2 * Context and render target management in wined3d
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006, 2008 Henri Verbeet
9 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_sync
);
33 #define WINED3D_MAX_FBO_ENTRIES 64
34 #define WINED3D_ALL_LAYERS (~0u)
36 static DWORD wined3d_context_tls_idx
;
38 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
39 * actually have the same values in GL and D3D. */
40 static GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
42 switch (primitive_type
)
44 case WINED3D_PT_POINTLIST
:
47 case WINED3D_PT_LINELIST
:
50 case WINED3D_PT_LINESTRIP
:
53 case WINED3D_PT_TRIANGLELIST
:
56 case WINED3D_PT_TRIANGLESTRIP
:
57 return GL_TRIANGLE_STRIP
;
59 case WINED3D_PT_TRIANGLEFAN
:
60 return GL_TRIANGLE_FAN
;
62 case WINED3D_PT_LINELIST_ADJ
:
63 return GL_LINES_ADJACENCY_ARB
;
65 case WINED3D_PT_LINESTRIP_ADJ
:
66 return GL_LINE_STRIP_ADJACENCY_ARB
;
68 case WINED3D_PT_TRIANGLELIST_ADJ
:
69 return GL_TRIANGLES_ADJACENCY_ARB
;
71 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
72 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
74 case WINED3D_PT_PATCH
:
78 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
79 case WINED3D_PT_UNDEFINED
:
84 /* FBO helper functions */
86 /* Context activation is done by the caller. */
87 static void wined3d_context_gl_bind_fbo(struct wined3d_context_gl
*context_gl
, GLenum target
, GLuint fbo
)
89 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
91 TRACE("context_gl %p, target %#x, fbo %u.\n", context_gl
, target
, fbo
);
95 case GL_READ_FRAMEBUFFER
:
96 if (context_gl
->fbo_read_binding
== fbo
)
98 context_gl
->fbo_read_binding
= fbo
;
101 case GL_DRAW_FRAMEBUFFER
:
102 if (context_gl
->fbo_draw_binding
== fbo
)
104 context_gl
->fbo_draw_binding
= fbo
;
108 if (context_gl
->fbo_read_binding
== fbo
109 && context_gl
->fbo_draw_binding
== fbo
)
111 context_gl
->fbo_read_binding
= fbo
;
112 context_gl
->fbo_draw_binding
= fbo
;
116 FIXME("Unhandled target %#x.\n", target
);
120 gl_info
->fbo_ops
.glBindFramebuffer(target
, fbo
);
121 checkGLcall("glBindFramebuffer()");
124 /* Context activation is done by the caller. */
125 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
129 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
131 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
132 checkGLcall("glFramebufferTexture2D()");
134 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
135 checkGLcall("glFramebufferTexture2D()");
137 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
138 checkGLcall("glFramebufferTexture2D()");
141 /* Context activation is done by the caller. */
142 static void wined3d_context_gl_destroy_fbo(struct wined3d_context_gl
*context_gl
, GLuint fbo
)
144 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
146 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, fbo
);
147 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
148 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
150 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
151 checkGLcall("glDeleteFramebuffers()");
154 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info
*gl_info
,
155 GLenum fbo_target
, uint32_t flags
, GLuint rb
)
157 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
159 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
160 checkGLcall("glFramebufferRenderbuffer()");
163 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
165 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
166 checkGLcall("glFramebufferRenderbuffer()");
170 static void wined3d_context_gl_attach_gl_texture_fbo(struct wined3d_context_gl
*context_gl
,
171 GLenum fbo_target
, GLenum attachment
, const struct wined3d_fbo_resource
*resource
)
173 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
177 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
, GL_TEXTURE_2D
, 0, 0);
179 else if (resource
->layer
== WINED3D_ALL_LAYERS
)
181 if (!gl_info
->fbo_ops
.glFramebufferTexture
)
183 FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
187 gl_info
->fbo_ops
.glFramebufferTexture(fbo_target
, attachment
,
188 resource
->object
, resource
->level
);
190 else if (resource
->target
== GL_TEXTURE_1D_ARRAY
|| resource
->target
== GL_TEXTURE_2D_ARRAY
191 || resource
->target
== GL_TEXTURE_3D
)
193 if (!gl_info
->fbo_ops
.glFramebufferTextureLayer
)
195 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
199 gl_info
->fbo_ops
.glFramebufferTextureLayer(fbo_target
, attachment
,
200 resource
->object
, resource
->level
, resource
->layer
);
202 else if (resource
->target
== GL_TEXTURE_1D
)
204 gl_info
->fbo_ops
.glFramebufferTexture1D(fbo_target
, attachment
,
205 resource
->target
, resource
->object
, resource
->level
);
209 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
,
210 resource
->target
, resource
->object
, resource
->level
);
212 checkGLcall("attach texture to fbo");
215 /* Context activation is done by the caller. */
216 static void wined3d_context_gl_attach_depth_stencil_fbo(struct wined3d_context_gl
*context_gl
,
217 GLenum fbo_target
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
,
220 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
222 if (resource
->object
)
224 TRACE("Attach depth stencil %u.\n", resource
->object
);
228 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
229 flags
, resource
->object
);
233 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
234 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, resource
);
236 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
237 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, resource
);
240 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
))
241 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
243 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
))
244 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
248 TRACE("Attach depth stencil 0.\n");
250 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
251 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
255 /* Context activation is done by the caller. */
256 static void wined3d_context_gl_attach_surface_fbo(struct wined3d_context_gl
*context_gl
,
257 GLenum fbo_target
, unsigned int idx
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
)
259 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
261 TRACE("Attach GL object %u to %u.\n", resource
->object
, idx
);
263 if (resource
->object
)
267 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
268 GL_RENDERBUFFER
, resource
->object
);
269 checkGLcall("glFramebufferRenderbuffer()");
273 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, resource
);
278 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, NULL
);
282 static void context_dump_fbo_attachment(const struct wined3d_gl_info
*gl_info
, GLenum target
,
290 enum wined3d_gl_extension extension
;
294 {GL_TEXTURE_1D
, GL_TEXTURE_BINDING_1D
, "1d", WINED3D_GL_EXT_NONE
},
295 {GL_TEXTURE_1D_ARRAY
, GL_TEXTURE_BINDING_1D_ARRAY
, "1d-array", EXT_TEXTURE_ARRAY
},
296 {GL_TEXTURE_2D
, GL_TEXTURE_BINDING_2D
, "2d", WINED3D_GL_EXT_NONE
},
297 {GL_TEXTURE_RECTANGLE_ARB
, GL_TEXTURE_BINDING_RECTANGLE_ARB
, "rectangle", ARB_TEXTURE_RECTANGLE
},
298 {GL_TEXTURE_2D_ARRAY
, GL_TEXTURE_BINDING_2D_ARRAY
, "2d-array" , EXT_TEXTURE_ARRAY
},
299 {GL_TEXTURE_CUBE_MAP
, GL_TEXTURE_BINDING_CUBE_MAP
, "cube", ARB_TEXTURE_CUBE_MAP
},
300 {GL_TEXTURE_2D_MULTISAMPLE
, GL_TEXTURE_BINDING_2D_MULTISAMPLE
, "2d-ms", ARB_TEXTURE_MULTISAMPLE
},
301 {GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY
, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE
},
304 GLint type
, name
, samples
, width
, height
, old_texture
, level
, face
, fmt
, tex_target
;
305 const char *tex_type_str
= NULL
;
308 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
309 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
, &name
);
310 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
311 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
, &type
);
313 if (type
== GL_RENDERBUFFER
)
315 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, name
);
316 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_WIDTH
, &width
);
317 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_HEIGHT
, &height
);
318 if (gl_info
->limits
.samples
> 1)
319 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_SAMPLES
, &samples
);
322 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_INTERNAL_FORMAT
, &fmt
);
323 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
324 debug_fboattachment(attachment
), name
, width
, height
, samples
, fmt
);
326 else if (type
== GL_TEXTURE
)
328 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
329 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
, &level
);
330 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
331 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
, &face
);
333 if (gl_info
->gl_ops
.ext
.p_glGetTextureParameteriv
)
335 GL_EXTCALL(glGetTextureParameteriv(name
, GL_TEXTURE_TARGET
, &tex_target
));
337 for (i
= 0; i
< ARRAY_SIZE(texture_type
); ++i
)
339 if (texture_type
[i
].target
== tex_target
)
341 tex_type_str
= texture_type
[i
].str
;
345 if (i
== ARRAY_SIZE(texture_type
))
346 tex_type_str
= wine_dbg_sprintf("%#x", tex_target
);
350 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP
, &old_texture
);
351 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, name
);
353 tex_target
= GL_TEXTURE_CUBE_MAP
;
354 tex_type_str
= "cube";
358 for (i
= 0; i
< ARRAY_SIZE(texture_type
); ++i
)
360 if (!gl_info
->supported
[texture_type
[i
].extension
])
363 gl_info
->gl_ops
.gl
.p_glGetIntegerv(texture_type
[i
].binding
, &old_texture
);
364 while (gl_info
->gl_ops
.gl
.p_glGetError());
366 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, name
);
367 if (!gl_info
->gl_ops
.gl
.p_glGetError())
369 tex_target
= texture_type
[i
].target
;
370 tex_type_str
= texture_type
[i
].str
;
373 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, old_texture
);
378 FIXME("Cannot find type of texture %d.\n", name
);
383 if (gl_info
->gl_ops
.ext
.p_glGetTextureParameteriv
)
385 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
));
386 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_WIDTH
, &width
));
387 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_HEIGHT
, &height
));
388 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_SAMPLES
, &samples
));
392 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
);
393 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_WIDTH
, &width
);
394 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_HEIGHT
, &height
);
395 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
396 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_SAMPLES
, &samples
);
400 gl_info
->gl_ops
.gl
.p_glBindTexture(tex_target
, old_texture
);
403 FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
404 debug_fboattachment(attachment
), tex_type_str
, name
, width
, height
, samples
, fmt
);
406 else if (type
== GL_NONE
)
408 FIXME(" %s: NONE.\n", debug_fboattachment(attachment
));
412 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment
), type
);
415 checkGLcall("dump FBO attachment");
418 /* Context activation is done by the caller. */
419 void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl
*context_gl
, GLenum target
)
421 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
427 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
428 if (status
== GL_FRAMEBUFFER_COMPLETE
)
430 TRACE("FBO complete.\n");
436 FIXME("FBO status %s (%#x).\n", debug_fbostatus(status
), status
);
438 if (!context_gl
->current_fbo
)
440 ERR("FBO 0 is incomplete, driver bug?\n");
444 context_dump_fbo_attachment(gl_info
, target
, GL_DEPTH_ATTACHMENT
);
445 context_dump_fbo_attachment(gl_info
, target
, GL_STENCIL_ATTACHMENT
);
447 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
448 context_dump_fbo_attachment(gl_info
, target
, GL_COLOR_ATTACHMENT0
+ i
);
452 static inline DWORD
context_generate_rt_mask(GLenum buffer
)
454 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
455 return buffer
? (1u << 31) | buffer
: 0;
458 static inline DWORD
context_generate_rt_mask_from_resource(struct wined3d_resource
*resource
)
460 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
462 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
466 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource
));
469 /* Context activation is done by the caller. */
470 static void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl
*context_gl
, GLenum buffer
)
472 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
473 struct fbo_entry
*current_fbo
= context_gl
->current_fbo
;
474 uint32_t new_mask
= context_generate_rt_mask(buffer
);
475 uint32_t *current_mask
;
477 current_mask
= current_fbo
? ¤t_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
478 if (new_mask
== *current_mask
)
481 gl_info
->gl_ops
.gl
.p_glDrawBuffer(buffer
);
482 checkGLcall("glDrawBuffer()");
484 *current_mask
= new_mask
;
487 static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct wined3d_context_gl
*context_gl
,
488 struct wined3d_fbo_entry_key
*key
, unsigned int idx
, const struct wined3d_rendertarget_info
*render_target
,
491 unsigned int sub_resource_idx
= render_target
->sub_resource_idx
;
492 struct wined3d_resource
*resource
= render_target
->resource
;
493 struct wined3d_texture_gl
*texture_gl
;
495 if (!resource
|| resource
->format
->id
== WINED3DFMT_NULL
|| resource
->type
== WINED3D_RTYPE_BUFFER
)
497 if (resource
&& resource
->type
== WINED3D_RTYPE_BUFFER
)
498 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
499 key
->objects
[idx
].object
= 0;
500 key
->objects
[idx
].target
= 0;
501 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
505 if (render_target
->gl_view
.name
)
507 key
->objects
[idx
].object
= render_target
->gl_view
.name
;
508 key
->objects
[idx
].target
= render_target
->gl_view
.target
;
509 key
->objects
[idx
].level
= 0;
510 key
->objects
[idx
].layer
= (render_target
->layer_count
== 1 ? 0 : WINED3D_ALL_LAYERS
);
514 texture_gl
= wined3d_texture_gl(wined3d_texture_from_resource(resource
));
515 if (texture_gl
->current_renderbuffer
)
517 key
->objects
[idx
].object
= texture_gl
->current_renderbuffer
->id
;
518 key
->objects
[idx
].target
= 0;
519 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
520 key
->rb_namespace
|= 1 << idx
;
524 key
->objects
[idx
].target
= wined3d_texture_gl_get_sub_resource_target(texture_gl
, sub_resource_idx
);
525 key
->objects
[idx
].level
= sub_resource_idx
% texture_gl
->t
.level_count
;
526 key
->objects
[idx
].layer
= sub_resource_idx
/ texture_gl
->t
.level_count
;
528 if (render_target
->layer_count
!= 1)
529 key
->objects
[idx
].layer
= WINED3D_ALL_LAYERS
;
533 case WINED3D_LOCATION_TEXTURE_RGB
:
534 key
->objects
[idx
].object
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, FALSE
);
537 case WINED3D_LOCATION_TEXTURE_SRGB
:
538 key
->objects
[idx
].object
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, TRUE
);
541 case WINED3D_LOCATION_RB_MULTISAMPLE
:
542 key
->objects
[idx
].object
= texture_gl
->rb_multisample
;
543 key
->objects
[idx
].target
= 0;
544 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
545 key
->rb_namespace
|= 1 << idx
;
548 case WINED3D_LOCATION_RB_RESOLVED
:
549 key
->objects
[idx
].object
= texture_gl
->rb_resolved
;
550 key
->objects
[idx
].target
= 0;
551 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
552 key
->rb_namespace
|= 1 << idx
;
557 static void wined3d_context_gl_generate_fbo_key(const struct wined3d_context_gl
*context_gl
,
558 struct wined3d_fbo_entry_key
*key
, const struct wined3d_rendertarget_info
*render_targets
,
559 const struct wined3d_rendertarget_info
*depth_stencil
, DWORD color_location
, DWORD ds_location
)
561 unsigned int buffers
= context_gl
->gl_info
->limits
.buffers
;
564 key
->rb_namespace
= 0;
565 wined3d_context_gl_set_fbo_key_for_render_target(context_gl
, key
, 0, depth_stencil
, ds_location
);
567 for (i
= 0; i
< buffers
; ++i
)
568 wined3d_context_gl_set_fbo_key_for_render_target(context_gl
, key
, i
+ 1, &render_targets
[i
], color_location
);
570 memset(&key
->objects
[buffers
+ 1], 0, (ARRAY_SIZE(key
->objects
) - buffers
- 1) * sizeof(*key
->objects
));
573 static struct fbo_entry
*wined3d_context_gl_create_fbo_entry(const struct wined3d_context_gl
*context_gl
,
574 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
575 DWORD color_location
, DWORD ds_location
)
577 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
578 struct fbo_entry
*entry
;
580 entry
= heap_alloc(sizeof(*entry
));
581 wined3d_context_gl_generate_fbo_key(context_gl
, &entry
->key
,
582 render_targets
, depth_stencil
, color_location
, ds_location
);
584 if (depth_stencil
->resource
)
586 if (depth_stencil
->resource
->format
->depth_size
)
587 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
588 if (depth_stencil
->resource
->format
->stencil_size
)
589 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
591 entry
->rt_mask
= context_generate_rt_mask(GL_COLOR_ATTACHMENT0
);
592 gl_info
->fbo_ops
.glGenFramebuffers(1, &entry
->id
);
593 checkGLcall("glGenFramebuffers()");
594 TRACE("Created FBO %u.\n", entry
->id
);
599 /* Context activation is done by the caller. */
600 static void wined3d_context_gl_reuse_fbo_entry(struct wined3d_context_gl
*context_gl
, GLenum target
,
601 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
602 DWORD color_location
, DWORD ds_location
, struct fbo_entry
*entry
)
604 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
606 wined3d_context_gl_bind_fbo(context_gl
, target
, entry
->id
);
607 context_clean_fbo_attachments(gl_info
, target
);
609 wined3d_context_gl_generate_fbo_key(context_gl
, &entry
->key
,
610 render_targets
, depth_stencil
, color_location
, ds_location
);
612 if (depth_stencil
->resource
)
614 if (depth_stencil
->resource
->format
->depth_size
)
615 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
616 if (depth_stencil
->resource
->format
->stencil_size
)
617 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
621 /* Context activation is done by the caller. */
622 static void wined3d_context_gl_destroy_fbo_entry(struct wined3d_context_gl
*context_gl
, struct fbo_entry
*entry
)
626 TRACE("Destroy FBO %u.\n", entry
->id
);
627 wined3d_context_gl_destroy_fbo(context_gl
, entry
->id
);
629 --context_gl
->fbo_entry_count
;
630 list_remove(&entry
->entry
);
634 /* Context activation is done by the caller. */
635 static struct fbo_entry
*wined3d_context_gl_find_fbo_entry(struct wined3d_context_gl
*context_gl
, GLenum target
,
636 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
637 DWORD color_location
, DWORD ds_location
)
639 static const struct wined3d_rendertarget_info ds_null
= {{0}};
640 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
641 struct wined3d_texture
*rt_texture
, *ds_texture
;
642 struct wined3d_fbo_entry_key fbo_key
;
643 unsigned int i
, ds_level
, rt_level
;
644 struct fbo_entry
*entry
;
646 if (depth_stencil
->resource
&& depth_stencil
->resource
->type
!= WINED3D_RTYPE_BUFFER
647 && render_targets
[0].resource
&& render_targets
[0].resource
->type
!= WINED3D_RTYPE_BUFFER
648 && render_targets
[0].resource
->format
->id
!= WINED3DFMT_NULL
)
650 rt_texture
= wined3d_texture_from_resource(render_targets
[0].resource
);
651 rt_level
= render_targets
[0].sub_resource_idx
% rt_texture
->level_count
;
652 ds_texture
= wined3d_texture_from_resource(depth_stencil
->resource
);
653 ds_level
= depth_stencil
->sub_resource_idx
% ds_texture
->level_count
;
655 if (wined3d_texture_get_level_width(ds_texture
, ds_level
)
656 < wined3d_texture_get_level_width(rt_texture
, rt_level
)
657 || wined3d_texture_get_level_height(ds_texture
, ds_level
)
658 < wined3d_texture_get_level_height(rt_texture
, rt_level
))
660 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
661 depth_stencil
= &ds_null
;
663 else if (ds_texture
->resource
.multisample_type
!= rt_texture
->resource
.multisample_type
664 || (ds_texture
->resource
.multisample_type
665 && ds_texture
->resource
.multisample_quality
!= rt_texture
->resource
.multisample_quality
))
667 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
668 rt_texture
->resource
.multisample_type
, rt_texture
->resource
.multisample_quality
,
669 ds_texture
->resource
.multisample_type
, ds_texture
->resource
.multisample_quality
);
670 depth_stencil
= &ds_null
;
672 else if (depth_stencil
->resource
->type
== WINED3D_RTYPE_TEXTURE_2D
)
674 wined3d_texture_gl_set_compatible_renderbuffer(wined3d_texture_gl(ds_texture
),
675 context_gl
, ds_level
, &render_targets
[0]);
679 wined3d_context_gl_generate_fbo_key(context_gl
, &fbo_key
,
680 render_targets
, depth_stencil
, color_location
, ds_location
);
684 struct wined3d_resource
*resource
;
685 unsigned int width
, height
;
686 const char *resource_type
;
688 TRACE("Dumping FBO attachments:\n");
689 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
691 if ((resource
= render_targets
[i
].resource
))
693 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
695 width
= resource
->size
;
697 resource_type
= "buffer";
701 rt_texture
= wined3d_texture_from_resource(resource
);
702 rt_level
= render_targets
[i
].sub_resource_idx
% rt_texture
->level_count
;
703 width
= wined3d_texture_get_level_pow2_width(rt_texture
, rt_level
);
704 height
= wined3d_texture_get_level_pow2_height(rt_texture
, rt_level
);
705 resource_type
= "texture";
708 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
709 i
, resource
, render_targets
[i
].sub_resource_idx
, debug_d3dformat(resource
->format
->id
),
710 fbo_key
