wined3d: Rename "wined3d_adapter_opengl" to "wined3d_adapter_gl".
[wine.git] / dlls / wined3d / context.c
blob19f0fcbd2b0a904f353a5aeda53d734ee6b0b0ba
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 "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
31 #ifdef HAVE_FLOAT_H
32 # include <float.h>
33 #endif
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous);
41 #define WINED3D_MAX_FBO_ENTRIES 64
42 #define WINED3D_ALL_LAYERS (~0u)
44 static DWORD wined3d_context_tls_idx;
46 /* FBO helper functions */
48 /* Context activation is done by the caller. */
49 static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint fbo)
51 const struct wined3d_gl_info *gl_info = context->gl_info;
53 switch (target)
55 case GL_READ_FRAMEBUFFER:
56 if (context->fbo_read_binding == fbo) return;
57 context->fbo_read_binding = fbo;
58 break;
60 case GL_DRAW_FRAMEBUFFER:
61 if (context->fbo_draw_binding == fbo) return;
62 context->fbo_draw_binding = fbo;
63 break;
65 case GL_FRAMEBUFFER:
66 if (context->fbo_read_binding == fbo
67 && context->fbo_draw_binding == fbo) return;
68 context->fbo_read_binding = fbo;
69 context->fbo_draw_binding = fbo;
70 break;
72 default:
73 FIXME("Unhandled target %#x.\n", target);
74 break;
77 gl_info->fbo_ops.glBindFramebuffer(target, fbo);
78 checkGLcall("glBindFramebuffer()");
81 /* Context activation is done by the caller. */
82 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
84 unsigned int i;
86 for (i = 0; i < gl_info->limits.buffers; ++i)
88 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
89 checkGLcall("glFramebufferTexture2D()");
91 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
98 /* Context activation is done by the caller. */
99 static void context_destroy_fbo(struct wined3d_context *context, GLuint fbo)
101 const struct wined3d_gl_info *gl_info = context->gl_info;
103 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
104 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
105 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
107 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
108 checkGLcall("glDeleteFramebuffers()");
111 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
112 GLenum fbo_target, DWORD flags, GLuint rb)
114 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
116 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
117 checkGLcall("glFramebufferRenderbuffer()");
120 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
122 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
123 checkGLcall("glFramebufferRenderbuffer()");
127 static void context_attach_gl_texture_fbo(struct wined3d_context *context,
128 GLenum fbo_target, GLenum attachment, const struct wined3d_fbo_resource *resource)
130 const struct wined3d_gl_info *gl_info = context->gl_info;
132 if (!resource)
134 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, GL_TEXTURE_2D, 0, 0);
136 else if (resource->layer == WINED3D_ALL_LAYERS)
138 if (!gl_info->fbo_ops.glFramebufferTexture)
140 FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
141 return;
144 gl_info->fbo_ops.glFramebufferTexture(fbo_target, attachment,
145 resource->object, resource->level);
147 else if (resource->target == GL_TEXTURE_1D_ARRAY || resource->target == GL_TEXTURE_2D_ARRAY
148 || resource->target == GL_TEXTURE_3D)
150 if (!gl_info->fbo_ops.glFramebufferTextureLayer)
152 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
153 return;
156 gl_info->fbo_ops.glFramebufferTextureLayer(fbo_target, attachment,
157 resource->object, resource->level, resource->layer);
159 else if (resource->target == GL_TEXTURE_1D)
161 gl_info->fbo_ops.glFramebufferTexture1D(fbo_target, attachment,
162 resource->target, resource->object, resource->level);
164 else
166 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment,
167 resource->target, resource->object, resource->level);
169 checkGLcall("attach texture to fbo");
172 /* Context activation is done by the caller. */
173 static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
174 GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
175 DWORD flags)
177 const struct wined3d_gl_info *gl_info = context->gl_info;
179 if (resource->object)
181 TRACE("Attach depth stencil %u.\n", resource->object);
183 if (rb_namespace)
185 context_attach_depth_stencil_rb(gl_info, fbo_target,
186 flags, resource->object);
188 else
190 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
191 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, resource);
193 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
194 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, resource);
197 if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH))
198 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
200 if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL))
201 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
203 else
205 TRACE("Attach depth stencil 0.\n");
207 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
208 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
212 /* Context activation is done by the caller. */
213 static void context_attach_surface_fbo(struct wined3d_context *context,
214 GLenum fbo_target, DWORD idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
216 const struct wined3d_gl_info *gl_info = context->gl_info;
218 TRACE("Attach GL object %u to %u.\n", resource->object, idx);
220 if (resource->object)
222 if (rb_namespace)
224 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
225 GL_RENDERBUFFER, resource->object);
226 checkGLcall("glFramebufferRenderbuffer()");
228 else
230 context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
233 else
235 context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, NULL);
239 static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, GLenum target,
240 GLenum attachment)
242 static const struct
244 GLenum target;
245 GLenum binding;
246 const char *str;
247 enum wined3d_gl_extension extension;
249 texture_type[] =
251 {GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D, "1d", WINED3D_GL_EXT_NONE},
252 {GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BINDING_1D_ARRAY, "1d-array", EXT_TEXTURE_ARRAY},
253 {GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, "2d", WINED3D_GL_EXT_NONE},
254 {GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BINDING_RECTANGLE_ARB, "rectangle", ARB_TEXTURE_RECTANGLE},
255 {GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, "2d-array" , EXT_TEXTURE_ARRAY},
256 {GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP, "cube", ARB_TEXTURE_CUBE_MAP},
257 {GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BINDING_2D_MULTISAMPLE, "2d-ms", ARB_TEXTURE_MULTISAMPLE},
258 {GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE},
261 GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target;
262 const char *tex_type_str;
263 unsigned int i;
265 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
266 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
267 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
268 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
270 if (type == GL_RENDERBUFFER)
272 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, name);
273 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
274 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
275 if (gl_info->limits.samples > 1)
276 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
277 else
278 samples = 1;
279 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt);
280 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
281 debug_fboattachment(attachment), name, width, height, samples, fmt);
283 else if (type == GL_TEXTURE)
285 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
286 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &level);
287 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
288 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, &face);
290 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
292 GL_EXTCALL(glGetTextureParameteriv(name, GL_TEXTURE_TARGET, &tex_target));
294 for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
296 if (texture_type[i].target == tex_target)
298 tex_type_str = texture_type[i].str;
299 break;
302 if (i == ARRAY_SIZE(texture_type))
303 tex_type_str = wine_dbg_sprintf("%#x", tex_target);
305 else if (face)
307 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &old_texture);
308 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, name);
310 tex_target = GL_TEXTURE_CUBE_MAP;
311 tex_type_str = "cube";
313 else
315 tex_type_str = NULL;
317 for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
319 if (!gl_info->supported[texture_type[i].extension])
320 continue;
322 gl_info->gl_ops.gl.p_glGetIntegerv(texture_type[i].binding, &old_texture);
323 while (gl_info->gl_ops.gl.p_glGetError());
325 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, name);
326 if (!gl_info->gl_ops.gl.p_glGetError())
328 tex_target = texture_type[i].target;
329 tex_type_str = texture_type[i].str;
330 break;
332 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, old_texture);
335 if (!tex_type_str)
337 FIXME("Cannot find type of texture %d.\n", name);
338 return;
342 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
344 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt));
345 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_WIDTH, &width));
346 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_HEIGHT, &height));
347 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_SAMPLES, &samples));
349 else
351 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
352 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_WIDTH, &width);
353 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_HEIGHT, &height);
354 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
355 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_SAMPLES, &samples);
356 else
357 samples = 1;
359 gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture);
362 FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
363 debug_fboattachment(attachment), tex_type_str, name, width, height, samples, fmt);
365 else if (type == GL_NONE)
367 FIXME(" %s: NONE.\n", debug_fboattachment(attachment));
369 else
371 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type);
374 checkGLcall("dump FBO attachment");
377 /* Context activation is done by the caller. */
378 void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
380 const struct wined3d_gl_info *gl_info = context->gl_info;
381 GLenum status;
383 if (!FIXME_ON(d3d))
384 return;
386 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
387 if (status == GL_FRAMEBUFFER_COMPLETE)
389 TRACE("FBO complete.\n");
391 else
393 unsigned int i;
395 FIXME("FBO status %s (%#x).\n", debug_fbostatus(status), status);
397 if (!context->current_fbo)
399 ERR("FBO 0 is incomplete, driver bug?\n");
400 return;
403 context_dump_fbo_attachment(gl_info, target, GL_DEPTH_ATTACHMENT);
404 context_dump_fbo_attachment(gl_info, target, GL_STENCIL_ATTACHMENT);
406 for (i = 0; i < gl_info->limits.buffers; ++i)
407 context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i);
411 static inline DWORD context_generate_rt_mask(GLenum buffer)
413 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
414 return buffer ? (1u << 31) | buffer : 0;
417 static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resource *resource)
419 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
421 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
422 return 0;
425 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource));
428 static inline void context_set_fbo_key_for_render_target(const struct wined3d_context *context,
429 struct wined3d_fbo_entry_key *key, unsigned int idx, const struct wined3d_rendertarget_info *render_target,
430 DWORD location)
432 unsigned int sub_resource_idx = render_target->sub_resource_idx;
433 struct wined3d_resource *resource = render_target->resource;
434 struct wined3d_texture *texture;
436 if (!resource || resource->format->id == WINED3DFMT_NULL || resource->type == WINED3D_RTYPE_BUFFER)
438 if (resource && resource->type == WINED3D_RTYPE_BUFFER)
439 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
440 key->objects[idx].object = 0;
441 key->objects[idx].target = 0;
442 key->objects[idx].level = key->objects[idx].layer = 0;
443 return;
446 if (render_target->gl_view.name)
448 key->objects[idx].object = render_target->gl_view.name;
449 key->objects[idx].target = render_target->gl_view.target;
450 key->objects[idx].level = 0;
451 key->objects[idx].layer = WINED3D_ALL_LAYERS;
452 return;
455 texture = wined3d_texture_from_resource(resource);
456 if (texture->current_renderbuffer)
458 key->objects[idx].object = texture->current_renderbuffer->id;
459 key->objects[idx].target = 0;
460 key->objects[idx].level = key->objects[idx].layer = 0;
461 key->rb_namespace |= 1 << idx;
462 return;
465 key->objects[idx].target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
466 key->objects[idx].level = sub_resource_idx % texture->level_count;
467 key->objects[idx].layer = sub_resource_idx / texture->level_count;
469 if (render_target->layer_count != 1)
470 key->objects[idx].layer = WINED3D_ALL_LAYERS;
472 switch (location)
474 case WINED3D_LOCATION_TEXTURE_RGB:
475 key->objects[idx].object = wined3d_texture_get_texture_name(texture, context, FALSE);
476 break;
478 case WINED3D_LOCATION_TEXTURE_SRGB:
479 key->objects[idx].object = wined3d_texture_get_texture_name(texture, context, TRUE);
480 break;
482 case WINED3D_LOCATION_RB_MULTISAMPLE:
483 key->objects[idx].object = texture->rb_multisample;
484 key->objects[idx].target = 0;
485 key->objects[idx].level = key->objects[idx].layer = 0;
486 key->rb_namespace |= 1 << idx;
487 break;
489 case WINED3D_LOCATION_RB_RESOLVED:
490 key->objects[idx].object = texture->rb_resolved;
491 key->objects[idx].target = 0;
492 key->objects[idx].level = key->objects[idx].layer = 0;
493 key->rb_namespace |= 1 << idx;
494 break;
498 static void context_generate_fbo_key(const struct wined3d_context *context,
499 struct wined3d_fbo_entry_key *key, const struct wined3d_rendertarget_info *render_targets,
500 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
502 unsigned int buffers = context->gl_info->limits.buffers;
503 unsigned int i;
505 key->rb_namespace = 0;
506 context_set_fbo_key_for_render_target(context, key, 0, depth_stencil, ds_location);
508 for (i = 0; i < buffers; ++i)
509 context_set_fbo_key_for_render_target(context, key, i + 1, &render_targets[i], color_location);
511 memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects));
514 static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
515 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
516 DWORD color_location, DWORD ds_location)
518 const struct wined3d_gl_info *gl_info = context->gl_info;
519 struct fbo_entry *entry;
521 entry = heap_alloc(sizeof(*entry));
522 context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
523 entry->flags = 0;
524 if (depth_stencil->resource)
526 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_DEPTH)
527 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
528 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_STENCIL)
529 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
531 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
532 gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
533 checkGLcall("glGenFramebuffers()");
534 TRACE("Created FBO %u.\n", entry->id);
536 return entry;
539 /* Context activation is done by the caller. */
540 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
541 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
542 DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
544 const struct wined3d_gl_info *gl_info = context->gl_info;
546 context_bind_fbo(context, target, entry->id);
547 context_clean_fbo_attachments(gl_info, target);
549 context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
550 entry->flags = 0;
551 if (depth_stencil->resource)
553 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_DEPTH)
554 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
555 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_STENCIL)
556 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
560 /* Context activation is done by the caller. */
561 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
563 if (entry->id)
565 TRACE("Destroy FBO %u.\n", entry->id);
566 context_destroy_fbo(context, entry->id);
568 --context->fbo_entry_count;
569 list_remove(&entry->entry);
570 heap_free(entry);
573 /* Context activation is done by the caller. */
574 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
575 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
576 DWORD color_location, DWORD ds_location)
578 static const struct wined3d_rendertarget_info ds_null = {{0}};
579 const struct wined3d_gl_info *gl_info = context->gl_info;
580 struct wined3d_texture *rt_texture, *ds_texture;
581 struct wined3d_fbo_entry_key fbo_key;
582 unsigned int i, ds_level, rt_level;
583 struct fbo_entry *entry;
585 if (depth_stencil->resource && depth_stencil->resource->type != WINED3D_RTYPE_BUFFER
586 && render_targets[0].resource && render_targets[0].resource->type != WINED3D_RTYPE_BUFFER)
588 rt_texture = wined3d_texture_from_resource(render_targets[0].resource);
589 rt_level = render_targets[0].sub_resource_idx % rt_texture->level_count;
590 ds_texture = wined3d_texture_from_resource(depth_stencil->resource);
591 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
593 if (wined3d_texture_get_level_width(ds_texture, ds_level)
594 < wined3d_texture_get_level_width(rt_texture, rt_level)
595 || wined3d_texture_get_level_height(ds_texture, ds_level)
596 < wined3d_texture_get_level_height(rt_texture, rt_level))
598 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
599 depth_stencil = &ds_null;
601 else if (ds_texture->resource.multisample_type != rt_texture->resource.multisample_type
602 || ds_texture->resource.multisample_quality != rt_texture->resource.multisample_quality)
604 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
605 rt_texture->resource.multisample_type, rt_texture->resource.multisample_quality,
606 ds_texture->resource.multisample_type, ds_texture->resource.multisample_quality);
607 depth_stencil = &ds_null;
609 else if (depth_stencil->resource->type == WINED3D_RTYPE_TEXTURE_2D)
611 wined3d_texture_set_compatible_renderbuffer(ds_texture, context, ds_level, &render_targets[0]);
615 context_generate_fbo_key(context, &fbo_key, render_targets, depth_stencil, color_location, ds_location);
617 if (TRACE_ON(d3d))
619 struct wined3d_resource *resource;
620 unsigned int width, height;
621 const char *resource_type;
623 TRACE("Dumping FBO attachments:\n");
624 for (i = 0; i < gl_info->limits.buffers; ++i)
626 if ((resource = render_targets[i].resource))
628 if (resource->type == WINED3D_RTYPE_BUFFER)
630 width = resource->size;
631 height = 1;
632 resource_type = "buffer";
634 else
636 rt_texture = wined3d_texture_from_resource(resource);
637 rt_level = render_targets[i].sub_resource_idx % rt_texture->level_count;
638 width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level);
639 height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level);
640 resource_type = "texture";
643 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
644 i, resource, render_targets[i].sub_resource_idx, debug_d3dformat(resource->format->id),
645 fbo_key.rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type,
646 fbo_key.objects[i + 1].object, width, height, resource->multisample_type);
649 if ((resource = depth_stencil->resource))
651 if (resource->type == WINED3D_RTYPE_BUFFER)
653 width = resource->size;
654 height = 1;
655 resource_type = "buffer";
657 else
659 ds_texture = wined3d_texture_from_resource(resource);
660 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
661 width = wined3d_texture_get_level_pow2_width(ds_texture, ds_level);
662 height = wined3d_texture_get_level_pow2_height(ds_texture, ds_level);
663 resource_type = "texture";
666 TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
667 resource, depth_stencil->sub_resource_idx, debug_d3dformat(resource->format->id),
668 fbo_key.rb_namespace & (1 << 0) ? "renderbuffer" : resource_type,
669 fbo_key.objects[0].object, width, height, resource->multisample_type);
673 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
675 if (memcmp(&fbo_key, &entry->key, sizeof(fbo_key)))
676 continue;
678 list_remove(&entry->entry);
679 list_add_head(&context->fbo_list, &entry->entry);
680 return entry;
683 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
685 entry = context_create_fbo_entry(context, render_targets, depth_stencil, color_location, ds_location);
686 list_add_head(&context->fbo_list, &entry->entry);
687 ++context->fbo_entry_count;
689 else
691 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
692 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, color_location, ds_location, entry);
693 list_remove(&entry->entry);
694 list_add_head(&context->fbo_list, &entry->entry);
697 return entry;
700 /* Context activation is done by the caller. */
701 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
703 const struct wined3d_gl_info *gl_info = context->gl_info;
704 GLuint read_binding, draw_binding;
705 unsigned int i;
707 if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
709 context_bind_fbo(context, target, entry->id);
710 return;
713 read_binding = context->fbo_read_binding;
714 draw_binding = context->fbo_draw_binding;
715 context_bind_fbo(context, GL_FRAMEBUFFER, entry->id);
717 if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
719 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
720 GL_FRAMEBUFFER_DEFAULT_WIDTH, gl_info->limits.framebuffer_width));
721 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
722 GL_FRAMEBUFFER_DEFAULT_HEIGHT, gl_info->limits.framebuffer_height));
723 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1));
724 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1));
727 /* Apply render targets */
728 for (i = 0; i < gl_info->limits.buffers; ++i)
