2 * Context and render target management in wined3d
4 * Copyright 2007-2008 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
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
40 * context: Context to mark the state dirty in
41 * state: State to mark dirty
42 * StateTable: Pointer to the state table in use(for state grouping)
44 *****************************************************************************/
45 static void Context_MarkStateDirty(WineD3DContext
*context
, DWORD state
, const struct StateEntry
*StateTable
) {
46 DWORD rep
= StateTable
[state
].representative
;
50 if(!rep
|| isStateDirty(context
, rep
)) return;
52 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
55 context
->isStateDirty
[idx
] |= (1 << shift
);
58 /*****************************************************************************
61 * Adds a context to the context array. Helper function for CreateContext
63 * This method is not called in performance-critical code paths, only when a
64 * new render target or swapchain is created. Thus performance is not an issue
68 * This: Device to add the context for
70 * glCtx: WGL context to add
71 * pbuffer: optional pbuffer used with this context
73 *****************************************************************************/
74 static WineD3DContext
*AddContextToArray(IWineD3DDeviceImpl
*This
, HWND win_handle
, HDC hdc
, HGLRC glCtx
, HPBUFFERARB pbuffer
) {
75 WineD3DContext
**oldArray
= This
->contexts
;
78 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * (This
->numContexts
+ 1));
79 if(This
->contexts
== NULL
) {
80 ERR("Unable to grow the context array\n");
81 This
->contexts
= oldArray
;
85 memcpy(This
->contexts
, oldArray
, sizeof(*This
->contexts
) * This
->numContexts
);
88 This
->contexts
[This
->numContexts
] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(WineD3DContext
));
89 if(This
->contexts
[This
->numContexts
] == NULL
) {
90 ERR("Unable to allocate a new context\n");
91 HeapFree(GetProcessHeap(), 0, This
->contexts
);
92 This
->contexts
= oldArray
;
96 This
->contexts
[This
->numContexts
]->hdc
= hdc
;
97 This
->contexts
[This
->numContexts
]->glCtx
= glCtx
;
98 This
->contexts
[This
->numContexts
]->pbuffer
= pbuffer
;
99 This
->contexts
[This
->numContexts
]->win_handle
= win_handle
;
100 HeapFree(GetProcessHeap(), 0, oldArray
);
102 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
104 for(state
= 0; state
<= STATE_HIGHEST
; state
++) {
105 Context_MarkStateDirty(This
->contexts
[This
->numContexts
], state
, This
->shader_backend
->StateTable
);
109 TRACE("Created context %p\n", This
->contexts
[This
->numContexts
- 1]);
110 return This
->contexts
[This
->numContexts
- 1];
113 /* This function takes care of WineD3D pixel format selection. */
114 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
, WINED3DFORMAT ColorFormat
, WINED3DFORMAT DepthStencilFormat
, BOOL auxBuffers
, int numSamples
, BOOL pbuffer
, BOOL findCompatible
)
117 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
118 short depthBits
=0, stencilBits
=0;
121 int nCfgs
= This
->adapter
->nCfgs
;
122 WineD3D_PixelFormat
*cfgs
= This
->adapter
->cfgs
;
124 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
125 debug_d3dformat(ColorFormat
), debug_d3dformat(DepthStencilFormat
), auxBuffers
, numSamples
, pbuffer
, findCompatible
);
127 if(!getColorBits(ColorFormat
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
)) {
128 ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat
), ColorFormat
);
132 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
133 * You are able to add a depth + stencil surface at a later stage when you need it.
134 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
135 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
136 * context, need torecreate shaders, textures and other resources.
