msvcirt: Implement stdiostream constructors.
[wine.git] / dlls / wined3d / context.c
blob88d34e631e658f6400112bf70cde821b94a92d59
1 /*
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
22 #include "config.h"
23 #include "wine/port.h"
25 #include <stdio.h>
26 #ifdef HAVE_FLOAT_H
27 # include <float.h>
28 #endif
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;
47 switch (target)
49 case GL_READ_FRAMEBUFFER:
50 if (context->fbo_read_binding == fbo) return;
51 context->fbo_read_binding = fbo;
52 break;
54 case GL_DRAW_FRAMEBUFFER:
55 if (context->fbo_draw_binding == fbo) return;
56 context->fbo_draw_binding = fbo;
57 break;
59 case GL_FRAMEBUFFER:
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;
64 break;
66 default:
67 FIXME("Unhandled target %#x.\n", target);
68 break;
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)
78 unsigned int i;
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 flags, GLuint rb)
108 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
110 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
111 checkGLcall("glFramebufferRenderbuffer()");
114 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
116 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
117 checkGLcall("glFramebufferRenderbuffer()");
121 static void context_attach_gl_texture_fbo(struct wined3d_context *context,
122 GLenum fbo_target, GLenum attachment, const struct wined3d_fbo_resource *resource)
124 const struct wined3d_gl_info *gl_info = context->gl_info;
126 if (!resource)
128 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, GL_TEXTURE_2D, 0, 0);
129 checkGLcall("glFramebufferTexture2D()");
131 else if (resource->target == GL_TEXTURE_2D_ARRAY)
133 if (!gl_info->fbo_ops.glFramebufferTextureLayer)
135 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
136 return;
139 gl_info->fbo_ops.glFramebufferTextureLayer(fbo_target, attachment,
140 resource->object, resource->level, resource->layer);
141 checkGLcall("glFramebufferTextureLayer()");
143 else
145 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment,
146 resource->target, resource->object, resource->level);
147 checkGLcall("glFramebufferTexture2D()");
151 /* Context activation is done by the caller. */
152 static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
153 GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
154 DWORD flags)
156 const struct wined3d_gl_info *gl_info = context->gl_info;
158 if (resource->object)
160 TRACE("Attach depth stencil %u.\n", resource->object);
162 if (rb_namespace)
164 context_attach_depth_stencil_rb(gl_info, fbo_target,
165 flags, resource->object);
167 else
169 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
170 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, resource);
172 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
173 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, resource);
176 if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH))
177 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
179 if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL))
180 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
182 else
184 TRACE("Attach depth stencil 0.\n");
186 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
187 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
191 /* Context activation is done by the caller. */
192 static void context_attach_surface_fbo(struct wined3d_context *context,
193 GLenum fbo_target, DWORD idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
195 const struct wined3d_gl_info *gl_info = context->gl_info;
197 TRACE("Attach GL object %u to %u.\n", resource->object, idx);
199 if (resource->object)
202 if (rb_namespace)
204 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
205 GL_RENDERBUFFER, resource->object);
206 checkGLcall("glFramebufferRenderbuffer()");
208 else
210 context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
213 else
215 context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, NULL);
219 static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, GLenum target,
220 GLenum attachment)
222 static const struct
224 GLenum target;
225 GLenum binding;
226 const char *str;
227 enum wined3d_gl_extension extension;
229 texture_type[] =
231 {GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, "2d", WINED3D_GL_EXT_NONE},
232 {GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BINDING_RECTANGLE_ARB, "rectangle", ARB_TEXTURE_RECTANGLE},
233 {GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, "2d-array", EXT_TEXTURE_ARRAY},
236 GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target;
238 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
239 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
240 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
241 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
243 if (type == GL_RENDERBUFFER)
245 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, name);
246 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
247 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
248 if (gl_info->limits.samples > 1)
249 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
250 else
251 samples = 1;
252 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt);
253 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
254 debug_fboattachment(attachment), name, width, height, samples, fmt);
256 else if (type == GL_TEXTURE)
258 const char *tex_type_str;
260 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
261 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &level);
262 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
263 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, &face);
265 if (face)
267 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &old_texture);
269 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, name);
270 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(face, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
271 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(face, level, GL_TEXTURE_WIDTH, &width);
272 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(face, level, GL_TEXTURE_HEIGHT, &height);
274 tex_target = GL_TEXTURE_CUBE_MAP;
275 tex_type_str = "cube";
277 else
279 unsigned int i;
281 tex_type_str = NULL;
282 for (i = 0; i < sizeof(texture_type) / sizeof(*texture_type); ++i)
284 if (!gl_info->supported[texture_type[i].extension])
285 continue;
287 gl_info->gl_ops.gl.p_glGetIntegerv(texture_type[i].binding, &old_texture);
288 while (gl_info->gl_ops.gl.p_glGetError());
290 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, name);
291 if (!gl_info->gl_ops.gl.p_glGetError())
293 tex_target = texture_type[i].target;
294 tex_type_str = texture_type[i].str;
295 break;
297 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, old_texture);
299 if (!tex_type_str)
301 FIXME("Cannot find type of texture %d.\n", name);
302 return;
305 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
306 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_WIDTH, &width);
307 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_HEIGHT, &height);
310 FIXME(" %s: %s texture %d, %dx%d, format %#x.\n", debug_fboattachment(attachment),
311 tex_type_str, name, width, height, fmt);
313 gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture);
314 checkGLcall("Guess texture type");
316 else if (type == GL_NONE)
318 FIXME(" %s: NONE.\n", debug_fboattachment(attachment));
320 else
322 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type);
326 /* Context activation is done by the caller. */
327 void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
329 const struct wined3d_gl_info *gl_info = context->gl_info;
330 GLenum status;
332 if (!FIXME_ON(d3d)) return;
334 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
335 if (status == GL_FRAMEBUFFER_COMPLETE)
337 TRACE("FBO complete\n");
339 else
341 unsigned int i;
343 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
345 if (!context->current_fbo)
347 ERR("FBO 0 is incomplete, driver bug?\n");
348 return;
351 context_dump_fbo_attachment(gl_info, target, GL_DEPTH_ATTACHMENT);
352 context_dump_fbo_attachment(gl_info, target, GL_STENCIL_ATTACHMENT);
354 for (i = 0; i < gl_info->limits.buffers; ++i)
355 context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i);
356 checkGLcall("Dump FBO attachments");
360 static inline DWORD context_generate_rt_mask(GLenum buffer)
362 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
363 return buffer ? (1u << 31) | buffer : 0;
366 static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resource *resource)
368 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
370 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
371 return 0;
374 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource));
377 static inline void context_set_fbo_key_for_surface(const struct wined3d_context *context,
378 struct wined3d_fbo_entry_key *key, UINT idx, struct wined3d_surface *surface,
379 DWORD location)
381 if (!surface || surface->container->resource.format->id == WINED3DFMT_NULL)
383 key->objects[idx].object = 0;
384 key->objects[idx].target = 0;
385 key->objects[idx].level = key->objects[idx].layer = 0;
387 else if (surface->current_renderbuffer)
389 key->objects[idx].object = surface->current_renderbuffer->id;
390 key->objects[idx].target = 0;
391 key->objects[idx].level = key->objects[idx].layer = 0;
392 key->rb_namespace |= 1 << idx;
394 else
396 switch (location)
398 case WINED3D_LOCATION_TEXTURE_RGB:
399 key->objects[idx].object = surface_get_texture_name(surface, context, FALSE);
400 key->objects[idx].target = surface->texture_target;
401 key->objects[idx].level = surface->texture_level;
402 key->objects[idx].layer = surface->texture_layer;
403 break;
405 case WINED3D_LOCATION_TEXTURE_SRGB:
406 key->objects[idx].object = surface_get_texture_name(surface, context, TRUE);
407 key->objects[idx].target = surface->texture_target;
408 key->objects[idx].level = surface->texture_level;
409 key->objects[idx].layer = surface->texture_layer;
410 break;
412 case WINED3D_LOCATION_RB_MULTISAMPLE:
413 key->objects[idx].object = surface->container->rb_multisample;
414 key->objects[idx].target = 0;
415 key->objects[idx].level = key->objects[idx].layer = 0;
416 key->rb_namespace |= 1 << idx;
417 break;
419 case WINED3D_LOCATION_RB_RESOLVED:
420 key->objects[idx].object = surface->container->rb_resolved;
421 key->objects[idx].target = 0;
422 key->objects[idx].level = key->objects[idx].layer = 0;
423 key->rb_namespace |= 1 << idx;
424 break;
429 static void context_generate_fbo_key(const struct wined3d_context *context,
430 struct wined3d_fbo_entry_key *key, struct wined3d_surface **render_targets,
431 struct wined3d_surface *depth_stencil, DWORD color_location,
432 DWORD ds_location)
434 UINT i;
436 key->rb_namespace = 0;
437 context_set_fbo_key_for_surface(context, key, 0, depth_stencil, ds_location);
439 for (i = 0; i < context->gl_info->limits.buffers; ++i)
440 context_set_fbo_key_for_surface(context, key, i + 1, render_targets[i], color_location);
443 static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
444 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
445 DWORD color_location, DWORD ds_location)
447 const struct wined3d_gl_info *gl_info = context->gl_info;
448 struct fbo_entry *entry;
449 UINT object_count = gl_info->limits.buffers + 1;
451 entry = HeapAlloc(GetProcessHeap(), 0,
452 FIELD_OFFSET(struct fbo_entry, key.objects[object_count]));
453 memset(&entry->key, 0, FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[object_count]));
454 context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
455 entry->flags = 0;
456 if (depth_stencil)
458 if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_DEPTH)
459 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
460 if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_STENCIL)
461 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
463 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
464 gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
465 checkGLcall("glGenFramebuffers()");
466 TRACE("Created FBO %u.\n", entry->id);
468 return entry;
471 /* Context activation is done by the caller. */
472 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
473 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
474 DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
476 const struct wined3d_gl_info *gl_info = context->gl_info;
478 context_bind_fbo(context, target, entry->id);
479 context_clean_fbo_attachments(gl_info, target);
481 context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
482 entry->flags = 0;
483 if (depth_stencil)
485 if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_DEPTH)
486 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
487 if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_STENCIL)
488 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
492 /* Context activation is done by the caller. */
493 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
495 if (entry->id)
497 TRACE("Destroy FBO %u.\n", entry->id);
498 context_destroy_fbo(context, entry->id);
500 --context->fbo_entry_count;
501 list_remove(&entry->entry);
502 HeapFree(GetProcessHeap(), 0, entry);
505 /* Context activation is done by the caller. */
506 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
507 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
508 DWORD color_location, DWORD ds_location)
510 const struct wined3d_gl_info *gl_info = context->gl_info;
511 unsigned int object_count = gl_info->limits.buffers + 1;
512 struct wined3d_texture *rt_texture, *ds_texture;
513 struct fbo_entry *entry;
514 unsigned int i;
516 if (depth_stencil && render_targets[0])
518 rt_texture = render_targets[0]->container;
519 ds_texture = depth_stencil->container;
