secur32/tests: Use importlib for functions available since Windows XP.
[wine.git] / dlls / wined3d / context.c
blob6112b40e60f998b4e0513f1470b731c12c401e11
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)
1119 if (!context->swapchain)
1120 return;
1122 if (context->win_handle == context->swapchain->win_handle)
1123 return;
1125 TRACE("Updating context %p window from %p to %p.\n",
1126 context, context->win_handle, context->swapchain->win_handle);
1128 if (context->hdc)
1129 wined3d_release_dc(context->win_handle, context->hdc);
1131 context->win_handle = context->swapchain->win_handle;
1132 context->hdc_is_private = FALSE;
1133 context->hdc_has_format = FALSE;
1134 context->needs_set = 1;
1135 context->valid = 1;
1137 if (!(context->hdc = GetDCEx(context->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
1139 ERR("Failed to get a device context for window %p.\n", context->win_handle);
1140 context->valid = 0;
1144 static void context_destroy_gl_resources(struct wined3d_context *context)
1146 const struct wined3d_gl_info *gl_info = context->gl_info;
1147 struct wined3d_timestamp_query *timestamp_query;
1148 struct wined3d_occlusion_query *occlusion_query;
1149 struct wined3d_event_query *event_query;
1150 struct fbo_entry *entry, *entry2;
1151 HGLRC restore_ctx;
1152 HDC restore_dc;
1153 unsigned int i;
1155 restore_ctx = wglGetCurrentContext();
1156 restore_dc = wglGetCurrentDC();
1158 if (restore_ctx == context->glCtx)
1159 restore_ctx = NULL;
1160 else if (context->valid)
1161 context_set_gl_context(context);
1163 LIST_FOR_EACH_ENTRY(timestamp_query, &context->timestamp_queries, struct wined3d_timestamp_query, entry)
1165 if (context->valid)
1166 GL_EXTCALL(glDeleteQueries(1, &timestamp_query->id));
1167 timestamp_query->context = NULL;
1170 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
1172 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
1173 GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
1174 occlusion_query->context = NULL;
1177 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
1179 if (context->valid)
1181 if (gl_info->supported[ARB_SYNC])
1183 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
1185 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
1186 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
1188 event_query->context = NULL;
1191 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
1193 if (!context->valid) entry->id = 0;
1194 context_destroy_fbo_entry(context, entry);
1197 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
1199 if (!context->valid) entry->id = 0;
1200 context_destroy_fbo_entry(context, entry);
1203 if (context->valid)
1205 if (context->dummy_arbfp_prog)
1207 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
1210 if (gl_info->supported[ARB_TIMER_QUERY])
1211 GL_EXTCALL(glDeleteQueries(context->free_timestamp_query_count, context->free_timestamp_queries));
1213 if (gl_info->supported[ARB_OCCLUSION_QUERY])
1214 GL_EXTCALL(glDeleteQueries(context->free_occlusion_query_count, context->free_occlusion_queries));
1216 if (gl_info->supported[ARB_SYNC])
1218 for (i = 0; i < context->free_event_query_count; ++i)
1220 GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
1223 else if (gl_info->supported[APPLE_FENCE])
1225 for (i = 0; i < context->free_event_query_count; ++i)
1227 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
1230 else if (gl_info->supported[NV_FENCE])
1232 for (i = 0; i < context->free_event_query_count; ++i)
1234 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
1238 checkGLcall("context cleanup");
1241 HeapFree(GetProcessHeap(), 0, context->free_timestamp_queries);
1242 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
1243 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
1245 context_restore_pixel_format(context);
1246 if (restore_ctx)
1248 context_restore_gl_context(gl_info, restore_dc, restore_ctx);
1250 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
1252 ERR("Failed to disable GL context.\n");
1255 wined3d_release_dc(context->win_handle, context->hdc);
1257 if (!wglDeleteContext(context->glCtx))
1259 DWORD err = GetLastError();
1260 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
1264 DWORD context_get_tls_idx(void)
1266 return wined3d_context_tls_idx;
1269 void context_set_tls_idx(DWORD idx)
1271 wined3d_context_tls_idx = idx;
1274 struct wined3d_context *context_get_current(void)
1276 return TlsGetValue(wined3d_context_tls_idx);
1279 BOOL context_set_current(struct wined3d_context *ctx)
1281 struct wined3d_context *old = context_get_current();
1283 if (old == ctx)
1285 TRACE("Already using D3D context %p.\n", ctx);
1286 return TRUE;
1289 if (old)
1291 if (old->destroyed)
1293 TRACE("Switching away from destroyed context %p.\n", old);
1294 context_destroy_gl_resources(old);
1295 HeapFree(GetProcessHeap(), 0, (void *)old->gl_info);
1296 HeapFree(GetProcessHeap(), 0, old);
1298 else
1300 if (wglGetCurrentContext())
1302 const struct wined3d_gl_info *gl_info = old->gl_info;
1303 TRACE("Flushing context %p before switching to %p.\n", old, ctx);
1304 gl_info->gl_ops.gl.p_glFlush();
1306 old->current = 0;
1310 if (ctx)
1312 if (!ctx->valid)
1314 ERR("Trying to make invalid context %p current\n", ctx);
1315 return FALSE;
1318 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1319 if (!context_set_gl_context(ctx))
1320 return FALSE;
1321 ctx->current = 1;
1323 else if (wglGetCurrentContext())
1325 TRACE("Clearing current D3D context.\n");
1326 if (!wglMakeCurrent(NULL, NULL))
1328 DWORD err = GetLastError();
1329 ERR("Failed to clear current GL context, last error %#x.\n", err);
1330 TlsSetValue(wined3d_context_tls_idx, NULL);
1331 return FALSE;
1335 return TlsSetValue(wined3d_context_tls_idx, ctx);
1338 void context_release(struct wined3d_context *context)
1340 TRACE("Releasing context %p, level %u.\n", context, context->level);
1342 if (WARN_ON(d3d))
1344 if (!context->level)
1345 WARN("Context %p is not active.\n", context);
1346 else if (context != context_get_current())
1347 WARN("Context %p is not the current context.\n", context);
1350 if (!--context->level)
1352 if (context_restore_pixel_format(context))
1353 context->needs_set = 1;
1354 if (context->restore_ctx)
1356 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1357 context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx);
1358 context->restore_ctx = NULL;
1359 context->restore_dc = NULL;
1362 if (context->destroy_delayed)
1364 TRACE("Destroying context %p.\n", context);
1365 context_destroy(context->device, context);
1370 /* This is used when a context for render target A is active, but a separate context is
1371 * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
1372 * A to avoid breaking caller code. */
1373 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore)
1375 if (context->current_rt.texture != restore->container
1376 || context->current_rt.sub_resource_idx != surface_get_sub_resource_idx(restore))
1378 context_release(context);
1379 context = context_acquire(restore->container->resource.device, restore);
1382 context_release(context);
1385 static void context_enter(struct wined3d_context *context)
1387 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1389 if (!context->level++)
1391 const struct wined3d_context *current_context = context_get_current();
1392 HGLRC current_gl = wglGetCurrentContext();
1394 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1396 TRACE("Another GL context (%p on device context %p) is already current.\n",
1397 current_gl, wglGetCurrentDC());
1398 context->restore_ctx = current_gl;
1399 context->restore_dc = wglGetCurrentDC();
1400 context->needs_set = 1;
1402 else if (!context->needs_set && !(context->hdc_is_private && context->hdc_has_format)
1403 && context->pixel_format != context->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context->hdc))
1404 context->needs_set = 1;
1408 void context_invalidate_state(struct wined3d_context *context, DWORD state)
1410 DWORD rep = context->state_table[state].representative;
1411 DWORD idx;
1412 BYTE shift;
1414 if (isStateDirty(context, rep)) return;
1416 context->dirtyArray[context->numDirtyEntries++] = rep;
1417 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1418 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1419 context->isStateDirty[idx] |= (1u << shift);
1422 /* This function takes care of wined3d pixel format selection. */
1423 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1424 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1425 BOOL auxBuffers, BOOL findCompatible)
1427 int iPixelFormat=0;
1428 unsigned int current_value;
1429 unsigned int cfg_count = device->adapter->cfg_count;
1430 unsigned int i;
1432 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1433 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1434 auxBuffers, findCompatible);
1436 current_value = 0;
1437 for (i = 0; i < cfg_count; ++i)
1439 const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1440 unsigned int value;
1442 /* For now only accept RGBA formats. Perhaps some day we will
1443 * allow floating point formats for pbuffers. */
1444 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1445 continue;
1446 /* In window mode we need a window drawable format and double buffering. */
1447 if (!(cfg->windowDrawable && cfg->doubleBuffer))
1448 continue;
1449 if (cfg->redSize < color_format->red_size)
1450 continue;
1451 if (cfg->greenSize < color_format->green_size)
1452 continue;
1453 if (cfg->blueSize < color_format->blue_size)
