2 * Context and render target management in wined3d
4 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "wine/port.h"
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous
);
36 #define WINED3D_MAX_FBO_ENTRIES 64
38 static DWORD wined3d_context_tls_idx
;
40 /* FBO helper functions */
42 /* Context activation is done by the caller. */
43 static void context_bind_fbo(struct wined3d_context
*context
, GLenum target
, GLuint fbo
)
45 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
49 case GL_READ_FRAMEBUFFER
:
50 if (context
->fbo_read_binding
== fbo
) return;
51 context
->fbo_read_binding
= fbo
;
54 case GL_DRAW_FRAMEBUFFER
:
55 if (context
->fbo_draw_binding
== fbo
) return;
56 context
->fbo_draw_binding
= fbo
;
60 if (context
->fbo_read_binding
== fbo
61 && context
->fbo_draw_binding
== fbo
) return;
62 context
->fbo_read_binding
= fbo
;
63 context
->fbo_draw_binding
= fbo
;
67 FIXME("Unhandled target %#x.\n", target
);
71 gl_info
->fbo_ops
.glBindFramebuffer(target
, fbo
);
72 checkGLcall("glBindFramebuffer()");
75 /* Context activation is done by the caller. */
76 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
80 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
82 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
83 checkGLcall("glFramebufferTexture2D()");
85 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
86 checkGLcall("glFramebufferTexture2D()");
88 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
89 checkGLcall("glFramebufferTexture2D()");
92 /* Context activation is done by the caller. */
93 static void context_destroy_fbo(struct wined3d_context
*context
, GLuint fbo
)
95 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
97 context_bind_fbo(context
, GL_FRAMEBUFFER
, fbo
);
98 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
99 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
101 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
102 checkGLcall("glDeleteFramebuffers()");
105 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info
*gl_info
,
106 GLenum fbo_target
, DWORD format_flags
, GLuint rb
)
108 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
110 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
111 checkGLcall("glFramebufferRenderbuffer()");
114 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
116 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
117 checkGLcall("glFramebufferRenderbuffer()");
121 /* Context activation is done by the caller. */
122 static void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
123 GLenum fbo_target
, struct wined3d_surface
*depth_stencil
, DWORD location
)
125 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
127 TRACE("Attach depth stencil %p\n", depth_stencil
);
131 DWORD format_flags
= depth_stencil
->resource
.format
->flags
;
133 if (depth_stencil
->current_renderbuffer
)
135 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
136 format_flags
, depth_stencil
->current_renderbuffer
->id
);
142 case WINED3D_LOCATION_TEXTURE_RGB
:
143 case WINED3D_LOCATION_TEXTURE_SRGB
:
144 surface_prepare_texture(depth_stencil
, context
, FALSE
);
146 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
148 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
,
149 depth_stencil
->texture_target
, depth_stencil
->container
->texture_rgb
.name
,
150 depth_stencil
->texture_level
);
151 checkGLcall("glFramebufferTexture2D()");
154 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
156 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
,
157 depth_stencil
->texture_target
, depth_stencil
->container
->texture_rgb
.name
,
158 depth_stencil
->texture_level
);
159 checkGLcall("glFramebufferTexture2D()");
163 case WINED3D_LOCATION_RB_MULTISAMPLE
:
164 surface_prepare_rb(depth_stencil
, gl_info
, TRUE
);
165 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
166 format_flags
, depth_stencil
->rb_multisample
);
169 case WINED3D_LOCATION_RB_RESOLVED
:
170 surface_prepare_rb(depth_stencil
, gl_info
, FALSE
);
171 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
172 format_flags
, depth_stencil
->rb_resolved
);
176 ERR("Unsupported location %s (%#x).\n", wined3d_debug_location(location
), location
);
181 if (!(format_flags
& WINED3DFMT_FLAG_DEPTH
))
183 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
184 checkGLcall("glFramebufferTexture2D()");
187 if (!(format_flags
& WINED3DFMT_FLAG_STENCIL
))
189 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
190 checkGLcall("glFramebufferTexture2D()");
195 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
196 checkGLcall("glFramebufferTexture2D()");
198 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
199 checkGLcall("glFramebufferTexture2D()");
203 /* Context activation is done by the caller. */
204 static void context_attach_surface_fbo(struct wined3d_context
*context
,
205 GLenum fbo_target
, DWORD idx
, struct wined3d_surface
*surface
, DWORD location
)
207 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
209 TRACE("Attach surface %p to %u\n", surface
, idx
);
211 if (surface
&& surface
->resource
.format
->id
!= WINED3DFMT_NULL
)
217 case WINED3D_LOCATION_TEXTURE_RGB
:
218 case WINED3D_LOCATION_TEXTURE_SRGB
:
219 srgb
= location
== WINED3D_LOCATION_TEXTURE_SRGB
;
220 surface_prepare_texture(surface
, context
, srgb
);
221 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
222 surface
->texture_target
, surface_get_texture_name(surface
, gl_info
, srgb
),
223 surface
->texture_level
);
224 checkGLcall("glFramebufferTexture2D()");
227 case WINED3D_LOCATION_RB_MULTISAMPLE
:
228 surface_prepare_rb(surface
, gl_info
, TRUE
);
229 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
230 GL_RENDERBUFFER
, surface
->rb_multisample
);
231 checkGLcall("glFramebufferRenderbuffer()");
234 case WINED3D_LOCATION_RB_RESOLVED
:
235 surface_prepare_rb(surface
, gl_info
, FALSE
);
236 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
237 GL_RENDERBUFFER
, surface
->rb_resolved
);
238 checkGLcall("glFramebufferRenderbuffer()");
242 ERR("Unsupported location %s (%#x).\n", wined3d_debug_location(location
), location
);
248 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, GL_TEXTURE_2D
, 0, 0);
249 checkGLcall("glFramebufferTexture2D()");
253 /* Context activation is done by the caller. */
254 void context_check_fbo_status(const struct wined3d_context
*context
, GLenum target
)
256 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
259 if (!FIXME_ON(d3d
)) return;
261 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
262 if (status
== GL_FRAMEBUFFER_COMPLETE
)
264 TRACE("FBO complete\n");
268 const struct wined3d_surface
*attachment
;
271 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
