wined3d: Replace context_generate_rt_mask_from_surface() with context_generate_rt_mas...
[wine.git] / dlls / wined3d / context.c
blob9dbb25d07114aa9883fd5f058a2049f7b9ebc0d6
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
23 #include "wine/port.h"
25 #include <stdio.h>
26 #ifdef HAVE_FLOAT_H
27 # include <float.h>
28 #endif
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous);
36 #define WINED3D_MAX_FBO_ENTRIES 64
38 static DWORD wined3d_context_tls_idx;
40 /* FBO helper functions */
42 /* Context activation is done by the caller. */
43 static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint fbo)
45 const struct wined3d_gl_info *gl_info = context->gl_info;
47 switch (target)
49 case GL_READ_FRAMEBUFFER:
50 if (context->fbo_read_binding == fbo) return;
51 context->fbo_read_binding = fbo;
52 break;
54 case GL_DRAW_FRAMEBUFFER:
55 if (context->fbo_draw_binding == fbo) return;
56 context->fbo_draw_binding = fbo;
57 break;
59 case GL_FRAMEBUFFER:
60 if (context->fbo_read_binding == fbo
61 && context->fbo_draw_binding == fbo) return;
62 context->fbo_read_binding = fbo;
63 context->fbo_draw_binding = fbo;
64 break;
66 default:
67 FIXME("Unhandled target %#x.\n", target);
68 break;
71 gl_info->fbo_ops.glBindFramebuffer(target, fbo);
72 checkGLcall("glBindFramebuffer()");
75 /* Context activation is done by the caller. */
76 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
78 unsigned int i;
80 for (i = 0; i < gl_info->limits.buffers; ++i)
82 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
83 checkGLcall("glFramebufferTexture2D()");
85 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
86 checkGLcall("glFramebufferTexture2D()");
88 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
89 checkGLcall("glFramebufferTexture2D()");
92 /* Context activation is done by the caller. */
93 static void context_destroy_fbo(struct wined3d_context *context, GLuint fbo)
95 const struct wined3d_gl_info *gl_info = context->gl_info;
97 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
98 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
99 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
101 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
102 checkGLcall("glDeleteFramebuffers()");
105 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
106 GLenum fbo_target, DWORD flags, GLuint rb)
108 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
110 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
111 checkGLcall("glFramebufferRenderbuffer()");
114 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
116 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
117 checkGLcall("glFramebufferRenderbuffer()");
121 /* Context activation is done by the caller. */
122 static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
123 GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
124 DWORD flags)
126 const struct wined3d_gl_info *gl_info = context->gl_info;
128 if (resource->object)
130 TRACE("Attach depth stencil %u.\n", resource->object);
132 if (rb_namespace)
134 context_attach_depth_stencil_rb(gl_info, fbo_target,
135 flags, resource->object);
137 else
139 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
141 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
142 resource->target, resource->object, resource->level);
143 checkGLcall("glFramebufferTexture2D()");
146 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
148 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
149 resource->target, resource->object, resource->level);
150 checkGLcall("glFramebufferTexture2D()");
154 if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH))
156 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
157 checkGLcall("glFramebufferTexture2D()");
160 if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL))
162 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
163 checkGLcall("glFramebufferTexture2D()");
166 else
168 TRACE("Attach depth stencil 0.\n");
170 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
171 checkGLcall("glFramebufferTexture2D()");
173 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
174 checkGLcall("glFramebufferTexture2D()");
178 /* Context activation is done by the caller. */
179 static void context_attach_surface_fbo(struct wined3d_context *context,
180 GLenum fbo_target, DWORD idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
182 const struct wined3d_gl_info *gl_info = context->gl_info;
184 TRACE("Attach GL object %u to %u.\n", resource->object, idx);
186 if (resource->object)
189 if (rb_namespace)
191 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
192 GL_RENDERBUFFER, resource->object);
193 checkGLcall("glFramebufferRenderbuffer()");
195 else
197 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
198 resource->target, resource->object, resource->level);
199 checkGLcall("glFramebufferTexture2D()");
202 else
204 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
205 checkGLcall("glFramebufferTexture2D()");
209 static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, GLenum target,
210 GLenum attachment)
212 GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target;
214 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
215 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
216 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
217 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
219 if (type == GL_RENDERBUFFER)
221 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, name);
222 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
223 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
224 if (gl_info->limits.samples > 1)
225 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
226 else
227 samples = 1;
228 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt);
229 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
230 debug_fboattachment(attachment), name, width, height, samples, fmt);
232 else if (type == GL_TEXTURE)
234 const char *tex_type_str;
236 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
237 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &level);
238 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
239 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, &face);
241 if (face)
243 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &old_texture);
245 glBindTexture(GL_TEXTURE_CUBE_MAP, name);
246 glGetTexLevelParameteriv(face, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
247 glGetTexLevelParameteriv(face, level, GL_TEXTURE_WIDTH, &width);
248 glGetTexLevelParameteriv(face, level, GL_TEXTURE_HEIGHT, &height);
250 tex_target = GL_TEXTURE_CUBE_MAP;
251 tex_type_str = "cube";
253 else
255 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_texture);
256 while (gl_info->gl_ops.gl.p_glGetError());
258 glBindTexture(GL_TEXTURE_2D, name);
259 if (!gl_info->gl_ops.gl.p_glGetError())
261 tex_target = GL_TEXTURE_2D;
262 tex_type_str = "2d";
264 else
266 glBindTexture(GL_TEXTURE_2D, old_texture);
267 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_texture);
269 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, name);
270 if (gl_info->gl_ops.gl.p_glGetError())
272 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, old_texture);
273 FIXME("Cannot find type of texture %d.\n", name);
274 return;
276 tex_target = GL_TEXTURE_RECTANGLE_ARB;
277 tex_type_str = "rectangle";
280 glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
281 glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_WIDTH, &width);
282 glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_HEIGHT, &height);
285 FIXME(" %s: %s texture %d, %dx%d, format %#x.\n", debug_fboattachment(attachment),
286 tex_type_str, name, width, height, fmt);
288 glBindTexture(tex_target, old_texture);
290 else if (type == GL_NONE)
292 FIXME("\t%s: NONE.\n", debug_fboattachment(attachment));
294 else
295 ERR("\t%s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type);
298 /* Context activation is done by the caller. */
299 void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
301 const struct wined3d_gl_info *gl_info = context->gl_info;
302 GLenum status;
304 if (!FIXME_ON(d3d)) return;
306 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
307 if (status == GL_FRAMEBUFFER_COMPLETE)
309 TRACE("FBO complete\n");
311 else
313 unsigned int i;
315 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
317 if (!context->current_fbo)
319 ERR("FBO 0 is incomplete, driver bug?\n");
320 return;
323 context_dump_fbo_attachment(gl_info, target, GL_DEPTH_ATTACHMENT);
324 context_dump_fbo_attachment(gl_info, target, GL_STENCIL_ATTACHMENT);
326 for (i = 0; i < gl_info->limits.buffers; ++i)
327 context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i);
328 checkGLcall("Dump FBO attachments");
332 static inline DWORD context_generate_rt_mask(GLenum buffer)
334 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
335 return buffer ? (1u << 31) | buffer : 0;
338 static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resource *resource)
340 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
342 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
343 return 0;
346 return (1u << 31) | wined3d_texture_get_gl_buffer(wined3d_texture_from_resource(resource));
349 static inline void context_set_fbo_key_for_surface(const struct wined3d_context *context,
350 struct wined3d_fbo_entry_key *key, UINT idx, struct wined3d_surface *surface,
351 DWORD location)
353 if (!surface)
355 key->objects[idx].object = 0;
356 key->objects[idx].level = key->objects[idx].target = 0;
358 else if (surface->current_renderbuffer)
360 key->objects[idx].object = surface->current_renderbuffer->id;
361 key->objects[idx].level = key->objects[idx].target = 0;
362 key->rb_namespace |= 1 << idx;
364 else
366 switch (location)
368 case WINED3D_LOCATION_TEXTURE_RGB:
369 key->objects[idx].object = surface_get_texture_name(surface, context, FALSE);
370 key->objects[idx].level = surface->texture_level;
371 key->objects[idx].target = surface->texture_target;
372 break;
374 case WINED3D_LOCATION_TEXTURE_SRGB:
375 key->objects[idx].object = surface_get_texture_name(surface, context, TRUE);
376 key->objects[idx].level = surface->texture_level;
377 key->objects[idx].target = surface->texture_target;
378 break;
380 case WINED3D_LOCATION_RB_MULTISAMPLE:
381 key->objects[idx].object = surface->rb_multisample;
382 key->objects[idx].level = key->objects[idx].target = 0;
383 key->rb_namespace |= 1 << idx;
384 break;
386 case WINED3D_LOCATION_RB_RESOLVED:
387 key->objects[idx].object = surface->rb_resolved;
388 key->objects[idx].level = key->objects[idx].target = 0;
389 key->rb_namespace |= 1 << idx;
390 break;
395 static void context_generate_fbo_key(const struct wined3d_context *context,
396 struct wined3d_fbo_entry_key *key, struct wined3d_surface **render_targets,
397 struct wined3d_surface *depth_stencil, DWORD color_location,
398 DWORD ds_location)
400 UINT i;
402 key->rb_namespace = 0;
403 context_set_fbo_key_for_surface(context, key, 0, depth_stencil, ds_location);
405 for (i = 0; i < context->gl_info->limits.buffers; ++i)
406 context_set_fbo_key_for_surface(context, key, i + 1, render_targets[i], color_location);
409 static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
410 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
411 DWORD color_location, DWORD ds_location)
413 const struct wined3d_gl_info *gl_info = context->gl_info;
414 struct fbo_entry *entry;
415 UINT object_count = gl_info->limits.buffers + 1;
417 entry = HeapAlloc(GetProcessHeap(), 0,
418 FIELD_OFFSET(struct fbo_entry, key.objects[object_count]));
419 memset(&entry->key, 0, FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[object_count]));
420 context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
421 entry->flags = 0;
422 if (depth_stencil)
424 if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_DEPTH)
425 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
426 if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_STENCIL)
427 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
429 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
430 gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
