dllhost: Add ISurrogate stub implementation.
[wine.git] / dlls / wined3d / context_gl.c
blobbb186706ad576ec5f3aa5d59d67e6a6075302b15
1 /*
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:
45 return GL_POINTS;
47 case WINED3D_PT_LINELIST:
48 return GL_LINES;
50 case WINED3D_PT_LINESTRIP:
51 return GL_LINE_STRIP;
53 case WINED3D_PT_TRIANGLELIST:
54 return GL_TRIANGLES;
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:
75 return GL_PATCHES;
77 default:
78 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
79 case WINED3D_PT_UNDEFINED:
80 return ~0u;
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);
93 switch (target)
95 case GL_READ_FRAMEBUFFER:
96 if (context_gl->fbo_read_binding == fbo)
97 return;
98 context_gl->fbo_read_binding = fbo;
99 break;
101 case GL_DRAW_FRAMEBUFFER:
102 if (context_gl->fbo_draw_binding == fbo)
103 return;
104 context_gl->fbo_draw_binding = fbo;
105 break;
107 case GL_FRAMEBUFFER:
108 if (context_gl->fbo_read_binding == fbo
109 && context_gl->fbo_draw_binding == fbo)
110 return;
111 context_gl->fbo_read_binding = fbo;
112 context_gl->fbo_draw_binding = fbo;
113 break;
115 default:
116 FIXME("Unhandled target %#x.\n", target);
117 break;
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)
127 unsigned int i;
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;
175 if (!resource)
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");
184 return;
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");
196 return;
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);
207 else
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,
218 uint32_t flags)
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);
226 if (rb_namespace)
228 context_attach_depth_stencil_rb(gl_info, fbo_target,
229 flags, resource->object);
231 else
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);
246 else
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)
265 if (rb_namespace)
267 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
268 GL_RENDERBUFFER, resource->object);
269 checkGLcall("glFramebufferRenderbuffer()");
271 else
273 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
276 else
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,
283 GLenum attachment)
285 static const struct
287 GLenum target;
288 GLenum binding;
289 const char *str;
290 enum wined3d_gl_extension extension;
292 texture_type[] =
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;
306 unsigned int i;
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);
320 else
321 samples = 1;
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;
342 break;
345 if (i == ARRAY_SIZE(texture_type))
346 tex_type_str = wine_dbg_sprintf("%#x", tex_target);
348 else if (face)
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";
356 else
358 for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
360 if (!gl_info->supported[texture_type[i].extension])
361 continue;
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;
371 break;
373 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, old_texture);
376 if (!tex_type_str)
378 FIXME("Cannot find type of texture %d.\n", name);
379 return;
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));
390 else
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);
397 else
398 samples = 1;
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));
410 else
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;
422 GLenum status;
424 if (!FIXME_ON(d3d))
425 return;
427 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
428 if (status == GL_FRAMEBUFFER_COMPLETE)
430 TRACE("FBO complete.\n");
432 else
434 unsigned int i;
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");
441 return;
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));
463 return 0;
466 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource));
469 static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct wined3d_context_gl *context_gl,
470 struct wined3d_fbo_entry_key *key, unsigned int idx, const struct wined3d_rendertarget_info *render_target,
471 DWORD location)
473 unsigned int sub_resource_idx = render_target->sub_resource_idx;
474 struct wined3d_resource *resource = render_target->resource;
475 struct wined3d_texture_gl *texture_gl;
477 if (!resource || resource->format->id == WINED3DFMT_NULL || resource->type == WINED3D_RTYPE_BUFFER)
479 if (resource && resource->type == WINED3D_RTYPE_BUFFER)
480 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
481 key->objects[idx].object = 0;
482 key->objects[idx].target = 0;
483 key->objects[idx].level = key->objects[idx].layer = 0;
484 return;
487 if (render_target->gl_view.name)
489 key->objects[idx].object = render_target->gl_view.name;
490 key->objects[idx].target = render_target->gl_view.target;
491 key->objects[idx].level = 0;
492 key->objects[idx].layer = WINED3D_ALL_LAYERS;
493 return;
496 texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(resource));
497 if (texture_gl->current_renderbuffer)
499 key->objects[idx].object = texture_gl->current_renderbuffer->id;
500 key->objects[idx].target = 0;
501 key->objects[idx].level = key->objects[idx].layer = 0;
502 key->rb_namespace |= 1 << idx;
503 return;
506 key->objects[idx].target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx);
507 key->objects[idx].level = sub_resource_idx % texture_gl->t.level_count;
508 key->objects[idx].layer = sub_resource_idx / texture_gl->t.level_count;
510 if (render_target->layer_count != 1)
511 key->objects[idx].layer = WINED3D_ALL_LAYERS;
513 switch (location)
515 case WINED3D_LOCATION_TEXTURE_RGB:
516 key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
517 break;
519 case WINED3D_LOCATION_TEXTURE_SRGB:
520 key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, TRUE);
521 break;
523 case WINED3D_LOCATION_RB_MULTISAMPLE:
524 key->objects[idx].object = texture_gl->rb_multisample;
525 key->objects[idx].target = 0;
526 key->objects[idx].level = key->objects[idx].layer = 0;
527 key->rb_namespace |= 1 << idx;
528 break;
530 case WINED3D_LOCATION_RB_RESOLVED:
531 key->objects[idx].object = texture_gl->rb_resolved;
532 key->objects[idx].target = 0;
533 key->objects[idx].level = key->objects[idx].layer = 0;
534 key->rb_namespace |= 1 << idx;
535 break;
539 static void wined3d_context_gl_generate_fbo_key(const struct wined3d_context_gl *context_gl,
540 struct wined3d_fbo_entry_key *key, const struct wined3d_rendertarget_info *render_targets,
541 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
543 unsigned int buffers = context_gl->gl_info->limits.buffers;
544 unsigned int i;
546 key->rb_namespace = 0;
547 wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, 0, depth_stencil, ds_location);
549 for (i = 0; i < buffers; ++i)
550 wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, i + 1, &render_targets[i], color_location);
552 memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects));
555 static struct fbo_entry *wined3d_context_gl_create_fbo_entry(const struct wined3d_context_gl *context_gl,
556 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
557 DWORD color_location, DWORD ds_location)
559 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
560 struct fbo_entry *entry;
562 entry = heap_alloc(sizeof(*entry));
563 wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
564 render_targets, depth_stencil, color_location, ds_location);
565 entry->flags = 0;
566 if (depth_stencil->resource)
568 if (depth_stencil->resource->format->depth_size)
569 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
570 if (depth_stencil->resource->format->stencil_size)
571 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
573 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
574 gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
575 checkGLcall("glGenFramebuffers()");
576 TRACE("Created FBO %u.\n", entry->id);
578 return entry;
581 /* Context activation is done by the caller. */
582 static void wined3d_context_gl_reuse_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
583 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
584 DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
586 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
588 wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
589 context_clean_fbo_attachments(gl_info, target);
591 wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
592 render_targets, depth_stencil, color_location, ds_location);
593 entry->flags = 0;
594 if (depth_stencil->resource)
596 if (depth_stencil->resource->format->depth_size)
597 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
598 if (depth_stencil->resource->format->stencil_size)
599 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
603 /* Context activation is done by the caller. */
604 static void wined3d_context_gl_destroy_fbo_entry(struct wined3d_context_gl *context_gl, struct fbo_entry *entry)
606 if (entry->id)
608 TRACE("Destroy FBO %u.\n", entry->id);
609 wined3d_context_gl_destroy_fbo(context_gl, entry->id);
611 --context_gl->fbo_entry_count;
612 list_remove(&entry->entry);
613 heap_free(entry);
616 /* Context activation is done by the caller. */
617 static struct fbo_entry *wined3d_context_gl_find_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
618 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
619 DWORD color_location, DWORD ds_location)
621 static const struct wined3d_rendertarget_info ds_null = {{0}};
622 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
623 struct wined3d_texture *rt_texture, *ds_texture;
624 struct wined3d_fbo_entry_key fbo_key;
625 unsigned int i, ds_level, rt_level;
626 struct fbo_entry *entry;
628 if (depth_stencil->resource && depth_stencil->resource->type != WINED3D_RTYPE_BUFFER
629 && render_targets[0].resource && render_targets[0].resource->type != WINED3D_RTYPE_BUFFER
630 && render_targets[0].resource->format->id != WINED3DFMT_NULL)
632 rt_texture = wined3d_texture_from_resource(render_targets[0].resource);
633 rt_level = render_targets[0].sub_resource_idx % rt_texture->level_count;
634 ds_texture = wined3d_texture_from_resource(depth_stencil->resource);
635 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
637 if (wined3d_texture_get_level_width(ds_texture, ds_level)
638 < wined3d_texture_get_level_width(rt_texture, rt_level)
639 || wined3d_texture_get_level_height(ds_texture, ds_level)
640 < wined3d_texture_get_level_height(rt_texture, rt_level))
642 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
643 depth_stencil = &ds_null;
645 else if (ds_texture->resource.multisample_type != rt_texture->resource.multisample_type
646 || (ds_texture->resource.multisample_type
647 && ds_texture->resource.multisample_quality != rt_texture->resource.multisample_quality))
649 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
650 rt_texture->resource.multisample_type, rt_texture->resource.multisample_quality,
651 ds_texture->resource.multisample_type, ds_texture->resource.multisample_quality);
652 depth_stencil = &ds_null;
654 else if (depth_stencil->resource->type == WINED3D_RTYPE_TEXTURE_2D)
656 wined3d_texture_gl_set_compatible_renderbuffer(wined3d_texture_gl(ds_texture),
657 context_gl, ds_level, &render_targets[0]);
661 wined3d_context_gl_generate_fbo_key(context_gl, &fbo_key,
662 render_targets, depth_stencil, color_location, ds_location);
664 if (TRACE_ON(d3d))
666 struct wined3d_resource *resource;
667 unsigned int width, height;
668 const char *resource_type;
670 TRACE("Dumping FBO attachments:\n");
671 for (i = 0; i < gl_info->limits.buffers; ++i)
673 if ((resource = render_targets[i].resource))
675 if (resource->type == WINED3D_RTYPE_BUFFER)
677 width = resource->size;
678 height = 1;
679 resource_type = "buffer";
681 else
683 rt_texture = wined3d_texture_from_resource(resource);
684 rt_level = render_targets[i].sub_resource_idx % rt_texture->level_count;
685 width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level);
686 height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level);
687 resource_type = "texture";
690 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
691 i, resource, render_targets[i].sub_resource_idx, debug_d3dformat(resource->format->id),
692 fbo_key.rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type,
693 fbo_key.objects[i + 1].object, width, height, resource->multisample_type);
696 if ((resource = depth_stencil->resource))
698 if (resource->type == WINED3D_RTYPE_BUFFER)
700 width = resource->size;
701 height = 1;
702 resource_type = "buffer";
704 else
706 ds_texture = wined3d_texture_from_resource(resource);
707 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
708 width = wined3d_texture_get_level_pow2_width(ds_texture, ds_level);
709 height = wined3d_texture_get_level_pow2_height(ds_texture, ds_level);
710 resource_type = "texture";
713 TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
714 resource, depth_stencil->sub_resource_idx, debug_d3dformat(resource->format->id),
715 fbo_key.rb_namespace & (1 << 0) ? "renderbuffer" : resource_type,
716 fbo_key.objects[0].object, width, height, resource->multisample_type);
720 LIST_FOR_EACH_ENTRY(entry, &context_gl->fbo_list, struct fbo_entry, entry)
722 if (memcmp(&fbo_key, &entry->key, sizeof(fbo_key)))
723 continue;
725 list_remove(&entry->entry);
726 list_add_head(&context_gl->fbo_list, &entry->entry);
727 return entry;
730 if (context_gl->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
732 entry = wined3d_context_gl_create_fbo_entry(context_gl,
733 render_targets, depth_stencil, color_location, ds_location);
734 list_add_head(&context_gl->fbo_list, &entry->entry);
735 ++context_gl->fbo_entry_count;
737 else
739 entry = LIST_ENTRY(list_tail(&context_gl->fbo_list), struct fbo_entry, entry);
740 wined3d_context_gl_reuse_fbo_entry(context_gl, target, render_targets,
741 depth_stencil, color_location, ds_location, entry);
742 list_remove(&entry->entry);
743 list_add_head(&context_gl->fbo_list, &entry->entry);
746 return entry;
749 /* Context activation is done by the caller. */
750 static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl *context_gl,
751 GLenum target, struct fbo_entry *entry)
753 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
754 GLuint read_binding, draw_binding;
755 unsigned int i;
757 if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
759 wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
760 return;
763 read_binding = context_gl->fbo_read_binding;
764 draw_binding = context_gl->fbo_draw_binding;
765 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, entry->id);
767 if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
769 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
770 GL_FRAMEBUFFER_DEFAULT_WIDTH, gl_info->limits.framebuffer_width));
771 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
772 GL_FRAMEBUFFER_DEFAULT_HEIGHT, gl_info->limits.framebuffer_height));
773 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1));
774 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1));
777 /* Apply render targets */
778 for (i = 0; i < gl_info->limits.buffers; ++i)
780 wined3d_context_gl_attach_surface_fbo(context_gl, target, i,
781 &entry->key.objects[i + 1], entry->key.rb_namespace & (1 << (i + 1)));
784 wined3d_context_gl_attach_depth_stencil_fbo(context_gl, target,
785 &entry->key.objects[0], entry->key.rb_namespace & 0x1, entry->flags);
787 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
788 * GL contexts requirements. */
789 gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
790 wined3d_context_gl_set_draw_buffer(context_gl, GL_NONE);
791 if (target != GL_FRAMEBUFFER)
793 if (target == GL_READ_FRAMEBUFFER)
794 wined3d_context_gl_bind_fbo(context_gl, GL_DRAW_FRAMEBUFFER, draw_binding);
795 else
796 wined3d_context_gl_bind_fbo(context_gl, GL_READ_FRAMEBUFFER, read_binding);
799 entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
802 /* Context activation is done by the caller. */
803 static void wined3d_context_gl_apply_fbo_state(struct wined3d_context_gl *context_gl, GLenum target,
804 const struct wined3d_rendertarget_info *render_targets,
805 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
807 struct fbo_entry *entry, *entry2;
809 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
811 wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
814 if (context_gl->rebind_fbo)
816 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
817 context_gl->rebind_fbo = FALSE;
820 if (color_location == WINED3D_LOCATION_DRAWABLE)
822 context_gl->current_fbo = NULL;
823 wined3d_context_gl_bind_fbo(context_gl, target, 0);
825 else
827 context_gl->current_fbo = wined3d_context_gl_find_fbo_entry(context_gl,
828 target, render_targets, depth_stencil, color_location, ds_location);
829 wined3d_context_gl_apply_fbo_entry(context_gl, target, context_gl->current_fbo);
833 /* Context activation is done by the caller. */
834 void wined3d_context_gl_apply_fbo_state_blit(struct wined3d_context_gl *context_gl, GLenum target,
835 struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
836 struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location)
838 struct wined3d_rendertarget_info ds_info = {{0}};
840 memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
841 if (rt)
843 context_gl->blit_targets[0].resource = rt;
844 context_gl->blit_targets[0].sub_resource_idx = rt_sub_resource_idx;
845 context_gl->blit_targets[0].layer_count = 1;
848 if (ds)
850 ds_info.resource = ds;
851 ds_info.sub_resource_idx = ds_sub_resource_idx;
852 ds_info.layer_count = 1;
855 wined3d_context_gl_apply_fbo_state(context_gl, target, context_gl->blit_targets, &ds_info, location, location);
858 /* Context activation is done by the caller. */
859 void wined3d_context_gl_alloc_occlusion_query(struct wined3d_context_gl *context_gl,
860 struct wined3d_occlusion_query *query)
862 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
864 if (context_gl->free_occlusion_query_count)
866 query->id = context_gl->free_occlusion_queries[--context_gl->free_occlusion_query_count];
868 else
870 if (gl_info->supported[ARB_OCCLUSION_QUERY])
872 GL_EXTCALL(glGenQueries(1, &query->id));
873 checkGLcall("glGenQueries");
875 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context_gl);
877 else
879 WARN("Occlusion queries not supported, not allocating query id.\n");
880 query->id = 0;
884 query->context_gl = context_gl;
885 list_add_head(&context_gl->occlusion_queries, &query->entry);
888 void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query *query)
890 struct wined3d_context_gl *context_gl = query->context_gl;
892 list_remove(&query->entry);
893 query->context_gl = NULL;
895 if (!wined3d_array_reserve((void **)&context_gl->free_occlusion_queries,
896 &context_gl->free_occlusion_query_size, context_gl->free_occlusion_query_count + 1,
897 sizeof(*context_gl->free_occlusion_queries)))
899 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
900 return;
903 context_gl->free_occlusion_queries[context_gl->free_occlusion_query_count++] = query->id;
906 /* Context activation is done by the caller. */
907 void wined3d_context_gl_alloc_fence(struct wined3d_context_gl *context_gl, struct wined3d_fence *fence)
909 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
911 if (context_gl->free_fence_count)
913 fence->object = context_gl->free_fences[--context_gl->free_fence_count];
915 else
917 if (gl_info->supported[ARB_SYNC])
919 /* Using ARB_sync, not much to do here. */
920 fence->object.sync = NULL;
921 TRACE("Allocated sync object in context %p.\n", context_gl);
923 else if (gl_info->supported[APPLE_FENCE])
925 GL_EXTCALL(glGenFencesAPPLE(1, &fence->object.id));
926 checkGLcall("glGenFencesAPPLE");
928 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
930 else if(gl_info->supported[NV_FENCE])
932 GL_EXTCALL(glGenFencesNV(1, &fence->object.id));
933 checkGLcall("glGenFencesNV");
935 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
937 else
939 WARN("Fences not supported, not allocating fence.\n");
940 fence->object.id = 0;
944 fence->context_gl = context_gl;
945 list_add_head(&context_gl->fences, &fence->entry);
948 void wined3d_context_gl_free_fence(struct wined3d_fence *fence)
950 struct wined3d_context_gl *context_gl = fence->context_gl;
952 list_remove(&fence->entry);
953 fence->context_gl = NULL;
955 if (!wined3d_array_reserve((void **)&context_gl->free_fences,
956 &context_gl->free_fence_size, context_gl->free_fence_count + 1,
957 sizeof(*context_gl->free_fences)))
959 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence->object.id, context_gl);
960 return;
963 context_gl->free_fences[context_gl->free_fence_count++] = fence->object;
966 /* Context activation is done by the caller. */
967 void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl *context_gl,
968 struct wined3d_timestamp_query *query)
970 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
972 if (context_gl->free_timestamp_query_count)
974 query->id = context_gl->free_timestamp_queries[--context_gl->free_timestamp_query_count];
976 else
978 GL_EXTCALL(glGenQueries(1, &query->id));
979 checkGLcall("glGenQueries");
981 TRACE("Allocated timestamp query %u in context %p.\n", query->id, context_gl);
984 query->context_gl = context_gl;
985 list_add_head(&context_gl->timestamp_queries, &query->entry);
988 void wined3d_context_gl_free_timestamp_query(struct wined3d_timestamp_query *query)
990 struct wined3d_context_gl *context_gl = query->context_gl;
992 list_remove(&query->entry);
993 query->context_gl = NULL;
995 if (!wined3d_array_reserve((void **)&context_gl->free_timestamp_queries,
996 &context_gl->free_timestamp_query_size, context_gl->free_timestamp_query_count + 1,
997 sizeof(*context_gl->free_timestamp_queries)))
999 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
1000 return;
1003 context_gl->free_timestamp_queries[context_gl->free_timestamp_query_count++] = query->id;
1006 void wined3d_context_gl_alloc_so_statistics_query(struct wined3d_context_gl *context_gl,
1007 struct wined3d_so_statistics_query *query)
1009 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1011 if (context_gl->free_so_statistics_query_count)
1013 query->u = context_gl->free_so_statistics_queries[--context_gl->free_so_statistics_query_count];
1015 else
1017 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
1018 checkGLcall("glGenQueries");
1020 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
1021 query->u.id[0], query->u.id[1], context_gl);
1024 query->context_gl = context_gl;
1025 list_add_head(&context_gl->so_statistics_queries, &query->entry);
1028 void wined3d_context_gl_free_so_statistics_query(struct wined3d_so_statistics_query *query)
1030 struct wined3d_context_gl *context_gl = query->context_gl;
1032 list_remove(&query->entry);
1033 query->context_gl = NULL;
1035 if (!wined3d_array_reserve((void **)&context_gl->free_so_statistics_queries,
1036 &context_gl->free_so_statistics_query_size, context_gl->free_so_statistics_query_count + 1,
1037 sizeof(*context_gl->free_so_statistics_queries)))
1039 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
1040 query->u.id[0], query->u.id[1], context_gl);
1041 return;
1044 context_gl->free_so_statistics_queries[context_gl->free_so_statistics_query_count++] = query->u;
1047 void wined3d_context_gl_alloc_pipeline_statistics_query(struct wined3d_context_gl *context_gl,
1048 struct wined3d_pipeline_statistics_query *query)
1050 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1052 if (context_gl->free_pipeline_statistics_query_count)
1054 query->u = context_gl->free_pipeline_statistics_queries[--context_gl->free_pipeline_statistics_query_count];
1056 else
1058 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
1059 checkGLcall("glGenQueries");
1062 query->context_gl = context_gl;
1063 list_add_head(&context_gl->pipeline_statistics_queries, &query->entry);
1066 void wined3d_context_gl_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query)
1068 struct wined3d_context_gl *context_gl = query->context_gl;
1070 list_remove(&query->entry);
1071 query->context_gl = NULL;
1073 if (!wined3d_array_reserve((void **)&context_gl->free_pipeline_statistics_queries,
1074 &context_gl->free_pipeline_statistics_query_size, context_gl->free_pipeline_statistics_query_count + 1,
1075 sizeof(*context_gl->free_pipeline_statistics_queries)))
1077 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context_gl);
1078 return;
1081 context_gl->free_pipeline_statistics_queries[context_gl->free_pipeline_statistics_query_count++] = query->u;
1084 typedef void (context_fbo_entry_func_t)(struct wined3d_context_gl *context_gl, struct fbo_entry *entry);
1086 static void wined3d_context_gl_enum_fbo_entries(const struct wined3d_device *device,
1087 GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
1089 unsigned int i, j;
1091 for (i = 0; i < device->context_count; ++i)
1093 struct wined3d_context_gl *context_gl = wined3d_context_gl(device->contexts[i]);
1094 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1095 struct fbo_entry *entry, *entry2;
1097 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
1099 for (j = 0; j < gl_info->limits.buffers + 1; ++j)
1101 if (entry->key.objects[j].object == name
1102 && !(entry->key.rb_namespace & (1 << j)) == !rb_namespace)
1104 callback(context_gl, entry);
1105 break;
1112 static void wined3d_context_gl_queue_fbo_entry_destruction(struct wined3d_context_gl *context_gl,
1113 struct fbo_entry *entry)
1115 list_remove(&entry->entry);
1116 list_add_head(&context_gl->fbo_destroy_list, &entry->entry);
1119 void context_gl_resource_released(struct wined3d_device *device, GLuint name, BOOL rb_namespace)
1121 wined3d_context_gl_enum_fbo_entries(device, name, rb_namespace,
1122 wined3d_context_gl_queue_fbo_entry_destruction);
