2 * Context and render target management in wined3d
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006, 2008 Henri Verbeet
9 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous
);
41 #define WINED3D_MAX_FBO_ENTRIES 64
42 #define WINED3D_ALL_LAYERS (~0u)
44 static DWORD wined3d_context_tls_idx
;
46 /* FBO helper functions */
48 /* Context activation is done by the caller. */
49 static void wined3d_context_gl_bind_fbo(struct wined3d_context_gl
*context_gl
, GLenum target
, GLuint fbo
)
51 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
55 case GL_READ_FRAMEBUFFER
:
56 if (context_gl
->fbo_read_binding
== fbo
)
58 context_gl
->fbo_read_binding
= fbo
;
61 case GL_DRAW_FRAMEBUFFER
:
62 if (context_gl
->fbo_draw_binding
== fbo
)
64 context_gl
->fbo_draw_binding
= fbo
;
68 if (context_gl
->fbo_read_binding
== fbo
69 && context_gl
->fbo_draw_binding
== fbo
)
71 context_gl
->fbo_read_binding
= fbo
;
72 context_gl
->fbo_draw_binding
= fbo
;
76 FIXME("Unhandled target %#x.\n", target
);
80 gl_info
->fbo_ops
.glBindFramebuffer(target
, fbo
);
81 checkGLcall("glBindFramebuffer()");
84 /* Context activation is done by the caller. */
85 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
89 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
91 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
97 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
98 checkGLcall("glFramebufferTexture2D()");
101 /* Context activation is done by the caller. */
102 static void wined3d_context_gl_destroy_fbo(struct wined3d_context_gl
*context_gl
, GLuint fbo
)
104 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
106 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, fbo
);
107 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
108 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
110 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
111 checkGLcall("glDeleteFramebuffers()");
114 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info
*gl_info
,
115 GLenum fbo_target
, DWORD flags
, GLuint rb
)
117 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
119 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
120 checkGLcall("glFramebufferRenderbuffer()");
123 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
125 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
126 checkGLcall("glFramebufferRenderbuffer()");
130 static void wined3d_context_gl_attach_gl_texture_fbo(struct wined3d_context_gl
*context_gl
,
131 GLenum fbo_target
, GLenum attachment
, const struct wined3d_fbo_resource
*resource
)
133 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
137 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
, GL_TEXTURE_2D
, 0, 0);
139 else if (resource
->layer
== WINED3D_ALL_LAYERS
)
141 if (!gl_info
->fbo_ops
.glFramebufferTexture
)
143 FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
147 gl_info
->fbo_ops
.glFramebufferTexture(fbo_target
, attachment
,
148 resource
->object
, resource
->level
);
150 else if (resource
->target
== GL_TEXTURE_1D_ARRAY
|| resource
->target
== GL_TEXTURE_2D_ARRAY
151 || resource
->target
== GL_TEXTURE_3D
)
153 if (!gl_info
->fbo_ops
.glFramebufferTextureLayer
)
155 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
159 gl_info
->fbo_ops
.glFramebufferTextureLayer(fbo_target
, attachment
,
160 resource
->object
, resource
->level
, resource
->layer
);
162 else if (resource
->target
== GL_TEXTURE_1D
)
164 gl_info
->fbo_ops
.glFramebufferTexture1D(fbo_target
, attachment
,
165 resource
->target
, resource
->object
, resource
->level
);
169 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
,
170 resource
->target
, resource
->object
, resource
->level
);
172 checkGLcall("attach texture to fbo");
175 /* Context activation is done by the caller. */
176 static void wined3d_context_gl_attach_depth_stencil_fbo(struct wined3d_context_gl
*context_gl
,
177 GLenum fbo_target
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
,
180 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
182 if (resource
->object
)
184 TRACE("Attach depth stencil %u.\n", resource
->object
);
188 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
189 flags
, resource
->object
);
193 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
194 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, resource
);
196 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
197 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, resource
);
200 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
))
201 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
203 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
))
204 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
208 TRACE("Attach depth stencil 0.\n");
210 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
211 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
215 /* Context activation is done by the caller. */
216 static void wined3d_context_gl_attach_surface_fbo(struct wined3d_context_gl
*context_gl
,
217 GLenum fbo_target
, unsigned int idx
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
)
219 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
221 TRACE("Attach GL object %u to %u.\n", resource
->object
, idx
);
223 if (resource
->object
)
227 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
228 GL_RENDERBUFFER
, resource
->object
);
229 checkGLcall("glFramebufferRenderbuffer()");
233 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, resource
);
238 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, NULL
);
242 static void context_dump_fbo_attachment(const struct wined3d_gl_info
*gl_info
, GLenum target
,
250 enum wined3d_gl_extension extension
;
254 {GL_TEXTURE_1D
, GL_TEXTURE_BINDING_1D
, "1d", WINED3D_GL_EXT_NONE
},
255 {GL_TEXTURE_1D_ARRAY
, GL_TEXTURE_BINDING_1D_ARRAY
, "1d-array", EXT_TEXTURE_ARRAY
},
256 {GL_TEXTURE_2D
, GL_TEXTURE_BINDING_2D
, "2d", WINED3D_GL_EXT_NONE
},
257 {GL_TEXTURE_RECTANGLE_ARB
, GL_TEXTURE_BINDING_RECTANGLE_ARB
, "rectangle", ARB_TEXTURE_RECTANGLE
},
258 {GL_TEXTURE_2D_ARRAY
, GL_TEXTURE_BINDING_2D_ARRAY
, "2d-array" , EXT_TEXTURE_ARRAY
},
259 {GL_TEXTURE_CUBE_MAP
, GL_TEXTURE_BINDING_CUBE_MAP
, "cube", ARB_TEXTURE_CUBE_MAP
},
260 {GL_TEXTURE_2D_MULTISAMPLE
, GL_TEXTURE_BINDING_2D_MULTISAMPLE
, "2d-ms", ARB_TEXTURE_MULTISAMPLE
},
261 {GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY
, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE
},
264 GLint type
, name
, samples
, width
, height
, old_texture
, level
, face
, fmt
, tex_target
;
265 const char *tex_type_str
;
268 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
269 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
, &name
);
270 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
271 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
, &type
);
273 if (type
== GL_RENDERBUFFER
)
275 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, name
);
276 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_WIDTH
, &width
);
277 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_HEIGHT
, &height
);
278 if (gl_info
->limits
.samples
> 1)
279 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_SAMPLES
, &samples
);
282 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_INTERNAL_FORMAT
, &fmt
);
283 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
284 debug_fboattachment(attachment
), name
, width
, height
, samples
, fmt
);
286 else if (type
== GL_TEXTURE
)
288 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
289 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
, &level
);
290 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
291 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
, &face
);
293 if (gl_info
->gl_ops
.ext
.p_glGetTextureParameteriv
)
295 GL_EXTCALL(glGetTextureParameteriv(name
, GL_TEXTURE_TARGET
, &tex_target
));
297 for (i
= 0; i
< ARRAY_SIZE(texture_type
); ++i
)
299 if (texture_type
[i
].target
== tex_target
)
301 tex_type_str
= texture_type
[i
].str
;
305 if (i
== ARRAY_SIZE(texture_type
))
306 tex_type_str
= wine_dbg_sprintf("%#x", tex_target
);
310 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP
, &old_texture
);
311 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, name
);
313 tex_target
= GL_TEXTURE_CUBE_MAP
;
314 tex_type_str
= "cube";
320 for (i
= 0; i
< ARRAY_SIZE(texture_type
); ++i
)
322 if (!gl_info
->supported
[texture_type
[i
].extension
])
325 gl_info
->gl_ops
.gl
.p_glGetIntegerv(texture_type
[i
].binding
, &old_texture
);
326 while (gl_info
->gl_ops
.gl
.p_glGetError());
328 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, name
);
329 if (!gl_info
->gl_ops
.gl
.p_glGetError())
331 tex_target
= texture_type
[i
].target
;
332 tex_type_str
= texture_type
[i
].str
;
335 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, old_texture
);
340 FIXME("Cannot find type of texture %d.\n", name
);
345 if (gl_info
->gl_ops
.ext
.p_glGetTextureParameteriv
)
347 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
));
348 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_WIDTH
, &width
));
349 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_HEIGHT
, &height
));
350 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_SAMPLES
, &samples
));
354 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
);
355 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_WIDTH
, &width
);
356 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_HEIGHT
, &height
);
357 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
358 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_SAMPLES
, &samples
);
362 gl_info
->gl_ops
.gl
.p_glBindTexture(tex_target
, old_texture
);
365 FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
366 debug_fboattachment(attachment
), tex_type_str
, name
, width
, height
, samples
, fmt
);
368 else if (type
== GL_NONE
)
370 FIXME(" %s: NONE.\n", debug_fboattachment(attachment
));
374 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment
), type
);
377 checkGLcall("dump FBO attachment");
380 /* Context activation is done by the caller. */
381 void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl
*context_gl
, GLenum target
)
383 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
389 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
390 if (status
== GL_FRAMEBUFFER_COMPLETE
)
392 TRACE("FBO complete.\n");
398 FIXME("FBO status %s (%#x).\n", debug_fbostatus(status
), status
);
400 if (!context_gl
->current_fbo
)
402 ERR("FBO 0 is incomplete, driver bug?\n");
406 context_dump_fbo_attachment(gl_info
, target
, GL_DEPTH_ATTACHMENT
);
407 context_dump_fbo_attachment(gl_info
, target
, GL_STENCIL_ATTACHMENT
);
409 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
410 context_dump_fbo_attachment(gl_info
, target
, GL_COLOR_ATTACHMENT0
+ i
);
414 static inline DWORD
context_generate_rt_mask(GLenum buffer
)
416 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
417 return buffer
? (1u << 31) | buffer
: 0;
420 static inline DWORD
context_generate_rt_mask_from_resource(struct wined3d_resource
*resource
)
422 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
424 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
428 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource
));
431 static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct wined3d_context_gl
*context_gl
,
432 struct wined3d_fbo_entry_key
*key
, unsigned int idx
, const struct wined3d_rendertarget_info
*render_target
,
435 unsigned int sub_resource_idx
= render_target
->sub_resource_idx
;
436 struct wined3d_resource
*resource
= render_target
->resource
;
437 struct wined3d_texture_gl
*texture_gl
;
439 if (!resource
|| resource
->format
->id
== WINED3DFMT_NULL
|| resource
->type
== WINED3D_RTYPE_BUFFER
)
441 if (resource
&& resource
->type
== WINED3D_RTYPE_BUFFER
)
442 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
443 key
->objects
[idx
].object
= 0;
444 key
->objects
[idx
].target
= 0;
445 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
449 if (render_target
->gl_view
.name
)
451 key
->objects
[idx
].object
= render_target
->gl_view
.name
;
452 key
->objects
[idx
].target
= render_target
->gl_view
.target
;
453 key
->objects
[idx
].level
= 0;
454 key
->objects
[idx
].layer
= WINED3D_ALL_LAYERS
;
458 texture_gl
= wined3d_texture_gl(wined3d_texture_from_resource(resource
));
459 if (texture_gl
->current_renderbuffer
)
461 key
->objects
[idx
].object
= texture_gl
->current_renderbuffer
->id
;
462 key
->objects
[idx
].target
= 0;
463 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
464 key
->rb_namespace
|= 1 << idx
;
468 key
->objects
[idx
].target
= wined3d_texture_gl_get_sub_resource_target(texture_gl
, sub_resource_idx
);
469 key
->objects
[idx
].level
= sub_resource_idx
% texture_gl
->t
.level_count
;
470 key
->objects
[idx
].layer
= sub_resource_idx
/ texture_gl
->t
.level_count
;
472 if (render_target
->layer_count
!= 1)
473 key
->objects
[idx
].layer
= WINED3D_ALL_LAYERS
;
477 case WINED3D_LOCATION_TEXTURE_RGB
:
478 key
->objects
[idx
].object
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, FALSE
);
481 case WINED3D_LOCATION_TEXTURE_SRGB
:
482 key
->objects
[idx
].object
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, TRUE
);
485 case WINED3D_LOCATION_RB_MULTISAMPLE
:
486 key
->objects
[idx
].object
= texture_gl
->rb_multisample
;
487 key
->objects
[idx
].target
= 0;
488 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
489 key
->rb_namespace
|= 1 << idx
;
492 case WINED3D_LOCATION_RB_RESOLVED
:
493 key
->objects
[idx
].object
= texture_gl
->rb_resolved
;
494 key
->objects
[idx
].target
= 0;
495 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
496 key
->rb_namespace
|= 1 << idx
;
501 static void wined3d_context_gl_generate_fbo_key(const struct wined3d_context_gl
*context_gl
,
502 struct wined3d_fbo_entry_key
*key
, const struct wined3d_rendertarget_info
*render_targets
,
503 const struct wined3d_rendertarget_info
*depth_stencil
, DWORD color_location
, DWORD ds_location
)
505 unsigned int buffers
= context_gl
->gl_info
->limits
.buffers
;
508 key
->rb_namespace
= 0;
509 wined3d_context_gl_set_fbo_key_for_render_target(context_gl
, key
, 0, depth_stencil
, ds_location
);
511 for (i
= 0; i
< buffers
; ++i
)
512 wined3d_context_gl_set_fbo_key_for_render_target(context_gl
, key
, i
+ 1, &render_targets
[i
], color_location
);
514 memset(&key
->objects
[buffers
+ 1], 0, (ARRAY_SIZE(key
->objects
) - buffers
- 1) * sizeof(*key
->objects
));
517 static struct fbo_entry
*wined3d_context_gl_create_fbo_entry(const struct wined3d_context_gl
*context_gl
,
518 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
519 DWORD color_location
, DWORD ds_location
)
521 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
522 struct fbo_entry
*entry
;
524 entry
= heap_alloc(sizeof(*entry
));
525 wined3d_context_gl_generate_fbo_key(context_gl
, &entry
->key
,
526 render_targets
, depth_stencil
, color_location
, ds_location
);
528 if (depth_stencil
->resource
)
530 if (depth_stencil
->resource
->format_flags
& WINED3DFMT_FLAG_DEPTH
)
531 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
532 if (depth_stencil
->resource
->format_flags
& WINED3DFMT_FLAG_STENCIL
)
533 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
535 entry
->rt_mask
= context_generate_rt_mask(GL_COLOR_ATTACHMENT0
);
536 gl_info
->fbo_ops
.glGenFramebuffers(1, &entry
->id
);
537 checkGLcall("glGenFramebuffers()");
538 TRACE("Created FBO %u.\n", entry
->id
);
543 /* Context activation is done by the caller. */
544 static void wined3d_context_gl_reuse_fbo_entry(struct wined3d_context_gl
*context_gl
, GLenum target
,
545 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
546 DWORD color_location
, DWORD ds_location
, struct fbo_entry
*entry
)
548 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
550 wined3d_context_gl_bind_fbo(context_gl
, target
, entry
->id
);
551 context_clean_fbo_attachments(gl_info
, target
);
553 wined3d_context_gl_generate_fbo_key(context_gl
, &entry
->key
,
554 render_targets
, depth_stencil
, color_location
, ds_location
);
556 if (depth_stencil
->resource
)
558 if (depth_stencil
->resource
->format_flags
& WINED3DFMT_FLAG_DEPTH
)
559 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
560 if (depth_stencil
->resource
->format_flags
& WINED3DFMT_FLAG_STENCIL
)
561 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
565 /* Context activation is done by the caller. */
566 static void wined3d_context_gl_destroy_fbo_entry(struct wined3d_context_gl
*context_gl
, struct fbo_entry
*entry
)
570 TRACE("Destroy FBO %u.\n", entry
->id
);
571 wined3d_context_gl_destroy_fbo(context_gl
, entry
->id
);
573 --context_gl
->fbo_entry_count
;
574 list_remove(&entry
->entry
);
578 /* Context activation is done by the caller. */
579 static struct fbo_entry
*wined3d_context_gl_find_fbo_entry(struct wined3d_context_gl
*context_gl
, GLenum target
,
580 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
581 DWORD color_location
, DWORD ds_location
)
583 static const struct wined3d_rendertarget_info ds_null
= {{0}};
584 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
585 struct wined3d_texture
*rt_texture
, *ds_texture
;
586 struct wined3d_fbo_entry_key fbo_key
;
587 unsigned int i
, ds_level
, rt_level
;
588 struct fbo_entry
*entry
;
590 if (depth_stencil
->resource
&& depth_stencil
->resource
->type
!= WINED3D_RTYPE_BUFFER
591 && render_targets
[0].resource
&& render_targets
[0].resource
->type
!= WINED3D_RTYPE_BUFFER
)
593 rt_texture
= wined3d_texture_from_resource(render_targets
[0].resource
);
594 rt_level
= render_targets
[0].sub_resource_idx
% rt_texture
->level_count
;
595 ds_texture
= wined3d_texture_from_resource(depth_stencil
->resource
);
596 ds_level
= depth_stencil
->sub_resource_idx
% ds_texture
->level_count
;
598 if (wined3d_texture_get_level_width(ds_texture
, ds_level
)
599 < wined3d_texture_get_level_width(rt_texture
, rt_level
)
600 || wined3d_texture_get_level_height(ds_texture
, ds_level
)
601 < wined3d_texture_get_level_height(rt_texture
, rt_level
))
603 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
604 depth_stencil
= &ds_null
;
606 else if (ds_texture
->resource
.multisample_type
!= rt_texture
->resource
.multisample_type
607 || (ds_texture
->resource
.multisample_type
608 && ds_texture
->resource
.multisample_quality
!= rt_texture
->resource
.multisample_quality
))
610 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
611 rt_texture
->resource
.multisample_type
, rt_texture
->resource
.multisample_quality
,
612 ds_texture
->resource
.multisample_type
, ds_texture
->resource
.multisample_quality
);
613 depth_stencil
= &ds_null
;
615 else if (depth_stencil
->resource
->type
== WINED3D_RTYPE_TEXTURE_2D
)
617 wined3d_texture_gl_set_compatible_renderbuffer(wined3d_texture_gl(ds_texture
),
618 context_gl
, ds_level
, &render_targets
[0]);
622 wined3d_context_gl_generate_fbo_key(context_gl
, &fbo_key
,
623 render_targets
, depth_stencil
, color_location
, ds_location
);
627 struct wined3d_resource
*resource
;
628 unsigned int width
, height
;
629 const char *resource_type
;
631 TRACE("Dumping FBO attachments:\n");
632 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
634 if ((resource
= render_targets
[i
].resource
))
636 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
638 width
= resource
->size
;
640 resource_type
= "buffer";
644 rt_texture
= wined3d_texture_from_resource(resource
);
645 rt_level
= render_targets
[i
].sub_resource_idx
% rt_texture
->level_count
;
646 width
= wined3d_texture_get_level_pow2_width(rt_texture
, rt_level
);
647 height
= wined3d_texture_get_level_pow2_height(rt_texture
, rt_level
);
648 resource_type
= "texture";
651 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
652 i
, resource
, render_targets
[i
].sub_resource_idx
, debug_d3dformat(resource
->format
->id
),
653 fbo_key
.rb_namespace
& (1 << (i
+ 1)) ? "renderbuffer" : resource_type
,
654 fbo_key
.objects
[i
+ 1].object
, width
, height
, resource
->multisample_type
);
657 if ((resource
= depth_stencil
->resource
))
659 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
661 width
= resource
->size
;
663 resource_type
= "buffer";
667 ds_texture
= wined3d_texture_from_resource(resource
);
668 ds_level
= depth_stencil
->sub_resource_idx
% ds_texture
->level_count
;
669 width
= wined3d_texture_get_level_pow2_width(ds_texture
, ds_level
);
670 height
= wined3d_texture_get_level_pow2_height(ds_texture
, ds_level
);
671 resource_type
= "texture";
674 TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
675 resource
, depth_stencil
->sub_resource_idx
, debug_d3dformat(resource
->format
->id
),
676 fbo_key
.rb_namespace
& (1 << 0) ? "renderbuffer" : resource_type
,
677 fbo_key
.objects
[0].object
, width
, height
, resource
->multisample_type
);
681 LIST_FOR_EACH_ENTRY(entry
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
683 if (memcmp(&fbo_key
, &entry
->key
, sizeof(fbo_key
)))
686 list_remove(&entry
->entry
);
687 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
691 if (context_gl
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
693 entry
= wined3d_context_gl_create_fbo_entry(context_gl
,
694 render_targets
, depth_stencil
, color_location
, ds_location
);
695 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
696 ++context_gl
->fbo_entry_count
;
700 entry
= LIST_ENTRY(list_tail(&context_gl
->fbo_list
), struct fbo_entry
, entry
);
701 wined3d_context_gl_reuse_fbo_entry(context_gl
, target
, render_targets
,
702 depth_stencil
, color_location
, ds_location
, entry
);
703 list_remove(&entry
->entry
);
704 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
710 /* Context activation is done by the caller. */
711 static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl
*context_gl
,
712 GLenum target
, struct fbo_entry
*entry
)
714 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
715 GLuint read_binding
, draw_binding
;
718 if (entry
->flags
& WINED3D_FBO_ENTRY_FLAG_ATTACHED
)
720 wined3d_context_gl_bind_fbo(context_gl
, target
, entry
->id
);
724 read_binding
= context_gl
->fbo_read_binding
;
725 draw_binding
= context_gl
->fbo_draw_binding
;
726 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, entry
->id
);
728 if (gl_info
->supported
[ARB_FRAMEBUFFER_NO_ATTACHMENTS
])
730 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
,
731 GL_FRAMEBUFFER_DEFAULT_WIDTH
, gl_info
->limits
.framebuffer_width
));
732 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
,
733 GL_FRAMEBUFFER_DEFAULT_HEIGHT
, gl_info
->limits
.framebuffer_height
));
734 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
, GL_FRAMEBUFFER_DEFAULT_LAYERS
, 1));
735 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
, GL_FRAMEBUFFER_DEFAULT_SAMPLES
, 1));
738 /* Apply render targets */
739 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
741 wined3d_context_gl_attach_surface_fbo(context_gl
, target
, i
,
742 &entry
->key
.objects
[i
+ 1], entry
->key
.rb_namespace
& (1 << (i
+ 1)));
745 wined3d_context_gl_attach_depth_stencil_fbo(context_gl
, target
,
746 &entry
->key
.objects
[0], entry
->key
.rb_namespace
& 0x1, entry
->flags
);
748 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
749 * GL contexts requirements. */
750 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_NONE
);
751 wined3d_context_gl_set_draw_buffer(context_gl
, GL_NONE
);
752 if (target
!= GL_FRAMEBUFFER
)
754 if (target
== GL_READ_FRAMEBUFFER
)
755 wined3d_context_gl_bind_fbo(context_gl
, GL_DRAW_FRAMEBUFFER
, draw_binding
);
