2 * Context and render target management in wined3d
4 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "wine/port.h"
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous
);
36 #define WINED3D_MAX_FBO_ENTRIES 64
38 static DWORD wined3d_context_tls_idx
;
40 /* FBO helper functions */
42 /* Context activation is done by the caller. */
43 static void context_bind_fbo(struct wined3d_context
*context
, GLenum target
, GLuint fbo
)
45 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
49 case GL_READ_FRAMEBUFFER
:
50 if (context
->fbo_read_binding
== fbo
) return;
51 context
->fbo_read_binding
= fbo
;
54 case GL_DRAW_FRAMEBUFFER
:
55 if (context
->fbo_draw_binding
== fbo
) return;
56 context
->fbo_draw_binding
= fbo
;
60 if (context
->fbo_read_binding
== fbo
61 && context
->fbo_draw_binding
== fbo
) return;
62 context
->fbo_read_binding
= fbo
;
63 context
->fbo_draw_binding
= fbo
;
67 FIXME("Unhandled target %#x.\n", target
);
71 gl_info
->fbo_ops
.glBindFramebuffer(target
, fbo
);
72 checkGLcall("glBindFramebuffer()");
75 /* Context activation is done by the caller. */
76 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
80 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
82 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
83 checkGLcall("glFramebufferTexture2D()");
85 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
86 checkGLcall("glFramebufferTexture2D()");
88 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
89 checkGLcall("glFramebufferTexture2D()");
92 /* Context activation is done by the caller. */
93 static void context_destroy_fbo(struct wined3d_context
*context
, GLuint fbo
)
95 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
97 context_bind_fbo(context
, GL_FRAMEBUFFER
, fbo
);
98 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
99 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
101 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
102 checkGLcall("glDeleteFramebuffers()");
105 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info
*gl_info
,
106 GLenum fbo_target
, DWORD format_flags
, GLuint rb
)
108 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
110 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
111 checkGLcall("glFramebufferRenderbuffer()");
114 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
116 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
117 checkGLcall("glFramebufferRenderbuffer()");
121 /* Context activation is done by the caller. */
122 static void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
123 GLenum fbo_target
, struct wined3d_surface
*depth_stencil
, DWORD location
)
125 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
127 TRACE("Attach depth stencil %p\n", depth_stencil
);
131 DWORD format_flags
= depth_stencil
->resource
.format_flags
;
133 if (depth_stencil
->current_renderbuffer
)
135 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
136 format_flags
, depth_stencil
->current_renderbuffer
->id
);
142 case WINED3D_LOCATION_TEXTURE_RGB
:
143 case WINED3D_LOCATION_TEXTURE_SRGB
:
144 wined3d_texture_prepare_texture(depth_stencil
->container
, context
, FALSE
);
146 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
148 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
,
149 depth_stencil
->texture_target
, depth_stencil
->container
->texture_rgb
.name
,
150 depth_stencil
->texture_level
);
151 checkGLcall("glFramebufferTexture2D()");
154 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
156 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
,
157 depth_stencil
->texture_target
, depth_stencil
->container
->texture_rgb
.name
,
158 depth_stencil
->texture_level
);
159 checkGLcall("glFramebufferTexture2D()");
163 case WINED3D_LOCATION_RB_MULTISAMPLE
:
164 surface_prepare_rb(depth_stencil
, gl_info
, TRUE
);
165 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
166 format_flags
, depth_stencil
->rb_multisample
);
169 case WINED3D_LOCATION_RB_RESOLVED
:
170 surface_prepare_rb(depth_stencil
, gl_info
, FALSE
);
171 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
172 format_flags
, depth_stencil
->rb_resolved
);
176 ERR("Unsupported location %s (%#x).\n", wined3d_debug_location(location
), location
);
181 if (!(format_flags
& WINED3DFMT_FLAG_DEPTH
))
183 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
184 checkGLcall("glFramebufferTexture2D()");
187 if (!(format_flags
& WINED3DFMT_FLAG_STENCIL
))
189 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
190 checkGLcall("glFramebufferTexture2D()");
195 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
196 checkGLcall("glFramebufferTexture2D()");
198 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
199 checkGLcall("glFramebufferTexture2D()");
203 /* Context activation is done by the caller. */
204 static void context_attach_surface_fbo(struct wined3d_context
*context
,
205 GLenum fbo_target
, DWORD idx
, struct wined3d_surface
*surface
, DWORD location
)
207 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
209 TRACE("Attach surface %p to %u\n", surface
, idx
);
211 if (surface
&& surface
->resource
.format
->id
!= WINED3DFMT_NULL
)
217 case WINED3D_LOCATION_TEXTURE_RGB
:
218 case WINED3D_LOCATION_TEXTURE_SRGB
:
219 srgb
= location
== WINED3D_LOCATION_TEXTURE_SRGB
;
220 wined3d_texture_prepare_texture(surface
->container
, context
, srgb
);
221 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
222 surface
->texture_target
, surface_get_texture_name(surface
, gl_info
, srgb
),
223 surface
->texture_level
);
224 checkGLcall("glFramebufferTexture2D()");
227 case WINED3D_LOCATION_RB_MULTISAMPLE
:
228 surface_prepare_rb(surface
, gl_info
, TRUE
);
229 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
230 GL_RENDERBUFFER
, surface
->rb_multisample
);
231 checkGLcall("glFramebufferRenderbuffer()");
234 case WINED3D_LOCATION_RB_RESOLVED
:
235 surface_prepare_rb(surface
, gl_info
, FALSE
);
236 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
237 GL_RENDERBUFFER
, surface
->rb_resolved
);
238 checkGLcall("glFramebufferRenderbuffer()");
242 ERR("Unsupported location %s (%#x).\n", wined3d_debug_location(location
), location
);
248 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, GL_TEXTURE_2D
, 0, 0);
249 checkGLcall("glFramebufferTexture2D()");
253 /* Context activation is done by the caller. */
254 void context_check_fbo_status(const struct wined3d_context
*context
, GLenum target
)
256 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
259 if (!FIXME_ON(d3d
)) return;
261 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
262 if (status
== GL_FRAMEBUFFER_COMPLETE
)
264 TRACE("FBO complete\n");
268 const struct wined3d_surface
*attachment
;
271 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
273 if (!context
->current_fbo
)
275 ERR("FBO 0 is incomplete, driver bug?\n");
279 FIXME("\tColor Location %s (%#x).\n", wined3d_debug_location(context
->current_fbo
->color_location
),
280 context
->current_fbo
->color_location
);
281 FIXME("\tDepth Stencil Location %s (%#x).\n", wined3d_debug_location(context
->current_fbo
->ds_location
),
282 context
->current_fbo
->ds_location
);
284 /* Dump the FBO attachments */
285 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
287 attachment
= context
->current_fbo
->render_targets
[i
];
290 FIXME("\tColor attachment %d: (%p) %s %ux%u %u samples.\n",
291 i
, attachment
, debug_d3dformat(attachment
->resource
.format
->id
),
292 attachment
->pow2Width
, attachment
->pow2Height
, attachment
->resource
.multisample_type
);
295 attachment
= context
->current_fbo
->depth_stencil
;
298 FIXME("\tDepth attachment: (%p) %s %ux%u %u samples.\n",
299 attachment
, debug_d3dformat(attachment
->resource
.format
->id
),
300 attachment
->pow2Width
, attachment
->pow2Height
, attachment
->resource
.multisample_type
);
305 static inline DWORD
context_generate_rt_mask(GLenum buffer
)
307 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
308 return buffer
? (1 << 31) | buffer
: 0;
311 static inline DWORD
context_generate_rt_mask_from_surface(const struct wined3d_surface
*target
)
313 return (1 << 31) | surface_get_gl_buffer(target
);
316 static struct fbo_entry
*context_create_fbo_entry(const struct wined3d_context
*context
,
317 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
318 DWORD color_location
, DWORD ds_location
)
320 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
321 struct fbo_entry
*entry
;
323 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
324 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
325 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
326 entry
->depth_stencil
= depth_stencil
;
327 entry
->color_location
= color_location
;
328 entry
->ds_location
= ds_location
;
329 entry
->rt_mask
= context_generate_rt_mask(GL_COLOR_ATTACHMENT0
);
330 entry
->attached
= FALSE
;
331 gl_info
->fbo_ops
.glGenFramebuffers(1, &entry
->id
);
332 checkGLcall("glGenFramebuffers()");
333 TRACE("Created FBO %u.\n", entry
->id
);
338 /* Context activation is done by the caller. */
339 static void context_reuse_fbo_entry(struct wined3d_context
*context
, GLenum target
,
340 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
341 DWORD color_location
, DWORD ds_location
, struct fbo_entry
*entry
)
343 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
345 context_bind_fbo(context
, target
, entry
->id
);
346 context_clean_fbo_attachments(gl_info
, target
);
348 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
349 entry
->depth_stencil
= depth_stencil
;
350 entry
->color_location
= color_location
;
351 entry
->ds_location
= ds_location
;
352 entry
->attached
= FALSE
;
355 /* Context activation is done by the caller. */
356 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
360 TRACE("Destroy FBO %u.\n", entry
->id
);
361 context_destroy_fbo(context
, entry
->id
);
363 --context
->fbo_entry_count
;
364 list_remove(&entry
->entry
);
365 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
366 HeapFree(GetProcessHeap(), 0, entry
);
369 /* Context activation is done by the caller. */
370 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
, GLenum target
,
371 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
372 DWORD color_location
, DWORD ds_location
)
374 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
375 struct fbo_entry
*entry
;
377 if (depth_stencil
&& render_targets
&& render_targets
[0])
379 if (depth_stencil
->resource
.width
< render_targets
[0]->resource
.width
||
380 depth_stencil
->resource
.height
< render_targets
[0]->resource
.height
)
382 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
383 depth_stencil
= NULL
;
387 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
389 if (!memcmp(entry
->render_targets
,
390 render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
))
391 && entry
->depth_stencil
== depth_stencil
&& entry
->color_location
== color_location
392 && entry
->ds_location
== ds_location
)
394 list_remove(&entry
->entry
);
395 list_add_head(&context
->fbo_list
, &entry
->entry
);
400 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
402 entry
= context_create_fbo_entry(context
, render_targets
, depth_stencil
, color_location
, ds_location
);
403 list_add_head(&context
->fbo_list
, &entry
->entry
);
404 ++context
->fbo_entry_count
;
408 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
409 context_reuse_fbo_entry(context
, target
, render_targets
, depth_stencil
, color_location
, ds_location
, entry
);
410 list_remove(&entry
->entry
);
411 list_add_head(&context
->fbo_list
, &entry
->entry
);
417 /* Context activation is done by the caller. */
418 static void context_apply_fbo_entry(struct wined3d_context
*context
