wined3d: DDraw surfaces are QWORD aligned.
[wine.git] / dlls / wined3d / context.c
blob557022539ad36d7ccb46fe68c0584983d4faca5c
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007 Stefan Dösinger for CodeWeavers
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 #include "config.h"
22 #include <stdio.h>
23 #ifdef HAVE_FLOAT_H
24 # include <float.h>
25 #endif
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 /*****************************************************************************
33 * Context_MarkStateDirty
35 * Marks a state in a context dirty. Only one context, opposed to
36 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
37 * contexts
39 * Params:
40 * context: Context to mark the state dirty in
41 * state: State to mark dirty
43 *****************************************************************************/
44 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state) {
45 DWORD rep = StateTable[state].representative;
46 DWORD idx;
47 BYTE shift;
49 if(!rep || isStateDirty(context, rep)) return;
51 context->dirtyArray[context->numDirtyEntries++] = rep;
52 idx = rep >> 5;
53 shift = rep & 0x1f;
54 context->isStateDirty[idx] |= (1 << shift);
57 /*****************************************************************************
58 * AddContextToArray
60 * Adds a context to the context array. Helper function for CreateContext
62 * This method is not called in performance-critical code paths, only when a
63 * new render target or swapchain is created. Thus performance is not an issue
64 * here.
66 * Params:
67 * This: Device to add the context for
68 * display: X display this context uses
69 * glCtx: glX context to add
70 * drawable: drawable used with this context.
72 *****************************************************************************/
73 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, Display *display, GLXContext glCtx, Drawable drawable) {
74 WineD3DContext **oldArray = This->contexts;
75 DWORD state;
77 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
78 if(This->contexts == NULL) {
79 ERR("Unable to grow the context array\n");
80 This->contexts = oldArray;
81 return NULL;
83 if(oldArray) {
84 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
87 This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
88 if(This->contexts[This->numContexts] == NULL) {
89 ERR("Unable to allocate a new context\n");
90 HeapFree(GetProcessHeap(), 0, This->contexts);
91 This->contexts = oldArray;
92 return NULL;
95 This->contexts[This->numContexts]->display = display;
96 This->contexts[This->numContexts]->glCtx = glCtx;
97 This->contexts[This->numContexts]->drawable = drawable;
98 HeapFree(GetProcessHeap(), 0, oldArray);
100 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
102 for(state = 0; state <= STATE_HIGHEST; state++) {
103 Context_MarkStateDirty(This->contexts[This->numContexts], state);
106 This->numContexts++;
107 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
108 return This->contexts[This->numContexts - 1];
111 /* Returns an array of compatible FBconfig(s).
112 * The array must be freed with XFree. Requires ENTER_GL()
114 static GLXFBConfig* pbuffer_find_fbconfigs(
115 IWineD3DDeviceImpl* This,
116 IWineD3DSurfaceImpl* RenderSurface,
117 Display *display) {
119 GLXFBConfig* cfgs = NULL;
120 int nCfgs = 0;
121 int attribs[256];
122 int nAttribs = 0;
124 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
125 WINED3DFORMAT BackBufferFormat = RenderSurface->resource.format;
126 WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
128 /* TODO:
129 * if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
130 * it StencilSurface != NULL && zBufferTarget == NULL switch it on
133 #define PUSH1(att) attribs[nAttribs++] = (att);
134 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
136 /* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
138 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
139 PUSH2(GLX_X_RENDERABLE, TRUE);
140 PUSH2(GLX_DOUBLEBUFFER, TRUE);
141 TRACE("calling makeglcfg\n");
142 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
143 PUSH1(None);
144 TRACE("calling chooseFGConfig\n");
145 cfgs = glXChooseFBConfig(display,
146 DefaultScreen(display),
147 attribs, &nCfgs);
148 if (cfgs == NULL) {