521 if (wined3d_texture_get_level_width(ds_texture, depth_stencil->texture_level)
522 < wined3d_texture_get_level_width(rt_texture, render_targets[0]->texture_level)
523 || wined3d_texture_get_level_height(ds_texture, depth_stencil->texture_level)
524 < wined3d_texture_get_level_height(rt_texture, render_targets[0]->texture_level))
526 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
527 depth_stencil = NULL;
529 else if (ds_texture->resource.multisample_type != rt_texture->resource.multisample_type
530 || ds_texture->resource.multisample_quality != rt_texture->resource.multisample_quality)
532 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
533 rt_texture->resource.multisample_type, rt_texture->resource.multisample_quality,
534 ds_texture->resource.multisample_type, ds_texture->resource.multisample_quality);
535 depth_stencil = NULL;
537 else
538 surface_set_compatible_renderbuffer(depth_stencil, render_targets[0]);
541 context_generate_fbo_key(context, context->fbo_key, render_targets, depth_stencil, color_location,
542 ds_location);
544 if (TRACE_ON(d3d))
546 TRACE("Dumping FBO attachments:\n");
547 for (i = 0; i < gl_info->limits.buffers; ++i)
549 if (render_targets[i])
551 rt_texture = render_targets[i]->container;
552 TRACE(" Color attachment %u: %p format %s, %s %u, %ux%u, %u samples.\n",
553 i, render_targets[i], debug_d3dformat(rt_texture->resource.format->id),
554 context->fbo_key->rb_namespace & (1 << (i + 1)) ? "renderbuffer" : "texture",
555 context->fbo_key->objects[i + 1].object,
556 wined3d_texture_get_level_pow2_width(rt_texture, render_targets[i]->texture_level),
557 wined3d_texture_get_level_pow2_height(rt_texture, render_targets[i]->texture_level),
558 rt_texture->resource.multisample_type);
561 if (depth_stencil)
563 ds_texture = depth_stencil->container;
564 TRACE(" Depth attachment: %p format %s, %s %u, %ux%u, %u samples.\n",
565 depth_stencil, debug_d3dformat(ds_texture->resource.format->id),
566 context->fbo_key->rb_namespace & (1 << 0) ? "renderbuffer" : "texture",
567 context->fbo_key->objects[0].object,
568 wined3d_texture_get_level_pow2_width(ds_texture, depth_stencil->texture_level),
569 wined3d_texture_get_level_pow2_height(ds_texture, depth_stencil->texture_level),
570 ds_texture->resource.multisample_type);
574 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
576 if (memcmp(context->fbo_key, &entry->key, FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[object_count])))
577 continue;
579 list_remove(&entry->entry);
580 list_add_head(&context->fbo_list, &entry->entry);
581 return entry;
584 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
586 entry = context_create_fbo_entry(context, render_targets, depth_stencil, color_location, ds_location);
587 list_add_head(&context->fbo_list, &entry->entry);
588 ++context->fbo_entry_count;
590 else
592 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
593 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, color_location, ds_location, entry);
594 list_remove(&entry->entry);
595 list_add_head(&context->fbo_list, &entry->entry);
598 return entry;
601 /* Context activation is done by the caller. */
602 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
604 const struct wined3d_gl_info *gl_info = context->gl_info;
605 unsigned int i;
606 GLuint read_binding, draw_binding;
608 if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
610 context_bind_fbo(context, target, entry->id);
611 return;
614 read_binding = context->fbo_read_binding;
615 draw_binding = context->fbo_draw_binding;
616 context_bind_fbo(context, GL_FRAMEBUFFER, entry->id);
618 /* Apply render targets */
619 for (i = 0; i < gl_info->limits.buffers; ++i)
621 context_attach_surface_fbo(context, target, i, &entry->key.objects[i + 1],
622 entry->key.rb_namespace & (1 << (i + 1)));
625 context_attach_depth_stencil_fbo(context, target, &entry->key.objects[0],
626 entry->key.rb_namespace & 0x1, entry->flags);
628 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
629 * GL contexts requirements. */
630 gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
631 context_set_draw_buffer(context, GL_NONE);
632 if (target != GL_FRAMEBUFFER)
634 if (target == GL_READ_FRAMEBUFFER)
635 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, draw_binding);
636 else
637 context_bind_fbo(context, GL_READ_FRAMEBUFFER, read_binding);
640 entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
643 /* Context activation is done by the caller. */
644 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
645 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
646 DWORD color_location, DWORD ds_location)
648 struct fbo_entry *entry, *entry2;
650 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
652 context_destroy_fbo_entry(context, entry);
655 if (context->rebind_fbo)
657 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
658 context->rebind_fbo = FALSE;
661 if (color_location == WINED3D_LOCATION_DRAWABLE)
663 context->current_fbo = NULL;
664 context_bind_fbo(context, target, 0);
666 else
668 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil,
669 color_location, ds_location);
670 context_apply_fbo_entry(context, target, context->current_fbo);
674 /* Context activation is done by the caller. */
675 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
676 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
678 UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
680 context->blit_targets[0] = render_target;
681 if (clear_size)
682 memset(&context->blit_targets[1], 0, clear_size);
683 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location, location);
686 /* Context activation is done by the caller. */
687 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
689 const struct wined3d_gl_info *gl_info = context->gl_info;
691 if (context->free_occlusion_query_count)
693 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
695 else
697 if (gl_info->supported[ARB_OCCLUSION_QUERY])
699 GL_EXTCALL(glGenQueries(1, &query->id));
700 checkGLcall("glGenQueries");
702 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
704 else
706 WARN("Occlusion queries not supported, not allocating query id.\n");
707 query->id = 0;
711 query->context = context;
712 list_add_head(&context->occlusion_queries, &query->entry);
715 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
717 struct wined3d_context *context = query->context;
719 list_remove(&query->entry);
720 query->context = NULL;
722 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
724 UINT new_size = context->free_occlusion_query_size << 1;
725 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
726 new_size * sizeof(*context->free_occlusion_queries));
728 if (!new_data)
730 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
731 return;
734 context->free_occlusion_query_size = new_size;
735 context->free_occlusion_queries = new_data;
738 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
741 /* Context activation is done by the caller. */
742 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
744 const struct wined3d_gl_info *gl_info = context->gl_info;
746 if (context->free_event_query_count)
748 query->object = context->free_event_queries[--context->free_event_query_count];
750 else
752 if (gl_info->supported[ARB_SYNC])
754 /* Using ARB_sync, not much to do here. */
755 query->object.sync = NULL;
756 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
758 else if (gl_info->supported[APPLE_FENCE])
760 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
761 checkGLcall("glGenFencesAPPLE");
763 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
765 else if(gl_info->supported[NV_FENCE])
767 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
768 checkGLcall("glGenFencesNV");
770 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
772 else
774 WARN("Event queries not supported, not allocating query id.\n");
775 query->object.id = 0;
779 query->context = context;
780 list_add_head(&context->event_queries, &query->entry);
783 void context_free_event_query(struct wined3d_event_query *query)
785 struct wined3d_context *context = query->context;
787 list_remove(&query->entry);
788 query->context = NULL;
790 if (context->free_event_query_count >= context->free_event_query_size - 1)
792 UINT new_size = context->free_event_query_size << 1;
793 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
794 new_size * sizeof(*context->free_event_queries));
796 if (!new_data)
798 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
799 return;
802 context->free_event_query_size = new_size;
803 context->free_event_queries = new_data;
806 context->free_event_queries[context->free_event_query_count++] = query->object;
809 /* Context activation is done by the caller. */
810 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query)
812 const struct wined3d_gl_info *gl_info = context->gl_info;
814 if (context->free_timestamp_query_count)
816 query->id = context->free_timestamp_queries[--context->free_timestamp_query_count];
818 else
820 GL_EXTCALL(glGenQueries(1, &query->id));
821 checkGLcall("glGenQueries");
823 TRACE("Allocated timestamp query %u in context %p.\n", query->id, context);
826 query->context = context;
827 list_add_head(&context->timestamp_queries, &query->entry);
830 void context_free_timestamp_query(struct wined3d_timestamp_query *query)
832 struct wined3d_context *context = query->context;
834 list_remove(&query->entry);
835 query->context = NULL;
837 if (context->free_timestamp_query_count >= context->free_timestamp_query_size - 1)
839 UINT new_size = context->free_timestamp_query_size << 1;
840 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_timestamp_queries,
841 new_size * sizeof(*context->free_timestamp_queries));
843 if (!new_data)
845 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
846 return;
849 context->free_timestamp_query_size = new_size;
850 context->free_timestamp_queries = new_data;
853 context->free_timestamp_queries[context->free_timestamp_query_count++] = query->id;
856 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
858 static void context_enum_fbo_entries(const struct wined3d_device *device,
859 GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
861 UINT i;
863 for (i = 0; i < device->context_count; ++i)
865 struct wined3d_context *context = device->contexts[i];
866 const struct wined3d_gl_info *gl_info = context->gl_info;
867 struct fbo_entry *entry, *entry2;
869 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
871 UINT j;
873 for (j = 0; j < gl_info->limits.buffers + 1; ++j)
875 if (entry->key.objects[j].object == name
876 && !(entry->key.rb_namespace & (1 << j)) == !rb_namespace)
878 callback(context, entry);
879 break;
886 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
888 list_remove(&entry->entry);
889 list_add_head(&context->fbo_destroy_list, &entry->entry);
892 void context_resource_released(const struct wined3d_device *device,
893 struct wined3d_resource *resource, enum wined3d_resource_type type)
895 struct wined3d_texture *texture;
896 UINT i;
898 if (!device->d3d_initialized)
899 return;
901 switch (type)
903 case WINED3D_RTYPE_TEXTURE_2D:
904 case WINED3D_RTYPE_TEXTURE_3D:
905 texture = texture_from_resource(resource);
907 for (i = 0; i < device->context_count; ++i)
909 struct wined3d_context *context = device->contexts[i];
910 if (context->current_rt.texture == texture)
912 context->current_rt.texture = NULL;
913 context->current_rt.sub_resource_idx = 0;
916 break;
918 default:
919 break;
923 void context_gl_resource_released(struct wined3d_device *device,
924 GLuint name, BOOL rb_namespace)
926 context_enum_fbo_entries(device, name, rb_namespace, context_queue_fbo_entry_destruction);
929 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface)
931 const struct wined3d_gl_info *gl_info = context->gl_info;
932 struct fbo_entry *entry = context->current_fbo;
933 unsigned int i;
935 if (!entry || context->rebind_fbo) return;
937 for (i = 0; i < gl_info->limits.buffers + 1; ++i)
939 if (surface->container->texture_rgb.name == entry->key.objects[i].object
940 || surface->container->texture_srgb.name == entry->key.objects[i].object)
942 TRACE("Updated surface %p is bound as attachment %u to the current FBO.\n", surface, i);
943 context->rebind_fbo = TRUE;
944 return;
949 static BOOL context_restore_pixel_format(struct wined3d_context *ctx)
951 const struct wined3d_gl_info *gl_info = ctx->gl_info;
952 BOOL ret = FALSE;
954 if (ctx->restore_pf && IsWindow(ctx->restore_pf_win))
956 if (ctx->gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
958 HDC dc = GetDCEx(ctx->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
959 if (dc)
961 if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, ctx->restore_pf))))
963 ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
964 ctx->restore_pf, ctx->restore_pf_win);
966 ReleaseDC(ctx->restore_pf_win, dc);
969 else
971 ERR("can't restore pixel format %d on window %p\n", ctx->restore_pf, ctx->restore_pf_win);
975 ctx->restore_pf = 0;
976 ctx->restore_pf_win = NULL;
977 return ret;
980 static BOOL context_set_pixel_format(struct wined3d_context *context, HDC dc, BOOL private, int format)
982 const struct wined3d_gl_info *gl_info = context->gl_info;
983 int current;
985 if (dc == context->hdc && context->hdc_is_private && context->hdc_has_format)
986 return TRUE;
988 current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc);
989 if (current == format) goto success;
991 if (!current)
993 if (!SetPixelFormat(dc, format, NULL))
995 /* This may also happen if the dc belongs to a destroyed window. */
996 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
997 format, dc, GetLastError());
998 return FALSE;
1001 context->restore_pf = 0;
1002 context->restore_pf_win = private ? NULL : WindowFromDC(dc);
1003 goto success;
1006 /* By default WGL doesn't allow pixel format adjustments but we need it