.rb_namespace
& (1 << (i
+ 1)) ? "renderbuffer" : resource_type
,
711 fbo_key
.objects
[i
+ 1].object
, width
, height
, resource
->multisample_type
);
714 if ((resource
= depth_stencil
->resource
))
716 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
718 width
= resource
->size
;
720 resource_type
= "buffer";
724 ds_texture
= wined3d_texture_from_resource(resource
);
725 ds_level
= depth_stencil
->sub_resource_idx
% ds_texture
->level_count
;
726 width
= wined3d_texture_get_level_pow2_width(ds_texture
, ds_level
);
727 height
= wined3d_texture_get_level_pow2_height(ds_texture
, ds_level
);
728 resource_type
= "texture";
731 TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
732 resource
, depth_stencil
->sub_resource_idx
, debug_d3dformat(resource
->format
->id
),
733 fbo_key
.rb_namespace
& (1 << 0) ? "renderbuffer" : resource_type
,
734 fbo_key
.objects
[0].object
, width
, height
, resource
->multisample_type
);
738 LIST_FOR_EACH_ENTRY(entry
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
740 if (memcmp(&fbo_key
, &entry
->key
, sizeof(fbo_key
)))
743 list_remove(&entry
->entry
);
744 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
748 if (context_gl
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
750 entry
= wined3d_context_gl_create_fbo_entry(context_gl
,
751 render_targets
, depth_stencil
, color_location
, ds_location
);
752 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
753 ++context_gl
->fbo_entry_count
;
757 entry
= LIST_ENTRY(list_tail(&context_gl
->fbo_list
), struct fbo_entry
, entry
);
758 wined3d_context_gl_reuse_fbo_entry(context_gl
, target
, render_targets
,
759 depth_stencil
, color_location
, ds_location
, entry
);
760 list_remove(&entry
->entry
);
761 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
767 /* Context activation is done by the caller. */
768 static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl
*context_gl
,
769 GLenum target
, struct fbo_entry
*entry
)
771 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
772 GLuint read_binding
, draw_binding
;
775 if (entry
->flags
& WINED3D_FBO_ENTRY_FLAG_ATTACHED
)
777 wined3d_context_gl_bind_fbo(context_gl
, target
, entry
->id
);
781 read_binding
= context_gl
->fbo_read_binding
;
782 draw_binding
= context_gl
->fbo_draw_binding
;
783 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, entry
->id
);
785 if (gl_info
->supported
[ARB_FRAMEBUFFER_NO_ATTACHMENTS
])
787 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
,
788 GL_FRAMEBUFFER_DEFAULT_WIDTH
, gl_info
->limits
.framebuffer_width
));
789 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
,
790 GL_FRAMEBUFFER_DEFAULT_HEIGHT
, gl_info
->limits
.framebuffer_height
));
791 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
, GL_FRAMEBUFFER_DEFAULT_LAYERS
, 1));
792 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
, GL_FRAMEBUFFER_DEFAULT_SAMPLES
, 1));
795 /* Apply render targets */
796 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
798 wined3d_context_gl_attach_surface_fbo(context_gl
, target
, i
,
799 &entry
->key
.objects
[i
+ 1], entry
->key
.rb_namespace
& (1 << (i
+ 1)));
802 wined3d_context_gl_attach_depth_stencil_fbo(context_gl
, target
,
803 &entry
->key
.objects
[0], entry
->key
.rb_namespace
& 0x1, entry
->flags
);
805 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
806 * GL contexts requirements. */
807 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_NONE
);
808 wined3d_context_gl_set_draw_buffer(context_gl
, GL_NONE
);
809 if (target
!= GL_FRAMEBUFFER
)
811 if (target
== GL_READ_FRAMEBUFFER
)
812 wined3d_context_gl_bind_fbo(context_gl
, GL_DRAW_FRAMEBUFFER
, draw_binding
);
814 wined3d_context_gl_bind_fbo(context_gl
, GL_READ_FRAMEBUFFER
, read_binding
);
817 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_ATTACHED
;
820 /* Context activation is done by the caller. */
821 static void wined3d_context_gl_apply_fbo_state(struct wined3d_context_gl
*context_gl
, GLenum target
,
822 const struct wined3d_rendertarget_info
*render_targets
,
823 const struct wined3d_rendertarget_info
*depth_stencil
, DWORD color_location
, DWORD ds_location
)
825 struct fbo_entry
*entry
, *entry2
;
827 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_destroy_list
, struct fbo_entry
, entry
)
829 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
832 if (context_gl
->rebind_fbo
)
834 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
835 context_gl
->rebind_fbo
= FALSE
;
838 if (color_location
== WINED3D_LOCATION_DRAWABLE
)
840 context_gl
->current_fbo
= NULL
;
841 wined3d_context_gl_bind_fbo(context_gl
, target
, 0);
845 context_gl
->current_fbo
= wined3d_context_gl_find_fbo_entry(context_gl
,
846 target
, render_targets
, depth_stencil
, color_location
, ds_location
);
847 wined3d_context_gl_apply_fbo_entry(context_gl
, target
, context_gl
->current_fbo
);
851 /* Context activation is done by the caller. */
852 void wined3d_context_gl_apply_fbo_state_blit(struct wined3d_context_gl
*context_gl
, GLenum target
,
853 struct wined3d_resource
*rt
, unsigned int rt_sub_resource_idx
,
854 struct wined3d_resource
*ds
, unsigned int ds_sub_resource_idx
, uint32_t location
)
856 struct wined3d_rendertarget_info ds_info
= {{0}};
858 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
861 context_gl
->blit_targets
[0].resource
= rt
;
862 context_gl
->blit_targets
[0].sub_resource_idx
= rt_sub_resource_idx
;
863 context_gl
->blit_targets
[0].layer_count
= 1;
868 ds_info
.resource
= ds
;
869 ds_info
.sub_resource_idx
= ds_sub_resource_idx
;
870 ds_info
.layer_count
= 1;
873 wined3d_context_gl_apply_fbo_state(context_gl
, target
, context_gl
->blit_targets
, &ds_info
, location
, location
);
876 /* Context activation is done by the caller. */
877 void wined3d_context_gl_alloc_occlusion_query(struct wined3d_context_gl
*context_gl
,
878 struct wined3d_occlusion_query
*query
)
880 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
882 if (context_gl
->free_occlusion_query_count
)
884 query
->id
= context_gl
->free_occlusion_queries
[--context_gl
->free_occlusion_query_count
];
888 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
890 GL_EXTCALL(glGenQueries(1, &query
->id
));
891 checkGLcall("glGenQueries");
893 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context_gl
);
897 WARN("Occlusion queries not supported, not allocating query id.\n");
902 query
->context_gl
= context_gl
;
903 list_add_head(&context_gl
->occlusion_queries
, &query
->entry
);
906 void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query
*query
)
908 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
910 list_remove(&query
->entry
);
911 query
->context_gl
= NULL
;
913 if (!wined3d_array_reserve((void **)&context_gl
->free_occlusion_queries
,
914 &context_gl
->free_occlusion_query_size
, context_gl
->free_occlusion_query_count
+ 1,
915 sizeof(*context_gl
->free_occlusion_queries
)))
917 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context_gl
);
921 context_gl
->free_occlusion_queries
[context_gl
->free_occlusion_query_count
++] = query
->id
;
924 /* Context activation is done by the caller. */
925 void wined3d_context_gl_alloc_fence(struct wined3d_context_gl
*context_gl
, struct wined3d_fence
*fence
)
927 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
929 if (context_gl
->free_fence_count
)
931 fence
->object
= context_gl
->free_fences
[--context_gl
->free_fence_count
];
935 if (gl_info
->supported
[ARB_SYNC
])
937 /* Using ARB_sync, not much to do here. */
938 fence
->object
.sync
= NULL
;
939 TRACE("Allocated sync object in context %p.\n", context_gl
);
941 else if (gl_info
->supported
[APPLE_FENCE
])
943 GL_EXTCALL(glGenFencesAPPLE(1, &fence
->object
.id
));
944 checkGLcall("glGenFencesAPPLE");
946 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context_gl
);
948 else if(gl_info
->supported
[NV_FENCE
])
950 GL_EXTCALL(glGenFencesNV(1, &fence
->object
.id
));
951 checkGLcall("glGenFencesNV");
953 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context_gl
);
957 WARN("Fences not supported, not allocating fence.\n");
958 fence
->object
.id
= 0;
962 fence
->context_gl
= context_gl
;
963 list_add_head(&context_gl
->fences
, &fence
->entry
);
966 void wined3d_context_gl_free_fence(struct wined3d_fence
*fence
)
968 struct wined3d_context_gl
*context_gl
= fence
->context_gl
;
970 list_remove(&fence
->entry
);
971 fence
->context_gl
= NULL
;
973 if (!wined3d_array_reserve((void **)&context_gl
->free_fences
,
974 &context_gl
->free_fence_size
, context_gl
->free_fence_count
+ 1,
975 sizeof(*context_gl
->free_fences
)))
977 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence
->object
.id
, context_gl
);
981 context_gl
->free_fences
[context_gl
->free_fence_count
++] = fence
->object
;
984 /* Context activation is done by the caller. */
985 void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl
*context_gl
,
986 struct wined3d_timestamp_query
*query
)
988 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
990 if (context_gl
->free_timestamp_query_count
)
992 query
->id
= context_gl
->free_timestamp_queries
[--context_gl
->free_timestamp_query_count
];
996 GL_EXTCALL(glGenQueries(1, &query
->id
));
997 checkGLcall("glGenQueries");
999 TRACE("Allocated timestamp query %u in context %p.\n", query
->id
, context_gl
);
1002 query
->context_gl
= context_gl
;
1003 list_add_head(&context_gl
->timestamp_queries
, &query
->entry
);
1006 void wined3d_context_gl_free_timestamp_query(struct wined3d_timestamp_query
*query
)
1008 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
1010 list_remove(&query
->entry
);
1011 query
->context_gl
= NULL
;
1013 if (!wined3d_array_reserve((void **)&context_gl
->free_timestamp_queries
,
1014 &context_gl
->free_timestamp_query_size
, context_gl
->free_timestamp_query_count
+ 1,
1015 sizeof(*context_gl
->free_timestamp_queries
)))
1017 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context_gl
);
1021 context_gl
->free_timestamp_queries
[context_gl
->free_timestamp_query_count
++] = query
->id
;
1024 void wined3d_context_gl_alloc_so_statistics_query(struct wined3d_context_gl
*context_gl
,
1025 struct wined3d_so_statistics_query
*query
)
1027 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1029 if (context_gl
->free_so_statistics_query_count
)
1031 query
->u
= context_gl
->free_so_statistics_queries
[--context_gl
->free_so_statistics_query_count
];
1035 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
1036 checkGLcall("glGenQueries");
1038 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
1039 query
->u
.id
[0], query
->u
.id
[1], context_gl
);
1042 query
->context_gl
= context_gl
;
1043 list_add_head(&context_gl
->so_statistics_queries
, &query
->entry
);
1046 void wined3d_context_gl_free_so_statistics_query(struct wined3d_so_statistics_query
*query
)
1048 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
1050 list_remove(&query
->entry
);
1051 query
->context_gl
= NULL
;
1053 if (!wined3d_array_reserve((void **)&context_gl
->free_so_statistics_queries
,
1054 &context_gl
->free_so_statistics_query_size
, context_gl
->free_so_statistics_query_count
+ 1,
1055 sizeof(*context_gl
->free_so_statistics_queries
)))
1057 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
1058 query
->u
.id
[0], query
->u
.id
[1], context_gl
);
1062 context_gl
->free_so_statistics_queries
[context_gl
->free_so_statistics_query_count
++] = query
->u
;
1065 void wined3d_context_gl_alloc_pipeline_statistics_query(struct wined3d_context_gl
*context_gl
,
1066 struct wined3d_pipeline_statistics_query
*query
)
1068 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1070 if (context_gl
->free_pipeline_statistics_query_count
)
1072 query
->u
= context_gl
->free_pipeline_statistics_queries
[--context_gl
->free_pipeline_statistics_query_count
];
1076 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
1077 checkGLcall("glGenQueries");
1080 query
->context_gl
= context_gl
;
1081 list_add_head(&context_gl
->pipeline_statistics_queries
, &query
->entry
);
1084 void wined3d_context_gl_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query
*query
)
1086 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
1088 list_remove(&query
->entry
);
1089 query
->context_gl
= NULL
;
1091 if (!wined3d_array_reserve((void **)&context_gl
->free_pipeline_statistics_queries
,
1092 &context_gl
->free_pipeline_statistics_query_size
, context_gl
->free_pipeline_statistics_query_count
+ 1,
1093 sizeof(*context_gl
->free_pipeline_statistics_queries
)))
1095 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context_gl
);
1099 context_gl
->free_pipeline_statistics_queries
[context_gl
->free_pipeline_statistics_query_count
++] = query
->u
;
1102 typedef void (context_fbo_entry_func_t
)(struct wined3d_context_gl
*context_gl
, struct fbo_entry
*entry
);
1104 static void wined3d_context_gl_enum_fbo_entries(const struct wined3d_device
*device
,
1105 GLuint name
, BOOL rb_namespace
, context_fbo_entry_func_t
*callback
)
1109 for (i
= 0; i
< device
->context_count
; ++i
)
1111 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(device
->contexts
[i
]);
1112 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1113 struct fbo_entry
*entry
, *entry2
;
1115 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
1117 for (j
= 0; j
< gl_info
->limits
.buffers
+ 1; ++j
)
1119 if (entry
->key
.objects
[j
].object
== name
1120 && !(entry
->key
.rb_namespace
& (1 << j
)) == !rb_namespace
)
1122 callback(context_gl
, entry
);
1130 static void wined3d_context_gl_queue_fbo_entry_destruction(struct wined3d_context_gl
*context_gl
,
1131 struct fbo_entry
*entry
)
1133 list_remove(&entry
->entry
);
1134 list_add_head(&context_gl
->fbo_destroy_list
, &entry
->entry
);
1137 void context_gl_resource_released(struct wined3d_device
*device
, GLuint name
, BOOL rb_namespace
)
1139 wined3d_context_gl_enum_fbo_entries(device
, name
, rb_namespace
,
1140 wined3d_context_gl_queue_fbo_entry_destruction
);
1143 void wined3d_context_gl_texture_update(struct wined3d_context_gl
*context_gl
,
1144 const struct wined3d_texture_gl
*texture_gl
)
1146 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1147 struct fbo_entry
*entry
= context_gl
->current_fbo
;
1150 if (!entry
|| context_gl
->rebind_fbo
)
1153 for (i
= 0; i
< gl_info
->limits
.buffers
+ 1; ++i
)
1155 if (texture_gl
->texture_rgb
.name
== entry
->key
.objects
[i
].object
1156 || texture_gl
->texture_srgb
.name
== entry
->key
.objects
[i
].object
)
1158 TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture_gl
, i
);
1159 context_gl
->rebind_fbo
= TRUE
;
1165 static BOOL
wined3d_context_gl_restore_pixel_format(struct wined3d_context_gl
*context_gl
)
1167 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1170 if (context_gl
->restore_pf
&& IsWindow(context_gl
->restore_pf_win
))
1172 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1174 HDC dc
= GetDCEx(context_gl
->restore_pf_win
, 0, DCX_USESTYLE
| DCX_CACHE
);
1177 if (!(ret
= GL_EXTCALL(wglSetPixelFormatWINE(dc
, context_gl
->restore_pf
))))
1179 ERR("Failed to restore pixel format %d on window %p.\n",
1180 context_gl
->restore_pf
, context_gl
->restore_pf_win
);
1182 ReleaseDC(context_gl
->restore_pf_win
, dc
);
1187 ERR("Unable to restore pixel format %d on window %p.\n",
1188 context_gl
->restore_pf
, context_gl
->restore_pf_win
);
1192 context_gl
->restore_pf
= 0;
1193 context_gl
->restore_pf_win
= NULL
;
1197 static BOOL
wined3d_context_gl_set_pixel_format(struct wined3d_context_gl
*context_gl
)
1199 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1200 BOOL
private = context_gl
->dc_is_private
;
1201 int format
= context_gl
->pixel_format
;
1202 HDC dc
= context_gl
->dc
;
1206 if (private && context_gl
->dc_has_format
)
1209 if (!private && WindowFromDC(dc
) != context_gl
->window
)
1212 current
= gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(dc
);
1213 if ((current
== format
) || (!current
&& context_gl
->internal_format_set
))
1216 /* By default WGL doesn't allow pixel format adjustments but we need it
1217 * here. For this reason there's a Wine specific wglSetPixelFormat()
1218 * which allows us to set the pixel format multiple times. Use it when we
1219 * can, because even though no pixel format may currently be set, the
1220 * application may try to set one later. */
1221 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1223 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
)))
1225 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1229 context_gl
->internal_format_set
= 1;
1233 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1234 * continue using the old format. There's a big chance that the old
1235 * format works although with a performance hit and perhaps rendering
1237 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1238 format
, dc
, current
);
1241 else if (!SetPixelFormat(dc
, format
, NULL
))
1243 /* This may also happen if the dc belongs to a destroyed window. */
1244 WARN("Failed to set pixel format %d on device context %p, last error %#lx.\n",
1245 format
, dc
, GetLastError());
1249 win
= private ? NULL
: WindowFromDC(dc
);
1250 if (win
!= context_gl
->restore_pf_win
)
1251 wined3d_context_gl_restore_pixel_format(context_gl
);
1252 context_gl
->restore_pf
= private ? 0 : current
;
1253 context_gl
->restore_pf_win
= win
;
1257 context_gl
->dc_has_format
= TRUE
;
1261 static BOOL
wined3d_context_gl_set_gl_context(struct wined3d_context_gl
*context_gl
)
1263 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
1264 BOOL backup
= FALSE
;
1266 TRACE("context_gl %p.\n", context_gl
);
1268 if (!wined3d_context_gl_set_pixel_format(context_gl
))
1270 WARN("Failed to set pixel format %d on device context %p.\n",
1271 context_gl
->pixel_format
, context_gl
->dc
);
1275 if (backup
|| !wglMakeCurrent(context_gl
->dc
, context_gl
->gl_ctx
))
1277 WARN("Failed to make GL context %p current on device context %p, last error %#lx.\n",
1278 context_gl
->gl_ctx
, context_gl
->dc
, GetLastError());
1279 context_gl
->valid
= 0;
1280 WARN("Trying fallback to the backup window.\n");
1282 if (context_gl
->c
.destroyed
)
1284 FIXME("Unable to get backup dc for destroyed context %p.\n", context_gl
);
1285 wined3d_context_gl_set_current(NULL
);
1289 if (!(context_gl
->dc
= wined3d_device_gl_get_backup_dc(device_gl
)))
1291 wined3d_context_gl_set_current(NULL
);
1295 TRACE("Using backup DC %p.\n", context_gl
->dc
);
1296 context_gl
->dc_is_private
= TRUE
;
1297 context_gl
->dc_has_format
= FALSE
;
1299 if (!wined3d_context_gl_set_pixel_format(context_gl
))
1301 ERR("Failed to set pixel format %d on device context %p.\n",
1302 context_gl
->pixel_format
, context_gl
->dc
);
1303 wined3d_context_gl_set_current(NULL
);
1307 if (!wglMakeCurrent(context_gl
->dc
, context_gl
->gl_ctx
))
1309 ERR("Fallback to backup window (dc %p) failed too, last error %#lx.\n",
1310 context_gl
->dc
, GetLastError());
1311 wined3d_context_gl_set_current(NULL
);
1315 context_gl
->valid
= 1;
1317 context_gl
->needs_set
= 0;
1322 static void context_restore_gl_context(const struct wined3d_gl_info
*gl_info
, HDC dc
, HGLRC gl_ctx
)
1324 if (!wglMakeCurrent(dc
, gl_ctx
))
1326 ERR("Failed to restore GL context %p on device context %p, last error %#lx.\n",
1327 gl_ctx
, dc
, GetLastError());
1328 wined3d_context_gl_set_current(NULL
);
1332 static void wined3d_context_gl_update_window(struct wined3d_context_gl
*context_gl
)
1334 if (!context_gl
->c
.swapchain
)
1337 if (context_gl
->window
== context_gl
->c
.swapchain
->win_handle
)
1340 TRACE("Updating context %p window from %p to %p.\n",
1341 context_gl
, context_gl
->window
, context_gl
->c
.swapchain
->win_handle
);
1344 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
1346 context_gl
->window
= context_gl
->c
.swapchain
->win_handle
;
1347 context_gl
->dc_is_private
= FALSE
;
1348 context_gl
->dc_has_format
= FALSE
;
1349 context_gl
->needs_set
= 1;
1350 context_gl
->valid
= 1;
1351 context_gl
->internal_format_set
= 0;
1353 if (!(context_gl
->dc
= GetDCEx(context_gl
->window
, 0, DCX_USESTYLE
| DCX_CACHE
)))
1355 ERR("Failed to get a device context for window %p.\n", context_gl
->window
);
1356 context_gl
->valid
= 0;
1360 static void wined3d_context_gl_cleanup(struct wined3d_context_gl
*context_gl
)
1362 struct wined3d_pipeline_statistics_query
*pipeline_statistics_query
;
1363 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1364 struct wined3d_so_statistics_query
*so_statistics_query
;
1365 struct wined3d_timestamp_query
*timestamp_query
;
1366 struct wined3d_occlusion_query
*occlusion_query
;
1367 struct wined3d_context_gl
*current
;
1368 struct fbo_entry
*entry
, *entry2
;
1369 struct wined3d_fence
*fence
;
1374 TRACE("context_gl %p.\n", context_gl
);
1376 restore_ctx
= wglGetCurrentContext();
1377 restore_dc
= wglGetCurrentDC();
1379 if (context_gl
->valid
&& context_gl
->gl_ctx
!= restore_ctx
)
1381 /* Attempting to restore a GL context corresponding to a wined3d
1382 * context is not particularly useful. Worse, when we're called from
1383 * wined3d_context_gl_destroy(), we subsequently clear the "current
1384 * D3D context" TLS value, which would cause
1385 * wined3d_context_gl_enter() to consider the GL context a non-D3D
1387 if ((current
= wined3d_context_gl_get_current()) && current
->gl_ctx
== restore_ctx
)
1389 wined3d_context_gl_set_gl_context(context_gl
);
1396 if (context_gl
->valid
)
1398 /* If we're here because we're switching away from a previously
1399 * destroyed context, acquiring a context in order to submit a fence
1400 * is problematic. In particular, we'd end up back here again in the
1401 * process of switching to the newly acquired context.