1125 void wined3d_context_gl_texture_update(struct wined3d_context_gl *context_gl,
1126 const struct wined3d_texture_gl *texture_gl)
1128 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1129 struct fbo_entry *entry = context_gl->current_fbo;
1130 unsigned int i;
1132 if (!entry || context_gl->rebind_fbo)
1133 return;
1135 for (i = 0; i < gl_info->limits.buffers + 1; ++i)
1137 if (texture_gl->texture_rgb.name == entry->key.objects[i].object
1138 || texture_gl->texture_srgb.name == entry->key.objects[i].object)
1140 TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture_gl, i);
1141 context_gl->rebind_fbo = TRUE;
1142 return;
1147 static BOOL wined3d_context_gl_restore_pixel_format(struct wined3d_context_gl *context_gl)
1149 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1150 BOOL ret = FALSE;
1152 if (context_gl->restore_pf && IsWindow(context_gl->restore_pf_win))
1154 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1156 HDC dc = GetDCEx(context_gl->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
1157 if (dc)
1159 if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, context_gl->restore_pf))))
1161 ERR("Failed to restore pixel format %d on window %p.\n",
1162 context_gl->restore_pf, context_gl->restore_pf_win);
1164 ReleaseDC(context_gl->restore_pf_win, dc);
1167 else
1169 ERR("Unable to restore pixel format %d on window %p.\n",
1170 context_gl->restore_pf, context_gl->restore_pf_win);
1174 context_gl->restore_pf = 0;
1175 context_gl->restore_pf_win = NULL;
1176 return ret;
1179 static BOOL wined3d_context_gl_set_pixel_format(struct wined3d_context_gl *context_gl)
1181 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1182 BOOL private = context_gl->dc_is_private;
1183 int format = context_gl->pixel_format;
1184 HDC dc = context_gl->dc;
1185 int current;
1186 HWND win;
1188 if (private && context_gl->dc_has_format)
1189 return TRUE;
1191 if (!private && WindowFromDC(dc) != context_gl->window)
1192 return FALSE;
1194 current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc);
1195 if (current == format) goto success;
1197 /* By default WGL doesn't allow pixel format adjustments but we need it
1198 * here. For this reason there's a Wine specific wglSetPixelFormat()
1199 * which allows us to set the pixel format multiple times. Use it when we
1200 * can, because even though no pixel format may currently be set, the
1201 * application may try to set one later. */
1202 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1204 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
1206 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1207 format, dc);
1208 return FALSE;
1211 else if (current)
1213 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1214 * continue using the old format. There's a big chance that the old
1215 * format works although with a performance hit and perhaps rendering
1216 * errors. */
1217 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1218 format, dc, current);
1219 return TRUE;
1221 else if (!SetPixelFormat(dc, format, NULL))
1223 /* This may also happen if the dc belongs to a destroyed window. */
1224 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
1225 format, dc, GetLastError());
1226 return FALSE;
1229 win = private ? NULL : WindowFromDC(dc);
1230 if (win != context_gl->restore_pf_win)
1231 wined3d_context_gl_restore_pixel_format(context_gl);
1232 context_gl->restore_pf = private ? 0 : current;
1233 context_gl->restore_pf_win = win;
1235 success:
1236 if (private)
1237 context_gl->dc_has_format = TRUE;
1238 return TRUE;
1241 static BOOL wined3d_context_gl_set_gl_context(struct wined3d_context_gl *context_gl)
1243 struct wined3d_swapchain_gl *swapchain_gl = wined3d_swapchain_gl(context_gl->c.swapchain);
1244 BOOL backup = FALSE;
1246 if (!wined3d_context_gl_set_pixel_format(context_gl))
1248 WARN("Failed to set pixel format %d on device context %p.\n",
1249 context_gl->pixel_format, context_gl->dc);
1250 backup = TRUE;
1253 if (backup || !wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
1255 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1256 context_gl->gl_ctx, context_gl->dc, GetLastError());
1257 context_gl->valid = 0;
1258 WARN("Trying fallback to the backup window.\n");
1260 /* FIXME: If the context is destroyed it's no longer associated with
1261 * a swapchain, so we can't use the swapchain to get a backup dc. To
1262 * make this work windowless contexts would need to be handled by the
1263 * device. */
1264 if (context_gl->c.destroyed || !swapchain_gl)
1266 FIXME("Unable to get backup dc for destroyed context %p.\n", context_gl);
1267 wined3d_context_gl_set_current(NULL);
1268 return FALSE;
1271 if (!(context_gl->dc = wined3d_swapchain_gl_get_backup_dc(swapchain_gl)))
1273 wined3d_context_gl_set_current(NULL);
1274 return FALSE;
1277 context_gl->dc_is_private = TRUE;
1278 context_gl->dc_has_format = FALSE;
1280 if (!wined3d_context_gl_set_pixel_format(context_gl))
1282 ERR("Failed to set pixel format %d on device context %p.\n",
1283 context_gl->pixel_format, context_gl->dc);
1284 wined3d_context_gl_set_current(NULL);
1285 return FALSE;
1288 if (!wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
1290 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1291 context_gl->dc, GetLastError());
1292 wined3d_context_gl_set_current(NULL);
1293 return FALSE;
1296 context_gl->valid = 1;
1298 context_gl->needs_set = 0;
1300 return TRUE;
1303 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
1305 if (!wglMakeCurrent(dc, gl_ctx))
1307 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1308 gl_ctx, dc, GetLastError());
1309 wined3d_context_gl_set_current(NULL);
1313 static void wined3d_context_gl_update_window(struct wined3d_context_gl *context_gl)
1315 if (!context_gl->c.swapchain)
1316 return;
1318 if (context_gl->window == context_gl->c.swapchain->win_handle)
1319 return;
1321 TRACE("Updating context %p window from %p to %p.\n",
1322 context_gl, context_gl->window, context_gl->c.swapchain->win_handle);
1324 if (context_gl->dc)
1325 wined3d_release_dc(context_gl->window, context_gl->dc);
1327 context_gl->window = context_gl->c.swapchain->win_handle;
1328 context_gl->dc_is_private = FALSE;
1329 context_gl->dc_has_format = FALSE;
1330 context_gl->needs_set = 1;
1331 context_gl->valid = 1;
1333 if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
1335 ERR("Failed to get a device context for window %p.\n", context_gl->window);
1336 context_gl->valid = 0;
1340 static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl)
1342 struct wined3d_pipeline_statistics_query *pipeline_statistics_query;
1343 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1344 struct wined3d_so_statistics_query *so_statistics_query;
1345 struct wined3d_timestamp_query *timestamp_query;
1346 struct wined3d_occlusion_query *occlusion_query;
1347 struct wined3d_context_gl *current;
1348 struct fbo_entry *entry, *entry2;
1349 struct wined3d_fence *fence;
1350 HGLRC restore_ctx;
1351 HDC restore_dc;
1352 unsigned int i;
1354 restore_ctx = wglGetCurrentContext();
1355 restore_dc = wglGetCurrentDC();
1357 if (context_gl->valid && context_gl->gl_ctx != restore_ctx)
1359 /* Attempting to restore a GL context corresponding to a wined3d
1360 * context is not particularly useful. Worse, when we're called from
1361 * wined3d_context_gl_destroy(), we subsequently clear the "current
1362 * D3D context" TLS value, which would cause
1363 * wined3d_context_gl_enter() to consider the GL context a non-D3D
1364 * context. */
1365 if ((current = wined3d_context_gl_get_current()) && current->gl_ctx == restore_ctx)
1366 restore_ctx = NULL;
1367 wined3d_context_gl_set_gl_context(context_gl);
1369 else
1371 restore_ctx = NULL;
1374 if (context_gl->valid)
1376 /* If we're here because we're switching away from a previously
1377 * destroyed context, acquiring a context in order to submit a fence
1378 * is problematic. (In particular, we'd end up back here again in the
1379 * process of switching to the newly acquired context.) */
1380 if (context_gl->c.destroyed)
1382 gl_info->gl_ops.gl.p_glFinish();
1384 else
1386 wined3d_context_gl_submit_command_fence(context_gl);
1387 wined3d_context_gl_wait_command_fence(context_gl,
1388 wined3d_device_gl(context_gl->c.device)->current_fence_id - 1);
1391 if (context_gl->dummy_arbfp_prog)
1392 GL_EXTCALL(glDeleteProgramsARB(1, &context_gl->dummy_arbfp_prog));
1394 if (context_gl->blit_vbo)
1395 GL_EXTCALL(glDeleteBuffers(1, &context_gl->blit_vbo));
1397 for (i = 0; i < context_gl->free_pipeline_statistics_query_count; ++i)
1399 union wined3d_gl_pipeline_statistics_query *q = &context_gl->free_pipeline_statistics_queries[i];
1400 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1403 for (i = 0; i < context_gl->free_so_statistics_query_count; ++i)
1405 union wined3d_gl_so_statistics_query *q = &context_gl->free_so_statistics_queries[i];
1406 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1409 if (context_gl->free_timestamp_query_count)
1410 GL_EXTCALL(glDeleteQueries(context_gl->free_timestamp_query_count, context_gl->free_timestamp_queries));
1412 if (gl_info->supported[ARB_SYNC])
1414 for (i = 0; i < context_gl->free_fence_count; ++i)
1416 GL_EXTCALL(glDeleteSync(context_gl->free_fences[i].sync));
1419 else if (gl_info->supported[APPLE_FENCE])
1421 for (i = 0; i < context_gl->free_fence_count; ++i)
1423 GL_EXTCALL(glDeleteFencesAPPLE(1, &context_gl->free_fences[i].id));
1426 else if (gl_info->supported[NV_FENCE])
1428 for (i = 0; i < context_gl->free_fence_count; ++i)
1430 GL_EXTCALL(glDeleteFencesNV(1, &context_gl->free_fences[i].id));
1434 if (context_gl->free_occlusion_query_count)
1435 GL_EXTCALL(glDeleteQueries(context_gl->free_occlusion_query_count, context_gl->free_occlusion_queries));
1437 checkGLcall("context cleanup");
1439 heap_free(context_gl->submitted.fences);
1440 heap_free(context_gl->free_pipeline_statistics_queries);
1441 heap_free(context_gl->free_so_statistics_queries);
1442 heap_free(context_gl->free_timestamp_queries);
1443 heap_free(context_gl->free_fences);
1444 heap_free(context_gl->free_occlusion_queries);
1446 LIST_FOR_EACH_ENTRY(pipeline_statistics_query, &context_gl->pipeline_statistics_queries,
1447 struct wined3d_pipeline_statistics_query, entry)
1449 if (context_gl->valid)
1450 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query->u.id), pipeline_statistics_query->u.id));
1451 pipeline_statistics_query->context_gl = NULL;
1454 LIST_FOR_EACH_ENTRY(so_statistics_query, &context_gl->so_statistics_queries,
1455 struct wined3d_so_statistics_query, entry)
1457 if (context_gl->valid)
1458 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query->u.id), so_statistics_query->u.id));
1459 so_statistics_query->context_gl = NULL;
1462 LIST_FOR_EACH_ENTRY(timestamp_query, &context_gl->timestamp_queries, struct wined3d_timestamp_query, entry)
1464 if (context_gl->valid)
1465 GL_EXTCALL(glDeleteQueries(1, &timestamp_query->id));
1466 timestamp_query->context_gl = NULL;
1469 LIST_FOR_EACH_ENTRY(fence, &context_gl->fences, struct wined3d_fence, entry)
1471 if (context_gl->valid)
1473 if (gl_info->supported[ARB_SYNC])
1475 if (fence->object.sync)
1476 GL_EXTCALL(glDeleteSync(fence->object.sync));
1478 else if (gl_info->supported[APPLE_FENCE])
1480 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence->object.id));
1482 else if (gl_info->supported[NV_FENCE])
1484 GL_EXTCALL(glDeleteFencesNV(1, &fence->object.id));
1487 fence->context_gl = NULL;
1490 LIST_FOR_EACH_ENTRY(occlusion_query, &context_gl->occlusion_queries, struct wined3d_occlusion_query, entry)
1492 if (context_gl->valid)
1493 GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
1494 occlusion_query->context_gl = NULL;
1497 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
1499 if (!context_gl->valid)
1500 entry->id = 0;
1501 wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
1504 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
1506 if (!context_gl->valid)
1507 entry->id = 0;
1508 wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
1511 heap_free(context_gl->texture_type);
1513 wined3d_context_gl_restore_pixel_format(context_gl);
1514 if (restore_ctx)
1515 context_restore_gl_context(gl_info, restore_dc, restore_ctx);
1516 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
1517 ERR("Failed to disable GL context.\n");
1519 wined3d_release_dc(context_gl->window, context_gl->dc);
1521 if (!wglDeleteContext(context_gl->gl_ctx))
1523 DWORD err = GetLastError();
1524 ERR("Failed to delete GL context %p, last error %#x.\n", context_gl->gl_ctx, err);
1527 wined3d_context_cleanup(&context_gl->c);
1530 DWORD context_get_tls_idx(void)
1532 return wined3d_context_tls_idx;
1535 void context_set_tls_idx(DWORD idx)
1537 wined3d_context_tls_idx = idx;
1540 struct wined3d_context_gl *wined3d_context_gl_get_current(void)
1542 return TlsGetValue(wined3d_context_tls_idx);
1545 BOOL wined3d_context_gl_set_current(struct wined3d_context_gl *context_gl)
1547 struct wined3d_context_gl *old = wined3d_context_gl_get_current();
1549 if (old == context_gl)
1551 TRACE("Already using D3D context %p.\n", context_gl);
1552 return TRUE;
1555 if (old)
1557 if (old->c.destroyed)
1559 TRACE("Switching away from destroyed context %p.\n", old);
1560 wined3d_context_gl_cleanup(old);
1561 heap_free((void *)old->gl_info);
1562 heap_free(old);
1564 else
1566 if (wglGetCurrentContext())
1568 const struct wined3d_gl_info *gl_info = old->gl_info;
1569 TRACE("Flushing context %p before switching to %p.\n", old, context_gl);
1570 gl_info->gl_ops.gl.p_glFlush();
1572 old->c.current = 0;
1576 if (context_gl)
1578 if (!context_gl->valid)
1580 ERR("Trying to make invalid context %p current.\n", context_gl);
1581 return FALSE;
1584 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n",
1585 context_gl, context_gl->gl_ctx, context_gl->dc);
1586 if (!wined3d_context_gl_set_gl_context(context_gl))
1587 return FALSE;
1588 context_gl->c.current = 1;
1590 else if (wglGetCurrentContext())
1592 TRACE("Clearing current D3D context.\n");
1593 if (!wglMakeCurrent(NULL, NULL))
1595 DWORD err = GetLastError();
1596 ERR("Failed to clear current GL context, last error %#x.\n", err);
1597 TlsSetValue(wined3d_context_tls_idx, NULL);
1598 return FALSE;
1602 return TlsSetValue(wined3d_context_tls_idx, context_gl);
1605 void wined3d_context_gl_release(struct wined3d_context_gl *context_gl)
1607 TRACE("Releasing context %p, level %u.\n", context_gl, context_gl->level);
1609 if (WARN_ON(d3d))
1611 if (!context_gl->level)
1612 WARN("Context %p is not active.\n", context_gl);
1613 else if (context_gl != wined3d_context_gl_get_current())
1614 WARN("Context %p is not the current context.\n", context_gl);
1617 if (!--context_gl->level)
1619 if (wined3d_context_gl_restore_pixel_format(context_gl))
1620 context_gl->needs_set = 1;
1621 if (context_gl->restore_ctx)
1623 TRACE("Restoring GL context %p on device context %p.\n", context_gl->restore_ctx, context_gl->restore_dc);
1624 context_restore_gl_context(context_gl->gl_info, context_gl->restore_dc, context_gl->restore_ctx);
1625 context_gl->restore_ctx = NULL;
1626 context_gl->restore_dc = NULL;
1629 if (context_gl->c.destroy_delayed)
1631 TRACE("Destroying context %p.\n", context_gl);
1632 wined3d_context_gl_destroy(context_gl);
1637 static void wined3d_context_gl_enter(struct wined3d_context_gl *context_gl)
1639 TRACE("Entering context %p, level %u.\n", context_gl, context_gl->level + 1);
1641 if (!context_gl->level++)
1643 const struct wined3d_context_gl *current_context = wined3d_context_gl_get_current();
1644 HGLRC current_gl = wglGetCurrentContext();
1646 if (current_gl && (!current_context || current_context->gl_ctx != current_gl))
1648 TRACE("Another GL context (%p on device context %p) is already current.\n",
1649 current_gl, wglGetCurrentDC());
1650 context_gl->restore_ctx = current_gl;
1651 context_gl->restore_dc = wglGetCurrentDC();
1652 context_gl->needs_set = 1;
1654 else if (!context_gl->needs_set && !(context_gl->dc_is_private && context_gl->dc_has_format)
1655 && context_gl->pixel_format != context_gl->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context_gl->dc))
1656 context_gl->needs_set = 1;
1660 /* This function takes care of wined3d pixel format selection. */
1661 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1662 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1663 bool aux_buffers, bool swap_effect_copy)
1665 unsigned int cfg_count = wined3d_adapter_gl(device->adapter)->pixel_format_count;
1666 unsigned int current_value;
1667 PIXELFORMATDESCRIPTOR pfd;
1668 int iPixelFormat = 0;
1669 unsigned int i;
1671 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, swap_effect_copy %#x.\n",
1672 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1673 aux_buffers, swap_effect_copy);
1675 current_value = 0;
1676 for (i = 0; i < cfg_count; ++i)
1678 const struct wined3d_pixel_format *cfg = &wined3d_adapter_gl(device->adapter)->pixel_formats[i];
1679 unsigned int value;
1681 /* For now only accept RGBA formats. Perhaps some day we will
1682 * allow floating point formats for pbuffers. */
1683 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1684 continue;
1685 /* In window mode we need a window drawable format and double buffering. */
1686 if (!(cfg->windowDrawable && cfg->doubleBuffer))
1687 continue;
1688 if (cfg->redSize < color_format->red_size)
1689 continue;
1690 if (cfg->greenSize < color_format->green_size)
1691 continue;
1692 if (cfg->blueSize < color_format->blue_size)
1693 continue;
1694 if (cfg->alphaSize < color_format->alpha_size)
1695 continue;
1696 if (cfg->depthSize < ds_format->depth_size)
1697 continue;
1698 if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size)
1699 continue;
1700 /* Check multisampling support. */
1701 if (cfg->numSamples)
1702 continue;
1704 value = 1;
1705 if (swap_effect_copy && cfg->swap_method == WGL_SWAP_COPY_ARB)
1706 value += 1;
1707 /* We try to locate a format which matches our requirements exactly. In case of
1708 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1709 if (cfg->depthSize == ds_format->depth_size)
1710 value += 2;
1711 if (cfg->stencilSize == ds_format->stencil_size)
1712 value += 4;
1713 if (cfg->alphaSize == color_format->alpha_size)
1714 value += 8;
1715 /* We like to have aux buffers in backbuffer mode */
1716 if (aux_buffers && cfg->auxBuffers)
1717 value += 16;
1718 if (cfg->redSize == color_format->red_size
1719 && cfg->greenSize == color_format->green_size
1720 && cfg->blueSize == color_format->blue_size)
1721 value += 32;
1723 if (value > current_value)
1725 iPixelFormat = cfg->iPixelFormat;
1726 current_value = value;
1730 if (!iPixelFormat)
1732 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1734 memset(&pfd, 0, sizeof(pfd));
1735 pfd.nSize = sizeof(pfd);
1736 pfd.nVersion = 1;
1737 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1738 pfd.iPixelType = PFD_TYPE_RGBA;
1739 pfd.cAlphaBits = color_format->alpha_size;
1740 pfd.cColorBits = color_format->red_size + color_format->green_size
1741 + color_format->blue_size + color_format->alpha_size;
1742 pfd.cDepthBits = ds_format->depth_size;
1743 pfd.cStencilBits = ds_format->stencil_size;
1744 pfd.iLayerType = PFD_MAIN_PLANE;
1746 if (!(iPixelFormat = ChoosePixelFormat(hdc, &pfd)))
1748 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1749 ERR("Can't find a suitable pixel format.\n");
1750 return 0;
1754 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1755 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1756 return iPixelFormat;
1759 /* Context activation is done by the caller. */
1760 void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl *context_gl)
1762 const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
1763 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1764 unsigned int i;
1766 for (i = 0; i < gl_info->limits.combined_samplers; ++i)
1768 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
1770 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
1771 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
1773 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1774 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
1776 if (gl_info->supported[EXT_TEXTURE3D])
1777 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
1779 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1780 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
1782 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
1783 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
1785 if (gl_info->supported[EXT_TEXTURE_ARRAY])
1787 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
1788 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
1791 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
1792 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
1794 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
1796 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
1797 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
1801 checkGLcall("bind dummy textures");
1804 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1805 const char *file, unsigned int line, const char *name)
1807 GLint err;
1809 if (gl_info->supported[ARB_DEBUG_OUTPUT] || (err = gl_info->gl_ops.gl.p_glGetError()) == GL_NO_ERROR)
1811 TRACE("%s call ok %s / %u.\n", name, file, line);
1812 return;
1817 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1818 debug_glerror(err), err, name, file,line);
1819 err = gl_info->gl_ops.gl.p_glGetError();
1820 } while (err != GL_NO_ERROR);
1823 static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
1825 return gl_info->supported[ARB_DEBUG_OUTPUT]
1826 && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
1829 static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
1830 GLenum severity, GLsizei length, const char *message, void *ctx)
1832 switch (type)
1834 case GL_DEBUG_TYPE_ERROR_ARB:
1835 ERR("%p: %s.\n", ctx, debugstr_an(message, length));
1836 break;
1838 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
1839 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
1840 case GL_DEBUG_TYPE_PORTABILITY_ARB:
1841 FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
1842 break;
1844 case GL_DEBUG_TYPE_PERFORMANCE_ARB:
1845 WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
1846 break;
1848 default:
1849 FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
1850 break;
1854 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx)
1856 HGLRC ctx;
1857 unsigned int ctx_attrib_idx = 0;
1858 GLint ctx_attribs[7], ctx_flags = 0;
1860 if (context_debug_output_enabled(gl_info))
1861 ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB;
1862 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
1863 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16;
1864 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB;
1865 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff;
1866 if (ctx_flags)
1868 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1869 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1871 ctx_attribs[ctx_attrib_idx] = 0;
1873 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1875 if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
1877 if (ctx_flags)
1879 ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1880 ctx_attribs[ctx_attrib_idx - 1] = ctx_flags;
1882 else
1884 ctx_flags = WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1885 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1886 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1887 ctx_attribs[ctx_attrib_idx] = 0;
1889 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1890 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1891 GetLastError());
1894 return ctx;
1897 static BOOL wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl *context_gl,
1898 struct wined3d_swapchain_gl *swapchain_gl, BOOL *new_drawable)
1900 enum wined3d_swap_effect swap_effect = swapchain_gl->s.state.desc.swap_effect;
1901 const struct wined3d_format *colour_format, *ds_format;
1902 struct wined3d_context *context = &context_gl->c;
1903 const struct wined3d_gl_info *gl_info;
1904 struct wined3d_resource *target;
1905 struct wined3d_adapter *adapter;
1906 unsigned int target_bind_flags;
1907 struct wined3d_device *device;
1908 bool swap_effect_copy;
1909 HGLRC ctx, share_ctx;
1910 unsigned int i;
1912 device = context->device;
1913 adapter = device->adapter;
1914 gl_info = &adapter->gl_info;
1916 target = &context->current_rt.texture->resource;
1917 target_bind_flags = target->bind_flags;
1919 swap_effect_copy = swap_effect == WINED3D_SWAP_EFFECT_COPY || swap_effect == WINED3D_SWAP_EFFECT_COPY_VSYNC;
1921 *new_drawable = !GetPixelFormat(context_gl->dc);
1923 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1925 static const enum wined3d_format_id ds_formats[] =
1927 WINED3DFMT_D24_UNORM_S8_UINT,
1928 WINED3DFMT_D32_UNORM,
1929 WINED3DFMT_R24_UNORM_X8_TYPELESS,
1930 WINED3DFMT_D16_UNORM,
1931 WINED3DFMT_S1_UINT_D15_UNORM,
1934 colour_format = target->format;
1936 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1937 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1938 if (colour_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1939 colour_format = wined3d_get_format(adapter, WINED3DFMT_B4G4R4A4_UNORM, target_bind_flags);
1940 else if (colour_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1941 colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
1943 /* DirectDraw supports 8bit paletted render targets and these are used by
1944 * old games like StarCraft and C&C. Most modern hardware doesn't support
1945 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1946 * conversion (ab)uses the alpha component for storing the palette index.