1454 continue;
1455 if (cfg->alphaSize < color_format->alpha_size)
1456 continue;
1457 if (cfg->depthSize < ds_format->depth_size)
1458 continue;
1459 if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size)
1460 continue;
1461 /* Check multisampling support. */
1462 if (cfg->numSamples)
1463 continue;
1465 value = 1;
1466 /* We try to locate a format which matches our requirements exactly. In case of
1467 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1468 if (cfg->depthSize == ds_format->depth_size)
1469 value += 1;
1470 if (cfg->stencilSize == ds_format->stencil_size)
1471 value += 2;
1472 if (cfg->alphaSize == color_format->alpha_size)
1473 value += 4;
1474 /* We like to have aux buffers in backbuffer mode */
1475 if (auxBuffers && cfg->auxBuffers)
1476 value += 8;
1477 if (cfg->redSize == color_format->red_size
1478 && cfg->greenSize == color_format->green_size
1479 && cfg->blueSize == color_format->blue_size)
1480 value += 16;
1482 if (value > current_value)
1484 iPixelFormat = cfg->iPixelFormat;
1485 current_value = value;
1489 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1490 if(!iPixelFormat && !findCompatible) {
1491 ERR("Can't find a suitable iPixelFormat\n");
1492 return FALSE;
1493 } else if(!iPixelFormat) {
1494 PIXELFORMATDESCRIPTOR pfd;
1496 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1497 /* PixelFormat selection */
1498 ZeroMemory(&pfd, sizeof(pfd));
1499 pfd.nSize = sizeof(pfd);
1500 pfd.nVersion = 1;
1501 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1502 pfd.iPixelType = PFD_TYPE_RGBA;
1503 pfd.cAlphaBits = color_format->alpha_size;
1504 pfd.cColorBits = color_format->red_size + color_format->green_size
1505 + color_format->blue_size + color_format->alpha_size;
1506 pfd.cDepthBits = ds_format->depth_size;
1507 pfd.cStencilBits = ds_format->stencil_size;
1508 pfd.iLayerType = PFD_MAIN_PLANE;
1510 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1511 if(!iPixelFormat) {
1512 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1513 ERR("Can't find a suitable iPixelFormat\n");
1514 return FALSE;
1518 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1519 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1520 return iPixelFormat;
1523 /* Context activation is done by the caller. */
1524 void context_bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
1526 const struct wined3d_gl_info *gl_info = context->gl_info;
1527 unsigned int i;
1529 for (i = 0; i < gl_info->limits.combined_samplers; ++i)
1531 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
1532 checkGLcall("glActiveTexture");
1534 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_textures.tex_2d);
1536 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1537 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_textures.tex_rect);
1539 if (gl_info->supported[EXT_TEXTURE3D])
1540 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_textures.tex_3d);
1542 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1543 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_textures.tex_cube);
1545 if (gl_info->supported[EXT_TEXTURE_ARRAY])
1546 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, device->dummy_textures.tex_2d_array);
1548 checkGLcall("Bind dummy textures");
1552 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1553 const char *file, unsigned int line, const char *name)
1555 GLint err;
1557 if (gl_info->supported[ARB_DEBUG_OUTPUT] || (err = gl_info->gl_ops.gl.p_glGetError()) == GL_NO_ERROR)
1559 TRACE("%s call ok %s / %u.\n", name, file, line);
1560 return;
1565 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1566 debug_glerror(err), err, name, file,line);
1567 err = gl_info->gl_ops.gl.p_glGetError();
1568 } while (err != GL_NO_ERROR);
1571 static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
1573 return gl_info->supported[ARB_DEBUG_OUTPUT]
1574 && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
1577 static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
1578 GLenum severity, GLsizei length, const char *message, void *ctx)
1580 switch (type)
1582 case GL_DEBUG_TYPE_ERROR_ARB:
1583 ERR("%p: %s.\n", ctx, debugstr_an(message, length));
1584 break;
1586 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
1587 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
1588 case GL_DEBUG_TYPE_PORTABILITY_ARB:
1589 FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
1590 break;
1592 case GL_DEBUG_TYPE_PERFORMANCE_ARB:
1593 WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
1594 break;
1596 default:
1597 FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
1598 break;
1602 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx)
1604 HGLRC ctx;
1605 unsigned int ctx_attrib_idx = 0;
1606 GLint ctx_attribs[7], ctx_flags = 0;
1608 if (context_debug_output_enabled(gl_info))
1609 ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB;
1610 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
1611 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16;
1612 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB;
1613 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff;
1614 if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
1615 ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1616 if (ctx_flags)
1618 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1619 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1621 ctx_attribs[ctx_attrib_idx] = 0;
1623 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1625 if (ctx_flags & WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB)
1627 ctx_attribs[ctx_attrib_idx - 1] &= ~WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1628 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1629 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1630 GetLastError());
1633 return ctx;
1636 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1637 struct wined3d_texture *target, const struct wined3d_format *ds_format)
1639 struct wined3d_device *device = swapchain->device;
1640 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
1641 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1642 const struct wined3d_format *color_format;
1643 struct wined3d_context *ret;
1644 BOOL hdc_is_private = FALSE;
1645 BOOL auxBuffers = FALSE;
1646 HGLRC ctx, share_ctx;
1647 DWORD target_usage;
1648 int pixel_format;
1649 unsigned int s;
1650 DWORD state;
1651 HDC hdc = 0;
1653 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1655 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1656 if (!ret)
1657 return NULL;
1659 if (!(ret->blit_targets = wined3d_calloc(gl_info->limits.buffers, sizeof(*ret->blit_targets))))
1660 goto out;
1662 if (!(ret->draw_buffers = wined3d_calloc(gl_info->limits.buffers, sizeof(*ret->draw_buffers))))
1663 goto out;
1665 ret->fbo_key = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1666 FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[gl_info->limits.buffers + 1]));
1667 if (!ret->fbo_key)
1668 goto out;
1670 ret->free_timestamp_query_size = 4;
1671 if (!(ret->free_timestamp_queries = wined3d_calloc(ret->free_timestamp_query_size,
1672 sizeof(*ret->free_timestamp_queries))))
1673 goto out;
1674 list_init(&ret->timestamp_queries);
1676 ret->free_occlusion_query_size = 4;
1677 if (!(ret->free_occlusion_queries = wined3d_calloc(ret->free_occlusion_query_size,
1678 sizeof(*ret->free_occlusion_queries))))
1679 goto out;
1681 list_init(&ret->occlusion_queries);
1683 ret->free_event_query_size = 4;
1684 if (!(ret->free_event_queries = wined3d_calloc(ret->free_event_query_size,
1685 sizeof(*ret->free_event_queries))))
1686 goto out;
1688 list_init(&ret->event_queries);
1689 list_init(&ret->fbo_list);
1690 list_init(&ret->fbo_destroy_list);
1692 if (!device->shader_backend->shader_allocate_context_data(ret))
1694 ERR("Failed to allocate shader backend context data.\n");
1695 goto out;
1697 if (!device->adapter->fragment_pipe->allocate_context_data(ret))
1699 ERR("Failed to allocate fragment pipeline context data.\n");
1700 goto out;
1703 /* Initialize the texture unit mapping to a 1:1 mapping */
1704 for (s = 0; s < MAX_COMBINED_SAMPLERS; ++s)
1706 if (s < gl_info->limits.combined_samplers)
1708 ret->tex_unit_map[s] = s;
1709 ret->rev_tex_unit_map[s] = s;
1711 else
1713 ret->tex_unit_map[s] = WINED3D_UNMAPPED_STAGE;
1714 ret->rev_tex_unit_map[s] = WINED3D_UNMAPPED_STAGE;
1718 if (!(hdc = GetDCEx(swapchain->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
1720 WARN("Failed to retrieve device context, trying swapchain backup.\n");
1722 if ((hdc = swapchain_get_backup_dc(swapchain)))
1723 hdc_is_private = TRUE;
1724 else
1726 ERR("Failed to retrieve a device context.\n");
1727 goto out;
1731 color_format = target->resource.format;
1732 target_usage = target->resource.usage;
1734 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1735 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1736 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1738 auxBuffers = TRUE;
1740 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1741 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM, target_usage);
1742 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1743 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
1746 /* DirectDraw supports 8bit paletted render targets and these are used by
1747 * old games like StarCraft and C&C. Most modern hardware doesn't support
1748 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1749 * conversion (ab)uses the alpha component for storing the palette index.