, GLenum target
, struct fbo_entry
*entry
)
420 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
422 GLuint read_binding
, draw_binding
;
426 context_bind_fbo(context
, target
, entry
->id
);
430 read_binding
= context
->fbo_read_binding
;
431 draw_binding
= context
->fbo_draw_binding
;
432 context_bind_fbo(context
, GL_FRAMEBUFFER
, entry
->id
);
434 /* Apply render targets */
435 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
437 context_attach_surface_fbo(context
, target
, i
, entry
->render_targets
[i
], entry
->color_location
);
440 /* Apply depth targets */
441 if (entry
->depth_stencil
)
442 surface_set_compatible_renderbuffer(entry
->depth_stencil
, entry
->render_targets
[0]);
443 context_attach_depth_stencil_fbo(context
, target
, entry
->depth_stencil
, entry
->ds_location
);
445 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
446 * GL contexts requirements. */
447 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_NONE
);
448 context_set_draw_buffer(context
, GL_NONE
);
449 if (target
!= GL_FRAMEBUFFER
)
451 if (target
== GL_READ_FRAMEBUFFER
)
452 context_bind_fbo(context
, GL_DRAW_FRAMEBUFFER
, draw_binding
);
454 context_bind_fbo(context
, GL_READ_FRAMEBUFFER
, read_binding
);
457 entry
->attached
= TRUE
;
460 /* Context activation is done by the caller. */
461 static void context_apply_fbo_state(struct wined3d_context
*context
, GLenum target
,
462 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
463 DWORD color_location
, DWORD ds_location
)
465 struct fbo_entry
*entry
, *entry2
;
467 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
469 context_destroy_fbo_entry(context
, entry
);
472 if (context
->rebind_fbo
)
474 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
475 context
->rebind_fbo
= FALSE
;
478 if (color_location
== WINED3D_LOCATION_DRAWABLE
)
480 context
->current_fbo
= NULL
;
481 context_bind_fbo(context
, target
, 0);
485 context
->current_fbo
= context_find_fbo_entry(context
, target
, render_targets
, depth_stencil
,
486 color_location
, ds_location
);
487 context_apply_fbo_entry(context
, target
, context
->current_fbo
);
491 /* Context activation is done by the caller. */
492 void context_apply_fbo_state_blit(struct wined3d_context
*context
, GLenum target
,
493 struct wined3d_surface
*render_target
, struct wined3d_surface
*depth_stencil
, DWORD location
)
495 UINT clear_size
= (context
->gl_info
->limits
.buffers
- 1) * sizeof(*context
->blit_targets
);
497 context
->blit_targets
[0] = render_target
;
499 memset(&context
->blit_targets
[1], 0, clear_size
);
500 context_apply_fbo_state(context
, target
, context
->blit_targets
, depth_stencil
, location
, location
);
503 /* Context activation is done by the caller. */
504 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
506 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
508 if (context
->free_occlusion_query_count
)
510 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
514 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
516 GL_EXTCALL(glGenQueries(1, &query
->id
));
517 checkGLcall("glGenQueries");
519 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
523 WARN("Occlusion queries not supported, not allocating query id.\n");
528 query
->context
= context
;
529 list_add_head(&context
->occlusion_queries
, &query
->entry
);
532 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
534 struct wined3d_context
*context
= query
->context
;
536 list_remove(&query
->entry
);
537 query
->context
= NULL
;
539 if (context
->free_occlusion_query_count
>= context
->free_occlusion_query_size
- 1)
541 UINT new_size
= context
->free_occlusion_query_size
<< 1;
542 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_occlusion_queries
,
543 new_size
* sizeof(*context
->free_occlusion_queries
));
547 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
551 context
->free_occlusion_query_size
= new_size
;
552 context
->free_occlusion_queries
= new_data
;
555 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
558 /* Context activation is done by the caller. */
559 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
)
561 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
563 if (context
->free_event_query_count
)
565 query
->object
= context
->free_event_queries
[--context
->free_event_query_count
];
569 if (gl_info
->supported
[ARB_SYNC
])
571 /* Using ARB_sync, not much to do here. */
572 query
->object
.sync
= NULL
;
573 TRACE("Allocated event query %p in context %p.\n", query
->object
.sync
, context
);
575 else if (gl_info
->supported
[APPLE_FENCE
])
577 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
578 checkGLcall("glGenFencesAPPLE");
580 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
582 else if(gl_info
->supported
[NV_FENCE
])
584 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
585 checkGLcall("glGenFencesNV");
587 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
591 WARN("Event queries not supported, not allocating query id.\n");
592 query
->object
.id
= 0;
596 query
->context
= context
;
597 list_add_head(&context
->event_queries
, &query
->entry
);
600 void context_free_event_query(struct wined3d_event_query
*query
)
602 struct wined3d_context
*context
= query
->context
;
604 list_remove(&query
->entry
);
605 query
->context
= NULL
;
607 if (context
->free_event_query_count
>= context
->free_event_query_size
- 1)
609 UINT new_size
= context
->free_event_query_size
<< 1;
610 union wined3d_gl_query_object
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_event_queries
,
611 new_size
* sizeof(*context
->free_event_queries
));
615 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
619 context
->free_event_query_size
= new_size
;
620 context
->free_event_queries
= new_data
;
623 context
->free_event_queries
[context
->free_event_query_count
++] = query
->object
;
626 /* Context activation is done by the caller. */
627 void context_alloc_timestamp_query(struct wined3d_context
*context
, struct wined3d_timestamp_query
*query
)
629 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
631 if (context
->free_timestamp_query_count
)
633 query
->id
= context
->free_timestamp_queries
[--context
->free_timestamp_query_count
];
637 GL_EXTCALL(glGenQueries(1, &query
->id
));
638 checkGLcall("glGenQueries");
640 TRACE("Allocated timestamp query %u in context %p.\n", query
->id
, context
);
643 query
->context
= context
;
644 list_add_head(&context
->timestamp_queries
, &query
->entry
);
647 void context_free_timestamp_query(struct wined3d_timestamp_query
*query
)
649 struct wined3d_context
*context
= query
->context
;
651 list_remove(&query
->entry
);
652 query
->context
= NULL
;
654 if (context
->free_timestamp_query_count
>= context
->free_timestamp_query_size
- 1)
656 UINT new_size
= context
->free_timestamp_query_size
<< 1;
657 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_timestamp_queries
,
658 new_size
* sizeof(*context
->free_timestamp_queries
));
662 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
666 context
->free_timestamp_query_size
= new_size
;
667 context
->free_timestamp_queries
= new_data
;
670 context
->free_timestamp_queries
[context
->free_timestamp_query_count
++] = query
->id
;
673 typedef void (context_fbo_entry_func_t
)(struct wined3d_context
*context
, struct fbo_entry
*entry
);
675 static void context_enum_surface_fbo_entries(const struct wined3d_device
*device
,
676 const struct wined3d_surface
*surface
, context_fbo_entry_func_t
*callback
)
680 for (i
= 0; i
< device
->context_count
; ++i
)
682 struct wined3d_context
*context
= device
->contexts
[i
];
683 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
684 struct fbo_entry
*entry
, *entry2
;
686 if (context
->current_rt
== surface
) context
->current_rt
= NULL
;
688 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
692 if (entry
->depth_stencil
== surface
)
694 callback(context
, entry
);
698 for (j
= 0; j
< gl_info
->limits
.buffers
; ++j
)
700 if (entry
->render_targets
[j
] == surface
)
702 callback(context
, entry
);
710 static void context_queue_fbo_entry_destruction(struct wined3d_context
*context
, struct fbo_entry
*entry
)
712 list_remove(&entry
->entry
);
713 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
716 void context_resource_released(const struct wined3d_device
*device
,
717 struct wined3d_resource
*resource
, enum wined3d_resource_type type
)
719 if (!device
->d3d_initialized
) return;
723 case WINED3D_RTYPE_SURFACE
:
724 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
725 context_queue_fbo_entry_destruction
);
733 static void context_detach_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
735 entry
->attached
= FALSE
;
738 void context_resource_unloaded(const struct wined3d_device
*device
,
739 struct wined3d_resource
*resource
, enum wined3d_resource_type type
)
743 case WINED3D_RTYPE_SURFACE
:
744 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
745 context_detach_fbo_entry
);
753 void context_surface_update(struct wined3d_context
*context
, const struct wined3d_surface
*surface
)
755 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
756 struct fbo_entry
*entry
= context
->current_fbo
;
759 if (!entry
|| context
->rebind_fbo
) return;
761 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
763 if (surface
== entry
->render_targets
[i
])
765 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface
, i
);
766 context
->rebind_fbo
= TRUE
;
771 if (surface
== entry
->depth_stencil
)
773 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface
);
774 context
->rebind_fbo
= TRUE
;
778 static BOOL
context_restore_pixel_format(struct wined3d_context
*ctx
)
780 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
783 if (ctx
->restore_pf
&& IsWindow(ctx
->restore_pf_win
))
785 if (ctx
->gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
787 HDC dc
= GetDC(ctx
->restore_pf_win
);
790 if (!(ret
= GL_EXTCALL(wglSetPixelFormatWINE(dc
, ctx
->restore_pf
))))
792 ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
793 ctx
->restore_pf
, ctx
->restore_pf_win
);
795 ReleaseDC(ctx
->restore_pf_win
, dc
);
800 ERR("can't restore pixel format %d on window %p\n", ctx
->restore_pf
, ctx
->restore_pf_win
);
805 ctx
->restore_pf_win
= NULL
;
809 static BOOL
context_set_pixel_format(struct wined3d_context
*context
, HDC dc
, BOOL
private, int format
)
811 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
814 if (dc
== context
->hdc
&& context
->hdc_is_private
&& context
->hdc_has_format
)
817 current
= GetPixelFormat(dc
);
818 if (current
== format
) goto success
;
822 if (!SetPixelFormat(dc
, format
, NULL
))
824 /* This may also happen if the dc belongs to a destroyed window. */
825 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
826 format
, dc
, GetLastError());
830 context
->restore_pf
= 0;
831 context
->restore_pf_win
= private ? NULL
: WindowFromDC(dc
);
835 /* By default WGL doesn't allow pixel format adjustments but we need it
836 * here. For this reason there's a Wine specific wglSetPixelFormat()
837 * which allows us to set the pixel format multiple times. Only use it
838 * when really needed. */
839 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
843 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
)))
845 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
850 win
= private ? NULL
: WindowFromDC(dc
);
851 if (win
!= context
->restore_pf_win
)
853 context_restore_pixel_format(context
);
855 context
->restore_pf
= private ? 0 : current
;
856 context
->restore_pf_win
= win
;
862 /* OpenGL doesn't allow pixel format adjustments. Print an error and
863 * continue using the old format. There's a big chance that the old