273 if (!context
->current_fbo
)
275 ERR("FBO 0 is incomplete, driver bug?\n");
279 FIXME("\tLocation %s (%#x).\n", wined3d_debug_location(context
->current_fbo
->location
),
280 context
->current_fbo
->location
);
282 /* Dump the FBO attachments */
283 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
285 attachment
= context
->current_fbo
->render_targets
[i
];
288 FIXME("\tColor attachment %d: (%p) %s %ux%u %u samples.\n",
289 i
, attachment
, debug_d3dformat(attachment
->resource
.format
->id
),
290 attachment
->pow2Width
, attachment
->pow2Height
, attachment
->resource
.multisample_type
);
293 attachment
= context
->current_fbo
->depth_stencil
;
296 FIXME("\tDepth attachment: (%p) %s %ux%u %u samples.\n",
297 attachment
, debug_d3dformat(attachment
->resource
.format
->id
),
298 attachment
->pow2Width
, attachment
->pow2Height
, attachment
->resource
.multisample_type
);
303 static inline DWORD
context_generate_rt_mask(GLenum buffer
)
305 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
306 return buffer
? (1 << 31) | buffer
: 0;
309 static inline DWORD
context_generate_rt_mask_from_surface(const struct wined3d_surface
*target
)
311 return (1 << 31) | surface_get_gl_buffer(target
);
314 static struct fbo_entry
*context_create_fbo_entry(const struct wined3d_context
*context
,
315 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
, DWORD location
)
317 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
318 struct fbo_entry
*entry
;
320 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
321 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
322 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
323 entry
->depth_stencil
= depth_stencil
;
324 entry
->location
= location
;
325 entry
->rt_mask
= context_generate_rt_mask(GL_COLOR_ATTACHMENT0
);
326 entry
->attached
= FALSE
;
327 gl_info
->fbo_ops
.glGenFramebuffers(1, &entry
->id
);
328 checkGLcall("glGenFramebuffers()");
329 TRACE("Created FBO %u.\n", entry
->id
);
334 /* Context activation is done by the caller. */
335 static void context_reuse_fbo_entry(struct wined3d_context
*context
, GLenum target
,
336 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
337 DWORD location
, struct fbo_entry
*entry
)
339 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
341 context_bind_fbo(context
, target
, entry
->id
);
342 context_clean_fbo_attachments(gl_info
, target
);
344 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
345 entry
->depth_stencil
= depth_stencil
;
346 entry
->location
= location
;
347 entry
->attached
= FALSE
;
350 /* Context activation is done by the caller. */
351 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
355 TRACE("Destroy FBO %u.\n", entry
->id
);
356 context_destroy_fbo(context
, entry
->id
);
358 --context
->fbo_entry_count
;
359 list_remove(&entry
->entry
);
360 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
361 HeapFree(GetProcessHeap(), 0, entry
);
364 /* Context activation is done by the caller. */
365 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
, GLenum target
,
366 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
, DWORD location
)
368 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
369 struct fbo_entry
*entry
;
371 if (depth_stencil
&& render_targets
&& render_targets
[0])
373 if (depth_stencil
->resource
.width
< render_targets
[0]->resource
.width
||
374 depth_stencil
->resource
.height
< render_targets
[0]->resource
.height
)
376 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
377 depth_stencil
= NULL
;
381 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
383 if (!memcmp(entry
->render_targets
,
384 render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
))
385 && entry
->depth_stencil
== depth_stencil
&& entry
->location
== location
)
387 list_remove(&entry
->entry
);
388 list_add_head(&context
->fbo_list
, &entry
->entry
);
393 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
395 entry
= context_create_fbo_entry(context
, render_targets
, depth_stencil
, location
);
396 list_add_head(&context
->fbo_list
, &entry
->entry
);
397 ++context
->fbo_entry_count
;
401 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
402 context_reuse_fbo_entry(context
, target
, render_targets
, depth_stencil
, location
, entry
);
403 list_remove(&entry
->entry
);
404 list_add_head(&context
->fbo_list
, &entry
->entry
);
410 /* Context activation is done by the caller. */
411 static void context_apply_fbo_entry(struct wined3d_context
*context
, GLenum target
, struct fbo_entry
*entry
)
413 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
415 GLuint read_binding
, draw_binding
;
419 context_bind_fbo(context
, target
, entry
->id
);
423 read_binding
= context
->fbo_read_binding
;
424 draw_binding
= context
->fbo_draw_binding
;
425 context_bind_fbo(context
, GL_FRAMEBUFFER
, entry
->id
);
427 /* Apply render targets */
428 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
430 context_attach_surface_fbo(context
, target
, i
, entry
->render_targets
[i
], entry
->location
);
433 /* Apply depth targets */
434 if (entry
->depth_stencil
)
435 surface_set_compatible_renderbuffer(entry
->depth_stencil
, entry
->render_targets
[0]);
436 context_attach_depth_stencil_fbo(context
, target
, entry
->depth_stencil
, entry
->location
);
438 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
439 * GL contexts requirements. */
440 glReadBuffer(GL_NONE
);
441 context_set_draw_buffer(context
, GL_NONE
);
442 if (target
!= GL_FRAMEBUFFER
)
444 if (target
== GL_READ_FRAMEBUFFER
)
445 context_bind_fbo(context
, GL_DRAW_FRAMEBUFFER
, draw_binding
);
447 context_bind_fbo(context
, GL_READ_FRAMEBUFFER
, read_binding
);
450 entry
->attached
= TRUE
;
453 /* Context activation is done by the caller. */
454 static void context_apply_fbo_state(struct wined3d_context
*context
, GLenum target
,
455 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
, DWORD location
)
457 struct fbo_entry
*entry
, *entry2
;
459 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
461 context_destroy_fbo_entry(context
, entry
);
464 if (context
->rebind_fbo
)
466 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
467 context
->rebind_fbo
= FALSE
;
470 if (location
== WINED3D_LOCATION_DRAWABLE
)
472 context
->current_fbo
= NULL
;
473 context_bind_fbo(context
, target
, 0);
477 context
->current_fbo
= context_find_fbo_entry(context
, target
, render_targets
, depth_stencil
, location
);
478 context_apply_fbo_entry(context
, target
, context
->current_fbo
);
482 /* Context activation is done by the caller. */
483 void context_apply_fbo_state_blit(struct wined3d_context
*context
, GLenum target
,
484 struct wined3d_surface