431 checkGLcall("glGenFramebuffers()");
432 TRACE("Created FBO %u.\n", entry->id);
434 return entry;
437 /* Context activation is done by the caller. */
438 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
439 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
440 DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
442 const struct wined3d_gl_info *gl_info = context->gl_info;
444 context_bind_fbo(context, target, entry->id);
445 context_clean_fbo_attachments(gl_info, target);
447 context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
448 entry->flags = 0;
449 if (depth_stencil)
451 if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_DEPTH)
452 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
453 if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_STENCIL)
454 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
458 /* Context activation is done by the caller. */
459 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
461 if (entry->id)
463 TRACE("Destroy FBO %u.\n", entry->id);
464 context_destroy_fbo(context, entry->id);
466 --context->fbo_entry_count;
467 list_remove(&entry->entry);
468 HeapFree(GetProcessHeap(), 0, entry);
471 /* Context activation is done by the caller. */
472 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
473 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
474 DWORD color_location, DWORD ds_location)
476 const struct wined3d_gl_info *gl_info = context->gl_info;
477 struct fbo_entry *entry;
478 UINT object_count = gl_info->limits.buffers + 1;
479 unsigned int i;
481 if (depth_stencil && render_targets[0])
483 if (depth_stencil->resource.width < render_targets[0]->resource.width ||
484 depth_stencil->resource.height < render_targets[0]->resource.height)
486 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
487 depth_stencil = NULL;
489 else if (depth_stencil->container->resource.multisample_type
490 != render_targets[0]->container->resource.multisample_type
491 || depth_stencil->container->resource.multisample_quality
492 != render_targets[0]->container->resource.multisample_quality)
494 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
495 render_targets[0]->container->resource.multisample_type,
496 render_targets[0]->container->resource.multisample_quality,
497 depth_stencil->container->resource.multisample_type,
498 depth_stencil->container->resource.multisample_quality);
499 depth_stencil = NULL;
501 else
502 surface_set_compatible_renderbuffer(depth_stencil, render_targets[0]);
505 context_generate_fbo_key(context, context->fbo_key, render_targets, depth_stencil, color_location,
506 ds_location);
508 if (TRACE_ON(d3d))
510 TRACE("Dumping FBO attachments:\n");
511 for (i = 0; i < gl_info->limits.buffers; ++i)
513 if (render_targets[i])
515 TRACE(" Color attachment %u: (%p) %s gl obj %u(%s) %ux%u %u samples.\n",
516 i, render_targets[i], debug_d3dformat(render_targets[i]->container->resource.format->id),
517 context->fbo_key->objects[i + 1].object,
518 context->fbo_key->rb_namespace & (1 << (i + 1)) ? "rb" : "texure",
519 render_targets[i]->pow2Width, render_targets[i]->pow2Height,
520 render_targets[i]->container->resource.multisample_type);
523 if (depth_stencil)
525 TRACE(" Depth attachment: (%p) %s gl obj %u(%s) %ux%u %u samples.\n",
526 depth_stencil, debug_d3dformat(depth_stencil->container->resource.format->id),
527 context->fbo_key->objects[0].object,
528 context->fbo_key->rb_namespace & (1 << 0) ? "rb" : "texure",
529 depth_stencil->pow2Width, depth_stencil->pow2Height,
530 depth_stencil->container->resource.multisample_type);
534 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
536 if (memcmp(context->fbo_key, &entry->key, FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[object_count])))
537 continue;
539 list_remove(&entry->entry);
540 list_add_head(&context->fbo_list, &entry->entry);
541 return entry;
544 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
546 entry = context_create_fbo_entry(context, render_targets, depth_stencil, color_location, ds_location);
547 list_add_head(&context->fbo_list, &entry->entry);
548 ++context->fbo_entry_count;
550 else
552 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
553 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, color_location, ds_location, entry);
554 list_remove(&entry->entry);
555 list_add_head(&context->fbo_list, &entry->entry);
558 return entry;
561 /* Context activation is done by the caller. */
562 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
564 const struct wined3d_gl_info *gl_info = context->gl_info;
565 unsigned int i;
566 GLuint read_binding, draw_binding;
568 if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
570 context_bind_fbo(context, target, entry->id);
571 return;
574 read_binding = context->fbo_read_binding;
575 draw_binding = context->fbo_draw_binding;
576 context_bind_fbo(context, GL_FRAMEBUFFER, entry->id);
578 /* Apply render targets */
579 for (i = 0; i < gl_info->limits.buffers; ++i)
581 context_attach_surface_fbo(context, target, i, &entry->key.objects[i + 1],
582 entry->key.rb_namespace & (1 << (i + 1)));
585 context_attach_depth_stencil_fbo(context, target, &entry->key.objects[0],
586 entry->key.rb_namespace & 0x1, entry->flags);
588 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
589 * GL contexts requirements. */
590 gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
591 context_set_draw_buffer(context, GL_NONE);
592 if (target != GL_FRAMEBUFFER)
594 if (target == GL_READ_FRAMEBUFFER)
595 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, draw_binding);
596 else
597 context_bind_fbo(context, GL_READ_FRAMEBUFFER, read_binding);
600 entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
603 /* Context activation is done by the caller. */
604 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
605 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
606 DWORD color_location, DWORD ds_location)
608 struct fbo_entry *entry, *entry2;
610 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
612 context_destroy_fbo_entry(context, entry);
615 if (context->rebind_fbo)
617 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
618 context->rebind_fbo = FALSE;
621 if (color_location == WINED3D_LOCATION_DRAWABLE)
623 context->current_fbo = NULL;
624 context_bind_fbo(context, target, 0);
626 else
628 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil,
629 color_location, ds_location);
630 context_apply_fbo_entry(context, target, context->current_fbo);
634 /* Context activation is done by the caller. */
635 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
636 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
638 UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
640 context->blit_targets[0] = render_target;
641 if (clear_size)
642 memset(&context->blit_targets[1], 0, clear_size);
643 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location, location);
646 /* Context activation is done by the caller. */
647 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
649 const struct wined3d_gl_info *gl_info = context->gl_info;
651 if (context->free_occlusion_query_count)
653 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
655 else
657 if (gl_info->supported[ARB_OCCLUSION_QUERY])
659 GL_EXTCALL(glGenQueries(1, &query->id));
660 checkGLcall("glGenQueries");
662 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
664 else
666 WARN("Occlusion queries not supported, not allocating query id.\n");
667 query->id = 0;
671 query->context = context;
672 list_add_head(&context->occlusion_queries, &query->entry);
675 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
677 struct wined3d_context *context = query->context;
679 list_remove(&query->entry);
680 query->context = NULL;
682 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
684 UINT new_size = context->free_occlusion_query_size << 1;
685 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
686 new_size * sizeof(*context->free_occlusion_queries));
688 if (!new_data)
690 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
691 return;
694 context->free_occlusion_query_size = new_size;
695 context->free_occlusion_queries = new_data;
698 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
701 /* Context activation is done by the caller. */
702 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
704 const struct wined3d_gl_info *gl_info = context->gl_info;
706 if (context->free_event_query_count)
708 query->object = context->free_event_queries[--context->free_event_query_count];
710 else
712 if (gl_info->supported[ARB_SYNC])
714 /* Using ARB_sync, not much to do here. */
715 query->object.sync = NULL;
716 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
718 else if (gl_info->supported[APPLE_FENCE])
720 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
721 checkGLcall("glGenFencesAPPLE");
723 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
725 else if(gl_info->supported[NV_FENCE])
727 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
728 checkGLcall("glGenFencesNV");
730 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
732 else
734 WARN("Event queries not supported, not allocating query id.\n");
735 query->object.id = 0;
739 query->context = context;
740 list_add_head(&context->event_queries, &query->entry);
743 void context_free_event_query(struct wined3d_event_query *query)
745 struct wined3d_context *context = query->context;
747 list_remove(&query->entry);
748 query->context = NULL;
750 if (context->free_event_query_count >= context->free_event_query_size - 1)
752 UINT new_size = context->free_event_query_size << 1;
753 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
754 new_size * sizeof(*context->free_event_queries));
756 if (!new_data)
758 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
759 return;
762 context->free_event_query_size = new_size;
763 context->free_event_queries = new_data;
766 context->free_event_queries[context->free_event_query_count++] = query->object;
769 /* Context activation is done by the caller. */
770 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query)
772 const struct wined3d_gl_info *gl_info = context->gl_info;
774 if (context->free_timestamp_query_count)
776 query->id = context->free_timestamp_queries[--context->free_timestamp_query_count];
778 else
780 GL_EXTCALL(glGenQueries(1, &query->id));
781 checkGLcall("glGenQueries");
783 TRACE("Allocated timestamp query %u in context %p.\n", query->id, context);
786 query->context = context;
787 list_add_head(&context->timestamp_queries, &query->entry);
790 void context_free_timestamp_query(struct wined3d_timestamp_query *query)
792 struct wined3d_context *context = query->context;
794 list_remove(&query->entry);
795 query->context = NULL;
797 if (context->free_timestamp_query_count >= context->free_timestamp_query_size - 1)
799 UINT new_size = context->free_timestamp_query_size << 1;
800 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_timestamp_queries,
801 new_size * sizeof(*context->free_timestamp_queries));
803 if (!new_data)
805 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
806 return;
809 context->free_timestamp_query_size = new_size;
810 context->free_timestamp_queries = new_data;
813 context->free_timestamp_queries[context->free_timestamp_query_count++] = query->id;
816 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
818 static void context_enum_fbo_entries(const struct wined3d_device *device,
819 GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
821 UINT i;
823 for (i = 0; i < device->context_count; ++i)
825 struct wined3d_context *context = device->contexts[i];
826 const struct wined3d_gl_info *gl_info = context->gl_info;
827 struct fbo_entry *entry, *entry2;
829 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
831 UINT j;
833 for (j = 0; j < gl_info->limits.buffers + 1; ++j)
835 if (entry->key.objects[j].object == name
836 && !(entry->key.rb_namespace & (1 << j)) == !rb_namespace)
838 callback(context, entry);
839 break;
846 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
848 list_remove(&entry->entry);
849 list_add_head(&context->fbo_destroy_list, &entry->entry);