1403 * If fences aren't supported there should be nothing to wait for
1404 * anyway, so just do nothing in that case. */
1405 if (context_gl
->c
.destroyed
)
1407 gl_info
->gl_ops
.gl
.p_glFinish();
1409 else if (context_gl
->c
.d3d_info
->fences
)
1411 wined3d_context_gl_submit_command_fence(context_gl
);
1412 wined3d_context_gl_wait_command_fence(context_gl
,
1413 wined3d_device_gl(context_gl
->c
.device
)->current_fence_id
- 1);
1416 if (context_gl
->dummy_arbfp_prog
)
1417 GL_EXTCALL(glDeleteProgramsARB(1, &context_gl
->dummy_arbfp_prog
));
1419 if (context_gl
->blit_vbo
)
1420 GL_EXTCALL(glDeleteBuffers(1, &context_gl
->blit_vbo
));
1422 for (i
= 0; i
< context_gl
->free_pipeline_statistics_query_count
; ++i
)
1424 union wined3d_gl_pipeline_statistics_query
*q
= &context_gl
->free_pipeline_statistics_queries
[i
];
1425 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1428 for (i
= 0; i
< context_gl
->free_so_statistics_query_count
; ++i
)
1430 union wined3d_gl_so_statistics_query
*q
= &context_gl
->free_so_statistics_queries
[i
];
1431 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1434 if (context_gl
->free_timestamp_query_count
)
1435 GL_EXTCALL(glDeleteQueries(context_gl
->free_timestamp_query_count
, context_gl
->free_timestamp_queries
));
1437 if (gl_info
->supported
[ARB_SYNC
])
1439 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1441 GL_EXTCALL(glDeleteSync(context_gl
->free_fences
[i
].sync
));
1444 else if (gl_info
->supported
[APPLE_FENCE
])
1446 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1448 GL_EXTCALL(glDeleteFencesAPPLE(1, &context_gl
->free_fences
[i
].id
));
1451 else if (gl_info
->supported
[NV_FENCE
])
1453 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1455 GL_EXTCALL(glDeleteFencesNV(1, &context_gl
->free_fences
[i
].id
));
1459 if (context_gl
->free_occlusion_query_count
)
1460 GL_EXTCALL(glDeleteQueries(context_gl
->free_occlusion_query_count
, context_gl
->free_occlusion_queries
));
1462 checkGLcall("context cleanup");
1464 heap_free(context_gl
->submitted
.fences
);
1465 heap_free(context_gl
->free_pipeline_statistics_queries
);
1466 heap_free(context_gl
->free_so_statistics_queries
);
1467 heap_free(context_gl
->free_timestamp_queries
);
1468 heap_free(context_gl
->free_fences
);
1469 heap_free(context_gl
->free_occlusion_queries
);
1471 LIST_FOR_EACH_ENTRY(pipeline_statistics_query
, &context_gl
->pipeline_statistics_queries
,
1472 struct wined3d_pipeline_statistics_query
, entry
)
1474 if (context_gl
->valid
)
1475 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query
->u
.id
), pipeline_statistics_query
->u
.id
));
1476 pipeline_statistics_query
->context_gl
= NULL
;
1479 LIST_FOR_EACH_ENTRY(so_statistics_query
, &context_gl
->so_statistics_queries
,
1480 struct wined3d_so_statistics_query
, entry
)
1482 if (context_gl
->valid
)
1483 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query
->u
.id
), so_statistics_query
->u
.id
));
1484 so_statistics_query
->context_gl
= NULL
;
1487 LIST_FOR_EACH_ENTRY(timestamp_query
, &context_gl
->timestamp_queries
, struct wined3d_timestamp_query
, entry
)
1489 if (context_gl
->valid
)
1490 GL_EXTCALL(glDeleteQueries(1, ×tamp_query
->id
));
1491 timestamp_query
->context_gl
= NULL
;
1494 LIST_FOR_EACH_ENTRY(fence
, &context_gl
->fences
, struct wined3d_fence
, entry
)
1496 if (context_gl
->valid
)
1498 if (gl_info
->supported
[ARB_SYNC
])
1500 if (fence
->object
.sync
)
1501 GL_EXTCALL(glDeleteSync(fence
->object
.sync
));
1503 else if (gl_info
->supported
[APPLE_FENCE
])
1505 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence
->object
.id
));
1507 else if (gl_info
->supported
[NV_FENCE
])
1509 GL_EXTCALL(glDeleteFencesNV(1, &fence
->object
.id
));
1512 fence
->context_gl
= NULL
;
1515 LIST_FOR_EACH_ENTRY(occlusion_query
, &context_gl
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
1517 if (context_gl
->valid
)
1518 GL_EXTCALL(glDeleteQueries(1, &occlusion_query
->id
));
1519 occlusion_query
->context_gl
= NULL
;
1522 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_destroy_list
, struct fbo_entry
, entry
)
1524 if (!context_gl
->valid
)
1526 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
1529 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
1531 if (!context_gl
->valid
)
1533 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
1536 heap_free(context_gl
->texture_type
);
1538 wined3d_context_gl_restore_pixel_format(context_gl
);
1540 context_restore_gl_context(gl_info
, restore_dc
, restore_ctx
);
1541 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL
, NULL
))
1542 ERR("Failed to disable GL context.\n");
1544 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
1546 if (!wglDeleteContext(context_gl
->gl_ctx
))
1548 unsigned int err
= GetLastError();
1549 ERR("Failed to delete GL context %p, last error %#x.\n", context_gl
->gl_ctx
, err
);
1552 wined3d_context_cleanup(&context_gl
->c
);
1555 DWORD
context_get_tls_idx(void)
1557 return wined3d_context_tls_idx
;
1560 void context_set_tls_idx(DWORD idx
)
1562 wined3d_context_tls_idx
= idx
;
1565 struct wined3d_context_gl
*wined3d_context_gl_get_current(void)
1567 return TlsGetValue(wined3d_context_tls_idx
);
1570 BOOL
wined3d_context_gl_set_current(struct wined3d_context_gl
*context_gl
)
1572 struct wined3d_context_gl
*old
= wined3d_context_gl_get_current();
1574 if (old
== context_gl
)
1576 TRACE("Already using D3D context %p.\n", context_gl
);
1582 if (old
->c
.destroyed
)
1584 TRACE("Switching away from destroyed context %p.\n", old
);
1585 wined3d_context_gl_cleanup(old
);
1586 heap_free((void *)old
->gl_info
);
1591 if (wglGetCurrentContext())
1593 const struct wined3d_gl_info
*gl_info
= old
->gl_info
;
1594 TRACE("Flushing context %p before switching to %p.\n", old
, context_gl
);
1595 gl_info
->gl_ops
.gl
.p_glFlush();
1603 if (!context_gl
->valid
)
1605 ERR("Trying to make invalid context %p current.\n", context_gl
);
1609 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n",
1610 context_gl
, context_gl
->gl_ctx
, context_gl
->dc
);
1611 if (!wined3d_context_gl_set_gl_context(context_gl
))
1613 context_gl
->c
.current
= 1;
1615 else if (wglGetCurrentContext())
1617 TRACE("Clearing current D3D context.\n");
1618 if (!wglMakeCurrent(NULL
, NULL
))
1620 unsigned int err
= GetLastError();
1621 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1622 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1627 return TlsSetValue(wined3d_context_tls_idx
, context_gl
);
1630 void wined3d_context_gl_release(struct wined3d_context_gl
*context_gl
)
1632 TRACE("Releasing context %p, level %u.\n", context_gl
, context_gl
->level
);
1636 if (!context_gl
->level
)
1637 WARN("Context %p is not active.\n", context_gl
);
1638 else if (context_gl
!= wined3d_context_gl_get_current())
1639 WARN("Context %p is not the current context.\n", context_gl
);
1642 if (!--context_gl
->level
)
1644 if (wined3d_context_gl_restore_pixel_format(context_gl
))
1645 context_gl
->needs_set
= 1;
1646 if (context_gl
->restore_ctx
)
1648 TRACE("Restoring GL context %p on device context %p.\n", context_gl
->restore_ctx
, context_gl
->restore_dc
);
1649 context_restore_gl_context(context_gl
->gl_info
, context_gl
->restore_dc
, context_gl
->restore_ctx
);
1650 context_gl
->restore_ctx
= NULL
;
1651 context_gl
->restore_dc
= NULL
;
1654 if (context_gl
->c
.destroy_delayed
)
1656 TRACE("Destroying context %p.\n", context_gl
);
1657 wined3d_context_gl_destroy(context_gl
);
1662 static void wined3d_context_gl_enter(struct wined3d_context_gl
*context_gl
)
1664 TRACE("Entering context %p, level %u.\n", context_gl
, context_gl
->level
+ 1);
1666 if (!context_gl
->level
++)
1668 const struct wined3d_context_gl
*current_context
= wined3d_context_gl_get_current();
1669 HGLRC current_gl
= wglGetCurrentContext();
1671 if (current_gl
&& (!current_context
|| current_context
->gl_ctx
!= current_gl
))
1673 TRACE("Another GL context (%p on device context %p) is already current.\n",
1674 current_gl
, wglGetCurrentDC());
1675 context_gl
->restore_ctx
= current_gl
;
1676 context_gl
->restore_dc
= wglGetCurrentDC();
1677 context_gl
->needs_set
= 1;
1679 else if (!context_gl
->needs_set
&& !(context_gl
->dc_is_private
&& context_gl
->dc_has_format
))
1681 int current
= context_gl
->gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(context_gl
->dc
);
1683 if ((current
&& current
!= context_gl
->pixel_format
) || (!current
&& !context_gl
->internal_format_set
))
1684 context_gl
->needs_set
= 1;
1689 /* This function takes care of wined3d pixel format selection. */
1690 static int context_choose_pixel_format(const struct wined3d_device
*device
, HDC hdc
,
1691 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1692 bool aux_buffers
, bool swap_effect_copy
)
1694 unsigned int cfg_count
= wined3d_adapter_gl(device
->adapter
)->pixel_format_count
;
1695 unsigned int current_value
;
1696 PIXELFORMATDESCRIPTOR pfd
;
1697 int iPixelFormat
= 0;
1700 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, swap_effect_copy %#x.\n",
1701 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1702 aux_buffers
, swap_effect_copy
);
1705 for (i
= 0; i
< cfg_count
; ++i
)
1707 const struct wined3d_pixel_format
*cfg
= &wined3d_adapter_gl(device
->adapter
)->pixel_formats
[i
];
1710 /* For now only accept RGBA formats. Perhaps some day we will
1711 * allow floating point formats for pbuffers. */
1712 if (cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1714 /* In window mode we need a window drawable format and double buffering. */
1715 if (!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1717 if (cfg
->redSize
< color_format
->red_size
)
1719 if (cfg
->greenSize
< color_format
->green_size
)
1721 if (cfg
->blueSize
< color_format
->blue_size
)
1723 if (cfg
->alphaSize
< color_format
->alpha_size
)
1725 if (cfg
->depthSize
< ds_format
->depth_size
)
1727 if (ds_format
->stencil_size
&& cfg
->stencilSize
!= ds_format
->stencil_size
)
1729 /* Check multisampling support. */
1730 if (cfg
->numSamples
)
1734 if (swap_effect_copy
&& cfg
->swap_method
== WGL_SWAP_COPY_ARB
)
1736 /* We try to locate a format which matches our requirements exactly. In case of
1737 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1738 if (cfg
->depthSize
== ds_format
->depth_size
)
1740 if (cfg
->stencilSize
== ds_format
->stencil_size
)
1742 if (cfg
->alphaSize
== color_format
->alpha_size
)
1744 /* We like to have aux buffers in backbuffer mode */
1745 if (aux_buffers
&& cfg
->auxBuffers
)
1747 if (cfg
->redSize
== color_format
->red_size
1748 && cfg
->greenSize
== color_format
->green_size
1749 && cfg
->blueSize
== color_format
->blue_size
)
1752 if (value
> current_value
)
1754 iPixelFormat
= cfg
->iPixelFormat
;
1755 current_value
= value
;
1761 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1763 memset(&pfd
, 0, sizeof(pfd
));
1764 pfd
.nSize
= sizeof(pfd
);
1766 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1767 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1768 pfd
.cAlphaBits
= color_format
->alpha_size
;
1769 pfd
.cColorBits
= color_format
->red_size
+ color_format
->green_size
1770 + color_format
->blue_size
+ color_format
->alpha_size
;
1771 pfd
.cDepthBits
= ds_format
->depth_size
;
1772 pfd
.cStencilBits
= ds_format
->stencil_size
;
1773 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1775 if (!(iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
)))
1777 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1778 ERR("Can't find a suitable pixel format.\n");
1783 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1784 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1785 return iPixelFormat
;
1788 /* Context activation is done by the caller. */
1789 void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl
*context_gl
)
1791 const struct wined3d_dummy_textures
*textures
= &wined3d_device_gl(context_gl
->c
.device
)->dummy_textures
;
1792 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1795 for (i
= 0; i
< gl_info
->limits
.combined_samplers
; ++i
)
1797 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ i
));
1799 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, textures
->tex_1d
);
1800 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, textures
->tex_2d
);
1802 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1803 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, textures
->tex_rect
);
1805 if (gl_info
->supported
[EXT_TEXTURE3D
])
1806 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, textures
->tex_3d
);
1808 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1809 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, textures
->tex_cube
);
1811 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
1812 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, textures
->tex_cube_array
);
1814 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
1816 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D_ARRAY
, textures
->tex_1d_array
);
1817 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, textures
->tex_2d_array
);
1820 if (gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
1821 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, textures
->tex_buffer
);
1823 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
1825 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE
, textures
->tex_2d_ms
);
1826 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, textures
->tex_2d_ms_array
);
1830 checkGLcall("bind dummy textures");
1833 void wined3d_check_gl_call(const struct wined3d_gl_info
*gl_info
,
1834 const char *file
, unsigned int line
, const char *name
)
1838 if (gl_info
->supported
[ARB_DEBUG_OUTPUT
] || (err
= gl_info
->gl_ops
.gl
.p_glGetError()) == GL_NO_ERROR
)
1840 TRACE("%s call ok %s / %u.\n", name
, file
, line
);
1846 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1847 debug_glerror(err
), err
, name
, file
,line
);
1848 err
= gl_info
->gl_ops
.gl
.p_glGetError();
1849 } while (err
!= GL_NO_ERROR
);
1852 static BOOL
context_debug_output_enabled(const struct wined3d_gl_info
*gl_info
)
1854 return gl_info
->supported
[ARB_DEBUG_OUTPUT
]
1855 && (ERR_ON(d3d
) || FIXME_ON(d3d
) || WARN_ON(d3d_perf
));
1858 static void WINE_GLAPI
wined3d_debug_callback(GLenum source
, GLenum type
, GLuint id
,
1859 GLenum severity
, GLsizei length
, const char *message
, void *ctx
)
1863 case GL_DEBUG_TYPE_ERROR_ARB
:
1864 ERR("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1867 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
:
1868 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
:
1869 case GL_DEBUG_TYPE_PORTABILITY_ARB
:
1870 FIXME("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1873 case GL_DEBUG_TYPE_PERFORMANCE_ARB
:
1874 WARN_(d3d_perf
)("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1878 FIXME("ctx %p, type %#x: %s.\n", ctx
, type
, debugstr_an(message
, length
));
1883 HGLRC
context_create_wgl_attribs(const struct wined3d_gl_info
*gl_info
, HDC hdc
, HGLRC share_ctx
)
1886 unsigned int ctx_attrib_idx
= 0;
1887 GLint ctx_attribs
[7], ctx_flags
= 0;
1889 if (context_debug_output_enabled(gl_info
))
1890 ctx_flags
= WGL_CONTEXT_DEBUG_BIT_ARB
;
1891 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MAJOR_VERSION_ARB
;
1892 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
>> 16;
1893 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MINOR_VERSION_ARB
;
1894 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
& 0xffff;
1897 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1898 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1900 ctx_attribs
[ctx_attrib_idx
] = 0;
1902 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1904 if (gl_info
->selected_gl_version
>= MAKEDWORD_VERSION(3, 2))
1908 ctx_flags
|= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1909 ctx_attribs
[ctx_attrib_idx
- 1] = ctx_flags
;
1913 ctx_flags
= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1914 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1915 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1916 ctx_attribs
[ctx_attrib_idx
] = 0;
1918 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1919 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#lx.\n",
1926 static BOOL
wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl
*context_gl
,
1927 struct wined3d_swapchain_gl
*swapchain_gl
, BOOL
*new_drawable
)
1929 enum wined3d_swap_effect swap_effect
= swapchain_gl
->s
.state
.desc
.swap_effect
;
1930 const struct wined3d_format
*colour_format
, *ds_format
;
1931 struct wined3d_context
*context
= &context_gl
->c
;
1932 const struct wined3d_gl_info
*gl_info
;
1933 struct wined3d_resource
*target
;
1934 struct wined3d_adapter
*adapter
;
1935 unsigned int target_bind_flags
;
1936 struct wined3d_device
*device
;
1937 bool swap_effect_copy
;
1938 HGLRC ctx
, share_ctx
;
1941 device
= context
->device
;
1942 adapter
= device
->adapter
;
1943 gl_info
= &wined3d_adapter_gl(adapter
)->gl_info
;
1945 target
= &context
->current_rt
.texture
->resource
;
1946 target_bind_flags
= target
->bind_flags
;
1948 swap_effect_copy
= swap_effect
== WINED3D_SWAP_EFFECT_COPY
|| swap_effect
== WINED3D_SWAP_EFFECT_COPY_VSYNC
;
1950 *new_drawable
= !GetPixelFormat(context_gl
->dc
);
1952 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1954 static const enum wined3d_format_id ds_formats
[] =
1956 WINED3DFMT_D24_UNORM_S8_UINT
,
1957 WINED3DFMT_D32_UNORM
,
1958 WINED3DFMT_R24_UNORM_X8_TYPELESS
,
1959 WINED3DFMT_D16_UNORM
,
1960 WINED3DFMT_S1_UINT_D15_UNORM
,
1963 colour_format
= target
->format
;
1965 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1966 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1967 if (colour_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1968 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B4G4R4A4_UNORM
, target_bind_flags
);
1969 else if (colour_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1970 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
1972 /* DirectDraw supports 8bit paletted render targets and these are used by
1973 * old games like StarCraft and C&C. Most modern hardware doesn't support
1974 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1975 * conversion (ab)uses the alpha component for storing the palette index.
1976 * For this reason we require a format with 8bit alpha, so request
1978 if (colour_format
->id
== WINED3DFMT_P8_UINT
)
1979 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
1981 /* Try to find a pixel format which matches our requirements. */
1982 if (!swapchain_gl
->s
.ds_format
)
1984 for (i
= 0; i
< ARRAY_SIZE(ds_formats
); ++i
)
1986 ds_format
= wined3d_get_format(adapter
, ds_formats
[i
], WINED3D_BIND_DEPTH_STENCIL
);
1987 if ((context_gl
->pixel_format
= context_choose_pixel_format(device
,
1988 context_gl
->dc
, colour_format
, ds_format
, true, swap_effect_copy
)))
1990 swapchain_gl
->s
.ds_format
= ds_format
;
1994 TRACE("Depth stencil format %s is not supported, trying next format.\n",
1995 debug_d3dformat(ds_format
->id
));
2000 context_gl
->pixel_format
= context_choose_pixel_format(device
,
2001 context_gl
->dc
, colour_format
, swapchain_gl
->s
.ds_format
, true, swap_effect_copy
);
2006 /* When using FBOs for off-screen rendering, we only use the drawable for
2007 * presentation blits, and don't do any rendering to it. That means we
2008 * don't need depth or stencil buffers, and can mostly ignore the render
2009 * target format. This wouldn't necessarily be quite correct for 10bpc
2010 * display modes, but we don't currently support those.
2011 * Using the same format regardless of the colour/depth/stencil targets
2012 * makes it much less likely that different wined3d instances will set
2013 * conflicting pixel formats. */
2014 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
2015 ds_format
= wined3d_get_format(adapter
, WINED3DFMT_UNKNOWN
, WINED3D_BIND_DEPTH_STENCIL
);
2016 context_gl
->pixel_format
= context_choose_pixel_format(device
,
2017 context_gl
->dc
, colour_format
, ds_format
, false, swap_effect_copy
);
2020 if (!context_gl
->pixel_format
)
2022 ERR("Failed to choose pixel format.\n");
2026 wined3d_context_gl_enter(context_gl
);
2028 if (!wined3d_context_gl_set_pixel_format(context_gl
))
2030 context_release(context
);
2032 if (context_gl
->dc_is_private
)
2034 ERR("Failed to set pixel format %d on device context %p.\n", context_gl
->pixel_format
, context_gl
->dc
);
2039 WARN("Failed to set pixel format %d on device context %p, trying backup DC.\n",
2040 context_gl
->pixel_format
, context_gl
->dc
);
2042 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
2043 if (!(context_gl
->dc
= wined3d_device_gl_get_backup_dc(wined3d_device_gl(device
))))
2045 ERR("Failed to retrieve the backup device context.\n");
2048 context_gl
->dc_is_private
= TRUE
;
2050 return wined3d_context_gl_create_wgl_ctx(context_gl
, swapchain_gl
, new_drawable
);
2053 share_ctx
= device
->context_count
? wined3d_context_gl(device
->contexts
[0])->gl_ctx
: NULL
;
2054 if (gl_info
->p_wglCreateContextAttribsARB
)
2056 if (!(ctx
= context_create_wgl_attribs(gl_info
, context_gl
->dc
, share_ctx
)))
2058 ERR("Failed to create a WGL context.\n");
2059 context_release(context
);
2065 if (!(ctx
= wglCreateContext(context_gl
->dc
)))
2067 ERR("Failed to create a WGL context.\n");
2068 context_release(context
);
2072 if (share_ctx
&& !wglShareLists(share_ctx
, ctx
))
2074 ERR("wglShareLists(%p, %p) failed, last error %#lx.\n", share_ctx
, ctx
, GetLastError());
2075 context_release(context
);
2076 if (!wglDeleteContext(ctx
))
2077 ERR("wglDeleteContext(%p) failed, last error %#lx.\n", ctx
, GetLastError());
2082 context_gl
->dc_has_format
= TRUE
;
2083 context_gl
->needs_set
= 1;
2084 context_gl
->valid
= 1;
2085 context_gl
->gl_ctx
= ctx
;
2090 HRESULT
wined3d_context_gl_init(struct wined3d_context_gl
*context_gl
, struct wined3d_swapchain_gl
*swapchain_gl
)
2092 struct wined3d_context
*context
= &context_gl
->c
;
2093 const struct wined3d_d3d_info
*d3d_info
;
2094 const struct wined3d_gl_info
*gl_info
;
2095 struct wined3d_device
*device
;
2099 TRACE("context_gl %p, swapchain %p.\n", context_gl
, swapchain_gl
);
2101 wined3d_context_init(&context_gl
->c
, &swapchain_gl
->s
);
2103 device
= context
->device
;
2104 gl_info
= &wined3d_adapter_gl(device
->adapter
)->gl_info
;
2105 context_gl
->gl_info
= gl_info
;
2106 d3d_info
= context
->d3d_info
;
2108 context_gl
->tid
= GetCurrentThreadId();
2109 context_gl
->window
= context
->swapchain
->win_handle
;
2110 if (context_gl
->window
== GetDesktopWindow())
2112 TRACE("Swapchain is created on the desktop window, trying backup device context.\n");
2113 context_gl
->dc
= NULL
;
2115 else if (!(context_gl
->dc
= GetDCEx(context_gl
->window
, 0, DCX_USESTYLE
| DCX_CACHE
)))
2116 WARN("Failed to retrieve device context, trying swapchain backup.\n");
2118 if (!context_gl
->dc
)
2120 if (!(context_gl
->dc
= wined3d_device_gl_get_backup_dc(wined3d_device_gl(device
))))
2122 ERR("Failed to retrieve a device context.\n");
2125 context_gl
->dc_is_private
= TRUE
;
2128 list_init(&context_gl
->fbo_list
);
2129 list_init(&context_gl
->fbo_destroy_list
);
2131 list_init(&context_gl
->occlusion_queries
);
2132 list_init(&context_gl
->fences
);
2133 list_init(&context_gl
->timestamp_queries
);
2134 list_init(&context_gl
->so_statistics_queries
);
2135 list_init(&context_gl
->pipeline_statistics_queries
);
2137 for (i
= 0; i
< ARRAY_SIZE(context_gl
->tex_unit_map
); ++i
)
2138 context_gl
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2139 for (i
= 0; i
< ARRAY_SIZE(context_gl
->rev_tex_unit_map
); ++i
)
2140 context_gl
->rev_tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2141 if (gl_info
->limits
.graphics_samplers
>= WINED3D_MAX_COMBINED_SAMPLERS
)
2143 /* Initialize the texture unit mapping to a 1:1 mapping. */
2144 unsigned int base
, count
;
2146 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_PIXEL
, &base
, &count
);
2147 if (base
+ WINED3D_MAX_FRAGMENT_SAMPLERS
> ARRAY_SIZE(context_gl
->rev_tex_unit_map
))
2149 ERR("Unexpected texture unit base index %u.\n", base
);
2152 for (i
= 0; i
< min(count
, WINED3D_MAX_FRAGMENT_SAMPLERS
); ++i
)
2154 context_gl
->tex_unit_map
[i
] = base
+ i
;
2155 context_gl
->rev_tex_unit_map
[base
+ i
] = i
;
2158 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_VERTEX
, &base
, &count
);
2159 if (base
+ WINED3D_MAX_VERTEX_SAMPLERS
> ARRAY_SIZE(context_gl
->rev_tex_unit_map
))
2161 ERR("Unexpected texture unit base index %u.\n", base
);
2164 for (i
= 0; i
< min(count
, WINED3D_MAX_VERTEX_SAMPLERS
); ++i
)
2166 context_gl
->tex_unit_map
[WINED3D_MAX_FRAGMENT_SAMPLERS
+ i
] = base
+ i
;
2167 context_gl
->rev_tex_unit_map
[base
+ i
] = WINED3D_MAX_FRAGMENT_SAMPLERS
+ i
;
2171 if (!(context_gl
->texture_type
= heap_calloc(gl_info
->limits
.combined_samplers
,
2172 sizeof(*context_gl
->texture_type
))))
2175 if (!wined3d_context_gl_create_wgl_ctx(context_gl
, swapchain_gl
, &new_drawable
))
2178 /* Set up the context defaults. */
2180 context
->render_offscreen
= wined3d_resource_is_offscreen(&context
->current_rt
.texture
->resource
);
2181 context_gl
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
2183 if (!wined3d_context_gl_set_current(context_gl
))
2185 ERR("Cannot activate context to set up defaults.\n");
2186 context_release(context
);
2187 if (!wglDeleteContext(context_gl
->gl_ctx
))
2188 ERR("wglDeleteContext(%p) failed, last error %#lx.\n", context_gl
->gl_ctx
, GetLastError());
2192 if (context_debug_output_enabled(gl_info
))
2194 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback
, context
));
2195 if (TRACE_ON(d3d_sync
))
2196 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS
);
2197 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DONT_CARE
, GL_DONT_CARE
, 0, NULL
, GL_FALSE
));
2200 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_ERROR
,
2201 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2205 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
,
2206 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2207 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR
,
2208 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2209 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PORTABILITY
,
2210 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2212 if (WARN_ON(d3d_perf
))
2214 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PERFORMANCE
,
2215 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2219 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2220 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_AUX_BUFFERS
, &context_gl
->aux_buffers
);
2222 TRACE("Setting up the screen\n");
2224 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2226 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
2227 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2229 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
2230 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2232 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
2233 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2239 GL_EXTCALL(glGenVertexArrays(1, &vao
));
2240 GL_EXTCALL(glBindVertexArray(vao
));
2241 checkGLcall("creating VAO");
2244 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
2245 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2246 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ALIGNMENT
, 1);
2247 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2249 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
2251 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2252 * the previous texture where to source the offset from is always unit - 1.
2254 for (i
= 1; i
< gl_info
->limits
.textures
; ++i
)
2256 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
2257 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
,
2258 GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ i
- 1);
2259 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2262 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
2264 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2265 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2266 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2267 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2270 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2271 * program and the dummy program is destroyed when the context is destroyed.