149 /* OK we didn't find the exact config, so use any reasonable match */
150 /* TODO: fill in the 'requested' and 'current' depths, and make sure that's
151 why we failed. */
152 static BOOL show_message = TRUE;
153 if (show_message) {
154 ERR("Failed to find exact match, finding alternative but you may "
155 "suffer performance issues, try changing xfree's depth to match the requested depth\n");
156 show_message = FALSE;
158 nAttribs = 0;
159 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
160 /* PUSH2(GLX_X_RENDERABLE, TRUE); */
161 PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
162 PUSH2(GLX_DOUBLEBUFFER, FALSE);
163 TRACE("calling makeglcfg\n");
164 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
165 PUSH1(None);
166 cfgs = glXChooseFBConfig(display,
167 DefaultScreen(display),
168 attribs, &nCfgs);
171 if (cfgs == NULL) {
172 ERR("Could not get a valid FBConfig for (%u,%s)/(%u,%s)\n",
173 BackBufferFormat, debug_d3dformat(BackBufferFormat),
174 StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
175 } else {
176 #ifdef EXTRA_TRACES
177 int i;
178 for (i = 0; i < nCfgs; ++i) {
179 TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
180 debug_d3dformat(BackBufferFormat), StencilBufferFormat,
181 debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
183 #endif
185 #undef PUSH1
186 #undef PUSH2
188 return cfgs;
191 /*****************************************************************************
192 * CreateContext
194 * Creates a new context for a window, or a pbuffer context.
196 * * Params:
197 * This: Device to activate the context for
198 * target: Surface this context will render to
199 * display: X11 connection
200 * win: Target window. NULL for a pbuffer
202 *****************************************************************************/
203 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win) {
204 Drawable drawable = win, oldDrawable;
205 XVisualInfo *visinfo = NULL;
206 GLXFBConfig *cfgs = NULL;
207 GLXContext ctx = NULL, oldCtx;
208 WineD3DContext *ret = NULL;
210 TRACE("(%p): Creating a %s context for render target %p\n", This, win ? "onscreen" : "offscreen", target);
212 if(!win) {
213 int attribs[256];
214 int nAttribs = 0;
216 TRACE("Creating a pBuffer drawable for the new context\n");
218 cfgs = pbuffer_find_fbconfigs(This, target, display);
219 if(!cfgs) {
220 ERR("Cannot find a frame buffer configuration for the pbuffer\n");
221 goto out;
224 attribs[nAttribs++] = GLX_PBUFFER_WIDTH;
225 attribs[nAttribs++] = target->currentDesc.Width;
226 attribs[nAttribs++] = GLX_PBUFFER_HEIGHT;
227 attribs[nAttribs++] = target->currentDesc.Height;
228 attribs[nAttribs++] = None;
230 visinfo = glXGetVisualFromFBConfig(display, cfgs[0]);
231 if(!visinfo) {
232 ERR("Cannot find a visual for the pbuffer\n");
233 goto out;
236 drawable = glXCreatePbuffer(display, cfgs[0], attribs);
238 if(!drawable) {
239 ERR("Cannot create a pbuffer\n");
240 goto out;
242 XFree(cfgs);
243 cfgs = NULL;
244 } else {
245 /* Create an onscreen target */
246 XVisualInfo template;
247 int num;
249 template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
250 /* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
251 (or the best possible if none is requested) */
252 TRACE("Found x visual ID : %ld\n", template.visualid);
253 visinfo = XGetVisualInfo(display, VisualIDMask, &template, &num);
255 if (NULL == visinfo) {
256 ERR("cannot really get XVisual\n");
257 goto out;
258 } else {
259 int n, value;
260 /* Write out some debug info about the visual/s */
261 TRACE("Using x visual ID : %ld\n", template.visualid);
262 TRACE(" visual info: %p\n", visinfo);
263 TRACE(" num items : %d\n", num);
264 for (n = 0;n < num; n++) {
265 TRACE("=====item=====: %d\n", n + 1);
266 TRACE(" visualid : %ld\n", visinfo[n].visualid);
267 TRACE(" screen : %d\n", visinfo[n].screen);
268 TRACE(" depth : %u\n", visinfo[n].depth);
269 TRACE(" class : %d\n", visinfo[n].class);
270 TRACE(" red_mask : %ld\n", visinfo[n].red_mask);
271 TRACE(" green_mask : %ld\n", visinfo[n].green_mask);
272 TRACE(" blue_mask : %ld\n", visinfo[n].blue_mask);
273 TRACE(" colormap_size : %d\n", visinfo[n].colormap_size);
274 TRACE(" bits_per_rgb : %d\n", visinfo[n].bits_per_rgb);
275 /* log some extra glx info */