852 void context_resource_released(const struct wined3d_device *device,
853 struct wined3d_resource *resource, enum wined3d_resource_type type)
855 UINT i;
856 struct wined3d_surface *surface;
858 if (!device->d3d_initialized)
859 return;
861 switch (type)
863 case WINED3D_RTYPE_SURFACE:
864 surface = surface_from_resource(resource);
866 for (i = 0; i < device->context_count; ++i)
868 struct wined3d_context *context = device->contexts[i];
869 if (context->current_rt == surface)
870 context->current_rt = NULL;
872 break;
874 default:
875 break;
879 void context_gl_resource_released(struct wined3d_device *device,
880 GLuint name, BOOL rb_namespace)
882 context_enum_fbo_entries(device, name, rb_namespace, context_queue_fbo_entry_destruction);
885 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface)
887 const struct wined3d_gl_info *gl_info = context->gl_info;
888 struct fbo_entry *entry = context->current_fbo;
889 unsigned int i;
891 if (!entry || context->rebind_fbo) return;
893 for (i = 0; i < gl_info->limits.buffers + 1; ++i)
895 if (surface->container->texture_rgb.name == entry->key.objects[i].object
896 || surface->container->texture_srgb.name == entry->key.objects[i].object)
898 TRACE("Updated surface %p is bound as attachment %u to the current FBO.\n", surface, i);
899 context->rebind_fbo = TRUE;
900 return;
905 static BOOL context_restore_pixel_format(struct wined3d_context *ctx)
907 const struct wined3d_gl_info *gl_info = ctx->gl_info;
908 BOOL ret = FALSE;
910 if (ctx->restore_pf && IsWindow(ctx->restore_pf_win))
912 if (ctx->gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
914 HDC dc = GetDCEx(ctx->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
915 if (dc)
917 if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, ctx->restore_pf))))
919 ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
920 ctx->restore_pf, ctx->restore_pf_win);
922 ReleaseDC(ctx->restore_pf_win, dc);
925 else
927 ERR("can't restore pixel format %d on window %p\n", ctx->restore_pf, ctx->restore_pf_win);
931 ctx->restore_pf = 0;
932 ctx->restore_pf_win = NULL;
933 return ret;
936 static BOOL context_set_pixel_format(struct wined3d_context *context, HDC dc, BOOL private, int format)
938 const struct wined3d_gl_info *gl_info = context->gl_info;
939 int current;
941 if (dc == context->hdc && context->hdc_is_private && context->hdc_has_format)
942 return TRUE;
944 current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc);
945 if (current == format) goto success;
947 if (!current)
949 if (!SetPixelFormat(dc, format, NULL))
951 /* This may also happen if the dc belongs to a destroyed window. */
952 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
953 format, dc, GetLastError());
954 return FALSE;
957 context->restore_pf = 0;
958 context->restore_pf_win = private ? NULL : WindowFromDC(dc);
959 goto success;
962 /* By default WGL doesn't allow pixel format adjustments but we need it
963 * here. For this reason there's a Wine specific wglSetPixelFormat()
964 * which allows us to set the pixel format multiple times. Only use it
965 * when really needed. */
966 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
968 HWND win;
970 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
972 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
973 format, dc);
974 return FALSE;
977 win = private ? NULL : WindowFromDC(dc);
978 if (win != context->restore_pf_win)
980 context_restore_pixel_format(context);
982 context->restore_pf = private ? 0 : current;
983 context->restore_pf_win = win;
986 goto success;
989 /* OpenGL doesn't allow pixel format adjustments. Print an error and
990 * continue using the old format. There's a big chance that the old
991 * format works although with a performance hit and perhaps rendering
992 * errors. */
993 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
994 format, dc, current);
995 return TRUE;
997 success:
998 if (dc == context->hdc && context->hdc_is_private)
999 context->hdc_has_format = TRUE;
1000 return TRUE;
1003 static BOOL context_set_gl_context(struct wined3d_context *ctx)
1005 struct wined3d_swapchain *swapchain = ctx->swapchain;
1006 BOOL backup = FALSE;
1008 if (!context_set_pixel_format(ctx, ctx->hdc, ctx->hdc_is_private, ctx->pixel_format))
1010 WARN("Failed to set pixel format %d on device context %p.\n",
1011 ctx->pixel_format, ctx->hdc);
1012 backup = TRUE;
1015 if (backup || !wglMakeCurrent(ctx->hdc, ctx->glCtx))
1017 HDC dc;
1019 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1020 ctx->glCtx, ctx->hdc, GetLastError());
1021 ctx->valid = 0;
1022 WARN("Trying fallback to the backup window.\n");
1024 /* FIXME: If the context is destroyed it's no longer associated with
1025 * a swapchain, so we can't use the swapchain to get a backup dc. To
1026 * make this work windowless contexts would need to be handled by the
1027 * device. */
1028 if (ctx->destroyed)
1030 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx);
1031 context_set_current(NULL);
1032 return FALSE;
1035 if (!(dc = swapchain_get_backup_dc(swapchain)))
1037 context_set_current(NULL);
1038 return FALSE;
1041 if (!context_set_pixel_format(ctx, dc, TRUE, ctx->pixel_format))
1043 ERR("Failed to set pixel format %d on device context %p.\n",
1044 ctx->pixel_format, dc);
1045 context_set_current(NULL);
1046 return FALSE;
1049 if (!wglMakeCurrent(dc, ctx->glCtx))
1051 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1052 dc, GetLastError());
1053 context_set_current(NULL);
1054 return FALSE;
1057 ctx->valid = 1;
1059 ctx->needs_set = 0;
1060 return TRUE;
1063 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
1065 if (!wglMakeCurrent(dc, gl_ctx))
1067 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1068 gl_ctx, dc, GetLastError());
1069 context_set_current(NULL);
1073 static void context_update_window(struct wined3d_context *context)
1075 if (context->win_handle == context->swapchain->win_handle)
1076 return;
1078 TRACE("Updating context %p window from %p to %p.\n",
1079 context, context->win_handle, context->swapchain->win_handle);
1081 if (context->hdc)
1082 wined3d_release_dc(context->win_handle, context->hdc);
1084 context->win_handle = context->swapchain->win_handle;
1085 context->hdc_is_private = FALSE;
1086 context->hdc_has_format = FALSE;
1087 context->needs_set = 1;
1088 context->valid = 1;
1090 if (!(context->hdc = GetDCEx(context->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
1092 ERR("Failed to get a device context for window %p.\n", context->win_handle);
1093 context->valid = 0;
1097 static void context_destroy_gl_resources(struct wined3d_context *context)
1099 const struct wined3d_gl_info *gl_info = context->gl_info;
1100 struct wined3d_timestamp_query *timestamp_query;
1101 struct wined3d_occlusion_query *occlusion_query;
1102 struct wined3d_event_query *event_query;
1103 struct fbo_entry *entry, *entry2;
1104 HGLRC restore_ctx;
1105 HDC restore_dc;
1106 unsigned int i;
1108 restore_ctx = wglGetCurrentContext();
1109 restore_dc = wglGetCurrentDC();
1111 if (restore_ctx == context->glCtx)
1112 restore_ctx = NULL;
1113 else if (context->valid)
1114 context_set_gl_context(context);
1116 LIST_FOR_EACH_ENTRY(timestamp_query, &context->timestamp_queries, struct wined3d_timestamp_query, entry)
1118 if (context->valid)
1119 GL_EXTCALL(glDeleteQueries(1, &timestamp_query->id));
1120 timestamp_query->context = NULL;
1123 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
1125 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
1126 GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
1127 occlusion_query->context = NULL;
1130 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
1132 if (context->valid)
1134 if (gl_info->supported[ARB_SYNC])
1136 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
1138 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
1139 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
1141 event_query->context = NULL;
1144 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
1146 if (!context->valid) entry->id = 0;
1147 context_destroy_fbo_entry(context, entry);
1150 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
1152 if (!context->valid) entry->id = 0;
1153 context_destroy_fbo_entry(context, entry);
1156 if (context->valid)
1158 if (context->dummy_arbfp_prog)
1160 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
1163 if (gl_info->supported[ARB_TIMER_QUERY])
1164 GL_EXTCALL(glDeleteQueries(context->free_timestamp_query_count, context->free_timestamp_queries));
1166 if (gl_info->supported[ARB_OCCLUSION_QUERY])
1167 GL_EXTCALL(glDeleteQueries(context->free_occlusion_query_count, context->free_occlusion_queries));
1169 if (gl_info->supported[ARB_SYNC])
1171 for (i = 0; i < context->free_event_query_count; ++i)
1173 GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
1176 else if (gl_info->supported[APPLE_FENCE])
1178 for (i = 0; i < context->free_event_query_count; ++i)
1180 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
1183 else if (gl_info->supported[NV_FENCE])
1185 for (i = 0; i < context->free_event_query_count; ++i)
1187 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
1191 checkGLcall("context cleanup");
1194 HeapFree(GetProcessHeap(), 0, context->free_timestamp_queries);
1195 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
1196 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
1198 context_restore_pixel_format(context);
1199 if (restore_ctx)
1201 context_restore_gl_context(gl_info, restore_dc, restore_ctx);
1203 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
1205 ERR("Failed to disable GL context.\n");
1208 wined3d_release_dc(context->win_handle, context->hdc);
1210 if (!wglDeleteContext(context->glCtx))
1212 DWORD err = GetLastError();
1213 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
1217 DWORD context_get_tls_idx(void)
1219 return wined3d_context_tls_idx;
1222 void context_set_tls_idx(DWORD idx)
1224 wined3d_context_tls_idx = idx;
1227 struct wined3d_context *context_get_current(void)
1229 return TlsGetValue(wined3d_context_tls_idx);
1232 BOOL context_set_current(struct wined3d_context *ctx)
1234 struct wined3d_context *old = context_get_current();
1236 if (old == ctx)
1238 TRACE("Already using D3D context %p.\n", ctx);
1239 return TRUE;
1242 if (old)
1244 if (old->destroyed)
1246 TRACE("Switching away from destroyed context %p.\n", old);
1247 context_destroy_gl_resources(old);
1248 HeapFree(GetProcessHeap(), 0, (void *)old->gl_info);
1249 HeapFree(GetProcessHeap(), 0, old);
1251 else
1253 if (wglGetCurrentContext())
1255 TRACE("Flushing context %p before switching to %p.\n", old, ctx);
1256 glFlush();
1258 old->current = 0;
1262 if (ctx)
1264 if (!ctx->valid)
1266 ERR("Trying to make invalid context %p current\n", ctx);
1267 return FALSE;
1270 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1271 if (!context_set_gl_context(ctx))
1272 return FALSE;
1273 ctx->current = 1;
1275 else if(wglGetCurrentContext())
1277 TRACE("Clearing current D3D context.\n");
1278 if (!wglMakeCurrent(NULL, NULL))
1280 DWORD err = GetLastError();
1281 ERR("Failed to clear current GL context, last error %#x.\n", err);
1282 TlsSetValue(wined3d_context_tls_idx, NULL);
1283 return FALSE;
1287 return TlsSetValue(wined3d_context_tls_idx, ctx);
1290 void context_release(struct wined3d_context *context)
1292 TRACE("Releasing context %p, level %u.\n", context, context->level);
1294 if (WARN_ON(d3d))
1296 if (!context->level)
1297 WARN("Context %p is not active.\n", context);
1298 else if (context != context_get_current())
1299 WARN("Context %p is not the current context.\n", context);
1302 if (!--context->level)
1304 if (context_restore_pixel_format(context))
1305 context->needs_set = 1;
1306 if (context->restore_ctx)
1308 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1309 context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx);
1310 context->restore_ctx = NULL;
1311 context->restore_dc = NULL;
1316 /* This is used when a context for render target A is active, but a separate context is
1317 * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
1318 * A to avoid breaking caller code. */
1319 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore)