*render_target
, struct wined3d_surface
*depth_stencil
, DWORD location
)
486 UINT clear_size
= (context
->gl_info
->limits
.buffers
- 1) * sizeof(*context
->blit_targets
);
488 context
->blit_targets
[0] = render_target
;
490 memset(&context
->blit_targets
[1], 0, clear_size
);
491 context_apply_fbo_state(context
, target
, context
->blit_targets
, depth_stencil
, location
);
494 /* Context activation is done by the caller. */
495 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
497 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
499 if (context
->free_occlusion_query_count
)
501 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
505 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
507 GL_EXTCALL(glGenQueriesARB(1, &query
->id
));
508 checkGLcall("glGenQueriesARB");
510 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
514 WARN("Occlusion queries not supported, not allocating query id.\n");
519 query
->context
= context
;
520 list_add_head(&context
->occlusion_queries
, &query
->entry
);
523 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
525 struct wined3d_context
*context
= query
->context
;
527 list_remove(&query
->entry
);
528 query
->context
= NULL
;
530 if (context
->free_occlusion_query_count
>= context
->free_occlusion_query_size
- 1)
532 UINT new_size
= context
->free_occlusion_query_size
<< 1;
533 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_occlusion_queries
,
534 new_size
* sizeof(*context
->free_occlusion_queries
));
538 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
542 context
->free_occlusion_query_size
= new_size
;
543 context
->free_occlusion_queries
= new_data
;
546 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
549 /* Context activation is done by the caller. */
550 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
)
552 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
554 if (context
->free_event_query_count
)
556 query
->object
= context
->free_event_queries
[--context
->free_event_query_count
];
560 if (gl_info
->supported
[ARB_SYNC
])
562 /* Using ARB_sync, not much to do here. */
563 query
->object
.sync
= NULL
;
564 TRACE("Allocated event query %p in context %p.\n", query
->object
.sync
, context
);
566 else if (gl_info
->supported
[APPLE_FENCE
])
568 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
569 checkGLcall("glGenFencesAPPLE");
571 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
573 else if(gl_info
->supported
[NV_FENCE
])
575 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
576 checkGLcall("glGenFencesNV");
578 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
582 WARN("Event queries not supported, not allocating query id.\n");
583 query
->object
.id
= 0;
587 query
->context
= context
;
588 list_add_head(&context
->event_queries
, &query
->entry
);
591 void context_free_event_query(struct wined3d_event_query
*query
)
593 struct wined3d_context
*context
= query
->context
;
595 list_remove(&query
->entry
);
596 query
->context
= NULL
;
598 if (context
->free_event_query_count
>= context
->free_event_query_size
- 1)
600 UINT new_size
= context
->free_event_query_size
<< 1;
601 union wined3d_gl_query_object
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_event_queries
,
602 new_size
* sizeof(*context
->free_event_queries
));
606 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
610 context
->free_event_query_size
= new_size
;
611 context
->free_event_queries
= new_data
;
614 context
->free_event_queries
[context
->free_event_query_count
++] = query
->object
;
617 typedef void (context_fbo_entry_func_t
)(struct wined3d_context
*context
, struct fbo_entry
*entry
);
619 static void context_enum_surface_fbo_entries(const struct wined3d_device
*device
,
620 const struct wined3d_surface
*surface
, context_fbo_entry_func_t
*callback
)
624 for (i
= 0; i
< device
->context_count
; ++i
)
626 struct wined3d_context
*context
= device
->contexts
[i
];
627 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
628 struct fbo_entry
*entry
, *entry2
;
630 if (context
->current_rt
== surface
) context
->current_rt
= NULL
;
632 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
636 if (entry
->depth_stencil
== surface
)
638 callback(context
, entry
);
642 for (j
= 0; j
< gl_info
->limits
.buffers
; ++j
)
644 if (entry
->render_targets
[j
] == surface
)
646 callback(context
, entry
);
654 static void context_queue_fbo_entry_destruction(struct wined3d_context
*context
, struct fbo_entry
*entry
)
656 list_remove(&entry
->entry
);
657 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
660 void context_resource_released(const struct wined3d_device
*device
,
661 struct wined3d_resource
*resource
, enum wined3d_resource_type type
)
663 if (!device
->d3d_initialized
) return;
667 case WINED3D_RTYPE_SURFACE
:
668 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
669 context_queue_fbo_entry_destruction
);
677 static void context_detach_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
679 entry
->attached
= FALSE
;
682 void context_resource_unloaded(const struct wined3d_device
*device
,
683 struct wined3d_resource
*resource
, enum wined3d_resource_type type
)
687 case WINED3D_RTYPE_SURFACE
:
688 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
689 context_detach_fbo_entry
);
697 void context_surface_update(struct wined3d_context
*context
, const struct wined3d_surface
*surface
)
699 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
700 struct fbo_entry
*entry
= context
->current_fbo
;
703 if (!entry
|| context
->rebind_fbo
) return;
705 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
707 if (surface
== entry
->render_targets
[i
])
709 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface
, i
);
710 context
->rebind_fbo
= TRUE
;
715 if (surface
== entry
->depth_stencil
)
717 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface
);
718 context
->rebind_fbo
= TRUE
;
722 static BOOL
context_set_pixel_format(const struct wined3d_gl_info
*gl_info
, HDC dc
, int format
)
724 int current
= GetPixelFormat(dc
);
726 if (current
== format
) return TRUE
;
730 if (!SetPixelFormat(dc
, format
, NULL
))
732 /* This may also happen if the dc belongs to a destroyed window. */
733 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
734 format
, dc
, GetLastError());
740 /* By default WGL doesn't allow pixel format adjustments but we need it
741 * here. For this reason there's a Wine specific wglSetPixelFormat()
742 * which allows us to set the pixel format multiple times. Only use it
743 * when really needed. */
744 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
746 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
)))
