wined3d: Remove BO users from the list when invalidating them.
[wine.git] / dlls / wined3d / context_gl.c
blobd6827c2c0de6b001302db17091969fc92d23c9cf
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006, 2008 Henri Verbeet
9 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
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:
45 return GL_POINTS;
47 case WINED3D_PT_LINELIST:
48 return GL_LINES;
50 case WINED3D_PT_LINESTRIP:
51 return GL_LINE_STRIP;
53 case WINED3D_PT_TRIANGLELIST:
54 return GL_TRIANGLES;
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:
75 return GL_PATCHES;
77 default:
78 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
79 case WINED3D_PT_UNDEFINED:
80 return ~0u;
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);
93 switch (target)
95 case GL_READ_FRAMEBUFFER:
96 if (context_gl->fbo_read_binding == fbo)
97 return;
98 context_gl->fbo_read_binding = fbo;
99 break;
101 case GL_DRAW_FRAMEBUFFER:
102 if (context_gl->fbo_draw_binding == fbo)
103 return;
104 context_gl->fbo_draw_binding = fbo;
105 break;
107 case GL_FRAMEBUFFER:
108 if (context_gl->fbo_read_binding == fbo
109 && context_gl->fbo_draw_binding == fbo)
110 return;
111 context_gl->fbo_read_binding = fbo;
112 context_gl->fbo_draw_binding = fbo;
113 break;
115 default:
116 FIXME("Unhandled target %#x.\n", target);
117 break;
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)
127 unsigned int i;
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;
175 if (!resource)
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");
184 return;
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");
196 return;
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);
207 else
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,
218 uint32_t flags)
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);
226 if (rb_namespace)
228 context_attach_depth_stencil_rb(gl_info, fbo_target,
229 flags, resource->object);
231 else
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);
246 else
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)
265 if (rb_namespace)
267 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
268 GL_RENDERBUFFER, resource->object);
269 checkGLcall("glFramebufferRenderbuffer()");
271 else
273 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
276 else
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,
283 GLenum attachment)
285 static const struct
287 GLenum target;
288 GLenum binding;
289 const char *str;
290 enum wined3d_gl_extension extension;
292 texture_type[] =
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;
306 unsigned int i;
308 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
309 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
310 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
311 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
313 if (type == GL_RENDERBUFFER)
315 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, name);
316 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
317 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
318 if (gl_info->limits.samples > 1)
319 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
320 else
321 samples = 1;
322 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt);
323 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
324 debug_fboattachment(attachment), name, width, height, samples, fmt);
326 else if (type == GL_TEXTURE)
328 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
329 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &level);
330 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
331 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, &face);
333 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
335 GL_EXTCALL(glGetTextureParameteriv(name, GL_TEXTURE_TARGET, &tex_target));
337 for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
339 if (texture_type[i].target == tex_target)
341 tex_type_str = texture_type[i].str;
342 break;
345 if (i == ARRAY_SIZE(texture_type))
346 tex_type_str = wine_dbg_sprintf("%#x", tex_target);
348 else if (face)
350 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &old_texture);
351 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, name);
353 tex_target = GL_TEXTURE_CUBE_MAP;
354 tex_type_str = "cube";
356 else
358 for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
360 if (!gl_info->supported[texture_type[i].extension])
361 continue;
363 gl_info->gl_ops.gl.p_glGetIntegerv(texture_type[i].binding, &old_texture);
364 while (gl_info->gl_ops.gl.p_glGetError());
366 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, name);
367 if (!gl_info->gl_ops.gl.p_glGetError())
369 tex_target = texture_type[i].target;
370 tex_type_str = texture_type[i].str;
371 break;
373 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, old_texture);
376 if (!tex_type_str)
378 FIXME("Cannot find type of texture %d.\n", name);
379 return;
383 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
385 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt));
386 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_WIDTH, &width));
387 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_HEIGHT, &height));
388 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_SAMPLES, &samples));
390 else
392 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
393 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_WIDTH, &width);
394 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_HEIGHT, &height);
395 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
396 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_SAMPLES, &samples);
397 else
398 samples = 1;
400 gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture);
403 FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
404 debug_fboattachment(attachment), tex_type_str, name, width, height, samples, fmt);
406 else if (type == GL_NONE)
408 FIXME(" %s: NONE.\n", debug_fboattachment(attachment));
410 else
412 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type);
415 checkGLcall("dump FBO attachment");
418 /* Context activation is done by the caller. */
419 void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl *context_gl, GLenum target)
421 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
422 GLenum status;
424 if (!FIXME_ON(d3d))
425 return;
427 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
428 if (status == GL_FRAMEBUFFER_COMPLETE)
430 TRACE("FBO complete.\n");
432 else
434 unsigned int i;
436 FIXME("FBO status %s (%#x).\n", debug_fbostatus(status), status);
438 if (!context_gl->current_fbo)
440 ERR("FBO 0 is incomplete, driver bug?\n");
441 return;
444 context_dump_fbo_attachment(gl_info, target, GL_DEPTH_ATTACHMENT);
445 context_dump_fbo_attachment(gl_info, target, GL_STENCIL_ATTACHMENT);
447 for (i = 0; i < gl_info->limits.buffers; ++i)
448 context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i);
452 static inline DWORD context_generate_rt_mask(GLenum buffer)
454 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
455 return buffer ? (1u << 31) | buffer : 0;
458 static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resource *resource)
460 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
462 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
463 return 0;
466 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource));
469 /* Context activation is done by the caller. */
470 static void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl *context_gl, GLenum buffer)
472 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
473 struct fbo_entry *current_fbo = context_gl->current_fbo;
474 uint32_t new_mask = context_generate_rt_mask(buffer);
475 uint32_t *current_mask;
477 current_mask = current_fbo ? &current_fbo->rt_mask : &context_gl->draw_buffers_mask;
478 if (new_mask == *current_mask)
479 return;
481 gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
482 checkGLcall("glDrawBuffer()");
484 *current_mask = new_mask;
487 static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct wined3d_context_gl *context_gl,
488 struct wined3d_fbo_entry_key *key, unsigned int idx, const struct wined3d_rendertarget_info *render_target,
489 DWORD location)
491 unsigned int sub_resource_idx = render_target->sub_resource_idx;
492 struct wined3d_resource *resource = render_target->resource;
493 struct wined3d_texture_gl *texture_gl;
495 if (!resource || resource->format->id == WINED3DFMT_NULL || resource->type == WINED3D_RTYPE_BUFFER)
497 if (resource && resource->type == WINED3D_RTYPE_BUFFER)
498 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
499 key->objects[idx].object = 0;
500 key->objects[idx].target = 0;
501 key->objects[idx].level = key->objects[idx].layer = 0;
502 return;
505 if (render_target->gl_view.name)
507 key->objects[idx].object = render_target->gl_view.name;
508 key->objects[idx].target = render_target->gl_view.target;
509 key->objects[idx].level = 0;
510 key->objects[idx].layer = (render_target->layer_count == 1 ? 0 : WINED3D_ALL_LAYERS);
511 return;
514 texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(resource));
515 if (texture_gl->current_renderbuffer)
517 key->objects[idx].object = texture_gl->current_renderbuffer->id;