1321 if (context->current_rt != restore)
1323 context_release(context);
1324 context = context_acquire(restore->container->resource.device, restore);
1327 context_release(context);
1330 static void context_enter(struct wined3d_context *context)
1332 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1334 if (!context->level++)
1336 const struct wined3d_context *current_context = context_get_current();
1337 HGLRC current_gl = wglGetCurrentContext();
1339 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1341 TRACE("Another GL context (%p on device context %p) is already current.\n",
1342 current_gl, wglGetCurrentDC());
1343 context->restore_ctx = current_gl;
1344 context->restore_dc = wglGetCurrentDC();
1345 context->needs_set = 1;
1347 else if (!context->needs_set && !(context->hdc_is_private && context->hdc_has_format)
1348 && context->pixel_format != context->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context->hdc))
1349 context->needs_set = 1;
1353 void context_invalidate_state(struct wined3d_context *context, DWORD state)
1355 DWORD rep = context->state_table[state].representative;
1356 DWORD idx;
1357 BYTE shift;
1359 if (isStateDirty(context, rep)) return;
1361 context->dirtyArray[context->numDirtyEntries++] = rep;
1362 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1363 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1364 context->isStateDirty[idx] |= (1u << shift);
1367 /* This function takes care of wined3d pixel format selection. */
1368 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1369 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1370 BOOL auxBuffers, BOOL findCompatible)
1372 int iPixelFormat=0;
1373 unsigned int current_value;
1374 unsigned int cfg_count = device->adapter->cfg_count;
1375 unsigned int i;
1377 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1378 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1379 auxBuffers, findCompatible);
1381 current_value = 0;
1382 for (i = 0; i < cfg_count; ++i)
1384 const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1385 unsigned int value;
1387 /* For now only accept RGBA formats. Perhaps some day we will
1388 * allow floating point formats for pbuffers. */
1389 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1390 continue;
1391 /* In window mode we need a window drawable format and double buffering. */
1392 if (!(cfg->windowDrawable && cfg->doubleBuffer))
1393 continue;
1394 if (cfg->redSize < color_format->red_size)
1395 continue;
1396 if (cfg->greenSize < color_format->green_size)
1397 continue;
1398 if (cfg->blueSize < color_format->blue_size)
1399 continue;
1400 if (cfg->alphaSize < color_format->alpha_size)
1401 continue;
1402 if (cfg->depthSize < ds_format->depth_size)
1403 continue;
1404 if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size)
1405 continue;
1406 /* Check multisampling support. */
1407 if (cfg->numSamples)
1408 continue;
1410 value = 1;
1411 /* We try to locate a format which matches our requirements exactly. In case of
1412 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1413 if (cfg->depthSize == ds_format->depth_size)
1414 value += 1;
1415 if (cfg->stencilSize == ds_format->stencil_size)
1416 value += 2;
1417 if (cfg->alphaSize == color_format->alpha_size)
1418 value += 4;
1419 /* We like to have aux buffers in backbuffer mode */
1420 if (auxBuffers && cfg->auxBuffers)
1421 value += 8;
1422 if (cfg->redSize == color_format->red_size
1423 && cfg->greenSize == color_format->green_size
1424 && cfg->blueSize == color_format->blue_size)
1425 value += 16;
1427 if (value > current_value)
1429 iPixelFormat = cfg->iPixelFormat;
1430 current_value = value;
1434 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1435 if(!iPixelFormat && !findCompatible) {
1436 ERR("Can't find a suitable iPixelFormat\n");
1437 return FALSE;
1438 } else if(!iPixelFormat) {
1439 PIXELFORMATDESCRIPTOR pfd;
1441 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1442 /* PixelFormat selection */
1443 ZeroMemory(&pfd, sizeof(pfd));
1444 pfd.nSize = sizeof(pfd);
1445 pfd.nVersion = 1;
1446 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1447 pfd.iPixelType = PFD_TYPE_RGBA;
1448 pfd.cAlphaBits = color_format->alpha_size;
1449 pfd.cColorBits = color_format->red_size + color_format->green_size
1450 + color_format->blue_size + color_format->alpha_size;
1451 pfd.cDepthBits = ds_format->depth_size;
1452 pfd.cStencilBits = ds_format->stencil_size;
1453 pfd.iLayerType = PFD_MAIN_PLANE;
1455 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1456 if(!iPixelFormat) {
1457 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1458 ERR("Can't find a suitable iPixelFormat\n");
1459 return FALSE;
1463 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1464 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1465 return iPixelFormat;
1468 /* Context activation is done by the caller. */
1469 static void bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
1471 const struct wined3d_gl_info *gl_info = context->gl_info;
1472 unsigned int i, count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1474 for (i = 0; i < count; ++i)
1476 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
1477 checkGLcall("glActiveTexture");
1479 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1480 checkGLcall("glBindTexture");
1482 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1484 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1485 checkGLcall("glBindTexture");
1488 if (gl_info->supported[EXT_TEXTURE3D])
1490 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1491 checkGLcall("glBindTexture");
1494 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1496 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1497 checkGLcall("glBindTexture");
1502 static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
1504 return gl_info->supported[ARB_DEBUG_OUTPUT]
1505 && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
1508 static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
1509 GLenum severity, GLsizei length, const char *message, void *ctx)
1511 switch (type)
1513 case GL_DEBUG_TYPE_ERROR_ARB:
1514 ERR("%p: %s.\n", ctx, debugstr_an(message, length));
1515 break;
1517 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
1518 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
1519 case GL_DEBUG_TYPE_PORTABILITY_ARB:
1520 FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
1521 break;
1523 case GL_DEBUG_TYPE_PERFORMANCE_ARB:
1524 WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
1525 break;
1527 default:
1528 FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
1529 break;
1533 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx)
1535 HGLRC ctx;
1536 unsigned int ctx_attrib_idx = 0;
1537 GLint ctx_attribs[7], ctx_flags = 0;
1539 if (context_debug_output_enabled(gl_info))
1540 ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB;
1541 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
1542 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16;
1543 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB;
1544 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff;
1545 if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
1546 ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1547 if (ctx_flags)
1549 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1550 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1552 ctx_attribs[ctx_attrib_idx] = 0;
1554 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1556 if (ctx_flags & WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB)
1558 ctx_attribs[ctx_attrib_idx - 1] &= ~WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1559 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1560 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1561 GetLastError());
1564 return ctx;
1567 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1568 struct wined3d_texture *target, const struct wined3d_format *ds_format)
1570 struct wined3d_device *device = swapchain->device;
1571 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1572 const struct wined3d_format *color_format;
1573 struct wined3d_context *ret;
1574 BOOL auxBuffers = FALSE;
1575 HGLRC ctx, share_ctx;
1576 int pixel_format;
1577 unsigned int s;
1578 int swap_interval;
1579 DWORD state;
1580 HDC hdc = 0;
1581 BOOL hdc_is_private = FALSE;
1583 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1585 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1586 if (!ret)
1587 return NULL;
1589 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1590 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1591 if (!ret->blit_targets)
1592 goto out;
1594 ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1595 gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1596 if (!ret->draw_buffers)
1597 goto out;
1599 ret->fbo_key = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1600 FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[gl_info->limits.buffers + 1]));
1601 if (!ret->fbo_key)
1602 goto out;
1604 ret->free_timestamp_query_size = 4;
1605 ret->free_timestamp_queries = HeapAlloc(GetProcessHeap(), 0,
1606 ret->free_timestamp_query_size * sizeof(*ret->free_timestamp_queries));
1607 if (!ret->free_timestamp_queries)
1608 goto out;
1609 list_init(&ret->timestamp_queries);
1611 ret->free_occlusion_query_size = 4;
1612 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1613 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1614 if (!ret->free_occlusion_queries)
1615 goto out;
1617 list_init(&ret->occlusion_queries);
1619 ret->free_event_query_size = 4;
1620 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1621 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1622 if (!ret->free_event_queries)
1623 goto out;
1625 list_init(&ret->event_queries);
1626 list_init(&ret->fbo_list);
1627 list_init(&ret->fbo_destroy_list);
1629 if (!device->shader_backend->shader_allocate_context_data(ret))
1631 ERR("Failed to allocate shader backend context data.\n");
1632 goto out;
1634 if (!device->adapter->fragment_pipe->allocate_context_data(ret))
1636 ERR("Failed to allocate fragment pipeline context data.\n");
1637 goto out;
1640 /* Initialize the texture unit mapping to a 1:1 mapping */
1641 for (s = 0; s < MAX_COMBINED_SAMPLERS; ++s)
1643 if (s < gl_info->limits.combined_samplers)
1645 ret->tex_unit_map[s] = s;
1646 ret->rev_tex_unit_map[s] = s;
1648 else
1650 ret->tex_unit_map[s] = WINED3D_UNMAPPED_STAGE;
1651 ret->rev_tex_unit_map[s] = WINED3D_UNMAPPED_STAGE;
1655 if (!(hdc = GetDCEx(swapchain->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
1657 WARN("Failed to retrieve device context, trying swapchain backup.\n");
1659 if ((hdc = swapchain_get_backup_dc(swapchain)))
1660 hdc_is_private = TRUE;
1661 else
1663 ERR("Failed to retrieve a device context.\n");
1664 goto out;
1668 color_format = target->resource.format;
1670 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1671 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1672 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1674 auxBuffers = TRUE;
1676 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1677 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1678 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1679 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1682 /* DirectDraw supports 8bit paletted render targets and these are used by
1683 * old games like StarCraft and C&C. Most modern hardware doesn't support
1684 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1685 * conversion (ab)uses the alpha component for storing the palette index.
1686 * For this reason we require a format with 8bit alpha, so request
1687 * A8R8G8B8. */
1688 if (color_format->id == WINED3DFMT_P8_UINT)
1689 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1691 /* When "always_offscreen" is enabled, we only use the drawable for
1692 * presentation blits, and don't do any rendering to it. That means we
1693 * don't need depth or stencil buffers, and can mostly ignore the render
1694 * target format. This wouldn't necessarily be quite correct for 10bpc
1695 * display modes, but we don't currently support those.