748 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
755 /* OpenGL doesn't allow pixel format adjustments. Print an error and
756 * continue using the old format. There's a big chance that the old
757 * format works although with a performance hit and perhaps rendering
759 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
760 format
, dc
, current
);
764 static BOOL
context_set_gl_context(struct wined3d_context
*ctx
)
766 struct wined3d_swapchain
*swapchain
= ctx
->swapchain
;
769 if (!context_set_pixel_format(ctx
->gl_info
, ctx
->hdc
, ctx
->pixel_format
))
771 WARN("Failed to set pixel format %d on device context %p.\n",
772 ctx
->pixel_format
, ctx
->hdc
);
776 if (backup
|| !wglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
780 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
781 ctx
->glCtx
, ctx
->hdc
, GetLastError());
783 WARN("Trying fallback to the backup window.\n");
785 /* FIXME: If the context is destroyed it's no longer associated with
786 * a swapchain, so we can't use the swapchain to get a backup dc. To
787 * make this work windowless contexts would need to be handled by the
791 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx
);
792 context_set_current(NULL
);
796 if (!(dc
= swapchain_get_backup_dc(swapchain
)))
798 context_set_current(NULL
);
802 if (!context_set_pixel_format(ctx
->gl_info
, dc
, ctx
->pixel_format
))
804 ERR("Failed to set pixel format %d on device context %p.\n",
805 ctx
->pixel_format
, dc
);
806 context_set_current(NULL
);
810 if (!wglMakeCurrent(dc
, ctx
->glCtx
))
812 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
814 context_set_current(NULL
);
824 static void context_restore_gl_context(const struct wined3d_gl_info
*gl_info
, HDC dc
, HGLRC gl_ctx
, int pf
)
826 if (!context_set_pixel_format(gl_info
, dc
, pf
))
828 ERR("Failed to restore pixel format %d on device context %p.\n", pf
, dc
);
829 context_set_current(NULL
);
833 if (!wglMakeCurrent(dc
, gl_ctx
))
835 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
836 gl_ctx
, dc
, GetLastError());
837 context_set_current(NULL
);
841 static void context_update_window(struct wined3d_context
*context
)
843 if (context
->win_handle
== context
->swapchain
->win_handle
)
846 TRACE("Updating context %p window from %p to %p.\n",
847 context
, context
->win_handle
, context
->swapchain
->win_handle
);
850 wined3d_release_dc(context
->win_handle
, context
->hdc
);
854 context
->win_handle
= context
->swapchain
->win_handle
;
855 context
->needs_set
= 1;
857 if (!(context
->hdc
= GetDC(context
->win_handle
)))
859 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
869 static void context_destroy_gl_resources(struct wined3d_context
*context
)
871 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
872 struct wined3d_occlusion_query
*occlusion_query
;
873 struct wined3d_event_query
*event_query
;
874 struct fbo_entry
*entry
, *entry2
;
880 restore_ctx
= wglGetCurrentContext();
881 restore_dc
= wglGetCurrentDC();
882 restore_pf
= GetPixelFormat(restore_dc
);
884 if (restore_ctx
== context
->glCtx
)
886 else if (context
->valid
)
887 context_set_gl_context(context
);
889 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
891 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
892 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query
->id
));
893 occlusion_query
->context
= NULL
;
896 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
900 if (gl_info
->supported
[ARB_SYNC
])
902 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
904 else if (gl_info
->supported
[APPLE_FENCE
]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->object
.id
));
905 else if (gl_info
->supported
[NV_FENCE
]) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->object
.id
));
907 event_query
->context
= NULL
;
910 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
912 if (!context
->valid
) entry
->id
= 0;
913 context_destroy_fbo_entry(context
, entry
);
916 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
918 if (!context
->valid
) entry
->id
= 0;
919 context_destroy_fbo_entry(context
, entry
);
924 if (context
->dummy_arbfp_prog
)
926 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
929 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
930 GL_EXTCALL(glDeleteQueriesARB(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
932 if (gl_info
->supported
[ARB_SYNC
])
934 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
936 GL_EXTCALL(glDeleteSync(context
->free_event_queries
[i
].sync
));
939 else if (gl_info
->supported
[APPLE_FENCE
])
941 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
943 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_event_queries
[i
].id
));
946 else if (gl_info
->supported
[NV_FENCE
])
948 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
950 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_event_queries
[i
].id
));
954 checkGLcall("context cleanup");
957 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
958 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
962 context_restore_gl_context(gl_info
, restore_dc
, restore_ctx
, restore_pf
);
964 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL
, NULL
))
966 ERR("Failed to disable GL context.\n");
969 wined3d_release_dc(context
->win_handle
, context
->hdc
);
971 if (!wglDeleteContext(context
->glCtx
))
973 DWORD err
= GetLastError();
974 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
978 DWORD
context_get_tls_idx(void)
980 return wined3d_context_tls_idx
;
983 void context_set_tls_idx(DWORD idx
)
985 wined3d_context_tls_idx
= idx
;
988 struct wined3d_context
*context_get_current(void)
990 return TlsGetValue(wined3d_context_tls_idx
);
993 BOOL
context_set_current(struct wined3d_context
*ctx
)
995 struct wined3d_context
*old
= context_get_current();
999 TRACE("Already using D3D context %p.\n", ctx
);
1007 TRACE("Switching away from destroyed context %p.\n", old
);
1008 context_destroy_gl_resources(old
);
1009 HeapFree(GetProcessHeap(), 0, (void *)old
->gl_info
);
1010 HeapFree(GetProcessHeap(), 0, old
);
1022 ERR("Trying to make invalid context %p current\n", ctx
);
1026 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
1027 if (!context_set_gl_context(ctx
))
1031 else if(wglGetCurrentContext())
1033 TRACE("Clearing current D3D context.\n");
1034 if (!wglMakeCurrent(NULL
, NULL
))
1036 DWORD err
= GetLastError();
1037 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1038 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1043 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
1046 void context_release(struct wined3d_context
*context
)
1048 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
1052 if (!context