1007 * here. For this reason there's a Wine specific wglSetPixelFormat()
1008 * which allows us to set the pixel format multiple times. Only use it
1009 * when really needed. */
1010 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1012 HWND win;
1014 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
1016 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1017 format, dc);
1018 return FALSE;
1021 win = private ? NULL : WindowFromDC(dc);
1022 if (win != context->restore_pf_win)
1024 context_restore_pixel_format(context);
1026 context->restore_pf = private ? 0 : current;
1027 context->restore_pf_win = win;
1030 goto success;
1033 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1034 * continue using the old format. There's a big chance that the old
1035 * format works although with a performance hit and perhaps rendering
1036 * errors. */
1037 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1038 format, dc, current);
1039 return TRUE;
1041 success:
1042 if (dc == context->hdc && context->hdc_is_private)
1043 context->hdc_has_format = TRUE;
1044 return TRUE;
1047 static BOOL context_set_gl_context(struct wined3d_context *ctx)
1049 struct wined3d_swapchain *swapchain = ctx->swapchain;
1050 BOOL backup = FALSE;
1052 if (!context_set_pixel_format(ctx, ctx->hdc, ctx->hdc_is_private, ctx->pixel_format))
1054 WARN("Failed to set pixel format %d on device context %p.\n",
1055 ctx->pixel_format, ctx->hdc);
1056 backup = TRUE;
1059 if (backup || !wglMakeCurrent(ctx->hdc, ctx->glCtx))
1061 HDC dc;
1063 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1064 ctx->glCtx, ctx->hdc, GetLastError());
1065 ctx->valid = 0;
1066 WARN("Trying fallback to the backup window.\n");
1068 /* FIXME: If the context is destroyed it's no longer associated with
1069 * a swapchain, so we can't use the swapchain to get a backup dc. To
1070 * make this work windowless contexts would need to be handled by the
1071 * device. */
1072 if (ctx->destroyed || !swapchain)
1074 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx);
1075 context_set_current(NULL);
1076 return FALSE;
1079 if (!(dc = swapchain_get_backup_dc(swapchain)))
1081 context_set_current(NULL);
1082 return FALSE;
1085 if (!context_set_pixel_format(ctx, dc, TRUE, ctx->pixel_format))
1087 ERR("Failed to set pixel format %d on device context %p.\n",
1088 ctx->pixel_format, dc);
1089 context_set_current(NULL);
1090 return FALSE;
1093 if (!wglMakeCurrent(dc, ctx->glCtx))
1095 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1096 dc, GetLastError());
1097 context_set_current(NULL);
1098 return FALSE;
1101 ctx->valid = 1;
1103 ctx->needs_set = 0;
1104 return TRUE;
1107 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
1109 if (!wglMakeCurrent(dc, gl_ctx))
1111 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1112 gl_ctx, dc, GetLastError());
1113 context_set_current(NULL);
1117 static void context_update_window(struct wined3d_context *context, HWND win_handle)
1119 if (context->win_handle == win_handle)
1120 return;
1122 TRACE("Updating context %p window from %p to %p.\n",
1123 context, context->win_handle, win_handle);
1125 if (context->hdc)
1126 wined3d_release_dc(context->win_handle, context->hdc);
1128 context->win_handle = win_handle;
1129 context->hdc_is_private = FALSE;
1130 context->hdc_has_format = FALSE;
1131 context->needs_set = 1;
1132 context->valid = 1;
1134 if (!(context->hdc = GetDCEx(context->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
1136 ERR("Failed to get a device context for window %p.\n", context->win_handle);
1137 context->valid = 0;
1141 static void context_destroy_gl_resources(struct wined3d_context *context)
1143 const struct wined3d_gl_info *gl_info = context->gl_info;
1144 struct wined3d_timestamp_query *timestamp_query;
1145 struct wined3d_occlusion_query *occlusion_query;
1146 struct wined3d_event_query *event_query;
1147 struct fbo_entry *entry, *entry2;
1148 HGLRC restore_ctx;
1149 HDC restore_dc;
1150 unsigned int i;
1152 restore_ctx = wglGetCurrentContext();
1153 restore_dc = wglGetCurrentDC();
1155 if (restore_ctx == context->glCtx)
1156 restore_ctx = NULL;
1157 else if (context->valid)
1158 context_set_gl_context(context);
1160 LIST_FOR_EACH_ENTRY(timestamp_query, &context->timestamp_queries, struct wined3d_timestamp_query, entry)
1162 if (context->valid)
1163 GL_EXTCALL(glDeleteQueries(1, &timestamp_query->id));
1164 timestamp_query->context = NULL;
1167 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
1169 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
1170 GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
1171 occlusion_query->context = NULL;
1174 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
1176 if (context->valid)
1178 if (gl_info->supported[ARB_SYNC])
1180 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
1182 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
1183 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
1185 event_query->context = NULL;
1188 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
1190 if (!context->valid) entry->id = 0;
1191 context_destroy_fbo_entry(context, entry);
1194 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
1196 if (!context->valid) entry->id = 0;
1197 context_destroy_fbo_entry(context, entry);
1200 if (context->valid)
1202 if (context->dummy_arbfp_prog)
1204 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
1207 if (gl_info->supported[ARB_TIMER_QUERY])
1208 GL_EXTCALL(glDeleteQueries(context->free_timestamp_query_count, context->free_timestamp_queries));
1210 if (gl_info->supported[ARB_OCCLUSION_QUERY])
1211 GL_EXTCALL(glDeleteQueries(context->free_occlusion_query_count, context->free_occlusion_queries));
1213 if (gl_info->supported[ARB_SYNC])
1215 for (i = 0; i < context->free_event_query_count; ++i)
1217 GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
1220 else if (gl_info->supported[APPLE_FENCE])
1222 for (i = 0; i < context->free_event_query_count; ++i)
1224 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
1227 else if (gl_info->supported[NV_FENCE])
1229 for (i = 0; i < context->free_event_query_count; ++i)
1231 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
1235 checkGLcall("context cleanup");
1238 HeapFree(GetProcessHeap(), 0, context->free_timestamp_queries);
1239 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
1240 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
1242 context_restore_pixel_format(context);
1243 if (restore_ctx)
1245 context_restore_gl_context(gl_info, restore_dc, restore_ctx);
1247 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
1249 ERR("Failed to disable GL context.\n");
1252 wined3d_release_dc(context->win_handle, context->hdc);
1254 if (!wglDeleteContext(context->glCtx))
1256 DWORD err = GetLastError();
1257 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
1261 DWORD context_get_tls_idx(void)
1263 return wined3d_context_tls_idx;
1266 void context_set_tls_idx(DWORD idx)
1268 wined3d_context_tls_idx = idx;
1271 struct wined3d_context *context_get_current(void)
1273 return TlsGetValue(wined3d_context_tls_idx);
1276 BOOL context_set_current(struct wined3d_context *ctx)
1278 struct wined3d_context *old = context_get_current();
1280 if (old == ctx)
1282 TRACE("Already using D3D context %p.\n", ctx);
1283 return TRUE;
1286 if (old)
1288 if (old->destroyed)
1290 TRACE("Switching away from destroyed context %p.\n", old);
1291 context_destroy_gl_resources(old);
1292 HeapFree(GetProcessHeap(), 0, (void *)old->gl_info);
1293 HeapFree(GetProcessHeap(), 0, old);
1295 else
1297 if (wglGetCurrentContext())
1299 const struct wined3d_gl_info *gl_info = old->gl_info;
1300 TRACE("Flushing context %p before switching to %p.\n", old, ctx);
1301 gl_info->gl_ops.gl.p_glFlush();
1303 old->current = 0;
1307 if (ctx)
1309 if (!ctx->valid)
1311 ERR("Trying to make invalid context %p current\n", ctx);
1312 return FALSE;
1315 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1316 if (!context_set_gl_context(ctx))
1317 return FALSE;
1318 ctx->current = 1;
1320 else if (wglGetCurrentContext())
1322 TRACE("Clearing current D3D context.\n");
1323 if (!wglMakeCurrent(NULL, NULL))
1325 DWORD err = GetLastError();
1326 ERR("Failed to clear current GL context, last error %#x.\n", err);
1327 TlsSetValue(wined3d_context_tls_idx, NULL);
1328 return FALSE;
1332 return TlsSetValue(wined3d_context_tls_idx, ctx);
1335 void context_release(struct wined3d_context *context)
1337 TRACE("Releasing context %p, level %u.\n", context, context->level);
1339 if (WARN_ON(d3d))
1341 if (!context->level)
1342 WARN("Context %p is not active.\n", context);
1343 else if (context != context_get_current())
1344 WARN("Context %p is not the current context.\n", context);
1347 if (!--context->level)
1349 if (context_restore_pixel_format(context))
1350 context->needs_set = 1;
1351 if (context->restore_ctx)
1353 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1354 context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx);
1355 context->restore_ctx = NULL;
1356 context->restore_dc = NULL;
1359 if (context->destroy_delayed)
1361 TRACE("Destroying context %p.\n", context);
1362 context_destroy(context->device, context);
1367 /* This is used when a context for render target A is active, but a separate context is
1368 * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
1369 * A to avoid breaking caller code. */
1370 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore)
1372 if (context->current_rt.texture != restore->container
1373 || context->current_rt.sub_resource_idx != surface_get_sub_resource_idx(restore))
1375 context_release(context);
1376 context = context_acquire(restore->container->resource.device, restore);
1379 context_release(context);
1382 static void context_enter(struct wined3d_context *context)
1384 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1386 if (!context->level++)
1388 const struct wined3d_context *current_context = context_get_current();
1389 HGLRC current_gl = wglGetCurrentContext();
1391 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1393 TRACE("Another GL context (%p on device context %p) is already current.\n",
1394 current_gl, wglGetCurrentDC());
1395 context->restore_ctx = current_gl;
1396 context->restore_dc = wglGetCurrentDC();
1397 context->needs_set = 1;
1399 else if (!context->needs_set && !(context->hdc_is_private && context->hdc_has_format)
1400 && context->pixel_format != context->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context->hdc))
1401 context->needs_set = 1;
1405 void context_invalidate_state(struct wined3d_context *context, DWORD state)
1407 DWORD rep = context->state_table[state].representative;
1408 DWORD idx;
1409 BYTE shift;
1411 if (isStateDirty(context, rep)) return;
1413 context->dirtyArray[context->numDirtyEntries++] = rep;
1414 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1415 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1416 context->isStateDirty[idx] |= (1u << shift);
1419 /* This function takes care of wined3d pixel format selection. */
1420 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1421 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1422 BOOL auxBuffers, BOOL findCompatible)
1424 int iPixelFormat=0;
1425 unsigned int current_value;
1426 unsigned int cfg_count = device->adapter->cfg_count;
1427 unsigned int i;
1429 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1430 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1431 auxBuffers, findCompatible);
1433 current_value = 0;
1434 for (i = 0; i < cfg_count; ++i)
1436 const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1437 unsigned int value;
1439 /* For now only accept RGBA formats. Perhaps some day we will
1440 * allow floating point formats for pbuffers. */
1441 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1442 continue;
1443 /* In window mode we need a window drawable format and double buffering. */
1444 if (!(cfg->windowDrawable && cfg->doubleBuffer))
1445 continue;
1446 if (cfg->redSize < color_format->red_size)
1447 continue;
1448 if (cfg->greenSize < color_format->green_size)
1449 continue;
1450 if (cfg->blueSize < color_format->blue_size)
1451 continue;
1452 if (cfg->alphaSize < color_format->alpha_size)
1453 continue;
1454 if (cfg->depthSize < ds_format->depth_size)
1455 continue;
1456 if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size)
1457 continue;
1458 /* Check multisampling support. */
1459 if (cfg->numSamples)
1460 continue;
1462 value = 1;
1463 /* We try to locate a format which matches our requirements exactly. In case of
1464 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1465 if (cfg->depthSize == ds_format->depth_size)
1466 value += 1;
1467 if (cfg->stencilSize == ds_format->stencil_size)
1468 value += 2;
1469 if (cfg->alphaSize == color_format->alpha_size)
1470 value += 4;
1471 /* We like to have aux buffers in backbuffer mode */
1472 if (auxBuffers && cfg->auxBuffers)
1473 value += 8;
1474 if (cfg->redSize == color_format->red_size
1475 && cfg->greenSize == color_format->green_size
1476 && cfg->blueSize == color_format->blue_size)
1477 value += 16;
1479 if (value > current_value)
1481 iPixelFormat = cfg->iPixelFormat;
1482 current_value = value;
1486 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1487 if(!iPixelFormat && !findCompatible) {
1488 ERR("Can't find a suitable iPixelFormat\n");
1489 return FALSE;
1490 } else if(!iPixelFormat) {
1491 PIXELFORMATDESCRIPTOR pfd;
1493 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1494 /* PixelFormat selection */
1495 ZeroMemory(&pfd, sizeof(pfd));
1496 pfd.nSize = sizeof(pfd);
1497 pfd.nVersion = 1;
1498 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1499 pfd.iPixelType = PFD_TYPE_RGBA;
1500 pfd.cAlphaBits = color_format->alpha_size;