276 glXGetConfig(display, visinfo, GLX_AUX_BUFFERS, &value);
277 TRACE(" gl_aux_buffers : %d\n", value);
278 glXGetConfig(display, visinfo, GLX_BUFFER_SIZE ,&value);
279 TRACE(" gl_buffer_size : %d\n", value);
280 glXGetConfig(display, visinfo, GLX_RED_SIZE, &value);
281 TRACE(" gl_red_size : %d\n", value);
282 glXGetConfig(display, visinfo, GLX_GREEN_SIZE, &value);
283 TRACE(" gl_green_size : %d\n", value);
284 glXGetConfig(display, visinfo, GLX_BLUE_SIZE, &value);
285 TRACE(" gl_blue_size : %d\n", value);
286 glXGetConfig(display, visinfo, GLX_ALPHA_SIZE, &value);
287 TRACE(" gl_alpha_size : %d\n", value);
288 glXGetConfig(display, visinfo, GLX_DEPTH_SIZE ,&value);
289 TRACE(" gl_depth_size : %d\n", value);
290 glXGetConfig(display, visinfo, GLX_STENCIL_SIZE, &value);
291 TRACE(" gl_stencil_size : %d\n", value);
293 /* Now choose a similar visual ID*/
297 ctx = glXCreateContext(display, visinfo,
298 This->numContexts ? This->contexts[0]->glCtx : NULL,
299 GL_TRUE);
300 if(!ctx) {
301 ERR("Failed to create a glX context\n");
302 if(drawable != win) glXDestroyPbuffer(display, drawable);
303 goto out;
305 ret = AddContextToArray(This, display, ctx, drawable);
306 if(!ret) {
307 ERR("Failed to add the newly created context to the context list\n");
308 glXDestroyContext(display, ctx);
309 if(drawable != win) glXDestroyPbuffer(display, drawable);
310 goto out;
312 ret->surface = (IWineD3DSurface *) target;
313 ret->isPBuffer = win == 0;
315 TRACE("Successfully created new context %p\n", ret);
317 /* Set up the context defaults */
318 oldCtx = glXGetCurrentContext();
319 oldDrawable = glXGetCurrentDrawable();
320 if(glXMakeCurrent(display, drawable, ctx) == FALSE) {
321 ERR("Cannot activate context to set up defaults\n");
322 goto out;
325 TRACE("Setting up the screen\n");
326 /* Clear the screen */
327 glClearColor(1.0, 0.0, 0.0, 0.0);
328 checkGLcall("glClearColor");
329 glClearIndex(0);
330 glClearDepth(1);
331 glClearStencil(0xffff);
333 checkGLcall("glClear");
335 glColor3f(1.0, 1.0, 1.0);
336 checkGLcall("glColor3f");
338 glEnable(GL_LIGHTING);
339 checkGLcall("glEnable");
341 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
342 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
344 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
345 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
347 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
348 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
350 glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
351 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
352 glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
353 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
355 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
356 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
357 * and textures in DIB sections(due to the memory protection).
359 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
360 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
362 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
363 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
364 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
365 * GL_VERTEX_BLEND_ARB isn't enabled too
367 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
368 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
370 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
371 int s;
373 glEnable(GL_TEXTURE_SHADER_NV);
374 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
376 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
377 * the previous texture where to source the offset from is always unit - 1.
379 for(s = 1; s < GL_LIMITS(textures); s++) {
380 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
381 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
382 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
386 if(oldDrawable && oldCtx) {
387 glXMakeCurrent(display, oldDrawable, oldCtx);
390 out:
391 if(visinfo) XFree(visinfo);
392 if(cfgs) XFree(cfgs);
393 return ret;
396 /*****************************************************************************
397 * RemoveContextFromArray
399 * Removes a context from the context manager. The opengl context is not
400 * destroyed or unset. context is not a valid pointer after that call.