->level
)
1053 WARN("Context %p is not active.\n", context
);
1054 else if (context
!= context_get_current())
1055 WARN("Context %p is not the current context.\n", context
);
1058 if (!--context
->level
&& context
->restore_ctx
)
1060 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
1061 context_restore_gl_context(context
->gl_info
, context
->restore_dc
, context
->restore_ctx
, context
->restore_pf
);
1062 context
->restore_ctx
= NULL
;
1063 context
->restore_dc
= NULL
;
1067 static void context_enter(struct wined3d_context
*context
)
1069 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
1071 if (!context
->level
++)
1073 const struct wined3d_context
*current_context
= context_get_current();
1074 HGLRC current_gl
= wglGetCurrentContext();
1076 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
1078 TRACE("Another GL context (%p on device context %p) is already current.\n",
1079 current_gl
, wglGetCurrentDC());
1080 context
->restore_ctx
= current_gl
;
1081 context
->restore_dc
= wglGetCurrentDC();
1082 context
->restore_pf
= GetPixelFormat(context
->restore_dc
);
1083 context
->needs_set
= 1;
1088 void context_invalidate_state(struct wined3d_context
*context
, DWORD state
)
1090 DWORD rep
= context
->state_table
[state
].representative
;
1094 if (isStateDirty(context
, rep
)) return;
1096 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1097 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1098 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1099 context
->isStateDirty
[idx
] |= (1 << shift
);
1102 /* This function takes care of wined3d pixel format selection. */
1103 static int context_choose_pixel_format(const struct wined3d_device
*device
, HDC hdc
,
1104 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1105 BOOL auxBuffers
, BOOL findCompatible
)
1108 BYTE redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
1109 BYTE depthBits
=0, stencilBits
=0;
1110 unsigned int current_value
;
1111 unsigned int cfg_count
= device
->adapter
->cfg_count
;
1114 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1115 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1116 auxBuffers
, findCompatible
);
1118 if (!getColorBits(color_format
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
1120 ERR("Unable to get color bits for format %s (%#x)!\n",
1121 debug_d3dformat(color_format
->id
), color_format
->id
);
1125 getDepthStencilBits(ds_format
, &depthBits
, &stencilBits
);
1128 for (i
= 0; i
< cfg_count
; ++i
)
1130 const struct wined3d_pixel_format
*cfg
= &device
->adapter
->cfgs
[i
];
1133 /* For now only accept RGBA formats. Perhaps some day we will
1134 * allow floating point formats for pbuffers. */
1135 if (cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1137 /* In window mode we need a window drawable format and double buffering. */
1138 if (!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1140 if (cfg
->redSize
< redBits
)
1142 if (cfg
->greenSize
< greenBits
)
1144 if (cfg
->blueSize
< blueBits
)
1146 if (cfg
->alphaSize
< alphaBits
)
1148 if (cfg
->depthSize
< depthBits
)
1150 if (stencilBits
&& cfg
->stencilSize
!= stencilBits
)
1152 /* Check multisampling support. */
1153 if (cfg
->numSamples
)
1157 /* We try to locate a format which matches our requirements exactly. In case of
1158 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1159 if (cfg
->depthSize
== depthBits
)
1161 if (cfg
->stencilSize
== stencilBits
)
1163 if (cfg
->alphaSize
== alphaBits
)
1165 /* We like to have aux buffers in backbuffer mode */
1166 if (auxBuffers
&& cfg
->auxBuffers
)
1168 if (cfg
->redSize
== redBits
1169 && cfg
->greenSize
== greenBits
1170 && cfg
->blueSize
== blueBits
)
1173 if (value
> current_value
)
1175 iPixelFormat
= cfg
->iPixelFormat
;
1176 current_value
= value
;
1180 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1181 if(!iPixelFormat
&& !findCompatible
) {
1182 ERR("Can't find a suitable iPixelFormat\n");
1184 } else if(!iPixelFormat
) {
1185 PIXELFORMATDESCRIPTOR pfd
;
1187 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1188 /* PixelFormat selection */
1189 ZeroMemory(&pfd
, sizeof(pfd
));
1190 pfd
.nSize
= sizeof(pfd
);
1192 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1193 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1194 pfd
.cAlphaBits
= alphaBits
;
1195 pfd
.cColorBits
= colorBits
;
1196 pfd
.cDepthBits
= depthBits
;
1197 pfd
.cStencilBits
= stencilBits
;
1198 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1200 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
1202 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1203 ERR("Can't find a suitable iPixelFormat\n");
1208 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1209 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1210 return iPixelFormat
;
1213 /* Context activation is done by the caller. */
1214 static void bind_dummy_textures(const struct wined3d_device
*device
, const struct wined3d_context
*context
)
1216 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1217 unsigned int i
, count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1219 for (i
= 0; i
< count
; ++i
)
1221 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1222 checkGLcall("glActiveTextureARB");
1224 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1225 checkGLcall("glBindTexture");
1227 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1229 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1230 checkGLcall("glBindTexture");
1233 if (gl_info
->supported
[EXT_TEXTURE3D
])
1235 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1236 checkGLcall("glBindTexture");
1239 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1241 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1242 checkGLcall("glBindTexture");
1247 BOOL
context_debug_output_enabled(const struct wined3d_gl_info
*gl_info
)
1249 return gl_info
->supported
[ARB_DEBUG_OUTPUT
]
1250 && (ERR_ON(d3d
) || FIXME_ON(d3d
) || WARN_ON(d3d_perf
));
1253 static void WINE_GLAPI
wined3d_debug_callback(GLenum source
, GLenum type
, GLuint id
,
1254 GLenum severity
, GLsizei length
, const char *message
, void *ctx
)
1258 case GL_DEBUG_TYPE_ERROR_ARB
:
1259 ERR("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1262 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
:
1263 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
:
1264 case GL_DEBUG_TYPE_PORTABILITY_ARB
:
1265 FIXME("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1268 case GL_DEBUG_TYPE_PERFORMANCE_ARB
:
1269 WARN_(d3d_perf
)("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1273 FIXME("ctx %p, type %#x: %s.\n", ctx
, type
, debugstr_an(message
, length
));
1278 struct wined3d_context