1947 * For this reason we require a format with 8bit alpha, so request
1948 * A8R8G8B8. */
1949 if (colour_format->id == WINED3DFMT_P8_UINT)
1950 colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
1952 /* Try to find a pixel format which matches our requirements. */
1953 if (!swapchain_gl->s.ds_format)
1955 for (i = 0; i < ARRAY_SIZE(ds_formats); ++i)
1957 ds_format = wined3d_get_format(adapter, ds_formats[i], WINED3D_BIND_DEPTH_STENCIL);
1958 if ((context_gl->pixel_format = context_choose_pixel_format(device,
1959 context_gl->dc, colour_format, ds_format, true, swap_effect_copy)))
1961 swapchain_gl->s.ds_format = ds_format;
1962 break;
1965 TRACE("Depth stencil format %s is not supported, trying next format.\n",
1966 debug_d3dformat(ds_format->id));
1969 else
1971 context_gl->pixel_format = context_choose_pixel_format(device,
1972 context_gl->dc, colour_format, swapchain_gl->s.ds_format, true, swap_effect_copy);
1975 else
1977 /* When using FBOs for off-screen rendering, we only use the drawable for
1978 * presentation blits, and don't do any rendering to it. That means we
1979 * don't need depth or stencil buffers, and can mostly ignore the render
1980 * target format. This wouldn't necessarily be quite correct for 10bpc
1981 * display modes, but we don't currently support those.
1982 * Using the same format regardless of the colour/depth/stencil targets
1983 * makes it much less likely that different wined3d instances will set
1984 * conflicting pixel formats. */
1985 colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
1986 ds_format = wined3d_get_format(adapter, WINED3DFMT_UNKNOWN, WINED3D_BIND_DEPTH_STENCIL);
1987 context_gl->pixel_format = context_choose_pixel_format(device,
1988 context_gl->dc, colour_format, ds_format, false, swap_effect_copy);
1991 if (!context_gl->pixel_format)
1993 ERR("Failed to choose pixel format.\n");
1994 return FALSE;
1997 wined3d_context_gl_enter(context_gl);
1999 if (!wined3d_context_gl_set_pixel_format(context_gl))
2001 context_release(context);
2003 if (context_gl->dc_is_private)
2005 ERR("Failed to set pixel format %d on device context %p.\n", context_gl->pixel_format, context_gl->dc);
2007 return FALSE;
2010 WARN("Failed to set pixel format %d on device context %p, trying backup DC.\n",
2011 context_gl->pixel_format, context_gl->dc);
2013 wined3d_release_dc(context_gl->window, context_gl->dc);
2014 if (!(context_gl->dc = wined3d_swapchain_gl_get_backup_dc(swapchain_gl)))
2016 ERR("Failed to retrieve the backup device context.\n");
2017 return FALSE;
2019 context_gl->dc_is_private = TRUE;
2021 return wined3d_context_gl_create_wgl_ctx(context_gl, swapchain_gl, new_drawable);
2024 share_ctx = device->context_count ? wined3d_context_gl(device->contexts[0])->gl_ctx : NULL;
2025 if (gl_info->p_wglCreateContextAttribsARB)
2027 if (!(ctx = context_create_wgl_attribs(gl_info, context_gl->dc, share_ctx)))
2029 ERR("Failed to create a WGL context.\n");
2030 context_release(context);
2031 return FALSE;
2034 else
2036 if (!(ctx = wglCreateContext(context_gl->dc)))
2038 ERR("Failed to create a WGL context.\n");
2039 context_release(context);
2040 return FALSE;
2043 if (share_ctx && !wglShareLists(share_ctx, ctx))
2045 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
2046 context_release(context);
2047 if (!wglDeleteContext(ctx))
2048 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
2049 return FALSE;
2053 context_gl->dc_has_format = TRUE;
2054 context_gl->needs_set = 1;
2055 context_gl->valid = 1;
2056 context_gl->gl_ctx = ctx;
2058 return TRUE;
2061 HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wined3d_swapchain_gl *swapchain_gl)
2063 struct wined3d_context *context = &context_gl->c;
2064 const struct wined3d_d3d_info *d3d_info;
2065 const struct wined3d_gl_info *gl_info;
2066 struct wined3d_device *device;
2067 BOOL new_drawable;
2068 unsigned int i;
2070 TRACE("context_gl %p, swapchain %p.\n", context_gl, swapchain_gl);
2072 wined3d_context_init(&context_gl->c, &swapchain_gl->s);
2074 device = context->device;
2075 gl_info = &device->adapter->gl_info;
2076 context_gl->gl_info = gl_info;
2077 d3d_info = context->d3d_info;
2079 context_gl->tid = GetCurrentThreadId();
2080 context_gl->window = context->swapchain->win_handle;
2081 if (context_gl->window == GetDesktopWindow())
2083 TRACE("Swapchain is created on the desktop window, trying backup device context.\n");
2084 context_gl->dc = NULL;
2086 else if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
2087 WARN("Failed to retrieve device context, trying swapchain backup.\n");
2089 if (!context_gl->dc)
2091 if (!(context_gl->dc = wined3d_swapchain_gl_get_backup_dc(swapchain_gl)))
2093 ERR("Failed to retrieve a device context.\n");
2094 return E_FAIL;
2096 context_gl->dc_is_private = TRUE;
2099 list_init(&context_gl->fbo_list);
2100 list_init(&context_gl->fbo_destroy_list);
2102 list_init(&context_gl->occlusion_queries);
2103 list_init(&context_gl->fences);
2104 list_init(&context_gl->timestamp_queries);
2105 list_init(&context_gl->so_statistics_queries);
2106 list_init(&context_gl->pipeline_statistics_queries);
2108 for (i = 0; i < ARRAY_SIZE(context_gl->tex_unit_map); ++i)
2109 context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
2110 for (i = 0; i < ARRAY_SIZE(context_gl->rev_tex_unit_map); ++i)
2111 context_gl->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
2112 if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
2114 /* Initialize the texture unit mapping to a 1:1 mapping. */
2115 unsigned int base, count;
2117 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
2118 if (base + WINED3D_MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
2120 ERR("Unexpected texture unit base index %u.\n", base);
2121 goto fail;
2123 for (i = 0; i < min(count, WINED3D_MAX_FRAGMENT_SAMPLERS); ++i)
2125 context_gl->tex_unit_map[i] = base + i;
2126 context_gl->rev_tex_unit_map[base + i] = i;
2129 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
2130 if (base + WINED3D_MAX_VERTEX_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
2132 ERR("Unexpected texture unit base index %u.\n", base);
2133 goto fail;
2135 for (i = 0; i < min(count, WINED3D_MAX_VERTEX_SAMPLERS); ++i)
2137 context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + i] = base + i;
2138 context_gl->rev_tex_unit_map[base + i] = WINED3D_MAX_FRAGMENT_SAMPLERS + i;
2142 if (!(context_gl->texture_type = heap_calloc(gl_info->limits.combined_samplers,
2143 sizeof(*context_gl->texture_type))))
2144 goto fail;
2146 if (!wined3d_context_gl_create_wgl_ctx(context_gl, swapchain_gl, &new_drawable))
2147 goto fail;
2149 /* Set up the context defaults. */
2151 context->render_offscreen = wined3d_resource_is_offscreen(&context->current_rt.texture->resource);
2152 context_gl->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
2154 if (!wined3d_context_gl_set_current(context_gl))
2156 ERR("Cannot activate context to set up defaults.\n");
2157 context_release(context);
2158 if (!wglDeleteContext(context_gl->gl_ctx))
2159 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context_gl->gl_ctx, GetLastError());
2160 goto fail;
2163 if (context_debug_output_enabled(gl_info))
2165 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, context));
2166 if (TRACE_ON(d3d_sync))
2167 gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
2168 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
2169 if (ERR_ON(d3d))
2171 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR,
2172 GL_DONT_CARE, 0, NULL, GL_TRUE));
2174 if (FIXME_ON(d3d))
2176 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,
2177 GL_DONT_CARE, 0, NULL, GL_TRUE));
2178 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR,
2179 GL_DONT_CARE, 0, NULL, GL_TRUE));
2180 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY,
2181 GL_DONT_CARE, 0, NULL, GL_TRUE));
2183 if (WARN_ON(d3d_perf))
2185 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE,
2186 GL_DONT_CARE, 0, NULL, GL_TRUE));
2190 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2191 gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &context_gl->aux_buffers);
2193 TRACE("Setting up the screen\n");
2195 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2197 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
2198 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2200 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
2201 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2203 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
2204 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2206 else
2208 GLuint vao;
2210 GL_EXTCALL(glGenVertexArrays(1, &vao));
2211 GL_EXTCALL(glBindVertexArray(vao));
2212 checkGLcall("creating VAO");
2215 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
2216 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2217 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2218 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2220 if (gl_info->supported[NV_TEXTURE_SHADER2])
2222 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2223 * the previous texture where to source the offset from is always unit - 1.
2225 for (i = 1; i < gl_info->limits.textures; ++i)
2227 wined3d_context_gl_active_texture(context_gl, gl_info, i);
2228 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
2229 GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + i - 1);
2230 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2233 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2235 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2236 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2237 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2238 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2239 * is ever assigned.
2241 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2242 * program and the dummy program is destroyed when the context is destroyed.
2244 static const char dummy_program[] =
2245 "!!ARBfp1.0\n"
2246 "MOV result.color, fragment.color.primary;\n"
2247 "END\n";
2248 GL_EXTCALL(glGenProgramsARB(1, &context_gl->dummy_arbfp_prog));
2249 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, context_gl->dummy_arbfp_prog));
2250 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB,
2251 GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
2254 if (gl_info->supported[ARB_POINT_SPRITE])
2256 for (i = 0; i < gl_info->limits.textures; ++i)
2258 wined3d_context_gl_active_texture(context_gl, gl_info, i);
2259 gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
2260 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2264 if (gl_info->supported[ARB_PROVOKING_VERTEX])
2266 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
2268 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
2270 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
2272 if (!(d3d_info->wined3d_creation_flags & WINED3D_NO_PRIMITIVE_RESTART))
2274 if (gl_info->supported[ARB_ES3_COMPATIBILITY])
2276 gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
2277 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2279 else
2281 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2284 if (!(d3d_info->wined3d_creation_flags & WINED3D_LEGACY_CUBEMAP_FILTERING)
2285 && gl_info->supported[ARB_SEAMLESS_CUBE_MAP])
2287 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
2288 checkGLcall("enable seamless cube map filtering");
2290 if (gl_info->supported[ARB_CLIP_CONTROL])
2291 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT));
2293 /* If this happens to be the first context for the device, dummy textures
2294 * are not created yet. In that case, they will be created (and bound) by
2295 * create_dummy_textures right after this context is initialized. */
2296 if (wined3d_device_gl(device)->dummy_textures.tex_2d)
2297 wined3d_context_gl_bind_dummy_textures(context_gl);
2299 /* Initialise all rectangles to avoid resetting unused ones later. */
2300 gl_info->gl_ops.gl.p_glScissor(0, 0, 0, 0);
2301 checkGLcall("glScissor");
2303 if (new_drawable)
2305 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
2306 gl_info->gl_ops.gl.p_glClearDepth(1.0f);
2307 gl_info->gl_ops.gl.p_glClearStencil(0);
2308 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
2309 checkGLcall("glClear");
2311 return WINED3D_OK;
2313 fail:
2314 heap_free(context_gl->texture_type);
2315 wined3d_release_dc(context_gl->window, context_gl->dc);
2316 return E_FAIL;
2319 void wined3d_context_gl_destroy(struct wined3d_context_gl *context_gl)
2321 struct wined3d_device *device = context_gl->c.device;
2323 TRACE("Destroying context %p.\n", context_gl);
2325 wined3d_from_cs(device->cs);
2327 /* We delay destroying a context when it is active. The context_release()
2328 * function invokes wined3d_context_gl_destroy() again while leaving the
2329 * last level. */
2330 if (context_gl->level)
2332 TRACE("Delaying destruction of context %p.\n", context_gl);
2333 context_gl->c.destroy_delayed = 1;
2334 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2335 context_gl->c.swapchain = NULL;
2336 return;
2339 device_context_remove(device, &context_gl->c);
2341 if (context_gl->c.current && context_gl->tid != GetCurrentThreadId())
2343 struct wined3d_gl_info *gl_info;
2345 /* Make a copy of gl_info for wined3d_context_gl_cleanup() use, the
2346 * one in wined3d_adapter may go away in the meantime. */
2347 gl_info = heap_alloc(sizeof(*gl_info));
2348 *gl_info = *context_gl->gl_info;
2349 context_gl->gl_info = gl_info;
2350 context_gl->c.destroyed = 1;
2352 return;
2355 wined3d_context_gl_cleanup(context_gl);
2356 TlsSetValue(context_get_tls_idx(), NULL);
2357 heap_free(context_gl);
2360 const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d_context_gl *context_gl,
2361 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count)
2363 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2365 if (!shader_version)
2367 *base = 0;
2368 *count = WINED3D_MAX_TEXTURES;
2369 return context_gl->tex_unit_map;
2372 if (shader_version->major >= 4)
2374 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, shader_version->type, base, count);
2375 return NULL;
2378 switch (shader_version->type)
2380 case WINED3D_SHADER_TYPE_PIXEL:
2381 *base = 0;
2382 *count = WINED3D_MAX_FRAGMENT_SAMPLERS;
2383 break;
2384 case WINED3D_SHADER_TYPE_VERTEX:
2385 *base = WINED3D_MAX_FRAGMENT_SAMPLERS;
2386 *count = WINED3D_MAX_VERTEX_SAMPLERS;
2387 break;
2388 default:
2389 ERR("Unhandled shader type %#x.\n", shader_version->type);
2390 *base = 0;
2391 *count = 0;
2394 return context_gl->tex_unit_map;
2397 static void wined3d_context_gl_get_rt_size(const struct wined3d_context_gl *context_gl, SIZE *size)
2399 const struct wined3d_texture *rt = context_gl->c.current_rt.texture;
2400 unsigned int level;
2402 if (rt->swapchain)
2404 RECT window_size;
2406 GetClientRect(context_gl->window, &window_size);
2407 size->cx = window_size.right - window_size.left;
2408 size->cy = window_size.bottom - window_size.top;
2410 return;
2413 level = context_gl->c.current_rt.sub_resource_idx % rt->level_count;
2414 size->cx = wined3d_texture_get_level_width(rt, level);
2415 size->cy = wined3d_texture_get_level_height(rt, level);
2418 void wined3d_context_gl_enable_clip_distances(struct wined3d_context_gl *context_gl, uint32_t enable_mask)
2420 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2421 unsigned int clip_distance_count, i;
2422 uint32_t disable_mask, current_mask;
2424 clip_distance_count = gl_info->limits.user_clip_distances;
2425 disable_mask = ~enable_mask;
2426 enable_mask &= wined3d_mask_from_size(clip_distance_count);
2427 disable_mask &= wined3d_mask_from_size(clip_distance_count);
2428 current_mask = context_gl->c.clip_distance_mask;
2429 context_gl->c.clip_distance_mask = enable_mask;
2431 enable_mask &= ~current_mask;
2432 while (enable_mask)
2434 i = wined3d_bit_scan(&enable_mask);
2435 gl_info->gl_ops.gl.p_glEnable(GL_CLIP_DISTANCE0 + i);
2437 disable_mask &= current_mask;
2438 while (disable_mask)
2440 i = wined3d_bit_scan(&disable_mask);
2441 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_DISTANCE0 + i);
2443 checkGLcall("toggle clip distances");
2446 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
2448 return rt_mask & (1u << 31);
2451 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
2453 return rt_mask & ~(1u << 31);
2456 /* Context activation is done by the caller. */
2457 static void wined3d_context_gl_apply_draw_buffers(struct wined3d_context_gl *context_gl, uint32_t rt_mask)
2459 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2460 GLenum draw_buffers[WINED3D_MAX_RENDER_TARGETS];
2462 if (!rt_mask)
2464 gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
2466 else if (is_rt_mask_onscreen(rt_mask))
2468 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
2470 else
2472 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2474 unsigned int i = 0;
2476 while (rt_mask)
2478 if (rt_mask & 1)
2479 draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2480 else
2481 draw_buffers[i] = GL_NONE;
2483 rt_mask >>= 1;
2484 ++i;
2487 if (gl_info->supported[ARB_DRAW_BUFFERS])
2489 GL_EXTCALL(glDrawBuffers(i, draw_buffers));
2491 else
2493 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffers[0]);
2496 else
2498 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2502 checkGLcall("apply draw buffers");
2505 /* Context activation is done by the caller. */
2506 void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl *context_gl, GLenum buffer)
2508 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2509 struct fbo_entry *current_fbo = context_gl->current_fbo;
2510 uint32_t new_mask = context_generate_rt_mask(buffer);
2511 uint32_t *current_mask;
2513 current_mask = current_fbo ? &current_fbo->rt_mask : &context_gl->draw_buffers_mask;
2514 if (new_mask == *current_mask)
2515 return;
2517 gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
2518 checkGLcall("glDrawBuffer()");
2520 *current_mask = new_mask;
2523 /* Context activation is done by the caller. */
2524 void wined3d_context_gl_active_texture(struct wined3d_context_gl *context_gl,
2525 const struct wined3d_gl_info *gl_info, unsigned int unit)
2527 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
2528 checkGLcall("glActiveTexture");
2529 context_gl->active_texture = unit;
2532 void wined3d_context_gl_bind_bo(struct wined3d_context_gl *context_gl, GLenum binding, GLuint name)
2534 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2536 if (binding == GL_ELEMENT_ARRAY_BUFFER)
2537 context_invalidate_state(&context_gl->c, STATE_INDEXBUFFER);
2539 GL_EXTCALL(glBindBuffer(binding, name));
2542 void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl, GLenum target, GLuint name)
2544 const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
2545 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2546 GLenum old_texture_type;
2547 unsigned int unit;
2549 if (name)
2550 gl_info->gl_ops.gl.p_glBindTexture(target, name);
2551 else
2552 target = GL_NONE;
2554 unit = context_gl->active_texture;
2555 old_texture_type = context_gl->texture_type[unit];
2556 if (old_texture_type != target)
2558 switch (old_texture_type)
2560 case GL_NONE:
2561 /* nothing to do */
2562 break;
2563 case GL_TEXTURE_1D:
2564 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
2565 break;
2566 case GL_TEXTURE_1D_ARRAY:
2567 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
2568 break;
2569 case GL_TEXTURE_2D:
2570 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
2571 break;
2572 case GL_TEXTURE_2D_ARRAY:
2573 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
2574 break;
2575 case GL_TEXTURE_RECTANGLE_ARB:
2576 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
2577 break;
2578 case GL_TEXTURE_CUBE_MAP:
2579 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
2580 break;
2581 case GL_TEXTURE_CUBE_MAP_ARRAY:
2582 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
2583 break;
2584 case GL_TEXTURE_3D:
2585 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
2586 break;
2587 case GL_TEXTURE_BUFFER:
2588 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
2589 break;
2590 case GL_TEXTURE_2D_MULTISAMPLE:
2591 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
2592 break;
2593 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
2594 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
2595 break;
2596 default:
2597 ERR("Unexpected texture target %#x.\n", old_texture_type);
2600 context_gl->texture_type[unit] = target;
2603 checkGLcall("bind texture");
2606 static void wined3d_context_gl_poll_fences(struct wined3d_context_gl *context_gl)
2608 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2609 struct wined3d_command_fence_gl *f;
2610 SIZE_T i;
2612 for (i = 0; i < context_gl->submitted.fence_count; ++i)
2614 f = &context_gl->submitted.fences[i];
2616 if (f->id > device_gl->completed_fence_id)
2618 if (wined3d_fence_test(f->fence, &device_gl->d, 0) != WINED3D_FENCE_OK)
2619 continue;