518 key->objects[idx].target = 0;
519 key->objects[idx].level = key->objects[idx].layer = 0;
520 key->rb_namespace |= 1 << idx;
521 return;
524 key->objects[idx].target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx);
525 key->objects[idx].level = sub_resource_idx % texture_gl->t.level_count;
526 key->objects[idx].layer = sub_resource_idx / texture_gl->t.level_count;
528 if (render_target->layer_count != 1)
529 key->objects[idx].layer = WINED3D_ALL_LAYERS;
531 switch (location)
533 case WINED3D_LOCATION_TEXTURE_RGB:
534 key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
535 break;
537 case WINED3D_LOCATION_TEXTURE_SRGB:
538 key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, TRUE);
539 break;
541 case WINED3D_LOCATION_RB_MULTISAMPLE:
542 key->objects[idx].object = texture_gl->rb_multisample;
543 key->objects[idx].target = 0;
544 key->objects[idx].level = key->objects[idx].layer = 0;
545 key->rb_namespace |= 1 << idx;
546 break;
548 case WINED3D_LOCATION_RB_RESOLVED:
549 key->objects[idx].object = texture_gl->rb_resolved;
550 key->objects[idx].target = 0;
551 key->objects[idx].level = key->objects[idx].layer = 0;
552 key->rb_namespace |= 1 << idx;
553 break;
557 static void wined3d_context_gl_generate_fbo_key(const struct wined3d_context_gl *context_gl,
558 struct wined3d_fbo_entry_key *key, const struct wined3d_rendertarget_info *render_targets,
559 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
561 unsigned int buffers = context_gl->gl_info->limits.buffers;
562 unsigned int i;
564 key->rb_namespace = 0;
565 wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, 0, depth_stencil, ds_location);
567 for (i = 0; i < buffers; ++i)
568 wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, i + 1, &render_targets[i], color_location);
570 memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects));
573 static struct fbo_entry *wined3d_context_gl_create_fbo_entry(const struct wined3d_context_gl *context_gl,
574 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
575 DWORD color_location, DWORD ds_location)
577 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
578 struct fbo_entry *entry;
580 entry = heap_alloc(sizeof(*entry));
581 wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
582 render_targets, depth_stencil, color_location, ds_location);
583 entry->flags = 0;
584 if (depth_stencil->resource)
586 if (depth_stencil->resource->format->depth_size)
587 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
588 if (depth_stencil->resource->format->stencil_size)
589 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
591 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
592 gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
593 checkGLcall("glGenFramebuffers()");
594 TRACE("Created FBO %u.\n", entry->id);
596 return entry;
599 /* Context activation is done by the caller. */
600 static void wined3d_context_gl_reuse_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
601 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
602 DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
604 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
606 wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
607 context_clean_fbo_attachments(gl_info, target);
609 wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
610 render_targets, depth_stencil, color_location, ds_location);
611 entry->flags = 0;
612 if (depth_stencil->resource)
614 if (depth_stencil->resource->format->depth_size)
615 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
616 if (depth_stencil->resource->format->stencil_size)
617 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
621 /* Context activation is done by the caller. */
622 static void wined3d_context_gl_destroy_fbo_entry(struct wined3d_context_gl *context_gl, struct fbo_entry *entry)
624 if (entry->id)
626 TRACE("Destroy FBO %u.\n", entry->id);
627 wined3d_context_gl_destroy_fbo(context_gl, entry->id);
629 --context_gl->fbo_entry_count;
630 list_remove(&entry->entry);
631 heap_free(entry);
634 /* Context activation is done by the caller. */
635 static struct fbo_entry *wined3d_context_gl_find_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
636 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
637 DWORD color_location, DWORD ds_location)
639 static const struct wined3d_rendertarget_info ds_null = {{0}};
640 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
641 struct wined3d_texture *rt_texture, *ds_texture;
642 struct wined3d_fbo_entry_key fbo_key;
643 unsigned int i, ds_level, rt_level;
644 struct fbo_entry *entry;
646 if (depth_stencil->resource && depth_stencil->resource->type != WINED3D_RTYPE_BUFFER
647 && render_targets[0].resource && render_targets[0].resource->type != WINED3D_RTYPE_BUFFER
648 && render_targets[0].resource->format->id != WINED3DFMT_NULL)
650 rt_texture = wined3d_texture_from_resource(render_targets[0].resource);
651 rt_level = render_targets[0].sub_resource_idx % rt_texture->level_count;
652 ds_texture = wined3d_texture_from_resource(depth_stencil->resource);
653 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
655 if (wined3d_texture_get_level_width(ds_texture, ds_level)
656 < wined3d_texture_get_level_width(rt_texture, rt_level)
657 || wined3d_texture_get_level_height(ds_texture, ds_level)
658 < wined3d_texture_get_level_height(rt_texture, rt_level))
660 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
661 depth_stencil = &ds_null;
663 else if (ds_texture->resource.multisample_type != rt_texture->resource.multisample_type
664 || (ds_texture->resource.multisample_type
665 && ds_texture->resource.multisample_quality != rt_texture->resource.multisample_quality))
667 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
668 rt_texture->resource.multisample_type, rt_texture->resource.multisample_quality,
669 ds_texture->resource.multisample_type, ds_texture->resource.multisample_quality);
670 depth_stencil = &ds_null;
672 else if (depth_stencil->resource->type == WINED3D_RTYPE_TEXTURE_2D)
674 wined3d_texture_gl_set_compatible_renderbuffer(wined3d_texture_gl(ds_texture),
675 context_gl, ds_level, &render_targets[0]);
679 wined3d_context_gl_generate_fbo_key(context_gl, &fbo_key,
680 render_targets, depth_stencil, color_location, ds_location);
682 if (TRACE_ON(d3d))
684 struct wined3d_resource *resource;
685 unsigned int width, height;
686 const char *resource_type;
688 TRACE("Dumping FBO attachments:\n");
689 for (i = 0; i < gl_info->limits.buffers; ++i)
691 if ((resource = render_targets[i].resource))
693 if (resource->type == WINED3D_RTYPE_BUFFER)
695 width = resource->size;
696 height = 1;
697 resource_type = "buffer";
699 else
701 rt_texture = wined3d_texture_from_resource(resource);
702 rt_level = render_targets[i].sub_resource_idx % rt_texture->level_count;
703 width = wined3d_texture_get_level_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;
719 height = 1;
720 resource_type = "buffer";
722 else
724 ds_texture = wined3d_texture_from_resource(resource);
725 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
726 width = wined3d_texture_get_level_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)))
741 continue;
743 list_remove(&entry->entry);
744 list_add_head(&context_gl->fbo_list, &entry->entry);
745 return entry;
748 if (context_gl->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
750 entry = wined3d_context_gl_create_fbo_entry(context_gl,
751 render_targets, depth_stencil, color_location, ds_location);
752 list_add_head(&context_gl->fbo_list, &entry->entry);
753 ++context_gl->fbo_entry_count;
755 else
757 entry = LIST_ENTRY(list_tail(&context_gl->fbo_list), struct fbo_entry, entry);
758 wined3d_context_gl_reuse_fbo_entry(context_gl, target, render_targets,
759 depth_stencil, color_location, ds_location, entry);
760 list_remove(&entry->entry);
761 list_add_head(&context_gl->fbo_list, &entry->entry);
764 return entry;
767 /* Context activation is done by the caller. */
768 static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl *context_gl,
769 GLenum target, struct fbo_entry *entry)
771 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
772 GLuint read_binding, draw_binding;
773 unsigned int i;
775 if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
777 wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
778 return;
781 read_binding = context_gl->fbo_read_binding;
782 draw_binding = context_gl->fbo_draw_binding;
783 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, entry->id);
785 if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
787 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
788 GL_FRAMEBUFFER_DEFAULT_WIDTH, gl_info->limits.framebuffer_width));
789 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
790 GL_FRAMEBUFFER_DEFAULT_HEIGHT, gl_info->limits.framebuffer_height));
791 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1));
792 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1));
795 /* Apply render targets */
796 for (i = 0; i < gl_info->limits.buffers; ++i)
798 wined3d_context_gl_attach_surface_fbo(context_gl, target, i,
799 &entry->key.objects[i + 1], entry->key.rb_namespace & (1 << (i + 1)));