402 * Similar to the former call this isn't a performance critical function. A
403 * helper function for DestroyContext.
405 * Params:
406 * This: Device to activate the context for
407 * context: Context to remove
409 *****************************************************************************/
410 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
411 UINT t, s;
412 WineD3DContext **oldArray = This->contexts;
414 TRACE("Removing ctx %p\n", context);
416 This->numContexts--;
418 if(This->numContexts) {
419 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
420 if(!This->contexts) {
421 ERR("Cannot allocate a new context array, PANIC!!!\n");
423 t = 0;
424 for(s = 0; s < This->numContexts; s++) {
425 if(oldArray[s] == context) continue;
426 This->contexts[t] = oldArray[s];
427 t++;
429 } else {
430 This->contexts = NULL;
433 HeapFree(GetProcessHeap(), 0, context);
434 HeapFree(GetProcessHeap(), 0, oldArray);
437 /*****************************************************************************
438 * DestroyContext
440 * Destroys a wineD3DContext
442 * Params:
443 * This: Device to activate the context for
444 * context: Context to destroy
446 *****************************************************************************/
447 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
449 /* check that we are the current context first */
450 TRACE("Destroying ctx %p\n", context);
451 if(glXGetCurrentContext() == context->glCtx){
452 glXMakeCurrent(context->display, None, NULL);
455 glXDestroyContext(context->display, context->glCtx);
456 if(context->isPBuffer) {
457 glXDestroyPbuffer(context->display, context->drawable);
459 RemoveContextFromArray(This, context);
462 /*****************************************************************************
463 * SetupForBlit
465 * Sets up a context for DirectDraw blitting.
466 * All texture units are disabled, except unit 0
467 * Texture unit 0 is activted where GL_TEXTURE_2D is activated
468 * fog, lighting, blending, alpha test, z test, scissor test, culling diabled
469 * color writing enabled for all channels
470 * register combiners disabled, shaders disabled
471 * world matris is set to identity, texture matrix 0 too
472 * projection matrix is setup for drawing screen coordinates
474 * Params:
475 * This: Device to activate the context for
476 * context: Context to setup
477 * width: render target width
478 * height: render target height
480 *****************************************************************************/
481 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
482 int i;
484 TRACE("Setting up context %p for blitting\n", context);
485 if(context->last_was_blit) {
486 TRACE("Context is already set up for blitting, nothing to do\n");
487 return;
489 context->last_was_blit = TRUE;
491 /* TODO: Use a display list */
493 /* Disable shaders */
494 This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
495 Context_MarkStateDirty(context, STATE_VSHADER);
496 Context_MarkStateDirty(context, STATE_PIXELSHADER);
498 /* Disable all textures. The caller can then bind a texture it wants to blit
499 * from
501 if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
502 glDisable(GL_REGISTER_COMBINERS_NV);
503 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
505 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
506 /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
507 * function texture unit. No need to care for higher samplers
509 for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
510 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
511 checkGLcall("glActiveTextureARB");
513 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
514 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
515 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
517 glDisable(GL_TEXTURE_3D);
518 checkGLcall("glDisable GL_TEXTURE_3D");
519 glDisable(GL_TEXTURE_2D);
520 checkGLcall("glDisable GL_TEXTURE_2D");
522 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
523 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
525 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
526 Context_MarkStateDirty(context, STATE_SAMPLER(i));
528 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
529 checkGLcall("glActiveTextureARB");
531 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
532 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
533 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
535 glDisable(GL_TEXTURE_3D);
536 checkGLcall("glDisable GL_TEXTURE_3D");
537 glEnable(GL_TEXTURE_2D);
538 checkGLcall("glEnable GL_TEXTURE_2D");
540 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
542 glMatrixMode(GL_TEXTURE);
543 checkGLcall("glMatrixMode(GL_TEXTURE)");
544 glLoadIdentity();
545 checkGLcall("glLoadIdentity()");
546 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0));