864 * format works although with a performance hit and perhaps rendering
866 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
867 format
, dc
, current
);
871 if (dc
== context
->hdc
&& context
->hdc_is_private
)
872 context
->hdc_has_format
= TRUE
;
876 static BOOL
context_set_gl_context(struct wined3d_context
*ctx
)
878 struct wined3d_swapchain
*swapchain
= ctx
->swapchain
;
881 if (!context_set_pixel_format(ctx
, ctx
->hdc
, ctx
->hdc_is_private
, ctx
->pixel_format
))
883 WARN("Failed to set pixel format %d on device context %p.\n",
884 ctx
->pixel_format
, ctx
->hdc
);
888 if (backup
|| !wglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
892 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
893 ctx
->glCtx
, ctx
->hdc
, GetLastError());
895 WARN("Trying fallback to the backup window.\n");
897 /* FIXME: If the context is destroyed it's no longer associated with
898 * a swapchain, so we can't use the swapchain to get a backup dc. To
899 * make this work windowless contexts would need to be handled by the
903 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx
);
904 context_set_current(NULL
);
908 if (!(dc
= swapchain_get_backup_dc(swapchain
)))
910 context_set_current(NULL
);
914 if (!context_set_pixel_format(ctx
, dc
, TRUE
, ctx
->pixel_format
))
916 ERR("Failed to set pixel format %d on device context %p.\n",
917 ctx
->pixel_format
, dc
);
918 context_set_current(NULL
);
922 if (!wglMakeCurrent(dc
, ctx
->glCtx
))
924 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
926 context_set_current(NULL
);
936 static void context_restore_gl_context(const struct wined3d_gl_info
*gl_info
, HDC dc
, HGLRC gl_ctx
)
938 if (!wglMakeCurrent(dc
, gl_ctx
))
940 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
941 gl_ctx
, dc
, GetLastError());
942 context_set_current(NULL
);
946 static void context_update_window(struct wined3d_context
*context
)
948 if (context
->win_handle
== context
->swapchain
->win_handle
)
951 TRACE("Updating context %p window from %p to %p.\n",
952 context
, context
->win_handle
, context
->swapchain
->win_handle
);
955 wined3d_release_dc(context
->win_handle
, context
->hdc
);
957 context
->win_handle
= context
->swapchain
->win_handle
;
958 context
->hdc_is_private
= FALSE
;
959 context
->hdc_has_format
= FALSE
;
960 context
->needs_set
= 1;
963 if (!(context
->hdc
= GetDC(context
->win_handle
)))
965 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
970 static void context_destroy_gl_resources(struct wined3d_context
*context
)
972 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
973 struct wined3d_timestamp_query
*timestamp_query
;
974 struct wined3d_occlusion_query
*occlusion_query
;
975 struct wined3d_event_query
*event_query
;
976 struct fbo_entry
*entry
, *entry2
;
981 restore_ctx
= wglGetCurrentContext();
982 restore_dc
= wglGetCurrentDC();
984 if (restore_ctx
== context
->glCtx
)
986 else if (context
->valid
)
987 context_set_gl_context(context
);
989 LIST_FOR_EACH_ENTRY(timestamp_query
, &context
->timestamp_queries
, struct wined3d_timestamp_query
, entry
)
992 GL_EXTCALL(glDeleteQueries(1, ×tamp_query
->id
));
993 timestamp_query
->context
= NULL
;
996 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
998 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
999 GL_EXTCALL(glDeleteQueries(1, &occlusion_query
->id
));
1000 occlusion_query
->context
= NULL
;
1003 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
1007 if (gl_info
->supported
[ARB_SYNC
])
1009 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
1011 else if (gl_info
->supported
[APPLE_FENCE
]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->object
.id
));
1012 else if (gl_info
->supported
[NV_FENCE
]) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->object
.id
));
1014 event_query
->context
= NULL
;
1017 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
1019 if (!context
->valid
) entry
->id
= 0;
1020 context_destroy_fbo_entry(context
, entry
);
1023 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
1025 if (!context
->valid
) entry
->id
= 0;
1026 context_destroy_fbo_entry(context
, entry
);
1031 if (context
->dummy_arbfp_prog
)
1033 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
1036 if (gl_info
->supported
[ARB_TIMER_QUERY
])
1037 GL_EXTCALL(glDeleteQueries(context
->free_timestamp_query_count
, context
->free_timestamp_queries
));
1039 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
1040 GL_EXTCALL(glDeleteQueries(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
1042 if (gl_info
->supported
[ARB_SYNC
])
1044 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
1046 GL_EXTCALL(glDeleteSync(context
->free_event_queries
[i
].sync
));
1049 else if (gl_info
->supported
[APPLE_FENCE
])
1051 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
1053 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_event_queries
[i
].id
));
1056 else if (gl_info
->supported
[NV_FENCE
])
1058 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
1060 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_event_queries
[i
].id
));
1064 checkGLcall("context cleanup");
1067 HeapFree(GetProcessHeap(), 0, context
->free_timestamp_queries
);
1068 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
1069 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
1071 context_restore_pixel_format(context
);
1074 context_restore_gl_context(gl_info
, restore_dc
, restore_ctx
);
1076 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL
, NULL
))
1078 ERR("Failed to disable GL context.\n");
1081 wined3d_release_dc(context
->win_handle
, context
->hdc
);
1083 if (!wglDeleteContext(context
->glCtx
))
1085 DWORD err
= GetLastError();
1086 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
1090 DWORD
context_get_tls_idx(void)
1092 return wined3d_context_tls_idx
;
1095 void context_set_tls_idx(DWORD idx
)
1097 wined3d_context_tls_idx
= idx
;
1100 struct wined3d_context
*context_get_current(void)
1102 return TlsGetValue(wined3d_context_tls_idx
);
1105 BOOL
context_set_current(struct wined3d_context
*ctx
)
1107 struct wined3d_context
*old
= context_get_current();
1111 TRACE("Already using D3D context %p.\n", ctx
);
1119 TRACE("Switching away from destroyed context %p.\n", old
);
1120 context_destroy_gl_resources(old
);
1121 HeapFree(GetProcessHeap(), 0, (void *)old
->gl_info
);
1122 HeapFree(GetProcessHeap(), 0, old
);
1134 ERR("Trying to make invalid context %p current\n", ctx
);
1138 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
1139 if (!context_set_gl_context(ctx
))
1143 else if(wglGetCurrentContext())
1145 TRACE("Clearing current D3D context.\n");
1146 if (!wglMakeCurrent(NULL
, NULL
))
1148 DWORD err
= GetLastError();
1149 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1150 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1155 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
1158 void context_release(struct wined3d_context
*context
)
1160 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
1164 if (!context
->level
)
1165 WARN("Context %p is not active.\n", context
);
1166 else if (context
!= context_get_current())
1167 WARN("Context %p is not the current context.\n", context
);
1170 if (!--context
->level
)
1172 if (context_restore_pixel_format(context
))
1173 context
->needs_set
= 1;
1174 if (context
->restore_ctx
)
1176 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
1177 context_restore_gl_context(context
->gl_info
, context
->restore_dc
, context
->restore_ctx
);
1178 context
->restore_ctx
= NULL
;
1179 context
->restore_dc
= NULL
;
1184 static void context_enter(struct wined3d_context
*context
)
1186 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
1188 if (!context
->level
++)
1190 const struct wined3d_context
*current_context
= context_get_current();
1191 HGLRC current_gl
= wglGetCurrentContext();
1193 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
1195 TRACE("Another GL context (%p on device context %p) is already current.\n",
1196 current_gl
, wglGetCurrentDC());
1197 context
->restore_ctx
= current_gl
;
1198 context
->restore_dc
= wglGetCurrentDC();
1199 context
->needs_set
= 1;
1201 else if (!context
->needs_set
&& !(context
->hdc_is_private
&& context
->hdc_has_format
)
1202 && context
->pixel_format
!= GetPixelFormat(context
->hdc
))
1203 context
->needs_set
= 1;
1207 void context_invalidate_state(struct wined3d_context
*context
, DWORD state
)
1209 DWORD rep
= context
->state_table
[state
].representative
;
1213 if (isStateDirty(context
, rep
)) return;
1215 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1216 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1217 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1218 context
->isStateDirty
[idx
] |= (1 << shift
);
1221 /* This function takes care of wined3d pixel format selection. */
1222 static int context_choose_pixel_format(const struct wined3d_device
*device
, HDC hdc
,
1223 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1224 BOOL auxBuffers
, BOOL findCompatible
)
1227 BYTE redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
1228 BYTE depthBits
=0, stencilBits
=0;
1229 unsigned int current_value
;
1230 unsigned int cfg_count
= device
->adapter
->cfg_count
;
1233 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1234 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1235 auxBuffers
, findCompatible
);
1237 if (!getColorBits(color_format
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
1239 ERR("Unable to get color bits for format %s (%#x)!\n",
1240 debug_d3dformat(color_format
->id
), color_format
->id
);
1244 getDepthStencilBits(ds_format
, &depthBits
, &stencilBits
);
1247 for (i
= 0; i
< cfg_count
; ++i
)
1249 const struct wined3d_pixel_format
*cfg
= &device
->adapter
->cfgs
[i
];
1252 /* For now only accept RGBA formats. Perhaps some day we will
1253 * allow floating point formats for pbuffers. */
1254 if (cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1256 /* In window mode we need a window drawable format and double buffering. */
1257 if (!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1259 if (cfg
->redSize
< redBits
)
1261 if (cfg
->greenSize
< greenBits
)
1263 if (cfg
->blueSize
< blueBits
)
1265 if (cfg
->alphaSize
< alphaBits
)
1267 if (cfg
->depthSize
< depthBits
)
1269 if (stencilBits
&& cfg
->stencilSize
!= stencilBits
)
1271 /* Check multisampling support. */
1272 if (cfg
->numSamples
)
1276 /* We try to locate a format which matches our requirements exactly. In case of
1277 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1278 if (cfg
->depthSize
== depthBits
)
1280 if (cfg
->stencilSize
== stencilBits
)
1282 if (cfg
->alphaSize
== alphaBits
)
1284 /* We like to have aux buffers in backbuffer mode */
1285 if (auxBuffers
&& cfg
->auxBuffers
)
1287 if (cfg
->redSize
== redBits
1288 && cfg
->greenSize
== greenBits
1289 && cfg
->blueSize
== blueBits
)
1292 if (value
> current_value
)
1294 iPixelFormat
= cfg
->iPixelFormat
;
1295 current_value
= value
;
1299 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1300 if(!iPixelFormat
&& !findCompatible
) {
1301 ERR("Can't find a suitable iPixelFormat\n");
1303 } else if(!iPixelFormat
) {
1304 PIXELFORMATDESCRIPTOR pfd
;
1306 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1307 /* PixelFormat selection */
1308 ZeroMemory(&pfd
, sizeof(pfd
));
1309 pfd
.nSize
= sizeof(pfd
);
1311 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1312 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1313 pfd
.cAlphaBits
= alphaBits
;
1314 pfd
.cColorBits
= colorBits
;
1315 pfd
.cDepthBits
= depthBits
;
1316 pfd
.cStencilBits
= stencilBits
;
1317 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1319 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