730 context_attach_surface_fbo(context, target, i, &entry->key.objects[i + 1],
731 entry->key.rb_namespace & (1 << (i + 1)));
734 context_attach_depth_stencil_fbo(context, target, &entry->key.objects[0],
735 entry->key.rb_namespace & 0x1, entry->flags);
737 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
738 * GL contexts requirements. */
739 gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
740 context_set_draw_buffer(context, GL_NONE);
741 if (target != GL_FRAMEBUFFER)
743 if (target == GL_READ_FRAMEBUFFER)
744 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, draw_binding);
745 else
746 context_bind_fbo(context, GL_READ_FRAMEBUFFER, read_binding);
749 entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
752 /* Context activation is done by the caller. */
753 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
754 const struct wined3d_rendertarget_info *render_targets,
755 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
757 struct fbo_entry *entry, *entry2;
759 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
761 context_destroy_fbo_entry(context, entry);
764 if (context->rebind_fbo)
766 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
767 context->rebind_fbo = FALSE;
770 if (color_location == WINED3D_LOCATION_DRAWABLE)
772 context->current_fbo = NULL;
773 context_bind_fbo(context, target, 0);
775 else
777 context->current_fbo = context_find_fbo_entry(context, target,
778 render_targets, depth_stencil, color_location, ds_location);
779 context_apply_fbo_entry(context, target, context->current_fbo);
783 /* Context activation is done by the caller. */
784 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
785 struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
786 struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location)
788 struct wined3d_rendertarget_info ds_info = {{0}};
790 memset(context->blit_targets, 0, sizeof(context->blit_targets));
791 if (rt)
793 context->blit_targets[0].resource = rt;
794 context->blit_targets[0].sub_resource_idx = rt_sub_resource_idx;
795 context->blit_targets[0].layer_count = 1;
798 if (ds)
800 ds_info.resource = ds;
801 ds_info.sub_resource_idx = ds_sub_resource_idx;
802 ds_info.layer_count = 1;
805 context_apply_fbo_state(context, target, context->blit_targets, &ds_info, location, location);
808 /* Context activation is done by the caller. */
809 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
811 const struct wined3d_gl_info *gl_info = context->gl_info;
813 if (context->free_occlusion_query_count)
815 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
817 else
819 if (gl_info->supported[ARB_OCCLUSION_QUERY])
821 GL_EXTCALL(glGenQueries(1, &query->id));
822 checkGLcall("glGenQueries");
824 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
826 else
828 WARN("Occlusion queries not supported, not allocating query id.\n");
829 query->id = 0;
833 query->context = context;
834 list_add_head(&context->occlusion_queries, &query->entry);
837 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
839 struct wined3d_context *context = query->context;
841 list_remove(&query->entry);
842 query->context = NULL;
844 if (!wined3d_array_reserve((void **)&context->free_occlusion_queries,
845 &context->free_occlusion_query_size, context->free_occlusion_query_count + 1,
846 sizeof(*context->free_occlusion_queries)))
848 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
849 return;
852 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
855 /* Context activation is done by the caller. */
856 void context_alloc_fence(struct wined3d_context *context, struct wined3d_fence *fence)
858 const struct wined3d_gl_info *gl_info = context->gl_info;
860 if (context->free_fence_count)
862 fence->object = context->free_fences[--context->free_fence_count];
864 else
866 if (gl_info->supported[ARB_SYNC])
868 /* Using ARB_sync, not much to do here. */
869 fence->object.sync = NULL;
870 TRACE("Allocated sync object in context %p.\n", context);
872 else if (gl_info->supported[APPLE_FENCE])
874 GL_EXTCALL(glGenFencesAPPLE(1, &fence->object.id));
875 checkGLcall("glGenFencesAPPLE");
877 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context);
879 else if(gl_info->supported[NV_FENCE])
881 GL_EXTCALL(glGenFencesNV(1, &fence->object.id));
882 checkGLcall("glGenFencesNV");
884 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context);
886 else
888 WARN("Fences not supported, not allocating fence.\n");
889 fence->object.id = 0;
893 fence->context = context;
894 list_add_head(&context->fences, &fence->entry);
897 void context_free_fence(struct wined3d_fence *fence)
899 struct wined3d_context *context = fence->context;
901 list_remove(&fence->entry);
902 fence->context = NULL;
904 if (!wined3d_array_reserve((void **)&context->free_fences,
905 &context->free_fence_size, context->free_fence_count + 1,
906 sizeof(*context->free_fences)))
908 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence->object.id, context);
909 return;
912 context->free_fences[context->free_fence_count++] = fence->object;
915 /* Context activation is done by the caller. */
916 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query)
918 const struct wined3d_gl_info *gl_info = context->gl_info;
920 if (context->free_timestamp_query_count)
922 query->id = context->free_timestamp_queries[--context->free_timestamp_query_count];
924 else
926 GL_EXTCALL(glGenQueries(1, &query->id));
927 checkGLcall("glGenQueries");
929 TRACE("Allocated timestamp query %u in context %p.\n", query->id, context);
932 query->context = context;
933 list_add_head(&context->timestamp_queries, &query->entry);
936 void context_free_timestamp_query(struct wined3d_timestamp_query *query)
938 struct wined3d_context *context = query->context;
940 list_remove(&query->entry);
941 query->context = NULL;
943 if (!wined3d_array_reserve((void **)&context->free_timestamp_queries,
944 &context->free_timestamp_query_size, context->free_timestamp_query_count + 1,
945 sizeof(*context->free_timestamp_queries)))
947 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
948 return;
951 context->free_timestamp_queries[context->free_timestamp_query_count++] = query->id;
954 void context_alloc_so_statistics_query(struct wined3d_context *context,
955 struct wined3d_so_statistics_query *query)
957 const struct wined3d_gl_info *gl_info = context->gl_info;
959 if (context->free_so_statistics_query_count)
961 query->u = context->free_so_statistics_queries[--context->free_so_statistics_query_count];
963 else
965 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
966 checkGLcall("glGenQueries");
968 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
969 query->u.id[0], query->u.id[1], context);
972 query->context = context;
973 list_add_head(&context->so_statistics_queries, &query->entry);
976 void context_free_so_statistics_query(struct wined3d_so_statistics_query *query)
978 struct wined3d_context *context = query->context;
980 list_remove(&query->entry);
981 query->context = NULL;
983 if (!wined3d_array_reserve((void **)&context->free_so_statistics_queries,
984 &context->free_so_statistics_query_size, context->free_so_statistics_query_count + 1,
985 sizeof(*context->free_so_statistics_queries)))
987 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
988 query->u.id[0], query->u.id[1], context);
989 return;
992 context->free_so_statistics_queries[context->free_so_statistics_query_count++] = query->u;
995 void context_alloc_pipeline_statistics_query(struct wined3d_context *context,
996 struct wined3d_pipeline_statistics_query *query)
998 const struct wined3d_gl_info *gl_info = context->gl_info;
1000 if (context->free_pipeline_statistics_query_count)
1002 query->u = context->free_pipeline_statistics_queries[--context->free_pipeline_statistics_query_count];
1004 else
1006 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
1007 checkGLcall("glGenQueries");
1010 query->context = context;
1011 list_add_head(&context->pipeline_statistics_queries, &query->entry);
1014 void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query)
1016 struct wined3d_context *context = query->context;
1018 list_remove(&query->entry);
1019 query->context = NULL;
1021 if (!wined3d_array_reserve((void **)&context->free_pipeline_statistics_queries,
1022 &context->free_pipeline_statistics_query_size, context->free_pipeline_statistics_query_count + 1,
1023 sizeof(*context->free_pipeline_statistics_queries)))
1025 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context);
1026 return;
1029 context->free_pipeline_statistics_queries[context->free_pipeline_statistics_query_count++] = query->u;
1032 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
1034 static void context_enum_fbo_entries(const struct wined3d_device *device,
1035 GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
1037 unsigned int i, j;
1039 for (i = 0; i < device->context_count; ++i)
1041 struct wined3d_context *context = device->contexts[i];
1042 const struct wined3d_gl_info *gl_info = context->gl_info;
1043 struct fbo_entry *entry, *entry2;
1045 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
1047 for (j = 0; j < gl_info->limits.buffers + 1; ++j)
1049 if (entry->key.objects[j].object == name
1050 && !(entry->key.rb_namespace & (1 << j)) == !rb_namespace)
1052 callback(context, entry);
1053 break;
1060 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
1062 list_remove(&entry->entry);
1063 list_add_head(&context->fbo_destroy_list, &entry->entry);
1066 void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource)
1068 unsigned int i;
1070 if (!device->d3d_initialized)
1071 return;
1073 for (i = 0; i < device->context_count; ++i)
1075 struct wined3d_context *context = device->contexts[i];
1077 if (&context->current_rt.texture->resource == resource)
1079 context->current_rt.texture = NULL;
1080 context->current_rt.sub_resource_idx = 0;
1085 void context_gl_resource_released(struct wined3d_device *device,
1086 GLuint name, BOOL rb_namespace)
1088 context_enum_fbo_entries(device, name, rb_namespace, context_queue_fbo_entry_destruction);
1091 void context_texture_update(struct wined3d_context *context, const struct wined3d_texture *texture)
1093 const struct wined3d_gl_info *gl_info = context->gl_info;
1094 struct fbo_entry *entry = context->current_fbo;
1095 unsigned int i;
1097 if (!entry || context->rebind_fbo) return;
1099 for (i = 0; i < gl_info->limits.buffers + 1; ++i)
1101 if (texture->texture_rgb.name == entry->key.objects[i].object
1102 || texture->texture_srgb.name == entry->key.objects[i].object)
1104 TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture, i);
1105 context->rebind_fbo = TRUE;
1106 return;
1111 static BOOL context_restore_pixel_format(struct wined3d_context *ctx)
1113 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1114 BOOL ret = FALSE;
1116 if (ctx->restore_pf && IsWindow(ctx->restore_pf_win))
1118 if (ctx->gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1120 HDC dc = GetDCEx(ctx->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
1121 if (dc)
1123 if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, ctx->restore_pf))))
1125 ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
1126 ctx->restore_pf, ctx->restore_pf_win);
1128 ReleaseDC(ctx->restore_pf_win, dc);
1131 else
1133 ERR("can't restore pixel format %d on window %p\n", ctx->restore_pf, ctx->restore_pf_win);
1137 ctx->restore_pf = 0;
1138 ctx->restore_pf_win = NULL;
1139 return ret;
1142 static BOOL context_set_pixel_format(struct wined3d_context *context)
1144 const struct wined3d_gl_info *gl_info = context->gl_info;
1145 BOOL private = context->hdc_is_private;
1146 int format = context->pixel_format;
1147 HDC dc = context->hdc;
1148 int current;
1150 if (private && context->hdc_has_format)
1151 return TRUE;
1153 if (!private && WindowFromDC(dc) != context->win_handle)
1154 return FALSE;
1156 current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc);
1157 if (current == format) goto success;
1159 if (!current)
1161 if (!SetPixelFormat(dc, format, NULL))
1163 /* This may also happen if the dc belongs to a destroyed window. */
1164 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
1165 format, dc, GetLastError());
1166 return FALSE;
1169 context->restore_pf = 0;
1170 context->restore_pf_win = private ? NULL : WindowFromDC(dc);
1171 goto success;
1174 /* By default WGL doesn't allow pixel format adjustments but we need it
1175 * here. For this reason there's a Wine specific wglSetPixelFormat()
1176 * which allows us to set the pixel format multiple times. Only use it
1177 * when really needed. */
1178 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1180 HWND win;
1182 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
1184 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1185 format, dc);
1186 return FALSE;
1189 win = private ? NULL : WindowFromDC(dc);
1190 if (win != context->restore_pf_win)
1192 context_restore_pixel_format(context);
1194 context->restore_pf = private ? 0 : current;
1195 context->restore_pf_win = win;
1198 goto success;
1201 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1202 * continue using the old format. There's a big chance that the old
1203 * format works although with a performance hit and perhaps rendering
1204 * errors. */
1205 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1206 format, dc, current);
1207 return TRUE;
1209 success:
1210 if (private)
1211 context->hdc_has_format = TRUE;
1212 return TRUE;
1215 static BOOL context_set_gl_context(struct wined3d_context *ctx)
1217 struct wined3d_swapchain *swapchain = ctx->swapchain;
1218 BOOL backup = FALSE;
1220 if (!context_set_pixel_format(ctx))
1222 WARN("Failed to set pixel format %d on device context %p.\n",
1223 ctx->pixel_format, ctx->hdc);
1224 backup = TRUE;
1227 if (backup || !wglMakeCurrent(ctx->hdc, ctx->glCtx))
1229 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1230 ctx->glCtx, ctx->hdc, GetLastError());
1231 ctx->valid = 0;
1232 WARN("Trying fallback to the backup window.\n");
1234 /* FIXME: If the context is destroyed it's no longer associated with
1235 * a swapchain, so we can't use the swapchain to get a backup dc. To
1236 * make this work windowless contexts would need to be handled by the
1237 * device. */
1238 if (ctx->destroyed || !swapchain)
1240 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx);
1241 context_set_current(NULL);
1242 return FALSE;
1245 if (!(ctx->hdc = swapchain_get_backup_dc(swapchain)))
1247 context_set_current(NULL);
1248 return FALSE;
1251 ctx->hdc_is_private = TRUE;
1252 ctx->hdc_has_format = FALSE;
1254 if (!context_set_pixel_format(ctx))
1256 ERR("Failed to set pixel format %d on device context %p.\n",
1257 ctx->pixel_format, ctx->hdc);
1258 context_set_current(NULL);
1259 return FALSE;
1262 if (!wglMakeCurrent(ctx->hdc, ctx->glCtx))
1264 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1265 ctx->hdc, GetLastError());
1266 context_set_current(NULL);
1267 return FALSE;
1270 ctx->valid = 1;
1272 ctx->needs_set = 0;
1273 return TRUE;
1276 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
1278 if (!wglMakeCurrent(dc, gl_ctx))
1280 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1281 gl_ctx, dc, GetLastError());
1282 context_set_current(NULL);
1286 static void context_update_window(struct wined3d_context *context)
1288 if (!context->swapchain)
1289 return;
1291 if (context->win_handle == context->swapchain->win_handle)
1292 return;
1294 TRACE("Updating context %p window from %p to %p.\n",
1295 context, context->win_handle, context->swapchain->win_handle);
1297 if (context->hdc)
1298 wined3d_release_dc(context->win_handle, context->hdc);
1300 context->win_handle = context->swapchain->win_handle;
1301 context->hdc_is_private = FALSE;
1302 context->hdc_has_format = FALSE;
1303 context->needs_set = 1;
1304 context->valid = 1;
1306 if (!(context->hdc = GetDCEx(context->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
1308 ERR("Failed to get a device context for window %p.\n", context->win_handle);
1309 context->valid = 0;
1313 static void context_destroy_gl_resources(struct wined3d_context *context)
1315 struct wined3d_pipeline_statistics_query *pipeline_statistics_query;
1316 const struct wined3d_gl_info *gl_info = context->gl_info;
1317 struct wined3d_so_statistics_query *so_statistics_query;
1318 struct wined3d_timestamp_query *timestamp_query;
1319 struct wined3d_occlusion_query *occlusion_query;
1320 struct fbo_entry *entry, *entry2;
1321 struct wined3d_fence *fence;
1322 HGLRC restore_ctx;
1323 HDC restore_dc;
1324 unsigned int i;
1326 restore_ctx = wglGetCurrentContext();
1327 restore_dc = wglGetCurrentDC();
1329 if (restore_ctx == context->glCtx)
1330 restore_ctx = NULL;
1331 else if (context->valid)
1332 context_set_gl_context(context);
1334 LIST_FOR_EACH_ENTRY(so_statistics_query, &context->so_statistics_queries,
1335 struct wined3d_so_statistics_query, entry)
1337 if (context->valid)
1338 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query->u.id), so_statistics_query->u.id));
1339 so_statistics_query->context = NULL;
1342 LIST_FOR_EACH_ENTRY(pipeline_statistics_query, &context->pipeline_statistics_queries,
1343 struct wined3d_pipeline_statistics_query, entry)
1345 if (context->valid)
1346 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query->u.id), pipeline_statistics_query->u.id));
1347 pipeline_statistics_query->context = NULL;
1350 LIST_FOR_EACH_ENTRY(timestamp_query, &context->timestamp_queries, struct wined3d_timestamp_query, entry)
1352 if (context->valid)
1353 GL_EXTCALL(glDeleteQueries(1, &timestamp_query->id));
1354 timestamp_query->context = NULL;
1357 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
1359 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
1360 GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
1361 occlusion_query->context = NULL;
1364 LIST_FOR_EACH_ENTRY(fence, &context->fences, struct wined3d_fence, entry)
1366 if (context->valid)
1368 if (gl_info->supported[ARB_SYNC])
1370 if (fence->object.sync)
1371 GL_EXTCALL(glDeleteSync(fence->object.sync));
1373 else if (gl_info->supported[APPLE_FENCE])
1375 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence->object.id));
1377 else if (gl_info->supported[NV_FENCE])
1379 GL_EXTCALL(glDeleteFencesNV(1, &fence->object.id));
1382 fence->context = NULL;
1385 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
1387 if (!context->valid) entry->id = 0;
1388 context_destroy_fbo_entry(context, entry);
1391 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
1393 if (!context->valid) entry->id = 0;
1394 context_destroy_fbo_entry(context, entry);
1397 if (context->valid)
1399 if (context->dummy_arbfp_prog)
1401 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
1404 if (gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY])
1406 for (i = 0; i < context->free_so_statistics_query_count; ++i)
1408 union wined3d_gl_so_statistics_query *q = &context->free_so_statistics_queries[i];
1409 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1413 if (gl_info->supported[ARB_PIPELINE_STATISTICS_QUERY])
1415 for (i = 0; i < context->free_pipeline_statistics_query_count; ++i)
1417 union wined3d_gl_pipeline_statistics_query *q = &context->free_pipeline_statistics_queries[i];
1418 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1422 if (gl_info->supported[ARB_TIMER_QUERY])
1423 GL_EXTCALL(glDeleteQueries(context->free_timestamp_query_count, context->free_timestamp_queries));
1425 if (gl_info->supported[ARB_OCCLUSION_QUERY])
1426 GL_EXTCALL(glDeleteQueries(context->free_occlusion_query_count, context->free_occlusion_queries));
1428 if (gl_info->supported[ARB_SYNC])
1430 for (i = 0; i < context->free_fence_count; ++i)
1432 GL_EXTCALL(glDeleteSync(context->free_fences[i].sync));
1435 else if (gl_info->supported[APPLE_FENCE])
1437 for (i = 0; i < context->free_fence_count; ++i)
1439 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_fences[i].id));
1442 else if (gl_info->supported[NV_FENCE])
1444 for (i = 0; i < context->free_fence_count; ++i)
1446 GL_EXTCALL(glDeleteFencesNV(1, &context->free_fences[i].id));
1450 if (context->blit_vbo)
1451 GL_EXTCALL(glDeleteBuffers(1, &context->blit_vbo));
1453 checkGLcall("context cleanup");
1456 heap_free(context->free_so_statistics_queries);
1457 heap_free(context->free_pipeline_statistics_queries);
1458 heap_free(context->free_timestamp_queries);
1459 heap_free(context->free_occlusion_queries);
1460 heap_free(context->free_fences);
1462 context_restore_pixel_format(context);
1463 if (restore_ctx)
1465 context_restore_gl_context(gl_info, restore_dc, restore_ctx);
1467 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
1469 ERR("Failed to disable GL context.\n");
1472 wined3d_release_dc(context->win_handle, context->hdc);
1474 if (!wglDeleteContext(context->glCtx))
1476 DWORD err = GetLastError();
1477 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
1481 DWORD context_get_tls_idx(void)
1483 return wined3d_context_tls_idx;
1486 void context_set_tls_idx(DWORD idx)
1488 wined3d_context_tls_idx = idx;
1491 struct wined3d_context *context_get_current(void)
1493 return TlsGetValue(wined3d_context_tls_idx);
1496 BOOL context_set_current(struct wined3d_context *ctx)
1498 struct wined3d_context *old = context_get_current();
1500 if (old == ctx)
1502 TRACE("Already using D3D context %p.\n", ctx);
1503 return TRUE;
1506 if (old)
1508 if (old->destroyed)
1510 TRACE("Switching away from destroyed context %p.\n", old);
1511 context_destroy_gl_resources(old);
1512 heap_free((void *)old->gl_info);
1513 heap_free(old);
1515 else
1517 if (wglGetCurrentContext())
1519 const struct wined3d_gl_info *gl_info = old->gl_info;
1520 TRACE("Flushing context %p before switching to %p.\n", old, ctx);
1521 gl_info->gl_ops.gl.p_glFlush();
1523 old->current = 0;
1527 if (ctx)
1529 if (!ctx->valid)
1531 ERR("Trying to make invalid context %p current\n", ctx);
1532 return FALSE;
1535 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1536 if (!context_set_gl_context(ctx))
1537 return FALSE;
1538 ctx->current = 1;
1540 else if (wglGetCurrentContext())