138 * The context manager already takes care of the state problem and for the other tasks code from Reset
139 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
140 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
141 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
142 * issue needs to be fixed. */
143 if(DepthStencilFormat
!= WINED3DFMT_D24S8
)
144 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
146 DepthStencilFormat
= WINED3DFMT_D24S8
;
148 if(DepthStencilFormat
) {
149 getDepthStencilBits(DepthStencilFormat
, &depthBits
, &stencilBits
);
152 /* Find a pixel format which EXACTLY matches our requirements (except for depth) */
153 for(i
=0; i
<nCfgs
; i
++) {
154 BOOL exactDepthMatch
= TRUE
;
155 cfgs
= &This
->adapter
->cfgs
[i
];
157 /* For now only accept RGBA formats. Perhaps some day we will
158 * allow floating point formats for pbuffers. */
159 if(cfgs
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
162 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
163 if(!pbuffer
&& !(cfgs
->windowDrawable
&& cfgs
->doubleBuffer
))
166 /* We like to have aux buffers in backbuffer mode */
167 if(auxBuffers
&& !cfgs
->auxBuffers
)
170 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
171 if(pbuffer
&& (!cfgs
->pbufferDrawable
|| cfgs
->doubleBuffer
))
174 if(cfgs
->redSize
!= redBits
)
176 if(cfgs
->greenSize
!= greenBits
)
178 if(cfgs
->blueSize
!= blueBits
)
180 if(cfgs
->alphaSize
!= alphaBits
)
183 /* We try to locate a format which matches our requirements exactly. In case of
184 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
185 if(cfgs
->depthSize
< depthBits
)
187 else if(cfgs
->depthSize
> depthBits
)
188 exactDepthMatch
= FALSE
;
190 /* In all cases make sure the number of stencil bits matches our requirements
191 * even when we don't need stencil because it could affect performance EXCEPT
192 * on cards which don't offer depth formats without stencil like the i915 drivers
194 if(stencilBits
!= cfgs
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfgs
->stencilSize
))
197 /* Check multisampling support */
198 if(cfgs
->numSamples
!= numSamples
)
201 /* When we have passed all the checks then we have found a format which matches our
202 * requirements. Note that we only check for a limit number of capabilities right now,
203 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
204 * can still differ in things like multisampling, stereo, SRGB and other flags.
207 /* Exit the loop as we have found a format :) */
208 if(exactDepthMatch
) {
209 iPixelFormat
= cfgs
->iPixelFormat
;
211 } else if(!iPixelFormat
) {
212 /* In the end we might end up with a format which doesn't exactly match our depth
213 * requirements. Accept the first format we found because formats with higher iPixelFormat
214 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
215 iPixelFormat
= cfgs
->iPixelFormat
;
219 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
220 if(!iPixelFormat
&& !findCompatible
) {
221 ERR("Can't find a suitable iPixelFormat\n");
223 } else if(!iPixelFormat
) {
224 PIXELFORMATDESCRIPTOR pfd
;
226 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
227 /* PixelFormat selection */
228 ZeroMemory(&pfd
, sizeof(pfd
));
229 pfd
.nSize
= sizeof(pfd
);
231 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
232 pfd
.iPixelType
= PFD_TYPE_RGBA
;
233 pfd
.cAlphaBits
= alphaBits
;
234 pfd
.cColorBits
= colorBits
;
235 pfd
.cDepthBits
= depthBits
;
236 pfd
.cStencilBits
= stencilBits
;
237 pfd
.iLayerType
= PFD_MAIN_PLANE
;
239 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
241 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
242 ERR("Can't find a suitable iPixelFormat\n");
247 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat
, debug_d3dformat(ColorFormat
), debug_d3dformat(DepthStencilFormat
));
251 /*****************************************************************************
254 * Creates a new context for a window, or a pbuffer context.
257 * This: Device to activate the context for
258 * target: Surface this context will render to
259 * win_handle: handle to the window which we are drawing to
260 * create_pbuffer: tells whether to create a pbuffer or not
261 * pPresentParameters: contains the pixelformats to use for onscreen rendering
263 *****************************************************************************/
264 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win_handle
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
) {
265 HDC oldDrawable
, hdc
;
266 HPBUFFERARB pbuffer
= NULL
;
267 HGLRC ctx
= NULL
, oldCtx
;
268 WineD3DContext
*ret
= NULL
;
271 TRACE("(%p): Creating a %s context for render target %p\n", This
, create_pbuffer
? "offscreen" : "onscreen", target
);
274 HDC hdc_parent
= GetDC(win_handle
);
275 int iPixelFormat
= 0;
277 IWineD3DSurface
*StencilSurface
= This
->stencilBufferTarget
;
278 WINED3DFORMAT StencilBufferFormat
= (NULL
!= StencilSurface
) ? ((IWineD3DSurfaceImpl
*) StencilSurface
)->resource
.format
: 0;
280 /* Try to find a pixel format with pbuffer support. */
281 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format
, StencilBufferFormat
, FALSE
/* auxBuffers */, 0 /* numSamples */, TRUE
/* PBUFFER */, FALSE
/* findCompatible */);
283 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
285 /* For some reason we weren't able to find a format, try to find something instead of crashing.