757 wined3d_context_gl_bind_fbo(context_gl
, GL_READ_FRAMEBUFFER
, read_binding
);
760 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_ATTACHED
;
763 /* Context activation is done by the caller. */
764 static void wined3d_context_gl_apply_fbo_state(struct wined3d_context_gl
*context_gl
, GLenum target
,
765 const struct wined3d_rendertarget_info
*render_targets
,
766 const struct wined3d_rendertarget_info
*depth_stencil
, DWORD color_location
, DWORD ds_location
)
768 struct fbo_entry
*entry
, *entry2
;
770 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_destroy_list
, struct fbo_entry
, entry
)
772 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
775 if (context_gl
->rebind_fbo
)
777 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
778 context_gl
->rebind_fbo
= FALSE
;
781 if (color_location
== WINED3D_LOCATION_DRAWABLE
)
783 context_gl
->current_fbo
= NULL
;
784 wined3d_context_gl_bind_fbo(context_gl
, target
, 0);
788 context_gl
->current_fbo
= wined3d_context_gl_find_fbo_entry(context_gl
,
789 target
, render_targets
, depth_stencil
, color_location
, ds_location
);
790 wined3d_context_gl_apply_fbo_entry(context_gl
, target
, context_gl
->current_fbo
);
794 /* Context activation is done by the caller. */
795 void wined3d_context_gl_apply_fbo_state_blit(struct wined3d_context_gl
*context_gl
, GLenum target
,
796 struct wined3d_resource
*rt
, unsigned int rt_sub_resource_idx
,
797 struct wined3d_resource
*ds
, unsigned int ds_sub_resource_idx
, DWORD location
)
799 struct wined3d_rendertarget_info ds_info
= {{0}};
801 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
804 context_gl
->blit_targets
[0].resource
= rt
;
805 context_gl
->blit_targets
[0].sub_resource_idx
= rt_sub_resource_idx
;
806 context_gl
->blit_targets
[0].layer_count
= 1;
811 ds_info
.resource
= ds
;
812 ds_info
.sub_resource_idx
= ds_sub_resource_idx
;
813 ds_info
.layer_count
= 1;
816 wined3d_context_gl_apply_fbo_state(context_gl
, target
, context_gl
->blit_targets
, &ds_info
, location
, location
);
819 /* Context activation is done by the caller. */
820 void wined3d_context_gl_alloc_occlusion_query(struct wined3d_context_gl
*context_gl
,
821 struct wined3d_occlusion_query
*query
)
823 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
825 if (context_gl
->free_occlusion_query_count
)
827 query
->id
= context_gl
->free_occlusion_queries
[--context_gl
->free_occlusion_query_count
];
831 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
833 GL_EXTCALL(glGenQueries(1, &query
->id
));
834 checkGLcall("glGenQueries");
836 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context_gl
);
840 WARN("Occlusion queries not supported, not allocating query id.\n");
845 query
->context_gl
= context_gl
;
846 list_add_head(&context_gl
->occlusion_queries
, &query
->entry
);
849 void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query
*query
)
851 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
853 list_remove(&query
->entry
);
854 query
->context_gl
= NULL
;
856 if (!wined3d_array_reserve((void **)&context_gl
->free_occlusion_queries
,
857 &context_gl
->free_occlusion_query_size
, context_gl
->free_occlusion_query_count
+ 1,
858 sizeof(*context_gl
->free_occlusion_queries
)))
860 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context_gl
);
864 context_gl
->free_occlusion_queries
[context_gl
->free_occlusion_query_count
++] = query
->id
;
867 /* Context activation is done by the caller. */
868 void wined3d_context_gl_alloc_fence(struct wined3d_context_gl
*context_gl
, struct wined3d_fence
*fence
)
870 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
872 if (context_gl
->free_fence_count
)
874 fence
->object
= context_gl
->free_fences
[--context_gl
->free_fence_count
];
878 if (gl_info
->supported
[ARB_SYNC
])
880 /* Using ARB_sync, not much to do here. */
881 fence
->object
.sync
= NULL
;
882 TRACE("Allocated sync object in context %p.\n", context_gl
);
884 else if (gl_info
->supported
[APPLE_FENCE
])
886 GL_EXTCALL(glGenFencesAPPLE(1, &fence
->object
.id
));
887 checkGLcall("glGenFencesAPPLE");
889 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context_gl
);
891 else if(gl_info
->supported
[NV_FENCE
])
893 GL_EXTCALL(glGenFencesNV(1, &fence
->object
.id
));
894 checkGLcall("glGenFencesNV");
896 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context_gl
);
900 WARN("Fences not supported, not allocating fence.\n");
901 fence
->object
.id
= 0;
905 fence
->context_gl
= context_gl
;
906 list_add_head(&context_gl
->fences
, &fence
->entry
);
909 void wined3d_context_gl_free_fence(struct wined3d_fence
*fence
)
911 struct wined3d_context_gl
*context_gl
= fence
->context_gl
;
913 list_remove(&fence
->entry
);
914 fence
->context_gl
= NULL
;
916 if (!wined3d_array_reserve((void **)&context_gl
->free_fences
,
917 &context_gl
->free_fence_size
, context_gl
->free_fence_count
+ 1,
918 sizeof(*context_gl
->free_fences
)))
920 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence
->object
.id
, context_gl
);
924 context_gl
->free_fences
[context_gl
->free_fence_count
++] = fence
->object
;
927 /* Context activation is done by the caller. */
928 void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl
*context_gl
,
929 struct wined3d_timestamp_query
*query
)
931 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
933 if (context_gl
->free_timestamp_query_count
)
935 query
->id
= context_gl
->free_timestamp_queries
[--context_gl
->free_timestamp_query_count
];
939 GL_EXTCALL(glGenQueries(1, &query
->id
));
940 checkGLcall("glGenQueries");
942 TRACE("Allocated timestamp query %u in context %p.\n", query
->id
, context_gl
);
945 query
->context_gl
= context_gl
;
946 list_add_head(&context_gl
->timestamp_queries
, &query
->entry
);
949 void wined3d_context_gl_free_timestamp_query(struct wined3d_timestamp_query
*query
)
951 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
953 list_remove(&query
->entry
);
954 query
->context_gl
= NULL
;
956 if (!wined3d_array_reserve((void **)&context_gl
->free_timestamp_queries
,
957 &context_gl
->free_timestamp_query_size
, context_gl
->free_timestamp_query_count
+ 1,
958 sizeof(*context_gl
->free_timestamp_queries
)))
960 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context_gl
);
964 context_gl
->free_timestamp_queries
[context_gl
->free_timestamp_query_count
++] = query
->id
;
967 void wined3d_context_gl_alloc_so_statistics_query(struct wined3d_context_gl
*context_gl
,
968 struct wined3d_so_statistics_query
*query
)
970 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
972 if (context_gl
->free_so_statistics_query_count
)
974 query
->u
= context_gl
->free_so_statistics_queries
[--context_gl
->free_so_statistics_query_count
];
978 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
979 checkGLcall("glGenQueries");
981 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
982 query
->u
.id
[0], query
->u
.id
[1], context_gl
);
985 query
->context_gl
= context_gl
;
986 list_add_head(&context_gl
->so_statistics_queries
, &query
->entry
);
989 void wined3d_context_gl_free_so_statistics_query(struct wined3d_so_statistics_query
*query
)
991 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
993 list_remove(&query
->entry
);
994 query
->context_gl
= NULL
;
996 if (!wined3d_array_reserve((void **)&context_gl
->free_so_statistics_queries
,
997 &context_gl
->free_so_statistics_query_size
, context_gl
->free_so_statistics_query_count
+ 1,
998 sizeof(*context_gl
->free_so_statistics_queries
)))
1000 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
1001 query
->u
.id
[0], query
->u
.id
[1], context_gl
);
1005 context_gl
->free_so_statistics_queries
[context_gl
->free_so_statistics_query_count
++] = query
->u
;
1008 void wined3d_context_gl_alloc_pipeline_statistics_query(struct wined3d_context_gl
*context_gl
,
1009 struct wined3d_pipeline_statistics_query
*query
)
1011 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1013 if (context_gl
->free_pipeline_statistics_query_count
)
1015 query
->u
= context_gl
->free_pipeline_statistics_queries
[--context_gl
->free_pipeline_statistics_query_count
];
1019 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
1020 checkGLcall("glGenQueries");
1023 query
->context_gl
= context_gl
;
1024 list_add_head(&context_gl
->pipeline_statistics_queries
, &query
->entry
);
1027 void wined3d_context_gl_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query
*query
)
1029 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
1031 list_remove(&query
->entry
);
1032 query
->context_gl
= NULL
;
1034 if (!wined3d_array_reserve((void **)&context_gl
->free_pipeline_statistics_queries
,
1035 &context_gl
->free_pipeline_statistics_query_size
, context_gl
->free_pipeline_statistics_query_count
+ 1,
1036 sizeof(*context_gl
->free_pipeline_statistics_queries
)))
1038 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context_gl
);
1042 context_gl
->free_pipeline_statistics_queries
[context_gl
->free_pipeline_statistics_query_count
++] = query
->u
;
1045 typedef void (context_fbo_entry_func_t
)(struct wined3d_context_gl
*context_gl
, struct fbo_entry
*entry
);
1047 static void wined3d_context_gl_enum_fbo_entries(const struct wined3d_device
*device
,
1048 GLuint name
, BOOL rb_namespace
, context_fbo_entry_func_t
*callback
)
1052 for (i
= 0; i
< device
->context_count
; ++i
)
1054 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(device
->contexts
[i
]);
1055 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1056 struct fbo_entry
*entry
, *entry2
;
1058 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
1060 for (j
= 0; j
< gl_info
->limits
.buffers
+ 1; ++j
)
1062 if (entry
->key
.objects
[j
].object
== name
1063 && !(entry
->key
.rb_namespace
& (1 << j
)) == !rb_namespace
)
1065 callback(context_gl
, entry
);
1073 static void wined3d_context_gl_queue_fbo_entry_destruction(struct wined3d_context_gl
*context_gl
,
1074 struct fbo_entry
*entry
)
1076 list_remove(&entry
->entry
);
1077 list_add_head(&context_gl
->fbo_destroy_list
, &entry
->entry
);
1080 void context_resource_released(const struct wined3d_device
*device
, struct wined3d_resource
*resource
)
1084 if (!device
->d3d_initialized
)
1087 for (i
= 0; i
< device
->context_count
; ++i
)
1089 struct wined3d_context
*context
= device
->contexts
[i
];
1091 if (&context
->current_rt
.texture
->resource
== resource
)
1093 context
->current_rt
.texture
= NULL
;
1094 context
->current_rt
.sub_resource_idx
= 0;
1099 void context_gl_resource_released(struct wined3d_device
*device
, GLuint name
, BOOL rb_namespace
)
1101 wined3d_context_gl_enum_fbo_entries(device
, name
, rb_namespace
,
1102 wined3d_context_gl_queue_fbo_entry_destruction
);
1105 void wined3d_context_gl_texture_update(struct wined3d_context_gl
*context_gl
,
1106 const struct wined3d_texture_gl
*texture_gl
)
1108 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1109 struct fbo_entry
*entry
= context_gl
->current_fbo
;
1112 if (!entry
|| context_gl
->rebind_fbo
)
1115 for (i
= 0; i
< gl_info
->limits
.buffers
+ 1; ++i
)
1117 if (texture_gl
->texture_rgb
.name
== entry
->key
.objects
[i
].object
1118 || texture_gl
->texture_srgb
.name
== entry
->key
.objects
[i
].object
)
1120 TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture_gl
, i
);
1121 context_gl
->rebind_fbo
= TRUE
;
1127 static BOOL
wined3d_context_gl_restore_pixel_format(struct wined3d_context_gl
*context_gl
)
1129 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1132 if (context_gl
->restore_pf
&& IsWindow(context_gl
->restore_pf_win
))
1134 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1136 HDC dc
= GetDCEx(context_gl
->restore_pf_win
, 0, DCX_USESTYLE
| DCX_CACHE
);
1139 if (!(ret
= GL_EXTCALL(wglSetPixelFormatWINE(dc
, context_gl
->restore_pf
))))
1141 ERR("Failed to restore pixel format %d on window %p.\n",
1142 context_gl
->restore_pf
, context_gl
->restore_pf_win
);
1144 ReleaseDC(context_gl
->restore_pf_win
, dc
);
1149 ERR("Unable to restore pixel format %d on window %p.\n",
1150 context_gl
->restore_pf
, context_gl
->restore_pf_win
);
1154 context_gl
->restore_pf
= 0;
1155 context_gl
->restore_pf_win
= NULL
;
1159 static BOOL
wined3d_context_gl_set_pixel_format(struct wined3d_context_gl
*context_gl
)
1161 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1162 BOOL
private = context_gl
->dc_is_private
;
1163 int format
= context_gl
->pixel_format
;
1164 HDC dc
= context_gl
->dc
;
1167 if (private && context_gl
->dc_has_format
)
1170 if (!private && WindowFromDC(dc
) != context_gl
->window
)
1173 current
= gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(dc
);
1174 if (current
== format
) goto success
;
1178 if (!SetPixelFormat(dc
, format
, NULL
))
1180 /* This may also happen if the dc belongs to a destroyed window. */
1181 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
1182 format
, dc
, GetLastError());
1186 context_gl
->restore_pf
= 0;
1187 context_gl
->restore_pf_win
= private ? NULL
: WindowFromDC(dc
);
1191 /* By default WGL doesn't allow pixel format adjustments but we need it
1192 * here. For this reason there's a Wine specific wglSetPixelFormat()
1193 * which allows us to set the pixel format multiple times. Only use it
1194 * when really needed. */
1195 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1199 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
)))
1201 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1206 win
= private ? NULL
: WindowFromDC(dc
);
1207 if (win
!= context_gl
->restore_pf_win
)
1209 wined3d_context_gl_restore_pixel_format(context_gl
);
1211 context_gl
->restore_pf
= private ? 0 : current
;
1212 context_gl
->restore_pf_win
= win
;
1218 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1219 * continue using the old format. There's a big chance that the old
1220 * format works although with a performance hit and perhaps rendering
1222 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1223 format
, dc
, current
);
1228 context_gl
->dc_has_format
= TRUE
;
1232 static BOOL
wined3d_context_gl_set_gl_context(struct wined3d_context_gl
*context_gl
)
1234 struct wined3d_swapchain_gl
*swapchain_gl
= wined3d_swapchain_gl(context_gl
->c
.swapchain
);
1235 BOOL backup
= FALSE
;
1237 if (!wined3d_context_gl_set_pixel_format(context_gl
))
1239 WARN("Failed to set pixel format %d on device context %p.\n",
1240 context_gl
->pixel_format
, context_gl
->dc
);
1244 if (backup
|| !wglMakeCurrent(context_gl
->dc
, context_gl
->gl_ctx
))
1246 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1247 context_gl
->gl_ctx
, context_gl
->dc
, GetLastError());
1248 context_gl
->valid
= 0;
1249 WARN("Trying fallback to the backup window.\n");
1251 /* FIXME: If the context is destroyed it's no longer associated with
1252 * a swapchain, so we can't use the swapchain to get a backup dc. To
1253 * make this work windowless contexts would need to be handled by the
1255 if (context_gl
->c
.destroyed
|| !swapchain_gl
)
1257 FIXME("Unable to get backup dc for destroyed context %p.\n", context_gl
);
1258 wined3d_context_gl_set_current(NULL
);
1262 if (!(context_gl
->dc
= wined3d_swapchain_gl_get_backup_dc(swapchain_gl
)))
1264 wined3d_context_gl_set_current(NULL
);
1268 context_gl
->dc_is_private
= TRUE
;
1269 context_gl
->dc_has_format
= FALSE
;
1271 if (!wined3d_context_gl_set_pixel_format(context_gl
))
1273 ERR("Failed to set pixel format %d on device context %p.\n",
1274 context_gl
->pixel_format
, context_gl
->dc
);
1275 wined3d_context_gl_set_current(NULL
);
1279 if (!wglMakeCurrent(context_gl
->dc
, context_gl
->gl_ctx
))
1281 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1282 context_gl
->dc
, GetLastError());
1283 wined3d_context_gl_set_current(NULL
);
1287 context_gl
->valid
= 1;
1289 context_gl
->needs_set
= 0;
1294 static void context_restore_gl_context(const struct wined3d_gl_info
*gl_info
, HDC dc
, HGLRC gl_ctx
)
1296 if (!wglMakeCurrent(dc
, gl_ctx
))
1298 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1299 gl_ctx
, dc
, GetLastError());
1300 wined3d_context_gl_set_current(NULL
);
1304 static void wined3d_context_gl_update_window(struct wined3d_context_gl
*context_gl
)
1306 if (!context_gl
->c
.swapchain
)
1309 if (context_gl
->window
== context_gl
->c
.swapchain
->win_handle
)
1312 TRACE("Updating context %p window from %p to %p.\n",
1313 context_gl
, context_gl
->window
, context_gl
->c
.swapchain
->win_handle
);
1316 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
1318 context_gl
->window
= context_gl
->c
.swapchain
->win_handle
;
1319 context_gl
->dc_is_private
= FALSE
;
1320 context_gl
->dc_has_format
= FALSE
;
1321 context_gl
->needs_set
= 1;
1322 context_gl
->valid
= 1;
1324 if (!(context_gl
->dc
= GetDCEx(context_gl
->window
, 0, DCX_USESTYLE
| DCX_CACHE
)))
1326 ERR("Failed to get a device context for window %p.\n", context_gl
->window
);
1327 context_gl
->valid
= 0;
1331 void wined3d_context_cleanup(struct wined3d_context
*context
)
1335 static void wined3d_context_gl_cleanup(struct wined3d_context_gl
*context_gl
)
1337 struct wined3d_pipeline_statistics_query
*pipeline_statistics_query
;
1338 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1339 struct wined3d_so_statistics_query
*so_statistics_query
;
1340 struct wined3d_timestamp_query
*timestamp_query
;
1341 struct wined3d_occlusion_query
*occlusion_query
;
1342 struct fbo_entry
*entry
, *entry2
;
1343 struct wined3d_fence
*fence
;
1348 restore_ctx
= wglGetCurrentContext();
1349 restore_dc
= wglGetCurrentDC();
1351 if (restore_ctx
== context_gl
->gl_ctx
)
1353 else if (context_gl
->valid
)
1354 wined3d_context_gl_set_gl_context(context_gl
);
1356 if (context_gl
->valid
)
1358 if (context_gl
->dummy_arbfp_prog
)
1359 GL_EXTCALL(glDeleteProgramsARB(1, &context_gl
->dummy_arbfp_prog
));
1361 if (context_gl
->blit_vbo
)
1362 GL_EXTCALL(glDeleteBuffers(1, &context_gl
->blit_vbo
));
1364 for (i
= 0; i
< context_gl
->free_pipeline_statistics_query_count
; ++i
)
1366 union wined3d_gl_pipeline_statistics_query
*q
= &context_gl
->free_pipeline_statistics_queries
[i
];
1367 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1370 for (i
= 0; i
< context_gl
->free_so_statistics_query_count
; ++i
)
1372 union wined3d_gl_so_statistics_query
*q
= &context_gl
->free_so_statistics_queries
[i
];
1373 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1376 if (context_gl
->free_timestamp_query_count
)
1377 GL_EXTCALL(glDeleteQueries(context_gl
->free_timestamp_query_count
, context_gl
->free_timestamp_queries
));
1379 if (gl_info
->supported
[ARB_SYNC
])
1381 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1383 GL_EXTCALL(glDeleteSync(context_gl
->free_fences
[i
].sync
));
1386 else if (gl_info
->supported
[APPLE_FENCE
])
1388 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1390 GL_EXTCALL(glDeleteFencesAPPLE(1, &context_gl
->free_fences
[i
].id
));
1393 else if (gl_info
->supported
[NV_FENCE
])
1395 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1397 GL_EXTCALL(glDeleteFencesNV(1, &context_gl
->free_fences
[i
].id
));
1401 if (context_gl
->free_occlusion_query_count
)
1402 GL_EXTCALL(glDeleteQueries(context_gl
->free_occlusion_query_count
, context_gl
->free_occlusion_queries
));
1404 checkGLcall("context cleanup");
1406 heap_free(context_gl
->free_pipeline_statistics_queries
);
1407 heap_free(context_gl
->free_so_statistics_queries
);
1408 heap_free(context_gl
->free_timestamp_queries
);
1409 heap_free(context_gl
->free_fences
);
1410 heap_free(context_gl
->free_occlusion_queries
);
1412 LIST_FOR_EACH_ENTRY(pipeline_statistics_query
, &context_gl
->pipeline_statistics_queries
,
1413 struct wined3d_pipeline_statistics_query
, entry
)
1415 if (context_gl
->valid
)
1416 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query
->u
.id
), pipeline_statistics_query
->u
.id
));
1417 pipeline_statistics_query
->context_gl
= NULL
;
1420 LIST_FOR_EACH_ENTRY(so_statistics_query
, &context_gl
->so_statistics_queries
,
1421 struct wined3d_so_statistics_query
, entry
)
1423 if (context_gl
->valid
)
1424 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query
->u
.id
), so_statistics_query
->u
.id
));
1425 so_statistics_query
->context_gl
= NULL
;
1428 LIST_FOR_EACH_ENTRY(timestamp_query
, &context_gl
->timestamp_queries
, struct wined3d_timestamp_query
, entry
)
1430 if (context_gl
->valid
)
1431 GL_EXTCALL(glDeleteQueries(1, ×tamp_query
->id
));
1432 timestamp_query
->context_gl
= NULL
;
1435 LIST_FOR_EACH_ENTRY(fence
, &context_gl
->fences
, struct wined3d_fence
, entry
)
1437 if (context_gl
->valid
)
1439 if (gl_info
->supported
[ARB_SYNC
])
1441 if (fence
->object
.sync
)
1442 GL_EXTCALL(glDeleteSync(fence
->object
.sync
));
1444 else if (gl_info
->supported
[APPLE_FENCE
])
1446 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence
->object
.id
));
1448 else if (gl_info
->supported
[NV_FENCE
])
1450 GL_EXTCALL(glDeleteFencesNV(1, &fence
->object
.id
));
1453 fence
->context_gl
= NULL
;
1456 LIST_FOR_EACH_ENTRY(occlusion_query
, &context_gl
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
1458 if (context_gl
->valid
)
1459 GL_EXTCALL(glDeleteQueries(1, &occlusion_query
->id
));
1460 occlusion_query
->context_gl
= NULL
;
1463 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_destroy_list
, struct fbo_entry
, entry
)
1465 if (!context_gl
->valid
)
1467 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
1470 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
1472 if (!context_gl
->valid
)
1474 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
1477 heap_free(context_gl
->texture_type
);
1479 wined3d_context_gl_restore_pixel_format(context_gl
);
1481 context_restore_gl_context(gl_info
, restore_dc
, restore_ctx
);
1482 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL
, NULL
))
1483 ERR("Failed to disable GL context.\n");
1485 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
1487 if (!wglDeleteContext(context_gl
->gl_ctx
))
1489 DWORD err
= GetLastError();
1490 ERR("Failed to delete GL context %p, last error %#x.\n", context_gl
->gl_ctx
, err
);
1493 wined3d_context_cleanup(&context_gl
->c
);
1496 void wined3d_context_vk_cleanup(struct wined3d_context_vk
*context_vk
)
1498 wined3d_context_cleanup(&context_vk
->c
);
1501 DWORD
context_get_tls_idx(void)
1503 return wined3d_context_tls_idx
;
1506 void context_set_tls_idx(DWORD idx
)
1508 wined3d_context_tls_idx
= idx
;
1511 struct wined3d_context_gl
*wined3d_context_gl_get_current(void)
1513 return TlsGetValue(wined3d_context_tls_idx
);
1516 BOOL
wined3d_context_gl_set_current(struct wined3d_context_gl
*context_gl
)
1518 struct wined3d_context_gl
*old
= wined3d_context_gl_get_current();
1520 if (old
== context_gl
)
1522 TRACE("Already using D3D context %p.\n", context_gl
);
1528 if (old
->c
.destroyed
)
1530 TRACE("Switching away from destroyed context %p.\n", old
);
1531 wined3d_context_gl_cleanup(old
);
1532 heap_free((void *)old
->gl_info
);
1537 if (wglGetCurrentContext())
1539 const struct wined3d_gl_info
*gl_info
= old
->gl_info
;
1540 TRACE("Flushing context %p before switching to %p.\n", old
, context_gl
);
1541 gl_info
->gl_ops
.gl
.p_glFlush();
1549 if (!context_gl
->valid
)
1551 ERR("Trying to make invalid context %p current.\n", context_gl
);
1555 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n",
1556 context_gl
, context_gl
->gl_ctx
, context_gl
->dc
);
1557 if (!wined3d_context_gl_set_gl_context(context_gl
))
1559 context_gl
->c
.current
= 1;
1561 else if (wglGetCurrentContext())
1563 TRACE("Clearing current D3D context.\n");
1564 if (!wglMakeCurrent(NULL