*context_create(struct wined3d_swapchain
*swapchain
,
1279 struct wined3d_surface
*target
, const struct wined3d_format
*ds_format
)
1281 struct wined3d_device
*device
= swapchain
->device
;
1282 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1283 const struct wined3d_format
*color_format
;
1284 struct wined3d_context
*ret
;
1285 BOOL auxBuffers
= FALSE
;
1286 HGLRC ctx
, share_ctx
;
1293 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1295 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1299 ret
->blit_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1300 gl_info
->limits
.buffers
* sizeof(*ret
->blit_targets
));
1301 if (!ret
->blit_targets
)
1304 ret
->draw_buffers
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1305 gl_info
->limits
.buffers
* sizeof(*ret
->draw_buffers
));
1306 if (!ret
->draw_buffers
)
1309 ret
->free_occlusion_query_size
= 4;
1310 ret
->free_occlusion_queries
= HeapAlloc(GetProcessHeap(), 0,
1311 ret
->free_occlusion_query_size
* sizeof(*ret
->free_occlusion_queries
));
1312 if (!ret
->free_occlusion_queries
)
1315 list_init(&ret
->occlusion_queries
);
1317 ret
->free_event_query_size
= 4;
1318 ret
->free_event_queries
= HeapAlloc(GetProcessHeap(), 0,
1319 ret
->free_event_query_size
* sizeof(*ret
->free_event_queries
));
1320 if (!ret
->free_event_queries
)
1323 list_init(&ret
->event_queries
);
1324 list_init(&ret
->fbo_list
);
1325 list_init(&ret
->fbo_destroy_list
);
1327 if (!device
->shader_backend
->shader_allocate_context_data(ret
))
1329 ERR("Failed to allocate shader backend context data.\n");
1333 /* Initialize the texture unit mapping to a 1:1 mapping */
1334 for (s
= 0; s
< MAX_COMBINED_SAMPLERS
; ++s
)
1336 if (s
< gl_info
->limits
.fragment_samplers
)
1338 ret
->tex_unit_map
[s
] = s
;
1339 ret
->rev_tex_unit_map
[s
] = s
;
1343 ret
->tex_unit_map
[s
] = WINED3D_UNMAPPED_STAGE
;
1344 ret
->rev_tex_unit_map
[s
] = WINED3D_UNMAPPED_STAGE
;
1348 if (!(hdc
= GetDC(swapchain
->win_handle
)))
1350 WARN("Failed to retireve device context, trying swapchain backup.\n");
1352 if (!(hdc
= swapchain_get_backup_dc(swapchain
)))
1354 ERR("Failed to retrieve a device context.\n");
1359 color_format
= target
->resource
.format
;
1361 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1362 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1363 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1367 if (color_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1368 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B4G4R4A4_UNORM
);
1369 else if (color_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1370 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1373 /* DirectDraw supports 8bit paletted render targets and these are used by
1374 * old games like StarCraft and C&C. Most modern hardware doesn't support
1375 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1376 * conversion (ab)uses the alpha component for storing the palette index.
1377 * For this reason we require a format with 8bit alpha, so request
1379 if (color_format
->id
== WINED3DFMT_P8_UINT
)
1380 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1382 /* Try to find a pixel format which matches our requirements. */
1383 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
, auxBuffers
, FALSE
);
1385 /* Try to locate a compatible format if we weren't able to find anything. */
1388 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1389 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
, auxBuffers
, TRUE
);
1392 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1395 ERR("Can't find a suitable pixel format.\n");
1401 if (!context_set_pixel_format(gl_info
, hdc
, pixel_format
))
1403 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format
, hdc
);
1404 context_release(ret
);
1408 share_ctx
= device
->context_count
? device
->contexts
[0]->glCtx
: NULL
;
1409 if (gl_info
->p_wglCreateContextAttribsARB
)
1411 unsigned int ctx_attrib_idx
= 0;
1412 GLint ctx_attribs
[3];
1414 if (context_debug_output_enabled(gl_info
))
1416 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1417 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_DEBUG_BIT_ARB
;
1419 ctx_attribs
[ctx_attrib_idx
] = 0;
1421 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1423 ERR("Failed to create a WGL context.\n");
1424 context_release(ret
);
1430 if (!(ctx
= wglCreateContext(hdc
)))
1432 ERR("Failed to create a WGL context.\n");
1433 context_release(ret
);
1437 if (share_ctx
&& !wglShareLists(share_ctx
, ctx
))
1439 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx
, ctx
, GetLastError());
1440 context_release(ret
);
1441 if (!wglDeleteContext(ctx
))
1442 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1447 if (!device_context_add(device
, ret
))
1449 ERR("Failed to add the newly created context to the context list\n");
1450 context_release(ret
);
1451 if (!wglDeleteContext(ctx
))
1452 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1456 ret
->gl_info
= gl_info
;
1457 ret
->d3d_info
= &device
->adapter
->d3d_info
;
1458 ret
->state_table
= device
->StateTable
;
1460 /* Mark all states dirty to force a proper initialization of the states
1461 * on the first use of the context. */
1462 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
1464 if (ret
->state_table
[state
].representative
)
1465 context_invalidate_state(ret
, state
);
1468 ret
->swapchain
= swapchain
;
1469 ret
->current_rt
= target
;
1470 ret
->tid
= GetCurrentThreadId();
1472 ret
->render_offscreen
= surface_is_offscreen(target
);
1473 ret
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
1477 ret
->win_handle
= swapchain
->win_handle
;
1479 ret
->pixel_format
= pixel_format
;
1482 /* Set up the context defaults */
1483 if (!context_set_current(ret
))
1485 ERR("Cannot activate context to set up defaults.\n");
1486 device_context_remove(device
, ret
);
1487 context_release(ret
);
1488 if (!wglDeleteContext(ctx
))
1489 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1493 if (context_debug_output_enabled(gl_info
))
1495 GL_EXTCALL(glDebugMessageCallbackARB(wined3d_debug_callback
, ret
));
1496 if (TRACE_ON(d3d_synchronous
))
1497 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB
);
1498 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DONT_CARE
, GL_DONT_CARE
, 0, NULL
, GL_FALSE
));
1501 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_ERROR_ARB
,
1502 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1506 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
,
1507 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1508 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
,