286 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
287 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format
, StencilBufferFormat
, FALSE
/* auxBuffer */, 0 /* numSamples */, TRUE
/* PBUFFER */, TRUE
/* findCompatible */);
290 /* This shouldn't happen as ChoosePixelFormat always returns something */
292 ERR("Unable to locate a pixel format for a pbuffer\n");
293 ReleaseDC(win_handle
, hdc_parent
);
297 TRACE("Creating a pBuffer drawable for the new context\n");
298 pbuffer
= GL_EXTCALL(wglCreatePbufferARB(hdc_parent
, iPixelFormat
, target
->currentDesc
.Width
, target
->currentDesc
.Height
, 0));
300 ERR("Cannot create a pbuffer\n");
301 ReleaseDC(win_handle
, hdc_parent
);
305 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
306 hdc
= GL_EXTCALL(wglGetPbufferDCARB(pbuffer
));
308 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer
);
309 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
310 ReleaseDC(win_handle
, hdc_parent
);
313 ReleaseDC(win_handle
, hdc_parent
);
315 PIXELFORMATDESCRIPTOR pfd
;
318 WINED3DFORMAT ColorFormat
= target
->resource
.format
;
319 WINED3DFORMAT DepthStencilFormat
= 0;
320 BOOL auxBuffers
= FALSE
;
323 hdc
= GetDC(win_handle
);
325 ERR("Cannot retrieve a device context!\n");
329 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
330 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
333 if(target
->resource
.format
== WINED3DFMT_X4R4G4B4
)
334 ColorFormat
= WINED3DFMT_A4R4G4B4
;
335 else if(target
->resource
.format
== WINED3DFMT_X8R8G8B8
)
336 ColorFormat
= WINED3DFMT_A8R8G8B8
;
339 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
340 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
341 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
342 * a format with 8bit alpha, so request A8R8G8B8. */
343 if(ColorFormat
== WINED3DFMT_P8
)
344 ColorFormat
= WINED3DFMT_A8R8G8B8
;
346 /* Retrieve the depth stencil format from the present parameters.
347 * The choice of the proper format can give a nice performance boost
348 * in case of GPU limited programs. */
349 if(pPresentParms
->EnableAutoDepthStencil
) {
350 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms
->AutoDepthStencilFormat
));
351 DepthStencilFormat
= pPresentParms
->AutoDepthStencilFormat
;
354 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
355 if(pPresentParms
->MultiSampleType
&& (pPresentParms
->SwapEffect
== WINED3DSWAPEFFECT_DISCARD
)) {
356 if(!GL_SUPPORT(ARB_MULTISAMPLE
))
357 ERR("The program is requesting multisampling without support!\n");
359 ERR("Requesting MultiSampleType=%d\n", pPresentParms
->MultiSampleType
);
360 numSamples
= pPresentParms
->MultiSampleType
;
364 /* Try to find a pixel format which matches our requirements */
365 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, ColorFormat
, DepthStencilFormat
, auxBuffers
, numSamples
, FALSE
/* PBUFFER */, FALSE
/* findCompatible */);
367 /* Try to locate a compatible format if we weren't able to find anything */
369 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
370 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, ColorFormat
, DepthStencilFormat
, auxBuffers
, 0 /* numSamples */, FALSE
/* PBUFFER */, TRUE
/* findCompatible */ );
373 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
375 ERR("Can't find a suitable iPixelFormat\n");
379 DescribePixelFormat(hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
380 res
= SetPixelFormat(hdc
, iPixelFormat
, NULL
);
382 int oldPixelFormat
= GetPixelFormat(hdc
);
384 /* By default WGL doesn't allow pixel format adjustments but we need it here.