1696 * Using the same format regardless of the color/depth/stencil targets
1697 * makes it much less likely that different wined3d instances will set
1698 * conflicting pixel formats. */
1699 if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER
1700 && wined3d_settings.always_offscreen)
1702 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1703 ds_format = wined3d_get_format(gl_info, WINED3DFMT_UNKNOWN);
1706 /* Try to find a pixel format which matches our requirements. */
1707 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, FALSE);
1709 /* Try to locate a compatible format if we weren't able to find anything. */
1710 if (!pixel_format)
1712 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1713 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, TRUE);
1716 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1717 if (!pixel_format)
1719 ERR("Can't find a suitable pixel format.\n");
1720 goto out;
1723 ret->gl_info = gl_info;
1725 context_enter(ret);
1727 if (!context_set_pixel_format(ret, hdc, hdc_is_private, pixel_format))
1729 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1730 context_release(ret);
1731 goto out;
1734 share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL;
1735 if (gl_info->p_wglCreateContextAttribsARB)
1737 if (!(ctx = context_create_wgl_attribs(gl_info, hdc, share_ctx)))
1738 goto out;
1740 else
1742 if (!(ctx = wglCreateContext(hdc)))
1744 ERR("Failed to create a WGL context.\n");
1745 context_release(ret);
1746 goto out;
1749 if (share_ctx && !wglShareLists(share_ctx, ctx))
1751 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
1752 context_release(ret);
1753 if (!wglDeleteContext(ctx))
1754 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1755 goto out;
1759 if (!device_context_add(device, ret))
1761 ERR("Failed to add the newly created context to the context list\n");
1762 context_release(ret);
1763 if (!wglDeleteContext(ctx))
1764 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1765 goto out;
1768 ret->d3d_info = &device->adapter->d3d_info;
1769 ret->state_table = device->StateTable;
1771 /* Mark all states dirty to force a proper initialization of the states
1772 * on the first use of the context. */
1773 for (state = 0; state <= STATE_HIGHEST; ++state)
1775 if (ret->state_table[state].representative)
1776 context_invalidate_state(ret, state);
1779 ret->swapchain = swapchain;
1780 ret->current_rt = target->sub_resources[0].u.surface;
1781 ret->tid = GetCurrentThreadId();
1783 ret->render_offscreen = wined3d_resource_is_offscreen(&target->resource);
1784 ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
1785 ret->valid = 1;
1787 ret->glCtx = ctx;
1788 ret->win_handle = swapchain->win_handle;
1789 ret->hdc = hdc;
1790 ret->hdc_is_private = hdc_is_private;
1791 ret->hdc_has_format = TRUE;
1792 ret->pixel_format = pixel_format;
1793 ret->needs_set = 1;
1795 /* Set up the context defaults */
1796 if (!context_set_current(ret))
1798 ERR("Cannot activate context to set up defaults.\n");
1799 device_context_remove(device, ret);
1800 context_release(ret);
1801 if (!wglDeleteContext(ctx))
1802 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1803 goto out;
1806 if (context_debug_output_enabled(gl_info))
1808 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, ret));
1809 if (TRACE_ON(d3d_synchronous))
1810 gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
1811 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
1812 if (ERR_ON(d3d))
1814 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR,
1815 GL_DONT_CARE, 0, NULL, GL_TRUE));
1817 if (FIXME_ON(d3d))
1819 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,
1820 GL_DONT_CARE, 0, NULL, GL_TRUE));
1821 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR,
1822 GL_DONT_CARE, 0, NULL, GL_TRUE));
1823 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY,
1824 GL_DONT_CARE, 0, NULL, GL_TRUE));
1826 if (WARN_ON(d3d_perf))
1828 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE,
1829 GL_DONT_CARE, 0, NULL, GL_TRUE));
1833 switch (swapchain->desc.swap_interval)
1835 case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1836 swap_interval = 0;
1837 break;
1838 case WINED3DPRESENT_INTERVAL_DEFAULT:
1839 case WINED3DPRESENT_INTERVAL_ONE:
1840 swap_interval = 1;
1841 break;
1842 case WINED3DPRESENT_INTERVAL_TWO:
1843 swap_interval = 2;
1844 break;
1845 case WINED3DPRESENT_INTERVAL_THREE:
1846 swap_interval = 3;
1847 break;
1848 case WINED3DPRESENT_INTERVAL_FOUR:
1849 swap_interval = 4;
1850 break;
1851 default:
1852 FIXME("Unknown swap interval %#x.\n", swapchain->desc.swap_interval);
1853 swap_interval = 1;
1856 if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1858 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1859 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1860 swap_interval, ret, GetLastError());
1863 gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1865 TRACE("Setting up the screen\n");
1867 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1868 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1870 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1871 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1873 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1874 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1876 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1877 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1878 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
1879 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1881 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
1883 GLuint vao;
1885 GL_EXTCALL(glGenVertexArrays(1, &vao));
1886 GL_EXTCALL(glBindVertexArray(vao));
1887 checkGLcall("creating VAO");
1890 if (gl_info->supported[ARB_VERTEX_BLEND])
1892 /* Direct3D always uses n-1 weights for n world matrices and uses
1893 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
1894 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
1895 * enabled as well. */
1896 gl_info->gl_ops.gl.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1897 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1899 if (gl_info->supported[NV_TEXTURE_SHADER2])
1901 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1902 * the previous texture where to source the offset from is always unit - 1.
1904 for (s = 1; s < gl_info->limits.textures; ++s)
1906 context_active_texture(ret, gl_info, s);
1907 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
1908 GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1909 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1912 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1914 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1915 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1916 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1917 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1918 * is ever assigned.
1920 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1921 * program and the dummy program is destroyed when the context is destroyed.
1923 static const char dummy_program[] =
1924 "!!ARBfp1.0\n"
1925 "MOV result.color, fragment.color.primary;\n"
1926 "END\n";
1927 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1928 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1929 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1932 if (gl_info->supported[ARB_POINT_SPRITE])
1934 for (s = 0; s < gl_info->limits.textures; ++s)
1936 context_active_texture(ret, gl_info, s);
1937 gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1938 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1942 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1944 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1946 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1948 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1950 device->shader_backend->shader_init_context_state(ret);
1951 ret->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
1952 | (1u << WINED3D_SHADER_TYPE_VERTEX)
1953 | (1u << WINED3D_SHADER_TYPE_GEOMETRY);
1955 /* If this happens to be the first context for the device, dummy textures
1956 * are not created yet. In that case, they will be created (and bound) by
1957 * create_dummy_textures right after this context is initialized. */
1958 if (device->dummy_texture_2d[0])
1959 bind_dummy_textures(device, ret);
1961 TRACE("Created context %p.\n", ret);
1963 return ret;
1965 out:
1966 if (hdc) wined3d_release_dc(swapchain->win_handle, hdc);
1967 device->shader_backend->shader_free_context_data(ret);
1968 device->adapter->fragment_pipe->free_context_data(ret);
1969 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1970 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1971 HeapFree(GetProcessHeap(), 0, ret->free_timestamp_queries);
1972 HeapFree(GetProcessHeap(), 0, ret->fbo_key);
1973 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1974 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1975 HeapFree(GetProcessHeap(), 0, ret);
1976 return NULL;
1979 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
1981 BOOL destroy;
1983 TRACE("Destroying ctx %p\n", context);
1985 if (context->tid == GetCurrentThreadId() || !context->current)
1987 context_destroy_gl_resources(context);
1988 TlsSetValue(wined3d_context_tls_idx, NULL);
1989 destroy = TRUE;
1991 else
1993 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
1994 in wined3d_adapter may go away in the meantime */
1995 struct wined3d_gl_info *gl_info = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info));
1996 *gl_info = *context->gl_info;
1997 context->gl_info = gl_info;
1998 context->destroyed = 1;
1999 destroy = FALSE;
2002 device->shader_backend->shader_free_context_data(context);
2003 device->adapter->fragment_pipe->free_context_data(context);
2004 HeapFree(GetProcessHeap(), 0, context->fbo_key);
2005 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
2006 HeapFree(GetProcessHeap(), 0, context->blit_targets);
2007 device_context_remove(device, context);
2008 if (destroy) HeapFree(GetProcessHeap(), 0, context);
2011 /* Context activation is done by the caller. */
2012 static void set_blit_dimension(const struct wined3d_gl_info *gl_info, UINT width, UINT height)
2014 const GLdouble projection[] =
2016 2.0 / width, 0.0, 0.0, 0.0,
2017 0.0, 2.0 / height, 0.0, 0.0,
2018 0.0, 0.0, 2.0, 0.0,
2019 -1.0, -1.0, -1.0, 1.0,
2022 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2023 checkGLcall("glMatrixMode(GL_PROJECTION)");
2024 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
2025 checkGLcall("glLoadMatrixd");
2026 gl_info->gl_ops.gl.p_glViewport(0, 0, width, height);
2027 checkGLcall("glViewport");
2030 static void context_get_rt_size(const struct wined3d_context *context, SIZE *size)
2032 const struct wined3d_surface *rt = context->current_rt;
2034 if (rt->container->swapchain && rt->container->swapchain->front_buffer == rt->container)
2036 RECT window_size;
2038 GetClientRect(context->win_handle, &window_size);
2039 size->cx = window_size.right - window_size.left;
2040 size->cy = window_size.bottom - window_size.top;
2042 return;
2045 size->cx = rt->resource.width;
2046 size->cy = rt->resource.height;
2049 /*****************************************************************************
2050 * SetupForBlit
2052 * Sets up a context for DirectDraw blitting.
2053 * All texture units are disabled, texture unit 0 is set as current unit
2054 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
2055 * color writing enabled for all channels
2056 * register combiners disabled, shaders disabled
2057 * world matrix is set to identity, texture matrix 0 too
2058 * projection matrix is setup for drawing screen coordinates
2060 * Params:
2061 * This: Device to activate the context for
2062 * context: Context to setup
2064 *****************************************************************************/
2065 /* Context activation is done by the caller. */
2066 static void SetupForBlit(const struct wined3d_device *device, struct wined3d_context *context)
2068 int i;
2069 const struct wined3d_gl_info *gl_info = context->gl_info;
2070 DWORD sampler;
2071 SIZE rt_size;
2073 TRACE("Setting up context %p for blitting\n", context);
2075 context_get_rt_size(context, &rt_size);
2077 if (context->last_was_blit)
2079 if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
2081 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
2082 context->blit_w = rt_size.cx;
2083 context->blit_h = rt_size.cy;
2084 /* No need to dirtify here, the states are still dirtified because
2085 * they weren't applied since the last SetupForBlit() call. */
2087 TRACE("Context is already set up for blitting, nothing to do\n");
2088 return;
2090 context->last_was_blit = TRUE;
2092 /* Disable all textures. The caller can then bind a texture it wants to blit
2093 * from
2095 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
2096 * function texture unit. No need to care for higher samplers
2098 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
2100 sampler = context->rev_tex_unit_map[i];
2101 context_active_texture(context, gl_info, i);
2103 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2105 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2106 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2108 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
2109 checkGLcall("glDisable GL_TEXTURE_3D");
2110 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2112 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
2113 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2115 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
2116 checkGLcall("glDisable GL_TEXTURE_2D");
2118 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2119 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
2121 if (sampler != WINED3D_UNMAPPED_STAGE)
2123 if (sampler < MAX_TEXTURES)
2124 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
2125 context_invalidate_state(context, STATE_SAMPLER(sampler));
2128 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
2129 GL_EXTCALL(glBindSampler(0, 0));
2130 context_active_texture(context, gl_info, 0);
2132 sampler = context->rev_tex_unit_map[0];
2134 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2136 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2137 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2139 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
2140 checkGLcall("glDisable GL_TEXTURE_3D");
