
1440 else if (gl_info
->supported
[APPLE_FENCE
])
1442 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1444 GL_EXTCALL(glDeleteFencesAPPLE(1, &context_gl
->free_fences
[i
].id
));
1447 else if (gl_info
->supported
[NV_FENCE
])
1449 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1451 GL_EXTCALL(glDeleteFencesNV(1, &context_gl
->free_fences
[i
].id
));
1455 if (context_gl
->free_occlusion_query_count
)
1456 GL_EXTCALL(glDeleteQueries(context_gl
->free_occlusion_query_count
, context_gl
->free_occlusion_queries
));
1458 checkGLcall("context cleanup");
1460 heap_free(context_gl
->submitted
.fences
);
1461 heap_free(context_gl
->free_pipeline_statistics_queries
);
1462 heap_free(context_gl
->free_so_statistics_queries
);
1463 heap_free(context_gl
->free_timestamp_queries
);
1464 heap_free(context_gl
->free_fences
);
1465 heap_free(context_gl
->free_occlusion_queries
);
1467 LIST_FOR_EACH_ENTRY(pipeline_statistics_query
, &context_gl
->pipeline_statistics_queries
,
1468 struct wined3d_pipeline_statistics_query
, entry
)
1470 if (context_gl
->valid
)
1471 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query
->u
.id
), pipeline_statistics_query
->u
.id
));
1472 pipeline_statistics_query
->context_gl
= NULL
;
1475 LIST_FOR_EACH_ENTRY(so_statistics_query
, &context_gl
->so_statistics_queries
,
1476 struct wined3d_so_statistics_query
, entry
)
1478 if (context_gl
->valid
)
1479 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query
->u
.id
), so_statistics_query
->u
.id
));
1480 so_statistics_query
->context_gl
= NULL
;
1483 LIST_FOR_EACH_ENTRY(timestamp_query
, &context_gl
->timestamp_queries
, struct wined3d_timestamp_query
, entry
)
1485 if (context_gl
->valid
)
1486 GL_EXTCALL(glDeleteQueries(1, ×tamp_query
->id
));
1487 timestamp_query
->context_gl
= NULL
;
1490 LIST_FOR_EACH_ENTRY(fence
, &context_gl
->fences
, struct wined3d_fence
, entry
)
1492 if (context_gl
->valid
)
1494 if (gl_info
->supported
[ARB_SYNC
])
1496 if (fence
->object
.sync
)
1497 GL_EXTCALL(glDeleteSync(fence
->object
.sync
));
1499 else if (gl_info
->supported
[APPLE_FENCE
])
1501 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence
->object
.id
));
1503 else if (gl_info
->supported
[NV_FENCE
])
1505 GL_EXTCALL(glDeleteFencesNV(1, &fence
->object
.id
));
1508 fence
->context_gl
= NULL
;
1511 LIST_FOR_EACH_ENTRY(occlusion_query
, &context_gl
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
1513 if (context_gl
->valid
)
1514 GL_EXTCALL(glDeleteQueries(1, &occlusion_query
->id
));
1515 occlusion_query
->context_gl
= NULL
;
1518 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_destroy_list
, struct fbo_entry
, entry
)
1520 if (!context_gl
->valid
)
1522 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
1525 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
1527 if (!context_gl
->valid
)
1529 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
1532 heap_free(context_gl
->texture_type
);
1534 wined3d_context_gl_restore_pixel_format(context_gl
);
1536 context_restore_gl_context(gl_info
, restore_dc
, restore_ctx
);
1537 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL
, NULL
))
1538 ERR("Failed to disable GL context.\n");
1540 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
1542 if (!wglDeleteContext(context_gl
->gl_ctx
))
1544 DWORD err
= GetLastError();
1545 ERR("Failed to delete GL context %p, last error %#x.\n", context_gl
->gl_ctx
, err
);
1548 wined3d_context_cleanup(&context_gl
->c
);
1551 DWORD
context_get_tls_idx(void)
1553 return wined3d_context_tls_idx
;
1556 void context_set_tls_idx(DWORD idx
)
1558 wined3d_context_tls_idx
= idx
;
1561 struct wined3d_context_gl
*wined3d_context_gl_get_current(void)
1563 return TlsGetValue(wined3d_context_tls_idx
);
1566 BOOL
wined3d_context_gl_set_current(struct wined3d_context_gl
*context_gl
)
1568 struct wined3d_context_gl
*old
= wined3d_context_gl_get_current();
1570 if (old
== context_gl
)
1572 TRACE("Already using D3D context %p.\n", context_gl
);
1578 if (old
->c
.destroyed
)
1580 TRACE("Switching away from destroyed context %p.\n", old
);
1581 wined3d_context_gl_cleanup(old
);
1582 heap_free((void *)old
->gl_info
);
1587 if (wglGetCurrentContext())
1589 const struct wined3d_gl_info
*gl_info
= old
->gl_info
;
1590 TRACE("Flushing context %p before switching to %p.\n", old
, context_gl
);
1591 gl_info
->gl_ops
.gl
.p_glFlush();
1599 if (!context_gl
->valid
)
1601 ERR("Trying to make invalid context %p current.\n", context_gl
);
1605 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n",
1606 context_gl
, context_gl
->gl_ctx
, context_gl
->dc
);
1607 if (!wined3d_context_gl_set_gl_context(context_gl
))
1609 context_gl
->c
.current
= 1;
1611 else if (wglGetCurrentContext())
1613 TRACE("Clearing current D3D context.\n");
1614 if (!wglMakeCurrent(NULL
, NULL
))
1616 DWORD err
= GetLastError();
1617 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1618 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1623 return TlsSetValue(wined3d_context_tls_idx
, context_gl
);
1626 void wined3d_context_gl_release(struct wined3d_context_gl
*context_gl
)
1628 TRACE("Releasing context %p, level %u.\n", context_gl
, context_gl
->level
);
1632 if (!context_gl
->level
)
1633 WARN("Context %p is not active.\n", context_gl
);
1634 else if (context_gl
!= wined3d_context_gl_get_current())
1635 WARN("Context %p is not the current context.\n", context_gl
);
1638 if (!--context_gl
->level
)
1640 if (wined3d_context_gl_restore_pixel_format(context_gl
))
1641 context_gl
->needs_set
= 1;
1642 if (context_gl
->restore_ctx
)
1644 TRACE("Restoring GL context %p on device context %p.\n", context_gl
->restore_ctx
, context_gl
->restore_dc
);
1645 context_restore_gl_context(context_gl
->gl_info
, context_gl
->restore_dc
, context_gl
->restore_ctx
);
1646 context_gl
->restore_ctx
= NULL
;
1647 context_gl
->restore_dc
= NULL
;
1650 if (context_gl
->c
.destroy_delayed
)
1652 TRACE("Destroying context %p.\n", context_gl
);
1653 wined3d_context_gl_destroy(context_gl
);
1658 static void wined3d_context_gl_enter(struct wined3d_context_gl
*context_gl
)
1660 TRACE("Entering context %p, level %u.\n", context_gl
, context_gl
->level
+ 1);
1662 if (!context_gl
->level
++)
1664 const struct wined3d_context_gl
*current_context
= wined3d_context_gl_get_current();
1665 HGLRC current_gl
= wglGetCurrentContext();
1667 if (current_gl
&& (!current_context
|| current_context
->gl_ctx
!= current_gl
))
1669 TRACE("Another GL context (%p on device context %p) is already current.\n",
1670 current_gl
, wglGetCurrentDC());
1671 context_gl
->restore_ctx
= current_gl
;
1672 context_gl
->restore_dc
= wglGetCurrentDC();
1673 context_gl
->needs_set
= 1;
1675 else if (!context_gl
->needs_set
&& !(context_gl
->dc_is_private
&& context_gl
->dc_has_format
)
1676 && context_gl
->pixel_format
!= context_gl
->gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(context_gl
->dc
))
1677 context_gl
->needs_set
= 1;
1681 /* This function takes care of wined3d pixel format selection. */
1682 static int context_choose_pixel_format(const struct wined3d_device
*device
, HDC hdc
,
1683 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1684 bool aux_buffers
, bool swap_effect_copy
)
1686 unsigned int cfg_count
= wined3d_adapter_gl(device
->adapter
)->pixel_format_count
;
1687 unsigned int current_value
;
1688 PIXELFORMATDESCRIPTOR pfd
;
1689 int iPixelFormat
= 0;
1692 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, swap_effect_copy %#x.\n",
1693 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1694 aux_buffers
, swap_effect_copy
);
1697 for (i
= 0; i
< cfg_count
; ++i
)
1699 const struct wined3d_pixel_format
*cfg
= &wined3d_adapter_gl(device
->adapter
)->pixel_formats
[i
];
1702 /* For now only accept RGBA formats. Perhaps some day we will
1703 * allow floating point formats for pbuffers. */
1704 if (cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1706 /* In window mode we need a window drawable format and double buffering. */
1707 if (!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1709 if (cfg
->redSize
< color_format
->red_size
)
1711 if (cfg
->greenSize
< color_format
->green_size
)
1713 if (cfg
->blueSize
< color_format
->blue_size
)
1715 if (cfg
->alphaSize
< color_format
->alpha_size
)
1717 if (cfg
->depthSize
< ds_format
->depth_size
)
1719 if (ds_format
->stencil_size
&& cfg
->stencilSize
!= ds_format
->stencil_size
)
1721 /* Check multisampling support. */
1722 if (cfg
->numSamples
)
1726 if (swap_effect_copy
&& cfg
->swap_method
== WGL_SWAP_COPY_ARB
)
1728 /* We try to locate a format which matches our requirements exactly. In case of
1729 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1730 if (cfg
->depthSize
== ds_format
->depth_size
)
1732 if (cfg
->stencilSize
== ds_format
->stencil_size
)
1734 if (cfg
->alphaSize
== color_format
->alpha_size
)
1736 /* We like to have aux buffers in backbuffer mode */
1737 if (aux_buffers
&& cfg
->auxBuffers
)
1739 if (cfg
->redSize
== color_format
->red_size
1740 && cfg
->greenSize
== color_format
->green_size
1741 && cfg
->blueSize
== color_format
->blue_size
)
1744 if (value
> current_value
)
1746 iPixelFormat
= cfg
->iPixelFormat
;
1747 current_value
= value
;
1753 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1755 memset(&pfd
, 0, sizeof(pfd
));
1756 pfd
.nSize
= sizeof(pfd
);
1758 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1759 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1760 pfd
.cAlphaBits
= color_format
->alpha_size
;
1761 pfd
.cColorBits
= color_format
->red_size
+ color_format
->green_size
1762 + color_format
->blue_size
+ color_format
->alpha_size
;
1763 pfd
.cDepthBits
= ds_format
->depth_size
;
1764 pfd
.cStencilBits
= ds_format
->stencil_size
;
1765 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1767 if (!(iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
)))
1769 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1770 ERR("Can't find a suitable pixel format.\n");
1775 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1776 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1777 return iPixelFormat
;
1780 /* Context activation is done by the caller. */
1781 void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl
*context_gl
)
1783 const struct wined3d_dummy_textures
*textures
= &wined3d_device_gl(context_gl
->c
.device
)->dummy_textures
;
1784 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1787 for (i
= 0; i
< gl_info
->limits
.combined_samplers
; ++i
)
1789 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ i
));
1791 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, textures
->tex_1d
);
1792 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, textures
->tex_2d
);
1794 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1795 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, textures
->tex_rect
);
1797 if (gl_info
->supported
[EXT_TEXTURE3D
])
1798 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, textures
->tex_3d
);
1800 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1801 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, textures
->tex_cube
);
1803 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
1804 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, textures
->tex_cube_array
);
1806 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
1808 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D_ARRAY
, textures
->tex_1d_array
);
1809 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, textures
->tex_2d_array
);
1812 if (gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
1813 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, textures
->tex_buffer
);
1815 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
1817 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE
, textures
->tex_2d_ms
);
1818 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, textures
->tex_2d_ms_array
);
1822 checkGLcall("bind dummy textures");
1825 void wined3d_check_gl_call(const struct wined3d_gl_info
*gl_info
,
1826 const char *file
, unsigned int line
, const char *name
)
1830 if (gl_info
->supported
[ARB_DEBUG_OUTPUT
] || (err
= gl_info
->gl_ops
.gl
.p_glGetError()) == GL_NO_ERROR
)
1832 TRACE("%s call ok %s / %u.\n", name
, file
, line
);
1838 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1839 debug_glerror(err
), err
, name
, file
,line
);
1840 err
= gl_info
->gl_ops
.gl
.p_glGetError();
1841 } while (err
!= GL_NO_ERROR
);
1844 static BOOL
context_debug_output_enabled(const struct wined3d_gl_info
*gl_info
)
1846 return gl_info
->supported
[ARB_DEBUG_OUTPUT
]
1847 && (ERR_ON(d3d
) || FIXME_ON(d3d
) || WARN_ON(d3d_perf
));
1850 static void WINE_GLAPI
wined3d_debug_callback(GLenum source
, GLenum type
, GLuint id
,
1851 GLenum severity
, GLsizei length
, const char *message
, void *ctx
)
1855 case GL_DEBUG_TYPE_ERROR_ARB
:
1856 ERR("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1859 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
:
1860 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
:
1861 case GL_DEBUG_TYPE_PORTABILITY_ARB
:
1862 FIXME("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1865 case GL_DEBUG_TYPE_PERFORMANCE_ARB
:
1866 WARN_(d3d_perf
)("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1870 FIXME("ctx %p, type %#x: %s.\n", ctx
, type
, debugstr_an(message
, length
));
1875 HGLRC
context_create_wgl_attribs(const struct wined3d_gl_info
*gl_info
, HDC hdc
, HGLRC share_ctx
)
1878 unsigned int ctx_attrib_idx
= 0;
1879 GLint ctx_attribs
[7], ctx_flags
= 0;
1881 if (context_debug_output_enabled(gl_info
))
1882 ctx_flags
= WGL_CONTEXT_DEBUG_BIT_ARB
;
1883 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MAJOR_VERSION_ARB
;
1884 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
>> 16;
1885 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MINOR_VERSION_ARB
;
1886 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
& 0xffff;
1889 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1890 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1892 ctx_attribs
[ctx_attrib_idx
] = 0;
1894 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1896 if (gl_info
->selected_gl_version
>= MAKEDWORD_VERSION(3, 2))
1900 ctx_flags
|= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1901 ctx_attribs
[ctx_attrib_idx
- 1] = ctx_flags
;
1905 ctx_flags
= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1906 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1907 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1908 ctx_attribs
[ctx_attrib_idx
] = 0;
1910 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1911 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1918 static BOOL
wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl
*context_gl
,
1919 struct wined3d_swapchain_gl
*swapchain_gl
, BOOL
*new_drawable
)
1921 enum wined3d_swap_effect swap_effect
= swapchain_gl
->s
.state
.desc
.swap_effect
;
1922 const struct wined3d_format
*colour_format
, *ds_format
;
1923 struct wined3d_context
*context
= &context_gl
->c
;
1924 const struct wined3d_gl_info
*gl_info
;
1925 struct wined3d_resource
*target
;
1926 struct wined3d_adapter
*adapter
;
1927 unsigned int target_bind_flags
;
1928 struct wined3d_device
*device
;
1929 bool swap_effect_copy
;
1930 HGLRC ctx
, share_ctx
;
1933 device
= context
->device
;
1934 adapter
= device
->adapter
;
1935 gl_info
= &adapter
->gl_info
;
1937 target
= &context
->current_rt
.texture
->resource
;
1938 target_bind_flags
= target
->bind_flags
;
1940 swap_effect_copy
= swap_effect
== WINED3D_SWAP_EFFECT_COPY
|| swap_effect
== WINED3D_SWAP_EFFECT_COPY_VSYNC
;
1942 *new_drawable
= !GetPixelFormat(context_gl
->dc
);
1944 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1946 static const enum wined3d_format_id ds_formats
[] =
1948 WINED3DFMT_D24_UNORM_S8_UINT
,
1949 WINED3DFMT_D32_UNORM
,
1950 WINED3DFMT_R24_UNORM_X8_TYPELESS
,
1951 WINED3DFMT_D16_UNORM
,
1952 WINED3DFMT_S1_UINT_D15_UNORM
,
1955 colour_format
= target
->format
;
1957 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1958 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1959 if (colour_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1960 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B4G4R4A4_UNORM
, target_bind_flags
);
1961 else if (colour_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1962 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
1964 /* DirectDraw supports 8bit paletted render targets and these are used by
1965 * old games like StarCraft and C&C. Most modern hardware doesn't support
1966 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1967 * conversion (ab)uses the alpha component for storing the palette index.
1968 * For this reason we require a format with 8bit alpha, so request
1970 if (colour_format
->id
== WINED3DFMT_P8_UINT
)
1971 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
1973 /* Try to find a pixel format which matches our requirements. */
1974 if (!swapchain_gl
->s
.ds_format
)
1976 for (i
= 0; i
< ARRAY_SIZE(ds_formats
); ++i
)
1978 ds_format
= wined3d_get_format(adapter
, ds_formats
[i
], WINED3D_BIND_DEPTH_STENCIL
);
1979 if ((context_gl
->pixel_format
= context_choose_pixel_format(device
,
1980 context_gl
->dc
, colour_format
, ds_format
, true, swap_effect_copy
)))
1982 swapchain_gl
->s
.ds_format
= ds_format
;
1986 TRACE("Depth stencil format %s is not supported, trying next format.\n",
1987 debug_d3dformat(ds_format
->id
));
1992 context_gl
->pixel_format
= context_choose_pixel_format(device
,
1993 context_gl
->dc
, colour_format
, swapchain_gl
->s
.ds_format
, true, swap_effect_copy
);
1998 /* When using FBOs for off-screen rendering, we only use the drawable for
1999 * presentation blits, and don't do any rendering to it. That means we
2000 * don't need depth or stencil buffers, and can mostly ignore the render
2001 * target format. This wouldn't necessarily be quite correct for 10bpc
2002 * display modes, but we don't currently support those.