802 wined3d_context_gl_attach_depth_stencil_fbo(context_gl, target,
803 &entry->key.objects[0], entry->key.rb_namespace & 0x1, entry->flags);
805 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
806 * GL contexts requirements. */
807 gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
808 wined3d_context_gl_set_draw_buffer(context_gl, GL_NONE);
809 if (target != GL_FRAMEBUFFER)
811 if (target == GL_READ_FRAMEBUFFER)
812 wined3d_context_gl_bind_fbo(context_gl, GL_DRAW_FRAMEBUFFER, draw_binding);
813 else
814 wined3d_context_gl_bind_fbo(context_gl, GL_READ_FRAMEBUFFER, read_binding);
817 entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
820 /* Context activation is done by the caller. */
821 static void wined3d_context_gl_apply_fbo_state(struct wined3d_context_gl *context_gl, GLenum target,
822 const struct wined3d_rendertarget_info *render_targets,
823 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
825 struct fbo_entry *entry, *entry2;
827 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
829 wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
832 if (context_gl->rebind_fbo)
834 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
835 context_gl->rebind_fbo = FALSE;
838 if (color_location == WINED3D_LOCATION_DRAWABLE)
840 context_gl->current_fbo = NULL;
841 wined3d_context_gl_bind_fbo(context_gl, target, 0);
843 else
845 context_gl->current_fbo = wined3d_context_gl_find_fbo_entry(context_gl,
846 target, render_targets, depth_stencil, color_location, ds_location);
847 wined3d_context_gl_apply_fbo_entry(context_gl, target, context_gl->current_fbo);
851 /* Context activation is done by the caller. */
852 void wined3d_context_gl_apply_fbo_state_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));
859 if (rt)
861 context_gl->blit_targets[0].resource = rt;
862 context_gl->blit_targets[0].sub_resource_idx = rt_sub_resource_idx;
863 context_gl->blit_targets[0].layer_count = 1;
866 if (ds)
868 ds_info.resource = ds;
869 ds_info.sub_resource_idx = ds_sub_resource_idx;
870 ds_info.layer_count = 1;
873 wined3d_context_gl_apply_fbo_state(context_gl, target, context_gl->blit_targets, &ds_info, location, location);
876 /* Context activation is done by the caller. */
877 void wined3d_context_gl_alloc_occlusion_query(struct wined3d_context_gl *context_gl,
878 struct wined3d_occlusion_query *query)
880 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
882 if (context_gl->free_occlusion_query_count)
884 query->id = context_gl->free_occlusion_queries[--context_gl->free_occlusion_query_count];
886 else
888 if (gl_info->supported[ARB_OCCLUSION_QUERY])
890 GL_EXTCALL(glGenQueries(1, &query->id));
891 checkGLcall("glGenQueries");
893 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context_gl);
895 else
897 WARN("Occlusion queries not supported, not allocating query id.\n");
898 query->id = 0;
902 query->context_gl = context_gl;
903 list_add_head(&context_gl->occlusion_queries, &query->entry);
906 void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query *query)
908 struct wined3d_context_gl *context_gl = query->context_gl;
910 list_remove(&query->entry);
911 query->context_gl = NULL;
913 if (!wined3d_array_reserve((void **)&context_gl->free_occlusion_queries,
914 &context_gl->free_occlusion_query_size, context_gl->free_occlusion_query_count + 1,
915 sizeof(*context_gl->free_occlusion_queries)))
917 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
918 return;
921 context_gl->free_occlusion_queries[context_gl->free_occlusion_query_count++] = query->id;
924 /* Context activation is done by the caller. */
925 void wined3d_context_gl_alloc_fence(struct wined3d_context_gl *context_gl, struct wined3d_fence *fence)
927 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
929 if (context_gl->free_fence_count)
931 fence->object = context_gl->free_fences[--context_gl->free_fence_count];
933 else
935 if (gl_info->supported[ARB_SYNC])
937 /* Using ARB_sync, not much to do here. */
938 fence->object.sync = NULL;
939 TRACE("Allocated sync object in context %p.\n", context_gl);
941 else if (gl_info->supported[APPLE_FENCE])
943 GL_EXTCALL(glGenFencesAPPLE(1, &fence->object.id));
944 checkGLcall("glGenFencesAPPLE");
946 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
948 else if(gl_info->supported[NV_FENCE])
950 GL_EXTCALL(glGenFencesNV(1, &fence->object.id));
951 checkGLcall("glGenFencesNV");
953 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
955 else
957 WARN("Fences not supported, not allocating fence.\n");
958 fence->object.id = 0;
962 fence->context_gl = context_gl;
963 list_add_head(&context_gl->fences, &fence->entry);
966 void wined3d_context_gl_free_fence(struct wined3d_fence *fence)
968 struct wined3d_context_gl *context_gl = fence->context_gl;
970 list_remove(&fence->entry);
971 fence->context_gl = NULL;
973 if (!wined3d_array_reserve((void **)&context_gl->free_fences,
974 &context_gl->free_fence_size, context_gl->free_fence_count + 1,
975 sizeof(*context_gl->free_fences)))
977 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence->object.id, context_gl);
978 return;
981 context_gl->free_fences[context_gl->free_fence_count++] = fence->object;
984 /* Context activation is done by the caller. */
985 void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl *context_gl,
986 struct wined3d_timestamp_query *query)
988 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
990 if (context_gl->free_timestamp_query_count)
992 query->id = context_gl->free_timestamp_queries[--context_gl->free_timestamp_query_count];
994 else
996 GL_EXTCALL(glGenQueries(1, &query->id));
997 checkGLcall("glGenQueries");
999 TRACE("Allocated timestamp query %u in context %p.\n", query->id, context_gl);
1002 query->context_gl = context_gl;
1003 list_add_head(&context_gl->timestamp_queries, &query->entry);
1006 void wined3d_context_gl_free_timestamp_query(struct wined3d_timestamp_query *query)
1008 struct wined3d_context_gl *context_gl = query->context_gl;
1010 list_remove(&query->entry);
1011 query->context_gl = NULL;
1013 if (!wined3d_array_reserve((void **)&context_gl->free_timestamp_queries,
1014 &context_gl->free_timestamp_query_size, context_gl->free_timestamp_query_count + 1,
1015 sizeof(*context_gl->free_timestamp_queries)))
1017 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
1018 return;
1021 context_gl->free_timestamp_queries[context_gl->free_timestamp_query_count++] = query->id;
1024 void wined3d_context_gl_alloc_so_statistics_query(struct wined3d_context_gl *context_gl,
1025 struct wined3d_so_statistics_query *query)
1027 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1029 if (context_gl->free_so_statistics_query_count)
1031 query->u = context_gl->free_so_statistics_queries[--context_gl->free_so_statistics_query_count];
1033 else
1035 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
1036 checkGLcall("glGenQueries");
1038 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
1039 query->u.id[0], query->u.id[1], context_gl);
1042 query->context_gl = context_gl;
1043 list_add_head(&context_gl->so_statistics_queries, &query->entry);
1046 void wined3d_context_gl_free_so_statistics_query(struct wined3d_so_statistics_query *query)
1048 struct wined3d_context_gl *context_gl = query->context_gl;
1050 list_remove(&query->entry);
1051 query->context_gl = NULL;
1053 if (!wined3d_array_reserve((void **)&context_gl->free_so_statistics_queries,
1054 &context_gl->free_so_statistics_query_size, context_gl->free_so_statistics_query_count + 1,
1055 sizeof(*context_gl->free_so_statistics_queries)))
1057 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
1058 query->u.id[0], query->u.id[1], context_gl);
1059 return;
1062 context_gl->free_so_statistics_queries[context_gl->free_so_statistics_query_count++] = query->u;
1065 void wined3d_context_gl_alloc_pipeline_statistics_query(struct wined3d_context_gl *context_gl,
1066 struct wined3d_pipeline_statistics_query *query)
1068 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1070 if (context_gl->free_pipeline_statistics_query_count)
1072 query->u = context_gl->free_pipeline_statistics_queries[--context_gl->free_pipeline_statistics_query_count];
1074 else
1076 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
1077 checkGLcall("glGenQueries");
1080 query->context_gl = context_gl;
1081 list_add_head(&context_gl->pipeline_statistics_queries, &query->entry);
1084 void wined3d_context_gl_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query)
1086 struct wined3d_context_gl *context_gl = query->context_gl;
1088 list_remove(&query->entry);
1089 query->context_gl = NULL;
1091 if (!wined3d_array_reserve((void **)&context_gl->free_pipeline_statistics_queries,
1092 &context_gl->free_pipeline_statistics_query_size, context_gl->free_pipeline_statistics_query_count + 1,
1093 sizeof(*context_gl->free_pipeline_statistics_queries)))
1095 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context_gl);
1096 return;
1099 context_gl->free_pipeline_statistics_queries[context_gl->free_pipeline_statistics_query_count++] = query->u;
1102 typedef void (context_fbo_entry_func_t)(struct wined3d_context_gl *context_gl, struct fbo_entry *entry);
1104 static void wined3d_context_gl_enum_fbo_entries(const struct wined3d_device *device,
