wined3d: Remove the no longer used STATE_SAMPLER.
[wine.git] / dlls / wined3d / context_gl.c
blobd1181c3cb1f916b51195ccf5f63ee173a0614837
1 /*
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
27 #include "wined3d_private.h"
28 #include "wined3d_gl.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
32 WINE_DECLARE_DEBUG_CHANNEL(d3d_sync);
34 #define WINED3D_MAX_FBO_ENTRIES 64
35 #define WINED3D_ALL_LAYERS (~0u)
37 static DWORD wined3d_context_tls_idx;
39 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
40 * actually have the same values in GL and D3D. */
41 static GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
43 switch (primitive_type)
45 case WINED3D_PT_POINTLIST:
46 return GL_POINTS;
48 case WINED3D_PT_LINELIST:
49 return GL_LINES;
51 case WINED3D_PT_LINESTRIP:
52 return GL_LINE_STRIP;
54 case WINED3D_PT_TRIANGLELIST:
55 return GL_TRIANGLES;
57 case WINED3D_PT_TRIANGLESTRIP:
58 return GL_TRIANGLE_STRIP;
60 case WINED3D_PT_TRIANGLEFAN:
61 return GL_TRIANGLE_FAN;
63 case WINED3D_PT_LINELIST_ADJ:
64 return GL_LINES_ADJACENCY_ARB;
66 case WINED3D_PT_LINESTRIP_ADJ:
67 return GL_LINE_STRIP_ADJACENCY_ARB;
69 case WINED3D_PT_TRIANGLELIST_ADJ:
70 return GL_TRIANGLES_ADJACENCY_ARB;
72 case WINED3D_PT_TRIANGLESTRIP_ADJ:
73 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
75 case WINED3D_PT_PATCH:
76 return GL_PATCHES;
78 default:
79 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
80 case WINED3D_PT_UNDEFINED:
81 return ~0u;
85 /* FBO helper functions */
87 /* Context activation is done by the caller. */
88 static void wined3d_context_gl_bind_fbo(struct wined3d_context_gl *context_gl, GLenum target, GLuint fbo)
90 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
92 TRACE("context_gl %p, target %#x, fbo %u.\n", context_gl, target, fbo);
94 switch (target)
96 case GL_READ_FRAMEBUFFER:
97 if (context_gl->fbo_read_binding == fbo)
98 return;
99 context_gl->fbo_read_binding = fbo;
100 break;
102 case GL_DRAW_FRAMEBUFFER:
103 if (context_gl->fbo_draw_binding == fbo)
104 return;
105 context_gl->fbo_draw_binding = fbo;
106 break;
108 case GL_FRAMEBUFFER:
109 if (context_gl->fbo_read_binding == fbo
110 && context_gl->fbo_draw_binding == fbo)
111 return;
112 context_gl->fbo_read_binding = fbo;
113 context_gl->fbo_draw_binding = fbo;
114 break;
116 default:
117 FIXME("Unhandled target %#x.\n", target);
118 break;
121 gl_info->fbo_ops.glBindFramebuffer(target, fbo);
122 checkGLcall("glBindFramebuffer()");
125 /* Context activation is done by the caller. */
126 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
128 unsigned int i;
130 for (i = 0; i < gl_info->limits.buffers; ++i)
132 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
133 checkGLcall("glFramebufferTexture2D()");
135 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
136 checkGLcall("glFramebufferTexture2D()");
138 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
139 checkGLcall("glFramebufferTexture2D()");
142 /* Context activation is done by the caller. */
143 static void wined3d_context_gl_destroy_fbo(struct wined3d_context_gl *context_gl, GLuint fbo)
145 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
147 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, fbo);
148 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
149 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
151 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
152 checkGLcall("glDeleteFramebuffers()");
155 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
156 GLenum fbo_target, uint32_t flags, GLuint rb)
158 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
160 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
161 checkGLcall("glFramebufferRenderbuffer()");
164 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
166 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
167 checkGLcall("glFramebufferRenderbuffer()");
171 static void wined3d_context_gl_attach_gl_texture_fbo(struct wined3d_context_gl *context_gl,
172 GLenum fbo_target, GLenum attachment, const struct wined3d_fbo_resource *resource)
174 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
176 if (!resource)
178 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, GL_TEXTURE_2D, 0, 0);
180 else if (resource->layer == WINED3D_ALL_LAYERS)
182 if (!gl_info->fbo_ops.glFramebufferTexture)
184 FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
185 return;
188 gl_info->fbo_ops.glFramebufferTexture(fbo_target, attachment,
189 resource->object, resource->level);
191 else if (resource->target == GL_TEXTURE_1D_ARRAY || resource->target == GL_TEXTURE_2D_ARRAY
192 || resource->target == GL_TEXTURE_3D)
194 if (!gl_info->fbo_ops.glFramebufferTextureLayer)
196 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
197 return;
200 gl_info->fbo_ops.glFramebufferTextureLayer(fbo_target, attachment,
201 resource->object, resource->level, resource->layer);
203 else if (resource->target == GL_TEXTURE_1D)
205 gl_info->fbo_ops.glFramebufferTexture1D(fbo_target, attachment,
206 resource->target, resource->object, resource->level);
208 else
210 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment,
211 resource->target, resource->object, resource->level);
213 checkGLcall("attach texture to fbo");
216 /* Context activation is done by the caller. */
217 static void wined3d_context_gl_attach_depth_stencil_fbo(struct wined3d_context_gl *context_gl,
218 GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
219 uint32_t flags)
221 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
223 if (resource->object)
225 TRACE("Attach depth stencil %u.\n", resource->object);
227 if (rb_namespace)
229 context_attach_depth_stencil_rb(gl_info, fbo_target,
230 flags, resource->object);
232 else
234 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
235 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, resource);
237 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
238 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, resource);
241 if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH))
242 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
244 if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL))
245 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
247 else
249 TRACE("Attach depth stencil 0.\n");
251 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
252 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
256 /* Context activation is done by the caller. */
257 static void wined3d_context_gl_attach_surface_fbo(struct wined3d_context_gl *context_gl,
258 GLenum fbo_target, unsigned int idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
260 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
262 TRACE("Attach GL object %u to %u.\n", resource->object, idx);
264 if (resource->object)
266 if (rb_namespace)
268 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
269 GL_RENDERBUFFER, resource->object);
270 checkGLcall("glFramebufferRenderbuffer()");
272 else
274 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
277 else
279 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_COLOR_ATTACHMENT0 + idx, NULL);
283 static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, GLenum target,
284 GLenum attachment)
286 static const struct
288 GLenum target;
289 GLenum binding;
290 const char *str;
291 enum wined3d_gl_extension extension;
293 texture_type[] =
295 {GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D, "1d", WINED3D_GL_EXT_NONE},
296 {GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BINDING_1D_ARRAY, "1d-array", EXT_TEXTURE_ARRAY},
297 {GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, "2d", WINED3D_GL_EXT_NONE},
298 {GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, "2d-array" , EXT_TEXTURE_ARRAY},
299 {GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP, "cube", ARB_TEXTURE_CUBE_MAP},
300 {GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BINDING_2D_MULTISAMPLE, "2d-ms", ARB_TEXTURE_MULTISAMPLE},
301 {GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE},
304 GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target;
305 const char *tex_type_str = NULL;
306 unsigned int i;
308 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
309 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
310 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
311 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
313 if (type == GL_RENDERBUFFER)
315 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, name);
316 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
317 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
318 if (gl_info->limits.samples > 1)
319 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
320 else
321 samples = 1;
322 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt);
323 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
324 debug_fboattachment(attachment), name, width, height, samples, fmt);
326 else if (type == GL_TEXTURE)
328 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
329 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &level);
330 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
331 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, &face);
333 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
335 GL_EXTCALL(glGetTextureParameteriv(name, GL_TEXTURE_TARGET, &tex_target));
337 for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
339 if (texture_type[i].target == tex_target)
341 tex_type_str = texture_type[i].str;
342 break;
345 if (i == ARRAY_SIZE(texture_type))
346 tex_type_str = wine_dbg_sprintf("%#x", tex_target);
348 else if (face)
350 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &old_texture);
351 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, name);
353 tex_target = GL_TEXTURE_CUBE_MAP;
354 tex_type_str = "cube";
356 else
358 for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
360 if (!gl_info->supported[texture_type[i].extension])
361 continue;
363 gl_info->gl_ops.gl.p_glGetIntegerv(texture_type[i].binding, &old_texture);
364 while (gl_info->gl_ops.gl.p_glGetError());
366 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, name);
367 if (!gl_info->gl_ops.gl.p_glGetError())
369 tex_target = texture_type[i].target;
370 tex_type_str = texture_type[i].str;
371 break;
373 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, old_texture);
376 if (!tex_type_str)
378 FIXME("Cannot find type of texture %d.\n", name);
379 return;
383 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
385 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt));
386 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_WIDTH, &width));
387 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_HEIGHT, &height));
388 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_SAMPLES, &samples));
390 else
392 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
393 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_WIDTH, &width);
394 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_HEIGHT, &height);
395 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
396 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_SAMPLES, &samples);
397 else
398 samples = 1;
400 gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture);
403 FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
404 debug_fboattachment(attachment), tex_type_str, name, width, height, samples, fmt);
406 else if (type == GL_NONE)
408 FIXME(" %s: NONE.\n", debug_fboattachment(attachment));
410 else
412 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type);
415 checkGLcall("dump FBO attachment");
418 /* Context activation is done by the caller. */
419 void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl *context_gl, GLenum target)
421 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
422 GLenum status;
424 if (!FIXME_ON(d3d))
425 return;
427 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
428 if (status == GL_FRAMEBUFFER_COMPLETE)
430 TRACE("FBO complete.\n");
432 else
434 unsigned int i;
436 FIXME("FBO status %s (%#x).\n", debug_fbostatus(status), status);
438 if (!context_gl->current_fbo)
440 ERR("FBO 0 is incomplete, driver bug?\n");
441 return;
444 context_dump_fbo_attachment(gl_info, target, GL_DEPTH_ATTACHMENT);
445 context_dump_fbo_attachment(gl_info, target, GL_STENCIL_ATTACHMENT);
447 for (i = 0; i < gl_info->limits.buffers; ++i)
448 context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i);
452 static inline DWORD context_generate_rt_mask(GLenum buffer)
454 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
455 return buffer ? (1u << 31) | buffer : 0;
458 static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resource *resource)
460 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
462 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
463 return 0;
466 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource));
469 /* Context activation is done by the caller. */
470 static void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl *context_gl, GLenum buffer)
472 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
473 struct fbo_entry *current_fbo = context_gl->current_fbo;
474 uint32_t new_mask = context_generate_rt_mask(buffer);
475 uint32_t *current_mask;
477 current_mask = current_fbo ? &current_fbo->rt_mask : &context_gl->draw_buffers_mask;
478 if (new_mask == *current_mask)
479 return;
481 gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
482 checkGLcall("glDrawBuffer()");
484 *current_mask = new_mask;
487 static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct wined3d_context_gl *context_gl,
488 struct wined3d_fbo_entry_key *key, unsigned int idx, const struct wined3d_rendertarget_info *render_target,
489 DWORD location)
491 unsigned int sub_resource_idx = render_target->sub_resource_idx;
492 struct wined3d_resource *resource = render_target->resource;
493 struct wined3d_texture_gl *texture_gl;
495 if (!resource || resource->format->id == WINED3DFMT_NULL || resource->type == WINED3D_RTYPE_BUFFER)
497 if (resource && resource->type == WINED3D_RTYPE_BUFFER)
498 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
499 key->objects[idx].object = 0;
500 key->objects[idx].target = 0;
501 key->objects[idx].level = key->objects[idx].layer = 0;
502 return;
505 if (render_target->gl_view.name)
507 key->objects[idx].object = render_target->gl_view.name;
508 key->objects[idx].target = render_target->gl_view.target;
509 key->objects[idx].level = 0;
510 key->objects[idx].layer = (render_target->layer_count == 1 ? 0 : WINED3D_ALL_LAYERS);
511 return;
514 texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(resource));
515 if (texture_gl->current_renderbuffer)
517 key->objects[idx].object = texture_gl->current_renderbuffer->id;
518 key->objects[idx].target = 0;
519 key->objects[idx].level = key->objects[idx].layer = 0;
520 key->rb_namespace |= 1 << idx;
521 return;
524 key->objects[idx].target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx);
525 key->objects[idx].level = sub_resource_idx % texture_gl->t.level_count;
526 key->objects[idx].layer = sub_resource_idx / texture_gl->t.level_count;
528 if (render_target->layer_count != 1)
529 key->objects[idx].layer = WINED3D_ALL_LAYERS;
531 switch (location)
533 case WINED3D_LOCATION_TEXTURE_RGB:
534 key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
535 break;
537 case WINED3D_LOCATION_TEXTURE_SRGB:
538 key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, TRUE);
539 break;
541 case WINED3D_LOCATION_RB_MULTISAMPLE:
542 key->objects[idx].object = texture_gl->rb_multisample;
543 key->objects[idx].target = 0;
544 key->objects[idx].level = key->objects[idx].layer = 0;
545 key->rb_namespace |= 1 << idx;
546 break;
548 case WINED3D_LOCATION_RB_RESOLVED:
549 key->objects[idx].object = texture_gl->rb_resolved;
550 key->objects[idx].target = 0;
551 key->objects[idx].level = key->objects[idx].layer = 0;
552 key->rb_namespace |= 1 << idx;
553 break;
557 static void wined3d_context_gl_generate_fbo_key(const struct wined3d_context_gl *context_gl,
558 struct wined3d_fbo_entry_key *key, const struct wined3d_rendertarget_info *render_targets,
559 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
561 unsigned int buffers = context_gl->gl_info->limits.buffers;
562 unsigned int i;
564 key->rb_namespace = 0;
565 wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, 0, depth_stencil, ds_location);
567 for (i = 0; i < buffers; ++i)
568 wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, i + 1, &render_targets[i], color_location);
570 memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects));
573 static struct fbo_entry *wined3d_context_gl_create_fbo_entry(const struct wined3d_context_gl *context_gl,
574 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
575 DWORD color_location, DWORD ds_location)
577 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
578 struct fbo_entry *entry;
580 entry = malloc(sizeof(*entry));
581 wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
582 render_targets, depth_stencil, color_location, ds_location);
583 entry->flags = 0;
584 if (depth_stencil->resource)
586 if (depth_stencil->resource->format->depth_size)
587 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
588 if (depth_stencil->resource->format->stencil_size)
589 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
591 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
592 gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
593 checkGLcall("glGenFramebuffers()");
594 TRACE("Created FBO %u.\n", entry->id);
596 return entry;
599 /* Context activation is done by the caller. */
600 static void wined3d_context_gl_reuse_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
601 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
602 DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
604 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
606 wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
607 context_clean_fbo_attachments(gl_info, target);
609 wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
610 render_targets, depth_stencil, color_location, ds_location);
611 entry->flags = 0;
612 if (depth_stencil->resource)
614 if (depth_stencil->resource->format->depth_size)
615 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
616 if (depth_stencil->resource->format->stencil_size)
617 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
621 /* Context activation is done by the caller. */
622 static void wined3d_context_gl_destroy_fbo_entry(struct wined3d_context_gl *context_gl, struct fbo_entry *entry)
624 if (entry->id)
626 TRACE("Destroy FBO %u.\n", entry->id);
627 wined3d_context_gl_destroy_fbo(context_gl, entry->id);
629 --context_gl->fbo_entry_count;
630 list_remove(&entry->entry);
631 free(entry);
634 /* Context activation is done by the caller. */
635 static struct fbo_entry *wined3d_context_gl_find_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
636 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
637 DWORD color_location, DWORD ds_location)
639 static const struct wined3d_rendertarget_info ds_null = {{0}};
640 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
641 struct wined3d_texture *rt_texture, *ds_texture;
642 struct wined3d_fbo_entry_key fbo_key;
643 unsigned int i, ds_level, rt_level;
644 struct fbo_entry *entry;
646 if (depth_stencil->resource && depth_stencil->resource->type != WINED3D_RTYPE_BUFFER
647 && render_targets[0].resource && render_targets[0].resource->type != WINED3D_RTYPE_BUFFER
648 && render_targets[0].resource->format->id != WINED3DFMT_NULL)
650 rt_texture = wined3d_texture_from_resource(render_targets[0].resource);
651 rt_level = render_targets[0].sub_resource_idx % rt_texture->level_count;
652 ds_texture = wined3d_texture_from_resource(depth_stencil->resource);
653 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
655 if (wined3d_texture_get_level_width(ds_texture, ds_level)
656 < wined3d_texture_get_level_width(rt_texture, rt_level)
657 || wined3d_texture_get_level_height(ds_texture, ds_level)
658 < wined3d_texture_get_level_height(rt_texture, rt_level))
660 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
661 depth_stencil = &ds_null;
663 else if (ds_texture->resource.multisample_type != rt_texture->resource.multisample_type
664 || (ds_texture->resource.multisample_type
665 && ds_texture->resource.multisample_quality != rt_texture->resource.multisample_quality))
667 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
668 rt_texture->resource.multisample_type, rt_texture->resource.multisample_quality,
669 ds_texture->resource.multisample_type, ds_texture->resource.multisample_quality);
670 depth_stencil = &ds_null;
672 else if (depth_stencil->resource->type == WINED3D_RTYPE_TEXTURE_2D)
674 wined3d_texture_gl_set_compatible_renderbuffer(wined3d_texture_gl(ds_texture),
675 context_gl, ds_level, &render_targets[0]);
679 wined3d_context_gl_generate_fbo_key(context_gl, &fbo_key,
680 render_targets, depth_stencil, color_location, ds_location);
682 if (TRACE_ON(d3d))
684 struct wined3d_resource *resource;
685 unsigned int width, height;
686 const char *resource_type;
688 TRACE("Dumping FBO attachments:\n");
689 for (i = 0; i < gl_info->limits.buffers; ++i)
691 if ((resource = render_targets[i].resource))
693 if (resource->type == WINED3D_RTYPE_BUFFER)
695 width = resource->size;
696 height = 1;
697 resource_type = "buffer";
699 else
701 rt_texture = wined3d_texture_from_resource(resource);
702 rt_level = render_targets[i].sub_resource_idx % rt_texture->level_count;
703 width = wined3d_texture_get_level_width(rt_texture, rt_level);
704 height = wined3d_texture_get_level_height(rt_texture, rt_level);
705 resource_type = "texture";
708 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