2003 * Using the same format regardless of the colour/depth/stencil targets
2004 * makes it much less likely that different wined3d instances will set
2005 * conflicting pixel formats. */
2006 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
2007 ds_format
= wined3d_get_format(adapter
, WINED3DFMT_UNKNOWN
, WINED3D_BIND_DEPTH_STENCIL
);
2008 context_gl
->pixel_format
= context_choose_pixel_format(device
,
2009 context_gl
->dc
, colour_format
, ds_format
, false, swap_effect_copy
);
2012 if (!context_gl
->pixel_format
)
2014 ERR("Failed to choose pixel format.\n");
2018 wined3d_context_gl_enter(context_gl
);
2020 if (!wined3d_context_gl_set_pixel_format(context_gl
))
2022 context_release(context
);
2024 if (context_gl
->dc_is_private
)
2026 ERR("Failed to set pixel format %d on device context %p.\n", context_gl
->pixel_format
, context_gl
->dc
);
2031 WARN("Failed to set pixel format %d on device context %p, trying backup DC.\n",
2032 context_gl
->pixel_format
, context_gl
->dc
);
2034 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
2035 if (!(context_gl
->dc
= wined3d_swapchain_gl_get_backup_dc(swapchain_gl
)))
2037 ERR("Failed to retrieve the backup device context.\n");
2040 context_gl
->dc_is_private
= TRUE
;
2042 return wined3d_context_gl_create_wgl_ctx(context_gl
, swapchain_gl
, new_drawable
);
2045 share_ctx
= device
->context_count
? wined3d_context_gl(device
->contexts
[0])->gl_ctx
: NULL
;
2046 if (gl_info
->p_wglCreateContextAttribsARB
)
2048 if (!(ctx
= context_create_wgl_attribs(gl_info
, context_gl
->dc
, share_ctx
)))
2050 ERR("Failed to create a WGL context.\n");
2051 context_release(context
);
2057 if (!(ctx
= wglCreateContext(context_gl
->dc
)))
2059 ERR("Failed to create a WGL context.\n");
2060 context_release(context
);
2064 if (share_ctx
&& !wglShareLists(share_ctx
, ctx
))
2066 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx
, ctx
, GetLastError());
2067 context_release(context
);
2068 if (!wglDeleteContext(ctx
))
2069 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
2074 context_gl
->dc_has_format
= TRUE
;
2075 context_gl
->needs_set
= 1;
2076 context_gl
->valid
= 1;
2077 context_gl
->gl_ctx
= ctx
;
2082 HRESULT
wined3d_context_gl_init(struct wined3d_context_gl
*context_gl
, struct wined3d_swapchain_gl
*swapchain_gl
)
2084 struct wined3d_context
*context
= &context_gl
->c
;
2085 const struct wined3d_d3d_info
*d3d_info
;
2086 const struct wined3d_gl_info
*gl_info
;
2087 struct wined3d_device
*device
;
2091 TRACE("context_gl %p, swapchain %p.\n", context_gl
, swapchain_gl
);
2093 wined3d_context_init(&context_gl
->c
, &swapchain_gl
->s
);
2095 device
= context
->device
;
2096 gl_info
= &device
->adapter
->gl_info
;
2097 context_gl
->gl_info
= gl_info
;
2098 d3d_info
= context
->d3d_info
;
2100 context_gl
->tid
= GetCurrentThreadId();
2101 context_gl
->window
= context
->swapchain
->win_handle
;
2102 if (context_gl
->window
== GetDesktopWindow())
2104 TRACE("Swapchain is created on the desktop window, trying backup device context.\n");
2105 context_gl
->dc
= NULL
;
2107 else if (!(context_gl
->dc
= GetDCEx(context_gl
->window
, 0, DCX_USESTYLE
| DCX_CACHE
)))
2108 WARN("Failed to retrieve device context, trying swapchain backup.\n");
2110 if (!context_gl
->dc
)
2112 if (!(context_gl
->dc
= wined3d_swapchain_gl_get_backup_dc(swapchain_gl
)))
2114 ERR("Failed to retrieve a device context.\n");
2117 context_gl
->dc_is_private
= TRUE
;
2120 list_init(&context_gl
->fbo_list
);
2121 list_init(&context_gl
->fbo_destroy_list
);
2123 list_init(&context_gl
->occlusion_queries
);
2124 list_init(&context_gl
->fences
);
2125 list_init(&context_gl
->timestamp_queries
);
2126 list_init(&context_gl
->so_statistics_queries
);
2127 list_init(&context_gl
->pipeline_statistics_queries
);
2129 for (i
= 0; i
< ARRAY_SIZE(context_gl
->tex_unit_map
); ++i
)
2130 context_gl
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2131 for (i
= 0; i
< ARRAY_SIZE(context_gl
->rev_tex_unit_map
); ++i
)
2132 context_gl
->rev_tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2133 if (gl_info
->limits
.graphics_samplers
>= WINED3D_MAX_COMBINED_SAMPLERS
)
2135 /* Initialize the texture unit mapping to a 1:1 mapping. */
2136 unsigned int base
, count
;
2138 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_PIXEL
, &base
, &count
);
2139 if (base
+ WINED3D_MAX_FRAGMENT_SAMPLERS
> ARRAY_SIZE(context_gl
->rev_tex_unit_map
))
2141 ERR("Unexpected texture unit base index %u.\n", base
);
2144 for (i
= 0; i
< min(count
, WINED3D_MAX_FRAGMENT_SAMPLERS
); ++i
)
2146 context_gl
->tex_unit_map
[i
] = base
+ i
;
2147 context_gl
->rev_tex_unit_map
[base
+ i
] = i
;
2150 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_VERTEX
, &base
, &count
);
2151 if (base
+ WINED3D_MAX_VERTEX_SAMPLERS
> ARRAY_SIZE(context_gl
->rev_tex_unit_map
))
2153 ERR("Unexpected texture unit base index %u.\n", base
);
2156 for (i
= 0; i
< min(count
, WINED3D_MAX_VERTEX_SAMPLERS
); ++i
)
2158 context_gl
->tex_unit_map
[WINED3D_MAX_FRAGMENT_SAMPLERS
+ i
] = base
+ i
;
2159 context_gl
->rev_tex_unit_map
[base
+ i
] = WINED3D_MAX_FRAGMENT_SAMPLERS
+ i
;
2163 if (!(context_gl
->texture_type
= heap_calloc(gl_info
->limits
.combined_samplers
,
2164 sizeof(*context_gl
->texture_type
))))
2167 if (!wined3d_context_gl_create_wgl_ctx(context_gl
, swapchain_gl
, &new_drawable
))
2170 /* Set up the context defaults. */
2172 context
->render_offscreen
= wined3d_resource_is_offscreen(&context
->current_rt
.texture
->resource
);
2173 context_gl
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
2175 if (!wined3d_context_gl_set_current(context_gl
))
2177 ERR("Cannot activate context to set up defaults.\n");
2178 context_release(context
);
2179 if (!wglDeleteContext(context_gl
->gl_ctx
))
2180 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context_gl
->gl_ctx
, GetLastError());
2184 if (context_debug_output_enabled(gl_info
))
2186 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback
, context
));
2187 if (TRACE_ON(d3d_sync
))
2188 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS
);
2189 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DONT_CARE
, GL_DONT_CARE
, 0, NULL
, GL_FALSE
));
2192 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_ERROR
,
2193 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2197 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
,
2198 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2199 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR
,
2200 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2201 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PORTABILITY
,
2202 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2204 if (WARN_ON(d3d_perf
))
2206 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PERFORMANCE
,
2207 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2211 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2212 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_AUX_BUFFERS
, &context_gl
->aux_buffers
);
2214 TRACE("Setting up the screen\n");
2216 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2218 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
2219 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2221 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
2222 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2224 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
2225 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2231 GL_EXTCALL(glGenVertexArrays(1, &vao
));
2232 GL_EXTCALL(glBindVertexArray(vao
));
2233 checkGLcall("creating VAO");
2236 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
2237 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2238 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ALIGNMENT
, 1);
2239 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2241 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
2243 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2244 * the previous texture where to source the offset from is always unit - 1.
2246 for (i
= 1; i
< gl_info
->limits
.textures
; ++i
)
2248 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
2249 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
,
2250 GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ i
- 1);
2251 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2254 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
2256 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2257 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2258 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2259 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2262 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2263 * program and the dummy program is destroyed when the context is destroyed.
2265 static const char dummy_program
[] =
2267 "MOV result.color, fragment.color.primary;\n"
2269 GL_EXTCALL(glGenProgramsARB(1, &context_gl
->dummy_arbfp_prog
));
2270 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, context_gl
->dummy_arbfp_prog
));
2271 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
,
2272 GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
2275 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2277 for (i
= 0; i
< gl_info
->limits
.textures
; ++i
)
2279 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
2280 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
2281 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2285 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
2287 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
2289 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
2291 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
2293 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_NO_PRIMITIVE_RESTART
))
2295 if (gl_info
->supported
[ARB_ES3_COMPATIBILITY
])
2297 gl_info
->gl_ops
.gl
.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX
);
2298 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2302 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2305 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_CUBEMAP_FILTERING
)
2306 && gl_info
->supported
[ARB_SEAMLESS_CUBE_MAP
])
2308 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS
);
2309 checkGLcall("enable seamless cube map filtering");
2311 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
2312 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, GL_LOWER_LEFT
));
2314 /* If this happens to be the first context for the device, dummy textures
2315 * are not created yet. In that case, they will be created (and bound) by
2316 * create_dummy_textures right after this context is initialized. */
2317 if (wined3d_device_gl(device
)->dummy_textures
.tex_2d
)
2318 wined3d_context_gl_bind_dummy_textures(context_gl
);
2320 /* Initialise all rectangles to avoid resetting unused ones later. */
2321 gl_info
->gl_ops
.gl
.p_glScissor(0, 0, 0, 0);
2322 checkGLcall("glScissor");
2326 gl_info
->gl_ops
.gl
.p_glClearColor(0.0f
, 0.0f
, 0.0f
, 0.0f
);
2327 gl_info
->gl_ops
.gl
.p_glClearDepth(1.0f
);
2328 gl_info
->gl_ops
.gl
.p_glClearStencil(0);
2329 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
| GL_STENCIL_BUFFER_BIT
);
2330 checkGLcall("glClear");
2335 heap_free(context_gl
->texture_type
);
2336 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
2340 void wined3d_context_gl_destroy(struct wined3d_context_gl
*context_gl
)
2342 struct wined3d_device
*device
= context_gl
->c
.device
;
2344 TRACE("Destroying context %p.\n", context_gl
);
2346 wined3d_from_cs(device
->cs
);
2348 /* We delay destroying a context when it is active. The context_release()
2349 * function invokes wined3d_context_gl_destroy() again while leaving the
2351 if (context_gl
->level
)
2353 TRACE("Delaying destruction of context %p.\n", context_gl
);
2354 context_gl
->c
.destroy_delayed
= 1;
2355 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2356 context_gl
->c
.swapchain
= NULL
;
2360 device_context_remove(device
, &context_gl
->c
);
2362 if (context_gl
->c
.current
&& context_gl
->tid
!= GetCurrentThreadId())
2364 struct wined3d_gl_info
*gl_info
;
2366 /* Make a copy of gl_info for wined3d_context_gl_cleanup() use, the
2367 * one in wined3d_adapter may go away in the meantime. */
2368 gl_info
= heap_alloc(sizeof(*gl_info
));
2369 *gl_info
= *context_gl
->gl_info
;
2370 context_gl
->gl_info
= gl_info
;
2371 context_gl
->c
.destroyed
= 1;
2376 wined3d_context_gl_cleanup(context_gl
);
2377 TlsSetValue(context_get_tls_idx(), NULL
);
2378 heap_free(context_gl
);
2381 const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d_context_gl
*context_gl
,
2382 const struct wined3d_shader_version
*shader_version
, unsigned int *base
, unsigned int *count
)
2384 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2386 if (!shader_version
)
2389 *count
= WINED3D_MAX_TEXTURES
;
2390 return context_gl
->tex_unit_map
;
2393 if (shader_version
->major
>= 4)
2395 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, shader_version
->type
, base
, count
);
2399 switch (shader_version
->type
)
2401 case WINED3D_SHADER_TYPE_PIXEL
:
2403 *count
= WINED3D_MAX_FRAGMENT_SAMPLERS
;
2405 case WINED3D_SHADER_TYPE_VERTEX
:
2406 *base
= WINED3D_MAX_FRAGMENT_SAMPLERS
;
2407 *count
= WINED3D_MAX_VERTEX_SAMPLERS
;
2410 ERR("Unhandled shader type %#x.\n", shader_version
->type
);
2415 return context_gl
->tex_unit_map
;
2418 static void wined3d_context_gl_get_rt_size(const struct wined3d_context_gl
*context_gl
, SIZE
*size
)
2420 const struct wined3d_texture
*rt
= context_gl
->c
.current_rt
.texture
;
2427 GetClientRect(context_gl
->window
, &window_size
);
2428 size
->cx
= window_size
.right
- window_size
.left
;
2429 size
->cy
= window_size
.bottom
- window_size
.top
;
2434 level
= context_gl
->c
.current_rt
.sub_resource_idx
% rt
->level_count
;
2435 size
->cx
= wined3d_texture_get_level_width(rt
, level
);
2436 size
->cy
= wined3d_texture_get_level_height(rt
, level
);
2439 void wined3d_context_gl_enable_clip_distances(struct wined3d_context_gl
*context_gl
, uint32_t enable_mask
)
2441 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2442 unsigned int clip_distance_count
, i
;
2443 uint32_t disable_mask
, current_mask
;
2445 clip_distance_count
= gl_info
->limits
.user_clip_distances
;
2446 disable_mask
= ~enable_mask
;
2447 enable_mask
&= wined3d_mask_from_size(clip_distance_count
);
2448 disable_mask
&= wined3d_mask_from_size(clip_distance_count
);
2449 current_mask
= context_gl
->c
.clip_distance_mask
;
2450 context_gl
->c
.clip_distance_mask
= enable_mask
;
2452 enable_mask
&= ~current_mask
;
2455 i
= wined3d_bit_scan(&enable_mask
);
2456 gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_DISTANCE0
+ i
);
2458 disable_mask
&= current_mask
;
2459 while (disable_mask
)
2461 i
= wined3d_bit_scan(&disable_mask
);
2462 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_DISTANCE0
+ i
);
2464 checkGLcall("toggle clip distances");
2467 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
2469 return rt_mask
& (1u << 31);
2472 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
2474 return rt_mask
& ~(1u << 31);
2477 /* Context activation is done by the caller. */
2478 static void wined3d_context_gl_apply_draw_buffers(struct wined3d_context_gl
*context_gl
, uint32_t rt_mask
)
2480 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2481 GLenum draw_buffers
[WINED3D_MAX_RENDER_TARGETS
];
2485 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_NONE
);
2487 else if (is_rt_mask_onscreen(rt_mask
))
2489 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
2493 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2500 draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
2502 draw_buffers
[i
] = GL_NONE
;
2508 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
2510 GL_EXTCALL(glDrawBuffers(i
, draw_buffers
));
2514 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffers
[0]);
2519 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2523 checkGLcall("apply draw buffers");
2526 /* Context activation is done by the caller. */
2527 void wined3d_context_gl_active_texture(struct wined3d_context_gl
*context_gl
,
2528 const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
2530 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ unit
));
2531 checkGLcall("glActiveTexture");
2532 context_gl
->active_texture
= unit
;
2535 void wined3d_context_gl_bind_bo(struct wined3d_context_gl
*context_gl
, GLenum binding
, GLuint name
)
2537 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2539 if (binding
== GL_ELEMENT_ARRAY_BUFFER
)
2540 context_invalidate_state(&context_gl
->c
, STATE_INDEXBUFFER
);
2542 GL_EXTCALL(glBindBuffer(binding
, name
));
2545 void wined3d_context_gl_bind_texture(struct wined3d_context_gl
*context_gl
, GLenum target
, GLuint name
)
2547 const struct wined3d_dummy_textures
*textures
= &wined3d_device_gl(context_gl
->c
.device
)->dummy_textures
;
2548 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2549 GLenum old_texture_type
;
2553 gl_info
->gl_ops
.gl
.p_glBindTexture(target
, name
);
2557 unit
= context_gl
->active_texture
;
2558 old_texture_type
= context_gl
->texture_type
[unit
];
2559 if (old_texture_type
!= target
)
2561 switch (old_texture_type
)
2567 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, textures
->tex_1d
);
2569 case GL_TEXTURE_1D_ARRAY
:
2570 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D_ARRAY
, textures
->tex_1d_array
);
2573 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, textures
->tex_2d
);
2575 case GL_TEXTURE_2D_ARRAY
:
2576 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, textures
->tex_2d_array
);
2578 case GL_TEXTURE_RECTANGLE_ARB
:
2579 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, textures
->tex_rect
);
2581 case GL_TEXTURE_CUBE_MAP
:
2582 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, textures
->tex_cube
);
2584 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2585 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, textures
->tex_cube_array
);
2588 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, textures
->tex_3d
);
2590 case GL_TEXTURE_BUFFER
:
2591 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, textures
->tex_buffer
);
2593 case GL_TEXTURE_2D_MULTISAMPLE
:
2594 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE
, textures
->tex_2d_ms
);
2596 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
2597 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, textures
->tex_2d_ms_array
);
2600 ERR("Unexpected texture target %#x.\n", old_texture_type
);
2603 context_gl
->texture_type
[unit
] = target
;
2606 checkGLcall("bind texture");
2609 static void wined3d_context_gl_poll_fences(struct wined3d_context_gl
*context_gl
)
2611 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2612 struct wined3d_command_fence_gl
*f
;
2615 for (i
= 0; i
< context_gl
->submitted
.fence_count
; ++i
)
2617 f
= &context_gl
->submitted
.fences
[i
];
2619 if (f
->id
> device_gl
->completed_fence_id
)
2621 if (wined3d_fence_test(f
->fence
, &device_gl
->d
, 0) != WINED3D_FENCE_OK
)
2623 device_gl
->completed_fence_id
= f
->id
;
2626 wined3d_fence_destroy(f
->fence
);
2627 if (i
!= context_gl
->submitted
.fence_count
- 1)
2628 *f
= context_gl
->submitted
.fences
[context_gl
->submitted
.fence_count
- 1];
2629 --context_gl
->submitted
.fence_count
;
2633 static void wined3d_device_gl_free_memory(struct wined3d_device_gl
*device_gl
, struct wined3d_allocator_block
*block
)
2635 assert(block
->chunk
->allocator
== &device_gl
->allocator
);
2636 wined3d_device_gl_allocator_lock(device_gl
);
2637 wined3d_allocator_block_free(block
);
2638 wined3d_device_gl_allocator_unlock(device_gl
);
2641 static void wined3d_context_gl_cleanup_resources(struct wined3d_context_gl
*context_gl
)
2643 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2644 struct wined3d_retired_block_gl
*r
, *blocks
;
2645 SIZE_T count
, i
= 0;
2648 wined3d_context_gl_poll_fences(context_gl
);
2649 id
= device_gl
->completed_fence_id
;
2651 blocks
= device_gl
->retired_blocks
;
2652 count
= device_gl
->retired_block_count
;
2657 if (r
->fence_id
> id
)
2663 wined3d_device_gl_free_memory(device_gl
, r
->block
);
2669 device_gl
->retired_block_count
= count
;
2672 void wined3d_context_gl_wait_command_fence(struct wined3d_context_gl
*context_gl
, uint64_t id
)
2674 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2675 enum wined3d_fence_result ret
;
2678 if (id
<= device_gl
->completed_fence_id
2679 || id
> device_gl
->current_fence_id
) /* In case the fence ID wrapped. */
2682 for (i
= 0; i
< context_gl
->submitted
.fence_count
; ++i
)
2684 if (context_gl
->submitted
.fences
[i
].id
!= id
)
2687 if ((ret
= wined3d_fence_wait(context_gl
->submitted
.fences
[i
].fence
, &device_gl
->d
)) != WINED3D_FENCE_OK
)
2688 ERR("Failed to wait for command fence with id 0x%s, ret %#x.\n", wine_dbgstr_longlong(id
), ret
);
2689 wined3d_context_gl_cleanup_resources(context_gl
);