, NULL
))
1566 DWORD err
= GetLastError();
1567 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1568 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1573 return TlsSetValue(wined3d_context_tls_idx
, context_gl
);
1576 void wined3d_context_gl_release(struct wined3d_context_gl
*context_gl
)
1578 TRACE("Releasing context %p, level %u.\n", context_gl
, context_gl
->level
);
1582 if (!context_gl
->level
)
1583 WARN("Context %p is not active.\n", context_gl
);
1584 else if (context_gl
!= wined3d_context_gl_get_current())
1585 WARN("Context %p is not the current context.\n", context_gl
);
1588 if (!--context_gl
->level
)
1590 if (wined3d_context_gl_restore_pixel_format(context_gl
))
1591 context_gl
->needs_set
= 1;
1592 if (context_gl
->restore_ctx
)
1594 TRACE("Restoring GL context %p on device context %p.\n", context_gl
->restore_ctx
, context_gl
->restore_dc
);
1595 context_restore_gl_context(context_gl
->gl_info
, context_gl
->restore_dc
, context_gl
->restore_ctx
);
1596 context_gl
->restore_ctx
= NULL
;
1597 context_gl
->restore_dc
= NULL
;
1600 if (context_gl
->c
.destroy_delayed
)
1602 TRACE("Destroying context %p.\n", context_gl
);
1603 wined3d_context_gl_destroy(context_gl
);
1608 /* This is used when a context for render target A is active, but a separate context is
1609 * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
1610 * A to avoid breaking caller code. */
1611 void context_restore(struct wined3d_context
*context
, struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
1613 if (context
->current_rt
.texture
!= texture
|| context
->current_rt
.sub_resource_idx
!= sub_resource_idx
)
1615 context_release(context
);
1616 context
= context_acquire(texture
->resource
.device
, texture
, sub_resource_idx
);
1619 context_release(context
);
1622 static void wined3d_context_gl_enter(struct wined3d_context_gl
*context_gl
)
1624 TRACE("Entering context %p, level %u.\n", context_gl
, context_gl
->level
+ 1);
1626 if (!context_gl
->level
++)
1628 const struct wined3d_context_gl
*current_context
= wined3d_context_gl_get_current();
1629 HGLRC current_gl
= wglGetCurrentContext();
1631 if (current_gl
&& (!current_context
|| current_context
->gl_ctx
!= current_gl
))
1633 TRACE("Another GL context (%p on device context %p) is already current.\n",
1634 current_gl
, wglGetCurrentDC());
1635 context_gl
->restore_ctx
= current_gl
;
1636 context_gl
->restore_dc
= wglGetCurrentDC();
1637 context_gl
->needs_set
= 1;
1639 else if (!context_gl
->needs_set
&& !(context_gl
->dc_is_private
&& context_gl
->dc_has_format
)
1640 && context_gl
->pixel_format
!= context_gl
->gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(context_gl
->dc
))
1641 context_gl
->needs_set
= 1;
1645 void context_invalidate_compute_state(struct wined3d_context
*context
, DWORD state_id
)
1647 DWORD representative
= context
->state_table
[state_id
].representative
- STATE_COMPUTE_OFFSET
;
1648 unsigned int index
, shift
;
1650 index
= representative
/ (sizeof(*context
->dirty_compute_states
) * CHAR_BIT
);
1651 shift
= representative
& (sizeof(*context
->dirty_compute_states
) * CHAR_BIT
- 1);
1652 context
->dirty_compute_states
[index
] |= (1u << shift
);
1655 void context_invalidate_state(struct wined3d_context
*context
, unsigned int state_id
)
1657 unsigned int representative
= context
->state_table
[state_id
].representative
;
1658 unsigned int index
, shift
;
1660 index
= representative
/ (sizeof(*context
->dirty_graphics_states
) * CHAR_BIT
);
1661 shift
= representative
& ((sizeof(*context
->dirty_graphics_states
) * CHAR_BIT
) - 1);
1662 context
->dirty_graphics_states
[index
] |= (1u << shift
);
1665 /* This function takes care of wined3d pixel format selection. */
1666 static int context_choose_pixel_format(const struct wined3d_device
*device
, HDC hdc
,
1667 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1670 unsigned int cfg_count
= wined3d_adapter_gl(device
->adapter
)->pixel_format_count
;
1671 unsigned int current_value
;
1672 PIXELFORMATDESCRIPTOR pfd
;
1673 int iPixelFormat
= 0;
1676 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x.\n",
1677 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1681 for (i
= 0; i
< cfg_count
; ++i
)
1683 const struct wined3d_pixel_format
*cfg
= &wined3d_adapter_gl(device
->adapter
)->pixel_formats
[i
];
1686 /* For now only accept RGBA formats. Perhaps some day we will
1687 * allow floating point formats for pbuffers. */
1688 if (cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1690 /* In window mode we need a window drawable format and double buffering. */
1691 if (!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1693 if (cfg
->redSize
< color_format
->red_size
)
1695 if (cfg
->greenSize
< color_format
->green_size
)
1697 if (cfg
->blueSize
< color_format
->blue_size
)
1699 if (cfg
->alphaSize
< color_format
->alpha_size
)
1701 if (cfg
->depthSize
< ds_format
->depth_size
)
1703 if (ds_format
->stencil_size
&& cfg
->stencilSize
!= ds_format
->stencil_size
)
1705 /* Check multisampling support. */
1706 if (cfg
->numSamples
)
1710 /* We try to locate a format which matches our requirements exactly. In case of
1711 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1712 if (cfg
->depthSize
== ds_format
->depth_size
)
1714 if (cfg
->stencilSize
== ds_format
->stencil_size
)
1716 if (cfg
->alphaSize
== color_format
->alpha_size
)
1718 /* We like to have aux buffers in backbuffer mode */
1719 if (auxBuffers
&& cfg
->auxBuffers
)
1721 if (cfg
->redSize
== color_format
->red_size
1722 && cfg
->greenSize
== color_format
->green_size
1723 && cfg
->blueSize
== color_format
->blue_size
)
1726 if (value
> current_value
)
1728 iPixelFormat
= cfg
->iPixelFormat
;
1729 current_value
= value
;
1735 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1737 memset(&pfd
, 0, sizeof(pfd
));
1738 pfd
.nSize
= sizeof(pfd
);
1740 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1741 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1742 pfd
.cAlphaBits
= color_format
->alpha_size
;
1743 pfd
.cColorBits
= color_format
->red_size
+ color_format
->green_size
1744 + color_format
->blue_size
+ color_format
->alpha_size
;
1745 pfd
.cDepthBits
= ds_format
->depth_size
;
1746 pfd
.cStencilBits
= ds_format
->stencil_size
;
1747 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1749 if (!(iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
)))
1751 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1752 ERR("Can't find a suitable pixel format.\n");
1757 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1758 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1759 return iPixelFormat
;
1762 /* Context activation is done by the caller. */
1763 void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl
*context_gl
)
1765 const struct wined3d_dummy_textures
*textures
= &wined3d_device_gl(context_gl
->c
.device
)->dummy_textures
;
1766 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1769 for (i
= 0; i
< gl_info
->limits
.combined_samplers
; ++i
)
1771 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ i
));
1773 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, textures
->tex_1d
);
1774 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, textures
->tex_2d
);
1776 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1777 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, textures
->tex_rect
);
1779 if (gl_info
->supported
[EXT_TEXTURE3D
])
1780 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, textures
->tex_3d
);
1782 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1783 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, textures
->tex_cube
);
1785 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
1786 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, textures
->tex_cube_array
);
1788 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
1790 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D_ARRAY
, textures
->tex_1d_array
);
1791 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, textures
->tex_2d_array
);
1794 if (gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
1795 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, textures
->tex_buffer
);
1797 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
1799 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE
, textures
->tex_2d_ms
);
1800 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, textures
->tex_2d_ms_array
);
1804 checkGLcall("bind dummy textures");
1807 void wined3d_check_gl_call(const struct wined3d_gl_info
*gl_info
,
1808 const char *file
, unsigned int line
, const char *name
)
1812 if (gl_info
->supported
[ARB_DEBUG_OUTPUT
] || (err
= gl_info
->gl_ops
.gl
.p_glGetError()) == GL_NO_ERROR
)
1814 TRACE("%s call ok %s / %u.\n", name
, file
, line
);
1820 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1821 debug_glerror(err
), err
, name
, file
,line
);
1822 err
= gl_info
->gl_ops
.gl
.p_glGetError();
1823 } while (err
!= GL_NO_ERROR
);
1826 static BOOL
context_debug_output_enabled(const struct wined3d_gl_info
*gl_info
)
1828 return gl_info
->supported
[ARB_DEBUG_OUTPUT
]
1829 && (ERR_ON(d3d
) || FIXME_ON(d3d
) || WARN_ON(d3d_perf
));
1832 static void WINE_GLAPI
wined3d_debug_callback(GLenum source
, GLenum type
, GLuint id
,
1833 GLenum severity
, GLsizei length
, const char *message
, void *ctx
)
1837 case GL_DEBUG_TYPE_ERROR_ARB
:
1838 ERR("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1841 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
:
1842 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
:
1843 case GL_DEBUG_TYPE_PORTABILITY_ARB
:
1844 FIXME("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1847 case GL_DEBUG_TYPE_PERFORMANCE_ARB
:
1848 WARN_(d3d_perf
)("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1852 FIXME("ctx %p, type %#x: %s.\n", ctx
, type
, debugstr_an(message
, length
));
1857 HGLRC
context_create_wgl_attribs(const struct wined3d_gl_info
*gl_info
, HDC hdc
, HGLRC share_ctx
)
1860 unsigned int ctx_attrib_idx
= 0;
1861 GLint ctx_attribs
[7], ctx_flags
= 0;
1863 if (context_debug_output_enabled(gl_info
))
1864 ctx_flags
= WGL_CONTEXT_DEBUG_BIT_ARB
;
1865 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MAJOR_VERSION_ARB
;
1866 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
>> 16;
1867 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MINOR_VERSION_ARB
;
1868 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
& 0xffff;
1871 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1872 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1874 ctx_attribs
[ctx_attrib_idx
] = 0;
1876 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1878 if (gl_info
->selected_gl_version
>= MAKEDWORD_VERSION(3, 2))
1882 ctx_flags
|= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1883 ctx_attribs
[ctx_attrib_idx
- 1] = ctx_flags
;
1887 ctx_flags
= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1888 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1889 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1890 ctx_attribs
[ctx_attrib_idx
] = 0;
1892 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1893 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1900 static void wined3d_context_init(struct wined3d_context
*context
, struct wined3d_swapchain
*swapchain
)
1902 struct wined3d_device
*device
= swapchain
->device
;
1905 context
->d3d_info
= &device
->adapter
->d3d_info
;
1906 context
->state_table
= device
->state_table
;
1908 /* Mark all states dirty to force a proper initialization of the states on
1909 * the first use of the context. Compute states do not need initialization. */
1910 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
1912 if (context
->state_table
[state
].representative
&& !STATE_IS_COMPUTE(state
))
1913 context_invalidate_state(context
, state
);
1916 context
->device
= device
;
1917 context
->swapchain
= swapchain
;
1918 context
->current_rt
.texture
= swapchain
->front_buffer
;
1919 context
->current_rt
.sub_resource_idx
= 0;
1921 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
1922 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
1923 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
1924 | (1u << WINED3D_SHADER_TYPE_HULL
)
1925 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
1926 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
1929 HRESULT
wined3d_context_no3d_init(struct wined3d_context
*context_no3d
, struct wined3d_swapchain
*swapchain
)
1931 TRACE("context_no3d %p, swapchain %p.\n", context_no3d
, swapchain
);
1933 wined3d_context_init(context_no3d
, swapchain
);
1938 static BOOL
wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl
*context_gl
,
1939 struct wined3d_swapchain_gl
*swapchain_gl
)
1941 const struct wined3d_format
*colour_format
, *ds_format
;
1942 struct wined3d_context
*context
= &context_gl
->c
;
1943 const struct wined3d_gl_info
*gl_info
;
1944 struct wined3d_resource
*target
;
1945 struct wined3d_adapter
*adapter
;
1946 unsigned int target_bind_flags
;
1947 struct wined3d_device
*device
;
1948 HGLRC ctx
, share_ctx
;
1951 device
= context
->device
;
1952 adapter
= device
->adapter
;
1953 gl_info
= &adapter
->gl_info
;
1955 target
= &context
->current_rt
.texture
->resource
;
1956 target_bind_flags
= target
->bind_flags
;
1958 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1960 static const enum wined3d_format_id ds_formats
[] =
1962 WINED3DFMT_D24_UNORM_S8_UINT
,
1963 WINED3DFMT_D32_UNORM
,
1964 WINED3DFMT_R24_UNORM_X8_TYPELESS
,
1965 WINED3DFMT_D16_UNORM
,
1966 WINED3DFMT_S1_UINT_D15_UNORM
,
1969 colour_format
= target
->format
;
1971 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1972 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1973 if (colour_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1974 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B4G4R4A4_UNORM
, target_bind_flags
);
1975 else if (colour_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1976 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
1978 /* DirectDraw supports 8bit paletted render targets and these are used by
1979 * old games like StarCraft and C&C. Most modern hardware doesn't support
1980 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1981 * conversion (ab)uses the alpha component for storing the palette index.
1982 * For this reason we require a format with 8bit alpha, so request
1984 if (colour_format
->id
== WINED3DFMT_P8_UINT
)
1985 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
1987 /* Try to find a pixel format which matches our requirements. */
1988 if (!swapchain_gl
->s
.ds_format
)
1990 for (i
= 0; i
< ARRAY_SIZE(ds_formats
); ++i
)
1992 ds_format
= wined3d_get_format(adapter
, ds_formats
[i
], WINED3D_BIND_DEPTH_STENCIL
);
1993 if ((context_gl
->pixel_format
= context_choose_pixel_format(device
,
1994 context_gl
->dc
, colour_format
, ds_format
, TRUE
)))
1996 swapchain_gl
->s
.ds_format
= ds_format
;
2000 TRACE("Depth stencil format %s is not supported, trying next format.\n",
2001 debug_d3dformat(ds_format
->id
));
2006 context_gl
->pixel_format
= context_choose_pixel_format(device
,
2007 context_gl
->dc
, colour_format
, swapchain_gl
->s
.ds_format
, TRUE
);
2012 /* When using FBOs for off-screen rendering, we only use the drawable for
2013 * presentation blits, and don't do any rendering to it. That means we
2014 * don't need depth or stencil buffers, and can mostly ignore the render
2015 * target format. This wouldn't necessarily be quite correct for 10bpc
2016 * display modes, but we don't currently support those.
2017 * Using the same format regardless of the colour/depth/stencil targets
2018 * makes it much less likely that different wined3d instances will set
2019 * conflicting pixel formats. */
2020 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
2021 ds_format
= wined3d_get_format(adapter
, WINED3DFMT_UNKNOWN
, WINED3D_BIND_DEPTH_STENCIL
);
2022 context_gl
->pixel_format
= context_choose_pixel_format(device
,
2023 context_gl
->dc
, colour_format
, ds_format
, FALSE
);
2026 if (!context_gl
->pixel_format
)
2028 ERR("Failed to choose pixel format.\n");
2032 wined3d_context_gl_enter(context_gl
);
2034 if (!wined3d_context_gl_set_pixel_format(context_gl
))
2036 context_release(context
);
2038 if (context_gl
->dc_is_private
)
2040 ERR("Failed to set pixel format %d on device context %p.\n", context_gl
->pixel_format
, context_gl
->dc
);
2045 WARN("Failed to set pixel format %d on device context %p, trying backup DC.\n",
2046 context_gl
->pixel_format
, context_gl
->dc
);
2048 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
2049 if (!(context_gl
->dc
= wined3d_swapchain_gl_get_backup_dc(swapchain_gl
)))
2051 ERR("Failed to retrieve the backup device context.\n");
2054 context_gl
->dc_is_private
= TRUE
;
2056 return wined3d_context_gl_create_wgl_ctx(context_gl
, swapchain_gl
);
2059 share_ctx
= device
->context_count
? wined3d_context_gl(device
->contexts
[0])->gl_ctx
: NULL
;
2060 if (gl_info
->p_wglCreateContextAttribsARB
)
2062 if (!(ctx
= context_create_wgl_attribs(gl_info
, context_gl
->dc
, share_ctx
)))
2064 ERR("Failed to create a WGL context.\n");
2065 context_release(context
);
2071 if (!(ctx
= wglCreateContext(context_gl
->dc
)))
2073 ERR("Failed to create a WGL context.\n");
2074 context_release(context
);
2078 if (share_ctx
&& !wglShareLists(share_ctx
, ctx
))
2080 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx
, ctx
, GetLastError());
2081 context_release(context
);
2082 if (!wglDeleteContext(ctx
))
2083 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
2088 context_gl
->dc_has_format
= TRUE
;
2089 context_gl
->needs_set
= 1;
2090 context_gl
->valid
= 1;
2091 context_gl
->gl_ctx
= ctx
;
2096 HRESULT
wined3d_context_gl_init(struct wined3d_context_gl
*context_gl
, struct wined3d_swapchain_gl
*swapchain_gl
)
2098 struct wined3d_context
*context
= &context_gl
->c
;
2099 const struct wined3d_d3d_info
*d3d_info
;
2100 const struct wined3d_gl_info
*gl_info
;
2101 struct wined3d_device
*device
;
2104 TRACE("context_gl %p, swapchain %p.\n", context_gl
, swapchain_gl
);
2106 wined3d_context_init(&context_gl
->c
, &swapchain_gl
->s
);
2108 device
= context
->device
;
2109 gl_info
= &device
->adapter
->gl_info
;
2110 context_gl
->gl_info
= gl_info
;
2111 d3d_info
= context
->d3d_info
;
2113 context_gl
->tid
= GetCurrentThreadId();
2114 context_gl
->window
= context
->swapchain
->win_handle
;
2115 if (context_gl
->window
== GetDesktopWindow())
2117 TRACE("Swapchain is created on the desktop window, trying backup device context.\n");
2118 context_gl
->dc
= NULL
;
2120 else if (!(context_gl
->dc
= GetDCEx(context_gl
->window
, 0, DCX_USESTYLE
| DCX_CACHE
)))
2121 WARN("Failed to retrieve device context, trying swapchain backup.\n");
2123 if (!context_gl
->dc
)
2125 if (!(context_gl
->dc
= wined3d_swapchain_gl_get_backup_dc(swapchain_gl
)))
2127 ERR("Failed to retrieve a device context.\n");
2130 context_gl
->dc_is_private
= TRUE
;
2133 list_init(&context_gl
->fbo_list
);
2134 list_init(&context_gl
->fbo_destroy_list
);
2136 list_init(&context_gl
->occlusion_queries
);
2137 list_init(&context_gl
->fences
);
2138 list_init(&context_gl
->timestamp_queries
);
2139 list_init(&context_gl
->so_statistics_queries
);
2140 list_init(&context_gl
->pipeline_statistics_queries
);
2142 for (i
= 0; i
< ARRAY_SIZE(context_gl
->tex_unit_map
); ++i
)
2143 context_gl
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2144 for (i
= 0; i
< ARRAY_SIZE(context_gl
->rev_tex_unit_map
); ++i
)
2145 context_gl
->rev_tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2146 if (gl_info
->limits
.graphics_samplers
>= WINED3D_MAX_COMBINED_SAMPLERS
)
2148 /* Initialize the texture unit mapping to a 1:1 mapping. */
2149 unsigned int base
, count
;
2151 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_PIXEL
, &base
, &count
);
2152 if (base
+ WINED3D_MAX_FRAGMENT_SAMPLERS
> ARRAY_SIZE(context_gl
->rev_tex_unit_map
))
2154 ERR("Unexpected texture unit base index %u.\n", base
);
2157 for (i
= 0; i
< min(count
, WINED3D_MAX_FRAGMENT_SAMPLERS
); ++i
)
2159 context_gl
->tex_unit_map
[i
] = base
+ i
;
2160 context_gl
->rev_tex_unit_map
[base
+ i
] = i
;
2163 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_VERTEX
, &base
, &count
);
2164 if (base
+ WINED3D_MAX_VERTEX_SAMPLERS
> ARRAY_SIZE(context_gl
->rev_tex_unit_map
))
2166 ERR("Unexpected texture unit base index %u.\n", base
);
2169 for (i
= 0; i
< min(count
, WINED3D_MAX_VERTEX_SAMPLERS
); ++i
)
2171 context_gl
->tex_unit_map
[WINED3D_MAX_FRAGMENT_SAMPLERS
+ i
] = base
+ i
;
2172 context_gl
->rev_tex_unit_map
[base
+ i
] = WINED3D_MAX_FRAGMENT_SAMPLERS
+ i
;
2176 if (!(context_gl
->texture_type
= heap_calloc(gl_info
->limits
.combined_samplers
,
2177 sizeof(*context_gl
->texture_type
))))
2180 if (!wined3d_context_gl_create_wgl_ctx(context_gl
, swapchain_gl
))
2183 /* Set up the context defaults. */
2185 context
->render_offscreen
= wined3d_resource_is_offscreen(&context
->current_rt
.texture
->resource
);
2186 context_gl
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
2188 if (!wined3d_context_gl_set_current(context_gl
))
2190 ERR("Cannot activate context to set up defaults.\n");
2191 context_release(context
);
2192 if (!wglDeleteContext(context_gl
->gl_ctx
))
2193 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context_gl
->gl_ctx
, GetLastError());
2197 if (context_debug_output_enabled(gl_info
))
2199 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback
, context
));
2200 if (TRACE_ON(d3d_synchronous
))
2201 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS
);
2202 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DONT_CARE
, GL_DONT_CARE
, 0, NULL
, GL_FALSE
));
2205 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_ERROR
,
2206 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2210 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
,
2211 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2212 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR
,
2213 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2214 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PORTABILITY
,
2215 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2217 if (WARN_ON(d3d_perf
))
2219 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PERFORMANCE
,
2220 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2224 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2225 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_AUX_BUFFERS
, &context_gl
->aux_buffers
);
2227 TRACE("Setting up the screen\n");
2229 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2231 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
2232 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2234 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
2235 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2237 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
2238 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2244 GL_EXTCALL(glGenVertexArrays(1, &vao
));
2245 GL_EXTCALL(glBindVertexArray(vao
));
2246 checkGLcall("creating VAO");
2249 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
2250 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2251 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ALIGNMENT
, 1);
2252 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2254 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
2256 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2257 * the previous texture where to source the offset from is always unit - 1.