2141 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2143 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
2144 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2146 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
2147 checkGLcall("glDisable GL_TEXTURE_2D");
2149 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2151 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
2152 checkGLcall("glMatrixMode(GL_TEXTURE)");
2153 gl_info->gl_ops.gl.p_glLoadIdentity();
2154 checkGLcall("glLoadIdentity()");
2156 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
2158 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2159 GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
2160 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
2163 if (sampler != WINED3D_UNMAPPED_STAGE)
2165 if (sampler < MAX_TEXTURES)
2167 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
2168 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
2170 context_invalidate_state(context, STATE_SAMPLER(sampler));
2173 /* Other misc states */
2174 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
2175 checkGLcall("glDisable(GL_ALPHA_TEST)");
2176 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
2177 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2178 checkGLcall("glDisable GL_LIGHTING");
2179 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
2180 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
2181 checkGLcall("glDisable GL_DEPTH_TEST");
2182 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
2183 glDisableWINE(GL_FOG);
2184 checkGLcall("glDisable GL_FOG");
2185 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
2186 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2187 checkGLcall("glDisable GL_BLEND");
2188 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2189 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
2190 checkGLcall("glDisable GL_CULL_FACE");
2191 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE));
2192 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
2193 checkGLcall("glDisable GL_STENCIL_TEST");
2194 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
2195 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
2196 checkGLcall("glDisable GL_SCISSOR_TEST");
2197 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
2198 if (gl_info->supported[ARB_POINT_SPRITE])
2200 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
2201 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
2202 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
2204 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
2205 checkGLcall("glColorMask");
2206 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
2207 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
2208 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
2209 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
2210 if (gl_info->supported[EXT_SECONDARY_COLOR])
2212 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
2213 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
2214 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
2217 /* Setup transforms */
2218 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2219 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2220 gl_info->gl_ops.gl.p_glLoadIdentity();
2221 checkGLcall("glLoadIdentity()");
2222 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
2224 context->last_was_rhw = TRUE;
2225 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
2227 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
2228 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
2229 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
2230 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
2231 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
2232 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
2233 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
2235 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
2237 /* Disable shaders */
2238 device->shader_backend->shader_disable(device->shader_priv, context);
2240 context->blit_w = rt_size.cx;
2241 context->blit_h = rt_size.cy;
2242 context_invalidate_state(context, STATE_VIEWPORT);
2243 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2246 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
2248 return rt_mask & (1u << 31);
2251 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
2253 return rt_mask & ~(1u << 31);
2256 /* Context activation is done by the caller. */
2257 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
2259 const struct wined3d_gl_info *gl_info = context->gl_info;
2261 if (!rt_mask)
2263 gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
2264 checkGLcall("glDrawBuffer()");
2266 else if (is_rt_mask_onscreen(rt_mask))
2268 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
2269 checkGLcall("glDrawBuffer()");
2271 else
2273 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2275 unsigned int i = 0;
2277 while (rt_mask)
2279 if (rt_mask & 1)
2280 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2281 else
2282 context->draw_buffers[i] = GL_NONE;
2284 rt_mask >>= 1;
2285 ++i;
2288 if (gl_info->supported[ARB_DRAW_BUFFERS])
2290 GL_EXTCALL(glDrawBuffers(i, context->draw_buffers));
2291 checkGLcall("glDrawBuffers()");
2293 else
2295 gl_info->gl_ops.gl.p_glDrawBuffer(context->draw_buffers[0]);
2296 checkGLcall("glDrawBuffer()");
2299 else
2301 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2306 /* Context activation is done by the caller. */
2307 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
2309 const struct wined3d_gl_info *gl_info = context->gl_info;
2310 DWORD *current_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2311 DWORD new_mask = context_generate_rt_mask(buffer);
2313 if (new_mask == *current_mask)
2314 return;
2316 gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
2317 checkGLcall("glDrawBuffer()");
2319 *current_mask = new_mask;
2322 /* Context activation is done by the caller. */
2323 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
2325 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
2326 checkGLcall("glActiveTexture");
2327 context->active_texture = unit;
2330 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
2332 const struct wined3d_gl_info *gl_info = context->gl_info;
2333 DWORD unit = context->active_texture;
2334 DWORD old_texture_type = context->texture_type[unit];
2336 if (name)
2338 gl_info->gl_ops.gl.p_glBindTexture(target, name);
2339 checkGLcall("glBindTexture");
2341 else
2343 target = GL_NONE;
2346 if (old_texture_type != target)
2348 const struct wined3d_device *device = context->swapchain->device;
2350 switch (old_texture_type)
2352 case GL_NONE:
2353 /* nothing to do */
2354 break;
2355 case GL_TEXTURE_2D:
2356 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[unit]);
2357 checkGLcall("glBindTexture");
2358 break;
2359 case GL_TEXTURE_RECTANGLE_ARB:
2360 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[unit]);
2361 checkGLcall("glBindTexture");
2362 break;
2363 case GL_TEXTURE_CUBE_MAP:
2364 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[unit]);
2365 checkGLcall("glBindTexture");
2366 break;
2367 case GL_TEXTURE_3D:
2368 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[unit]);
2369 checkGLcall("glBindTexture");
2370 break;
2371 default:
2372 ERR("Unexpected texture target %#x\n", old_texture_type);
2375 context->texture_type[unit] = target;
2379 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
2381 if (context->render_offscreen == offscreen) return;
2383 context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
2384 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2385 context_invalidate_state(context, STATE_VIEWPORT);
2386 context_invalidate_state(context, STATE_SCISSORRECT);
2387 context_invalidate_state(context, STATE_FRONTFACE);
2388 context->render_offscreen = offscreen;
2391 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
2392 const struct wined3d_format *required)
2394 if (existing == required)
2395 return TRUE;
2396 if ((existing->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
2397 != (required->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2398 return FALSE;
2399 if (existing->depth_size < required->depth_size)
2400 return FALSE;
2401 /* If stencil bits are used the exact amount is required - otherwise
2402 * wrapping won't work correctly. */
2403 if (required->stencil_size && required->stencil_size != existing->stencil_size)
2404 return FALSE;
2405 return TRUE;
2408 /* Context activation is done by the caller. */
2409 static void context_validate_onscreen_formats(struct wined3d_context *context,
2410 const struct wined3d_rendertarget_view *depth_stencil)
2412 /* Onscreen surfaces are always in a swapchain */
2413 struct wined3d_swapchain *swapchain = context->current_rt->container->swapchain;
2415 if (context->render_offscreen || !depth_stencil) return;
2416 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->format)) return;
2418 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2419 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2420 * format. */
2421 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2423 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2424 surface_load_location(context->current_rt, context, WINED3D_LOCATION_TEXTURE_RGB);
2425 swapchain->render_to_fbo = TRUE;
2426 swapchain_update_draw_bindings(swapchain);
2427 context_set_render_offscreen(context, TRUE);
2430 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context)
2432 switch (wined3d_settings.offscreen_rendering_mode)
2434 case ORM_FBO:
2435 return GL_COLOR_ATTACHMENT0;
2437 case ORM_BACKBUFFER:
2438 return context->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
2440 default:
2441 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
2442 return GL_BACK;
2446 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_context *context, const struct wined3d_surface *rt)
2448 if (!rt || rt->container->resource.format->id == WINED3DFMT_NULL)
2449 return 0;
2450 else if (rt->container->swapchain)
2451 return context_generate_rt_mask_from_resource(&rt->container->resource);
2452 else
2453 return context_generate_rt_mask(context_get_offscreen_gl_buffer(context));
2456 /* Context activation is done by the caller. */
2457 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
2459 struct wined3d_surface *rt = context->current_rt;
2460 DWORD rt_mask, *cur_mask;
2462 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2464 context_validate_onscreen_formats(context, NULL);
2466 if (context->render_offscreen)
2468 wined3d_texture_load(rt->container, context, FALSE);
2470 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->container->resource.draw_binding);
2471 if (rt->container->resource.format->id != WINED3DFMT_NULL)
2472 rt_mask = 1;
2473 else
2474 rt_mask = 0;
2476 else
2478 context->current_fbo = NULL;
2479 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
2480 rt_mask = context_generate_rt_mask_from_resource(&rt->container->resource);
2483 else
2485 rt_mask = context_generate_rt_mask_no_fbo(context, rt);
2488 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2490 if (rt_mask != *cur_mask)
2492 context_apply_draw_buffers(context, rt_mask);
2493 *cur_mask = rt_mask;
2496 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2498 context_check_fbo_status(context, GL_FRAMEBUFFER);
2501 SetupForBlit(device, context);
2502 context_invalidate_state(context, STATE_FRAMEBUFFER);
2505 static BOOL context_validate_rt_config(UINT rt_count, struct wined3d_rendertarget_view * const *rts,
2506 const struct wined3d_rendertarget_view *ds)
2508 unsigned int i;
2510 if (ds) return TRUE;
2512 for (i = 0; i < rt_count; ++i)
2514 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
2515 return TRUE;
2518 WARN("Invalid render target config, need at least one attachment.\n");
2519 return FALSE;
2522 /* Context activation is done by the caller. */
2523 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
2524 UINT rt_count, const struct wined3d_fb_state *fb)
2526 struct wined3d_rendertarget_view **rts = fb->render_targets;
2527 struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
2528 const struct wined3d_gl_info *gl_info = context->gl_info;
2529 DWORD rt_mask = 0, *cur_mask;
2530 UINT i;
2532 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb
2533 || rt_count != context->gl_info->limits.buffers)
2535 if (!context_validate_rt_config(rt_count, rts, dsv))
2536 return FALSE;
2538 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2540 context_validate_onscreen_formats(context, dsv);
2542 if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
2544 for (i = 0; i < rt_count; ++i)
2546 context->blit_targets[i] = wined3d_rendertarget_view_get_surface(rts[i]);
2547 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
2548 rt_mask |= (1u << i);
2550 while (i < context->gl_info->limits.buffers)
2552 context->blit_targets[i] = NULL;
2553 ++i;
2555 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
2556 wined3d_rendertarget_view_get_surface(dsv),
2557 rt_count ? rts[0]->resource->draw_binding : 0,
2558 dsv ? dsv->resource->draw_binding : 0);
2560 else
2562 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL,
2563 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
2564 rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
2567 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2568 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2569 * state management allows this */
2570 context_invalidate_state(context, STATE_FRAMEBUFFER);
2572 else
2574 rt_mask = context_generate_rt_mask_no_fbo(context,
2575 rt_count ? wined3d_rendertarget_view_get_surface(rts[0]) : NULL);
2578 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
2579 && (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)))
2581 for (i = 0; i < rt_count; ++i)
2583 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
2584 rt_mask |= (1u << i);
2587 else
2589 rt_mask = context_generate_rt_mask_no_fbo(context,
2590 rt_count ? wined3d_rendertarget_view_get_surface(rts[0]) : NULL);
2593 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2595 if (rt_mask != *cur_mask)
2597 context_apply_draw_buffers(context, rt_mask);
2598 *cur_mask = rt_mask;
2599 context_invalidate_state(context, STATE_FRAMEBUFFER);
2602 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2604 context_check_fbo_status(context, GL_FRAMEBUFFER);
2607 if (context->last_was_blit)
2608 context->last_was_blit = FALSE;