1501 pfd.cColorBits = color_format->red_size + color_format->green_size
1502 + color_format->blue_size + color_format->alpha_size;
1503 pfd.cDepthBits = ds_format->depth_size;
1504 pfd.cStencilBits = ds_format->stencil_size;
1505 pfd.iLayerType = PFD_MAIN_PLANE;
1507 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1508 if(!iPixelFormat) {
1509 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1510 ERR("Can't find a suitable iPixelFormat\n");
1511 return FALSE;
1515 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1516 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1517 return iPixelFormat;
1520 /* Context activation is done by the caller. */
1521 void context_bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
1523 const struct wined3d_gl_info *gl_info = context->gl_info;
1524 unsigned int i;
1526 for (i = 0; i < gl_info->limits.combined_samplers; ++i)
1528 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
1529 checkGLcall("glActiveTexture");
1531 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_textures.tex_2d);
1533 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1534 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_textures.tex_rect);
1536 if (gl_info->supported[EXT_TEXTURE3D])
1537 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_textures.tex_3d);
1539 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1540 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_textures.tex_cube);
1542 if (gl_info->supported[EXT_TEXTURE_ARRAY])
1543 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, device->dummy_textures.tex_2d_array);
1545 checkGLcall("Bind dummy textures");
1549 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1550 const char *file, unsigned int line, const char *name)
1552 GLint err;
1554 if (gl_info->supported[ARB_DEBUG_OUTPUT] || (err = gl_info->gl_ops.gl.p_glGetError()) == GL_NO_ERROR)
1556 TRACE("%s call ok %s / %u.\n", name, file, line);
1557 return;
1562 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1563 debug_glerror(err), err, name, file,line);
1564 err = gl_info->gl_ops.gl.p_glGetError();
1565 } while (err != GL_NO_ERROR);
1568 static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
1570 return gl_info->supported[ARB_DEBUG_OUTPUT]
1571 && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
1574 static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
1575 GLenum severity, GLsizei length, const char *message, void *ctx)
1577 switch (type)
1579 case GL_DEBUG_TYPE_ERROR_ARB:
1580 ERR("%p: %s.\n", ctx, debugstr_an(message, length));
1581 break;
1583 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
1584 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
1585 case GL_DEBUG_TYPE_PORTABILITY_ARB:
1586 FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
1587 break;
1589 case GL_DEBUG_TYPE_PERFORMANCE_ARB:
1590 WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
1591 break;
1593 default:
1594 FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
1595 break;
1599 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx)
1601 HGLRC ctx;
1602 unsigned int ctx_attrib_idx = 0;
1603 GLint ctx_attribs[7], ctx_flags = 0;
1605 if (context_debug_output_enabled(gl_info))
1606 ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB;
1607 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
1608 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16;
1609 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB;
1610 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff;
1611 if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
1612 ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1613 if (ctx_flags)
1615 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1616 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1618 ctx_attribs[ctx_attrib_idx] = 0;
1620 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1622 if (ctx_flags & WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB)
1624 ctx_attribs[ctx_attrib_idx - 1] &= ~WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1625 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1626 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1627 GetLastError());
1630 return ctx;
1633 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1634 struct wined3d_texture *target, const struct wined3d_format *ds_format)
1636 struct wined3d_device *device = swapchain->device;
1637 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1638 const struct wined3d_format *color_format;
1639 struct wined3d_context *ret;
1640 BOOL auxBuffers = FALSE;
1641 HGLRC ctx, share_ctx;
1642 int pixel_format;
1643 unsigned int s;
1644 DWORD state;
1645 HDC hdc = 0;
1646 BOOL hdc_is_private = FALSE;
1648 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1650 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1651 if (!ret)
1652 return NULL;
1654 if (!(ret->blit_targets = wined3d_calloc(gl_info->limits.buffers, sizeof(*ret->blit_targets))))
1655 goto out;
1657 if (!(ret->draw_buffers = wined3d_calloc(gl_info->limits.buffers, sizeof(*ret->draw_buffers))))
1658 goto out;
1660 ret->fbo_key = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1661 FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[gl_info->limits.buffers + 1]));
1662 if (!ret->fbo_key)
1663 goto out;
1665 ret->free_timestamp_query_size = 4;
1666 if (!(ret->free_timestamp_queries = wined3d_calloc(ret->free_timestamp_query_size,
1667 sizeof(*ret->free_timestamp_queries))))
1668 goto out;
1669 list_init(&ret->timestamp_queries);
1671 ret->free_occlusion_query_size = 4;
1672 if (!(ret->free_occlusion_queries = wined3d_calloc(ret->free_occlusion_query_size,
1673 sizeof(*ret->free_occlusion_queries))))
1674 goto out;
1676 list_init(&ret->occlusion_queries);
1678 ret->free_event_query_size = 4;
1679 if (!(ret->free_event_queries = wined3d_calloc(ret->free_event_query_size,
1680 sizeof(*ret->free_event_queries))))
1681 goto out;
1683 list_init(&ret->event_queries);
1684 list_init(&ret->fbo_list);
1685 list_init(&ret->fbo_destroy_list);
1687 if (!device->shader_backend->shader_allocate_context_data(ret))
1689 ERR("Failed to allocate shader backend context data.\n");
1690 goto out;
1692 if (!device->adapter->fragment_pipe->allocate_context_data(ret))
1694 ERR("Failed to allocate fragment pipeline context data.\n");
1695 goto out;
1698 /* Initialize the texture unit mapping to a 1:1 mapping */
1699 for (s = 0; s < MAX_COMBINED_SAMPLERS; ++s)
1701 if (s < gl_info->limits.combined_samplers)
1703 ret->tex_unit_map[s] = s;
1704 ret->rev_tex_unit_map[s] = s;
1706 else
1708 ret->tex_unit_map[s] = WINED3D_UNMAPPED_STAGE;
1709 ret->rev_tex_unit_map[s] = WINED3D_UNMAPPED_STAGE;
1713 if (!(hdc = GetDCEx(swapchain->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
1715 WARN("Failed to retrieve device context, trying swapchain backup.\n");
1717 if ((hdc = swapchain_get_backup_dc(swapchain)))
1718 hdc_is_private = TRUE;
1719 else
1721 ERR("Failed to retrieve a device context.\n");
1722 goto out;
1726 color_format = target->resource.format;
1728 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1729 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1730 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1732 auxBuffers = TRUE;
1734 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1735 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1736 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1737 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1740 /* DirectDraw supports 8bit paletted render targets and these are used by
1741 * old games like StarCraft and C&C. Most modern hardware doesn't support
1742 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1743 * conversion (ab)uses the alpha component for storing the palette index.
1744 * For this reason we require a format with 8bit alpha, so request
1745 * A8R8G8B8. */
1746 if (color_format->id == WINED3DFMT_P8_UINT)
1747 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1749 /* When "always_offscreen" is enabled, we only use the drawable for
1750 * presentation blits, and don't do any rendering to it. That means we
1751 * don't need depth or stencil buffers, and can mostly ignore the render
1752 * target format. This wouldn't necessarily be quite correct for 10bpc
1753 * display modes, but we don't currently support those.
1754 * Using the same format regardless of the color/depth/stencil targets
1755 * makes it much less likely that different wined3d instances will set
1756 * conflicting pixel formats. */
1757 if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER
1758 && wined3d_settings.always_offscreen)
1760 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1761 ds_format = wined3d_get_format(gl_info, WINED3DFMT_UNKNOWN);
1764 /* Try to find a pixel format which matches our requirements. */
1765 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, FALSE);
1767 /* Try to locate a compatible format if we weren't able to find anything. */
1768 if (!pixel_format)
1770 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1771 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, TRUE);
1774 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1775 if (!pixel_format)
1777 ERR("Can't find a suitable pixel format.\n");
1778 goto out;
1781 ret->gl_info = gl_info;
1783 context_enter(ret);
1785 if (!context_set_pixel_format(ret, hdc, hdc_is_private, pixel_format))
1787 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1788 context_release(ret);
1789 goto out;
1792 share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL;
1793 if (gl_info->p_wglCreateContextAttribsARB)
1795 if (!(ctx = context_create_wgl_attribs(gl_info, hdc, share_ctx)))
1796 goto out;
1798 else
1800 if (!(ctx = wglCreateContext(hdc)))
1802 ERR("Failed to create a WGL context.\n");
1803 context_release(ret);
1804 goto out;
1807 if (share_ctx && !wglShareLists(share_ctx, ctx))
1809 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
1810 context_release(ret);
1811 if (!wglDeleteContext(ctx))
1812 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1813 goto out;
1817 if (!device_context_add(device, ret))
1819 ERR("Failed to add the newly created context to the context list\n");
1820 context_release(ret);
1821 if (!wglDeleteContext(ctx))
1822 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1823 goto out;
1826 ret->d3d_info = &device->adapter->d3d_info;
1827 ret->state_table = device->StateTable;
1829 /* Mark all states dirty to force a proper initialization of the states
1830 * on the first use of the context. */
1831 for (state = 0; state <= STATE_HIGHEST; ++state)
1833 if (ret->state_table[state].representative)
1834 context_invalidate_state(ret, state);
1837 ret->device = device;
1838 ret->swapchain = swapchain;
1839 ret->current_rt.texture = target;
1840 ret->current_rt.sub_resource_idx = 0;
1841 ret->tid = GetCurrentThreadId();
1843 ret->render_offscreen = wined3d_resource_is_offscreen(&target->resource);
1844 ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
1845 ret->valid = 1;
1847 ret->glCtx = ctx;
1848 ret->win_handle = swapchain->win_handle;
1849 ret->hdc = hdc;
1850 ret->hdc_is_private = hdc_is_private;
1851 ret->hdc_has_format = TRUE;
1852 ret->pixel_format = pixel_format;
1853 ret->needs_set = 1;
1855 /* Set up the context defaults */
1856 if (!context_set_current(ret))
1858 ERR("Cannot activate context to set up defaults.\n");
1859 device_context_remove(device, ret);
1860 context_release(ret);
1861 if (!wglDeleteContext(ctx))
1862 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1863 goto out;
1866 if (context_debug_output_enabled(gl_info))
1868 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, ret));
1869 if (TRACE_ON(d3d_synchronous))
1870 gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
1871 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
1872 if (ERR_ON(d3d))
1874 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR,
1875 GL_DONT_CARE, 0, NULL, GL_TRUE));
1877 if (FIXME_ON(d3d))
1879 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,
1880 GL_DONT_CARE, 0, NULL, GL_TRUE));
1881 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR,
1882 GL_DONT_CARE, 0, NULL, GL_TRUE));
1883 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY,
1884 GL_DONT_CARE, 0, NULL, GL_TRUE));
1886 if (WARN_ON(d3d_perf))
1888 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE,
1889 GL_DONT_CARE, 0, NULL, GL_TRUE));
1893 gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1895 TRACE("Setting up the screen\n");
1897 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
1899 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1900 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1902 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1903 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1905 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1906 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1908 else
1910 GLuint vao;
1912 GL_EXTCALL(glGenVertexArrays(1, &vao));
1913 GL_EXTCALL(glBindVertexArray(vao));
1914 checkGLcall("creating VAO");
1917 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1918 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1919 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
1920 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
1922 if (gl_info->supported[ARB_VERTEX_BLEND])
1924 /* Direct3D always uses n-1 weights for n world matrices and uses
1925 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
1926 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
1927 * enabled as well. */
1928 gl_info->gl_ops.gl.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1929 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1931 if (gl_info->supported[NV_TEXTURE_SHADER2])
1933 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1934 * the previous texture where to source the offset from is always unit - 1.