1105 GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
1107 unsigned int i, j;
1109 for (i = 0; i < device->context_count; ++i)
1111 struct wined3d_context_gl *context_gl = wined3d_context_gl(device->contexts[i]);
1112 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1113 struct fbo_entry *entry, *entry2;
1115 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
1117 for (j = 0; j < gl_info->limits.buffers + 1; ++j)
1119 if (entry->key.objects[j].object == name
1120 && !(entry->key.rb_namespace & (1 << j)) == !rb_namespace)
1122 callback(context_gl, entry);
1123 break;
1130 static void wined3d_context_gl_queue_fbo_entry_destruction(struct wined3d_context_gl *context_gl,
1131 struct fbo_entry *entry)
1133 list_remove(&entry->entry);
1134 list_add_head(&context_gl->fbo_destroy_list, &entry->entry);
1137 void context_gl_resource_released(struct wined3d_device *device, GLuint name, BOOL rb_namespace)
1139 wined3d_context_gl_enum_fbo_entries(device, name, rb_namespace,
1140 wined3d_context_gl_queue_fbo_entry_destruction);
1143 void wined3d_context_gl_texture_update(struct wined3d_context_gl *context_gl,
1144 const struct wined3d_texture_gl *texture_gl)
1146 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1147 struct fbo_entry *entry = context_gl->current_fbo;
1148 unsigned int i;
1150 if (!entry || context_gl->rebind_fbo)
1151 return;
1153 for (i = 0; i < gl_info->limits.buffers + 1; ++i)
1155 if (texture_gl->texture_rgb.name == entry->key.objects[i].object
1156 || texture_gl->texture_srgb.name == entry->key.objects[i].object)
1158 TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture_gl, i);
1159 context_gl->rebind_fbo = TRUE;
1160 return;
1165 static BOOL wined3d_context_gl_restore_pixel_format(struct wined3d_context_gl *context_gl)
1167 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1168 BOOL ret = FALSE;
1170 if (context_gl->restore_pf && IsWindow(context_gl->restore_pf_win))
1172 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1174 HDC dc = GetDCEx(context_gl->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
1175 if (dc)
1177 if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, context_gl->restore_pf))))
1179 ERR("Failed to restore pixel format %d on window %p.\n",
1180 context_gl->restore_pf, context_gl->restore_pf_win);
1182 ReleaseDC(context_gl->restore_pf_win, dc);
1185 else
1187 ERR("Unable to restore pixel format %d on window %p.\n",
1188 context_gl->restore_pf, context_gl->restore_pf_win);
1192 context_gl->restore_pf = 0;
1193 context_gl->restore_pf_win = NULL;
1194 return ret;
1197 static BOOL wined3d_context_gl_set_pixel_format(struct wined3d_context_gl *context_gl)
1199 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1200 BOOL private = context_gl->dc_is_private;
1201 int format = context_gl->pixel_format;
1202 HDC dc = context_gl->dc;
1203 int current;
1204 HWND win;
1206 if (private && context_gl->dc_has_format)
1207 return TRUE;
1209 if (!private && WindowFromDC(dc) != context_gl->window)
1210 return FALSE;
1212 current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc);
1213 if ((current == format) || (!current && context_gl->internal_format_set))
1214 goto success;
1216 /* By default WGL doesn't allow pixel format adjustments but we need it
1217 * here. For this reason there's a Wine specific wglSetPixelFormat()
1218 * which allows us to set the pixel format multiple times. Use it when we
1219 * can, because even though no pixel format may currently be set, the
1220 * application may try to set one later. */
1221 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1223 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
1225 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1226 format, dc);
1227 return FALSE;
1229 context_gl->internal_format_set = 1;
1231 else if (current)
1233 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1234 * continue using the old format. There's a big chance that the old
1235 * format works although with a performance hit and perhaps rendering
1236 * errors. */
1237 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1238 format, dc, current);
1239 return TRUE;
1241 else if (!SetPixelFormat(dc, format, NULL))
1243 /* This may also happen if the dc belongs to a destroyed window. */
1244 WARN("Failed to set pixel format %d on device context %p, last error %#lx.\n",
1245 format, dc, GetLastError());
1246 return FALSE;
1249 win = private ? NULL : WindowFromDC(dc);
1250 if (win != context_gl->restore_pf_win)
1251 wined3d_context_gl_restore_pixel_format(context_gl);
1252 context_gl->restore_pf = private ? 0 : current;
1253 context_gl->restore_pf_win = win;
1255 success:
1256 if (private)
1257 context_gl->dc_has_format = TRUE;
1258 return TRUE;
1261 static BOOL wined3d_context_gl_set_gl_context(struct wined3d_context_gl *context_gl)
1263 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
1264 BOOL backup = FALSE;
1266 TRACE("context_gl %p.\n", context_gl);
1268 if (!wined3d_context_gl_set_pixel_format(context_gl))
1270 WARN("Failed to set pixel format %d on device context %p.\n",
1271 context_gl->pixel_format, context_gl->dc);
1272 backup = TRUE;
1275 if (backup || !wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
1277 WARN("Failed to make GL context %p current on device context %p, last error %#lx.\n",
1278 context_gl->gl_ctx, context_gl->dc, GetLastError());
1279 context_gl->valid = 0;
1280 WARN("Trying fallback to the backup window.\n");
1282 if (context_gl->c.destroyed)
1284 FIXME("Unable to get backup dc for destroyed context %p.\n", context_gl);
1285 wined3d_context_gl_set_current(NULL);
1286 return FALSE;
1289 if (!(context_gl->dc = wined3d_device_gl_get_backup_dc(device_gl)))
1291 wined3d_context_gl_set_current(NULL);
1292 return FALSE;
1295 TRACE("Using backup DC %p.\n", context_gl->dc);
1296 context_gl->dc_is_private = TRUE;
1297 context_gl->dc_has_format = FALSE;
1299 if (!wined3d_context_gl_set_pixel_format(context_gl))
1301 ERR("Failed to set pixel format %d on device context %p.\n",
1302 context_gl->pixel_format, context_gl->dc);
1303 wined3d_context_gl_set_current(NULL);
1304 return FALSE;
1307 if (!wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
1309 ERR("Fallback to backup window (dc %p) failed too, last error %#lx.\n",
1310 context_gl->dc, GetLastError());
1311 wined3d_context_gl_set_current(NULL);
1312 return FALSE;
1315 context_gl->valid = 1;
1317 context_gl->needs_set = 0;
1319 return TRUE;
1322 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
1324 if (!wglMakeCurrent(dc, gl_ctx))
1326 ERR("Failed to restore GL context %p on device context %p, last error %#lx.\n",
1327 gl_ctx, dc, GetLastError());
1328 wined3d_context_gl_set_current(NULL);
1332 static void wined3d_context_gl_update_window(struct wined3d_context_gl *context_gl)
1334 if (!context_gl->c.swapchain)
1335 return;
1337 if (context_gl->window == context_gl->c.swapchain->win_handle)
1338 return;
1340 TRACE("Updating context %p window from %p to %p.\n",
1341 context_gl, context_gl->window, context_gl->c.swapchain->win_handle);
1343 if (context_gl->dc)
1344 wined3d_release_dc(context_gl->window, context_gl->dc);
1346 context_gl->window = context_gl->c.swapchain->win_handle;
1347 context_gl->dc_is_private = FALSE;
1348 context_gl->dc_has_format = FALSE;
1349 context_gl->needs_set = 1;
1350 context_gl->valid = 1;
1351 context_gl->internal_format_set = 0;
1353 if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
1355 ERR("Failed to get a device context for window %p.\n", context_gl->window);
1356 context_gl->valid = 0;
1360 static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl)
1362 struct wined3d_pipeline_statistics_query *pipeline_statistics_query;
1363 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1364 struct wined3d_so_statistics_query *so_statistics_query;
1365 struct wined3d_timestamp_query *timestamp_query;
1366 struct wined3d_occlusion_query *occlusion_query;
1367 struct wined3d_context_gl *current;
1368 struct fbo_entry *entry, *entry2;
1369 struct wined3d_fence *fence;
1370 HGLRC restore_ctx;
1371 HDC restore_dc;
1372 unsigned int i;
1374 TRACE("context_gl %p.\n", context_gl);
1376 restore_ctx = wglGetCurrentContext();
1377 restore_dc = wglGetCurrentDC();
1379 if (context_gl->valid && context_gl->gl_ctx != restore_ctx)
1381 /* Attempting to restore a GL context corresponding to a wined3d
1382 * context is not particularly useful. Worse, when we're called from
1383 * wined3d_context_gl_destroy(), we subsequently clear the "current
1384 * D3D context" TLS value, which would cause
1385 * wined3d_context_gl_enter() to consider the GL context a non-D3D
1386 * context. */
1387 if ((current = wined3d_context_gl_get_current()) && current->gl_ctx == restore_ctx)
1388 restore_ctx = NULL;
1389 wined3d_context_gl_set_gl_context(context_gl);
1391 else
1393 restore_ctx = NULL;
1396 if (context_gl->valid)
1398 /* If we're here because we're switching away from a previously
1399 * destroyed context, acquiring a context in order to submit a fence
1400 * is problematic. In particular, we'd end up back here again in the
1401 * process of switching to the newly acquired context.