709 i, resource, render_targets[i].sub_resource_idx, debug_d3dformat(resource->format->id),
710 fbo_key.rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type,
711 fbo_key.objects[i + 1].object, width, height, resource->multisample_type);
714 if ((resource = depth_stencil->resource))
716 if (resource->type == WINED3D_RTYPE_BUFFER)
718 width = resource->size;
719 height = 1;
720 resource_type = "buffer";
722 else
724 ds_texture = wined3d_texture_from_resource(resource);
725 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
726 width = wined3d_texture_get_level_width(ds_texture, ds_level);
727 height = wined3d_texture_get_level_height(ds_texture, ds_level);
728 resource_type = "texture";
731 TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
732 resource, depth_stencil->sub_resource_idx, debug_d3dformat(resource->format->id),
733 fbo_key.rb_namespace & (1 << 0) ? "renderbuffer" : resource_type,
734 fbo_key.objects[0].object, width, height, resource->multisample_type);
738 LIST_FOR_EACH_ENTRY(entry, &context_gl->fbo_list, struct fbo_entry, entry)
740 if (memcmp(&fbo_key, &entry->key, sizeof(fbo_key)))
741 continue;
743 list_remove(&entry->entry);
744 list_add_head(&context_gl->fbo_list, &entry->entry);
745 return entry;
748 if (context_gl->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
750 entry = wined3d_context_gl_create_fbo_entry(context_gl,
751 render_targets, depth_stencil, color_location, ds_location);
752 list_add_head(&context_gl->fbo_list, &entry->entry);
753 ++context_gl->fbo_entry_count;
755 else
757 entry = LIST_ENTRY(list_tail(&context_gl->fbo_list), struct fbo_entry, entry);
758 wined3d_context_gl_reuse_fbo_entry(context_gl, target, render_targets,
759 depth_stencil, color_location, ds_location, entry);
760 list_remove(&entry->entry);
761 list_add_head(&context_gl->fbo_list, &entry->entry);
764 return entry;
767 /* Context activation is done by the caller. */
768 static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl *context_gl,
769 GLenum target, struct fbo_entry *entry)
771 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
772 GLuint read_binding, draw_binding;
773 unsigned int i;
775 if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
777 wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
778 return;
781 read_binding = context_gl->fbo_read_binding;
782 draw_binding = context_gl->fbo_draw_binding;
783 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, entry->id);
785 if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
787 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
788 GL_FRAMEBUFFER_DEFAULT_WIDTH, gl_info->limits.framebuffer_width));
789 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
790 GL_FRAMEBUFFER_DEFAULT_HEIGHT, gl_info->limits.framebuffer_height));
791 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1));
792 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1));
795 /* Apply render targets */
796 for (i = 0; i < gl_info->limits.buffers; ++i)
798 wined3d_context_gl_attach_surface_fbo(context_gl, target, i,
799 &entry->key.objects[i + 1], entry->key.rb_namespace & (1 << (i + 1)));
802 wined3d_context_gl_attach_depth_stencil_fbo(context_gl, target,
803 &entry->key.objects[0], entry->key.rb_namespace & 0x1, entry->flags);
805 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
806 * GL contexts requirements. */
807 gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
808 wined3d_context_gl_set_draw_buffer(context_gl, GL_NONE);
809 if (target != GL_FRAMEBUFFER)
811 if (target == GL_READ_FRAMEBUFFER)
812 wined3d_context_gl_bind_fbo(context_gl, GL_DRAW_FRAMEBUFFER, draw_binding);
813 else
814 wined3d_context_gl_bind_fbo(context_gl, GL_READ_FRAMEBUFFER, read_binding);
817 entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
820 /* Context activation is done by the caller. */
821 static void wined3d_context_gl_apply_fbo_state(struct wined3d_context_gl *context_gl, GLenum target,
822 const struct wined3d_rendertarget_info *render_targets,
823 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
825 struct fbo_entry *entry, *entry2;
827 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
829 wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
832 if (context_gl->rebind_fbo)
834 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
835 context_gl->rebind_fbo = FALSE;
838 if (color_location == WINED3D_LOCATION_DRAWABLE)
840 context_gl->current_fbo = NULL;
841 wined3d_context_gl_bind_fbo(context_gl, target, 0);
843 else
845 context_gl->current_fbo = wined3d_context_gl_find_fbo_entry(context_gl,
846 target, render_targets, depth_stencil, color_location, ds_location);
847 wined3d_context_gl_apply_fbo_entry(context_gl, target, context_gl->current_fbo);
851 /* Context activation is done by the caller. */
852 void wined3d_context_gl_apply_fbo_state_explicit(struct wined3d_context_gl *context_gl, GLenum target,
853 struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
854 struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, uint32_t location)
856 struct wined3d_rendertarget_info ds_info = {{0}};
858 memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
859 if (rt)
861 context_gl->blit_targets[0].resource = rt;
862 context_gl->blit_targets[0].sub_resource_idx = rt_sub_resource_idx;
863 context_gl->blit_targets[0].layer_count = 1;
866 if (ds)
868 ds_info.resource = ds;
869 ds_info.sub_resource_idx = ds_sub_resource_idx;
870 ds_info.layer_count = 1;
873 wined3d_context_gl_apply_fbo_state(context_gl, target, context_gl->blit_targets, &ds_info, location, location);
876 /* Context activation is done by the caller. */
877 void wined3d_context_gl_alloc_occlusion_query(struct wined3d_context_gl *context_gl,
878 struct wined3d_occlusion_query *query)
880 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
882 if (context_gl->free_occlusion_query_count)
884 query->id = context_gl->free_occlusion_queries[--context_gl->free_occlusion_query_count];
886 else
888 if (gl_info->supported[ARB_OCCLUSION_QUERY])
890 GL_EXTCALL(glGenQueries(1, &query->id));
891 checkGLcall("glGenQueries");
893 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context_gl);
895 else
897 WARN("Occlusion queries not supported, not allocating query id.\n");
898 query->id = 0;
902 query->context_gl = context_gl;
903 list_add_head(&context_gl->occlusion_queries, &query->entry);
906 void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query *query)
908 struct wined3d_context_gl *context_gl = query->context_gl;
910 list_remove(&query->entry);
911 query->context_gl = NULL;
913 if (!wined3d_array_reserve((void **)&context_gl->free_occlusion_queries,
914 &context_gl->free_occlusion_query_size, context_gl->free_occlusion_query_count + 1,
915 sizeof(*context_gl->free_occlusion_queries)))
917 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
918 return;
921 context_gl->free_occlusion_queries[context_gl->free_occlusion_query_count++] = query->id;
924 /* Context activation is done by the caller. */
925 void wined3d_context_gl_alloc_fence(struct wined3d_context_gl *context_gl, struct wined3d_fence *fence)
927 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
929 if (context_gl->free_fence_count)
931 fence->object = context_gl->free_fences[--context_gl->free_fence_count];
933 else
935 if (gl_info->supported[ARB_SYNC])
937 /* Using ARB_sync, not much to do here. */
938 fence->object.sync = NULL;
939 TRACE("Allocated sync object in context %p.\n", context_gl);
941 else if (gl_info->supported[APPLE_FENCE])
943 GL_EXTCALL(glGenFencesAPPLE(1, &fence->object.id));
944 checkGLcall("glGenFencesAPPLE");
946 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
948 else if(gl_info->supported[NV_FENCE])
950 GL_EXTCALL(glGenFencesNV(1, &fence->object.id));
951 checkGLcall("glGenFencesNV");
953 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
955 else
957 WARN("Fences not supported, not allocating fence.\n");
958 fence->object.id = 0;
962 fence->context_gl = context_gl;
963 list_add_head(&context_gl->fences, &fence->entry);
966 void wined3d_context_gl_free_fence(struct wined3d_fence *fence)
968 struct wined3d_context_gl *context_gl = fence->context_gl;
970 list_remove(&fence->entry);
971 fence->context_gl = NULL;
973 if (!wined3d_array_reserve((void **)&context_gl->free_fences,
974 &context_gl->free_fence_size, context_gl->free_fence_count + 1,
975 sizeof(*context_gl->free_fences)))
977 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence->object.id, context_gl);
978 return;
981 context_gl->free_fences[context_gl->free_fence_count++] = fence->object;
984 /* Context activation is done by the caller. */
985 void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl *context_gl,
986 struct wined3d_timestamp_query *query)
988 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
990 if (context_gl->free_timestamp_query_count)
992 query->id = context_gl->free_timestamp_queries[--context_gl->free_timestamp_query_count];
994 else
996 GL_EXTCALL(glGenQueries(1, &query->id));
997 checkGLcall("glGenQueries");
999 TRACE("Allocated timestamp query %u in context %p.\n", query->id, context_gl);
1002 query->context_gl = context_gl;
1003 list_add_head(&context_gl->timestamp_queries, &query->entry);
1006 void wined3d_context_gl_free_timestamp_query(struct wined3d_timestamp_query *query)
1008 struct wined3d_context_gl *context_gl = query->context_gl;
1010 list_remove(&query->entry);
1011 query->context_gl = NULL;
1013 if (!wined3d_array_reserve((void **)&context_gl->free_timestamp_queries,
1014 &context_gl->free_timestamp_query_size, context_gl->free_timestamp_query_count + 1,
1015 sizeof(*context_gl->free_timestamp_queries)))
1017 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
1018 return;
1021 context_gl->free_timestamp_queries[context_gl->free_timestamp_query_count++] = query->id;
1024 void wined3d_context_gl_alloc_so_statistics_query(struct wined3d_context_gl *context_gl,
1025 struct wined3d_so_statistics_query *query)
1027 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1029 if (context_gl->free_so_statistics_query_count)
1031 query->u = context_gl->free_so_statistics_queries[--context_gl->free_so_statistics_query_count];
1033 else
1035 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
1036 checkGLcall("glGenQueries");
1038 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
1039 query->u.id[0], query->u.id[1], context_gl);
1042 query->context_gl = context_gl;
1043 list_add_head(&context_gl->so_statistics_queries, &query->entry);
1046 void wined3d_context_gl_free_so_statistics_query(struct wined3d_so_statistics_query *query)
1048 struct wined3d_context_gl *context_gl = query->context_gl;
1050 list_remove(&query->entry);
1051 query->context_gl = NULL;
1053 if (!wined3d_array_reserve((void **)&context_gl->free_so_statistics_queries,
1054 &context_gl->free_so_statistics_query_size, context_gl->free_so_statistics_query_count + 1,
1055 sizeof(*context_gl->free_so_statistics_queries)))
1057 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
1058 query->u.id[0], query->u.id[1], context_gl);
1059 return;
1062 context_gl->free_so_statistics_queries[context_gl->free_so_statistics_query_count++] = query->u;
1065 void wined3d_context_gl_alloc_pipeline_statistics_query(struct wined3d_context_gl *context_gl,
1066 struct wined3d_pipeline_statistics_query *query)
1068 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1070 if (context_gl->free_pipeline_statistics_query_count)
1072 query->u = context_gl->free_pipeline_statistics_queries[--context_gl->free_pipeline_statistics_query_count];
1074 else
1076 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
1077 checkGLcall("glGenQueries");
1080 query->context_gl = context_gl;
1081 list_add_head(&context_gl->pipeline_statistics_queries, &query->entry);
1084 void wined3d_context_gl_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query)
1086 struct wined3d_context_gl *context_gl = query->context_gl;
1088 list_remove(&query->entry);
1089 query->context_gl = NULL;
1091 if (!wined3d_array_reserve((void **)&context_gl->free_pipeline_statistics_queries,
1092 &context_gl->free_pipeline_statistics_query_size, context_gl->free_pipeline_statistics_query_count + 1,
1093 sizeof(*context_gl->free_pipeline_statistics_queries)))
1095 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context_gl);
1096 return;
1099 context_gl->free_pipeline_statistics_queries[context_gl->free_pipeline_statistics_query_count++] = query->u;
1102 typedef void (context_fbo_entry_func_t)(struct wined3d_context_gl *context_gl, struct fbo_entry *entry);
1104 static void wined3d_context_gl_enum_fbo_entries(const struct wined3d_device *device,
1105 GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
1107 unsigned int i, j;
1109 for (i = 0; i < device->context_count; ++i)
1111 struct wined3d_context_gl *context_gl = wined3d_context_gl(device->contexts[i]);
1112 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1113 struct fbo_entry *entry, *entry2;
1115 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
1117 for (j = 0; j < gl_info->limits.buffers + 1; ++j)
1119 if (entry->key.objects[j].object == name
1120 && !(entry->key.rb_namespace & (1 << j)) == !rb_namespace)
1122 callback(context_gl, entry);
1123 break;
1130 static void wined3d_context_gl_queue_fbo_entry_destruction(struct wined3d_context_gl *context_gl,
1131 struct fbo_entry *entry)
1133 list_remove(&entry->entry);
1134 list_add_head(&context_gl->fbo_destroy_list, &entry->entry);
1137 void context_gl_resource_released(struct wined3d_device *device, GLuint name, BOOL rb_namespace)
1139 wined3d_context_gl_enum_fbo_entries(device, name, rb_namespace,
1140 wined3d_context_gl_queue_fbo_entry_destruction);
1143 void wined3d_context_gl_texture_update(struct wined3d_context_gl *context_gl,
1144 const struct wined3d_texture_gl *texture_gl)
1146 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1147 struct fbo_entry *entry = context_gl->current_fbo;
1148 unsigned int i;
1150 if (!entry || context_gl->rebind_fbo)
1151 return;
1153 for (i = 0; i < gl_info->limits.buffers + 1; ++i)
1155 if (texture_gl->texture_rgb.name == entry->key.objects[i].object
1156 || texture_gl->texture_srgb.name == entry->key.objects[i].object)
1158 TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture_gl, i);
1159 context_gl->rebind_fbo = TRUE;
1160 return;
1165 static BOOL wined3d_context_gl_restore_pixel_format(struct wined3d_context_gl *context_gl)
1167 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1168 BOOL ret = FALSE;
1170 if (context_gl->restore_pf && IsWindow(context_gl->restore_pf_win))
1172 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1174 HDC dc = GetDCEx(context_gl->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
1175 if (dc)
1177 if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, context_gl->restore_pf))))
1179 ERR("Failed to restore pixel format %d on window %p.\n",
1180 context_gl->restore_pf, context_gl->restore_pf_win);
1182 ReleaseDC(context_gl->restore_pf_win, dc);
1185 else
1187 ERR("Unable to restore pixel format %d on window %p.\n",
1188 context_gl->restore_pf, context_gl->restore_pf_win);
1192 context_gl->restore_pf = 0;
1193 context_gl->restore_pf_win = NULL;
1194 return ret;
1197 static BOOL wined3d_context_gl_set_pixel_format(struct wined3d_context_gl *context_gl)
1199 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1200 BOOL private = context_gl->dc_is_private;
1201 int format = context_gl->pixel_format;
1202 HDC dc = context_gl->dc;
1203 int current;
1204 HWND win;
1206 if (private && context_gl->dc_has_format)
1207 return TRUE;
1209 if (!private && WindowFromDC(dc) != context_gl->window)
1210 return FALSE;
1212 current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc);
1213 if ((current == format) || (!current && context_gl->internal_format_set))
1214 goto success;
1216 /* By default WGL doesn't allow pixel format adjustments but we need it
1217 * here. For this reason there's a Wine specific wglSetPixelFormat()
1218 * which allows us to set the pixel format multiple times. Use it when we
1219 * can, because even though no pixel format may currently be set, the
1220 * application may try to set one later. */
1221 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1223 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
1225 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1226 format, dc);
1227 return FALSE;
1229 context_gl->internal_format_set = 1;
1231 else if (current)
1233 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1234 * continue using the old format. There's a big chance that the old
1235 * format works although with a performance hit and perhaps rendering
1236 * errors. */
1237 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1238 format, dc, current);
1239 return TRUE;
1241 else if (!SetPixelFormat(dc, format, NULL))
1243 /* This may also happen if the dc belongs to a destroyed window. */
1244 WARN("Failed to set pixel format %d on device context %p, last error %#lx.\n",
1245 format, dc, GetLastError());
1246 return FALSE;
1249 win = private ? NULL : WindowFromDC(dc);
1250 if (win != context_gl->restore_pf_win)
1251 wined3d_context_gl_restore_pixel_format(context_gl);
1252 context_gl->restore_pf = private ? 0 : current;
1253 context_gl->restore_pf_win = win;
1255 success:
1256 if (private)
1257 context_gl->dc_has_format = TRUE;
1258 return TRUE;
1261 static BOOL wined3d_context_gl_set_gl_context(struct wined3d_context_gl *context_gl)
1263 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
1264 BOOL backup = FALSE;
1266 TRACE("context_gl %p.\n", context_gl);
1268 if (!wined3d_context_gl_set_pixel_format(context_gl))
1270 WARN("Failed to set pixel format %d on device context %p.\n",
1271 context_gl->pixel_format, context_gl->dc);
1272 backup = TRUE;
1275 if (backup || !wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
1277 WARN("Failed to make GL context %p current on device context %p, last error %#lx.\n",
1278 context_gl->gl_ctx, context_gl->dc, GetLastError());
1279 context_gl->valid = 0;
1280 WARN("Trying fallback to the backup window.\n");
1282 if (context_gl->c.destroyed)
1284 FIXME("Unable to get backup dc for destroyed context %p.\n", context_gl);
1285 wined3d_context_gl_set_current(NULL);
1286 return FALSE;
1289 if (!(context_gl->dc = wined3d_device_gl_get_backup_dc(device_gl)))
1291 wined3d_context_gl_set_current(NULL);
1292 return FALSE;
1295 TRACE("Using backup DC %p.\n", context_gl->dc);
1296 context_gl->dc_is_private = TRUE;
1297 context_gl->dc_has_format = FALSE;
1299 if (!wined3d_context_gl_set_pixel_format(context_gl))
1301 ERR("Failed to set pixel format %d on device context %p.\n",
1302 context_gl->pixel_format, context_gl->dc);
1303 wined3d_context_gl_set_current(NULL);
1304 return FALSE;
1307 if (!wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
1309 ERR("Fallback to backup window (dc %p) failed too, last error %#lx.\n",
1310 context_gl->dc, GetLastError());
1311 wined3d_context_gl_set_current(NULL);
1312 return FALSE;
1315 context_gl->valid = 1;
1317 context_gl->needs_set = 0;
1319 return TRUE;
1322 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
1324 if (!wglMakeCurrent(dc, gl_ctx))
1326 ERR("Failed to restore GL context %p on device context %p, last error %#lx.\n",
1327 gl_ctx, dc, GetLastError());
1328 wined3d_context_gl_set_current(NULL);
1332 static void wined3d_context_gl_update_window(struct wined3d_context_gl *context_gl)
1334 if (!context_gl->c.swapchain)
1335 return;
1337 if (context_gl->window == context_gl->c.swapchain->win_handle)
1338 return;
1340 TRACE("Updating context %p window from %p to %p.\n",
1341 context_gl, context_gl->window, context_gl->c.swapchain->win_handle);
1343 if (context_gl->dc)
1344 wined3d_release_dc(context_gl->window, context_gl->dc);
1346 context_gl->window = context_gl->c.swapchain->win_handle;
1347 context_gl->dc_is_private = FALSE;
1348 context_gl->dc_has_format = FALSE;
1349 context_gl->needs_set = 1;
1350 context_gl->valid = 1;
1351 context_gl->internal_format_set = 0;
1353 if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
1355 ERR("Failed to get a device context for window %p.\n", context_gl->window);
1356 context_gl->valid = 0;
1360 static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl)
1362 struct wined3d_pipeline_statistics_query *pipeline_statistics_query;
1363 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1364 struct wined3d_so_statistics_query *so_statistics_query;
1365 struct wined3d_timestamp_query *timestamp_query;
1366 struct wined3d_occlusion_query *occlusion_query;
1367 struct wined3d_context_gl *current;
1368 struct fbo_entry *entry, *entry2;
1369 struct wined3d_fence *fence;
1370 HGLRC restore_ctx;
1371 HDC restore_dc;
1372 unsigned int i;
1374 TRACE("context_gl %p.\n", context_gl);
1376 restore_ctx = wglGetCurrentContext();
1377 restore_dc = wglGetCurrentDC();
1379 if (context_gl->valid && context_gl->gl_ctx != restore_ctx)
1381 /* Attempting to restore a GL context corresponding to a wined3d
1382 * context is not particularly useful. Worse, when we're called from
1383 * wined3d_context_gl_destroy(), we subsequently clear the "current
1384 * D3D context" TLS value, which would cause
1385 * wined3d_context_gl_enter() to consider the GL context a non-D3D
1386 * context. */
1387 if ((current = wined3d_context_gl_get_current()) && current->gl_ctx == restore_ctx)
1388 restore_ctx = NULL;
1389 wined3d_context_gl_set_gl_context(context_gl);
1391 else
1393 restore_ctx = NULL;
1396 if (context_gl->valid)
1398 /* If we're here because we're switching away from a previously
1399 * destroyed context, acquiring a context in order to submit a fence
1400 * is problematic. In particular, we'd end up back here again in the
1401 * process of switching to the newly acquired context.