1936 for (s = 1; s < gl_info->limits.textures; ++s)
1938 context_active_texture(ret, gl_info, s);
1939 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
1940 GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1941 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1944 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1946 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1947 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1948 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1949 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1950 * is ever assigned.
1952 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1953 * program and the dummy program is destroyed when the context is destroyed.
1955 static const char dummy_program[] =
1956 "!!ARBfp1.0\n"
1957 "MOV result.color, fragment.color.primary;\n"
1958 "END\n";
1959 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1960 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1961 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1964 if (gl_info->supported[ARB_POINT_SPRITE])
1966 for (s = 0; s < gl_info->limits.textures; ++s)
1968 context_active_texture(ret, gl_info, s);
1969 gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1970 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1974 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1976 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1978 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1980 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1982 if (gl_info->supported[ARB_CLIP_CONTROL])
1983 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT));
1984 device->shader_backend->shader_init_context_state(ret);
1985 ret->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
1986 | (1u << WINED3D_SHADER_TYPE_VERTEX)
1987 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
1988 | (1u << WINED3D_SHADER_TYPE_HULL)
1989 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
1990 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
1992 /* If this happens to be the first context for the device, dummy textures
1993 * are not created yet. In that case, they will be created (and bound) by
1994 * create_dummy_textures right after this context is initialized. */
1995 if (device->dummy_textures.tex_2d)
1996 context_bind_dummy_textures(device, ret);
1998 TRACE("Created context %p.\n", ret);
2000 return ret;
2002 out:
2003 if (hdc) wined3d_release_dc(swapchain->win_handle, hdc);
2004 device->shader_backend->shader_free_context_data(ret);
2005 device->adapter->fragment_pipe->free_context_data(ret);
2006 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
2007 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
2008 HeapFree(GetProcessHeap(), 0, ret->free_timestamp_queries);
2009 HeapFree(GetProcessHeap(), 0, ret->fbo_key);
2010 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
2011 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
2012 HeapFree(GetProcessHeap(), 0, ret);
2013 return NULL;
2016 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
2018 BOOL destroy;
2020 TRACE("Destroying ctx %p\n", context);
2022 /* We delay destroying a context when it is active. The context_release()
2023 * function invokes context_destroy() again while leaving the last level. */
2024 if (context->level)
2026 TRACE("Delaying destruction of context %p.\n", context);
2027 context->destroy_delayed = 1;
2028 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2029 context->swapchain = NULL;
2030 return;
2033 if (context->tid == GetCurrentThreadId() || !context->current)
2035 context_destroy_gl_resources(context);
2036 TlsSetValue(wined3d_context_tls_idx, NULL);
2037 destroy = TRUE;
2039 else
2041 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
2042 in wined3d_adapter may go away in the meantime */
2043 struct wined3d_gl_info *gl_info = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info));
2044 *gl_info = *context->gl_info;
2045 context->gl_info = gl_info;
2046 context->destroyed = 1;
2047 destroy = FALSE;
2050 device->shader_backend->shader_free_context_data(context);
2051 device->adapter->fragment_pipe->free_context_data(context);
2052 HeapFree(GetProcessHeap(), 0, context->fbo_key);
2053 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
2054 HeapFree(GetProcessHeap(), 0, context->blit_targets);
2055 device_context_remove(device, context);
2056 if (destroy) HeapFree(GetProcessHeap(), 0, context);
2059 /* Context activation is done by the caller. */
2060 static void set_blit_dimension(const struct wined3d_gl_info *gl_info, UINT width, UINT height)
2062 const GLdouble projection[] =
2064 2.0 / width, 0.0, 0.0, 0.0,
2065 0.0, 2.0 / height, 0.0, 0.0,
2066 0.0, 0.0, 2.0, 0.0,
2067 -1.0, -1.0, -1.0, 1.0,
2070 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2071 checkGLcall("glMatrixMode(GL_PROJECTION)");
2072 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
2073 checkGLcall("glLoadMatrixd");
2074 gl_info->gl_ops.gl.p_glViewport(0, 0, width, height);
2075 checkGLcall("glViewport");
2078 static void context_get_rt_size(const struct wined3d_context *context, SIZE *size)
2080 const struct wined3d_texture *rt = context->current_rt.texture;
2081 unsigned int level;
2083 if (rt->swapchain && rt->swapchain->front_buffer == rt)
2085 RECT window_size;
2087 GetClientRect(context->win_handle, &window_size);
2088 size->cx = window_size.right - window_size.left;
2089 size->cy = window_size.bottom - window_size.top;
2091 return;
2094 level = context->current_rt.sub_resource_idx % rt->level_count;
2095 size->cx = wined3d_texture_get_level_width(rt, level);
2096 size->cy = wined3d_texture_get_level_height(rt, level);
2099 /*****************************************************************************
2100 * SetupForBlit
2102 * Sets up a context for DirectDraw blitting.
2103 * All texture units are disabled, texture unit 0 is set as current unit
2104 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
2105 * color writing enabled for all channels
2106 * register combiners disabled, shaders disabled
2107 * world matrix is set to identity, texture matrix 0 too
2108 * projection matrix is setup for drawing screen coordinates
2110 * Params:
2111 * This: Device to activate the context for
2112 * context: Context to setup
2114 *****************************************************************************/
2115 /* Context activation is done by the caller. */
2116 static void SetupForBlit(const struct wined3d_device *device, struct wined3d_context *context)
2118 int i;
2119 const struct wined3d_gl_info *gl_info = context->gl_info;
2120 DWORD sampler;
2121 SIZE rt_size;
2123 TRACE("Setting up context %p for blitting\n", context);
2125 context_get_rt_size(context, &rt_size);
2127 if (context->last_was_blit)
2129 if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
2131 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
2132 context->blit_w = rt_size.cx;
2133 context->blit_h = rt_size.cy;
2134 /* No need to dirtify here, the states are still dirtified because
2135 * they weren't applied since the last SetupForBlit() call. */
2137 TRACE("Context is already set up for blitting, nothing to do\n");
2138 return;
2140 context->last_was_blit = TRUE;
2142 /* Disable all textures. The caller can then bind a texture it wants to blit
2143 * from
2145 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
2146 * function texture unit. No need to care for higher samplers
2148 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
2150 sampler = context->rev_tex_unit_map[i];
2151 context_active_texture(context, gl_info, i);
2153 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2155 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2156 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2158 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
2159 checkGLcall("glDisable GL_TEXTURE_3D");
2160 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2162 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
2163 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2165 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
2166 checkGLcall("glDisable GL_TEXTURE_2D");
2168 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2169 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
2171 if (sampler != WINED3D_UNMAPPED_STAGE)
2173 if (sampler < MAX_TEXTURES)
2174 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
2175 context_invalidate_state(context, STATE_SAMPLER(sampler));
2178 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
2179 GL_EXTCALL(glBindSampler(0, 0));
2180 context_active_texture(context, gl_info, 0);
2182 sampler = context->rev_tex_unit_map[0];
2184 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2186 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2187 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2189 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
2190 checkGLcall("glDisable GL_TEXTURE_3D");
2191 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2193 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
2194 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2196 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
2197 checkGLcall("glDisable GL_TEXTURE_2D");
2199 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2201 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
2202 checkGLcall("glMatrixMode(GL_TEXTURE)");
2203 gl_info->gl_ops.gl.p_glLoadIdentity();
2204 checkGLcall("glLoadIdentity()");
2206 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
2208 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2209 GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
2210 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
2213 if (sampler != WINED3D_UNMAPPED_STAGE)
2215 if (sampler < MAX_TEXTURES)
2217 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
2218 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
2220 context_invalidate_state(context, STATE_SAMPLER(sampler));
2223 /* Other misc states */
2224 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
2225 checkGLcall("glDisable(GL_ALPHA_TEST)");
2226 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
2227 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2228 checkGLcall("glDisable GL_LIGHTING");
2229 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
2230 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
2231 checkGLcall("glDisable GL_DEPTH_TEST");
2232 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
2233 glDisableWINE(GL_FOG);
2234 checkGLcall("glDisable GL_FOG");
2235 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
2236 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2237 checkGLcall("glDisable GL_BLEND");
2238 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2239 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
2240 checkGLcall("glDisable GL_CULL_FACE");
2241 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE));
2242 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
2243 checkGLcall("glDisable GL_STENCIL_TEST");
2244 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
2245 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
2246 checkGLcall("glDisable GL_SCISSOR_TEST");
2247 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
2248 if (gl_info->supported[ARB_POINT_SPRITE])
2250 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
2251 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
2252 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
2254 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
2255 checkGLcall("glColorMask");
2256 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
2257 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
2258 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
2259 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
2260 if (gl_info->supported[EXT_SECONDARY_COLOR])
2262 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
2263 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
2264 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
2267 /* Setup transforms */
2268 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2269 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2270 gl_info->gl_ops.gl.p_glLoadIdentity();
2271 checkGLcall("glLoadIdentity()");
2272 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
2274 context->last_was_rhw = TRUE;
2275 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
2277 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
2278 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
2279 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
2280 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
2281 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
2282 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
2283 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
2285 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
2286 if (gl_info->supported[ARB_CLIP_CONTROL])
2287 GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE));
2289 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
2291 /* Disable shaders */
2292 device->shader_backend->shader_disable(device->shader_priv, context);
2294 context->blit_w = rt_size.cx;
2295 context->blit_h = rt_size.cy;
2296 context_invalidate_state(context, STATE_VIEWPORT);
2297 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2300 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
2302 return rt_mask & (1u << 31);
2305 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