2693 ERR("Failed to find fence for command fence with id 0x%s.\n", wine_dbgstr_longlong(id
));
2696 void wined3d_context_gl_submit_command_fence(struct wined3d_context_gl
*context_gl
)
2698 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2699 struct wined3d_command_fence_gl
*f
;
2702 if (!wined3d_array_reserve((void **)&context_gl
->submitted
.fences
, &context_gl
->submitted
.fences_size
,
2703 context_gl
->submitted
.fence_count
+ 1, sizeof(*context_gl
->submitted
.fences
)))
2704 ERR("Failed to grow submitted command buffer array.\n");
2706 f
= &context_gl
->submitted
.fences
[context_gl
->submitted
.fence_count
++];
2707 f
->id
= device_gl
->current_fence_id
;
2708 if (FAILED(hr
= wined3d_fence_create(&device_gl
->d
, &f
->fence
)))
2709 ERR("Failed to create fence, hr %#x.\n", hr
);
2710 wined3d_fence_issue(f
->fence
, &device_gl
->d
);
2712 /* We don't expect this to ever happen, but handle it anyway. */
2713 if (!++device_gl
->current_fence_id
)
2715 wined3d_context_gl_wait_command_fence(context_gl
, device_gl
->current_fence_id
- 1);
2716 device_gl
->completed_fence_id
= 0;
2717 device_gl
->current_fence_id
= 1;
2719 device_gl
->retired_bo_size
= 0;
2720 wined3d_context_gl_cleanup_resources(context_gl
);
2723 static void wined3d_context_gl_destroy_allocator_block(struct wined3d_context_gl
*context_gl
,
2724 struct wined3d_allocator_block
*block
, uint64_t fence_id
)
2726 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2727 struct wined3d_retired_block_gl
*r
;
2729 if (device_gl
->completed_fence_id
> fence_id
)
2731 wined3d_device_gl_free_memory(device_gl
, block
);
2732 TRACE("Freed block %p.\n", block
);
2736 if (!wined3d_array_reserve((void **)&device_gl
->retired_blocks
,
2737 &device_gl
->retired_blocks_size
, device_gl
->retired_block_count
+ 1,
2738 sizeof(*device_gl
->retired_blocks
)))
2740 ERR("Leaking block %p.\n", block
);
2744 r
= &device_gl
->retired_blocks
[device_gl
->retired_block_count
++];
2746 r
->fence_id
= fence_id
;
2749 /* We always have buffer storage here. */
2750 GLuint
wined3d_context_gl_allocate_vram_chunk_buffer(struct wined3d_context_gl
*context_gl
,
2751 unsigned int pool
, size_t size
)
2753 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2757 TRACE("context_gl %p, pool %u, size %Iu.\n", context_gl
, pool
, size
);
2759 GL_EXTCALL(glGenBuffers(1, &id
));
2762 checkGLcall("buffer object creation");
2765 wined3d_context_gl_bind_bo(context_gl
, GL_PIXEL_UNPACK_BUFFER
, id
);
2767 flags
= wined3d_device_gl_get_memory_type_flags(pool
) | GL_DYNAMIC_STORAGE_BIT
;
2768 if (flags
& (GL_MAP_READ_BIT
| GL_MAP_WRITE_BIT
))
2769 flags
|= GL_MAP_PERSISTENT_BIT
| GL_MAP_COHERENT_BIT
;
2770 GL_EXTCALL(glBufferStorage(GL_PIXEL_UNPACK_BUFFER
, size
, NULL
, flags
));
2772 checkGLcall("buffer object creation");
2774 TRACE("Created buffer object %u.\n", id
);
2779 static void *wined3d_allocator_chunk_gl_map(struct wined3d_allocator_chunk_gl
*chunk_gl
,
2780 struct wined3d_context_gl
*context_gl
)
2782 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2785 TRACE("chunk %p, gl_buffer %u, map_ptr %p.\n", chunk_gl
, chunk_gl
->gl_buffer
, chunk_gl
->c
.map_ptr
);
2787 wined3d_allocator_chunk_gl_lock(chunk_gl
);
2789 if (!chunk_gl
->c
.map_ptr
)
2791 unsigned int flags
= wined3d_device_gl_get_memory_type_flags(chunk_gl
->memory_type
) & ~GL_CLIENT_STORAGE_BIT
;
2793 flags
|= GL_MAP_PERSISTENT_BIT
| GL_MAP_COHERENT_BIT
;
2794 if (!(flags
& GL_MAP_READ_BIT
))
2795 flags
|= GL_MAP_UNSYNCHRONIZED_BIT
;
2796 if (flags
& GL_MAP_WRITE_BIT
)
2797 flags
|= GL_MAP_FLUSH_EXPLICIT_BIT
;
2798 wined3d_context_gl_bind_bo(context_gl
, GL_PIXEL_UNPACK_BUFFER
, chunk_gl
->gl_buffer
);
2799 chunk_gl
->c
.map_ptr
= GL_EXTCALL(glMapBufferRange(GL_PIXEL_UNPACK_BUFFER
,
2800 0, WINED3D_ALLOCATOR_CHUNK_SIZE
, flags
));
2801 if (!chunk_gl
->c
.map_ptr
)
2803 wined3d_allocator_chunk_gl_unlock(chunk_gl
);
2804 ERR("Failed to map chunk memory.\n");
2808 adapter_adjust_mapped_memory(context_gl
->c
.device
->adapter
, WINED3D_ALLOCATOR_CHUNK_SIZE
);
2811 ++chunk_gl
->c
.map_count
;
2812 map_ptr
= chunk_gl
->c
.map_ptr
;
2814 wined3d_allocator_chunk_gl_unlock(chunk_gl
);
2819 static void wined3d_allocator_chunk_gl_unmap(struct wined3d_allocator_chunk_gl
*chunk_gl
,
2820 struct wined3d_context_gl
*context_gl
)
2822 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2824 TRACE("chunk_gl %p, context_gl %p.\n", chunk_gl
, context_gl
);
2826 wined3d_allocator_chunk_gl_lock(chunk_gl
);
2828 if (!--chunk_gl
->c
.map_count
)
2830 wined3d_context_gl_bind_bo(context_gl
, GL_PIXEL_UNPACK_BUFFER
, chunk_gl
->gl_buffer
);
2831 GL_EXTCALL(glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER
));
2832 chunk_gl
->c
.map_ptr
= NULL
;
2834 adapter_adjust_mapped_memory(context_gl
->c
.device
->adapter
, -WINED3D_ALLOCATOR_CHUNK_SIZE
);
2837 wined3d_allocator_chunk_gl_unlock(chunk_gl
);
2840 static void *wined3d_bo_gl_map(struct wined3d_bo_gl
*bo
, struct wined3d_context_gl
*context_gl
, uint32_t flags
)
2842 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2843 const struct wined3d_gl_info
*gl_info
;
2844 struct wined3d_bo_user
*bo_user
;
2845 struct wined3d_bo_gl tmp
;
2847 if (flags
& WINED3D_MAP_NOOVERWRITE
)
2850 if ((flags
& WINED3D_MAP_DISCARD
) && bo
->command_fence_id
> device_gl
->completed_fence_id
)
2852 if (wined3d_device_gl_create_bo(device_gl
, context_gl
, bo
->size
,
2853 bo
->binding
, bo
->usage
, bo
->b
.coherent
, bo
->flags
, &tmp
))
2855 list_move_head(&tmp
.b
.users
, &bo
->b
.users
);
2856 wined3d_context_gl_destroy_bo(context_gl
, bo
);
2858 list_init(&bo
->b
.users
);
2859 list_move_head(&bo
->b
.users
, &tmp
.b
.users
);
2860 LIST_FOR_EACH_ENTRY(bo_user
, &bo
->b
.users
, struct wined3d_bo_user
, entry
)
2862 bo_user
->valid
= false;
2868 ERR("Failed to create new buffer object.\n");
2871 if (context_gl
->c
.d3d_info
->fences
)
2873 if (bo
->command_fence_id
== device_gl
->current_fence_id
)
2874 wined3d_context_gl_submit_command_fence(context_gl
);
2875 wined3d_context_gl_wait_command_fence(context_gl
, bo
->command_fence_id
);
2880 return bo
->b
.map_ptr
;
2884 struct wined3d_allocator_chunk_gl
*chunk_gl
= wined3d_allocator_chunk_gl(bo
->memory
->chunk
);
2886 if (!(bo
->b
.map_ptr
= wined3d_allocator_chunk_gl_map(chunk_gl
, context_gl
)))
2887 ERR("Failed to map chunk.\n");
2888 return bo
->b
.map_ptr
;
2891 gl_info
= context_gl
->gl_info
;
2892 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, bo
->id
);
2894 if (gl_info
->supported
[ARB_BUFFER_STORAGE
])
2896 GLbitfield gl_flags
;
2898 /* When mapping the bo persistently, we need to use the access flags
2899 * used to create the bo, instead of the access flags passed to the
2900 * map call. Otherwise, if for example the initial map call that
2901 * caused the bo to be persistently mapped was a read-only map,
2902 * subsequent write access to the bo would be undefined.
2904 * Note that we use GL_MAP_PERSISTENT_BIT for non-persistent maps here
2905 * as well, in order to allow draws to succeed while referenced buffer
2906 * resources are mapped. On the other hand, we don't want to use the
2907 * access flags used to create the bo for non-persistent maps, because
2908 * that may imply dropping GL_MAP_UNSYNCHRONIZED_BIT. */
2909 gl_flags
= bo
->flags
& ~GL_CLIENT_STORAGE_BIT
;
2910 if (!(gl_flags
& GL_MAP_READ_BIT
))
2911 gl_flags
|= GL_MAP_UNSYNCHRONIZED_BIT
;
2912 if (gl_flags
& GL_MAP_WRITE_BIT
)
2913 gl_flags
|= GL_MAP_FLUSH_EXPLICIT_BIT
;
2914 gl_flags
|= GL_MAP_PERSISTENT_BIT
| GL_MAP_COHERENT_BIT
;
2916 bo
->b
.map_ptr
= GL_EXTCALL(glMapBufferRange(bo
->binding
, 0, bo
->size
, gl_flags
));
2918 else if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
2920 bo
->b
.map_ptr
= GL_EXTCALL(glMapBufferRange(bo
->binding
, 0, bo
->size
, wined3d_resource_gl_map_flags(bo
, flags
)));
2924 bo
->b
.map_ptr
= GL_EXTCALL(glMapBuffer(bo
->binding
, wined3d_resource_gl_legacy_map_flags(flags
)));
2928 adapter_adjust_mapped_memory(device_gl
->d
.adapter
, bo
->size
);
2930 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, 0);
2931 checkGLcall("Map buffer object");
2933 return bo
->b
.map_ptr
;
2936 static void wined3d_bo_gl_unmap(struct wined3d_bo_gl
*bo
, struct wined3d_context_gl
*context_gl
)
2938 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2940 if (context_gl
->c
.d3d_info
->persistent_map
2941 && context_gl
->c
.device
->adapter
->mapped_size
<= MAX_PERSISTENT_MAPPED_BYTES
)
2943 TRACE("Not unmapping BO %p.\n", bo
);
2949 struct wined3d_allocator_chunk_gl
*chunk_gl
= wined3d_allocator_chunk_gl(bo
->memory
->chunk
);
2951 wined3d_allocator_chunk_gl_unmap(chunk_gl
, context_gl
);
2952 if (!chunk_gl
->c
.map_ptr
)
2953 bo
->b
.map_ptr
= NULL
;
2957 wined3d_device_bo_map_lock(context_gl
->c
.device
);
2958 /* The mapping is still in use by the client (viz. for an accelerated
2959 * NOOVERWRITE map). The client will trigger another unmap request when the
2960 * d3d application requests to unmap the BO. */
2961 if (bo
->b
.client_map_count
)
2963 wined3d_device_bo_map_unlock(context_gl
->c
.device
);
2964 assert(context_gl
->c
.d3d_info
->persistent_map
);
2965 TRACE("BO %p is still in use by a client thread; not unmapping.\n", bo
);
2968 bo
->b
.map_ptr
= NULL
;
2969 wined3d_device_bo_map_unlock(context_gl
->c
.device
);
2971 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, bo
->id
);
2972 GL_EXTCALL(glUnmapBuffer(bo
->binding
));
2973 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, 0);
2974 checkGLcall("Unmap buffer object");
2976 adapter_adjust_mapped_memory(context_gl
->c
.device
->adapter
, -bo
->size
);
2979 void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl
*context_gl
,
2980 const struct wined3d_bo_address
*data
, size_t size
, uint32_t flags
)
2982 struct wined3d_bo
*bo
;
2985 if (!(bo
= data
->buffer_object
))
2988 if (!(map_ptr
= wined3d_bo_gl_map(wined3d_bo_gl(bo
), context_gl
, flags
)))
2990 ERR("Failed to map bo.\n");
2994 return (uint8_t *)map_ptr
+ bo
->buffer_offset
+ (uintptr_t)data
->addr
;
2997 static void flush_bo_ranges(struct wined3d_context_gl
*context_gl
, const struct wined3d_const_bo_address
*data
,
2998 unsigned int range_count
, const struct wined3d_range
*ranges
)
3000 const struct wined3d_gl_info
*gl_info
;
3001 struct wined3d_bo_gl
*bo
;
3004 if (!data
->buffer_object
|| data
->buffer_object
->coherent
)
3006 bo
= wined3d_bo_gl(data
->buffer_object
);
3008 gl_info
= context_gl
->gl_info
;
3009 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, bo
->id
);
3011 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
3013 /* The offset passed to glFlushMappedBufferRange() is relative to the
3014 * mapped range, but we map the whole buffer anyway. */
3015 for (i
= 0; i
< range_count
; ++i
)
3017 GL_EXTCALL(glFlushMappedBufferRange(bo
->binding
,
3018 bo
->b
.buffer_offset
+ (uintptr_t)data
->addr
+ ranges
[i
].offset
, ranges
[i
].size
));
3021 else if (gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
3023 for (i
= 0; i
< range_count
; ++i
)
3025 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(bo
->binding
,
3026 bo
->b
.buffer_offset
+ (uintptr_t)data
->addr
+ ranges
[i
].offset
, ranges
[i
].size
));
3027 checkGLcall("glFlushMappedBufferRangeAPPLE");
3031 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, 0);
3032 checkGLcall("Flush buffer object");
3035 void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl
*context_gl
,
3036 const struct wined3d_bo_address
*data
, unsigned int range_count
, const struct wined3d_range
*ranges
)
3038 struct wined3d_bo_gl
*bo
;
3040 if (!data
->buffer_object
)
3042 bo
= wined3d_bo_gl(data
->buffer_object
);
3044 flush_bo_ranges(context_gl
, wined3d_const_bo_address(data
), range_count
, ranges
);
3045 wined3d_bo_gl_unmap(bo
, context_gl
);
3048 void wined3d_context_gl_flush_bo_address(struct wined3d_context_gl
*context_gl
,
3049 const struct wined3d_const_bo_address
*data
, size_t size
)
3051 struct wined3d_range range
;
3053 TRACE("context_gl %p, data %s, size %Iu.\n", context_gl
, debug_const_bo_address(data
), size
);
3055 range
.offset
= (uintptr_t)data
->addr
;
3058 flush_bo_ranges(context_gl
, data
, 1, &range
);
3061 void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl
*context_gl
,
3062 const struct wined3d_bo_address
*dst
, const struct wined3d_bo_address
*src
,
3063 unsigned int range_count
, const struct wined3d_range
*ranges
)
3065 const struct wined3d_gl_info
*gl_info
;
3066 struct wined3d_bo_gl
*src_bo
, *dst_bo
;
3067 BYTE
*dst_ptr
, *src_ptr
;
3070 gl_info
= context_gl
->gl_info
;
3071 src_bo
= src
->buffer_object
? wined3d_bo_gl(src
->buffer_object
) : NULL
;
3072 dst_bo
= dst
->buffer_object
? wined3d_bo_gl(dst
->buffer_object
) : NULL
;
3074 if (dst_bo
&& src_bo
)
3076 if (gl_info
->supported
[ARB_COPY_BUFFER
])
3078 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER
, src_bo
->id
));
3079 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER
, dst_bo
->id
));
3081 for (i
= 0; i
< range_count
; ++i
)
3082 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER
, GL_COPY_WRITE_BUFFER
,
3083 src_bo
->b
.buffer_offset
+ (GLintptr
)src
->addr
+ ranges
[i
].offset
,
3084 dst_bo
->b
.buffer_offset
+ (GLintptr
)dst
->addr
+ ranges
[i
].offset
, ranges
[i
].size
));
3085 checkGLcall("direct buffer copy");
3087 wined3d_context_gl_reference_bo(context_gl
, src_bo
);
3088 wined3d_context_gl_reference_bo(context_gl
, dst_bo
);
3092 src_ptr
= wined3d_context_gl_map_bo_address(context_gl
, src
,
3093 src_bo
->size
- (uintptr_t)src
->addr
, WINED3D_MAP_READ
);
3094 dst_ptr
= wined3d_context_gl_map_bo_address(context_gl
, dst
,
3095 dst_bo
->size
- (uintptr_t)dst
->addr
, WINED3D_MAP_WRITE
);
3097 for (i
= 0; i
< range_count
; ++i
)
3098 memcpy(dst_ptr
+ ranges
[i
].offset
, src_ptr
+ ranges
[i
].offset
, ranges
[i
].size
);
3100 wined3d_context_gl_unmap_bo_address(context_gl
, dst
, range_count
, ranges
);
3101 wined3d_context_gl_unmap_bo_address(context_gl
, src
, 0, NULL
);
3104 else if (!dst_bo
&& src_bo
)
3106 wined3d_context_gl_bind_bo(context_gl
, src_bo
->binding
, src_bo
->id
);
3107 for (i
= 0; i
< range_count
; ++i
)
3108 GL_EXTCALL(glGetBufferSubData(src_bo
->binding
,
3109 src_bo
->b
.buffer_offset
+ (GLintptr
)src
->addr
+ ranges
[i
].offset
,
3110 ranges
[i
].size
, dst
->addr
+ ranges
[i
].offset
));
3111 checkGLcall("buffer download");
3113 wined3d_context_gl_reference_bo(context_gl
, src_bo
);
3115 else if (dst_bo
&& !src_bo
)
3117 wined3d_context_gl_bind_bo(context_gl
, dst_bo
->binding
, dst_bo
->id
);
3118 for (i
= 0; i
< range_count
; ++i
)
3119 GL_EXTCALL(glBufferSubData(dst_bo
->binding
,
3120 dst_bo
->b
.buffer_offset
+ (GLintptr
)dst
->addr
+ ranges
[i
].offset
,
3121 ranges
[i
].size
, src
->addr
+ ranges
[i
].offset
));
3122 checkGLcall("buffer upload");
3124 wined3d_context_gl_reference_bo(context_gl
, dst_bo
);
3128 for (i
= 0; i
< range_count
; ++i
)
3129 memcpy(dst
->addr
+ ranges
[i
].offset
, src
->addr
+ ranges
[i
].offset
, ranges
[i
].size
);
3133 void wined3d_context_gl_destroy_bo(struct wined3d_context_gl
*context_gl
, struct wined3d_bo_gl
*bo
)
3135 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
3136 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3138 TRACE("context_gl %p, bo %p.\n", context_gl
, bo
);
3142 unsigned int order
= bo
->memory
->order
;
3145 wined3d_allocator_chunk_gl_unmap(wined3d_allocator_chunk_gl(bo
->memory
->chunk
), context_gl
);
3146 wined3d_context_gl_destroy_allocator_block(context_gl
, bo
->memory
, bo
->command_fence_id
);
3148 if (bo
->command_fence_id
== device_gl
->current_fence_id
)
3150 device_gl
->retired_bo_size
+= WINED3D_ALLOCATOR_CHUNK_SIZE
>> order
;
3151 if (device_gl
->retired_bo_size
> WINED3D_RETIRED_BO_SIZE_THRESHOLD
)
3152 wined3d_context_gl_submit_command_fence(context_gl
);
3161 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, bo
->id
);
3162 GL_EXTCALL(glUnmapBuffer(bo
->binding
));
3163 adapter_adjust_mapped_memory(context_gl
->c
.device
->adapter
, -bo
->size
);
3166 TRACE("Destroying GL buffer %u.\n", bo
->id
);
3168 GL_EXTCALL(glDeleteBuffers(1, &bo
->id
));
3169 checkGLcall("buffer object destruction");
3173 static void wined3d_context_gl_set_render_offscreen(struct wined3d_context_gl
*context_gl
, BOOL offscreen
)
3175 if (context_gl
->c
.render_offscreen
== offscreen
)
3178 context_invalidate_state(&context_gl
->c
, STATE_VIEWPORT
);
3179 context_invalidate_state(&context_gl
->c
, STATE_SCISSORRECT
);
3180 if (!context_gl
->gl_info
->supported
[ARB_CLIP_CONTROL
])
3182 context_invalidate_state(&context_gl
->c
, STATE_RASTERIZER
);
3183 context_invalidate_state(&context_gl
->c
, STATE_POINTSPRITECOORDORIGIN
);
3184 context_invalidate_state(&context_gl
->c
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
3186 context_invalidate_state(&context_gl
->c
, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
));
3187 if (context_gl
->gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
3188 context_invalidate_state(&context_gl
->c
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
3189 context_gl
->c
.render_offscreen
= offscreen
;
3192 GLenum
wined3d_context_gl_get_offscreen_gl_buffer(const struct wined3d_context_gl
*context_gl
)
3194 switch (wined3d_settings
.offscreen_rendering_mode
)
3197 return GL_COLOR_ATTACHMENT0
;
3199 case ORM_BACKBUFFER
:
3200 return context_gl
->aux_buffers
> 0 ? GL_AUX0
: GL_BACK
;
3203 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
3208 static uint32_t wined3d_context_gl_generate_rt_mask_no_fbo(const struct wined3d_context_gl
*context_gl
,
3209 struct wined3d_resource
*rt
)
3211 if (!rt
|| rt
->format
->id
== WINED3DFMT_NULL
)
3213 else if (rt
->type
!= WINED3D_RTYPE_BUFFER
&& texture_from_resource(rt
)->swapchain
)
3214 return context_generate_rt_mask_from_resource(rt
);
3216 return context_generate_rt_mask(wined3d_context_gl_get_offscreen_gl_buffer(context_gl
));
3219 /* Context activation is done by the caller. */
3220 void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl
*context_gl
, const struct wined3d_device
*device
)
3222 struct wined3d_context
*context
= &context_gl
->c
;
3223 const struct wined3d_gl_info
*gl_info
;
3224 uint32_t rt_mask
, *cur_mask
;
3225 struct wined3d_texture
*rt
;
3226 unsigned int sampler
;
3229 TRACE("Setting up context %p for blitting.\n", context
);
3231 gl_info
= context_gl
->gl_info
;
3232 rt
= context
->current_rt
.texture
;
3234 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3236 if (context
->render_offscreen
)
3238 wined3d_texture_load(rt
, context
, FALSE
);
3240 wined3d_context_gl_apply_fbo_state_blit(context_gl
, GL_FRAMEBUFFER
, &rt
->resource
,
3241 context
->current_rt
.sub_resource_idx
, NULL
, 0, rt
->resource
.draw_binding
);
3242 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
3249 context_gl
->current_fbo
= NULL
;
3250 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
3251 rt_mask
= context_generate_rt_mask_from_resource(&rt
->resource
);
3256 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, &rt
->resource
);
3259 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3261 if (rt_mask
!= *cur_mask
)
3263 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3264 *cur_mask
= rt_mask
;
3267 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3268 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
3269 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
3271 wined3d_context_gl_get_rt_size(context_gl
, &rt_size
);
3273 if (context
->last_was_blit
)
3275 if (context_gl
->blit_size
.cx
!= rt_size
.cx
|| context_gl
->blit_size
.cy
!= rt_size
.cy
)
3277 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, rt_size
.cx
, rt_size
.cy
);
3278 context
->viewport_count
= WINED3D_MAX_VIEWPORTS
;
3279 context_gl
->blit_size
= rt_size
;
3280 /* No need to dirtify here, the states are still dirtified because
3281 * they weren't applied since the last context_apply_blit_state()
3284 checkGLcall("blit state application");
3285 TRACE("Context is already set up for blitting, nothing to do.\n");
3288 context
->last_was_blit
= TRUE
;
3290 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
3291 GL_EXTCALL(glBindSampler(0, 0));
3292 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
3294 sampler
= context_gl
->rev_tex_unit_map
[0];
3295 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
3297 if (sampler
< WINED3D_MAX_TEXTURES
)
3299 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ sampler
));
3300 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
3302 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
3304 context_invalidate_compute_state(context
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
3305 context_invalidate_state(context
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
3307 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3309 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
3310 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
));
3312 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