385 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
386 * set the pixel format multiple times. Only use it when it is really needed. */
388 if(oldPixelFormat
== iPixelFormat
) {
389 /* We don't have to do anything as the formats are the same :) */
390 } else if(oldPixelFormat
&& GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
)) {
391 res
= GL_EXTCALL(wglSetPixelFormatWINE(hdc
, iPixelFormat
, NULL
));
394 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
397 } else if(oldPixelFormat
) {
398 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
399 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
400 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc
, oldPixelFormat
);
402 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
408 ctx
= pwglCreateContext(hdc
);
409 if(This
->numContexts
) pwglShareLists(This
->contexts
[0]->glCtx
, ctx
);
412 ERR("Failed to create a WGL context\n");
414 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
415 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
419 ret
= AddContextToArray(This
, win_handle
, hdc
, ctx
, pbuffer
);
421 ERR("Failed to add the newly created context to the context list\n");
422 pwglDeleteContext(ctx
);
424 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
425 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
429 ret
->surface
= (IWineD3DSurface
*) target
;
430 ret
->isPBuffer
= create_pbuffer
;
431 ret
->tid
= GetCurrentThreadId();
432 if(This
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*) This
)) {
433 /* Create the dirty constants array and initialize them to dirty */
434 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
435 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
436 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
437 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
438 memset(ret
->vshader_const_dirty
, 1,
439 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
440 memset(ret
->pshader_const_dirty
, 1,
441 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
444 TRACE("Successfully created new context %p\n", ret
);
446 /* Set up the context defaults */
447 oldCtx
= pwglGetCurrentContext();
448 oldDrawable
= pwglGetCurrentDC();
449 if(oldCtx
&& oldDrawable
) {
450 /* See comment in ActivateContext context switching */
451 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, FALSE
);
453 if(pwglMakeCurrent(hdc
, ctx
) == FALSE
) {
454 ERR("Cannot activate context to set up defaults\n");
460 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
462 TRACE("Setting up the screen\n");
463 /* Clear the screen */
464 glClearColor(1.0, 0.0, 0.0, 0.0);
465 checkGLcall("glClearColor");
468 glClearStencil(0xffff);
470 checkGLcall("glClear");
472 glColor3f(1.0, 1.0, 1.0);
473 checkGLcall("glColor3f");
475 glEnable(GL_LIGHTING
);
476 checkGLcall("glEnable");
478 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
479 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
481 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
482 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
484 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
485 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
487 glPixelStorei(GL_PACK_ALIGNMENT
, This
->surface_alignment
);
488 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
489 glPixelStorei(GL_UNPACK_ALIGNMENT
, This
->surface_alignment
);
490 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
492 if(GL_SUPPORT(APPLE_CLIENT_STORAGE
)) {
493 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
494 * and textures in DIB sections(due to the memory protection).
496 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
497 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
499 if(GL_SUPPORT(ARB_VERTEX_BLEND
)) {
500 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
501 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
502 * GL_VERTEX_BLEND_ARB isn't enabled too
504 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
505 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
507 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
508 glEnable(GL_TEXTURE_SHADER_NV
);
509 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
511 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
512 * the previous texture where to source the offset from is always unit - 1.
514 for(s
= 1; s
< GL_LIMITS(textures
); s
++) {
515 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
516 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
517 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
521 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
522 for(s
= 0; s
< GL_LIMITS(textures
); s
++) {
523 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
524 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
525 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
530 /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
531 * but enable it for the first context we create, and reenable it on the old context
533 if(oldDrawable
&& oldCtx
) {
534 pwglMakeCurrent(oldDrawable
, oldCtx
);
536 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, TRUE
);
542 /*****************************************************************************
543 * RemoveContextFromArray
545 * Removes a context from the context manager. The opengl context is not
546 * destroyed or unset. context is not a valid pointer after that call.
548 * Similar to the former call this isn't a performance critical function. A
549 * helper function for DestroyContext.
552 * This: Device to activate the context for
553 * context: Context to remove
555 *****************************************************************************/
556 static void RemoveContextFromArray(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
558 WineD3DContext
**oldArray
= This
->contexts
;
560 TRACE("Removing ctx %p\n", context
);
564 if(This
->numContexts
) {
565 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * This
->numContexts
);
566 if(!This
->contexts
) {
567 ERR("Cannot allocate a new context array, PANIC!!!\n");
570 /* Note that we decreased numContexts a few lines up, so use '<=' instead of '<' */
571 for(s
= 0; s
<= This
->numContexts
; s
++) {
572 if(oldArray
[s
] == context
) continue;
573 This
->contexts
[t
] = oldArray
[s
];
577 This
->contexts
= NULL
;
580 HeapFree(GetProcessHeap(), 0, context
);
581 HeapFree(GetProcessHeap(), 0, oldArray
);
584 /*****************************************************************************
587 * Destroys a wineD3DContext
590 * This: Device to activate the context for
591 * context: Context to destroy
593 *****************************************************************************/
594 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
596 /* check that we are the current context first */
597 TRACE("Destroying ctx %p\n", context
);
598 if(pwglGetCurrentContext() == context
->glCtx
){
599 pwglMakeCurrent(NULL
, NULL
);
602 if(context
->isPBuffer
) {
603 GL_EXTCALL(wglReleasePbufferDCARB(context
->pbuffer
, context
->hdc
));
604 GL_EXTCALL(wglDestroyPbufferARB(context
->pbuffer
));
605 } else ReleaseDC(context
->win_handle
, context
->hdc
);
606 pwglDeleteContext(context
->glCtx
);
608 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
609 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
610 RemoveContextFromArray(This
, context
);
613 /*****************************************************************************
616 * Sets up a context for DirectDraw blitting.