2273 static const char dummy_program
[] =
2275 "MOV result.color, fragment.color.primary;\n"
2277 GL_EXTCALL(glGenProgramsARB(1, &context_gl
->dummy_arbfp_prog
));
2278 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, context_gl
->dummy_arbfp_prog
));
2279 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
,
2280 GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
2283 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2285 for (i
= 0; i
< gl_info
->limits
.textures
; ++i
)
2287 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
2288 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
2289 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2293 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
2295 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
2297 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
2299 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
2301 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_NO_PRIMITIVE_RESTART
))
2303 if (gl_info
->supported
[ARB_ES3_COMPATIBILITY
])
2305 gl_info
->gl_ops
.gl
.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX
);
2306 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2310 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2313 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_CUBEMAP_FILTERING
)
2314 && gl_info
->supported
[ARB_SEAMLESS_CUBE_MAP
])
2316 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS
);
2317 checkGLcall("enable seamless cube map filtering");
2319 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
2320 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, GL_LOWER_LEFT
));
2322 /* If this happens to be the first context for the device, dummy textures
2323 * are not created yet. In that case, they will be created (and bound) by
2324 * create_dummy_textures right after this context is initialized. */
2325 if (wined3d_device_gl(device
)->dummy_textures
.tex_2d
)
2326 wined3d_context_gl_bind_dummy_textures(context_gl
);
2328 /* Initialise all rectangles to avoid resetting unused ones later. */
2329 gl_info
->gl_ops
.gl
.p_glScissor(0, 0, 0, 0);
2330 checkGLcall("glScissor");
2334 gl_info
->gl_ops
.gl
.p_glClearColor(0.0f
, 0.0f
, 0.0f
, 0.0f
);
2335 gl_info
->gl_ops
.gl
.p_glClearDepth(1.0f
);
2336 gl_info
->gl_ops
.gl
.p_glClearStencil(0);
2337 gl_info
->gl_ops
.gl
.p_glClear(GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
| GL_STENCIL_BUFFER_BIT
);
2338 checkGLcall("glClear");
2343 heap_free(context_gl
->texture_type
);
2344 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
2348 void wined3d_context_gl_destroy(struct wined3d_context_gl
*context_gl
)
2350 struct wined3d_device
*device
= context_gl
->c
.device
;
2352 TRACE("Destroying context %p.\n", context_gl
);
2354 wined3d_from_cs(device
->cs
);
2356 /* We delay destroying a context when it is active. The context_release()
2357 * function invokes wined3d_context_gl_destroy() again while leaving the
2359 if (context_gl
->level
)
2361 TRACE("Delaying destruction of context %p.\n", context_gl
);
2362 context_gl
->c
.destroy_delayed
= 1;
2363 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2364 context_gl
->c
.swapchain
= NULL
;
2365 context_gl
->c
.device
= NULL
;
2369 device_context_remove(device
, &context_gl
->c
);
2371 if (context_gl
->c
.current
&& context_gl
->tid
!= GetCurrentThreadId())
2373 struct wined3d_gl_info
*gl_info
;
2375 /* Make a copy of gl_info for wined3d_context_gl_cleanup() use, the
2376 * one in wined3d_adapter may go away in the meantime. */
2377 gl_info
= heap_alloc(sizeof(*gl_info
));
2378 *gl_info
= *context_gl
->gl_info
;
2379 context_gl
->gl_info
= gl_info
;
2380 context_gl
->c
.destroyed
= 1;
2385 wined3d_context_gl_cleanup(context_gl
);
2386 TlsSetValue(context_get_tls_idx(), NULL
);
2387 heap_free(context_gl
);
2390 const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d_context_gl
*context_gl
,
2391 const struct wined3d_shader_version
*shader_version
, unsigned int *base
, unsigned int *count
)
2393 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2395 if (!shader_version
)
2398 *count
= WINED3D_MAX_TEXTURES
;
2399 return context_gl
->tex_unit_map
;
2402 if (shader_version
->major
>= 4)
2404 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, shader_version
->type
, base
, count
);
2408 switch (shader_version
->type
)
2410 case WINED3D_SHADER_TYPE_PIXEL
:
2412 *count
= WINED3D_MAX_FRAGMENT_SAMPLERS
;
2414 case WINED3D_SHADER_TYPE_VERTEX
:
2415 *base
= WINED3D_MAX_FRAGMENT_SAMPLERS
;
2416 *count
= WINED3D_MAX_VERTEX_SAMPLERS
;
2419 ERR("Unhandled shader type %#x.\n", shader_version
->type
);
2424 return context_gl
->tex_unit_map
;
2427 static void wined3d_context_gl_get_rt_size(const struct wined3d_context_gl
*context_gl
, SIZE
*size
)
2429 const struct wined3d_texture
*rt
= context_gl
->c
.current_rt
.texture
;
2436 GetClientRect(context_gl
->window
, &window_size
);
2437 size
->cx
= window_size
.right
- window_size
.left
;
2438 size
->cy
= window_size
.bottom
- window_size
.top
;
2443 level
= context_gl
->c
.current_rt
.sub_resource_idx
% rt
->level_count
;
2444 size
->cx
= wined3d_texture_get_level_width(rt
, level
);
2445 size
->cy
= wined3d_texture_get_level_height(rt
, level
);
2448 void wined3d_context_gl_enable_clip_distances(struct wined3d_context_gl
*context_gl
, uint32_t enable_mask
)
2450 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2451 unsigned int clip_distance_count
, i
;
2452 uint32_t disable_mask
, current_mask
;
2454 clip_distance_count
= gl_info
->limits
.user_clip_distances
;
2455 disable_mask
= ~enable_mask
;
2456 enable_mask
&= wined3d_mask_from_size(clip_distance_count
);
2457 disable_mask
&= wined3d_mask_from_size(clip_distance_count
);
2458 current_mask
= context_gl
->c
.clip_distance_mask
;
2459 context_gl
->c
.clip_distance_mask
= enable_mask
;
2461 enable_mask
&= ~current_mask
;
2464 i
= wined3d_bit_scan(&enable_mask
);
2465 gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_DISTANCE0
+ i
);
2467 disable_mask
&= current_mask
;
2468 while (disable_mask
)
2470 i
= wined3d_bit_scan(&disable_mask
);
2471 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_DISTANCE0
+ i
);
2473 checkGLcall("toggle clip distances");
2476 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
2478 return rt_mask
& (1u << 31);
2481 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
2483 return rt_mask
& ~(1u << 31);
2486 /* Context activation is done by the caller. */
2487 static void wined3d_context_gl_apply_draw_buffers(struct wined3d_context_gl
*context_gl
, uint32_t rt_mask
)
2489 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2490 GLenum draw_buffers
[WINED3D_MAX_RENDER_TARGETS
];
2494 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_NONE
);
2496 else if (is_rt_mask_onscreen(rt_mask
))
2498 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
2502 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2509 draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
2511 draw_buffers
[i
] = GL_NONE
;
2517 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
2519 GL_EXTCALL(glDrawBuffers(i
, draw_buffers
));
2523 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffers
[0]);
2528 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2532 checkGLcall("apply draw buffers");
2535 /* Context activation is done by the caller. */
2536 void wined3d_context_gl_active_texture(struct wined3d_context_gl
*context_gl
,
2537 const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
2539 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ unit
));
2540 checkGLcall("glActiveTexture");
2541 context_gl
->active_texture
= unit
;
2544 void wined3d_context_gl_bind_bo(struct wined3d_context_gl
*context_gl
, GLenum binding
, GLuint name
)
2546 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2548 if (binding
== GL_ELEMENT_ARRAY_BUFFER
)
2549 context_invalidate_state(&context_gl
->c
, STATE_INDEXBUFFER
);
2551 GL_EXTCALL(glBindBuffer(binding
, name
));
2554 void wined3d_context_gl_bind_texture(struct wined3d_context_gl
*context_gl
, GLenum target
, GLuint name
)
2556 const struct wined3d_dummy_textures
*textures
= &wined3d_device_gl(context_gl
->c
.device
)->dummy_textures
;
2557 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2558 GLenum old_texture_type
;
2562 gl_info
->gl_ops
.gl
.p_glBindTexture(target
, name
);
2566 unit
= context_gl
->active_texture
;
2567 old_texture_type
= context_gl
->texture_type
[unit
];
2568 if (old_texture_type
!= target
)
2570 switch (old_texture_type
)
2576 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, textures
->tex_1d
);
2578 case GL_TEXTURE_1D_ARRAY
:
2579 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D_ARRAY
, textures
->tex_1d_array
);
2582 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, textures
->tex_2d
);
2584 case GL_TEXTURE_2D_ARRAY
:
2585 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, textures
->tex_2d_array
);
2587 case GL_TEXTURE_RECTANGLE_ARB
:
2588 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, textures
->tex_rect
);
2590 case GL_TEXTURE_CUBE_MAP
:
2591 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, textures
->tex_cube
);
2593 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2594 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, textures
->tex_cube_array
);
2597 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, textures
->tex_3d
);
2599 case GL_TEXTURE_BUFFER
:
2600 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, textures
->tex_buffer
);
2602 case GL_TEXTURE_2D_MULTISAMPLE
:
2603 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE
, textures
->tex_2d_ms
);
2605 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
2606 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, textures
->tex_2d_ms_array
);
2609 ERR("Unexpected texture target %#x.\n", old_texture_type
);
2612 context_gl
->texture_type
[unit
] = target
;
2615 checkGLcall("bind texture");
2618 static void wined3d_context_gl_poll_fences(struct wined3d_context_gl
*context_gl
)
2620 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2621 struct wined3d_command_fence_gl
*f
;
2624 for (i
= 0; i
< context_gl
->submitted
.fence_count
; ++i
)
2626 f
= &context_gl
->submitted
.fences
[i
];
2628 if (f
->id
> device_gl
->completed_fence_id
)
2630 if (wined3d_fence_test(f
->fence
, &device_gl
->d
, 0) != WINED3D_FENCE_OK
)
2632 device_gl
->completed_fence_id
= f
->id
;
2635 wined3d_fence_destroy(f
->fence
);
2636 if (i
!= context_gl
->submitted
.fence_count
- 1)
2637 *f
= context_gl
->submitted
.fences
[context_gl
->submitted
.fence_count
- 1];
2638 --context_gl
->submitted
.fence_count
;
2642 static void wined3d_device_gl_free_memory(struct wined3d_device_gl
*device_gl
, struct wined3d_allocator_block
*block
)
2644 assert(block
->chunk
->allocator
== &device_gl
->allocator
);
2645 wined3d_device_gl_allocator_lock(device_gl
);
2646 wined3d_allocator_block_free(block
);
2647 wined3d_device_gl_allocator_unlock(device_gl
);
2650 static void wined3d_context_gl_cleanup_resources(struct wined3d_context_gl
*context_gl
)
2652 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2653 struct wined3d_retired_block_gl
*r
, *blocks
;
2654 SIZE_T count
, i
= 0;
2657 wined3d_context_gl_poll_fences(context_gl
);
2658 id
= device_gl
->completed_fence_id
;
2660 blocks
= device_gl
->retired_blocks
;
2661 count
= device_gl
->retired_block_count
;
2666 if (r
->fence_id
> id
)
2672 wined3d_device_gl_free_memory(device_gl
, r
->block
);
2676 device_gl
->retired_block_count
= count
;
2679 void wined3d_context_gl_wait_command_fence(struct wined3d_context_gl
*context_gl
, uint64_t id
)
2681 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2682 enum wined3d_fence_result ret
;
2685 if (id
<= device_gl
->completed_fence_id
2686 || id
> device_gl
->current_fence_id
) /* In case the fence ID wrapped. */
2689 for (i
= 0; i
< context_gl
->submitted
.fence_count
; ++i
)
2691 if (context_gl
->submitted
.fences
[i
].id
!= id
)
2694 if ((ret
= wined3d_fence_wait(context_gl
->submitted
.fences
[i
].fence
, &device_gl
->d
)) != WINED3D_FENCE_OK
)
2695 ERR("Failed to wait for command fence with id 0x%s, ret %#x.\n", wine_dbgstr_longlong(id
), ret
);
2696 wined3d_context_gl_cleanup_resources(context_gl
);
2700 ERR("Failed to find fence for command fence with id 0x%s.\n", wine_dbgstr_longlong(id
));
2703 void wined3d_context_gl_submit_command_fence(struct wined3d_context_gl
*context_gl
)
2705 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2706 struct wined3d_command_fence_gl
*f
;
2709 if (!wined3d_array_reserve((void **)&context_gl
->submitted
.fences
, &context_gl
->submitted
.fences_size
,
2710 context_gl
->submitted
.fence_count
+ 1, sizeof(*context_gl
->submitted
.fences
)))
2711 ERR("Failed to grow submitted command buffer array.\n");
2713 f
= &context_gl
->submitted
.fences
[context_gl
->submitted
.fence_count
++];
2714 f
->id
= device_gl
->current_fence_id
;
2715 if (FAILED(hr
= wined3d_fence_create(&device_gl
->d
, &f
->fence
)))
2716 ERR("Failed to create fence, hr %#lx.\n", hr
);
2717 wined3d_fence_issue(f
->fence
, &device_gl
->d
);
2719 /* We don't expect this to ever happen, but handle it anyway. */
2720 if (!++device_gl
->current_fence_id
)
2722 wined3d_context_gl_wait_command_fence(context_gl
, device_gl
->current_fence_id
- 1);
2723 device_gl
->completed_fence_id
= 0;
2724 device_gl
->current_fence_id
= 1;
2726 device_gl
->retired_bo_size
= 0;
2727 wined3d_context_gl_cleanup_resources(context_gl
);
2730 static void wined3d_context_gl_destroy_allocator_block(struct wined3d_context_gl
*context_gl
,
2731 struct wined3d_allocator_block
*block
, uint64_t fence_id
)
2733 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2734 struct wined3d_retired_block_gl
*r
;
2736 if (device_gl
->completed_fence_id
>= fence_id
)
2738 wined3d_device_gl_free_memory(device_gl
, block
);
2739 TRACE("Freed block %p.\n", block
);
2743 if (!wined3d_array_reserve((void **)&device_gl
->retired_blocks
,
2744 &device_gl
->retired_blocks_size
, device_gl
->retired_block_count
+ 1,
2745 sizeof(*device_gl
->retired_blocks
)))
2747 ERR("Leaking block %p.\n", block
);
2751 r
= &device_gl
->retired_blocks
[device_gl
->retired_block_count
++];
2753 r
->fence_id
= fence_id
;
2756 /* We always have buffer storage here. */
2757 GLuint
wined3d_context_gl_allocate_vram_chunk_buffer(struct wined3d_context_gl
*context_gl
,
2758 unsigned int pool
, size_t size
)
2760 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2764 TRACE("context_gl %p, pool %u, size %Iu.\n", context_gl
, pool
, size
);
2766 GL_EXTCALL(glGenBuffers(1, &id
));
2769 checkGLcall("buffer object creation");
2772 wined3d_context_gl_bind_bo(context_gl
, GL_PIXEL_UNPACK_BUFFER
, id
);
2774 flags
= wined3d_device_gl_get_memory_type_flags(pool
) | GL_DYNAMIC_STORAGE_BIT
;
2775 if (flags
& (GL_MAP_READ_BIT
| GL_MAP_WRITE_BIT
))
2776 flags
|= GL_MAP_PERSISTENT_BIT
| GL_MAP_COHERENT_BIT
;
2777 GL_EXTCALL(glBufferStorage(GL_PIXEL_UNPACK_BUFFER
, size
, NULL
, flags
));
2779 checkGLcall("buffer object creation");
2781 TRACE("Created buffer object %u.\n", id
);
2786 static void *wined3d_allocator_chunk_gl_map(struct wined3d_allocator_chunk_gl
*chunk_gl
,
2787 struct wined3d_context_gl
*context_gl
)
2789 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2792 TRACE("chunk %p, gl_buffer %u, map_ptr %p.\n", chunk_gl
, chunk_gl
->gl_buffer
, chunk_gl
->c
.map_ptr
);
2794 wined3d_allocator_chunk_gl_lock(chunk_gl
);
2796 if (!chunk_gl
->c
.map_ptr
)
2798 unsigned int flags
= wined3d_device_gl_get_memory_type_flags(chunk_gl
->memory_type
) & ~GL_CLIENT_STORAGE_BIT
;
2800 flags
|= GL_MAP_PERSISTENT_BIT
| GL_MAP_COHERENT_BIT
;
2801 if (!(flags
& GL_MAP_READ_BIT
))
2802 flags
|= GL_MAP_UNSYNCHRONIZED_BIT
;
2803 if (flags
& GL_MAP_WRITE_BIT
)
2804 flags
|= GL_MAP_FLUSH_EXPLICIT_BIT
;
2805 wined3d_context_gl_bind_bo(context_gl
, GL_PIXEL_UNPACK_BUFFER
, chunk_gl
->gl_buffer
);
2806 chunk_gl
->c
.map_ptr
= GL_EXTCALL(glMapBufferRange(GL_PIXEL_UNPACK_BUFFER
,
2807 0, WINED3D_ALLOCATOR_CHUNK_SIZE
, flags
));
2808 if (!chunk_gl
->c
.map_ptr
)
2810 wined3d_allocator_chunk_gl_unlock(chunk_gl
);
2811 ERR("Failed to map chunk memory.\n");
2815 adapter_adjust_mapped_memory(context_gl
->c
.device
->adapter
, WINED3D_ALLOCATOR_CHUNK_SIZE
);
2818 ++chunk_gl
->c
.map_count
;
2819 map_ptr
= chunk_gl
->c
.map_ptr
;
2821 wined3d_allocator_chunk_gl_unlock(chunk_gl
);
2826 static void wined3d_allocator_chunk_gl_unmap(struct wined3d_allocator_chunk_gl
*chunk_gl
,
2827 struct wined3d_context_gl
*context_gl
)
2829 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2831 TRACE("chunk_gl %p, context_gl %p.\n", chunk_gl
, context_gl
);
2833 wined3d_allocator_chunk_gl_lock(chunk_gl
);
2835 if (!--chunk_gl
->c
.map_count
)
2837 wined3d_context_gl_bind_bo(context_gl
, GL_PIXEL_UNPACK_BUFFER
, chunk_gl
->gl_buffer
);
2838 GL_EXTCALL(glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER
));
2839 chunk_gl
->c
.map_ptr
= NULL
;
2841 adapter_adjust_mapped_memory(context_gl
->c
.device
->adapter
, -WINED3D_ALLOCATOR_CHUNK_SIZE
);
2844 wined3d_allocator_chunk_gl_unlock(chunk_gl
);
2847 static void *wined3d_bo_gl_map(struct wined3d_bo_gl
*bo
, struct wined3d_context_gl
*context_gl
, uint32_t flags
)
2849 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2850 const struct wined3d_gl_info
*gl_info
;
2851 struct wined3d_bo_user
*bo_user
;
2852 struct wined3d_bo_gl tmp
;
2854 if (flags
& WINED3D_MAP_NOOVERWRITE
)
2857 if ((flags
& WINED3D_MAP_DISCARD
) && bo
->command_fence_id
> device_gl
->completed_fence_id
)
2859 if (wined3d_device_gl_create_bo(device_gl
, context_gl
, bo
->size
,
2860 bo
->binding
, bo
->usage
, bo
->b
.coherent
, bo
->flags
, &tmp
))
2862 LIST_FOR_EACH_ENTRY(bo_user
, &bo
->b
.users
, struct wined3d_bo_user
, entry
)
2863 bo_user
->valid
= false;
2864 list_init(&bo
->b
.users
);
2866 wined3d_context_gl_destroy_bo(context_gl
, bo
);
2868 list_init(&bo
->b
.users
);
2873 ERR("Failed to create new buffer object.\n");
2876 if (context_gl
->c
.d3d_info
->fences
)
2878 if (bo
->command_fence_id
== device_gl
->current_fence_id
)
2879 wined3d_context_gl_submit_command_fence(context_gl
);
2880 wined3d_context_gl_wait_command_fence(context_gl
, bo
->command_fence_id
);
2885 return bo
->b
.map_ptr
;
2889 struct wined3d_allocator_chunk_gl
*chunk_gl
= wined3d_allocator_chunk_gl(bo
->memory
->chunk
);
2891 if (!(bo
->b
.map_ptr
= wined3d_allocator_chunk_gl_map(chunk_gl
, context_gl
)))
2892 ERR("Failed to map chunk.\n");
2893 return bo
->b
.map_ptr
;
2896 gl_info
= context_gl
->gl_info
;
2897 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, bo
->id
);
2899 if (gl_info
->supported
[ARB_BUFFER_STORAGE
])
2901 GLbitfield gl_flags
;
2903 /* When mapping the bo persistently, we need to use the access flags
2904 * used to create the bo, instead of the access flags passed to the
2905 * map call. Otherwise, if for example the initial map call that
2906 * caused the bo to be persistently mapped was a read-only map,
2907 * subsequent write access to the bo would be undefined.