1321 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1322 ERR("Can't find a suitable iPixelFormat\n");
1327 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1328 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1329 return iPixelFormat
;
1332 /* Context activation is done by the caller. */
1333 static void bind_dummy_textures(const struct wined3d_device
*device
, const struct wined3d_context
*context
)
1335 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1336 unsigned int i
, count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1338 for (i
= 0; i
< count
; ++i
)
1340 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ i
));
1341 checkGLcall("glActiveTexture");
1343 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1344 checkGLcall("glBindTexture");
1346 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1348 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1349 checkGLcall("glBindTexture");
1352 if (gl_info
->supported
[EXT_TEXTURE3D
])
1354 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1355 checkGLcall("glBindTexture");
1358 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1360 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1361 checkGLcall("glBindTexture");
1366 BOOL
context_debug_output_enabled(const struct wined3d_gl_info
*gl_info
)
1368 return gl_info
->supported
[ARB_DEBUG_OUTPUT
]
1369 && (ERR_ON(d3d
) || FIXME_ON(d3d
) || WARN_ON(d3d_perf
));
1372 static void WINE_GLAPI
wined3d_debug_callback(GLenum source
, GLenum type
, GLuint id
,
1373 GLenum severity
, GLsizei length
, const char *message
, void *ctx
)
1377 case GL_DEBUG_TYPE_ERROR_ARB
:
1378 ERR("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1381 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
:
1382 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
:
1383 case GL_DEBUG_TYPE_PORTABILITY_ARB
:
1384 FIXME("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1387 case GL_DEBUG_TYPE_PERFORMANCE_ARB
:
1388 WARN_(d3d_perf
)("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1392 FIXME("ctx %p, type %#x: %s.\n", ctx
, type
, debugstr_an(message
, length
));
1397 struct wined3d_context
*context_create(struct wined3d_swapchain
*swapchain
,
1398 struct wined3d_surface
*target
, const struct wined3d_format
*ds_format
)
1400 struct wined3d_device
*device
= swapchain
->device
;
1401 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1402 const struct wined3d_format
*color_format
;
1403 struct wined3d_context
*ret
;
1404 BOOL auxBuffers
= FALSE
;
1405 HGLRC ctx
, share_ctx
;
1411 BOOL hdc_is_private
= FALSE
;
1413 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1415 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1419 ret
->blit_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1420 gl_info
->limits
.buffers
* sizeof(*ret
->blit_targets
));
1421 if (!ret
->blit_targets
)
1424 ret
->draw_buffers
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1425 gl_info
->limits
.buffers
* sizeof(*ret
->draw_buffers
));
1426 if (!ret
->draw_buffers
)
1429 ret
->free_timestamp_query_size
= 4;
1430 ret
->free_timestamp_queries
= HeapAlloc(GetProcessHeap(), 0,
1431 ret
->free_timestamp_query_size
* sizeof(*ret
->free_timestamp_queries
));
1432 if (!ret
->free_timestamp_queries
)
1434 list_init(&ret
->timestamp_queries
);
1436 ret
->free_occlusion_query_size
= 4;
1437 ret
->free_occlusion_queries
= HeapAlloc(GetProcessHeap(), 0,
1438 ret
->free_occlusion_query_size
* sizeof(*ret
->free_occlusion_queries
));
1439 if (!ret
->free_occlusion_queries
)
1442 list_init(&ret
->occlusion_queries
);
1444 ret
->free_event_query_size
= 4;
1445 ret
->free_event_queries
= HeapAlloc(GetProcessHeap(), 0,
1446 ret
->free_event_query_size
* sizeof(*ret
->free_event_queries
));
1447 if (!ret
->free_event_queries
)
1450 list_init(&ret
->event_queries
);
1451 list_init(&ret
->fbo_list
);
1452 list_init(&ret
->fbo_destroy_list
);
1454 if (!device
->shader_backend
->shader_allocate_context_data(ret
))
1456 ERR("Failed to allocate shader backend context data.\n");
1459 if (!device
->adapter
->fragment_pipe
->allocate_context_data(ret
))
1461 ERR("Failed to allocate fragment pipeline context data.\n");
1465 /* Initialize the texture unit mapping to a 1:1 mapping */
1466 for (s
= 0; s
< MAX_COMBINED_SAMPLERS
; ++s
)
1468 if (s
< gl_info
->limits
.fragment_samplers
)
1470 ret
->tex_unit_map
[s
] = s
;
1471 ret
->rev_tex_unit_map
[s
] = s
;
1475 ret
->tex_unit_map
[s
] = WINED3D_UNMAPPED_STAGE
;
1476 ret
->rev_tex_unit_map
[s
] = WINED3D_UNMAPPED_STAGE
;
1480 if (!(hdc
= GetDC(swapchain
->win_handle
)))
1482 WARN("Failed to retrieve device context, trying swapchain backup.\n");
1484 if ((hdc
= swapchain_get_backup_dc(swapchain
)))
1485 hdc_is_private
= TRUE
;
1488 ERR("Failed to retrieve a device context.\n");
1493 color_format
= target
->resource
.format
;
1495 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1496 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1497 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1501 if (color_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1502 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B4G4R4A4_UNORM
);
1503 else if (color_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1504 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1507 /* DirectDraw supports 8bit paletted render targets and these are used by
1508 * old games like StarCraft and C&C. Most modern hardware doesn't support
1509 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1510 * conversion (ab)uses the alpha component for storing the palette index.
1511 * For this reason we require a format with 8bit alpha, so request
1513 if (color_format
->id
== WINED3DFMT_P8_UINT
)
1514 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1516 /* Try to find a pixel format which matches our requirements. */
1517 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
, auxBuffers
, FALSE
);
1519 /* Try to locate a compatible format if we weren't able to find anything. */
1522 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1523 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
, auxBuffers
, TRUE
);
1526 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1529 ERR("Can't find a suitable pixel format.\n");
1535 ret
->gl_info
= gl_info
;
1537 if (!context_set_pixel_format(ret
, hdc
, hdc_is_private
, pixel_format
))
1539 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format
, hdc
);
1540 context_release(ret
);
1544 share_ctx
= device
->context_count
? device
->contexts
[0]->glCtx
: NULL
;
1545 if (gl_info
->p_wglCreateContextAttribsARB
)
1547 unsigned int ctx_attrib_idx
= 0;
1548 GLint ctx_attribs
[3];
1550 if (context_debug_output_enabled(gl_info
))
1552 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1553 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_DEBUG_BIT_ARB
;
1555 ctx_attribs
[ctx_attrib_idx
] = 0;
1557 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1559 ERR("Failed to create a WGL context.\n");
1560 context_release(ret
);
1566 if (!(ctx
= wglCreateContext(hdc
)))
1568 ERR("Failed to create a WGL context.\n");
1569 context_release(ret
);
1573 if (share_ctx
&& !wglShareLists(share_ctx
, ctx
))
1575 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx
, ctx
, GetLastError());
1576 context_release(ret
);
1577 if (!wglDeleteContext(ctx
))
1578 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1583 if (!device_context_add(device
, ret
))
1585 ERR("Failed to add the newly created context to the context list\n");
1586 context_release(ret
);
1587 if (!wglDeleteContext(ctx
))
1588 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1592 ret
->d3d_info
= &device
->adapter
->d3d_info
;
1593 ret
->state_table
= device
->StateTable
;
1595 /* Mark all states dirty to force a proper initialization of the states
1596 * on the first use of the context. */
1597 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
1599 if (ret
->state_table
[state
].representative
)
1600 context_invalidate_state(ret
, state
);
1603 ret
->swapchain
= swapchain
;
1604 ret
->current_rt
= target
;
1605 ret
->tid
= GetCurrentThreadId();
1607 ret
->render_offscreen
= wined3d_resource_is_offscreen(&target
->container
->resource
);
1608 ret
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
1612 ret
->win_handle
= swapchain
->win_handle
;
1614 ret
->hdc_is_private
= hdc_is_private
;
1615 ret
->hdc_has_format
= TRUE
;
1616 ret
->pixel_format
= pixel_format
;
1619 /* Set up the context defaults */
1620 if (!context_set_current(ret
))
1622 ERR("Cannot activate context to set up defaults.\n");
1623 device_context_remove(device
, ret
);
1624 context_release(ret
);
1625 if (!wglDeleteContext(ctx
))
1626 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1630 if (context_debug_output_enabled(gl_info
))
1632 GL_EXTCALL(glDebugMessageCallbackARB(wined3d_debug_callback
, ret
));
1633 if (TRACE_ON(d3d_synchronous
))
1634 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB
);
1635 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DONT_CARE
, GL_DONT_CARE
, 0, NULL
, GL_FALSE
));
1638 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_ERROR_ARB
,
1639 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1643 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
,
1644 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1645 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
,
1646 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1647 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_PORTABILITY_ARB
,
1648 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1650 if (WARN_ON(d3d_perf
))
1652 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_PERFORMANCE_ARB
,
1653 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1657 switch (swapchain
->desc
.swap_interval
)
1659 case WINED3DPRESENT_INTERVAL_IMMEDIATE
:
1662 case WINED3DPRESENT_INTERVAL_DEFAULT
:
1663 case WINED3DPRESENT_INTERVAL_ONE
:
1666 case WINED3DPRESENT_INTERVAL_TWO
:
1669 case WINED3DPRESENT_INTERVAL_THREE
:
1672 case WINED3DPRESENT_INTERVAL_FOUR
:
1676 FIXME("Unknown swap interval %#x.\n", swapchain
->desc
.swap_interval
);
1680 if (gl_info
->supported
[WGL_EXT_SWAP_CONTROL
])
1682 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval
)))
1683 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1684 swap_interval
, ret
, GetLastError());
1687 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1689 TRACE("Setting up the screen\n");
1691 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1692 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1694 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1695 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1697 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1698 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1700 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
1701 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1702 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ALIGNMENT
, 1);
1703 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1705 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
1707 /* Direct3D always uses n-1 weights for n world matrices and uses
1708 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
1709 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
1710 * enabled as well. */
1711 gl_info
->gl_ops
.gl
.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1712 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1714 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
1716 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1717 * the previous texture where to source the offset from is always unit - 1.