2620 device_gl->completed_fence_id = f->id;
2623 wined3d_fence_destroy(f->fence);
2624 if (i != context_gl->submitted.fence_count - 1)
2625 *f = context_gl->submitted.fences[context_gl->submitted.fence_count - 1];
2626 --context_gl->submitted.fence_count;
2630 static void wined3d_device_gl_free_memory(struct wined3d_device_gl *device_gl, struct wined3d_allocator_block *block)
2632 assert(block->chunk->allocator == &device_gl->allocator);
2633 wined3d_device_gl_allocator_lock(device_gl);
2634 wined3d_allocator_block_free(block);
2635 wined3d_device_gl_allocator_unlock(device_gl);
2638 static void wined3d_context_gl_cleanup_resources(struct wined3d_context_gl *context_gl)
2640 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2641 struct wined3d_retired_block_gl *r, *blocks;
2642 SIZE_T count, i = 0;
2643 uint64_t id;
2645 wined3d_context_gl_poll_fences(context_gl);
2646 id = device_gl->completed_fence_id;
2648 blocks = device_gl->retired_blocks;
2649 count = device_gl->retired_block_count;
2650 while (i < count)
2652 r = &blocks[i];
2654 if (r->fence_id > id)
2656 ++i;
2657 continue;
2660 wined3d_device_gl_free_memory(device_gl, r->block);
2661 if (i != --count)
2662 *r = blocks[count];
2663 else
2664 ++i;
2666 device_gl->retired_block_count = count;
2669 void wined3d_context_gl_wait_command_fence(struct wined3d_context_gl *context_gl, uint64_t id)
2671 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2672 enum wined3d_fence_result ret;
2673 SIZE_T i;
2675 if (id <= device_gl->completed_fence_id
2676 || id > device_gl->current_fence_id) /* In case the fence ID wrapped. */
2677 return;
2679 for (i = 0; i < context_gl->submitted.fence_count; ++i)
2681 if (context_gl->submitted.fences[i].id != id)
2682 continue;
2684 if ((ret = wined3d_fence_wait(context_gl->submitted.fences[i].fence, &device_gl->d)) != WINED3D_FENCE_OK)
2685 ERR("Failed to wait for command fence with id 0x%s, ret %#x.\n", wine_dbgstr_longlong(id), ret);
2686 wined3d_context_gl_cleanup_resources(context_gl);
2687 return;
2690 ERR("Failed to find fence for command fence with id 0x%s.\n", wine_dbgstr_longlong(id));
2693 void wined3d_context_gl_submit_command_fence(struct wined3d_context_gl *context_gl)
2695 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2696 struct wined3d_command_fence_gl *f;
2697 HRESULT hr;
2699 if (!wined3d_array_reserve((void **)&context_gl->submitted.fences, &context_gl->submitted.fences_size,
2700 context_gl->submitted.fence_count + 1, sizeof(*context_gl->submitted.fences)))
2701 ERR("Failed to grow submitted command buffer array.\n");
2703 f = &context_gl->submitted.fences[context_gl->submitted.fence_count++];
2704 f->id = device_gl->current_fence_id;
2705 if (FAILED(hr = wined3d_fence_create(&device_gl->d, &f->fence)))
2706 ERR("Failed to create fence, hr %#x.\n", hr);
2707 wined3d_fence_issue(f->fence, &device_gl->d);
2709 /* We don't expect this to ever happen, but handle it anyway. */
2710 if (!++device_gl->current_fence_id)
2712 wined3d_context_gl_wait_command_fence(context_gl, device_gl->current_fence_id - 1);
2713 device_gl->completed_fence_id = 0;
2714 device_gl->current_fence_id = 1;
2716 wined3d_context_gl_cleanup_resources(context_gl);
2719 static void wined3d_context_gl_destroy_allocator_block(struct wined3d_context_gl *context_gl,
2720 struct wined3d_allocator_block *block, uint64_t fence_id)
2722 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2723 struct wined3d_retired_block_gl *r;
2725 if (device_gl->completed_fence_id > fence_id)
2727 wined3d_device_gl_free_memory(device_gl, block);
2728 TRACE("Freed block %p.\n", block);
2729 return;
2732 if (!wined3d_array_reserve((void **)&device_gl->retired_blocks,
2733 &device_gl->retired_blocks_size, device_gl->retired_block_count + 1,
2734 sizeof(*device_gl->retired_blocks)))
2736 ERR("Leaking block %p.\n", block);
2737 return;
2740 r = &device_gl->retired_blocks[device_gl->retired_block_count++];
2741 r->block = block;
2742 r->fence_id = fence_id;
2745 /* We always have buffer storage here. */
2746 GLuint wined3d_context_gl_allocate_vram_chunk_buffer(struct wined3d_context_gl *context_gl,
2747 unsigned int pool, size_t size)
2749 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2750 GLbitfield flags;
2751 GLuint id = 0;
2753 TRACE("context_gl %p, pool %u, size %Iu.\n", context_gl, pool, size);
2755 GL_EXTCALL(glGenBuffers(1, &id));
2756 if (!id)
2758 checkGLcall("buffer object creation");
2759 return 0;
2761 wined3d_context_gl_bind_bo(context_gl, GL_PIXEL_UNPACK_BUFFER, id);
2763 flags = wined3d_device_gl_get_memory_type_flags(pool) | GL_DYNAMIC_STORAGE_BIT;
2764 if (flags & (GL_MAP_READ_BIT | GL_MAP_WRITE_BIT))
2765 flags |= GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
2766 GL_EXTCALL(glBufferStorage(GL_PIXEL_UNPACK_BUFFER, size, NULL, flags));
2768 checkGLcall("buffer object creation");
2770 TRACE("Created buffer object %u.\n", id);
2772 return id;
2775 static void *wined3d_allocator_chunk_gl_map(struct wined3d_allocator_chunk_gl *chunk_gl,
2776 struct wined3d_context_gl *context_gl)
2778 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2779 void *map_ptr;
2781 TRACE("chunk %p, gl_buffer %u, map_ptr %p.\n", chunk_gl, chunk_gl->gl_buffer, chunk_gl->c.map_ptr);
2783 wined3d_allocator_chunk_gl_lock(chunk_gl);
2785 if (!chunk_gl->c.map_ptr)
2787 unsigned int flags = wined3d_device_gl_get_memory_type_flags(chunk_gl->memory_type) & ~GL_CLIENT_STORAGE_BIT;
2789 flags |= GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
2790 if (!(flags & GL_MAP_READ_BIT))
2791 flags |= GL_MAP_UNSYNCHRONIZED_BIT;
2792 if (flags & GL_MAP_WRITE_BIT)
2793 flags |= GL_MAP_FLUSH_EXPLICIT_BIT;
2794 wined3d_context_gl_bind_bo(context_gl, GL_PIXEL_UNPACK_BUFFER, chunk_gl->gl_buffer);
2795 chunk_gl->c.map_ptr = GL_EXTCALL(glMapBufferRange(GL_PIXEL_UNPACK_BUFFER,
2796 0, WINED3D_ALLOCATOR_CHUNK_SIZE, flags));
2797 if (!chunk_gl->c.map_ptr)
2799 wined3d_allocator_chunk_gl_unlock(chunk_gl);
2800 ERR("Failed to map chunk memory.\n");
2801 return NULL;
2804 adapter_adjust_mapped_memory(context_gl->c.device->adapter, WINED3D_ALLOCATOR_CHUNK_SIZE);
2807 ++chunk_gl->c.map_count;
2808 map_ptr = chunk_gl->c.map_ptr;
2810 wined3d_allocator_chunk_gl_unlock(chunk_gl);
2812 return map_ptr;
2815 static void wined3d_allocator_chunk_gl_unmap(struct wined3d_allocator_chunk_gl *chunk_gl,
2816 struct wined3d_context_gl *context_gl)
2818 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2820 TRACE("chunk_gl %p, context_gl %p.\n", chunk_gl, context_gl);
2822 wined3d_allocator_chunk_gl_lock(chunk_gl);
2824 if (!--chunk_gl->c.map_count)
2826 wined3d_context_gl_bind_bo(context_gl, GL_PIXEL_UNPACK_BUFFER, chunk_gl->gl_buffer);
2827 GL_EXTCALL(glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER));
2828 chunk_gl->c.map_ptr = NULL;
2830 adapter_adjust_mapped_memory(context_gl->c.device->adapter, -WINED3D_ALLOCATOR_CHUNK_SIZE);
2833 wined3d_allocator_chunk_gl_unlock(chunk_gl);
2836 static void *wined3d_bo_gl_map(struct wined3d_bo_gl *bo, struct wined3d_context_gl *context_gl, uint32_t flags)
2838 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2839 const struct wined3d_gl_info *gl_info;
2840 struct wined3d_bo_user *bo_user;
2841 struct wined3d_bo_gl tmp;
2843 if (flags & WINED3D_MAP_NOOVERWRITE)
2844 goto map;
2846 if ((flags & WINED3D_MAP_DISCARD) && bo->command_fence_id > device_gl->completed_fence_id)
2848 if (wined3d_device_gl_create_bo(device_gl, context_gl, bo->size,
2849 bo->binding, bo->usage, bo->b.coherent, bo->flags, &tmp))
2851 list_move_head(&tmp.b.users, &bo->b.users);
2852 wined3d_context_gl_destroy_bo(context_gl, bo);
2853 *bo = tmp;
2854 list_init(&bo->b.users);
2855 list_move_head(&bo->b.users, &tmp.b.users);
2856 LIST_FOR_EACH_ENTRY(bo_user, &bo->b.users, struct wined3d_bo_user, entry)
2858 bo_user->valid = false;
2861 goto map;
2864 ERR("Failed to create new buffer object.\n");
2867 if (bo->command_fence_id == device_gl->current_fence_id)
2868 wined3d_context_gl_submit_command_fence(context_gl);
2869 wined3d_context_gl_wait_command_fence(context_gl, bo->command_fence_id);
2871 map:
2872 if (bo->b.map_ptr)
2873 return bo->b.map_ptr;
2875 if (bo->memory)
2877 struct wined3d_allocator_chunk_gl *chunk_gl = wined3d_allocator_chunk_gl(bo->memory->chunk);
2879 if (!(bo->b.map_ptr = wined3d_allocator_chunk_gl_map(chunk_gl, context_gl)))
2880 ERR("Failed to map chunk.\n");
2881 return bo->b.map_ptr;
2884 gl_info = context_gl->gl_info;
2885 wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
2887 if (gl_info->supported[ARB_BUFFER_STORAGE])
2889 GLbitfield gl_flags;
2891 /* When mapping the bo persistently, we need to use the access flags
2892 * used to create the bo, instead of the access flags passed to the
2893 * map call. Otherwise, if for example the initial map call that
2894 * caused the bo to be persistently mapped was a read-only map,
2895 * subsequent write access to the bo would be undefined.
2897 * Note that we use GL_MAP_PERSISTENT_BIT for non-persistent maps here
2898 * as well, in order to allow draws to succeed while referenced buffer
2899 * resources are mapped. On the other hand, we don't want to use the
2900 * access flags used to create the bo for non-persistent maps, because
2901 * that may imply dropping GL_MAP_UNSYNCHRONIZED_BIT. */
2902 gl_flags = bo->flags & ~GL_CLIENT_STORAGE_BIT;
2903 if (!(gl_flags & GL_MAP_READ_BIT))
2904 gl_flags |= GL_MAP_UNSYNCHRONIZED_BIT;
2905 if (gl_flags & GL_MAP_WRITE_BIT)
2906 gl_flags |= GL_MAP_FLUSH_EXPLICIT_BIT;
2907 gl_flags |= GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
2909 bo->b.map_ptr = GL_EXTCALL(glMapBufferRange(bo->binding, 0, bo->size, gl_flags));
2911 else if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2913 bo->b.map_ptr = GL_EXTCALL(glMapBufferRange(bo->binding, 0, bo->size, wined3d_resource_gl_map_flags(bo, flags)));
2915 else
2917 bo->b.map_ptr = GL_EXTCALL(glMapBuffer(bo->binding, wined3d_resource_gl_legacy_map_flags(flags)));
2920 if (bo->b.map_ptr)
2921 adapter_adjust_mapped_memory(device_gl->d.adapter, bo->size);
2923 wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
2924 checkGLcall("Map buffer object");
2926 return bo->b.map_ptr;
2929 static void wined3d_bo_gl_unmap(struct wined3d_bo_gl *bo, struct wined3d_context_gl *context_gl)
2931 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2933 if (context_gl->c.device->adapter->mapped_size <= MAX_PERSISTENT_MAPPED_BYTES)
2935 TRACE("Not unmapping BO %p.\n", bo);
2936 return;
2939 if (bo->memory)
2941 struct wined3d_allocator_chunk_gl *chunk_gl = wined3d_allocator_chunk_gl(bo->memory->chunk);
2943 wined3d_allocator_chunk_gl_unmap(chunk_gl, context_gl);
2944 if (!chunk_gl->c.map_ptr)
2945 bo->b.map_ptr = NULL;
2946 return;
2949 wined3d_device_bo_map_lock(context_gl->c.device);
2950 /* The mapping is still in use by the client (viz. for an accelerated
2951 * NOOVERWRITE map). The client will trigger another unmap request when the
2952 * d3d application requests to unmap the BO. */
2953 if (bo->b.client_map_count)
2955 wined3d_device_bo_map_unlock(context_gl->c.device);
2956 TRACE("BO %p is still in use by a client thread; not unmapping.\n", bo);
2957 return;
2959 bo->b.map_ptr = NULL;
2960 wined3d_device_bo_map_unlock(context_gl->c.device);
2962 wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
2963 GL_EXTCALL(glUnmapBuffer(bo->binding));
2964 wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
2965 checkGLcall("Unmap buffer object");
2967 adapter_adjust_mapped_memory(context_gl->c.device->adapter, -bo->size);
2970 void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl *context_gl,
2971 const struct wined3d_bo_address *data, size_t size, uint32_t flags)
2973 struct wined3d_bo *bo;
2974 void *map_ptr;
2976 if (!(bo = data->buffer_object))
2977 return data->addr;
2979 if (!(map_ptr = wined3d_bo_gl_map(wined3d_bo_gl(bo), context_gl, flags)))
2981 ERR("Failed to map bo.\n");
2982 return NULL;
2985 return (uint8_t *)map_ptr + bo->buffer_offset + (uintptr_t)data->addr;
2988 static void flush_bo_ranges(struct wined3d_context_gl *context_gl, const struct wined3d_const_bo_address *data,
2989 unsigned int range_count, const struct wined3d_range *ranges)
2991 const struct wined3d_gl_info *gl_info;
2992 struct wined3d_bo_gl *bo;
2993 unsigned int i;
2995 if (!data->buffer_object || data->buffer_object->coherent)
2996 return;
2997 bo = wined3d_bo_gl(data->buffer_object);
2999 gl_info = context_gl->gl_info;
3000 wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
3002 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
3004 /* The offset passed to glFlushMappedBufferRange() is relative to the
3005 * mapped range, but we map the whole buffer anyway. */
3006 for (i = 0; i < range_count; ++i)
3008 GL_EXTCALL(glFlushMappedBufferRange(bo->binding,
3009 bo->b.buffer_offset + (uintptr_t)data->addr + ranges[i].offset, ranges[i].size));
3012 else if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
3014 for (i = 0; i < range_count; ++i)
3016 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(bo->binding,
3017 bo->b.buffer_offset + (uintptr_t)data->addr + ranges[i].offset, ranges[i].size));
3018 checkGLcall("glFlushMappedBufferRangeAPPLE");
3022 wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
3023 checkGLcall("Flush buffer object");
3026 void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl *context_gl,
3027 const struct wined3d_bo_address *data, unsigned int range_count, const struct wined3d_range *ranges)
3029 struct wined3d_bo_gl *bo;
3031 if (!data->buffer_object)
3032 return;
3033 bo = wined3d_bo_gl(data->buffer_object);
3035 flush_bo_ranges(context_gl, wined3d_const_bo_address(data), range_count, ranges);
3036 wined3d_bo_gl_unmap(bo, context_gl);
3039 void wined3d_context_gl_flush_bo_address(struct wined3d_context_gl *context_gl,
3040 const struct wined3d_const_bo_address *data, size_t size)
3042 struct wined3d_range range;
3044 TRACE("context_gl %p, data %s, size %Iu.\n", context_gl, debug_const_bo_address(data), size);
3046 range.offset = (uintptr_t)data->addr;
3047 range.size = size;
3049 flush_bo_ranges(context_gl, data, 1, &range);
3052 void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl *context_gl,
3053 const struct wined3d_bo_address *dst, const struct wined3d_bo_address *src,
3054 unsigned int range_count, const struct wined3d_range *ranges)
3056 const struct wined3d_gl_info *gl_info;
3057 struct wined3d_bo_gl *src_bo, *dst_bo;
3058 BYTE *dst_ptr, *src_ptr;
3059 unsigned int i;
3061 gl_info = context_gl->gl_info;
3062 src_bo = src->buffer_object ? wined3d_bo_gl(src->buffer_object) : NULL;
3063 dst_bo = dst->buffer_object ? wined3d_bo_gl(dst->buffer_object) : NULL;
3065 if (dst_bo && src_bo)
3067 if (gl_info->supported[ARB_COPY_BUFFER])
3069 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src_bo->id));
3070 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst_bo->id));
3072 for (i = 0; i < range_count; ++i)
3073 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
3074 src_bo->b.buffer_offset + (GLintptr)src->addr + ranges[i].offset,
3075 dst_bo->b.buffer_offset + (GLintptr)dst->addr + ranges[i].offset, ranges[i].size));
3076 checkGLcall("direct buffer copy");
3078 wined3d_context_gl_reference_bo(context_gl, src_bo);
3079 wined3d_context_gl_reference_bo(context_gl, dst_bo);
3081 else
3083 src_ptr = wined3d_context_gl_map_bo_address(context_gl, src,
3084 src_bo->size - (uintptr_t)src->addr, WINED3D_MAP_READ);
3085 dst_ptr = wined3d_context_gl_map_bo_address(context_gl, dst,
3086 dst_bo->size - (uintptr_t)dst->addr, WINED3D_MAP_WRITE);
3088 for (i = 0; i < range_count; ++i)
3089 memcpy(dst_ptr + ranges[i].offset, src_ptr + ranges[i].offset, ranges[i].size);
3091 wined3d_context_gl_unmap_bo_address(context_gl, dst, range_count, ranges);
3092 wined3d_context_gl_unmap_bo_address(context_gl, src, 0, NULL);
3095 else if (!dst_bo && src_bo)
3097 wined3d_context_gl_bind_bo(context_gl, src_bo->binding, src_bo->id);
3098 for (i = 0; i < range_count; ++i)
3099 GL_EXTCALL(glGetBufferSubData(src_bo->binding,
3100 src_bo->b.buffer_offset + (GLintptr)src->addr + ranges[i].offset,
3101 ranges[i].size, dst->addr + ranges[i].offset));
3102 checkGLcall("buffer download");
3104 wined3d_context_gl_reference_bo(context_gl, src_bo);
3106 else if (dst_bo && !src_bo)
3108 wined3d_context_gl_bind_bo(context_gl, dst_bo->binding, dst_bo->id);
3109 for (i = 0; i < range_count; ++i)
3110 GL_EXTCALL(glBufferSubData(dst_bo->binding,
3111 dst_bo->b.buffer_offset + (GLintptr)dst->addr + ranges[i].offset,
3112 ranges[i].size, src->addr + ranges[i].offset));
3113 checkGLcall("buffer upload");
3115 wined3d_context_gl_reference_bo(context_gl, dst_bo);
3117 else
3119 for (i = 0; i < range_count; ++i)
3120 memcpy(dst->addr + ranges[i].offset, src->addr + ranges[i].offset, ranges[i].size);
3124 void wined3d_context_gl_destroy_bo(struct wined3d_context_gl *context_gl, struct wined3d_bo_gl *bo)
3126 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3128 TRACE("context_gl %p, bo %p.\n", context_gl, bo);
3130 if (bo->memory)
3132 if (bo->b.map_ptr)
3133 wined3d_allocator_chunk_gl_unmap(wined3d_allocator_chunk_gl(bo->memory->chunk), context_gl);
3134 wined3d_context_gl_destroy_allocator_block(context_gl, bo->memory, bo->command_fence_id);
3135 bo->id = 0;
3136 return;
3139 if (bo->b.map_ptr)
3141 wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
3142 GL_EXTCALL(glUnmapBuffer(bo->binding));
3143 adapter_adjust_mapped_memory(context_gl->c.device->adapter, -bo->size);
3146 TRACE("Destroying GL buffer %u.\n", bo->id);
3148 GL_EXTCALL(glDeleteBuffers(1, &bo->id));
3149 checkGLcall("buffer object destruction");
3150 bo->id = 0;
3153 static void wined3d_context_gl_set_render_offscreen(struct wined3d_context_gl *context_gl, BOOL offscreen)
3155 if (context_gl->c.render_offscreen == offscreen)
3156 return;
3158 context_invalidate_state(&context_gl->c, STATE_VIEWPORT);
3159 context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
3160 if (!context_gl->gl_info->supported[ARB_CLIP_CONTROL])
3162 context_invalidate_state(&context_gl->c, STATE_RASTERIZER);
3163 context_invalidate_state(&context_gl->c, STATE_POINTSPRITECOORDORIGIN);
3164 context_invalidate_state(&context_gl->c, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
3166 context_invalidate_state(&context_gl->c, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN));
3167 if (context_gl->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
3168 context_invalidate_state(&context_gl->c, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
3169 context_gl->c.render_offscreen = offscreen;
3172 GLenum wined3d_context_gl_get_offscreen_gl_buffer(const struct wined3d_context_gl *context_gl)
3174 switch (wined3d_settings.offscreen_rendering_mode)
3176 case ORM_FBO:
3177 return GL_COLOR_ATTACHMENT0;
3179 case ORM_BACKBUFFER:
3180 return context_gl->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
3182 default:
3183 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
3184 return GL_BACK;
3188 static uint32_t wined3d_context_gl_generate_rt_mask_no_fbo(const struct wined3d_context_gl *context_gl,
3189 struct wined3d_resource *rt)
3191 if (!rt || rt->format->id == WINED3DFMT_NULL)
3192 return 0;
3193 else if (rt->type != WINED3D_RTYPE_BUFFER && texture_from_resource(rt)->swapchain)
3194 return context_generate_rt_mask_from_resource(rt);
3195 else
3196 return context_generate_rt_mask(wined3d_context_gl_get_offscreen_gl_buffer(context_gl));
3199 /* Context activation is done by the caller. */
3200 void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, const struct wined3d_device *device)
3202 struct wined3d_context *context = &context_gl->c;
3203 const struct wined3d_gl_info *gl_info;
3204 uint32_t rt_mask, *cur_mask;
3205 struct wined3d_texture *rt;
3206 unsigned int sampler;
3207 SIZE rt_size;
3209 TRACE("Setting up context %p for blitting.\n", context);
3211 gl_info = context_gl->gl_info;
3212 rt = context->current_rt.texture;
3214 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3216 if (context->render_offscreen)
3218 wined3d_texture_load(rt, context, FALSE);
3220 wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_FRAMEBUFFER, &rt->resource,
3221 context->current_rt.sub_resource_idx, NULL, 0, rt->resource.draw_binding);
3222 if (rt->resource.format->id != WINED3DFMT_NULL)
3223 rt_mask = 1;
3224 else
3225 rt_mask = 0;
3227 else
3229 context_gl->current_fbo = NULL;
3230 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
3231 rt_mask = context_generate_rt_mask_from_resource(&rt->resource);
3234 else
3236 rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, &rt->resource);
3239 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3241 if (rt_mask != *cur_mask)
3243 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3244 *cur_mask = rt_mask;
3247 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3248 wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
3249 context_invalidate_state(context, STATE_FRAMEBUFFER);