1403 * If fences aren't supported there should be nothing to wait for
1404 * anyway, so just do nothing in that case. */
1405 if (context_gl->c.destroyed)
1407 gl_info->gl_ops.gl.p_glFinish();
1409 else if (context_gl->c.d3d_info->fences)
1411 wined3d_context_gl_submit_command_fence(context_gl);
1412 wined3d_context_gl_wait_command_fence(context_gl,
1413 wined3d_device_gl(context_gl->c.device)->current_fence_id - 1);
1416 if (context_gl->dummy_arbfp_prog)
1417 GL_EXTCALL(glDeleteProgramsARB(1, &context_gl->dummy_arbfp_prog));
1419 if (context_gl->blit_vbo)
1420 GL_EXTCALL(glDeleteBuffers(1, &context_gl->blit_vbo));
1422 for (i = 0; i < context_gl->free_pipeline_statistics_query_count; ++i)
1424 union wined3d_gl_pipeline_statistics_query *q = &context_gl->free_pipeline_statistics_queries[i];
1425 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1428 for (i = 0; i < context_gl->free_so_statistics_query_count; ++i)
1430 union wined3d_gl_so_statistics_query *q = &context_gl->free_so_statistics_queries[i];
1431 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1434 if (context_gl->free_timestamp_query_count)
1435 GL_EXTCALL(glDeleteQueries(context_gl->free_timestamp_query_count, context_gl->free_timestamp_queries));
1437 if (gl_info->supported[ARB_SYNC])
1439 for (i = 0; i < context_gl->free_fence_count; ++i)
1441 GL_EXTCALL(glDeleteSync(context_gl->free_fences[i].sync));
1444 else if (gl_info->supported[APPLE_FENCE])
1446 for (i = 0; i < context_gl->free_fence_count; ++i)
1448 GL_EXTCALL(glDeleteFencesAPPLE(1, &context_gl->free_fences[i].id));
1451 else if (gl_info->supported[NV_FENCE])
1453 for (i = 0; i < context_gl->free_fence_count; ++i)
1455 GL_EXTCALL(glDeleteFencesNV(1, &context_gl->free_fences[i].id));
1459 if (context_gl->free_occlusion_query_count)
1460 GL_EXTCALL(glDeleteQueries(context_gl->free_occlusion_query_count, context_gl->free_occlusion_queries));
1462 checkGLcall("context cleanup");
1464 free(context_gl->submitted.fences);
1465 free(context_gl->free_pipeline_statistics_queries);
1466 free(context_gl->free_so_statistics_queries);
1467 free(context_gl->free_timestamp_queries);
1468 free(context_gl->free_fences);
1469 free(context_gl->free_occlusion_queries);
1471 LIST_FOR_EACH_ENTRY(pipeline_statistics_query, &context_gl->pipeline_statistics_queries,
1472 struct wined3d_pipeline_statistics_query, entry)
1474 if (context_gl->valid)
1475 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query->u.id), pipeline_statistics_query->u.id));
1476 pipeline_statistics_query->context_gl = NULL;
1479 LIST_FOR_EACH_ENTRY(so_statistics_query, &context_gl->so_statistics_queries,
1480 struct wined3d_so_statistics_query, entry)
1482 if (context_gl->valid)
1483 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query->u.id), so_statistics_query->u.id));
1484 so_statistics_query->context_gl = NULL;
1487 LIST_FOR_EACH_ENTRY(timestamp_query, &context_gl->timestamp_queries, struct wined3d_timestamp_query, entry)
1489 if (context_gl->valid)
1490 GL_EXTCALL(glDeleteQueries(1, &timestamp_query->id));
1491 timestamp_query->context_gl = NULL;
1494 LIST_FOR_EACH_ENTRY(fence, &context_gl->fences, struct wined3d_fence, entry)
1496 if (context_gl->valid)
1498 if (gl_info->supported[ARB_SYNC])
1500 if (fence->object.sync)
1501 GL_EXTCALL(glDeleteSync(fence->object.sync));
1503 else if (gl_info->supported[APPLE_FENCE])
1505 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence->object.id));
1507 else if (gl_info->supported[NV_FENCE])
1509 GL_EXTCALL(glDeleteFencesNV(1, &fence->object.id));
1512 fence->context_gl = NULL;
1515 LIST_FOR_EACH_ENTRY(occlusion_query, &context_gl->occlusion_queries, struct wined3d_occlusion_query, entry)
1517 if (context_gl->valid)
1518 GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
1519 occlusion_query->context_gl = NULL;
1522 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
1524 if (!context_gl->valid)
1525 entry->id = 0;
1526 wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
1529 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
1531 if (!context_gl->valid)
1532 entry->id = 0;
1533 wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
1536 free(context_gl->texture_type);
1538 wined3d_context_gl_restore_pixel_format(context_gl);
1539 if (restore_ctx)
1540 context_restore_gl_context(gl_info, restore_dc, restore_ctx);
1541 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
1542 ERR("Failed to disable GL context.\n");
1544 wined3d_release_dc(context_gl->window, context_gl->dc);
1546 if (!wglDeleteContext(context_gl->gl_ctx))
1548 unsigned int err = GetLastError();
1549 ERR("Failed to delete GL context %p, last error %#x.\n", context_gl->gl_ctx, err);
1552 wined3d_context_cleanup(&context_gl->c);
1555 DWORD context_get_tls_idx(void)
1557 return wined3d_context_tls_idx;
1560 void context_set_tls_idx(DWORD idx)
1562 wined3d_context_tls_idx = idx;
1565 struct wined3d_context_gl *wined3d_context_gl_get_current(void)
1567 return TlsGetValue(wined3d_context_tls_idx);
1570 BOOL wined3d_context_gl_set_current(struct wined3d_context_gl *context_gl)
1572 struct wined3d_context_gl *old = wined3d_context_gl_get_current();
1574 if (old == context_gl)
1576 TRACE("Already using D3D context %p.\n", context_gl);
1577 return TRUE;
1580 if (old)
1582 if (old->c.destroyed)
1584 TRACE("Switching away from destroyed context %p.\n", old);
1585 wined3d_context_gl_cleanup(old);
1586 free((void *)old->gl_info);
1587 free(old);
1589 else
1591 if (wglGetCurrentContext())
1593 const struct wined3d_gl_info *gl_info = old->gl_info;
1594 TRACE("Flushing context %p before switching to %p.\n", old, context_gl);
1595 gl_info->gl_ops.gl.p_glFlush();
1597 old->c.current = 0;
1601 if (context_gl)
1603 if (!context_gl->valid)
1605 ERR("Trying to make invalid context %p current.\n", context_gl);
1606 return FALSE;
1609 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n",
1610 context_gl, context_gl->gl_ctx, context_gl->dc);
1611 if (!wined3d_context_gl_set_gl_context(context_gl))
1612 return FALSE;
1613 context_gl->c.current = 1;
1615 else if (wglGetCurrentContext())
1617 TRACE("Clearing current D3D context.\n");
1618 if (!wglMakeCurrent(NULL, NULL))
1620 unsigned int err = GetLastError();
1621 ERR("Failed to clear current GL context, last error %#x.\n", err);
1622 TlsSetValue(wined3d_context_tls_idx, NULL);
1623 return FALSE;
1627 return TlsSetValue(wined3d_context_tls_idx, context_gl);
1630 void wined3d_context_gl_release(struct wined3d_context_gl *context_gl)
1632 TRACE("Releasing context %p, level %u.\n", context_gl, context_gl->level);
1634 if (WARN_ON(d3d))
1636 if (!context_gl->level)
1637 WARN("Context %p is not active.\n", context_gl);
1638 else if (context_gl != wined3d_context_gl_get_current())
1639 WARN("Context %p is not the current context.\n", context_gl);
1642 if (!--context_gl->level)
1644 if (wined3d_context_gl_restore_pixel_format(context_gl))
1645 context_gl->needs_set = 1;
1646 if (context_gl->restore_ctx)
1648 TRACE("Restoring GL context %p on device context %p.\n", context_gl->restore_ctx, context_gl->restore_dc);
1649 context_restore_gl_context(context_gl->gl_info, context_gl->restore_dc, context_gl->restore_ctx);
1650 context_gl->restore_ctx = NULL;
1651 context_gl->restore_dc = NULL;
1654 if (context_gl->c.destroy_delayed)
1656 TRACE("Destroying context %p.\n", context_gl);
1657 wined3d_context_gl_destroy(context_gl);
1662 static void wined3d_context_gl_enter(struct wined3d_context_gl *context_gl)
1664 TRACE("Entering context %p, level %u.\n", context_gl, context_gl->level + 1);
1666 if (!context_gl->level++)
1668 const struct wined3d_context_gl *current_context = wined3d_context_gl_get_current();
1669 HGLRC current_gl = wglGetCurrentContext();
1671 if (current_gl && (!current_context || current_context->gl_ctx != current_gl))
1673 TRACE("Another GL context (%p on device context %p) is already current.\n",
1674 current_gl, wglGetCurrentDC());
1675 context_gl->restore_ctx = current_gl;
1676 context_gl->restore_dc = wglGetCurrentDC();
1677 context_gl->needs_set = 1;
1679 else if (!context_gl->needs_set && !(context_gl->dc_is_private && context_gl->dc_has_format))
1681 int current = context_gl->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context_gl->dc);
1683 if ((current && current != context_gl->pixel_format) || (!current && !context_gl->internal_format_set))
1684 context_gl->needs_set = 1;
1689 /* This function takes care of wined3d pixel format selection. */
1690 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1691 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1692 bool aux_buffers, bool swap_effect_copy)
1694 unsigned int cfg_count = wined3d_adapter_gl(device->adapter)->pixel_format_count;
1695 unsigned int current_value;
1696 PIXELFORMATDESCRIPTOR pfd;
1697 int iPixelFormat = 0;
1698 unsigned int i;
1700 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, swap_effect_copy %#x.\n",
1701 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1702 aux_buffers, swap_effect_copy);
1704 current_value = 0;
1705 for (i = 0; i < cfg_count; ++i)
1707 const struct wined3d_pixel_format *cfg = &wined3d_adapter_gl(device->adapter)->pixel_formats[i];
1708 unsigned int value;
1710 /* For now only accept RGBA formats. Perhaps some day we will
1711 * allow floating point formats for pbuffers. */
1712 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1713 continue;
1714 /* In window mode we need a window drawable format and double buffering. */
1715 if (!(cfg->windowDrawable && cfg->doubleBuffer))
1716 continue;
1717 if (cfg->redSize < color_format->red_size)
1718 continue;
1719 if (cfg->greenSize < color_format->green_size)
1720 continue;
1721 if (cfg->blueSize < color_format->blue_size)
1722 continue;
1723 if (cfg->alphaSize < color_format->alpha_size)
1724 continue;
1725 if (cfg->depthSize < ds_format->depth_size)
1726 continue;
1727 if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size)
1728 continue;
1729 /* Check multisampling support. */
1730 if (cfg->numSamples)
1731 continue;
1733 value = 1;
1734 if (swap_effect_copy && cfg->swap_method == WGL_SWAP_COPY_ARB)
1735 value += 1;
1736 /* We try to locate a format which matches our requirements exactly. In case of
1737 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1738 if (cfg->depthSize == ds_format->depth_size)
1739 value += 2;
1740 if (cfg->stencilSize == ds_format->stencil_size)
1741 value += 4;
1742 if (cfg->alphaSize == color_format->alpha_size)
1743 value += 8;
1744 /* We like to have aux buffers in backbuffer mode */
1745 if (aux_buffers && cfg->auxBuffers)
1746 value += 16;
1747 if (cfg->redSize == color_format->red_size
1748 && cfg->greenSize == color_format->green_size
1749 && cfg->blueSize == color_format->blue_size)
1750 value += 32;
1752 if (value > current_value)
1754 iPixelFormat = cfg->iPixelFormat;
1755 current_value = value;
1759 if (!iPixelFormat)
1761 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1763 memset(&pfd, 0, sizeof(pfd));
1764 pfd.nSize = sizeof(pfd);
1765 pfd.nVersion = 1;
1766 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1767 pfd.iPixelType = PFD_TYPE_RGBA;
1768 pfd.cAlphaBits = color_format->alpha_size;
1769 pfd.cColorBits = color_format->red_size + color_format->green_size
1770 + color_format->blue_size + color_format->alpha_size;
1771 pfd.cDepthBits = ds_format->depth_size;
1772 pfd.cStencilBits = ds_format->stencil_size;
1773 pfd.iLayerType = PFD_MAIN_PLANE;
1775 if (!(iPixelFormat = ChoosePixelFormat(hdc, &pfd)))
1777 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1778 ERR("Can't find a suitable pixel format.\n");
1779 return 0;
1783 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1784 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1785 return iPixelFormat;
1788 /* Context activation is done by the caller. */
1789 void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl *context_gl)
1791 const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
1792 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1793 unsigned int i;
1795 for (i = 0; i < gl_info->limits.combined_samplers; ++i)
1797 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
1799 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
1800 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
1802 if (gl_info->supported[EXT_TEXTURE3D])
1803 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
1805 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1806 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
1808 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
1809 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
1811 if (gl_info->supported[EXT_TEXTURE_ARRAY])
1813 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
1814 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
1817 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
1818 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
1820 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
1822 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
1823 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
1827 checkGLcall("bind dummy textures");
1830 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1831 const char *file, unsigned int line, const char *name)
1833 GLint err;
1835 if (gl_info->supported[ARB_DEBUG_OUTPUT] || (err = gl_info->gl_ops.gl.p_glGetError()) == GL_NO_ERROR)
1837 TRACE("%s call ok %s / %u.\n", name, file, line);
1838 return;
1843 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1844 debug_glerror(err), err, name, file,line);
1845 err = gl_info->gl_ops.gl.p_glGetError();
1846 } while (err != GL_NO_ERROR);
1849 static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
1851 return gl_info->supported[ARB_DEBUG_OUTPUT]
1852 && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
1855 static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
1856 GLenum severity, GLsizei length, const char *message, void *ctx)
1858 switch (type)
1860 case GL_DEBUG_TYPE_ERROR_ARB:
1861 ERR("%p: %s.\n", ctx, debugstr_an(message, length));
1862 break;
1864 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
1865 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
1866 case GL_DEBUG_TYPE_PORTABILITY_ARB:
1867 FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
1868 break;
1870 case GL_DEBUG_TYPE_PERFORMANCE_ARB:
1871 WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
1872 break;
1874 default:
1875 FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
1876 break;
1880 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx)
1882 HGLRC ctx;
1883 unsigned int ctx_attrib_idx = 0;
1884 GLint ctx_attribs[7], ctx_flags = 0;
1886 if (context_debug_output_enabled(gl_info))
1887 ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB;
1888 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
1889 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16;
1890 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB;
1891 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff;
1892 if (ctx_flags)
1894 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1895 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1897 ctx_attribs[ctx_attrib_idx] = 0;
1899 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1901 if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
1903 if (ctx_flags)
1905 ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1906 ctx_attribs[ctx_attrib_idx - 1] = ctx_flags;
1908 else
1910 ctx_flags = WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1911 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1912 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1913 ctx_attribs[ctx_attrib_idx] = 0;
1915 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1916 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#lx.\n",
1917 GetLastError());
1920 return ctx;
1923 static BOOL wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl *context_gl,
1924 struct wined3d_swapchain_gl *swapchain_gl, BOOL *new_drawable)
1926 enum wined3d_swap_effect swap_effect = swapchain_gl->s.state.desc.swap_effect;
1927 const struct wined3d_format *colour_format, *ds_format;
1928 struct wined3d_context *context = &context_gl->c;
1929 const struct wined3d_gl_info *gl_info;
1930 struct wined3d_resource *target;
1931 struct wined3d_adapter *adapter;
1932 unsigned int target_bind_flags;
1933 struct wined3d_device *device;
1934 bool swap_effect_copy;
1935 HGLRC ctx, share_ctx;
1937 device = context->device;
1938 adapter = device->adapter;
1939 gl_info = &wined3d_adapter_gl(adapter)->gl_info;
1941 target = &context->current_rt.texture->resource;
1942 target_bind_flags = target->bind_flags;
1944 swap_effect_copy = swap_effect == WINED3D_SWAP_EFFECT_COPY || swap_effect == WINED3D_SWAP_EFFECT_COPY_VSYNC;
1946 *new_drawable = !GetPixelFormat(context_gl->dc);
1948 /* When using FBOs for off-screen rendering, we only use the drawable for
1949 * presentation blits, and don't do any rendering to it. That means we
1950 * don't need depth or stencil buffers, and can mostly ignore the render
1951 * target format. This wouldn't necessarily be quite correct for 10bpc
1952 * display modes, but we don't currently support those.
1953 * Using the same format regardless of the colour/depth/stencil targets
1954 * makes it much less likely that different wined3d instances will set
1955 * conflicting pixel formats. */
1956 colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
1957 ds_format = wined3d_get_format(adapter, WINED3DFMT_UNKNOWN, WINED3D_BIND_DEPTH_STENCIL);
1958 context_gl->pixel_format = context_choose_pixel_format(device,
1959 context_gl->dc, colour_format, ds_format, false, swap_effect_copy);
1961 if (!context_gl->pixel_format)
1963 ERR("Failed to choose pixel format.\n");
1964 return FALSE;
1967 wined3d_context_gl_enter(context_gl);
1969 if (!wined3d_context_gl_set_pixel_format(context_gl))
1971 context_release(context);
1973 if (context_gl->dc_is_private)
1975 ERR("Failed to set pixel format %d on device context %p.\n", context_gl->pixel_format, context_gl->dc);
1977 return FALSE;
1980 WARN("Failed to set pixel format %d on device context %p, trying backup DC.\n",
1981 context_gl->pixel_format, context_gl->dc);
1983 wined3d_release_dc(context_gl->window, context_gl->dc);
1984 if (!(context_gl->dc = wined3d_device_gl_get_backup_dc(wined3d_device_gl(device))))
1986 ERR("Failed to retrieve the backup device context.\n");
1987 return FALSE;
1989 context_gl->dc_is_private = TRUE;
1991 return wined3d_context_gl_create_wgl_ctx(context_gl, swapchain_gl, new_drawable);
1994 share_ctx = device->context_count ? wined3d_context_gl(device->contexts[0])->gl_ctx : NULL;
1995 if (gl_info->p_wglCreateContextAttribsARB)
1997 if (!(ctx = context_create_wgl_attribs(gl_info, context_gl->dc, share_ctx)))
1999 ERR("Failed to create a WGL context.\n");
2000 context_release(context);
2001 return FALSE;
2004 else
2006 if (!(ctx = wglCreateContext(context_gl->dc)))
2008 ERR("Failed to create a WGL context.\n");
2009 context_release(context);
2010 return FALSE;
2013 if (share_ctx && !wglShareLists(share_ctx, ctx))
2015 ERR("wglShareLists(%p, %p) failed, last error %#lx.\n", share_ctx, ctx, GetLastError());
2016 context_release(context);
2017 if (!wglDeleteContext(ctx))
2018 ERR("wglDeleteContext(%p) failed, last error %#lx.\n", ctx, GetLastError());
2019 return FALSE;
2023 context_gl->dc_has_format = TRUE;
2024 context_gl->needs_set = 1;
2025 context_gl->valid = 1;
2026 context_gl->gl_ctx = ctx;
2028 return TRUE;
2031 HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wined3d_swapchain_gl *swapchain_gl)
2033 struct wined3d_context *context = &context_gl->c;
2034 const struct wined3d_d3d_info *d3d_info;
2035 const struct wined3d_gl_info *gl_info;
2036 struct wined3d_device *device;
2037 BOOL new_drawable;
2038 unsigned int i;
2040 TRACE("context_gl %p, swapchain %p.\n", context_gl, swapchain_gl);
2042 wined3d_context_init(&context_gl->c, &swapchain_gl->s);
2044 device = context->device;
2045 gl_info = &wined3d_adapter_gl(device->adapter)->gl_info;
2046 context_gl->gl_info = gl_info;
2047 d3d_info = context->d3d_info;
2049 context_gl->tid = GetCurrentThreadId();
2050 context_gl->window = context->swapchain->win_handle;
2051 if (context_gl->window == GetDesktopWindow())
2053 TRACE("Swapchain is created on the desktop window, trying backup device context.\n");
2054 context_gl->dc = NULL;
2056 else if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
2057 WARN("Failed to retrieve device context, trying swapchain backup.\n");
2059 if (!context_gl->dc)
2061 if (!(context_gl->dc = wined3d_device_gl_get_backup_dc(wined3d_device_gl(device))))
2063 ERR("Failed to retrieve a device context.\n");
2064 return E_FAIL;
2066 context_gl->dc_is_private = TRUE;
2069 list_init(&context_gl->fbo_list);
2070 list_init(&context_gl->fbo_destroy_list);
2072 list_init(&context_gl->occlusion_queries);
2073 list_init(&context_gl->fences);
2074 list_init(&context_gl->timestamp_queries);
2075 list_init(&context_gl->so_statistics_queries);
2076 list_init(&context_gl->pipeline_statistics_queries);
2078 for (i = 0; i < ARRAY_SIZE(context_gl->tex_unit_map); ++i)
2079 context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
2080 for (i = 0; i < ARRAY_SIZE(context_gl->rev_tex_unit_map); ++i)
2081 context_gl->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
2082 if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
2084 /* Initialize the texture unit mapping to a 1:1 mapping. */
2085 unsigned int base, count;
2087 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
2088 if (base + WINED3D_MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
2090 ERR("Unexpected texture unit base index %u.\n", base);
2091 goto fail;
2093 for (i = 0; i < min(count, WINED3D_MAX_FRAGMENT_SAMPLERS); ++i)
2095 context_gl->tex_unit_map[i] = base + i;
2096 context_gl->rev_tex_unit_map[base + i] = i;
2099 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
2100 if (base + WINED3D_MAX_VERTEX_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
2102 ERR("Unexpected texture unit base index %u.\n", base);
2103 goto fail;
2105 for (i = 0; i < min(count, WINED3D_MAX_VERTEX_SAMPLERS); ++i)
2107 context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + i] = base + i;
2108 context_gl->rev_tex_unit_map[base + i] = WINED3D_MAX_FRAGMENT_SAMPLERS + i;
2112 if (!(context_gl->texture_type = calloc(gl_info->limits.combined_samplers,
2113 sizeof(*context_gl->texture_type))))
2114 goto fail;
2116 if (!wined3d_context_gl_create_wgl_ctx(context_gl, swapchain_gl, &new_drawable))
2117 goto fail;
2119 /* Set up the context defaults. */
2121 context_gl->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
2123 if (!wined3d_context_gl_set_current(context_gl))
2125 ERR("Cannot activate context to set up defaults.\n");
2126 context_release(context);
2127 if (!wglDeleteContext(context_gl->gl_ctx))
2128 ERR("wglDeleteContext(%p) failed, last error %#lx.\n", context_gl->gl_ctx, GetLastError());
2129 goto fail;
2132 if (context_debug_output_enabled(gl_info))
2134 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, context));
2135 if (TRACE_ON(d3d_sync))
2136 gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
2137 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
2138 if (ERR_ON(d3d))
2140 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR,
2141 GL_DONT_CARE, 0, NULL, GL_TRUE));
2143 if (FIXME_ON(d3d))
2145 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,
2146 GL_DONT_CARE, 0, NULL, GL_TRUE));
2147 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR,
2148 GL_DONT_CARE, 0, NULL, GL_TRUE));
2149 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY,
2150 GL_DONT_CARE, 0, NULL, GL_TRUE));
2152 if (WARN_ON(d3d_perf))
2154 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE,
2155 GL_DONT_CARE, 0, NULL, GL_TRUE));
2159 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2160 gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &context_gl->aux_buffers);
2162 TRACE("Setting up the screen\n");
2164 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2166 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
2167 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2169 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
2170 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2172 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
2173 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2175 else
2177 GLuint vao;
2179 GL_EXTCALL(glGenVertexArrays(1, &vao));
2180 GL_EXTCALL(glBindVertexArray(vao));
2181 checkGLcall("creating VAO");
2184 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
2185 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2186 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2187 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2189 if (gl_info->supported[NV_TEXTURE_SHADER2])
2191 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2192 * the previous texture where to source the offset from is always unit - 1.
2194 for (i = 1; i < gl_info->limits.ffp_textures; ++i)
2196 wined3d_context_gl_active_texture(context_gl, gl_info, i);
2197 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
2198 GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + i - 1);
2199 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2202 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2204 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2205 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2206 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2207 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2208 * is ever assigned.
2210 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2211 * program and the dummy program is destroyed when the context is destroyed.