617 * All texture units are disabled, texture unit 0 is set as current unit
618 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
619 * color writing enabled for all channels
620 * register combiners disabled, shaders disabled
621 * world matrix is set to identity, texture matrix 0 too
622 * projection matrix is setup for drawing screen coordinates
625 * This: Device to activate the context for
626 * context: Context to setup
627 * width: render target width
628 * height: render target height
630 *****************************************************************************/
631 static inline void SetupForBlit(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
, UINT width
, UINT height
) {
633 const struct StateEntry
*StateTable
= This
->shader_backend
->StateTable
;
635 TRACE("Setting up context %p for blitting\n", context
);
636 if(context
->last_was_blit
) {
637 TRACE("Context is already set up for blitting, nothing to do\n");
640 context
->last_was_blit
= TRUE
;
642 /* TODO: Use a display list */
644 /* Disable shaders */
645 This
->shader_backend
->shader_cleanup((IWineD3DDevice
*) This
);
646 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
647 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
649 /* Disable all textures. The caller can then bind a texture it wants to blit
652 if(GL_SUPPORT(NV_REGISTER_COMBINERS
)) {
653 glDisable(GL_REGISTER_COMBINERS_NV
);
654 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
656 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
657 /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
658 * function texture unit. No need to care for higher samplers
660 for(i
= GL_LIMITS(textures
) - 1; i
> 0 ; i
--) {
661 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
662 checkGLcall("glActiveTextureARB");
664 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
665 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
666 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
668 glDisable(GL_TEXTURE_3D
);
669 checkGLcall("glDisable GL_TEXTURE_3D");
670 glDisable(GL_TEXTURE_2D
);
671 checkGLcall("glDisable GL_TEXTURE_2D");
673 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
674 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
676 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
), StateTable
);
677 Context_MarkStateDirty(context
, STATE_SAMPLER(i
), StateTable
);
679 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
680 checkGLcall("glActiveTextureARB");
682 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
683 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
684 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
686 glDisable(GL_TEXTURE_3D
);
687 checkGLcall("glDisable GL_TEXTURE_3D");
688 glDisable(GL_TEXTURE_2D
);
689 checkGLcall("glDisable GL_TEXTURE_2D");
691 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
693 glMatrixMode(GL_TEXTURE
);
694 checkGLcall("glMatrixMode(GL_TEXTURE)");
696 checkGLcall("glLoadIdentity()");
697 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
), StateTable
);
699 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS
)) {
700 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
701 GL_TEXTURE_LOD_BIAS_EXT
,
703 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
705 Context_MarkStateDirty(context
, STATE_SAMPLER(0), StateTable
);
706 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), StateTable
);
708 /* Other misc states */
709 glDisable(GL_ALPHA_TEST
);
710 checkGLcall("glDisable(GL_ALPHA_TEST)");
711 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
712 glDisable(GL_LIGHTING
);
713 checkGLcall("glDisable GL_LIGHTING");
714 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
715 glDisable(GL_DEPTH_TEST
);
716 checkGLcall("glDisable GL_DEPTH_TEST");
717 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
719 checkGLcall("glDisable GL_FOG");
720 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
722 checkGLcall("glDisable GL_BLEND");
723 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
724 glDisable(GL_CULL_FACE
);
725 checkGLcall("glDisable GL_CULL_FACE");
726 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
727 glDisable(GL_STENCIL_TEST
);
728 checkGLcall("glDisable GL_STENCIL_TEST");
729 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
730 glDisable(GL_SCISSOR_TEST
);
731 checkGLcall("glDisable GL_SCISSOR_TEST");
732 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
733 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
734 glDisable(GL_POINT_SPRITE_ARB
);
735 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
736 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
738 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
739 checkGLcall("glColorMask");
740 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
741 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
742 glDisable(GL_COLOR_SUM_EXT
);
743 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
744 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
746 if (GL_SUPPORT(NV_REGISTER_COMBINERS
)) {
747 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
748 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
749 checkGLcall("glFinalCombinerInputNV");
752 /* Setup transforms */