1542 TRACE("Clearing current D3D context.\n");
1543 if (!wglMakeCurrent(NULL, NULL))
1545 DWORD err = GetLastError();
1546 ERR("Failed to clear current GL context, last error %#x.\n", err);
1547 TlsSetValue(wined3d_context_tls_idx, NULL);
1548 return FALSE;
1552 return TlsSetValue(wined3d_context_tls_idx, ctx);
1555 void context_release(struct wined3d_context *context)
1557 TRACE("Releasing context %p, level %u.\n", context, context->level);
1559 if (WARN_ON(d3d))
1561 if (!context->level)
1562 WARN("Context %p is not active.\n", context);
1563 else if (context != context_get_current())
1564 WARN("Context %p is not the current context.\n", context);
1567 if (!--context->level)
1569 if (context_restore_pixel_format(context))
1570 context->needs_set = 1;
1571 if (context->restore_ctx)
1573 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1574 context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx);
1575 context->restore_ctx = NULL;
1576 context->restore_dc = NULL;
1579 if (context->destroy_delayed)
1581 TRACE("Destroying context %p.\n", context);
1582 context_destroy(context->device, context);
1587 /* This is used when a context for render target A is active, but a separate context is
1588 * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
1589 * A to avoid breaking caller code. */
1590 void context_restore(struct wined3d_context *context, struct wined3d_texture *texture, unsigned int sub_resource_idx)
1592 if (context->current_rt.texture != texture || context->current_rt.sub_resource_idx != sub_resource_idx)
1594 context_release(context);
1595 context = context_acquire(texture->resource.device, texture, sub_resource_idx);
1598 context_release(context);
1601 static void context_enter(struct wined3d_context *context)
1603 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1605 if (!context->level++)
1607 const struct wined3d_context *current_context = context_get_current();
1608 HGLRC current_gl = wglGetCurrentContext();
1610 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1612 TRACE("Another GL context (%p on device context %p) is already current.\n",
1613 current_gl, wglGetCurrentDC());
1614 context->restore_ctx = current_gl;
1615 context->restore_dc = wglGetCurrentDC();
1616 context->needs_set = 1;
1618 else if (!context->needs_set && !(context->hdc_is_private && context->hdc_has_format)
1619 && context->pixel_format != context->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context->hdc))
1620 context->needs_set = 1;
1624 void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id)
1626 DWORD representative = context->state_table[state_id].representative - STATE_COMPUTE_OFFSET;
1627 unsigned int index, shift;
1629 index = representative / (sizeof(*context->dirty_compute_states) * CHAR_BIT);
1630 shift = representative & (sizeof(*context->dirty_compute_states) * CHAR_BIT - 1);
1631 context->dirty_compute_states[index] |= (1u << shift);
1634 void context_invalidate_state(struct wined3d_context *context, DWORD state)
1636 DWORD rep = context->state_table[state].representative;
1637 DWORD idx;
1638 BYTE shift;
1640 if (isStateDirty(context, rep)) return;
1642 context->dirtyArray[context->numDirtyEntries++] = rep;
1643 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1644 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1645 context->isStateDirty[idx] |= (1u << shift);
1648 /* This function takes care of wined3d pixel format selection. */
1649 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1650 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1651 BOOL auxBuffers)
1653 unsigned int cfg_count = device->adapter->cfg_count;
1654 unsigned int current_value;
1655 PIXELFORMATDESCRIPTOR pfd;
1656 int iPixelFormat = 0;
1657 unsigned int i;
1659 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x.\n",
1660 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1661 auxBuffers);
1663 current_value = 0;
1664 for (i = 0; i < cfg_count; ++i)
1666 const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1667 unsigned int value;
1669 /* For now only accept RGBA formats. Perhaps some day we will
1670 * allow floating point formats for pbuffers. */
1671 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1672 continue;
1673 /* In window mode we need a window drawable format and double buffering. */
1674 if (!(cfg->windowDrawable && cfg->doubleBuffer))
1675 continue;
1676 if (cfg->redSize < color_format->red_size)
1677 continue;
1678 if (cfg->greenSize < color_format->green_size)
1679 continue;
1680 if (cfg->blueSize < color_format->blue_size)
1681 continue;
1682 if (cfg->alphaSize < color_format->alpha_size)
1683 continue;
1684 if (cfg->depthSize < ds_format->depth_size)
1685 continue;
1686 if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size)
1687 continue;
1688 /* Check multisampling support. */
1689 if (cfg->numSamples)
1690 continue;
1692 value = 1;
1693 /* We try to locate a format which matches our requirements exactly. In case of
1694 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1695 if (cfg->depthSize == ds_format->depth_size)
1696 value += 1;
1697 if (cfg->stencilSize == ds_format->stencil_size)
1698 value += 2;
1699 if (cfg->alphaSize == color_format->alpha_size)
1700 value += 4;
1701 /* We like to have aux buffers in backbuffer mode */
1702 if (auxBuffers && cfg->auxBuffers)
1703 value += 8;
1704 if (cfg->redSize == color_format->red_size
1705 && cfg->greenSize == color_format->green_size
1706 && cfg->blueSize == color_format->blue_size)
1707 value += 16;
1709 if (value > current_value)
1711 iPixelFormat = cfg->iPixelFormat;
1712 current_value = value;
1716 if (!iPixelFormat)
1718 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1720 memset(&pfd, 0, sizeof(pfd));
1721 pfd.nSize = sizeof(pfd);
1722 pfd.nVersion = 1;
1723 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1724 pfd.iPixelType = PFD_TYPE_RGBA;
1725 pfd.cAlphaBits = color_format->alpha_size;
1726 pfd.cColorBits = color_format->red_size + color_format->green_size
1727 + color_format->blue_size + color_format->alpha_size;
1728 pfd.cDepthBits = ds_format->depth_size;
1729 pfd.cStencilBits = ds_format->stencil_size;
1730 pfd.iLayerType = PFD_MAIN_PLANE;
1732 if (!(iPixelFormat = ChoosePixelFormat(hdc, &pfd)))
1734 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1735 ERR("Can't find a suitable pixel format.\n");
1736 return 0;
1740 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1741 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1742 return iPixelFormat;
1745 /* Context activation is done by the caller. */
1746 void context_bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
1748 const struct wined3d_dummy_textures *textures = &context->device->dummy_textures;
1749 const struct wined3d_gl_info *gl_info = context->gl_info;
1750 unsigned int i;
1752 for (i = 0; i < gl_info->limits.combined_samplers; ++i)
1754 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
1756 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
1757 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
1759 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1760 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
1762 if (gl_info->supported[EXT_TEXTURE3D])
1763 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
1765 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1766 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
1768 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
1769 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
1771 if (gl_info->supported[EXT_TEXTURE_ARRAY])
1773 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
1774 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
1777 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
1778 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
1780 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
1782 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
1783 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
1787 checkGLcall("bind dummy textures");
1790 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1791 const char *file, unsigned int line, const char *name)
1793 GLint err;
1795 if (gl_info->supported[ARB_DEBUG_OUTPUT] || (err = gl_info->gl_ops.gl.p_glGetError()) == GL_NO_ERROR)
1797 TRACE("%s call ok %s / %u.\n", name, file, line);
1798 return;
1803 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1804 debug_glerror(err), err, name, file,line);
1805 err = gl_info->gl_ops.gl.p_glGetError();
1806 } while (err != GL_NO_ERROR);
1809 static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
1811 return gl_info->supported[ARB_DEBUG_OUTPUT]
1812 && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
1815 static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
1816 GLenum severity, GLsizei length, const char *message, void *ctx)
1818 switch (type)
1820 case GL_DEBUG_TYPE_ERROR_ARB:
1821 ERR("%p: %s.\n", ctx, debugstr_an(message, length));
1822 break;
1824 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
1825 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
1826 case GL_DEBUG_TYPE_PORTABILITY_ARB:
1827 FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
1828 break;
1830 case GL_DEBUG_TYPE_PERFORMANCE_ARB:
1831 WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
1832 break;
1834 default:
1835 FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
1836 break;
1840 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx)
1842 HGLRC ctx;
1843 unsigned int ctx_attrib_idx = 0;
1844 GLint ctx_attribs[7], ctx_flags = 0;
1846 if (context_debug_output_enabled(gl_info))
1847 ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB;
1848 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
1849 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16;
1850 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB;
1851 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff;
1852 if (ctx_flags)
1854 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1855 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1857 ctx_attribs[ctx_attrib_idx] = 0;
1859 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1861 if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
1863 if (ctx_flags)
1865 ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1866 ctx_attribs[ctx_attrib_idx - 1] = ctx_flags;
1868 else
1870 ctx_flags = WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1871 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1872 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1873 ctx_attribs[ctx_attrib_idx] = 0;
1875 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1876 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1877 GetLastError());
1880 return ctx;
1883 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1884 struct wined3d_texture *target, const struct wined3d_format *ds_format)
1886 struct wined3d_device *device = swapchain->device;
1887 struct wined3d_context *context;
1888 DWORD state;
1890 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1892 wined3d_from_cs(device->cs);
1894 if (!(context = heap_alloc_zero(sizeof(*context))))
1895 return NULL;
1897 context->free_timestamp_query_size = 4;
1898 if (!(context->free_timestamp_queries = heap_calloc(context->free_timestamp_query_size,
1899 sizeof(*context->free_timestamp_queries))))
1900 goto out;
1901 list_init(&context->timestamp_queries);
1903 context->free_occlusion_query_size = 4;
1904 if (!(context->free_occlusion_queries = heap_calloc(context->free_occlusion_query_size,
1905 sizeof(*context->free_occlusion_queries))))
1906 goto out;
1907 list_init(&context->occlusion_queries);
1909 context->free_fence_size = 4;
1910 if (!(context->free_fences = heap_calloc(context->free_fence_size, sizeof(*context->free_fences))))
1911 goto out;
1912 list_init(&context->fences);
1914 list_init(&context->so_statistics_queries);
1916 list_init(&context->pipeline_statistics_queries);
1918 list_init(&context->fbo_list);
1919 list_init(&context->fbo_destroy_list);
1921 if (!device->shader_backend->shader_allocate_context_data(context))
1923 ERR("Failed to allocate shader backend context data.\n");
1924 goto out;
1926 if (!device->adapter->fragment_pipe->allocate_context_data(context))
1928 ERR("Failed to allocate fragment pipeline context data.\n");
1929 goto out;
1932 if (!(context->hdc = GetDCEx(swapchain->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
1934 WARN("Failed to retrieve device context, trying swapchain backup.\n");
1936 if ((context->hdc = swapchain_get_backup_dc(swapchain)))
1937 context->hdc_is_private = TRUE;
1938 else
1940 ERR("Failed to retrieve a device context.\n");
1941 goto out;
1945 if (!device_context_add(device, context))
1947 ERR("Failed to add the newly created context to the context list\n");
1948 goto out;
1951 context->win_handle = swapchain->win_handle;
1952 context->gl_info = &device->adapter->gl_info;
1953 context->d3d_info = &device->adapter->d3d_info;
1954 context->state_table = device->StateTable;
1956 /* Mark all states dirty to force a proper initialization of the states on
1957 * the first use of the context. Compute states do not need initialization. */
1958 for (state = 0; state <= STATE_HIGHEST; ++state)
1960 if (context->state_table[state].representative && !STATE_IS_COMPUTE(state))
1961 context_invalidate_state(context, state);
1964 context->device = device;
1965 context->swapchain = swapchain;
1966 context->current_rt.texture = target;
1967 context->current_rt.sub_resource_idx = 0;
1968 context->tid = GetCurrentThreadId();
1970 if (!(device->adapter->adapter_ops->adapter_create_context(context, target, ds_format)))
1972 device_context_remove(device, context);
1973 goto out;
1976 device->shader_backend->shader_init_context_state(context);
1977 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
1978 | (1u << WINED3D_SHADER_TYPE_VERTEX)
1979 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
1980 | (1u << WINED3D_SHADER_TYPE_HULL)
1981 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
1982 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
1984 TRACE("Created context %p.\n", context);
1986 return context;
1988 out:
1989 if (context->hdc)
1990 wined3d_release_dc(swapchain->win_handle, context->hdc);
1991 device->shader_backend->shader_free_context_data(context);
1992 device->adapter->fragment_pipe->free_context_data(context);
1993 heap_free(context->free_fences);
1994 heap_free(context->free_occlusion_queries);
1995 heap_free(context->free_timestamp_queries);
1996 heap_free(context);
1997 return NULL;
2000 BOOL wined3d_adapter_gl_create_context(struct wined3d_context *context,
2001 struct wined3d_texture *target, const struct wined3d_format *ds_format)
2003 struct wined3d_device *device = context->device;
2004 const struct wined3d_format *color_format;
2005 const struct wined3d_d3d_info *d3d_info;
2006 const struct wined3d_gl_info *gl_info;
2007 BOOL aux_buffers = FALSE;
2008 HGLRC ctx, share_ctx;
2009 DWORD target_usage;
2010 unsigned int i;
2012 gl_info = context->gl_info;
2013 d3d_info = context->d3d_info;
2015 for (i = 0; i < ARRAY_SIZE(context->tex_unit_map); ++i)
2016 context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
2017 for (i = 0; i < ARRAY_SIZE(context->rev_tex_unit_map); ++i)
2018 context->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
2019 if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS)
2021 /* Initialize the texture unit mapping to a 1:1 mapping. */
2022 unsigned int base, count;
2024 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
2025 if (base + MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(context->rev_tex_unit_map))
2027 ERR("Unexpected texture unit base index %u.\n", base);
2028 return FALSE;
2030 for (i = 0; i < min(count, MAX_FRAGMENT_SAMPLERS); ++i)
2032 context->tex_unit_map[i] = base + i;
2033 context->rev_tex_unit_map[base + i] = i;
2036 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
2037 if (base + MAX_VERTEX_SAMPLERS > ARRAY_SIZE(context->rev_tex_unit_map))
2039 ERR("Unexpected texture unit base index %u.\n", base);
2040 return FALSE;
2042 for (i = 0; i < min(count, MAX_VERTEX_SAMPLERS); ++i)
2044 context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + i] = base + i;
2045 context->rev_tex_unit_map[base + i] = MAX_FRAGMENT_SAMPLERS + i;
2049 if (!(context->texture_type = heap_calloc(gl_info->limits.combined_samplers,
2050 sizeof(*context->texture_type))))
2051 return FALSE;
2053 color_format = target->resource.format;
2054 target_usage = target->resource.usage;
2056 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
2057 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
2058 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
2060 aux_buffers = TRUE;
2062 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
2063 color_format = wined3d_get_format(device->adapter, WINED3DFMT_B4G4R4A4_UNORM, target_usage);
2064 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
2065 color_format = wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
2068 /* DirectDraw supports 8bit paletted render targets and these are used by
2069 * old games like StarCraft and C&C. Most modern hardware doesn't support
2070 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
2071 * conversion (ab)uses the alpha component for storing the palette index.
2072 * For this reason we require a format with 8bit alpha, so request
2073 * A8R8G8B8. */
2074 if (color_format->id == WINED3DFMT_P8_UINT)
2075 color_format = wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
2077 /* When using FBOs for off-screen rendering, we only use the drawable for
2078 * presentation blits, and don't do any rendering to it. That means we
2079 * don't need depth or stencil buffers, and can mostly ignore the render
2080 * target format. This wouldn't necessarily be quite correct for 10bpc
2081 * display modes, but we don't currently support those.
2082 * Using the same format regardless of the color/depth/stencil targets
2083 * makes it much less likely that different wined3d instances will set
2084 * conflicting pixel formats. */
2085 if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
2087 color_format = wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
2088 ds_format = wined3d_get_format(device->adapter, WINED3DFMT_UNKNOWN, WINED3DUSAGE_DEPTHSTENCIL);
2091 /* Try to find a pixel format which matches our requirements. */
2092 if (!(context->pixel_format = context_choose_pixel_format(device,
2093 context->hdc, color_format, ds_format, aux_buffers)))
2094 return FALSE;
2096 context_enter(context);
2098 if (!context_set_pixel_format(context))
2100 ERR("Failed to set pixel format %d on device context %p.\n", context->pixel_format, context->hdc);
2101 context_release(context);
2102 heap_free(context->texture_type);
2103 return FALSE;
2106 share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL;
2107 if (gl_info->p_wglCreateContextAttribsARB)
2109 if (!(ctx = context_create_wgl_attribs(gl_info, context->hdc, share_ctx)))
2111 context_release(context);
2112 heap_free(context->texture_type);
2113 return FALSE;
2116 else
2118 if (!(ctx = wglCreateContext(context->hdc)))
2120 ERR("Failed to create a WGL context.\n");
2121 context_release(context);
2122 heap_free(context->texture_type);
2123 return FALSE;
2126 if (share_ctx && !wglShareLists(share_ctx, ctx))
2128 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
2129 context_release(context);
2130 if (!wglDeleteContext(ctx))
2131 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
2132 heap_free(context->texture_type);
2133 return FALSE;
2137 context->render_offscreen = wined3d_resource_is_offscreen(&target->resource);
2138 context->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
2139 context->valid = 1;
2141 context->glCtx = ctx;
2142 context->hdc_has_format = TRUE;
2143 context->needs_set = 1;
2145 /* Set up the context defaults */
2146 if (!context_set_current(context))
2148 ERR("Cannot activate context to set up defaults.\n");
2149 context_release(context);
2150 if (!wglDeleteContext(ctx))
2151 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
2152 heap_free(context->texture_type);
2153 return FALSE;
2156 if (context_debug_output_enabled(gl_info))
2158 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, context));
2159 if (TRACE_ON(d3d_synchronous))
2160 gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
2161 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
2162 if (ERR_ON(d3d))
2164 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR,
2165 GL_DONT_CARE, 0, NULL, GL_TRUE));
2167 if (FIXME_ON(d3d))
2169 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,
2170 GL_DONT_CARE, 0, NULL, GL_TRUE));
2171 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR,
2172 GL_DONT_CARE, 0, NULL, GL_TRUE));
2173 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY,
2174 GL_DONT_CARE, 0, NULL, GL_TRUE));
2176 if (WARN_ON(d3d_perf))
2178 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE,
2179 GL_DONT_CARE, 0, NULL, GL_TRUE));
2183 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2184 gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &context->aux_buffers);
2186 TRACE("Setting up the screen\n");
2188 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2190 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
2191 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2193 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
2194 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2196 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
2197 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2199 else
2201 GLuint vao;
2203 GL_EXTCALL(glGenVertexArrays(1, &vao));
2204 GL_EXTCALL(glBindVertexArray(vao));
2205 checkGLcall("creating VAO");
2208 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
2209 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2210 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2211 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2213 if (gl_info->supported[NV_TEXTURE_SHADER2])
2215 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2216 * the previous texture where to source the offset from is always unit - 1.