3313 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3314 context_invalidate_state(context
, STATE_BLEND
);
3315 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
3316 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
3317 context_invalidate_state(context
, STATE_RASTERIZER
);
3318 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
3319 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
3320 context_invalidate_state(context
, STATE_DEPTH_STENCIL
);
3321 if (gl_info
->supported
[ARB_POINT_SPRITE
])
3323 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
3324 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
));
3326 if (gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
3328 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
3329 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3332 context
->last_was_rhw
= TRUE
;
3333 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
3335 wined3d_context_gl_enable_clip_distances(context_gl
, 0);
3336 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CLIPPING
));
3338 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
3339 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
3340 GL_EXTCALL(glClipControl(GL_LOWER_LEFT
, GL_NEGATIVE_ONE_TO_ONE
));
3341 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, rt_size
.cx
, rt_size
.cy
);
3342 context
->viewport_count
= WINED3D_MAX_VIEWPORTS
;
3343 context_invalidate_state(context
, STATE_VIEWPORT
);
3345 device
->shader_backend
->shader_disable(device
->shader_priv
, context
);
3347 context_gl
->blit_size
= rt_size
;
3349 checkGLcall("blit state application");
3352 static void wined3d_context_gl_apply_blit_projection(const struct wined3d_context_gl
*context_gl
,
3353 unsigned int w
, unsigned int h
)
3355 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3356 const GLdouble projection
[] =
3358 2.0 / w
, 0.0, 0.0, 0.0,
3359 0.0, 2.0 / h
, 0.0, 0.0,
3361 -1.0, -1.0, -1.0, 1.0,
3364 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
3365 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
3368 /* Setup OpenGL states for fixed-function blitting. */
3369 /* Context activation is done by the caller. */
3370 void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl
*context_gl
,
3371 const struct wined3d_device
*device
)
3373 struct wined3d_context
*context
= &context_gl
->c
;
3374 const struct wined3d_gl_info
*gl_info
;
3375 unsigned int i
, sampler
;
3377 gl_info
= context_gl
->gl_info
;
3378 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3379 ERR("Applying fixed-function state without legacy context support.\n");
3381 if (context
->last_was_ffp_blit
)
3385 wined3d_context_gl_get_rt_size(context_gl
, &rt_size
);
3386 if (context_gl
->blit_size
.cx
!= rt_size
.cx
|| context_gl
->blit_size
.cy
!= rt_size
.cy
)
3387 wined3d_context_gl_apply_blit_projection(context_gl
, rt_size
.cx
, rt_size
.cy
);
3388 wined3d_context_gl_apply_blit_state(context_gl
, device
);
3390 checkGLcall("ffp blit state application");
3393 context
->last_was_ffp_blit
= TRUE
;
3395 wined3d_context_gl_apply_blit_state(context_gl
, device
);
3397 /* Disable all textures. The caller can then bind a texture it wants to blit
3399 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
3401 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
3403 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3404 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3405 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3406 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3407 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3408 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3410 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
3412 sampler
= context_gl
->rev_tex_unit_map
[i
];
3413 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
3415 if (sampler
< WINED3D_MAX_TEXTURES
)
3416 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
3417 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
3421 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
3423 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3424 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3425 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3426 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3427 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3428 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3430 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
3431 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
3432 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
, GL_TEXTURE_LOD_BIAS_EXT
, 0.0f
);
3434 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
3435 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3437 /* Setup transforms. */
3438 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3439 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3440 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3441 wined3d_context_gl_apply_blit_projection(context_gl
, context_gl
->blit_size
.cx
, context_gl
->blit_size
.cy
);
3442 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
3444 /* Other misc states. */
3445 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
3446 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_LIGHTING
));
3447 gl_info
->p_glDisableWINE(GL_FOG
);
3448 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
));
3450 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
3452 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
3453 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
3455 checkGLcall("ffp blit state application");
3458 static BOOL
have_framebuffer_attachment(unsigned int rt_count
, struct wined3d_rendertarget_view
* const *rts
,
3459 const struct wined3d_rendertarget_view
*ds
)
3466 for (i
= 0; i
< rt_count
; ++i
)
3468 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3475 /* Context activation is done by the caller. */
3476 BOOL
wined3d_context_gl_apply_clear_state(struct wined3d_context_gl
*context_gl
,
3477 const struct wined3d_state
*state
, unsigned int rt_count
, const struct wined3d_fb_state
*fb
)
3479 struct wined3d_rendertarget_view
* const *rts
= fb
->render_targets
;
3480 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3481 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
3482 uint32_t rt_mask
= 0, *cur_mask
;
3485 if (isStateDirty(&context_gl
->c
, STATE_FRAMEBUFFER
) || fb
!= &state
->fb
3486 || rt_count
!= gl_info
->limits
.buffers
)
3488 if (!have_framebuffer_attachment(rt_count
, rts
, dsv
))
3490 WARN("Invalid render target config, need at least one attachment.\n");
3494 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3496 struct wined3d_rendertarget_info ds_info
= {{0}};
3498 if (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
))
3500 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
3501 for (i
= 0; i
< rt_count
; ++i
)
3505 struct wined3d_rendertarget_view_gl
*rtv_gl
= wined3d_rendertarget_view_gl(rts
[i
]);
3506 context_gl
->blit_targets
[i
].gl_view
= rtv_gl
->gl_view
;
3507 context_gl
->blit_targets
[i
].resource
= rtv_gl
->v
.resource
;
3508 context_gl
->blit_targets
[i
].sub_resource_idx
= rtv_gl
->v
.sub_resource_idx
;
3509 context_gl
->blit_targets
[i
].layer_count
= rtv_gl
->v
.layer_count
;
3511 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3512 rt_mask
|= (1u << i
);
3517 struct wined3d_rendertarget_view_gl
*dsv_gl
= wined3d_rendertarget_view_gl(dsv
);
3518 ds_info
.gl_view
= dsv_gl
->gl_view
;
3519 ds_info
.resource
= dsv_gl
->v
.resource
;
3520 ds_info
.sub_resource_idx
= dsv_gl
->v
.sub_resource_idx
;
3521 ds_info
.layer_count
= dsv_gl
->v
.layer_count
;
3524 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, context_gl
->blit_targets
, &ds_info
,
3525 rt_count
? rts
[0]->resource
->draw_binding
: 0, dsv
? dsv
->resource
->draw_binding
: 0);
3529 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, NULL
, &ds_info
,
3530 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3531 rt_mask
= context_generate_rt_mask_from_resource(rts
[0]->resource
);
3534 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
3535 * next draw. Otherwise we could mark the framebuffer state clean here, once the
3536 * state management allows this */
3537 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
3541 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rt_count
? rts
[0]->resource
: NULL
);
3544 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
3545 && (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
)))
3547 for (i
= 0; i
< rt_count
; ++i
)
3549 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3550 rt_mask
|= (1u << i
);
3555 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rt_count
? rts
[0]->resource
: NULL
);
3558 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3560 if (rt_mask
!= *cur_mask
)
3562 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3563 *cur_mask
= rt_mask
;
3564 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
3567 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3568 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
3570 context_gl
->c
.last_was_blit
= FALSE
;
3571 context_gl
->c
.last_was_ffp_blit
= FALSE
;
3573 /* Blending and clearing should be orthogonal, but tests on the nvidia
3574 * driver show that disabling blending when clearing improves the clearing
3575 * performance incredibly. */
3576 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
3577 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
3578 if (rt_count
&& gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
3580 if (needs_srgb_write(context_gl
->c
.d3d_info
, state
, fb
))
3581 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
3583 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
3584 context_invalidate_state(&context_gl
->c
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3586 checkGLcall("setting up state for clear");
3588 context_invalidate_state(&context_gl
->c
, STATE_BLEND
);
3589 context_invalidate_state(&context_gl
->c
, STATE_RASTERIZER
);
3590 context_invalidate_state(&context_gl
->c
, STATE_SCISSORRECT
);
3595 static uint32_t find_draw_buffers_mask(const struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
)
3597 struct wined3d_rendertarget_view
* const *rts
= state
->fb
.render_targets
;
3598 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3599 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3600 unsigned int rt_mask
, mask
;
3603 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
3604 return wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rts
[0]->resource
);
3605 else if (!context_gl
->c
.render_offscreen
)
3606 return context_generate_rt_mask_from_resource(rts
[0]->resource
);
3608 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
3609 rt_mask
&= wined3d_mask_from_size(gl_info
->limits
.buffers
);
3610 if (state
->blend_state
&& state
->blend_state
->dual_source
)
3616 i
= wined3d_bit_scan(&mask
);
3617 if (!rts
[i
] || rts
[i
]->format
->id
== WINED3DFMT_NULL
)
3618 rt_mask
&= ~(1u << i
);
3624 void context_gl_apply_texture_draw_state(struct wined3d_context_gl
*context_gl
,
3625 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
, unsigned int location
)
3627 const struct wined3d_format
*format
= texture
->resource
.format
;
3630 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
3633 if (format
->depth_size
|| format
->stencil_size
)
3635 wined3d_context_gl_apply_fbo_state_blit(context_gl
, GL_DRAW_FRAMEBUFFER
,
3636 NULL
, 0, &texture
->resource
, sub_resource_idx
, location
);
3642 wined3d_context_gl_apply_fbo_state_blit(context_gl
, GL_DRAW_FRAMEBUFFER
,
3643 &texture
->resource
, sub_resource_idx
, NULL
, 0, location
);
3645 if (location
== WINED3D_LOCATION_DRAWABLE
)
3647 TRACE("Texture %p is onscreen.\n", texture
);
3648 buffer
= wined3d_texture_get_gl_buffer(texture
);
3652 TRACE("Texture %p is offscreen.\n", texture
);
3653 buffer
= GL_COLOR_ATTACHMENT0
;
3657 wined3d_context_gl_set_draw_buffer(context_gl
, buffer
);
3658 wined3d_context_gl_check_fbo_status(context_gl
, GL_DRAW_FRAMEBUFFER
);
3659 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
3662 /* Context activation is done by the caller. */
3663 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3665 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3666 uint32_t rt_mask
= find_draw_buffers_mask(context_gl
, state
);
3667 const struct wined3d_fb_state
*fb
= &state
->fb
;
3668 DWORD color_location
= 0;
3671 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3673 struct wined3d_rendertarget_info ds_info
= {{0}};
3675 if (!context
->render_offscreen
)
3677 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, NULL
, &ds_info
,
3678 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3682 const struct wined3d_rendertarget_view_gl
*view_gl
;
3685 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
3686 for (i
= 0; i
< context_gl
->gl_info
->limits
.buffers
; ++i
)
3688 if (!fb
->render_targets
[i
])
3691 view_gl
= wined3d_rendertarget_view_gl(fb
->render_targets
[i
]);
3692 context_gl
->blit_targets
[i
].gl_view
= view_gl
->gl_view
;
3693 context_gl
->blit_targets
[i
].resource
= view_gl
->v
.resource
;
3694 context_gl
->blit_targets
[i
].sub_resource_idx
= view_gl
->v
.sub_resource_idx
;
3695 context_gl
->blit_targets
[i
].layer_count
= view_gl
->v
.layer_count
;
3697 if (!color_location
)
3698 color_location
= view_gl
->v
.resource
->draw_binding
;
3701 if (fb
->depth_stencil
)
3703 view_gl
= wined3d_rendertarget_view_gl(fb
->depth_stencil
);
3704 ds_info
.gl_view
= view_gl
->gl_view
;
3705 ds_info
.resource
= view_gl
->v
.resource
;
3706 ds_info
.sub_resource_idx
= view_gl
->v
.sub_resource_idx
;
3707 ds_info
.layer_count
= view_gl
->v
.layer_count
;
3710 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, context_gl
->blit_targets
, &ds_info
,
3711 color_location
, fb
->depth_stencil
? fb
->depth_stencil
->resource
->draw_binding
: 0);
3715 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3716 if (rt_mask
!= *cur_mask
)
3718 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3719 *cur_mask
= rt_mask
;
3721 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
3724 static void wined3d_context_gl_map_stage(struct wined3d_context_gl
*context_gl
, unsigned int stage
, unsigned int unit
)
3726 unsigned int i
= context_gl
->rev_tex_unit_map
[unit
];
3727 unsigned int j
= context_gl
->tex_unit_map
[stage
];
3729 TRACE("Mapping stage %u to unit %u.\n", stage
, unit
);
3730 context_gl
->tex_unit_map
[stage
] = unit
;
3731 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
3732 context_gl
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
3734 context_gl
->rev_tex_unit_map
[unit
] = stage
;
3735 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
3736 context_gl
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
3739 static void context_invalidate_texture_stage(struct wined3d_context
*context
, DWORD stage
)
3743 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
3744 context_invalidate_state(context
, STATE_TEXTURESTAGE(stage
, i
));
3747 static void context_update_fixed_function_usage_map(struct wined3d_context
*context
,
3748 const struct wined3d_state
*state
)
3752 context
->fixed_function_usage_map
= 0;
3753 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
3755 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
3756 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
3757 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
3758 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
3759 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
3760 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
3761 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
3762 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
3764 /* Not used, and disable higher stages. */
3765 if (color_op
== WINED3D_TOP_DISABLE
)
3768 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
3769 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
3770 || ((color_arg3
== WINED3DTA_TEXTURE
)
3771 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
3772 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
3773 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
3774 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
3775 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
3776 context
->fixed_function_usage_map
|= (1u << i
);
3778 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
3779 && i
< WINED3D_MAX_TEXTURES
- 1)
3780 context
->fixed_function_usage_map
|= (1u << (i
+ 1));
3783 if (i
< context
->lowest_disabled_stage
)
3786 end
= context
->lowest_disabled_stage
;
3790 start
= context
->lowest_disabled_stage
;
3794 context
->lowest_disabled_stage
= i
;
3795 for (i
= start
+ 1; i
< end
; ++i
)
3797 context_invalidate_state(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3801 static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_context_gl
*context_gl
,
3802 const struct wined3d_state
*state
)
3804 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
3805 unsigned int i
, tex
;
3808 ffu_map
= context_gl
->c
.fixed_function_usage_map
;
3810 if (d3d_info
->limits
.ffp_textures
== d3d_info
->limits
.ffp_blend_stages
3811 || context_gl
->c
.lowest_disabled_stage
<= d3d_info
->limits
.ffp_textures
)
3815 i
= wined3d_bit_scan(&ffu_map
);
3816 if (context_gl
->tex_unit_map
[i
] != i
)
3818 wined3d_context_gl_map_stage(context_gl
, i
, i
);
3819 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3820 context_invalidate_texture_stage(&context_gl
->c
, i
);
3826 /* Now work out the mapping */
3830 i
= wined3d_bit_scan(&ffu_map
);
3831 if (context_gl
->tex_unit_map
[i
] != tex
)
3833 wined3d_context_gl_map_stage(context_gl
, i
, tex
);
3834 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3835 context_invalidate_texture_stage(&context_gl
->c
, i
);
3842 static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
)
3844 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
3845 const struct wined3d_shader_resource_info
*resource_info
=
3846 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3849 for (i
= 0; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
3851 if (resource_info
[i
].type
&& context_gl
->tex_unit_map
[i
] != i
)
3853 wined3d_context_gl_map_stage(context_gl
, i
, i
);
3854 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3855 if (i
< d3d_info
->limits
.ffp_blend_stages
)
3856 context_invalidate_texture_stage(&context_gl
->c
, i
);
3861 static BOOL
wined3d_context_gl_unit_free_for_vs(const struct wined3d_context_gl
*context_gl
,
3862 const struct wined3d_shader_resource_info
*ps_resource_info
, unsigned int unit
)
3864 unsigned int current_mapping
= context_gl
->rev_tex_unit_map
[unit
];
3866 /* Not currently used */
3867 if (current_mapping
== WINED3D_UNMAPPED_STAGE
)
3870 if (current_mapping
< WINED3D_MAX_FRAGMENT_SAMPLERS
)
3872 /* Used by a fragment sampler */
3874 if (!ps_resource_info
)
3876 /* No pixel shader, check fixed function */
3877 return current_mapping
>= WINED3D_MAX_TEXTURES
3878 || !(context_gl
->c
.fixed_function_usage_map
& (1u << current_mapping
));
3881 /* Pixel shader, check the shader's sampler map */
3882 return !ps_resource_info
[current_mapping
].type
;
3888 static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl
*context_gl
,
3889 BOOL ps
, const struct wined3d_state
*state
)
3891 const struct wined3d_shader_resource_info
*vs_resource_info
=
3892 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
;
3893 const struct wined3d_shader_resource_info
*ps_resource_info
= NULL
;
3894 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3895 int start
= min(WINED3D_MAX_COMBINED_SAMPLERS
, gl_info
->limits
.graphics_samplers
) - 1;
3898 /* Note that we only care if a resource is used or not, not the
3899 * resource's specific type. Otherwise we'd need to call
3900 * shader_update_samplers() here for 1.x pixelshaders. */
3902 ps_resource_info
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3904 for (i
= 0; i
< WINED3D_MAX_VERTEX_SAMPLERS
; ++i
)
3906 DWORD vsampler_idx
= i
+ WINED3D_MAX_FRAGMENT_SAMPLERS
;
3907 if (vs_resource_info
[i
].type
)
3911 if (wined3d_context_gl_unit_free_for_vs(context_gl
, ps_resource_info
, start
))
3913 if (context_gl
->tex_unit_map
[vsampler_idx
] != start
)
3915 wined3d_context_gl_map_stage(context_gl
, vsampler_idx
, start
);
3916 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(vsampler_idx
));
3925 if (context_gl
->tex_unit_map
[vsampler_idx
] == WINED3D_UNMAPPED_STAGE
)
3926 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i
);
3931 static void wined3d_context_gl_update_tex_unit_map(struct wined3d_context_gl
*context_gl
,
3932 const struct wined3d_state
*state
)
3934 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3935 BOOL vs
= use_vs(state
);
3936 BOOL ps
= use_ps(state
);
3939 context_update_fixed_function_usage_map(&context_gl
->c
, state
);
3941 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3942 * need a 1:1 map at the moment.