753 glMatrixMode(GL_MODELVIEW
);
754 checkGLcall("glMatrixMode(GL_MODELVIEW)");
756 checkGLcall("glLoadIdentity()");
757 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
759 glMatrixMode(GL_PROJECTION
);
760 checkGLcall("glMatrixMode(GL_PROJECTION)");
762 checkGLcall("glLoadIdentity()");
763 glOrtho(0, width
, height
, 0, 0.0, -1.0);
764 checkGLcall("glOrtho");
765 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
767 context
->last_was_rhw
= TRUE
;
768 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
770 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
771 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
772 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
773 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
774 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
775 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
776 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
778 glViewport(0, 0, width
, height
);
779 checkGLcall("glViewport");
780 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
782 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, FALSE
);
785 /*****************************************************************************
786 * findThreadContextForSwapChain
788 * Searches a swapchain for all contexts and picks one for the thread tid.
789 * If none can be found the swapchain is requested to create a new context
791 *****************************************************************************/
792 static WineD3DContext
*findThreadContextForSwapChain(IWineD3DSwapChain
*swapchain
, DWORD tid
) {
795 for(i
= 0; i
< ((IWineD3DSwapChainImpl
*) swapchain
)->num_contexts
; i
++) {
796 if(((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
]->tid
== tid
) {
797 return ((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
];
802 /* Create a new context for the thread */
803 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain
);
806 /*****************************************************************************
809 * Finds a context for the current render target and thread
812 * target: Render target to find the context for
813 * tid: Thread to activate the context for
815 * Returns: The needed context
817 *****************************************************************************/
818 static inline WineD3DContext
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, DWORD tid
, GLint
*buffer
) {
819 IWineD3DSwapChain
*swapchain
= NULL
;
821 BOOL readTexture
= wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
&& This
->render_offscreen
;
822 WineD3DContext
*context
= This
->activeContext
;
823 BOOL oldRenderOffscreen
= This
->render_offscreen
;
824 const WINED3DFORMAT oldFmt
= ((IWineD3DSurfaceImpl
*) This
->lastActiveRenderTarget
)->resource
.format
;
825 const WINED3DFORMAT newFmt
= ((IWineD3DSurfaceImpl
*) target
)->resource
.format
;
826 const struct StateEntry
*StateTable
= This
->shader_backend
->StateTable
;
828 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
829 * the alpha blend state changes with different render target formats
831 if(oldFmt
!= newFmt
) {
832 const GlPixelFormatDesc
*glDesc
;
833 const StaticPixelFormatDesc
*old
= getFormatDescEntry(oldFmt
, NULL
, NULL
);
834 const StaticPixelFormatDesc
*new = getFormatDescEntry(newFmt
, &GLINFO_LOCATION
, &glDesc
);
836 /* Disable blending when the alphaMask has changed and when a format doesn't support blending */
837 if((old
->alphaMask
&& !new->alphaMask
) || (!old
->alphaMask
&& new->alphaMask
) || !(glDesc
->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
)) {
838 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
842 hr
= IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **) &swapchain
);
843 if(hr
== WINED3D_OK
&& swapchain
) {
844 TRACE("Rendering onscreen\n");
846 context
= findThreadContextForSwapChain(swapchain
, tid
);
848 This
->render_offscreen
= FALSE
;
849 /* The context != This->activeContext will catch a NOP context change. This can occur
850 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
851 * rendering. No context change is needed in that case
854 if(((IWineD3DSwapChainImpl
*) swapchain
)->frontBuffer
== target
) {
859 if(wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
) {
860 if(This
->pbufferContext
&& tid
== This
->pbufferContext
->tid
) {
861 This
->pbufferContext
->tid
= 0;
864 IWineD3DSwapChain_Release(swapchain
);
866 if(oldRenderOffscreen
) {
867 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
868 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
869 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
870 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
871 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
875 TRACE("Rendering offscreen\n");
876 This
->render_offscreen
= TRUE
;
877 *buffer
= This
->offscreenBuffer
;
879 switch(wined3d_settings
.offscreen_rendering_mode
) {
881 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
882 if(This
->activeContext
&& tid
== This
->lastThread
) {
883 context
= This
->activeContext
;
885 /* This may happen if the app jumps straight into offscreen rendering
886 * Start using the context of the primary swapchain. tid == 0 is no problem
887 * for findThreadContextForSwapChain.