2213 static const char dummy_program[] =
2214 "!!ARBfp1.0\n"
2215 "MOV result.color, fragment.color.primary;\n"
2216 "END\n";
2217 GL_EXTCALL(glGenProgramsARB(1, &context_gl->dummy_arbfp_prog));
2218 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, context_gl->dummy_arbfp_prog));
2219 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB,
2220 GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
2223 if (gl_info->supported[ARB_POINT_SPRITE])
2225 for (i = 0; i < gl_info->limits.ffp_textures; ++i)
2227 wined3d_context_gl_active_texture(context_gl, gl_info, i);
2228 gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
2229 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2233 if (gl_info->supported[ARB_PROVOKING_VERTEX])
2235 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
2237 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
2239 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
2241 if (!(d3d_info->wined3d_creation_flags & WINED3D_NO_PRIMITIVE_RESTART))
2243 if (gl_info->supported[ARB_ES3_COMPATIBILITY])
2245 gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
2246 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2248 else
2250 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2253 if (!(d3d_info->wined3d_creation_flags & WINED3D_LEGACY_CUBEMAP_FILTERING)
2254 && gl_info->supported[ARB_SEAMLESS_CUBE_MAP])
2256 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
2257 checkGLcall("enable seamless cube map filtering");
2259 if (gl_info->supported[ARB_CLIP_CONTROL])
2260 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT));
2262 /* If this happens to be the first context for the device, dummy textures
2263 * are not created yet. In that case, they will be created (and bound) by
2264 * create_dummy_textures right after this context is initialized. */
2265 if (wined3d_device_gl(device)->dummy_textures.tex_2d)
2266 wined3d_context_gl_bind_dummy_textures(context_gl);
2268 /* Initialise all rectangles to avoid resetting unused ones later. */
2269 gl_info->gl_ops.gl.p_glScissor(0, 0, 0, 0);
2270 checkGLcall("glScissor");
2272 if (new_drawable)
2274 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
2275 gl_info->gl_ops.gl.p_glClearDepth(1.0f);
2276 gl_info->gl_ops.gl.p_glClearStencil(0);
2277 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
2278 checkGLcall("glClear");
2280 return WINED3D_OK;
2282 fail:
2283 free(context_gl->texture_type);
2284 wined3d_release_dc(context_gl->window, context_gl->dc);
2285 return E_FAIL;
2288 void wined3d_context_gl_destroy(struct wined3d_context_gl *context_gl)
2290 struct wined3d_device *device = context_gl->c.device;
2292 TRACE("Destroying context %p.\n", context_gl);
2294 wined3d_from_cs(device->cs);
2296 /* We delay destroying a context when it is active. The context_release()
2297 * function invokes wined3d_context_gl_destroy() again while leaving the
2298 * last level. */
2299 if (context_gl->level)
2301 TRACE("Delaying destruction of context %p.\n", context_gl);
2302 context_gl->c.destroy_delayed = 1;
2303 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2304 context_gl->c.swapchain = NULL;
2305 context_gl->c.device = NULL;
2306 return;
2309 device_context_remove(device, &context_gl->c);
2311 if (context_gl->c.current && context_gl->tid != GetCurrentThreadId())
2313 struct wined3d_gl_info *gl_info;
2315 /* Make a copy of gl_info for wined3d_context_gl_cleanup() use, the
2316 * one in wined3d_adapter may go away in the meantime. */
2317 gl_info = malloc(sizeof(*gl_info));
2318 *gl_info = *context_gl->gl_info;
2319 context_gl->gl_info = gl_info;
2320 context_gl->c.destroyed = 1;
2322 return;
2325 wined3d_context_gl_cleanup(context_gl);
2326 TlsSetValue(context_get_tls_idx(), NULL);
2327 free(context_gl);
2330 const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d_context_gl *context_gl,
2331 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count)
2333 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2335 if (!shader_version)
2337 *base = 0;
2338 *count = WINED3D_MAX_FFP_TEXTURES;
2339 return context_gl->tex_unit_map;
2342 if (shader_version->major >= 4)
2344 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, shader_version->type, base, count);
2345 return NULL;
2348 switch (shader_version->type)
2350 case WINED3D_SHADER_TYPE_PIXEL:
2351 *base = 0;
2352 *count = WINED3D_MAX_FRAGMENT_SAMPLERS;
2353 break;
2354 case WINED3D_SHADER_TYPE_VERTEX:
2355 *base = WINED3D_MAX_FRAGMENT_SAMPLERS;
2356 *count = WINED3D_MAX_VERTEX_SAMPLERS;
2357 break;
2358 default:
2359 ERR("Unhandled shader type %#x.\n", shader_version->type);
2360 *base = 0;
2361 *count = 0;
2364 return context_gl->tex_unit_map;
2367 static void wined3d_context_gl_get_rt_size(const struct wined3d_context_gl *context_gl, SIZE *size)
2369 const struct wined3d_texture *rt = context_gl->c.current_rt.texture;
2370 unsigned int level;
2372 if (rt->swapchain)
2374 RECT window_size;
2376 GetClientRect(context_gl->window, &window_size);
2377 size->cx = window_size.right - window_size.left;
2378 size->cy = window_size.bottom - window_size.top;
2380 return;
2383 level = context_gl->c.current_rt.sub_resource_idx % rt->level_count;
2384 size->cx = wined3d_texture_get_level_width(rt, level);
2385 size->cy = wined3d_texture_get_level_height(rt, level);
2388 void wined3d_context_gl_enable_clip_distances(struct wined3d_context_gl *context_gl, uint32_t enable_mask)
2390 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2391 unsigned int clip_distance_count, i;
2392 uint32_t disable_mask, current_mask;
2394 clip_distance_count = gl_info->limits.user_clip_distances;
2395 disable_mask = ~enable_mask;
2396 enable_mask &= wined3d_mask_from_size(clip_distance_count);
2397 disable_mask &= wined3d_mask_from_size(clip_distance_count);
2398 current_mask = context_gl->c.clip_distance_mask;
2399 context_gl->c.clip_distance_mask = enable_mask;
2401 enable_mask &= ~current_mask;
2402 while (enable_mask)
2404 i = wined3d_bit_scan(&enable_mask);
2405 gl_info->gl_ops.gl.p_glEnable(GL_CLIP_DISTANCE0 + i);
2407 disable_mask &= current_mask;
2408 while (disable_mask)
2410 i = wined3d_bit_scan(&disable_mask);
2411 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_DISTANCE0 + i);
2413 checkGLcall("toggle clip distances");
2416 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
2418 return rt_mask & (1u << 31);
2421 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
2423 return rt_mask & ~(1u << 31);
2426 /* Context activation is done by the caller. */
2427 static void wined3d_context_gl_apply_draw_buffers(struct wined3d_context_gl *context_gl, uint32_t rt_mask)
2429 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2430 GLenum draw_buffers[WINED3D_MAX_RENDER_TARGETS];
2432 if (!rt_mask)
2434 gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
2436 else if (is_rt_mask_onscreen(rt_mask))
2438 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
2440 else
2442 unsigned int i = 0;
2444 while (rt_mask)
2446 if (rt_mask & 1)
2447 draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2448 else
2449 draw_buffers[i] = GL_NONE;
2451 rt_mask >>= 1;
2452 ++i;
2455 if (gl_info->supported[ARB_DRAW_BUFFERS])
2457 GL_EXTCALL(glDrawBuffers(i, draw_buffers));
2459 else
2461 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffers[0]);
2465 checkGLcall("apply draw buffers");
2468 /* Context activation is done by the caller. */
2469 void wined3d_context_gl_active_texture(struct wined3d_context_gl *context_gl,
2470 const struct wined3d_gl_info *gl_info, unsigned int unit)
2472 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
2473 checkGLcall("glActiveTexture");
2474 context_gl->active_texture = unit;
2477 void wined3d_context_gl_bind_bo(struct wined3d_context_gl *context_gl, GLenum binding, GLuint name)
2479 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2481 if (binding == GL_ELEMENT_ARRAY_BUFFER)
2482 context_invalidate_state(&context_gl->c, STATE_INDEXBUFFER);
2484 GL_EXTCALL(glBindBuffer(binding, name));
2487 void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl, GLenum target, GLuint name)
2489 const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
2490 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2491 GLenum old_texture_type;
2492 unsigned int unit;
2494 if (name)
2495 gl_info->gl_ops.gl.p_glBindTexture(target, name);
2496 else
2497 target = GL_NONE;
2499 unit = context_gl->active_texture;
2500 old_texture_type = context_gl->texture_type[unit];
2501 if (old_texture_type != target)
2503 switch (old_texture_type)
2505 case GL_NONE:
2506 /* nothing to do */
2507 break;
2508 case GL_TEXTURE_1D:
2509 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
2510 break;
2511 case GL_TEXTURE_1D_ARRAY:
2512 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
2513 break;
2514 case GL_TEXTURE_2D:
2515 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
2516 break;
2517 case GL_TEXTURE_2D_ARRAY:
2518 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
2519 break;
2520 case GL_TEXTURE_CUBE_MAP:
2521 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
2522 break;
2523 case GL_TEXTURE_CUBE_MAP_ARRAY:
2524 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
2525 break;
2526 case GL_TEXTURE_3D:
2527 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
2528 break;
2529 case GL_TEXTURE_BUFFER:
2530 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
2531 break;
2532 case GL_TEXTURE_2D_MULTISAMPLE:
2533 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
2534 break;
2535 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
2536 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
2537 break;
2538 default:
2539 ERR("Unexpected texture target %#x.\n", old_texture_type);
2542 context_gl->texture_type[unit] = target;
2545 checkGLcall("bind texture");
2548 GLuint64 wined3d_device_gl_get_dummy_bindless_handle(const struct wined3d_device_gl *device_gl,
2549 enum wined3d_shader_resource_type type)
2551 switch (type)
2553 case WINED3D_SHADER_RESOURCE_BUFFER:
2554 return device_gl->dummy_textures.bindless.tex_buffer;
2555 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
2556 return device_gl->dummy_textures.bindless.tex_1d;
2557 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
2558 return device_gl->dummy_textures.bindless.tex_2d;
2559 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
2560 return device_gl->dummy_textures.bindless.tex_3d;
2561 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
2562 return device_gl->dummy_textures.bindless.tex_cube;
2563 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY:
2564 return device_gl->dummy_textures.bindless.tex_1d_array;
2565 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
2566 return device_gl->dummy_textures.bindless.tex_2d_array;
2567 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY:
2568 return device_gl->dummy_textures.bindless.tex_cube_array;
2569 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS:
2570 return device_gl->dummy_textures.bindless.tex_2d_ms;
2571 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY:
2572 return device_gl->dummy_textures.bindless.tex_2d_array;
2573 default:
2574 FIXME("Unhandled resource type %#x.\n", type);
2575 return 0;
2579 static void wined3d_context_gl_poll_fences(struct wined3d_context_gl *context_gl)
2581 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2582 struct wined3d_command_fence_gl *f;
2583 SIZE_T i;
2585 for (i = 0; i < context_gl->submitted.fence_count; ++i)
2587 f = &context_gl->submitted.fences[i];
2589 if (f->id > device_gl->completed_fence_id)
2591 if (wined3d_fence_test(f->fence, &device_gl->d, 0) != WINED3D_FENCE_OK)
2592 continue;
2593 device_gl->completed_fence_id = f->id;
2596 wined3d_fence_destroy(f->fence);
2597 if (i != context_gl->submitted.fence_count - 1)
2598 *f = context_gl->submitted.fences[context_gl->submitted.fence_count - 1];
2599 --context_gl->submitted.fence_count;
2603 static void wined3d_device_gl_free_memory(struct wined3d_device_gl *device_gl, struct wined3d_allocator_block *block)
2605 assert(block->chunk->allocator == &device_gl->allocator);
2606 wined3d_device_gl_allocator_lock(device_gl);
2607 wined3d_allocator_block_free(block);
2608 wined3d_device_gl_allocator_unlock(device_gl);
2611 static void wined3d_context_gl_cleanup_resources(struct wined3d_context_gl *context_gl)
2613 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2614 struct wined3d_retired_block_gl *r, *blocks;
2615 SIZE_T count, i = 0;
2616 uint64_t id;
2618 wined3d_context_gl_poll_fences(context_gl);
2619 id = device_gl->completed_fence_id;
2621 blocks = device_gl->retired_blocks;
2622 count = device_gl->retired_block_count;
2623 while (i < count)
2625 r = &blocks[i];
2627 if (r->fence_id > id)
2629 ++i;
2630 continue;
2633 wined3d_device_gl_free_memory(device_gl, r->block);
2634 if (i != --count)
2635 *r = blocks[count];
2637 device_gl->retired_block_count = count;
2640 void wined3d_context_gl_wait_command_fence(struct wined3d_context_gl *context_gl, uint64_t id)
2642 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2643 enum wined3d_fence_result ret;
2644 SIZE_T i;
2646 if (id <= device_gl->completed_fence_id
2647 || id > device_gl->current_fence_id) /* In case the fence ID wrapped. */
2648 return;
2650 for (i = 0; i < context_gl->submitted.fence_count; ++i)
2652 if (context_gl->submitted.fences[i].id != id)
2653 continue;
2655 if ((ret = wined3d_fence_wait(context_gl->submitted.fences[i].fence, &device_gl->d)) != WINED3D_FENCE_OK)
2656 ERR("Failed to wait for command fence with id 0x%s, ret %#x.\n", wine_dbgstr_longlong(id), ret);
2657 wined3d_context_gl_cleanup_resources(context_gl);
2658 return;
2661 ERR("Failed to find fence for command fence with id 0x%s.\n", wine_dbgstr_longlong(id));
2664 void wined3d_context_gl_submit_command_fence(struct wined3d_context_gl *context_gl)
2666 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2667 struct wined3d_command_fence_gl *f;
2668 HRESULT hr;
2670 if (!wined3d_array_reserve((void **)&context_gl->submitted.fences, &context_gl->submitted.fences_size,
2671 context_gl->submitted.fence_count + 1, sizeof(*context_gl->submitted.fences)))
2672 ERR("Failed to grow submitted command buffer array.\n");
2674 f = &context_gl->submitted.fences[context_gl->submitted.fence_count++];
2675 f->id = device_gl->current_fence_id;
2676 if (FAILED(hr = wined3d_fence_create(&device_gl->d, &f->fence)))
2677 ERR("Failed to create fence, hr %#lx.\n", hr);
2678 wined3d_fence_issue(f->fence, &device_gl->d);
2680 /* We don't expect this to ever happen, but handle it anyway. */
2681 if (!++device_gl->current_fence_id)
2683 wined3d_context_gl_wait_command_fence(context_gl, device_gl->current_fence_id - 1);
2684 device_gl->completed_fence_id = 0;
2685 device_gl->current_fence_id = 1;
2687 device_gl->retired_bo_size = 0;
2688 wined3d_context_gl_cleanup_resources(context_gl);
2691 static void wined3d_context_gl_destroy_allocator_block(struct wined3d_context_gl *context_gl,
2692 struct wined3d_allocator_block *block, uint64_t fence_id)
2694 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2695 struct wined3d_retired_block_gl *r;
2697 if (device_gl->completed_fence_id >= fence_id)
2699 wined3d_device_gl_free_memory(device_gl, block);
2700 TRACE("Freed block %p.\n", block);
2701 return;
2704 if (!wined3d_array_reserve((void **)&device_gl->retired_blocks,
2705 &device_gl->retired_blocks_size, device_gl->retired_block_count + 1,
2706 sizeof(*device_gl->retired_blocks)))
2708 ERR("Leaking block %p.\n", block);
2709 return;
2712 r = &device_gl->retired_blocks[device_gl->retired_block_count++];
2713 r->block = block;
2714 r->fence_id = fence_id;
2717 /* We always have buffer storage here. */
2718 GLuint wined3d_context_gl_allocate_vram_chunk_buffer(struct wined3d_context_gl *context_gl,
2719 unsigned int pool, size_t size)
2721 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2722 GLbitfield flags;
2723 GLuint id = 0;
2725 TRACE("context_gl %p, pool %u, size %Iu.\n", context_gl, pool, size);
2727 GL_EXTCALL(glGenBuffers(1, &id));
2728 if (!id)
2730 checkGLcall("buffer object creation");
2731 return 0;
2733 wined3d_context_gl_bind_bo(context_gl, GL_PIXEL_UNPACK_BUFFER, id);
2735 flags = wined3d_device_gl_get_memory_type_flags(pool) | GL_DYNAMIC_STORAGE_BIT;
2736 if (flags & (GL_MAP_READ_BIT | GL_MAP_WRITE_BIT))
2737 flags |= GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
2738 GL_EXTCALL(glBufferStorage(GL_PIXEL_UNPACK_BUFFER, size, NULL, flags));
2740 checkGLcall("buffer object creation");
2742 TRACE("Created buffer object %u.\n", id);
2744 return id;
2747 static void *wined3d_allocator_chunk_gl_map(struct wined3d_allocator_chunk_gl *chunk_gl,
2748 struct wined3d_context_gl *context_gl)
2750 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2751 void *map_ptr;
2753 TRACE("chunk %p, gl_buffer %u, map_ptr %p.\n", chunk_gl, chunk_gl->gl_buffer, chunk_gl->c.map_ptr);
2755 wined3d_allocator_chunk_gl_lock(chunk_gl);
2757 if (!chunk_gl->c.map_ptr)
2759 unsigned int flags = wined3d_device_gl_get_memory_type_flags(chunk_gl->memory_type) & ~GL_CLIENT_STORAGE_BIT;
2761 flags |= GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
2762 if (!(flags & GL_MAP_READ_BIT))
2763 flags |= GL_MAP_UNSYNCHRONIZED_BIT;
2764 if (flags & GL_MAP_WRITE_BIT)
2765 flags |= GL_MAP_FLUSH_EXPLICIT_BIT;
2766 wined3d_context_gl_bind_bo(context_gl, GL_PIXEL_UNPACK_BUFFER, chunk_gl->gl_buffer);
2767 chunk_gl->c.map_ptr = GL_EXTCALL(glMapBufferRange(GL_PIXEL_UNPACK_BUFFER,
2768 0, WINED3D_ALLOCATOR_CHUNK_SIZE, flags));
2769 if (!chunk_gl->c.map_ptr)
2771 wined3d_allocator_chunk_gl_unlock(chunk_gl);
2772 ERR("Failed to map chunk memory.\n");
2773 return NULL;
2776 adapter_adjust_mapped_memory(context_gl->c.device->adapter, WINED3D_ALLOCATOR_CHUNK_SIZE);
2779 ++chunk_gl->c.map_count;
2780 map_ptr = chunk_gl->c.map_ptr;
2782 wined3d_allocator_chunk_gl_unlock(chunk_gl);
2784 return map_ptr;
2787 static void wined3d_allocator_chunk_gl_unmap(struct wined3d_allocator_chunk_gl *chunk_gl,
2788 struct wined3d_context_gl *context_gl)
2790 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2792 TRACE("chunk_gl %p, context_gl %p.\n", chunk_gl, context_gl);
2794 wined3d_allocator_chunk_gl_lock(chunk_gl);
2796 if (!--chunk_gl->c.map_count)
2798 wined3d_context_gl_bind_bo(context_gl, GL_PIXEL_UNPACK_BUFFER, chunk_gl->gl_buffer);
2799 GL_EXTCALL(glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER));
2800 chunk_gl->c.map_ptr = NULL;
2802 adapter_adjust_mapped_memory(context_gl->c.device->adapter, -WINED3D_ALLOCATOR_CHUNK_SIZE);
2805 wined3d_allocator_chunk_gl_unlock(chunk_gl);
2808 static void *wined3d_bo_gl_map(struct wined3d_bo_gl *bo, struct wined3d_context_gl *context_gl, uint32_t flags)
2810 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2811 const struct wined3d_gl_info *gl_info;
2812 struct wined3d_bo_user *bo_user;
2813 struct wined3d_bo_gl tmp;
2815 if (flags & WINED3D_MAP_NOOVERWRITE)
2816 goto map;
2818 if ((flags & WINED3D_MAP_DISCARD) && bo->command_fence_id > device_gl->completed_fence_id)
2820 if (wined3d_device_gl_create_bo(device_gl, context_gl, bo->size,
2821 bo->binding, bo->usage, bo->b.coherent, bo->flags, &tmp))
2823 LIST_FOR_EACH_ENTRY(bo_user, &bo->b.users, struct wined3d_bo_user, entry)
2824 bo_user->valid = false;
2825 list_init(&bo->b.users);
2827 wined3d_context_gl_destroy_bo(context_gl, bo);
2828 *bo = tmp;
2829 list_init(&bo->b.users);
2831 goto map;
2834 ERR("Failed to create new buffer object.\n");
2837 if (context_gl->c.d3d_info->fences)
2839 if (bo->command_fence_id == device_gl->current_fence_id)
2840 wined3d_context_gl_submit_command_fence(context_gl);
2841 wined3d_context_gl_wait_command_fence(context_gl, bo->command_fence_id);
2844 map:
2845 if (bo->b.map_ptr)
2846 return bo->b.map_ptr;
2848 if (bo->memory)
2850 struct wined3d_allocator_chunk_gl *chunk_gl = wined3d_allocator_chunk_gl(bo->memory->chunk);
2852 if (!(bo->b.map_ptr = wined3d_allocator_chunk_gl_map(chunk_gl, context_gl)))
2853 ERR("Failed to map chunk.\n");
2854 return bo->b.map_ptr;
2857 gl_info = context_gl->gl_info;
2858 wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
2860 if (gl_info->supported[ARB_BUFFER_STORAGE])
2862 GLbitfield gl_flags;
2864 /* When mapping the bo persistently, we need to use the access flags
2865 * used to create the bo, instead of the access flags passed to the
2866 * map call. Otherwise, if for example the initial map call that
2867 * caused the bo to be persistently mapped was a read-only map,
2868 * subsequent write access to the bo would be undefined.