3943 * When the mapping of a stage is changed, sampler and ALL texture stage
3944 * states have to be reset. */
3946 if (gl_info
->limits
.graphics_samplers
>= WINED3D_MAX_COMBINED_SAMPLERS
)
3950 wined3d_context_gl_map_psamplers(context_gl
, state
);
3952 wined3d_context_gl_map_fixed_function_samplers(context_gl
, state
);
3955 wined3d_context_gl_map_vsamplers(context_gl
, ps
, state
);
3958 /* Context activation is done by the caller. */
3959 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3961 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3962 uint32_t rt_mask
, *cur_mask
;
3964 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
3966 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3967 rt_mask
= find_draw_buffers_mask(context_gl
, state
);
3968 if (rt_mask
!= *cur_mask
)
3970 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3971 *cur_mask
= rt_mask
;
3975 static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl
*context_gl
,
3976 const struct wined3d_state
*state
, enum wined3d_shader_type shader_type
)
3978 unsigned int bind_idx
, shader_sampler_count
, base
, count
, i
;
3979 const struct wined3d_device
*device
= context_gl
->c
.device
;
3980 struct wined3d_shader_sampler_map_entry
*entry
;
3981 struct wined3d_shader_resource_view
*view
;
3982 const struct wined3d_shader
*shader
;
3983 const unsigned int *tex_unit_map
;
3984 struct wined3d_sampler
*sampler
;
3986 if (!(shader
= state
->shader
[shader_type
]))
3989 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
,
3990 &shader
->reg_maps
.shader_version
, &base
, &count
);
3992 shader_sampler_count
= shader
->reg_maps
.sampler_map
.count
;
3993 if (shader_sampler_count
> count
)
3994 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3995 shader
, shader_sampler_count
, count
);
3996 count
= min(shader_sampler_count
, count
);
3998 for (i
= 0; i
< count
; ++i
)
4000 entry
= &shader
->reg_maps
.sampler_map
.entries
[i
];
4001 bind_idx
= base
+ entry
->bind_idx
;
4003 bind_idx
= tex_unit_map
[bind_idx
];
4005 if (!(view
= state
->shader_resource_view
[shader_type
][entry
->resource_idx
]))
4007 WARN("No resource view bound at index %u, %u.\n", shader_type
, entry
->resource_idx
);
4011 if (entry
->sampler_idx
== WINED3D_SAMPLER_DEFAULT
)
4012 sampler
= device
->default_sampler
;
4013 else if (!(sampler
= state
->sampler
[shader_type
][entry
->sampler_idx
]))
4014 sampler
= device
->null_sampler
;
4015 wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view
),
4016 bind_idx
, wined3d_sampler_gl(sampler
), context_gl
);
4020 static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl
*context_gl
,
4021 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
4023 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4024 struct wined3d_unordered_access_view_gl
*view_gl
;
4025 const struct wined3d_format_gl
*format_gl
;
4026 GLuint texture_name
;
4033 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
4037 if (shader
->reg_maps
.uav_resource_info
[i
].type
)
4038 WARN("No unordered access view bound at index %u.\n", i
);
4039 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
4043 view_gl
= wined3d_unordered_access_view_gl(views
[i
]);
4044 if (view_gl
->gl_view
.name
)
4046 texture_name
= view_gl
->gl_view
.name
;
4049 else if (view_gl
->v
.resource
->type
!= WINED3D_RTYPE_BUFFER
)
4051 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(texture_from_resource(view_gl
->v
.resource
));
4052 texture_name
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, FALSE
);
4053 level
= view_gl
->v
.desc
.u
.texture
.level_idx
;
4057 FIXME("Unsupported buffer unordered access view.\n");
4058 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
4062 format_gl
= wined3d_format_gl(view_gl
->v
.format
);
4063 GL_EXTCALL(glBindImageTexture(i
, texture_name
, level
, GL_TRUE
, 0, GL_READ_WRITE
,
4064 format_gl
->internal
));
4066 if (view_gl
->counter_bo
.id
)
4067 GL_EXTCALL(glBindBufferRange(GL_ATOMIC_COUNTER_BUFFER
, i
, view_gl
->counter_bo
.id
,
4068 view_gl
->counter_bo
.b
.buffer_offset
, view_gl
->counter_bo
.size
));
4070 checkGLcall("Bind unordered access views");
4073 static void context_gl_load_shader_resources(struct wined3d_context_gl
*context_gl
,
4074 const struct wined3d_state
*state
, unsigned int shader_mask
)
4076 struct wined3d_shader_sampler_map_entry
*entry
;
4077 struct wined3d_shader_resource_view_gl
*srv_gl
;
4078 struct wined3d_shader_resource_view
*view
;
4079 struct wined3d_shader
*shader
;
4080 struct wined3d_buffer
*buffer
;
4083 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
4085 if (!(shader_mask
& (1u << i
)))
4088 if (!(shader
= state
->shader
[i
]))
4091 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
4093 if (!state
->cb
[i
][j
].buffer
)
4096 buffer
= state
->cb
[i
][j
].buffer
;
4097 wined3d_buffer_load(buffer
, &context_gl
->c
, state
);
4098 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
4099 if (!buffer
->bo_user
.valid
)
4100 device_invalidate_state(context_gl
->c
.device
, STATE_CONSTANT_BUFFER(i
));
4103 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
4105 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
4107 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
4110 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
4112 buffer
= buffer_from_resource(view
->resource
);
4113 wined3d_buffer_load(buffer
, &context_gl
->c
, state
);
4114 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
4116 srv_gl
= wined3d_shader_resource_view_gl(view
);
4117 if (!srv_gl
->bo_user
.valid
)
4118 wined3d_shader_resource_view_gl_update(srv_gl
, context_gl
);
4122 wined3d_texture_load(texture_from_resource(view
->resource
), &context_gl
->c
, FALSE
);
4128 static void context_gl_load_unordered_access_resources(struct wined3d_context_gl
*context_gl
,
4129 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
4131 struct wined3d_unordered_access_view_gl
*uav_gl
;
4132 struct wined3d_unordered_access_view
*view
;
4133 struct wined3d_texture
*texture
;
4134 struct wined3d_buffer
*buffer
;
4137 context_gl
->c
.uses_uavs
= 0;
4142 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
4144 if (!(view
= views
[i
]))
4147 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
4149 buffer
= buffer_from_resource(view
->resource
);
4150 wined3d_buffer_load_location(buffer
, &context_gl
->c
, WINED3D_LOCATION_BUFFER
);
4151 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_BUFFER
);
4152 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
4154 uav_gl
= wined3d_unordered_access_view_gl(view
);
4155 if (!uav_gl
->bo_user
.valid
)
4156 wined3d_unordered_access_view_gl_update(uav_gl
, context_gl
);
4160 texture
= texture_from_resource(view
->resource
);
4161 wined3d_texture_load(texture
, &context_gl
->c
, FALSE
);
4162 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_TEXTURE_RGB
);
4165 context_gl
->c
.uses_uavs
= 1;
4169 static void context_gl_load_stream_output_buffers(struct wined3d_context_gl
*context_gl
,
4170 const struct wined3d_state
*state
)
4172 struct wined3d_buffer
*buffer
;
4175 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
4177 if (!(buffer
= state
->stream_output
[i
].buffer
))
4180 wined3d_buffer_load(buffer
, &context_gl
->c
, state
);
4181 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
4182 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
4183 if (!buffer
->bo_user
.valid
)
4184 device_invalidate_state(context_gl
->c
.device
, STATE_STREAM_OUTPUT
);
4188 /* Context activation is done by the caller. */
4189 static BOOL
context_apply_draw_state(struct wined3d_context
*context
,
4190 const struct wined3d_device
*device
, const struct wined3d_state
*state
, BOOL indexed
)
4192 const struct wined3d_state_entry
*state_table
= context
->state_table
;
4193 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
4194 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4195 const struct wined3d_fb_state
*fb
= &state
->fb
;
4196 unsigned int i
, base
;
4199 context
->uses_fbo_attached_resources
= 0;
4201 if (!have_framebuffer_attachment(gl_info
->limits
.buffers
, fb
->render_targets
, fb
->depth_stencil
))
4203 if (!gl_info
->supported
[ARB_FRAMEBUFFER_NO_ATTACHMENTS
])
4205 FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
4209 wined3d_context_gl_set_render_offscreen(context_gl
, TRUE
);
4212 /* Preload resources before FBO setup. Texture preload in particular may
4213 * result in changes to the current FBO, due to using e.g. FBO blits for
4214 * updating a resource location. */
4215 wined3d_context_gl_update_tex_unit_map(context_gl
, state
);
4216 context_preload_textures(context
, state
);
4217 context_gl_load_shader_resources(context_gl
, state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
4218 context_gl_load_unordered_access_resources(context_gl
, state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
4219 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
4220 context_gl_load_stream_output_buffers(context_gl
, state
);
4221 /* TODO: Right now the dependency on the vertex shader is necessary
4222 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
4223 * the current VS but maybe it's possible to relax the coupling in some
4224 * situations at least. */
4225 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
)
4226 || isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
)))
4228 context_update_stream_info(context
, state
);
4231 map
= context
->stream_info
.use_map
;
4234 const struct wined3d_stream_info_element
*e
;
4235 struct wined3d_buffer
*buffer
;
4237 e
= &context
->stream_info
.elements
[wined3d_bit_scan(&map
)];
4238 buffer
= state
->streams
[e
->stream_idx
].buffer
;
4240 if (!buffer
->bo_user
.valid
)
4241 device_invalidate_state(device
, STATE_STREAMSRC
);
4243 wined3d_buffer_load(buffer
, context
, state
);
4245 /* Loading the buffers above may have invalidated the stream info. */
4246 if (wined3d_context_is_graphics_state_dirty(context
, STATE_STREAMSRC
))
4247 context_update_stream_info(context
, state
);
4249 map
= context
->stream_info
.use_map
;
4252 const struct wined3d_stream_info_element
*e
;
4253 struct wined3d_buffer
*buffer
;
4255 e
= &context
->stream_info
.elements
[wined3d_bit_scan(&map
)];
4256 buffer
= state
->streams
[e
->stream_idx
].buffer
;
4258 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
4261 if (indexed
&& state
->index_buffer
)
4263 struct wined3d_buffer
*buffer
= state
->index_buffer
;
4265 if (context
->stream_info
.all_vbo
)
4267 wined3d_buffer_load(buffer
, context
, state
);
4268 if (!buffer
->bo_user
.valid
)
4269 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4270 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
4274 wined3d_buffer_load_sysmem(buffer
, context
);
4278 for (i
= 0, base
= 0; i
< ARRAY_SIZE(context
->dirty_graphics_states
); ++i
)
4280 uint32_t dirty_mask
= context
->dirty_graphics_states
[i
];
4284 unsigned int state_id
= base
+ wined3d_bit_scan(&dirty_mask
);
4286 state_table
[state_id
].apply(context
, state
, state_id
);
4288 base
+= sizeof(dirty_mask
) * CHAR_BIT
;
4291 memset(context
->dirty_graphics_states
, 0, sizeof(context
->dirty_graphics_states
));
4293 if (context
->shader_update_mask
& ~(1u << WINED3D_SHADER_TYPE_COMPUTE
))
4295 device
->shader_backend
->shader_select(device
->shader_priv
, context
, state
);
4296 context
->shader_update_mask
&= 1u << WINED3D_SHADER_TYPE_COMPUTE
;
4299 if (context
->constant_update_mask
)
4301 device
->shader_backend
->shader_load_constants(device
->shader_priv
, context
, state
);
4302 context
->constant_update_mask
= 0;
4305 if (context
->update_shader_resource_bindings
)
4307 for (i
= 0; i
< WINED3D_SHADER_TYPE_GRAPHICS_COUNT
; ++i
)
4308 wined3d_context_gl_bind_shader_resources(context_gl
, state
, i
);
4309 context
->update_shader_resource_bindings
= 0;
4310 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
4311 context
->update_compute_shader_resource_bindings
= 1;
4314 if (context
->update_unordered_access_view_bindings
)
4316 wined3d_context_gl_bind_unordered_access_views(context_gl
,
4317 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
4318 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
4319 context
->update_unordered_access_view_bindings
= 0;
4320 context
->update_compute_unordered_access_view_bindings
= 1;
4323 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4324 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
4326 context
->last_was_blit
= FALSE
;
4327 context
->last_was_ffp_blit
= FALSE
;
4332 static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl
*context_gl
,
4333 const struct wined3d_device
*device
, const struct wined3d_state
*state
)
4335 const struct wined3d_state_entry
*state_table
= context_gl
->c
.state_table
;
4336 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4337 unsigned int state_id
, i
;
4339 context_gl_load_shader_resources(context_gl
, state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
4340 context_gl_load_unordered_access_resources(context_gl
, state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
4341 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
4343 for (i
= 0, state_id
= STATE_COMPUTE_OFFSET
; i
< ARRAY_SIZE(context_gl
->c
.dirty_compute_states
); ++i
)
4345 unsigned int dirty_mask
= context_gl
->c
.dirty_compute_states
[i
];
4349 unsigned int current_state_id
= state_id
+ wined3d_bit_scan(&dirty_mask
);
4350 state_table
[current_state_id
].apply(&context_gl
->c
, state
, current_state_id
);
4352 state_id
+= sizeof(*context_gl
->c
.dirty_compute_states
) * CHAR_BIT
;
4354 memset(context_gl
->c
.dirty_compute_states
, 0, sizeof(*context_gl
->c
.dirty_compute_states
));
4356 if (context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
))
4358 device
->shader_backend
->shader_select_compute(device
->shader_priv
, &context_gl
->c
, state
);
4359 context_gl
->c
.shader_update_mask
&= ~(1u << WINED3D_SHADER_TYPE_COMPUTE
);
4362 if (context_gl
->c
.update_compute_shader_resource_bindings
)
4364 wined3d_context_gl_bind_shader_resources(context_gl
, state
, WINED3D_SHADER_TYPE_COMPUTE
);
4365 context_gl
->c
.update_compute_shader_resource_bindings
= 0;
4366 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
4367 context_gl
->c
.update_shader_resource_bindings
= 1;
4370 if (context_gl
->c
.update_compute_unordered_access_view_bindings
)
4372 wined3d_context_gl_bind_unordered_access_views(context_gl
,
4373 state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
4374 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
4375 context_gl
->c
.update_compute_unordered_access_view_bindings
= 0;
4376 context_gl
->c
.update_unordered_access_view_bindings
= 1;
4379 /* Updates to currently bound render targets aren't necessarily coherent
4380 * between the graphics and compute pipelines. Unbind any currently bound
4381 * FBO here to ensure preceding updates to its attachments by the graphics
4382 * pipeline are visible to the compute pipeline.