2909 * Note that we use GL_MAP_PERSISTENT_BIT for non-persistent maps here
2910 * as well, in order to allow draws to succeed while referenced buffer
2911 * resources are mapped. On the other hand, we don't want to use the
2912 * access flags used to create the bo for non-persistent maps, because
2913 * that may imply dropping GL_MAP_UNSYNCHRONIZED_BIT. */
2914 gl_flags
= bo
->flags
& ~GL_CLIENT_STORAGE_BIT
;
2915 if (!(gl_flags
& GL_MAP_READ_BIT
))
2916 gl_flags
|= GL_MAP_UNSYNCHRONIZED_BIT
;
2917 if (gl_flags
& GL_MAP_WRITE_BIT
)
2918 gl_flags
|= GL_MAP_FLUSH_EXPLICIT_BIT
;
2919 gl_flags
|= GL_MAP_PERSISTENT_BIT
| GL_MAP_COHERENT_BIT
;
2921 bo
->b
.map_ptr
= GL_EXTCALL(glMapBufferRange(bo
->binding
, 0, bo
->size
, gl_flags
));
2923 else if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
2925 bo
->b
.map_ptr
= GL_EXTCALL(glMapBufferRange(bo
->binding
, 0, bo
->size
, wined3d_resource_gl_map_flags(bo
, flags
)));
2929 bo
->b
.map_ptr
= GL_EXTCALL(glMapBuffer(bo
->binding
, wined3d_resource_gl_legacy_map_flags(flags
)));
2933 adapter_adjust_mapped_memory(device_gl
->d
.adapter
, bo
->size
);
2935 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, 0);
2936 checkGLcall("Map buffer object");
2938 return bo
->b
.map_ptr
;
2941 static void wined3d_bo_gl_unmap(struct wined3d_bo_gl
*bo
, struct wined3d_context_gl
*context_gl
)
2943 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2945 if (context_gl
->c
.d3d_info
->persistent_map
2946 && context_gl
->c
.device
->adapter
->mapped_size
<= MAX_PERSISTENT_MAPPED_BYTES
)
2948 TRACE("Not unmapping BO %p.\n", bo
);
2952 wined3d_device_bo_map_lock(context_gl
->c
.device
);
2953 /* The mapping is still in use by the client (viz. for an accelerated
2954 * NOOVERWRITE map). The client will trigger another unmap request when the
2955 * d3d application requests to unmap the BO. */
2956 if (bo
->b
.client_map_count
)
2958 wined3d_device_bo_map_unlock(context_gl
->c
.device
);
2959 assert(context_gl
->c
.d3d_info
->persistent_map
);
2960 TRACE("BO %p is still in use by a client thread; not unmapping.\n", bo
);
2963 bo
->b
.map_ptr
= NULL
;
2964 wined3d_device_bo_map_unlock(context_gl
->c
.device
);
2968 struct wined3d_allocator_chunk_gl
*chunk_gl
= wined3d_allocator_chunk_gl(bo
->memory
->chunk
);
2970 wined3d_allocator_chunk_gl_unmap(chunk_gl
, context_gl
);
2974 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, bo
->id
);
2975 GL_EXTCALL(glUnmapBuffer(bo
->binding
));
2976 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, 0);
2977 checkGLcall("Unmap buffer object");
2979 adapter_adjust_mapped_memory(context_gl
->c
.device
->adapter
, -bo
->size
);
2982 void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl
*context_gl
,
2983 const struct wined3d_bo_address
*data
, size_t size
, uint32_t flags
)
2985 struct wined3d_bo
*bo
;
2988 if (!(bo
= data
->buffer_object
))
2991 if (!(map_ptr
= wined3d_bo_gl_map(wined3d_bo_gl(bo
), context_gl
, flags
)))
2993 ERR("Failed to map bo.\n");
2997 return (uint8_t *)map_ptr
+ bo
->buffer_offset
+ (uintptr_t)data
->addr
;
3000 static void flush_bo_ranges(struct wined3d_context_gl
*context_gl
, const struct wined3d_const_bo_address
*data
,
3001 unsigned int range_count
, const struct wined3d_range
*ranges
)
3003 const struct wined3d_gl_info
*gl_info
;
3004 struct wined3d_bo_gl
*bo
;
3007 if (!data
->buffer_object
|| data
->buffer_object
->coherent
)
3009 bo
= wined3d_bo_gl(data
->buffer_object
);
3011 gl_info
= context_gl
->gl_info
;
3012 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, bo
->id
);
3014 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
3016 /* The offset passed to glFlushMappedBufferRange() is relative to the
3017 * mapped range, but we map the whole buffer anyway. */
3018 for (i
= 0; i
< range_count
; ++i
)
3020 GL_EXTCALL(glFlushMappedBufferRange(bo
->binding
,
3021 bo
->b
.buffer_offset
+ (uintptr_t)data
->addr
+ ranges
[i
].offset
, ranges
[i
].size
));
3024 else if (gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
3026 for (i
= 0; i
< range_count
; ++i
)
3028 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(bo
->binding
,
3029 bo
->b
.buffer_offset
+ (uintptr_t)data
->addr
+ ranges
[i
].offset
, ranges
[i
].size
));
3030 checkGLcall("glFlushMappedBufferRangeAPPLE");
3034 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, 0);
3035 checkGLcall("Flush buffer object");
3038 void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl
*context_gl
,
3039 const struct wined3d_bo_address
*data
, unsigned int range_count
, const struct wined3d_range
*ranges
)
3041 struct wined3d_bo_gl
*bo
;
3043 if (!data
->buffer_object
)
3045 bo
= wined3d_bo_gl(data
->buffer_object
);
3047 assert(bo
->b
.map_ptr
);
3049 flush_bo_ranges(context_gl
, wined3d_const_bo_address(data
), range_count
, ranges
);
3050 wined3d_bo_gl_unmap(bo
, context_gl
);
3053 void wined3d_context_gl_flush_bo_address(struct wined3d_context_gl
*context_gl
,
3054 const struct wined3d_const_bo_address
*data
, size_t size
)
3056 struct wined3d_range range
;
3058 TRACE("context_gl %p, data %s, size %Iu.\n", context_gl
, debug_const_bo_address(data
), size
);
3060 range
.offset
= (uintptr_t)data
->addr
;
3063 flush_bo_ranges(context_gl
, data
, 1, &range
);
3066 void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl
*context_gl
,
3067 const struct wined3d_bo_address
*dst
, const struct wined3d_bo_address
*src
,
3068 unsigned int range_count
, const struct wined3d_range
*ranges
, uint32_t map_flags
)
3070 const struct wined3d_gl_info
*gl_info
;
3071 struct wined3d_bo_gl
*src_bo
, *dst_bo
;
3072 BYTE
*dst_ptr
, *src_ptr
;
3075 gl_info
= context_gl
->gl_info
;
3076 src_bo
= src
->buffer_object
? wined3d_bo_gl(src
->buffer_object
) : NULL
;
3077 dst_bo
= dst
->buffer_object
? wined3d_bo_gl(dst
->buffer_object
) : NULL
;
3079 if (dst_bo
&& src_bo
)
3081 if (gl_info
->supported
[ARB_COPY_BUFFER
])
3083 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER
, src_bo
->id
));
3084 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER
, dst_bo
->id
));
3086 for (i
= 0; i
< range_count
; ++i
)
3087 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER
, GL_COPY_WRITE_BUFFER
,
3088 src_bo
->b
.buffer_offset
+ (GLintptr
)src
->addr
+ ranges
[i
].offset
,
3089 dst_bo
->b
.buffer_offset
+ (GLintptr
)dst
->addr
+ ranges
[i
].offset
, ranges
[i
].size
));
3090 checkGLcall("direct buffer copy");
3092 wined3d_context_gl_reference_bo(context_gl
, src_bo
);
3093 wined3d_context_gl_reference_bo(context_gl
, dst_bo
);
3097 src_ptr
= wined3d_context_gl_map_bo_address(context_gl
, src
,
3098 src_bo
->size
- (uintptr_t)src
->addr
, WINED3D_MAP_READ
);
3099 dst_ptr
= wined3d_context_gl_map_bo_address(context_gl
, dst
,
3100 dst_bo
->size
- (uintptr_t)dst
->addr
, map_flags
);
3102 for (i
= 0; i
< range_count
; ++i
)
3103 memcpy(dst_ptr
+ ranges
[i
].offset
, src_ptr
+ ranges
[i
].offset
, ranges
[i
].size
);
3105 wined3d_context_gl_unmap_bo_address(context_gl
, dst
, range_count
, ranges
);
3106 wined3d_context_gl_unmap_bo_address(context_gl
, src
, 0, NULL
);
3109 else if (!dst_bo
&& src_bo
)
3111 wined3d_context_gl_bind_bo(context_gl
, src_bo
->binding
, src_bo
->id
);
3112 for (i
= 0; i
< range_count
; ++i
)
3113 GL_EXTCALL(glGetBufferSubData(src_bo
->binding
,
3114 src_bo
->b
.buffer_offset
+ (GLintptr
)src
->addr
+ ranges
[i
].offset
,
3115 ranges
[i
].size
, dst
->addr
+ ranges
[i
].offset
));
3116 checkGLcall("buffer download");
3118 wined3d_context_gl_reference_bo(context_gl
, src_bo
);
3120 else if (dst_bo
&& !src_bo
)
3122 if ((map_flags
& WINED3D_MAP_DISCARD
) && (dst_bo
->flags
& GL_MAP_WRITE_BIT
))
3124 dst_ptr
= wined3d_context_gl_map_bo_address(context_gl
, dst
, dst_bo
->size
, map_flags
);
3125 memcpy(dst_ptr
, src
->addr
, dst_bo
->size
);
3126 wined3d_context_gl_unmap_bo_address(context_gl
, dst
, range_count
, ranges
);
3130 wined3d_context_gl_bind_bo(context_gl
, dst_bo
->binding
, dst_bo
->id
);
3131 for (i
= 0; i
< range_count
; ++i
)
3132 GL_EXTCALL(glBufferSubData(dst_bo
->binding
,
3133 dst_bo
->b
.buffer_offset
+ (GLintptr
)dst
->addr
+ ranges
[i
].offset
,
3134 ranges
[i
].size
, src
->addr
+ ranges
[i
].offset
));
3135 checkGLcall("buffer upload");
3137 wined3d_context_gl_reference_bo(context_gl
, dst_bo
);
3142 for (i
= 0; i
< range_count
; ++i
)
3143 memcpy(dst
->addr
+ ranges
[i
].offset
, src
->addr
+ ranges
[i
].offset
, ranges
[i
].size
);
3147 void wined3d_context_gl_destroy_bo(struct wined3d_context_gl
*context_gl
, struct wined3d_bo_gl
*bo
)
3149 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
3150 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3152 TRACE("context_gl %p, bo %p.\n", context_gl
, bo
);
3154 assert(list_empty(&bo
->b
.users
));
3158 unsigned int order
= bo
->memory
->order
;
3161 wined3d_allocator_chunk_gl_unmap(wined3d_allocator_chunk_gl(bo
->memory
->chunk
), context_gl
);
3162 wined3d_context_gl_destroy_allocator_block(context_gl
, bo
->memory
, bo
->command_fence_id
);
3164 if (bo
->command_fence_id
== device_gl
->current_fence_id
)
3166 device_gl
->retired_bo_size
+= WINED3D_ALLOCATOR_CHUNK_SIZE
>> order
;
3167 if (device_gl
->retired_bo_size
> WINED3D_RETIRED_BO_SIZE_THRESHOLD
)
3168 wined3d_context_gl_submit_command_fence(context_gl
);
3177 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, bo
->id
);
3178 GL_EXTCALL(glUnmapBuffer(bo
->binding
));
3179 adapter_adjust_mapped_memory(context_gl
->c
.device
->adapter
, -bo
->size
);
3182 TRACE("Destroying GL buffer %u.\n", bo
->id
);
3184 GL_EXTCALL(glDeleteBuffers(1, &bo
->id
));
3185 checkGLcall("buffer object destruction");
3189 static void wined3d_context_gl_set_render_offscreen(struct wined3d_context_gl
*context_gl
, BOOL offscreen
)
3191 if (context_gl
->c
.render_offscreen
== offscreen
)
3194 context_invalidate_state(&context_gl
->c
, STATE_VIEWPORT
);
3195 context_invalidate_state(&context_gl
->c
, STATE_SCISSORRECT
);
3196 if (!context_gl
->gl_info
->supported
[ARB_CLIP_CONTROL
])
3198 context_invalidate_state(&context_gl
->c
, STATE_RASTERIZER
);
3199 context_invalidate_state(&context_gl
->c
, STATE_POINTSPRITECOORDORIGIN
);
3200 context_invalidate_state(&context_gl
->c
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
3202 context_invalidate_state(&context_gl
->c
, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
));
3203 if (context_gl
->gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
3204 context_invalidate_state(&context_gl
->c
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
3205 context_gl
->c
.render_offscreen
= offscreen
;
3208 GLenum
wined3d_context_gl_get_offscreen_gl_buffer(const struct wined3d_context_gl
*context_gl
)
3210 switch (wined3d_settings
.offscreen_rendering_mode
)
3213 return GL_COLOR_ATTACHMENT0
;
3215 case ORM_BACKBUFFER
:
3216 return context_gl
->aux_buffers
> 0 ? GL_AUX0
: GL_BACK
;
3219 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
3224 static uint32_t wined3d_context_gl_generate_rt_mask_no_fbo(const struct wined3d_context_gl
*context_gl
,
3225 struct wined3d_resource
*rt
)
3227 if (!rt
|| rt
->format
->id
== WINED3DFMT_NULL
)
3229 else if (rt
->type
!= WINED3D_RTYPE_BUFFER
&& texture_from_resource(rt
)->swapchain
)
3230 return context_generate_rt_mask_from_resource(rt
);
3232 return context_generate_rt_mask(wined3d_context_gl_get_offscreen_gl_buffer(context_gl
));
3235 /* Context activation is done by the caller. */
3236 void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl
*context_gl
, const struct wined3d_device
*device
)
3238 struct wined3d_context
*context
= &context_gl
->c
;
3239 const struct wined3d_gl_info
*gl_info
;
3240 uint32_t rt_mask
, *cur_mask
;
3241 struct wined3d_texture
*rt
;
3242 unsigned int sampler
;
3245 TRACE("Setting up context %p for blitting.\n", context
);
3247 gl_info
= context_gl
->gl_info
;
3248 rt
= context
->current_rt
.texture
;
3250 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3252 if (context
->render_offscreen
)
3254 wined3d_texture_load(rt
, context
, FALSE
);
3256 wined3d_context_gl_apply_fbo_state_blit(context_gl
, GL_FRAMEBUFFER
, &rt
->resource
,
3257 context
->current_rt
.sub_resource_idx
, NULL
, 0, rt
->resource
.draw_binding
);
3258 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
3265 context_gl
->current_fbo
= NULL
;
3266 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
3267 rt_mask
= context_generate_rt_mask_from_resource(&rt
->resource
);
3272 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, &rt
->resource
);
3275 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3277 if (rt_mask
!= *cur_mask
)
3279 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3280 *cur_mask
= rt_mask
;
3283 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3284 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
3285 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
3287 wined3d_context_gl_get_rt_size(context_gl
, &rt_size
);
3289 if (context
->last_was_blit
)
3291 if (context_gl
->blit_size
.cx
!= rt_size
.cx
|| context_gl
->blit_size
.cy
!= rt_size
.cy
)
3293 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, rt_size
.cx
, rt_size
.cy
);
3294 context
->viewport_count
= WINED3D_MAX_VIEWPORTS
;
3295 context_gl
->blit_size
= rt_size
;
3296 /* No need to dirtify here, the states are still dirtified because
3297 * they weren't applied since the last context_apply_blit_state()
3300 checkGLcall("blit state application");
3301 TRACE("Context is already set up for blitting, nothing to do.\n");
3304 context
->last_was_blit
= TRUE
;
3306 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
3307 GL_EXTCALL(glBindSampler(0, 0));
3308 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
3310 sampler
= context_gl
->rev_tex_unit_map
[0];
3311 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
3313 if (sampler
< WINED3D_MAX_TEXTURES
)
3315 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ sampler
));
3316 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
3318 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
3320 context_invalidate_compute_state(context
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
3321 context_invalidate_state(context
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
3323 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3325 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
3326 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
));
3328 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
3329 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3330 context_invalidate_state(context
, STATE_BLEND
);
3331 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
3332 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
3333 context_invalidate_state(context
, STATE_RASTERIZER
);
3334 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
3335 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
3336 context_invalidate_state(context
, STATE_DEPTH_STENCIL
);
3337 if (gl_info
->supported
[ARB_POINT_SPRITE
])
3339 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
3340 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
));
3342 if (gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
3344 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
3345 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3348 context
->last_was_rhw
= TRUE
;
3349 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
3351 wined3d_context_gl_enable_clip_distances(context_gl
, 0);
3352 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CLIPPING
));
3354 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
3355 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
3356 GL_EXTCALL(glClipControl(GL_LOWER_LEFT
, GL_NEGATIVE_ONE_TO_ONE
));
3357 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, rt_size
.cx
, rt_size
.cy
);
3358 context
->viewport_count
= WINED3D_MAX_VIEWPORTS
;
3359 context_invalidate_state(context
, STATE_VIEWPORT
);
3361 device
->shader_backend
->shader_disable(device
->shader_priv
, context
);
3363 context_gl
->blit_size
= rt_size
;
3365 checkGLcall("blit state application");
3368 static void wined3d_context_gl_apply_blit_projection(const struct wined3d_context_gl
*context_gl
,
3369 unsigned int w
, unsigned int h
)
3371 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3372 const GLdouble projection
[] =
3374 2.0 / w
, 0.0, 0.0, 0.0,
3375 0.0, 2.0 / h
, 0.0, 0.0,
3377 -1.0, -1.0, -1.0, 1.0,
3380 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
3381 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
3384 /* Setup OpenGL states for fixed-function blitting. */
3385 /* Context activation is done by the caller. */
3386 void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl
*context_gl
,
3387 const struct wined3d_device
*device
)
3389 struct wined3d_context
*context
= &context_gl
->c
;
3390 const struct wined3d_gl_info
*gl_info
;
3391 unsigned int i
, sampler
;
3393 gl_info
= context_gl
->gl_info
;
3394 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3395 ERR("Applying fixed-function state without legacy context support.\n");
3397 if (context
->last_was_ffp_blit
)
3401 wined3d_context_gl_get_rt_size(context_gl
, &rt_size
);
3402 if (context_gl
->blit_size
.cx
!= rt_size
.cx
|| context_gl
->blit_size
.cy
!= rt_size
.cy
)
3403 wined3d_context_gl_apply_blit_projection(context_gl
, rt_size
.cx
, rt_size
.cy
);
3404 wined3d_context_gl_apply_blit_state(context_gl
, device
);
3406 checkGLcall("ffp blit state application");
3409 context
->last_was_ffp_blit
= TRUE
;
3411 wined3d_context_gl_apply_blit_state(context_gl
, device
);
3413 /* Disable all textures. The caller can then bind a texture it wants to blit
3415 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
3417 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
3419 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3420 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3421 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3422 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3423 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3424 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3426 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
3428 sampler
= context_gl
->rev_tex_unit_map
[i
];
3429 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
3431 if (sampler
< WINED3D_MAX_TEXTURES
)
3432 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
3433 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
3437 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
3439 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3440 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3441 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3442 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3443 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3444 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3446 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
3447 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
3448 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
, GL_TEXTURE_LOD_BIAS_EXT
, 0.0f
);
3450 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
3451 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3453 /* Setup transforms. */
3454 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3455 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3456 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3457 wined3d_context_gl_apply_blit_projection(context_gl
, context_gl
->blit_size
.cx
, context_gl
->blit_size
.cy
);
3458 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
3460 /* Other misc states. */
3461 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
3462 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_LIGHTING
));
3463 gl_info
->p_glDisableWINE(GL_FOG
);
3464 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
));
3466 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
3468 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
3469 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
3471 checkGLcall("ffp blit state application");
3474 static BOOL
have_framebuffer_attachment(unsigned int rt_count
, struct wined3d_rendertarget_view
* const *rts
,
3475 const struct wined3d_rendertarget_view
*ds
)
3482 for (i
= 0; i
< rt_count
; ++i
)
3484 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3491 /* Context activation is done by the caller. */
3492 BOOL
wined3d_context_gl_apply_clear_state(struct wined3d_context_gl
*context_gl
,
3493 const struct wined3d_state
*state
, unsigned int rt_count
, const struct wined3d_fb_state
*fb
)
3495 struct wined3d_rendertarget_view
* const *rts
= fb
->render_targets
;
3496 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3497 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
3498 uint32_t rt_mask
= 0, *cur_mask
;
3501 if (isStateDirty(&context_gl
->c
, STATE_FRAMEBUFFER
) || fb
!= &state
->fb
3502 || rt_count
!= gl_info
->limits
.buffers
)
3504 if (!have_framebuffer_attachment(rt_count
, rts
, dsv
))
3506 WARN("Invalid render target config, need at least one attachment.\n");
3510 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3512 struct wined3d_rendertarget_info ds_info
= {{0}};
3514 if (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
))
3516 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
3517 for (i
= 0; i
< rt_count
; ++i
)
3521 struct wined3d_rendertarget_view_gl
*rtv_gl
= wined3d_rendertarget_view_gl(rts
[i
]);
3522 context_gl
->blit_targets
[i
].gl_view
= rtv_gl
->gl_view
;
3523 context_gl
->blit_targets
[i
].resource
= rtv_gl
->v
.resource
;
3524 context_gl
->blit_targets
[i
].sub_resource_idx
= rtv_gl
->v
.sub_resource_idx
;
3525 context_gl
->blit_targets
[i
].layer_count
= rtv_gl
->v
.layer_count
;
3527 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3528 rt_mask
|= (1u << i
);
3533 struct wined3d_rendertarget_view_gl
*dsv_gl
= wined3d_rendertarget_view_gl(dsv
);
3534 ds_info
.gl_view
= dsv_gl
->gl_view
;
3535 ds_info
.resource
= dsv_gl
->v
.resource
;
3536 ds_info
.sub_resource_idx
= dsv_gl
->v
.sub_resource_idx
;
3537 ds_info
.layer_count
= dsv_gl
->v
.layer_count
;
3540 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, context_gl
->blit_targets
, &ds_info
,
3541 rt_count
? rts
[0]->resource
->draw_binding
: 0, dsv
? dsv
->resource
->draw_binding
: 0);
3545 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, NULL
, &ds_info
,
3546 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3547 rt_mask
= context_generate_rt_mask_from_resource(rts
[0]->resource
);
3550 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
3551 * next draw. Otherwise we could mark the framebuffer state clean here, once the
3552 * state management allows this */
3553 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
3557 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rt_count
? rts
[0]->resource
: NULL
);
3560 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
3561 && (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
)))
3563 for (i
= 0; i
< rt_count
; ++i
)
3565 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3566 rt_mask
|= (1u << i
);
3571 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rt_count
? rts
[0]->resource
: NULL
);
3574 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3576 if (rt_mask
!= *cur_mask
)
3578 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3579 *cur_mask
= rt_mask
;
3580 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
3583 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3584 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
3586 context_gl
->c
.last_was_blit
= FALSE
;
3587 context_gl
->c
.last_was_ffp_blit
= FALSE
;
3589 /* Blending and clearing should be orthogonal, but tests on the nvidia
3590 * driver show that disabling blending when clearing improves the clearing
3591 * performance incredibly. */
3592 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
3593 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
3594 if (rt_count
&& gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
3596 if (needs_srgb_write(context_gl
->c
.d3d_info
, state
, fb
))
3597 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
3599 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
3600 context_invalidate_state(&context_gl
->c
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3602 checkGLcall("setting up state for clear");
3604 context_invalidate_state(&context_gl
->c
, STATE_BLEND
);
3605 context_invalidate_state(&context_gl
->c
, STATE_RASTERIZER
);
3606 context_invalidate_state(&context_gl
->c
, STATE_SCISSORRECT
);
3611 static uint32_t find_draw_buffers_mask(const struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
)
3613 struct wined3d_rendertarget_view
* const *rts
= state
->fb
.render_targets
;
3614 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3615 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3616 unsigned int rt_mask
, mask
;
3619 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
3620 return wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rts
[0]->resource
);
3621 else if (!context_gl
->c
.render_offscreen
)
3622 return context_generate_rt_mask_from_resource(rts
[0]->resource
);
3624 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
3625 rt_mask
&= wined3d_mask_from_size(gl_info
->limits
.buffers
);
3626 if (state
->blend_state
&& state
->blend_state
->dual_source
)
3632 i
= wined3d_bit_scan(&mask
);
3633 if (!rts
[i
] || rts
[i
]->format
->id
== WINED3DFMT_NULL
)
3634 rt_mask
&= ~(1u << i
);
3640 void context_gl_apply_texture_draw_state(struct wined3d_context_gl
*context_gl
,
3641 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
, unsigned int location
)
3643 const struct wined3d_format
*format
= texture
->resource
.format
;
3646 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
3649 if (format
->depth_size
|| format
->stencil_size
)
3651 wined3d_context_gl_apply_fbo_state_blit(context_gl
, GL_DRAW_FRAMEBUFFER
,
3652 NULL
, 0, &texture
->resource
, sub_resource_idx
, location
);
3658 wined3d_context_gl_apply_fbo_state_blit(context_gl
, GL_DRAW_FRAMEBUFFER
,
3659 &texture
->resource
, sub_resource_idx
, NULL
, 0, location
);
3661 if (location
== WINED3D_LOCATION_DRAWABLE
)
3663 TRACE("Texture %p is onscreen.\n", texture
);
3664 buffer
= wined3d_texture_get_gl_buffer(texture
);
3668 TRACE("Texture %p is offscreen.\n", texture
);
3669 buffer
= GL_COLOR_ATTACHMENT0
;
3673 wined3d_context_gl_set_draw_buffer(context_gl
, buffer
);
3674 wined3d_context_gl_check_fbo_status(context_gl
, GL_DRAW_FRAMEBUFFER
);
3675 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
3678 /* Context activation is done by the caller. */
3679 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3681 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3682 uint32_t rt_mask
= find_draw_buffers_mask(context_gl
, state
);
3683 const struct wined3d_fb_state
*fb
= &state
->fb
;
3684 DWORD color_location
= 0;
3687 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3689 struct wined3d_rendertarget_info ds_info
= {{0}};
3691 if (!context
->render_offscreen
)
3693 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, NULL
, &ds_info
,
3694 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3698 const struct wined3d_rendertarget_view_gl
*view_gl
;
3701 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
3702 for (i
= 0; i
< context_gl
->gl_info
->limits
.buffers
; ++i
)
3704 if (!fb
->render_targets
[i
])
3707 view_gl
= wined3d_rendertarget_view_gl(fb
->render_targets
[i
]);
3708 context_gl
->blit_targets
[i
].gl_view
= view_gl
->gl_view
;
3709 context_gl
->blit_targets
[i
].resource
= view_gl
->v
.resource
;
3710 context_gl
->blit_targets
[i
].sub_resource_idx
= view_gl
->v
.sub_resource_idx
;
3711 context_gl
->blit_targets
[i
].layer_count
= view_gl
->v
.layer_count
;
3713 if (!color_location
)
3714 color_location
= view_gl
->v
.resource
->draw_binding
;
3717 if (fb
->depth_stencil
)
3719 view_gl
= wined3d_rendertarget_view_gl(fb
->depth_stencil
);
3720 ds_info
.gl_view
= view_gl
->gl_view
;
3721 ds_info
.resource
= view_gl
->v
.resource
;
3722 ds_info
.sub_resource_idx
= view_gl
->v
.sub_resource_idx
;
3723 ds_info
.layer_count
= view_gl
->v
.layer_count
;
3726 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, context_gl
->blit_targets
, &ds_info
,
3727 color_location
, fb
->depth_stencil
? fb
->depth_stencil
->resource
->draw_binding
: 0);
3731 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3732 if (rt_mask
!= *cur_mask
)
3734 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3735 *cur_mask
= rt_mask
;
3737 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
3740 static void wined3d_context_gl_map_stage(struct wined3d_context_gl
*context_gl
, unsigned int stage
, unsigned int unit
)
3742 unsigned int i
= context_gl
->rev_tex_unit_map
[unit
];
3743 unsigned int j
= context_gl
->tex_unit_map
[stage
];
3745 TRACE("Mapping stage %u to unit %u.\n", stage
, unit
);
3746 context_gl
->tex_unit_map
[stage
] = unit
;
3747 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
3748 context_gl
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
3750 context_gl
->rev_tex_unit_map
[unit
] = stage
;
3751 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
3752 context_gl
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
3755 static void context_invalidate_texture_stage(struct wined3d_context
*context
, DWORD stage
)
3759 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
3760 context_invalidate_state(context
, STATE_TEXTURESTAGE(stage
, i
));
3763 static void context_update_fixed_function_usage_map(struct wined3d_context
*context
,
3764 const struct wined3d_state
*state
)
3768 context
->fixed_function_usage_map
= 0;
3769 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
3771 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
3772 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
3773 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
3774 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
3775 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
3776 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
3777 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
3778 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
3780 /* Not used, and disable higher stages. */
3781 if (color_op
== WINED3D_TOP_DISABLE
)
3784 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
3785 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
3786 || ((color_arg3
== WINED3DTA_TEXTURE
)
3787 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
3788 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
3789 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
3790 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
3791 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
3792 context
->fixed_function_usage_map
|= (1u << i
);
3794 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
3795 && i
< WINED3D_MAX_TEXTURES
- 1)
3796 context
->fixed_function_usage_map
|= (1u << (i
+ 1));
3799 if (i
< context
->lowest_disabled_stage
)
3802 end
= context
->lowest_disabled_stage
;
3806 start
= context
->lowest_disabled_stage
;
3810 context
->lowest_disabled_stage
= i
;
3811 for (i
= start
+ 1; i
< end
; ++i
)
3813 context_invalidate_state(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3817 static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_context_gl
*context_gl
,
3818 const struct wined3d_state
*state
)
3820 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
3821 unsigned int i
, tex
;
3824 ffu_map
= context_gl
->c
.fixed_function_usage_map
;
3826 if (d3d_info
->limits
.ffp_textures
== d3d_info
->limits
.ffp_blend_stages
3827 || context_gl
->c
.lowest_disabled_stage
<= d3d_info
->limits
.ffp_textures
)
3831 i
= wined3d_bit_scan(&ffu_map
);
3832 if (context_gl
->tex_unit_map
[i
] != i
)
3834 wined3d_context_gl_map_stage(context_gl
, i
, i
);
3835 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3836 context_invalidate_texture_stage(&context_gl
->c
, i
);
3842 /* Now work out the mapping */
3846 i
= wined3d_bit_scan(&ffu_map
);
3847 if (context_gl
->tex_unit_map
[i
] != tex
)
3849 wined3d_context_gl_map_stage(context_gl
, i
, tex
);
3850 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3851 context_invalidate_texture_stage(&context_gl
->c
, i
);
3858 static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
)
3860 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
3861 const struct wined3d_shader_resource_info
*resource_info
=
3862 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3865 for (i
= 0; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
3867 if (resource_info
[i
].type
&& context_gl
->tex_unit_map
[i
] != i
)
3869 wined3d_context_gl_map_stage(context_gl
, i
, i
);
3870 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3871 if (i
< d3d_info
->limits
.ffp_blend_stages
)
3872 context_invalidate_texture_stage(&context_gl
->c
, i
);
3877 static BOOL
wined3d_context_gl_unit_free_for_vs(const struct wined3d_context_gl
*context_gl
,
3878 const struct wined3d_shader_resource_info
*ps_resource_info
, unsigned int unit
)
3880 unsigned int current_mapping
= context_gl
->rev_tex_unit_map
[unit
];
3882 /* Not currently used */
3883 if (current_mapping
== WINED3D_UNMAPPED_STAGE
)
3886 if (current_mapping
< WINED3D_MAX_FRAGMENT_SAMPLERS
)
3888 /* Used by a fragment sampler */
3890 if (!ps_resource_info
)
3892 /* No pixel shader, check fixed function */
3893 return current_mapping
>= WINED3D_MAX_TEXTURES
3894 || !(context_gl
->c
.fixed_function_usage_map
& (1u << current_mapping
));
3897 /* Pixel shader, check the shader's sampler map */
3898 return !ps_resource_info
[current_mapping
].type
;
3904 static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl
*context_gl
,
3905 BOOL ps
, const struct wined3d_state
*state
)
3907 const struct wined3d_shader_resource_info
*vs_resource_info
=
3908 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
;
3909 const struct wined3d_shader_resource_info
*ps_resource_info
= NULL
;
3910 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3911 int start
= min(WINED3D_MAX_COMBINED_SAMPLERS
, gl_info
->limits
.graphics_samplers
) - 1;
3914 /* Note that we only care if a resource is used or not, not the
3915 * resource's specific type. Otherwise we'd need to call
3916 * shader_update_samplers() here for 1.x pixelshaders. */
3918 ps_resource_info
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3920 for (i
= 0; i
< WINED3D_MAX_VERTEX_SAMPLERS
; ++i
)
3922 DWORD vsampler_idx
= i
+ WINED3D_MAX_FRAGMENT_SAMPLERS
;
3923 if (vs_resource_info
[i
].type
)
3927 if (wined3d_context_gl_unit_free_for_vs(context_gl
, ps_resource_info
, start
))
3929 if (context_gl
->tex_unit_map
[vsampler_idx
] != start
)
3931 wined3d_context_gl_map_stage(context_gl
, vsampler_idx
, start
);
3932 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(vsampler_idx
));
3941 if (context_gl
->tex_unit_map
[vsampler_idx
] == WINED3D_UNMAPPED_STAGE
)
3942 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i
);
3947 static void wined3d_context_gl_update_tex_unit_map(struct wined3d_context_gl
*context_gl
,
3948 const struct wined3d_state
*state
)
3950 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3951 BOOL vs
= use_vs(state
);
3952 BOOL ps
= use_ps(state
);
3955 context_update_fixed_function_usage_map(&context_gl
->c
, state
);
3957 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3958 * need a 1:1 map at the moment.