3251 wined3d_context_gl_get_rt_size(context_gl, &rt_size);
3253 if (context->last_was_blit)
3255 if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
3257 gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
3258 context->viewport_count = WINED3D_MAX_VIEWPORTS;
3259 context_gl->blit_size = rt_size;
3260 /* No need to dirtify here, the states are still dirtified because
3261 * they weren't applied since the last context_apply_blit_state()
3262 * call. */
3264 checkGLcall("blit state application");
3265 TRACE("Context is already set up for blitting, nothing to do.\n");
3266 return;
3268 context->last_was_blit = TRUE;
3270 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
3271 GL_EXTCALL(glBindSampler(0, 0));
3272 wined3d_context_gl_active_texture(context_gl, gl_info, 0);
3274 sampler = context_gl->rev_tex_unit_map[0];
3275 if (sampler != WINED3D_UNMAPPED_STAGE)
3277 if (sampler < WINED3D_MAX_TEXTURES)
3279 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
3280 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
3282 context_invalidate_state(context, STATE_SAMPLER(sampler));
3284 context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
3285 context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
3287 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3289 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
3290 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
3292 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
3293 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3294 context_invalidate_state(context, STATE_BLEND);
3295 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
3296 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
3297 context_invalidate_state(context, STATE_RASTERIZER);
3298 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3299 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
3300 context_invalidate_state(context, STATE_DEPTH_STENCIL);
3301 if (gl_info->supported[ARB_POINT_SPRITE])
3303 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
3304 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
3306 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
3308 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
3309 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
3312 context->last_was_rhw = TRUE;
3313 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
3315 wined3d_context_gl_enable_clip_distances(context_gl, 0);
3316 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
3318 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
3319 if (gl_info->supported[ARB_CLIP_CONTROL])
3320 GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE));
3321 gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
3322 context->viewport_count = WINED3D_MAX_VIEWPORTS;
3323 context_invalidate_state(context, STATE_VIEWPORT);
3325 device->shader_backend->shader_disable(device->shader_priv, context);
3327 context_gl->blit_size = rt_size;
3329 checkGLcall("blit state application");
3332 static void wined3d_context_gl_apply_blit_projection(const struct wined3d_context_gl *context_gl,
3333 unsigned int w, unsigned int h)
3335 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3336 const GLdouble projection[] =
3338 2.0 / w, 0.0, 0.0, 0.0,
3339 0.0, 2.0 / h, 0.0, 0.0,
3340 0.0, 0.0, 2.0, 0.0,
3341 -1.0, -1.0, -1.0, 1.0,
3344 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3345 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
3348 /* Setup OpenGL states for fixed-function blitting. */
3349 /* Context activation is done by the caller. */
3350 void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_gl,
3351 const struct wined3d_device *device)
3353 struct wined3d_context *context = &context_gl->c;
3354 const struct wined3d_gl_info *gl_info;
3355 unsigned int i, sampler;
3357 gl_info = context_gl->gl_info;
3358 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3359 ERR("Applying fixed-function state without legacy context support.\n");
3361 if (context->last_was_ffp_blit)
3363 SIZE rt_size;
3365 wined3d_context_gl_get_rt_size(context_gl, &rt_size);
3366 if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
3367 wined3d_context_gl_apply_blit_projection(context_gl, rt_size.cx, rt_size.cy);
3368 wined3d_context_gl_apply_blit_state(context_gl, device);
3370 checkGLcall("ffp blit state application");
3371 return;
3373 context->last_was_ffp_blit = TRUE;
3375 wined3d_context_gl_apply_blit_state(context_gl, device);
3377 /* Disable all textures. The caller can then bind a texture it wants to blit
3378 * from. */
3379 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
3381 wined3d_context_gl_active_texture(context_gl, gl_info, i);
3383 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3384 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3385 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3386 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3387 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3388 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3390 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3392 sampler = context_gl->rev_tex_unit_map[i];
3393 if (sampler != WINED3D_UNMAPPED_STAGE)
3395 if (sampler < WINED3D_MAX_TEXTURES)
3396 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
3397 context_invalidate_state(context, STATE_SAMPLER(sampler));
3401 wined3d_context_gl_active_texture(context_gl, gl_info, 0);
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);
3411 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3412 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
3414 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3415 gl_info->gl_ops.gl.p_glLoadIdentity();
3417 /* Setup transforms. */
3418 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3419 gl_info->gl_ops.gl.p_glLoadIdentity();
3420 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3421 wined3d_context_gl_apply_blit_projection(context_gl, context_gl->blit_size.cx, context_gl->blit_size.cy);
3422 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
3424 /* Other misc states. */
3425 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
3426 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
3427 gl_info->p_glDisableWINE(GL_FOG);
3428 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
3430 if (gl_info->supported[EXT_SECONDARY_COLOR])
3432 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
3433 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
3435 checkGLcall("ffp blit state application");
3438 static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_rendertarget_view * const *rts,
3439 const struct wined3d_rendertarget_view *ds)
3441 unsigned int i;
3443 if (ds)
3444 return TRUE;
3446 for (i = 0; i < rt_count; ++i)
3448 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3449 return TRUE;
3452 return FALSE;
3455 /* Context activation is done by the caller. */
3456 BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
3457 const struct wined3d_state *state, unsigned int rt_count, const struct wined3d_fb_state *fb)
3459 struct wined3d_rendertarget_view * const *rts = fb->render_targets;
3460 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3461 struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
3462 uint32_t rt_mask = 0, *cur_mask;
3463 unsigned int i;
3465 if (isStateDirty(&context_gl->c, STATE_FRAMEBUFFER) || fb != &state->fb
3466 || rt_count != gl_info->limits.buffers)
3468 if (!have_framebuffer_attachment(rt_count, rts, dsv))
3470 WARN("Invalid render target config, need at least one attachment.\n");
3471 return FALSE;
3474 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3476 struct wined3d_rendertarget_info ds_info = {{0}};
3478 if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
3480 memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
3481 for (i = 0; i < rt_count; ++i)
3483 if (rts[i])
3485 struct wined3d_rendertarget_view_gl *rtv_gl = wined3d_rendertarget_view_gl(rts[i]);
3486 context_gl->blit_targets[i].gl_view = rtv_gl->gl_view;
3487 context_gl->blit_targets[i].resource = rtv_gl->v.resource;
3488 context_gl->blit_targets[i].sub_resource_idx = rtv_gl->v.sub_resource_idx;
3489 context_gl->blit_targets[i].layer_count = rtv_gl->v.layer_count;
3491 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3492 rt_mask |= (1u << i);
3495 if (dsv)
3497 struct wined3d_rendertarget_view_gl *dsv_gl = wined3d_rendertarget_view_gl(dsv);
3498 ds_info.gl_view = dsv_gl->gl_view;
3499 ds_info.resource = dsv_gl->v.resource;
3500 ds_info.sub_resource_idx = dsv_gl->v.sub_resource_idx;
3501 ds_info.layer_count = dsv_gl->v.layer_count;
3504 wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->blit_targets, &ds_info,
3505 rt_count ? rts[0]->resource->draw_binding : 0, dsv ? dsv->resource->draw_binding : 0);
3507 else
3509 wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info,
3510 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
3511 rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
3514 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
3515 * next draw. Otherwise we could mark the framebuffer state clean here, once the
3516 * state management allows this */
3517 context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
3519 else
3521 rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rt_count ? rts[0]->resource : NULL);
3524 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3525 && (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)))
3527 for (i = 0; i < rt_count; ++i)
3529 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3530 rt_mask |= (1u << i);
3533 else
3535 rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rt_count ? rts[0]->resource : NULL);
3538 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3540 if (rt_mask != *cur_mask)
3542 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3543 *cur_mask = rt_mask;
3544 context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
3547 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3548 wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
3550 context_gl->c.last_was_blit = FALSE;
3551 context_gl->c.last_was_ffp_blit = FALSE;
3553 /* Blending and clearing should be orthogonal, but tests on the nvidia
3554 * driver show that disabling blending when clearing improves the clearing
3555 * performance incredibly. */
3556 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
3557 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
3558 if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
3560 if (needs_srgb_write(context_gl->c.d3d_info, state, fb))
3561 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
3562 else
3563 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
3564 context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
3566 checkGLcall("setting up state for clear");
3568 context_invalidate_state(&context_gl->c, STATE_BLEND);
3569 context_invalidate_state(&context_gl->c, STATE_RASTERIZER);
3570 context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
3572 return TRUE;
3575 static uint32_t find_draw_buffers_mask(const struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
3577 struct wined3d_rendertarget_view * const *rts = state->fb.render_targets;
3578 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3579 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3580 unsigned int rt_mask, mask;
3581 unsigned int i;
3583 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3584 return wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rts[0]->resource);
3585 else if (!context_gl->c.render_offscreen)
3586 return context_generate_rt_mask_from_resource(rts[0]->resource);
3588 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
3589 rt_mask &= wined3d_mask_from_size(gl_info->limits.buffers);
3590 if (state->blend_state && state->blend_state->dual_source)
3591 rt_mask = 1;
3593 mask = rt_mask;
3594 while (mask)
3596 i = wined3d_bit_scan(&mask);
3597 if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
3598 rt_mask &= ~(1u << i);
3601 return rt_mask;
3604 /* Context activation is done by the caller. */
3605 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3607 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3608 uint32_t rt_mask = find_draw_buffers_mask(context_gl, state);
3609 const struct wined3d_fb_state *fb = &state->fb;
3610 DWORD color_location = 0;
3611 DWORD *cur_mask;
3613 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3615 struct wined3d_rendertarget_info ds_info = {{0}};
3617 if (!context->render_offscreen)
3619 wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info,
3620 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
3622 else
3624 const struct wined3d_rendertarget_view_gl *view_gl;
3625 unsigned int i;
3627 memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
3628 for (i = 0; i < context_gl->gl_info->limits.buffers; ++i)
3630 if (!fb->render_targets[i])
3631 continue;
3633 view_gl = wined3d_rendertarget_view_gl(fb->render_targets[i]);
3634 context_gl->blit_targets[i].gl_view = view_gl->gl_view;
3635 context_gl->blit_targets[i].resource = view_gl->v.resource;
3636 context_gl->blit_targets[i].sub_resource_idx = view_gl->v.sub_resource_idx;
3637 context_gl->blit_targets[i].layer_count = view_gl->v.layer_count;
3639 if (!color_location)
3640 color_location = view_gl->v.resource->draw_binding;
3643 if (fb->depth_stencil)
3645 view_gl = wined3d_rendertarget_view_gl(fb->depth_stencil);
3646 ds_info.gl_view = view_gl->gl_view;
3647 ds_info.resource = view_gl->v.resource;
3648 ds_info.sub_resource_idx = view_gl->v.sub_resource_idx;
3649 ds_info.layer_count = view_gl->v.layer_count;
3652 wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->blit_targets, &ds_info,
3653 color_location, fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
3657 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3658 if (rt_mask != *cur_mask)
3660 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3661 *cur_mask = rt_mask;
3663 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
3666 static void wined3d_context_gl_map_stage(struct wined3d_context_gl *context_gl, unsigned int stage, unsigned int unit)
3668 unsigned int i = context_gl->rev_tex_unit_map[unit];
3669 unsigned int j = context_gl->tex_unit_map[stage];
3671 TRACE("Mapping stage %u to unit %u.\n", stage, unit);
3672 context_gl->tex_unit_map[stage] = unit;
3673 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
3674 context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
3676 context_gl->rev_tex_unit_map[unit] = stage;
3677 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
3678 context_gl->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
3681 static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
3683 DWORD i;
3685 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
3686 context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
3689 static void context_update_fixed_function_usage_map(struct wined3d_context *context,
3690 const struct wined3d_state *state)
3692 UINT i, start, end;
3694 context->fixed_function_usage_map = 0;
3695 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
3697 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
3698 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
3699 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
3700 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
3701 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
3702 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
3703 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
3704 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
3706 /* Not used, and disable higher stages. */
3707 if (color_op == WINED3D_TOP_DISABLE)
3708 break;
3710 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
3711 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
3712 || ((color_arg3 == WINED3DTA_TEXTURE)
3713 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
3714 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
3715 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
3716 || ((alpha_arg3 == WINED3DTA_TEXTURE)
3717 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
3718 context->fixed_function_usage_map |= (1u << i);
3720 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
3721 && i < WINED3D_MAX_TEXTURES - 1)
3722 context->fixed_function_usage_map |= (1u << (i + 1));
3725 if (i < context->lowest_disabled_stage)
3727 start = i;
3728 end = context->lowest_disabled_stage;
3730 else
3732 start = context->lowest_disabled_stage;
3733 end = i;
3736 context->lowest_disabled_stage = i;
3737 for (i = start + 1; i < end; ++i)
3739 context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3743 static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_context_gl *context_gl,
3744 const struct wined3d_state *state)
3746 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
3747 unsigned int i, tex;
3748 uint32_t ffu_map;
3750 ffu_map = context_gl->c.fixed_function_usage_map;
3752 if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
3753 || context_gl->c.lowest_disabled_stage <= d3d_info->limits.ffp_textures)
3755 while (ffu_map)
3757 i = wined3d_bit_scan(&ffu_map);
3758 if (context_gl->tex_unit_map[i] != i)
3760 wined3d_context_gl_map_stage(context_gl, i, i);
3761 context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
3762 context_invalidate_texture_stage(&context_gl->c, i);
3765 return;
3768 /* Now work out the mapping */
3769 tex = 0;
3770 while (ffu_map)
3772 i = wined3d_bit_scan(&ffu_map);
3773 if (context_gl->tex_unit_map[i] != tex)
3775 wined3d_context_gl_map_stage(context_gl, i, tex);
3776 context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
3777 context_invalidate_texture_stage(&context_gl->c, i);
3780 ++tex;
3784 static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
3786 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
3787 const struct wined3d_shader_resource_info *resource_info =
3788 state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3789 unsigned int i;
3791 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
3793 if (resource_info[i].type && context_gl->tex_unit_map[i] != i)
3795 wined3d_context_gl_map_stage(context_gl, i, i);
3796 context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
3797 if (i < d3d_info->limits.ffp_blend_stages)
3798 context_invalidate_texture_stage(&context_gl->c, i);
3803 static BOOL wined3d_context_gl_unit_free_for_vs(const struct wined3d_context_gl *context_gl,
3804 const struct wined3d_shader_resource_info *ps_resource_info, unsigned int unit)
3806 unsigned int current_mapping = context_gl->rev_tex_unit_map[unit];
3808 /* Not currently used */
3809 if (current_mapping == WINED3D_UNMAPPED_STAGE)
3810 return TRUE;
3812 if (current_mapping < WINED3D_MAX_FRAGMENT_SAMPLERS)
3814 /* Used by a fragment sampler */
3816 if (!ps_resource_info)
3818 /* No pixel shader, check fixed function */
3819 return current_mapping >= WINED3D_MAX_TEXTURES
3820 || !(context_gl->c.fixed_function_usage_map & (1u << current_mapping));
3823 /* Pixel shader, check the shader's sampler map */
3824 return !ps_resource_info[current_mapping].type;
3827 return TRUE;
3830 static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl *context_gl,
3831 BOOL ps, const struct wined3d_state *state)
3833 const struct wined3d_shader_resource_info *vs_resource_info =
3834 state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
3835 const struct wined3d_shader_resource_info *ps_resource_info = NULL;
3836 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3837 int start = min(WINED3D_MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
3838 int i;
3840 /* Note that we only care if a resource is used or not, not the
3841 * resource's specific type. Otherwise we'd need to call
3842 * shader_update_samplers() here for 1.x pixelshaders. */
3843 if (ps)
3844 ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3846 for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
3848 DWORD vsampler_idx = i + WINED3D_MAX_FRAGMENT_SAMPLERS;
3849 if (vs_resource_info[i].type)
3851 while (start >= 0)
3853 if (wined3d_context_gl_unit_free_for_vs(context_gl, ps_resource_info, start))
3855 if (context_gl->tex_unit_map[vsampler_idx] != start)
3857 wined3d_context_gl_map_stage(context_gl, vsampler_idx, start);
3858 context_invalidate_state(&context_gl->c, STATE_SAMPLER(vsampler_idx));
3861 --start;
3862 break;
3865 --start;
3867 if (context_gl->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
3868 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
3873 static void wined3d_context_gl_update_tex_unit_map(struct wined3d_context_gl *context_gl,
3874 const struct wined3d_state *state)
3876 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3877 BOOL vs = use_vs(state);
3878 BOOL ps = use_ps(state);
3880 if (!ps)
3881 context_update_fixed_function_usage_map(&context_gl->c, state);
3883 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3884 * need a 1:1 map at the moment.