2218 for (i = 1; i < gl_info->limits.textures; ++i)
2220 context_active_texture(context, gl_info, i);
2221 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
2222 GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + i - 1);
2223 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2226 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2228 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2229 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2230 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2231 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2232 * is ever assigned.
2234 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2235 * program and the dummy program is destroyed when the context is destroyed.
2237 static const char dummy_program[] =
2238 "!!ARBfp1.0\n"
2239 "MOV result.color, fragment.color.primary;\n"
2240 "END\n";
2241 GL_EXTCALL(glGenProgramsARB(1, &context->dummy_arbfp_prog));
2242 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, context->dummy_arbfp_prog));
2243 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB,
2244 GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
2247 if (gl_info->supported[ARB_POINT_SPRITE])
2249 for (i = 0; i < gl_info->limits.textures; ++i)
2251 context_active_texture(context, gl_info, i);
2252 gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
2253 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2257 if (gl_info->supported[ARB_PROVOKING_VERTEX])
2259 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
2261 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
2263 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
2265 if (!(d3d_info->wined3d_creation_flags & WINED3D_NO_PRIMITIVE_RESTART))
2267 if (gl_info->supported[ARB_ES3_COMPATIBILITY])
2269 gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
2270 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2272 else
2274 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2277 if (!(d3d_info->wined3d_creation_flags & WINED3D_LEGACY_CUBEMAP_FILTERING)
2278 && gl_info->supported[ARB_SEAMLESS_CUBE_MAP])
2280 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
2281 checkGLcall("enable seamless cube map filtering");
2283 if (gl_info->supported[ARB_CLIP_CONTROL])
2284 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT));
2286 /* If this happens to be the first context for the device, dummy textures
2287 * are not created yet. In that case, they will be created (and bound) by
2288 * create_dummy_textures right after this context is initialized. */
2289 if (device->dummy_textures.tex_2d)
2290 context_bind_dummy_textures(device, context);
2292 /* Initialise all rectangles to avoid resetting unused ones later. */
2293 gl_info->gl_ops.gl.p_glScissor(0, 0, 0, 0);
2294 checkGLcall("glScissor");
2296 return TRUE;
2299 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
2301 BOOL destroy;
2303 TRACE("Destroying ctx %p\n", context);
2305 wined3d_from_cs(device->cs);
2307 /* We delay destroying a context when it is active. The context_release()
2308 * function invokes context_destroy() again while leaving the last level. */
2309 if (context->level)
2311 TRACE("Delaying destruction of context %p.\n", context);
2312 context->destroy_delayed = 1;
2313 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2314 context->swapchain = NULL;
2315 return;
2318 if (context->tid == GetCurrentThreadId() || !context->current)
2320 context_destroy_gl_resources(context);
2321 TlsSetValue(wined3d_context_tls_idx, NULL);
2322 destroy = TRUE;
2324 else
2326 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
2327 in wined3d_adapter may go away in the meantime */
2328 struct wined3d_gl_info *gl_info = heap_alloc(sizeof(*gl_info));
2329 *gl_info = *context->gl_info;
2330 context->gl_info = gl_info;
2331 context->destroyed = 1;
2332 destroy = FALSE;
2335 device->shader_backend->shader_free_context_data(context);
2336 device->adapter->fragment_pipe->free_context_data(context);
2337 heap_free(context->texture_type);
2338 device_context_remove(device, context);
2339 if (destroy)
2340 heap_free(context);
2343 const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
2344 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count)
2346 const struct wined3d_gl_info *gl_info = context->gl_info;
2348 if (!shader_version)
2350 *base = 0;
2351 *count = MAX_TEXTURES;
2352 return context->tex_unit_map;
2355 if (shader_version->major >= 4)
2357 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, shader_version->type, base, count);
2358 return NULL;
2361 switch (shader_version->type)
2363 case WINED3D_SHADER_TYPE_PIXEL:
2364 *base = 0;
2365 *count = MAX_FRAGMENT_SAMPLERS;
2366 break;
2367 case WINED3D_SHADER_TYPE_VERTEX:
2368 *base = MAX_FRAGMENT_SAMPLERS;
2369 *count = MAX_VERTEX_SAMPLERS;
2370 break;
2371 default:
2372 ERR("Unhandled shader type %#x.\n", shader_version->type);
2373 *base = 0;
2374 *count = 0;
2377 return context->tex_unit_map;
2380 static void context_get_rt_size(const struct wined3d_context *context, SIZE *size)
2382 const struct wined3d_texture *rt = context->current_rt.texture;
2383 unsigned int level;
2385 if (rt->swapchain)
2387 RECT window_size;
2389 GetClientRect(context->win_handle, &window_size);
2390 size->cx = window_size.right - window_size.left;
2391 size->cy = window_size.bottom - window_size.top;
2393 return;
2396 level = context->current_rt.sub_resource_idx % rt->level_count;
2397 size->cx = wined3d_texture_get_level_width(rt, level);
2398 size->cy = wined3d_texture_get_level_height(rt, level);
2401 void context_enable_clip_distances(struct wined3d_context *context, unsigned int enable_mask)
2403 const struct wined3d_gl_info *gl_info = context->gl_info;
2404 unsigned int clip_distance_count = gl_info->limits.user_clip_distances;
2405 unsigned int i, disable_mask, current_mask;
2407 disable_mask = ~enable_mask;
2408 enable_mask &= (1u << clip_distance_count) - 1;
2409 disable_mask &= (1u << clip_distance_count) - 1;
2410 current_mask = context->clip_distance_mask;
2411 context->clip_distance_mask = enable_mask;
2413 enable_mask &= ~current_mask;
2414 while (enable_mask)
2416 i = wined3d_bit_scan(&enable_mask);
2417 gl_info->gl_ops.gl.p_glEnable(GL_CLIP_DISTANCE0 + i);
2419 disable_mask &= current_mask;
2420 while (disable_mask)
2422 i = wined3d_bit_scan(&disable_mask);
2423 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_DISTANCE0 + i);
2425 checkGLcall("toggle clip distances");
2428 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
2430 return rt_mask & (1u << 31);
2433 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
2435 return rt_mask & ~(1u << 31);
2438 /* Context activation is done by the caller. */
2439 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
2441 const struct wined3d_gl_info *gl_info = context->gl_info;
2442 GLenum draw_buffers[MAX_RENDER_TARGET_VIEWS];
2444 if (!rt_mask)
2446 gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
2448 else if (is_rt_mask_onscreen(rt_mask))
2450 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
2452 else
2454 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2456 unsigned int i = 0;
2458 while (rt_mask)
2460 if (rt_mask & 1)
2461 draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2462 else
2463 draw_buffers[i] = GL_NONE;
2465 rt_mask >>= 1;
2466 ++i;
2469 if (gl_info->supported[ARB_DRAW_BUFFERS])
2471 GL_EXTCALL(glDrawBuffers(i, draw_buffers));
2473 else
2475 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffers[0]);
2478 else
2480 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2484 checkGLcall("apply draw buffers");
2487 /* Context activation is done by the caller. */
2488 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
2490 const struct wined3d_gl_info *gl_info = context->gl_info;
2491 DWORD *current_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2492 DWORD new_mask = context_generate_rt_mask(buffer);
2494 if (new_mask == *current_mask)
2495 return;
2497 gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
2498 checkGLcall("glDrawBuffer()");
2500 *current_mask = new_mask;
2503 /* Context activation is done by the caller. */
2504 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
2506 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
2507 checkGLcall("glActiveTexture");
2508 context->active_texture = unit;
2511 void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name)
2513 const struct wined3d_gl_info *gl_info = context->gl_info;
2515 if (binding == GL_ELEMENT_ARRAY_BUFFER)
2516 context_invalidate_state(context, STATE_INDEXBUFFER);
2518 GL_EXTCALL(glBindBuffer(binding, name));
2521 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
2523 const struct wined3d_dummy_textures *textures = &context->device->dummy_textures;
2524 const struct wined3d_gl_info *gl_info = context->gl_info;
2525 DWORD unit = context->active_texture;
2526 DWORD old_texture_type = context->texture_type[unit];
2528 if (name)
2530 gl_info->gl_ops.gl.p_glBindTexture(target, name);
2532 else
2534 target = GL_NONE;
2537 if (old_texture_type != target)
2539 switch (old_texture_type)
2541 case GL_NONE:
2542 /* nothing to do */
2543 break;
2544 case GL_TEXTURE_1D:
2545 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
2546 break;
2547 case GL_TEXTURE_1D_ARRAY:
2548 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
2549 break;
2550 case GL_TEXTURE_2D:
2551 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
2552 break;
2553 case GL_TEXTURE_2D_ARRAY:
2554 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
2555 break;
2556 case GL_TEXTURE_RECTANGLE_ARB:
2557 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
2558 break;
2559 case GL_TEXTURE_CUBE_MAP:
2560 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
2561 break;
2562 case GL_TEXTURE_CUBE_MAP_ARRAY:
2563 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
2564 break;
2565 case GL_TEXTURE_3D:
2566 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
2567 break;
2568 case GL_TEXTURE_BUFFER:
2569 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
2570 break;
2571 case GL_TEXTURE_2D_MULTISAMPLE:
2572 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
2573 break;
2574 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
2575 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
2576 break;
2577 default:
2578 ERR("Unexpected texture target %#x.\n", old_texture_type);
2581 context->texture_type[unit] = target;
2584 checkGLcall("bind texture");
2587 void *context_map_bo_address(struct wined3d_context *context,
2588 const struct wined3d_bo_address *data, size_t size, GLenum binding, DWORD flags)
2590 const struct wined3d_gl_info *gl_info;
2591 BYTE *memory;
2593 if (!data->buffer_object)
2594 return data->addr;
2596 gl_info = context->gl_info;
2597 context_bind_bo(context, binding, data->buffer_object);
2599 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2601 GLbitfield map_flags = wined3d_resource_gl_map_flags(flags) & ~GL_MAP_FLUSH_EXPLICIT_BIT;
2602 memory = GL_EXTCALL(glMapBufferRange(binding, (INT_PTR)data->addr, size, map_flags));
2604 else
2606 memory = GL_EXTCALL(glMapBuffer(binding, wined3d_resource_gl_legacy_map_flags(flags)));
2607 memory += (INT_PTR)data->addr;
2610 context_bind_bo(context, binding, 0);
2611 checkGLcall("Map buffer object");
2613 return memory;
2616 void context_unmap_bo_address(struct wined3d_context *context,
2617 const struct wined3d_bo_address *data, GLenum binding)
2619 const struct wined3d_gl_info *gl_info;
2621 if (!data->buffer_object)
2622 return;
2624 gl_info = context->gl_info;
2625 context_bind_bo(context, binding, data->buffer_object);
2626 GL_EXTCALL(glUnmapBuffer(binding));
2627 context_bind_bo(context, binding, 0);
2628 checkGLcall("Unmap buffer object");
2631 void context_copy_bo_address(struct wined3d_context *context,
2632 const struct wined3d_bo_address *dst, GLenum dst_binding,
2633 const struct wined3d_bo_address *src, GLenum src_binding, size_t size)
2635 const struct wined3d_gl_info *gl_info;
2636 BYTE *dst_ptr, *src_ptr;
2638 gl_info = context->gl_info;
2640 if (dst->buffer_object && src->buffer_object)
2642 if (gl_info->supported[ARB_COPY_BUFFER])
2644 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src->buffer_object));
2645 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst->buffer_object));
2646 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
2647 (GLintptr)src->addr, (GLintptr)dst->addr, size));
2648 checkGLcall("direct buffer copy");
2650 else
2652 src_ptr = context_map_bo_address(context, src, size, src_binding, WINED3D_MAP_READ);
2653 dst_ptr = context_map_bo_address(context, dst, size, dst_binding, WINED3D_MAP_WRITE);
2655 memcpy(dst_ptr, src_ptr, size);
2657 context_unmap_bo_address(context, dst, dst_binding);
2658 context_unmap_bo_address(context, src, src_binding);
2661 else if (!dst->buffer_object && src->buffer_object)
2663 context_bind_bo(context, src_binding, src->buffer_object);
2664 GL_EXTCALL(glGetBufferSubData(src_binding, (GLintptr)src->addr, size, dst->addr));
2665 checkGLcall("buffer download");
2667 else if (dst->buffer_object && !src->buffer_object)
2669 context_bind_bo(context, dst_binding, dst->buffer_object);
2670 GL_EXTCALL(glBufferSubData(dst_binding, (GLintptr)dst->addr, size, src->addr));
2671 checkGLcall("buffer upload");
2673 else
2675 memcpy(dst->addr, src->addr, size);
2679 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
2681 if (context->render_offscreen == offscreen)
2682 return;
2684 context_invalidate_state(context, STATE_VIEWPORT);
2685 context_invalidate_state(context, STATE_SCISSORRECT);
2686 if (!context->gl_info->supported[ARB_CLIP_CONTROL])
2688 context_invalidate_state(context, STATE_RASTERIZER);
2689 context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
2690 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2692 context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN));
2693 if (context->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
2694 context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
2695 context->render_offscreen = offscreen;
2698 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
2699 const struct wined3d_format *required)
2701 if (existing == required)
2702 return TRUE;
2703 if ((existing->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
2704 != (required->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2705 return FALSE;
2706 if (existing->depth_size < required->depth_size)
2707 return FALSE;
2708 /* If stencil bits are used the exact amount is required - otherwise
2709 * wrapping won't work correctly. */
2710 if (required->stencil_size && required->stencil_size != existing->stencil_size)
2711 return FALSE;
2712 return TRUE;
2715 /* Context activation is done by the caller. */
2716 static void context_validate_onscreen_formats(struct wined3d_context *context,
2717 const struct wined3d_rendertarget_view *depth_stencil)
2719 /* Onscreen surfaces are always in a swapchain */
2720 struct wined3d_swapchain *swapchain = context->current_rt.texture->swapchain;
2722 if (context->render_offscreen || !depth_stencil) return;
2723 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->format)) return;
2725 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2726 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2727 * format. */
2728 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2730 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2731 if (!(wined3d_texture_load_location(context->current_rt.texture, context->current_rt.sub_resource_idx,
2732 context, WINED3D_LOCATION_TEXTURE_RGB)))
2733 ERR("Failed to load location.\n");
2734 swapchain->render_to_fbo = TRUE;
2735 swapchain_update_draw_bindings(swapchain);
2736 context_set_render_offscreen(context, TRUE);
2739 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context)
2741 switch (wined3d_settings.offscreen_rendering_mode)
2743 case ORM_FBO:
2744 return GL_COLOR_ATTACHMENT0;
2746 case ORM_BACKBUFFER:
2747 return context->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
2749 default:
2750 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
2751 return GL_BACK;
2755 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_context *context, struct wined3d_resource *rt)
2757 if (!rt || rt->format->id == WINED3DFMT_NULL)
2758 return 0;
2759 else if (rt->type != WINED3D_RTYPE_BUFFER && texture_from_resource(rt)->swapchain)
2760 return context_generate_rt_mask_from_resource(rt);
2761 else
2762 return context_generate_rt_mask(context_get_offscreen_gl_buffer(context));
2765 /* Context activation is done by the caller. */
2766 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
2768 const struct wined3d_gl_info *gl_info = context->gl_info;
2769 struct wined3d_texture *rt = context->current_rt.texture;
2770 DWORD rt_mask, *cur_mask;
2771 unsigned int sampler;
2772 SIZE rt_size;
2774 TRACE("Setting up context %p for blitting.\n", context);
2776 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2778 if (context->render_offscreen)
2780 wined3d_texture_load(rt, context, FALSE);
2782 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, &rt->resource,
2783 context->current_rt.sub_resource_idx, NULL, 0, rt->resource.draw_binding);
2784 if (rt->resource.format->id != WINED3DFMT_NULL)
2785 rt_mask = 1;
2786 else
2787 rt_mask = 0;
2789 else
2791 context->current_fbo = NULL;
2792 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
2793 rt_mask = context_generate_rt_mask_from_resource(&rt->resource);
2796 else
2798 rt_mask = context_generate_rt_mask_no_fbo(context, &rt->resource);
2801 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2803 if (rt_mask != *cur_mask)
2805 context_apply_draw_buffers(context, rt_mask);
2806 *cur_mask = rt_mask;
2809 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2811 context_check_fbo_status(context, GL_FRAMEBUFFER);
2813 context_invalidate_state(context, STATE_FRAMEBUFFER);
2815 context_get_rt_size(context, &rt_size);
2817 if (context->last_was_blit)
2819 if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
2821 gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
2822 context->viewport_count = WINED3D_MAX_VIEWPORTS;
2823 context->blit_w = rt_size.cx;
2824 context->blit_h = rt_size.cy;
2825 /* No need to dirtify here, the states are still dirtified because
2826 * they weren't applied since the last context_apply_blit_state()
2827 * call. */
2829 checkGLcall("blit state application");
2830 TRACE("Context is already set up for blitting, nothing to do.\n");
2831 return;
2833 context->last_was_blit = TRUE;
2835 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
2836 GL_EXTCALL(glBindSampler(0, 0));
2837 context_active_texture(context, gl_info, 0);
2839 sampler = context->rev_tex_unit_map[0];
2840 if (sampler != WINED3D_UNMAPPED_STAGE)
2842 if (sampler < MAX_TEXTURES)
2844 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
2845 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
2847 context_invalidate_state(context, STATE_SAMPLER(sampler));
2850 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2852 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
2853 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
2855 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
2856 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
2857 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2858 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2859 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
2860 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE));
2861 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
2862 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
2863 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
2864 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
2865 if (gl_info->supported[ARB_POINT_SPRITE])
2867 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
2868 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
2870 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
2872 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
2873 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
2875 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
2876 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
2877 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
2878 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
2879 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
2881 context->last_was_rhw = TRUE;
2882 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
2884 context_enable_clip_distances(context, 0);
2885 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
2887 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
2888 if (gl_info->supported[ARB_CLIP_CONTROL])
2889 GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE));
2890 gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
2891 context->viewport_count = WINED3D_MAX_VIEWPORTS;
2892 context_invalidate_state(context, STATE_VIEWPORT);
2894 device->shader_backend->shader_disable(device->shader_priv, context);
2896 context->blit_w = rt_size.cx;
2897 context->blit_h = rt_size.cy;
2899 checkGLcall("blit state application");
2902 static void context_apply_blit_projection(const struct wined3d_context *context, unsigned int w, unsigned int h)
2904 const struct wined3d_gl_info *gl_info = context->gl_info;
2905 const GLdouble projection[] =
2907 2.0 / w, 0.0, 0.0, 0.0,
2908 0.0, 2.0 / h, 0.0, 0.0,
2909 0.0, 0.0, 2.0, 0.0,
2910 -1.0, -1.0, -1.0, 1.0,
2913 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2914 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
2917 /* Setup OpenGL states for fixed-function blitting. */
2918 /* Context activation is done by the caller. */
2919 void context_apply_ffp_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
2921 const struct wined3d_gl_info *gl_info = context->gl_info;
2922 unsigned int i, sampler;
2924 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2925 ERR("Applying fixed-function state without legacy context support.\n");
2927 if (context->last_was_ffp_blit)
2929 SIZE rt_size;
2931 context_get_rt_size(context, &rt_size);
2932 if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
2933 context_apply_blit_projection(context, rt_size.cx, rt_size.cy);
2934 context_apply_blit_state(context, device);
2936 checkGLcall("ffp blit state application");
2937 return;
2939 context->last_was_ffp_blit = TRUE;
2941 context_apply_blit_state(context, device);
2943 /* Disable all textures. The caller can then bind a texture it wants to blit
2944 * from. */
2945 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
2947 context_active_texture(context, gl_info, i);
2949 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2950 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2951 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
2952 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2953 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
2954 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
2956 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2958 sampler = context->rev_tex_unit_map[i];
2959 if (sampler != WINED3D_UNMAPPED_STAGE)
2961 if (sampler < MAX_TEXTURES)
2962 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
2963 context_invalidate_state(context, STATE_SAMPLER(sampler));
2967 context_active_texture(context, gl_info, 0);
2969 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2970 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2971 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