3959 * When the mapping of a stage is changed, sampler and ALL texture stage
3960 * states have to be reset. */
3962 if (gl_info
->limits
.graphics_samplers
>= WINED3D_MAX_COMBINED_SAMPLERS
)
3966 wined3d_context_gl_map_psamplers(context_gl
, state
);
3968 wined3d_context_gl_map_fixed_function_samplers(context_gl
, state
);
3971 wined3d_context_gl_map_vsamplers(context_gl
, ps
, state
);
3974 /* Context activation is done by the caller. */
3975 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3977 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3978 uint32_t rt_mask
, *cur_mask
;
3980 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
3982 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3983 rt_mask
= find_draw_buffers_mask(context_gl
, state
);
3984 if (rt_mask
!= *cur_mask
)
3986 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3987 *cur_mask
= rt_mask
;
3991 static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl
*context_gl
,
3992 const struct wined3d_state
*state
, enum wined3d_shader_type shader_type
)
3994 unsigned int bind_idx
, shader_sampler_count
, base
, count
, i
;
3995 const struct wined3d_device
*device
= context_gl
->c
.device
;
3996 struct wined3d_shader_sampler_map_entry
*entry
;
3997 struct wined3d_shader_resource_view
*view
;
3998 const struct wined3d_shader
*shader
;
3999 const unsigned int *tex_unit_map
;
4000 struct wined3d_sampler
*sampler
;
4002 if (!(shader
= state
->shader
[shader_type
]))
4005 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
,
4006 &shader
->reg_maps
.shader_version
, &base
, &count
);
4008 shader_sampler_count
= shader
->reg_maps
.sampler_map
.count
;
4009 if (shader_sampler_count
> count
)
4010 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
4011 shader
, shader_sampler_count
, count
);
4012 count
= min(shader_sampler_count
, count
);
4014 for (i
= 0; i
< count
; ++i
)
4016 entry
= &shader
->reg_maps
.sampler_map
.entries
[i
];
4017 bind_idx
= base
+ entry
->bind_idx
;
4019 bind_idx
= tex_unit_map
[bind_idx
];
4021 if (!(view
= state
->shader_resource_view
[shader_type
][entry
->resource_idx
]))
4023 WARN("No resource view bound at index %u, %u.\n", shader_type
, entry
->resource_idx
);
4027 if (entry
->sampler_idx
== WINED3D_SAMPLER_DEFAULT
)
4028 sampler
= device
->default_sampler
;
4029 else if (!(sampler
= state
->sampler
[shader_type
][entry
->sampler_idx
]))
4030 sampler
= device
->null_sampler
;
4031 wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view
),
4032 bind_idx
, wined3d_sampler_gl(sampler
), context_gl
);
4036 static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl
*context_gl
,
4037 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
4039 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4040 struct wined3d_unordered_access_view_gl
*view_gl
;
4041 const struct wined3d_format_gl
*format_gl
;
4042 GLuint texture_name
;
4049 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
4053 if (shader
->reg_maps
.uav_resource_info
[i
].type
)
4054 WARN("No unordered access view bound at index %u.\n", i
);
4055 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
4059 view_gl
= wined3d_unordered_access_view_gl(views
[i
]);
4060 if (view_gl
->gl_view
.name
)
4062 texture_name
= view_gl
->gl_view
.name
;
4065 else if (view_gl
->v
.resource
->type
!= WINED3D_RTYPE_BUFFER
)
4067 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(texture_from_resource(view_gl
->v
.resource
));
4068 texture_name
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, FALSE
);
4069 level
= view_gl
->v
.desc
.u
.texture
.level_idx
;
4073 FIXME("Unsupported buffer unordered access view.\n");
4074 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
4078 format_gl
= wined3d_format_gl(view_gl
->v
.format
);
4079 GL_EXTCALL(glBindImageTexture(i
, texture_name
, level
, GL_TRUE
, 0, GL_READ_WRITE
,
4080 format_gl
->internal
));
4082 if (view_gl
->counter_bo
.id
)
4083 GL_EXTCALL(glBindBufferRange(GL_ATOMIC_COUNTER_BUFFER
, i
, view_gl
->counter_bo
.id
,
4084 view_gl
->counter_bo
.b
.buffer_offset
, view_gl
->counter_bo
.size
));
4086 checkGLcall("Bind unordered access views");
4089 static void context_gl_load_shader_resources(struct wined3d_context_gl
*context_gl
,
4090 const struct wined3d_state
*state
, unsigned int shader_mask
)
4092 struct wined3d_shader_sampler_map_entry
*entry
;
4093 struct wined3d_shader_resource_view_gl
*srv_gl
;
4094 struct wined3d_shader_resource_view
*view
;
4095 struct wined3d_shader
*shader
;
4096 struct wined3d_buffer
*buffer
;
4099 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
4101 if (!(shader_mask
& (1u << i
)))
4104 if (!(shader
= state
->shader
[i
]))
4107 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
4109 if (!state
->cb
[i
][j
].buffer
)
4112 buffer
= state
->cb
[i
][j
].buffer
;
4113 wined3d_buffer_load(buffer
, &context_gl
->c
, state
);
4114 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
4115 if (!buffer
->bo_user
.valid
)
4116 device_invalidate_state(context_gl
->c
.device
, STATE_CONSTANT_BUFFER(i
));
4119 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
4121 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
4123 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
4126 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
4128 buffer
= buffer_from_resource(view
->resource
);
4129 wined3d_buffer_load(buffer
, &context_gl
->c
, state
);
4130 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
4132 srv_gl
= wined3d_shader_resource_view_gl(view
);
4133 if (!srv_gl
->bo_user
.valid
)
4134 wined3d_shader_resource_view_gl_update(srv_gl
, context_gl
);
4138 wined3d_texture_load(texture_from_resource(view
->resource
), &context_gl
->c
, FALSE
);
4144 static void context_gl_load_unordered_access_resources(struct wined3d_context_gl
*context_gl
,
4145 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
4147 struct wined3d_unordered_access_view_gl
*uav_gl
;
4148 struct wined3d_unordered_access_view
*view
;
4149 struct wined3d_texture
*texture
;
4150 struct wined3d_buffer
*buffer
;
4153 context_gl
->c
.uses_uavs
= 0;
4158 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
4160 if (!(view
= views
[i
]))
4163 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
4165 buffer
= buffer_from_resource(view
->resource
);
4166 wined3d_buffer_load_location(buffer
, &context_gl
->c
, WINED3D_LOCATION_BUFFER
);
4167 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_BUFFER
);
4168 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
4170 uav_gl
= wined3d_unordered_access_view_gl(view
);
4171 if (!uav_gl
->bo_user
.valid
)
4172 wined3d_unordered_access_view_gl_update(uav_gl
, context_gl
);
4176 texture
= texture_from_resource(view
->resource
);
4177 wined3d_texture_load(texture
, &context_gl
->c
, FALSE
);
4178 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_TEXTURE_RGB
);
4181 context_gl
->c
.uses_uavs
= 1;
4185 static void context_gl_load_stream_output_buffers(struct wined3d_context_gl
*context_gl
,
4186 const struct wined3d_state
*state
)
4188 struct wined3d_buffer
*buffer
;
4191 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
4193 if (!(buffer
= state
->stream_output
[i
].buffer
))
4196 wined3d_buffer_load(buffer
, &context_gl
->c
, state
);
4197 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
4198 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
4199 if (!buffer
->bo_user
.valid
)
4200 device_invalidate_state(context_gl
->c
.device
, STATE_STREAM_OUTPUT
);
4204 /* Context activation is done by the caller. */
4205 static BOOL
context_apply_draw_state(struct wined3d_context
*context
,
4206 const struct wined3d_device
*device
, const struct wined3d_state
*state
, BOOL indexed
)
4208 const struct wined3d_state_entry
*state_table
= context
->state_table
;
4209 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
4210 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4211 const struct wined3d_fb_state
*fb
= &state
->fb
;
4212 unsigned int i
, base
;
4215 context
->uses_fbo_attached_resources
= 0;
4217 if (!have_framebuffer_attachment(gl_info
->limits
.buffers
, fb
->render_targets
, fb
->depth_stencil
))
4219 if (!gl_info
->supported
[ARB_FRAMEBUFFER_NO_ATTACHMENTS
])
4221 FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
4225 wined3d_context_gl_set_render_offscreen(context_gl
, TRUE
);
4228 /* Preload resources before FBO setup. Texture preload in particular may
4229 * result in changes to the current FBO, due to using e.g. FBO blits for
4230 * updating a resource location. */
4231 wined3d_context_gl_update_tex_unit_map(context_gl
, state
);
4232 context_preload_textures(context
, state
);
4233 context_gl_load_shader_resources(context_gl
, state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
4234 context_gl_load_unordered_access_resources(context_gl
, state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
4235 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
4236 context_gl_load_stream_output_buffers(context_gl
, state
);
4237 /* TODO: Right now the dependency on the vertex shader is necessary
4238 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
4239 * the current VS but maybe it's possible to relax the coupling in some
4240 * situations at least. */
4241 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
)
4242 || isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
)))
4244 context_update_stream_info(context
, state
);
4247 map
= context
->stream_info
.use_map
;
4250 const struct wined3d_stream_info_element
*e
;
4251 struct wined3d_buffer
*buffer
;
4253 e
= &context
->stream_info
.elements
[wined3d_bit_scan(&map
)];
4254 buffer
= state
->streams
[e
->stream_idx
].buffer
;
4256 if (!buffer
->bo_user
.valid
)
4257 device_invalidate_state(device
, STATE_STREAMSRC
);
4259 wined3d_buffer_load(buffer
, context
, state
);
4261 /* Loading the buffers above may have invalidated the stream info. */
4262 if (wined3d_context_is_graphics_state_dirty(context
, STATE_STREAMSRC
))
4263 context_update_stream_info(context
, state
);
4265 map
= context
->stream_info
.use_map
;
4268 const struct wined3d_stream_info_element
*e
;
4269 struct wined3d_buffer
*buffer
;
4271 e
= &context
->stream_info
.elements
[wined3d_bit_scan(&map
)];
4272 buffer
= state
->streams
[e
->stream_idx
].buffer
;
4274 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
4277 if (indexed
&& state
->index_buffer
)
4279 struct wined3d_buffer
*buffer
= state
->index_buffer
;
4281 if (context
->stream_info
.all_vbo
)
4283 wined3d_buffer_load(buffer
, context
, state
);
4284 if (!buffer
->bo_user
.valid
)
4285 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4286 wined3d_context_gl_reference_buffer(context_gl
, buffer
);
4290 wined3d_buffer_load_sysmem(buffer
, context
);
4294 for (i
= 0, base
= 0; i
< ARRAY_SIZE(context
->dirty_graphics_states
); ++i
)
4296 uint32_t dirty_mask
= context
->dirty_graphics_states
[i
];
4300 unsigned int state_id
= base
+ wined3d_bit_scan(&dirty_mask
);
4302 state_table
[state_id
].apply(context
, state
, state_id
);
4304 base
+= sizeof(dirty_mask
) * CHAR_BIT
;
4307 memset(context
->dirty_graphics_states
, 0, sizeof(context
->dirty_graphics_states
));
4309 if (context
->shader_update_mask
& ~(1u << WINED3D_SHADER_TYPE_COMPUTE
))
4311 device
->shader_backend
->shader_select(device
->shader_priv
, context
, state
);
4312 context
->shader_update_mask
&= 1u << WINED3D_SHADER_TYPE_COMPUTE
;
4315 if (context
->constant_update_mask
)
4317 device
->shader_backend
->shader_load_constants(device
->shader_priv
, context
, state
);
4318 context
->constant_update_mask
= 0;
4321 if (context
->update_shader_resource_bindings
)
4323 for (i
= 0; i
< WINED3D_SHADER_TYPE_GRAPHICS_COUNT
; ++i
)
4324 wined3d_context_gl_bind_shader_resources(context_gl
, state
, i
);
4325 context
->update_shader_resource_bindings
= 0;
4326 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
4327 context
->update_compute_shader_resource_bindings
= 1;
4330 if (context
->update_unordered_access_view_bindings
)
4332 wined3d_context_gl_bind_unordered_access_views(context_gl
,
4333 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
4334 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
4335 context
->update_unordered_access_view_bindings
= 0;
4336 context
->update_compute_unordered_access_view_bindings
= 1;
4339 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4340 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
4342 context
->last_was_blit
= FALSE
;
4343 context
->last_was_ffp_blit
= FALSE
;
4348 static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl
*context_gl
,
4349 const struct wined3d_device
*device
, const struct wined3d_state
*state
)
4351 const struct wined3d_state_entry
*state_table
= context_gl
->c
.state_table
;
4352 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4353 unsigned int state_id
, i
;
4355 context_gl_load_shader_resources(context_gl
, state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
4356 context_gl_load_unordered_access_resources(context_gl
, state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
4357 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
4359 for (i
= 0, state_id
= STATE_COMPUTE_OFFSET
; i
< ARRAY_SIZE(context_gl
->c
.dirty_compute_states
); ++i
)
4361 unsigned int dirty_mask
= context_gl
->c
.dirty_compute_states
[i
];
4365 unsigned int current_state_id
= state_id
+ wined3d_bit_scan(&dirty_mask
);
4366 state_table
[current_state_id
].apply(&context_gl
->c
, state
, current_state_id
);
4368 state_id
+= sizeof(*context_gl
->c
.dirty_compute_states
) * CHAR_BIT
;
4370 memset(context_gl
->c
.dirty_compute_states
, 0, sizeof(*context_gl
->c
.dirty_compute_states
));
4372 if (context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
))
4374 device
->shader_backend
->shader_select_compute(device
->shader_priv
, &context_gl
->c
, state
);
4375 context_gl
->c
.shader_update_mask
&= ~(1u << WINED3D_SHADER_TYPE_COMPUTE
);
4378 if (context_gl
->c
.update_compute_shader_resource_bindings
)
4380 wined3d_context_gl_bind_shader_resources(context_gl
, state
, WINED3D_SHADER_TYPE_COMPUTE
);
4381 context_gl
->c
.update_compute_shader_resource_bindings
= 0;
4382 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
4383 context_gl
->c
.update_shader_resource_bindings
= 1;
4386 if (context_gl
->c
.update_compute_unordered_access_view_bindings
)
4388 wined3d_context_gl_bind_unordered_access_views(context_gl
,
4389 state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
4390 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
4391 context_gl
->c
.update_compute_unordered_access_view_bindings
= 0;
4392 context_gl
->c
.update_unordered_access_view_bindings
= 1;
4395 /* Updates to currently bound render targets aren't necessarily coherent
4396 * between the graphics and compute pipelines. Unbind any currently bound
4397 * FBO here to ensure preceding updates to its attachments by the graphics
4398 * pipeline are visible to the compute pipeline.
4400 * Without this, the bloom effect in Nier:Automata is too bright on the
4401 * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
4402 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
4403 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
4405 context_gl
->c
.last_was_blit
= FALSE
;
4406 context_gl
->c
.last_was_ffp_blit
= FALSE
;
4409 void wined3d_context_gl_end_transform_feedback(struct wined3d_context_gl
*context_gl
)
4411 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4413 if (context_gl
->c
.transform_feedback_active
)
4415 GL_EXTCALL(glEndTransformFeedback());
4416 checkGLcall("glEndTransformFeedback");
4417 context_gl
->c
.transform_feedback_active
= 0;
4418 context_gl
->c
.transform_feedback_paused
= 0;
4422 static void wined3d_context_gl_pause_transform_feedback(struct wined3d_context_gl
*context_gl
, BOOL force
)
4424 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4426 if (!context_gl
->c
.transform_feedback_active
|| context_gl
->c
.transform_feedback_paused
)
4429 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK2
])
4431 GL_EXTCALL(glPauseTransformFeedback());
4432 checkGLcall("glPauseTransformFeedback");
4433 context_gl
->c
.transform_feedback_paused
= 1;
4437 WARN("Cannot pause transform feedback operations.\n");
4440 wined3d_context_gl_end_transform_feedback(context_gl
);
4443 static void wined3d_context_gl_setup_target(struct wined3d_context_gl
*context_gl
,
4444 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4446 BOOL old_render_offscreen
= context_gl
->c
.render_offscreen
, render_offscreen
;
4448 render_offscreen
= wined3d_resource_is_offscreen(&texture
->resource
);
4449 if (context_gl
->c
.current_rt
.texture
== texture
4450 && context_gl
->c
.current_rt
.sub_resource_idx
== sub_resource_idx
4451 && render_offscreen
== old_render_offscreen
)
4454 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
4455 * the alpha blend state changes with different render target formats. */
4456 if (!context_gl
->c
.current_rt
.texture
)
4458 context_invalidate_state(&context_gl
->c
, STATE_BLEND
);
4462 const struct wined3d_format
*old
= context_gl
->c
.current_rt
.texture
->resource
.format
;
4463 const struct wined3d_format
*new = texture
->resource
.format
;
4465 if (old
->id
!= new->id
)
4467 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
4468 if ((old
->alpha_size
&& !new->alpha_size
) || (!old
->alpha_size
&& new->alpha_size
)
4469 || !(texture
->resource
.format_caps
& WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING
))
4470 context_invalidate_state(&context_gl
->c
, STATE_BLEND
);
4473 /* When switching away from an offscreen render target, and we're not
4474 * using FBOs, we have to read the drawable into the texture. This is
4475 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
4476 * There are some things that need care though. PreLoad needs a GL context,
4477 * and FindContext is called before the context is activated. It also
4478 * has to be called with the old rendertarget active, otherwise a
4479 * wrong drawable is read. */
4480 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
4481 && old_render_offscreen
&& (context_gl
->c
.current_rt
.texture
!= texture
4482 || context_gl
->c
.current_rt
.sub_resource_idx
!= sub_resource_idx
))
4484 struct wined3d_texture_gl
*prev_texture
= wined3d_texture_gl(context_gl
->c
.current_rt
.texture
);
4485 unsigned int prev_sub_resource_idx
= context_gl
->c
.current_rt
.sub_resource_idx
;
4487 /* Read the back buffer of the old drawable into the destination texture. */
4488 if (prev_texture
->texture_srgb
.name
)
4489 wined3d_texture_load(&prev_texture
->t
, &context_gl
->c
, TRUE
);
4490 wined3d_texture_load(&prev_texture
->t
, &context_gl
->c
, FALSE
);
4491 wined3d_texture_invalidate_location(&prev_texture
->t
, prev_sub_resource_idx
, WINED3D_LOCATION_DRAWABLE
);
4495 context_gl
->c
.current_rt
.texture
= texture
;
4496 context_gl
->c
.current_rt
.sub_resource_idx
= sub_resource_idx
;
4497 wined3d_context_gl_set_render_offscreen(context_gl
, render_offscreen
);
4500 static void wined3d_context_gl_activate(struct wined3d_context_gl
*context_gl
,
4501 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4503 wined3d_context_gl_enter(context_gl
);
4504 if (texture
&& texture
->swapchain
&& texture
->swapchain
!= context_gl
->c
.swapchain
)
4506 TRACE("Switching context_gl %p from swapchain %p to swapchain %p.\n",
4507 context_gl
, context_gl
->c
.swapchain
, texture
->swapchain
);
4508 context_gl
->c
.swapchain
= texture
->swapchain
;
4510 wined3d_context_gl_update_window(context_gl
);
4511 wined3d_context_gl_setup_target(context_gl
, texture
, sub_resource_idx
);
4512 if (!context_gl
->valid
)
4515 if (context_gl
!= wined3d_context_gl_get_current())
4517 if (!wined3d_context_gl_set_current(context_gl
))
4518 ERR("Failed to activate the new context.\n");
4520 else if (context_gl
->needs_set
)
4522 wined3d_context_gl_set_gl_context(context_gl
);
4526 struct wined3d_context
*wined3d_context_gl_acquire(const struct wined3d_device
*device
,
4527 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4529 struct wined3d_context_gl
*current_context
= wined3d_context_gl_get_current();
4530 struct wined3d_context_gl
*context_gl
;
4532 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device
, texture
, sub_resource_idx
);
4534 if (current_context
&& current_context
->c
.destroyed
)
4535 current_context
= NULL
;
4540 && current_context
->c
.current_rt
.texture
4541 && current_context
->c
.device
== device
)
4543 texture
= current_context
->c
.current_rt
.texture
;
4544 sub_resource_idx
= current_context
->c
.current_rt
.sub_resource_idx
;
4548 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
4550 if (swapchain
->back_buffers
)
4551 texture
= swapchain
->back_buffers
[0];
4553 texture
= swapchain
->front_buffer
;
4554 sub_resource_idx
= 0;
4558 if (current_context
&& current_context
->c
.current_rt
.texture
== texture
)
4560 context_gl
= current_context
;
4562 else if (!wined3d_resource_is_offscreen(&texture
->resource
))
4564 TRACE("Rendering onscreen.\n");
4566 if (!(context_gl
= wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(texture
->swapchain
))))
4571 TRACE("Rendering offscreen.\n");
4573 /* Stay with the current context if possible. Otherwise use the
4574 * context for the primary swapchain. */
4575 if (current_context
&& current_context
->c
.device
== device
)
4576 context_gl
= current_context
;
4577 else if (!(context_gl
= wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(device
->swapchains
[0]))))
4581 wined3d_context_gl_activate(context_gl
, texture
, sub_resource_idx
);
4583 return &context_gl
->c
;
4586 struct wined3d_context_gl
*wined3d_context_gl_reacquire(struct wined3d_context_gl
*context_gl
)
4588 struct wined3d_context
*acquired_context
;
4589 struct wined3d_device
*device
;
4591 if (!context_gl
|| context_gl
->tid
!= GetCurrentThreadId())
4594 device
= context_gl
->c
.device
;
4595 wined3d_from_cs(device
->cs
);
4597 if (context_gl
->c
.current_rt
.texture
)
4599 wined3d_context_gl_activate(context_gl
, context_gl
->c
.current_rt
.texture
,
4600 context_gl
->c
.current_rt
.sub_resource_idx
);
4604 acquired_context
= context_acquire(device
, NULL
, 0);
4605 if (acquired_context
!= &context_gl
->c
)
4606 ERR("Acquired context %p instead of %p.\n", acquired_context
, &context_gl
->c
);
4607 return wined3d_context_gl(acquired_context
);
4610 void dispatch_compute(struct wined3d_device
*device
, const struct wined3d_state
*state
,
4611 const struct wined3d_dispatch_parameters
*parameters
)
4613 const struct wined3d_gl_info
*gl_info
;
4614 struct wined3d_context_gl
*context_gl
;
4616 context_gl
= wined3d_context_gl(context_acquire(device
, NULL
, 0));
4617 if (!context_gl
->valid
)
4619 context_release(&context_gl
->c
);
4620 WARN("Invalid context, skipping dispatch.\n");
4623 gl_info
= context_gl
->gl_info
;
4625 if (!gl_info
->supported
[ARB_COMPUTE_SHADER
])
4627 context_release(&context_gl
->c
);
4628 FIXME("OpenGL implementation does not support compute shaders.\n");
4632 if (parameters
->indirect
)
4633 wined3d_buffer_load(parameters
->u
.indirect
.buffer
, &context_gl
->c
, state
);
4635 wined3d_context_gl_apply_compute_state(context_gl
, device
, state
);
4637 if (parameters
->indirect
)
4639 const struct wined3d_indirect_dispatch_parameters
*indirect
= ¶meters
->u
.indirect
;
4640 struct wined3d_bo_gl
*bo_gl
= wined3d_bo_gl(indirect
->buffer
->buffer_object
);
4642 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER
, bo_gl
->id
));
4643 GL_EXTCALL(glDispatchComputeIndirect(bo_gl
->b
.buffer_offset
+ (GLintptr
)indirect
->offset
));