1750 * For this reason we require a format with 8bit alpha, so request
1751 * A8R8G8B8. */
1752 if (color_format->id == WINED3DFMT_P8_UINT)
1753 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
1755 /* When "always_offscreen" is enabled, we only use the drawable for
1756 * presentation blits, and don't do any rendering to it. That means we
1757 * don't need depth or stencil buffers, and can mostly ignore the render
1758 * target format. This wouldn't necessarily be quite correct for 10bpc
1759 * display modes, but we don't currently support those.
1760 * Using the same format regardless of the color/depth/stencil targets
1761 * makes it much less likely that different wined3d instances will set
1762 * conflicting pixel formats. */
1763 if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER
1764 && wined3d_settings.always_offscreen)
1766 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
1767 ds_format = wined3d_get_format(gl_info, WINED3DFMT_UNKNOWN, WINED3DUSAGE_DEPTHSTENCIL);
1770 /* Try to find a pixel format which matches our requirements. */
1771 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, FALSE);
1773 /* Try to locate a compatible format if we weren't able to find anything. */
1774 if (!pixel_format)
1776 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1777 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, TRUE);
1780 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1781 if (!pixel_format)
1783 ERR("Can't find a suitable pixel format.\n");
1784 goto out;
1787 ret->gl_info = gl_info;
1789 context_enter(ret);
1791 if (!context_set_pixel_format(ret, hdc, hdc_is_private, pixel_format))
1793 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1794 context_release(ret);
1795 goto out;
1798 share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL;
1799 if (gl_info->p_wglCreateContextAttribsARB)
1801 if (!(ctx = context_create_wgl_attribs(gl_info, hdc, share_ctx)))
1802 goto out;
1804 else
1806 if (!(ctx = wglCreateContext(hdc)))
1808 ERR("Failed to create a WGL context.\n");
1809 context_release(ret);
1810 goto out;
1813 if (share_ctx && !wglShareLists(share_ctx, ctx))
1815 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
1816 context_release(ret);
1817 if (!wglDeleteContext(ctx))
1818 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1819 goto out;
1823 if (!device_context_add(device, ret))
1825 ERR("Failed to add the newly created context to the context list\n");
1826 context_release(ret);
1827 if (!wglDeleteContext(ctx))
1828 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1829 goto out;
1832 ret->d3d_info = d3d_info;
1833 ret->state_table = device->StateTable;
1835 /* Mark all states dirty to force a proper initialization of the states
1836 * on the first use of the context. */
1837 for (state = 0; state <= STATE_HIGHEST; ++state)
1839 if (ret->state_table[state].representative)
1840 context_invalidate_state(ret, state);
1843 ret->device = device;
1844 ret->swapchain = swapchain;
1845 ret->current_rt.texture = target;
1846 ret->current_rt.sub_resource_idx = 0;
1847 ret->tid = GetCurrentThreadId();
1849 ret->render_offscreen = wined3d_resource_is_offscreen(&target->resource);
1850 ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
1851 ret->valid = 1;
1853 ret->glCtx = ctx;
1854 ret->win_handle = swapchain->win_handle;
1855 ret->hdc = hdc;
1856 ret->hdc_is_private = hdc_is_private;
1857 ret->hdc_has_format = TRUE;
1858 ret->pixel_format = pixel_format;
1859 ret->needs_set = 1;
1861 /* Set up the context defaults */
1862 if (!context_set_current(ret))
1864 ERR("Cannot activate context to set up defaults.\n");
1865 device_context_remove(device, ret);
1866 context_release(ret);
1867 if (!wglDeleteContext(ctx))
1868 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1869 goto out;
1872 if (context_debug_output_enabled(gl_info))
1874 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, ret));
1875 if (TRACE_ON(d3d_synchronous))
1876 gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
1877 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
1878 if (ERR_ON(d3d))
1880 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR,
1881 GL_DONT_CARE, 0, NULL, GL_TRUE));
1883 if (FIXME_ON(d3d))
1885 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,
1886 GL_DONT_CARE, 0, NULL, GL_TRUE));
1887 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR,
1888 GL_DONT_CARE, 0, NULL, GL_TRUE));
1889 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY,
1890 GL_DONT_CARE, 0, NULL, GL_TRUE));
1892 if (WARN_ON(d3d_perf))
1894 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE,
1895 GL_DONT_CARE, 0, NULL, GL_TRUE));
1899 gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1901 TRACE("Setting up the screen\n");
1903 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
1905 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1906 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1908 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1909 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1911 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1912 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1914 else
1916 GLuint vao;
1918 GL_EXTCALL(glGenVertexArrays(1, &vao));
1919 GL_EXTCALL(glBindVertexArray(vao));
1920 checkGLcall("creating VAO");
1923 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1924 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1925 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
1926 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
1928 if (gl_info->supported[ARB_VERTEX_BLEND])
1930 /* Direct3D always uses n-1 weights for n world matrices and uses
1931 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
1932 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
1933 * enabled as well. */
1934 gl_info->gl_ops.gl.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1935 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1937 if (gl_info->supported[NV_TEXTURE_SHADER2])
1939 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1940 * the previous texture where to source the offset from is always unit - 1.
1942 for (s = 1; s < gl_info->limits.textures; ++s)
1944 context_active_texture(ret, gl_info, s);
1945 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
1946 GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1947 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1950 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1952 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1953 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1954 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1955 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1956 * is ever assigned.
1958 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1959 * program and the dummy program is destroyed when the context is destroyed.
1961 static const char dummy_program[] =
1962 "!!ARBfp1.0\n"
1963 "MOV result.color, fragment.color.primary;\n"
1964 "END\n";
1965 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1966 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1967 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1970 if (gl_info->supported[ARB_POINT_SPRITE])
1972 for (s = 0; s < gl_info->limits.textures; ++s)
1974 context_active_texture(ret, gl_info, s);
1975 gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1976 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1980 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1982 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1984 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1986 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1988 if (!(d3d_info->wined3d_creation_flags & WINED3D_NO_PRIMITIVE_RESTART))
1990 if (gl_info->supported[ARB_ES3_COMPATIBILITY])
1992 gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
1993 checkGLcall("Enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
1995 else
1997 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2000 if (gl_info->supported[ARB_CLIP_CONTROL])
2001 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT));
2002 device->shader_backend->shader_init_context_state(ret);
2003 ret->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
2004 | (1u << WINED3D_SHADER_TYPE_VERTEX)
2005 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
2006 | (1u << WINED3D_SHADER_TYPE_HULL)
2007 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
2008 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
2010 /* If this happens to be the first context for the device, dummy textures
2011 * are not created yet. In that case, they will be created (and bound) by
2012 * create_dummy_textures right after this context is initialized. */
2013 if (device->dummy_textures.tex_2d)
2014 context_bind_dummy_textures(device, ret);
2016 TRACE("Created context %p.\n", ret);
2018 return ret;
2020 out:
2021 if (hdc) wined3d_release_dc(swapchain->win_handle, hdc);
2022 device->shader_backend->shader_free_context_data(ret);
2023 device->adapter->fragment_pipe->free_context_data(ret);
2024 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
2025 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
2026 HeapFree(GetProcessHeap(), 0, ret->free_timestamp_queries);
2027 HeapFree(GetProcessHeap(), 0, ret->fbo_key);
2028 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
2029 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
2030 HeapFree(GetProcessHeap(), 0, ret);
2031 return NULL;
2034 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
2036 BOOL destroy;
2038 TRACE("Destroying ctx %p\n", context);
2040 /* We delay destroying a context when it is active. The context_release()
2041 * function invokes context_destroy() again while leaving the last level. */
2042 if (context->level)
2044 TRACE("Delaying destruction of context %p.\n", context);
2045 context->destroy_delayed = 1;
2046 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2047 context->swapchain = NULL;
2048 return;
2051 if (context->tid == GetCurrentThreadId() || !context->current)
2053 context_destroy_gl_resources(context);
2054 TlsSetValue(wined3d_context_tls_idx, NULL);
2055 destroy = TRUE;
2057 else
2059 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
2060 in wined3d_adapter may go away in the meantime */
2061 struct wined3d_gl_info *gl_info = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info));
2062 *gl_info = *context->gl_info;
2063 context->gl_info = gl_info;
2064 context->destroyed = 1;
2065 destroy = FALSE;
2068 device->shader_backend->shader_free_context_data(context);
2069 device->adapter->fragment_pipe->free_context_data(context);
2070 HeapFree(GetProcessHeap(), 0, context->fbo_key);
2071 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
2072 HeapFree(GetProcessHeap(), 0, context->blit_targets);
2073 device_context_remove(device, context);
2074 if (destroy) HeapFree(GetProcessHeap(), 0, context);
2077 /* Context activation is done by the caller. */
2078 static void set_blit_dimension(const struct wined3d_gl_info *gl_info, UINT width, UINT height)
2080 const GLdouble projection[] =
2082 2.0 / width, 0.0, 0.0, 0.0,
2083 0.0, 2.0 / height, 0.0, 0.0,
2084 0.0, 0.0, 2.0, 0.0,
2085 -1.0, -1.0, -1.0, 1.0,
2088 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2089 checkGLcall("glMatrixMode(GL_PROJECTION)");
2090 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
2091 checkGLcall("glLoadMatrixd");
2092 gl_info->gl_ops.gl.p_glViewport(0, 0, width, height);
2093 checkGLcall("glViewport");
2096 static void context_get_rt_size(const struct wined3d_context *context, SIZE *size)
2098 const struct wined3d_texture *rt = context->current_rt.texture;
2099 unsigned int level;
2101 if (rt->swapchain && rt->swapchain->front_buffer == rt)
2103 RECT window_size;
2105 GetClientRect(context->win_handle, &window_size);
2106 size->cx = window_size.right - window_size.left;
2107 size->cy = window_size.bottom - window_size.top;
2109 return;
2112 level = context->current_rt.sub_resource_idx % rt->level_count;
2113 size->cx = wined3d_texture_get_level_width(rt, level);
2114 size->cy = wined3d_texture_get_level_height(rt, level);
2117 /*****************************************************************************
2118 * SetupForBlit
2120 * Sets up a context for DirectDraw blitting.