1719 for (s
= 1; s
< gl_info
->limits
.textures
; ++s
)
1721 context_active_texture(ret
, gl_info
, s
);
1722 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
,
1723 GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1724 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1727 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
1729 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1730 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1731 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1732 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1735 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1736 * program and the dummy program is destroyed when the context is destroyed.
1738 static const char dummy_program
[] =
1740 "MOV result.color, fragment.color.primary;\n"
1742 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1743 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1744 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1747 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1749 for (s
= 0; s
< gl_info
->limits
.textures
; ++s
)
1751 context_active_texture(ret
, gl_info
, s
);
1752 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1753 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1757 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
1759 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1761 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
1763 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1765 ret
->shader_update_mask
= (1 << WINED3D_SHADER_TYPE_PIXEL
)
1766 | (1 << WINED3D_SHADER_TYPE_VERTEX
)
1767 | (1 << WINED3D_SHADER_TYPE_GEOMETRY
);
1769 /* If this happens to be the first context for the device, dummy textures
1770 * are not created yet. In that case, they will be created (and bound) by
1771 * create_dummy_textures right after this context is initialized. */
1772 if (device
->dummy_texture_2d
[0])
1773 bind_dummy_textures(device
, ret
);
1775 TRACE("Created context %p.\n", ret
);
1780 device
->shader_backend
->shader_free_context_data(ret
);
1781 device
->adapter
->fragment_pipe
->free_context_data(ret
);
1782 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
1783 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
1784 HeapFree(GetProcessHeap(), 0, ret
->free_timestamp_queries
);
1785 HeapFree(GetProcessHeap(), 0, ret
->draw_buffers
);
1786 HeapFree(GetProcessHeap(), 0, ret
->blit_targets
);
1787 HeapFree(GetProcessHeap(), 0, ret
);
1791 void context_destroy(struct wined3d_device
*device
, struct wined3d_context
*context
)
1795 TRACE("Destroying ctx %p\n", context
);
1797 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
1799 context_destroy_gl_resources(context
);
1800 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1805 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
1806 in wined3d_adapter may go away in the meantime */
1807 struct wined3d_gl_info
*gl_info
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info
));
1808 *gl_info
= *context
->gl_info
;
1809 context
->gl_info
= gl_info
;
1810 context
->destroyed
= 1;
1814 device
->shader_backend
->shader_free_context_data(context
);
1815 device
->adapter
->fragment_pipe
->free_context_data(context
);
1816 HeapFree(GetProcessHeap(), 0, context
->draw_buffers
);
1817 HeapFree(GetProcessHeap(), 0, context
->blit_targets
);
1818 device_context_remove(device
, context
);
1819 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
1822 /* Context activation is done by the caller. */
1823 static void set_blit_dimension(const struct wined3d_gl_info
*gl_info
, UINT width
, UINT height
)
1825 const GLdouble projection
[] =
1827 2.0 / width
, 0.0, 0.0, 0.0,
1828 0.0, 2.0 / height
, 0.0, 0.0,
1830 -1.0, -1.0, -1.0, 1.0,
1833 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
1834 checkGLcall("glMatrixMode(GL_PROJECTION)");
1835 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
1836 checkGLcall("glLoadMatrixd");
1837 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, width
, height
);
1838 checkGLcall("glViewport");
1841 static void context_get_rt_size(const struct wined3d_context
*context
, SIZE
*size
)
1843 const struct wined3d_surface
*rt
= context
->current_rt
;
1845 if (rt
->container
->swapchain
&& rt
->container
->swapchain
->front_buffer
== rt
->container
)
1849 GetClientRect(context
->win_handle
, &window_size
);
1850 size
->cx
= window_size
.right
- window_size
.left
;
1851 size
->cy
= window_size
.bottom
- window_size
.top
;
1856 size
->cx
= rt
->resource
.width
;
1857 size
->cy
= rt
->resource
.height
;
1860 /*****************************************************************************
1863 * Sets up a context for DirectDraw blitting.
1864 * All texture units are disabled, texture unit 0 is set as current unit
1865 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1866 * color writing enabled for all channels
1867 * register combiners disabled, shaders disabled
1868 * world matrix is set to identity, texture matrix 0 too
1869 * projection matrix is setup for drawing screen coordinates
1872 * This: Device to activate the context for
1873 * context: Context to setup
1875 *****************************************************************************/
1876 /* Context activation is done by the caller. */
1877 static void SetupForBlit(const struct wined3d_device
*device
, struct wined3d_context
*context
)
1880 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1884 TRACE("Setting up context %p for blitting\n", context
);
1886 context_get_rt_size(context
, &rt_size
);
1888 if (context
->last_was_blit
)
1890 if (context
->blit_w
!= rt_size
.cx
|| context
->blit_h
!= rt_size
.cy
)
1892 set_blit_dimension(gl_info
, rt_size
.cx
, rt_size
.cy
);
1893 context
->blit_w
= rt_size
.cx
;
1894 context
->blit_h
= rt_size
.cy
;
1895 /* No need to dirtify here, the states are still dirtified because
1896 * they weren't applied since the last SetupForBlit() call. */
1898 TRACE("Context is already set up for blitting, nothing to do\n");
1901 context
->last_was_blit
= TRUE
;
1903 /* Disable all textures. The caller can then bind a texture it wants to blit
1906 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1907 * function texture unit. No need to care for higher samplers
1909 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
1911 sampler
= context
->rev_tex_unit_map
[i
];
1912 context_active_texture(context
, gl_info
, i
);
1914 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1916 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1917 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1919 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
1920 checkGLcall("glDisable GL_TEXTURE_3D");
1921 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1923 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1924 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1926 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
1927 checkGLcall("glDisable GL_TEXTURE_2D");
1929 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1930 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1932 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1934 if (sampler
< MAX_TEXTURES
)
1935 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
1936 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
1939 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
1940 GL_EXTCALL(glBindSampler(0, 0));
1941 context_active_texture(context
, gl_info
, 0);
1943 sampler
= context
->rev_tex_unit_map
[0];
1945 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1947 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1948 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1950 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
1951 checkGLcall("glDisable GL_TEXTURE_3D");
1952 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1954 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1955 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1957 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
1958 checkGLcall("glDisable GL_TEXTURE_2D");
1960 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1962 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
1963 checkGLcall("glMatrixMode(GL_TEXTURE)");
1964 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1965 checkGLcall("glLoadIdentity()");
1967 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
1969 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1970 GL_TEXTURE_LOD_BIAS_EXT
, 0.0f
);
1971 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1974 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1976 if (sampler
< MAX_TEXTURES
)
1978 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ sampler
));
1979 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
1981 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
1984 /* Other misc states */
1985 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
1986 checkGLcall("glDisable(GL_ALPHA_TEST)");
1987 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
));
1988 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
1989 checkGLcall("glDisable GL_LIGHTING");
1990 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_LIGHTING
));
1991 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
1992 checkGLcall("glDisable GL_DEPTH_TEST");
1993 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZENABLE
));
1994 glDisableWINE(GL_FOG
);
1995 checkGLcall("glDisable GL_FOG");
1996 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
));
1997 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
1998 checkGLcall("glDisable GL_BLEND");
1999 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2000 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
2001 checkGLcall("glDisable GL_CULL_FACE");
2002 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CULLMODE
));
2003 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
2004 checkGLcall("glDisable GL_STENCIL_TEST");
2005 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
2006 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
2007 checkGLcall("glDisable GL_SCISSOR_TEST");
2008 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
2009 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2011 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
2012 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
2013 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
));
2015 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
2016 checkGLcall("glColorMask");
2017 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
2018 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
2019 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
2020 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
2021 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
2023 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
2024 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
2025 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
2028 /* Setup transforms */
2029 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
2030 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2031 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2032 checkGLcall("glLoadIdentity()");
2033 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
2035 context
->last_was_rhw
= TRUE
;
2036 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
2038 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
2039 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
2040 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
2041 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
2042 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
2043 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
2044 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CLIPPING
));
2046 set_blit_dimension(gl_info
, rt_size
.cx
, rt_size
.cy
);
2048 /* Disable shaders */
2049 device
->shader_backend
->shader_disable(device
->shader_priv
, context
);
2051 context
->blit_w
= rt_size
.cx
;
2052 context
->blit_h
= rt_size
.cy
;
2053 context_invalidate_state(context
, STATE_VIEWPORT
);
2054 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2057 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
2059 return rt_mask
& (1 << 31);
2062 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
2064 return rt_mask
& ~(1 << 31);