2307 return rt_mask & ~(1u << 31);
2310 /* Context activation is done by the caller. */
2311 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
2313 const struct wined3d_gl_info *gl_info = context->gl_info;
2315 if (!rt_mask)
2317 gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
2318 checkGLcall("glDrawBuffer()");
2320 else if (is_rt_mask_onscreen(rt_mask))
2322 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
2323 checkGLcall("glDrawBuffer()");
2325 else
2327 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2329 unsigned int i = 0;
2331 while (rt_mask)
2333 if (rt_mask & 1)
2334 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2335 else
2336 context->draw_buffers[i] = GL_NONE;
2338 rt_mask >>= 1;
2339 ++i;
2342 if (gl_info->supported[ARB_DRAW_BUFFERS])
2344 GL_EXTCALL(glDrawBuffers(i, context->draw_buffers));
2345 checkGLcall("glDrawBuffers()");
2347 else
2349 gl_info->gl_ops.gl.p_glDrawBuffer(context->draw_buffers[0]);
2350 checkGLcall("glDrawBuffer()");
2353 else
2355 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2360 /* Context activation is done by the caller. */
2361 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
2363 const struct wined3d_gl_info *gl_info = context->gl_info;
2364 DWORD *current_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2365 DWORD new_mask = context_generate_rt_mask(buffer);
2367 if (new_mask == *current_mask)
2368 return;
2370 gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
2371 checkGLcall("glDrawBuffer()");
2373 *current_mask = new_mask;
2376 /* Context activation is done by the caller. */
2377 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
2379 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
2380 checkGLcall("glActiveTexture");
2381 context->active_texture = unit;
2384 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
2386 const struct wined3d_gl_info *gl_info = context->gl_info;
2387 DWORD unit = context->active_texture;
2388 DWORD old_texture_type = context->texture_type[unit];
2390 if (name)
2392 gl_info->gl_ops.gl.p_glBindTexture(target, name);
2393 checkGLcall("glBindTexture");
2395 else
2397 target = GL_NONE;
2400 if (old_texture_type != target)
2402 const struct wined3d_device *device = context->device;
2404 switch (old_texture_type)
2406 case GL_NONE:
2407 /* nothing to do */
2408 break;
2409 case GL_TEXTURE_2D:
2410 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_textures.tex_2d);
2411 checkGLcall("glBindTexture");
2412 break;
2413 case GL_TEXTURE_2D_ARRAY:
2414 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, device->dummy_textures.tex_2d_array);
2415 checkGLcall("glBindTexture");
2416 break;
2417 case GL_TEXTURE_RECTANGLE_ARB:
2418 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_textures.tex_rect);
2419 checkGLcall("glBindTexture");
2420 break;
2421 case GL_TEXTURE_CUBE_MAP:
2422 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_textures.tex_cube);
2423 checkGLcall("glBindTexture");
2424 break;
2425 case GL_TEXTURE_3D:
2426 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_textures.tex_3d);
2427 checkGLcall("glBindTexture");
2428 break;
2429 default:
2430 ERR("Unexpected texture target %#x.\n", old_texture_type);
2433 context->texture_type[unit] = target;
2437 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
2439 if (context->render_offscreen == offscreen) return;
2441 context_invalidate_state(context, STATE_VIEWPORT);
2442 context_invalidate_state(context, STATE_SCISSORRECT);
2443 if (!context->gl_info->supported[ARB_CLIP_CONTROL])
2445 context_invalidate_state(context, STATE_FRONTFACE);
2446 context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
2447 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2449 if (context->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
2450 context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
2451 context->render_offscreen = offscreen;
2454 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
2455 const struct wined3d_format *required)
2457 if (existing == required)
2458 return TRUE;
2459 if ((existing->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
2460 != (required->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2461 return FALSE;
2462 if (existing->depth_size < required->depth_size)
2463 return FALSE;
2464 /* If stencil bits are used the exact amount is required - otherwise
2465 * wrapping won't work correctly. */
2466 if (required->stencil_size && required->stencil_size != existing->stencil_size)
2467 return FALSE;
2468 return TRUE;
2471 /* Context activation is done by the caller. */
2472 static void context_validate_onscreen_formats(struct wined3d_context *context,
2473 const struct wined3d_rendertarget_view *depth_stencil)
2475 /* Onscreen surfaces are always in a swapchain */
2476 struct wined3d_swapchain *swapchain = context->current_rt.texture->swapchain;
2478 if (context->render_offscreen || !depth_stencil) return;
2479 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->format)) return;
2481 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2482 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2483 * format. */
2484 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2486 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2487 if (!(wined3d_texture_load_location(context->current_rt.texture, context->current_rt.sub_resource_idx,
2488 context, WINED3D_LOCATION_TEXTURE_RGB)))
2489 ERR("Failed to load location.\n");
2490 swapchain->render_to_fbo = TRUE;
2491 swapchain_update_draw_bindings(swapchain);
2492 context_set_render_offscreen(context, TRUE);
2495 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context)
2497 switch (wined3d_settings.offscreen_rendering_mode)
2499 case ORM_FBO:
2500 return GL_COLOR_ATTACHMENT0;
2502 case ORM_BACKBUFFER:
2503 return context->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
2505 default:
2506 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
2507 return GL_BACK;
2511 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_context *context, struct wined3d_texture *rt)
2513 if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
2514 return 0;
2515 else if (rt->swapchain)
2516 return context_generate_rt_mask_from_resource(&rt->resource);
2517 else
2518 return context_generate_rt_mask(context_get_offscreen_gl_buffer(context));
2521 /* Context activation is done by the caller. */
2522 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
2524 struct wined3d_texture *rt = context->current_rt.texture;
2525 struct wined3d_surface *surface;
2526 DWORD rt_mask, *cur_mask;
2528 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2530 context_validate_onscreen_formats(context, NULL);
2532 if (context->render_offscreen)
2534 wined3d_texture_load(rt, context, FALSE);
2536 surface = rt->sub_resources[context->current_rt.sub_resource_idx].u.surface;
2537 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, surface, NULL, rt->resource.draw_binding);
2538 if (rt->resource.format->id != WINED3DFMT_NULL)
2539 rt_mask = 1;
2540 else
2541 rt_mask = 0;
2543 else
2545 context->current_fbo = NULL;
2546 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
2547 rt_mask = context_generate_rt_mask_from_resource(&rt->resource);
2550 else
2552 rt_mask = context_generate_rt_mask_no_fbo(context, rt);
2555 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2557 if (rt_mask != *cur_mask)
2559 context_apply_draw_buffers(context, rt_mask);
2560 *cur_mask = rt_mask;
2563 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2565 context_check_fbo_status(context, GL_FRAMEBUFFER);
2568 SetupForBlit(device, context);
2569 context_invalidate_state(context, STATE_FRAMEBUFFER);
2572 static BOOL context_validate_rt_config(UINT rt_count, struct wined3d_rendertarget_view * const *rts,
2573 const struct wined3d_rendertarget_view *ds)
2575 unsigned int i;
2577 if (ds) return TRUE;
2579 for (i = 0; i < rt_count; ++i)
2581 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
2582 return TRUE;
2585 WARN("Invalid render target config, need at least one attachment.\n");
2586 return FALSE;
2589 /* Context activation is done by the caller. */
2590 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
2591 UINT rt_count, const struct wined3d_fb_state *fb)
2593 struct wined3d_rendertarget_view **rts = fb->render_targets;
2594 struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
2595 const struct wined3d_gl_info *gl_info = context->gl_info;
2596 DWORD rt_mask = 0, *cur_mask;
2597 UINT i;
2599 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb
2600 || rt_count != gl_info->limits.buffers)
2602 if (!context_validate_rt_config(rt_count, rts, dsv))
2603 return FALSE;
2605 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2607 context_validate_onscreen_formats(context, dsv);
2609 if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
2611 for (i = 0; i < rt_count; ++i)
2613 context->blit_targets[i] = wined3d_rendertarget_view_get_surface(rts[i]);
2614 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
2615 rt_mask |= (1u << i);
2617 while (i < gl_info->limits.buffers)
2619 context->blit_targets[i] = NULL;
2620 ++i;
2622 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
2623 wined3d_rendertarget_view_get_surface(dsv),
2624 rt_count ? rts[0]->resource->draw_binding : 0,
2625 dsv ? dsv->resource->draw_binding : 0);
2627 else
2629 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL,
2630 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
2631 rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
2634 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2635 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2636 * state management allows this */
2637 context_invalidate_state(context, STATE_FRAMEBUFFER);
2639 else
2641 rt_mask = context_generate_rt_mask_no_fbo(context,
2642 rt_count ? wined3d_rendertarget_view_get_surface(rts[0])->container : NULL);
2645 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
2646 && (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)))
2648 for (i = 0; i < rt_count; ++i)
2650 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
2651 rt_mask |= (1u << i);
2654 else
2656 rt_mask = context_generate_rt_mask_no_fbo(context,
2657 rt_count ? wined3d_rendertarget_view_get_surface(rts[0])->container : NULL);
2660 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2662 if (rt_mask != *cur_mask)
2664 context_apply_draw_buffers(context, rt_mask);
2665 *cur_mask = rt_mask;
2666 context_invalidate_state(context, STATE_FRAMEBUFFER);
2669 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2671 context_check_fbo_status(context, GL_FRAMEBUFFER);
2674 if (context->last_was_blit)
2675 context->last_was_blit = FALSE;
2677 /* Blending and clearing should be orthogonal, but tests on the nvidia
2678 * driver show that disabling blending when clearing improves the clearing
2679 * performance incredibly. */
2680 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2681 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
2682 if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
2684 if (needs_srgb_write(context, state, fb))
2685 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
2686 else
2687 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
2688 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
2690 checkGLcall("setting up state for clear");
2692 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2693 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
2694 context_invalidate_state(context, STATE_SCISSORRECT);
2696 return TRUE;
2699 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_state *state)
2701 struct wined3d_rendertarget_view **rts = state->fb->render_targets;
2702 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
2703 DWORD rt_mask, rt_mask_bits;
2704 unsigned int i;
2706 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2707 return context_generate_rt_mask_no_fbo(context, wined3d_rendertarget_view_get_surface(rts[0])->container);
2708 else if (!context->render_offscreen)
2709 return context_generate_rt_mask_from_resource(rts[0]->resource);
2711 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
2712 rt_mask &= context->d3d_info->valid_rt_mask;
2713 rt_mask_bits = rt_mask;
2714 i = 0;
2715 while (rt_mask_bits)
2717 rt_mask_bits &= ~(1u << i);
2718 if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
2719 rt_mask &= ~(1u << i);
2721 i++;
2724 return rt_mask;
2727 /* Context activation is done by the caller. */
2728 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2730 DWORD rt_mask = find_draw_buffers_mask(context, state);
2731 const struct wined3d_fb_state *fb = state->fb;
2732 DWORD *cur_mask;
2734 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2736 if (!context->render_offscreen)
2738 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL,
2739 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
2741 else
2743 unsigned int i;
2745 for (i = 0; i < context->gl_info->limits.buffers; ++i)
2747 context->blit_targets[i] = wined3d_rendertarget_view_get_surface(fb->render_targets[i]);
2749 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
2750 wined3d_rendertarget_view_get_surface(fb->depth_stencil),
2751 fb->render_targets[0] ? fb->render_targets[0]->resource->draw_binding : 0,
2752 fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
2756 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2757 if (rt_mask != *cur_mask)
2759 context_apply_draw_buffers(context, rt_mask);
2760 *cur_mask = rt_mask;