3885 * When the mapping of a stage is changed, sampler and ALL texture stage
3886 * states have to be reset. */
3888 if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
3889 return;
3891 if (ps)
3892 wined3d_context_gl_map_psamplers(context_gl, state);
3893 else
3894 wined3d_context_gl_map_fixed_function_samplers(context_gl, state);
3896 if (vs)
3897 wined3d_context_gl_map_vsamplers(context_gl, ps, state);
3900 /* Context activation is done by the caller. */
3901 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3903 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3904 uint32_t rt_mask, *cur_mask;
3906 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
3908 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3909 rt_mask = find_draw_buffers_mask(context_gl, state);
3910 if (rt_mask != *cur_mask)
3912 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3913 *cur_mask = rt_mask;
3917 static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *context_gl,
3918 const struct wined3d_state *state, enum wined3d_shader_type shader_type)
3920 unsigned int bind_idx, shader_sampler_count, base, count, i;
3921 const struct wined3d_device *device = context_gl->c.device;
3922 struct wined3d_shader_sampler_map_entry *entry;
3923 struct wined3d_shader_resource_view *view;
3924 const struct wined3d_shader *shader;
3925 const unsigned int *tex_unit_map;
3926 struct wined3d_sampler *sampler;
3928 if (!(shader = state->shader[shader_type]))
3929 return;
3931 tex_unit_map = wined3d_context_gl_get_tex_unit_mapping(context_gl,
3932 &shader->reg_maps.shader_version, &base, &count);
3934 shader_sampler_count = shader->reg_maps.sampler_map.count;
3935 if (shader_sampler_count > count)
3936 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3937 shader, shader_sampler_count, count);
3938 count = min(shader_sampler_count, count);
3940 for (i = 0; i < count; ++i)
3942 entry = &shader->reg_maps.sampler_map.entries[i];
3943 bind_idx = base + entry->bind_idx;
3944 if (tex_unit_map)
3945 bind_idx = tex_unit_map[bind_idx];
3947 if (!(view = state->shader_resource_view[shader_type][entry->resource_idx]))
3949 WARN("No resource view bound at index %u, %u.\n", shader_type, entry->resource_idx);
3950 continue;
3953 if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
3954 sampler = device->default_sampler;
3955 else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
3956 sampler = device->null_sampler;
3957 wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view),
3958 bind_idx, wined3d_sampler_gl(sampler), context_gl);
3962 static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl *context_gl,
3963 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
3965 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3966 struct wined3d_unordered_access_view_gl *view_gl;
3967 const struct wined3d_format_gl *format_gl;
3968 GLuint texture_name;
3969 unsigned int i;
3970 GLint level;
3972 if (!shader)
3973 return;
3975 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
3977 if (!views[i])
3979 if (shader->reg_maps.uav_resource_info[i].type)
3980 WARN("No unordered access view bound at index %u.\n", i);
3981 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
3982 continue;
3985 view_gl = wined3d_unordered_access_view_gl(views[i]);
3986 if (view_gl->gl_view.name)
3988 texture_name = view_gl->gl_view.name;
3989 level = 0;
3991 else if (view_gl->v.resource->type != WINED3D_RTYPE_BUFFER)
3993 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(view_gl->v.resource));
3994 texture_name = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
3995 level = view_gl->v.desc.u.texture.level_idx;
3997 else
3999 FIXME("Unsupported buffer unordered access view.\n");
4000 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
4001 continue;
4004 format_gl = wined3d_format_gl(view_gl->v.format);
4005 GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE,
4006 format_gl->internal));
4008 if (view_gl->counter_bo.id)
4009 GL_EXTCALL(glBindBufferRange(GL_ATOMIC_COUNTER_BUFFER, i, view_gl->counter_bo.id,
4010 view_gl->counter_bo.b.buffer_offset, view_gl->counter_bo.size));
4012 checkGLcall("Bind unordered access views");
4015 static void context_gl_load_shader_resources(struct wined3d_context_gl *context_gl,
4016 const struct wined3d_state *state, unsigned int shader_mask)
4018 struct wined3d_shader_sampler_map_entry *entry;
4019 struct wined3d_shader_resource_view_gl *srv_gl;
4020 struct wined3d_shader_resource_view *view;
4021 struct wined3d_shader *shader;
4022 struct wined3d_buffer *buffer;
4023 unsigned int i, j;
4025 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
4027 if (!(shader_mask & (1u << i)))
4028 continue;
4030 if (!(shader = state->shader[i]))
4031 continue;
4033 for (j = 0; j < WINED3D_MAX_CBS; ++j)
4035 if (!state->cb[i][j].buffer)
4036 continue;
4038 buffer = state->cb[i][j].buffer;
4039 wined3d_buffer_load(buffer, &context_gl->c, state);
4040 wined3d_context_gl_reference_buffer(context_gl, buffer);
4041 if (!buffer->bo_user.valid)
4042 device_invalidate_state(context_gl->c.device, STATE_CONSTANT_BUFFER(i));
4045 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
4047 entry = &shader->reg_maps.sampler_map.entries[j];
4049 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
4050 continue;
4052 if (view->resource->type == WINED3D_RTYPE_BUFFER)
4054 buffer = buffer_from_resource(view->resource);
4055 wined3d_buffer_load(buffer, &context_gl->c, state);
4056 wined3d_context_gl_reference_buffer(context_gl, buffer);
4058 srv_gl = wined3d_shader_resource_view_gl(view);
4059 if (!srv_gl->bo_user.valid)
4060 wined3d_shader_resource_view_gl_update(srv_gl, context_gl);
4062 else
4064 wined3d_texture_load(texture_from_resource(view->resource), &context_gl->c, FALSE);
4070 static void context_gl_load_unordered_access_resources(struct wined3d_context_gl *context_gl,
4071 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
4073 struct wined3d_unordered_access_view_gl *uav_gl;
4074 struct wined3d_unordered_access_view *view;
4075 struct wined3d_texture *texture;
4076 struct wined3d_buffer *buffer;
4077 unsigned int i;
4079 context_gl->c.uses_uavs = 0;
4081 if (!shader)
4082 return;
4084 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
4086 if (!(view = views[i]))
4087 continue;
4089 if (view->resource->type == WINED3D_RTYPE_BUFFER)
4091 buffer = buffer_from_resource(view->resource);
4092 wined3d_buffer_load_location(buffer, &context_gl->c, WINED3D_LOCATION_BUFFER);
4093 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
4094 wined3d_context_gl_reference_buffer(context_gl, buffer);
4096 uav_gl = wined3d_unordered_access_view_gl(view);
4097 if (!uav_gl->bo_user.valid)
4098 wined3d_unordered_access_view_gl_update(uav_gl, context_gl);
4100 else
4102 texture = texture_from_resource(view->resource);
4103 wined3d_texture_load(texture, &context_gl->c, FALSE);
4104 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
4107 context_gl->c.uses_uavs = 1;
4111 static void context_gl_load_stream_output_buffers(struct wined3d_context_gl *context_gl,
4112 const struct wined3d_state *state)
4114 struct wined3d_buffer *buffer;
4115 unsigned int i;
4117 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
4119 if (!(buffer = state->stream_output[i].buffer))
4120 continue;
4122 wined3d_buffer_load(buffer, &context_gl->c, state);
4123 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
4124 wined3d_context_gl_reference_buffer(context_gl, buffer);
4125 if (!buffer->bo_user.valid)
4126 device_invalidate_state(context_gl->c.device, STATE_STREAM_OUTPUT);
4130 /* Context activation is done by the caller. */
4131 static BOOL context_apply_draw_state(struct wined3d_context *context,
4132 const struct wined3d_device *device, const struct wined3d_state *state, BOOL indexed)
4134 const struct wined3d_state_entry *state_table = context->state_table;
4135 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4136 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4137 const struct wined3d_fb_state *fb = &state->fb;
4138 unsigned int i, base;
4139 uint32_t map;
4141 context->uses_fbo_attached_resources = 0;
4143 if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
4145 if (!gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
4147 FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
4148 return FALSE;
4151 wined3d_context_gl_set_render_offscreen(context_gl, TRUE);
4154 /* Preload resources before FBO setup. Texture preload in particular may
4155 * result in changes to the current FBO, due to using e.g. FBO blits for
4156 * updating a resource location. */
4157 wined3d_context_gl_update_tex_unit_map(context_gl, state);
4158 context_preload_textures(context, state);
4159 context_gl_load_shader_resources(context_gl, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
4160 context_gl_load_unordered_access_resources(context_gl, state->shader[WINED3D_SHADER_TYPE_PIXEL],
4161 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
4162 context_gl_load_stream_output_buffers(context_gl, state);
4163 /* TODO: Right now the dependency on the vertex shader is necessary
4164 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
4165 * the current VS but maybe it's possible to relax the coupling in some
4166 * situations at least. */
4167 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC)
4168 || isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX)))
4170 context_update_stream_info(context, state);
4173 map = context->stream_info.use_map;
4174 while (map)
4176 const struct wined3d_stream_info_element *e;
4177 struct wined3d_buffer *buffer;
4179 e = &context->stream_info.elements[wined3d_bit_scan(&map)];
4180 buffer = state->streams[e->stream_idx].buffer;
4182 if (!buffer->bo_user.valid)
4183 device_invalidate_state(device, STATE_STREAMSRC);
4184 else
4185 wined3d_buffer_load(buffer, context, state);
4187 /* Loading the buffers above may have invalidated the stream info. */
4188 if (wined3d_context_is_graphics_state_dirty(context, STATE_STREAMSRC))
4189 context_update_stream_info(context, state);
4191 map = context->stream_info.use_map;
4192 while (map)
4194 const struct wined3d_stream_info_element *e;
4195 struct wined3d_buffer *buffer;
4197 e = &context->stream_info.elements[wined3d_bit_scan(&map)];
4198 buffer = state->streams[e->stream_idx].buffer;
4200 wined3d_context_gl_reference_buffer(context_gl, buffer);
4203 if (indexed && state->index_buffer)
4205 struct wined3d_buffer *buffer = state->index_buffer;
4207 if (context->stream_info.all_vbo)
4209 wined3d_buffer_load(buffer, context, state);
4210 if (!buffer->bo_user.valid)
4211 device_invalidate_state(device, STATE_INDEXBUFFER);
4212 wined3d_context_gl_reference_buffer(context_gl, buffer);
4214 else
4216 wined3d_buffer_load_sysmem(buffer, context);
4220 for (i = 0, base = 0; i < ARRAY_SIZE(context->dirty_graphics_states); ++i)
4222 uint32_t dirty_mask = context->dirty_graphics_states[i];
4224 while (dirty_mask)
4226 unsigned int state_id = base + wined3d_bit_scan(&dirty_mask);
4228 state_table[state_id].apply(context, state, state_id);
4230 base += sizeof(dirty_mask) * CHAR_BIT;
4233 memset(context->dirty_graphics_states, 0, sizeof(context->dirty_graphics_states));
4235 if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE))
4237 device->shader_backend->shader_select(device->shader_priv, context, state);
4238 context->shader_update_mask &= 1u << WINED3D_SHADER_TYPE_COMPUTE;
4241 if (context->constant_update_mask)
4243 device->shader_backend->shader_load_constants(device->shader_priv, context, state);
4244 context->constant_update_mask = 0;
4247 if (context->update_shader_resource_bindings)
4249 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
4250 wined3d_context_gl_bind_shader_resources(context_gl, state, i);
4251 context->update_shader_resource_bindings = 0;
4252 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
4253 context->update_compute_shader_resource_bindings = 1;
4256 if (context->update_unordered_access_view_bindings)
4258 wined3d_context_gl_bind_unordered_access_views(context_gl,
4259 state->shader[WINED3D_SHADER_TYPE_PIXEL],
4260 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
4261 context->update_unordered_access_view_bindings = 0;
4262 context->update_compute_unordered_access_view_bindings = 1;
4265 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4266 wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
4268 context->last_was_blit = FALSE;
4269 context->last_was_ffp_blit = FALSE;
4271 return TRUE;
4274 static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *context_gl,
4275 const struct wined3d_device *device, const struct wined3d_state *state)
4277 const struct wined3d_state_entry *state_table = context_gl->c.state_table;
4278 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4279 unsigned int state_id, i;
4281 context_gl_load_shader_resources(context_gl, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
4282 context_gl_load_unordered_access_resources(context_gl, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
4283 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
4285 for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context_gl->c.dirty_compute_states); ++i)
4287 unsigned int dirty_mask = context_gl->c.dirty_compute_states[i];
4289 while (dirty_mask)
4291 unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask);
4292 state_table[current_state_id].apply(&context_gl->c, state, current_state_id);
4294 state_id += sizeof(*context_gl->c.dirty_compute_states) * CHAR_BIT;
4296 memset(context_gl->c.dirty_compute_states, 0, sizeof(*context_gl->c.dirty_compute_states));
4298 if (context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
4300 device->shader_backend->shader_select_compute(device->shader_priv, &context_gl->c, state);
4301 context_gl->c.shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
4304 if (context_gl->c.update_compute_shader_resource_bindings)
4306 wined3d_context_gl_bind_shader_resources(context_gl, state, WINED3D_SHADER_TYPE_COMPUTE);
4307 context_gl->c.update_compute_shader_resource_bindings = 0;
4308 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
4309 context_gl->c.update_shader_resource_bindings = 1;
4312 if (context_gl->c.update_compute_unordered_access_view_bindings)
4314 wined3d_context_gl_bind_unordered_access_views(context_gl,
4315 state->shader[WINED3D_SHADER_TYPE_COMPUTE],
4316 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
4317 context_gl->c.update_compute_unordered_access_view_bindings = 0;
4318 context_gl->c.update_unordered_access_view_bindings = 1;
4321 /* Updates to currently bound render targets aren't necessarily coherent
4322 * between the graphics and compute pipelines. Unbind any currently bound
4323 * FBO here to ensure preceding updates to its attachments by the graphics
4324 * pipeline are visible to the compute pipeline.
4326 * Without this, the bloom effect in Nier:Automata is too bright on the
4327 * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
4328 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
4329 context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
4331 context_gl->c.last_was_blit = FALSE;
4332 context_gl->c.last_was_ffp_blit = FALSE;
4335 void wined3d_context_gl_end_transform_feedback(struct wined3d_context_gl *context_gl)
4337 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4339 if (context_gl->c.transform_feedback_active)
4341 GL_EXTCALL(glEndTransformFeedback());
4342 checkGLcall("glEndTransformFeedback");
4343 context_gl->c.transform_feedback_active = 0;
4344 context_gl->c.transform_feedback_paused = 0;
4348 static void wined3d_context_gl_pause_transform_feedback(struct wined3d_context_gl *context_gl, BOOL force)
4350 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4352 if (!context_gl->c.transform_feedback_active || context_gl->c.transform_feedback_paused)
4353 return;
4355 if (gl_info->supported[ARB_TRANSFORM_FEEDBACK2])
4357 GL_EXTCALL(glPauseTransformFeedback());
4358 checkGLcall("glPauseTransformFeedback");
4359 context_gl->c.transform_feedback_paused = 1;
4360 return;
4363 WARN("Cannot pause transform feedback operations.\n");
4365 if (force)
4366 wined3d_context_gl_end_transform_feedback(context_gl);
4369 static void wined3d_context_gl_setup_target(struct wined3d_context_gl *context_gl,
4370 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4372 BOOL old_render_offscreen = context_gl->c.render_offscreen, render_offscreen;
4374 render_offscreen = wined3d_resource_is_offscreen(&texture->resource);
4375 if (context_gl->c.current_rt.texture == texture
4376 && context_gl->c.current_rt.sub_resource_idx == sub_resource_idx
4377 && render_offscreen == old_render_offscreen)
4378 return;
4380 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
4381 * the alpha blend state changes with different render target formats. */
4382 if (!context_gl->c.current_rt.texture)
4384 context_invalidate_state(&context_gl->c, STATE_BLEND);
4386 else
4388 const struct wined3d_format *old = context_gl->c.current_rt.texture->resource.format;
4389 const struct wined3d_format *new = texture->resource.format;
4391 if (old->id != new->id)
4393 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
4394 if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
4395 || !(texture->resource.format_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
4396 context_invalidate_state(&context_gl->c, STATE_BLEND);
4399 /* When switching away from an offscreen render target, and we're not
4400 * using FBOs, we have to read the drawable into the texture. This is
4401 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
4402 * There are some things that need care though. PreLoad needs a GL context,
4403 * and FindContext is called before the context is activated. It also
4404 * has to be called with the old rendertarget active, otherwise a
4405 * wrong drawable is read. */
4406 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
4407 && old_render_offscreen && (context_gl->c.current_rt.texture != texture
4408 || context_gl->c.current_rt.sub_resource_idx != sub_resource_idx))
4410 struct wined3d_texture_gl *prev_texture = wined3d_texture_gl(context_gl->c.current_rt.texture);
4411 unsigned int prev_sub_resource_idx = context_gl->c.current_rt.sub_resource_idx;
4413 /* Read the back buffer of the old drawable into the destination texture. */
4414 if (prev_texture->texture_srgb.name)
4415 wined3d_texture_load(&prev_texture->t, &context_gl->c, TRUE);
4416 wined3d_texture_load(&prev_texture->t, &context_gl->c, FALSE);
4417 wined3d_texture_invalidate_location(&prev_texture->t, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE);
4421 context_gl->c.current_rt.texture = texture;
4422 context_gl->c.current_rt.sub_resource_idx = sub_resource_idx;
4423 wined3d_context_gl_set_render_offscreen(context_gl, render_offscreen);
4426 static void wined3d_context_gl_activate(struct wined3d_context_gl *context_gl,
4427 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4429 wined3d_context_gl_enter(context_gl);
4430 wined3d_context_gl_update_window(context_gl);
4431 wined3d_context_gl_setup_target(context_gl, texture, sub_resource_idx);
4432 if (!context_gl->valid)
4433 return;
4435 if (context_gl != wined3d_context_gl_get_current())
4437 if (!wined3d_context_gl_set_current(context_gl))
4438 ERR("Failed to activate the new context.\n");
4440 else if (context_gl->needs_set)
4442 wined3d_context_gl_set_gl_context(context_gl);
4446 struct wined3d_context *wined3d_context_gl_acquire(const struct wined3d_device *device,
4447 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4449 struct wined3d_context_gl *current_context = wined3d_context_gl_get_current();
4450 struct wined3d_context_gl *context_gl;
4452 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx);
4454 if (current_context && current_context->c.destroyed)
4455 current_context = NULL;
4457 if (!texture)
4459 if (current_context
4460 && current_context->c.current_rt.texture
4461 && current_context->c.device == device)
4463 texture = current_context->c.current_rt.texture;
4464 sub_resource_idx = current_context->c.current_rt.sub_resource_idx;
4466 else
4468 struct wined3d_swapchain *swapchain = device->swapchains[0];
4470 if (swapchain->back_buffers)
4471 texture = swapchain->back_buffers[0];
4472 else
4473 texture = swapchain->front_buffer;
4474 sub_resource_idx = 0;
4478 if (current_context && current_context->c.current_rt.texture == texture)
4480 context_gl = current_context;
4482 else if (!wined3d_resource_is_offscreen(&texture->resource))
4484 TRACE("Rendering onscreen.\n");
4486 if (!(context_gl = wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(texture->swapchain))))
4487 return NULL;
4489 else
4491 TRACE("Rendering offscreen.\n");
4493 /* Stay with the current context if possible. Otherwise use the
4494 * context for the primary swapchain. */
4495 if (current_context && current_context->c.device == device)
4496 context_gl = current_context;
4497 else if (!(context_gl = wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(device->swapchains[0]))))
4498 return NULL;
4501 wined3d_context_gl_activate(context_gl, texture, sub_resource_idx);
4503 return &context_gl->c;
4506 struct wined3d_context_gl *wined3d_context_gl_reacquire(struct wined3d_context_gl *context_gl)
4508 struct wined3d_context *acquired_context;
4509 struct wined3d_device *device;
4511 if (!context_gl || context_gl->tid != GetCurrentThreadId())
4512 return NULL;
4514 device = context_gl->c.device;
4515 wined3d_from_cs(device->cs);
4517 if (context_gl->c.current_rt.texture)
4519 wined3d_context_gl_activate(context_gl, context_gl->c.current_rt.texture,
4520 context_gl->c.current_rt.sub_resource_idx);
4521 return context_gl;
4524 acquired_context = context_acquire(device, NULL, 0);
4525 if (acquired_context != &context_gl->c)
4526 ERR("Acquired context %p instead of %p.\n", acquired_context, &context_gl->c);
4527 return wined3d_context_gl(acquired_context);
4530 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
4531 const struct wined3d_dispatch_parameters *parameters)
4533 const struct wined3d_gl_info *gl_info;
4534 struct wined3d_context_gl *context_gl;
4536 context_gl = wined3d_context_gl(context_acquire(device, NULL, 0));
4537 if (!context_gl->valid)
4539 context_release(&context_gl->c);
4540 WARN("Invalid context, skipping dispatch.\n");
4541 return;
4543 gl_info = context_gl->gl_info;
4545 if (!gl_info->supported[ARB_COMPUTE_SHADER])
4547 context_release(&context_gl->c);
4548 FIXME("OpenGL implementation does not support compute shaders.\n");
4549 return;
4552 if (parameters->indirect)
4553 wined3d_buffer_load(parameters->u.indirect.buffer, &context_gl->c, state);
4555 wined3d_context_gl_apply_compute_state(context_gl, device, state);
4557 if (parameters->indirect)
4559 const struct wined3d_indirect_dispatch_parameters *indirect = &parameters->u.indirect;
4560 struct wined3d_bo_gl *bo_gl = wined3d_bo_gl(indirect->buffer->buffer_object);
4562 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, bo_gl->id));
4563 GL_EXTCALL(glDispatchComputeIndirect(bo_gl->b.buffer_offset + (GLintptr)indirect->offset));
4564 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
4565 wined3d_context_gl_reference_bo(context_gl, bo_gl);
4567 else
4569 const struct wined3d_direct_dispatch_parameters *direct = &parameters->u.direct;
4570 GL_EXTCALL(glDispatchCompute(direct->group_count_x, direct->group_count_y, direct->group_count_z));
4572 checkGLcall("dispatch compute");
4574 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
4575 checkGLcall("glMemoryBarrier");
4577 context_release(&context_gl->c);
4580 /* Context activation is done by the caller. */
4581 static void wined3d_context_gl_draw_primitive_arrays(struct wined3d_context_gl *context_gl,
4582 const struct wined3d_state *state, const void *idx_data, unsigned int idx_size, int base_vertex_idx,
4583 unsigned int start_idx, unsigned int count, unsigned int start_instance, unsigned int instance_count)
4585 const struct wined3d_ffp_attrib_ops *ops = &context_gl->c.d3d_info->ffp_attrib_ops;
4586 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
4587 const struct wined3d_stream_info *si = &context_gl->c.stream_info;
4588 GLenum mode = gl_primitive_type_from_d3d(state->primitive_type);
4589 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4590 unsigned int instanced_elements[ARRAY_SIZE(si->elements)];
4591 unsigned int instanced_element_count = 0;
4592 const void *indices;
4593 unsigned int i, j;
4595 indices = (const char *)idx_data + idx_size * start_idx;
4597 if (!instance_count)
4599 if (!idx_size)
4601 gl_info->gl_ops.gl.p_glDrawArrays(mode, start_idx, count);
4602 checkGLcall("glDrawArrays");
4603 return;
4606 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4608 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
4609 checkGLcall("glDrawElementsBaseVertex");
4610 return;
4613 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
4614 checkGLcall("glDrawElements");
4615 return;
4618 if (start_instance && !(gl_info->supported[ARB_BASE_INSTANCE] && gl_info->supported[ARB_INSTANCED_ARRAYS]))
4619 FIXME("Start instance (%u) not supported.\n", start_instance);
4621 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4623 if (!idx_size)
4625 if (gl_info->supported[ARB_BASE_INSTANCE])
4627 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode, start_idx, count, instance_count, start_instance));
4628 checkGLcall("glDrawArraysInstancedBaseInstance");
4629 return;
4632 GL_EXTCALL(glDrawArraysInstanced(mode, start_idx, count, instance_count));
4633 checkGLcall("glDrawArraysInstanced");
4634 return;
4637 if (gl_info->supported[ARB_BASE_INSTANCE])
4639 GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode, count, idx_type,
4640 indices, instance_count, base_vertex_idx, start_instance));
4641 checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
4642 return;
4644 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4646 GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode, count, idx_type,
4647 indices, instance_count, base_vertex_idx));
4648 checkGLcall("glDrawElementsInstancedBaseVertex");
4649 return;
4652 GL_EXTCALL(glDrawElementsInstanced(mode, count, idx_type, indices, instance_count));
4653 checkGLcall("glDrawElementsInstanced");
4654 return;
4657 /* Instancing emulation by mixing immediate mode and arrays. */
4659 /* This is a nasty thing. MSDN says no hardware supports this and
4660 * applications have to use software vertex processing. We don't support
4661 * this for now.