548 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
549 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
550 GL_TEXTURE_LOD_BIAS_EXT,
551 0.0);
552 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
554 Context_MarkStateDirty(context, STATE_SAMPLER(0));
555 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP));
557 /* Other misc states */
558 glDisable(GL_ALPHA_TEST);
559 checkGLcall("glDisable(GL_ALPHA_TEST)");
560 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
561 glDisable(GL_LIGHTING);
562 checkGLcall("glDisable GL_LIGHTING");
563 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING));
564 glDisable(GL_DEPTH_TEST);
565 checkGLcall("glDisable GL_DEPTH_TEST");
566 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE));
567 glDisable(GL_FOG);
568 checkGLcall("glDisable GL_FOG");
569 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE));
570 glDisable(GL_BLEND);
571 checkGLcall("glDisable GL_BLEND");
572 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
573 glDisable(GL_CULL_FACE);
574 checkGLcall("glDisable GL_CULL_FACE");
575 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE));
576 glDisable(GL_STENCIL_TEST);
577 checkGLcall("glDisable GL_STENCIL_TEST");
578 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
579 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
580 glDisable(GL_POINT_SPRITE_ARB);
581 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
582 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
584 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
585 checkGLcall("glColorMask");
586 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
588 /* Setup transforms */
589 glMatrixMode(GL_MODELVIEW);
590 checkGLcall("glMatrixMode(GL_MODELVIEW)");
591 glLoadIdentity();
592 checkGLcall("glLoadIdentity()");
593 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
595 glMatrixMode(GL_PROJECTION);
596 checkGLcall("glMatrixMode(GL_PROJECTION)");
597 glLoadIdentity();
598 checkGLcall("glLoadIdentity()");
599 glOrtho(0, width, height, 0, 0.0, -1.0);
600 checkGLcall("glOrtho");
601 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
603 context->last_was_rhw = TRUE;
604 Context_MarkStateDirty(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
606 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
607 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
608 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
609 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
610 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
611 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
612 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
614 glViewport(0, 0, width, height);
615 checkGLcall("glViewport");
616 Context_MarkStateDirty(context, STATE_VIEWPORT);
618 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
619 glDisable(GL_TEXTURE_SHADER_NV);
620 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
624 /*****************************************************************************
625 * ActivateContext
627 * Finds a rendering context and drawable matching the device and render
628 * target for the current thread, activates them and puts them into the
629 * requested state.
631 * Params:
632 * This: Device to activate the context for
633 * target: Requested render target
634 * usage: Prepares the context for blitting, drawing or other actions
636 *****************************************************************************/
637 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
638 DWORD tid = This->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED ? GetCurrentThreadId() : 0;
639 int i;
640 DWORD dirtyState, idx;
641 BYTE shift;
642 WineD3DContext *context = This->activeContext;
643 BOOL oldRenderOffscreen = This->render_offscreen;
645 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
647 if(This->lastActiveRenderTarget != target) {
648 IWineD3DSwapChain *swapchain = NULL;
649 HRESULT hr;
650 BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
652 hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
653 if(hr == WINED3D_OK && swapchain) {
654 TRACE("Rendering onscreen\n");
655 context = ((IWineD3DSwapChainImpl *) swapchain)->context[0];
656 This->render_offscreen = FALSE;
657 /* The context != This->activeContext will catch a NOP context change. This can occur
658 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
659 * rendering. No context change is needed in that case
662 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
663 if(((IWineD3DSwapChainImpl *) swapchain)->backBuffer) {
664 glDrawBuffer(GL_BACK);
665 checkGLcall("glDrawBuffer(GL_BACK)");
666 } else {
667 glDrawBuffer(GL_FRONT);
668 checkGLcall("glDrawBuffer(GL_FRONT)");
671 IWineD3DSwapChain_Release(swapchain);
673 if(oldRenderOffscreen) {
674 Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