2067 /* Context activation is done by the caller. */
2068 static void context_apply_draw_buffers(struct wined3d_context
*context
, DWORD rt_mask
)
2070 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2074 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_NONE
);
2075 checkGLcall("glDrawBuffer()");
2077 else if (is_rt_mask_onscreen(rt_mask
))
2079 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
2080 checkGLcall("glDrawBuffer()");
2084 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2091 context
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
2093 context
->draw_buffers
[i
] = GL_NONE
;
2099 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
2101 GL_EXTCALL(glDrawBuffers(i
, context
->draw_buffers
));
2102 checkGLcall("glDrawBuffers()");
2106 gl_info
->gl_ops
.gl
.p_glDrawBuffer(context
->draw_buffers
[0]);
2107 checkGLcall("glDrawBuffer()");
2112 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2117 /* Context activation is done by the caller. */
2118 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
2120 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2121 DWORD
*current_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2122 DWORD new_mask
= context_generate_rt_mask(buffer
);
2124 if (new_mask
== *current_mask
)
2127 gl_info
->gl_ops
.gl
.p_glDrawBuffer(buffer
);
2128 checkGLcall("glDrawBuffer()");
2130 *current_mask
= new_mask
;
2133 /* Context activation is done by the caller. */
2134 void context_active_texture(struct wined3d_context
*context
, const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
2136 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ unit
));
2137 checkGLcall("glActiveTexture");
2138 context
->active_texture
= unit
;
2141 void context_bind_texture(struct wined3d_context
*context
, GLenum target
, GLuint name
)
2143 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2144 DWORD unit
= context
->active_texture
;
2145 DWORD old_texture_type
= context
->texture_type
[unit
];
2149 gl_info
->gl_ops
.gl
.p_glBindTexture(target
, name
);
2150 checkGLcall("glBindTexture");
2157 if (old_texture_type
!= target
)
2159 const struct wined3d_device
*device
= context
->swapchain
->device
;
2161 switch (old_texture_type
)
2167 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[unit
]);
2168 checkGLcall("glBindTexture");
2170 case GL_TEXTURE_RECTANGLE_ARB
:
2171 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[unit
]);
2172 checkGLcall("glBindTexture");
2174 case GL_TEXTURE_CUBE_MAP
:
2175 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[unit
]);
2176 checkGLcall("glBindTexture");
2179 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[unit
]);
2180 checkGLcall("glBindTexture");
2183 ERR("Unexpected texture target %#x\n", old_texture_type
);
2186 context
->texture_type
[unit
] = target
;
2190 static void context_set_render_offscreen(struct wined3d_context
*context
, BOOL offscreen
)
2192 if (context
->render_offscreen
== offscreen
) return;
2194 context_invalidate_state(context
, STATE_POINTSPRITECOORDORIGIN
);
2195 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2196 context_invalidate_state(context
, STATE_VIEWPORT
);
2197 context_invalidate_state(context
, STATE_SCISSORRECT
);
2198 context_invalidate_state(context
, STATE_FRONTFACE
);
2199 context
->render_offscreen
= offscreen
;
2202 static BOOL
match_depth_stencil_format(const struct wined3d_format
*existing
,
2203 const struct wined3d_format
*required
)
2205 BYTE existing_depth
, existing_stencil
, required_depth
, required_stencil
;
2207 if (existing
== required
)
2209 if ((existing
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
)
2210 != (required
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
))
2213 getDepthStencilBits(existing
, &existing_depth
, &existing_stencil
);
2214 getDepthStencilBits(required
, &required_depth
, &required_stencil
);
2216 if(existing_depth
< required_depth
) return FALSE
;
2217 /* If stencil bits are used the exact amount is required - otherwise wrapping
2218 * won't work correctly */
2219 if(required_stencil
&& required_stencil
!= existing_stencil
) return FALSE
;
2223 /* The caller provides a context */
2224 static void context_validate_onscreen_formats(struct wined3d_context
*context
,
2225 const struct wined3d_rendertarget_view
*depth_stencil
)
2227 /* Onscreen surfaces are always in a swapchain */
2228 struct wined3d_swapchain
*swapchain
= context
->current_rt
->container
->swapchain
;
2230 if (context
->render_offscreen
|| !depth_stencil
) return;
2231 if (match_depth_stencil_format(swapchain
->ds_format
, depth_stencil
->format
)) return;
2233 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2234 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2236 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2238 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2239 surface_load_location(context
->current_rt
, WINED3D_LOCATION_TEXTURE_RGB
);
2240 swapchain
->render_to_fbo
= TRUE
;
2241 swapchain_update_draw_bindings(swapchain
);
2242 context_set_render_offscreen(context
, TRUE
);
2245 static DWORD
context_generate_rt_mask_no_fbo(const struct wined3d_device
*device
, const struct wined3d_surface
*rt
)
2247 if (!rt
|| rt
->resource
.format
->id
== WINED3DFMT_NULL
)
2249 else if (rt
->container
->swapchain
)
2250 return context_generate_rt_mask_from_surface(rt
);
2252 return context_generate_rt_mask(device
->offscreenBuffer
);
2255 /* Context activation is done by the caller. */
2256 void context_apply_blit_state(struct wined3d_context
*context
, const struct wined3d_device
*device
)
2258 struct wined3d_surface
*rt
= context
->current_rt
;
2259 DWORD rt_mask
, *cur_mask
;
2261 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2263 context_validate_onscreen_formats(context
, NULL
);
2265 if (context
->render_offscreen
)
2267 wined3d_texture_load(rt
->container
, context
, FALSE
);
2269 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, rt
, NULL
, rt
->container
->resource
.draw_binding
);
2270 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
2277 context
->current_fbo
= NULL
;
2278 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
2279 rt_mask
= context_generate_rt_mask_from_surface(rt
);
2284 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt
);
2287 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2289 if (rt_mask
!= *cur_mask
)
2291 context_apply_draw_buffers(context
, rt_mask
);
2292 *cur_mask
= rt_mask
;
2295 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2297 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2300 SetupForBlit(device
, context
);
2301 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2304 static BOOL
context_validate_rt_config(UINT rt_count
, struct wined3d_rendertarget_view
* const *rts
,
2305 const struct wined3d_rendertarget_view
*ds
)
2309 if (ds
) return TRUE
;
2311 for (i
= 0; i
< rt_count
; ++i
)
2313 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
2317 WARN("Invalid render target config, need at least one attachment.\n");
2321 /* Context activation is done by the caller. */
2322 BOOL
context_apply_clear_state(struct wined3d_context
*context
, const struct wined3d_device
*device
,
2323 UINT rt_count
, const struct wined3d_fb_state
*fb
)
2325 struct wined3d_rendertarget_view
**rts
= fb
->render_targets
;
2326 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
2327 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2328 DWORD rt_mask
= 0, *cur_mask
;
2331 if (isStateDirty(context
, STATE_FRAMEBUFFER
) || fb
!= &device
->fb
2332 || rt_count
!= context
->gl_info
->limits
.buffers
)
2334 if (!context_validate_rt_config(rt_count
, rts
, dsv
))
2337 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2339 context_validate_onscreen_formats(context
, dsv
);
2341 if (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
))
2343 for (i
= 0; i
< rt_count
; ++i
)
2345 context
->blit_targets
[i
] = wined3d_rendertarget_view_get_surface(rts
[i
]);
2346 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
2347 rt_mask
|= (1 << i
);
2349 while (i
< context
->gl_info
->limits
.buffers
)
2351 context
->blit_targets
[i
] = NULL
;
2354 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
,
2355 wined3d_rendertarget_view_get_surface(dsv
),
2356 rt_count
? rts
[0]->resource
->draw_binding
: 0,
2357 dsv
? dsv
->resource
->draw_binding
: 0);
2361 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
,
2362 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
2363 rt_mask
= context_generate_rt_mask_from_surface(wined3d_rendertarget_view_get_surface(rts
[0]));
2366 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2367 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2368 * state management allows this */
2369 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2373 rt_mask
= context_generate_rt_mask_no_fbo(device
,
2374 rt_count
? wined3d_rendertarget_view_get_surface(rts
[0]) : NULL
);
2377 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
2378 && (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
)))
2380 for (i
= 0; i
< rt_count
; ++i
)
2382 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
2383 rt_mask
|= (1 << i
);
2388 rt_mask
= context_generate_rt_mask_no_fbo(device
,
2389 rt_count
? wined3d_rendertarget_view_get_surface(rts
[0]) : NULL
);
2392 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2394 if (rt_mask
!= *cur_mask
)
2396 context_apply_draw_buffers(context
, rt_mask
);
2397 *cur_mask
= rt_mask
;
2398 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2401 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2403 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2406 if (context
->last_was_blit
)
2407 context
->last_was_blit
= FALSE
;
2409 /* Blending and clearing should be orthogonal, but tests on the nvidia
2410 * driver show that disabling blending when clearing improves the clearing
2411 * performance incredibly. */
2412 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2413 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
2414 checkGLcall("glEnable GL_SCISSOR_TEST");
2416 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2417 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
2418 context_invalidate_state(context
, STATE_SCISSORRECT
);
2423 static DWORD
find_draw_buffers_mask(const struct wined3d_context
*context
, const struct wined3d_device
*device
)
2425 const struct wined3d_state
*state
= &device
->state
;
2426 struct wined3d_rendertarget_view
**rts
= state
->fb
->render_targets
;
2427 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2428 DWORD rt_mask
, rt_mask_bits
;
2431 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
2432 return context_generate_rt_mask_no_fbo(device
, wined3d_rendertarget_view_get_surface(rts
[0]));
2433 else if (!context
->render_offscreen
)
2434 return context_generate_rt_mask_from_surface(wined3d_rendertarget_view_get_surface(rts
[0]));
2436 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
2437 rt_mask
&= context
->d3d_info
->valid_rt_mask
;
2438 rt_mask_bits
= rt_mask
;
2440 while (rt_mask_bits
)
2442 rt_mask_bits
&= ~(1 << i
);
2443 if (!rts
[i
] || rts
[i
]->format
->id
== WINED3DFMT_NULL
)
2444 rt_mask
&= ~(1 << i
);
2452 /* Context activation is done by the caller. */
2453 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2455 const struct wined3d_device
*device
= context
->swapchain
->device
;
2456 const struct wined3d_fb_state
*fb
= state
->fb
;
2457 DWORD rt_mask
= find_draw_buffers_mask(context
, device
);
2460 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2462 if (!context
->render_offscreen
)
2464 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
,
2465 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
2471 for (i
= 0; i
< context
->gl_info
->limits
.buffers
; ++i
)
2473 context
->blit_targets
[i
] = wined3d_rendertarget_view_get_surface(fb
->render_targets
[i
]);
2475 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
,
2476 wined3d_rendertarget_view_get_surface(fb
->depth_stencil
),
2477 fb
->render_targets
[0]->resource
->draw_binding
,
2478 fb
->depth_stencil
? fb
->depth_stencil
->resource
->draw_binding
: 0);
2482 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2483 if (rt_mask
!= *cur_mask
)
2485 context_apply_draw_buffers(context
, rt_mask
);
2486 *cur_mask
= rt_mask
;
2490 static void context_map_stage(struct wined3d_context