2762 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
2765 static void context_map_stage(struct wined3d_context *context, DWORD stage, DWORD unit)
2767 DWORD i = context->rev_tex_unit_map[unit];
2768 DWORD j = context->tex_unit_map[stage];
2770 TRACE("Mapping stage %u to unit %u.\n", stage, unit);
2771 context->tex_unit_map[stage] = unit;
2772 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2773 context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
2775 context->rev_tex_unit_map[unit] = stage;
2776 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2777 context->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2780 static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
2782 DWORD i;
2784 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2785 context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
2788 static void context_update_fixed_function_usage_map(struct wined3d_context *context,
2789 const struct wined3d_state *state)
2791 UINT i, start, end;
2793 context->fixed_function_usage_map = 0;
2794 for (i = 0; i < MAX_TEXTURES; ++i)
2796 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2797 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2798 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2799 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2800 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2801 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2802 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2803 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2805 /* Not used, and disable higher stages. */
2806 if (color_op == WINED3D_TOP_DISABLE)
2807 break;
2809 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2810 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2811 || ((color_arg3 == WINED3DTA_TEXTURE)
2812 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2813 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2814 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2815 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2816 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2817 context->fixed_function_usage_map |= (1u << i);
2819 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2820 && i < MAX_TEXTURES - 1)
2821 context->fixed_function_usage_map |= (1u << (i + 1));
2824 if (i < context->lowest_disabled_stage)
2826 start = i;
2827 end = context->lowest_disabled_stage;
2829 else
2831 start = context->lowest_disabled_stage;
2832 end = i;
2835 context->lowest_disabled_stage = i;
2836 for (i = start + 1; i < end; ++i)
2838 context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
2842 static void context_map_fixed_function_samplers(struct wined3d_context *context,
2843 const struct wined3d_state *state)
2845 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
2846 const struct wined3d_gl_info *gl_info = context->gl_info;
2847 unsigned int i, tex;
2848 WORD ffu_map;
2850 context_update_fixed_function_usage_map(context, state);
2852 if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS)
2853 return;
2855 ffu_map = context->fixed_function_usage_map;
2857 if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
2858 || context->lowest_disabled_stage <= d3d_info->limits.ffp_textures)
2860 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2862 if (!(ffu_map & 1))
2863 continue;
2865 if (context->tex_unit_map[i] != i)
2867 context_map_stage(context, i, i);
2868 context_invalidate_state(context, STATE_SAMPLER(i));
2869 context_invalidate_texture_stage(context, i);
2872 return;
2875 /* Now work out the mapping */
2876 tex = 0;
2877 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2879 if (!(ffu_map & 1))
2880 continue;
2882 if (context->tex_unit_map[i] != tex)
2884 context_map_stage(context, i, tex);
2885 context_invalidate_state(context, STATE_SAMPLER(i));
2886 context_invalidate_texture_stage(context, i);
2889 ++tex;
2893 static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
2895 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
2896 const struct wined3d_gl_info *gl_info = context->gl_info;
2897 const struct wined3d_shader_resource_info *resource_info =
2898 state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
2899 unsigned int i;
2901 if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS)
2902 return;
2904 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2906 if (resource_info[i].type && context->tex_unit_map[i] != i)
2908 context_map_stage(context, i, i);
2909 context_invalidate_state(context, STATE_SAMPLER(i));
2910 if (i < d3d_info->limits.ffp_blend_stages)
2911 context_invalidate_texture_stage(context, i);
2916 static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
2917 const struct wined3d_shader_resource_info *ps_resource_info, DWORD unit)
2919 DWORD current_mapping = context->rev_tex_unit_map[unit];
2921 /* Not currently used */
2922 if (current_mapping == WINED3D_UNMAPPED_STAGE)
2923 return TRUE;
2925 if (current_mapping < MAX_FRAGMENT_SAMPLERS)
2927 /* Used by a fragment sampler */
2929 if (!ps_resource_info)
2931 /* No pixel shader, check fixed function */
2932 return current_mapping >= MAX_TEXTURES || !(context->fixed_function_usage_map & (1u << current_mapping));
2935 /* Pixel shader, check the shader's sampler map */
2936 return !ps_resource_info[current_mapping].type;
2939 return TRUE;
2942 static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state)
2944 const struct wined3d_shader_resource_info *vs_resource_info =
2945 state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
2946 const struct wined3d_shader_resource_info *ps_resource_info = NULL;
2947 const struct wined3d_gl_info *gl_info = context->gl_info;
2948 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2949 int i;
2951 if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS)
2952 return;
2954 /* Note that we only care if a resource is used or not, not the
2955 * resource's specific type. Otherwise we'd need to call
2956 * shader_update_samplers() here for 1.x pixelshaders. */
2957 if (ps)
2958 ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
2960 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
2962 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2963 if (vs_resource_info[i].type)
2965 while (start >= 0)
2967 if (context_unit_free_for_vs(context, ps_resource_info, start))
2969 if (context->tex_unit_map[vsampler_idx] != start)
2971 context_map_stage(context, vsampler_idx, start);
2972 context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
2975 --start;
2976 break;
2979 --start;
2981 if (context->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
2982 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
2987 static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state)
2989 BOOL vs = use_vs(state);
2990 BOOL ps = use_ps(state);
2992 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
2993 * need a 1:1 map at the moment.
2994 * When the mapping of a stage is changed, sampler and ALL texture stage
2995 * states have to be reset. */
2997 if (ps)
2998 context_map_psamplers(context, state);
2999 else
3000 context_map_fixed_function_samplers(context, state);
3002 if (vs)
3003 context_map_vsamplers(context, ps, state);
3006 /* Context activation is done by the caller. */
3007 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3009 DWORD rt_mask, *cur_mask;
3011 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
3013 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
3014 rt_mask = find_draw_buffers_mask(context, state);
3015 if (rt_mask != *cur_mask)
3017 context_apply_draw_buffers(context, rt_mask);
3018 *cur_mask = rt_mask;
3022 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
3024 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
3025 *regnum = WINED3D_FFP_POSITION;
3026 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
3027 *regnum = WINED3D_FFP_BLENDWEIGHT;
3028 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
3029 *regnum = WINED3D_FFP_BLENDINDICES;
3030 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
3031 *regnum = WINED3D_FFP_NORMAL;
3032 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
3033 *regnum = WINED3D_FFP_PSIZE;
3034 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
3035 *regnum = WINED3D_FFP_DIFFUSE;
3036 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
3037 *regnum = WINED3D_FFP_SPECULAR;
3038 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
3039 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
3040 else
3042 FIXME("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
3043 *regnum = ~0U;
3044 return FALSE;
3047 return TRUE;
3050 /* Context activation is done by the caller. */
3051 void context_stream_info_from_declaration(struct wined3d_context *context,
3052 const struct wined3d_state *state, struct wined3d_stream_info *stream_info)
3054 /* We need to deal with frequency data! */
3055 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
3056 BOOL generic_attributes = context->d3d_info->ffp_generic_attributes;
3057 BOOL use_vshader = use_vs(state);
3058 unsigned int i;
3060 stream_info->use_map = 0;
3061 stream_info->swizzle_map = 0;
3062 stream_info->position_transformed = 0;
3064 if (!declaration)
3065 return;
3067 stream_info->position_transformed = declaration->position_transformed;
3069 /* Translate the declaration into strided data. */
3070 for (i = 0; i < declaration->element_count; ++i)
3072 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
3073 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
3074 BOOL stride_used;
3075 unsigned int idx;
3077 TRACE("%p Element %p (%u of %u).\n", declaration->elements,
3078 element, i + 1, declaration->element_count);
3080 if (!stream->buffer)
3081 continue;
3083 TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
3085 if (use_vshader)
3087 if (element->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
3089 stride_used = FALSE;
3091 else if (element->output_slot == WINED3D_OUTPUT_SLOT_SEMANTIC)
3093 /* TODO: Assuming vertexdeclarations are usually used with the
3094 * same or a similar shader, it might be worth it to store the
3095 * last used output slot and try that one first. */
3096 stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX],
3097 element->usage, element->usage_idx, &idx);
3099 else
3101 idx = element->output_slot;
3102 stride_used = TRUE;
3105 else
3107 if (!generic_attributes && !element->ffp_valid)
3109 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
3110 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
3111 stride_used = FALSE;
3113 else
3115 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
3119 if (stride_used)
3121 TRACE("Load %s array %u [usage %s, usage_idx %u, "
3122 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
3123 use_vshader ? "shader": "fixed function", idx,
3124 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
3125 element->offset, stream->stride, debug_d3dformat(element->format->id),
3126 debug_d3dinput_classification(element->input_slot_class), element->instance_data_step_rate);
3128 stream_info->elements[idx].format = element->format;
3129 stream_info->elements[idx].data.buffer_object = 0;
3130 stream_info->elements[idx].data.addr = (BYTE *)NULL + stream->offset + element->offset;
3131 stream_info->elements[idx].stride = stream->stride;
3132 stream_info->elements[idx].stream_idx = element->input_slot;
3133 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
3135 stream_info->elements[idx].divisor = 1;
3137 else if (element->input_slot_class == WINED3D_INPUT_PER_INSTANCE_DATA)
3139 stream_info->elements[idx].divisor = element->instance_data_step_rate;
3140 if (!element->instance_data_step_rate)
3141 FIXME("Instance step rate 0 not implemented.\n");
3143 else
3145 stream_info->elements[idx].divisor = 0;
3148 if (!context->gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
3149 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
3151 stream_info->swizzle_map |= 1u << idx;
3153 stream_info->use_map |= 1u << idx;
3158 /* Context activation is done by the caller. */
3159 static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
3161 struct wined3d_stream_info *stream_info = &context->stream_info;
3162 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3163 const struct wined3d_gl_info *gl_info = context->gl_info;
3164 DWORD prev_all_vbo = stream_info->all_vbo;
3165 unsigned int i;
3166 WORD map;
3168 context_stream_info_from_declaration(context, state, stream_info);
3170 stream_info->all_vbo = 1;
3171 context->num_buffer_queries = 0;
3172 for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
3174 struct wined3d_stream_info_element *element;
3175 struct wined3d_bo_address data;
3176 struct wined3d_buffer *buffer;
3178 if (!(map & 1))
3179 continue;
3181 element = &stream_info->elements[i];
3182 buffer = state->streams[element->stream_idx].buffer;
3184 /* We can't use VBOs if the base vertex index is negative. OpenGL
3185 * doesn't accept negative offsets (or rather offsets bigger than the
3186 * VBO, because the pointer is unsigned), so use system memory
3187 * sources. In most sane cases the pointer - offset will still be > 0,
3188 * otherwise it will wrap around to some big value. Hope that with the
3189 * indices the driver wraps it back internally. If not,
3190 * draw_primitive_immediate_mode() is needed, including a vertex buffer
3191 * path. */
3192 if (state->load_base_vertex_index < 0)
3194 WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
3195 state->load_base_vertex_index);