1509 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1510 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_PORTABILITY_ARB
,
1511 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1513 if (WARN_ON(d3d_perf
))
1515 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_PERFORMANCE_ARB
,
1516 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1520 switch (swapchain
->desc
.swap_interval
)
1522 case WINED3DPRESENT_INTERVAL_IMMEDIATE
:
1525 case WINED3DPRESENT_INTERVAL_DEFAULT
:
1526 case WINED3DPRESENT_INTERVAL_ONE
:
1529 case WINED3DPRESENT_INTERVAL_TWO
:
1532 case WINED3DPRESENT_INTERVAL_THREE
:
1535 case WINED3DPRESENT_INTERVAL_FOUR
:
1539 FIXME("Unknown swap interval %#x.\n", swapchain
->desc
.swap_interval
);
1543 if (gl_info
->supported
[WGL_EXT_SWAP_CONTROL
])
1545 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval
)))
1546 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1547 swap_interval
, ret
, GetLastError());
1550 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1552 TRACE("Setting up the screen\n");
1554 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1555 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1557 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1558 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1560 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1561 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1563 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
1564 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1565 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ALIGNMENT
, device
->surface_alignment
);
1566 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1568 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
1570 /* Direct3D always uses n-1 weights for n world matrices and uses
1571 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
1572 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
1573 * enabled as well. */
1574 gl_info
->gl_ops
.gl
.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1575 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1577 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
1579 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1580 * the previous texture where to source the offset from is always unit - 1.
1582 for (s
= 1; s
< gl_info
->limits
.textures
; ++s
)
1584 context_active_texture(ret
, gl_info
, s
);
1585 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
,
1586 GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1587 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1590 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
1592 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1593 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1594 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1595 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1598 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1599 * program and the dummy program is destroyed when the context is destroyed.
1601 const char *dummy_program
=
1603 "MOV result.color, fragment.color.primary;\n"
1605 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1606 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1607 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1610 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1612 for (s
= 0; s
< gl_info
->limits
.textures
; ++s
)
1614 context_active_texture(ret
, gl_info
, s
);
1615 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1616 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1620 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
1622 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1624 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
1626 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1628 ret
->shader_update_mask
= (1 << WINED3D_SHADER_TYPE_PIXEL
)
1629 | (1 << WINED3D_SHADER_TYPE_VERTEX
)
1630 | (1 << WINED3D_SHADER_TYPE_GEOMETRY
);
1632 /* If this happens to be the first context for the device, dummy textures
1633 * are not created yet. In that case, they will be created (and bound) by
1634 * create_dummy_textures right after this context is initialized. */
1635 if (device
->dummy_texture_2d
[0])
1636 bind_dummy_textures(device
, ret
);
1638 TRACE("Created context %p.\n", ret
);
1643 device
->shader_backend
->shader_free_context_data(ret
);
1644 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
1645 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
1646 HeapFree(GetProcessHeap(), 0, ret
->draw_buffers
);
1647 HeapFree(GetProcessHeap(), 0, ret
->blit_targets
);
1648 HeapFree(GetProcessHeap(), 0, ret
);
1652 void context_destroy(struct wined3d_device
*device
, struct wined3d_context
*context
)
1656 TRACE("Destroying ctx %p\n", context
);
1658 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
1660 context_destroy_gl_resources(context
);
1661 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1666 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
1667 in wined3d_adapter may go away in the meantime */
1668 struct wined3d_gl_info
*gl_info
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info
));
1669 *gl_info
= *context
->gl_info
;
1670 context
->gl_info
= gl_info
;
1671 context
->destroyed
= 1;
1675 device
->shader_backend
->shader_free_context_data(context
);
1676 HeapFree(GetProcessHeap(), 0, context
->draw_buffers
);
1677 HeapFree(GetProcessHeap(), 0, context
->blit_targets
);
1678 device_context_remove(device
, context
);
1679 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
1682 /* Context activation is done by the caller. */
1683 static void set_blit_dimension(const struct wined3d_gl_info
*gl_info
, UINT width
, UINT height
)
1685 const GLdouble projection
[] =
1687 2.0 / width
, 0.0, 0.0, 0.0,
1688 0.0, 2.0 / height
, 0.0, 0.0,
1690 -1.0, -1.0, -1.0, 1.0,
1693 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
1694 checkGLcall("glMatrixMode(GL_PROJECTION)");
1695 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
1696 checkGLcall("glLoadMatrixd");
1697 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, width
, height
);
1698 checkGLcall("glViewport");
1701 static void context_get_rt_size(const struct wined3d_context
*context
, SIZE
*size
)
1703 const struct wined3d_surface
*rt
= context
->current_rt
;
1705 if (rt
->swapchain
&& rt
->swapchain
->front_buffer
== rt
)
1709 GetClientRect(context
->win_handle
, &window_size
);
1710 size
->cx
= window_size
.right
- window_size
.left
;
1711 size
->cy
= window_size
.bottom
- window_size
.top
;
1716 size
->cx
= rt
->resource
.width
;
1717 size
->cy
= rt
->resource
.height
;
1720 /*****************************************************************************
1723 * Sets up a context for DirectDraw blitting.