2259 for (i
= 1; i
< gl_info
->limits
.textures
; ++i
)
2261 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
2262 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
,
2263 GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ i
- 1);
2264 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2267 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
2269 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2270 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2271 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2272 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2275 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2276 * program and the dummy program is destroyed when the context is destroyed.
2278 static const char dummy_program
[] =
2280 "MOV result.color, fragment.color.primary;\n"
2282 GL_EXTCALL(glGenProgramsARB(1, &context_gl
->dummy_arbfp_prog
));
2283 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, context_gl
->dummy_arbfp_prog
));
2284 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
,
2285 GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
2288 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2290 for (i
= 0; i
< gl_info
->limits
.textures
; ++i
)
2292 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
2293 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
2294 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2298 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
2300 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
2302 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
2304 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
2306 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_NO_PRIMITIVE_RESTART
))
2308 if (gl_info
->supported
[ARB_ES3_COMPATIBILITY
])
2310 gl_info
->gl_ops
.gl
.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX
);
2311 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2315 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2318 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_CUBEMAP_FILTERING
)
2319 && gl_info
->supported
[ARB_SEAMLESS_CUBE_MAP
])
2321 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS
);
2322 checkGLcall("enable seamless cube map filtering");
2324 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
2325 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, GL_LOWER_LEFT
));
2327 /* If this happens to be the first context for the device, dummy textures
2328 * are not created yet. In that case, they will be created (and bound) by
2329 * create_dummy_textures right after this context is initialized. */
2330 if (wined3d_device_gl(device
)->dummy_textures
.tex_2d
)
2331 wined3d_context_gl_bind_dummy_textures(context_gl
);
2333 /* Initialise all rectangles to avoid resetting unused ones later. */
2334 gl_info
->gl_ops
.gl
.p_glScissor(0, 0, 0, 0);
2335 checkGLcall("glScissor");
2340 heap_free(context_gl
->texture_type
);
2341 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
2345 HRESULT
wined3d_context_vk_init(struct wined3d_context_vk
*context_vk
, struct wined3d_swapchain
*swapchain
)
2347 TRACE("context_vk %p, swapchain %p.\n", context_vk
, swapchain
);
2349 wined3d_context_init(&context_vk
->c
, swapchain
);
2354 void wined3d_context_gl_destroy(struct wined3d_context_gl
*context_gl
)
2356 struct wined3d_device
*device
= context_gl
->c
.device
;
2358 TRACE("Destroying context %p.\n", context_gl
);
2360 wined3d_from_cs(device
->cs
);
2362 /* We delay destroying a context when it is active. The context_release()
2363 * function invokes wined3d_context_gl_destroy() again while leaving the
2365 if (context_gl
->level
)
2367 TRACE("Delaying destruction of context %p.\n", context_gl
);
2368 context_gl
->c
.destroy_delayed
= 1;
2369 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2370 context_gl
->c
.swapchain
= NULL
;
2374 device_context_remove(device
, &context_gl
->c
);
2376 if (context_gl
->c
.current
&& context_gl
->tid
!= GetCurrentThreadId())
2378 struct wined3d_gl_info
*gl_info
;
2380 /* Make a copy of gl_info for wined3d_context_gl_cleanup() use, the
2381 * one in wined3d_adapter may go away in the meantime. */
2382 gl_info
= heap_alloc(sizeof(*gl_info
));
2383 *gl_info
= *context_gl
->gl_info
;
2384 context_gl
->gl_info
= gl_info
;
2385 context_gl
->c
.destroyed
= 1;
2390 wined3d_context_gl_cleanup(context_gl
);
2391 TlsSetValue(context_get_tls_idx(), NULL
);
2392 heap_free(context_gl
);
2395 const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d_context_gl
*context_gl
,
2396 const struct wined3d_shader_version
*shader_version
, unsigned int *base
, unsigned int *count
)
2398 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2400 if (!shader_version
)
2403 *count
= WINED3D_MAX_TEXTURES
;
2404 return context_gl
->tex_unit_map
;
2407 if (shader_version
->major
>= 4)
2409 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, shader_version
->type
, base
, count
);
2413 switch (shader_version
->type
)
2415 case WINED3D_SHADER_TYPE_PIXEL
:
2417 *count
= WINED3D_MAX_FRAGMENT_SAMPLERS
;
2419 case WINED3D_SHADER_TYPE_VERTEX
:
2420 *base
= WINED3D_MAX_FRAGMENT_SAMPLERS
;
2421 *count
= WINED3D_MAX_VERTEX_SAMPLERS
;
2424 ERR("Unhandled shader type %#x.\n", shader_version
->type
);
2429 return context_gl
->tex_unit_map
;
2432 static void wined3d_context_gl_get_rt_size(const struct wined3d_context_gl
*context_gl
, SIZE
*size
)
2434 const struct wined3d_texture
*rt
= context_gl
->c
.current_rt
.texture
;
2441 GetClientRect(context_gl
->window
, &window_size
);
2442 size
->cx
= window_size
.right
- window_size
.left
;
2443 size
->cy
= window_size
.bottom
- window_size
.top
;
2448 level
= context_gl
->c
.current_rt
.sub_resource_idx
% rt
->level_count
;
2449 size
->cx
= wined3d_texture_get_level_width(rt
, level
);
2450 size
->cy
= wined3d_texture_get_level_height(rt
, level
);
2453 void wined3d_context_gl_enable_clip_distances(struct wined3d_context_gl
*context_gl
, uint32_t enable_mask
)
2455 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2456 unsigned int clip_distance_count
, i
;
2457 uint32_t disable_mask
, current_mask
;
2459 clip_distance_count
= gl_info
->limits
.user_clip_distances
;
2460 disable_mask
= ~enable_mask
;
2461 enable_mask
&= (1u << clip_distance_count
) - 1;
2462 disable_mask
&= (1u << clip_distance_count
) - 1;
2463 current_mask
= context_gl
->c
.clip_distance_mask
;
2464 context_gl
->c
.clip_distance_mask
= enable_mask
;
2466 enable_mask
&= ~current_mask
;
2469 i
= wined3d_bit_scan(&enable_mask
);
2470 gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_DISTANCE0
+ i
);
2472 disable_mask
&= current_mask
;
2473 while (disable_mask
)
2475 i
= wined3d_bit_scan(&disable_mask
);
2476 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_DISTANCE0
+ i
);
2478 checkGLcall("toggle clip distances");
2481 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
2483 return rt_mask
& (1u << 31);
2486 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
2488 return rt_mask
& ~(1u << 31);
2491 /* Context activation is done by the caller. */
2492 static void wined3d_context_gl_apply_draw_buffers(struct wined3d_context_gl
*context_gl
, uint32_t rt_mask
)
2494 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2495 GLenum draw_buffers
[MAX_RENDER_TARGET_VIEWS
];
2499 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_NONE
);
2501 else if (is_rt_mask_onscreen(rt_mask
))
2503 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
2507 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2514 draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
2516 draw_buffers
[i
] = GL_NONE
;
2522 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
2524 GL_EXTCALL(glDrawBuffers(i
, draw_buffers
));
2528 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffers
[0]);
2533 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2537 checkGLcall("apply draw buffers");
2540 /* Context activation is done by the caller. */
2541 void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl
*context_gl
, GLenum buffer
)
2543 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2544 struct fbo_entry
*current_fbo
= context_gl
->current_fbo
;
2545 uint32_t new_mask
= context_generate_rt_mask(buffer
);
2546 uint32_t *current_mask
;
2548 current_mask
= current_fbo
? ¤t_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
2549 if (new_mask
== *current_mask
)
2552 gl_info
->gl_ops
.gl
.p_glDrawBuffer(buffer
);
2553 checkGLcall("glDrawBuffer()");
2555 *current_mask
= new_mask
;
2558 /* Context activation is done by the caller. */
2559 void wined3d_context_gl_active_texture(struct wined3d_context_gl
*context_gl
,
2560 const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
2562 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ unit
));
2563 checkGLcall("glActiveTexture");
2564 context_gl
->active_texture
= unit
;
2567 void wined3d_context_gl_bind_bo(struct wined3d_context_gl
*context_gl
, GLenum binding
, GLuint name
)
2569 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2571 if (binding
== GL_ELEMENT_ARRAY_BUFFER
)
2572 context_invalidate_state(&context_gl
->c
, STATE_INDEXBUFFER
);
2574 GL_EXTCALL(glBindBuffer(binding
, name
));
2577 void wined3d_context_gl_bind_texture(struct wined3d_context_gl
*context_gl
, GLenum target
, GLuint name
)
2579 const struct wined3d_dummy_textures
*textures
= &wined3d_device_gl(context_gl
->c
.device
)->dummy_textures
;
2580 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2581 GLenum old_texture_type
;
2585 gl_info
->gl_ops
.gl
.p_glBindTexture(target
, name
);
2589 unit
= context_gl
->active_texture
;
2590 old_texture_type
= context_gl
->texture_type
[unit
];
2591 if (old_texture_type
!= target
)
2593 switch (old_texture_type
)
2599 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, textures
->tex_1d
);
2601 case GL_TEXTURE_1D_ARRAY
:
2602 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D_ARRAY
, textures
->tex_1d_array
);
2605 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, textures
->tex_2d
);
2607 case GL_TEXTURE_2D_ARRAY
:
2608 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, textures
->tex_2d_array
);
2610 case GL_TEXTURE_RECTANGLE_ARB
:
2611 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, textures
->tex_rect
);
2613 case GL_TEXTURE_CUBE_MAP
:
2614 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, textures
->tex_cube
);
2616 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2617 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, textures
->tex_cube_array
);
2620 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, textures
->tex_3d
);
2622 case GL_TEXTURE_BUFFER
:
2623 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, textures
->tex_buffer
);
2625 case GL_TEXTURE_2D_MULTISAMPLE
:
2626 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE
, textures
->tex_2d_ms
);
2628 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
2629 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, textures
->tex_2d_ms_array
);
2632 ERR("Unexpected texture target %#x.\n", old_texture_type
);
2635 context_gl
->texture_type
[unit
] = target
;
2638 checkGLcall("bind texture");
2641 void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl
*context_gl
,
2642 const struct wined3d_bo_address
*data
, size_t size
, GLenum binding
, DWORD flags
)
2644 const struct wined3d_gl_info
*gl_info
;
2647 if (!data
->buffer_object
)
2650 gl_info
= context_gl
->gl_info
;
2651 wined3d_context_gl_bind_bo(context_gl
, binding
, data
->buffer_object
);
2653 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
2655 memory
= GL_EXTCALL(glMapBufferRange(binding
, (INT_PTR
)data
->addr
,
2656 size
, wined3d_resource_gl_map_flags(flags
)));
2660 memory
= GL_EXTCALL(glMapBuffer(binding
, wined3d_resource_gl_legacy_map_flags(flags
)));
2661 memory
+= (INT_PTR
)data
->addr
;
2664 wined3d_context_gl_bind_bo(context_gl
, binding
, 0);
2665 checkGLcall("Map buffer object");
2670 void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl
*context_gl
, const struct wined3d_bo_address
*data
,
2671 GLenum binding
, unsigned int range_count
, const struct wined3d_map_range
*ranges
)
2673 const struct wined3d_gl_info
*gl_info
;
2676 if (!data
->buffer_object
)
2679 gl_info
= context_gl
->gl_info
;
2680 wined3d_context_gl_bind_bo(context_gl
, binding
, data
->buffer_object
);
2682 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
2684 for (i
= 0; i
< range_count
; ++i
)
2686 GL_EXTCALL(glFlushMappedBufferRange(binding
, (UINT_PTR
)data
->addr
+ ranges
[i
].offset
, ranges
[i
].size
));
2690 GL_EXTCALL(glUnmapBuffer(binding
));
2691 wined3d_context_gl_bind_bo(context_gl
, binding
, 0);
2692 checkGLcall("Unmap buffer object");
2695 void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl
*context_gl
,
2696 const struct wined3d_bo_address
*dst
, GLenum dst_binding
,
2697 const struct wined3d_bo_address
*src
, GLenum src_binding
, size_t size
)
2699 const struct wined3d_gl_info
*gl_info
;
2700 struct wined3d_map_range range
;
2701 BYTE
*dst_ptr
, *src_ptr
;
2703 gl_info
= context_gl
->gl_info
;
2705 if (dst
->buffer_object
&& src
->buffer_object
)
2707 if (gl_info
->supported
[ARB_COPY_BUFFER
])
2709 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER
, src
->buffer_object
));
2710 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER
, dst
->buffer_object
));
2711 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER
, GL_COPY_WRITE_BUFFER
,
2712 (GLintptr
)src
->addr
, (GLintptr
)dst
->addr
, size
));
2713 checkGLcall("direct buffer copy");
2717 src_ptr
= wined3d_context_gl_map_bo_address(context_gl
, src
, size
, src_binding
, WINED3D_MAP_READ
);
2718 dst_ptr
= wined3d_context_gl_map_bo_address(context_gl
, dst
, size
, dst_binding
, WINED3D_MAP_WRITE
);
2720 memcpy(dst_ptr
, src_ptr
, size
);
2724 wined3d_context_gl_unmap_bo_address(context_gl
, dst
, dst_binding
, 1, &range
);
2725 wined3d_context_gl_unmap_bo_address(context_gl
, src
, src_binding
, 0, NULL
);
2728 else if (!dst
->buffer_object
&& src
->buffer_object
)
2730 wined3d_context_gl_bind_bo(context_gl
, src_binding
, src
->buffer_object
);
2731 GL_EXTCALL(glGetBufferSubData(src_binding
, (GLintptr
)src
->addr
, size
, dst
->addr
));
2732 checkGLcall("buffer download");
2734 else if (dst
->buffer_object
&& !src
->buffer_object
)
2736 wined3d_context_gl_bind_bo(context_gl
, dst_binding
, dst
->buffer_object
);
2737 GL_EXTCALL(glBufferSubData(dst_binding
, (GLintptr
)dst
->addr
, size
, src
->addr
));
2738 checkGLcall("buffer upload");
2742 memcpy(dst
->addr
, src
->addr
, size
);
2746 static void wined3d_context_gl_set_render_offscreen(struct wined3d_context_gl
*context_gl
, BOOL offscreen
)
2748 if (context_gl
->c
.render_offscreen
== offscreen
)
2751 context_invalidate_state(&context_gl
->c
, STATE_VIEWPORT
);
2752 context_invalidate_state(&context_gl
->c
, STATE_SCISSORRECT
);
2753 if (!context_gl
->gl_info
->supported
[ARB_CLIP_CONTROL
])
2755 context_invalidate_state(&context_gl
->c
, STATE_RASTERIZER
);
2756 context_invalidate_state(&context_gl
->c
, STATE_POINTSPRITECOORDORIGIN
);
2757 context_invalidate_state(&context_gl
->c
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2759 context_invalidate_state(&context_gl
->c
, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
));
2760 if (context_gl
->gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2761 context_invalidate_state(&context_gl
->c
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
2762 context_gl
->c
.render_offscreen
= offscreen
;
2765 GLenum
wined3d_context_gl_get_offscreen_gl_buffer(const struct wined3d_context_gl
*context_gl
)
2767 switch (wined3d_settings
.offscreen_rendering_mode
)
2770 return GL_COLOR_ATTACHMENT0
;
2772 case ORM_BACKBUFFER
:
2773 return context_gl
->aux_buffers
> 0 ? GL_AUX0
: GL_BACK
;
2776 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
2781 static uint32_t wined3d_context_gl_generate_rt_mask_no_fbo(const struct wined3d_context_gl
*context_gl
,
2782 struct wined3d_resource
*rt
)
2784 if (!rt
|| rt
->format
->id
== WINED3DFMT_NULL
)
2786 else if (rt
->type
!= WINED3D_RTYPE_BUFFER
&& texture_from_resource(rt
)->swapchain
)
2787 return context_generate_rt_mask_from_resource(rt
);
2789 return context_generate_rt_mask(wined3d_context_gl_get_offscreen_gl_buffer(context_gl
));
2792 /* Context activation is done by the caller. */
2793 void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl
*context_gl
, const struct wined3d_device
*device
)
2795 struct wined3d_context
*context
= &context_gl
->c
;
2796 const struct wined3d_gl_info
*gl_info
;
2797 uint32_t rt_mask
, *cur_mask
;
2798 struct wined3d_texture
*rt
;
2799 unsigned int sampler
;
2802 TRACE("Setting up context %p for blitting.\n", context
);
2804 gl_info
= context_gl
->gl_info
;
2805 rt
= context
->current_rt
.texture
;
2807 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2809 if (context
->render_offscreen
)
2811 wined3d_texture_load(rt
, context
, FALSE
);
2813 wined3d_context_gl_apply_fbo_state_blit(context_gl
, GL_FRAMEBUFFER
, &rt
->resource
,
2814 context
->current_rt
.sub_resource_idx
, NULL
, 0, rt
->resource
.draw_binding
);
2815 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
2822 context_gl
->current_fbo
= NULL
;
2823 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
2824 rt_mask
= context_generate_rt_mask_from_resource(&rt
->resource
);
2829 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, &rt
->resource
);
2832 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
2834 if (rt_mask
!= *cur_mask
)
2836 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
2837 *cur_mask
= rt_mask
;
2840 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2841 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
2842 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2844 wined3d_context_gl_get_rt_size(context_gl
, &rt_size
);
2846 if (context
->last_was_blit
)
2848 if (context_gl
->blit_size
.cx
!= rt_size
.cx
|| context_gl
->blit_size
.cy
!= rt_size
.cy
)
2850 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, rt_size
.cx
, rt_size
.cy
);
2851 context
->viewport_count
= WINED3D_MAX_VIEWPORTS
;
2852 context_gl
->blit_size
= rt_size
;
2853 /* No need to dirtify here, the states are still dirtified because
2854 * they weren't applied since the last context_apply_blit_state()
2857 checkGLcall("blit state application");
2858 TRACE("Context is already set up for blitting, nothing to do.\n");
2861 context
->last_was_blit
= TRUE
;
2863 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
2864 GL_EXTCALL(glBindSampler(0, 0));
2865 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
2867 sampler
= context_gl
->rev_tex_unit_map
[0];
2868 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
2870 if (sampler
< WINED3D_MAX_TEXTURES
)
2872 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ sampler
));
2873 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
2875 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
2877 context_invalidate_compute_state(context
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
2878 context_invalidate_state(context
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
2880 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2882 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
2883 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
));
2885 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
2886 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZENABLE
));
2887 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2888 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2889 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
2890 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CULLMODE
));
2891 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
2892 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
2893 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
2894 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
2895 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2897 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
2898 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
));
2900 if (gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
2902 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
2903 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
2905 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
2906 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
2907 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
2908 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
2909 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
2911 context
->last_was_rhw
= TRUE
;
2912 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
2914 wined3d_context_gl_enable_clip_distances(context_gl
, 0);
2915 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CLIPPING
));
2917 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
2918 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
2919 GL_EXTCALL(glClipControl(GL_LOWER_LEFT
, GL_NEGATIVE_ONE_TO_ONE
));
2920 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, rt_size
.cx
, rt_size
.cy
);
2921 context
->viewport_count
= WINED3D_MAX_VIEWPORTS
;
2922 context_invalidate_state(context
, STATE_VIEWPORT
);
2924 device
->shader_backend
->shader_disable(device
->shader_priv
, context
);
2926 context_gl
->blit_size
= rt_size
;
2928 checkGLcall("blit state application");
2931 static void wined3d_context_gl_apply_blit_projection(const struct wined3d_context_gl
*context_gl
,
2932 unsigned int w
, unsigned int h
)
2934 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2935 const GLdouble projection
[] =
2937 2.0 / w
, 0.0, 0.0, 0.0,
2938 0.0, 2.0 / h
, 0.0, 0.0,
2940 -1.0, -1.0, -1.0, 1.0,
2943 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
2944 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
2947 /* Setup OpenGL states for fixed-function blitting. */
2948 /* Context activation is done by the caller. */
2949 void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl
*context_gl
,
2950 const struct wined3d_device
*device
)
2952 struct wined3d_context
*context
= &context_gl
->c
;
2953 const struct wined3d_gl_info
*gl_info
;
2954 unsigned int i
, sampler
;
2956 gl_info
= context_gl
->gl_info
;
2957 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2958 ERR("Applying fixed-function state without legacy context support.\n");
2960 if (context
->last_was_ffp_blit
)
2964 wined3d_context_gl_get_rt_size(context_gl
, &rt_size
);
2965 if (context_gl
->blit_size
.cx
!= rt_size
.cx
|| context_gl
->blit_size
.cy
!= rt_size
.cy
)
2966 wined3d_context_gl_apply_blit_projection(context_gl
, rt_size
.cx
, rt_size
.cy
);
2967 wined3d_context_gl_apply_blit_state(context_gl
, device
);
2969 checkGLcall("ffp blit state application");
2972 context
->last_was_ffp_blit
= TRUE
;
2974 wined3d_context_gl_apply_blit_state(context_gl
, device
);
2976 /* Disable all textures. The caller can then bind a texture it wants to blit
2978 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
2980 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
2982 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
2983 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
2984 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