1403 * If fences aren't supported there should be nothing to wait for
1404 * anyway, so just do nothing in that case. */
1405 if (context_gl->c.destroyed)
1407 gl_info->gl_ops.gl.p_glFinish();
1409 else if (context_gl->c.d3d_info->fences)
1411 wined3d_context_gl_submit_command_fence(context_gl);
1412 wined3d_context_gl_wait_command_fence(context_gl,
1413 wined3d_device_gl(context_gl->c.device)->current_fence_id - 1);
1416 if (context_gl->dummy_arbfp_prog)
1417 GL_EXTCALL(glDeleteProgramsARB(1, &context_gl->dummy_arbfp_prog));
1419 if (context_gl->blit_vbo)
1420 GL_EXTCALL(glDeleteBuffers(1, &context_gl->blit_vbo));
1422 for (i = 0; i < context_gl->free_pipeline_statistics_query_count; ++i)
1424 union wined3d_gl_pipeline_statistics_query *q = &context_gl->free_pipeline_statistics_queries[i];
1425 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1428 for (i = 0; i < context_gl->free_so_statistics_query_count; ++i)
1430 union wined3d_gl_so_statistics_query *q = &context_gl->free_so_statistics_queries[i];
1431 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1434 if (context_gl->free_timestamp_query_count)
1435 GL_EXTCALL(glDeleteQueries(context_gl->free_timestamp_query_count, context_gl->free_timestamp_queries));
1437 if (gl_info->supported[ARB_SYNC])
1439 for (i = 0; i < context_gl->free_fence_count; ++i)
1441 GL_EXTCALL(glDeleteSync(context_gl->free_fences[i].sync));
1444 else if (gl_info->supported[APPLE_FENCE])
1446 for (i = 0; i < context_gl->free_fence_count; ++i)
1448 GL_EXTCALL(glDeleteFencesAPPLE(1, &context_gl->free_fences[i].id));
1451 else if (gl_info->supported[NV_FENCE])
1453 for (i = 0; i < context_gl->free_fence_count; ++i)
1455 GL_EXTCALL(glDeleteFencesNV(1, &context_gl->free_fences[i].id));
1459 if (context_gl->free_occlusion_query_count)
1460 GL_EXTCALL(glDeleteQueries(context_gl->free_occlusion_query_count, context_gl->free_occlusion_queries));
1462 checkGLcall("context cleanup");
1464 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, &timestamp_query->id));
1491 timestamp_query->context_gl = NULL;
1494 LIST_FOR_EACH_ENTRY(fence, &context_gl->fences, struct wined3d_fence, entry)
1496 if (context_gl->valid)
1498 if (gl_info->supported[ARB_SYNC])
1500 if (fence->object.sync)
1501 GL_EXTCALL(glDeleteSync(fence->object.sync));
1503 else if (gl_info->supported[APPLE_FENCE])
1505 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence->object.id));
1507 else if (gl_info->supported[NV_FENCE])
1509 GL_EXTCALL(glDeleteFencesNV(1, &fence->object.id));
1512 fence->context_gl = NULL;
1515 LIST_FOR_EACH_ENTRY(occlusion_query, &context_gl->occlusion_queries, struct wined3d_occlusion_query, entry)
1517 if (context_gl->valid)
1518 GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
1519 occlusion_query->context_gl = NULL;
1522 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
1524 if (!context_gl->valid)
1525 entry->id = 0;
1526 wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
1529 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
1531 if (!context_gl->valid)
1532 entry->id = 0;
1533 wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
1536 heap_free(context_gl->texture_type);
1538 wined3d_context_gl_restore_pixel_format(context_gl);
1539 if (restore_ctx)
1540 context_restore_gl_context(gl_info, restore_dc, restore_ctx);
1541 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
1542 ERR("Failed to disable GL context.\n");
1544 wined3d_release_dc(context_gl->window, context_gl->dc);
1546 if (!wglDeleteContext(context_gl->gl_ctx))
1548 unsigned int err = GetLastError();
1549 ERR("Failed to delete GL context %p, last error %#x.\n", context_gl->gl_ctx, err);
1552 wined3d_context_cleanup(&context_gl->c);
1555 DWORD context_get_tls_idx(void)
1557 return wined3d_context_tls_idx;
1560 void context_set_tls_idx(DWORD idx)
1562 wined3d_context_tls_idx = idx;
1565 struct wined3d_context_gl *wined3d_context_gl_get_current(void)
1567 return TlsGetValue(wined3d_context_tls_idx);
1570 BOOL wined3d_context_gl_set_current(struct wined3d_context_gl *context_gl)
1572 struct wined3d_context_gl *old = wined3d_context_gl_get_current();
1574 if (old == context_gl)
1576 TRACE("Already using D3D context %p.\n", context_gl);
1577 return TRUE;
1580 if (old)
1582 if (old->c.destroyed)
1584 TRACE("Switching away from destroyed context %p.\n", old);
1585 wined3d_context_gl_cleanup(old);
1586 heap_free((void *)old->gl_info);
1587 heap_free(old);
1589 else
1591 if (wglGetCurrentContext())
1593 const struct wined3d_gl_info *gl_info = old->gl_info;
1594 TRACE("Flushing context %p before switching to %p.\n", old, context_gl);
1595 gl_info->gl_ops.gl.p_glFlush();
1597 old->c.current = 0;
1601 if (context_gl)
1603 if (!context_gl->valid)
1605 ERR("Trying to make invalid context %p current.\n", context_gl);
1606 return FALSE;
1609 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n",
1610 context_gl, context_gl->gl_ctx, context_gl->dc);
1611 if (!wined3d_context_gl_set_gl_context(context_gl))
1612 return FALSE;
1613 context_gl->c.current = 1;
1615 else if (wglGetCurrentContext())
1617 TRACE("Clearing current D3D context.\n");
1618 if (!wglMakeCurrent(NULL, NULL))
1620 unsigned int err = GetLastError();
1621 ERR("Failed to clear current GL context, last error %#x.\n", err);
1622 TlsSetValue(wined3d_context_tls_idx, NULL);
1623 return FALSE;
1627 return TlsSetValue(wined3d_context_tls_idx, context_gl);
1630 void wined3d_context_gl_release(struct wined3d_context_gl *context_gl)
1632 TRACE("Releasing context %p, level %u.\n", context_gl, context_gl->level);
1634 if (WARN_ON(d3d))
1636 if (!context_gl->level)
1637 WARN("Context %p is not active.\n", context_gl);
1638 else if (context_gl != wined3d_context_gl_get_current())
1639 WARN("Context %p is not the current context.\n", context_gl);
1642 if (!--context_gl->level)
1644 if (wined3d_context_gl_restore_pixel_format(context_gl))
1645 context_gl->needs_set = 1;
1646 if (context_gl->restore_ctx)
1648 TRACE("Restoring GL context %p on device context %p.\n", context_gl->restore_ctx, context_gl->restore_dc);
1649 context_restore_gl_context(context_gl->gl_info, context_gl->restore_dc, context_gl->restore_ctx);
1650 context_gl->restore_ctx = NULL;
1651 context_gl->restore_dc = NULL;
1654 if (context_gl->c.destroy_delayed)
1656 TRACE("Destroying context %p.\n", context_gl);
1657 wined3d_context_gl_destroy(context_gl);
1662 static void wined3d_context_gl_enter(struct wined3d_context_gl *context_gl)
1664 TRACE("Entering context %p, level %u.\n", context_gl, context_gl->level + 1);
1666 if (!context_gl->level++)
1668 const struct wined3d_context_gl *current_context = wined3d_context_gl_get_current();
1669 HGLRC current_gl = wglGetCurrentContext();
1671 if (current_gl && (!current_context || current_context->gl_ctx != current_gl))
1673 TRACE("Another GL context (%p on device context %p) is already current.\n",
1674 current_gl, wglGetCurrentDC());
1675 context_gl->restore_ctx = current_gl;
1676 context_gl->restore_dc = wglGetCurrentDC();
1677 context_gl->needs_set = 1;
1679 else if (!context_gl->needs_set && !(context_gl->dc_is_private && context_gl->dc_has_format))
1681 int current = context_gl->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context_gl->dc);
1683 if ((current && current != context_gl->pixel_format) || (!current && !context_gl->internal_format_set))
1684 context_gl->needs_set = 1;
1689 /* This function takes care of wined3d pixel format selection. */
1690 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1691 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1692 bool aux_buffers, bool swap_effect_copy)
1694 unsigned int cfg_count = wined3d_adapter_gl(device->adapter)->pixel_format_count;
1695 unsigned int current_value;
1696 PIXELFORMATDESCRIPTOR pfd;
1697 int iPixelFormat = 0;
1698 unsigned int i;
1700 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, swap_effect_copy %#x.\n",
1701 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1702 aux_buffers, swap_effect_copy);
1704 current_value = 0;
1705 for (i = 0; i < cfg_count; ++i)
1707 const struct wined3d_pixel_format *cfg = &wined3d_adapter_gl(device->adapter)->pixel_formats[i];
1708 unsigned int value;
1710 /* For now only accept RGBA formats. Perhaps some day we will
1711 * allow floating point formats for pbuffers. */
1712 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1713 continue;
1714 /* In window mode we need a window drawable format and double buffering. */
1715 if (!(cfg->windowDrawable && cfg->doubleBuffer))
1716 continue;
1717 if (cfg->redSize < color_format->red_size)
1718 continue;
1719 if (cfg->greenSize < color_format->green_size)
1720 continue;
1721 if (cfg->blueSize < color_format->blue_size)
1722 continue;
1723 if (cfg->alphaSize < color_format->alpha_size)
1724 continue;
1725 if (cfg->depthSize < ds_format->depth_size)
1726 continue;
1727 if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size)
1728 continue;
1729 /* Check multisampling support. */
1730 if (cfg->numSamples)
1731 continue;
1733 value = 1;
1734 if (swap_effect_copy && cfg->swap_method == WGL_SWAP_COPY_ARB)
1735 value += 1;
1736 /* We try to locate a format which matches our requirements exactly. In case of
1737 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1738 if (cfg->depthSize == ds_format->depth_size)
1739 value += 2;
1740 if (cfg->stencilSize == ds_format->stencil_size)
1741 value += 4;
1742 if (cfg->alphaSize == color_format->alpha_size)
1743 value += 8;
1744 /* We like to have aux buffers in backbuffer mode */
1745 if (aux_buffers && cfg->auxBuffers)
1746 value += 16;
1747 if (cfg->redSize == color_format->red_size
1748 && cfg->greenSize == color_format->green_size
1749 && cfg->blueSize == color_format->blue_size)
1750 value += 32;
1752 if (value > current_value)
1754 iPixelFormat = cfg->iPixelFormat;
1755 current_value = value;
1759 if (!iPixelFormat)
1761 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1763 memset(&pfd, 0, sizeof(pfd));
1764 pfd.nSize = sizeof(pfd);
1765 pfd.nVersion = 1;
1766 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1767 pfd.iPixelType = PFD_TYPE_RGBA;
1768 pfd.cAlphaBits = color_format->alpha_size;
1769 pfd.cColorBits = color_format->red_size + color_format->green_size
1770 + color_format->blue_size + color_format->alpha_size;
1771 pfd.cDepthBits = ds_format->depth_size;
1772 pfd.cStencilBits = ds_format->stencil_size;
1773 pfd.iLayerType = PFD_MAIN_PLANE;
1775 if (!(iPixelFormat = ChoosePixelFormat(hdc, &pfd)))