4384 * Without this, the bloom effect in Nier:Automata is too bright on the
4385 * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
4386 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
4387 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
4389 context_gl
->c
.last_was_blit
= FALSE
;
4390 context_gl
->c
.last_was_ffp_blit
= FALSE
;
4393 void wined3d_context_gl_end_transform_feedback(struct wined3d_context_gl
*context_gl
)
4395 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4397 if (context_gl
->c
.transform_feedback_active
)
4399 GL_EXTCALL(glEndTransformFeedback());
4400 checkGLcall("glEndTransformFeedback");
4401 context_gl
->c
.transform_feedback_active
= 0;
4402 context_gl
->c
.transform_feedback_paused
= 0;
4406 static void wined3d_context_gl_pause_transform_feedback(struct wined3d_context_gl
*context_gl
, BOOL force
)
4408 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4410 if (!context_gl
->c
.transform_feedback_active
|| context_gl
->c
.transform_feedback_paused
)
4413 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK2
])
4415 GL_EXTCALL(glPauseTransformFeedback());
4416 checkGLcall("glPauseTransformFeedback");
4417 context_gl
->c
.transform_feedback_paused
= 1;
4421 WARN("Cannot pause transform feedback operations.\n");
4424 wined3d_context_gl_end_transform_feedback(context_gl
);
4427 static void wined3d_context_gl_setup_target(struct wined3d_context_gl
*context_gl
,
4428 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4430 BOOL old_render_offscreen
= context_gl
->c
.render_offscreen
, render_offscreen
;
4432 render_offscreen
= wined3d_resource_is_offscreen(&texture
->resource
);
4433 if (context_gl
->c
.current_rt
.texture
== texture
4434 && context_gl
->c
.current_rt
.sub_resource_idx
== sub_resource_idx
4435 && render_offscreen
== old_render_offscreen
)
4438 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
4439 * the alpha blend state changes with different render target formats. */
4440 if (!context_gl
->c
.current_rt
.texture
)
4442 context_invalidate_state(&context_gl
->c
, STATE_BLEND
);
4446 const struct wined3d_format
*old
= context_gl
->c
.current_rt
.texture
->resource
.format
;
4447 const struct wined3d_format
*new = texture
->resource
.format
;
4449 if (old
->id
!= new->id
)
4451 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
4452 if ((old
->alpha_size
&& !new->alpha_size
) || (!old
->alpha_size
&& new->alpha_size
)
4453 || !(texture
->resource
.format_caps
& WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING
))
4454 context_invalidate_state(&context_gl
->c
, STATE_BLEND
);
4457 /* When switching away from an offscreen render target, and we're not
4458 * using FBOs, we have to read the drawable into the texture. This is
4459 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
4460 * There are some things that need care though. PreLoad needs a GL context,
4461 * and FindContext is called before the context is activated. It also
4462 * has to be called with the old rendertarget active, otherwise a
4463 * wrong drawable is read. */
4464 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
4465 && old_render_offscreen
&& (context_gl
->c
.current_rt
.texture
!= texture
4466 || context_gl
->c
.current_rt
.sub_resource_idx
!= sub_resource_idx
))
4468 struct wined3d_texture_gl
*prev_texture
= wined3d_texture_gl(context_gl
->c
.current_rt
.texture
);
4469 unsigned int prev_sub_resource_idx
= context_gl
->c
.current_rt
.sub_resource_idx
;
4471 /* Read the back buffer of the old drawable into the destination texture. */
4472 if (prev_texture
->texture_srgb
.name
)
4473 wined3d_texture_load(&prev_texture
->t
, &context_gl
->c
, TRUE
);
4474 wined3d_texture_load(&prev_texture
->t
, &context_gl
->c
, FALSE
);
4475 wined3d_texture_invalidate_location(&prev_texture
->t
, prev_sub_resource_idx
, WINED3D_LOCATION_DRAWABLE
);
4479 context_gl
->c
.current_rt
.texture
= texture
;
4480 context_gl
->c
.current_rt
.sub_resource_idx
= sub_resource_idx
;
4481 wined3d_context_gl_set_render_offscreen(context_gl
, render_offscreen
);
4484 static void wined3d_context_gl_activate(struct wined3d_context_gl
*context_gl
,
4485 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4487 wined3d_context_gl_enter(context_gl
);
4488 wined3d_context_gl_update_window(context_gl
);
4489 wined3d_context_gl_setup_target(context_gl
, texture
, sub_resource_idx
);
4490 if (!context_gl
->valid
)
4493 if (context_gl
!= wined3d_context_gl_get_current())
4495 if (!wined3d_context_gl_set_current(context_gl
))
4496 ERR("Failed to activate the new context.\n");
4498 else if (context_gl
->needs_set
)
4500 wined3d_context_gl_set_gl_context(context_gl
);
4504 struct wined3d_context
*wined3d_context_gl_acquire(const struct wined3d_device
*device
,
4505 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4507 struct wined3d_context_gl
*current_context
= wined3d_context_gl_get_current();
4508 struct wined3d_context_gl
*context_gl
;
4510 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device
, texture
, sub_resource_idx
);
4512 if (current_context
&& current_context
->c
.destroyed
)
4513 current_context
= NULL
;
4518 && current_context
->c
.current_rt
.texture
4519 && current_context
->c
.device
== device
)
4521 texture
= current_context
->c
.current_rt
.texture
;
4522 sub_resource_idx
= current_context
->c
.current_rt
.sub_resource_idx
;
4526 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
4528 if (swapchain
->back_buffers
)
4529 texture
= swapchain
->back_buffers
[0];
4531 texture
= swapchain
->front_buffer
;
4532 sub_resource_idx
= 0;
4536 if (current_context
&& current_context
->c
.current_rt
.texture
== texture
)
4538 context_gl
= current_context
;
4540 else if (!wined3d_resource_is_offscreen(&texture
->resource
))
4542 TRACE("Rendering onscreen.\n");
4544 if (!(context_gl
= wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(texture
->swapchain
))))
4549 TRACE("Rendering offscreen.\n");
4551 /* Stay with the current context if possible. Otherwise use the
4552 * context for the primary swapchain. */
4553 if (current_context
&& current_context
->c
.device
== device
)
4554 context_gl
= current_context
;
4555 else if (!(context_gl
= wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(device
->swapchains
[0]))))
4559 wined3d_context_gl_activate(context_gl
, texture
, sub_resource_idx
);
4561 return &context_gl
->c
;
4564 struct wined3d_context_gl
*wined3d_context_gl_reacquire(struct wined3d_context_gl
*context_gl
)
4566 struct wined3d_context
*acquired_context
;
4567 struct wined3d_device
*device
;
4569 if (!context_gl
|| context_gl
->tid
!= GetCurrentThreadId())
4572 device
= context_gl
->c
.device
;
4573 wined3d_from_cs(device
->cs
);
4575 if (context_gl
->c
.current_rt
.texture
)
4577 wined3d_context_gl_activate(context_gl
, context_gl
->c
.current_rt
.texture
,
4578 context_gl
->c
.current_rt
.sub_resource_idx
);
4582 acquired_context
= context_acquire(device
, NULL
, 0);
4583 if (acquired_context
!= &context_gl
->c
)
4584 ERR("Acquired context %p instead of %p.\n", acquired_context
, &context_gl
->c
);
4585 return wined3d_context_gl(acquired_context
);
4588 void dispatch_compute(struct wined3d_device
*device
, const struct wined3d_state
*state
,
4589 const struct wined3d_dispatch_parameters
*parameters
)
4591 const struct wined3d_gl_info
*gl_info
;
4592 struct wined3d_context_gl
*context_gl
;
4594 context_gl
= wined3d_context_gl(context_acquire(device
, NULL
, 0));
4595 if (!context_gl
->valid
)
4597 context_release(&context_gl
->c
);
4598 WARN("Invalid context, skipping dispatch.\n");
4601 gl_info
= context_gl
->gl_info
;
4603 if (!gl_info
->supported
[ARB_COMPUTE_SHADER
])
4605 context_release(&context_gl
->c
);
4606 FIXME("OpenGL implementation does not support compute shaders.\n");
4610 if (parameters
->indirect
)
4611 wined3d_buffer_load(parameters
->u
.indirect
.buffer
, &context_gl
->c
, state
);
4613 wined3d_context_gl_apply_compute_state(context_gl
, device
, state
);
4615 if (parameters
->indirect
)
4617 const struct wined3d_indirect_dispatch_parameters
*indirect
= ¶meters
->u
.indirect
;
4618 struct wined3d_bo_gl
*bo_gl
= wined3d_bo_gl(indirect
->buffer
->buffer_object
);
4620 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER
, bo_gl
->id
));
4621 GL_EXTCALL(glDispatchComputeIndirect(bo_gl
->b
.buffer_offset
+ (GLintptr
)indirect
->offset
));
4622 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER
, 0));
4623 wined3d_context_gl_reference_bo(context_gl
, bo_gl
);
4627 const struct wined3d_direct_dispatch_parameters
*direct
= ¶meters
->u
.direct
;
4628 GL_EXTCALL(glDispatchCompute(direct
->group_count_x
, direct
->group_count_y
, direct
->group_count_z
));
4630 checkGLcall("dispatch compute");
4632 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS
));
4633 checkGLcall("glMemoryBarrier");
4635 context_release(&context_gl
->c
);
4638 /* Context activation is done by the caller. */
4639 static void wined3d_context_gl_draw_primitive_arrays(struct wined3d_context_gl
*context_gl
,
4640 const struct wined3d_state
*state
, const void *idx_data
, unsigned int idx_size
, int base_vertex_idx
,
4641 unsigned int start_idx
, unsigned int count
, unsigned int start_instance
, unsigned int instance_count
)
4643 const struct wined3d_ffp_attrib_ops
*ops
= &context_gl
->c
.d3d_info
->ffp_attrib_ops
;
4644 GLenum idx_type
= idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
4645 const struct wined3d_stream_info
*si
= &context_gl
->c
.stream_info
;
4646 GLenum mode
= gl_primitive_type_from_d3d(state
->primitive_type
);
4647 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4648 unsigned int instanced_elements
[ARRAY_SIZE(si
->elements
)];
4649 unsigned int instanced_element_count
= 0;
4650 const void *indices
;
4653 indices
= (const char *)idx_data
+ idx_size
* start_idx
;
4655 if (!instance_count
)
4659 gl_info
->gl_ops
.gl
.p_glDrawArrays(mode
, start_idx
, count
);
4660 checkGLcall("glDrawArrays");
4664 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4666 GL_EXTCALL(glDrawElementsBaseVertex(mode
, count
, idx_type
, indices
, base_vertex_idx
));
4667 checkGLcall("glDrawElementsBaseVertex");
4671 gl_info
->gl_ops
.gl
.p_glDrawElements(mode
, count
, idx_type
, indices
);
4672 checkGLcall("glDrawElements");
4676 if (start_instance
&& !(gl_info
->supported
[ARB_BASE_INSTANCE
] && gl_info
->supported
[ARB_INSTANCED_ARRAYS
]))
4677 FIXME("Start instance (%u) not supported.\n", start_instance
);
4679 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4683 if (gl_info
->supported
[ARB_BASE_INSTANCE
])
4685 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode
, start_idx
, count
, instance_count
, start_instance
));
4686 checkGLcall("glDrawArraysInstancedBaseInstance");
4690 GL_EXTCALL(glDrawArraysInstanced(mode
, start_idx
, count
, instance_count
));
4691 checkGLcall("glDrawArraysInstanced");
4695 if (gl_info
->supported
[ARB_BASE_INSTANCE
])
4697 GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode
, count
, idx_type
,
4698 indices
, instance_count
, base_vertex_idx
, start_instance
));
4699 checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
4702 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4704 GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode
, count
, idx_type
,
4705 indices
, instance_count
, base_vertex_idx
));
4706 checkGLcall("glDrawElementsInstancedBaseVertex");
4710 GL_EXTCALL(glDrawElementsInstanced(mode
, count
, idx_type
, indices
, instance_count
));
4711 checkGLcall("glDrawElementsInstanced");
4715 /* Instancing emulation by mixing immediate mode and arrays. */
4717 /* This is a nasty thing. MSDN says no hardware supports this and
4718 * applications have to use software vertex processing. We don't support
4721 * Shouldn't be too hard to support with OpenGL, in theory just call
4722 * glDrawArrays() instead of drawElements(). But the stream frequency value
4723 * has a different meaning in that situation. */
4726 FIXME("Non-indexed instanced drawing is not supported.\n");
4730 for (i
= 0; i
< ARRAY_SIZE(si
->elements
); ++i
)
4732 if (!(si
->use_map
& (1u << i
)))
4735 if (state
->streams
[si
->elements
[i
].stream_idx
].flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
4736 instanced_elements
[instanced_element_count
++] = i
;
4739 for (i
= 0; i
< instance_count
; ++i
)
4741 /* Specify the instanced attributes using immediate mode calls. */
4742 for (j
= 0; j
< instanced_element_count
; ++j
)
4744 const struct wined3d_stream_info_element
*element
;
4745 unsigned int element_idx
;
4748 element_idx
= instanced_elements
[j
];
4749 element
= &si
->elements
[element_idx
];
4750 ptr
= element
->data
.addr
+ element
->stride
* i
;
4751 if (element
->data
.buffer_object
)
4752 ptr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(state
->streams
[element
->stream_idx
].buffer
,
4754 ops
->generic
[element
->format
->emit_idx
](element_idx
, ptr
);
4757 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4759 GL_EXTCALL(glDrawElementsBaseVertex(mode
, count
, idx_type
, indices
, base_vertex_idx
));
4760 checkGLcall("glDrawElementsBaseVertex");
4764 gl_info
->gl_ops
.gl
.p_glDrawElements(mode
, count
, idx_type
, indices
);
4765 checkGLcall("glDrawElements");
4770 static unsigned int get_stride_idx(const void *idx_data
, unsigned int idx_size
,
4771 unsigned int base_vertex_idx
, unsigned int start_idx
, unsigned int vertex_idx
)
4774 return start_idx
+ vertex_idx
;
4776 return ((const WORD
*)idx_data
)[start_idx
+ vertex_idx
] + base_vertex_idx
;
4777 return ((const DWORD
*)idx_data
)[start_idx
+ vertex_idx
] + base_vertex_idx
;
4780 /* Context activation is done by the caller. */
4781 static void draw_primitive_immediate_mode(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
4782 const struct wined3d_stream_info
*si
, const void *idx_data
, unsigned int idx_size
,
4783 int base_vertex_idx
, unsigned int start_idx
, unsigned int vertex_count
, unsigned int instance_count
)
4785 const BYTE
*position
= NULL
, *normal
= NULL
, *diffuse
= NULL
, *specular
= NULL
;
4786 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
4787 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4788 unsigned int coord_idx
, stride_idx
, texture_idx
, vertex_idx
;
4789 const struct wined3d_stream_info_element
*element
;
4790 const BYTE
*tex_coords
[WINED3DDP_MAXTEXCOORD
];
4791 unsigned int texture_unit
, texture_stages
;
4792 const struct wined3d_ffp_attrib_ops
*ops
;
4793 unsigned int untracked_material_count
;
4794 unsigned int tex_mask
= 0;
4795 BOOL specular_fog
= FALSE
;
4796 BOOL ps
= use_ps(state
);
4799 static unsigned int once
;
4802 FIXME_(d3d_perf
)("Drawing using immediate mode.\n");
4804 WARN_(d3d_perf
)("Drawing using immediate mode.\n");
4806 if (!idx_size
&& idx_data
)
4807 ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
4810 FIXME("Instancing not implemented.\n");
4812 /* Immediate mode drawing can't make use of indices in a VBO - get the
4813 * data from the index buffer. */
4815 idx_data
= wined3d_buffer_load_sysmem(state
->index_buffer
, &context_gl
->c
) + state
->index_offset
;
4817 ops
= &d3d_info
->ffp_attrib_ops
;
4819 gl_info
->gl_ops
.gl
.p_glBegin(gl_primitive_type_from_d3d(state
->primitive_type
));
4821 if (use_vs(state
) || d3d_info
->ffp_generic_attributes
)
4823 for (vertex_idx
= 0; vertex_idx
< vertex_count
; ++vertex_idx
)
4825 unsigned int use_map
= si
->use_map
;
4826 unsigned int element_idx
;
4828 stride_idx
= get_stride_idx(idx_data
, idx_size
, base_vertex_idx
, start_idx
, vertex_idx
);
4829 for (element_idx
= gl_info
->limits
.vertex_attribs
- 1; use_map
;
4830 use_map
&= ~(1u << element_idx
), --element_idx
)
4832 if (!(use_map
& 1u << element_idx
))
4835 ptr
= si
->elements
[element_idx
].data
.addr
+ si
->elements
[element_idx
].stride
* stride_idx
;
4836 ops
->generic
[si
->elements
[element_idx
].format
->emit_idx
](element_idx
, ptr
);
4840 gl_info
->gl_ops
.gl
.p_glEnd();
4844 if (si
->use_map
& (1u << WINED3D_FFP_POSITION
))
4845 position
= si
->elements
[WINED3D_FFP_POSITION
].data
.addr
;
4847 if (si
->use_map
& (1u << WINED3D_FFP_NORMAL
))
4848 normal
= si
->elements
[WINED3D_FFP_NORMAL
].data
.addr
;
4850 gl_info
->gl_ops
.gl
.p_glNormal3f(0.0f
, 0.0f
, 0.0f
);
4852 untracked_material_count
= context_gl
->untracked_material_count
;
4853 if (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
))
4855 element
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
4856 diffuse
= element
->data
.addr
;
4858 if (untracked_material_count
&& element
->format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4859 FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element
->format
->id
));
4863 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
4866 if (si
->use_map
& (1u << WINED3D_FFP_SPECULAR
))
4868 element
= &si
->elements
[WINED3D_FFP_SPECULAR
];
4869 specular
= element
->data
.addr
;
4871 /* Special case where the fog density is stored in the specular alpha channel. */
4872 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
4873 && (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
4874 || si
->elements
[WINED3D_FFP_POSITION
].format
->id
== WINED3DFMT_R32G32B32A32_FLOAT
)
4875 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
4877 if (gl_info
->supported
[EXT_FOG_COORD
])
4879 if (element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
4880 specular_fog
= TRUE
;
4882 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element
->format
->id
));
4886 static unsigned int once
;
4889 FIXME("Implement fog for transformed vertices in software.\n");
4893 else if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4895 GL_EXTCALL(glSecondaryColor3fEXT
)(0.0f
, 0.0f
, 0.0f
);
4898 texture_stages
= d3d_info
->limits
.ffp_blend_stages
;
4899 for (texture_idx
= 0; texture_idx
< texture_stages
; ++texture_idx
)
4901 if (!gl_info
->supported
[ARB_MULTITEXTURE
] && texture_idx
> 0)
4903 FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
4907 if (!ps
&& !state
->textures
[texture_idx
])
4910 texture_unit
= context_gl
->tex_unit_map
[texture_idx
];
4911 if (texture_unit
== WINED3D_UNMAPPED_STAGE
)
4914 coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
4917 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx
, texture_idx
);
4921 if (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))
4923 tex_coords
[coord_idx
] = si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].data
.addr
;
4924 tex_mask
|= (1u << texture_idx
);
4928 TRACE("Setting default coordinates for texture %u.\n", texture_idx
);
4929 if (gl_info
->supported
[ARB_MULTITEXTURE
])