3196 element->data.buffer_object = 0;
3197 element->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(buffer, context);
3198 if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride)
3199 FIXME("System memory vertex data load offset is negative!\n");
3201 else
3203 wined3d_buffer_load(buffer, context, state);
3204 wined3d_buffer_get_memory(buffer, &data, buffer->locations);
3205 element->data.buffer_object = data.buffer_object;
3206 element->data.addr += (ULONG_PTR)data.addr;
3209 if (!element->data.buffer_object)
3210 stream_info->all_vbo = 0;
3212 if (buffer->query)
3213 context->buffer_queries[context->num_buffer_queries++] = buffer->query;
3215 TRACE("Load array %u {%#x:%p}.\n", i, element->data.buffer_object, element->data.addr);
3218 if (prev_all_vbo != stream_info->all_vbo)
3219 context_invalidate_state(context, STATE_INDEXBUFFER);
3221 context->use_immediate_mode_draw = FALSE;
3223 if (stream_info->all_vbo)
3224 return;
3226 if (use_vs(state))
3228 if (state->vertex_declaration->half_float_conv_needed)
3230 TRACE("Using immediate mode draw with vertex shaders for FLOAT16 conversion.\n");
3231 context->use_immediate_mode_draw = TRUE;
3234 else
3236 WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE);
3237 slow_mask |= -(!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !d3d_info->ffp_generic_attributes)
3238 & ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR) | (1u << WINED3D_FFP_BLENDWEIGHT));
3240 if ((stream_info->position_transformed && !d3d_info->xyzrhw)
3241 || (stream_info->use_map & slow_mask))
3242 context->use_immediate_mode_draw = TRUE;
3246 /* Context activation is done by the caller. */
3247 static void context_preload_texture(struct wined3d_context *context,
3248 const struct wined3d_state *state, unsigned int idx)
3250 struct wined3d_texture *texture;
3252 if (!(texture = state->textures[idx]))
3253 return;
3255 wined3d_texture_load(texture, context, state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE]);
3258 /* Context activation is done by the caller. */
3259 static void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
3261 unsigned int i;
3263 if (use_vs(state))
3265 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
3267 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
3268 context_preload_texture(context, state, MAX_FRAGMENT_SAMPLERS + i);
3272 if (use_ps(state))
3274 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3276 if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type)
3277 context_preload_texture(context, state, i);
3280 else
3282 WORD ffu_map = context->fixed_function_usage_map;
3284 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3286 if (ffu_map & 1)
3287 context_preload_texture(context, state, i);
3292 static void context_load_shader_resources(struct wined3d_context *context, const struct wined3d_state *state)
3294 struct wined3d_shader_sampler_map_entry *entry;
3295 struct wined3d_shader_resource_view *view;
3296 struct wined3d_shader *shader;
3297 unsigned int i, j;
3299 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
3301 if (!(shader = state->shader[i]))
3302 continue;
3304 for (j = 0; j < WINED3D_MAX_CBS; ++j)
3306 if (state->cb[i][j])
3307 wined3d_buffer_load(state->cb[i][j], context, state);
3310 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
3312 entry = &shader->reg_maps.sampler_map.entries[j];
3314 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
3316 WARN("No resource view bound at index %u, %u.\n", i, entry->resource_idx);
3317 continue;
3320 if (view->resource->type == WINED3D_RTYPE_BUFFER)
3321 wined3d_buffer_load(buffer_from_resource(view->resource), context, state);
3322 else
3323 wined3d_texture_load(texture_from_resource(view->resource), context, FALSE);
3328 static void context_bind_shader_resources(struct wined3d_context *context, const struct wined3d_state *state)
3330 const struct wined3d_gl_info *gl_info = context->gl_info;
3331 const struct wined3d_device *device = context->device;
3332 struct wined3d_shader_sampler_map_entry *entry;
3333 struct wined3d_shader_resource_view *view;
3334 struct wined3d_sampler *sampler;
3335 struct wined3d_shader *shader;
3336 unsigned int i, j, count;
3337 GLuint sampler_name;
3339 static const struct
3341 enum wined3d_shader_type type;
3342 unsigned int base_idx;
3343 unsigned int count;
3345 shader_types[] =
3347 {WINED3D_SHADER_TYPE_PIXEL, 0, MAX_FRAGMENT_SAMPLERS},
3348 {WINED3D_SHADER_TYPE_VERTEX, MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS},
3351 for (i = 0; i < ARRAY_SIZE(shader_types); ++i)
3353 if (!(shader = state->shader[shader_types[i].type]))
3354 continue;
3356 count = shader->reg_maps.sampler_map.count;
3357 if (count > shader_types[i].count)
3359 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3360 shader, count, shader_types[i].count);
3361 count = shader_types[i].count;
3364 for (j = 0; j < count; ++j)
3366 entry = &shader->reg_maps.sampler_map.entries[j];
3368 if (!(view = state->shader_resource_view[shader_types[i].type][entry->resource_idx]))
3370 WARN("No resource view bound at index %u, %u.\n", shader_types[i].type, entry->resource_idx);
3371 continue;
3374 if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
3375 sampler_name = device->default_sampler;
3376 else if ((sampler = state->sampler[shader_types[i].type][entry->sampler_idx]))
3377 sampler_name = sampler->name;
3378 else
3379 sampler_name = device->null_sampler;
3381 context_active_texture(context, gl_info, shader_types[i].base_idx + entry->bind_idx);
3382 GL_EXTCALL(glBindSampler(shader_types[i].base_idx + entry->bind_idx, sampler_name));
3383 checkGLcall("glBindSampler");
3384 wined3d_shader_resource_view_bind(view, context);
3389 /* Context activation is done by the caller. */
3390 BOOL context_apply_draw_state(struct wined3d_context *context,
3391 const struct wined3d_device *device, const struct wined3d_state *state)
3393 const struct StateEntry *state_table = context->state_table;
3394 const struct wined3d_fb_state *fb = state->fb;
3395 unsigned int i;
3396 WORD map;
3398 if (!context_validate_rt_config(context->gl_info->limits.buffers,
3399 fb->render_targets, fb->depth_stencil))
3400 return FALSE;
3402 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
3404 context_validate_onscreen_formats(context, fb->depth_stencil);
3407 /* Preload resources before FBO setup. Texture preload in particular may
3408 * result in changes to the current FBO, due to using e.g. FBO blits for
3409 * updating a resource location. */
3410 context_update_tex_unit_map(context, state);
3411 context_preload_textures(context, state);
3412 context_load_shader_resources(context, state);
3413 /* TODO: Right now the dependency on the vertex shader is necessary
3414 * since context_stream_info_from_declaration depends on the reg_maps of
3415 * the current VS but maybe it's possible to relax the coupling in some
3416 * situations at least. */
3417 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC)
3418 || isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX)))
3420 context_update_stream_info(context, state);
3422 else
3424 for (i = 0, map = context->stream_info.use_map; map; map >>= 1, ++i)
3426 if (map & 1)
3427 buffer_mark_used(state->streams[context->stream_info.elements[i].stream_idx].buffer);
3430 if (state->index_buffer)
3432 if (context->stream_info.all_vbo)
3433 wined3d_buffer_load(state->index_buffer, context, state);
3434 else
3435 wined3d_buffer_load_sysmem(state->index_buffer, context);
3438 for (i = 0; i < context->numDirtyEntries; ++i)
3440 DWORD rep = context->dirtyArray[i];
3441 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
3442 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
3443 context->isStateDirty[idx] &= ~(1u << shift);
3444 state_table[rep].apply(context, state, rep);
3447 if (context->shader_update_mask)
3449 device->shader_backend->shader_select(device->shader_priv, context, state);
3450 context->shader_update_mask = 0;
3453 if (context->constant_update_mask)
3455 device->shader_backend->shader_load_constants(device->shader_priv, context, state);
3456 context->constant_update_mask = 0;
3459 if (context->update_shader_resource_bindings)
3461 context_bind_shader_resources(context, state);
3462 context->update_shader_resource_bindings = 0;
3465 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3467 context_check_fbo_status(context, GL_FRAMEBUFFER);
3470 context->numDirtyEntries = 0; /* This makes the whole list clean */
3471 context->last_was_blit = FALSE;
3473 return TRUE;
3476 static void context_setup_target(struct wined3d_context *context,
3477 struct wined3d_texture *texture, unsigned int sub_resource_idx)
3479 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
3481 render_offscreen = wined3d_resource_is_offscreen(&texture->resource);
3482 if (context->current_rt.texture == texture
3483 && context->current_rt.sub_resource_idx == sub_resource_idx
3484 && render_offscreen == old_render_offscreen)
3485 return;
3487 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
3488 * the alpha blend state changes with different render target formats. */
3489 if (!context->current_rt.texture)
3491 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
3493 else
3495 const struct wined3d_format *old = context->current_rt.texture->resource.format;
3496 const struct wined3d_format *new = texture->resource.format;
3498 if (old->id != new->id)
3500 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
3501 if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
3502 || !(texture->resource.format_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
3503 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
3505 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
3506 if ((context->current_rt.texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE)
3507 != (texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE))
3508 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
3511 /* When switching away from an offscreen render target, and we're not
3512 * using FBOs, we have to read the drawable into the texture. This is
3513 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
3514 * There are some things that need care though. PreLoad needs a GL context,
3515 * and FindContext is called before the context is activated. It also
3516 * has to be called with the old rendertarget active, otherwise a
3517 * wrong drawable is read. */
3518 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3519 && old_render_offscreen && (context->current_rt.texture != texture
3520 || context->current_rt.sub_resource_idx != sub_resource_idx))
3522 unsigned int prev_sub_resource_idx = context->current_rt.sub_resource_idx;
3523 struct wined3d_texture *prev_texture = context->current_rt.texture;
3525 /* Read the back buffer of the old drawable into the destination texture. */
3526 if (prev_texture->texture_srgb.name)
3527 wined3d_texture_load(prev_texture, context, TRUE);
3528 wined3d_texture_load(prev_texture, context, FALSE);
3529 wined3d_texture_invalidate_location(prev_texture, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE);
3533 context->current_rt.texture = texture;
3534 context->current_rt.sub_resource_idx = sub_resource_idx;
3535 context_set_render_offscreen(context, render_offscreen);
3538 struct wined3d_context *context_acquire(const struct wined3d_device *device, struct wined3d_surface *target)
3540 struct wined3d_context *current_context = context_get_current();
3541 struct wined3d_swapchain *swapchain = NULL;
3542 struct wined3d_texture *target_texture;
3543 unsigned int target_sub_resource_idx;
3544 struct wined3d_context *context;
3546 TRACE("device %p, target %p.\n", device, target);
3548 if (current_context && current_context->destroyed)
3549 current_context = NULL;
3551 if (target)
3553 target_texture = target->container;
3554 target_sub_resource_idx = surface_get_sub_resource_idx(target);
3556 else
3558 if (current_context
3559 && current_context->current_rt.texture
3560 && current_context->device == device)
3562 target_texture = current_context->current_rt.texture;
3563 target_sub_resource_idx = current_context->current_rt.sub_resource_idx;
3565 else
3567 struct wined3d_swapchain *swapchain = device->swapchains[0];
3569 if (swapchain->back_buffers)
3570 target_texture = swapchain->back_buffers[0];
3571 else
3572 target_texture = swapchain->front_buffer;
3573 target_sub_resource_idx = 0;
3577 if (current_context && current_context->current_rt.texture == target_texture)
3579 context = current_context;
3581 else if ((swapchain = target_texture->swapchain))
3583 TRACE("Rendering onscreen.\n");
3585 context = swapchain_get_context(swapchain);
3587 else
3589 TRACE("Rendering offscreen.\n");
3591 /* Stay with the current context if possible. Otherwise use the
3592 * context for the primary swapchain. */
3593 if (current_context && current_context->device == device)
3595 context = current_context;
3597 else
3599 swapchain = device->swapchains[0];
3600 context = swapchain_get_context(swapchain);
3604 context_enter(context);
3605 if (swapchain)
3606 context_update_window(context, swapchain->win_handle);
3607 context_setup_target(context, target_texture, target_sub_resource_idx);
3608 if (!context->valid) return context;
3610 if (context != current_context)
3612 if (!context_set_current(context))
3613 ERR("Failed to activate the new context.\n");
3615 else if (context->needs_set)
3617 context_set_gl_context(context);
3620 return context;