2870 * Note that we use GL_MAP_PERSISTENT_BIT for non-persistent maps here
2871 * as well, in order to allow draws to succeed while referenced buffer
2872 * resources are mapped. On the other hand, we don't want to use the
2873 * access flags used to create the bo for non-persistent maps, because
2874 * that may imply dropping GL_MAP_UNSYNCHRONIZED_BIT. */
2875 gl_flags = bo->flags & ~GL_CLIENT_STORAGE_BIT;
2876 if (!(gl_flags & GL_MAP_READ_BIT))
2877 gl_flags |= GL_MAP_UNSYNCHRONIZED_BIT;
2878 if (gl_flags & GL_MAP_WRITE_BIT)
2879 gl_flags |= GL_MAP_FLUSH_EXPLICIT_BIT;
2880 gl_flags |= GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
2882 bo->b.map_ptr = GL_EXTCALL(glMapBufferRange(bo->binding, 0, bo->size, gl_flags));
2884 else if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2886 bo->b.map_ptr = GL_EXTCALL(glMapBufferRange(bo->binding, 0, bo->size, wined3d_resource_gl_map_flags(bo, flags)));
2888 else
2890 bo->b.map_ptr = GL_EXTCALL(glMapBuffer(bo->binding, wined3d_resource_gl_legacy_map_flags(flags)));
2893 if (bo->b.map_ptr)
2894 adapter_adjust_mapped_memory(device_gl->d.adapter, bo->size);
2896 wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
2897 checkGLcall("Map buffer object");
2899 return bo->b.map_ptr;
2902 static void wined3d_bo_gl_unmap(struct wined3d_bo_gl *bo, struct wined3d_context_gl *context_gl)
2904 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2906 if (context_gl->c.d3d_info->persistent_map
2907 && context_gl->c.device->adapter->mapped_size <= MAX_PERSISTENT_MAPPED_BYTES)
2909 TRACE("Not unmapping BO %p.\n", bo);
2910 return;
2913 wined3d_device_bo_map_lock(context_gl->c.device);
2914 /* The mapping is still in use by the client (viz. for an accelerated
2915 * NOOVERWRITE map). The client will trigger another unmap request when the
2916 * d3d application requests to unmap the BO. */
2917 if (bo->b.client_map_count)
2919 wined3d_device_bo_map_unlock(context_gl->c.device);
2920 assert(context_gl->c.d3d_info->persistent_map);
2921 TRACE("BO %p is still in use by a client thread; not unmapping.\n", bo);
2922 return;
2924 bo->b.map_ptr = NULL;
2925 wined3d_device_bo_map_unlock(context_gl->c.device);
2927 if (bo->memory)
2929 struct wined3d_allocator_chunk_gl *chunk_gl = wined3d_allocator_chunk_gl(bo->memory->chunk);
2931 wined3d_allocator_chunk_gl_unmap(chunk_gl, context_gl);
2932 return;
2935 wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
2936 GL_EXTCALL(glUnmapBuffer(bo->binding));
2937 wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
2938 checkGLcall("Unmap buffer object");
2940 adapter_adjust_mapped_memory(context_gl->c.device->adapter, -bo->size);
2943 void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl *context_gl,
2944 const struct wined3d_bo_address *data, size_t size, uint32_t flags)
2946 struct wined3d_bo *bo;
2947 void *map_ptr;
2949 if (!(bo = data->buffer_object))
2950 return data->addr;
2952 if (!(map_ptr = wined3d_bo_gl_map(wined3d_bo_gl(bo), context_gl, flags)))
2954 ERR("Failed to map bo.\n");
2955 return NULL;
2958 return (uint8_t *)map_ptr + bo->buffer_offset + (uintptr_t)data->addr;
2961 static void flush_bo_ranges(struct wined3d_context_gl *context_gl, const struct wined3d_const_bo_address *data,
2962 unsigned int range_count, const struct wined3d_range *ranges)
2964 const struct wined3d_gl_info *gl_info;
2965 struct wined3d_bo_gl *bo;
2966 unsigned int i;
2968 if (!data->buffer_object || data->buffer_object->coherent)
2969 return;
2970 bo = wined3d_bo_gl(data->buffer_object);
2972 gl_info = context_gl->gl_info;
2973 wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
2975 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2977 /* The offset passed to glFlushMappedBufferRange() is relative to the
2978 * mapped range, but we map the whole buffer anyway. */
2979 for (i = 0; i < range_count; ++i)
2981 GL_EXTCALL(glFlushMappedBufferRange(bo->binding,
2982 bo->b.buffer_offset + (uintptr_t)data->addr + ranges[i].offset, ranges[i].size));
2985 else if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
2987 for (i = 0; i < range_count; ++i)
2989 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(bo->binding,
2990 bo->b.buffer_offset + (uintptr_t)data->addr + ranges[i].offset, ranges[i].size));
2991 checkGLcall("glFlushMappedBufferRangeAPPLE");
2995 wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
2996 checkGLcall("Flush buffer object");
2999 void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl *context_gl,
3000 const struct wined3d_bo_address *data, unsigned int range_count, const struct wined3d_range *ranges)
3002 struct wined3d_bo_gl *bo;
3004 if (!data->buffer_object)
3005 return;
3006 bo = wined3d_bo_gl(data->buffer_object);
3008 assert(bo->b.map_ptr);
3010 flush_bo_ranges(context_gl, wined3d_const_bo_address(data), range_count, ranges);
3011 wined3d_bo_gl_unmap(bo, context_gl);
3014 void wined3d_context_gl_flush_bo_address(struct wined3d_context_gl *context_gl,
3015 const struct wined3d_const_bo_address *data, size_t size)
3017 struct wined3d_range range;
3019 TRACE("context_gl %p, data %s, size %Iu.\n", context_gl, debug_const_bo_address(data), size);
3021 range.offset = (uintptr_t)data->addr;
3022 range.size = size;
3024 flush_bo_ranges(context_gl, data, 1, &range);
3027 void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl *context_gl,
3028 const struct wined3d_bo_address *dst, const struct wined3d_bo_address *src,
3029 unsigned int range_count, const struct wined3d_range *ranges, uint32_t map_flags)
3031 const struct wined3d_gl_info *gl_info;
3032 struct wined3d_bo_gl *src_bo, *dst_bo;
3033 BYTE *dst_ptr, *src_ptr;
3034 unsigned int i;
3036 gl_info = context_gl->gl_info;
3037 src_bo = src->buffer_object ? wined3d_bo_gl(src->buffer_object) : NULL;
3038 dst_bo = dst->buffer_object ? wined3d_bo_gl(dst->buffer_object) : NULL;
3040 if (dst_bo && src_bo)
3042 if (gl_info->supported[ARB_COPY_BUFFER])
3044 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src_bo->id));
3045 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst_bo->id));
3047 for (i = 0; i < range_count; ++i)
3048 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
3049 src_bo->b.buffer_offset + (GLintptr)src->addr + ranges[i].offset,
3050 dst_bo->b.buffer_offset + (GLintptr)dst->addr + ranges[i].offset, ranges[i].size));
3051 checkGLcall("direct buffer copy");
3053 wined3d_context_gl_reference_bo(context_gl, src_bo);
3054 wined3d_context_gl_reference_bo(context_gl, dst_bo);
3056 else
3058 src_ptr = wined3d_context_gl_map_bo_address(context_gl, src,
3059 src_bo->size - (uintptr_t)src->addr, WINED3D_MAP_READ);
3060 dst_ptr = wined3d_context_gl_map_bo_address(context_gl, dst,
3061 dst_bo->size - (uintptr_t)dst->addr, map_flags);
3063 for (i = 0; i < range_count; ++i)
3064 memcpy(dst_ptr + ranges[i].offset, src_ptr + ranges[i].offset, ranges[i].size);
3066 wined3d_context_gl_unmap_bo_address(context_gl, dst, range_count, ranges);
3067 wined3d_context_gl_unmap_bo_address(context_gl, src, 0, NULL);
3070 else if (!dst_bo && src_bo)
3072 wined3d_context_gl_bind_bo(context_gl, src_bo->binding, src_bo->id);
3073 for (i = 0; i < range_count; ++i)
3074 GL_EXTCALL(glGetBufferSubData(src_bo->binding,
3075 src_bo->b.buffer_offset + (GLintptr)src->addr + ranges[i].offset,
3076 ranges[i].size, dst->addr + ranges[i].offset));
3077 checkGLcall("buffer download");
3079 wined3d_context_gl_reference_bo(context_gl, src_bo);
3081 else if (dst_bo && !src_bo)
3083 if ((map_flags & WINED3D_MAP_DISCARD) && (dst_bo->flags & GL_MAP_WRITE_BIT))
3085 dst_ptr = wined3d_context_gl_map_bo_address(context_gl, dst, dst_bo->size, map_flags);
3086 memcpy(dst_ptr, src->addr, dst_bo->size);
3087 wined3d_context_gl_unmap_bo_address(context_gl, dst, range_count, ranges);
3089 else
3091 wined3d_context_gl_bind_bo(context_gl, dst_bo->binding, dst_bo->id);
3092 for (i = 0; i < range_count; ++i)
3093 GL_EXTCALL(glBufferSubData(dst_bo->binding,
3094 dst_bo->b.buffer_offset + (GLintptr)dst->addr + ranges[i].offset,
3095 ranges[i].size, src->addr + ranges[i].offset));
3096 checkGLcall("buffer upload");
3098 wined3d_context_gl_reference_bo(context_gl, dst_bo);
3101 else
3103 for (i = 0; i < range_count; ++i)
3104 memcpy(dst->addr + ranges[i].offset, src->addr + ranges[i].offset, ranges[i].size);
3108 void wined3d_context_gl_destroy_bo(struct wined3d_context_gl *context_gl, struct wined3d_bo_gl *bo)
3110 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
3111 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3113 TRACE("context_gl %p, bo %p.\n", context_gl, bo);
3115 assert(list_empty(&bo->b.users));
3117 if (bo->memory)
3119 unsigned int order = bo->memory->order;
3121 if (bo->b.map_ptr)
3122 wined3d_allocator_chunk_gl_unmap(wined3d_allocator_chunk_gl(bo->memory->chunk), context_gl);
3123 wined3d_context_gl_destroy_allocator_block(context_gl, bo->memory, bo->command_fence_id);
3125 if (bo->command_fence_id == device_gl->current_fence_id)
3127 device_gl->retired_bo_size += WINED3D_ALLOCATOR_CHUNK_SIZE >> order;
3128 if (device_gl->retired_bo_size > WINED3D_RETIRED_BO_SIZE_THRESHOLD)
3129 wined3d_context_gl_submit_command_fence(context_gl);
3132 bo->id = 0;
3133 return;
3136 if (bo->b.map_ptr)
3138 wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
3139 GL_EXTCALL(glUnmapBuffer(bo->binding));
3140 adapter_adjust_mapped_memory(context_gl->c.device->adapter, -bo->size);
3143 TRACE("Destroying GL buffer %u.\n", bo->id);
3145 GL_EXTCALL(glDeleteBuffers(1, &bo->id));
3146 checkGLcall("buffer object destruction");
3147 bo->id = 0;
3150 GLenum wined3d_context_gl_get_offscreen_gl_buffer(const struct wined3d_context_gl *context_gl)
3152 return GL_COLOR_ATTACHMENT0;
3155 static uint32_t wined3d_context_gl_generate_rt_mask_no_fbo(const struct wined3d_context_gl *context_gl,
3156 struct wined3d_resource *rt)
3158 if (!rt || rt->format->id == WINED3DFMT_NULL)
3159 return 0;
3160 else if (rt->type != WINED3D_RTYPE_BUFFER && texture_from_resource(rt)->swapchain)
3161 return context_generate_rt_mask_from_resource(rt);
3162 else
3163 return context_generate_rt_mask(wined3d_context_gl_get_offscreen_gl_buffer(context_gl));
3166 /* Context activation is done by the caller. */
3167 void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, const struct wined3d_device *device)
3169 struct wined3d_context *context = &context_gl->c;
3170 const struct wined3d_gl_info *gl_info;
3171 unsigned int sampler;
3172 SIZE rt_size;
3174 TRACE("Setting up context %p for blitting.\n", context);
3176 gl_info = context_gl->gl_info;
3178 wined3d_context_gl_get_rt_size(context_gl, &rt_size);
3180 if (context->last_was_blit)
3182 if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
3184 gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
3185 context->viewport_count = WINED3D_MAX_VIEWPORTS;
3186 context_gl->blit_size = rt_size;
3187 /* No need to dirtify here, the states are still dirtified because
3188 * they weren't applied since the last context_apply_blit_state()
3189 * call. */
3191 checkGLcall("blit state application");
3192 TRACE("Context is already set up for blitting, nothing to do.\n");
3193 return;
3195 context->last_was_blit = TRUE;
3197 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
3198 GL_EXTCALL(glBindSampler(0, 0));
3199 wined3d_context_gl_active_texture(context_gl, gl_info, 0);
3201 sampler = context_gl->rev_tex_unit_map[0];
3202 if (sampler != WINED3D_UNMAPPED_STAGE)
3204 if (sampler < WINED3D_MAX_FFP_TEXTURES)
3206 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
3207 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
3210 context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
3211 context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
3213 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3215 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
3216 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
3218 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
3219 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3220 context_invalidate_state(context, STATE_BLEND);
3221 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
3222 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
3223 context_invalidate_state(context, STATE_RASTERIZER);
3224 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3225 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
3226 context_invalidate_state(context, STATE_DEPTH_STENCIL);
3227 if (gl_info->supported[ARB_POINT_SPRITE])
3229 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
3230 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
3232 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
3234 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
3235 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
3238 context->last_was_rhw = TRUE;
3239 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
3241 wined3d_context_gl_enable_clip_distances(context_gl, 0);
3242 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
3244 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
3245 if (gl_info->supported[ARB_CLIP_CONTROL])
3246 GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE));
3247 gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
3248 context->viewport_count = WINED3D_MAX_VIEWPORTS;
3249 context_invalidate_state(context, STATE_VIEWPORT);
3251 device->shader_backend->shader_disable(device->shader_priv, context);
3253 context_gl->blit_size = rt_size;
3255 checkGLcall("blit state application");
3258 static void wined3d_context_gl_apply_blit_projection(const struct wined3d_context_gl *context_gl,
3259 unsigned int w, unsigned int h)
3261 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3262 const GLdouble projection[] =
3264 2.0 / w, 0.0, 0.0, 0.0,
3265 0.0, 2.0 / h, 0.0, 0.0,
3266 0.0, 0.0, 2.0, 0.0,
3267 -1.0, -1.0, -1.0, 1.0,
3270 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3271 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
3274 /* Setup OpenGL states for fixed-function blitting. */
3275 /* Context activation is done by the caller. */
3276 void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_gl,
3277 const struct wined3d_device *device)
3279 struct wined3d_context *context = &context_gl->c;
3280 const struct wined3d_gl_info *gl_info;
3281 unsigned int i, sampler;
3283 gl_info = context_gl->gl_info;
3284 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3285 ERR("Applying fixed-function state without legacy context support.\n");
3287 if (context->last_was_ffp_blit)
3289 SIZE rt_size;
3291 wined3d_context_gl_get_rt_size(context_gl, &rt_size);
3292 if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
3293 wined3d_context_gl_apply_blit_projection(context_gl, rt_size.cx, rt_size.cy);
3294 wined3d_context_gl_apply_blit_state(context_gl, device);
3296 checkGLcall("ffp blit state application");
3297 return;
3299 context->last_was_ffp_blit = TRUE;
3301 wined3d_context_gl_apply_blit_state(context_gl, device);
3303 /* Disable all textures. The caller can then bind a texture it wants to blit
3304 * from. */
3305 for (i = gl_info->limits.ffp_textures - 1; i > 0 ; --i)
3307 wined3d_context_gl_active_texture(context_gl, gl_info, i);
3309 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3310 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3311 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3312 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3314 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3316 sampler = context_gl->rev_tex_unit_map[i];
3317 if (sampler != WINED3D_UNMAPPED_STAGE)
3319 if (sampler < WINED3D_MAX_FFP_TEXTURES)
3320 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
3324 wined3d_context_gl_active_texture(context_gl, gl_info, 0);
3326 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3327 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3328 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3329 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3331 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3332 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3333 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
3335 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3336 gl_info->gl_ops.gl.p_glLoadIdentity();
3338 /* Setup transforms. */
3339 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3340 gl_info->gl_ops.gl.p_glLoadIdentity();
3341 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3342 wined3d_context_gl_apply_blit_projection(context_gl, context_gl->blit_size.cx, context_gl->blit_size.cy);
3343 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
3345 /* Other misc states. */
3346 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
3347 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
3348 gl_info->p_glDisableWINE(GL_FOG);
3349 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
3351 if (gl_info->supported[EXT_SECONDARY_COLOR])
3353 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
3354 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
3356 checkGLcall("ffp blit state application");
3359 static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_rendertarget_view * const *rts,
3360 const struct wined3d_rendertarget_view *ds)
3362 unsigned int i;
3364 if (ds)
3365 return TRUE;
3367 for (i = 0; i < rt_count; ++i)
3369 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3370 return TRUE;
3373 return FALSE;
3376 /* Context activation is done by the caller. */
3377 BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
3378 const struct wined3d_state *state, unsigned int rt_count, const struct wined3d_fb_state *fb)
3380 struct wined3d_rendertarget_view * const *rts = fb->render_targets;
3381 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3382 struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
3383 uint32_t rt_mask = 0, *cur_mask;
3384 unsigned int i;
3386 if (isStateDirty(&context_gl->c, STATE_FRAMEBUFFER) || fb != &state->fb
3387 || rt_count != gl_info->limits.buffers)
3389 struct wined3d_rendertarget_info ds_info = {{0}};
3391 if (!have_framebuffer_attachment(rt_count, rts, dsv))
3393 WARN("Invalid render target config, need at least one attachment.\n");
3394 return FALSE;
3397 if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
3399 memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
3400 for (i = 0; i < rt_count; ++i)
3402 if (rts[i])
3404 struct wined3d_rendertarget_view_gl *rtv_gl = wined3d_rendertarget_view_gl(rts[i]);
3405 context_gl->blit_targets[i].gl_view = rtv_gl->gl_view;
3406 context_gl->blit_targets[i].resource = rtv_gl->v.resource;
3407 context_gl->blit_targets[i].sub_resource_idx = rtv_gl->v.sub_resource_idx;
3408 context_gl->blit_targets[i].layer_count = rtv_gl->v.layer_count;
3410 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3411 rt_mask |= (1u << i);
3414 if (dsv)
3416 struct wined3d_rendertarget_view_gl *dsv_gl = wined3d_rendertarget_view_gl(dsv);
3417 ds_info.gl_view = dsv_gl->gl_view;
3418 ds_info.resource = dsv_gl->v.resource;
3419 ds_info.sub_resource_idx = dsv_gl->v.sub_resource_idx;
3420 ds_info.layer_count = dsv_gl->v.layer_count;
3423 wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->blit_targets, &ds_info,
3424 rt_count ? rts[0]->resource->draw_binding : 0, dsv ? dsv->resource->draw_binding : 0);
3426 else
3428 wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info,
3429 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
3430 rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
3433 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
3434 * next draw. Otherwise we could mark the framebuffer state clean here, once the
3435 * state management allows this */
3436 context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
3438 else if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
3440 for (i = 0; i < rt_count; ++i)
3442 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3443 rt_mask |= (1u << i);
3446 else
3448 rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rt_count ? rts[0]->resource : NULL);
3451 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3453 if (rt_mask != *cur_mask)
3455 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3456 *cur_mask = rt_mask;
3457 context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
3460 wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
3462 context_gl->c.last_was_blit = FALSE;
3463 context_gl->c.last_was_ffp_blit = FALSE;
3465 /* Blending and clearing should be orthogonal, but tests on the nvidia
3466 * driver show that disabling blending when clearing improves the clearing
3467 * performance incredibly. */
3468 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
3469 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
3470 if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
3472 if (needs_srgb_write(context_gl->c.d3d_info, state, fb))
3473 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
3474 else
3475 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
3476 context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
3478 checkGLcall("setting up state for clear");
3480 context_invalidate_state(&context_gl->c, STATE_BLEND);
3481 context_invalidate_state(&context_gl->c, STATE_RASTERIZER);
3482 context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
3484 return TRUE;
3487 static uint32_t find_draw_buffers_mask(const struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
3489 struct wined3d_rendertarget_view * const *rts = state->fb.render_targets;
3490 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3491 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3492 unsigned int rt_mask, mask;
3493 unsigned int i;
3495 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
3496 rt_mask &= wined3d_mask_from_size(gl_info->limits.buffers);
3497 if (state->blend_state && state->blend_state->dual_source)
3498 rt_mask = 1;
3500 mask = rt_mask;
3501 while (mask)
3503 i = wined3d_bit_scan(&mask);
3504 if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
3505 rt_mask &= ~(1u << i);
3508 return rt_mask;
3511 void context_gl_apply_texture_draw_state(struct wined3d_context_gl *context_gl,
3512 struct wined3d_texture *texture, unsigned int sub_resource_idx, unsigned int location)
3514 const struct wined3d_format *format = texture->resource.format;
3515 struct wined3d_context *context = &context_gl->c;
3516 uint32_t rt_mask, *cur_mask;
3518 TRACE("context_gl %p, texture %p, sub_resource_idx %u, location %s.\n",
3519 context_gl, texture, sub_resource_idx, wined3d_debug_location(location));
3521 if (format->depth_size || format->stencil_size)
3522 wined3d_context_gl_apply_fbo_state_explicit(context_gl, GL_DRAW_FRAMEBUFFER, NULL,
3523 0, &texture->resource, sub_resource_idx, location);
3524 else
3525 wined3d_context_gl_apply_fbo_state_explicit(context_gl, GL_DRAW_FRAMEBUFFER, &texture->resource,
3526 sub_resource_idx, NULL, 0, location);
3528 if (location != WINED3D_LOCATION_DRAWABLE)
3530 if (texture->resource.format->id == WINED3DFMT_NULL || format->depth_size || format->stencil_size)
3531 rt_mask = 0;
3532 else
3533 rt_mask = 1;
3535 else
3537 rt_mask = context_generate_rt_mask_from_resource(&texture->resource);
3540 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3541 if (rt_mask != *cur_mask)
3543 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3544 *cur_mask = rt_mask;
3547 wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
3549 context_invalidate_state(context, STATE_FRAMEBUFFER);
3552 /* Context activation is done by the caller. */
3553 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3555 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3556 uint32_t rt_mask = find_draw_buffers_mask(context_gl, state);
3557 const struct wined3d_rendertarget_view_gl *view_gl;
3558 struct wined3d_rendertarget_info ds_info = {{0}};
3559 const struct wined3d_fb_state *fb = &state->fb;
3560 DWORD color_location = 0;
3561 uint32_t *cur_mask;
3563 memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
3564 for (unsigned int i = 0; i < context_gl->gl_info->limits.buffers; ++i)
3566 if (!fb->render_targets[i])
3567 continue;
3569 view_gl = wined3d_rendertarget_view_gl(fb->render_targets[i]);
3570 context_gl->blit_targets[i].gl_view = view_gl->gl_view;
3571 context_gl->blit_targets[i].resource = view_gl->v.resource;
3572 context_gl->blit_targets[i].sub_resource_idx = view_gl->v.sub_resource_idx;
3573 context_gl->blit_targets[i].layer_count = view_gl->v.layer_count;
3575 if (!color_location)
3576 color_location = view_gl->v.resource->draw_binding;
3579 if (fb->depth_stencil)
3581 view_gl = wined3d_rendertarget_view_gl(fb->depth_stencil);
3582 ds_info.gl_view = view_gl->gl_view;
3583 ds_info.resource = view_gl->v.resource;
3584 ds_info.sub_resource_idx = view_gl->v.sub_resource_idx;
3585 ds_info.layer_count = view_gl->v.layer_count;
3588 wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->blit_targets, &ds_info,
3589 color_location, fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
3591 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3592 if (rt_mask != *cur_mask)
3594 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3595 *cur_mask = rt_mask;
3599 static void wined3d_context_gl_map_stage(struct wined3d_context_gl *context_gl, unsigned int stage, unsigned int unit)
3601 unsigned int i = context_gl->rev_tex_unit_map[unit];
3602 unsigned int j = context_gl->tex_unit_map[stage];
3604 TRACE("Mapping stage %u to unit %u.\n", stage, unit);
3605 context_gl->tex_unit_map[stage] = unit;
3606 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
3607 context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
3609 context_gl->rev_tex_unit_map[unit] = stage;
3610 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
3611 context_gl->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
3614 static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
3616 DWORD i;
3618 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
3619 context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
3622 static bool use_ffp_ps(const struct wined3d_state *state)
3624 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
3626 if (!use_vs(state))
3627 return true;
3628 if (vs && vs->reg_maps.shader_version.major >= 4)
3629 return false;
3630 return true;
3633 static void context_update_fixed_function_usage_map(struct wined3d_context *context,
3634 const struct wined3d_state *state)
3636 UINT i = 0, start, end;
3638 context->fixed_function_usage_map = 0;
3640 if (use_ffp_ps(state))
3642 for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i)
3644 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
3645 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
3646 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
3647 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
3648 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
3649 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
3650 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
3651 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
3653 /* Not used, and disable higher stages. */
3654 if (color_op == WINED3D_TOP_DISABLE)
3655 break;
3657 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
3658 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
3659 || ((color_arg3 == WINED3DTA_TEXTURE)
3660 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
3661 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
3662 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
3663 || ((alpha_arg3 == WINED3DTA_TEXTURE)
3664 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
3665 context->fixed_function_usage_map |= (1u << i);
3667 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
3668 && i < WINED3D_MAX_FFP_TEXTURES - 1)
3669 context->fixed_function_usage_map |= (1u << (i + 1));
3673 if (i < context->lowest_disabled_stage)
3675 start = i;
3676 end = context->lowest_disabled_stage;
3678 else
3680 start = context->lowest_disabled_stage;
3681 end = i;
3684 context->lowest_disabled_stage = i;
3685 for (i = start + 1; i < end; ++i)
3687 context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3691 static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_context_gl *context_gl,
3692 const struct wined3d_state *state)
3694 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
3695 unsigned int i, tex;
3696 uint32_t ffu_map;
3698 ffu_map = context_gl->c.fixed_function_usage_map;
3700 if (d3d_info->ffp_fragment_caps.max_textures == d3d_info->ffp_fragment_caps.max_blend_stages
3701 || context_gl->c.lowest_disabled_stage <= d3d_info->ffp_fragment_caps.max_textures)
3703 while (ffu_map)
3705 i = wined3d_bit_scan(&ffu_map);
3706 if (context_gl->tex_unit_map[i] != i)
3708 wined3d_context_gl_map_stage(context_gl, i, i);
3709 context_invalidate_state(&context_gl->c, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
3710 context_invalidate_texture_stage(&context_gl->c, i);
3713 return;
3716 /* Now work out the mapping */
3717 tex = 0;
3718 while (ffu_map)
3720 i = wined3d_bit_scan(&ffu_map);
3721 if (context_gl->tex_unit_map[i] != tex)
3723 wined3d_context_gl_map_stage(context_gl, i, tex);
3724 context_invalidate_state(&context_gl->c, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
3725 context_invalidate_texture_stage(&context_gl->c, i);
3728 ++tex;
3732 static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
3734 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
3735 const struct wined3d_shader_resource_info *resource_info =
3736 state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3737 unsigned int i;
3739 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
3741 if (resource_info[i].type && context_gl->tex_unit_map[i] != i)
3743 wined3d_context_gl_map_stage(context_gl, i, i);
3744 context_invalidate_state(&context_gl->c, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
3745 if (i < d3d_info->ffp_fragment_caps.max_blend_stages)
3746 context_invalidate_texture_stage(&context_gl->c, i);
3751 static BOOL wined3d_context_gl_unit_free_for_vs(const struct wined3d_context_gl *context_gl,
3752 const struct wined3d_shader_resource_info *ps_resource_info, unsigned int unit)
3754 unsigned int current_mapping = context_gl->rev_tex_unit_map[unit];
3756 /* Not currently used */
3757 if (current_mapping == WINED3D_UNMAPPED_STAGE)
3758 return TRUE;
3760 if (current_mapping < WINED3D_MAX_FRAGMENT_SAMPLERS)
3762 /* Used by a fragment sampler */
3764 if (!ps_resource_info)
3766 /* No pixel shader, check fixed function */
3767 return current_mapping >= WINED3D_MAX_FFP_TEXTURES
3768 || !(context_gl->c.fixed_function_usage_map & (1u << current_mapping));
3771 /* Pixel shader, check the shader's sampler map */
3772 return !ps_resource_info[current_mapping].type;
3775 return TRUE;
3778 static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl *context_gl,
3779 BOOL ps, const struct wined3d_state *state)
3781 const struct wined3d_shader_resource_info *vs_resource_info =
3782 state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
3783 const struct wined3d_shader_resource_info *ps_resource_info = NULL;
3784 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3785 int start = min(WINED3D_MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
3786 int i;
3788 /* Note that we only care if a resource is used or not, not the
3789 * resource's specific type. Otherwise we'd need to call
3790 * shader_update_samplers() here for 1.x pixelshaders. */
3791 if (ps)
3792 ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3794 for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
3796 DWORD vsampler_idx = i + WINED3D_MAX_FRAGMENT_SAMPLERS;
3797 if (vs_resource_info[i].type)
3799 while (start >= 0)
3801 if (wined3d_context_gl_unit_free_for_vs(context_gl, ps_resource_info, start))
3803 if (context_gl->tex_unit_map[vsampler_idx] != start)
3805 wined3d_context_gl_map_stage(context_gl, vsampler_idx, start);
3806 context_invalidate_state(&context_gl->c, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
3809 --start;
3810 break;
3813 --start;
3815 if (context_gl->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
3816 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
3821 static void wined3d_context_gl_update_tex_unit_map(struct wined3d_context_gl *context_gl,
3822 const struct wined3d_state *state)
3824 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3825 BOOL vs = use_vs(state);
3826 BOOL ps = use_ps(state);
3828 if (!ps)
3829 context_update_fixed_function_usage_map(&context_gl->c, state);
3831 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3832 * need a 1:1 map at the moment.