1777 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1778 ERR("Can't find a suitable pixel format.\n");
1779 return 0;
1783 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1784 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1785 return iPixelFormat;
1788 /* Context activation is done by the caller. */
1789 void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl *context_gl)
1791 const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
1792 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1793 unsigned int i;
1795 for (i = 0; i < gl_info->limits.combined_samplers; ++i)
1797 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
1799 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
1800 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
1802 if (gl_info->supported[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)
1836 GLint err;
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);
1841 return;
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)
1861 switch (type)
1863 case GL_DEBUG_TYPE_ERROR_ARB:
1864 ERR("%p: %s.\n", ctx, debugstr_an(message, length));
1865 break;
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));
1871 break;
1873 case GL_DEBUG_TYPE_PERFORMANCE_ARB:
1874 WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
1875 break;
1877 default:
1878 FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
1879 break;
1883 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx)
1885 HGLRC 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;
1895 if (ctx_flags)
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))
1906 if (ctx_flags)
1908 ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1909 ctx_attribs[ctx_attrib_idx - 1] = ctx_flags;
1911 else
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",
1920 GetLastError());
1923 return ctx;
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;
1939 unsigned int i;
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
1977 * A8R8G8B8. */
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;
1991 break;
1994 TRACE("Depth stencil format %s is not supported, trying next format.\n",
1995 debug_d3dformat(ds_format->id));
1998 else
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);
2004 else
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");
2023 return FALSE;
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);
2036 return FALSE;
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");
2046 return FALSE;
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);
2060 return FALSE;
2063 else
2065 if (!(ctx = wglCreateContext(context_gl->dc)))
2067 ERR("Failed to create a WGL context.\n");
2068 context_release(context);
2069 return FALSE;
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());
2078 return FALSE;
2082 context_gl->dc_has_format = TRUE;
2083 context_gl->needs_set = 1;
2084 context_gl->valid = 1;
2085 context_gl->gl_ctx = ctx;
2087 return TRUE;
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;
2096 BOOL new_drawable;
2097 unsigned int i;
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");
2123 return E_FAIL;
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);
2150 goto fail;
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);
2162 goto fail;
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))))
2173 goto fail;
2175 if (!wined3d_context_gl_create_wgl_ctx(context_gl, swapchain_gl, &new_drawable))
2176 goto fail;
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());
2189 goto fail;
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));
2198 if (ERR_ON(d3d))
2200 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR,
2201 GL_DONT_CARE, 0, NULL, GL_TRUE));
2203 if (FIXME_ON(d3d))
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);");
2235 else
2237 GLuint vao;
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
2268 * is ever assigned.
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[] =
2274 "!!ARBfp1.0\n"
2275 "MOV result.color, fragment.color.primary;\n"
2276 "END\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");
2308 else
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");
2332 if (new_drawable)
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");
2340 return WINED3D_OK;
2342 fail:
2343 heap_free(context_gl->texture_type);
2344 wined3d_release_dc(context_gl->window, context_gl->dc);
2345 return E_FAIL;
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
2358 * last level. */
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;
2366 return;
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;
2382 return;
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)
2397 *base = 0;
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);
2405 return NULL;
2408 switch (shader_version->type)
2410 case WINED3D_SHADER_TYPE_PIXEL:
2411 *base = 0;
2412 *count = WINED3D_MAX_FRAGMENT_SAMPLERS;
2413 break;
2414 case WINED3D_SHADER_TYPE_VERTEX:
2415 *base = WINED3D_MAX_FRAGMENT_SAMPLERS;
2416 *count = WINED3D_MAX_VERTEX_SAMPLERS;
2417 break;
2418 default:
2419 ERR("Unhandled shader type %#x.\n", shader_version->type);
2420 *base = 0;
2421 *count = 0;
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;
2430 unsigned int level;
2432 if (rt->swapchain)
2434 RECT window_size;
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;
2440 return;
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;
2462 while (enable_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];
2492 if (!rt_mask)
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));
2500 else
2502 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2504 unsigned int i = 0;
2506 while (rt_mask)
2508 if (rt_mask & 1)
2509 draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2510 else
2511 draw_buffers[i] = GL_NONE;
2513 rt_mask >>= 1;
2514 ++i;
2517 if (gl_info->supported[ARB_DRAW_BUFFERS])
2519 GL_EXTCALL(glDrawBuffers(i, draw_buffers));
2521 else
2523 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffers[0]);
2526 else
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;
2559 unsigned int unit;
2561 if (name)
2562 gl_info->gl_ops.gl.p_glBindTexture(target, name);
2563 else
2564 target = GL_NONE;
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)
2572 case GL_NONE:
2573 /* nothing to do */
2574 break;
2575 case GL_TEXTURE_1D:
2576 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
2577 break;
2578 case GL_TEXTURE_1D_ARRAY:
2579 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
2580 break;
2581 case GL_TEXTURE_2D:
2582 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
2583 break;
2584 case GL_TEXTURE_2D_ARRAY:
2585 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
2586 break;
2587 case GL_TEXTURE_RECTANGLE_ARB:
2588 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
2589 break;
2590 case GL_TEXTURE_CUBE_MAP:
2591 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
2592 break;
2593 case GL_TEXTURE_CUBE_MAP_ARRAY:
2594 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
2595 break;
2596 case GL_TEXTURE_3D:
2597 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
2598 break;
2599 case GL_TEXTURE_BUFFER:
2600 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
2601 break;
2602 case GL_TEXTURE_2D_MULTISAMPLE:
2603 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
2604 break;
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);
2607 break;
2608 default:
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;
2622 SIZE_T i;
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)
2631 continue;
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;
2655 uint64_t id;
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;
2662 while (i < count)
2664 r = &blocks[i];
2666 if (r->fence_id > id)
2668 ++i;
2669 continue;
2672 wined3d_device_gl_free_memory(device_gl, r->block);
2673 if (i != --count)
2674 *r = blocks[count];
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;
2683 SIZE_T i;
2685 if (id <= device_gl->completed_fence_id
2686 || id > device_gl->current_fence_id) /* In case the fence ID wrapped. */
2687 return;
2689 for (i = 0; i < context_gl->submitted.fence_count; ++i)
2691 if (context_gl->submitted.fences[i].id != id)
2692 continue;
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);
2697 return;
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;
2707 HRESULT hr;
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);
2740 return;
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);
2748 return;
2751 r = &device_gl->retired_blocks[device_gl->retired_block_count++];
2752 r->block = block;
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;
2761 GLbitfield flags;
2762 GLuint id = 0;
2764 TRACE("context_gl %p, pool %u, size %Iu.\n", context_gl, pool, size);
2766 GL_EXTCALL(glGenBuffers(1, &id));
2767 if (!id)
2769 checkGLcall("buffer object creation");
2770 return 0;
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);
2783 return 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;
2790 void *map_ptr;
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");
2812 return NULL;
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);
2823 return map_ptr;
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)
2855 goto map;
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);
2867 *bo = tmp;
2868 list_init(&bo->b.users);
2870 goto map;
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);
2883 map:
2884 if (bo->b.map_ptr)
2885 return bo->b.map_ptr;
2887 if (bo->memory)
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)));
2927 else
2929 bo->b.map_ptr = GL_EXTCALL(glMapBuffer(bo->binding, wined3d_resource_gl_legacy_map_flags(flags)));
2932 if (bo->b.map_ptr)
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);
2949 return;
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);
2961 return;
2963 bo->b.map_ptr = NULL;
2964 wined3d_device_bo_map_unlock(context_gl->c.device);
2966 if (bo->memory)
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);
2971 return;
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;
2986 void *map_ptr;
2988 if (!(bo = data->buffer_object))
2989 return data->addr;
2991 if (!(map_ptr = wined3d_bo_gl_map(wined3d_bo_gl(bo), context_gl, flags)))
2993 ERR("Failed to map bo.\n");
2994 return NULL;
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;
3005 unsigned int i;
3007 if (!data->buffer_object || data->buffer_object->coherent)
3008 return;
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)
3044 return;
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;
3061 range.size = size;
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;