889 * Can also happen on thread switches - in that case findThreadContextForSwapChain
890 * is perfect to call.
892 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
898 IWineD3DSurfaceImpl
*targetimpl
= (IWineD3DSurfaceImpl
*) target
;
899 if(This
->pbufferContext
== NULL
||
900 This
->pbufferWidth
< targetimpl
->currentDesc
.Width
||
901 This
->pbufferHeight
< targetimpl
->currentDesc
.Height
) {
902 if(This
->pbufferContext
) {
903 DestroyContext(This
, This
->pbufferContext
);
906 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
907 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
909 This
->pbufferContext
= CreateContext(This
, targetimpl
,
910 ((IWineD3DSwapChainImpl
*) This
->swapchains
[0])->context
[0]->win_handle
,
911 TRUE
/* pbuffer */, &((IWineD3DSwapChainImpl
*)This
->swapchains
[0])->presentParms
);
912 This
->pbufferWidth
= targetimpl
->currentDesc
.Width
;
913 This
->pbufferHeight
= targetimpl
->currentDesc
.Height
;
916 if(This
->pbufferContext
) {
917 if(This
->pbufferContext
->tid
!= 0 && This
->pbufferContext
->tid
!= tid
) {
918 FIXME("The PBuffr context is only supported for one thread for now!\n");
920 This
->pbufferContext
->tid
= tid
;
921 context
= This
->pbufferContext
;
924 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
925 wined3d_settings
.offscreen_rendering_mode
= ORM_BACKBUFFER
;
930 /* Stay with the currently active context for back buffer rendering */
931 if(This
->activeContext
&& tid
== This
->lastThread
) {
932 context
= This
->activeContext
;
934 /* This may happen if the app jumps straight into offscreen rendering
935 * Start using the context of the primary swapchain. tid == 0 is no problem
936 * for findThreadContextForSwapChain.
938 * Can also happen on thread switches - in that case findThreadContextForSwapChain
939 * is perfect to call.
941 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
946 if(!oldRenderOffscreen
) {
947 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
948 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
949 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
950 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
951 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
955 /* When switching away from an offscreen render target, and we're not using FBOs,
956 * we have to read the drawable into the texture. This is done via PreLoad(and
957 * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
958 * PreLoad needs a GL context, and FindContext is called before the context is activated.
959 * It also has to be called with the old rendertarget active, otherwise a wrong drawable
960 * is read. This leads to these possible situations:
962 * 0) lastActiveRenderTarget == target && oldTid == newTid:
963 * Nothing to do, we don't even reach this code in this case...
965 * 1) lastActiveRenderTarget != target && oldTid == newTid:
966 * The currently active context is OK for readback. Call PreLoad, and it
969 * 2) lastActiveRenderTarget == target && oldTid != newTid:
970 * Nothing to do - the drawable is unchanged
972 * 3) lastActiveRenderTarget != target && oldTid != newTid:
973 * This is tricky. We have to get a context with the old drawable from somewhere
974 * before we can switch to the new context. In this case, PreLoad calls
975 * ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
976 * is case (2) then. The old drawable is activated for the new thread, and the
977 * readback can be done. The recursed ActivateContext does *not* call PreLoad again.