4663 * Shouldn't be too hard to support with OpenGL, in theory just call
4664 * glDrawArrays() instead of drawElements(). But the stream frequency value
4665 * has a different meaning in that situation. */
4666 if (!idx_size)
4668 FIXME("Non-indexed instanced drawing is not supported.\n");
4669 return;
4672 for (i = 0; i < ARRAY_SIZE(si->elements); ++i)
4674 if (!(si->use_map & (1u << i)))
4675 continue;
4677 if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4678 instanced_elements[instanced_element_count++] = i;
4681 for (i = 0; i < instance_count; ++i)
4683 /* Specify the instanced attributes using immediate mode calls. */
4684 for (j = 0; j < instanced_element_count; ++j)
4686 const struct wined3d_stream_info_element *element;
4687 unsigned int element_idx;
4688 const BYTE *ptr;
4690 element_idx = instanced_elements[j];
4691 element = &si->elements[element_idx];
4692 ptr = element->data.addr + element->stride * i;
4693 if (element->data.buffer_object)
4694 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(state->streams[element->stream_idx].buffer,
4695 &context_gl->c);
4696 ops->generic[element->format->emit_idx](element_idx, ptr);
4699 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4701 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
4702 checkGLcall("glDrawElementsBaseVertex");
4704 else
4706 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
4707 checkGLcall("glDrawElements");
4712 static unsigned int get_stride_idx(const void *idx_data, unsigned int idx_size,
4713 unsigned int base_vertex_idx, unsigned int start_idx, unsigned int vertex_idx)
4715 if (!idx_data)
4716 return start_idx + vertex_idx;
4717 if (idx_size == 2)
4718 return ((const WORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
4719 return ((const DWORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
4722 /* Context activation is done by the caller. */
4723 static void draw_primitive_immediate_mode(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
4724 const struct wined3d_stream_info *si, const void *idx_data, unsigned int idx_size,
4725 int base_vertex_idx, unsigned int start_idx, unsigned int vertex_count, unsigned int instance_count)
4727 const BYTE *position = NULL, *normal = NULL, *diffuse = NULL, *specular = NULL;
4728 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4729 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4730 unsigned int coord_idx, stride_idx, texture_idx, vertex_idx;
4731 const struct wined3d_stream_info_element *element;
4732 const BYTE *tex_coords[WINED3DDP_MAXTEXCOORD];
4733 unsigned int texture_unit, texture_stages;
4734 const struct wined3d_ffp_attrib_ops *ops;
4735 unsigned int untracked_material_count;
4736 unsigned int tex_mask = 0;
4737 BOOL specular_fog = FALSE;
4738 BOOL ps = use_ps(state);
4739 const void *ptr;
4741 static unsigned int once;
4743 if (!once++)
4744 FIXME_(d3d_perf)("Drawing using immediate mode.\n");
4745 else
4746 WARN_(d3d_perf)("Drawing using immediate mode.\n");
4748 if (!idx_size && idx_data)
4749 ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
4751 if (instance_count)
4752 FIXME("Instancing not implemented.\n");
4754 /* Immediate mode drawing can't make use of indices in a VBO - get the
4755 * data from the index buffer. */
4756 if (idx_size)
4757 idx_data = wined3d_buffer_load_sysmem(state->index_buffer, &context_gl->c) + state->index_offset;
4759 ops = &d3d_info->ffp_attrib_ops;
4761 gl_info->gl_ops.gl.p_glBegin(gl_primitive_type_from_d3d(state->primitive_type));
4763 if (use_vs(state) || d3d_info->ffp_generic_attributes)
4765 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
4767 unsigned int use_map = si->use_map;
4768 unsigned int element_idx;
4770 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
4771 for (element_idx = MAX_ATTRIBS - 1; use_map; use_map &= ~(1u << element_idx), --element_idx)
4773 if (!(use_map & 1u << element_idx))
4774 continue;
4776 ptr = si->elements[element_idx].data.addr + si->elements[element_idx].stride * stride_idx;
4777 ops->generic[si->elements[element_idx].format->emit_idx](element_idx, ptr);
4781 gl_info->gl_ops.gl.p_glEnd();
4782 return;
4785 if (si->use_map & (1u << WINED3D_FFP_POSITION))
4786 position = si->elements[WINED3D_FFP_POSITION].data.addr;
4788 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
4789 normal = si->elements[WINED3D_FFP_NORMAL].data.addr;
4790 else
4791 gl_info->gl_ops.gl.p_glNormal3f(0.0f, 0.0f, 0.0f);
4793 untracked_material_count = context_gl->untracked_material_count;
4794 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
4796 element = &si->elements[WINED3D_FFP_DIFFUSE];
4797 diffuse = element->data.addr;
4799 if (untracked_material_count && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
4800 FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element->format->id));
4802 else
4804 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4807 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
4809 element = &si->elements[WINED3D_FFP_SPECULAR];
4810 specular = element->data.addr;
4812 /* Special case where the fog density is stored in the specular alpha channel. */
4813 if (state->render_states[WINED3D_RS_FOGENABLE]
4814 && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
4815 || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
4816 && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
4818 if (gl_info->supported[EXT_FOG_COORD])
4820 if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
4821 specular_fog = TRUE;
4822 else
4823 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element->format->id));
4825 else
4827 static unsigned int once;
4829 if (!once++)
4830 FIXME("Implement fog for transformed vertices in software.\n");
4834 else if (gl_info->supported[EXT_SECONDARY_COLOR])
4836 GL_EXTCALL(glSecondaryColor3fEXT)(0.0f, 0.0f, 0.0f);
4839 texture_stages = d3d_info->limits.ffp_blend_stages;
4840 for (texture_idx = 0; texture_idx < texture_stages; ++texture_idx)
4842 if (!gl_info->supported[ARB_MULTITEXTURE] && texture_idx > 0)
4844 FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
4845 continue;
4848 if (!ps && !state->textures[texture_idx])
4849 continue;
4851 texture_unit = context_gl->tex_unit_map[texture_idx];
4852 if (texture_unit == WINED3D_UNMAPPED_STAGE)
4853 continue;
4855 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
4856 if (coord_idx > 7)
4858 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx, texture_idx);
4859 continue;
4862 if (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))
4864 tex_coords[coord_idx] = si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].data.addr;
4865 tex_mask |= (1u << texture_idx);
4867 else
4869 TRACE("Setting default coordinates for texture %u.\n", texture_idx);
4870 if (gl_info->supported[ARB_MULTITEXTURE])
4871 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_unit, 0.0f, 0.0f, 0.0f, 1.0f));
4872 else
4873 gl_info->gl_ops.gl.p_glTexCoord4f(0.0f, 0.0f, 0.0f, 1.0f);
4877 /* Blending data and point sizes are not supported by this function. They
4878 * are not supported by the fixed function pipeline at all. A FIXME for
4879 * them is printed after decoding the vertex declaration. */
4880 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
4882 uint32_t tmp_tex_mask;
4884 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
4886 if (normal)
4888 ptr = normal + stride_idx * si->elements[WINED3D_FFP_NORMAL].stride;
4889 ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptr);
4892 if (diffuse)
4894 ptr = diffuse + stride_idx * si->elements[WINED3D_FFP_DIFFUSE].stride;
4895 ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptr);
4897 if (untracked_material_count)
4899 struct wined3d_color color;
4900 unsigned int i;
4902 wined3d_color_from_d3dcolor(&color, *(const DWORD *)ptr);
4903 for (i = 0; i < untracked_material_count; ++i)
4905 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK,
4906 context_gl->untracked_materials[i], &color.r);
4911 if (specular)
4913 ptr = specular + stride_idx * si->elements[WINED3D_FFP_SPECULAR].stride;
4914 ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptr);
4916 if (specular_fog)
4917 GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD *)ptr >> 24)));
4920 tmp_tex_mask = tex_mask;
4921 while (tmp_tex_mask)
4923 texture_idx = wined3d_bit_scan(&tmp_tex_mask);
4924 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
4925 ptr = tex_coords[coord_idx] + (stride_idx * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
4926 ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
4927 GL_TEXTURE0_ARB + context_gl->tex_unit_map[texture_idx], ptr);
4930 if (position)
4932 ptr = position + stride_idx * si->elements[WINED3D_FFP_POSITION].stride;
4933 ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptr);
4937 gl_info->gl_ops.gl.p_glEnd();
4938 checkGLcall("draw immediate mode");
4941 static void wined3d_context_gl_draw_indirect(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
4942 const struct wined3d_indirect_draw_parameters *parameters, unsigned int idx_size)
4944 struct wined3d_bo_gl *bo_gl = wined3d_bo_gl(parameters->buffer->buffer_object);
4945 GLenum gl_primitive_type = gl_primitive_type_from_d3d(state->primitive_type);
4946 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4947 const void *offset;
4949 if (!gl_info->supported[ARB_DRAW_INDIRECT])
4951 FIXME("OpenGL implementation does not support indirect draws.\n");
4952 return;
4955 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, bo_gl->id));
4957 offset = (const uint8_t *)bo_gl->b.buffer_offset + parameters->offset;
4958 if (idx_size)
4960 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
4961 if (state->index_offset)
4962 FIXME("Ignoring index offset %u.\n", state->index_offset);
4963 GL_EXTCALL(glDrawElementsIndirect(gl_primitive_type, idx_type, offset));
4965 else
4967 GL_EXTCALL(glDrawArraysIndirect(gl_primitive_type, offset));
4970 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0));
4971 wined3d_context_gl_reference_bo(context_gl, bo_gl);
4973 checkGLcall("draw indirect");
4976 static void remove_vbos(struct wined3d_context *context,
4977 const struct wined3d_state *state, struct wined3d_stream_info *s)
4979 unsigned int i;
4981 for (i = 0; i < ARRAY_SIZE(s->elements); ++i)
4983 struct wined3d_stream_info_element *e;
4985 if (!(s->use_map & (1u << i)))
4986 continue;
4988 e = &s->elements[i];
4989 if (e->data.buffer_object)
4991 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
4992 e->data.buffer_object = 0;
4993 e->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(vb, context);
4998 static GLenum gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
5000 GLenum gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
5001 switch (gl_primitive_type)
5003 case GL_POINTS:
5004 return GL_POINTS;
5006 case GL_LINE_STRIP:
5007 case GL_LINE_STRIP_ADJACENCY:
5008 case GL_LINES_ADJACENCY:
5009 case GL_LINES:
5010 return GL_LINES;
5012 case GL_TRIANGLE_FAN:
5013 case GL_TRIANGLE_STRIP:
5014 case GL_TRIANGLE_STRIP_ADJACENCY:
5015 case GL_TRIANGLES_ADJACENCY:
5016 case GL_TRIANGLES:
5017 return GL_TRIANGLES;
5019 default:
5020 return gl_primitive_type;
5024 /* Routine common to the draw primitive and draw indexed primitive routines */
5025 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
5026 const struct wined3d_draw_parameters *parameters)
5028 BOOL emulation = FALSE, rasterizer_discard = FALSE;
5029 const struct wined3d_fb_state *fb = &state->fb;
5030 const struct wined3d_stream_info *stream_info;
5031 struct wined3d_rendertarget_view *dsv, *rtv;
5032 struct wined3d_stream_info si_emulated;
5033 const struct wined3d_gl_info *gl_info;
5034 struct wined3d_context_gl *context_gl;
5035 struct wined3d_context *context;
5036 unsigned int i, idx_size = 0;
5037 const void *idx_data = NULL;
5039 TRACE("device %p, state %p, parameters %p.\n", device, state, parameters);
5041 if (!parameters->indirect && !parameters->u.direct.index_count)
5042 return;
5044 if (!parameters->indirect)
5045 TRACE("base_vertex_idx %d, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
5046 parameters->u.direct.base_vertex_idx, parameters->u.direct.start_idx,
5047 parameters->u.direct.index_count, parameters->u.direct.start_instance,
5048 parameters->u.direct.instance_count);
5050 if (!(rtv = fb->render_targets[0]))
5051 rtv = fb->depth_stencil;
5053 if (rtv && rtv->resource->type == WINED3D_RTYPE_BUFFER)
5055 FIXME("Buffer render targets not implemented.\n");
5056 return;
5059 if (rtv)
5060 context = context_acquire(device, wined3d_texture_from_resource(rtv->resource), rtv->sub_resource_idx);
5061 else
5062 context = context_acquire(device, NULL, 0);
5063 context_gl = wined3d_context_gl(context);
5064 if (!context_gl->valid)
5066 context_release(context);
5067 WARN("Invalid context, skipping draw.\n");
5068 return;
5070 gl_info = context_gl->gl_info;
5072 if (!use_transform_feedback(state))
5073 wined3d_context_gl_pause_transform_feedback(context_gl, TRUE);
5075 for (i = 0; i < gl_info->limits.buffers; ++i)
5077 if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
5078 continue;
5080 if (wined3d_blend_state_get_writemask(state->blend_state, i))
5082 wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding);
5083 wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
5085 else
5087 wined3d_rendertarget_view_prepare_location(rtv, context, rtv->resource->draw_binding);
5091 if ((dsv = fb->depth_stencil))
5093 /* Note that this depends on the context_acquire() call above to set
5094 * context->render_offscreen properly. We don't currently take the
5095 * Z-compare function into account, but we could skip loading the
5096 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
5097 * that we never copy the stencil data.*/
5098 DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
5100 if (wined3d_state_uses_depth_buffer(state))
5101 wined3d_rendertarget_view_load_location(dsv, context, location);
5102 else
5103 wined3d_rendertarget_view_prepare_location(dsv, context, location);
5106 if (parameters->indirect)
5107 wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
5109 if (!context_apply_draw_state(context, device, state, parameters->indexed))
5111 context_release(context);
5112 WARN("Unable to apply draw state, skipping draw.\n");
5113 return;
5116 if (dsv && (!state->depth_stencil_state || state->depth_stencil_state->desc.depth_write))
5118 DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
5120 wined3d_rendertarget_view_validate_location(dsv, location);
5121 wined3d_rendertarget_view_invalidate_location(dsv, ~location);
5124 stream_info = &context->stream_info;
5126 if (parameters->indexed)
5128 struct wined3d_buffer *index_buffer = state->index_buffer;
5129 struct wined3d_bo *bo = index_buffer->buffer_object;
5131 if (!bo || !stream_info->all_vbo)
5132 idx_data = index_buffer->resource.heap_memory;
5133 else
5134 idx_data = (void *)bo->buffer_offset;
5135 idx_data = (const BYTE *)idx_data + state->index_offset;
5137 if (state->index_format == WINED3DFMT_R16_UINT)
5138 idx_size = 2;
5139 else
5140 idx_size = 4;
5143 if (!use_vs(state))
5145 if (!stream_info->position_transformed && context_gl->untracked_material_count
5146 && state->render_states[WINED3D_RS_LIGHTING])
5148 static BOOL warned;
5150 if (!warned++)
5151 FIXME("Using software emulation because not all material properties could be tracked.\n");
5152 else
5153 WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n");
5154 emulation = TRUE;
5156 else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
5158 static BOOL warned;
5160 /* Either write a pipeline replacement shader or convert the
5161 * specular alpha from unsigned byte to a float in the vertex
5162 * buffer. */
5163 if (!warned++)
5164 FIXME("Using software emulation because manual fog coordinates are provided.\n");
5165 else
5166 WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n");
5167 emulation = TRUE;
5170 if (emulation)
5172 si_emulated = context->stream_info;
5173 remove_vbos(context, state, &si_emulated);
5174 stream_info = &si_emulated;
5178 if (use_transform_feedback(state))
5180 const struct wined3d_shader *shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
5182 if (is_rasterization_disabled(shader))
5184 glEnable(GL_RASTERIZER_DISCARD);
5185 checkGLcall("enable rasterizer discard");
5186 rasterizer_discard = TRUE;
5189 if (context->transform_feedback_paused)
5191 GL_EXTCALL(glResumeTransformFeedback());
5192 checkGLcall("glResumeTransformFeedback");
5193 context->transform_feedback_paused = 0;
5195 else if (!context->transform_feedback_active)
5197 enum wined3d_primitive_type primitive_type = shader->u.gs.output_type
5198 ? shader->u.gs.output_type : state->primitive_type;
5199 GLenum mode = gl_tfb_primitive_type_from_d3d(primitive_type);
5200 GL_EXTCALL(glBeginTransformFeedback(mode));
5201 checkGLcall("glBeginTransformFeedback");
5202 context->transform_feedback_active = 1;
5206 if (state->primitive_type == WINED3D_PT_PATCH)
5208 GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES, state->patch_vertex_count));
5209 checkGLcall("glPatchParameteri");
5212 if (context->uses_fbo_attached_resources)
5214 static unsigned int fixme_once;
5216 if (gl_info->supported[ARB_TEXTURE_BARRIER])
5218 GL_EXTCALL(glTextureBarrier());
5220 else if (gl_info->supported[NV_TEXTURE_BARRIER])
5222 GL_EXTCALL(glTextureBarrierNV());
5224 else
5226 if (!fixme_once++)
5227 FIXME("Sampling attached render targets is not supported.\n");
5229 WARN("Sampling attached render targets is not supported, skipping draw.\n");
5230 context_release(context);
5231 return;
5233 checkGLcall("glTextureBarrier");
5236 if (parameters->indirect)
5238 if (!context->use_immediate_mode_draw && !emulation)
5239 wined3d_context_gl_draw_indirect(context_gl, state, &parameters->u.indirect, idx_size);
5240 else
5241 FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
5243 else
5245 unsigned int instance_count = parameters->u.direct.instance_count;
5246 if (context->instance_count)
5247 instance_count = context->instance_count;
5249 if (context->use_immediate_mode_draw || emulation)
5250 draw_primitive_immediate_mode(wined3d_context_gl(context), state, stream_info, idx_data,
5251 idx_size, parameters->u.direct.base_vertex_idx,
5252 parameters->u.direct.start_idx, parameters->u.direct.index_count, instance_count);
5253 else
5254 wined3d_context_gl_draw_primitive_arrays(context_gl, state, idx_data, idx_size,
5255 parameters->u.direct.base_vertex_idx, parameters->u.direct.start_idx,
5256 parameters->u.direct.index_count, parameters->u.direct.start_instance, instance_count);
5259 if (context->uses_uavs)
5261 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
5262 checkGLcall("glMemoryBarrier");
5265 wined3d_context_gl_pause_transform_feedback(context_gl, FALSE);
5267 if (rasterizer_discard)
5269 glDisable(GL_RASTERIZER_DISCARD);
5270 checkGLcall("disable rasterizer discard");
5273 context_release(context);
5275 TRACE("Draw completed.\n");
5278 void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl *context_gl)
5280 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5281 unsigned int texture_idx;
5283 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
5285 gl_info->gl_ops.ext.p_glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx);
5286 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
5290 static const void *get_vertex_attrib_pointer(const struct wined3d_stream_info_element *element,
5291 const struct wined3d_state *state)
5293 const uint8_t *offset = element->data.addr + state->load_base_vertex_index * element->stride;
5295 if (element->data.buffer_object)
5296 offset += element->data.buffer_object->buffer_offset;
5297 return offset;
5300 void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context_gl,
5301 const struct wined3d_stream_info *si, GLuint *current_bo, const struct wined3d_state *state)
5303 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5304 const struct wined3d_format_gl *format_gl;
5305 unsigned int mapped_stage = 0;
5306 unsigned int texture_idx;
5307 GLuint bo;
5309 for (texture_idx = 0; texture_idx < context_gl->c.d3d_info->limits.ffp_blend_stages; ++texture_idx)
5311 unsigned int coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
5313 if ((mapped_stage = context_gl->tex_unit_map[texture_idx]) == WINED3D_UNMAPPED_STAGE)
5314 continue;
5316 if (mapped_stage >= gl_info->limits.texture_coords)
5318 FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage);
5319 continue;
5322 if (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5324 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx];
5326 TRACE("Setting up texture %u, idx %u, coord_idx %u, data %s.\n",
5327 texture_idx, mapped_stage, coord_idx, debug_bo_address(&e->data));
5329 bo = wined3d_bo_gl_id(e->data.buffer_object);
5330 if (*current_bo != bo)
5332 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5333 checkGLcall("glBindBuffer");
5334 *current_bo = bo;
5337 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
5338 checkGLcall("glClientActiveTextureARB");
5340 /* The coords to supply depend completely on the fvf/vertex shader. */
5341 format_gl = wined3d_format_gl(e->format);
5342 gl_info->gl_ops.gl.p_glTexCoordPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride,
5343 get_vertex_attrib_pointer(e, state));
5344 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
5345 state->streams[e->stream_idx].buffer->bo_user.valid = true;
5347 else
5349 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
5352 if (gl_info->supported[NV_REGISTER_COMBINERS])
5354 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