*context
, DWORD stage
, DWORD unit
)
2492 DWORD i
= context
->rev_tex_unit_map
[unit
];
2493 DWORD j
= context
->tex_unit_map
[stage
];
2495 context
->tex_unit_map
[stage
] = unit
;
2496 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2497 context
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2499 context
->rev_tex_unit_map
[unit
] = stage
;
2500 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2501 context
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2504 static void context_invalidate_texture_stage(struct wined3d_context
*context
, DWORD stage
)
2508 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2509 context_invalidate_state(context
, STATE_TEXTURESTAGE(stage
, i
));
2512 static void context_update_fixed_function_usage_map(struct wined3d_context
*context
,
2513 const struct wined3d_state
*state
)
2517 context
->fixed_function_usage_map
= 0;
2518 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2520 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
2521 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
2522 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
2523 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
2524 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
2525 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
2526 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
2527 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
2529 /* Not used, and disable higher stages. */
2530 if (color_op
== WINED3D_TOP_DISABLE
)
2533 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
2534 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
2535 || ((color_arg3
== WINED3DTA_TEXTURE
)
2536 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
2537 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
2538 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
2539 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2540 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
2541 context
->fixed_function_usage_map
|= (1 << i
);
2543 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
2544 && i
< MAX_TEXTURES
- 1)
2545 context
->fixed_function_usage_map
|= (1 << (i
+ 1));
2548 if (i
< context
->lowest_disabled_stage
)
2551 end
= context
->lowest_disabled_stage
;
2555 start
= context
->lowest_disabled_stage
;
2559 context
->lowest_disabled_stage
= i
;
2560 for (i
= start
+ 1; i
< end
; ++i
)
2562 context_invalidate_state(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
2566 static void context_map_fixed_function_samplers(struct wined3d_context
*context
,
2567 const struct wined3d_state
*state
)
2569 unsigned int i
, tex
;
2571 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2573 context_update_fixed_function_usage_map(context
, state
);
2574 ffu_map
= context
->fixed_function_usage_map
;
2576 if (d3d_info
->limits
.ffp_textures
== d3d_info
->limits
.ffp_blend_stages
2577 || context
->lowest_disabled_stage
<= d3d_info
->limits
.ffp_textures
)
2579 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2584 if (context
->tex_unit_map
[i
] != i
)
2586 context_map_stage(context
, i
, i
);
2587 context_invalidate_state(context
, STATE_SAMPLER(i
));
2588 context_invalidate_texture_stage(context
, i
);
2594 /* Now work out the mapping */
2596 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2601 if (context
->tex_unit_map
[i
] != tex
)
2603 context_map_stage(context
, i
, tex
);
2604 context_invalidate_state(context
, STATE_SAMPLER(i
));
2605 context_invalidate_texture_stage(context
, i
);
2612 static void context_map_psamplers(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2614 const struct wined3d_shader_resource_info
*resource_info
=
2615 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
2617 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2619 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2621 if (resource_info
[i
].type
&& context
->tex_unit_map
[i
] != i
)
2623 context_map_stage(context
, i
, i
);
2624 context_invalidate_state(context
, STATE_SAMPLER(i
));
2625 if (i
< d3d_info
->limits
.ffp_blend_stages
)
2626 context_invalidate_texture_stage(context
, i
);
2631 static BOOL
context_unit_free_for_vs(const struct wined3d_context
*context
,
2632 const struct wined3d_shader_resource_info
*ps_resource_info
,
2633 const struct wined3d_shader_resource_info
*vs_resource_info
, DWORD unit
)
2635 DWORD current_mapping
= context
->rev_tex_unit_map
[unit
];
2637 /* Not currently used */
2638 if (current_mapping
== WINED3D_UNMAPPED_STAGE
)
2641 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
)
2643 /* Used by a fragment sampler */
2645 if (!ps_resource_info
)
2647 /* No pixel shader, check fixed function */
2648 return current_mapping
>= MAX_TEXTURES
|| !(context
->fixed_function_usage_map
& (1 << current_mapping
));
2651 /* Pixel shader, check the shader's sampler map */
2652 return !ps_resource_info
[current_mapping
].type
;
2655 /* Used by a vertex sampler */
2656 return !vs_resource_info
[current_mapping
- MAX_FRAGMENT_SAMPLERS
].type
;
2659 static void context_map_vsamplers(struct wined3d_context
*context
, BOOL ps
, const struct wined3d_state
*state
)
2661 const struct wined3d_shader_resource_info
*vs_resource_info
=
2662 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
;
2663 const struct wined3d_shader_resource_info
*ps_resource_info
= NULL
;
2664 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2665 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2668 /* Note that we only care if a resource is used or not, not the
2669 * resource's specific type. Otherwise we'd need to call
2670 * shader_update_samplers() here for 1.x pixelshaders. */
2672 ps_resource_info
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
2674 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
2676 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2677 if (vs_resource_info
[i
].type
)
2679 if (context
->tex_unit_map
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2681 /* Already mapped somewhere */
2687 if (context_unit_free_for_vs(context
, ps_resource_info
, vs_resource_info
, start
))
2689 context_map_stage(context
, vsampler_idx
, start
);
2690 context_invalidate_state(context
, STATE_SAMPLER(vsampler_idx
));
2702 static void context_update_tex_unit_map(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2704 BOOL vs
= use_vs(state
);
2705 BOOL ps
= use_ps(state
);
2708 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2709 * that would be really messy and require shader recompilation
2710 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2711 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2714 context_map_psamplers(context
, state
);
2716 context_map_fixed_function_samplers(context
, state
);
2719 context_map_vsamplers(context
, ps
, state
);
2722 /* Context activation is done by the caller. */
2723 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2725 const struct wined3d_device
*device
= context
->swapchain
->device
;
2726 DWORD rt_mask
, *cur_mask
;
2728 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
2730 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2731 rt_mask
= find_draw_buffers_mask(context
, device
);
2732 if (rt_mask
!= *cur_mask
)
2734 context_apply_draw_buffers(context
, rt_mask
);
2735 *cur_mask
= rt_mask
;
2739 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
2741 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
2742 *regnum
= WINED3D_FFP_POSITION
;
2743 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
2744 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
2745 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
2746 *regnum
= WINED3D_FFP_BLENDINDICES
;
2747 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
2748 *regnum
= WINED3D_FFP_NORMAL
;
2749 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
2750 *regnum
= WINED3D_FFP_PSIZE
;
2751 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
2752 *regnum
= WINED3D_FFP_DIFFUSE
;
2753 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
2754 *regnum
= WINED3D_FFP_SPECULAR
;
2755 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
2756 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
2759 FIXME("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage
), usage_idx
);
2767 /* Context activation is done by the caller. */
2768 void context_stream_info_from_declaration(struct wined3d_context
*context
,
2769 const struct wined3d_state
*state
, struct wined3d_stream_info
*stream_info
)
2771 /* We need to deal with frequency data! */
2772 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
2773 BOOL use_vshader
= use_vs(state
);
2776 stream_info
->use_map
= 0;
2777 stream_info
->swizzle_map
= 0;
2778 stream_info
->position_transformed
= declaration
->position_transformed
;
2780 /* Translate the declaration into strided data. */
2781 for (i
= 0; i
< declaration
->element_count
; ++i
)
2783 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
2784 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
2788 TRACE("%p Element %p (%u of %u).\n", declaration
->elements
,
2789 element
, i
+ 1, declaration
->element_count
);
2791 if (!stream
->buffer
)
2794 TRACE("offset %u input_slot %u usage_idx %d.\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
2798 if (element
->output_slot
== WINED3D_OUTPUT_SLOT_UNUSED
)
2800 stride_used
= FALSE
;
2802 else if (element
->output_slot
== WINED3D_OUTPUT_SLOT_SEMANTIC
)
2804 /* TODO: Assuming vertexdeclarations are usually used with the
2805 * same or a similar shader, it might be worth it to store the
2806 * last used output slot and try that one first. */
2807 stride_used
= vshader_get_input(state
->shader
[WINED3D_SHADER_TYPE_VERTEX
],
2808 element
->usage
, element
->usage_idx
, &idx
);
2812 idx
= element
->output_slot
;
2818 if (!element
->ffp_valid
)
2820 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
2821 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
2822 stride_used
= FALSE
;
2826 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
2832 TRACE("Load %s array %u [usage %s, usage_idx %u, "
2833 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
2834 use_vshader
? "shader": "fixed function", idx
,
2835 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
2836 element
->offset
, stream
->stride
, debug_d3dformat(element
->format
->id
),
2837 debug_d3dinput_classification(element
->input_slot_class
), element
->instance_data_step_rate
);
2839 stream_info
->elements
[idx
].format
= element
->format
;
2840 stream_info
->elements
[idx
].data
.buffer_object
= 0;
2841 stream_info
->elements
[idx
].data
.addr
= (BYTE
*)NULL
+ stream
->offset
+ element
->offset
;
2842 stream_info
->elements
[idx
].stride
= stream
->stride
;
2843 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
2844 if (stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
2846 stream_info
->elements
[idx
].divisor
= 1;
2848 else if (element
->input_slot_class
== WINED3D_INPUT_PER_INSTANCE_DATA
)
2850 stream_info
->elements
[idx
].divisor
= element
->instance_data_step_rate
;
2851 if (!element
->instance_data_step_rate
)
2852 FIXME("Instance step rate 0 not implemented.\n");
2856 stream_info
->elements
[idx
].divisor
= 0;
2859 if (!context
->gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
2860 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
2862 stream_info
->swizzle_map
|= 1 << idx
;
2864 stream_info
->use_map
|= 1 << idx
;
2869 /* Context activation is done by the caller. */
2870 static void context_update_stream_info(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2872 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2873 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2874 struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
2875 DWORD prev_all_vbo
= stream_info
->all_vbo
;
2879 context_stream_info_from_declaration(context
, state
, stream_info
);
2881 stream_info
->all_vbo
= 1;
2882 context
->num_buffer_queries
= 0;
2883 for (i
= 0, map
= stream_info
->use_map
; map
; map
>>= 1, ++i
)
2885 struct wined3d_stream_info_element
*element
;
2886 struct wined3d_bo_address data
;
2887 struct wined3d_buffer
*buffer
;
2892 element
= &stream_info
->elements
[i
];
2893 buffer
= state
->streams
[element
->stream_idx
].buffer
;
2895 /* We can't use VBOs if the base vertex index is negative. OpenGL