2985 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
2986 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
2987 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
2989 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
2991 sampler
= context_gl
->rev_tex_unit_map
[i
];
2992 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
2994 if (sampler
< WINED3D_MAX_TEXTURES
)
2995 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
2996 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
3000 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
3002 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3003 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3004 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3005 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3006 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3007 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3009 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
3010 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
3011 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
, GL_TEXTURE_LOD_BIAS_EXT
, 0.0f
);
3013 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
3014 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3016 /* Setup transforms. */
3017 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3018 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3019 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3020 wined3d_context_gl_apply_blit_projection(context_gl
, context_gl
->blit_size
.cx
, context_gl
->blit_size
.cy
);
3021 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
3023 /* Other misc states. */
3024 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
3025 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_LIGHTING
));
3026 gl_info
->p_glDisableWINE(GL_FOG
);
3027 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
));
3029 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
3031 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
3032 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
3034 checkGLcall("ffp blit state application");
3037 static BOOL
have_framebuffer_attachment(unsigned int rt_count
, struct wined3d_rendertarget_view
* const *rts
,
3038 const struct wined3d_rendertarget_view
*ds
)
3045 for (i
= 0; i
< rt_count
; ++i
)
3047 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3054 /* Context activation is done by the caller. */
3055 BOOL
wined3d_context_gl_apply_clear_state(struct wined3d_context_gl
*context_gl
,
3056 const struct wined3d_state
*state
, unsigned int rt_count
, const struct wined3d_fb_state
*fb
)
3058 struct wined3d_rendertarget_view
* const *rts
= fb
->render_targets
;
3059 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3060 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
3061 uint32_t rt_mask
= 0, *cur_mask
;
3064 if (isStateDirty(&context_gl
->c
, STATE_FRAMEBUFFER
) || fb
!= state
->fb
3065 || rt_count
!= gl_info
->limits
.buffers
)
3067 if (!have_framebuffer_attachment(rt_count
, rts
, dsv
))
3069 WARN("Invalid render target config, need at least one attachment.\n");
3073 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3075 struct wined3d_rendertarget_info ds_info
= {{0}};
3077 if (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
))
3079 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
3080 for (i
= 0; i
< rt_count
; ++i
)
3084 struct wined3d_rendertarget_view_gl
*rtv_gl
= wined3d_rendertarget_view_gl(rts
[i
]);
3085 context_gl
->blit_targets
[i
].gl_view
= rtv_gl
->gl_view
;
3086 context_gl
->blit_targets
[i
].resource
= rtv_gl
->v
.resource
;
3087 context_gl
->blit_targets
[i
].sub_resource_idx
= rtv_gl
->v
.sub_resource_idx
;
3088 context_gl
->blit_targets
[i
].layer_count
= rtv_gl
->v
.layer_count
;
3090 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3091 rt_mask
|= (1u << i
);
3096 struct wined3d_rendertarget_view_gl
*dsv_gl
= wined3d_rendertarget_view_gl(dsv
);
3097 ds_info
.gl_view
= dsv_gl
->gl_view
;
3098 ds_info
.resource
= dsv_gl
->v
.resource
;
3099 ds_info
.sub_resource_idx
= dsv_gl
->v
.sub_resource_idx
;
3100 ds_info
.layer_count
= dsv_gl
->v
.layer_count
;
3103 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, context_gl
->blit_targets
, &ds_info
,
3104 rt_count
? rts
[0]->resource
->draw_binding
: 0, dsv
? dsv
->resource
->draw_binding
: 0);
3108 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, NULL
, &ds_info
,
3109 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3110 rt_mask
= context_generate_rt_mask_from_resource(rts
[0]->resource
);
3113 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
3114 * next draw. Otherwise we could mark the framebuffer state clean here, once the
3115 * state management allows this */
3116 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
3120 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rt_count
? rts
[0]->resource
: NULL
);
3123 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
3124 && (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
)))
3126 for (i
= 0; i
< rt_count
; ++i
)
3128 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3129 rt_mask
|= (1u << i
);
3134 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rt_count
? rts
[0]->resource
: NULL
);
3137 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3139 if (rt_mask
!= *cur_mask
)
3141 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3142 *cur_mask
= rt_mask
;
3143 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
3146 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3147 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
3149 context_gl
->c
.last_was_blit
= FALSE
;
3150 context_gl
->c
.last_was_ffp_blit
= FALSE
;
3152 /* Blending and clearing should be orthogonal, but tests on the nvidia
3153 * driver show that disabling blending when clearing improves the clearing
3154 * performance incredibly. */
3155 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
3156 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
3157 if (rt_count
&& gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
3159 if (needs_srgb_write(&context_gl
->c
, state
, fb
))
3160 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
3162 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
3163 context_invalidate_state(&context_gl
->c
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3165 checkGLcall("setting up state for clear");
3167 context_invalidate_state(&context_gl
->c
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
3168 context_invalidate_state(&context_gl
->c
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
3169 context_invalidate_state(&context_gl
->c
, STATE_SCISSORRECT
);
3174 static uint32_t find_draw_buffers_mask(const struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
)
3176 struct wined3d_rendertarget_view
* const *rts
= state
->fb
->render_targets
;
3177 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3178 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3179 unsigned int rt_mask
, mask
;
3182 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
3183 return wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rts
[0]->resource
);
3184 else if (!context_gl
->c
.render_offscreen
)
3185 return context_generate_rt_mask_from_resource(rts
[0]->resource
);
3187 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
3188 rt_mask
&= (1u << gl_info
->limits
.buffers
) - 1;
3193 i
= wined3d_bit_scan(&mask
);
3194 if (!rts
[i
] || rts
[i
]->format
->id
== WINED3DFMT_NULL
)
3195 rt_mask
&= ~(1u << i
);
3201 /* Context activation is done by the caller. */
3202 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3204 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3205 uint32_t rt_mask
= find_draw_buffers_mask(context_gl
, state
);
3206 const struct wined3d_fb_state
*fb
= state
->fb
;
3207 DWORD color_location
= 0;
3210 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3212 struct wined3d_rendertarget_info ds_info
= {{0}};
3214 if (!context
->render_offscreen
)
3216 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, NULL
, &ds_info
,
3217 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3221 const struct wined3d_rendertarget_view_gl
*view_gl
;
3224 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
3225 for (i
= 0; i
< context_gl
->gl_info
->limits
.buffers
; ++i
)
3227 if (!fb
->render_targets
[i
])
3230 view_gl
= wined3d_rendertarget_view_gl(fb
->render_targets
[i
]);
3231 context_gl
->blit_targets
[i
].gl_view
= view_gl
->gl_view
;
3232 context_gl
->blit_targets
[i
].resource
= view_gl
->v
.resource
;
3233 context_gl
->blit_targets
[i
].sub_resource_idx
= view_gl
->v
.sub_resource_idx
;
3234 context_gl
->blit_targets
[i
].layer_count
= view_gl
->v
.layer_count
;
3236 if (!color_location
)
3237 color_location
= view_gl
->v
.resource
->draw_binding
;
3240 if (fb
->depth_stencil
)
3242 view_gl
= wined3d_rendertarget_view_gl(fb
->depth_stencil
);
3243 ds_info
.gl_view
= view_gl
->gl_view
;
3244 ds_info
.resource
= view_gl
->v
.resource
;
3245 ds_info
.sub_resource_idx
= view_gl
->v
.sub_resource_idx
;
3246 ds_info
.layer_count
= view_gl
->v
.layer_count
;
3249 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, context_gl
->blit_targets
, &ds_info
,
3250 color_location
, fb
->depth_stencil
? fb
->depth_stencil
->resource
->draw_binding
: 0);
3254 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3255 if (rt_mask
!= *cur_mask
)
3257 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3258 *cur_mask
= rt_mask
;
3260 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
3263 static void wined3d_context_gl_map_stage(struct wined3d_context_gl
*context_gl
, unsigned int stage
, unsigned int unit
)
3265 unsigned int i
= context_gl
->rev_tex_unit_map
[unit
];
3266 unsigned int j
= context_gl
->tex_unit_map
[stage
];
3268 TRACE("Mapping stage %u to unit %u.\n", stage
, unit
);
3269 context_gl
->tex_unit_map
[stage
] = unit
;
3270 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
3271 context_gl
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
3273 context_gl
->rev_tex_unit_map
[unit
] = stage
;
3274 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
3275 context_gl
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
3278 static void context_invalidate_texture_stage(struct wined3d_context
*context
, DWORD stage
)
3282 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
3283 context_invalidate_state(context
, STATE_TEXTURESTAGE(stage
, i
));
3286 static void context_update_fixed_function_usage_map(struct wined3d_context
*context
,
3287 const struct wined3d_state
*state
)
3291 context
->fixed_function_usage_map
= 0;
3292 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
3294 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
3295 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
3296 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
3297 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
3298 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
3299 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
3300 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
3301 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
3303 /* Not used, and disable higher stages. */
3304 if (color_op
== WINED3D_TOP_DISABLE
)
3307 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
3308 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
3309 || ((color_arg3
== WINED3DTA_TEXTURE
)
3310 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
3311 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
3312 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
3313 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
3314 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
3315 context
->fixed_function_usage_map
|= (1u << i
);
3317 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
3318 && i
< WINED3D_MAX_TEXTURES
- 1)
3319 context
->fixed_function_usage_map
|= (1u << (i
+ 1));
3322 if (i
< context
->lowest_disabled_stage
)
3325 end
= context
->lowest_disabled_stage
;
3329 start
= context
->lowest_disabled_stage
;
3333 context
->lowest_disabled_stage
= i
;
3334 for (i
= start
+ 1; i
< end
; ++i
)
3336 context_invalidate_state(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3340 static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_context_gl
*context_gl
,
3341 const struct wined3d_state
*state
)
3343 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
3344 unsigned int i
, tex
;
3347 ffu_map
= context_gl
->c
.fixed_function_usage_map
;
3349 if (d3d_info
->limits
.ffp_textures
== d3d_info
->limits
.ffp_blend_stages
3350 || context_gl
->c
.lowest_disabled_stage
<= d3d_info
->limits
.ffp_textures
)
3352 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3357 if (context_gl
->tex_unit_map
[i
] != i
)
3359 wined3d_context_gl_map_stage(context_gl
, i
, i
);
3360 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3361 context_invalidate_texture_stage(&context_gl
->c
, i
);
3367 /* Now work out the mapping */
3369 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3374 if (context_gl
->tex_unit_map
[i
] != tex
)
3376 wined3d_context_gl_map_stage(context_gl
, i
, tex
);
3377 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3378 context_invalidate_texture_stage(&context_gl
->c
, i
);
3385 static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
)
3387 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
3388 const struct wined3d_shader_resource_info
*resource_info
=
3389 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3392 for (i
= 0; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
3394 if (resource_info
[i
].type
&& context_gl
->tex_unit_map
[i
] != i
)
3396 wined3d_context_gl_map_stage(context_gl
, i
, i
);
3397 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3398 if (i
< d3d_info
->limits
.ffp_blend_stages
)
3399 context_invalidate_texture_stage(&context_gl
->c
, i
);
3404 static BOOL
wined3d_context_gl_unit_free_for_vs(const struct wined3d_context_gl
*context_gl
,
3405 const struct wined3d_shader_resource_info
*ps_resource_info
, unsigned int unit
)
3407 unsigned int current_mapping
= context_gl
->rev_tex_unit_map
[unit
];
3409 /* Not currently used */
3410 if (current_mapping
== WINED3D_UNMAPPED_STAGE
)
3413 if (current_mapping
< WINED3D_MAX_FRAGMENT_SAMPLERS
)
3415 /* Used by a fragment sampler */
3417 if (!ps_resource_info
)
3419 /* No pixel shader, check fixed function */
3420 return current_mapping
>= WINED3D_MAX_TEXTURES
3421 || !(context_gl
->c
.fixed_function_usage_map
& (1u << current_mapping
));
3424 /* Pixel shader, check the shader's sampler map */
3425 return !ps_resource_info
[current_mapping
].type
;
3431 static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl
*context_gl
,
3432 BOOL ps
, const struct wined3d_state
*state
)
3434 const struct wined3d_shader_resource_info
*vs_resource_info
=
3435 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
;
3436 const struct wined3d_shader_resource_info
*ps_resource_info
= NULL
;
3437 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3438 int start
= min(WINED3D_MAX_COMBINED_SAMPLERS
, gl_info
->limits
.graphics_samplers
) - 1;
3441 /* Note that we only care if a resource is used or not, not the
3442 * resource's specific type. Otherwise we'd need to call
3443 * shader_update_samplers() here for 1.x pixelshaders. */
3445 ps_resource_info
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3447 for (i
= 0; i
< WINED3D_MAX_VERTEX_SAMPLERS
; ++i
)
3449 DWORD vsampler_idx
= i
+ WINED3D_MAX_FRAGMENT_SAMPLERS
;
3450 if (vs_resource_info
[i
].type
)
3454 if (wined3d_context_gl_unit_free_for_vs(context_gl
, ps_resource_info
, start
))
3456 if (context_gl
->tex_unit_map
[vsampler_idx
] != start
)
3458 wined3d_context_gl_map_stage(context_gl
, vsampler_idx
, start
);
3459 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(vsampler_idx
));
3468 if (context_gl
->tex_unit_map
[vsampler_idx
] == WINED3D_UNMAPPED_STAGE
)
3469 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i
);
3474 static void wined3d_context_gl_update_tex_unit_map(struct wined3d_context_gl
*context_gl
,
3475 const struct wined3d_state
*state
)
3477 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3478 BOOL vs
= use_vs(state
);
3479 BOOL ps
= use_ps(state
);
3482 context_update_fixed_function_usage_map(&context_gl
->c
, state
);
3484 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3485 * need a 1:1 map at the moment.
3486 * When the mapping of a stage is changed, sampler and ALL texture stage
3487 * states have to be reset. */
3489 if (gl_info
->limits
.graphics_samplers
>= WINED3D_MAX_COMBINED_SAMPLERS
)
3493 wined3d_context_gl_map_psamplers(context_gl
, state
);
3495 wined3d_context_gl_map_fixed_function_samplers(context_gl
, state
);
3498 wined3d_context_gl_map_vsamplers(context_gl
, ps
, state
);
3501 /* Context activation is done by the caller. */
3502 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3504 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3505 uint32_t rt_mask
, *cur_mask
;
3507 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
3509 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3510 rt_mask
= find_draw_buffers_mask(context_gl
, state
);
3511 if (rt_mask
!= *cur_mask
)
3513 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3514 *cur_mask
= rt_mask
;
3518 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
3520 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
3521 *regnum
= WINED3D_FFP_POSITION
;
3522 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
3523 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
3524 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
3525 *regnum
= WINED3D_FFP_BLENDINDICES
;
3526 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
3527 *regnum
= WINED3D_FFP_NORMAL
;
3528 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
3529 *regnum
= WINED3D_FFP_PSIZE
;
3530 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
3531 *regnum
= WINED3D_FFP_DIFFUSE
;
3532 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
3533 *regnum
= WINED3D_FFP_SPECULAR
;
3534 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
3535 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
3538 WARN("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage
), usage_idx
);
3546 /* Context activation is done by the caller. */
3547 void wined3d_stream_info_from_declaration(struct wined3d_stream_info
*stream_info
,
3548 const struct wined3d_state
*state
, const struct wined3d_d3d_info
*d3d_info
)
3550 /* We need to deal with frequency data! */
3551 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
3552 BOOL generic_attributes
= d3d_info
->ffp_generic_attributes
;
3553 BOOL use_vshader
= use_vs(state
);
3556 stream_info
->use_map
= 0;
3557 stream_info
->swizzle_map
= 0;
3558 stream_info
->position_transformed
= 0;
3563 stream_info
->position_transformed
= declaration
->position_transformed
;
3565 /* Translate the declaration into strided data. */
3566 for (i
= 0; i
< declaration
->element_count
; ++i
)
3568 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
3569 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
3573 TRACE("%p Element %p (%u of %u).\n", declaration
->elements
,
3574 element
, i
+ 1, declaration
->element_count
);
3576 if (!stream
->buffer
)
3579 TRACE("offset %u input_slot %u usage_idx %d.\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
3583 if (element
->output_slot
== WINED3D_OUTPUT_SLOT_UNUSED
)
3585 stride_used
= FALSE
;
3587 else if (element
->output_slot
== WINED3D_OUTPUT_SLOT_SEMANTIC
)
3589 /* TODO: Assuming vertexdeclarations are usually used with the
3590 * same or a similar shader, it might be worth it to store the
3591 * last used output slot and try that one first. */
3592 stride_used
= vshader_get_input(state
->shader
[WINED3D_SHADER_TYPE_VERTEX
],
3593 element
->usage
, element
->usage_idx
, &idx
);
3597 idx
= element
->output_slot
;
3603 if (!generic_attributes
&& !element
->ffp_valid
)
3605 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
3606 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
3607 stride_used
= FALSE
;
3611 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
3617 TRACE("Load %s array %u [usage %s, usage_idx %u, "
3618 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
3619 use_vshader
? "shader": "fixed function", idx
,
3620 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
3621 element
->offset
, stream
->stride
, debug_d3dformat(element
->format
->id
),
3622 debug_d3dinput_classification(element
->input_slot_class
), element
->instance_data_step_rate
);
3624 stream_info
->elements
[idx
].format
= element
->format
;
3625 stream_info
->elements
[idx
].data
.buffer_object
= 0;
3626 stream_info
->elements
[idx
].data
.addr
= (BYTE
*)NULL
+ stream
->offset
+ element
->offset
;
3627 stream_info
->elements
[idx
].stride
= stream
->stride
;
3628 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
3629 if (stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
3631 stream_info
->elements
[idx
].divisor
= 1;
3633 else if (element
->input_slot_class
== WINED3D_INPUT_PER_INSTANCE_DATA
)
3635 stream_info
->elements
[idx
].divisor
= element
->instance_data_step_rate
;
3636 if (!element
->instance_data_step_rate
)
3637 FIXME("Instance step rate 0 not implemented.\n");
3641 stream_info
->elements
[idx
].divisor
= 0;
3644 if (!d3d_info
->vertex_bgra
&& element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
3646 stream_info
->swizzle_map
|= 1u << idx
;
3648 stream_info
->use_map
|= 1u << idx
;
3653 /* Context activation is done by the caller. */
3654 static void context_update_stream_info(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3656 struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
3657 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3658 DWORD prev_all_vbo
= stream_info
->all_vbo
;
3662 wined3d_stream_info_from_declaration(stream_info
, state
, d3d_info
);
3664 stream_info
->all_vbo
= 1;
3665 context
->buffer_fence_count
= 0;
3666 for (i
= 0, map
= stream_info
->use_map
; map
; map
>>= 1, ++i
)
3668 struct wined3d_stream_info_element
*element
;
3669 struct wined3d_bo_address data
;
3670 struct wined3d_buffer
*buffer
;
3675 element
= &stream_info
->elements
[i
];
3676 buffer
= state
->streams
[element
->stream_idx
].buffer
;
3678 /* We can't use VBOs if the base vertex index is negative. OpenGL
3679 * doesn't accept negative offsets (or rather offsets bigger than the
3680 * VBO, because the pointer is unsigned), so use system memory
3681 * sources. In most sane cases the pointer - offset will still be > 0,
3682 * otherwise it will wrap around to some big value. Hope that with the
3683 * indices the driver wraps it back internally. If not,
3684 * draw_primitive_immediate_mode() is needed, including a vertex buffer
3686 if (state
->load_base_vertex_index
< 0)
3688 WARN_(d3d_perf
)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
3689 state
->load_base_vertex_index
);
3690 element
->data
.buffer_object
= 0;
3691 element
->data
.addr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(buffer
, context
);
3692 if ((UINT_PTR
)element
->data
.addr
< -state
->load_base_vertex_index
* element
->stride
)
3693 FIXME("System memory vertex data load offset is negative!\n");