2610 /* Blending and clearing should be orthogonal, but tests on the nvidia
2611 * driver show that disabling blending when clearing improves the clearing
2612 * performance incredibly. */
2613 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2614 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
2615 if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
2617 if (needs_srgb_write(context, &device->state, fb))
2618 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
2619 else
2620 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
2621 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
2623 checkGLcall("setting up state for clear");
2625 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2626 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
2627 context_invalidate_state(context, STATE_SCISSORRECT);
2629 return TRUE;
2632 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_state *state)
2634 struct wined3d_rendertarget_view **rts = state->fb->render_targets;
2635 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
2636 DWORD rt_mask, rt_mask_bits;
2637 unsigned int i;
2639 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2640 return context_generate_rt_mask_no_fbo(context, wined3d_rendertarget_view_get_surface(rts[0]));
2641 else if (!context->render_offscreen)
2642 return context_generate_rt_mask_from_resource(rts[0]->resource);
2644 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
2645 rt_mask &= context->d3d_info->valid_rt_mask;
2646 rt_mask_bits = rt_mask;
2647 i = 0;
2648 while (rt_mask_bits)
2650 rt_mask_bits &= ~(1u << i);
2651 if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
2652 rt_mask &= ~(1u << i);
2654 i++;
2657 return rt_mask;
2660 /* Context activation is done by the caller. */
2661 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2663 DWORD rt_mask = find_draw_buffers_mask(context, state);
2664 const struct wined3d_fb_state *fb = state->fb;
2665 DWORD *cur_mask;
2667 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2669 if (!context->render_offscreen)
2671 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL,
2672 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
2674 else
2676 unsigned int i;
2678 for (i = 0; i < context->gl_info->limits.buffers; ++i)
2680 context->blit_targets[i] = wined3d_rendertarget_view_get_surface(fb->render_targets[i]);
2682 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
2683 wined3d_rendertarget_view_get_surface(fb->depth_stencil),
2684 fb->render_targets[0] ? fb->render_targets[0]->resource->draw_binding : 0,
2685 fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
2689 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2690 if (rt_mask != *cur_mask)
2692 context_apply_draw_buffers(context, rt_mask);
2693 *cur_mask = rt_mask;
2697 static void context_map_stage(struct wined3d_context *context, DWORD stage, DWORD unit)
2699 DWORD i = context->rev_tex_unit_map[unit];
2700 DWORD j = context->tex_unit_map[stage];
2702 TRACE("Mapping stage %u to unit %u.\n", stage, unit);
2703 context->tex_unit_map[stage] = unit;
2704 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2705 context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
2707 context->rev_tex_unit_map[unit] = stage;
2708 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2709 context->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2712 static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
2714 DWORD i;
2716 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2717 context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
2720 static void context_update_fixed_function_usage_map(struct wined3d_context *context,
2721 const struct wined3d_state *state)
2723 UINT i, start, end;
2725 context->fixed_function_usage_map = 0;
2726 for (i = 0; i < MAX_TEXTURES; ++i)
2728 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2729 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2730 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2731 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2732 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2733 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2734 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2735 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2737 /* Not used, and disable higher stages. */
2738 if (color_op == WINED3D_TOP_DISABLE)
2739 break;
2741 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2742 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2743 || ((color_arg3 == WINED3DTA_TEXTURE)
2744 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2745 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2746 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2747 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2748 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2749 context->fixed_function_usage_map |= (1u << i);
2751 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2752 && i < MAX_TEXTURES - 1)
2753 context->fixed_function_usage_map |= (1u << (i + 1));
2756 if (i < context->lowest_disabled_stage)
2758 start = i;
2759 end = context->lowest_disabled_stage;
2761 else
2763 start = context->lowest_disabled_stage;
2764 end = i;
2767 context->lowest_disabled_stage = i;
2768 for (i = start + 1; i < end; ++i)
2770 context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
2774 static void context_map_fixed_function_samplers(struct wined3d_context *context,
2775 const struct wined3d_state *state)
2777 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
2778 const struct wined3d_gl_info *gl_info = context->gl_info;
2779 unsigned int i, tex;
2780 WORD ffu_map;
2782 context_update_fixed_function_usage_map(context, state);
2784 if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS)
2785 return;
2787 ffu_map = context->fixed_function_usage_map;
2789 if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
2790 || context->lowest_disabled_stage <= d3d_info->limits.ffp_textures)
2792 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2794 if (!(ffu_map & 1))
2795 continue;
2797 if (context->tex_unit_map[i] != i)
2799 context_map_stage(context, i, i);
2800 context_invalidate_state(context, STATE_SAMPLER(i));
2801 context_invalidate_texture_stage(context, i);
2804 return;
2807 /* Now work out the mapping */
2808 tex = 0;
2809 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2811 if (!(ffu_map & 1))
2812 continue;
2814 if (context->tex_unit_map[i] != tex)
2816 context_map_stage(context, i, tex);
2817 context_invalidate_state(context, STATE_SAMPLER(i));
2818 context_invalidate_texture_stage(context, i);
2821 ++tex;
2825 static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
2827 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
2828 const struct wined3d_gl_info *gl_info = context->gl_info;
2829 const struct wined3d_shader_resource_info *resource_info =
2830 state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
2831 unsigned int i;
2833 if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS)
2834 return;
2836 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2838 if (resource_info[i].type && context->tex_unit_map[i] != i)
2840 context_map_stage(context, i, i);
2841 context_invalidate_state(context, STATE_SAMPLER(i));
2842 if (i < d3d_info->limits.ffp_blend_stages)
2843 context_invalidate_texture_stage(context, i);
2848 static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
2849 const struct wined3d_shader_resource_info *ps_resource_info, DWORD unit)
2851 DWORD current_mapping = context->rev_tex_unit_map[unit];
2853 /* Not currently used */
2854 if (current_mapping == WINED3D_UNMAPPED_STAGE)
2855 return TRUE;
2857 if (current_mapping < MAX_FRAGMENT_SAMPLERS)
2859 /* Used by a fragment sampler */
2861 if (!ps_resource_info)
2863 /* No pixel shader, check fixed function */
2864 return current_mapping >= MAX_TEXTURES || !(context->fixed_function_usage_map & (1u << current_mapping));
2867 /* Pixel shader, check the shader's sampler map */
2868 return !ps_resource_info[current_mapping].type;
2871 return TRUE;
2874 static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state)
2876 const struct wined3d_shader_resource_info *vs_resource_info =
2877 state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
2878 const struct wined3d_shader_resource_info *ps_resource_info = NULL;
2879 const struct wined3d_gl_info *gl_info = context->gl_info;
2880 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2881 int i;
2883 if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS)
2884 return;
2886 /* Note that we only care if a resource is used or not, not the
2887 * resource's specific type. Otherwise we'd need to call
2888 * shader_update_samplers() here for 1.x pixelshaders. */
2889 if (ps)
2890 ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
2892 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
2894 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2895 if (vs_resource_info[i].type)
2897 while (start >= 0)
2899 if (context_unit_free_for_vs(context, ps_resource_info, start))
2901 if (context->tex_unit_map[vsampler_idx] != start)
2903 context_map_stage(context, vsampler_idx, start);
2904 context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
2907 --start;
2908 break;
2911 --start;
2913 if (context->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
2914 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
2919 static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state)
2921 BOOL vs = use_vs(state);
2922 BOOL ps = use_ps(state);
2924 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
2925 * need a 1:1 map at the moment.
2926 * When the mapping of a stage is changed, sampler and ALL texture stage
2927 * states have to be reset. */
2929 if (ps)
2930 context_map_psamplers(context, state);
2931 else
2932 context_map_fixed_function_samplers(context, state);
2934 if (vs)
2935 context_map_vsamplers(context, ps, state);
2938 /* Context activation is done by the caller. */
2939 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2941 DWORD rt_mask, *cur_mask;
2943 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
2945 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2946 rt_mask = find_draw_buffers_mask(context, state);
2947 if (rt_mask != *cur_mask)
2949 context_apply_draw_buffers(context, rt_mask);
2950 *cur_mask = rt_mask;
2954 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
2956 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
2957 *regnum = WINED3D_FFP_POSITION;
2958 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
2959 *regnum = WINED3D_FFP_BLENDWEIGHT;
2960 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
2961 *regnum = WINED3D_FFP_BLENDINDICES;
2962 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
2963 *regnum = WINED3D_FFP_NORMAL;
2964 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
2965 *regnum = WINED3D_FFP_PSIZE;
2966 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
2967 *regnum = WINED3D_FFP_DIFFUSE;
2968 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
2969 *regnum = WINED3D_FFP_SPECULAR;
2970 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
2971 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
2972 else
2974 FIXME("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
2975 *regnum = ~0U;
2976 return FALSE;
2979 return TRUE;
2982 /* Context activation is done by the caller. */
2983 void context_stream_info_from_declaration(struct wined3d_context *context,
2984 const struct wined3d_state *state, struct wined3d_stream_info *stream_info)
2986 /* We need to deal with frequency data! */
2987 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
2988 BOOL use_vshader = use_vs(state);
2989 BOOL generic_attributes = context->d3d_info->ffp_generic_attributes;
2990 unsigned int i;
2992 stream_info->use_map = 0;
2993 stream_info->swizzle_map = 0;
2994 stream_info->position_transformed = declaration->position_transformed;
2996 /* Translate the declaration into strided data. */
2997 for (i = 0; i < declaration->element_count; ++i)
2999 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
3000 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
3001 BOOL stride_used;
3002 unsigned int idx;
3004 TRACE("%p Element %p (%u of %u).\n", declaration->elements,
3005 element, i + 1, declaration->element_count);
3007 if (!stream->buffer)
3008 continue;
3010 TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
3012 if (use_vshader)
3014 if (element->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
3016 stride_used = FALSE;
3018 else if (element->output_slot == WINED3D_OUTPUT_SLOT_SEMANTIC)
3020 /* TODO: Assuming vertexdeclarations are usually used with the
3021 * same or a similar shader, it might be worth it to store the
3022 * last used output slot and try that one first. */
3023 stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX],
3024 element->usage, element->usage_idx, &idx);
3026 else
3028 idx = element->output_slot;
3029 stride_used = TRUE;
3032 else
3034 if (!generic_attributes && !element->ffp_valid)
3036 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
3037 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
3038 stride_used = FALSE;
3040 else
3042 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
3046 if (stride_used)
3048 TRACE("Load %s array %u [usage %s, usage_idx %u, "
3049 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
3050 use_vshader ? "shader": "fixed function", idx,
3051 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
3052 element->offset, stream->stride, debug_d3dformat(element->format->id),
3053 debug_d3dinput_classification(element->input_slot_class), element->instance_data_step_rate);
3055 stream_info->elements[idx].format = element->format;
3056 stream_info->elements[idx].data.buffer_object = 0;
3057 stream_info->elements[idx].data.addr = (BYTE *)NULL + stream->offset + element->offset;
3058 stream_info->elements[idx].stride = stream->stride;
3059 stream_info->elements[idx].stream_idx = element->input_slot;
3060 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
3062 stream_info->elements[idx].divisor = 1;
3064 else if (element->input_slot_class == WINED3D_INPUT_PER_INSTANCE_DATA)
3066 stream_info->elements[idx].divisor = element->instance_data_step_rate;
3067 if (!element->instance_data_step_rate)
3068 FIXME("Instance step rate 0 not implemented.\n");
3070 else
3072 stream_info->elements[idx].divisor = 0;
3075 if (!context->gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