3833 * When the mapping of a stage is changed, sampler and ALL texture stage
3834 * states have to be reset. */
3836 if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
3837 return;
3839 if (ps)
3840 wined3d_context_gl_map_psamplers(context_gl, state);
3841 else
3842 wined3d_context_gl_map_fixed_function_samplers(context_gl, state);
3844 if (vs)
3845 wined3d_context_gl_map_vsamplers(context_gl, ps, state);
3848 /* Context activation is done by the caller. */
3849 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3851 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3852 uint32_t rt_mask, *cur_mask;
3854 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
3856 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3857 rt_mask = find_draw_buffers_mask(context_gl, state);
3858 if (rt_mask != *cur_mask)
3860 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3861 *cur_mask = rt_mask;
3865 static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *context_gl,
3866 const struct wined3d_state *state, enum wined3d_shader_type shader_type)
3868 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3869 unsigned int bind_idx, shader_sampler_count, base, count, i;
3870 const struct wined3d_device *device = context_gl->c.device;
3871 struct wined3d_shader_sampler_map_entry *entry;
3872 struct wined3d_shader_resource_view *view;
3873 const struct wined3d_shader *shader;
3874 const unsigned int *tex_unit_map;
3875 struct wined3d_sampler *sampler;
3877 if (!(shader = state->shader[shader_type]))
3879 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
3881 uint32_t ffu_map = context_gl->c.fixed_function_usage_map;
3883 while (ffu_map)
3885 i = wined3d_bit_scan(&ffu_map);
3886 bind_idx = context_gl->tex_unit_map[i];
3888 view = state->shader_resource_view[WINED3D_SHADER_TYPE_PIXEL][i];
3889 sampler = state->sampler[WINED3D_SHADER_TYPE_PIXEL][i];
3891 if (view)
3893 wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view),
3894 bind_idx, wined3d_sampler_gl(sampler), context_gl);
3896 else
3898 WARN("No resource view bound at index %u.\n", i);
3899 wined3d_context_gl_active_texture(context_gl, gl_info, bind_idx);
3900 wined3d_context_gl_bind_texture(context_gl, GL_NONE, 0);
3901 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
3902 GL_EXTCALL(glBindSampler(bind_idx, 0));
3907 return;
3910 if (gl_info->supported[ARB_BINDLESS_TEXTURE])
3911 return;
3913 tex_unit_map = wined3d_context_gl_get_tex_unit_mapping(context_gl,
3914 &shader->reg_maps.shader_version, &base, &count);
3916 shader_sampler_count = shader->reg_maps.sampler_map.count;
3917 if (shader_sampler_count > count)
3918 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3919 shader, shader_sampler_count, count);
3920 count = min(shader_sampler_count, count);
3922 for (i = 0; i < count; ++i)
3924 entry = &shader->reg_maps.sampler_map.entries[i];
3925 bind_idx = base + entry->bind_idx;
3926 if (tex_unit_map)
3927 bind_idx = tex_unit_map[bind_idx];
3929 if ((view = state->shader_resource_view[shader_type][entry->resource_idx]))
3931 if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
3932 sampler = device->default_sampler;
3933 else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
3934 sampler = device->null_sampler;
3935 wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view),
3936 bind_idx, wined3d_sampler_gl(sampler), context_gl);
3938 else
3940 WARN("No resource view bound at index %u, %u.\n", shader_type, entry->resource_idx);
3941 wined3d_context_gl_active_texture(context_gl, gl_info, bind_idx);
3942 wined3d_context_gl_bind_texture(context_gl, GL_NONE, 0);
3943 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
3944 GL_EXTCALL(glBindSampler(bind_idx, 0));
3949 static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl *context_gl,
3950 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
3952 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3953 struct wined3d_unordered_access_view_gl *view_gl;
3954 const struct wined3d_format_gl *format_gl;
3955 GLuint texture_name;
3956 unsigned int i;
3957 GLint level;
3959 if (!shader)
3960 return;
3962 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
3964 if (!views[i])
3966 if (shader->reg_maps.uav_resource_info[i].type)
3967 WARN("No unordered access view bound at index %u.\n", i);
3968 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
3969 continue;
3972 view_gl = wined3d_unordered_access_view_gl(views[i]);
3973 if (view_gl->gl_view.name)
3975 texture_name = view_gl->gl_view.name;
3976 level = 0;
3978 else if (view_gl->v.resource->type != WINED3D_RTYPE_BUFFER)
3980 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(view_gl->v.resource));
3981 texture_name = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
3982 level = view_gl->v.desc.u.texture.level_idx;
3984 else
3986 FIXME("Unsupported buffer unordered access view.\n");
3987 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
3988 continue;
3991 format_gl = wined3d_format_gl(view_gl->v.format);
3992 GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE,
3993 format_gl->internal));
3995 if (view_gl->counter_bo.id)
3996 GL_EXTCALL(glBindBufferRange(GL_ATOMIC_COUNTER_BUFFER, i, view_gl->counter_bo.id,
3997 view_gl->counter_bo.b.buffer_offset, view_gl->counter_bo.size));
3999 checkGLcall("Bind unordered access views");
4002 static bool is_resource_rtv_bound(const struct wined3d_state *state, const struct wined3d_resource *resource)
4004 unsigned int i;
4006 if (state->fb.depth_stencil && state->fb.depth_stencil->resource == resource)
4007 return true;
4009 if (!resource->rtv_bind_count_device)
4010 return false;
4012 for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
4014 if (state->fb.render_targets[i] && state->fb.render_targets[i]->resource == resource)
4015 return true;
4018 return false;
4021 static void context_gl_load_shader_resources(struct wined3d_context_gl *context_gl,
4022 const struct wined3d_state *state, unsigned int shader_mask)
4024 struct wined3d_shader_sampler_map_entry *entry;
4025 struct wined3d_shader_resource_view_gl *srv_gl;
4026 struct wined3d_shader_resource_view *view;
4027 struct wined3d_sampler *sampler;
4028 struct wined3d_shader *shader;
4029 struct wined3d_buffer *buffer;
4030 unsigned int i, j;
4032 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
4034 if (!(shader_mask & (1u << i)))
4035 continue;
4037 if (!(shader = state->shader[i]))
4039 if (i == WINED3D_SHADER_TYPE_PIXEL)
4041 uint32_t ffu_map = context_gl->c.fixed_function_usage_map;
4043 while (ffu_map)
4045 i = wined3d_bit_scan(&ffu_map);
4047 view = state->shader_resource_view[WINED3D_SHADER_TYPE_PIXEL][i];
4048 sampler = state->sampler[WINED3D_SHADER_TYPE_PIXEL][i];
4050 if (view)
4051 wined3d_texture_load(texture_from_resource(view->resource),
4052 &context_gl->c, sampler->desc.srgb_decode);
4056 continue;
4059 for (j = 0; j < WINED3D_MAX_CBS; ++j)
4061 if (!state->cb[i][j].buffer)
4062 continue;
4064 buffer = state->cb[i][j].buffer;
4065 wined3d_buffer_load(buffer, &context_gl->c, state);
4066 wined3d_context_gl_reference_buffer(context_gl, buffer);
4067 if (!buffer->bo_user.valid)
4068 device_invalidate_state(context_gl->c.device, STATE_CONSTANT_BUFFER(i));
4071 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
4073 entry = &shader->reg_maps.sampler_map.entries[j];
4075 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
4076 continue;
4078 if (is_resource_rtv_bound(state, view->resource))
4079 context_gl->c.uses_fbo_attached_resources = 1;
4081 if (view->resource->type == WINED3D_RTYPE_BUFFER)
4083 buffer = buffer_from_resource(view->resource);
4084 wined3d_buffer_load(buffer, &context_gl->c, state);
4085 wined3d_context_gl_reference_buffer(context_gl, buffer);
4087 srv_gl = wined3d_shader_resource_view_gl(view);
4088 if (!srv_gl->bo_user.valid)
4089 wined3d_shader_resource_view_gl_update(srv_gl, context_gl);
4091 else
4093 BOOL srgb = TRUE;
4095 if (entry->sampler_idx != WINED3D_SAMPLER_DEFAULT
4096 && (sampler = state->sampler[i][entry->sampler_idx]))
4097 srgb = sampler->desc.srgb_decode;
4099 wined3d_texture_load(texture_from_resource(view->resource), &context_gl->c, srgb);
4105 static void context_gl_load_unordered_access_resources(struct wined3d_context_gl *context_gl,
4106 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
4108 struct wined3d_unordered_access_view_gl *uav_gl;
4109 struct wined3d_unordered_access_view *view;
4110 struct wined3d_texture *texture;
4111 struct wined3d_buffer *buffer;
4112 unsigned int i;
4114 context_gl->c.uses_uavs = 0;
4116 if (!shader)
4117 return;
4119 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
4121 if (!(view = views[i]))
4122 continue;
4124 if (view->resource->type == WINED3D_RTYPE_BUFFER)
4126 buffer = buffer_from_resource(view->resource);
4127 wined3d_buffer_acquire_bo_for_write(buffer, &context_gl->c);
4128 wined3d_buffer_load_location(buffer, &context_gl->c, WINED3D_LOCATION_BUFFER);
4129 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
4130 wined3d_context_gl_reference_buffer(context_gl, buffer);
4132 uav_gl = wined3d_unordered_access_view_gl(view);
4133 if (!uav_gl->bo_user.valid)
4134 wined3d_unordered_access_view_gl_update(uav_gl, context_gl);
4136 else
4138 texture = texture_from_resource(view->resource);
4139 wined3d_texture_load(texture, &context_gl->c, FALSE);
4140 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
4143 context_gl->c.uses_uavs = 1;
4147 static void context_gl_load_stream_output_buffers(struct wined3d_context_gl *context_gl,
4148 const struct wined3d_state *state)
4150 struct wined3d_buffer *buffer;
4151 unsigned int i;
4153 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
4155 if (!(buffer = state->stream_output[i].buffer))
4156 continue;
4158 wined3d_buffer_acquire_bo_for_write(buffer, &context_gl->c);
4160 wined3d_buffer_load(buffer, &context_gl->c, state);
4161 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
4162 wined3d_context_gl_reference_buffer(context_gl, buffer);
4163 if (!buffer->bo_user.valid)
4164 device_invalidate_state(context_gl->c.device, STATE_STREAM_OUTPUT);
4168 /* Context activation is done by the caller. */
4169 static BOOL context_apply_draw_state(struct wined3d_context *context,
4170 const struct wined3d_device *device, const struct wined3d_state *state, BOOL indexed)
4172 const struct wined3d_state_entry *state_table = context->state_table;
4173 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4174 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4175 const struct wined3d_fb_state *fb = &state->fb;
4176 unsigned int i, base;
4177 uint32_t map;
4179 context->uses_fbo_attached_resources = 0;
4181 if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
4183 if (!gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
4185 FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
4186 return FALSE;
4190 /* Preload resources before FBO setup. Texture preload in particular may
4191 * result in changes to the current FBO, due to using e.g. FBO blits for
4192 * updating a resource location. */
4193 wined3d_context_gl_update_tex_unit_map(context_gl, state);
4194 context_gl_load_shader_resources(context_gl, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
4195 context_gl_load_unordered_access_resources(context_gl, state->shader[WINED3D_SHADER_TYPE_PIXEL],
4196 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
4197 context_gl_load_stream_output_buffers(context_gl, state);
4198 /* TODO: Right now the dependency on the vertex shader is necessary
4199 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
4200 * the current VS but maybe it's possible to relax the coupling in some
4201 * situations at least. */
4202 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC)
4203 || isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX)))
4205 context_update_stream_info(context, state);
4208 map = context->stream_info.use_map;
4209 while (map)
4211 const struct wined3d_stream_info_element *e;
4212 struct wined3d_buffer *buffer;
4214 e = &context->stream_info.elements[wined3d_bit_scan(&map)];
4215 buffer = state->streams[e->stream_idx].buffer;
4217 if (!buffer->bo_user.valid)
4218 device_invalidate_state(device, STATE_STREAMSRC);
4219 else
4220 wined3d_buffer_load(buffer, context, state);
4222 /* Loading the buffers above may have invalidated the stream info. */
4223 if (wined3d_context_is_graphics_state_dirty(context, STATE_STREAMSRC))
4224 context_update_stream_info(context, state);
4226 map = context->stream_info.use_map;
4227 while (map)
4229 const struct wined3d_stream_info_element *e;
4230 struct wined3d_buffer *buffer;
4232 e = &context->stream_info.elements[wined3d_bit_scan(&map)];
4233 buffer = state->streams[e->stream_idx].buffer;
4235 wined3d_context_gl_reference_buffer(context_gl, buffer);
4238 if (indexed && state->index_buffer)
4240 struct wined3d_buffer *buffer = state->index_buffer;
4242 if (context->stream_info.all_vbo)
4244 wined3d_buffer_load(buffer, context, state);
4245 if (!buffer->bo_user.valid)
4246 device_invalidate_state(device, STATE_INDEXBUFFER);
4247 wined3d_context_gl_reference_buffer(context_gl, buffer);
4249 else
4251 wined3d_buffer_load_sysmem(buffer, context);
4255 for (i = 0, base = 0; i < ARRAY_SIZE(context->dirty_graphics_states); ++i)
4257 uint32_t dirty_mask = context->dirty_graphics_states[i];
4259 while (dirty_mask)
4261 unsigned int state_id = base + wined3d_bit_scan(&dirty_mask);
4263 state_table[state_id].apply(context, state, state_id);
4265 base += sizeof(dirty_mask) * CHAR_BIT;
4268 memset(context->dirty_graphics_states, 0, sizeof(context->dirty_graphics_states));
4270 if (context->update_shader_resource_bindings)
4272 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
4273 wined3d_context_gl_bind_shader_resources(context_gl, state, i);
4274 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
4275 context->update_compute_shader_resource_bindings = 1;
4278 if (context->update_unordered_access_view_bindings)
4280 wined3d_context_gl_bind_unordered_access_views(context_gl,
4281 state->shader[WINED3D_SHADER_TYPE_PIXEL],
4282 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
4283 context->update_unordered_access_view_bindings = 0;
4284 context->update_compute_unordered_access_view_bindings = 1;
4287 wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
4289 device->shader_backend->shader_apply_draw_state(device->shader_priv, context, state);
4290 context->shader_update_mask &= 1u << WINED3D_SHADER_TYPE_COMPUTE;
4291 context->constant_update_mask = 0;
4292 context->update_shader_resource_bindings = 0;
4294 context->last_was_blit = FALSE;
4295 context->last_was_ffp_blit = FALSE;
4297 return TRUE;
4300 static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *context_gl,
4301 const struct wined3d_device *device, const struct wined3d_state *state)
4303 const struct wined3d_state_entry *state_table = context_gl->c.state_table;
4304 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4305 unsigned int state_id, i;
4307 context_gl_load_shader_resources(context_gl, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
4308 context_gl_load_unordered_access_resources(context_gl, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
4309 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
4311 for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context_gl->c.dirty_compute_states); ++i)
4313 unsigned int dirty_mask = context_gl->c.dirty_compute_states[i];
4315 while (dirty_mask)
4317 unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask);
4318 state_table[current_state_id].apply(&context_gl->c, state, current_state_id);
4320 state_id += sizeof(*context_gl->c.dirty_compute_states) * CHAR_BIT;
4322 memset(context_gl->c.dirty_compute_states, 0, sizeof(*context_gl->c.dirty_compute_states));
4324 device->shader_backend->shader_apply_compute_state(device->shader_priv, &context_gl->c, state);
4326 if (context_gl->c.update_compute_shader_resource_bindings)
4328 wined3d_context_gl_bind_shader_resources(context_gl, state, WINED3D_SHADER_TYPE_COMPUTE);
4329 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
4330 context_gl->c.update_shader_resource_bindings = 1;
4333 if (context_gl->c.update_compute_unordered_access_view_bindings)
4335 wined3d_context_gl_bind_unordered_access_views(context_gl,
4336 state->shader[WINED3D_SHADER_TYPE_COMPUTE],
4337 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
4338 context_gl->c.update_compute_unordered_access_view_bindings = 0;
4339 context_gl->c.update_unordered_access_view_bindings = 1;
4342 /* Updates to currently bound render targets aren't necessarily coherent
4343 * between the graphics and compute pipelines. Unbind any currently bound
4344 * FBO here to ensure preceding updates to its attachments by the graphics
4345 * pipeline are visible to the compute pipeline.