2121 * All texture units are disabled, texture unit 0 is set as current unit
2122 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
2123 * color writing enabled for all channels
2124 * register combiners disabled, shaders disabled
2125 * world matrix is set to identity, texture matrix 0 too
2126 * projection matrix is setup for drawing screen coordinates
2128 * Params:
2129 * This: Device to activate the context for
2130 * context: Context to setup
2132 *****************************************************************************/
2133 /* Context activation is done by the caller. */
2134 static void SetupForBlit(const struct wined3d_device *device, struct wined3d_context *context)
2136 int i;
2137 const struct wined3d_gl_info *gl_info = context->gl_info;
2138 DWORD sampler;
2139 SIZE rt_size;
2141 TRACE("Setting up context %p for blitting\n", context);
2143 context_get_rt_size(context, &rt_size);
2145 if (context->last_was_blit)
2147 if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
2149 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
2150 context->blit_w = rt_size.cx;
2151 context->blit_h = rt_size.cy;
2152 /* No need to dirtify here, the states are still dirtified because
2153 * they weren't applied since the last SetupForBlit() call. */
2155 TRACE("Context is already set up for blitting, nothing to do\n");
2156 return;
2158 context->last_was_blit = TRUE;
2160 /* Disable all textures. The caller can then bind a texture it wants to blit
2161 * from
2163 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
2164 * function texture unit. No need to care for higher samplers
2166 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
2168 sampler = context->rev_tex_unit_map[i];
2169 context_active_texture(context, gl_info, i);
2171 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2173 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2174 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2176 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
2177 checkGLcall("glDisable GL_TEXTURE_3D");
2178 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2180 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
2181 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2183 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
2184 checkGLcall("glDisable GL_TEXTURE_2D");
2186 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2187 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
2189 if (sampler != WINED3D_UNMAPPED_STAGE)
2191 if (sampler < MAX_TEXTURES)
2192 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
2193 context_invalidate_state(context, STATE_SAMPLER(sampler));
2196 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
2197 GL_EXTCALL(glBindSampler(0, 0));
2198 context_active_texture(context, gl_info, 0);
2200 sampler = context->rev_tex_unit_map[0];
2202 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2204 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2205 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2207 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
2208 checkGLcall("glDisable GL_TEXTURE_3D");
2209 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2211 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
2212 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2214 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
2215 checkGLcall("glDisable GL_TEXTURE_2D");
2217 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2219 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
2220 checkGLcall("glMatrixMode(GL_TEXTURE)");
2221 gl_info->gl_ops.gl.p_glLoadIdentity();
2222 checkGLcall("glLoadIdentity()");
2224 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
2226 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2227 GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
2228 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
2231 if (sampler != WINED3D_UNMAPPED_STAGE)
2233 if (sampler < MAX_TEXTURES)
2235 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
2236 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
2238 context_invalidate_state(context, STATE_SAMPLER(sampler));
2241 /* Other misc states */
2242 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
2243 checkGLcall("glDisable(GL_ALPHA_TEST)");
2244 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
2245 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2246 checkGLcall("glDisable GL_LIGHTING");
2247 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
2248 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
2249 checkGLcall("glDisable GL_DEPTH_TEST");
2250 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
2251 glDisableWINE(GL_FOG);
2252 checkGLcall("glDisable GL_FOG");
2253 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
2254 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2255 checkGLcall("glDisable GL_BLEND");
2256 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2257 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
2258 checkGLcall("glDisable GL_CULL_FACE");
2259 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE));
2260 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
2261 checkGLcall("glDisable GL_STENCIL_TEST");
2262 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
2263 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
2264 checkGLcall("glDisable GL_SCISSOR_TEST");
2265 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
2266 if (gl_info->supported[ARB_POINT_SPRITE])
2268 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
2269 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
2270 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
2272 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
2273 checkGLcall("glColorMask");
2274 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
2275 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
2276 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
2277 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
2278 if (gl_info->supported[EXT_SECONDARY_COLOR])
2280 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
2281 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
2282 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
2285 /* Setup transforms */
2286 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2287 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2288 gl_info->gl_ops.gl.p_glLoadIdentity();
2289 checkGLcall("glLoadIdentity()");
2290 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
2292 context->last_was_rhw = TRUE;
2293 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
2295 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
2296 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
2297 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
2298 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
2299 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
2300 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
2301 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
2303 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
2304 if (gl_info->supported[ARB_CLIP_CONTROL])
2305 GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE));
2307 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
2309 /* Disable shaders */
2310 device->shader_backend->shader_disable(device->shader_priv, context);
2312 context->blit_w = rt_size.cx;
2313 context->blit_h = rt_size.cy;
2314 context_invalidate_state(context, STATE_VIEWPORT);
2315 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2318 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
2320 return rt_mask & (1u << 31);
2323 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
2325 return rt_mask & ~(1u << 31);
2328 /* Context activation is done by the caller. */
2329 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
2331 const struct wined3d_gl_info *gl_info = context->gl_info;
2333 if (!rt_mask)
2335 gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
2336 checkGLcall("glDrawBuffer()");
2338 else if (is_rt_mask_onscreen(rt_mask))
2340 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
2341 checkGLcall("glDrawBuffer()");
2343 else
2345 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2347 unsigned int i = 0;
2349 while (rt_mask)
2351 if (rt_mask & 1)
2352 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2353 else
2354 context->draw_buffers[i] = GL_NONE;
2356 rt_mask >>= 1;
2357 ++i;
2360 if (gl_info->supported[ARB_DRAW_BUFFERS])
2362 GL_EXTCALL(glDrawBuffers(i, context->draw_buffers));
2363 checkGLcall("glDrawBuffers()");
2365 else
2367 gl_info->gl_ops.gl.p_glDrawBuffer(context->draw_buffers[0]);
2368 checkGLcall("glDrawBuffer()");
2371 else
2373 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2378 /* Context activation is done by the caller. */
2379 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
2381 const struct wined3d_gl_info *gl_info = context->gl_info;
2382 DWORD *current_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2383 DWORD new_mask = context_generate_rt_mask(buffer);
2385 if (new_mask == *current_mask)
2386 return;
2388 gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
2389 checkGLcall("glDrawBuffer()");
2391 *current_mask = new_mask;
2394 /* Context activation is done by the caller. */
2395 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