3697 wined3d_buffer_load(buffer
, context
, state
);
3698 wined3d_buffer_get_memory(buffer
, &data
, buffer
->locations
);
3699 element
->data
.buffer_object
= data
.buffer_object
;
3700 element
->data
.addr
+= (ULONG_PTR
)data
.addr
;
3703 if (!element
->data
.buffer_object
)
3704 stream_info
->all_vbo
= 0;
3707 context
->buffer_fences
[context
->buffer_fence_count
++] = buffer
->fence
;
3709 TRACE("Load array %u %s.\n", i
, debug_bo_address(&element
->data
));
3712 if (prev_all_vbo
!= stream_info
->all_vbo
)
3713 context_invalidate_state(context
, STATE_INDEXBUFFER
);
3715 context
->use_immediate_mode_draw
= FALSE
;
3717 if (stream_info
->all_vbo
)
3722 WORD slow_mask
= -!d3d_info
->ffp_generic_attributes
& (1u << WINED3D_FFP_PSIZE
);
3723 slow_mask
|= -(!d3d_info
->vertex_bgra
&& !d3d_info
->ffp_generic_attributes
)
3724 & ((1u << WINED3D_FFP_DIFFUSE
) | (1u << WINED3D_FFP_SPECULAR
) | (1u << WINED3D_FFP_BLENDWEIGHT
));
3726 if ((stream_info
->position_transformed
&& !d3d_info
->xyzrhw
)
3727 || (stream_info
->use_map
& slow_mask
))
3728 context
->use_immediate_mode_draw
= TRUE
;
3732 /* Context activation is done by the caller. */
3733 static void context_preload_texture(struct wined3d_context
*context
,
3734 const struct wined3d_state
*state
, unsigned int idx
)
3736 struct wined3d_texture
*texture
;
3738 if (!(texture
= state
->textures
[idx
]))
3741 if (wined3d_resource_check_fbo_attached(state
, &texture
->resource
, NULL
))
3742 context
->uses_fbo_attached_resources
= 1;
3744 wined3d_texture_load(texture
, context
, is_srgb_enabled(state
->sampler_states
[idx
]));
3747 /* Context activation is done by the caller. */
3748 static void context_preload_textures(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3754 for (i
= 0; i
< WINED3D_MAX_VERTEX_SAMPLERS
; ++i
)
3756 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
[i
].type
)
3757 context_preload_texture(context
, state
, WINED3D_MAX_FRAGMENT_SAMPLERS
+ i
);
3763 for (i
= 0; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
3765 if (state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
[i
].type
)
3766 context_preload_texture(context
, state
, i
);
3771 WORD ffu_map
= context
->fixed_function_usage_map
;
3773 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3776 context_preload_texture(context
, state
, i
);
3781 static void context_load_shader_resources(struct wined3d_context
*context
, const struct wined3d_state
*state
,
3782 unsigned int shader_mask
)
3784 struct wined3d_shader_sampler_map_entry
*entry
;
3785 struct wined3d_shader_resource_view
*view
;
3786 struct wined3d_shader
*shader
;
3789 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
3791 if (!(shader_mask
& (1u << i
)))
3794 if (!(shader
= state
->shader
[i
]))
3797 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
3799 if (state
->cb
[i
][j
])
3800 wined3d_buffer_load(state
->cb
[i
][j
], context
, state
);
3803 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
3805 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
3807 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
3810 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3811 wined3d_buffer_load(buffer_from_resource(view
->resource
), context
, state
);
3813 wined3d_texture_load(texture_from_resource(view
->resource
), context
, FALSE
);
3818 static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl
*context_gl
,
3819 const struct wined3d_state
*state
, enum wined3d_shader_type shader_type
)
3821 unsigned int bind_idx
, shader_sampler_count
, base
, count
, i
;
3822 const struct wined3d_device
*device
= context_gl
->c
.device
;
3823 struct wined3d_shader_sampler_map_entry
*entry
;
3824 struct wined3d_shader_resource_view
*view
;
3825 const struct wined3d_shader
*shader
;
3826 const unsigned int *tex_unit_map
;
3827 struct wined3d_sampler
*sampler
;
3829 if (!(shader
= state
->shader
[shader_type
]))
3832 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
,
3833 &shader
->reg_maps
.shader_version
, &base
, &count
);
3835 shader_sampler_count
= shader
->reg_maps
.sampler_map
.count
;
3836 if (shader_sampler_count
> count
)
3837 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3838 shader
, shader_sampler_count
, count
);
3839 count
= min(shader_sampler_count
, count
);
3841 for (i
= 0; i
< count
; ++i
)
3843 entry
= &shader
->reg_maps
.sampler_map
.entries
[i
];
3844 bind_idx
= base
+ entry
->bind_idx
;
3846 bind_idx
= tex_unit_map
[bind_idx
];
3848 if (!(view
= state
->shader_resource_view
[shader_type
][entry
->resource_idx
]))
3850 WARN("No resource view bound at index %u, %u.\n", shader_type
, entry
->resource_idx
);
3854 if (entry
->sampler_idx
== WINED3D_SAMPLER_DEFAULT
)
3855 sampler
= device
->default_sampler
;
3856 else if (!(sampler
= state
->sampler
[shader_type
][entry
->sampler_idx
]))
3857 sampler
= device
->null_sampler
;
3858 wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view
),
3859 bind_idx
, wined3d_sampler_gl(sampler
), context_gl
);
3863 static void context_load_unordered_access_resources(struct wined3d_context
*context
,
3864 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
3866 struct wined3d_unordered_access_view
*view
;
3867 struct wined3d_texture
*texture
;
3868 struct wined3d_buffer
*buffer
;
3871 context
->uses_uavs
= 0;
3876 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
3878 if (!(view
= views
[i
]))
3881 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3883 buffer
= buffer_from_resource(view
->resource
);
3884 wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
);
3885 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_BUFFER
);
3889 texture
= texture_from_resource(view
->resource
);
3890 wined3d_texture_load(texture
, context
, FALSE
);
3891 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3894 context
->uses_uavs
= 1;
3898 static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl
*context_gl
,
3899 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
3901 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3902 struct wined3d_unordered_access_view_gl
*view_gl
;
3903 const struct wined3d_format_gl
*format_gl
;
3904 GLuint texture_name
;
3911 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
3915 if (shader
->reg_maps
.uav_resource_info
[i
].type
)
3916 WARN("No unordered access view bound at index %u.\n", i
);
3917 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
3921 view_gl
= wined3d_unordered_access_view_gl(views
[i
]);
3922 if (view_gl
->gl_view
.name
)
3924 texture_name
= view_gl
->gl_view
.name
;
3927 else if (view_gl
->v
.resource
->type
!= WINED3D_RTYPE_BUFFER
)
3929 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(texture_from_resource(view_gl
->v
.resource
));
3930 texture_name
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, FALSE
);
3931 level
= view_gl
->v
.desc
.u
.texture
.level_idx
;
3935 FIXME("Unsupported buffer unordered access view.\n");
3936 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
3940 format_gl
= wined3d_format_gl(view_gl
->v
.format
);
3941 GL_EXTCALL(glBindImageTexture(i
, texture_name
, level
, GL_TRUE
, 0, GL_READ_WRITE
,
3942 format_gl
->internal
));
3944 if (view_gl
->counter_bo
)
3945 GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER
, i
, view_gl
->counter_bo
));
3947 checkGLcall("Bind unordered access views");
3950 static void context_load_stream_output_buffers(struct wined3d_context
*context
,
3951 const struct wined3d_state
*state
)
3955 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
3957 struct wined3d_buffer
*buffer
;
3958 if (!(buffer
= state
->stream_output
[i
].buffer
))
3961 wined3d_buffer_load(buffer
, context
, state
);
3962 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
3966 /* Context activation is done by the caller. */
3967 static BOOL
context_apply_draw_state(struct wined3d_context
*context
,
3968 const struct wined3d_device
*device
, const struct wined3d_state
*state
)
3970 const struct wined3d_state_entry
*state_table
= context
->state_table
;
3971 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3972 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3973 const struct wined3d_fb_state
*fb
= state
->fb
;
3974 unsigned int i
, base
;
3977 context
->uses_fbo_attached_resources
= 0;
3979 if (!have_framebuffer_attachment(gl_info
->limits
.buffers
, fb
->render_targets
, fb
->depth_stencil
))
3981 if (!gl_info
->supported
[ARB_FRAMEBUFFER_NO_ATTACHMENTS
])
3983 FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
3987 wined3d_context_gl_set_render_offscreen(context_gl
, TRUE
);
3990 /* Preload resources before FBO setup. Texture preload in particular may
3991 * result in changes to the current FBO, due to using e.g. FBO blits for
3992 * updating a resource location. */
3993 wined3d_context_gl_update_tex_unit_map(context_gl
, state
);
3994 context_preload_textures(context
, state
);
3995 context_load_shader_resources(context
, state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
3996 context_load_unordered_access_resources(context
, state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
3997 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
3998 context_load_stream_output_buffers(context
, state
);
3999 /* TODO: Right now the dependency on the vertex shader is necessary
4000 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
4001 * the current VS but maybe it's possible to relax the coupling in some
4002 * situations at least. */
4003 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
)
4004 || isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
)))
4006 context_update_stream_info(context
, state
);
4010 for (i
= 0, map
= context
->stream_info
.use_map
; map
; map
>>= 1, ++i
)
4013 wined3d_buffer_load(state
->streams
[context
->stream_info
.elements
[i
].stream_idx
].buffer
,
4016 /* Loading the buffers above may have invalidated the stream info. */
4017 if (isStateDirty(context
, STATE_STREAMSRC
))
4018 context_update_stream_info(context
, state
);
4020 if (state
->index_buffer
)
4022 if (context
->stream_info
.all_vbo
)
4023 wined3d_buffer_load(state
->index_buffer
, context
, state
);
4025 wined3d_buffer_load_sysmem(state
->index_buffer
, context
);
4028 for (i
= 0, base
= 0; i
< ARRAY_SIZE(context
->dirty_graphics_states
); ++i
)
4030 uint32_t dirty_mask
= context
->dirty_graphics_states
[i
];
4034 unsigned int state_id
= base
+ wined3d_bit_scan(&dirty_mask
);
4036 state_table
[state_id
].apply(context
, state
, state_id
);
4037 context
->dirty_graphics_states
[i
] &= ~(1u << (state_id
- base
));
4039 base
+= sizeof(dirty_mask
) * CHAR_BIT
;
4042 if (context
->shader_update_mask
& ~(1u << WINED3D_SHADER_TYPE_COMPUTE
))
4044 device
->shader_backend
->shader_select(device
->shader_priv
, context
, state
);
4045 context
->shader_update_mask
&= 1u << WINED3D_SHADER_TYPE_COMPUTE
;
4048 if (context
->constant_update_mask
)
4050 device
->shader_backend
->shader_load_constants(device
->shader_priv
, context
, state
);
4051 context
->constant_update_mask
= 0;
4054 if (context
->update_shader_resource_bindings
)
4056 for (i
= 0; i
< WINED3D_SHADER_TYPE_GRAPHICS_COUNT
; ++i
)
4057 wined3d_context_gl_bind_shader_resources(context_gl
, state
, i
);
4058 context
->update_shader_resource_bindings
= 0;
4059 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
4060 context
->update_compute_shader_resource_bindings
= 1;
4063 if (context
->update_unordered_access_view_bindings
)
4065 wined3d_context_gl_bind_unordered_access_views(context_gl
,
4066 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
4067 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
4068 context
->update_unordered_access_view_bindings
= 0;
4069 context
->update_compute_unordered_access_view_bindings
= 1;
4072 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4073 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
4075 context
->last_was_blit
= FALSE
;
4076 context
->last_was_ffp_blit
= FALSE
;
4081 static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl
*context_gl
,
4082 const struct wined3d_device
*device
, const struct wined3d_state
*state
)
4084 const struct wined3d_state_entry
*state_table
= context_gl
->c
.state_table
;
4085 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4086 unsigned int state_id
, i
;
4088 context_load_shader_resources(&context_gl
->c
, state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
4089 context_load_unordered_access_resources(&context_gl
->c
, state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
4090 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
4092 for (i
= 0, state_id
= STATE_COMPUTE_OFFSET
; i
< ARRAY_SIZE(context_gl
->c
.dirty_compute_states
); ++i
)
4094 unsigned int dirty_mask
= context_gl
->c
.dirty_compute_states
[i
];
4098 unsigned int current_state_id
= state_id
+ wined3d_bit_scan(&dirty_mask
);
4099 state_table
[current_state_id
].apply(&context_gl
->c
, state
, current_state_id
);
4101 state_id
+= sizeof(*context_gl
->c
.dirty_compute_states
) * CHAR_BIT
;
4103 memset(context_gl
->c
.dirty_compute_states
, 0, sizeof(*context_gl
->c
.dirty_compute_states
));
4105 if (context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
))
4107 device
->shader_backend
->shader_select_compute(device
->shader_priv
, &context_gl
->c
, state
);
4108 context_gl
->c
.shader_update_mask
&= ~(1u << WINED3D_SHADER_TYPE_COMPUTE
);
4111 if (context_gl
->c
.update_compute_shader_resource_bindings
)
4113 wined3d_context_gl_bind_shader_resources(context_gl
, state
, WINED3D_SHADER_TYPE_COMPUTE
);
4114 context_gl
->c
.update_compute_shader_resource_bindings
= 0;
4115 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
4116 context_gl
->c
.update_shader_resource_bindings
= 1;
4119 if (context_gl
->c
.update_compute_unordered_access_view_bindings
)
4121 wined3d_context_gl_bind_unordered_access_views(context_gl
,
4122 state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
4123 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
4124 context_gl
->c
.update_compute_unordered_access_view_bindings
= 0;
4125 context_gl
->c
.update_unordered_access_view_bindings
= 1;
4128 /* Updates to currently bound render targets aren't necessarily coherent
4129 * between the graphics and compute pipelines. Unbind any currently bound
4130 * FBO here to ensure preceding updates to its attachments by the graphics
4131 * pipeline are visible to the compute pipeline.
4133 * Without this, the bloom effect in Nier:Automata is too bright on the
4134 * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
4135 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
4136 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
4138 context_gl
->c
.last_was_blit
= FALSE
;
4139 context_gl
->c
.last_was_ffp_blit
= FALSE
;
4142 static BOOL
use_transform_feedback(const struct wined3d_state
*state
)
4144 const struct wined3d_shader
*shader
;
4145 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]))
4147 return shader
->u
.gs
.so_desc
.element_count
;
4150 void wined3d_context_gl_end_transform_feedback(struct wined3d_context_gl
*context_gl
)
4152 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4154 if (context_gl
->c
.transform_feedback_active
)
4156 GL_EXTCALL(glEndTransformFeedback());
4157 checkGLcall("glEndTransformFeedback");
4158 context_gl
->c
.transform_feedback_active
= 0;
4159 context_gl
->c
.transform_feedback_paused
= 0;
4163 static void wined3d_context_gl_pause_transform_feedback(struct wined3d_context_gl
*context_gl
, BOOL force
)
4165 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4167 if (!context_gl
->c
.transform_feedback_active
|| context_gl
->c
.transform_feedback_paused
)
4170 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK2
])
4172 GL_EXTCALL(glPauseTransformFeedback());
4173 checkGLcall("glPauseTransformFeedback");
4174 context_gl
->c
.transform_feedback_paused
= 1;
4178 WARN("Cannot pause transform feedback operations.\n");
4181 wined3d_context_gl_end_transform_feedback(context_gl
);
4184 static void wined3d_context_gl_setup_target(struct wined3d_context_gl
*context_gl
,
4185 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4187 BOOL old_render_offscreen
= context_gl
->c
.render_offscreen
, render_offscreen
;
4189 render_offscreen
= wined3d_resource_is_offscreen(&texture
->resource
);
4190 if (context_gl
->c
.current_rt
.texture
== texture
4191 && context_gl
->c
.current_rt
.sub_resource_idx
== sub_resource_idx
4192 && render_offscreen
== old_render_offscreen
)
4195 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
4196 * the alpha blend state changes with different render target formats. */
4197 if (!context_gl
->c
.current_rt
.texture
)
4199 context_invalidate_state(&context_gl
->c
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
4203 const struct wined3d_format
*old
= context_gl
->c
.current_rt
.texture
->resource
.format
;
4204 const struct wined3d_format
*new = texture
->resource
.format
;
4206 if (old
->id
!= new->id
)
4208 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
4209 if ((old
->alpha_size
&& !new->alpha_size
) || (!old
->alpha_size
&& new->alpha_size
)
4210 || !(texture
->resource
.format_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
4211 context_invalidate_state(&context_gl
->c
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
4213 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
4214 if ((context_gl
->c
.current_rt
.texture
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
)
4215 != (texture
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
4216 context_invalidate_state(&context_gl
->c
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
4219 /* When switching away from an offscreen render target, and we're not
4220 * using FBOs, we have to read the drawable into the texture. This is
4221 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
4222 * There are some things that need care though. PreLoad needs a GL context,
4223 * and FindContext is called before the context is activated. It also
4224 * has to be called with the old rendertarget active, otherwise a
4225 * wrong drawable is read. */
4226 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
4227 && old_render_offscreen
&& (context_gl
->c
.current_rt
.texture
!= texture
4228 || context_gl
->c
.current_rt
.sub_resource_idx
!= sub_resource_idx
))
4230 struct wined3d_texture_gl
*prev_texture
= wined3d_texture_gl(context_gl
->c
.current_rt
.texture
);
4231 unsigned int prev_sub_resource_idx
= context_gl
->c
.current_rt
.sub_resource_idx
;
4233 /* Read the back buffer of the old drawable into the destination texture. */
4234 if (prev_texture
->texture_srgb
.name
)
4235 wined3d_texture_load(&prev_texture
->t
, &context_gl
->c
, TRUE
);
4236 wined3d_texture_load(&prev_texture
->t
, &context_gl
->c
, FALSE
);
4237 wined3d_texture_invalidate_location(&prev_texture
->t
, prev_sub_resource_idx
, WINED3D_LOCATION_DRAWABLE
);
4241 context_gl
->c
.current_rt
.texture
= texture
;
4242 context_gl
->c
.current_rt
.sub_resource_idx
= sub_resource_idx
;
4243 wined3d_context_gl_set_render_offscreen(context_gl
, render_offscreen
);
4246 static void wined3d_context_gl_activate(struct wined3d_context_gl
*context_gl
,
4247 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4249 wined3d_context_gl_enter(context_gl
);
4250 wined3d_context_gl_update_window(context_gl
);
4251 wined3d_context_gl_setup_target(context_gl
, texture
, sub_resource_idx
);
4252 if (!context_gl
->valid
)
4255 if (context_gl
!= wined3d_context_gl_get_current())
4257 if (!wined3d_context_gl_set_current(context_gl
))
4258 ERR("Failed to activate the new context.\n");
4260 else if (context_gl
->needs_set
)
4262 wined3d_context_gl_set_gl_context(context_gl
);
4266 struct wined3d_context
*wined3d_context_gl_acquire(const struct wined3d_device
*device
,
4267 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4269 struct wined3d_context_gl
*current_context
= wined3d_context_gl_get_current();
4270 struct wined3d_context_gl
*context_gl
;
4272 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device
, texture
, sub_resource_idx
);
4274 if (current_context
&& current_context
->c
.destroyed
)
4275 current_context
= NULL
;
4280 && current_context
->c
.current_rt
.texture
4281 && current_context
->c
.device
== device
)
4283 texture
= current_context
->c
.current_rt
.texture
;
4284 sub_resource_idx
= current_context
->c
.current_rt
.sub_resource_idx
;
4288 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
4290 if (swapchain
->back_buffers
)
4291 texture
= swapchain
->back_buffers
[0];
4293 texture
= swapchain
->front_buffer
;
4294 sub_resource_idx
= 0;
4298 if (current_context
&& current_context
->c
.current_rt
.texture
== texture
)
4300 context_gl
= current_context
;
4302 else if (!wined3d_resource_is_offscreen(&texture
->resource
))
4304 TRACE("Rendering onscreen.\n");
4306 if (!(context_gl
= wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(texture
->swapchain
))))
4311 TRACE("Rendering offscreen.\n");
4313 /* Stay with the current context if possible. Otherwise use the
4314 * context for the primary swapchain. */
4315 if (current_context
&& current_context
->c
.device
== device
)
4316 context_gl
= current_context
;
4317 else if (!(context_gl
= wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(device
->swapchains
[0]))))
4321 wined3d_context_gl_activate(context_gl
, texture
, sub_resource_idx
);
4323 return &context_gl
->c
;
4326 struct wined3d_context_gl
*wined3d_context_gl_reacquire(struct wined3d_context_gl
*context_gl
)
4328 struct wined3d_context
*acquired_context
;
4329 struct wined3d_device
*device
;
4331 if (!context_gl
|| context_gl
->tid
!= GetCurrentThreadId())
4334 device
= context_gl
->c
.device
;
4335 wined3d_from_cs(device
->cs
);
4337 if (context_gl
->c
.current_rt
.texture
)
4339 wined3d_context_gl_activate(context_gl
, context_gl
->c
.current_rt
.texture
,
4340 context_gl
->c
.current_rt
.sub_resource_idx
);
4344 acquired_context
= context_acquire(device
, NULL
, 0);
4345 if (acquired_context
!= &context_gl
->c
)
4346 ERR("Acquired context %p instead of %p.\n", acquired_context
, &context_gl
->c
);
4347 return wined3d_context_gl(acquired_context
);
4350 void dispatch_compute(struct wined3d_device
*device
, const struct wined3d_state
*state
,
4351 const struct wined3d_dispatch_parameters
*parameters
)
4353 const struct wined3d_gl_info
*gl_info
;
4354 struct wined3d_context_gl
*context_gl
;
4356 context_gl
= wined3d_context_gl(context_acquire(device
, NULL
, 0));
4357 if (!context_gl
->valid
)
4359 context_release(&context_gl
->c
);
4360 WARN("Invalid context, skipping dispatch.\n");
4363 gl_info
= context_gl
->gl_info
;
4365 if (!gl_info
->supported
[ARB_COMPUTE_SHADER
])
4367 context_release(&context_gl
->c
);
4368 FIXME("OpenGL implementation does not support compute shaders.\n");
4372 if (parameters
->indirect
)
4373 wined3d_buffer_load(parameters
->u
.indirect
.buffer
, &context_gl
->c
, state
);
4375 wined3d_context_gl_apply_compute_state(context_gl
, device
, state
);
4377 if (!state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
])
4379 context_release(&context_gl
->c
);
4380 WARN("No compute shader bound, skipping dispatch.\n");
4384 if (parameters
->indirect
)
4386 const struct wined3d_indirect_dispatch_parameters
*indirect
= ¶meters
->u