978 * After that, the outer ActivateContext(which calls PreLoad) can activate the new
979 * target for the new thread
981 if (readTexture
&& This
->lastActiveRenderTarget
!= target
) {
982 BOOL oldInDraw
= This
->isInDraw
;
984 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
985 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
986 * when using offscreen rendering with multithreading
988 This
->isInDraw
= TRUE
;
990 /* Do that before switching the context:
991 * Read the back buffer of the old drawable into the destination texture
993 IWineD3DSurface_PreLoad(This
->lastActiveRenderTarget
);
995 /* Assume that the drawable will be modified by some other things now */
996 IWineD3DSurface_ModifyLocation(This
->lastActiveRenderTarget
, SFLAG_INDRAWABLE
, FALSE
);
998 This
->isInDraw
= oldInDraw
;
1001 if(oldRenderOffscreen
!= This
->render_offscreen
&& This
->depth_copy_state
!= WINED3D_DCS_NO_COPY
) {
1002 This
->depth_copy_state
= WINED3D_DCS_COPY
;
1007 /*****************************************************************************
1010 * Finds a rendering context and drawable matching the device and render
1011 * target for the current thread, activates them and puts them into the
1015 * This: Device to activate the context for
1016 * target: Requested render target
1017 * usage: Prepares the context for blitting, drawing or other actions
1019 *****************************************************************************/
1020 void ActivateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, ContextUsage usage
) {
1021 DWORD tid
= GetCurrentThreadId();
1023 DWORD dirtyState
, idx
;
1025 WineD3DContext
*context
;
1027 const struct StateEntry
*StateTable
= This
->shader_backend
->StateTable
;
1029 TRACE("(%p): Selecting context for render target %p, thread %d\n", This
, target
, tid
);
1030 if(This
->lastActiveRenderTarget
!= target
|| tid
!= This
->lastThread
) {
1031 context
= FindContext(This
, target
, tid
, &drawBuffer
);
1032 This
->lastActiveRenderTarget
= target
;
1033 This
->lastThread
= tid
;
1035 /* Stick to the old context */
1036 context
= This
->activeContext
;
1039 /* Activate the opengl context */
1040 if(context
!= This
->activeContext
) {
1043 /* Prevent an unneeded context switch as those are expensive */
1044 if(context
->glCtx
&& (context
->glCtx
== pwglGetCurrentContext())) {
1045 TRACE("Already using gl context %p\n", context
->glCtx
);
1048 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context
, context
->hdc
, context
->glCtx
);
1050 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, FALSE
);
1051 ret
= pwglMakeCurrent(context
->hdc
, context
->glCtx
);
1053 ERR("Failed to activate the new context\n");
1054 } else if(!context
->last_was_blit
) {
1055 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, TRUE
);
1058 if(This
->activeContext
->vshader_const_dirty
) {
1059 memset(This
->activeContext
->vshader_const_dirty
, 1,
1060 sizeof(*This
->activeContext
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
1062 if(This
->activeContext
->pshader_const_dirty
) {
1063 memset(This
->activeContext
->pshader_const_dirty
, 1,
1064 sizeof(*This
->activeContext
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
1066 This
->activeContext
= context
;
1069 /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
1071 /* Select the right draw buffer. It is selected in FindContext. */
1072 if(drawBuffer
&& context
->last_draw_buffer
!= drawBuffer
) {
1073 TRACE("Drawing to buffer: %#x\n", drawBuffer
);
1074 context
->last_draw_buffer
= drawBuffer
;
1076 glDrawBuffer(drawBuffer
);
1077 checkGLcall("glDrawBuffer");
1081 case CTXUSAGE_RESOURCELOAD
:
1082 /* This does not require any special states to be set up */
1085 case CTXUSAGE_CLEAR
:
1086 if(context
->last_was_blit
) {
1087 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, TRUE
);
1090 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1091 * blending when clearing improves the clearing performance incredibly.
1093 glDisable(GL_BLEND
);
1094 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1096 glEnable(GL_SCISSOR_TEST
);
1097 checkGLcall("glEnable GL_SCISSOR_TEST");
1098 context
->last_was_blit
= FALSE
;
1099 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1100 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1103 case CTXUSAGE_DRAWPRIM
:
1104 /* This needs all dirty states applied */
1105 if(context
->last_was_blit
) {
1106 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, TRUE
);
1109 IWineD3DDeviceImpl_FindTexUnitMap(This
);
1111 for(i
=0; i
< context
->numDirtyEntries
; i
++) {
1112 dirtyState
= context
->dirtyArray
[i
];
1113 idx
= dirtyState
>> 5;
1114 shift
= dirtyState
& 0x1f;
1115 context
->isStateDirty
[idx
] &= ~(1 << shift
);
1116 StateTable
[dirtyState
].apply(dirtyState
, This
->stateBlock
, context
);
1118 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
1119 context
->last_was_blit
= FALSE
;
1123 SetupForBlit(This
, context
,
1124 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Width
,
1125 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Height
);
1129 FIXME("Unexpected context usage requested\n");