2397 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
2398 checkGLcall("glActiveTexture");
2399 context->active_texture = unit;
2402 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
2404 const struct wined3d_gl_info *gl_info = context->gl_info;
2405 DWORD unit = context->active_texture;
2406 DWORD old_texture_type = context->texture_type[unit];
2408 if (name)
2410 gl_info->gl_ops.gl.p_glBindTexture(target, name);
2411 checkGLcall("glBindTexture");
2413 else
2415 target = GL_NONE;
2418 if (old_texture_type != target)
2420 const struct wined3d_device *device = context->device;
2422 switch (old_texture_type)
2424 case GL_NONE:
2425 /* nothing to do */
2426 break;
2427 case GL_TEXTURE_2D:
2428 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_textures.tex_2d);
2429 checkGLcall("glBindTexture");
2430 break;
2431 case GL_TEXTURE_2D_ARRAY:
2432 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, device->dummy_textures.tex_2d_array);
2433 checkGLcall("glBindTexture");
2434 break;
2435 case GL_TEXTURE_RECTANGLE_ARB:
2436 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_textures.tex_rect);
2437 checkGLcall("glBindTexture");
2438 break;
2439 case GL_TEXTURE_CUBE_MAP:
2440 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_textures.tex_cube);
2441 checkGLcall("glBindTexture");
2442 break;
2443 case GL_TEXTURE_3D:
2444 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_textures.tex_3d);
2445 checkGLcall("glBindTexture");
2446 break;
2447 default:
2448 ERR("Unexpected texture target %#x.\n", old_texture_type);
2451 context->texture_type[unit] = target;
2455 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
2457 if (context->render_offscreen == offscreen) return;
2459 context_invalidate_state(context, STATE_VIEWPORT);
2460 context_invalidate_state(context, STATE_SCISSORRECT);
2461 if (!context->gl_info->supported[ARB_CLIP_CONTROL])
2463 context_invalidate_state(context, STATE_FRONTFACE);
2464 context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
2465 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2467 if (context->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
2468 context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
2469 context->render_offscreen = offscreen;
2472 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
2473 const struct wined3d_format *required)
2475 if (existing == required)
2476 return TRUE;
2477 if ((existing->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
2478 != (required->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2479 return FALSE;
2480 if (existing->depth_size < required->depth_size)
2481 return FALSE;
2482 /* If stencil bits are used the exact amount is required - otherwise
2483 * wrapping won't work correctly. */
2484 if (required->stencil_size && required->stencil_size != existing->stencil_size)
2485 return FALSE;
2486 return TRUE;
2489 /* Context activation is done by the caller. */
2490 static void context_validate_onscreen_formats(struct wined3d_context *context,
2491 const struct wined3d_rendertarget_view *depth_stencil)
2493 /* Onscreen surfaces are always in a swapchain */
2494 struct wined3d_swapchain *swapchain = context->current_rt.texture->swapchain;
2496 if (context->render_offscreen || !depth_stencil) return;
2497 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->format)) return;
2499 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2500 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2501 * format. */
2502 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2504 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2505 if (!(wined3d_texture_load_location(context->current_rt.texture, context->current_rt.sub_resource_idx,
2506 context, WINED3D_LOCATION_TEXTURE_RGB)))
2507 ERR("Failed to load location.\n");
2508 swapchain->render_to_fbo = TRUE;
2509 swapchain_update_draw_bindings(swapchain);
2510 context_set_render_offscreen(context, TRUE);
2513 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context)
2515 switch (wined3d_settings.offscreen_rendering_mode)
2517 case ORM_FBO:
2518 return GL_COLOR_ATTACHMENT0;
2520 case ORM_BACKBUFFER:
2521 return context->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
2523 default:
2524 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
2525 return GL_BACK;
2529 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_context *context, struct wined3d_texture *rt)
2531 if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
2532 return 0;
2533 else if (rt->swapchain)
2534 return context_generate_rt_mask_from_resource(&rt->resource);
2535 else
2536 return context_generate_rt_mask(context_get_offscreen_gl_buffer(context));
2539 /* Context activation is done by the caller. */
2540 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
2542 struct wined3d_texture *rt = context->current_rt.texture;
2543 struct wined3d_surface *surface;
2544 DWORD rt_mask, *cur_mask;
2546 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2548 context_validate_onscreen_formats(context, NULL);
2550 if (context->render_offscreen)
2552 wined3d_texture_load(rt, context, FALSE);
2554 surface = rt->sub_resources[context->current_rt.sub_resource_idx].u.surface;
2555 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, surface, NULL, rt->resource.draw_binding);
2556 if (rt->resource.format->id != WINED3DFMT_NULL)
2557 rt_mask = 1;
2558 else
2559 rt_mask = 0;
2561 else
2563 context->current_fbo = NULL;
2564 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
2565 rt_mask = context_generate_rt_mask_from_resource(&rt->resource);
2568 else
2570 rt_mask = context_generate_rt_mask_no_fbo(context, rt);
2573 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2575 if (rt_mask != *cur_mask)
2577 context_apply_draw_buffers(context, rt_mask);
2578 *cur_mask = rt_mask;
2581 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2583 context_check_fbo_status(context, GL_FRAMEBUFFER);
2586 SetupForBlit(device, context);
2587 context_invalidate_state(context, STATE_FRAMEBUFFER);
2590 static BOOL context_validate_rt_config(UINT rt_count, struct wined3d_rendertarget_view * const *rts,
2591 const struct wined3d_rendertarget_view *ds)
2593 unsigned int i;
2595 if (ds) return TRUE;
2597 for (i = 0; i < rt_count; ++i)
2599 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
2600 return TRUE;
2603 WARN("Invalid render target config, need at least one attachment.\n");
2604 return FALSE;
2607 /* Context activation is done by the caller. */
2608 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
2609 UINT rt_count, const struct wined3d_fb_state *fb)
2611 struct wined3d_rendertarget_view **rts = fb->render_targets;
2612 struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
2613 const struct wined3d_gl_info *gl_info = context->gl_info;
2614 DWORD rt_mask = 0, *cur_mask;
2615 UINT i;
2617 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb
2618 || rt_count != gl_info->limits.buffers)
2620 if (!context_validate_rt_config(rt_count, rts, dsv))
2621 return FALSE;
2623 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2625 context_validate_onscreen_formats(context, dsv);
2627 if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
2629 for (i = 0; i < rt_count; ++i)
2631 context->blit_targets[i] = wined3d_rendertarget_view_get_surface(rts[i]);
2632 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
2633 rt_mask |= (1u << i);
2635 while (i < gl_info->limits.buffers)
2637 context->blit_targets[i] = NULL;
2638 ++i;
2640 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
2641 wined3d_rendertarget_view_get_surface(dsv),
2642 rt_count ? rts[0]->resource->draw_binding : 0,
2643 dsv ? dsv->resource->draw_binding : 0);
2645 else
2647 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL,
2648 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
2649 rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
2652 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2653 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2654 * state management allows this */
2655 context_invalidate_state(context, STATE_FRAMEBUFFER);
2657 else
2659 rt_mask = context_generate_rt_mask_no_fbo(context,
2660 rt_count ? wined3d_rendertarget_view_get_surface(rts[0])->container : NULL);
2663 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
2664 && (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)))
2666 for (i = 0; i < rt_count; ++i)
2668 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
2669 rt_mask |= (1u << i);
2672 else
2674 rt_mask = context_generate_rt_mask_no_fbo(context,
2675 rt_count ? wined3d_rendertarget_view_get_surface(rts[0])->container : NULL);
2678 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2680 if (rt_mask != *cur_mask)
2682 context_apply_draw_buffers(context, rt_mask);
2683 *cur_mask = rt_mask;
2684 context_invalidate_state(context, STATE_FRAMEBUFFER);
2687 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2689 context_check_fbo_status(context, GL_FRAMEBUFFER);
2692 if (context->last_was_blit)
2693 context->last_was_blit = FALSE;
2695 /* Blending and clearing should be orthogonal, but tests on the nvidia
2696 * driver show that disabling blending when clearing improves the clearing
2697 * performance incredibly. */
2698 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2699 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