.indirect
;
4387 struct wined3d_buffer
*buffer
= indirect
->buffer
;
4389 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER
, buffer
->buffer_object
));
4390 GL_EXTCALL(glDispatchComputeIndirect((GLintptr
)indirect
->offset
));
4391 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER
, 0));
4395 const struct wined3d_direct_dispatch_parameters
*direct
= ¶meters
->u
.direct
;
4396 GL_EXTCALL(glDispatchCompute(direct
->group_count_x
, direct
->group_count_y
, direct
->group_count_z
));
4398 checkGLcall("dispatch compute");
4400 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS
));
4401 checkGLcall("glMemoryBarrier");
4403 context_release(&context_gl
->c
);
4406 /* Context activation is done by the caller. */
4407 static void wined3d_context_gl_draw_primitive_arrays(struct wined3d_context_gl
*context_gl
,
4408 const struct wined3d_state
*state
, const void *idx_data
, unsigned int idx_size
, int base_vertex_idx
,
4409 unsigned int start_idx
, unsigned int count
, unsigned int start_instance
, unsigned int instance_count
)
4411 const struct wined3d_ffp_attrib_ops
*ops
= &context_gl
->c
.d3d_info
->ffp_attrib_ops
;
4412 GLenum idx_type
= idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
4413 const struct wined3d_stream_info
*si
= &context_gl
->c
.stream_info
;
4414 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4415 unsigned int instanced_elements
[ARRAY_SIZE(si
->elements
)];
4416 unsigned int instanced_element_count
= 0;
4417 GLenum mode
= state
->gl_primitive_type
;
4418 const void *indices
;
4421 indices
= (const char *)idx_data
+ idx_size
* start_idx
;
4423 if (!instance_count
)
4427 gl_info
->gl_ops
.gl
.p_glDrawArrays(mode
, start_idx
, count
);
4428 checkGLcall("glDrawArrays");
4432 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4434 GL_EXTCALL(glDrawElementsBaseVertex(mode
, count
, idx_type
, indices
, base_vertex_idx
));
4435 checkGLcall("glDrawElementsBaseVertex");
4439 gl_info
->gl_ops
.gl
.p_glDrawElements(mode
, count
, idx_type
, indices
);
4440 checkGLcall("glDrawElements");
4444 if (start_instance
&& !(gl_info
->supported
[ARB_BASE_INSTANCE
] && gl_info
->supported
[ARB_INSTANCED_ARRAYS
]))
4445 FIXME("Start instance (%u) not supported.\n", start_instance
);
4447 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4451 if (gl_info
->supported
[ARB_BASE_INSTANCE
])
4453 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode
, start_idx
, count
, instance_count
, start_instance
));
4454 checkGLcall("glDrawArraysInstancedBaseInstance");
4458 GL_EXTCALL(glDrawArraysInstanced(mode
, start_idx
, count
, instance_count
));
4459 checkGLcall("glDrawArraysInstanced");
4463 if (gl_info
->supported
[ARB_BASE_INSTANCE
])
4465 GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode
, count
, idx_type
,
4466 indices
, instance_count
, base_vertex_idx
, start_instance
));
4467 checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
4470 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4472 GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode
, count
, idx_type
,
4473 indices
, instance_count
, base_vertex_idx
));
4474 checkGLcall("glDrawElementsInstancedBaseVertex");
4478 GL_EXTCALL(glDrawElementsInstanced(mode
, count
, idx_type
, indices
, instance_count
));
4479 checkGLcall("glDrawElementsInstanced");
4483 /* Instancing emulation by mixing immediate mode and arrays. */
4485 /* This is a nasty thing. MSDN says no hardware supports this and
4486 * applications have to use software vertex processing. We don't support
4489 * Shouldn't be too hard to support with OpenGL, in theory just call
4490 * glDrawArrays() instead of drawElements(). But the stream fequency value
4491 * has a different meaning in that situation. */
4494 FIXME("Non-indexed instanced drawing is not supported.\n");
4498 for (i
= 0; i
< ARRAY_SIZE(si
->elements
); ++i
)
4500 if (!(si
->use_map
& (1u << i
)))
4503 if (state
->streams
[si
->elements
[i
].stream_idx
].flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
4504 instanced_elements
[instanced_element_count
++] = i
;
4507 for (i
= 0; i
< instance_count
; ++i
)
4509 /* Specify the instanced attributes using immediate mode calls. */
4510 for (j
= 0; j
< instanced_element_count
; ++j
)
4512 const struct wined3d_stream_info_element
*element
;
4513 unsigned int element_idx
;
4516 element_idx
= instanced_elements
[j
];
4517 element
= &si
->elements
[element_idx
];
4518 ptr
= element
->data
.addr
+ element
->stride
* i
;
4519 if (element
->data
.buffer_object
)
4520 ptr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(state
->streams
[element
->stream_idx
].buffer
,
4522 ops
->generic
[element
->format
->emit_idx
](element_idx
, ptr
);
4525 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4527 GL_EXTCALL(glDrawElementsBaseVertex(mode
, count
, idx_type
, indices
, base_vertex_idx
));
4528 checkGLcall("glDrawElementsBaseVertex");
4532 gl_info
->gl_ops
.gl
.p_glDrawElements(mode
, count
, idx_type
, indices
);
4533 checkGLcall("glDrawElements");
4538 static unsigned int get_stride_idx(const void *idx_data
, unsigned int idx_size
,
4539 unsigned int base_vertex_idx
, unsigned int start_idx
, unsigned int vertex_idx
)
4542 return start_idx
+ vertex_idx
;
4544 return ((const WORD
*)idx_data
)[start_idx
+ vertex_idx
] + base_vertex_idx
;
4545 return ((const DWORD
*)idx_data
)[start_idx
+ vertex_idx
] + base_vertex_idx
;
4548 /* Context activation is done by the caller. */
4549 static void draw_primitive_immediate_mode(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
4550 const struct wined3d_stream_info
*si
, const void *idx_data
, unsigned int idx_size
,
4551 int base_vertex_idx
, unsigned int start_idx
, unsigned int vertex_count
, unsigned int instance_count
)
4553 const BYTE
*position
= NULL
, *normal
= NULL
, *diffuse
= NULL
, *specular
= NULL
;
4554 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
4555 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4556 unsigned int coord_idx
, stride_idx
, texture_idx
, vertex_idx
;
4557 const struct wined3d_stream_info_element
*element
;
4558 const BYTE
*tex_coords
[WINED3DDP_MAXTEXCOORD
];
4559 unsigned int texture_unit
, texture_stages
;
4560 const struct wined3d_ffp_attrib_ops
*ops
;
4561 unsigned int untracked_material_count
;
4562 unsigned int tex_mask
= 0;
4563 BOOL specular_fog
= FALSE
;
4564 BOOL ps
= use_ps(state
);
4567 static unsigned int once
;
4570 FIXME_(d3d_perf
)("Drawing using immediate mode.\n");
4572 WARN_(d3d_perf
)("Drawing using immediate mode.\n");
4574 if (!idx_size
&& idx_data
)
4575 ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
4578 FIXME("Instancing not implemented.\n");
4580 /* Immediate mode drawing can't make use of indices in a VBO - get the
4581 * data from the index buffer. */
4583 idx_data
= wined3d_buffer_load_sysmem(state
->index_buffer
, &context_gl
->c
) + state
->index_offset
;
4585 ops
= &d3d_info
->ffp_attrib_ops
;
4587 gl_info
->gl_ops
.gl
.p_glBegin(state
->gl_primitive_type
);
4589 if (use_vs(state
) || d3d_info
->ffp_generic_attributes
)
4591 for (vertex_idx
= 0; vertex_idx
< vertex_count
; ++vertex_idx
)
4593 unsigned int use_map
= si
->use_map
;
4594 unsigned int element_idx
;
4596 stride_idx
= get_stride_idx(idx_data
, idx_size
, base_vertex_idx
, start_idx
, vertex_idx
);
4597 for (element_idx
= MAX_ATTRIBS
- 1; use_map
; use_map
&= ~(1u << element_idx
), --element_idx
)
4599 if (!(use_map
& 1u << element_idx
))
4602 ptr
= si
->elements
[element_idx
].data
.addr
+ si
->elements
[element_idx
].stride
* stride_idx
;
4603 ops
->generic
[si
->elements
[element_idx
].format
->emit_idx
](element_idx
, ptr
);
4607 gl_info
->gl_ops
.gl
.p_glEnd();
4611 if (si
->use_map
& (1u << WINED3D_FFP_POSITION
))
4612 position
= si
->elements
[WINED3D_FFP_POSITION
].data
.addr
;
4614 if (si
->use_map
& (1u << WINED3D_FFP_NORMAL
))
4615 normal
= si
->elements
[WINED3D_FFP_NORMAL
].data
.addr
;
4617 gl_info
->gl_ops
.gl
.p_glNormal3f(0.0f
, 0.0f
, 0.0f
);
4619 untracked_material_count
= context_gl
->untracked_material_count
;
4620 if (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
))
4622 element
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
4623 diffuse
= element
->data
.addr
;
4625 if (untracked_material_count
&& element
->format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4626 FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element
->format
->id
));
4630 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
4633 if (si
->use_map
& (1u << WINED3D_FFP_SPECULAR
))
4635 element
= &si
->elements
[WINED3D_FFP_SPECULAR
];
4636 specular
= element
->data
.addr
;
4638 /* Special case where the fog density is stored in the specular alpha channel. */
4639 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
4640 && (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
4641 || si
->elements
[WINED3D_FFP_POSITION
].format
->id
== WINED3DFMT_R32G32B32A32_FLOAT
)
4642 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
4644 if (gl_info
->supported
[EXT_FOG_COORD
])
4646 if (element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
4647 specular_fog
= TRUE
;
4649 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element
->format
->id
));
4653 static unsigned int once
;
4656 FIXME("Implement fog for transformed vertices in software.\n");
4660 else if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4662 GL_EXTCALL(glSecondaryColor3fEXT
)(0.0f
, 0.0f
, 0.0f
);
4665 texture_stages
= d3d_info
->limits
.ffp_blend_stages
;
4666 for (texture_idx
= 0; texture_idx
< texture_stages
; ++texture_idx
)
4668 if (!gl_info
->supported
[ARB_MULTITEXTURE
] && texture_idx
> 0)
4670 FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
4674 if (!ps
&& !state
->textures
[texture_idx
])
4677 texture_unit
= context_gl
->tex_unit_map
[texture_idx
];
4678 if (texture_unit
== WINED3D_UNMAPPED_STAGE
)
4681 coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
4684 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx
, texture_idx
);
4688 if (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))
4690 tex_coords
[coord_idx
] = si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].data
.addr
;
4691 tex_mask
|= (1u << texture_idx
);
4695 TRACE("Setting default coordinates for texture %u.\n", texture_idx
);
4696 if (gl_info
->supported
[ARB_MULTITEXTURE
])
4697 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_unit
, 0.0f
, 0.0f
, 0.0f
, 1.0f
));
4699 gl_info
->gl_ops
.gl
.p_glTexCoord4f(0.0f
, 0.0f
, 0.0f
, 1.0f
);
4703 /* Blending data and point sizes are not supported by this function. They
4704 * are not supported by the fixed function pipeline at all. A FIXME for
4705 * them is printed after decoding the vertex declaration. */
4706 for (vertex_idx
= 0; vertex_idx
< vertex_count
; ++vertex_idx
)
4708 unsigned int tmp_tex_mask
;
4710 stride_idx
= get_stride_idx(idx_data
, idx_size
, base_vertex_idx
, start_idx
, vertex_idx
);
4714 ptr
= normal
+ stride_idx
* si
->elements
[WINED3D_FFP_NORMAL
].stride
;
4715 ops
->normal
[si
->elements
[WINED3D_FFP_NORMAL
].format
->emit_idx
](ptr
);
4720 ptr
= diffuse
+ stride_idx
* si
->elements
[WINED3D_FFP_DIFFUSE
].stride
;
4721 ops
->diffuse
[si
->elements
[WINED3D_FFP_DIFFUSE
].format
->emit_idx
](ptr
);
4723 if (untracked_material_count
)
4725 struct wined3d_color color
;
4728 wined3d_color_from_d3dcolor(&color
, *(const DWORD
*)ptr
);
4729 for (i
= 0; i
< untracked_material_count
; ++i
)
4731 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
,
4732 context_gl
->untracked_materials
[i
], &color
.r
);
4739 ptr
= specular
+ stride_idx
* si
->elements
[WINED3D_FFP_SPECULAR
].stride
;
4740 ops
->specular
[si
->elements
[WINED3D_FFP_SPECULAR
].format
->emit_idx
](ptr
);
4743 GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD
*)ptr
>> 24)));
4746 tmp_tex_mask
= tex_mask
;
4747 for (texture_idx
= 0; tmp_tex_mask
; tmp_tex_mask
>>= 1, ++texture_idx
)
4749 if (!(tmp_tex_mask
& 1))
4752 coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
4753 ptr
= tex_coords
[coord_idx
] + (stride_idx
* si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].stride
);
4754 ops
->texcoord
[si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format
->emit_idx
](
4755 GL_TEXTURE0_ARB
+ context_gl
->tex_unit_map
[texture_idx
], ptr
);
4760 ptr
= position
+ stride_idx
* si
->elements
[WINED3D_FFP_POSITION
].stride
;
4761 ops
->position
[si
->elements
[WINED3D_FFP_POSITION
].format
->emit_idx
](ptr
);
4765 gl_info
->gl_ops
.gl
.p_glEnd();
4766 checkGLcall("draw immediate mode");
4769 static void wined3d_context_gl_draw_indirect(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
4770 const struct wined3d_indirect_draw_parameters
*parameters
, unsigned int idx_size
)
4772 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4773 struct wined3d_buffer
*buffer
= parameters
->buffer
;
4776 if (!gl_info
->supported
[ARB_DRAW_INDIRECT
])
4778 FIXME("OpenGL implementation does not support indirect draws.\n");
4782 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER
, buffer
->buffer_object
));
4784 offset
= (void *)(GLintptr
)parameters
->offset
;
4787 GLenum idx_type
= idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
4788 if (state
->index_offset
)
4789 FIXME("Ignoring index offset %u.\n", state
->index_offset
);
4790 GL_EXTCALL(glDrawElementsIndirect(state
->gl_primitive_type
, idx_type
, offset
));
4794 GL_EXTCALL(glDrawArraysIndirect(state
->gl_primitive_type
, offset
));
4797 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER
, 0));
4799 checkGLcall("draw indirect");
4802 static void remove_vbos(struct wined3d_context
*context
,
4803 const struct wined3d_state
*state
, struct wined3d_stream_info
*s
)
4807 for (i
= 0; i
< ARRAY_SIZE(s
->elements
); ++i
)
4809 struct wined3d_stream_info_element
*e
;
4811 if (!(s
->use_map
& (1u << i
)))
4814 e
= &s
->elements
[i
];
4815 if (e
->data
.buffer_object
)
4817 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
4818 e
->data
.buffer_object
= 0;
4819 e
->data
.addr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(vb
, context
);
4824 static GLenum
gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
4826 GLenum gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
4827 switch (gl_primitive_type
)
4833 case GL_LINE_STRIP_ADJACENCY
:
4834 case GL_LINES_ADJACENCY
:
4838 case GL_TRIANGLE_FAN
:
4839 case GL_TRIANGLE_STRIP
:
4840 case GL_TRIANGLE_STRIP_ADJACENCY
:
4841 case GL_TRIANGLES_ADJACENCY
:
4843 return GL_TRIANGLES
;
4846 return gl_primitive_type
;
4850 /* Routine common to the draw primitive and draw indexed primitive routines */
4851 void draw_primitive(struct wined3d_device
*device
, const struct wined3d_state
*state
,
4852 const struct wined3d_draw_parameters
*parameters
)
4854 BOOL emulation
= FALSE
, rasterizer_discard
= FALSE
;
4855 const struct wined3d_fb_state
*fb
= state
->fb
;
4856 const struct wined3d_stream_info
*stream_info
;
4857 struct wined3d_rendertarget_view
*dsv
, *rtv
;
4858 struct wined3d_stream_info si_emulated
;
4859 struct wined3d_fence
*ib_fence
= NULL
;
4860 const struct wined3d_gl_info
*gl_info
;
4861 struct wined3d_context_gl
*context_gl
;
4862 struct wined3d_context
*context
;
4863 unsigned int i
, idx_size
= 0;
4864 const void *idx_data
= NULL
;
4866 if (!parameters
->indirect
&& !parameters
->u
.direct
.index_count
)
4869 if (!(rtv
= fb
->render_targets
[0]))
4870 rtv
= fb
->depth_stencil
;
4872 if (rtv
&& rtv
->resource
->type
== WINED3D_RTYPE_BUFFER
)
4874 FIXME("Buffer render targets not implemented.\n");
4879 context
= context_acquire(device
, wined3d_texture_from_resource(rtv
->resource
), rtv
->sub_resource_idx
);
4881 context
= context_acquire(device
, NULL
, 0);
4882 context_gl
= wined3d_context_gl(context
);
4883 if (!context_gl
->valid
)
4885 context_release(context
);
4886 WARN("Invalid context, skipping draw.\n");
4889 gl_info
= context_gl
->gl_info
;
4891 if (!use_transform_feedback(state
))
4892 wined3d_context_gl_pause_transform_feedback(context_gl
, TRUE
);
4894 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
4896 if (!(rtv
= fb
->render_targets
[i
]) || rtv
->format
->id
== WINED3DFMT_NULL
)
4899 if (state
->render_states
[WINED3D_RS_COLORWRITEENABLE
])
4901 wined3d_rendertarget_view_load_location(rtv
, context
, rtv
->resource
->draw_binding
);
4902 wined3d_rendertarget_view_invalidate_location(rtv
, ~rtv
->resource
->draw_binding
);
4906 wined3d_rendertarget_view_prepare_location(rtv
, context
, rtv
->resource
->draw_binding
);
4910 if ((dsv
= fb
->depth_stencil
))
4912 /* Note that this depends on the context_acquire() call above to set
4913 * context->render_offscreen properly. We don't currently take the
4914 * Z-compare function into account, but we could skip loading the
4915 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
4916 * that we never copy the stencil data.*/
4917 DWORD location
= context
->render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
4919 if (state
->render_states
[WINED3D_RS_ZWRITEENABLE
] || state
->render_states
[WINED3D_RS_ZENABLE
])
4920 wined3d_rendertarget_view_load_location(dsv
, context
, location
);
4922 wined3d_rendertarget_view_prepare_location(dsv
, context
, location
);
4925 if (parameters
->indirect
)
4926 wined3d_buffer_load(parameters
->u
.indirect
.buffer
, context
, state
);
4928 if (!context_apply_draw_state(context
, device
, state
))
4930 context_release(context
);
4931 WARN("Unable to apply draw state, skipping draw.\n");
4935 if (dsv
&& state
->render_states
[WINED3D_RS_ZWRITEENABLE
])
4937 DWORD location
= context
->render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
4939 wined3d_rendertarget_view_validate_location(dsv
, location
);
4940 wined3d_rendertarget_view_invalidate_location(dsv
, ~location
);
4943 stream_info
= &context
->stream_info
;
4945 if (parameters
->indexed
)
4947 struct wined3d_buffer
*index_buffer
= state
->index_buffer
;
4948 if (!index_buffer
->buffer_object
|| !stream_info
->all_vbo
)
4950 idx_data
= index_buffer
->resource
.heap_memory
;
4954 ib_fence
= index_buffer
->fence
;
4957 idx_data
= (const BYTE
*)idx_data
+ state
->index_offset
;
4959 if (state
->index_format
== WINED3DFMT_R16_UINT
)
4967 if (!stream_info
->position_transformed
&& context_gl
->untracked_material_count
4968 && state
->render_states
[WINED3D_RS_LIGHTING
])
4973 FIXME("Using software emulation because not all material properties could be tracked.\n");
4975 WARN_(d3d_perf
)("Using software emulation because not all material properties could be tracked.\n");
4978 else if (context
->fog_coord
&& state
->render_states
[WINED3D_RS_FOGENABLE
])
4982 /* Either write a pipeline replacement shader or convert the
4983 * specular alpha from unsigned byte to a float in the vertex
4986 FIXME("Using software emulation because manual fog coordinates are provided.\n");
4988 WARN_(d3d_perf
)("Using software emulation because manual fog coordinates are provided.\n");
4994 si_emulated
= context
->stream_info
;
4995 remove_vbos(context
, state
, &si_emulated
);
4996 stream_info
= &si_emulated
;
5000 if (use_transform_feedback(state
))
5002 const struct wined3d_shader
*shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
5004 if (is_rasterization_disabled(shader
))
5006 glEnable(GL_RASTERIZER_DISCARD
);
5007 checkGLcall("enable rasterizer discard");
5008 rasterizer_discard
= TRUE
;
5011 if (context
->transform_feedback_paused
)
5013 GL_EXTCALL(glResumeTransformFeedback());
5014 checkGLcall("glResumeTransformFeedback");
5015 context
->transform_feedback_paused
= 0;
5017 else if (!context
->transform_feedback_active
)
5019 enum wined3d_primitive_type primitive_type
= shader
->u
.gs
.output_type
5020 ? shader
->u
.gs
.output_type
: d3d_primitive_type_from_gl(state
->gl_primitive_type
);
5021 GLenum mode
= gl_tfb_primitive_type_from_d3d(primitive_type
);
5022 GL_EXTCALL(glBeginTransformFeedback(mode
));
5023 checkGLcall("glBeginTransformFeedback");
5024 context
->transform_feedback_active
= 1;
5028 if (state
->gl_primitive_type
== GL_PATCHES
)
5030 GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES
, state
->gl_patch_vertices
));
5031 checkGLcall("glPatchParameteri");
5034 if (context
->uses_fbo_attached_resources
)
5036 static unsigned int fixme_once
;
5038 if (gl_info
->supported
[ARB_TEXTURE_BARRIER
])
5040 GL_EXTCALL(glTextureBarrier());
5042 else if (gl_info
->supported
[NV_TEXTURE_BARRIER
])
5044 GL_EXTCALL(glTextureBarrierNV());
5049 FIXME("Sampling attached render targets is not supported.\n");
5051 WARN("Sampling attached render targets is not supported, skipping draw.\n");
5052 context_release(context
);
5055 checkGLcall("glTextureBarrier");
5058 if (parameters
->indirect
)
5060 if (!context
->use_immediate_mode_draw
&& !emulation
)
5061 wined3d_context_gl_draw_indirect(context_gl
, state
, ¶meters
->u
.indirect
, idx_size
);
5063 FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
5067 unsigned int instance_count
= parameters
->u
.direct
.instance_count
;
5068 if (context
->instance_count
)
5069 instance_count
= context
->instance_count
;
5071 if (context
->use_immediate_mode_draw
|| emulation
)
5072 draw_primitive_immediate_mode(wined3d_context_gl(context
), state
, stream_info
, idx_data
,
5073 idx_size
, parameters
->u
.direct
.base_vertex_idx
,
5074 parameters
->u
.direct
.start_idx
, parameters
->u
.direct
.index_count
, instance_count
);
5076 wined3d_context_gl_draw_primitive_arrays(context_gl
, state
, idx_data
, idx_size
,
5077 parameters
->u
.direct
.base_vertex_idx
, parameters
->u
.direct
.start_idx
,
5078 parameters
->u
.direct
.index_count
, parameters
->u
.direct
.start_instance
, instance_count
);
5081 if (context
->uses_uavs
)
5083 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS
));
5084 checkGLcall("glMemoryBarrier");
5087 wined3d_context_gl_pause_transform_feedback(context_gl
, FALSE
);
5089 if (rasterizer_discard
)
5091 glDisable(GL_RASTERIZER_DISCARD
);
5092 checkGLcall("disable rasterizer discard");
5096 wined3d_fence_issue(ib_fence
, device
);
5097 for (i
= 0; i
< context
->buffer_fence_count
; ++i
)
5098 wined3d_fence_issue(context
->buffer_fences
[i
], device
);
5100 context_release(context
);
5103 void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl
*context_gl
)
5105 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5106 unsigned int texture_idx
;
5108 for (texture_idx
= 0; texture_idx
< gl_info
->limits
.texture_coords
; ++texture_idx
)
5110 gl_info
->gl_ops
.ext
.p_glClientActiveTextureARB(GL_TEXTURE0_ARB
+ texture_idx
);
5111 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY
);
5115 void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl
*context_gl
,
5116 const struct wined3d_stream_info
*si
, GLuint
*current_bo
, const struct wined3d_state
*state
)
5118 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5119 const struct wined3d_format_gl
*format_gl
;
5120 unsigned int mapped_stage
= 0;
5121 unsigned int texture_idx
;
5123 for (texture_idx
= 0; texture_idx
< context_gl
->c
.d3d_info
->limits
.ffp_blend_stages
; ++texture_idx
)
5125 unsigned int coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
5127 if ((mapped_stage
= context_gl
->tex_unit_map
[texture_idx
]) == WINED3D_UNMAPPED_STAGE
)
5130 if (mapped_stage
>= gl_info
->limits
.texture_coords
)