4347 * Without this, the bloom effect in Nier:Automata is too bright on the
4348 * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
4349 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
4350 context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
4352 context_gl->c.last_was_blit = FALSE;
4353 context_gl->c.last_was_ffp_blit = FALSE;
4354 context_gl->c.shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
4355 context_gl->c.update_compute_shader_resource_bindings = 0;
4358 void wined3d_context_gl_end_transform_feedback(struct wined3d_context_gl *context_gl)
4360 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4362 if (context_gl->c.transform_feedback_active)
4364 GL_EXTCALL(glEndTransformFeedback());
4365 checkGLcall("glEndTransformFeedback");
4366 context_gl->c.transform_feedback_active = 0;
4367 context_gl->c.transform_feedback_paused = 0;
4371 static void wined3d_context_gl_pause_transform_feedback(struct wined3d_context_gl *context_gl, BOOL force)
4373 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4375 if (!context_gl->c.transform_feedback_active || context_gl->c.transform_feedback_paused)
4376 return;
4378 if (gl_info->supported[ARB_TRANSFORM_FEEDBACK2])
4380 GL_EXTCALL(glPauseTransformFeedback());
4381 checkGLcall("glPauseTransformFeedback");
4382 context_gl->c.transform_feedback_paused = 1;
4383 return;
4386 WARN("Cannot pause transform feedback operations.\n");
4388 if (force)
4389 wined3d_context_gl_end_transform_feedback(context_gl);
4392 static void wined3d_context_gl_setup_target(struct wined3d_context_gl *context_gl,
4393 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4395 if (context_gl->c.current_rt.texture == texture
4396 && context_gl->c.current_rt.sub_resource_idx == sub_resource_idx)
4397 return;
4399 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
4400 * the alpha blend state changes with different render target formats. */
4401 if (!context_gl->c.current_rt.texture)
4403 context_invalidate_state(&context_gl->c, STATE_BLEND);
4405 else
4407 const struct wined3d_format *old = context_gl->c.current_rt.texture->resource.format;
4408 const struct wined3d_format *new = texture->resource.format;
4410 if (old->id != new->id)
4412 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
4413 if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
4414 || !(texture->resource.format_caps & WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING))
4415 context_invalidate_state(&context_gl->c, STATE_BLEND);
4419 context_gl->c.current_rt.texture = texture;
4420 context_gl->c.current_rt.sub_resource_idx = sub_resource_idx;
4423 static void wined3d_context_gl_activate(struct wined3d_context_gl *context_gl,
4424 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4426 wined3d_context_gl_enter(context_gl);
4427 if (texture && texture->swapchain && texture->swapchain != context_gl->c.swapchain)
4429 TRACE("Switching context_gl %p from swapchain %p to swapchain %p.\n",
4430 context_gl, context_gl->c.swapchain, texture->swapchain);
4431 context_gl->c.swapchain = texture->swapchain;
4433 wined3d_context_gl_update_window(context_gl);
4434 wined3d_context_gl_setup_target(context_gl, texture, sub_resource_idx);
4435 if (!context_gl->valid)
4436 return;
4438 if (context_gl != wined3d_context_gl_get_current())
4440 if (!wined3d_context_gl_set_current(context_gl))
4441 ERR("Failed to activate the new context.\n");
4443 else if (context_gl->needs_set)
4445 wined3d_context_gl_set_gl_context(context_gl);
4449 struct wined3d_context *wined3d_context_gl_acquire(const struct wined3d_device *device,
4450 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4452 struct wined3d_context_gl *current_context = wined3d_context_gl_get_current();
4453 struct wined3d_context_gl *context_gl;
4455 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx);
4457 if (current_context && current_context->c.destroyed)
4458 current_context = NULL;
4460 if (!texture)
4462 if (current_context
4463 && current_context->c.current_rt.texture
4464 && current_context->c.device == device)
4466 texture = current_context->c.current_rt.texture;
4467 sub_resource_idx = current_context->c.current_rt.sub_resource_idx;
4469 else
4471 struct wined3d_swapchain *swapchain = device->swapchains[0];
4473 if (swapchain->back_buffers)
4474 texture = swapchain->back_buffers[0];
4475 else
4476 texture = swapchain->front_buffer;
4477 sub_resource_idx = 0;
4481 if (current_context && current_context->c.current_rt.texture == texture)
4483 context_gl = current_context;
4485 else if (!wined3d_resource_is_offscreen(&texture->resource))
4487 TRACE("Rendering onscreen.\n");
4489 if (!(context_gl = wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(texture->swapchain))))
4490 return NULL;
4492 else
4494 TRACE("Rendering offscreen.\n");
4496 /* Stay with the current context if possible. Otherwise use the
4497 * context for the primary swapchain. */
4498 if (current_context && current_context->c.device == device)
4499 context_gl = current_context;
4500 else if (!(context_gl = wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(device->swapchains[0]))))
4501 return NULL;
4504 wined3d_context_gl_activate(context_gl, texture, sub_resource_idx);
4506 return &context_gl->c;
4509 struct wined3d_context_gl *wined3d_context_gl_reacquire(struct wined3d_context_gl *context_gl)
4511 struct wined3d_context *acquired_context;
4512 struct wined3d_device *device;
4514 if (!context_gl || context_gl->tid != GetCurrentThreadId())
4515 return NULL;
4517 device = context_gl->c.device;
4518 wined3d_from_cs(device->cs);
4520 if (context_gl->c.current_rt.texture)
4522 wined3d_context_gl_activate(context_gl, context_gl->c.current_rt.texture,
4523 context_gl->c.current_rt.sub_resource_idx);
4524 return context_gl;
4527 acquired_context = context_acquire(device, NULL, 0);
4528 if (acquired_context != &context_gl->c)
4529 ERR("Acquired context %p instead of %p.\n", acquired_context, &context_gl->c);
4530 return wined3d_context_gl(acquired_context);
4533 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
4534 const struct wined3d_dispatch_parameters *parameters)
4536 const struct wined3d_gl_info *gl_info;
4537 struct wined3d_context_gl *context_gl;
4539 context_gl = wined3d_context_gl(context_acquire(device, NULL, 0));
4540 if (!context_gl->valid)
4542 context_release(&context_gl->c);
4543 WARN("Invalid context, skipping dispatch.\n");
4544 return;
4546 gl_info = context_gl->gl_info;
4548 if (!gl_info->supported[ARB_COMPUTE_SHADER])
4550 context_release(&context_gl->c);
4551 FIXME("OpenGL implementation does not support compute shaders.\n");
4552 return;
4555 if (parameters->indirect)
4556 wined3d_buffer_load(parameters->u.indirect.buffer, &context_gl->c, state);
4558 wined3d_context_gl_apply_compute_state(context_gl, device, state);
4560 if (parameters->indirect)
4562 const struct wined3d_indirect_dispatch_parameters *indirect = &parameters->u.indirect;
4563 struct wined3d_bo_gl *bo_gl = wined3d_bo_gl(indirect->buffer->buffer_object);
4565 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, bo_gl->id));
4566 GL_EXTCALL(glDispatchComputeIndirect(bo_gl->b.buffer_offset + (GLintptr)indirect->offset));
4567 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
4568 wined3d_context_gl_reference_bo(context_gl, bo_gl);
4570 else
4572 const struct wined3d_direct_dispatch_parameters *direct = &parameters->u.direct;
4573 GL_EXTCALL(glDispatchCompute(direct->group_count_x, direct->group_count_y, direct->group_count_z));
4575 checkGLcall("dispatch compute");
4577 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
4578 checkGLcall("glMemoryBarrier");
4580 context_release(&context_gl->c);
4583 /* Context activation is done by the caller. */
4584 static void wined3d_context_gl_draw_primitive_arrays(struct wined3d_context_gl *context_gl,
4585 const struct wined3d_state *state, const void *idx_data, unsigned int idx_size, int base_vertex_idx,
4586 unsigned int start_idx, unsigned int count, unsigned int start_instance, unsigned int instance_count)
4588 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
4589 const struct wined3d_stream_info *si = &context_gl->c.stream_info;
4590 GLenum mode = gl_primitive_type_from_d3d(state->primitive_type);
4591 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4592 unsigned int instanced_elements[ARRAY_SIZE(si->elements)];
4593 const struct wined3d_ffp_attrib_ops *ops;
4594 unsigned int instanced_element_count = 0;
4595 const void *indices;
4596 unsigned int i, j;
4598 ops = &gl_info->ffp_attrib_ops;
4600 indices = (const char *)idx_data + idx_size * start_idx;
4602 if (!instance_count)
4604 if (!idx_size)
4606 gl_info->gl_ops.gl.p_glDrawArrays(mode, start_idx, count);
4607 checkGLcall("glDrawArrays");
4608 return;
4611 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4613 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
4614 checkGLcall("glDrawElementsBaseVertex");
4615 return;
4618 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
4619 checkGLcall("glDrawElements");
4620 return;
4623 if (start_instance && !(gl_info->supported[ARB_BASE_INSTANCE] && gl_info->supported[ARB_INSTANCED_ARRAYS]))
4624 FIXME("Start instance (%u) not supported.\n", start_instance);
4626 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4628 if (!idx_size)
4630 if (gl_info->supported[ARB_BASE_INSTANCE])
4632 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode, start_idx, count, instance_count, start_instance));
4633 checkGLcall("glDrawArraysInstancedBaseInstance");
4634 return;
4637 GL_EXTCALL(glDrawArraysInstanced(mode, start_idx, count, instance_count));
4638 checkGLcall("glDrawArraysInstanced");
4639 return;
4642 if (gl_info->supported[ARB_BASE_INSTANCE])
4644 GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode, count, idx_type,
4645 indices, instance_count, base_vertex_idx, start_instance));
4646 checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
4647 return;
4649 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4651 GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode, count, idx_type,
4652 indices, instance_count, base_vertex_idx));
4653 checkGLcall("glDrawElementsInstancedBaseVertex");
4654 return;
4657 GL_EXTCALL(glDrawElementsInstanced(mode, count, idx_type, indices, instance_count));
4658 checkGLcall("glDrawElementsInstanced");
4659 return;
4662 /* Instancing emulation by mixing immediate mode and arrays. */
4664 /* This is a nasty thing. MSDN says no hardware supports this and
4665 * applications have to use software vertex processing. We don't support
4666 * this for now.
4668 * Shouldn't be too hard to support with OpenGL, in theory just call
4669 * glDrawArrays() instead of drawElements(). But the stream frequency value
4670 * has a different meaning in that situation. */
4671 if (!idx_size)
4673 FIXME("Non-indexed instanced drawing is not supported.\n");
4674 return;
4677 for (i = 0; i < ARRAY_SIZE(si->elements); ++i)
4679 if (!(si->use_map & (1u << i)))
4680 continue;
4682 if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4683 instanced_elements[instanced_element_count++] = i;
4686 for (i = 0; i < instance_count; ++i)
4688 /* Specify the instanced attributes using immediate mode calls. */
4689 for (j = 0; j < instanced_element_count; ++j)
4691 const struct wined3d_stream_info_element *element;
4692 unsigned int element_idx;
4693 const BYTE *ptr;
4695 element_idx = instanced_elements[j];
4696 element = &si->elements[element_idx];
4697 ptr = element->data.addr + element->stride * i;
4698 if (element->data.buffer_object)
4699 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(state->streams[element->stream_idx].buffer,
4700 &context_gl->c);
4701 ops->generic[element->format->emit_idx](element_idx, ptr);
4704 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4706 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
4707 checkGLcall("glDrawElementsBaseVertex");
4709 else
4711 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
4712 checkGLcall("glDrawElements");
4717 static unsigned int get_stride_idx(const void *idx_data, unsigned int idx_size,
4718 unsigned int base_vertex_idx, unsigned int start_idx, unsigned int vertex_idx)
4720 if (!idx_data)
4721 return start_idx + vertex_idx;
4722 if (idx_size == 2)
4723 return ((const WORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
4724 return ((const DWORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
4727 /* Context activation is done by the caller. */
4728 static void draw_primitive_immediate_mode(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
4729 const struct wined3d_stream_info *si, const void *idx_data, unsigned int idx_size,
4730 int base_vertex_idx, unsigned int start_idx, unsigned int vertex_count, unsigned int instance_count)
4732 const BYTE *position = NULL, *normal = NULL, *diffuse = NULL, *specular = NULL;
4733 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4734 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4735 unsigned int coord_idx, stride_idx, texture_idx, vertex_idx;
4736 const struct wined3d_stream_info_element *element;
4737 const BYTE *tex_coords[WINED3DDP_MAXTEXCOORD];
4738 unsigned int texture_unit, texture_stages;
4739 const struct wined3d_ffp_attrib_ops *ops;
4740 unsigned int untracked_material_count;
4741 unsigned int tex_mask = 0;
4742 BOOL specular_fog = FALSE;
4743 BOOL ps = use_ps(state);
4744 const void *ptr;
4746 static unsigned int once;
4748 if (!once++)
4749 FIXME_(d3d_perf)("Drawing using immediate mode.\n");
4750 else
4751 WARN_(d3d_perf)("Drawing using immediate mode.\n");
4753 if (!idx_size && idx_data)
4754 ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
4756 if (instance_count)
4757 FIXME("Instancing not implemented.\n");
4759 /* Immediate mode drawing can't make use of indices in a VBO - get the
4760 * data from the index buffer. */
4761 if (idx_size)
4762 idx_data = (uint8_t *)wined3d_buffer_load_sysmem(state->index_buffer, &context_gl->c) + state->index_offset;
4764 ops = &gl_info->ffp_attrib_ops;
4766 gl_info->gl_ops.gl.p_glBegin(gl_primitive_type_from_d3d(state->primitive_type));
4768 if (use_vs(state) || d3d_info->ffp_generic_attributes)
4770 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
4772 unsigned int use_map = si->use_map;
4773 unsigned int element_idx;
4775 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
4776 for (element_idx = gl_info->limits.vertex_attribs - 1; use_map;
4777 use_map &= ~(1u << element_idx), --element_idx)
4779 if (!(use_map & 1u << element_idx))
4780 continue;
4782 ptr = si->elements[element_idx].data.addr + si->elements[element_idx].stride * stride_idx;
4783 ops->generic[si->elements[element_idx].format->emit_idx](element_idx, ptr);
4787 gl_info->gl_ops.gl.p_glEnd();
4788 return;
4791 if (si->use_map & (1u << WINED3D_FFP_POSITION))
4792 position = si->elements[WINED3D_FFP_POSITION].data.addr;
4794 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
4795 normal = si->elements[WINED3D_FFP_NORMAL].data.addr;
4796 else
4797 gl_info->gl_ops.gl.p_glNormal3f(0.0f, 0.0f, 0.0f);
4799 untracked_material_count = context_gl->untracked_material_count;
4800 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
4802 element = &si->elements[WINED3D_FFP_DIFFUSE];
4803 diffuse = element->data.addr;
4805 if (untracked_material_count && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
4806 FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element->format->id));
4808 else
4810 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4813 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
4815 element = &si->elements[WINED3D_FFP_SPECULAR];
4816 specular = element->data.addr;
4818 /* Special case where the fog density is stored in the specular alpha channel. */
4819 if (state->render_states[WINED3D_RS_FOGENABLE]
4820 && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
4821 || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
4822 && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
4824 if (gl_info->supported[EXT_FOG_COORD])
4826 if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
4827 specular_fog = TRUE;
4828 else
4829 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element->format->id));
4831 else
4833 static unsigned int once;
4835 if (!once++)
4836 FIXME("Implement fog for transformed vertices in software.\n");
4840 else if (gl_info->supported[EXT_SECONDARY_COLOR])
4842 GL_EXTCALL(glSecondaryColor3fEXT)(0.0f, 0.0f, 0.0f);
4845 texture_stages = d3d_info->ffp_fragment_caps.max_blend_stages;
4846 for (texture_idx = 0; texture_idx < texture_stages; ++texture_idx)
4848 if (!gl_info->supported[ARB_MULTITEXTURE] && texture_idx > 0)
4850 FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
4851 continue;
4854 if (!ps && !wined3d_state_get_ffp_texture(state, texture_idx))
4855 continue;
4857 texture_unit = context_gl->tex_unit_map[texture_idx];
4858 if (texture_unit == WINED3D_UNMAPPED_STAGE)
4859 continue;
4861 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
4862 if (coord_idx > 7)
4864 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx, texture_idx);
4865 continue;
4868 if (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))
4870 tex_coords[coord_idx] = si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].data.addr;
4871 tex_mask |= (1u << texture_idx);
4873 else
4875 TRACE("Setting default coordinates for texture %u.\n", texture_idx);
4876 if (gl_info->supported[ARB_MULTITEXTURE])
4877 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_unit, 0.0f, 0.0f, 0.0f, 1.0f));
4878 else
4879 gl_info->gl_ops.gl.p_glTexCoord4f(0.0f, 0.0f, 0.0f, 1.0f);
4883 /* Blending data and point sizes are not supported by this function. They
4884 * are not supported by the fixed function pipeline at all. A FIXME for
4885 * them is printed after decoding the vertex declaration. */
4886 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
4888 uint32_t tmp_tex_mask;
4890 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
4892 if (normal)
4894 ptr = normal + stride_idx * si->elements[WINED3D_FFP_NORMAL].stride;
4895 ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptr);
4898 if (diffuse)
4900 ptr = diffuse + stride_idx * si->elements[WINED3D_FFP_DIFFUSE].stride;
4901 ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptr);
4903 if (untracked_material_count)
4905 struct wined3d_color color;
4906 unsigned int i;
4908 wined3d_color_from_d3dcolor(&color, *(const DWORD *)ptr);
4909 for (i = 0; i < untracked_material_count; ++i)
4911 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK,
4912 context_gl->untracked_materials[i], &color.r);
4917 if (specular)
4919 ptr = specular + stride_idx * si->elements[WINED3D_FFP_SPECULAR].stride;
4920 ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptr);
4922 if (specular_fog)
4923 GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD *)ptr >> 24)));
4926 tmp_tex_mask = tex_mask;
4927 while (tmp_tex_mask)
4929 texture_idx = wined3d_bit_scan(&tmp_tex_mask);
4930 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
4931 ptr = tex_coords[coord_idx] + (stride_idx * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
4932 ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
4933 GL_TEXTURE0_ARB + context_gl->tex_unit_map[texture_idx], ptr);
4936 if (position)
4938 ptr = position + stride_idx * si->elements[WINED3D_FFP_POSITION].stride;
4939 ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptr);
4943 gl_info->gl_ops.gl.p_glEnd();
4944 checkGLcall("draw immediate mode");
4947 static void wined3d_context_gl_draw_indirect(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
4948 const struct wined3d_indirect_draw_parameters *parameters, unsigned int idx_size)
4950 struct wined3d_bo_gl *bo_gl = wined3d_bo_gl(parameters->buffer->buffer_object);
4951 GLenum gl_primitive_type = gl_primitive_type_from_d3d(state->primitive_type);
4952 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4953 const void *offset;
4955 if (!gl_info->supported[ARB_DRAW_INDIRECT])
4957 FIXME("OpenGL implementation does not support indirect draws.\n");
4958 return;
4961 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, bo_gl->id));
4963 offset = (const uint8_t *)bo_gl->b.buffer_offset + parameters->offset;
4964 if (idx_size)
4966 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
4967 if (state->index_offset)
4968 FIXME("Ignoring index offset %u.\n", state->index_offset);
4969 GL_EXTCALL(glDrawElementsIndirect(gl_primitive_type, idx_type, offset));
4971 else
4973 GL_EXTCALL(glDrawArraysIndirect(gl_primitive_type, offset));
4976 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0));
4977 wined3d_context_gl_reference_bo(context_gl, bo_gl);
4979 checkGLcall("draw indirect");
4982 static void remove_vbos(struct wined3d_context *context,
4983 const struct wined3d_state *state, struct wined3d_stream_info *s)
4985 unsigned int i;
4987 for (i = 0; i < ARRAY_SIZE(s->elements); ++i)
4989 struct wined3d_stream_info_element *e;
4991 if (!(s->use_map & (1u << i)))
4992 continue;
4994 e = &s->elements[i];
4995 if (e->data.buffer_object)
4997 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
4998 e->data.buffer_object = 0;
4999 e->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(vb, context);
5004 static GLenum gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
5006 GLenum gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
5007 switch (gl_primitive_type)
5009 case GL_POINTS:
5010 return GL_POINTS;
5012 case GL_LINE_STRIP:
5013 case GL_LINE_STRIP_ADJACENCY:
5014 case GL_LINES_ADJACENCY:
5015 case GL_LINES:
5016 return GL_LINES;
5018 case GL_TRIANGLE_FAN:
5019 case GL_TRIANGLE_STRIP:
5020 case GL_TRIANGLE_STRIP_ADJACENCY:
5021 case GL_TRIANGLES_ADJACENCY:
5022 case GL_TRIANGLES:
5023 return GL_TRIANGLES;
5025 default:
5026 return gl_primitive_type;
5030 /* Routine common to the draw primitive and draw indexed primitive routines */
5031 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
5032 const struct wined3d_draw_parameters *parameters)
5034 BOOL emulation = FALSE, rasterizer_discard = FALSE;
5035 const struct wined3d_fb_state *fb = &state->fb;
5036 const struct wined3d_stream_info *stream_info;
5037 struct wined3d_rendertarget_view *dsv, *rtv;
5038 struct wined3d_stream_info si_emulated;
5039 const struct wined3d_gl_info *gl_info;
5040 struct wined3d_context_gl *context_gl;
5041 struct wined3d_context *context;
5042 unsigned int i, idx_size = 0;
5043 const void *idx_data = NULL;
5045 TRACE("device %p, state %p, parameters %p.\n", device, state, parameters);
5047 if (!parameters->indirect && !parameters->u.direct.index_count)
5048 return;
5050 if (!parameters->indirect)
5051 TRACE("base_vertex_idx %d, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
5052 parameters->u.direct.base_vertex_idx, parameters->u.direct.start_idx,
5053 parameters->u.direct.index_count, parameters->u.direct.start_instance,
5054 parameters->u.direct.instance_count);
5056 if (!(rtv = fb->render_targets[0]))
5057 rtv = fb->depth_stencil;
5059 if (rtv && rtv->resource->type == WINED3D_RTYPE_BUFFER)
5061 FIXME("Buffer render targets not implemented.\n");
5062 return;
5065 if (rtv)
5066 context = context_acquire(device, wined3d_texture_from_resource(rtv->resource), rtv->sub_resource_idx);
5067 else
5068 context = context_acquire(device, NULL, 0);
5069 context_gl = wined3d_context_gl(context);
5070 if (!context_gl->valid)
5072 context_release(context);
5073 WARN("Invalid context, skipping draw.\n");
5074 return;
5076 gl_info = context_gl->gl_info;
5078 if (!use_transform_feedback(state))
5079 wined3d_context_gl_pause_transform_feedback(context_gl, TRUE);
5081 for (i = 0; i < gl_info->limits.buffers; ++i)
5083 if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
5084 continue;
5086 if (wined3d_blend_state_get_writemask(state->blend_state, i))
5088 wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding);
5089 wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
5091 else
5093 wined3d_rendertarget_view_prepare_location(rtv, context, rtv->resource->draw_binding);
5097 if ((dsv = fb->depth_stencil))
5099 /* We don't currently take the Z-compare function into account,
5100 * but we could skip loading the depthstencil for D3DCMP_NEVER and
5101 * D3DCMP_ALWAYS as well.