3073 unsigned int i;
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);
3095 else
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);
3128 else
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);
3140 else
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));
3156 if (bo->memory)
3158 unsigned int order = bo->memory->order;
3160 if (bo->b.map_ptr)
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);
3171 bo->id = 0;
3172 return;
3175 if (bo->b.map_ptr)
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");
3186 bo->id = 0;
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)
3192 return;
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)
3212 case ORM_FBO:
3213 return GL_COLOR_ATTACHMENT0;
3215 case ORM_BACKBUFFER:
3216 return context_gl->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
3218 default:
3219 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
3220 return GL_BACK;
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)
3228 return 0;
3229 else if (rt->type != WINED3D_RTYPE_BUFFER && texture_from_resource(rt)->swapchain)
3230 return context_generate_rt_mask_from_resource(rt);
3231 else
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;
3243 SIZE rt_size;
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)
3259 rt_mask = 1;
3260 else
3261 rt_mask = 0;
3263 else
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);
3270 else
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()
3298 * call. */
3300 checkGLcall("blit state application");
3301 TRACE("Context is already set up for blitting, nothing to do.\n");
3302 return;
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,
3376 0.0, 0.0, 2.0, 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)
3399 SIZE rt_size;
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");
3407 return;
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
3414 * from. */
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)
3477 unsigned int i;
3479 if (ds)
3480 return TRUE;
3482 for (i = 0; i < rt_count; ++i)
3484 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3485 return TRUE;
3488 return FALSE;
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;
3499 unsigned int i;
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");
3507 return FALSE;
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)
3519 if (rts[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);
3531 if (dsv)
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);
3543 else
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);
3555 else
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);
3569 else
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);
3598 else
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);
3608 return TRUE;
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;
3617 unsigned int i;
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)
3627 rt_mask = 1;
3629 mask = rt_mask;
3630 while (mask)
3632 i = wined3d_bit_scan(&mask);
3633 if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
3634 rt_mask &= ~(1u << i);
3637 return rt_mask;
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;
3644 GLenum buffer;
3646 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3647 return;
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);
3654 buffer = GL_NONE;
3656 else
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);
3666 else
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;
3685 uint32_t *cur_mask;
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);
3696 else
3698 const struct wined3d_rendertarget_view_gl *view_gl;
3699 unsigned int i;
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])
3705 continue;
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)
3757 DWORD i;
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)
3766 UINT i, start, end;
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)
3782 break;
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)
3801 start = i;
3802 end = context->lowest_disabled_stage;
3804 else
3806 start = context->lowest_disabled_stage;
3807 end = i;
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;
3822 uint32_t ffu_map;
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)
3829 while (ffu_map)
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);
3839 return;
3842 /* Now work out the mapping */
3843 tex = 0;
3844 while (ffu_map)
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);
3854 ++tex;
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;
3863 unsigned int i;
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)
3884 return TRUE;
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;
3901 return TRUE;
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;
3912 int i;
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. */
3917 if (ps)
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)
3925 while (start >= 0)
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));
3935 --start;
3936 break;
3939 --start;
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);
3954 if (!ps)
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)
3963 return;
3965 if (ps)
3966 wined3d_context_gl_map_psamplers(context_gl, state);
3967 else
3968 wined3d_context_gl_map_fixed_function_samplers(context_gl, state);
3970 if (vs)
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]))
4003 return;
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;
4018 if (tex_unit_map)
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);
4024 continue;
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;
4043 unsigned int i;
4044 GLint level;
4046 if (!shader)
4047 return;
4049 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
4051 if (!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));
4056 continue;
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;
4063 level = 0;
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;
4071 else
4073 FIXME("Unsupported buffer unordered access view.\n");
4074 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
4075 continue;
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;
4097 unsigned int i, j;
4099 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
4101 if (!(shader_mask & (1u << i)))
4102 continue;
4104 if (!(shader = state->shader[i]))
4105 continue;
4107 for (j = 0; j < WINED3D_MAX_CBS; ++j)
4109 if (!state->cb[i][j].buffer)
4110 continue;
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]))
4124 continue;
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);
4136 else
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;
4151 unsigned int i;
4153 context_gl->c.uses_uavs = 0;
4155 if (!shader)
4156 return;
4158 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
4160 if (!(view = views[i]))
4161 continue;
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);
4174 else
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;
4189 unsigned int i;
4191 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
4193 if (!(buffer = state->stream_output[i].buffer))
4194 continue;
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;
4213 uint32_t map;
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");
4222 return FALSE;
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;
4248 while (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);
4258 else
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;
4266 while (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);
4288 else
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];
4298 while (dirty_mask)
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;
4345 return TRUE;
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];
4363 while (dirty_mask)
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)
4427 return;
4429 if (gl_info->supported[ARB_TRANSFORM_FEEDBACK2])
4431 GL_EXTCALL(glPauseTransformFeedback());
4432 checkGLcall("glPauseTransformFeedback");
4433 context_gl->c.transform_feedback_paused = 1;
4434 return;
4437 WARN("Cannot pause transform feedback operations.\n");
4439 if (force)
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)
4452 return;
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);
4460 else
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)
4513 return;
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;
4537 if (!texture)
4539 if (current_context
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;
4546 else
4548 struct wined3d_swapchain *swapchain = device->swapchains[0];
4550 if (swapchain->back_buffers)
4551 texture = swapchain->back_buffers[0];
4552 else
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))))
4567 return NULL;
4569 else
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]))))
4578 return NULL;
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())
4592 return NULL;
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);
4601 return context_gl;
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");
4621 return;
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");
4629 return;
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 = &parameters->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);
4647 else
4649 const struct wined3d_direct_dispatch_parameters *direct = &parameters->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;
4673 unsigned int i, j;
4675 ops = &gl_info->ffp_attrib_ops;
4677 indices = (const char *)idx_data + idx_size * start_idx;
4679 if (!instance_count)
4681 if (!idx_size)
4683 gl_info->gl_ops.gl.p_glDrawArrays(mode, start_idx, count);
4684 checkGLcall("glDrawArrays");
4685 return;
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");
4692 return;
4695 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
4696 checkGLcall("glDrawElements");
4697 return;
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])
4705 if (!idx_size)
4707 if (gl_info->supported[ARB_BASE_INSTANCE])
4709 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode, start_idx, count, instance_count, start_instance));
4710 checkGLcall("glDrawArraysInstancedBaseInstance");
4711 return;
4714 GL_EXTCALL(glDrawArraysInstanced(mode, start_idx, count, instance_count));
4715 checkGLcall("glDrawArraysInstanced");
4716 return;
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");
4724 return;
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");
4731 return;
4734 GL_EXTCALL(glDrawElementsInstanced(mode, count, idx_type, indices, instance_count));
4735 checkGLcall("glDrawElementsInstanced");
4736 return;
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
4743 * this for now.