2896 * doesn't accept negative offsets (or rather offsets bigger than the
2897 * VBO, because the pointer is unsigned), so use system memory
2898 * sources. In most sane cases the pointer - offset will still be > 0,
2899 * otherwise it will wrap around to some big value. Hope that with the
2900 * indices the driver wraps it back internally. If not,
2901 * drawStridedSlow is needed, including a vertex buffer path. */
2902 if (state
->load_base_vertex_index
< 0)
2904 WARN_(d3d_perf
)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
2905 state
->load_base_vertex_index
);
2906 element
->data
.buffer_object
= 0;
2907 element
->data
.addr
+= (ULONG_PTR
)buffer_get_sysmem(buffer
, context
);
2908 if ((UINT_PTR
)element
->data
.addr
< -state
->load_base_vertex_index
* element
->stride
)
2909 FIXME("System memory vertex data load offset is negative!\n");
2913 buffer_internal_preload(buffer
, context
, state
);
2914 buffer_get_memory(buffer
, context
, &data
);
2915 element
->data
.buffer_object
= data
.buffer_object
;
2916 element
->data
.addr
+= (ULONG_PTR
)data
.addr
;
2919 if (!element
->data
.buffer_object
)
2920 stream_info
->all_vbo
= 0;
2923 context
->buffer_queries
[context
->num_buffer_queries
++] = buffer
->query
;
2925 TRACE("Load array %u {%#x:%p}.\n", i
, element
->data
.buffer_object
, element
->data
.addr
);
2930 if (state
->vertex_declaration
->half_float_conv_needed
&& !stream_info
->all_vbo
)
2932 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
2933 context
->use_immediate_mode_draw
= TRUE
;
2937 context
->use_immediate_mode_draw
= FALSE
;
2942 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
2943 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
2944 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
2946 if (((stream_info
->position_transformed
&& !d3d_info
->xyzrhw
)
2947 || (stream_info
->use_map
& slow_mask
)) && !stream_info
->all_vbo
)
2948 context
->use_immediate_mode_draw
= TRUE
;
2950 context
->use_immediate_mode_draw
= FALSE
;
2953 if (prev_all_vbo
!= stream_info
->all_vbo
)
2954 context_invalidate_state(context
, STATE_INDEXBUFFER
);
2957 /* Context activation is done by the caller. */
2958 static void context_preload_texture(struct wined3d_context
*context
,
2959 const struct wined3d_state
*state
, unsigned int idx
)
2961 struct wined3d_texture
*texture
;
2963 if (!(texture
= state
->textures
[idx
]))
2966 wined3d_texture_load(texture
, context
, state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
]);
2969 /* Context activation is done by the caller. */
2970 static void context_preload_textures(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2976 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
2978 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
[i
].type
)
2979 context_preload_texture(context
, state
, MAX_FRAGMENT_SAMPLERS
+ i
);
2985 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2987 if (state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
[i
].type
)
2988 context_preload_texture(context
, state
, i
);
2993 WORD ffu_map
= context
->fixed_function_usage_map
;
2995 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2998 context_preload_texture(context
, state
, i
);
3003 static void context_bind_shader_resources(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3005 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3006 struct wined3d_shader_sampler_map_entry
*entry
;
3007 struct wined3d_shader_resource_view
*view
;
3008 struct wined3d_sampler
*sampler
;
3009 struct wined3d_texture
*texture
;
3010 struct wined3d_shader
*shader
;
3011 unsigned int i
, j
, count
;
3015 enum wined3d_shader_type type
;
3016 unsigned int base_idx
;
3021 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
3022 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
3025 for (i
= 0; i
< ARRAY_SIZE(shader_types
); ++i
)
3027 if (!(shader
= state
->shader
[shader_types
[i
].type
]))
3030 count
= shader
->reg_maps
.sampler_map
.count
;
3031 if (count
> shader_types
[i
].count
)
3033 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3034 shader
, count
, shader_types
[i
].count
);
3035 count
= shader_types
[i
].count
;
3038 for (j
= 0; j
< count
; ++j
)
3040 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
3042 if (!(view
= state
->shader_resource_view
[shader_types
[i
].type
][entry
->resource_idx
]))
3044 WARN("No resource view bound at index %u, %u.\n", shader_types
[i
].type
, entry
->resource_idx
);
3048 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3050 FIXME("Buffer shader resources not supported.\n");
3054 if (!(sampler
= state
->sampler
[shader_types
[i
].type
][entry
->sampler_idx
]))
3056 WARN("No sampler object bound at index %u, %u.\n", shader_types
[i
].type
, entry
->sampler_idx
);
3060 texture
= wined3d_texture_from_resource(view
->resource
);
3061 wined3d_texture_load(texture
, context
, FALSE
);
3062 context_active_texture(context
, gl_info
, shader_types
[i
].base_idx
+ entry
->bind_idx
);
3063 wined3d_texture_bind(texture
, context
, FALSE
);
3065 GL_EXTCALL(glBindSampler(shader_types
[i
].base_idx
+ entry
->bind_idx
, sampler
->name
));
3066 checkGLcall("glBindSampler");
3071 /* Context activation is done by the caller. */
3072 BOOL
context_apply_draw_state(struct wined3d_context
*context
, struct wined3d_device
*device
)
3074 const struct wined3d_state
*state
= &device
->state
;
3075 const struct StateEntry
*state_table
= context
->state_table
;
3076 const struct wined3d_fb_state
*fb
= state
->fb
;
3080 if (!context_validate_rt_config(context
->gl_info
->limits
.buffers
,
3081 fb
->render_targets
, fb
->depth_stencil
))
3084 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& isStateDirty(context
, STATE_FRAMEBUFFER
))
3086 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
3089 /* Preload resources before FBO setup. Texture preload in particular may
3090 * result in changes to the current FBO, due to using e.g. FBO blits for
3091 * updating a resource location. */
3092 context_update_tex_unit_map(context
, state
);
3093 context_preload_textures(context
, state
);
3094 /* TODO: Right now the dependency on the vertex shader is necessary
3095 * since context_stream_info_from_declaration depends on the reg_maps of
3096 * the current VS but maybe it's possible to relax the coupling in some
3097 * situations at least. */
3098 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
)
3099 || isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
)))
3101 context_update_stream_info(context
, state
);
3105 for (i
= 0, map
= context
->stream_info
.use_map
; map
; map
>>= 1, ++i
)
3108 buffer_mark_used(state
->streams
[context
->stream_info
.elements
[i
].stream_idx
].buffer
);
3111 if (state
->index_buffer
)
3113 if (context
->stream_info
.all_vbo
)
3114 buffer_internal_preload(state
->index_buffer
, context
, state
);
3116 buffer_get_sysmem(state
->index_buffer
, context
);
3119 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
3121 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
3123 if (state
->cb
[i
][j
])
3124 buffer_internal_preload(state
->cb
[i
][j
], context
, state
);
3128 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
3130 DWORD rep
= context
->dirtyArray
[i
];
3131 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
3132 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
3133 context
->isStateDirty
[idx
] &= ~(1 << shift
);
3134 state_table
[rep
].apply(context
, state
, rep
);
3137 if (context
->shader_update_mask
)
3139 device
->shader_backend
->shader_select(device
->shader_priv
, context
, state
);
3140 context
->shader_update_mask
= 0;
3143 if (context
->constant_update_mask
)
3145 device
->shader_backend
->shader_load_constants(device
->shader_priv
, context
, state
);
3146 context
->constant_update_mask
= 0;
3149 if (context
->update_shader_resource_bindings
)
3151 context_bind_shader_resources(context
, state
);
3152 context
->update_shader_resource_bindings
= 0;
3155 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3157 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
3160 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
3161 context
->last_was_blit
= FALSE
;
3166 static void context_setup_target(struct wined3d_context
*context
, struct wined3d_surface
*target
)
3168 BOOL old_render_offscreen
= context
->render_offscreen
, render_offscreen
;
3170 render_offscreen
= wined3d_resource_is_offscreen(&target
->container
->resource
);
3171 if (context
->current_rt
== target
&& render_offscreen
== old_render_offscreen
) return;
3173 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
3174 * the alpha blend state changes with different render target formats. */
3175 if (!context
->current_rt
)
3177 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
3181 const struct wined3d_format
*old
= context
->current_rt
->resource
.format
;
3182 const struct wined3d_format
*new = target
->resource
.format
;
3184 if (old
->id
!= new->id
)
3186 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
3187 if ((old
->alpha_size
&& !new->alpha_size
) || (!old
->alpha_size
&& new->alpha_size
)
3188 || !(target
->resource
.format_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
3189 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
3191 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
3192 if ((context
->current_rt
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
)
3193 != (target
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
3194 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3197 /* When switching away from an offscreen render target, and we're not
3198 * using FBOs, we have to read the drawable into the texture. This is
3199 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
3200 * There are some things that need care though. PreLoad needs a GL context,
3201 * and FindContext is called before the context is activated. It also
3202 * has to be called with the old rendertarget active, otherwise a
3203 * wrong drawable is read. */
3204 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
3205 && old_render_offscreen
&& context
->current_rt
!= target
)
3207 struct wined3d_texture
*texture
= context
->current_rt
->container
;
3209 /* Read the back buffer of the old drawable into the destination texture. */
3210 if (texture
->texture_srgb
.name
)
3211 wined3d_texture_load(texture
, context
, TRUE
);
3212 wined3d_texture_load(texture
, context
, FALSE
);
3213 surface_invalidate_location(context
->current_rt
, WINED3D_LOCATION_DRAWABLE
);
3217 context
->current_rt
= target
;
3218 context_set_render_offscreen(context
, render_offscreen
);
3221 struct wined3d_context
*context_acquire(const struct wined3d_device
*device
, struct wined3d_surface
*target
)
3223 struct wined3d_context
*current_context
= context_get_current();
3224 struct wined3d_context
*context
;
3226 TRACE("device %p, target %p.\n", device
, target
);
3228 if (current_context
&& current_context
->destroyed
)
3229 current_context
= NULL
;
3234 && current_context
->current_rt
3235 && current_context
->swapchain
->device
== device
)
3237 target
= current_context
->current_rt
;
3241 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
3242 if (swapchain
->back_buffers
)
3243 target
= surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->back_buffers
[0], 0));
3245 target
= surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->front_buffer
, 0));
3249 if (current_context
&& current_context
->current_rt
== target
)
3251 context
= current_context
;
3253 else if (target
->container
->swapchain
)
3255 TRACE("Rendering onscreen.\n");
3257 context
= swapchain_get_context(target
->container
->swapchain
);
3261 TRACE("Rendering offscreen.\n");
3263 /* Stay with the current context if possible. Otherwise use the
3264 * context for the primary swapchain. */
3265 if (current_context
&& current_context
->swapchain
->device
== device
)
3266 context
= current_context
;
3268 context
= swapchain_get_context(device
->swapchains
[0]);
3271 context_enter(context
);
3272 context_update_window(context
);
3273 context_setup_target(context
, target
);
3274 if (!context
->valid
) return context
;
3276 if (context
!= current_context
)
3278 if (!context_set_current(context
))
3279 ERR("Failed to activate the new context.\n");
3281 else if (context
->needs_set
)
3283 context_set_gl_context(context
);