5102 * Also note that we never copy the stencil data. */
5103 uint32_t location = dsv->resource->draw_binding;
5105 if (wined3d_state_uses_depth_buffer(state))
5106 wined3d_rendertarget_view_load_location(dsv, context, location);
5107 else
5108 wined3d_rendertarget_view_prepare_location(dsv, context, location);
5111 if (parameters->indirect)
5112 wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
5114 if (!context_apply_draw_state(context, device, state, parameters->indexed))
5116 context_release(context);
5117 WARN("Unable to apply draw state, skipping draw.\n");
5118 return;
5121 if (dsv && (!state->depth_stencil_state || state->depth_stencil_state->writes_ds))
5123 uint32_t location = dsv->resource->draw_binding;
5125 wined3d_rendertarget_view_validate_location(dsv, location);
5126 wined3d_rendertarget_view_invalidate_location(dsv, ~location);
5129 stream_info = &context->stream_info;
5131 if (parameters->indexed)
5133 struct wined3d_buffer *index_buffer = state->index_buffer;
5134 struct wined3d_bo *bo = index_buffer->buffer_object;
5136 if (!bo || !stream_info->all_vbo)
5137 idx_data = index_buffer->resource.heap_memory;
5138 else
5139 idx_data = (void *)bo->buffer_offset;
5140 idx_data = (const BYTE *)idx_data + state->index_offset;
5142 if (state->index_format == WINED3DFMT_R16_UINT)
5143 idx_size = 2;
5144 else
5145 idx_size = 4;
5148 if (!use_vs(state))
5150 if (!stream_info->position_transformed && context_gl->untracked_material_count
5151 && state->render_states[WINED3D_RS_LIGHTING])
5153 static BOOL warned;
5155 if (!warned++)
5156 FIXME("Using software emulation because not all material properties could be tracked.\n");
5157 else
5158 WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n");
5159 emulation = TRUE;
5161 else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
5163 static BOOL warned;
5165 /* Either write a pipeline replacement shader or convert the
5166 * specular alpha from unsigned byte to a float in the vertex
5167 * buffer. */
5168 if (!warned++)
5169 FIXME("Using software emulation because manual fog coordinates are provided.\n");
5170 else
5171 WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n");
5172 emulation = TRUE;
5175 if (emulation)
5177 si_emulated = context->stream_info;
5178 remove_vbos(context, state, &si_emulated);
5179 stream_info = &si_emulated;
5183 if (use_transform_feedback(state))
5185 const struct wined3d_shader *shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
5187 if (is_rasterization_disabled(shader))
5189 glEnable(GL_RASTERIZER_DISCARD);
5190 checkGLcall("enable rasterizer discard");
5191 rasterizer_discard = TRUE;
5194 if (context->transform_feedback_paused)
5196 GL_EXTCALL(glResumeTransformFeedback());
5197 checkGLcall("glResumeTransformFeedback");
5198 context->transform_feedback_paused = 0;
5200 else if (!context->transform_feedback_active)
5202 enum wined3d_primitive_type primitive_type = shader->u.gs.output_type
5203 ? shader->u.gs.output_type : state->primitive_type;
5204 GLenum mode = gl_tfb_primitive_type_from_d3d(primitive_type);
5205 GL_EXTCALL(glBeginTransformFeedback(mode));
5206 checkGLcall("glBeginTransformFeedback");
5207 context->transform_feedback_active = 1;
5211 if (state->primitive_type == WINED3D_PT_PATCH)
5213 GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES, state->patch_vertex_count));
5214 checkGLcall("glPatchParameteri");
5217 if (context->uses_fbo_attached_resources)
5219 static unsigned int fixme_once;
5221 if (gl_info->supported[ARB_TEXTURE_BARRIER])
5223 GL_EXTCALL(glTextureBarrier());
5225 else if (gl_info->supported[NV_TEXTURE_BARRIER])
5227 GL_EXTCALL(glTextureBarrierNV());
5229 else
5231 if (!fixme_once++)
5232 FIXME("Sampling attached render targets is not supported.\n");
5234 WARN("Sampling attached render targets is not supported, skipping draw.\n");
5235 context_release(context);
5236 return;
5238 checkGLcall("glTextureBarrier");
5241 if (parameters->indirect)
5243 if (!context->use_immediate_mode_draw && !emulation)
5244 wined3d_context_gl_draw_indirect(context_gl, state, &parameters->u.indirect, idx_size);
5245 else
5246 FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
5248 else
5250 unsigned int instance_count = parameters->u.direct.instance_count;
5252 if (context->use_immediate_mode_draw || emulation)
5253 draw_primitive_immediate_mode(wined3d_context_gl(context), state, stream_info, idx_data,
5254 idx_size, parameters->u.direct.base_vertex_idx,
5255 parameters->u.direct.start_idx, parameters->u.direct.index_count, instance_count);
5256 else
5257 wined3d_context_gl_draw_primitive_arrays(context_gl, state, idx_data, idx_size,
5258 parameters->u.direct.base_vertex_idx, parameters->u.direct.start_idx,
5259 parameters->u.direct.index_count, parameters->u.direct.start_instance, instance_count);
5262 if (context->uses_uavs)
5264 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
5265 checkGLcall("glMemoryBarrier");
5268 if (rasterizer_discard)
5270 glDisable(GL_RASTERIZER_DISCARD);
5271 checkGLcall("disable rasterizer discard");
5274 context_release(context);
5276 TRACE("Draw completed.\n");
5279 void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl *context_gl)
5281 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5282 unsigned int texture_idx;
5284 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
5286 gl_info->gl_ops.ext.p_glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx);
5287 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
5291 static const void *get_vertex_attrib_pointer(const struct wined3d_stream_info_element *element,
5292 const struct wined3d_state *state)
5294 const uint8_t *offset = element->data.addr + state->load_base_vertex_index * element->stride;
5296 if (element->data.buffer_object)
5297 offset += element->data.buffer_object->buffer_offset;
5298 return offset;
5301 void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context_gl,
5302 const struct wined3d_stream_info *si, GLuint *current_bo, const struct wined3d_state *state)
5304 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5305 const struct wined3d_format_gl *format_gl;
5306 unsigned int mapped_stage = 0;
5307 unsigned int texture_idx;
5308 GLuint bo;
5310 for (texture_idx = 0; texture_idx < context_gl->c.d3d_info->ffp_fragment_caps.max_blend_stages; ++texture_idx)
5312 unsigned int coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
5314 if ((mapped_stage = context_gl->tex_unit_map[texture_idx]) == WINED3D_UNMAPPED_STAGE)
5315 continue;
5317 if (mapped_stage >= gl_info->limits.texture_coords)
5319 FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage);
5320 continue;
5323 if (coord_idx < WINED3D_MAX_FFP_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5325 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx];
5327 TRACE("Setting up texture %u, idx %u, coord_idx %u, data %s.\n",
5328 texture_idx, mapped_stage, coord_idx, debug_bo_address(&e->data));
5330 bo = wined3d_bo_gl_id(e->data.buffer_object);
5331 if (*current_bo != bo)
5333 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5334 checkGLcall("glBindBuffer");
5335 *current_bo = bo;
5338 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
5339 checkGLcall("glClientActiveTextureARB");
5341 /* The coords to supply depend completely on the fvf/vertex shader. */
5342 format_gl = wined3d_format_gl(e->format);
5343 gl_info->gl_ops.gl.p_glTexCoordPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride,
5344 get_vertex_attrib_pointer(e, state));
5345 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
5346 if (bo)
5347 wined3d_buffer_validate_user(state->streams[e->stream_idx].buffer);
5349 else
5351 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
5354 if (gl_info->supported[NV_REGISTER_COMBINERS])
5356 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
5357 for (texture_idx = mapped_stage + 1; texture_idx < gl_info->limits.ffp_textures; ++texture_idx)
5359 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
5363 checkGLcall("loadTexCoords");
5366 /* This should match any arrays loaded in wined3d_context_gl_load_vertex_data(). */
5367 static void wined3d_context_gl_unload_vertex_data(struct wined3d_context_gl *context_gl)
5369 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5371 if (!context_gl->c.namedArraysLoaded)
5372 return;
5373 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
5374 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
5375 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
5376 if (gl_info->supported[EXT_SECONDARY_COLOR])
5377 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
5378 wined3d_context_gl_unload_tex_coords(context_gl);
5379 context_gl->c.namedArraysLoaded = FALSE;
5382 static void wined3d_context_gl_load_vertex_data(struct wined3d_context_gl *context_gl,
5383 const struct wined3d_stream_info *si, const struct wined3d_state *state)
5385 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5386 const struct wined3d_stream_info_element *e;
5387 const struct wined3d_format_gl *format_gl;
5388 GLuint current_bo, bo;
5389 const void *offset;
5391 TRACE("context_gl %p, si %p, state %p.\n", context_gl, si, state);
5393 /* This is used for the fixed-function pipeline only, and the
5394 * fixed-function pipeline doesn't do instancing. */
5395 current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
5397 /* Blend data */
5398 if ((si->use_map & (1u << WINED3D_FFP_BLENDWEIGHT))
5399 || si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
5401 /* TODO: Support vertex blending in immediate mode draws. No need to
5402 * write a FIXME here, this is done after the general vertex
5403 * declaration decoding. */
5404 WARN("Vertex blending not supported.\n");
5407 /* Point Size */
5408 if (si->use_map & (1u << WINED3D_FFP_PSIZE))
5410 /* No such functionality in the fixed-function GL pipeline. */
5411 WARN("Per-vertex point size not supported.\n");
5414 /* Position */
5415 if (si->use_map & (1u << WINED3D_FFP_POSITION))
5417 e = &si->elements[WINED3D_FFP_POSITION];
5418 format_gl = wined3d_format_gl(e->format);
5419 offset = get_vertex_attrib_pointer(e, state);
5421 bo = wined3d_bo_gl_id(e->data.buffer_object);
5422 if (current_bo != bo)
5424 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5425 checkGLcall("glBindBuffer");
5426 current_bo = bo;
5429 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n", format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5430 gl_info->gl_ops.gl.p_glVertexPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5431 checkGLcall("glVertexPointer(...)");
5432 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
5433 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
5434 if (bo)
5435 wined3d_buffer_validate_user(state->streams[e->stream_idx].buffer);
5438 /* Normals */
5439 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
5441 e = &si->elements[WINED3D_FFP_NORMAL];
5442 format_gl = wined3d_format_gl(e->format);
5443 offset = get_vertex_attrib_pointer(e, state);
5445 bo = wined3d_bo_gl_id(e->data.buffer_object);
5446 if (current_bo != bo)
5448 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5449 checkGLcall("glBindBuffer");
5450 current_bo = bo;
5453 TRACE("glNormalPointer(%#x, %#x, %p);\n", format_gl->vtx_type, e->stride, offset);
5454 gl_info->gl_ops.gl.p_glNormalPointer(format_gl->vtx_type, e->stride, offset);
5455 checkGLcall("glNormalPointer(...)");
5456 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
5457 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
5458 if (bo)
5459 wined3d_buffer_validate_user(state->streams[e->stream_idx].buffer);
5461 else
5463 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
5464 checkGLcall("glNormal3f(0, 0, 0)");
5467 /* Diffuse colour */
5468 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
5470 e = &si->elements[WINED3D_FFP_DIFFUSE];
5471 format_gl = wined3d_format_gl(e->format);
5472 offset = get_vertex_attrib_pointer(e, state);
5474 bo = wined3d_bo_gl_id(e->data.buffer_object);
5475 if (current_bo != bo)
5477 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5478 checkGLcall("glBindBuffer");
5479 current_bo = bo;
5482 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
5483 format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5484 gl_info->gl_ops.gl.p_glColorPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5485 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
5486 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
5487 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
5488 if (bo)
5489 wined3d_buffer_validate_user(state->streams[e->stream_idx].buffer);
5491 else
5493 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
5494 checkGLcall("glColor4f(1, 1, 1, 1)");
5497 /* Specular colour */
5498 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
5500 TRACE("Setting specular colour.\n");
5502 e = &si->elements[WINED3D_FFP_SPECULAR];
5503 offset = get_vertex_attrib_pointer(e, state);
5505 if (gl_info->supported[EXT_SECONDARY_COLOR])
5507 GLint format;
5508 GLenum type;
5510 format_gl = wined3d_format_gl(e->format);
5511 type = format_gl->vtx_type;
5512 format = format_gl->vtx_format;
5514 bo = wined3d_bo_gl_id(e->data.buffer_object);
5515 if (current_bo != bo)
5517 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5518 checkGLcall("glBindBuffer");
5519 current_bo = bo;
5522 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
5524 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
5525 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
5526 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
5527 * 4 component secondary colors use it
5529 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride, offset);
5530 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride, offset));
5531 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
5533 else
5535 switch (type)
5537 case GL_UNSIGNED_BYTE:
5538 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride, offset);
5539 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride, offset));
5540 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
5541 break;
5543 default:
5544 FIXME("Add 4 component specular colour pointers for type %#x.\n", type);
5545 /* Make sure that the right colour component is dropped. */
5546 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride, offset);
5547 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride, offset));
5548 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
5551 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
5552 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
5553 if (bo)
5554 wined3d_buffer_validate_user(state->streams[e->stream_idx].buffer);
5556 else
5558 WARN("Specular colour is not supported in this GL implementation.\n");
5561 else
5563 if (gl_info->supported[EXT_SECONDARY_COLOR])
5565 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
5566 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
5568 else
5570 WARN("Specular colour is not supported in this GL implementation.\n");
5574 /* Texture coordinates */
5575 wined3d_context_gl_load_tex_coords(context_gl, si, &current_bo, state);
5578 static void wined3d_context_gl_unload_numbered_array(struct wined3d_context_gl *context_gl, unsigned int i)
5580 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5582 GL_EXTCALL(glDisableVertexAttribArray(i));
5583 checkGLcall("glDisableVertexAttribArray");
5584 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
5585 GL_EXTCALL(glVertexAttribDivisor(i, 0));
5587 context_gl->c.numbered_array_mask &= ~(1u << i);
5590 static void wined3d_context_gl_unload_numbered_arrays(struct wined3d_context_gl *context_gl)
5592 uint32_t mask = context_gl->c.numbered_array_mask;
5593 unsigned int i;
5595 while (mask)
5597 i = wined3d_bit_scan(&mask);
5598 wined3d_context_gl_unload_numbered_array(context_gl, i);
5602 static void wined3d_context_gl_load_numbered_arrays(struct wined3d_context_gl *context_gl,
5603 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
5605 struct wined3d_context *context = &context_gl->c;
5606 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
5607 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5608 GLuint current_bo, bo;
5609 unsigned int i;
5611 /* Default to no instancing. */
5612 current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
5614 if (stream_info->use_map & ~wined3d_mask_from_size(gl_info->limits.vertex_attribs))
5616 static unsigned int once;
5618 if (!once++)
5619 FIXME("More than the supported %u vertex attributes are in use.\n", gl_info->limits.vertex_attribs);
5622 for (i = 0; i < gl_info->limits.vertex_attribs; ++i)
5624 const struct wined3d_stream_info_element *element = &stream_info->elements[i];
5625 const struct wined3d_stream_state *stream;
5626 const struct wined3d_format_gl *format_gl;
5628 if (!(stream_info->use_map & (1u << i)))
5630 if (context->numbered_array_mask & (1u << i))
5631 wined3d_context_gl_unload_numbered_array(context_gl, i);
5632 if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
5634 if (!(context_gl->default_attrib_value_set & (1u << i)) || !context_gl->diffuse_attrib_to_1)
5636 GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
5637 context_gl->diffuse_attrib_to_1 = 1;
5640 else
5642 if (!(context_gl->default_attrib_value_set & (1u << i)))
5644 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
5645 if (i == WINED3D_FFP_DIFFUSE)
5646 context_gl->diffuse_attrib_to_1 = 0;
5649 context_gl->default_attrib_value_set |= 1u << i;
5650 continue;
5653 format_gl = wined3d_format_gl(element->format);
5654 stream = &state->streams[element->stream_idx];
5656 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
5658 unsigned int divisor = 0;
5660 if (element->instanced)
5661 divisor = element->divisor ? element->divisor : UINT_MAX;
5662 GL_EXTCALL(glVertexAttribDivisor(i, divisor));
5664 else if (element->divisor)
5666 /* Unload instanced arrays, they will be loaded using immediate
5667 * mode instead. */
5668 if (context->numbered_array_mask & (1u << i))
5669 wined3d_context_gl_unload_numbered_array(context_gl, i);
5670 context_gl->default_attrib_value_set &= ~(1u << i);
5671 continue;
5674 TRACE("Loading array %u %s.\n", i, debug_bo_address(&element->data));
5676 if (element->stride)
5678 const void *offset = get_vertex_attrib_pointer(element, state);
5679 unsigned int format_attrs = format_gl->f.attrs;
5681 bo = wined3d_bo_gl_id(element->data.buffer_object);
5682 if (current_bo != bo)
5684 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5685 checkGLcall("glBindBuffer");
5686 current_bo = bo;
5688 if (bo)
5689 wined3d_buffer_validate_user(stream->buffer);
5691 /* Use the VBO to find out if a vertex buffer exists, not the vb
5692 * pointer. vb can point to a user pointer data blob. In that case
5693 * current_bo will be 0. If there is a vertex buffer but no vbo we
5694 * won't be load converted attributes anyway. */
5695 if (vs && vs->reg_maps.shader_version.major >= 4 && (format_attrs & WINED3D_FORMAT_ATTR_INTEGER))
5697 GL_EXTCALL(glVertexAttribIPointer(i, format_gl->vtx_format,
5698 format_gl->vtx_type, element->stride, offset));
5700 else
5702 GL_EXTCALL(glVertexAttribPointer(i, format_gl->vtx_format, format_gl->vtx_type,
5703 !!(format_attrs & WINED3D_FORMAT_ATTR_NORMALISED), element->stride, offset));
5706 if (!(context->numbered_array_mask & (1u << i)))
5708 GL_EXTCALL(glEnableVertexAttribArray(i));
5709 context->numbered_array_mask |= (1u << i);
5712 else
5714 /* Stride = 0 means always the same values.
5715 * glVertexAttribPointer() doesn't do that. Instead disable the
5716 * pointer and set up the attribute statically. But we have to
5717 * figure out the system memory address. */
5718 const BYTE *ptr = element->data.addr;
5719 if (element->data.buffer_object)
5720 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(stream->buffer, context);
5722 if (context->numbered_array_mask & (1u << i))
5723 wined3d_context_gl_unload_numbered_array(context_gl, i);
5725 switch (format_gl->f.id)
5727 case WINED3DFMT_R32_FLOAT:
5728 GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
5729 break;
5730 case WINED3DFMT_R32G32_FLOAT:
5731 GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
5732 break;
5733 case WINED3DFMT_R32G32B32_FLOAT:
5734 GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
5735 break;
5736 case WINED3DFMT_R32G32B32A32_FLOAT:
5737 GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
5738 break;
5739 case WINED3DFMT_R8G8B8A8_UINT:
5740 GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
5741 break;
5742 case WINED3DFMT_B8G8R8A8_UNORM:
5743 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
5745 const DWORD *src = (const DWORD *)ptr;
5746 DWORD c = *src & 0xff00ff00u;
5747 c |= (*src & 0xff0000u) >> 16;
5748 c |= (*src & 0xffu) << 16;
5749 GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
5750 break;
5752 /* else fallthrough */
5753 case WINED3DFMT_R8G8B8A8_UNORM:
5754 GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
5755 break;
5756 case WINED3DFMT_R16G16_SINT:
5757 GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
5758 break;
5759 case WINED3DFMT_R16G16B16A16_SINT:
5760 GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
5761 break;
5762 case WINED3DFMT_R16G16_SNORM:
5764 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
5765 GL_EXTCALL(glVertexAttrib4Nsv(i, s));
5766 break;
5768 case WINED3DFMT_R16G16_UNORM:
5770 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
5771 GL_EXTCALL(glVertexAttrib4Nusv(i, s));
5772 break;
5774 case WINED3DFMT_R16G16B16A16_SNORM:
5775 GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
5776 break;
5777 case WINED3DFMT_R16G16B16A16_UNORM:
5778 GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
5779 break;
5780 case WINED3DFMT_R10G10B10X2_UINT:
5781 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
5782 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
5783 break;
5784 case WINED3DFMT_R10G10B10X2_SNORM:
5785 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
5786 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
5787 break;
5788 case WINED3DFMT_R16G16_FLOAT:
5789 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
5791 /* Not supported by GL_ARB_half_float_vertex. */
5792 GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
5794 else
5796 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
5797 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
5798 GL_EXTCALL(glVertexAttrib2f(i, x, y));
5800 break;
5801 case WINED3DFMT_R16G16B16A16_FLOAT:
5802 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
5804 /* Not supported by GL_ARB_half_float_vertex. */
5805 GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
5807 else
5809 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
5810 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
5811 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
5812 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
5813 GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
5815 break;
5816 default:
5817 ERR("Unexpected declaration in stride 0 attributes.\n");
5818 break;
5821 context_gl->default_attrib_value_set &= ~(1u << i);
5824 checkGLcall("Loading numbered arrays");
5827 void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl *context_gl,
5828 const struct wined3d_state *state)
5830 if (context_gl->c.use_immediate_mode_draw)
5831 return;
5833 wined3d_context_gl_unload_vertex_data(context_gl);
5834 if (context_gl->c.d3d_info->ffp_generic_attributes || use_vs(state))
5836 TRACE("Loading numbered arrays.\n");
5837 wined3d_context_gl_load_numbered_arrays(context_gl, &context_gl->c.stream_info, state);
5838 return;
5841 TRACE("Loading named arrays.\n");
5842 wined3d_context_gl_unload_numbered_arrays(context_gl);
5843 wined3d_context_gl_load_vertex_data(context_gl, &context_gl->c.stream_info, state);
5844 context_gl->c.namedArraysLoaded = TRUE;
5847 static void apply_texture_blit_state(const struct wined3d_gl_info *gl_info, struct gl_texture *texture,
5848 GLenum target, unsigned int level, enum wined3d_texture_filter_type filter)
5850 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
5851 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
5852 wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
5853 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
5854 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
5855 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
5856 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
5857 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, level);
5859 /* We changed the filtering settings on the texture. Make sure they get
5860 * reset on subsequent draws. */
5861 texture->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
5862 texture->sampler_desc.min_filter = WINED3D_TEXF_POINT;
5863 texture->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
5864 texture->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
5865 texture->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
5866 texture->sampler_desc.srgb_decode = FALSE;
5867 texture->sampler_desc.mip_base_level = level;
5870 /* Context activation is done by the caller. */
5871 void wined3d_context_gl_draw_shaded_quad(struct wined3d_context_gl *context_gl, struct wined3d_texture_gl *texture_gl,
5872 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
5873 enum wined3d_texture_filter_type filter)
5875 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5876 struct wined3d_blt_info info;
5877 unsigned int level, w, h, i;
5878 SIZE dst_size;
5879 struct blit_vertex
5881 float x, y;
5882 struct wined3d_vec3 texcoord;
5884 quad[4];
5886 texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
5888 level = sub_resource_idx % texture_gl->t.level_count;
5889 wined3d_context_gl_bind_texture(context_gl, info.bind_target, texture_gl->texture_rgb.name);
5890 apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
5891 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
5893 wined3d_context_gl_pause_transform_feedback(context_gl, FALSE);
5895 wined3d_context_gl_get_rt_size(context_gl, &dst_size);
5896 w = dst_size.cx;
5897 h = dst_size.cy;
5899 quad[0].x = dst_rect->left * 2.0f / w - 1.0f;
5900 quad[0].y = dst_rect->top * 2.0f / h - 1.0f;
5901 quad[0].texcoord = info.texcoords[0];
5903 quad[1].x = dst_rect->right * 2.0f / w - 1.0f;
5904 quad[1].y = dst_rect->top * 2.0f / h - 1.0f;
5905 quad[1].texcoord = info.texcoords[1];
5907 quad[2].x = dst_rect->left * 2.0f / w - 1.0f;
5908 quad[2].y = dst_rect->bottom * 2.0f / h - 1.0f;
5909 quad[2].texcoord = info.texcoords[2];
5911 quad[3].x = dst_rect->right * 2.0f / w - 1.0f;
5912 quad[3].y = dst_rect->bottom * 2.0f / h - 1.0f;
5913 quad[3].texcoord = info.texcoords[3];
5915 /* Draw a quad. */
5916 if (gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
5918 if (!context_gl->blit_vbo)
5919 GL_EXTCALL(glGenBuffers(1, &context_gl->blit_vbo));
5920 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, context_gl->blit_vbo));
5922 wined3d_context_gl_unload_vertex_data(context_gl);
5923 wined3d_context_gl_unload_numbered_arrays(context_gl);
5925 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STREAM_DRAW));
5926 GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, sizeof(*quad), NULL));
5927 GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT, FALSE, sizeof(*quad),
5928 (void *)FIELD_OFFSET(struct blit_vertex, texcoord)));
5930 GL_EXTCALL(glEnableVertexAttribArray(0));
5931 GL_EXTCALL(glEnableVertexAttribArray(1));
5933 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
5935 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
5936 GL_EXTCALL(glDisableVertexAttribArray(1));
5937 GL_EXTCALL(glDisableVertexAttribArray(0));
5939 else
5941 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
5943 for (i = 0; i < ARRAY_SIZE(quad); ++i)
5945 GL_EXTCALL(glVertexAttrib3fv(1, &quad[i].texcoord.x));
5946 GL_EXTCALL(glVertexAttrib2fv(0, &quad[i].x));
5949 gl_info->gl_ops.gl.p_glEnd();
5951 checkGLcall("draw");
5953 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
5954 wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);
5957 /* Context activation is done by the caller. */
5958 void wined3d_context_gl_draw_textured_quad(struct wined3d_context_gl *context_gl,
5959 struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
5960 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter)
5962 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5963 struct wined3d_blt_info info;
5964 unsigned int level;
5966 texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
5968 gl_info->gl_ops.gl.p_glEnable(info.bind_target);
5969 checkGLcall("glEnable(bind_target)");
5971 level = sub_resource_idx % texture_gl->t.level_count;
5972 wined3d_context_gl_bind_texture(context_gl, info.bind_target, texture_gl->texture_rgb.name);
5973 apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
5974 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
5975 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
5976 checkGLcall("glTexEnvi");
5978 wined3d_context_gl_pause_transform_feedback(context_gl, FALSE);
5980 /* Draw a quad. */
5981 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
5982 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[0].x);
5983 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top);
5985 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[1].x);
5986 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top);
5988 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[2].x);
5989 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom);
5991 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[3].x);
5992 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom);
5993 gl_info->gl_ops.gl.p_glEnd();
5995 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
5996 wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);