3076 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
3078 stream_info->swizzle_map |= 1u << idx;
3080 stream_info->use_map |= 1u << idx;
3085 /* Context activation is done by the caller. */
3086 static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
3088 const struct wined3d_gl_info *gl_info = context->gl_info;
3089 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3090 struct wined3d_stream_info *stream_info = &context->stream_info;
3091 DWORD prev_all_vbo = stream_info->all_vbo;
3092 unsigned int i;
3093 WORD map;
3095 context_stream_info_from_declaration(context, state, stream_info);
3097 stream_info->all_vbo = 1;
3098 context->num_buffer_queries = 0;
3099 for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
3101 struct wined3d_stream_info_element *element;
3102 struct wined3d_bo_address data;
3103 struct wined3d_buffer *buffer;
3105 if (!(map & 1))
3106 continue;
3108 element = &stream_info->elements[i];
3109 buffer = state->streams[element->stream_idx].buffer;
3111 /* We can't use VBOs if the base vertex index is negative. OpenGL
3112 * doesn't accept negative offsets (or rather offsets bigger than the
3113 * VBO, because the pointer is unsigned), so use system memory
3114 * sources. In most sane cases the pointer - offset will still be > 0,
3115 * otherwise it will wrap around to some big value. Hope that with the
3116 * indices the driver wraps it back internally. If not,
3117 * drawStridedSlow is needed, including a vertex buffer path. */
3118 if (state->load_base_vertex_index < 0)
3120 WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
3121 state->load_base_vertex_index);
3122 element->data.buffer_object = 0;
3123 element->data.addr += (ULONG_PTR)buffer_get_sysmem(buffer, context);
3124 if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride)
3125 FIXME("System memory vertex data load offset is negative!\n");
3127 else
3129 buffer_internal_preload(buffer, context, state);
3130 buffer_get_memory(buffer, context, &data);
3131 element->data.buffer_object = data.buffer_object;
3132 element->data.addr += (ULONG_PTR)data.addr;
3135 if (!element->data.buffer_object)
3136 stream_info->all_vbo = 0;
3138 if (buffer->query)
3139 context->buffer_queries[context->num_buffer_queries++] = buffer->query;
3141 TRACE("Load array %u {%#x:%p}.\n", i, element->data.buffer_object, element->data.addr);
3144 if (use_vs(state))
3146 if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
3148 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
3149 context->use_immediate_mode_draw = TRUE;
3151 else
3153 context->use_immediate_mode_draw = FALSE;
3156 else
3158 WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE);
3159 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
3160 & ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR));
3162 if (((stream_info->position_transformed && !d3d_info->xyzrhw)
3163 || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
3164 context->use_immediate_mode_draw = TRUE;
3165 else
3166 context->use_immediate_mode_draw = FALSE;
3169 if (prev_all_vbo != stream_info->all_vbo)
3170 context_invalidate_state(context, STATE_INDEXBUFFER);
3173 /* Context activation is done by the caller. */
3174 static void context_preload_texture(struct wined3d_context *context,
3175 const struct wined3d_state *state, unsigned int idx)
3177 struct wined3d_texture *texture;
3179 if (!(texture = state->textures[idx]))
3180 return;
3182 wined3d_texture_load(texture, context, state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE]);
3185 /* Context activation is done by the caller. */
3186 static void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
3188 unsigned int i;
3190 if (use_vs(state))
3192 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
3194 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
3195 context_preload_texture(context, state, MAX_FRAGMENT_SAMPLERS + i);
3199 if (use_ps(state))
3201 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3203 if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type)
3204 context_preload_texture(context, state, i);
3207 else
3209 WORD ffu_map = context->fixed_function_usage_map;
3211 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3213 if (ffu_map & 1)
3214 context_preload_texture(context, state, i);
3219 static void context_load_shader_resources(struct wined3d_context *context, const struct wined3d_state *state)
3221 struct wined3d_shader_sampler_map_entry *entry;
3222 struct wined3d_shader_resource_view *view;
3223 struct wined3d_shader *shader;
3224 unsigned int i, j;
3226 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
3228 if (!(shader = state->shader[i]))
3229 continue;
3231 for (j = 0; j < WINED3D_MAX_CBS; ++j)
3233 if (state->cb[i][j])
3234 buffer_internal_preload(state->cb[i][j], context, state);
3237 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
3239 entry = &shader->reg_maps.sampler_map.entries[j];
3241 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
3243 WARN("No resource view bound at index %u, %u.\n", i, entry->resource_idx);
3244 continue;
3247 if (view->resource->type == WINED3D_RTYPE_BUFFER)
3248 buffer_internal_preload(buffer_from_resource(view->resource), context, state);
3249 else
3250 wined3d_texture_load(wined3d_texture_from_resource(view->resource), context, FALSE);
3255 static void context_bind_shader_resources(struct wined3d_context *context, const struct wined3d_state *state)
3257 const struct wined3d_device *device = context->swapchain->device;
3258 const struct wined3d_gl_info *gl_info = context->gl_info;
3259 struct wined3d_shader_sampler_map_entry *entry;
3260 struct wined3d_shader_resource_view *view;
3261 struct wined3d_sampler *sampler;
3262 struct wined3d_texture *texture;
3263 struct wined3d_shader *shader;
3264 unsigned int i, j, count;
3265 GLuint sampler_name;
3267 static const struct
3269 enum wined3d_shader_type type;
3270 unsigned int base_idx;
3271 unsigned int count;
3273 shader_types[] =
3275 {WINED3D_SHADER_TYPE_PIXEL, 0, MAX_FRAGMENT_SAMPLERS},
3276 {WINED3D_SHADER_TYPE_VERTEX, MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS},
3279 for (i = 0; i < ARRAY_SIZE(shader_types); ++i)
3281 if (!(shader = state->shader[shader_types[i].type]))
3282 continue;
3284 count = shader->reg_maps.sampler_map.count;
3285 if (count > shader_types[i].count)
3287 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3288 shader, count, shader_types[i].count);
3289 count = shader_types[i].count;
3292 for (j = 0; j < count; ++j)
3294 entry = &shader->reg_maps.sampler_map.entries[j];
3296 if (!(view = state->shader_resource_view[shader_types[i].type][entry->resource_idx]))
3298 WARN("No resource view bound at index %u, %u.\n", shader_types[i].type, entry->resource_idx);
3299 continue;
3302 if (view->resource->type == WINED3D_RTYPE_BUFFER)
3304 FIXME("Buffer shader resources not supported.\n");
3305 continue;
3308 if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
3310 sampler_name = device->default_sampler;
3312 else if ((sampler = state->sampler[shader_types[i].type][entry->sampler_idx]))
3314 sampler_name = sampler->name;
3316 else
3318 WARN("No sampler object bound at index %u, %u.\n", shader_types[i].type, entry->sampler_idx);
3319 continue;
3322 texture = wined3d_texture_from_resource(view->resource);
3323 context_active_texture(context, gl_info, shader_types[i].base_idx + entry->bind_idx);
3324 wined3d_texture_bind(texture, context, FALSE);
3326 GL_EXTCALL(glBindSampler(shader_types[i].base_idx + entry->bind_idx, sampler_name));
3327 checkGLcall("glBindSampler");
3332 /* Context activation is done by the caller. */
3333 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device)
3335 const struct wined3d_state *state = &device->state;
3336 const struct StateEntry *state_table = context->state_table;
3337 const struct wined3d_fb_state *fb = state->fb;
3338 unsigned int i;
3339 WORD map;
3341 if (!context_validate_rt_config(context->gl_info->limits.buffers,
3342 fb->render_targets, fb->depth_stencil))
3343 return FALSE;
3345 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
3347 context_validate_onscreen_formats(context, fb->depth_stencil);
3350 /* Preload resources before FBO setup. Texture preload in particular may
3351 * result in changes to the current FBO, due to using e.g. FBO blits for
3352 * updating a resource location. */
3353 context_update_tex_unit_map(context, state);
3354 context_preload_textures(context, state);
3355 context_load_shader_resources(context, state);
3356 /* TODO: Right now the dependency on the vertex shader is necessary
3357 * since context_stream_info_from_declaration depends on the reg_maps of
3358 * the current VS but maybe it's possible to relax the coupling in some
3359 * situations at least. */
3360 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC)
3361 || isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX)))
3363 context_update_stream_info(context, state);
3365 else
3367 for (i = 0, map = context->stream_info.use_map; map; map >>= 1, ++i)
3369 if (map & 1)
3370 buffer_mark_used(state->streams[context->stream_info.elements[i].stream_idx].buffer);
3373 if (state->index_buffer)
3375 if (context->stream_info.all_vbo)
3376 buffer_internal_preload(state->index_buffer, context, state);
3377 else
3378 buffer_get_sysmem(state->index_buffer, context);
3381 for (i = 0; i < context->numDirtyEntries; ++i)
3383 DWORD rep = context->dirtyArray[i];
3384 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
3385 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
3386 context->isStateDirty[idx] &= ~(1u << shift);
3387 state_table[rep].apply(context, state, rep);
3390 if (context->shader_update_mask)
3392 device->shader_backend->shader_select(device->shader_priv, context, state);
3393 context->shader_update_mask = 0;
3396 if (context->constant_update_mask)
3398 device->shader_backend->shader_load_constants(device->shader_priv, context, state);
3399 context->constant_update_mask = 0;
3402 if (context->update_shader_resource_bindings)
3404 context_bind_shader_resources(context, state);
3405 context->update_shader_resource_bindings = 0;
3408 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3410 context_check_fbo_status(context, GL_FRAMEBUFFER);
3413 context->numDirtyEntries = 0; /* This makes the whole list clean */
3414 context->last_was_blit = FALSE;
3416 return TRUE;
3419 static void context_setup_target(struct wined3d_context *context, struct wined3d_surface *target)
3421 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
3423 render_offscreen = wined3d_resource_is_offscreen(&target->container->resource);
3424 if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
3426 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
3427 * the alpha blend state changes with different render target formats. */
3428 if (!context->current_rt)
3430 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
3432 else
3434 const struct wined3d_format *old = context->current_rt->container->resource.format;
3435 const struct wined3d_format *new = target->container->resource.format;
3437 if (old->id != new->id)
3439 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
3440 if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
3441 || !(target->container->resource.format_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
3442 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
3444 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
3445 if ((context->current_rt->container->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE)
3446 != (target->container->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE))
3447 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
3450 /* When switching away from an offscreen render target, and we're not
3451 * using FBOs, we have to read the drawable into the texture. This is
3452 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
3453 * There are some things that need care though. PreLoad needs a GL context,
3454 * and FindContext is called before the context is activated. It also
3455 * has to be called with the old rendertarget active, otherwise a
3456 * wrong drawable is read. */
3457 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
3458 && old_render_offscreen && context->current_rt != target)
3460 struct wined3d_texture *texture = context->current_rt->container;
3462 /* Read the back buffer of the old drawable into the destination texture. */
3463 if (texture->texture_srgb.name)
3464 wined3d_texture_load(texture, context, TRUE);
3465 wined3d_texture_load(texture, context, FALSE);
3466 surface_invalidate_location(context->current_rt, WINED3D_LOCATION_DRAWABLE);
3470 context->current_rt = target;
3471 context_set_render_offscreen(context, render_offscreen);
3474 struct wined3d_context *context_acquire(const struct wined3d_device *device, struct wined3d_surface *target)
3476 struct wined3d_context *current_context = context_get_current();
3477 struct wined3d_context *context;
3479 TRACE("device %p, target %p.\n", device, target);
3481 if (current_context && current_context->destroyed)
3482 current_context = NULL;
3484 if (!target)
3486 if (current_context
3487 && current_context->current_rt
3488 && current_context->swapchain->device == device)
3490 target = current_context->current_rt;
3492 else
3494 struct wined3d_swapchain *swapchain = device->swapchains[0];
3495 if (swapchain->back_buffers)
3496 target = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0));
3497 else
3498 target = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
3502 if (current_context && current_context->current_rt == target)
3504 context = current_context;
3506 else if (target->container->swapchain)
3508 TRACE("Rendering onscreen.\n");
3510 context = swapchain_get_context(target->container->swapchain);
3512 else
3514 TRACE("Rendering offscreen.\n");
3516 /* Stay with the current context if possible. Otherwise use the
3517 * context for the primary swapchain. */
3518 if (current_context && current_context->swapchain->device == device)
3519 context = current_context;
3520 else
3521 context = swapchain_get_context(device->swapchains[0]);
3524 context_enter(context);
3525 context_update_window(context);
3526 context_setup_target(context, target);
3527 if (!context->valid) return context;
3529 if (context != current_context)
3531 if (!context_set_current(context))
3532 ERR("Failed to activate the new context.\n");
3534 else if (context->needs_set)
3536 context_set_gl_context(context);
3539 return context;