2972 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2973 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
2974 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
2976 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2977 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
2978 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
2980 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
2981 gl_info->gl_ops.gl.p_glLoadIdentity();
2983 /* Setup transforms. */
2984 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2985 gl_info->gl_ops.gl.p_glLoadIdentity();
2986 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
2987 context_apply_blit_projection(context, context->blit_w, context->blit_h);
2988 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2990 /* Other misc states. */
2991 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2992 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
2993 glDisableWINE(GL_FOG);
2994 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
2996 if (gl_info->supported[EXT_SECONDARY_COLOR])
2998 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
2999 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
3001 checkGLcall("ffp blit state application");
3004 static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_rendertarget_view * const *rts,
3005 const struct wined3d_rendertarget_view *ds)
3007 unsigned int i;
3009 if (ds)
3010 return TRUE;
3012 for (i = 0; i < rt_count; ++i)
3014 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3015 return TRUE;
3018 return FALSE;
3021 /* Context activation is done by the caller. */
3022 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
3023 UINT rt_count, const struct wined3d_fb_state *fb)
3025 struct wined3d_rendertarget_view * const *rts = fb->render_targets;
3026 struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
3027 const struct wined3d_gl_info *gl_info = context->gl_info;
3028 DWORD rt_mask = 0, *cur_mask;
3029 unsigned int i;
3031 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb
3032 || rt_count != gl_info->limits.buffers)
3034 if (!have_framebuffer_attachment(rt_count, rts, dsv))
3036 WARN("Invalid render target config, need at least one attachment.\n");
3037 return FALSE;
3040 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3042 struct wined3d_rendertarget_info ds_info = {{0}};
3044 context_validate_onscreen_formats(context, dsv);
3046 if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
3048 memset(context->blit_targets, 0, sizeof(context->blit_targets));
3049 for (i = 0; i < rt_count; ++i)
3051 if (rts[i])
3053 context->blit_targets[i].gl_view = rts[i]->gl_view;
3054 context->blit_targets[i].resource = rts[i]->resource;
3055 context->blit_targets[i].sub_resource_idx = rts[i]->sub_resource_idx;
3056 context->blit_targets[i].layer_count = rts[i]->layer_count;
3058 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3059 rt_mask |= (1u << i);
3062 if (dsv)
3064 ds_info.gl_view = dsv->gl_view;
3065 ds_info.resource = dsv->resource;
3066 ds_info.sub_resource_idx = dsv->sub_resource_idx;
3067 ds_info.layer_count = dsv->layer_count;
3070 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, &ds_info,
3071 rt_count ? rts[0]->resource->draw_binding : 0,
3072 dsv ? dsv->resource->draw_binding : 0);
3074 else
3076 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, &ds_info,
3077 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
3078 rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
3081 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
3082 * next draw. Otherwise we could mark the framebuffer state clean here, once the
3083 * state management allows this */
3084 context_invalidate_state(context, STATE_FRAMEBUFFER);
3086 else
3088 rt_mask = context_generate_rt_mask_no_fbo(context, rt_count ? rts[0]->resource : NULL);
3091 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3092 && (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)))
3094 for (i = 0; i < rt_count; ++i)
3096 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3097 rt_mask |= (1u << i);
3100 else
3102 rt_mask = context_generate_rt_mask_no_fbo(context, rt_count ? rts[0]->resource : NULL);
3105 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
3107 if (rt_mask != *cur_mask)
3109 context_apply_draw_buffers(context, rt_mask);
3110 *cur_mask = rt_mask;
3111 context_invalidate_state(context, STATE_FRAMEBUFFER);
3114 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3116 context_check_fbo_status(context, GL_FRAMEBUFFER);
3119 context->last_was_blit = FALSE;
3120 context->last_was_ffp_blit = FALSE;
3122 /* Blending and clearing should be orthogonal, but tests on the nvidia
3123 * driver show that disabling blending when clearing improves the clearing
3124 * performance incredibly. */
3125 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
3126 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
3127 if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
3129 if (needs_srgb_write(context, state, fb))
3130 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
3131 else
3132 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
3133 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
3135 checkGLcall("setting up state for clear");
3137 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
3138 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
3139 context_invalidate_state(context, STATE_SCISSORRECT);
3141 return TRUE;
3144 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_state *state)
3146 struct wined3d_rendertarget_view * const *rts = state->fb->render_targets;
3147 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3148 DWORD rt_mask, mask;
3149 unsigned int i;
3151 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3152 return context_generate_rt_mask_no_fbo(context, rts[0]->resource);
3153 else if (!context->render_offscreen)
3154 return context_generate_rt_mask_from_resource(rts[0]->resource);
3156 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
3157 rt_mask &= context->d3d_info->valid_rt_mask;
3159 mask = rt_mask;
3160 while (mask)
3162 i = wined3d_bit_scan(&mask);
3163 if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
3164 rt_mask &= ~(1u << i);
3167 return rt_mask;
3170 /* Context activation is done by the caller. */
3171 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3173 DWORD rt_mask = find_draw_buffers_mask(context, state);
3174 const struct wined3d_fb_state *fb = state->fb;
3175 DWORD color_location = 0;
3176 DWORD *cur_mask;
3178 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3180 struct wined3d_rendertarget_info ds_info = {{0}};
3182 if (!context->render_offscreen)
3184 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, &ds_info,
3185 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
3187 else
3189 unsigned int i;
3191 memset(context->blit_targets, 0, sizeof(context->blit_targets));
3192 for (i = 0; i < context->gl_info->limits.buffers; ++i)
3194 if (!fb->render_targets[i])
3195 continue;
3197 context->blit_targets[i].gl_view = fb->render_targets[i]->gl_view;
3198 context->blit_targets[i].resource = fb->render_targets[i]->resource;
3199 context->blit_targets[i].sub_resource_idx = fb->render_targets[i]->sub_resource_idx;
3200 context->blit_targets[i].layer_count = fb->render_targets[i]->layer_count;
3202 if (!color_location)
3203 color_location = fb->render_targets[i]->resource->draw_binding;
3206 if (fb->depth_stencil)
3208 ds_info.gl_view = fb->depth_stencil->gl_view;
3209 ds_info.resource = fb->depth_stencil->resource;
3210 ds_info.sub_resource_idx = fb->depth_stencil->sub_resource_idx;
3211 ds_info.layer_count = fb->depth_stencil->layer_count;
3214 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, &ds_info,
3215 color_location, fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
3219 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
3220 if (rt_mask != *cur_mask)
3222 context_apply_draw_buffers(context, rt_mask);
3223 *cur_mask = rt_mask;
3225 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
3228 static void context_map_stage(struct wined3d_context *context, DWORD stage, DWORD unit)
3230 DWORD i = context->rev_tex_unit_map[unit];
3231 DWORD j = context->tex_unit_map[stage];
3233 TRACE("Mapping stage %u to unit %u.\n", stage, unit);
3234 context->tex_unit_map[stage] = unit;
3235 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
3236 context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
3238 context->rev_tex_unit_map[unit] = stage;
3239 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
3240 context->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
3243 static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
3245 DWORD i;
3247 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
3248 context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
3251 static void context_update_fixed_function_usage_map(struct wined3d_context *context,
3252 const struct wined3d_state *state)
3254 UINT i, start, end;
3256 context->fixed_function_usage_map = 0;
3257 for (i = 0; i < MAX_TEXTURES; ++i)
3259 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
3260 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
3261 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
3262 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
3263 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
3264 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
3265 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
3266 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
3268 /* Not used, and disable higher stages. */
3269 if (color_op == WINED3D_TOP_DISABLE)
3270 break;
3272 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
3273 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
3274 || ((color_arg3 == WINED3DTA_TEXTURE)
3275 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
3276 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
3277 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
3278 || ((alpha_arg3 == WINED3DTA_TEXTURE)
3279 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
3280 context->fixed_function_usage_map |= (1u << i);
3282 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
3283 && i < MAX_TEXTURES - 1)
3284 context->fixed_function_usage_map |= (1u << (i + 1));
3287 if (i < context->lowest_disabled_stage)
3289 start = i;
3290 end = context->lowest_disabled_stage;
3292 else
3294 start = context->lowest_disabled_stage;
3295 end = i;
3298 context->lowest_disabled_stage = i;
3299 for (i = start + 1; i < end; ++i)
3301 context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3305 static void context_map_fixed_function_samplers(struct wined3d_context *context,
3306 const struct wined3d_state *state)
3308 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3309 unsigned int i, tex;
3310 WORD ffu_map;
3312 ffu_map = context->fixed_function_usage_map;
3314 if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
3315 || context->lowest_disabled_stage <= d3d_info->limits.ffp_textures)
3317 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3319 if (!(ffu_map & 1))
3320 continue;
3322 if (context->tex_unit_map[i] != i)
3324 context_map_stage(context, i, i);
3325 context_invalidate_state(context, STATE_SAMPLER(i));
3326 context_invalidate_texture_stage(context, i);
3329 return;
3332 /* Now work out the mapping */
3333 tex = 0;
3334 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3336 if (!(ffu_map & 1))
3337 continue;
3339 if (context->tex_unit_map[i] != tex)
3341 context_map_stage(context, i, tex);
3342 context_invalidate_state(context, STATE_SAMPLER(i));
3343 context_invalidate_texture_stage(context, i);
3346 ++tex;
3350 static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
3352 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3353 const struct wined3d_shader_resource_info *resource_info =
3354 state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3355 unsigned int i;
3357 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3359 if (resource_info[i].type && context->tex_unit_map[i] != i)
3361 context_map_stage(context, i, i);
3362 context_invalidate_state(context, STATE_SAMPLER(i));
3363 if (i < d3d_info->limits.ffp_blend_stages)
3364 context_invalidate_texture_stage(context, i);
3369 static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
3370 const struct wined3d_shader_resource_info *ps_resource_info, DWORD unit)
3372 DWORD current_mapping = context->rev_tex_unit_map[unit];
3374 /* Not currently used */
3375 if (current_mapping == WINED3D_UNMAPPED_STAGE)
3376 return TRUE;
3378 if (current_mapping < MAX_FRAGMENT_SAMPLERS)
3380 /* Used by a fragment sampler */
3382 if (!ps_resource_info)
3384 /* No pixel shader, check fixed function */
3385 return current_mapping >= MAX_TEXTURES || !(context->fixed_function_usage_map & (1u << current_mapping));
3388 /* Pixel shader, check the shader's sampler map */
3389 return !ps_resource_info[current_mapping].type;
3392 return TRUE;
3395 static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state)
3397 const struct wined3d_shader_resource_info *vs_resource_info =
3398 state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
3399 const struct wined3d_shader_resource_info *ps_resource_info = NULL;
3400 const struct wined3d_gl_info *gl_info = context->gl_info;
3401 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
3402 int i;
3404 /* Note that we only care if a resource is used or not, not the
3405 * resource's specific type. Otherwise we'd need to call
3406 * shader_update_samplers() here for 1.x pixelshaders. */
3407 if (ps)
3408 ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3410 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
3412 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
3413 if (vs_resource_info[i].type)
3415 while (start >= 0)
3417 if (context_unit_free_for_vs(context, ps_resource_info, start))
3419 if (context->tex_unit_map[vsampler_idx] != start)
3421 context_map_stage(context, vsampler_idx, start);
3422 context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
3425 --start;
3426 break;
3429 --start;
3431 if (context->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
3432 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
3437 static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state)
3439 const struct wined3d_gl_info *gl_info = context->gl_info;
3440 BOOL vs = use_vs(state);
3441 BOOL ps = use_ps(state);
3443 if (!ps)
3444 context_update_fixed_function_usage_map(context, state);
3446 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3447 * need a 1:1 map at the moment.
3448 * When the mapping of a stage is changed, sampler and ALL texture stage
3449 * states have to be reset. */
3451 if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS)
3452 return;
3454 if (ps)
3455 context_map_psamplers(context, state);
3456 else
3457 context_map_fixed_function_samplers(context, state);
3459 if (vs)
3460 context_map_vsamplers(context, ps, state);
3463 /* Context activation is done by the caller. */
3464 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3466 DWORD rt_mask, *cur_mask;
3468 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
3470 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
3471 rt_mask = find_draw_buffers_mask(context, state);
3472 if (rt_mask != *cur_mask)
3474 context_apply_draw_buffers(context, rt_mask);
3475 *cur_mask = rt_mask;
3479 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
3481 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
3482 *regnum = WINED3D_FFP_POSITION;
3483 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
3484 *regnum = WINED3D_FFP_BLENDWEIGHT;
3485 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
3486 *regnum = WINED3D_FFP_BLENDINDICES;
3487 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
3488 *regnum = WINED3D_FFP_NORMAL;
3489 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
3490 *regnum = WINED3D_FFP_PSIZE;
3491 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
3492 *regnum = WINED3D_FFP_DIFFUSE;
3493 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
3494 *regnum = WINED3D_FFP_SPECULAR;
3495 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
3496 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
3497 else
3499 WARN("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
3500 *regnum = ~0u;
3501 return FALSE;
3504 return TRUE;
3507 /* Context activation is done by the caller. */
3508 void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
3509 const struct wined3d_state *state, const struct wined3d_gl_info *gl_info,
3510 const struct wined3d_d3d_info *d3d_info)
3512 /* We need to deal with frequency data! */
3513 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
3514 BOOL generic_attributes = d3d_info->ffp_generic_attributes;
3515 BOOL use_vshader = use_vs(state);
3516 unsigned int i;
3518 stream_info->use_map = 0;
3519 stream_info->swizzle_map = 0;
3520 stream_info->position_transformed = 0;
3522 if (!declaration)
3523 return;
3525 stream_info->position_transformed = declaration->position_transformed;
3527 /* Translate the declaration into strided data. */
3528 for (i = 0; i < declaration->element_count; ++i)
3530 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
3531 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
3532 BOOL stride_used;
3533 unsigned int idx;
3535 TRACE("%p Element %p (%u of %u).\n", declaration->elements,
3536 element, i + 1, declaration->element_count);
3538 if (!stream->buffer)
3539 continue;
3541 TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
3543 if (use_vshader)
3545 if (element->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
3547 stride_used = FALSE;
3549 else if (element->output_slot == WINED3D_OUTPUT_SLOT_SEMANTIC)
3551 /* TODO: Assuming vertexdeclarations are usually used with the
3552 * same or a similar shader, it might be worth it to store the
3553 * last used output slot and try that one first. */
3554 stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX],
3555 element->usage, element->usage_idx, &idx);
3557 else
3559 idx = element->output_slot;
3560 stride_used = TRUE;
3563 else
3565 if (!generic_attributes && !element->ffp_valid)
3567 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
3568 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
3569 stride_used = FALSE;
3571 else
3573 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
3577 if (stride_used)
3579 TRACE("Load %s array %u [usage %s, usage_idx %u, "
3580 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
3581 use_vshader ? "shader": "fixed function", idx,
3582 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
3583 element->offset, stream->stride, debug_d3dformat(element->format->id),
3584 debug_d3dinput_classification(element->input_slot_class), element->instance_data_step_rate);
3586 stream_info->elements[idx].format = element->format;
3587 stream_info->elements[idx].data.buffer_object = 0;
3588 stream_info->elements[idx].data.addr = (BYTE *)NULL + stream->offset + element->offset;
3589 stream_info->elements[idx].stride = stream->stride;
3590 stream_info->elements[idx].stream_idx = element->input_slot;
3591 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
3593 stream_info->elements[idx].divisor = 1;
3595 else if (element->input_slot_class == WINED3D_INPUT_PER_INSTANCE_DATA)
3597 stream_info->elements[idx].divisor = element->instance_data_step_rate;
3598 if (!element->instance_data_step_rate)
3599 FIXME("Instance step rate 0 not implemented.\n");
3601 else
3603 stream_info->elements[idx].divisor = 0;
3606 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
3607 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
3609 stream_info->swizzle_map |= 1u << idx;
3611 stream_info->use_map |= 1u << idx;
3616 /* Context activation is done by the caller. */
3617 static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
3619 struct wined3d_stream_info *stream_info = &context->stream_info;
3620 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3621 const struct wined3d_gl_info *gl_info = context->gl_info;
3622 DWORD prev_all_vbo = stream_info->all_vbo;
3623 unsigned int i;
3624 WORD map;
3626 wined3d_stream_info_from_declaration(stream_info, state, gl_info, d3d_info);
3628 stream_info->all_vbo = 1;
3629 context->buffer_fence_count = 0;
3630 for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
3632 struct wined3d_stream_info_element *element;
3633 struct wined3d_bo_address data;
3634 struct wined3d_buffer *buffer;
3636 if (!(map & 1))
3637 continue;
3639 element = &stream_info->elements[i];
3640 buffer = state->streams[element->stream_idx].buffer;
3642 /* We can't use VBOs if the base vertex index is negative. OpenGL
3643 * doesn't accept negative offsets (or rather offsets bigger than the
3644 * VBO, because the pointer is unsigned), so use system memory
3645 * sources. In most sane cases the pointer - offset will still be > 0,
3646 * otherwise it will wrap around to some big value. Hope that with the
3647 * indices the driver wraps it back internally. If not,
3648 * draw_primitive_immediate_mode() is needed, including a vertex buffer
3649 * path. */
3650 if (state->load_base_vertex_index < 0)
3652 WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
3653 state->load_base_vertex_index);
3654 element->data.buffer_object = 0;
3655 element->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(buffer, context);
3656 if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride)
3657 FIXME("System memory vertex data load offset is negative!\n");
3659 else
3661 wined3d_buffer_load(buffer, context, state);
3662 wined3d_buffer_get_memory(buffer, &data, buffer->locations);
3663 element->data.buffer_object = data.buffer_object;
3664 element->data.addr += (ULONG_PTR)data.addr;
3667 if (!element->data.buffer_object)
3668 stream_info->all_vbo = 0;
3670 if (buffer->fence)
3671 context->buffer_fences[context->buffer_fence_count++] = buffer->fence;
3673 TRACE("Load array %u {%#x:%p}.\n", i, element->data.buffer_object, element->data.addr);
3676 if (prev_all_vbo != stream_info->all_vbo)
3677 context_invalidate_state(context, STATE_INDEXBUFFER);
3679 context->use_immediate_mode_draw = FALSE;
3681 if (stream_info->all_vbo)
3682 return;
3684 if (use_vs(state))
3686 if (state->vertex_declaration->have_half_floats && !gl_info->supported[ARB_HALF_FLOAT_VERTEX])
3688 TRACE("Using immediate mode draw with vertex shaders for FLOAT16 conversion.\n");
3689 context->use_immediate_mode_draw = TRUE;
3692 else
3694 WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE);
3695 slow_mask |= -(!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !d3d_info->ffp_generic_attributes)
3696 & ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR) | (1u << WINED3D_FFP_BLENDWEIGHT));
3698 if ((stream_info->position_transformed && !d3d_info->xyzrhw)
3699 || (stream_info->use_map & slow_mask))
3700 context->use_immediate_mode_draw = TRUE;
3704 /* Context activation is done by the caller. */
3705 static void context_preload_texture(struct wined3d_context *context,
3706 const struct wined3d_state *state, unsigned int idx)
3708 struct wined3d_texture *texture;
3710 if (!(texture = state->textures[idx]))
3711 return;
3713 wined3d_texture_load(texture, context, state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE]);
3716 /* Context activation is done by the caller. */
3717 static void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
3719 unsigned int i;
3721 if (use_vs(state))
3723 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
3725 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