2700 if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
2702 if (needs_srgb_write(context, state, fb))
2703 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
2704 else
2705 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
2706 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
2708 checkGLcall("setting up state for clear");
2710 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2711 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
2712 context_invalidate_state(context, STATE_SCISSORRECT);
2714 return TRUE;
2717 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_state *state)
2719 struct wined3d_rendertarget_view **rts = state->fb->render_targets;
2720 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
2721 DWORD rt_mask, rt_mask_bits;
2722 unsigned int i;
2724 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2725 return context_generate_rt_mask_no_fbo(context, wined3d_rendertarget_view_get_surface(rts[0])->container);
2726 else if (!context->render_offscreen)
2727 return context_generate_rt_mask_from_resource(rts[0]->resource);
2729 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
2730 rt_mask &= context->d3d_info->valid_rt_mask;
2731 rt_mask_bits = rt_mask;
2732 i = 0;
2733 while (rt_mask_bits)
2735 rt_mask_bits &= ~(1u << i);
2736 if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
2737 rt_mask &= ~(1u << i);
2739 i++;
2742 return rt_mask;
2745 /* Context activation is done by the caller. */
2746 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2748 DWORD rt_mask = find_draw_buffers_mask(context, state);
2749 const struct wined3d_fb_state *fb = state->fb;
2750 DWORD *cur_mask;
2752 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2754 if (!context->render_offscreen)
2756 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL,
2757 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
2759 else
2761 unsigned int i;
2763 for (i = 0; i < context->gl_info->limits.buffers; ++i)
2765 context->blit_targets[i] = wined3d_rendertarget_view_get_surface(fb->render_targets[i]);
2767 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
2768 wined3d_rendertarget_view_get_surface(fb->depth_stencil),
2769 fb->render_targets[0] ? fb->render_targets[0]->resource->draw_binding : 0,
2770 fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
2774 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2775 if (rt_mask != *cur_mask)
2777 context_apply_draw_buffers(context, rt_mask);
2778 *cur_mask = rt_mask;
2780 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
2783 static void context_map_stage(struct wined3d_context *context, DWORD stage, DWORD unit)
2785 DWORD i = context->rev_tex_unit_map[unit];
2786 DWORD j = context->tex_unit_map[stage];
2788 TRACE("Mapping stage %u to unit %u.\n", stage, unit);
2789 context->tex_unit_map[stage] = unit;
2790 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2791 context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
2793 context->rev_tex_unit_map[unit] = stage;
2794 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2795 context->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2798 static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
2800 DWORD i;
2802 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2803 context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
2806 static void context_update_fixed_function_usage_map(struct wined3d_context *context,
2807 const struct wined3d_state *state)
2809 UINT i, start, end;
2811 context->fixed_function_usage_map = 0;
2812 for (i = 0; i < MAX_TEXTURES; ++i)
2814 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2815 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2816 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2817 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2818 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2819 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2820 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2821 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2823 /* Not used, and disable higher stages. */
2824 if (color_op == WINED3D_TOP_DISABLE)
2825 break;
2827 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2828 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2829 || ((color_arg3 == WINED3DTA_TEXTURE)
2830 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2831 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2832 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2833 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2834 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2835 context->fixed_function_usage_map |= (1u << i);
2837 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2838 && i < MAX_TEXTURES - 1)
2839 context->fixed_function_usage_map |= (1u << (i + 1));
2842 if (i < context->lowest_disabled_stage)
2844 start = i;
2845 end = context->lowest_disabled_stage;
2847 else
2849 start = context->lowest_disabled_stage;
2850 end = i;
2853 context->lowest_disabled_stage = i;
2854 for (i = start + 1; i < end; ++i)
2856 context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
2860 static void context_map_fixed_function_samplers(struct wined3d_context *context,
2861 const struct wined3d_state *state)
2863 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
2864 const struct wined3d_gl_info *gl_info = context->gl_info;
2865 unsigned int i, tex;
2866 WORD ffu_map;
2868 context_update_fixed_function_usage_map(context, state);
2870 if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS)
2871 return;
2873 ffu_map = context->fixed_function_usage_map;
2875 if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
2876 || context->lowest_disabled_stage <= d3d_info->limits.ffp_textures)
2878 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2880 if (!(ffu_map & 1))
2881 continue;
2883 if (context->tex_unit_map[i] != i)
2885 context_map_stage(context, i, i);
2886 context_invalidate_state(context, STATE_SAMPLER(i));
2887 context_invalidate_texture_stage(context, i);
2890 return;
2893 /* Now work out the mapping */
2894 tex = 0;
2895 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2897 if (!(ffu_map & 1))
2898 continue;
2900 if (context->tex_unit_map[i] != tex)
2902 context_map_stage(context, i, tex);
2903 context_invalidate_state(context, STATE_SAMPLER(i));
2904 context_invalidate_texture_stage(context, i);
2907 ++tex;
2911 static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
2913 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
2914 const struct wined3d_gl_info *gl_info = context->gl_info;
2915 const struct wined3d_shader_resource_info *resource_info =
2916 state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
2917 unsigned int i;
2919 if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS)
2920 return;
2922 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2924 if (resource_info[i].type && context->tex_unit_map[i] != i)
2926 context_map_stage(context, i, i);
2927 context_invalidate_state(context, STATE_SAMPLER(i));
2928 if (i < d3d_info->limits.ffp_blend_stages)
2929 context_invalidate_texture_stage(context, i);
2934 static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
2935 const struct wined3d_shader_resource_info *ps_resource_info, DWORD unit)
2937 DWORD current_mapping = context->rev_tex_unit_map[unit];
2939 /* Not currently used */
2940 if (current_mapping == WINED3D_UNMAPPED_STAGE)
2941 return TRUE;
2943 if (current_mapping < MAX_FRAGMENT_SAMPLERS)
2945 /* Used by a fragment sampler */
2947 if (!ps_resource_info)
2949 /* No pixel shader, check fixed function */
2950 return current_mapping >= MAX_TEXTURES || !(context->fixed_function_usage_map & (1u << current_mapping));
2953 /* Pixel shader, check the shader's sampler map */
2954 return !ps_resource_info[current_mapping].type;
2957 return TRUE;
2960 static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state)
2962 const struct wined3d_shader_resource_info *vs_resource_info =
2963 state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
2964 const struct wined3d_shader_resource_info *ps_resource_info = NULL;
2965 const struct wined3d_gl_info *gl_info = context->gl_info;
2966 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2967 int i;
2969 if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS)
2970 return;
2972 /* Note that we only care if a resource is used or not, not the
2973 * resource's specific type. Otherwise we'd need to call
2974 * shader_update_samplers() here for 1.x pixelshaders. */
2975 if (ps)
2976 ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
2978 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
2980 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2981 if (vs_resource_info[i].type)
2983 while (start >= 0)
2985 if (context_unit_free_for_vs(context, ps_resource_info, start))
2987 if (context->tex_unit_map[vsampler_idx] != start)
2989 context_map_stage(context, vsampler_idx, start);
2990 context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
2993 --start;
2994 break;
2997 --start;
2999 if (context->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
3000 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
3005 static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state)
3007 BOOL vs = use_vs(state);
3008 BOOL ps = use_ps(state);
3010 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3011 * need a 1:1 map at the moment.