675 Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
676 Context_MarkStateDirty(context, STATE_VDECL);
677 Context_MarkStateDirty(context, STATE_VIEWPORT);
679 } else {
680 TRACE("Rendering offscreen\n");
681 This->render_offscreen = TRUE;
683 switch(wined3d_settings.offscreen_rendering_mode) {
684 case ORM_FBO:
685 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
686 if(This->activeContext) {
687 context = This->activeContext;
688 } else {
689 /* This may happen if the app jumps streight into offscreen rendering
690 * Start using the context of the primary swapchain
692 context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0];
694 break;
696 case ORM_PBUFFER:
698 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
699 if(This->pbufferContext == NULL ||
700 This->pbufferWidth < targetimpl->currentDesc.Width ||
701 This->pbufferHeight < targetimpl->currentDesc.Height) {
702 if(This->pbufferContext) {
703 DestroyContext(This, This->pbufferContext);
706 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
707 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
709 This->pbufferContext = CreateContext(This, targetimpl,
710 ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->display,
711 0 /* Window */);
712 This->pbufferWidth = targetimpl->currentDesc.Width;
713 This->pbufferHeight = targetimpl->currentDesc.Height;
716 if(This->pbufferContext) {
717 context = This->pbufferContext;
718 break;
719 } else {
720 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
721 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
725 case ORM_BACKBUFFER:
726 /* Stay with the currently active context for back buffer rendering */
727 if(This->activeContext) {
728 context = This->activeContext;
729 } else {
730 /* This may happen if the app jumps streight into offscreen rendering
731 * Start using the context of the primary swapchain
733 context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0];
735 glDrawBuffer(This->offscreenBuffer);
736 checkGLcall("glDrawBuffer(This->offscreenBuffer)");
737 break;
740 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
741 /* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
742 * back when we are done won't mark us dirty.
744 IWineD3DSurface_PreLoad(target);
747 if(!oldRenderOffscreen) {
748 Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
749 Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
750 Context_MarkStateDirty(context, STATE_VDECL);
751 Context_MarkStateDirty(context, STATE_VIEWPORT);
754 if (readTexture) {
755 BOOL oldInDraw = This->isInDraw;
757 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
758 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
759 * when using offscreen rendering with multithreading
761 This->isInDraw = TRUE;
763 /* Do that before switching the context:
764 * Read the back buffer of the old drawable into the destination texture
766 IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
768 /* Assume that the drawable will be modified by some other things now */
769 ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->Flags &= ~SFLAG_INDRAWABLE;
771 This->isInDraw = oldInDraw;
773 This->lastActiveRenderTarget = target;
774 if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
775 This->depth_copy_state = WINED3D_DCS_COPY;
777 } else {
778 /* Stick to the old context */
779 context = This->activeContext;
782 /* Activate the opengl context */
783 if(context != This->activeContext) {
784 Bool ret;
785 TRACE("Switching gl ctx to %p, drawable=%ld, ctx=%p\n", context, context->drawable, context->glCtx);
786 ret = glXMakeCurrent(context->display, context->drawable, context->glCtx);
787 if(ret == FALSE) {
788 ERR("Failed to activate the new context\n");
790 This->activeContext = context;
793 switch(usage) {
794 case CTXUSAGE_RESOURCELOAD:
795 /* This does not require any special states to be set up */
796 break;
798 case CTXUSAGE_DRAWPRIM:
799 /* This needs all dirty states applied */
800 if(context->last_was_blit && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
801 glEnable(GL_TEXTURE_SHADER_NV);
802 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
804 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
805 IWineD3DDeviceImpl_FindTexUnitMap(This);
807 for(i=0; i < context->numDirtyEntries; i++) {
808 dirtyState = context->dirtyArray[i];
809 idx = dirtyState >> 5;
810 shift = dirtyState & 0x1f;
811 context->isStateDirty[idx] &= ~(1 << shift);
812 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
814 context->numDirtyEntries = 0; /* This makes the whole list clean */
815 context->last_was_blit = FALSE;
816 break;
818 case CTXUSAGE_BLIT:
819 SetupForBlit(This, context,
820 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
821 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
822 break;
824 default:
825 FIXME("Unexpected context usage requested\n");