3726 context_preload_texture(context, state, MAX_FRAGMENT_SAMPLERS + i);
3730 if (use_ps(state))
3732 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3734 if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type)
3735 context_preload_texture(context, state, i);
3738 else
3740 WORD ffu_map = context->fixed_function_usage_map;
3742 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3744 if (ffu_map & 1)
3745 context_preload_texture(context, state, i);
3750 static void context_load_shader_resources(struct wined3d_context *context, const struct wined3d_state *state,
3751 unsigned int shader_mask)
3753 struct wined3d_shader_sampler_map_entry *entry;
3754 struct wined3d_shader_resource_view *view;
3755 struct wined3d_shader *shader;
3756 unsigned int i, j;
3758 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
3760 if (!(shader_mask & (1u << i)))
3761 continue;
3763 if (!(shader = state->shader[i]))
3764 continue;
3766 for (j = 0; j < WINED3D_MAX_CBS; ++j)
3768 if (state->cb[i][j])
3769 wined3d_buffer_load(state->cb[i][j], context, state);
3772 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
3774 entry = &shader->reg_maps.sampler_map.entries[j];
3776 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
3777 continue;
3779 if (view->resource->type == WINED3D_RTYPE_BUFFER)
3780 wined3d_buffer_load(buffer_from_resource(view->resource), context, state);
3781 else
3782 wined3d_texture_load(texture_from_resource(view->resource), context, FALSE);
3787 static void context_bind_shader_resources(struct wined3d_context *context,
3788 const struct wined3d_state *state, enum wined3d_shader_type shader_type)
3790 unsigned int bind_idx, shader_sampler_count, base, count, i;
3791 const struct wined3d_device *device = context->device;
3792 struct wined3d_shader_sampler_map_entry *entry;
3793 struct wined3d_shader_resource_view *view;
3794 const struct wined3d_shader *shader;
3795 struct wined3d_sampler *sampler;
3796 const DWORD *tex_unit_map;
3798 if (!(shader = state->shader[shader_type]))
3799 return;
3801 tex_unit_map = context_get_tex_unit_mapping(context,
3802 &shader->reg_maps.shader_version, &base, &count);
3804 shader_sampler_count = shader->reg_maps.sampler_map.count;
3805 if (shader_sampler_count > count)
3806 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3807 shader, shader_sampler_count, count);
3808 count = min(shader_sampler_count, count);
3810 for (i = 0; i < count; ++i)
3812 entry = &shader->reg_maps.sampler_map.entries[i];
3813 bind_idx = base + entry->bind_idx;
3814 if (tex_unit_map)
3815 bind_idx = tex_unit_map[bind_idx];
3817 if (!(view = state->shader_resource_view[shader_type][entry->resource_idx]))
3819 WARN("No resource view bound at index %u, %u.\n", shader_type, entry->resource_idx);
3820 continue;
3823 if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
3824 sampler = device->default_sampler;
3825 else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
3826 sampler = device->null_sampler;
3827 wined3d_shader_resource_view_bind(view, bind_idx, sampler, context);
3831 static void context_load_unordered_access_resources(struct wined3d_context *context,
3832 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
3834 struct wined3d_unordered_access_view *view;
3835 struct wined3d_texture *texture;
3836 struct wined3d_buffer *buffer;
3837 unsigned int i;
3839 context->uses_uavs = 0;
3841 if (!shader)
3842 return;
3844 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
3846 if (!(view = views[i]))
3847 continue;
3849 if (view->resource->type == WINED3D_RTYPE_BUFFER)
3851 buffer = buffer_from_resource(view->resource);
3852 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
3853 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
3855 else
3857 texture = texture_from_resource(view->resource);
3858 wined3d_texture_load(texture, context, FALSE);
3859 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
3862 context->uses_uavs = 1;
3866 static void context_bind_unordered_access_views(struct wined3d_context *context,
3867 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
3869 const struct wined3d_gl_info *gl_info = context->gl_info;
3870 struct wined3d_unordered_access_view *view;
3871 GLuint texture_name;
3872 unsigned int i;
3873 GLint level;
3875 if (!shader)
3876 return;
3878 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
3880 if (!(view = views[i]))
3882 if (shader->reg_maps.uav_resource_info[i].type)
3883 WARN("No unordered access view bound at index %u.\n", i);
3884 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
3885 continue;
3888 if (view->gl_view.name)
3890 texture_name = view->gl_view.name;
3891 level = 0;
3893 else if (view->resource->type != WINED3D_RTYPE_BUFFER)
3895 struct wined3d_texture *texture = texture_from_resource(view->resource);
3896 texture_name = wined3d_texture_get_texture_name(texture, context, FALSE);
3897 level = view->desc.u.texture.level_idx;
3899 else
3901 FIXME("Unsupported buffer unordered access view.\n");
3902 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
3903 continue;
3906 GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE,
3907 view->format->glInternal));
3909 if (view->counter_bo)
3910 GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, i, view->counter_bo));
3912 checkGLcall("Bind unordered access views");
3915 static void context_load_stream_output_buffers(struct wined3d_context *context,
3916 const struct wined3d_state *state)
3918 unsigned int i;
3920 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
3922 struct wined3d_buffer *buffer;
3923 if (!(buffer = state->stream_output[i].buffer))
3924 continue;
3926 wined3d_buffer_load(buffer, context, state);
3927 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
3931 /* Context activation is done by the caller. */
3932 static BOOL context_apply_draw_state(struct wined3d_context *context,
3933 const struct wined3d_device *device, const struct wined3d_state *state)
3935 const struct StateEntry *state_table = context->state_table;
3936 const struct wined3d_gl_info *gl_info = context->gl_info;
3937 const struct wined3d_fb_state *fb = state->fb;
3938 unsigned int i;
3939 WORD map;
3941 if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
3943 if (!gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
3945 FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
3946 return FALSE;
3949 context_set_render_offscreen(context, TRUE);
3952 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
3954 context_validate_onscreen_formats(context, fb->depth_stencil);
3957 /* Preload resources before FBO setup. Texture preload in particular may
3958 * result in changes to the current FBO, due to using e.g. FBO blits for
3959 * updating a resource location. */
3960 context_update_tex_unit_map(context, state);
3961 context_preload_textures(context, state);
3962 context_load_shader_resources(context, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
3963 context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],
3964 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
3965 context_load_stream_output_buffers(context, state);
3966 /* TODO: Right now the dependency on the vertex shader is necessary
3967 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
3968 * the current VS but maybe it's possible to relax the coupling in some
3969 * situations at least. */
3970 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC)
3971 || isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX)))
3973 context_update_stream_info(context, state);
3975 else
3977 for (i = 0, map = context->stream_info.use_map; map; map >>= 1, ++i)
3979 if (map & 1)
3980 wined3d_buffer_load(state->streams[context->stream_info.elements[i].stream_idx].buffer,
3981 context, state);
3983 /* Loading the buffers above may have invalidated the stream info. */
3984 if (isStateDirty(context, STATE_STREAMSRC))
3985 context_update_stream_info(context, state);
3987 if (state->index_buffer)
3989 if (context->stream_info.all_vbo)
3990 wined3d_buffer_load(state->index_buffer, context, state);
3991 else
3992 wined3d_buffer_load_sysmem(state->index_buffer, context);
3995 for (i = 0; i < context->numDirtyEntries; ++i)
3997 DWORD rep = context->dirtyArray[i];
3998 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
3999 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
4000 context->isStateDirty[idx] &= ~(1u << shift);
4001 state_table[rep].apply(context, state, rep);
4004 if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE))
4006 device->shader_backend->shader_select(device->shader_priv, context, state);
4007 context->shader_update_mask &= 1u << WINED3D_SHADER_TYPE_COMPUTE;
4010 if (context->constant_update_mask)
4012 device->shader_backend->shader_load_constants(device->shader_priv, context, state);
4013 context->constant_update_mask = 0;
4016 if (context->update_shader_resource_bindings)
4018 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
4019 context_bind_shader_resources(context, state, i);
4020 context->update_shader_resource_bindings = 0;
4021 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
4022 context->update_compute_shader_resource_bindings = 1;
4025 if (context->update_unordered_access_view_bindings)
4027 context_bind_unordered_access_views(context,
4028 state->shader[WINED3D_SHADER_TYPE_PIXEL],
4029 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
4030 context->update_unordered_access_view_bindings = 0;
4031 context->update_compute_unordered_access_view_bindings = 1;
4034 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4036 context_check_fbo_status(context, GL_FRAMEBUFFER);
4039 context->numDirtyEntries = 0; /* This makes the whole list clean */
4040 context->last_was_blit = FALSE;
4041 context->last_was_ffp_blit = FALSE;
4043 return TRUE;
4046 static void context_apply_compute_state(struct wined3d_context *context,
4047 const struct wined3d_device *device, const struct wined3d_state *state)
4049 const struct StateEntry *state_table = context->state_table;
4050 const struct wined3d_gl_info *gl_info = context->gl_info;
4051 unsigned int state_id, i;
4053 context_load_shader_resources(context, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
4054 context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
4055 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
4057 for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context->dirty_compute_states); ++i)
4059 unsigned int dirty_mask = context->dirty_compute_states[i];
4060 while (dirty_mask)
4062 unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask);
4063 state_table[current_state_id].apply(context, state, current_state_id);
4065 state_id += sizeof(*context->dirty_compute_states) * CHAR_BIT;
4067 memset(context->dirty_compute_states, 0, sizeof(*context->dirty_compute_states));
4069 if (context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
4071 device->shader_backend->shader_select_compute(device->shader_priv, context, state);
4072 context->shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
4075 if (context->update_compute_shader_resource_bindings)
4077 context_bind_shader_resources(context, state, WINED3D_SHADER_TYPE_COMPUTE);
4078 context->update_compute_shader_resource_bindings = 0;
4079 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
4080 context->update_shader_resource_bindings = 1;
4083 if (context->update_compute_unordered_access_view_bindings)
4085 context_bind_unordered_access_views(context,
4086 state->shader[WINED3D_SHADER_TYPE_COMPUTE],
4087 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
4088 context->update_compute_unordered_access_view_bindings = 0;
4089 context->update_unordered_access_view_bindings = 1;
4092 /* Updates to currently bound render targets aren't necessarily coherent
4093 * between the graphics and compute pipelines. Unbind any currently bound
4094 * FBO here to ensure preceding updates to its attachments by the graphics
4095 * pipeline are visible to the compute pipeline.
4097 * Without this, the bloom effect in Nier:Automata is too bright on the
4098 * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
4099 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
4100 context_invalidate_state(context, STATE_FRAMEBUFFER);
4102 context->last_was_blit = FALSE;
4103 context->last_was_ffp_blit = FALSE;
4106 static BOOL use_transform_feedback(const struct wined3d_state *state)
4108 const struct wined3d_shader *shader;
4109 if (!(shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]))
4110 return FALSE;
4111 return shader->u.gs.so_desc.element_count;
4114 void context_end_transform_feedback(struct wined3d_context *context)
4116 const struct wined3d_gl_info *gl_info = context->gl_info;
4117 if (context->transform_feedback_active)
4119 GL_EXTCALL(glEndTransformFeedback());
4120 checkGLcall("glEndTransformFeedback");
4121 context->transform_feedback_active = 0;
4122 context->transform_feedback_paused = 0;
4126 static void context_pause_transform_feedback(struct wined3d_context *context, BOOL force)
4128 const struct wined3d_gl_info *gl_info = context->gl_info;
4130 if (!context->transform_feedback_active || context->transform_feedback_paused)
4131 return;
4133 if (gl_info->supported[ARB_TRANSFORM_FEEDBACK2])
4135 GL_EXTCALL(glPauseTransformFeedback());
4136 checkGLcall("glPauseTransformFeedback");
4137 context->transform_feedback_paused = 1;
4138 return;
4141 WARN("Cannot pause transform feedback operations.\n");
4143 if (force)
4144 context_end_transform_feedback(context);
4147 static void context_setup_target(struct wined3d_context *context,
4148 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4150 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
4152 render_offscreen = wined3d_resource_is_offscreen(&texture->resource);
4153 if (context->current_rt.texture == texture
4154 && context->current_rt.sub_resource_idx == sub_resource_idx
4155 && render_offscreen == old_render_offscreen)
4156 return;
4158 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
4159 * the alpha blend state changes with different render target formats. */
4160 if (!context->current_rt.texture)
4162 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
4164 else
4166 const struct wined3d_format *old = context->current_rt.texture->resource.format;
4167 const struct wined3d_format *new = texture->resource.format;
4169 if (old->id != new->id)
4171 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
4172 if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
4173 || !(texture->resource.format_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
4174 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
4176 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
4177 if ((context->current_rt.texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE)
4178 != (texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE))
4179 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
4182 /* When switching away from an offscreen render target, and we're not
4183 * using FBOs, we have to read the drawable into the texture. This is
4184 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
4185 * There are some things that need care though. PreLoad needs a GL context,
4186 * and FindContext is called before the context is activated. It also
4187 * has to be called with the old rendertarget active, otherwise a
4188 * wrong drawable is read. */
4189 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
4190 && old_render_offscreen && (context->current_rt.texture != texture
4191 || context->current_rt.sub_resource_idx != sub_resource_idx))
4193 unsigned int prev_sub_resource_idx = context->current_rt.sub_resource_idx;
4194 struct wined3d_texture *prev_texture = context->current_rt.texture;
4196 /* Read the back buffer of the old drawable into the destination texture. */
4197 if (prev_texture->texture_srgb.name)
4198 wined3d_texture_load(prev_texture, context, TRUE);
4199 wined3d_texture_load(prev_texture, context, FALSE);
4200 wined3d_texture_invalidate_location(prev_texture, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE);
4204 context->current_rt.texture = texture;
4205 context->current_rt.sub_resource_idx = sub_resource_idx;
4206 context_set_render_offscreen(context, render_offscreen);
4209 static void context_activate(struct wined3d_context *context,
4210 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4212 context_enter(context);
4213 context_update_window(context);
4214 context_setup_target(context, texture, sub_resource_idx);
4215 if (!context->valid)
4216 return;
4218 if (context != context_get_current())
4220 if (!context_set_current(context))
4221 ERR("Failed to activate the new context.\n");
4223 else if (context->needs_set)
4225 context_set_gl_context(context);
4229 struct wined3d_context *context_acquire(const struct wined3d_device *device,
4230 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4232 struct wined3d_context *current_context = context_get_current();
4233 struct wined3d_context *context;
4234 BOOL swapchain_texture;
4236 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx);
4238 wined3d_from_cs(device->cs);
4240 if (current_context && current_context->destroyed)
4241 current_context = NULL;
4243 swapchain_texture = texture && texture->swapchain;
4244 if (!texture)
4246 if (current_context
4247 && current_context->current_rt.texture
4248 && current_context->device == device)
4250 texture = current_context->current_rt.texture;
4251 sub_resource_idx = current_context->current_rt.sub_resource_idx;
4253 else
4255 struct wined3d_swapchain *swapchain = device->swapchains[0];
4257 if (swapchain->back_buffers)
4258 texture = swapchain->back_buffers[0];
4259 else
4260 texture = swapchain->front_buffer;
4261 sub_resource_idx = 0;
4265 if (current_context && current_context->current_rt.texture == texture)
4267 context = current_context;
4269 else if (swapchain_texture)
4271 TRACE("Rendering onscreen.\n");
4273 context = swapchain_get_context(texture->swapchain);
4275 else
4277 TRACE("Rendering offscreen.\n");
4279 /* Stay with the current context if possible. Otherwise use the
4280 * context for the primary swapchain. */
4281 if (current_context && current_context->device == device)
4282 context = current_context;
4283 else
4284 context = swapchain_get_context(device->swapchains[0]);
4287 context_activate(context, texture, sub_resource_idx);
4289 return context;
4292 struct wined3d_context *context_reacquire(const struct wined3d_device *device,
4293 struct wined3d_context *context)
4295 struct wined3d_context *acquired_context;
4297 wined3d_from_cs(device->cs);
4299 if (!context || context->tid != GetCurrentThreadId())
4300 return NULL;
4302 if (context->current_rt.texture)
4304 context_activate(context, context->current_rt.texture, context->current_rt.sub_resource_idx);
4305 return context;
4308 acquired_context = context_acquire(device, NULL, 0);
4309 if (acquired_context != context)
4310 ERR("Acquired context %p instead of %p.\n", acquired_context, context);
4311 return acquired_context;
4314 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
4315 const struct wined3d_dispatch_parameters *parameters)
4317 const struct wined3d_gl_info *gl_info;
4318 struct wined3d_context *context;
4320 context = context_acquire(device, NULL, 0);
4321 if (!context->valid)
4323 context_release(context);
4324 WARN("Invalid context, skipping dispatch.\n");
4325 return;
4327 gl_info = context->gl_info;
4329 if (!gl_info->supported[ARB_COMPUTE_SHADER])
4331 context_release(context);
4332 FIXME("OpenGL implementation does not support compute shaders.\n");
4333 return;
4336 if (parameters->indirect)
4337 wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
4339 context_apply_compute_state(context, device, state);
4341 if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE])
4343 context_release(context);
4344 WARN("No compute shader bound, skipping dispatch.\n");
4345 return;
4348 if (parameters->indirect)
4350 const struct wined3d_indirect_dispatch_parameters *indirect = &parameters->u.indirect;
4351 struct wined3d_buffer *buffer = indirect->buffer;
4353 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer->buffer_object));
4354 GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset));
4355 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
4357 else
4359 const struct wined3d_direct_dispatch_parameters *direct = &parameters->u.direct;
4360 GL_EXTCALL(glDispatchCompute(direct->group_count_x, direct->group_count_y, direct->group_count_z));
4362 checkGLcall("dispatch compute");
4364 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
4365 checkGLcall("glMemoryBarrier");
4367 context_release(context);
4370 /* Context activation is done by the caller. */
4371 static void draw_primitive_arrays(struct wined3d_context *context, const struct wined3d_state *state,
4372 const void *idx_data, unsigned int idx_size, int base_vertex_idx, unsigned int start_idx,
4373 unsigned int count, unsigned int start_instance, unsigned int instance_count)
4375 const struct wined3d_ffp_attrib_ops *ops = &context->d3d_info->ffp_attrib_ops;
4376 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
4377 const struct wined3d_stream_info *si = &context->stream_info;
4378 unsigned int instanced_elements[ARRAY_SIZE(si->elements)];
4379 const struct wined3d_gl_info *gl_info = context->gl_info;
4380 unsigned int instanced_element_count = 0;
4381 GLenum mode = state->gl_primitive_type;
4382 const void *indices;
4383 unsigned int i, j;
4385 indices = (const char *)idx_data + idx_size * start_idx;
4387 if (!instance_count)
4389 if (!idx_size)
4391 gl_info->gl_ops.gl.p_glDrawArrays(mode, start_idx, count);
4392 checkGLcall("glDrawArrays");
4393 return;
4396 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4398 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
4399 checkGLcall("glDrawElementsBaseVertex");
4400 return;
4403 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
4404 checkGLcall("glDrawElements");
4405 return;
4408 if (start_instance && !(gl_info->supported[ARB_BASE_INSTANCE] && gl_info->supported[ARB_INSTANCED_ARRAYS]))
4409 FIXME("Start instance (%u) not supported.\n", start_instance);
4411 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4413 if (!idx_size)
4415 if (gl_info->supported[ARB_BASE_INSTANCE])
4417 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode, start_idx, count, instance_count, start_instance));
4418 checkGLcall("glDrawArraysInstancedBaseInstance");
4419 return;
4422 GL_EXTCALL(glDrawArraysInstanced(mode, start_idx, count, instance_count));
4423 checkGLcall("glDrawArraysInstanced");
4424 return;
4427 if (gl_info->supported[ARB_BASE_INSTANCE])
4429 GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode, count, idx_type,
4430 indices, instance_count, base_vertex_idx, start_instance));
4431 checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
4432 return;
4434 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4436 GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode, count, idx_type,
4437 indices, instance_count, base_vertex_idx));
4438 checkGLcall("glDrawElementsInstancedBaseVertex");
4439 return;
4442 GL_EXTCALL(glDrawElementsInstanced(mode, count, idx_type, indices, instance_count));
4443 checkGLcall("glDrawElementsInstanced");
4444 return;
4447 /* Instancing emulation by mixing immediate mode and arrays. */
4449 /* This is a nasty thing. MSDN says no hardware supports this and
4450 * applications have to use software vertex processing. We don't support
4451 * this for now.