3012 * When the mapping of a stage is changed, sampler and ALL texture stage
3013 * states have to be reset. */
3015 if (ps)
3016 context_map_psamplers(context, state);
3017 else
3018 context_map_fixed_function_samplers(context, state);
3020 if (vs)
3021 context_map_vsamplers(context, ps, state);
3024 /* Context activation is done by the caller. */
3025 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3027 DWORD rt_mask, *cur_mask;
3029 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
3031 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
3032 rt_mask = find_draw_buffers_mask(context, state);
3033 if (rt_mask != *cur_mask)
3035 context_apply_draw_buffers(context, rt_mask);
3036 *cur_mask = rt_mask;
3040 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
3042 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
3043 *regnum = WINED3D_FFP_POSITION;
3044 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
3045 *regnum = WINED3D_FFP_BLENDWEIGHT;
3046 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
3047 *regnum = WINED3D_FFP_BLENDINDICES;
3048 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
3049 *regnum = WINED3D_FFP_NORMAL;
3050 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
3051 *regnum = WINED3D_FFP_PSIZE;
3052 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
3053 *regnum = WINED3D_FFP_DIFFUSE;
3054 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
3055 *regnum = WINED3D_FFP_SPECULAR;
3056 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
3057 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
3058 else
3060 FIXME("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
3061 *regnum = ~0U;
3062 return FALSE;
3065 return TRUE;
3068 /* Context activation is done by the caller. */
3069 void context_stream_info_from_declaration(struct wined3d_context *context,
3070 const struct wined3d_state *state, struct wined3d_stream_info *stream_info)
3072 /* We need to deal with frequency data! */
3073 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
3074 BOOL generic_attributes = context->d3d_info->ffp_generic_attributes;
3075 BOOL use_vshader = use_vs(state);
3076 unsigned int i;
3078 stream_info->use_map = 0;
3079 stream_info->swizzle_map = 0;
3080 stream_info->position_transformed = 0;
3082 if (!declaration)
3083 return;
3085 stream_info->position_transformed = declaration->position_transformed;
3087 /* Translate the declaration into strided data. */
3088 for (i = 0; i < declaration->element_count; ++i)
3090 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
3091 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
3092 BOOL stride_used;
3093 unsigned int idx;
3095 TRACE("%p Element %p (%u of %u).\n", declaration->elements,
3096 element, i + 1, declaration->element_count);
3098 if (!stream->buffer)
3099 continue;
3101 TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
3103 if (use_vshader)
3105 if (element->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
3107 stride_used = FALSE;
3109 else if (element->output_slot == WINED3D_OUTPUT_SLOT_SEMANTIC)
3111 /* TODO: Assuming vertexdeclarations are usually used with the
3112 * same or a similar shader, it might be worth it to store the
3113 * last used output slot and try that one first. */
3114 stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX],
3115 element->usage, element->usage_idx, &idx);
3117 else
3119 idx = element->output_slot;
3120 stride_used = TRUE;
3123 else
3125 if (!generic_attributes && !element->ffp_valid)
3127 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
3128 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
3129 stride_used = FALSE;
3131 else
3133 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
3137 if (stride_used)
3139 TRACE("Load %s array %u [usage %s, usage_idx %u, "
3140 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
3141 use_vshader ? "shader": "fixed function", idx,
3142 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
3143 element->offset, stream->stride, debug_d3dformat(element->format->id),
3144 debug_d3dinput_classification(element->input_slot_class), element->instance_data_step_rate);
3146 stream_info->elements[idx].format = element->format;
3147 stream_info->elements[idx].data.buffer_object = 0;
3148 stream_info->elements[idx].data.addr = (BYTE *)NULL + stream->offset + element->offset;
3149 stream_info->elements[idx].stride = stream->stride;
3150 stream_info->elements[idx].stream_idx = element->input_slot;
3151 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
3153 stream_info->elements[idx].divisor = 1;
3155 else if (element->input_slot_class == WINED3D_INPUT_PER_INSTANCE_DATA)
3157 stream_info->elements[idx].divisor = element->instance_data_step_rate;
3158 if (!element->instance_data_step_rate)
3159 FIXME("Instance step rate 0 not implemented.\n");
3161 else
3163 stream_info->elements[idx].divisor = 0;
3166 if (!context->gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
3167 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
3169 stream_info->swizzle_map |= 1u << idx;
3171 stream_info->use_map |= 1u << idx;
3176 /* Context activation is done by the caller. */
3177 static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
3179 struct wined3d_stream_info *stream_info = &context->stream_info;
3180 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3181 const struct wined3d_gl_info *gl_info = context->gl_info;
3182 DWORD prev_all_vbo = stream_info->all_vbo;
3183 unsigned int i;
3184 WORD map;
3186 context_stream_info_from_declaration(context, state, stream_info);
3188 stream_info->all_vbo = 1;
3189 context->num_buffer_queries = 0;
3190 for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
3192 struct wined3d_stream_info_element *element;
3193 struct wined3d_bo_address data;
3194 struct wined3d_buffer *buffer;
3196 if (!(map & 1))
3197 continue;
3199 element = &stream_info->elements[i];
3200 buffer = state->streams[element->stream_idx].buffer;
3202 /* We can't use VBOs if the base vertex index is negative. OpenGL
3203 * doesn't accept negative offsets (or rather offsets bigger than the
3204 * VBO, because the pointer is unsigned), so use system memory
3205 * sources. In most sane cases the pointer - offset will still be > 0,
3206 * otherwise it will wrap around to some big value. Hope that with the
3207 * indices the driver wraps it back internally. If not,
3208 * draw_primitive_immediate_mode() is needed, including a vertex buffer
3209 * path. */
3210 if (state->load_base_vertex_index < 0)
3212 WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
3213 state->load_base_vertex_index);
3214 element->data.buffer_object = 0;
3215 element->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(buffer, context);
3216 if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride)
3217 FIXME("System memory vertex data load offset is negative!\n");
3219 else
3221 wined3d_buffer_load(buffer, context, state);
3222 wined3d_buffer_get_memory(buffer, &data, buffer->locations);
3223 element->data.buffer_object = data.buffer_object;
3224 element->data.addr += (ULONG_PTR)data.addr;
3227 if (!element->data.buffer_object)
3228 stream_info->all_vbo = 0;
3230 if (buffer->query)
3231 context->buffer_queries[context->num_buffer_queries++] = buffer->query;
3233 TRACE("Load array %u {%#x:%p}.\n", i, element->data.buffer_object, element->data.addr);
3236 if (prev_all_vbo != stream_info->all_vbo)
3237 context_invalidate_state(context, STATE_INDEXBUFFER);
3239 context->use_immediate_mode_draw = FALSE;
3241 if (stream_info->all_vbo)
3242 return;
3244 if (use_vs(state))
3246 if (state->vertex_declaration->half_float_conv_needed)
3248 TRACE("Using immediate mode draw with vertex shaders for FLOAT16 conversion.\n");
3249 context->use_immediate_mode_draw = TRUE;
3252 else
3254 WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE);
3255 slow_mask |= -(!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !d3d_info->ffp_generic_attributes)
3256 & ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR) | (1u << WINED3D_FFP_BLENDWEIGHT));
3258 if ((stream_info->position_transformed && !d3d_info->xyzrhw)
3259 || (stream_info->use_map & slow_mask))
3260 context->use_immediate_mode_draw = TRUE;
3264 /* Context activation is done by the caller. */
3265 static void context_preload_texture(struct wined3d_context *context,
3266 const struct wined3d_state *state, unsigned int idx)
3268 struct wined3d_texture *texture;
3270 if (!(texture = state->textures[idx]))
3271 return;
3273 wined3d_texture_load(texture, context, state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE]);
3276 /* Context activation is done by the caller. */
3277 static void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
3279 unsigned int i;
3281 if (use_vs(state))
3283 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
3285 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
3286 context_preload_texture(context, state, MAX_FRAGMENT_SAMPLERS + i);
3290 if (use_ps(state))
3292 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3294 if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type)
3295 context_preload_texture(context, state, i);
3298 else
3300 WORD ffu_map = context->fixed_function_usage_map;
3302 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3304 if (ffu_map & 1)
3305 context_preload_texture(context, state, i);
3310 static void context_load_shader_resources(struct wined3d_context *context, const struct wined3d_state *state)
3312 struct wined3d_shader_sampler_map_entry *entry;
3313 struct wined3d_shader_resource_view *view;
3314 struct wined3d_shader *shader;
3315 unsigned int i, j;
3317 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
3319 if (!(shader = state->shader[i]))
3320 continue;
3322 for (j = 0; j < WINED3D_MAX_CBS; ++j)
3324 if (state->cb[i][j])
3325 wined3d_buffer_load(state->cb[i][j], context, state);
3328 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
3330 entry = &shader->reg_maps.sampler_map.entries[j];
3332 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
3334 WARN("No resource view bound at index %u, %u.\n", i, entry->resource_idx);
3335 continue;
3338 if (view->resource->type == WINED3D_RTYPE_BUFFER)
3339 wined3d_buffer_load(buffer_from_resource(view->resource), context, state);
3340 else
3341 wined3d_texture_load(texture_from_resource(view->resource), context, FALSE);
3346 static void context_bind_shader_resources(struct wined3d_context *context, const struct wined3d_state *state)
3348 const struct wined3d_gl_info *gl_info = context->gl_info;
3349 const struct wined3d_device *device = context->device;
3350 struct wined3d_shader_sampler_map_entry *entry;
3351 struct wined3d_shader_resource_view *view;
3352 struct wined3d_sampler *sampler;
3353 struct wined3d_shader *shader;
3354 unsigned int i, j, count;