5355 for (texture_idx = mapped_stage + 1; texture_idx < gl_info->limits.textures; ++texture_idx)
5357 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
5361 checkGLcall("loadTexCoords");
5364 /* This should match any arrays loaded in wined3d_context_gl_load_vertex_data(). */
5365 static void wined3d_context_gl_unload_vertex_data(struct wined3d_context_gl *context_gl)
5367 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5369 if (!context_gl->c.namedArraysLoaded)
5370 return;
5371 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
5372 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
5373 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
5374 if (gl_info->supported[EXT_SECONDARY_COLOR])
5375 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
5376 wined3d_context_gl_unload_tex_coords(context_gl);
5377 context_gl->c.namedArraysLoaded = FALSE;
5380 static void wined3d_context_gl_load_vertex_data(struct wined3d_context_gl *context_gl,
5381 const struct wined3d_stream_info *si, const struct wined3d_state *state)
5383 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5384 const struct wined3d_stream_info_element *e;
5385 const struct wined3d_format_gl *format_gl;
5386 GLuint current_bo, bo;
5387 const void *offset;
5389 TRACE("context_gl %p, si %p, state %p.\n", context_gl, si, state);
5391 /* This is used for the fixed-function pipeline only, and the
5392 * fixed-function pipeline doesn't do instancing. */
5393 context_gl->c.instance_count = 0;
5394 current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
5396 /* Blend data */
5397 if ((si->use_map & (1u << WINED3D_FFP_BLENDWEIGHT))
5398 || si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
5400 /* TODO: Support vertex blending in immediate mode draws. No need to
5401 * write a FIXME here, this is done after the general vertex
5402 * declaration decoding. */
5403 WARN("Vertex blending not supported.\n");
5406 /* Point Size */
5407 if (si->use_map & (1u << WINED3D_FFP_PSIZE))
5409 /* No such functionality in the fixed-function GL pipeline. */
5410 WARN("Per-vertex point size not supported.\n");
5413 /* Position */
5414 if (si->use_map & (1u << WINED3D_FFP_POSITION))
5416 e = &si->elements[WINED3D_FFP_POSITION];
5417 format_gl = wined3d_format_gl(e->format);
5418 offset = get_vertex_attrib_pointer(e, state);
5420 bo = wined3d_bo_gl_id(e->data.buffer_object);
5421 if (current_bo != bo)
5423 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5424 checkGLcall("glBindBuffer");
5425 current_bo = bo;
5428 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n", format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5429 gl_info->gl_ops.gl.p_glVertexPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5430 checkGLcall("glVertexPointer(...)");
5431 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
5432 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
5433 state->streams[e->stream_idx].buffer->bo_user.valid = true;
5436 /* Normals */
5437 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
5439 e = &si->elements[WINED3D_FFP_NORMAL];
5440 format_gl = wined3d_format_gl(e->format);
5441 offset = get_vertex_attrib_pointer(e, state);
5443 bo = wined3d_bo_gl_id(e->data.buffer_object);
5444 if (current_bo != bo)
5446 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5447 checkGLcall("glBindBuffer");
5448 current_bo = bo;
5451 TRACE("glNormalPointer(%#x, %#x, %p);\n", format_gl->vtx_type, e->stride, offset);
5452 gl_info->gl_ops.gl.p_glNormalPointer(format_gl->vtx_type, e->stride, offset);
5453 checkGLcall("glNormalPointer(...)");
5454 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
5455 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
5456 state->streams[e->stream_idx].buffer->bo_user.valid = true;
5458 else
5460 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
5461 checkGLcall("glNormal3f(0, 0, 0)");
5464 /* Diffuse colour */
5465 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
5467 e = &si->elements[WINED3D_FFP_DIFFUSE];
5468 format_gl = wined3d_format_gl(e->format);
5469 offset = get_vertex_attrib_pointer(e, state);
5471 bo = wined3d_bo_gl_id(e->data.buffer_object);
5472 if (current_bo != bo)
5474 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5475 checkGLcall("glBindBuffer");
5476 current_bo = bo;
5479 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
5480 format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5481 gl_info->gl_ops.gl.p_glColorPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5482 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
5483 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
5484 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
5485 state->streams[e->stream_idx].buffer->bo_user.valid = true;
5487 else
5489 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
5490 checkGLcall("glColor4f(1, 1, 1, 1)");
5493 /* Specular colour */
5494 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
5496 TRACE("Setting specular colour.\n");
5498 e = &si->elements[WINED3D_FFP_SPECULAR];
5499 offset = get_vertex_attrib_pointer(e, state);
5501 if (gl_info->supported[EXT_SECONDARY_COLOR])
5503 GLint format;
5504 GLenum type;
5506 format_gl = wined3d_format_gl(e->format);
5507 type = format_gl->vtx_type;
5508 format = format_gl->vtx_format;
5510 bo = wined3d_bo_gl_id(e->data.buffer_object);
5511 if (current_bo != bo)
5513 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5514 checkGLcall("glBindBuffer");
5515 current_bo = bo;
5518 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
5520 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
5521 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
5522 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
5523 * 4 component secondary colors use it
5525 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride, offset);
5526 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride, offset));
5527 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
5529 else
5531 switch (type)
5533 case GL_UNSIGNED_BYTE:
5534 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride, offset);
5535 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride, offset));
5536 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
5537 break;
5539 default:
5540 FIXME("Add 4 component specular colour pointers for type %#x.\n", type);
5541 /* Make sure that the right colour component is dropped. */
5542 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride, offset);
5543 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride, offset));
5544 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
5547 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
5548 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
5549 state->streams[e->stream_idx].buffer->bo_user.valid = true;
5551 else
5553 WARN("Specular colour is not supported in this GL implementation.\n");
5556 else
5558 if (gl_info->supported[EXT_SECONDARY_COLOR])
5560 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
5561 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
5563 else
5565 WARN("Specular colour is not supported in this GL implementation.\n");
5569 /* Texture coordinates */
5570 wined3d_context_gl_load_tex_coords(context_gl, si, &current_bo, state);
5573 static void wined3d_context_gl_unload_numbered_array(struct wined3d_context_gl *context_gl, unsigned int i)
5575 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5577 GL_EXTCALL(glDisableVertexAttribArray(i));
5578 checkGLcall("glDisableVertexAttribArray");
5579 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
5580 GL_EXTCALL(glVertexAttribDivisor(i, 0));
5582 context_gl->c.numbered_array_mask &= ~(1u << i);
5585 static void wined3d_context_gl_unload_numbered_arrays(struct wined3d_context_gl *context_gl)
5587 uint32_t mask = context_gl->c.numbered_array_mask;
5588 unsigned int i;
5590 while (mask)
5592 i = wined3d_bit_scan(&mask);
5593 wined3d_context_gl_unload_numbered_array(context_gl, i);
5597 static void wined3d_context_gl_load_numbered_arrays(struct wined3d_context_gl *context_gl,
5598 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
5600 struct wined3d_context *context = &context_gl->c;
5601 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
5602 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5603 GLuint current_bo, bo;
5604 unsigned int i;
5606 /* Default to no instancing. */
5607 context->instance_count = 0;
5608 current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
5610 for (i = 0; i < MAX_ATTRIBS; ++i)
5612 const struct wined3d_stream_info_element *element = &stream_info->elements[i];
5613 const void *offset = get_vertex_attrib_pointer(element, state);
5614 const struct wined3d_stream_state *stream;
5615 const struct wined3d_format_gl *format_gl;
5617 if (!(stream_info->use_map & (1u << i)))
5619 if (context->numbered_array_mask & (1u << i))
5620 wined3d_context_gl_unload_numbered_array(context_gl, i);
5621 if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
5623 if (!(context_gl->default_attrib_value_set & (1u << i)) || !context_gl->diffuse_attrib_to_1)
5625 GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
5626 context_gl->diffuse_attrib_to_1 = 1;
5629 else
5631 if (!(context_gl->default_attrib_value_set & (1u << i)))
5633 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
5634 if (i == WINED3D_FFP_DIFFUSE)
5635 context_gl->diffuse_attrib_to_1 = 0;
5638 context_gl->default_attrib_value_set |= 1u << i;
5639 continue;
5642 format_gl = wined3d_format_gl(element->format);
5643 stream = &state->streams[element->stream_idx];
5644 stream->buffer->bo_user.valid = true;
5646 if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count)
5647 context->instance_count = state->streams[0].frequency;
5649 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
5651 unsigned int divisor = 0;
5653 if (element->instanced)
5654 divisor = element->divisor ? element->divisor : UINT_MAX;
5655 GL_EXTCALL(glVertexAttribDivisor(i, divisor));
5657 else if (element->divisor)
5659 /* Unload instanced arrays, they will be loaded using immediate
5660 * mode instead. */
5661 if (context->numbered_array_mask & (1u << i))
5662 wined3d_context_gl_unload_numbered_array(context_gl, i);
5663 context_gl->default_attrib_value_set &= ~(1u << i);
5664 continue;
5667 TRACE("Loading array %u %s.\n", i, debug_bo_address(&element->data));
5669 if (element->stride)
5671 DWORD format_flags = format_gl->f.flags[WINED3D_GL_RES_TYPE_BUFFER];
5673 bo = wined3d_bo_gl_id(element->data.buffer_object);
5674 if (current_bo != bo)
5676 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5677 checkGLcall("glBindBuffer");
5678 current_bo = bo;
5680 /* Use the VBO to find out if a vertex buffer exists, not the vb
5681 * pointer. vb can point to a user pointer data blob. In that case
5682 * current_bo will be 0. If there is a vertex buffer but no vbo we
5683 * won't be load converted attributes anyway. */
5684 if (vs && vs->reg_maps.shader_version.major >= 4 && (format_flags & WINED3DFMT_FLAG_INTEGER))
5686 GL_EXTCALL(glVertexAttribIPointer(i, format_gl->vtx_format,
5687 format_gl->vtx_type, element->stride, offset));
5689 else
5691 GL_EXTCALL(glVertexAttribPointer(i, format_gl->vtx_format, format_gl->vtx_type,
5692 !!(format_flags & WINED3DFMT_FLAG_NORMALISED), element->stride, offset));
5695 if (!(context->numbered_array_mask & (1u << i)))
5697 GL_EXTCALL(glEnableVertexAttribArray(i));
5698 context->numbered_array_mask |= (1u << i);
5701 else
5703 /* Stride = 0 means always the same values.
5704 * glVertexAttribPointer() doesn't do that. Instead disable the
5705 * pointer and set up the attribute statically. But we have to
5706 * figure out the system memory address. */
5707 const BYTE *ptr = element->data.addr;
5708 if (element->data.buffer_object)
5709 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(stream->buffer, context);
5711 if (context->numbered_array_mask & (1u << i))
5712 wined3d_context_gl_unload_numbered_array(context_gl, i);
5714 switch (format_gl->f.id)
5716 case WINED3DFMT_R32_FLOAT:
5717 GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
5718 break;
5719 case WINED3DFMT_R32G32_FLOAT:
5720 GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
5721 break;
5722 case WINED3DFMT_R32G32B32_FLOAT:
5723 GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
5724 break;
5725 case WINED3DFMT_R32G32B32A32_FLOAT:
5726 GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
5727 break;
5728 case WINED3DFMT_R8G8B8A8_UINT:
5729 GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
5730 break;
5731 case WINED3DFMT_B8G8R8A8_UNORM:
5732 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
5734 const DWORD *src = (const DWORD *)ptr;
5735 DWORD c = *src & 0xff00ff00u;
5736 c |= (*src & 0xff0000u) >> 16;
5737 c |= (*src & 0xffu) << 16;
5738 GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
5739 break;
5741 /* else fallthrough */
5742 case WINED3DFMT_R8G8B8A8_UNORM:
5743 GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
5744 break;
5745 case WINED3DFMT_R16G16_SINT:
5746 GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
5747 break;
5748 case WINED3DFMT_R16G16B16A16_SINT:
5749 GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
5750 break;
5751 case WINED3DFMT_R16G16_SNORM:
5753 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
5754 GL_EXTCALL(glVertexAttrib4Nsv(i, s));
5755 break;
5757 case WINED3DFMT_R16G16_UNORM:
5759 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
5760 GL_EXTCALL(glVertexAttrib4Nusv(i, s));
5761 break;
5763 case WINED3DFMT_R16G16B16A16_SNORM:
5764 GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
5765 break;
5766 case WINED3DFMT_R16G16B16A16_UNORM:
5767 GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
5768 break;
5769 case WINED3DFMT_R10G10B10X2_UINT:
5770 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
5771 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
5772 break;
5773 case WINED3DFMT_R10G10B10X2_SNORM:
5774 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
5775 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
5776 break;
5777 case WINED3DFMT_R16G16_FLOAT:
5778 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
5780 /* Not supported by GL_ARB_half_float_vertex. */
5781 GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
5783 else
5785 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
5786 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
5787 GL_EXTCALL(glVertexAttrib2f(i, x, y));
5789 break;
5790 case WINED3DFMT_R16G16B16A16_FLOAT:
5791 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
5793 /* Not supported by GL_ARB_half_float_vertex. */
5794 GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
5796 else
5798 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
5799 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
5800 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
5801 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
5802 GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
5804 break;
5805 default:
5806 ERR("Unexpected declaration in stride 0 attributes.\n");
5807 break;
5810 context_gl->default_attrib_value_set &= ~(1u << i);
5813 checkGLcall("Loading numbered arrays");
5816 void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl *context_gl,
5817 const struct wined3d_state *state)
5819 if (context_gl->c.use_immediate_mode_draw)
5820 return;
5822 wined3d_context_gl_unload_vertex_data(context_gl);
5823 if (context_gl->c.d3d_info->ffp_generic_attributes || use_vs(state))
5825 TRACE("Loading numbered arrays.\n");
5826 wined3d_context_gl_load_numbered_arrays(context_gl, &context_gl->c.stream_info, state);
5827 return;
5830 TRACE("Loading named arrays.\n");
5831 wined3d_context_gl_unload_numbered_arrays(context_gl);
5832 wined3d_context_gl_load_vertex_data(context_gl, &context_gl->c.stream_info, state);
5833 context_gl->c.namedArraysLoaded = TRUE;
5836 static void apply_texture_blit_state(const struct wined3d_gl_info *gl_info, struct gl_texture *texture,
5837 GLenum target, unsigned int level, enum wined3d_texture_filter_type filter)
5839 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
5840 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
5841 wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
5842 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
5843 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
5844 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
5845 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
5846 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, level);
5848 /* We changed the filtering settings on the texture. Make sure they get
5849 * reset on subsequent draws. */
5850 texture->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
5851 texture->sampler_desc.min_filter = WINED3D_TEXF_POINT;
5852 texture->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
5853 texture->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
5854 texture->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
5855 texture->sampler_desc.srgb_decode = FALSE;
5856 texture->base_level = level;
5859 /* Context activation is done by the caller. */
5860 void wined3d_context_gl_draw_shaded_quad(struct wined3d_context_gl *context_gl, struct wined3d_texture_gl *texture_gl,
5861 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
5862 enum wined3d_texture_filter_type filter)
5864 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5865 struct wined3d_blt_info info;
5866 unsigned int level, w, h, i;
5867 SIZE dst_size;
5868 struct blit_vertex
5870 float x, y;
5871 struct wined3d_vec3 texcoord;
5873 quad[4];
5875 texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
5877 level = sub_resource_idx % texture_gl->t.level_count;
5878 wined3d_context_gl_bind_texture(context_gl, info.bind_target, texture_gl->texture_rgb.name);
5879 apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
5880 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
5882 wined3d_context_gl_get_rt_size(context_gl, &dst_size);
5883 w = dst_size.cx;
5884 h = dst_size.cy;
5886 quad[0].x = dst_rect->left * 2.0f / w - 1.0f;
5887 quad[0].y = dst_rect->top * 2.0f / h - 1.0f;
5888 quad[0].texcoord = info.texcoords[0];
5890 quad[1].x = dst_rect->right * 2.0f / w - 1.0f;
5891 quad[1].y = dst_rect->top * 2.0f / h - 1.0f;
5892 quad[1].texcoord = info.texcoords[1];
5894 quad[2].x = dst_rect->left * 2.0f / w - 1.0f;
5895 quad[2].y = dst_rect->bottom * 2.0f / h - 1.0f;
5896 quad[2].texcoord = info.texcoords[2];
5898 quad[3].x = dst_rect->right * 2.0f / w - 1.0f;
5899 quad[3].y = dst_rect->bottom * 2.0f / h - 1.0f;
5900 quad[3].texcoord = info.texcoords[3];
5902 /* Draw a quad. */
5903 if (gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
5905 if (!context_gl->blit_vbo)
5906 GL_EXTCALL(glGenBuffers(1, &context_gl->blit_vbo));
5907 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, context_gl->blit_vbo));
5909 wined3d_context_gl_unload_vertex_data(context_gl);
5910 wined3d_context_gl_unload_numbered_arrays(context_gl);
5912 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STREAM_DRAW));
5913 GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, sizeof(*quad), NULL));
5914 GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT, FALSE, sizeof(*quad),
5915 (void *)FIELD_OFFSET(struct blit_vertex, texcoord)));
5917 GL_EXTCALL(glEnableVertexAttribArray(0));
5918 GL_EXTCALL(glEnableVertexAttribArray(1));
5920 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
5922 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
5923 GL_EXTCALL(glDisableVertexAttribArray(1));
5924 GL_EXTCALL(glDisableVertexAttribArray(0));
5926 else
5928 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
5930 for (i = 0; i < ARRAY_SIZE(quad); ++i)
5932 GL_EXTCALL(glVertexAttrib3fv(1, &quad[i].texcoord.x));
5933 GL_EXTCALL(glVertexAttrib2fv(0, &quad[i].x));
5936 gl_info->gl_ops.gl.p_glEnd();
5938 checkGLcall("draw");
5940 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
5941 wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);
5944 /* Context activation is done by the caller. */
5945 void wined3d_context_gl_draw_textured_quad(struct wined3d_context_gl *context_gl,
5946 struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
5947 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter)
5949 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5950 struct wined3d_blt_info info;
5951 unsigned int level;
5953 texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
5955 gl_info->gl_ops.gl.p_glEnable(info.bind_target);
5956 checkGLcall("glEnable(bind_target)");
5958 level = sub_resource_idx % texture_gl->t.level_count;
5959 wined3d_context_gl_bind_texture(context_gl, info.bind_target, texture_gl->texture_rgb.name);
5960 apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
5961 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
5962 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
5963 checkGLcall("glTexEnvi");
5965 /* Draw a quad. */
5966 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
5967 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[0].x);
5968 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top);
5970 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[1].x);
5971 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top);
5973 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[2].x);
5974 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom);
5976 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[3].x);
5977 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom);
5978 gl_info->gl_ops.gl.p_glEnd();
5980 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
5981 wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);