4644 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER
, 0));
4645 wined3d_context_gl_reference_bo(context_gl
, bo_gl
);
4649 const struct wined3d_direct_dispatch_parameters
*direct
= ¶meters
->u
.direct
;
4650 GL_EXTCALL(glDispatchCompute(direct
->group_count_x
, direct
->group_count_y
, direct
->group_count_z
));
4652 checkGLcall("dispatch compute");
4654 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS
));
4655 checkGLcall("glMemoryBarrier");
4657 context_release(&context_gl
->c
);
4660 /* Context activation is done by the caller. */
4661 static void wined3d_context_gl_draw_primitive_arrays(struct wined3d_context_gl
*context_gl
,
4662 const struct wined3d_state
*state
, const void *idx_data
, unsigned int idx_size
, int base_vertex_idx
,
4663 unsigned int start_idx
, unsigned int count
, unsigned int start_instance
, unsigned int instance_count
)
4665 GLenum idx_type
= idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
4666 const struct wined3d_stream_info
*si
= &context_gl
->c
.stream_info
;
4667 GLenum mode
= gl_primitive_type_from_d3d(state
->primitive_type
);
4668 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4669 unsigned int instanced_elements
[ARRAY_SIZE(si
->elements
)];
4670 const struct wined3d_ffp_attrib_ops
*ops
;
4671 unsigned int instanced_element_count
= 0;
4672 const void *indices
;
4675 ops
= &gl_info
->ffp_attrib_ops
;
4677 indices
= (const char *)idx_data
+ idx_size
* start_idx
;
4679 if (!instance_count
)
4683 gl_info
->gl_ops
.gl
.p_glDrawArrays(mode
, start_idx
, count
);
4684 checkGLcall("glDrawArrays");
4688 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4690 GL_EXTCALL(glDrawElementsBaseVertex(mode
, count
, idx_type
, indices
, base_vertex_idx
));
4691 checkGLcall("glDrawElementsBaseVertex");
4695 gl_info
->gl_ops
.gl
.p_glDrawElements(mode
, count
, idx_type
, indices
);
4696 checkGLcall("glDrawElements");
4700 if (start_instance
&& !(gl_info
->supported
[ARB_BASE_INSTANCE
] && gl_info
->supported
[ARB_INSTANCED_ARRAYS
]))
4701 FIXME("Start instance (%u) not supported.\n", start_instance
);
4703 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4707 if (gl_info
->supported
[ARB_BASE_INSTANCE
])
4709 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode
, start_idx
, count
, instance_count
, start_instance
));
4710 checkGLcall("glDrawArraysInstancedBaseInstance");
4714 GL_EXTCALL(glDrawArraysInstanced(mode
, start_idx
, count
, instance_count
));
4715 checkGLcall("glDrawArraysInstanced");
4719 if (gl_info
->supported
[ARB_BASE_INSTANCE
])
4721 GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode
, count
, idx_type
,
4722 indices
, instance_count
, base_vertex_idx
, start_instance
));
4723 checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
4726 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4728 GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode
, count
, idx_type
,
4729 indices
, instance_count
, base_vertex_idx
));
4730 checkGLcall("glDrawElementsInstancedBaseVertex");
4734 GL_EXTCALL(glDrawElementsInstanced(mode
, count
, idx_type
, indices
, instance_count
));
4735 checkGLcall("glDrawElementsInstanced");
4739 /* Instancing emulation by mixing immediate mode and arrays. */
4741 /* This is a nasty thing. MSDN says no hardware supports this and
4742 * applications have to use software vertex processing. We don't support
4745 * Shouldn't be too hard to support with OpenGL, in theory just call
4746 * glDrawArrays() instead of drawElements(). But the stream frequency value
4747 * has a different meaning in that situation. */
4750 FIXME("Non-indexed instanced drawing is not supported.\n");
4754 for (i
= 0; i
< ARRAY_SIZE(si
->elements
); ++i
)
4756 if (!(si
->use_map
& (1u << i
)))
4759 if (state
->streams
[si
->elements
[i
].stream_idx
].flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
4760 instanced_elements
[instanced_element_count
++] = i
;
4763 for (i
= 0; i
< instance_count
; ++i
)
4765 /* Specify the instanced attributes using immediate mode calls. */
4766 for (j
= 0; j
< instanced_element_count
; ++j
)
4768 const struct wined3d_stream_info_element
*element
;
4769 unsigned int element_idx
;
4772 element_idx
= instanced_elements
[j
];
4773 element
= &si
->elements
[element_idx
];
4774 ptr
= element
->data
.addr
+ element
->stride
* i
;
4775 if (element
->data
.buffer_object
)
4776 ptr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(state
->streams
[element
->stream_idx
].buffer
,
4778 ops
->generic
[element
->format
->emit_idx
](element_idx
, ptr
);
4781 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4783 GL_EXTCALL(glDrawElementsBaseVertex(mode
, count
, idx_type
, indices
, base_vertex_idx
));
4784 checkGLcall("glDrawElementsBaseVertex");
4788 gl_info
->gl_ops
.gl
.p_glDrawElements(mode
, count
, idx_type
, indices
);
4789 checkGLcall("glDrawElements");
4794 static unsigned int get_stride_idx(const void *idx_data
, unsigned int idx_size
,
4795 unsigned int base_vertex_idx
, unsigned int start_idx
, unsigned int vertex_idx
)
4798 return start_idx
+ vertex_idx
;
4800 return ((const WORD
*)idx_data
)[start_idx
+ vertex_idx
] + base_vertex_idx
;
4801 return ((const DWORD
*)idx_data
)[start_idx
+ vertex_idx
] + base_vertex_idx
;
4804 /* Context activation is done by the caller. */
4805 static void draw_primitive_immediate_mode(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
4806 const struct wined3d_stream_info
*si
, const void *idx_data
, unsigned int idx_size
,
4807 int base_vertex_idx
, unsigned int start_idx
, unsigned int vertex_count
, unsigned int instance_count
)
4809 const BYTE
*position
= NULL
, *normal
= NULL
, *diffuse
= NULL
, *specular
= NULL
;
4810 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
4811 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4812 unsigned int coord_idx
, stride_idx
, texture_idx
, vertex_idx
;
4813 const struct wined3d_stream_info_element
*element
;
4814 const BYTE
*tex_coords
[WINED3DDP_MAXTEXCOORD
];
4815 unsigned int texture_unit
, texture_stages
;
4816 const struct wined3d_ffp_attrib_ops
*ops
;
4817 unsigned int untracked_material_count
;
4818 unsigned int tex_mask
= 0;
4819 BOOL specular_fog
= FALSE
;
4820 BOOL ps
= use_ps(state
);
4823 static unsigned int once
;
4826 FIXME_(d3d_perf
)("Drawing using immediate mode.\n");
4828 WARN_(d3d_perf
)("Drawing using immediate mode.\n");
4830 if (!idx_size
&& idx_data
)
4831 ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
4834 FIXME("Instancing not implemented.\n");
4836 /* Immediate mode drawing can't make use of indices in a VBO - get the
4837 * data from the index buffer. */
4839 idx_data
= (uint8_t *)wined3d_buffer_load_sysmem(state
->index_buffer
, &context_gl
->c
) + state
->index_offset
;
4841 ops
= &gl_info
->ffp_attrib_ops
;
4843 gl_info
->gl_ops
.gl
.p_glBegin(gl_primitive_type_from_d3d(state
->primitive_type
));
4845 if (use_vs(state
) || d3d_info
->ffp_generic_attributes
)
4847 for (vertex_idx
= 0; vertex_idx
< vertex_count
; ++vertex_idx
)
4849 unsigned int use_map
= si
->use_map
;
4850 unsigned int element_idx
;
4852 stride_idx
= get_stride_idx(idx_data
, idx_size
, base_vertex_idx
, start_idx
, vertex_idx
);
4853 for (element_idx
= gl_info
->limits
.vertex_attribs
- 1; use_map
;
4854 use_map
&= ~(1u << element_idx
), --element_idx
)
4856 if (!(use_map
& 1u << element_idx
))
4859 ptr
= si
->elements
[element_idx
].data
.addr
+ si
->elements
[element_idx
].stride
* stride_idx
;
4860 ops
->generic
[si
->elements
[element_idx
].format
->emit_idx
](element_idx
, ptr
);
4864 gl_info
->gl_ops
.gl
.p_glEnd();
4868 if (si
->use_map
& (1u << WINED3D_FFP_POSITION
))
4869 position
= si
->elements
[WINED3D_FFP_POSITION
].data
.addr
;
4871 if (si
->use_map
& (1u << WINED3D_FFP_NORMAL
))
4872 normal
= si
->elements
[WINED3D_FFP_NORMAL
].data
.addr
;
4874 gl_info
->gl_ops
.gl
.p_glNormal3f(0.0f
, 0.0f
, 0.0f
);
4876 untracked_material_count
= context_gl
->untracked_material_count
;
4877 if (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
))
4879 element
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
4880 diffuse
= element
->data
.addr
;
4882 if (untracked_material_count
&& element
->format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4883 FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element
->format
->id
));
4887 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
4890 if (si
->use_map
& (1u << WINED3D_FFP_SPECULAR
))
4892 element
= &si
->elements
[WINED3D_FFP_SPECULAR
];
4893 specular
= element
->data
.addr
;
4895 /* Special case where the fog density is stored in the specular alpha channel. */
4896 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
4897 && (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
4898 || si
->elements
[WINED3D_FFP_POSITION
].format
->id
== WINED3DFMT_R32G32B32A32_FLOAT
)
4899 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
4901 if (gl_info
->supported
[EXT_FOG_COORD
])
4903 if (element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
4904 specular_fog
= TRUE
;
4906 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element
->format
->id
));
4910 static unsigned int once
;
4913 FIXME("Implement fog for transformed vertices in software.\n");
4917 else if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4919 GL_EXTCALL(glSecondaryColor3fEXT
)(0.0f
, 0.0f
, 0.0f
);
4922 texture_stages
= d3d_info
->limits
.ffp_blend_stages
;
4923 for (texture_idx
= 0; texture_idx
< texture_stages
; ++texture_idx
)
4925 if (!gl_info
->supported
[ARB_MULTITEXTURE
] && texture_idx
> 0)
4927 FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
4931 if (!ps
&& !state
->textures
[texture_idx
])
4934 texture_unit
= context_gl
->tex_unit_map
[texture_idx
];
4935 if (texture_unit
== WINED3D_UNMAPPED_STAGE
)
4938 coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
4941 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx
, texture_idx
);
4945 if (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))
4947 tex_coords
[coord_idx
] = si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].data
.addr
;
4948 tex_mask
|= (1u << texture_idx
);
4952 TRACE("Setting default coordinates for texture %u.\n", texture_idx
);
4953 if (gl_info
->supported
[ARB_MULTITEXTURE
])
4954 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_unit
, 0.0f
, 0.0f
, 0.0f
, 1.0f
));
4956 gl_info
->gl_ops
.gl
.p_glTexCoord4f(0.0f
, 0.0f
, 0.0f
, 1.0f
);
4960 /* Blending data and point sizes are not supported by this function. They
4961 * are not supported by the fixed function pipeline at all. A FIXME for
4962 * them is printed after decoding the vertex declaration. */
4963 for (vertex_idx
= 0; vertex_idx
< vertex_count
; ++vertex_idx
)
4965 uint32_t tmp_tex_mask
;
4967 stride_idx
= get_stride_idx(idx_data
, idx_size
, base_vertex_idx
, start_idx
, vertex_idx
);
4971 ptr
= normal
+ stride_idx
* si
->elements
[WINED3D_FFP_NORMAL
].stride
;
4972 ops
->normal
[si
->elements
[WINED3D_FFP_NORMAL
].format
->emit_idx
](ptr
);
4977 ptr
= diffuse
+ stride_idx
* si
->elements
[WINED3D_FFP_DIFFUSE
].stride
;
4978 ops
->diffuse
[si
->elements
[WINED3D_FFP_DIFFUSE
].format
->emit_idx
](ptr
);
4980 if (untracked_material_count
)
4982 struct wined3d_color color
;
4985 wined3d_color_from_d3dcolor(&color
, *(const DWORD
*)ptr
);
4986 for (i
= 0; i
< untracked_material_count
; ++i
)
4988 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
,
4989 context_gl
->untracked_materials
[i
], &color
.r
);
4996 ptr
= specular
+ stride_idx
* si
->elements
[WINED3D_FFP_SPECULAR
].stride
;
4997 ops
->specular
[si
->elements
[WINED3D_FFP_SPECULAR
].format
->emit_idx
](ptr
);
5000 GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD
*)ptr
>> 24)));
5003 tmp_tex_mask
= tex_mask
;
5004 while (tmp_tex_mask
)
5006 texture_idx
= wined3d_bit_scan(&tmp_tex_mask
);
5007 coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
5008 ptr
= tex_coords
[coord_idx
] + (stride_idx
* si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].stride
);
5009 ops
->texcoord
[si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format
->emit_idx
](
5010 GL_TEXTURE0_ARB
+ context_gl
->tex_unit_map
[texture_idx
], ptr
);
5015 ptr
= position
+ stride_idx
* si
->elements
[WINED3D_FFP_POSITION
].stride
;
5016 ops
->position
[si
->elements
[WINED3D_FFP_POSITION
].format
->emit_idx
](ptr
);
5020 gl_info
->gl_ops
.gl
.p_glEnd();
5021 checkGLcall("draw immediate mode");
5024 static void wined3d_context_gl_draw_indirect(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
5025 const struct wined3d_indirect_draw_parameters
*parameters
, unsigned int idx_size
)
5027 struct wined3d_bo_gl
*bo_gl
= wined3d_bo_gl(parameters
->buffer
->buffer_object
);
5028 GLenum gl_primitive_type
= gl_primitive_type_from_d3d(state
->primitive_type
);
5029 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5032 if (!gl_info
->supported
[ARB_DRAW_INDIRECT
])
5034 FIXME("OpenGL implementation does not support indirect draws.\n");
5038 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER
, bo_gl
->id
));
5040 offset
= (const uint8_t *)bo_gl
->b
.buffer_offset
+ parameters
->offset
;
5043 GLenum idx_type
= idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
5044 if (state
->index_offset
)
5045 FIXME("Ignoring index offset %u.\n", state
->index_offset
);
5046 GL_EXTCALL(glDrawElementsIndirect(gl_primitive_type
, idx_type
, offset
));
5050 GL_EXTCALL(glDrawArraysIndirect(gl_primitive_type
, offset
));
5053 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER
, 0));
5054 wined3d_context_gl_reference_bo(context_gl
, bo_gl
);
5056 checkGLcall("draw indirect");
5059 static void remove_vbos(struct wined3d_context
*context
,
5060 const struct wined3d_state
*state
, struct wined3d_stream_info
*s
)
5064 for (i
= 0; i
< ARRAY_SIZE(s
->elements
); ++i
)
5066 struct wined3d_stream_info_element
*e
;
5068 if (!(s
->use_map
& (1u << i
)))
5071 e
= &s
->elements
[i
];
5072 if (e
->data
.buffer_object
)
5074 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
5075 e
->data
.buffer_object
= 0;
5076 e
->data
.addr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(vb
, context
);
5081 static GLenum
gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
5083 GLenum gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
5084 switch (gl_primitive_type
)
5090 case GL_LINE_STRIP_ADJACENCY
:
5091 case GL_LINES_ADJACENCY
:
5095 case GL_TRIANGLE_FAN
:
5096 case GL_TRIANGLE_STRIP
:
5097 case GL_TRIANGLE_STRIP_ADJACENCY
:
5098 case GL_TRIANGLES_ADJACENCY
:
5100 return GL_TRIANGLES
;
5103 return gl_primitive_type
;
5107 /* Routine common to the draw primitive and draw indexed primitive routines */
5108 void draw_primitive(struct wined3d_device
*device
, const struct wined3d_state
*state
,
5109 const struct wined3d_draw_parameters
*parameters
)
5111 BOOL emulation
= FALSE
, rasterizer_discard
= FALSE
;
5112 const struct wined3d_fb_state
*fb
= &state
->fb
;
5113 const struct wined3d_stream_info
*stream_info
;
5114 struct wined3d_rendertarget_view
*dsv
, *rtv
;
5115 struct wined3d_stream_info si_emulated
;
5116 const struct wined3d_gl_info
*gl_info
;
5117 struct wined3d_context_gl
*context_gl
;
5118 struct wined3d_context
*context
;
5119 unsigned int i
, idx_size
= 0;
5120 const void *idx_data
= NULL
;
5122 TRACE("device %p, state %p, parameters %p.\n", device
, state
, parameters
);
5124 if (!parameters
->indirect
&& !parameters
->u
.direct
.index_count
)
5127 if (!parameters
->indirect
)
5128 TRACE("base_vertex_idx %d, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
5129 parameters
->u
.direct
.base_vertex_idx
, parameters
->u
.direct
.start_idx
,
5130 parameters
->u
.direct
.index_count
, parameters
->u
.direct
.start_instance
,
5131 parameters
->u
.direct
.instance_count
);
5133 if (!(rtv
= fb
->render_targets
[0]))
5134 rtv
= fb
->depth_stencil
;
5136 if (rtv
&& rtv
->resource
->type
== WINED3D_RTYPE_BUFFER
)
5138 FIXME("Buffer render targets not implemented.\n");
5143 context
= context_acquire(device
, wined3d_texture_from_resource(rtv
->resource
), rtv
->sub_resource_idx
);
5145 context
= context_acquire(device
, NULL
, 0);
5146 context_gl
= wined3d_context_gl(context
);
5147 if (!context_gl
->valid
)
5149 context_release(context
);
5150 WARN("Invalid context, skipping draw.\n");
5153 gl_info
= context_gl
->gl_info
;
5155 if (!use_transform_feedback(state
))
5156 wined3d_context_gl_pause_transform_feedback(context_gl
, TRUE
);
5158 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
5160 if (!(rtv
= fb
->render_targets
[i
]) || rtv
->format
->id
== WINED3DFMT_NULL
)
5163 if (wined3d_blend_state_get_writemask(state
->blend_state
, i
))
5165 wined3d_rendertarget_view_load_location(rtv
, context
, rtv
->resource
->draw_binding
);
5166 wined3d_rendertarget_view_invalidate_location(rtv
, ~rtv
->resource
->draw_binding
);
5170 wined3d_rendertarget_view_prepare_location(rtv
, context
, rtv
->resource
->draw_binding
);
5174 if ((dsv
= fb
->depth_stencil
))
5176 /* Note that this depends on the context_acquire() call above to set
5177 * context->render_offscreen properly. We don't currently take the
5178 * Z-compare function into account, but we could skip loading the
5179 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
5180 * that we never copy the stencil data.*/
5181 DWORD location
= context
->render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
5183 if (wined3d_state_uses_depth_buffer(state
))
5184 wined3d_rendertarget_view_load_location(dsv
, context
, location
);
5186 wined3d_rendertarget_view_prepare_location(dsv
, context
, location
);
5189 if (parameters
->indirect
)
5190 wined3d_buffer_load(parameters
->u
.indirect
.buffer
, context
, state
);
5192 if (!context_apply_draw_state(context
, device
, state
, parameters
->indexed
))
5194 context_release(context
);
5195 WARN("Unable to apply draw state, skipping draw.\n");
5199 if (dsv
&& (!state
->depth_stencil_state
|| state
->depth_stencil_state
->writes_ds
))
5201 DWORD location
= context
->render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
5203 wined3d_rendertarget_view_validate_location(dsv
, location
);
5204 wined3d_rendertarget_view_invalidate_location(dsv
, ~location
);
5207 stream_info
= &context
->stream_info
;
5209 if (parameters
->indexed
)
5211 struct wined3d_buffer
*index_buffer
= state
->index_buffer
;
5212 struct wined3d_bo
*bo
= index_buffer
->buffer_object
;
5214 if (!bo
|| !stream_info
->all_vbo
)
5215 idx_data
= index_buffer
->resource
.heap_memory
;
5217 idx_data
= (void *)bo
->buffer_offset
;
5218 idx_data
= (const BYTE
*)idx_data
+ state
->index_offset
;
5220 if (state
->index_format
== WINED3DFMT_R16_UINT
)
5228 if (!stream_info
->position_transformed
&& context_gl
->untracked_material_count
5229 && state
->render_states
[WINED3D_RS_LIGHTING
])
5234 FIXME("Using software emulation because not all material properties could be tracked.\n");
5236 WARN_(d3d_perf
)("Using software emulation because not all material properties could be tracked.\n");
5239 else if (context
->fog_coord
&& state
->render_states
[WINED3D_RS_FOGENABLE
])
5243 /* Either write a pipeline replacement shader or convert the
5244 * specular alpha from unsigned byte to a float in the vertex
5247 FIXME("Using software emulation because manual fog coordinates are provided.\n");
5249 WARN_(d3d_perf
)("Using software emulation because manual fog coordinates are provided.\n");
5255 si_emulated
= context
->stream_info
;
5256 remove_vbos(context
, state
, &si_emulated
);
5257 stream_info
= &si_emulated
;
5261 if (use_transform_feedback(state
))
5263 const struct wined3d_shader
*shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
5265 if (is_rasterization_disabled(shader
))
5267 glEnable(GL_RASTERIZER_DISCARD
);
5268 checkGLcall("enable rasterizer discard");
5269 rasterizer_discard
= TRUE
;
5272 if (context
->transform_feedback_paused
)
5274 GL_EXTCALL(glResumeTransformFeedback());
5275 checkGLcall("glResumeTransformFeedback");
5276 context
->transform_feedback_paused
= 0;
5278 else if (!context
->transform_feedback_active
)
5280 enum wined3d_primitive_type primitive_type
= shader
->u
.gs
.output_type
5281 ? shader
->u
.gs
.output_type
: state
->primitive_type
;
5282 GLenum mode
= gl_tfb_primitive_type_from_d3d(primitive_type
);
5283 GL_EXTCALL(glBeginTransformFeedback(mode
));
5284 checkGLcall("glBeginTransformFeedback");
5285 context
->transform_feedback_active
= 1;
5289 if (state
->primitive_type
== WINED3D_PT_PATCH
)
5291 GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES
, state
->patch_vertex_count
));
5292 checkGLcall("glPatchParameteri");
5295 if (context
->uses_fbo_attached_resources
)
5297 static unsigned int fixme_once
;
5299 if (gl_info
->supported
[ARB_TEXTURE_BARRIER
])
5301 GL_EXTCALL(glTextureBarrier());
5303 else if (gl_info
->supported
[NV_TEXTURE_BARRIER
])
5305 GL_EXTCALL(glTextureBarrierNV());
5310 FIXME("Sampling attached render targets is not supported.\n");
5312 WARN("Sampling attached render targets is not supported, skipping draw.\n");
5313 context_release(context
);
5316 checkGLcall("glTextureBarrier");
5319 if (parameters
->indirect
)
5321 if (!context
->use_immediate_mode_draw
&& !emulation
)
5322 wined3d_context_gl_draw_indirect(context_gl
, state
, ¶meters
->u
.indirect
, idx_size
);
5324 FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
5328 unsigned int instance_count
= parameters
->u
.direct
.instance_count
;
5330 if (context
->use_immediate_mode_draw
|| emulation
)
5331 draw_primitive_immediate_mode(wined3d_context_gl(context
), state
, stream_info
, idx_data
,
5332 idx_size
, parameters
->u
.direct
.base_vertex_idx
,
5333 parameters
->u
.direct
.start_idx
, parameters
->u
.direct
.index_count
, instance_count
);
5335 wined3d_context_gl_draw_primitive_arrays(context_gl
, state
, idx_data
, idx_size
,
5336 parameters
->u
.direct
.base_vertex_idx
, parameters
->u
.direct
.start_idx
,
5337 parameters
->u
.direct
.index_count
, parameters
->u
.direct
.start_instance
, instance_count
);
5340 if (context
->uses_uavs
)
5342 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS
));
5343 checkGLcall("glMemoryBarrier");
5346 if (rasterizer_discard
)
5348 glDisable(GL_RASTERIZER_DISCARD
);
5349 checkGLcall("disable rasterizer discard");
5352 context_release(context
);
5354 TRACE("Draw completed.\n");
5357 void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl
*context_gl
)
5359 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5360 unsigned int texture_idx
;
5362 for (texture_idx
= 0; texture_idx
< gl_info
->limits
.texture_coords
; ++texture_idx
)
5364 gl_info
->gl_ops
.ext
.p_glClientActiveTextureARB(GL_TEXTURE0_ARB
+ texture_idx
);
5365 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY
);
5369 static const void *get_vertex_attrib_pointer(const struct wined3d_stream_info_element
*element
,
5370 const struct wined3d_state
*state
)
5372 const uint8_t *offset
= element
->data
.addr
+ state
->load_base_vertex_index
* element
->stride
;
5374 if (element
->data
.buffer_object
)
5375 offset
+= element
->data
.buffer_object
->buffer_offset
;
5379 void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl
*context_gl
,
5380 const struct wined3d_stream_info
*si
, GLuint
*current_bo
, const struct wined3d_state
*state
)
5382 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5383 const struct wined3d_format_gl
*format_gl
;
5384 unsigned int mapped_stage
= 0;
5385 unsigned int texture_idx
;
5388 for (texture_idx
= 0; texture_idx
< context_gl
->c
.d3d_info
->limits
.ffp_blend_stages
; ++texture_idx
)
5390 unsigned int coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
5392 if ((mapped_stage
= context_gl