4930 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_unit
, 0.0f
, 0.0f
, 0.0f
, 1.0f
));
4932 gl_info
->gl_ops
.gl
.p_glTexCoord4f(0.0f
, 0.0f
, 0.0f
, 1.0f
);
4936 /* Blending data and point sizes are not supported by this function. They
4937 * are not supported by the fixed function pipeline at all. A FIXME for
4938 * them is printed after decoding the vertex declaration. */
4939 for (vertex_idx
= 0; vertex_idx
< vertex_count
; ++vertex_idx
)
4941 uint32_t tmp_tex_mask
;
4943 stride_idx
= get_stride_idx(idx_data
, idx_size
, base_vertex_idx
, start_idx
, vertex_idx
);
4947 ptr
= normal
+ stride_idx
* si
->elements
[WINED3D_FFP_NORMAL
].stride
;
4948 ops
->normal
[si
->elements
[WINED3D_FFP_NORMAL
].format
->emit_idx
](ptr
);
4953 ptr
= diffuse
+ stride_idx
* si
->elements
[WINED3D_FFP_DIFFUSE
].stride
;
4954 ops
->diffuse
[si
->elements
[WINED3D_FFP_DIFFUSE
].format
->emit_idx
](ptr
);
4956 if (untracked_material_count
)
4958 struct wined3d_color color
;
4961 wined3d_color_from_d3dcolor(&color
, *(const DWORD
*)ptr
);
4962 for (i
= 0; i
< untracked_material_count
; ++i
)
4964 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
,
4965 context_gl
->untracked_materials
[i
], &color
.r
);
4972 ptr
= specular
+ stride_idx
* si
->elements
[WINED3D_FFP_SPECULAR
].stride
;
4973 ops
->specular
[si
->elements
[WINED3D_FFP_SPECULAR
].format
->emit_idx
](ptr
);
4976 GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD
*)ptr
>> 24)));
4979 tmp_tex_mask
= tex_mask
;
4980 while (tmp_tex_mask
)
4982 texture_idx
= wined3d_bit_scan(&tmp_tex_mask
);
4983 coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
4984 ptr
= tex_coords
[coord_idx
] + (stride_idx
* si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].stride
);
4985 ops
->texcoord
[si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format
->emit_idx
](
4986 GL_TEXTURE0_ARB
+ context_gl
->tex_unit_map
[texture_idx
], ptr
);
4991 ptr
= position
+ stride_idx
* si
->elements
[WINED3D_FFP_POSITION
].stride
;
4992 ops
->position
[si
->elements
[WINED3D_FFP_POSITION
].format
->emit_idx
](ptr
);
4996 gl_info
->gl_ops
.gl
.p_glEnd();
4997 checkGLcall("draw immediate mode");
5000 static void wined3d_context_gl_draw_indirect(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
5001 const struct wined3d_indirect_draw_parameters
*parameters
, unsigned int idx_size
)
5003 struct wined3d_bo_gl
*bo_gl
= wined3d_bo_gl(parameters
->buffer
->buffer_object
);
5004 GLenum gl_primitive_type
= gl_primitive_type_from_d3d(state
->primitive_type
);
5005 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5008 if (!gl_info
->supported
[ARB_DRAW_INDIRECT
])
5010 FIXME("OpenGL implementation does not support indirect draws.\n");
5014 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER
, bo_gl
->id
));
5016 offset
= (const uint8_t *)bo_gl
->b
.buffer_offset
+ parameters
->offset
;
5019 GLenum idx_type
= idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
5020 if (state
->index_offset
)
5021 FIXME("Ignoring index offset %u.\n", state
->index_offset
);
5022 GL_EXTCALL(glDrawElementsIndirect(gl_primitive_type
, idx_type
, offset
));
5026 GL_EXTCALL(glDrawArraysIndirect(gl_primitive_type
, offset
));
5029 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER
, 0));
5030 wined3d_context_gl_reference_bo(context_gl
, bo_gl
);
5032 checkGLcall("draw indirect");
5035 static void remove_vbos(struct wined3d_context
*context
,
5036 const struct wined3d_state
*state
, struct wined3d_stream_info
*s
)
5040 for (i
= 0; i
< ARRAY_SIZE(s
->elements
); ++i
)
5042 struct wined3d_stream_info_element
*e
;
5044 if (!(s
->use_map
& (1u << i
)))
5047 e
= &s
->elements
[i
];
5048 if (e
->data
.buffer_object
)
5050 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
5051 e
->data
.buffer_object
= 0;
5052 e
->data
.addr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(vb
, context
);
5057 static GLenum
gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
5059 GLenum gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
5060 switch (gl_primitive_type
)
5066 case GL_LINE_STRIP_ADJACENCY
:
5067 case GL_LINES_ADJACENCY
:
5071 case GL_TRIANGLE_FAN
:
5072 case GL_TRIANGLE_STRIP
:
5073 case GL_TRIANGLE_STRIP_ADJACENCY
:
5074 case GL_TRIANGLES_ADJACENCY
:
5076 return GL_TRIANGLES
;
5079 return gl_primitive_type
;
5083 /* Routine common to the draw primitive and draw indexed primitive routines */
5084 void draw_primitive(struct wined3d_device
*device
, const struct wined3d_state
*state
,
5085 const struct wined3d_draw_parameters
*parameters
)
5087 BOOL emulation
= FALSE
, rasterizer_discard
= FALSE
;
5088 const struct wined3d_fb_state
*fb
= &state
->fb
;
5089 const struct wined3d_stream_info
*stream_info
;
5090 struct wined3d_rendertarget_view
*dsv
, *rtv
;
5091 struct wined3d_stream_info si_emulated
;
5092 const struct wined3d_gl_info
*gl_info
;
5093 struct wined3d_context_gl
*context_gl
;
5094 struct wined3d_context
*context
;
5095 unsigned int i
, idx_size
= 0;
5096 const void *idx_data
= NULL
;
5098 TRACE("device %p, state %p, parameters %p.\n", device
, state
, parameters
);
5100 if (!parameters
->indirect
&& !parameters
->u
.direct
.index_count
)
5103 if (!parameters
->indirect
)
5104 TRACE("base_vertex_idx %d, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
5105 parameters
->u
.direct
.base_vertex_idx
, parameters
->u
.direct
.start_idx
,
5106 parameters
->u
.direct
.index_count
, parameters
->u
.direct
.start_instance
,
5107 parameters
->u
.direct
.instance_count
);
5109 if (!(rtv
= fb
->render_targets
[0]))
5110 rtv
= fb
->depth_stencil
;
5112 if (rtv
&& rtv
->resource
->type
== WINED3D_RTYPE_BUFFER
)
5114 FIXME("Buffer render targets not implemented.\n");
5119 context
= context_acquire(device
, wined3d_texture_from_resource(rtv
->resource
), rtv
->sub_resource_idx
);
5121 context
= context_acquire(device
, NULL
, 0);
5122 context_gl
= wined3d_context_gl(context
);
5123 if (!context_gl
->valid
)
5125 context_release(context
);
5126 WARN("Invalid context, skipping draw.\n");
5129 gl_info
= context_gl
->gl_info
;
5131 if (!use_transform_feedback(state
))
5132 wined3d_context_gl_pause_transform_feedback(context_gl
, TRUE
);
5134 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
5136 if (!(rtv
= fb
->render_targets
[i
]) || rtv
->format
->id
== WINED3DFMT_NULL
)
5139 if (wined3d_blend_state_get_writemask(state
->blend_state
, i
))
5141 wined3d_rendertarget_view_load_location(rtv
, context
, rtv
->resource
->draw_binding
);
5142 wined3d_rendertarget_view_invalidate_location(rtv
, ~rtv
->resource
->draw_binding
);
5146 wined3d_rendertarget_view_prepare_location(rtv
, context
, rtv
->resource
->draw_binding
);
5150 if ((dsv
= fb
->depth_stencil
))
5152 /* Note that this depends on the context_acquire() call above to set
5153 * context->render_offscreen properly. We don't currently take the
5154 * Z-compare function into account, but we could skip loading the
5155 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
5156 * that we never copy the stencil data.*/
5157 DWORD location
= context
->render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
5159 if (wined3d_state_uses_depth_buffer(state
))
5160 wined3d_rendertarget_view_load_location(dsv
, context
, location
);
5162 wined3d_rendertarget_view_prepare_location(dsv
, context
, location
);
5165 if (parameters
->indirect
)
5166 wined3d_buffer_load(parameters
->u
.indirect
.buffer
, context
, state
);
5168 if (!context_apply_draw_state(context
, device
, state
, parameters
->indexed
))
5170 context_release(context
);
5171 WARN("Unable to apply draw state, skipping draw.\n");
5175 if (dsv
&& (!state
->depth_stencil_state
|| state
->depth_stencil_state
->writes_ds
))
5177 DWORD location
= context
->render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
5179 wined3d_rendertarget_view_validate_location(dsv
, location
);
5180 wined3d_rendertarget_view_invalidate_location(dsv
, ~location
);
5183 stream_info
= &context
->stream_info
;
5185 if (parameters
->indexed
)
5187 struct wined3d_buffer
*index_buffer
= state
->index_buffer
;
5188 struct wined3d_bo
*bo
= index_buffer
->buffer_object
;
5190 if (!bo
|| !stream_info
->all_vbo
)
5191 idx_data
= index_buffer
->resource
.heap_memory
;
5193 idx_data
= (void *)bo
->buffer_offset
;
5194 idx_data
= (const BYTE
*)idx_data
+ state
->index_offset
;
5196 if (state
->index_format
== WINED3DFMT_R16_UINT
)
5204 if (!stream_info
->position_transformed
&& context_gl
->untracked_material_count
5205 && state
->render_states
[WINED3D_RS_LIGHTING
])
5210 FIXME("Using software emulation because not all material properties could be tracked.\n");
5212 WARN_(d3d_perf
)("Using software emulation because not all material properties could be tracked.\n");
5215 else if (context
->fog_coord
&& state
->render_states
[WINED3D_RS_FOGENABLE
])
5219 /* Either write a pipeline replacement shader or convert the
5220 * specular alpha from unsigned byte to a float in the vertex
5223 FIXME("Using software emulation because manual fog coordinates are provided.\n");
5225 WARN_(d3d_perf
)("Using software emulation because manual fog coordinates are provided.\n");
5231 si_emulated
= context
->stream_info
;
5232 remove_vbos(context
, state
, &si_emulated
);
5233 stream_info
= &si_emulated
;
5237 if (use_transform_feedback(state
))
5239 const struct wined3d_shader
*shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
5241 if (is_rasterization_disabled(shader
))
5243 glEnable(GL_RASTERIZER_DISCARD
);
5244 checkGLcall("enable rasterizer discard");
5245 rasterizer_discard
= TRUE
;
5248 if (context
->transform_feedback_paused
)
5250 GL_EXTCALL(glResumeTransformFeedback());
5251 checkGLcall("glResumeTransformFeedback");
5252 context
->transform_feedback_paused
= 0;
5254 else if (!context
->transform_feedback_active
)
5256 enum wined3d_primitive_type primitive_type
= shader
->u
.gs
.output_type
5257 ? shader
->u
.gs
.output_type
: state
->primitive_type
;
5258 GLenum mode
= gl_tfb_primitive_type_from_d3d(primitive_type
);
5259 GL_EXTCALL(glBeginTransformFeedback(mode
));
5260 checkGLcall("glBeginTransformFeedback");
5261 context
->transform_feedback_active
= 1;
5265 if (state
->primitive_type
== WINED3D_PT_PATCH
)
5267 GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES
, state
->patch_vertex_count
));
5268 checkGLcall("glPatchParameteri");
5271 if (context
->uses_fbo_attached_resources
)
5273 static unsigned int fixme_once
;
5275 if (gl_info
->supported
[ARB_TEXTURE_BARRIER
])
5277 GL_EXTCALL(glTextureBarrier());
5279 else if (gl_info
->supported
[NV_TEXTURE_BARRIER
])
5281 GL_EXTCALL(glTextureBarrierNV());
5286 FIXME("Sampling attached render targets is not supported.\n");
5288 WARN("Sampling attached render targets is not supported, skipping draw.\n");
5289 context_release(context
);
5292 checkGLcall("glTextureBarrier");
5295 if (parameters
->indirect
)
5297 if (!context
->use_immediate_mode_draw
&& !emulation
)
5298 wined3d_context_gl_draw_indirect(context_gl
, state
, ¶meters
->u
.indirect
, idx_size
);
5300 FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
5304 unsigned int instance_count
= parameters
->u
.direct
.instance_count
;
5305 if (context
->instance_count
)
5306 instance_count
= context
->instance_count
;
5308 if (context
->use_immediate_mode_draw
|| emulation
)
5309 draw_primitive_immediate_mode(wined3d_context_gl(context
), state
, stream_info
, idx_data
,
5310 idx_size
, parameters
->u
.direct
.base_vertex_idx
,
5311 parameters
->u
.direct
.start_idx
, parameters
->u
.direct
.index_count
, instance_count
);
5313 wined3d_context_gl_draw_primitive_arrays(context_gl
, state
, idx_data
, idx_size
,
5314 parameters
->u
.direct
.base_vertex_idx
, parameters
->u
.direct
.start_idx
,
5315 parameters
->u
.direct
.index_count
, parameters
->u
.direct
.start_instance
, instance_count
);
5318 if (context
->uses_uavs
)
5320 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS
));
5321 checkGLcall("glMemoryBarrier");
5324 wined3d_context_gl_pause_transform_feedback(context_gl
, FALSE
);
5326 if (rasterizer_discard
)
5328 glDisable(GL_RASTERIZER_DISCARD
);
5329 checkGLcall("disable rasterizer discard");
5332 context_release(context
);
5334 TRACE("Draw completed.\n");
5337 void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl
*context_gl
)
5339 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5340 unsigned int texture_idx
;
5342 for (texture_idx
= 0; texture_idx
< gl_info
->limits
.texture_coords
; ++texture_idx
)
5344 gl_info
->gl_ops
.ext
.p_glClientActiveTextureARB(GL_TEXTURE0_ARB
+ texture_idx
);
5345 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY
);
5349 static const void *get_vertex_attrib_pointer(const struct wined3d_stream_info_element
*element
,
5350 const struct wined3d_state
*state
)
5352 const uint8_t *offset
= element
->data
.addr
+ state
->load_base_vertex_index
* element
->stride
;
5354 if (element
->data
.buffer_object
)
5355 offset
+= element
->data
.buffer_object
->buffer_offset
;
5359 void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl
*context_gl
,
5360 const struct wined3d_stream_info
*si
, GLuint
*current_bo
, const struct wined3d_state
*state
)
5362 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5363 const struct wined3d_format_gl
*format_gl
;
5364 unsigned int mapped_stage
= 0;
5365 unsigned int texture_idx
;
5368 for (texture_idx
= 0; texture_idx
< context_gl
->c
.d3d_info
->limits
.ffp_blend_stages
; ++texture_idx
)
5370 unsigned int coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
5372 if ((mapped_stage
= context_gl
->tex_unit_map
[texture_idx
]) == WINED3D_UNMAPPED_STAGE
)
5375 if (mapped_stage
>= gl_info
->limits
.texture_coords
)
5377 FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage
);
5381 if (coord_idx
< WINED3D_MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))))
5383 const struct wined3d_stream_info_element
*e
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
];
5385 TRACE("Setting up texture %u, idx %u, coord_idx %u, data %s.\n",
5386 texture_idx
, mapped_stage
, coord_idx
, debug_bo_address(&e
->data
));
5388 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5389 if (*current_bo
!= bo
)
5391 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5392 checkGLcall("glBindBuffer");
5396 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
5397 checkGLcall("glClientActiveTextureARB");
5399 /* The coords to supply depend completely on the fvf/vertex shader. */
5400 format_gl
= wined3d_format_gl(e
->format
);
5401 gl_info
->gl_ops
.gl
.p_glTexCoordPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
,
5402 get_vertex_attrib_pointer(e
, state
));
5403 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY
);
5404 state
->streams
[e
->stream_idx
].buffer
->bo_user
.valid
= true;
5408 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ mapped_stage
, 0, 0, 0, 1));
5411 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
5413 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
5414 for (texture_idx
= mapped_stage
+ 1; texture_idx
< gl_info
->limits
.textures
; ++texture_idx
)
5416 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
5420 checkGLcall("loadTexCoords");
5423 /* This should match any arrays loaded in wined3d_context_gl_load_vertex_data(). */
5424 static void wined3d_context_gl_unload_vertex_data(struct wined3d_context_gl
*context_gl
)
5426 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5428 if (!context_gl
->c
.namedArraysLoaded
)
5430 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_VERTEX_ARRAY
);
5431 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_NORMAL_ARRAY
);
5432 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_COLOR_ARRAY
);
5433 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5434 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
5435 wined3d_context_gl_unload_tex_coords(context_gl
);
5436 context_gl
->c
.namedArraysLoaded
= FALSE
;
5439 static void wined3d_context_gl_load_vertex_data(struct wined3d_context_gl
*context_gl
,
5440 const struct wined3d_stream_info
*si
, const struct wined3d_state
*state
)
5442 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5443 const struct wined3d_stream_info_element
*e
;
5444 const struct wined3d_format_gl
*format_gl
;
5445 GLuint current_bo
, bo
;
5448 TRACE("context_gl %p, si %p, state %p.\n", context_gl
, si
, state
);
5450 /* This is used for the fixed-function pipeline only, and the
5451 * fixed-function pipeline doesn't do instancing. */
5452 context_gl
->c
.instance_count
= 0;
5453 current_bo
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0u : 0;
5456 if ((si
->use_map
& (1u << WINED3D_FFP_BLENDWEIGHT
))
5457 || si
->use_map
& (1u << WINED3D_FFP_BLENDINDICES
))
5459 /* TODO: Support vertex blending in immediate mode draws. No need to
5460 * write a FIXME here, this is done after the general vertex
5461 * declaration decoding. */
5462 WARN("Vertex blending not supported.\n");
5466 if (si
->use_map
& (1u << WINED3D_FFP_PSIZE
))
5468 /* No such functionality in the fixed-function GL pipeline. */
5469 WARN("Per-vertex point size not supported.\n");
5473 if (si
->use_map
& (1u << WINED3D_FFP_POSITION
))
5475 e
= &si
->elements
[WINED3D_FFP_POSITION
];
5476 format_gl
= wined3d_format_gl(e
->format
);
5477 offset
= get_vertex_attrib_pointer(e
, state
);
5479 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5480 if (current_bo
!= bo
)
5482 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5483 checkGLcall("glBindBuffer");
5487 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n", format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
, offset
);
5488 gl_info
->gl_ops
.gl
.p_glVertexPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
, offset
);
5489 checkGLcall("glVertexPointer(...)");
5490 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_VERTEX_ARRAY
);
5491 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
5492 state
->streams
[e
->stream_idx
].buffer
->bo_user
.valid
= true;
5496 if (si
->use_map
& (1u << WINED3D_FFP_NORMAL
))
5498 e
= &si
->elements
[WINED3D_FFP_NORMAL
];
5499 format_gl
= wined3d_format_gl(e
->format
);
5500 offset
= get_vertex_attrib_pointer(e
, state
);
5502 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5503 if (current_bo
!= bo
)
5505 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5506 checkGLcall("glBindBuffer");
5510 TRACE("glNormalPointer(%#x, %#x, %p);\n", format_gl
->vtx_type
, e
->stride
, offset
);
5511 gl_info
->gl_ops
.gl
.p_glNormalPointer(format_gl
->vtx_type
, e
->stride
, offset
);
5512 checkGLcall("glNormalPointer(...)");
5513 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_NORMAL_ARRAY