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. */
4748 if (!idx_size)
4750 FIXME("Non-indexed instanced drawing is not supported.\n");
4751 return;
4754 for (i = 0; i < ARRAY_SIZE(si->elements); ++i)
4756 if (!(si->use_map & (1u << i)))
4757 continue;
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;
4770 const BYTE *ptr;
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,
4777 &context_gl->c);
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");
4786 else
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)
4797 if (!idx_data)
4798 return start_idx + vertex_idx;
4799 if (idx_size == 2)
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);
4821 const void *ptr;
4823 static unsigned int once;
4825 if (!once++)
4826 FIXME_(d3d_perf)("Drawing using immediate mode.\n");
4827 else
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");
4833 if (instance_count)
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. */
4838 if (idx_size)
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))
4857 continue;
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();
4865 return;
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;
4873 else
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));
4885 else
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;
4905 else
4906 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element->format->id));
4908 else
4910 static unsigned int once;
4912 if (!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");
4928 continue;
4931 if (!ps && !state->textures[texture_idx])
4932 continue;
4934 texture_unit = context_gl->tex_unit_map[texture_idx];
4935 if (texture_unit == WINED3D_UNMAPPED_STAGE)
4936 continue;
4938 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
4939 if (coord_idx > 7)
4941 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx, texture_idx);
4942 continue;
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);
4950 else
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));
4955 else
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);
4969 if (normal)
4971 ptr = normal + stride_idx * si->elements[WINED3D_FFP_NORMAL].stride;
4972 ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptr);
4975 if (diffuse)
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;
4983 unsigned int i;
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);
4994 if (specular)
4996 ptr = specular + stride_idx * si->elements[WINED3D_FFP_SPECULAR].stride;
4997 ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptr);
4999 if (specular_fog)
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);
5013 if (position)
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;
5030 const void *offset;
5032 if (!gl_info->supported[ARB_DRAW_INDIRECT])
5034 FIXME("OpenGL implementation does not support indirect draws.\n");
5035 return;
5038 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, bo_gl->id));
5040 offset = (const uint8_t *)bo_gl->b.buffer_offset + parameters->offset;
5041 if (idx_size)
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));
5048 else
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)
5062 unsigned int i;
5064 for (i = 0; i < ARRAY_SIZE(s->elements); ++i)
5066 struct wined3d_stream_info_element *e;
5068 if (!(s->use_map & (1u << i)))
5069 continue;
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)
5086 case GL_POINTS:
5087 return GL_POINTS;
5089 case GL_LINE_STRIP:
5090 case GL_LINE_STRIP_ADJACENCY:
5091 case GL_LINES_ADJACENCY:
5092 case GL_LINES:
5093 return GL_LINES;
5095 case GL_TRIANGLE_FAN:
5096 case GL_TRIANGLE_STRIP:
5097 case GL_TRIANGLE_STRIP_ADJACENCY:
5098 case GL_TRIANGLES_ADJACENCY:
5099 case GL_TRIANGLES:
5100 return GL_TRIANGLES;
5102 default:
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)
5125 return;
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");
5139 return;
5142 if (rtv)
5143 context = context_acquire(device, wined3d_texture_from_resource(rtv->resource), rtv->sub_resource_idx);
5144 else
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");
5151 return;
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)
5161 continue;
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);
5168 else
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);
5185 else
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");
5196 return;
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;
5216 else
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)
5221 idx_size = 2;
5222 else
5223 idx_size = 4;
5226 if (!use_vs(state))
5228 if (!stream_info->position_transformed && context_gl->untracked_material_count
5229 && state->render_states[WINED3D_RS_LIGHTING])
5231 static BOOL warned;
5233 if (!warned++)
5234 FIXME("Using software emulation because not all material properties could be tracked.\n");
5235 else
5236 WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n");
5237 emulation = TRUE;
5239 else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
5241 static BOOL warned;
5243 /* Either write a pipeline replacement shader or convert the
5244 * specular alpha from unsigned byte to a float in the vertex
5245 * buffer. */
5246 if (!warned++)
5247 FIXME("Using software emulation because manual fog coordinates are provided.\n");
5248 else
5249 WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n");
5250 emulation = TRUE;
5253 if (emulation)
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());
5307 else
5309 if (!fixme_once++)
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);
5314 return;
5316 checkGLcall("glTextureBarrier");
5319 if (parameters->indirect)
5321 if (!context->use_immediate_mode_draw && !emulation)
5322 wined3d_context_gl_draw_indirect(context_gl, state, &parameters->u.indirect, idx_size);
5323 else
5324 FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
5326 else
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);
5334 else
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;
5376 return 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;
5386 GLuint bo;
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)
5393 continue;
5395 if (mapped_stage >= gl_info->limits.texture_coords)
5397 FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage);
5398 continue;
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");
5413 *current_bo = bo;
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);
5426 else
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)
5449 return;
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;
5466 const void *offset;
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;
5474 /* Blend data */
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");
5484 /* Point Size */
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");
5491 /* Position */
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");
5503 current_bo = bo;
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);
5514 /* Normals */
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");
5526 current_bo = bo;
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);
5536 else
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");
5554 current_bo = bo;
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);
5565 else
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])
5581 GLint format;
5582 GLenum type;
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");
5593 current_bo = bo;
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, ...)");
5607 else
5609 switch (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, ...)");
5615 break;
5617 default:
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);
5629 else
5631 WARN("Specular colour is not supported in this GL implementation.\n");
5634 else
5636 if (gl_info->supported[EXT_SECONDARY_COLOR])
5638 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
5639 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
5641 else
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, &current_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;
5666 unsigned int i;
5668 while (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;
5682 unsigned int i;
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;
5691 if (!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;
5713 else
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;
5723 continue;
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
5742 * mode instead. */
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);
5746 continue;
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");
5761 current_bo = bo;
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));
5772 else
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);
5784 else
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));
5801 break;
5802 case WINED3DFMT_R32G32_FLOAT:
5803 GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
5804 break;
5805 case WINED3DFMT_R32G32B32_FLOAT:
5806 GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
5807 break;
5808 case WINED3DFMT_R32G32B32A32_FLOAT:
5809 GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
5810 break;
5811 case WINED3DFMT_R8G8B8A8_UINT:
5812 GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
5813 break;
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));
5822 break;
5824 /* else fallthrough */
5825 case WINED3DFMT_R8G8B8A8_UNORM:
5826 GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
5827 break;
5828 case WINED3DFMT_R16G16_SINT:
5829 GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
5830 break;
5831 case WINED3DFMT_R16G16B16A16_SINT:
5832 GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
5833 break;
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));
5838 break;
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));
5844 break;
5846 case WINED3DFMT_R16G16B16A16_SNORM:
5847 GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
5848 break;
5849 case WINED3DFMT_R16G16B16A16_UNORM:
5850 GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
5851 break;
5852 case WINED3DFMT_R10G10B10X2_UINT:
5853 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
5854 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
5855 break;
5856 case WINED3DFMT_R10G10B10X2_SNORM:
5857 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
5858 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
5859 break;
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));
5866 else
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));
5872 break;
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));
5879 else
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));
5887 break;
5888 default:
5889 ERR("Unexpected declaration in stride 0 attributes.\n");
5890 break;
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)
5903 return;
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);
5910 return;
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;
5950 SIZE dst_size;
5951 struct blit_vertex
5953 float x, y;
5954 struct wined3d_vec3 texcoord;
5956 quad[4];
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);
5968 w = dst_size.cx;
5969 h = dst_size.cy;
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];
5987 /* Draw a quad. */
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));
6011 else
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;
6036 unsigned int level;
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);
6052 /* Draw a quad. */
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);