5132 FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage
);
5136 if (coord_idx
< WINED3D_MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))))
5138 const struct wined3d_stream_info_element
*e
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
];
5140 TRACE("Setting up texture %u, idx %u, coord_idx %u, data %s.\n",
5141 texture_idx
, mapped_stage
, coord_idx
, debug_bo_address(&e
->data
));
5143 if (*current_bo
!= e
->data
.buffer_object
)
5145 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
5146 checkGLcall("glBindBuffer");
5147 *current_bo
= e
->data
.buffer_object
;
5150 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
5151 checkGLcall("glClientActiveTextureARB");
5153 /* The coords to supply depend completely on the fvf/vertex shader. */
5154 format_gl
= wined3d_format_gl(e
->format
);
5155 gl_info
->gl_ops
.gl
.p_glTexCoordPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
,
5156 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5157 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY
);
5161 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ mapped_stage
, 0, 0, 0, 1));
5164 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
5166 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
5167 for (texture_idx
= mapped_stage
+ 1; texture_idx
< gl_info
->limits
.textures
; ++texture_idx
)
5169 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
5173 checkGLcall("loadTexCoords");
5176 /* This should match any arrays loaded in wined3d_context_gl_load_vertex_data(). */
5177 static void wined3d_context_gl_unload_vertex_data(struct wined3d_context_gl
*context_gl
)
5179 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5181 if (!context_gl
->c
.namedArraysLoaded
)
5183 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_VERTEX_ARRAY
);
5184 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_NORMAL_ARRAY
);
5185 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_COLOR_ARRAY
);
5186 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5187 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
5188 wined3d_context_gl_unload_tex_coords(context_gl
);
5189 context_gl
->c
.namedArraysLoaded
= FALSE
;
5192 static void wined3d_context_gl_load_vertex_data(struct wined3d_context_gl
*context_gl
,
5193 const struct wined3d_stream_info
*si
, const struct wined3d_state
*state
)
5195 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5196 const struct wined3d_stream_info_element
*e
;
5197 const struct wined3d_format_gl
*format_gl
;
5200 TRACE("context_gl %p, si %p, state %p.\n", context_gl
, si
, state
);
5202 /* This is used for the fixed-function pipeline only, and the
5203 * fixed-function pipeline doesn't do instancing. */
5204 context_gl
->c
.instance_count
= 0;
5205 current_bo
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0u : 0;
5208 if ((si
->use_map
& (1u << WINED3D_FFP_BLENDWEIGHT
))
5209 || si
->use_map
& (1u << WINED3D_FFP_BLENDINDICES
))
5211 /* TODO: Support vertex blending in immediate mode draws. No need to
5212 * write a FIXME here, this is done after the general vertex
5213 * declaration decoding. */
5214 WARN("Vertex blending not supported.\n");
5218 if (si
->use_map
& (1u << WINED3D_FFP_PSIZE
))
5220 /* No such functionality in the fixed-function GL pipeline. */
5221 WARN("Per-vertex point size not supported.\n");
5225 if (si
->use_map
& (1u << WINED3D_FFP_POSITION
))
5227 e
= &si
->elements
[WINED3D_FFP_POSITION
];
5228 format_gl
= wined3d_format_gl(e
->format
);
5230 if (current_bo
!= e
->data
.buffer_object
)
5232 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
5233 checkGLcall("glBindBuffer");
5234 current_bo
= e
->data
.buffer_object
;
5237 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
5238 format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
,
5239 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5240 gl_info
->gl_ops
.gl
.p_glVertexPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
,
5241 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5242 checkGLcall("glVertexPointer(...)");
5243 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_VERTEX_ARRAY
);
5244 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
5248 if (si
->use_map
& (1u << WINED3D_FFP_NORMAL
))
5250 e
= &si
->elements
[WINED3D_FFP_NORMAL
];
5251 format_gl
= wined3d_format_gl(e
->format
);
5253 if (current_bo
!= e
->data
.buffer_object
)
5255 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
5256 checkGLcall("glBindBuffer");
5257 current_bo
= e
->data
.buffer_object
;
5260 TRACE("glNormalPointer(%#x, %#x, %p);\n", format_gl
->vtx_type
, e
->stride
,
5261 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5262 gl_info
->gl_ops
.gl
.p_glNormalPointer(format_gl
->vtx_type
, e
->stride
,
5263 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5264 checkGLcall("glNormalPointer(...)");
5265 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_NORMAL_ARRAY
);
5266 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
5271 gl_info
->gl_ops
.gl
.p_glNormal3f(0, 0, 0);
5272 checkGLcall("glNormal3f(0, 0, 0)");
5275 /* Diffuse colour */
5276 if (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
))
5278 e
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
5279 format_gl
= wined3d_format_gl(e
->format
);
5281 if (current_bo
!= e
->data
.buffer_object
)
5283 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
5284 checkGLcall("glBindBuffer");
5285 current_bo
= e
->data
.buffer_object
;
5288 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
5289 format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
,
5290 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5291 gl_info
->gl_ops
.gl
.p_glColorPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
,
5292 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5293 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
5294 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_COLOR_ARRAY
);
5295 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
5300 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
5301 checkGLcall("glColor4f(1, 1, 1, 1)");
5304 /* Specular colour */
5305 if (si
->use_map
& (1u << WINED3D_FFP_SPECULAR
))
5307 TRACE("Setting specular colour.\n");
5309 e
= &si
->elements
[WINED3D_FFP_SPECULAR
];
5311 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5316 format_gl
= wined3d_format_gl(e
->format
);
5317 type
= format_gl
->vtx_type
;
5318 format
= format_gl
->vtx_format
;
5320 if (current_bo
!= e
->data
.buffer_object
)
5322 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
5323 checkGLcall("glBindBuffer");
5324 current_bo
= e
->data
.buffer_object
;
5327 if (format
!= 4 || (gl_info
->quirks
& WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA
))
5329 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
5330 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
5331 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
5332 * 4 component secondary colors use it
5334 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format
, type
, e
->stride
,
5335 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5336 GL_EXTCALL(glSecondaryColorPointerEXT(format
, type
, e
->stride
,
5337 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
5338 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
5344 case GL_UNSIGNED_BYTE
:
5345 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e
->stride
,
5346 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5347 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE
, e
->stride
,
5348 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
5349 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
5353 FIXME("Add 4 component specular colour pointers for type %#x.\n", type
);
5354 /* Make sure that the right colour component is dropped. */
5355 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type
, e
->stride
,
5356 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5357 GL_EXTCALL(glSecondaryColorPointerEXT(3, type
, e
->stride
,
5358 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
5359 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
5362 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
5363 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
5367 WARN("Specular colour is not supported in this GL implementation.\n");
5372 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5374 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
5375 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
5379 WARN("Specular colour is not supported in this GL implementation.\n");
5383 /* Texture coordinates */
5384 wined3d_context_gl_load_tex_coords(context_gl
, si
, ¤t_bo
, state
);
5387 static void wined3d_context_gl_unload_numbered_array(struct wined3d_context_gl
*context_gl
, unsigned int i
)
5389 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5391 GL_EXTCALL(glDisableVertexAttribArray(i
));
5392 checkGLcall("glDisableVertexAttribArray");
5393 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
5394 GL_EXTCALL(glVertexAttribDivisor(i
, 0));
5396 context_gl
->c
.numbered_array_mask
&= ~(1u << i
);
5399 static void wined3d_context_gl_unload_numbered_arrays(struct wined3d_context_gl
*context_gl
)
5401 uint32_t mask
= context_gl
->c
.numbered_array_mask
;
5406 i
= wined3d_bit_scan(&mask
);
5407 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5411 static void wined3d_context_gl_load_numbered_arrays(struct wined3d_context_gl
*context_gl
,
5412 const struct wined3d_stream_info
*stream_info
, const struct wined3d_state
*state
)
5414 struct wined3d_context
*context
= &context_gl
->c
;
5415 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5416 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5420 /* Default to no instancing. */
5421 context
->instance_count
= 0;
5422 current_bo
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0u : 0;
5424 for (i
= 0; i
< MAX_ATTRIBS
; ++i
)
5426 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[i
];
5427 const struct wined3d_stream_state
*stream
;
5428 const struct wined3d_format_gl
*format_gl
;
5430 if (!(stream_info
->use_map
& (1u << i
)))
5432 if (context
->numbered_array_mask
& (1u << i
))
5433 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5434 if (!use_vs(state
) && i
== WINED3D_FFP_DIFFUSE
)
5436 if (!(context_gl
->default_attrib_value_set
& (1u << i
)) || !context_gl
->diffuse_attrib_to_1
)
5438 GL_EXTCALL(glVertexAttrib4f(i
, 1.0f
, 1.0f
, 1.0f
, 1.0f
));
5439 context_gl
->diffuse_attrib_to_1
= 1;
5444 if (!(context_gl
->default_attrib_value_set
& (1u << i
)))
5446 GL_EXTCALL(glVertexAttrib4f(i
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
5447 if (i
== WINED3D_FFP_DIFFUSE
)
5448 context_gl
->diffuse_attrib_to_1
= 0;
5451 context_gl
->default_attrib_value_set
|= 1u << i
;
5455 format_gl
= wined3d_format_gl(element
->format
);
5456 stream
= &state
->streams
[element
->stream_idx
];
5458 if ((stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !context
->instance_count
)
5459 context
->instance_count
= state
->streams
[0].frequency
;
5461 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
5463 GL_EXTCALL(glVertexAttribDivisor(i
, element
->divisor
));
5465 else if (element
->divisor
)
5467 /* Unload instanced arrays, they will be loaded using immediate
5469 if (context
->numbered_array_mask
& (1u << i
))
5470 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5471 context_gl
->default_attrib_value_set
&= ~(1u << i
);
5475 TRACE("Loading array %u %s.\n", i
, debug_bo_address(&element
->data
));
5477 if (element
->stride
)
5479 DWORD format_flags
= format_gl
->f
.flags
[WINED3D_GL_RES_TYPE_BUFFER
];
5481 if (current_bo
!= element
->data
.buffer_object
)
5483 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, element
->data
.buffer_object
));
5484 checkGLcall("glBindBuffer");
5485 current_bo
= element
->data
.buffer_object
;
5487 /* Use the VBO to find out if a vertex buffer exists, not the vb
5488 * pointer. vb can point to a user pointer data blob. In that case
5489 * current_bo will be 0. If there is a vertex buffer but no vbo we
5490 * won't be load converted attributes anyway. */
5491 if (vs
&& vs
->reg_maps
.shader_version
.major
>= 4 && (format_flags
& WINED3DFMT_FLAG_INTEGER
))
5493 GL_EXTCALL(glVertexAttribIPointer(i
, format_gl
->vtx_format
, format_gl
->vtx_type
,
5494 element
->stride
, element
->data
.addr
+ state
->load_base_vertex_index
* element
->stride
));
5498 GL_EXTCALL(glVertexAttribPointer(i
, format_gl
->vtx_format
, format_gl
->vtx_type
,
5499 !!(format_flags
& WINED3DFMT_FLAG_NORMALISED
), element
->stride
,
5500 element
->data
.addr
+ state
->load_base_vertex_index
* element
->stride
));
5503 if (!(context
->numbered_array_mask
& (1u << i
)))
5505 GL_EXTCALL(glEnableVertexAttribArray(i
));
5506 context
->numbered_array_mask
|= (1u << i
);
5511 /* Stride = 0 means always the same values.
5512 * glVertexAttribPointer() doesn't do that. Instead disable the
5513 * pointer and set up the attribute statically. But we have to
5514 * figure out the system memory address. */
5515 const BYTE
*ptr
= element
->data
.addr
;
5516 if (element
->data
.buffer_object
)
5517 ptr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(stream
->buffer
, context
);
5519 if (context
->numbered_array_mask
& (1u << i
))
5520 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5522 switch (format_gl
->f
.id
)
5524 case WINED3DFMT_R32_FLOAT
:
5525 GL_EXTCALL(glVertexAttrib1fv(i
, (const GLfloat
*)ptr
));
5527 case WINED3DFMT_R32G32_FLOAT
:
5528 GL_EXTCALL(glVertexAttrib2fv(i
, (const GLfloat
*)ptr
));
5530 case WINED3DFMT_R32G32B32_FLOAT
:
5531 GL_EXTCALL(glVertexAttrib3fv(i
, (const GLfloat
*)ptr
));
5533 case WINED3DFMT_R32G32B32A32_FLOAT
:
5534 GL_EXTCALL(glVertexAttrib4fv(i
, (const GLfloat
*)ptr
));
5536 case WINED3DFMT_R8G8B8A8_UINT
:
5537 GL_EXTCALL(glVertexAttrib4ubv(i
, ptr
));
5539 case WINED3DFMT_B8G8R8A8_UNORM
:
5540 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
5542 const DWORD
*src
= (const DWORD
*)ptr
;
5543 DWORD c
= *src
& 0xff00ff00u
;
5544 c
|= (*src
& 0xff0000u
) >> 16;
5545 c
|= (*src
& 0xffu
) << 16;
5546 GL_EXTCALL(glVertexAttrib4Nubv(i
, (GLubyte
*)&c
));
5549 /* else fallthrough */
5550 case WINED3DFMT_R8G8B8A8_UNORM
:
5551 GL_EXTCALL(glVertexAttrib4Nubv(i
, ptr
));
5553 case WINED3DFMT_R16G16_SINT
:
5554 GL_EXTCALL(glVertexAttrib2sv(i
, (const GLshort
*)ptr
));
5556 case WINED3DFMT_R16G16B16A16_SINT
:
5557 GL_EXTCALL(glVertexAttrib4sv(i
, (const GLshort
*)ptr
));
5559 case WINED3DFMT_R16G16_SNORM
:
5561 const GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
5562 GL_EXTCALL(glVertexAttrib4Nsv(i
, s
));
5565 case WINED3DFMT_R16G16_UNORM
:
5567 const GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
5568 GL_EXTCALL(glVertexAttrib4Nusv(i
, s
));
5571 case WINED3DFMT_R16G16B16A16_SNORM
:
5572 GL_EXTCALL(glVertexAttrib4Nsv(i
, (const GLshort
*)ptr
));
5574 case WINED3DFMT_R16G16B16A16_UNORM
:
5575 GL_EXTCALL(glVertexAttrib4Nusv(i
, (const GLushort
*)ptr
));
5577 case WINED3DFMT_R10G10B10X2_UINT
:
5578 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
5579 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
5581 case WINED3DFMT_R10G10B10X2_SNORM
:
5582 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
5583 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
5585 case WINED3DFMT_R16G16_FLOAT
:
5586 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
5588 /* Not supported by GL_ARB_half_float_vertex. */
5589 GL_EXTCALL(glVertexAttrib2hvNV(i
, (const GLhalfNV
*)ptr
));
5593 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
5594 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
5595 GL_EXTCALL(glVertexAttrib2f(i
, x
, y
));
5598 case WINED3DFMT_R16G16B16A16_FLOAT
:
5599 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
5601 /* Not supported by GL_ARB_half_float_vertex. */
5602 GL_EXTCALL(glVertexAttrib4hvNV(i
, (const GLhalfNV
*)ptr
));
5606 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
5607 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
5608 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
5609 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
5610 GL_EXTCALL(glVertexAttrib4f(i
, x
, y
, z
, w
));
5614 ERR("Unexpected declaration in stride 0 attributes.\n");
5618 context_gl
->default_attrib_value_set
&= ~(1u << i
);
5621 checkGLcall("Loading numbered arrays");
5624 void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl
*context_gl
,
5625 const struct wined3d_state
*state
)
5627 if (context_gl
->c
.use_immediate_mode_draw
)
5630 wined3d_context_gl_unload_vertex_data(context_gl
);
5631 if (context_gl
->c
.d3d_info
->ffp_generic_attributes
|| use_vs(state
))
5633 TRACE("Loading numbered arrays.\n");
5634 wined3d_context_gl_load_numbered_arrays(context_gl
, &context_gl
->c
.stream_info
, state
);
5638 TRACE("Loading named arrays.\n");
5639 wined3d_context_gl_unload_numbered_arrays(context_gl
);
5640 wined3d_context_gl_load_vertex_data(context_gl
, &context_gl
->c
.stream_info
, state
);
5641 context_gl
->c
.namedArraysLoaded
= TRUE
;
5644 static void apply_texture_blit_state(const struct wined3d_gl_info
*gl_info
, struct gl_texture
*texture
,
5645 GLenum target
, unsigned int level
, enum wined3d_texture_filter_type filter
)
5647 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MAG_FILTER
, wined3d_gl_mag_filter(filter
));
5648 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MIN_FILTER
,
5649 wined3d_gl_min_mip_filter(filter
, WINED3D_TEXF_NONE
));
5650 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
5651 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
5652 if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
5653 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
, GL_SKIP_DECODE_EXT
);
5654 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, level
);
5656 /* We changed the filtering settings on the texture. Make sure they get
5657 * reset on subsequent draws. */
5658 texture
->sampler_desc
.mag_filter
= WINED3D_TEXF_POINT
;
5659 texture
->sampler_desc
.min_filter
= WINED3D_TEXF_POINT
;
5660 texture
->sampler_desc
.mip_filter
= WINED3D_TEXF_NONE
;
5661 texture
->sampler_desc
.address_u
= WINED3D_TADDRESS_CLAMP
;
5662 texture
->sampler_desc
.address_v
= WINED3D_TADDRESS_CLAMP
;
5663 texture
->sampler_desc
.srgb_decode
= FALSE
;
5664 texture
->base_level
= level
;
5667 /* Context activation is done by the caller. */
5668 void wined3d_context_gl_draw_shaded_quad(struct wined3d_context_gl
*context_gl
, struct wined3d_texture_gl
*texture_gl
,
5669 unsigned int sub_resource_idx
, const RECT
*src_rect
, const RECT
*dst_rect
,
5670 enum wined3d_texture_filter_type filter
)
5672 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5673 struct wined3d_blt_info info
;
5674 unsigned int level
, w
, h
, i
;
5679 struct wined3d_vec3 texcoord
;
5683 texture2d_get_blt_info(texture_gl
, sub_resource_idx
, src_rect
, &info
);
5685 level
= sub_resource_idx
% texture_gl
->t
.level_count
;
5686 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, texture_gl
->texture_rgb
.name
);
5687 apply_texture_blit_state(gl_info
, &texture_gl
->texture_rgb
, info
.bind_target
, level
, filter
);
5688 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, level
);
5690 wined3d_context_gl_get_rt_size(context_gl
, &dst_size
);
5694 quad
[0].x
= dst_rect
->left
* 2.0f
/ w
- 1.0f
;
5695 quad
[0].y
= dst_rect
->top
* 2.0f
/ h
- 1.0f
;
5696 quad
[0].texcoord
= info
.texcoords
[0];
5698 quad
[1].x
= dst_rect
->right
* 2.0f
/ w
- 1.0f
;
5699 quad
[1].y
= dst_rect
->top
* 2.0f
/ h
- 1.0f
;
5700 quad
[1].texcoord
= info
.texcoords
[1];
5702 quad
[2].x
= dst_rect
->left
* 2.0f
/ w
- 1.0f
;
5703 quad
[2].y
= dst_rect
->bottom
* 2.0f
/ h
- 1.0f
;
5704 quad
[2].texcoord
= info
.texcoords
[2];
5706 quad
[3].x
= dst_rect
->right
* 2.0f
/ w
- 1.0f
;
5707 quad
[3].y
= dst_rect
->bottom
* 2.0f
/ h
- 1.0f
;
5708 quad
[3].texcoord
= info
.texcoords
[3];
5711 if (gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
5713 if (!context_gl
->blit_vbo
)
5714 GL_EXTCALL(glGenBuffers(1, &context_gl
->blit_vbo
));
5715 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, context_gl
->blit_vbo
));
5717 wined3d_context_gl_unload_vertex_data(context_gl
);
5718 wined3d_context_gl_unload_numbered_arrays(context_gl
);
5720 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER
, sizeof(quad
), quad
, GL_STREAM_DRAW
));
5721 GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT
, FALSE
, sizeof(*quad
), NULL
));
5722 GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT
, FALSE
, sizeof(*quad
),
5723 (void *)FIELD_OFFSET(struct blit_vertex
, texcoord
)));
5725 GL_EXTCALL(glEnableVertexAttribArray(0));
5726 GL_EXTCALL(glEnableVertexAttribArray(1));
5728 gl_info
->gl_ops
.gl
.p_glDrawArrays(GL_TRIANGLE_STRIP
, 0, 4);
5730 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, 0));
5731 GL_EXTCALL(glDisableVertexAttribArray(1));
5732 GL_EXTCALL(glDisableVertexAttribArray(0));
5736 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
5738 for (i
= 0; i
< ARRAY_SIZE(quad
); ++i
)
5740 GL_EXTCALL(glVertexAttrib3fv(1, &quad
[i
].texcoord
.x
));
5741 GL_EXTCALL(glVertexAttrib2fv(0, &quad
[i
].x
));
5744 gl_info
->gl_ops
.gl
.p_glEnd();
5746 checkGLcall("draw");
5748 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, texture_gl
->t
.level_count
- 1);
5749 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, 0);
5752 /* Context activation is done by the caller. */
5753 void wined3d_context_gl_draw_textured_quad(struct wined3d_context_gl
*context_gl
,
5754 struct wined3d_texture_gl
*texture_gl
, unsigned int sub_resource_idx
,
5755 const RECT
*src_rect
, const RECT
*dst_rect
, enum wined3d_texture_filter_type filter
)
5757 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5758 struct wined3d_blt_info info
;
5761 texture2d_get_blt_info(texture_gl
, sub_resource_idx
, src_rect
, &info
);
5763 gl_info
->gl_ops
.gl
.p_glEnable(info
.bind_target
);
5764 checkGLcall("glEnable(bind_target)");
5766 level
= sub_resource_idx
% texture_gl
->t
.level_count
;
5767 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, texture_gl
->texture_rgb
.name
);
5768 apply_texture_blit_state(gl_info
, &texture_gl
->texture_rgb
, info
.bind_target
, level
, filter
);
5769 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, level
);
5770 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
5771 checkGLcall("glTexEnvi");
5774 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
5775 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[0].x
);
5776 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->left
, dst_rect
->top
);
5778 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[1].x
);
5779 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->right
, dst_rect
->top
);
5781 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[2].x
);
5782 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->left
, dst_rect
->bottom
);
5784 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[3].x
);
5785 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->right
, dst_rect
->bottom
);
5786 gl_info
->gl_ops
.gl
.p_glEnd();
5788 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, texture_gl
->t
.level_count
- 1);
5789 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, 0);