4453 * Shouldn't be too hard to support with OpenGL, in theory just call
4454 * glDrawArrays() instead of drawElements(). But the stream fequency value
4455 * has a different meaning in that situation. */
4456 if (!idx_size)
4458 FIXME("Non-indexed instanced drawing is not supported.\n");
4459 return;
4462 for (i = 0; i < ARRAY_SIZE(si->elements); ++i)
4464 if (!(si->use_map & (1u << i)))
4465 continue;
4467 if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4468 instanced_elements[instanced_element_count++] = i;
4471 for (i = 0; i < instance_count; ++i)
4473 /* Specify the instanced attributes using immediate mode calls. */
4474 for (j = 0; j < instanced_element_count; ++j)
4476 const struct wined3d_stream_info_element *element;
4477 unsigned int element_idx;
4478 const BYTE *ptr;
4480 element_idx = instanced_elements[j];
4481 element = &si->elements[element_idx];
4482 ptr = element->data.addr + element->stride * i;
4483 if (element->data.buffer_object)
4484 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(state->streams[element->stream_idx].buffer, context);
4485 ops->generic[element->format->emit_idx](element_idx, ptr);
4488 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4490 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
4491 checkGLcall("glDrawElementsBaseVertex");
4493 else
4495 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
4496 checkGLcall("glDrawElements");
4501 static unsigned int get_stride_idx(const void *idx_data, unsigned int idx_size,
4502 unsigned int base_vertex_idx, unsigned int start_idx, unsigned int vertex_idx)
4504 if (!idx_data)
4505 return start_idx + vertex_idx;
4506 if (idx_size == 2)
4507 return ((const WORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
4508 return ((const DWORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
4511 /* Context activation is done by the caller. */
4512 static void draw_primitive_immediate_mode(struct wined3d_context *context, const struct wined3d_state *state,
4513 const struct wined3d_stream_info *si, const void *idx_data, unsigned int idx_size,
4514 int base_vertex_idx, unsigned int start_idx, unsigned int vertex_count, unsigned int instance_count)
4516 const BYTE *position = NULL, *normal = NULL, *diffuse = NULL, *specular = NULL;
4517 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4518 unsigned int coord_idx, stride_idx, texture_idx, vertex_idx;
4519 const struct wined3d_gl_info *gl_info = context->gl_info;
4520 const struct wined3d_stream_info_element *element;
4521 const BYTE *tex_coords[WINED3DDP_MAXTEXCOORD];
4522 unsigned int texture_unit, texture_stages;
4523 const struct wined3d_ffp_attrib_ops *ops;
4524 unsigned int untracked_material_count;
4525 unsigned int tex_mask = 0;
4526 BOOL specular_fog = FALSE;
4527 BOOL ps = use_ps(state);
4528 const void *ptr;
4530 static unsigned int once;
4532 if (!once++)
4533 FIXME_(d3d_perf)("Drawing using immediate mode.\n");
4534 else
4535 WARN_(d3d_perf)("Drawing using immediate mode.\n");
4537 if (!idx_size && idx_data)
4538 ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
4540 if (instance_count)
4541 FIXME("Instancing not implemented.\n");
4543 /* Immediate mode drawing can't make use of indices in a VBO - get the
4544 * data from the index buffer. */
4545 if (idx_size)
4546 idx_data = wined3d_buffer_load_sysmem(state->index_buffer, context) + state->index_offset;
4548 ops = &d3d_info->ffp_attrib_ops;
4550 gl_info->gl_ops.gl.p_glBegin(state->gl_primitive_type);
4552 if (use_vs(state) || d3d_info->ffp_generic_attributes)
4554 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
4556 unsigned int use_map = si->use_map;
4557 unsigned int element_idx;
4559 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
4560 for (element_idx = MAX_ATTRIBS - 1; use_map; use_map &= ~(1u << element_idx), --element_idx)
4562 if (!(use_map & 1u << element_idx))
4563 continue;
4565 ptr = si->elements[element_idx].data.addr + si->elements[element_idx].stride * stride_idx;
4566 ops->generic[si->elements[element_idx].format->emit_idx](element_idx, ptr);
4570 gl_info->gl_ops.gl.p_glEnd();
4571 return;
4574 if (si->use_map & (1u << WINED3D_FFP_POSITION))
4575 position = si->elements[WINED3D_FFP_POSITION].data.addr;
4577 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
4578 normal = si->elements[WINED3D_FFP_NORMAL].data.addr;
4579 else
4580 gl_info->gl_ops.gl.p_glNormal3f(0.0f, 0.0f, 0.0f);
4582 untracked_material_count = context->num_untracked_materials;
4583 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
4585 element = &si->elements[WINED3D_FFP_DIFFUSE];
4586 diffuse = element->data.addr;
4588 if (untracked_material_count && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
4589 FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element->format->id));
4591 else
4593 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4596 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
4598 element = &si->elements[WINED3D_FFP_SPECULAR];
4599 specular = element->data.addr;
4601 /* Special case where the fog density is stored in the specular alpha channel. */
4602 if (state->render_states[WINED3D_RS_FOGENABLE]
4603 && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
4604 || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
4605 && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
4607 if (gl_info->supported[EXT_FOG_COORD])
4609 if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
4610 specular_fog = TRUE;
4611 else
4612 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element->format->id));
4614 else
4616 static unsigned int once;
4618 if (!once++)
4619 FIXME("Implement fog for transformed vertices in software.\n");
4623 else if (gl_info->supported[EXT_SECONDARY_COLOR])
4625 GL_EXTCALL(glSecondaryColor3fEXT)(0.0f, 0.0f, 0.0f);
4628 texture_stages = d3d_info->limits.ffp_blend_stages;
4629 for (texture_idx = 0; texture_idx < texture_stages; ++texture_idx)
4631 if (!gl_info->supported[ARB_MULTITEXTURE] && texture_idx > 0)
4633 FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
4634 continue;
4637 if (!ps && !state->textures[texture_idx])
4638 continue;
4640 texture_unit = context->tex_unit_map[texture_idx];
4641 if (texture_unit == WINED3D_UNMAPPED_STAGE)
4642 continue;
4644 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
4645 if (coord_idx > 7)
4647 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx, texture_idx);
4648 continue;
4651 if (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))
4653 tex_coords[coord_idx] = si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].data.addr;
4654 tex_mask |= (1u << texture_idx);
4656 else
4658 TRACE("Setting default coordinates for texture %u.\n", texture_idx);
4659 if (gl_info->supported[ARB_MULTITEXTURE])
4660 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_unit, 0.0f, 0.0f, 0.0f, 1.0f));
4661 else
4662 gl_info->gl_ops.gl.p_glTexCoord4f(0.0f, 0.0f, 0.0f, 1.0f);
4666 /* Blending data and point sizes are not supported by this function. They
4667 * are not supported by the fixed function pipeline at all. A FIXME for
4668 * them is printed after decoding the vertex declaration. */
4669 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
4671 unsigned int tmp_tex_mask;
4673 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
4675 if (normal)
4677 ptr = normal + stride_idx * si->elements[WINED3D_FFP_NORMAL].stride;
4678 ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptr);
4681 if (diffuse)
4683 ptr = diffuse + stride_idx * si->elements[WINED3D_FFP_DIFFUSE].stride;
4684 ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptr);
4686 if (untracked_material_count)
4688 struct wined3d_color color;
4689 unsigned int i;
4691 wined3d_color_from_d3dcolor(&color, *(const DWORD *)ptr);
4692 for (i = 0; i < untracked_material_count; ++i)
4694 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], &color.r);
4699 if (specular)
4701 ptr = specular + stride_idx * si->elements[WINED3D_FFP_SPECULAR].stride;
4702 ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptr);
4704 if (specular_fog)
4705 GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD *)ptr >> 24)));
4708 tmp_tex_mask = tex_mask;
4709 for (texture_idx = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture_idx)
4711 if (!(tmp_tex_mask & 1))
4712 continue;
4714 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
4715 ptr = tex_coords[coord_idx] + (stride_idx * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
4716 ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
4717 GL_TEXTURE0_ARB + context->tex_unit_map[texture_idx], ptr);
4720 if (position)
4722 ptr = position + stride_idx * si->elements[WINED3D_FFP_POSITION].stride;
4723 ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptr);
4727 gl_info->gl_ops.gl.p_glEnd();
4728 checkGLcall("draw immediate mode");
4731 static void draw_indirect(struct wined3d_context *context, const struct wined3d_state *state,
4732 const struct wined3d_indirect_draw_parameters *parameters, unsigned int idx_size)
4734 const struct wined3d_gl_info *gl_info = context->gl_info;
4735 struct wined3d_buffer *buffer = parameters->buffer;
4736 const void *offset;
4738 if (!gl_info->supported[ARB_DRAW_INDIRECT])
4740 FIXME("OpenGL implementation does not support indirect draws.\n");
4741 return;
4744 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, buffer->buffer_object));
4746 offset = (void *)(GLintptr)parameters->offset;
4747 if (idx_size)
4749 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
4750 if (state->index_offset)
4751 FIXME("Ignoring index offset %u.\n", state->index_offset);
4752 GL_EXTCALL(glDrawElementsIndirect(state->gl_primitive_type, idx_type, offset));
4754 else
4756 GL_EXTCALL(glDrawArraysIndirect(state->gl_primitive_type, offset));
4759 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0));
4761 checkGLcall("draw indirect");
4764 static void remove_vbos(struct wined3d_context *context,
4765 const struct wined3d_state *state, struct wined3d_stream_info *s)
4767 unsigned int i;
4769 for (i = 0; i < ARRAY_SIZE(s->elements); ++i)
4771 struct wined3d_stream_info_element *e;
4773 if (!(s->use_map & (1u << i)))
4774 continue;
4776 e = &s->elements[i];
4777 if (e->data.buffer_object)
4779 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
4780 e->data.buffer_object = 0;
4781 e->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(vb, context);
4786 static GLenum gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
4788 GLenum gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4789 switch (gl_primitive_type)
4791 case GL_POINTS:
4792 return GL_POINTS;
4794 case GL_LINE_STRIP:
4795 case GL_LINE_STRIP_ADJACENCY:
4796 case GL_LINES_ADJACENCY:
4797 case GL_LINES:
4798 return GL_LINES;
4800 case GL_TRIANGLE_FAN:
4801 case GL_TRIANGLE_STRIP:
4802 case GL_TRIANGLE_STRIP_ADJACENCY:
4803 case GL_TRIANGLES_ADJACENCY:
4804 case GL_TRIANGLES:
4805 return GL_TRIANGLES;
4807 default:
4808 return gl_primitive_type;
4812 /* Routine common to the draw primitive and draw indexed primitive routines */
4813 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
4814 const struct wined3d_draw_parameters *parameters)
4816 BOOL emulation = FALSE, rasterizer_discard = FALSE;
4817 const struct wined3d_fb_state *fb = state->fb;
4818 const struct wined3d_stream_info *stream_info;
4819 struct wined3d_rendertarget_view *dsv, *rtv;
4820 struct wined3d_stream_info si_emulated;
4821 struct wined3d_fence *ib_fence = NULL;
4822 const struct wined3d_gl_info *gl_info;
4823 struct wined3d_context *context;
4824 unsigned int i, idx_size = 0;
4825 const void *idx_data = NULL;
4827 if (!parameters->indirect && !parameters->u.direct.index_count)
4828 return;
4830 if (!(rtv = fb->render_targets[0]))
4831 rtv = fb->depth_stencil;
4832 if (rtv)
4833 context = context_acquire(device, wined3d_texture_from_resource(rtv->resource), rtv->sub_resource_idx);
4834 else
4835 context = context_acquire(device, NULL, 0);
4836 if (!context->valid)
4838 context_release(context);
4839 WARN("Invalid context, skipping draw.\n");
4840 return;
4842 gl_info = context->gl_info;
4844 if (!use_transform_feedback(state))
4845 context_pause_transform_feedback(context, TRUE);
4847 for (i = 0; i < gl_info->limits.buffers; ++i)
4849 if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
4850 continue;
4852 if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
4854 wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding);
4855 wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
4857 else
4859 wined3d_rendertarget_view_prepare_location(rtv, context, rtv->resource->draw_binding);
4863 if ((dsv = fb->depth_stencil))
4865 /* Note that this depends on the context_acquire() call above to set
4866 * context->render_offscreen properly. We don't currently take the
4867 * Z-compare function into account, but we could skip loading the
4868 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
4869 * that we never copy the stencil data.*/
4870 DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
4872 if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
4873 wined3d_rendertarget_view_load_location(dsv, context, location);
4874 else
4875 wined3d_rendertarget_view_prepare_location(dsv, context, location);
4878 if (parameters->indirect)
4879 wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
4881 if (!context_apply_draw_state(context, device, state))
4883 context_release(context);
4884 WARN("Unable to apply draw state, skipping draw.\n");
4885 return;
4888 if (dsv && state->render_states[WINED3D_RS_ZWRITEENABLE])
4890 DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
4892 wined3d_rendertarget_view_validate_location(dsv, location);
4893 wined3d_rendertarget_view_invalidate_location(dsv, ~location);
4896 stream_info = &context->stream_info;
4898 if (parameters->indexed)
4900 struct wined3d_buffer *index_buffer = state->index_buffer;
4901 if (!index_buffer->buffer_object || !stream_info->all_vbo)
4903 idx_data = index_buffer->resource.heap_memory;
4905 else
4907 ib_fence = index_buffer->fence;
4908 idx_data = NULL;
4910 idx_data = (const BYTE *)idx_data + state->index_offset;
4912 if (state->index_format == WINED3DFMT_R16_UINT)
4913 idx_size = 2;
4914 else
4915 idx_size = 4;
4918 if (!use_vs(state))
4920 if (!stream_info->position_transformed && context->num_untracked_materials
4921 && state->render_states[WINED3D_RS_LIGHTING])
4923 static BOOL warned;
4925 if (!warned++)
4926 FIXME("Using software emulation because not all material properties could be tracked.\n");
4927 else
4928 WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n");
4929 emulation = TRUE;
4931 else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
4933 static BOOL warned;
4935 /* Either write a pipeline replacement shader or convert the
4936 * specular alpha from unsigned byte to a float in the vertex
4937 * buffer. */
4938 if (!warned++)
4939 FIXME("Using software emulation because manual fog coordinates are provided.\n");
4940 else
4941 WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n");
4942 emulation = TRUE;
4945 if (emulation)
4947 si_emulated = context->stream_info;
4948 remove_vbos(context, state, &si_emulated);
4949 stream_info = &si_emulated;
4953 if (use_transform_feedback(state))
4955 const struct wined3d_shader *shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
4957 if (is_rasterization_disabled(shader))
4959 glEnable(GL_RASTERIZER_DISCARD);
4960 checkGLcall("enable rasterizer discard");
4961 rasterizer_discard = TRUE;
4964 if (context->transform_feedback_paused)
4966 GL_EXTCALL(glResumeTransformFeedback());
4967 checkGLcall("glResumeTransformFeedback");
4968 context->transform_feedback_paused = 0;
4970 else if (!context->transform_feedback_active)
4972 enum wined3d_primitive_type primitive_type = shader->u.gs.output_type
4973 ? shader->u.gs.output_type : d3d_primitive_type_from_gl(state->gl_primitive_type);
4974 GLenum mode = gl_tfb_primitive_type_from_d3d(primitive_type);
4975 GL_EXTCALL(glBeginTransformFeedback(mode));
4976 checkGLcall("glBeginTransformFeedback");
4977 context->transform_feedback_active = 1;
4981 if (state->gl_primitive_type == GL_PATCHES)
4983 GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES, state->gl_patch_vertices));
4984 checkGLcall("glPatchParameteri");
4987 if (parameters->indirect)
4989 if (!context->use_immediate_mode_draw && !emulation)
4990 draw_indirect(context, state, &parameters->u.indirect, idx_size);
4991 else
4992 FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
4994 else
4996 unsigned int instance_count = parameters->u.direct.instance_count;
4997 if (context->instance_count)
4998 instance_count = context->instance_count;
5000 if (context->use_immediate_mode_draw || emulation)
5001 draw_primitive_immediate_mode(context, state, stream_info, idx_data,
5002 idx_size, parameters->u.direct.base_vertex_idx,
5003 parameters->u.direct.start_idx, parameters->u.direct.index_count, instance_count);
5004 else
5005 draw_primitive_arrays(context, state, idx_data, idx_size, parameters->u.direct.base_vertex_idx,
5006 parameters->u.direct.start_idx, parameters->u.direct.index_count,
5007 parameters->u.direct.start_instance, instance_count);
5010 if (context->uses_uavs)
5012 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
5013 checkGLcall("glMemoryBarrier");
5016 context_pause_transform_feedback(context, FALSE);
5018 if (rasterizer_discard)
5020 glDisable(GL_RASTERIZER_DISCARD);
5021 checkGLcall("disable rasterizer discard");
5024 if (ib_fence)
5025 wined3d_fence_issue(ib_fence, device);
5026 for (i = 0; i < context->buffer_fence_count; ++i)
5027 wined3d_fence_issue(context->buffer_fences[i], device);
5029 context_release(context);
5032 void context_unload_tex_coords(const struct wined3d_context *context)
5034 const struct wined3d_gl_info *gl_info = context->gl_info;
5035 unsigned int texture_idx;
5037 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
5039 gl_info->gl_ops.ext.p_glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx);
5040 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
5044 void context_load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
5045 GLuint *current_bo, const struct wined3d_state *state)
5047 const struct wined3d_gl_info *gl_info = context->gl_info;
5048 unsigned int mapped_stage = 0;
5049 unsigned int texture_idx;
5051 for (texture_idx = 0; texture_idx < context->d3d_info->limits.ffp_blend_stages; ++texture_idx)
5053 unsigned int coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
5055 if ((mapped_stage = context->tex_unit_map[texture_idx]) == WINED3D_UNMAPPED_STAGE)
5056 continue;
5058 if (mapped_stage >= gl_info->limits.texture_coords)
5060 FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage);
5061 continue;
5064 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5066 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx];
5068 TRACE("Setting up texture %u, idx %d, coord_idx %u, data {%#x:%p}.\n",
5069 texture_idx, mapped_stage, coord_idx, e->data.buffer_object, e->data.addr);
5071 if (*current_bo != e->data.buffer_object)
5073 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
5074 checkGLcall("glBindBuffer");
5075 *current_bo = e->data.buffer_object;
5078 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
5079 checkGLcall("glClientActiveTextureARB");
5081 /* The coords to supply depend completely on the fvf/vertex shader. */
5082 gl_info->gl_ops.gl.p_glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
5083 e->data.addr + state->load_base_vertex_index * e->stride);
5084 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
5086 else
5088 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
5091 if (gl_info->supported[NV_REGISTER_COMBINERS])
5093 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
5094 for (texture_idx = mapped_stage + 1; texture_idx < gl_info->limits.textures; ++texture_idx)
5096 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
5100 checkGLcall("loadTexCoords");
5103 /* This should match any arrays loaded in context_load_vertex_data(). */
5104 static void context_unload_vertex_data(struct wined3d_context *context)