3355 GLuint sampler_name;
3357 static const struct
3359 enum wined3d_shader_type type;
3360 unsigned int base_idx;
3361 unsigned int count;
3363 shader_types[] =
3365 {WINED3D_SHADER_TYPE_PIXEL, 0, MAX_FRAGMENT_SAMPLERS},
3366 {WINED3D_SHADER_TYPE_VERTEX, MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS},
3369 for (i = 0; i < ARRAY_SIZE(shader_types); ++i)
3371 if (!(shader = state->shader[shader_types[i].type]))
3372 continue;
3374 count = shader->reg_maps.sampler_map.count;
3375 if (count > shader_types[i].count)
3377 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3378 shader, count, shader_types[i].count);
3379 count = shader_types[i].count;
3382 for (j = 0; j < count; ++j)
3384 entry = &shader->reg_maps.sampler_map.entries[j];
3386 if (!(view = state->shader_resource_view[shader_types[i].type][entry->resource_idx]))
3388 WARN("No resource view bound at index %u, %u.\n", shader_types[i].type, entry->resource_idx);
3389 continue;
3392 if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
3393 sampler_name = device->default_sampler;
3394 else if ((sampler = state->sampler[shader_types[i].type][entry->sampler_idx]))
3395 sampler_name = sampler->name;
3396 else
3397 sampler_name = device->null_sampler;
3399 context_active_texture(context, gl_info, shader_types[i].base_idx + entry->bind_idx);
3400 GL_EXTCALL(glBindSampler(shader_types[i].base_idx + entry->bind_idx, sampler_name));
3401 checkGLcall("glBindSampler");
3402 wined3d_shader_resource_view_bind(view, context);
3407 static void context_bind_unordered_access_views(struct wined3d_context *context,
3408 const struct wined3d_state *state)
3410 const struct wined3d_gl_info *gl_info = context->gl_info;
3411 struct wined3d_unordered_access_view *view;
3412 struct wined3d_texture *texture;
3413 struct wined3d_shader *shader;
3414 GLuint texture_name;
3415 unsigned int i;
3416 GLint level;
3418 context->uses_uavs = 0;
3420 if (!(shader = state->shader[WINED3D_SHADER_TYPE_PIXEL]))
3421 return;
3423 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
3425 if (!shader->reg_maps.uav_resource_info[i].type)
3426 continue;
3428 if (!(view = state->unordered_access_view[i]))
3430 WARN("No unordered access view bound at index %u.\n", i);
3431 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
3432 continue;
3435 if (view->resource->type == WINED3D_RTYPE_BUFFER)
3437 FIXME("Buffer unordered access views not implemented.\n");
3438 continue;
3441 context->uses_uavs = 1;
3443 texture = texture_from_resource(view->resource);
3444 wined3d_texture_load(texture, context, FALSE);
3445 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
3447 if (view->gl_view.name)
3449 texture_name = view->gl_view.name;
3450 level = 0;
3452 else
3454 texture_name = wined3d_texture_get_gl_texture(texture, FALSE)->name;
3455 level = view->level_idx;
3458 GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE,
3459 view->format->glInternal));
3461 checkGLcall("Bind unordered access views");
3464 /* Context activation is done by the caller. */
3465 BOOL context_apply_draw_state(struct wined3d_context *context,
3466 const struct wined3d_device *device, const struct wined3d_state *state)
3468 const struct StateEntry *state_table = context->state_table;
3469 const struct wined3d_fb_state *fb = state->fb;
3470 unsigned int i;
3471 WORD map;
3473 if (!context_validate_rt_config(context->gl_info->limits.buffers,
3474 fb->render_targets, fb->depth_stencil))
3475 return FALSE;
3477 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
3479 context_validate_onscreen_formats(context, fb->depth_stencil);
3482 /* Preload resources before FBO setup. Texture preload in particular may
3483 * result in changes to the current FBO, due to using e.g. FBO blits for
3484 * updating a resource location. */
3485 context_update_tex_unit_map(context, state);
3486 context_preload_textures(context, state);
3487 context_load_shader_resources(context, state);
3488 /* TODO: Right now the dependency on the vertex shader is necessary
3489 * since context_stream_info_from_declaration depends on the reg_maps of
3490 * the current VS but maybe it's possible to relax the coupling in some
3491 * situations at least. */
3492 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC)
3493 || isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX)))
3495 context_update_stream_info(context, state);
3497 else
3499 for (i = 0, map = context->stream_info.use_map; map; map >>= 1, ++i)
3501 if (map & 1)
3502 buffer_mark_used(state->streams[context->stream_info.elements[i].stream_idx].buffer);
3505 if (state->index_buffer)
3507 if (context->stream_info.all_vbo)
3508 wined3d_buffer_load(state->index_buffer, context, state);
3509 else
3510 wined3d_buffer_load_sysmem(state->index_buffer, context);
3513 for (i = 0; i < context->numDirtyEntries; ++i)
3515 DWORD rep = context->dirtyArray[i];
3516 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
3517 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
3518 context->isStateDirty[idx] &= ~(1u << shift);
3519 state_table[rep].apply(context, state, rep);
3522 if (context->shader_update_mask)
3524 device->shader_backend->shader_select(device->shader_priv, context, state);
3525 context->shader_update_mask = 0;
3528 if (context->constant_update_mask)
3530 device->shader_backend->shader_load_constants(device->shader_priv, context, state);
3531 context->constant_update_mask = 0;
3534 if (context->update_shader_resource_bindings)
3536 context_bind_shader_resources(context, state);
3537 context->update_shader_resource_bindings = 0;
3540 if (context->update_unordered_access_view_bindings)
3542 context_bind_unordered_access_views(context, state);
3543 context->update_unordered_access_view_bindings = 0;
3546 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3548 context_check_fbo_status(context, GL_FRAMEBUFFER);
3551 context->numDirtyEntries = 0; /* This makes the whole list clean */
3552 context->last_was_blit = FALSE;
3554 return TRUE;
3557 static void context_setup_target(struct wined3d_context *context,
3558 struct wined3d_texture *texture, unsigned int sub_resource_idx)
3560 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
3562 render_offscreen = wined3d_resource_is_offscreen(&texture->resource);
3563 if (context->current_rt.texture == texture
3564 && context->current_rt.sub_resource_idx == sub_resource_idx
3565 && render_offscreen == old_render_offscreen)
3566 return;
3568 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
3569 * the alpha blend state changes with different render target formats. */
3570 if (!context->current_rt.texture)
3572 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
3574 else
3576 const struct wined3d_format *old = context->current_rt.texture->resource.format;
3577 const struct wined3d_format *new = texture->resource.format;
3579 if (old->id != new->id)
3581 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
3582 if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
3583 || !(texture->resource.format_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
3584 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
3586 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
3587 if ((context->current_rt.texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE)
3588 != (texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE))
3589 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
3592 /* When switching away from an offscreen render target, and we're not
3593 * using FBOs, we have to read the drawable into the texture. This is
3594 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
3595 * There are some things that need care though. PreLoad needs a GL context,
3596 * and FindContext is called before the context is activated. It also
3597 * has to be called with the old rendertarget active, otherwise a
3598 * wrong drawable is read. */
3599 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3600 && old_render_offscreen && (context->current_rt.texture != texture
3601 || context->current_rt.sub_resource_idx != sub_resource_idx))
3603 unsigned int prev_sub_resource_idx = context->current_rt.sub_resource_idx;
3604 struct wined3d_texture *prev_texture = context->current_rt.texture;
3606 /* Read the back buffer of the old drawable into the destination texture. */
3607 if (prev_texture->texture_srgb.name)
3608 wined3d_texture_load(prev_texture, context, TRUE);
3609 wined3d_texture_load(prev_texture, context, FALSE);
3610 wined3d_texture_invalidate_location(prev_texture, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE);
3614 context->current_rt.texture = texture;
3615 context->current_rt.sub_resource_idx = sub_resource_idx;
3616 context_set_render_offscreen(context, render_offscreen);
3619 struct wined3d_context *context_acquire(const struct wined3d_device *device, struct wined3d_surface *target)
3621 struct wined3d_context *current_context = context_get_current();
3622 struct wined3d_texture *target_texture;
3623 unsigned int target_sub_resource_idx;
3624 struct wined3d_context *context;
3626 TRACE("device %p, target %p.\n", device, target);
3628 if (current_context && current_context->destroyed)
3629 current_context = NULL;
3631 if (target)
3633 target_texture = target->container;
3634 target_sub_resource_idx = surface_get_sub_resource_idx(target);
3636 else
3638 if (current_context
3639 && current_context->current_rt.texture
3640 && current_context->device == device)
3642 target_texture = current_context->current_rt.texture;
3643 target_sub_resource_idx = current_context->current_rt.sub_resource_idx;
3645 else
3647 struct wined3d_swapchain *swapchain = device->swapchains[0];
3649 if (swapchain->back_buffers)
3650 target_texture = swapchain->back_buffers[0];
3651 else
3652 target_texture = swapchain->front_buffer;
3653 target_sub_resource_idx = 0;
3657 if (current_context && current_context->current_rt.texture == target_texture)
3659 context = current_context;
3661 else if (target_texture->swapchain)
3663 TRACE("Rendering onscreen.\n");
3665 context = swapchain_get_context(target_texture->swapchain);
3667 else
3669 TRACE("Rendering offscreen.\n");
3671 /* Stay with the current context if possible. Otherwise use the
3672 * context for the primary swapchain. */
3673 if (current_context && current_context->device == device)
3674 context = current_context;
3675 else
3676 context = swapchain_get_context(device->swapchains[0]);
3679 context_enter(context);
3680 context_update_window(context);
3681 context_setup_target(context, target_texture, target_sub_resource_idx);
3682 if (!context->valid) return context;
3684 if (context != current_context)
3686 if (!context_set_current(context))
3687 ERR("Failed to activate the new context.\n");
3689 else if (context->needs_set)
3691 context_set_gl_context(context);
3694 return context;