);
5514 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
5515 state
->streams
[e
->stream_idx
].buffer
->bo_user
.valid
= true;
5519 gl_info
->gl_ops
.gl
.p_glNormal3f(0, 0, 0);
5520 checkGLcall("glNormal3f(0, 0, 0)");
5523 /* Diffuse colour */
5524 if (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
))
5526 e
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
5527 format_gl
= wined3d_format_gl(e
->format
);
5528 offset
= get_vertex_attrib_pointer(e
, state
);
5530 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5531 if (current_bo
!= bo
)
5533 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5534 checkGLcall("glBindBuffer");
5538 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
5539 format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
, offset
);
5540 gl_info
->gl_ops
.gl
.p_glColorPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
, offset
);
5541 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
5542 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_COLOR_ARRAY
);
5543 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
5544 state
->streams
[e
->stream_idx
].buffer
->bo_user
.valid
= true;
5548 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
5549 checkGLcall("glColor4f(1, 1, 1, 1)");
5552 /* Specular colour */
5553 if (si
->use_map
& (1u << WINED3D_FFP_SPECULAR
))
5555 TRACE("Setting specular colour.\n");
5557 e
= &si
->elements
[WINED3D_FFP_SPECULAR
];
5558 offset
= get_vertex_attrib_pointer(e
, state
);
5560 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5565 format_gl
= wined3d_format_gl(e
->format
);
5566 type
= format_gl
->vtx_type
;
5567 format
= format_gl
->vtx_format
;
5569 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5570 if (current_bo
!= bo
)
5572 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5573 checkGLcall("glBindBuffer");
5577 if (format
!= 4 || (gl_info
->quirks
& WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA
))
5579 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
5580 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
5581 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
5582 * 4 component secondary colors use it
5584 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format
, type
, e
->stride
, offset
);
5585 GL_EXTCALL(glSecondaryColorPointerEXT(format
, type
, e
->stride
, offset
));
5586 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
5592 case GL_UNSIGNED_BYTE
:
5593 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e
->stride
, offset
);
5594 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE
, e
->stride
, offset
));
5595 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
5599 FIXME("Add 4 component specular colour pointers for type %#x.\n", type
);
5600 /* Make sure that the right colour component is dropped. */
5601 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type
, e
->stride
, offset
);
5602 GL_EXTCALL(glSecondaryColorPointerEXT(3, type
, e
->stride
, offset
));
5603 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
5606 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
5607 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
5608 state
->streams
[e
->stream_idx
].buffer
->bo_user
.valid
= true;
5612 WARN("Specular colour is not supported in this GL implementation.\n");
5617 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5619 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
5620 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
5624 WARN("Specular colour is not supported in this GL implementation.\n");
5628 /* Texture coordinates */
5629 wined3d_context_gl_load_tex_coords(context_gl
, si
, ¤t_bo
, state
);
5632 static void wined3d_context_gl_unload_numbered_array(struct wined3d_context_gl
*context_gl
, unsigned int i
)
5634 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5636 GL_EXTCALL(glDisableVertexAttribArray(i
));
5637 checkGLcall("glDisableVertexAttribArray");
5638 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
5639 GL_EXTCALL(glVertexAttribDivisor(i
, 0));
5641 context_gl
->c
.numbered_array_mask
&= ~(1u << i
);
5644 static void wined3d_context_gl_unload_numbered_arrays(struct wined3d_context_gl
*context_gl
)
5646 uint32_t mask
= context_gl
->c
.numbered_array_mask
;
5651 i
= wined3d_bit_scan(&mask
);
5652 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5656 static void wined3d_context_gl_load_numbered_arrays(struct wined3d_context_gl
*context_gl
,
5657 const struct wined3d_stream_info
*stream_info
, const struct wined3d_state
*state
)
5659 struct wined3d_context
*context
= &context_gl
->c
;
5660 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5661 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5662 GLuint current_bo
, bo
;
5665 /* Default to no instancing. */
5666 context
->instance_count
= 0;
5667 current_bo
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0u : 0;
5669 if (stream_info
->use_map
& ~wined3d_mask_from_size(gl_info
->limits
.vertex_attribs
))
5671 static unsigned int once
;
5674 FIXME("More than the supported %u vertex attributes are in use.\n", gl_info
->limits
.vertex_attribs
);
5677 for (i
= 0; i
< gl_info
->limits
.vertex_attribs
; ++i
)
5679 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[i
];
5680 const void *offset
= get_vertex_attrib_pointer(element
, state
);
5681 const struct wined3d_stream_state
*stream
;
5682 const struct wined3d_format_gl
*format_gl
;
5684 if (!(stream_info
->use_map
& (1u << i
)))
5686 if (context
->numbered_array_mask
& (1u << i
))
5687 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5688 if (!use_vs(state
) && i
== WINED3D_FFP_DIFFUSE
)
5690 if (!(context_gl
->default_attrib_value_set
& (1u << i
)) || !context_gl
->diffuse_attrib_to_1
)
5692 GL_EXTCALL(glVertexAttrib4f(i
, 1.0f
, 1.0f
, 1.0f
, 1.0f
));
5693 context_gl
->diffuse_attrib_to_1
= 1;
5698 if (!(context_gl
->default_attrib_value_set
& (1u << i
)))
5700 GL_EXTCALL(glVertexAttrib4f(i
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
5701 if (i
== WINED3D_FFP_DIFFUSE
)
5702 context_gl
->diffuse_attrib_to_1
= 0;
5705 context_gl
->default_attrib_value_set
|= 1u << i
;
5709 format_gl
= wined3d_format_gl(element
->format
);
5710 stream
= &state
->streams
[element
->stream_idx
];
5711 stream
->buffer
->bo_user
.valid
= true;
5713 if ((stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !context
->instance_count
)
5714 context
->instance_count
= state
->streams
[0].frequency
;
5716 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
5718 unsigned int divisor
= 0;
5720 if (element
->instanced
)
5721 divisor
= element
->divisor
? element
->divisor
: UINT_MAX
;
5722 GL_EXTCALL(glVertexAttribDivisor(i
, divisor
));
5724 else if (element
->divisor
)
5726 /* Unload instanced arrays, they will be loaded using immediate
5728 if (context
->numbered_array_mask
& (1u << i
))
5729 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5730 context_gl
->default_attrib_value_set
&= ~(1u << i
);
5734 TRACE("Loading array %u %s.\n", i
, debug_bo_address(&element
->data
));
5736 if (element
->stride
)
5738 unsigned int format_attrs
= format_gl
->f
.attrs
;
5740 bo
= wined3d_bo_gl_id(element
->data
.buffer_object
);
5741 if (current_bo
!= bo
)
5743 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5744 checkGLcall("glBindBuffer");
5747 /* Use the VBO to find out if a vertex buffer exists, not the vb
5748 * pointer. vb can point to a user pointer data blob. In that case
5749 * current_bo will be 0. If there is a vertex buffer but no vbo we
5750 * won't be load converted attributes anyway. */
5751 if (vs
&& vs
->reg_maps
.shader_version
.major
>= 4 && (format_attrs
& WINED3D_FORMAT_ATTR_INTEGER
))
5753 GL_EXTCALL(glVertexAttribIPointer(i
, format_gl
->vtx_format
,
5754 format_gl
->vtx_type
, element
->stride
, offset
));
5758 GL_EXTCALL(glVertexAttribPointer(i
, format_gl
->vtx_format
, format_gl
->vtx_type
,
5759 !!(format_attrs
& WINED3D_FORMAT_ATTR_NORMALISED
), element
->stride
, offset
));
5762 if (!(context
->numbered_array_mask
& (1u << i
)))
5764 GL_EXTCALL(glEnableVertexAttribArray(i
));
5765 context
->numbered_array_mask
|= (1u << i
);
5770 /* Stride = 0 means always the same values.
5771 * glVertexAttribPointer() doesn't do that. Instead disable the
5772 * pointer and set up the attribute statically. But we have to
5773 * figure out the system memory address. */
5774 const BYTE
*ptr
= element
->data
.addr
;
5775 if (element
->data
.buffer_object
)
5776 ptr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(stream
->buffer
, context
);
5778 if (context
->numbered_array_mask
& (1u << i
))
5779 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5781 switch (format_gl
->f
.id
)
5783 case WINED3DFMT_R32_FLOAT
:
5784 GL_EXTCALL(glVertexAttrib1fv(i
, (const GLfloat
*)ptr
));
5786 case WINED3DFMT_R32G32_FLOAT
:
5787 GL_EXTCALL(glVertexAttrib2fv(i
, (const GLfloat
*)ptr
));
5789 case WINED3DFMT_R32G32B32_FLOAT
:
5790 GL_EXTCALL(glVertexAttrib3fv(i
, (const GLfloat
*)ptr
));
5792 case WINED3DFMT_R32G32B32A32_FLOAT
:
5793 GL_EXTCALL(glVertexAttrib4fv(i
, (const GLfloat
*)ptr
));
5795 case WINED3DFMT_R8G8B8A8_UINT
:
5796 GL_EXTCALL(glVertexAttrib4ubv(i
, ptr
));
5798 case WINED3DFMT_B8G8R8A8_UNORM
:
5799 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
5801 const DWORD
*src
= (const DWORD
*)ptr
;
5802 DWORD c
= *src
& 0xff00ff00u
;
5803 c
|= (*src
& 0xff0000u
) >> 16;
5804 c
|= (*src
& 0xffu
) << 16;
5805 GL_EXTCALL(glVertexAttrib4Nubv(i
, (GLubyte
*)&c
));
5808 /* else fallthrough */
5809 case WINED3DFMT_R8G8B8A8_UNORM
:
5810 GL_EXTCALL(glVertexAttrib4Nubv(i
, ptr
));
5812 case WINED3DFMT_R16G16_SINT
:
5813 GL_EXTCALL(glVertexAttrib2sv(i
, (const GLshort
*)ptr
));
5815 case WINED3DFMT_R16G16B16A16_SINT
:
5816 GL_EXTCALL(glVertexAttrib4sv(i
, (const GLshort
*)ptr
));
5818 case WINED3DFMT_R16G16_SNORM
:
5820 const GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
5821 GL_EXTCALL(glVertexAttrib4Nsv(i
, s
));
5824 case WINED3DFMT_R16G16_UNORM
:
5826 const GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
5827 GL_EXTCALL(glVertexAttrib4Nusv(i
, s
));
5830 case WINED3DFMT_R16G16B16A16_SNORM
:
5831 GL_EXTCALL(glVertexAttrib4Nsv(i
, (const GLshort
*)ptr
));
5833 case WINED3DFMT_R16G16B16A16_UNORM
:
5834 GL_EXTCALL(glVertexAttrib4Nusv(i
, (const GLushort
*)ptr
));
5836 case WINED3DFMT_R10G10B10X2_UINT
:
5837 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
5838 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
5840 case WINED3DFMT_R10G10B10X2_SNORM
:
5841 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
5842 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
5844 case WINED3DFMT_R16G16_FLOAT
:
5845 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
5847 /* Not supported by GL_ARB_half_float_vertex. */
5848 GL_EXTCALL(glVertexAttrib2hvNV(i
, (const GLhalfNV
*)ptr
));
5852 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
5853 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
5854 GL_EXTCALL(glVertexAttrib2f(i
, x
, y
));
5857 case WINED3DFMT_R16G16B16A16_FLOAT
:
5858 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
5860 /* Not supported by GL_ARB_half_float_vertex. */
5861 GL_EXTCALL(glVertexAttrib4hvNV(i
, (const GLhalfNV
*)ptr
));
5865 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
5866 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
5867 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
5868 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
5869 GL_EXTCALL(glVertexAttrib4f(i
, x
, y
, z
, w
));
5873 ERR("Unexpected declaration in stride 0 attributes.\n");
5877 context_gl
->default_attrib_value_set
&= ~(1u << i
);
5880 checkGLcall("Loading numbered arrays");
5883 void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl
*context_gl
,
5884 const struct wined3d_state
*state
)
5886 if (context_gl
->c
.use_immediate_mode_draw
)
5889 wined3d_context_gl_unload_vertex_data(context_gl
);
5890 if (context_gl
->c
.d3d_info
->ffp_generic_attributes
|| use_vs(state
))
5892 TRACE("Loading numbered arrays.\n");
5893 wined3d_context_gl_load_numbered_arrays(context_gl
, &context_gl
->c
.stream_info
, state
);
5897 TRACE("Loading named arrays.\n");
5898 wined3d_context_gl_unload_numbered_arrays(context_gl
);
5899 wined3d_context_gl_load_vertex_data(context_gl
, &context_gl
->c
.stream_info
, state
);
5900 context_gl
->c
.namedArraysLoaded
= TRUE
;
5903 static void apply_texture_blit_state(const struct wined3d_gl_info
*gl_info
, struct gl_texture
*texture
,
5904 GLenum target
, unsigned int level
, enum wined3d_texture_filter_type filter
)
5906 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MAG_FILTER
, wined3d_gl_mag_filter(filter
));
5907 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MIN_FILTER
,
5908 wined3d_gl_min_mip_filter(filter
, WINED3D_TEXF_NONE
));
5909 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
5910 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
5911 if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
5912 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
, GL_SKIP_DECODE_EXT
);
5913 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, level
);
5915 /* We changed the filtering settings on the texture. Make sure they get
5916 * reset on subsequent draws. */
5917 texture
->sampler_desc
.mag_filter
= WINED3D_TEXF_POINT
;
5918 texture
->sampler_desc
.min_filter
= WINED3D_TEXF_POINT
;
5919 texture
->sampler_desc
.mip_filter
= WINED3D_TEXF_NONE
;
5920 texture
->sampler_desc
.address_u
= WINED3D_TADDRESS_CLAMP
;
5921 texture
->sampler_desc
.address_v
= WINED3D_TADDRESS_CLAMP
;
5922 texture
->sampler_desc
.srgb_decode
= FALSE
;
5923 texture
->base_level
= level
;
5926 /* Context activation is done by the caller. */
5927 void wined3d_context_gl_draw_shaded_quad(struct wined3d_context_gl
*context_gl
, struct wined3d_texture_gl
*texture_gl
,
5928 unsigned int sub_resource_idx
, const RECT
*src_rect
, const RECT
*dst_rect
,
5929 enum wined3d_texture_filter_type filter
)
5931 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5932 struct wined3d_blt_info info
;
5933 unsigned int level
, w
, h
, i
;
5938 struct wined3d_vec3 texcoord
;
5942 texture2d_get_blt_info(texture_gl
, sub_resource_idx
, src_rect
, &info
);
5944 level
= sub_resource_idx
% texture_gl
->t
.level_count
;
5945 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, texture_gl
->texture_rgb
.name
);
5946 apply_texture_blit_state(gl_info
, &texture_gl
->texture_rgb
, info
.bind_target
, level
, filter
);
5947 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, level
);
5949 wined3d_context_gl_get_rt_size(context_gl
, &dst_size
);
5953 quad
[0].x
= dst_rect
->left
* 2.0f
/ w
- 1.0f
;
5954 quad
[0].y
= dst_rect
->top
* 2.0f
/ h
- 1.0f
;
5955 quad
[0].texcoord
= info
.texcoords
[0];
5957 quad
[1].x
= dst_rect
->right
* 2.0f
/ w
- 1.0f
;
5958 quad
[1].y
= dst_rect
->top
* 2.0f
/ h
- 1.0f
;
5959 quad
[1].texcoord
= info
.texcoords
[1];
5961 quad
[2].x
= dst_rect
->left
* 2.0f
/ w
- 1.0f
;
5962 quad
[2].y
= dst_rect
->bottom
* 2.0f
/ h
- 1.0f
;
5963 quad
[2].texcoord
= info
.texcoords
[2];
5965 quad
[3].x
= dst_rect
->right
* 2.0f
/ w
- 1.0f
;
5966 quad
[3].y
= dst_rect
->bottom
* 2.0f
/ h
- 1.0f
;
5967 quad
[3].texcoord
= info
.texcoords
[3];
5970 if (gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
5972 if (!context_gl
->blit_vbo
)
5973 GL_EXTCALL(glGenBuffers(1, &context_gl
->blit_vbo
));
5974 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, context_gl
->blit_vbo
));
5976 wined3d_context_gl_unload_vertex_data(context_gl
);
5977 wined3d_context_gl_unload_numbered_arrays(context_gl
);
5979 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER
, sizeof(quad
), quad
, GL_STREAM_DRAW
));
5980 GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT
, FALSE
, sizeof(*quad
), NULL
));
5981 GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT
, FALSE
, sizeof(*quad
),
5982 (void *)FIELD_OFFSET(struct blit_vertex
, texcoord
)));
5984 GL_EXTCALL(glEnableVertexAttribArray(0));
5985 GL_EXTCALL(glEnableVertexAttribArray(1));
5987 gl_info
->gl_ops
.gl
.p_glDrawArrays(GL_TRIANGLE_STRIP
, 0, 4);
5989 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, 0));
5990 GL_EXTCALL(glDisableVertexAttribArray(1));
5991 GL_EXTCALL(glDisableVertexAttribArray(0));
5995 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
5997 for (i
= 0; i
< ARRAY_SIZE(quad
); ++i
)
5999 GL_EXTCALL(glVertexAttrib3fv(1, &quad
[i
].texcoord
.x
));
6000 GL_EXTCALL(glVertexAttrib2fv(0, &quad
[i
].x
));
6003 gl_info
->gl_ops
.gl
.p_glEnd();
6005 checkGLcall("draw");
6007 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, texture_gl
->t
.level_count
- 1);
6008 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, 0);
6011 /* Context activation is done by the caller. */
6012 void wined3d_context_gl_draw_textured_quad(struct wined3d_context_gl
*context_gl
,
6013 struct wined3d_texture_gl
*texture_gl
, unsigned int sub_resource_idx
,
6014 const RECT
*src_rect
, const RECT
*dst_rect
, enum wined3d_texture_filter_type filter
)
6016 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
6017 struct wined3d_blt_info info
;
6020 texture2d_get_blt_info(texture_gl
, sub_resource_idx
, src_rect
, &info
);
6022 gl_info
->gl_ops
.gl
.p_glEnable(info
.bind_target
);
6023 checkGLcall("glEnable(bind_target)");
6025 level
= sub_resource_idx
% texture_gl
->t
.level_count
;
6026 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, texture_gl
->texture_rgb
.name
);
6027 apply_texture_blit_state(gl_info
, &texture_gl
->texture_rgb
, info
.bind_target
, level
, filter
);
6028 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, level
);
6029 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
6030 checkGLcall("glTexEnvi");
6033 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
6034 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[0].x
);
6035 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->left
, dst_rect
->top
);
6037 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[1].x
);
6038 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->right
, dst_rect
->top
);
6040 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[2].x
);
6041 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->left
, dst_rect
->bottom
);
6043 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[3].x
);
6044 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->right
, dst_rect
->bottom
);
6045 gl_info
->gl_ops
.gl
.p_glEnd();
6047 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, texture_gl
->t
.level_count
- 1);
6048 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, 0);