->tex_unit_map
[texture_idx
]) == WINED3D_UNMAPPED_STAGE
)
5395 if (mapped_stage
>= gl_info
->limits
.texture_coords
)
5397 FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage
);
5401 if (coord_idx
< WINED3D_MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))))
5403 const struct wined3d_stream_info_element
*e
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
];
5405 TRACE("Setting up texture %u, idx %u, coord_idx %u, data %s.\n",
5406 texture_idx
, mapped_stage
, coord_idx
, debug_bo_address(&e
->data
));
5408 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5409 if (*current_bo
!= bo
)
5411 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5412 checkGLcall("glBindBuffer");
5416 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
5417 checkGLcall("glClientActiveTextureARB");
5419 /* The coords to supply depend completely on the fvf/vertex shader. */
5420 format_gl
= wined3d_format_gl(e
->format
);
5421 gl_info
->gl_ops
.gl
.p_glTexCoordPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
,
5422 get_vertex_attrib_pointer(e
, state
));
5423 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY
);
5424 wined3d_buffer_validate_user(state
->streams
[e
->stream_idx
].buffer
);
5428 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ mapped_stage
, 0, 0, 0, 1));
5431 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
5433 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
5434 for (texture_idx
= mapped_stage
+ 1; texture_idx
< gl_info
->limits
.textures
; ++texture_idx
)
5436 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
5440 checkGLcall("loadTexCoords");
5443 /* This should match any arrays loaded in wined3d_context_gl_load_vertex_data(). */
5444 static void wined3d_context_gl_unload_vertex_data(struct wined3d_context_gl
*context_gl
)
5446 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5448 if (!context_gl
->c
.namedArraysLoaded
)
5450 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_VERTEX_ARRAY
);
5451 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_NORMAL_ARRAY
);
5452 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_COLOR_ARRAY
);
5453 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5454 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
5455 wined3d_context_gl_unload_tex_coords(context_gl
);
5456 context_gl
->c
.namedArraysLoaded
= FALSE
;
5459 static void wined3d_context_gl_load_vertex_data(struct wined3d_context_gl
*context_gl
,
5460 const struct wined3d_stream_info
*si
, const struct wined3d_state
*state
)
5462 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5463 const struct wined3d_stream_info_element
*e
;
5464 const struct wined3d_format_gl
*format_gl
;
5465 GLuint current_bo
, bo
;
5468 TRACE("context_gl %p, si %p, state %p.\n", context_gl
, si
, state
);
5470 /* This is used for the fixed-function pipeline only, and the
5471 * fixed-function pipeline doesn't do instancing. */
5472 current_bo
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0u : 0;
5475 if ((si
->use_map
& (1u << WINED3D_FFP_BLENDWEIGHT
))
5476 || si
->use_map
& (1u << WINED3D_FFP_BLENDINDICES
))
5478 /* TODO: Support vertex blending in immediate mode draws. No need to
5479 * write a FIXME here, this is done after the general vertex
5480 * declaration decoding. */
5481 WARN("Vertex blending not supported.\n");
5485 if (si
->use_map
& (1u << WINED3D_FFP_PSIZE
))
5487 /* No such functionality in the fixed-function GL pipeline. */
5488 WARN("Per-vertex point size not supported.\n");
5492 if (si
->use_map
& (1u << WINED3D_FFP_POSITION
))
5494 e
= &si
->elements
[WINED3D_FFP_POSITION
];
5495 format_gl
= wined3d_format_gl(e
->format
);
5496 offset
= get_vertex_attrib_pointer(e
, state
);
5498 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5499 if (current_bo
!= bo
)
5501 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5502 checkGLcall("glBindBuffer");
5506 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n", format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
, offset
);
5507 gl_info
->gl_ops
.gl
.p_glVertexPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
, offset
);
5508 checkGLcall("glVertexPointer(...)");
5509 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_VERTEX_ARRAY
);
5510 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
5511 wined3d_buffer_validate_user(state
->streams
[e
->stream_idx
].buffer
);
5515 if (si
->use_map
& (1u << WINED3D_FFP_NORMAL
))
5517 e
= &si
->elements
[WINED3D_FFP_NORMAL
];
5518 format_gl
= wined3d_format_gl(e
->format
);
5519 offset
= get_vertex_attrib_pointer(e
, state
);
5521 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5522 if (current_bo
!= bo
)
5524 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5525 checkGLcall("glBindBuffer");
5529 TRACE("glNormalPointer(%#x, %#x, %p);\n", format_gl
->vtx_type
, e
->stride
, offset
);
5530 gl_info
->gl_ops
.gl
.p_glNormalPointer(format_gl
->vtx_type
, e
->stride
, offset
);
5531 checkGLcall("glNormalPointer(...)");
5532 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_NORMAL_ARRAY
);
5533 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
5534 wined3d_buffer_validate_user(state
->streams
[e
->stream_idx
].buffer
);
5538 gl_info
->gl_ops
.gl
.p_glNormal3f(0, 0, 0);
5539 checkGLcall("glNormal3f(0, 0, 0)");
5542 /* Diffuse colour */
5543 if (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
))
5545 e
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
5546 format_gl
= wined3d_format_gl(e
->format
);
5547 offset
= get_vertex_attrib_pointer(e
, state
);
5549 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5550 if (current_bo
!= bo
)
5552 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5553 checkGLcall("glBindBuffer");
5557 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
5558 format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
, offset
);
5559 gl_info
->gl_ops
.gl
.p_glColorPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
, offset
);
5560 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
5561 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_COLOR_ARRAY
);
5562 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
5563 wined3d_buffer_validate_user(state
->streams
[e
->stream_idx
].buffer
);
5567 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
5568 checkGLcall("glColor4f(1, 1, 1, 1)");
5571 /* Specular colour */
5572 if (si
->use_map
& (1u << WINED3D_FFP_SPECULAR
))
5574 TRACE("Setting specular colour.\n");
5576 e
= &si
->elements
[WINED3D_FFP_SPECULAR
];
5577 offset
= get_vertex_attrib_pointer(e
, state
);
5579 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5584 format_gl
= wined3d_format_gl(e
->format
);
5585 type
= format_gl
->vtx_type
;
5586 format
= format_gl
->vtx_format
;
5588 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5589 if (current_bo
!= bo
)
5591 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5592 checkGLcall("glBindBuffer");
5596 if (format
!= 4 || (gl_info
->quirks
& WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA
))
5598 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
5599 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
5600 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
5601 * 4 component secondary colors use it
5603 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format
, type
, e
->stride
, offset
);
5604 GL_EXTCALL(glSecondaryColorPointerEXT(format
, type
, e
->stride
, offset
));
5605 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
5611 case GL_UNSIGNED_BYTE
:
5612 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e
->stride
, offset
);
5613 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE
, e
->stride
, offset
));
5614 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
5618 FIXME("Add 4 component specular colour pointers for type %#x.\n", type
);
5619 /* Make sure that the right colour component is dropped. */
5620 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type
, e
->stride
, offset
);
5621 GL_EXTCALL(glSecondaryColorPointerEXT(3, type
, e
->stride
, offset
));
5622 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
5625 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
5626 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
5627 wined3d_buffer_validate_user(state
->streams
[e
->stream_idx
].buffer
);
5631 WARN("Specular colour is not supported in this GL implementation.\n");
5636 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5638 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
5639 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
5643 WARN("Specular colour is not supported in this GL implementation.\n");
5647 /* Texture coordinates */
5648 wined3d_context_gl_load_tex_coords(context_gl
, si
, ¤t_bo
, state
);
5651 static void wined3d_context_gl_unload_numbered_array(struct wined3d_context_gl
*context_gl
, unsigned int i
)
5653 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5655 GL_EXTCALL(glDisableVertexAttribArray(i
));
5656 checkGLcall("glDisableVertexAttribArray");
5657 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
5658 GL_EXTCALL(glVertexAttribDivisor(i
, 0));
5660 context_gl
->c
.numbered_array_mask
&= ~(1u << i
);
5663 static void wined3d_context_gl_unload_numbered_arrays(struct wined3d_context_gl
*context_gl
)
5665 uint32_t mask
= context_gl
->c
.numbered_array_mask
;
5670 i
= wined3d_bit_scan(&mask
);
5671 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5675 static void wined3d_context_gl_load_numbered_arrays(struct wined3d_context_gl
*context_gl
,
5676 const struct wined3d_stream_info
*stream_info
, const struct wined3d_state
*state
)
5678 struct wined3d_context
*context
= &context_gl
->c
;
5679 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5680 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5681 GLuint current_bo
, bo
;
5684 /* Default to no instancing. */
5685 current_bo
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0u : 0;
5687 if (stream_info
->use_map
& ~wined3d_mask_from_size(gl_info
->limits
.vertex_attribs
))
5689 static unsigned int once
;
5692 FIXME("More than the supported %u vertex attributes are in use.\n", gl_info
->limits
.vertex_attribs
);
5695 for (i
= 0; i
< gl_info
->limits
.vertex_attribs
; ++i
)
5697 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[i
];
5698 const struct wined3d_stream_state
*stream
;
5699 const struct wined3d_format_gl
*format_gl
;
5701 if (!(stream_info
->use_map
& (1u << i
)))
5703 if (context
->numbered_array_mask
& (1u << i
))
5704 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5705 if (!use_vs(state
) && i
== WINED3D_FFP_DIFFUSE
)
5707 if (!(context_gl
->default_attrib_value_set
& (1u << i
)) || !context_gl
->diffuse_attrib_to_1
)
5709 GL_EXTCALL(glVertexAttrib4f(i
, 1.0f
, 1.0f
, 1.0f
, 1.0f
));
5710 context_gl
->diffuse_attrib_to_1
= 1;
5715 if (!(context_gl
->default_attrib_value_set
& (1u << i
)))
5717 GL_EXTCALL(glVertexAttrib4f(i
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
5718 if (i
== WINED3D_FFP_DIFFUSE
)
5719 context_gl
->diffuse_attrib_to_1
= 0;
5722 context_gl
->default_attrib_value_set
|= 1u << i
;
5726 format_gl
= wined3d_format_gl(element
->format
);
5727 stream
= &state
->streams
[element
->stream_idx
];
5728 wined3d_buffer_validate_user(stream
->buffer
);
5731 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
5733 unsigned int divisor
= 0;
5735 if (element
->instanced
)
5736 divisor
= element
->divisor
? element
->divisor
: UINT_MAX
;
5737 GL_EXTCALL(glVertexAttribDivisor(i
, divisor
));
5739 else if (element
->divisor
)
5741 /* Unload instanced arrays, they will be loaded using immediate
5743 if (context
->numbered_array_mask
& (1u << i
))
5744 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5745 context_gl
->default_attrib_value_set
&= ~(1u << i
);
5749 TRACE("Loading array %u %s.\n", i
, debug_bo_address(&element
->data
));
5751 if (element
->stride
)
5753 const void *offset
= get_vertex_attrib_pointer(element
, state
);
5754 unsigned int format_attrs
= format_gl
->f
.attrs
;
5756 bo
= wined3d_bo_gl_id(element
->data
.buffer_object
);
5757 if (current_bo
!= bo
)
5759 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5760 checkGLcall("glBindBuffer");
5763 /* Use the VBO to find out if a vertex buffer exists, not the vb
5764 * pointer. vb can point to a user pointer data blob. In that case
5765 * current_bo will be 0. If there is a vertex buffer but no vbo we
5766 * won't be load converted attributes anyway. */
5767 if (vs
&& vs
->reg_maps
.shader_version
.major
>= 4 && (format_attrs
& WINED3D_FORMAT_ATTR_INTEGER
))
5769 GL_EXTCALL(glVertexAttribIPointer(i
, format_gl
->vtx_format
,
5770 format_gl
->vtx_type
, element
->stride
, offset
));
5774 GL_EXTCALL(glVertexAttribPointer(i
, format_gl
->vtx_format
, format_gl
->vtx_type
,
5775 !!(format_attrs
& WINED3D_FORMAT_ATTR_NORMALISED
), element
->stride
, offset
));
5778 if (!(context
->numbered_array_mask
& (1u << i
)))
5780 GL_EXTCALL(glEnableVertexAttribArray(i
));
5781 context
->numbered_array_mask
|= (1u << i
);
5786 /* Stride = 0 means always the same values.
5787 * glVertexAttribPointer() doesn't do that. Instead disable the
5788 * pointer and set up the attribute statically. But we have to
5789 * figure out the system memory address. */
5790 const BYTE
*ptr
= element
->data
.addr
;
5791 if (element
->data
.buffer_object
)
5792 ptr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(stream
->buffer
, context
);
5794 if (context
->numbered_array_mask
& (1u << i
))
5795 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5797 switch (format_gl
->f
.id
)
5799 case WINED3DFMT_R32_FLOAT
:
5800 GL_EXTCALL(glVertexAttrib1fv(i
, (const GLfloat
*)ptr
));
5802 case WINED3DFMT_R32G32_FLOAT
:
5803 GL_EXTCALL(glVertexAttrib2fv(i
, (const GLfloat
*)ptr
));
5805 case WINED3DFMT_R32G32B32_FLOAT
:
5806 GL_EXTCALL(glVertexAttrib3fv(i
, (const GLfloat
*)ptr
));
5808 case WINED3DFMT_R32G32B32A32_FLOAT
:
5809 GL_EXTCALL(glVertexAttrib4fv(i
, (const GLfloat
*)ptr
));
5811 case WINED3DFMT_R8G8B8A8_UINT
:
5812 GL_EXTCALL(glVertexAttrib4ubv(i
, ptr
));
5814 case WINED3DFMT_B8G8R8A8_UNORM
:
5815 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
5817 const DWORD
*src
= (const DWORD
*)ptr
;
5818 DWORD c
= *src
& 0xff00ff00u
;
5819 c
|= (*src
& 0xff0000u
) >> 16;
5820 c
|= (*src
& 0xffu
) << 16;
5821 GL_EXTCALL(glVertexAttrib4Nubv(i
, (GLubyte
*)&c
));
5824 /* else fallthrough */
5825 case WINED3DFMT_R8G8B8A8_UNORM
:
5826 GL_EXTCALL(glVertexAttrib4Nubv(i
, ptr
));
5828 case WINED3DFMT_R16G16_SINT
:
5829 GL_EXTCALL(glVertexAttrib2sv(i
, (const GLshort
*)ptr
));
5831 case WINED3DFMT_R16G16B16A16_SINT
:
5832 GL_EXTCALL(glVertexAttrib4sv(i
, (const GLshort
*)ptr
));
5834 case WINED3DFMT_R16G16_SNORM
:
5836 const GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
5837 GL_EXTCALL(glVertexAttrib4Nsv(i
, s
));
5840 case WINED3DFMT_R16G16_UNORM
:
5842 const GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
5843 GL_EXTCALL(glVertexAttrib4Nusv(i
, s
));
5846 case WINED3DFMT_R16G16B16A16_SNORM
:
5847 GL_EXTCALL(glVertexAttrib4Nsv(i
, (const GLshort
*)ptr
));
5849 case WINED3DFMT_R16G16B16A16_UNORM
:
5850 GL_EXTCALL(glVertexAttrib4Nusv(i
, (const GLushort
*)ptr
));
5852 case WINED3DFMT_R10G10B10X2_UINT
:
5853 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
5854 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
5856 case WINED3DFMT_R10G10B10X2_SNORM
:
5857 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
5858 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
5860 case WINED3DFMT_R16G16_FLOAT
:
5861 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
5863 /* Not supported by GL_ARB_half_float_vertex. */
5864 GL_EXTCALL(glVertexAttrib2hvNV(i
, (const GLhalfNV
*)ptr
));
5868 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
5869 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
5870 GL_EXTCALL(glVertexAttrib2f(i
, x
, y
));
5873 case WINED3DFMT_R16G16B16A16_FLOAT
:
5874 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
5876 /* Not supported by GL_ARB_half_float_vertex. */
5877 GL_EXTCALL(glVertexAttrib4hvNV(i
, (const GLhalfNV
*)ptr
));
5881 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
5882 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
5883 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
5884 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
5885 GL_EXTCALL(glVertexAttrib4f(i
, x
, y
, z
, w
));
5889 ERR("Unexpected declaration in stride 0 attributes.\n");
5893 context_gl
->default_attrib_value_set
&= ~(1u << i
);
5896 checkGLcall("Loading numbered arrays");
5899 void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl
*context_gl
,
5900 const struct wined3d_state
*state
)
5902 if (context_gl
->c
.use_immediate_mode_draw
)
5905 wined3d_context_gl_unload_vertex_data(context_gl
);
5906 if (context_gl
->c
.d3d_info
->ffp_generic_attributes
|| use_vs(state
))
5908 TRACE("Loading numbered arrays.\n");
5909 wined3d_context_gl_load_numbered_arrays(context_gl
, &context_gl
->c
.stream_info
, state
);
5913 TRACE("Loading named arrays.\n");
5914 wined3d_context_gl_unload_numbered_arrays(context_gl
);
5915 wined3d_context_gl_load_vertex_data(context_gl
, &context_gl
->c
.stream_info
, state
);
5916 context_gl
->c
.namedArraysLoaded
= TRUE
;
5919 static void apply_texture_blit_state(const struct wined3d_gl_info
*gl_info
, struct gl_texture
*texture
,
5920 GLenum target
, unsigned int level
, enum wined3d_texture_filter_type filter
)
5922 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MAG_FILTER
, wined3d_gl_mag_filter(filter
));
5923 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MIN_FILTER
,
5924 wined3d_gl_min_mip_filter(filter
, WINED3D_TEXF_NONE
));
5925 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
5926 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
5927 if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
5928 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
, GL_SKIP_DECODE_EXT
);
5929 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, level
);
5931 /* We changed the filtering settings on the texture. Make sure they get
5932 * reset on subsequent draws. */
5933 texture
->sampler_desc
.mag_filter
= WINED3D_TEXF_POINT
;
5934 texture
->sampler_desc
.min_filter
= WINED3D_TEXF_POINT
;
5935 texture
->sampler_desc
.mip_filter
= WINED3D_TEXF_NONE
;
5936 texture
->sampler_desc
.address_u
= WINED3D_TADDRESS_CLAMP
;
5937 texture
->sampler_desc
.address_v
= WINED3D_TADDRESS_CLAMP
;
5938 texture
->sampler_desc
.srgb_decode
= FALSE
;
5939 texture
->base_level
= level
;
5942 /* Context activation is done by the caller. */
5943 void wined3d_context_gl_draw_shaded_quad(struct wined3d_context_gl
*context_gl
, struct wined3d_texture_gl
*texture_gl
,
5944 unsigned int sub_resource_idx
, const RECT
*src_rect
, const RECT
*dst_rect
,
5945 enum wined3d_texture_filter_type filter
)
5947 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5948 struct wined3d_blt_info info
;
5949 unsigned int level
, w
, h
, i
;
5954 struct wined3d_vec3 texcoord
;
5958 texture2d_get_blt_info(texture_gl
, sub_resource_idx
, src_rect
, &info
);
5960 level
= sub_resource_idx
% texture_gl
->t
.level_count
;
5961 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, texture_gl
->texture_rgb
.name
);
5962 apply_texture_blit_state(gl_info
, &texture_gl
->texture_rgb
, info
.bind_target
, level
, filter
);
5963 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, level
);
5965 wined3d_context_gl_pause_transform_feedback(context_gl
, FALSE
);
5967 wined3d_context_gl_get_rt_size(context_gl
, &dst_size
);
5971 quad
[0].x
= dst_rect
->left
* 2.0f
/ w
- 1.0f
;
5972 quad
[0].y
= dst_rect
->top
* 2.0f
/ h
- 1.0f
;
5973 quad
[0].texcoord
= info
.texcoords
[0];
5975 quad
[1].x
= dst_rect
->right
* 2.0f
/ w
- 1.0f
;
5976 quad
[1].y
= dst_rect
->top
* 2.0f
/ h
- 1.0f
;
5977 quad
[1].texcoord
= info
.texcoords
[1];
5979 quad
[2].x
= dst_rect
->left
* 2.0f
/ w
- 1.0f
;
5980 quad
[2].y
= dst_rect
->bottom
* 2.0f
/ h
- 1.0f
;
5981 quad
[2].texcoord
= info
.texcoords
[2];
5983 quad
[3].x
= dst_rect
->right
* 2.0f
/ w
- 1.0f
;
5984 quad
[3].y
= dst_rect
->bottom
* 2.0f
/ h
- 1.0f
;
5985 quad
[3].texcoord
= info
.texcoords
[3];
5988 if (gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
5990 if (!context_gl
->blit_vbo
)
5991 GL_EXTCALL(glGenBuffers(1, &context_gl
->blit_vbo
));
5992 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, context_gl
->blit_vbo
));
5994 wined3d_context_gl_unload_vertex_data(context_gl
);
5995 wined3d_context_gl_unload_numbered_arrays(context_gl
);
5997 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER
, sizeof(quad
), quad
, GL_STREAM_DRAW
));
5998 GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT
, FALSE
, sizeof(*quad
), NULL
));
5999 GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT
, FALSE
, sizeof(*quad
),
6000 (void *)FIELD_OFFSET(struct blit_vertex
, texcoord
)));
6002 GL_EXTCALL(glEnableVertexAttribArray(0));
6003 GL_EXTCALL(glEnableVertexAttribArray(1));
6005 gl_info
->gl_ops
.gl
.p_glDrawArrays(GL_TRIANGLE_STRIP
, 0, 4);
6007 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, 0));
6008 GL_EXTCALL(glDisableVertexAttribArray(1));
6009 GL_EXTCALL(glDisableVertexAttribArray(0));
6013 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
6015 for (i
= 0; i
< ARRAY_SIZE(quad
); ++i
)
6017 GL_EXTCALL(glVertexAttrib3fv(1, &quad
[i
].texcoord
.x
));
6018 GL_EXTCALL(glVertexAttrib2fv(0, &quad
[i
].x
));
6021 gl_info
->gl_ops
.gl
.p_glEnd();
6023 checkGLcall("draw");
6025 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, texture_gl
->t
.level_count
- 1);
6026 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, 0);
6029 /* Context activation is done by the caller. */
6030 void wined3d_context_gl_draw_textured_quad(struct wined3d_context_gl
*context_gl
,
6031 struct wined3d_texture_gl
*texture_gl
, unsigned int sub_resource_idx
,
6032 const RECT
*src_rect
, const RECT
*dst_rect
, enum wined3d_texture_filter_type filter
)
6034 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
6035 struct wined3d_blt_info info
;
6038 texture2d_get_blt_info(texture_gl
, sub_resource_idx
, src_rect
, &info
);
6040 gl_info
->gl_ops
.gl
.p_glEnable(info
.bind_target
);
6041 checkGLcall("glEnable(bind_target)");
6043 level
= sub_resource_idx
% texture_gl
->t
.level_count
;
6044 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, texture_gl
->texture_rgb
.name
);
6045 apply_texture_blit_state(gl_info
, &texture_gl
->texture_rgb
, info
.bind_target
, level
, filter
);
6046 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, level
);
6047 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
6048 checkGLcall("glTexEnvi");
6050 wined3d_context_gl_pause_transform_feedback(context_gl
, FALSE
);
6053 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
6054 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[0].x
);
6055 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->left
, dst_rect
->top
);
6057 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[1].x
);
6058 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->right
, dst_rect
->top
);
6060 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[2].x
);
6061 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->left
, dst_rect
->bottom
);
6063 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[3].x
);
6064 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->right
, dst_rect
->bottom
);
6065 gl_info
->gl_ops
.gl
.p_glEnd();
6067 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, texture_gl
->t
.level_count
- 1);
6068 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, 0);