5106 const struct wined3d_gl_info *gl_info = context->gl_info;
5108 if (!context->namedArraysLoaded)
5109 return;
5110 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
5111 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
5112 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
5113 if (gl_info->supported[EXT_SECONDARY_COLOR])
5114 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
5115 context_unload_tex_coords(context);
5116 context->namedArraysLoaded = FALSE;
5119 static void context_load_vertex_data(struct wined3d_context *context,
5120 const struct wined3d_stream_info *si, const struct wined3d_state *state)
5122 const struct wined3d_gl_info *gl_info = context->gl_info;
5123 const struct wined3d_stream_info_element *e;
5124 GLuint current_bo;
5126 TRACE("context %p, si %p, state %p.\n", context, si, state);
5128 /* This is used for the fixed-function pipeline only, and the
5129 * fixed-function pipeline doesn't do instancing. */
5130 context->instance_count = 0;
5131 current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
5133 /* Blend data */
5134 if ((si->use_map & (1u << WINED3D_FFP_BLENDWEIGHT))
5135 || si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
5137 /* TODO: Support vertex blending in immediate mode draws. No need to
5138 * write a FIXME here, this is done after the general vertex
5139 * declaration decoding. */
5140 WARN("Vertex blending not supported.\n");
5143 /* Point Size */
5144 if (si->use_map & (1u << WINED3D_FFP_PSIZE))
5146 /* No such functionality in the fixed-function GL pipeline. */
5147 WARN("Per-vertex point size not supported.\n");
5150 /* Position */
5151 if (si->use_map & (1u << WINED3D_FFP_POSITION))
5153 e = &si->elements[WINED3D_FFP_POSITION];
5155 if (current_bo != e->data.buffer_object)
5157 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
5158 checkGLcall("glBindBuffer");
5159 current_bo = e->data.buffer_object;
5162 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
5163 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
5164 e->data.addr + state->load_base_vertex_index * e->stride);
5165 gl_info->gl_ops.gl.p_glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
5166 e->data.addr + state->load_base_vertex_index * e->stride);
5167 checkGLcall("glVertexPointer(...)");
5168 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
5169 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
5172 /* Normals */
5173 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
5175 e = &si->elements[WINED3D_FFP_NORMAL];
5177 if (current_bo != e->data.buffer_object)
5179 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
5180 checkGLcall("glBindBuffer");
5181 current_bo = e->data.buffer_object;
5184 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
5185 e->data.addr + state->load_base_vertex_index * e->stride);
5186 gl_info->gl_ops.gl.p_glNormalPointer(e->format->gl_vtx_type, e->stride,
5187 e->data.addr + state->load_base_vertex_index * e->stride);
5188 checkGLcall("glNormalPointer(...)");
5189 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
5190 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
5193 else
5195 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
5196 checkGLcall("glNormal3f(0, 0, 0)");
5199 /* Diffuse colour */
5200 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
5202 e = &si->elements[WINED3D_FFP_DIFFUSE];
5204 if (current_bo != e->data.buffer_object)
5206 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
5207 checkGLcall("glBindBuffer");
5208 current_bo = e->data.buffer_object;
5211 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
5212 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
5213 e->data.addr + state->load_base_vertex_index * e->stride);
5214 gl_info->gl_ops.gl.p_glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
5215 e->data.addr + state->load_base_vertex_index * e->stride);
5216 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
5217 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
5218 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
5221 else
5223 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
5224 checkGLcall("glColor4f(1, 1, 1, 1)");
5227 /* Specular colour */
5228 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
5230 TRACE("Setting specular colour.\n");
5232 e = &si->elements[WINED3D_FFP_SPECULAR];
5234 if (gl_info->supported[EXT_SECONDARY_COLOR])
5236 GLenum type = e->format->gl_vtx_type;
5237 GLint format = e->format->gl_vtx_format;
5239 if (current_bo != e->data.buffer_object)
5241 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
5242 checkGLcall("glBindBuffer");
5243 current_bo = e->data.buffer_object;
5246 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
5248 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
5249 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
5250 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
5251 * 4 component secondary colors use it
5253 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
5254 e->data.addr + state->load_base_vertex_index * e->stride);
5255 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
5256 e->data.addr + state->load_base_vertex_index * e->stride));
5257 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
5259 else
5261 switch (type)
5263 case GL_UNSIGNED_BYTE:
5264 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
5265 e->data.addr + state->load_base_vertex_index * e->stride);
5266 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
5267 e->data.addr + state->load_base_vertex_index * e->stride));
5268 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
5269 break;
5271 default:
5272 FIXME("Add 4 component specular colour pointers for type %#x.\n", type);
5273 /* Make sure that the right colour component is dropped. */
5274 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
5275 e->data.addr + state->load_base_vertex_index * e->stride);
5276 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
5277 e->data.addr + state->load_base_vertex_index * e->stride));
5278 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
5281 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
5282 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
5284 else
5286 WARN("Specular colour is not supported in this GL implementation.\n");
5289 else
5291 if (gl_info->supported[EXT_SECONDARY_COLOR])
5293 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
5294 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
5296 else
5298 WARN("Specular colour is not supported in this GL implementation.\n");
5302 /* Texture coordinates */
5303 context_load_tex_coords(context, si, &current_bo, state);
5306 static void context_unload_numbered_array(struct wined3d_context *context, unsigned int i)
5308 const struct wined3d_gl_info *gl_info = context->gl_info;
5310 GL_EXTCALL(glDisableVertexAttribArray(i));
5311 checkGLcall("glDisableVertexAttribArray");
5312 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
5313 GL_EXTCALL(glVertexAttribDivisor(i, 0));
5315 context->numbered_array_mask &= ~(1u << i);
5318 static void context_unload_numbered_arrays(struct wined3d_context *context)
5320 unsigned int i;
5322 while (context->numbered_array_mask)
5324 i = wined3d_bit_scan(&context->numbered_array_mask);
5325 context_unload_numbered_array(context, i);
5329 static void context_load_numbered_arrays(struct wined3d_context *context,
5330 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
5332 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
5333 const struct wined3d_gl_info *gl_info = context->gl_info;
5334 GLuint current_bo;
5335 unsigned int i;
5337 /* Default to no instancing. */
5338 context->instance_count = 0;
5339 current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
5341 for (i = 0; i < MAX_ATTRIBS; ++i)
5343 const struct wined3d_stream_info_element *element = &stream_info->elements[i];
5344 const struct wined3d_stream_state *stream;
5346 if (!(stream_info->use_map & (1u << i)))
5348 if (context->numbered_array_mask & (1u << i))
5349 context_unload_numbered_array(context, i);
5350 if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
5351 GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
5352 else
5353 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
5354 continue;
5357 stream = &state->streams[element->stream_idx];
5359 if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count)
5360 context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1;
5362 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
5364 GL_EXTCALL(glVertexAttribDivisor(i, element->divisor));
5366 else if (element->divisor)
5368 /* Unload instanced arrays, they will be loaded using immediate
5369 * mode instead. */
5370 if (context->numbered_array_mask & (1u << i))
5371 context_unload_numbered_array(context, i);
5372 continue;
5375 TRACE("Loading array %u [VBO=%u].\n", i, element->data.buffer_object);
5377 if (element->stride)
5379 DWORD format_flags = element->format->flags[WINED3D_GL_RES_TYPE_BUFFER];
5381 if (current_bo != element->data.buffer_object)
5383 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, element->data.buffer_object));
5384 checkGLcall("glBindBuffer");
5385 current_bo = element->data.buffer_object;
5387 /* Use the VBO to find out if a vertex buffer exists, not the vb
5388 * pointer. vb can point to a user pointer data blob. In that case
5389 * current_bo will be 0. If there is a vertex buffer but no vbo we
5390 * won't be load converted attributes anyway. */
5391 if (vs && vs->reg_maps.shader_version.major >= 4 && (format_flags & WINED3DFMT_FLAG_INTEGER))
5393 GL_EXTCALL(glVertexAttribIPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type,
5394 element->stride, element->data.addr + state->load_base_vertex_index * element->stride));
5396 else
5398 GL_EXTCALL(glVertexAttribPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type,
5399 !!(format_flags & WINED3DFMT_FLAG_NORMALISED), element->stride,
5400 element->data.addr + state->load_base_vertex_index * element->stride));
5403 if (!(context->numbered_array_mask & (1u << i)))
5405 GL_EXTCALL(glEnableVertexAttribArray(i));
5406 context->numbered_array_mask |= (1u << i);
5409 else
5411 /* Stride = 0 means always the same values.
5412 * glVertexAttribPointer() doesn't do that. Instead disable the
5413 * pointer and set up the attribute statically. But we have to
5414 * figure out the system memory address. */
5415 const BYTE *ptr = element->data.addr;
5416 if (element->data.buffer_object)
5417 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(stream->buffer, context);
5419 if (context->numbered_array_mask & (1u << i))
5420 context_unload_numbered_array(context, i);
5422 switch (element->format->id)
5424 case WINED3DFMT_R32_FLOAT:
5425 GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
5426 break;
5427 case WINED3DFMT_R32G32_FLOAT:
5428 GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
5429 break;
5430 case WINED3DFMT_R32G32B32_FLOAT:
5431 GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
5432 break;
5433 case WINED3DFMT_R32G32B32A32_FLOAT:
5434 GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
5435 break;
5436 case WINED3DFMT_R8G8B8A8_UINT:
5437 GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
5438 break;
5439 case WINED3DFMT_B8G8R8A8_UNORM:
5440 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
5442 const DWORD *src = (const DWORD *)ptr;
5443 DWORD c = *src & 0xff00ff00u;
5444 c |= (*src & 0xff0000u) >> 16;
5445 c |= (*src & 0xffu) << 16;
5446 GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
5447 break;
5449 /* else fallthrough */
5450 case WINED3DFMT_R8G8B8A8_UNORM:
5451 GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
5452 break;
5453 case WINED3DFMT_R16G16_SINT:
5454 GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
5455 break;
5456 case WINED3DFMT_R16G16B16A16_SINT:
5457 GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
5458 break;
5459 case WINED3DFMT_R16G16_SNORM:
5461 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
5462 GL_EXTCALL(glVertexAttrib4Nsv(i, s));
5463 break;
5465 case WINED3DFMT_R16G16_UNORM:
5467 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
5468 GL_EXTCALL(glVertexAttrib4Nusv(i, s));
5469 break;
5471 case WINED3DFMT_R16G16B16A16_SNORM:
5472 GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
5473 break;
5474 case WINED3DFMT_R16G16B16A16_UNORM:
5475 GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
5476 break;
5477 case WINED3DFMT_R10G10B10X2_UINT:
5478 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
5479 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
5480 break;
5481 case WINED3DFMT_R10G10B10X2_SNORM:
5482 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
5483 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
5484 break;
5485 case WINED3DFMT_R16G16_FLOAT:
5486 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
5488 /* Not supported by GL_ARB_half_float_vertex. */
5489 GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
5491 else
5493 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
5494 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
5495 GL_EXTCALL(glVertexAttrib2f(i, x, y));
5497 break;
5498 case WINED3DFMT_R16G16B16A16_FLOAT:
5499 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
5501 /* Not supported by GL_ARB_half_float_vertex. */
5502 GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
5504 else
5506 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
5507 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
5508 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
5509 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
5510 GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
5512 break;
5513 default:
5514 ERR("Unexpected declaration in stride 0 attributes.\n");
5515 break;
5520 checkGLcall("Loading numbered arrays");
5523 void context_update_stream_sources(struct wined3d_context *context, const struct wined3d_state *state)
5526 if (context->use_immediate_mode_draw)
5527 return;
5529 context_unload_vertex_data(context);
5530 if (context->d3d_info->ffp_generic_attributes || use_vs(state))
5532 TRACE("Loading numbered arrays.\n");
5533 context_load_numbered_arrays(context, &context->stream_info, state);
5534 return;
5537 TRACE("Loading named arrays.\n");
5538 context_unload_numbered_arrays(context);
5539 context_load_vertex_data(context, &context->stream_info, state);
5540 context->namedArraysLoaded = TRUE;
5543 static void apply_texture_blit_state(const struct wined3d_gl_info *gl_info, struct gl_texture *texture,
5544 GLenum target, unsigned int level, enum wined3d_texture_filter_type filter)
5546 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
5547 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
5548 wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
5549 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
5550 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
5551 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
5552 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
5553 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, level);
5555 /* We changed the filtering settings on the texture. Make sure they get
5556 * reset on subsequent draws. */
5557 texture->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
5558 texture->sampler_desc.min_filter = WINED3D_TEXF_POINT;
5559 texture->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
5560 texture->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
5561 texture->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
5562 texture->sampler_desc.srgb_decode = FALSE;
5563 texture->base_level = level;
5566 /* Context activation is done by the caller. */
5567 void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture *texture,
5568 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
5569 enum wined3d_texture_filter_type filter)
5571 const struct wined3d_gl_info *gl_info = context->gl_info;
5572 struct wined3d_blt_info info;
5573 unsigned int level, w, h, i;
5574 SIZE dst_size;
5575 struct blit_vertex
5577 float x, y;
5578 struct wined3d_vec3 texcoord;
5580 quad[4];
5582 texture2d_get_blt_info(texture, sub_resource_idx, src_rect, &info);
5584 level = sub_resource_idx % texture->level_count;
5585 context_bind_texture(context, info.bind_target, texture->texture_rgb.name);
5586 apply_texture_blit_state(gl_info, &texture->texture_rgb, info.bind_target, level, filter);
5587 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
5589 context_get_rt_size(context, &dst_size);
5590 w = dst_size.cx;
5591 h = dst_size.cy;
5593 quad[0].x = dst_rect->left * 2.0f / w - 1.0f;
5594 quad[0].y = dst_rect->top * 2.0f / h - 1.0f;
5595 quad[0].texcoord = info.texcoords[0];
5597 quad[1].x = dst_rect->right * 2.0f / w - 1.0f;
5598 quad[1].y = dst_rect->top * 2.0f / h - 1.0f;
5599 quad[1].texcoord = info.texcoords[1];
5601 quad[2].x = dst_rect->left * 2.0f / w - 1.0f;
5602 quad[2].y = dst_rect->bottom * 2.0f / h - 1.0f;
5603 quad[2].texcoord = info.texcoords[2];
5605 quad[3].x = dst_rect->right * 2.0f / w - 1.0f;
5606 quad[3].y = dst_rect->bottom * 2.0f / h - 1.0f;
5607 quad[3].texcoord = info.texcoords[3];
5609 /* Draw a quad. */
5610 if (gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
5612 if (!context->blit_vbo)
5613 GL_EXTCALL(glGenBuffers(1, &context->blit_vbo));
5614 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, context->blit_vbo));
5616 context_unload_vertex_data(context);
5617 context_unload_numbered_arrays(context);
5619 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STREAM_DRAW));
5620 GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, sizeof(*quad), NULL));
5621 GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT, FALSE, sizeof(*quad),
5622 (void *)FIELD_OFFSET(struct blit_vertex, texcoord)));
5624 GL_EXTCALL(glEnableVertexAttribArray(0));
5625 GL_EXTCALL(glEnableVertexAttribArray(1));
5627 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
5629 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
5630 GL_EXTCALL(glDisableVertexAttribArray(1));
5631 GL_EXTCALL(glDisableVertexAttribArray(0));
5633 else
5635 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
5637 for (i = 0; i < ARRAY_SIZE(quad); ++i)
5639 GL_EXTCALL(glVertexAttrib3fv(1, &quad[i].texcoord.x));
5640 GL_EXTCALL(glVertexAttrib2fv(0, &quad[i].x));
5643 gl_info->gl_ops.gl.p_glEnd();
5645 checkGLcall("draw");
5647 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
5648 context_bind_texture(context, info.bind_target, 0);
5651 /* Context activation is done by the caller. */
5652 void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture *texture,
5653 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
5654 enum wined3d_texture_filter_type filter)
5656 const struct wined3d_gl_info *gl_info = context->gl_info;
5657 struct wined3d_blt_info info;
5658 unsigned int level;
5660 texture2d_get_blt_info(texture, sub_resource_idx, src_rect, &info);
5662 gl_info->gl_ops.gl.p_glEnable(info.bind_target);
5663 checkGLcall("glEnable(bind_target)");
5665 level = sub_resource_idx % texture->level_count;
5666 context_bind_texture(context, info.bind_target, texture->texture_rgb.name);
5667 apply_texture_blit_state(gl_info, &texture->texture_rgb, info.bind_target, level, filter);
5668 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
5669 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
5670 checkGLcall("glTexEnvi");
5672 /* Draw a quad. */
5673 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
5674 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[0].x);
5675 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top);
5677 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[1].x);
5678 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top);
5680 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[2].x);
5681 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom);
5683 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[3].x);
5684 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom);
5685 gl_info->gl_ops.gl.p_glEnd();
5687 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
5688 context_bind_texture(context, info.bind_target, 0);