1724 * All texture units are disabled, texture unit 0 is set as current unit
1725 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1726 * color writing enabled for all channels
1727 * register combiners disabled, shaders disabled
1728 * world matrix is set to identity, texture matrix 0 too
1729 * projection matrix is setup for drawing screen coordinates
1732 * This: Device to activate the context for
1733 * context: Context to setup
1735 *****************************************************************************/
1736 /* Context activation is done by the caller. */
1737 static void SetupForBlit(const struct wined3d_device
*device
, struct wined3d_context
*context
)
1740 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1744 TRACE("Setting up context %p for blitting\n", context
);
1746 context_get_rt_size(context
, &rt_size
);
1748 if (context
->last_was_blit
)
1750 if (context
->blit_w
!= rt_size
.cx
|| context
->blit_h
!= rt_size
.cy
)
1752 set_blit_dimension(gl_info
, rt_size
.cx
, rt_size
.cy
);
1753 context
->blit_w
= rt_size
.cx
;
1754 context
->blit_h
= rt_size
.cy
;
1755 /* No need to dirtify here, the states are still dirtified because
1756 * they weren't applied since the last SetupForBlit() call. */
1758 TRACE("Context is already set up for blitting, nothing to do\n");
1761 context
->last_was_blit
= TRUE
;
1763 /* Disable all textures. The caller can then bind a texture it wants to blit
1766 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1767 * function texture unit. No need to care for higher samplers
1769 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
1771 sampler
= context
->rev_tex_unit_map
[i
];
1772 context_active_texture(context
, gl_info
, i
);
1774 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1776 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1777 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1779 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
1780 checkGLcall("glDisable GL_TEXTURE_3D");
1781 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1783 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1784 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1786 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
1787 checkGLcall("glDisable GL_TEXTURE_2D");
1789 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1790 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1792 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1794 if (sampler
< MAX_TEXTURES
)
1795 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
1796 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
1799 context_active_texture(context
, gl_info
, 0);
1801 sampler
= context
->rev_tex_unit_map
[0];
1803 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1805 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1806 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1808 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
1809 checkGLcall("glDisable GL_TEXTURE_3D");
1810 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1812 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1813 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1815 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
1816 checkGLcall("glDisable GL_TEXTURE_2D");
1818 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1820 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
1821 checkGLcall("glMatrixMode(GL_TEXTURE)");
1822 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1823 checkGLcall("glLoadIdentity()");
1825 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
1827 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1828 GL_TEXTURE_LOD_BIAS_EXT
, 0.0f
);
1829 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1832 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1834 if (sampler
< MAX_TEXTURES
)
1836 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ sampler
));
1837 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
1839 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
1842 /* Other misc states */
1843 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
1844 checkGLcall("glDisable(GL_ALPHA_TEST)");
1845 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
));
1846 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
1847 checkGLcall("glDisable GL_LIGHTING");
1848 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_LIGHTING
));
1849 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
1850 checkGLcall("glDisable GL_DEPTH_TEST");
1851 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZENABLE
));
1852 glDisableWINE(GL_FOG
);
1853 checkGLcall("glDisable GL_FOG");
1854 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
));
1855 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
1856 checkGLcall("glDisable GL_BLEND");
1857 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
1858 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
1859 checkGLcall("glDisable GL_CULL_FACE");
1860 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CULLMODE
));
1861 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
1862 checkGLcall("glDisable GL_STENCIL_TEST");
1863 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
1864 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
1865 checkGLcall("glDisable GL_SCISSOR_TEST");
1866 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
1867 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1869 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
1870 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1871 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
));
1873 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1874 checkGLcall("glColorMask");
1875 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
1876 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
1877 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
1878 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
1879 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
1881 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
1882 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
1883 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1886 /* Setup transforms */
1887 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
1888 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1889 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1890 checkGLcall("glLoadIdentity()");
1891 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
1893 context
->last_was_rhw
= TRUE
;
1894 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
1896 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1897 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1898 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1899 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1900 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1901 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1902 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CLIPPING
));
1904 set_blit_dimension(gl_info
, rt_size
.cx
, rt_size
.cy
);
1906 /* Disable shaders */
1907 device
->shader_backend
->shader_disable(device
->shader_priv
, context
);
1909 context
->blit_w
= rt_size
.cx
;
1910 context
->blit_h
= rt_size
.cy
;
1911 context_invalidate_state(context
, STATE_VIEWPORT
);
1912 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
1915 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
1917 return rt_mask
& (1 << 31);
1920 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
1922 return rt_mask
& ~(1 << 31);
1925 /* Context activation is done by the caller. */
1926 static void context_apply_draw_buffers(struct wined3d_context
*context
, DWORD rt_mask
)
1928 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1932 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_NONE
);
1933 checkGLcall("glDrawBuffer()");
1935 else if (is_rt_mask_onscreen(rt_mask
))
1937 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
1938 checkGLcall("glDrawBuffer()");
1942 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1949 context
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
1951 context
->draw_buffers
[i
] = GL_NONE
;
1957 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
1959 GL_EXTCALL(glDrawBuffersARB(i
, context
->draw_buffers
));
1960 checkGLcall("glDrawBuffers()");
1964 gl_info
->gl_ops
.gl
.p_glDrawBuffer(context
->draw_buffers
[0]);
1965 checkGLcall("glDrawBuffer()");
1970 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
1975 /* Context activation is done by the caller. */
1976 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
1978 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1979 DWORD
*current_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
1980 DWORD new_mask
= context_generate_rt_mask(buffer
);
1982 if (new_mask
== *current_mask
)
1985 gl_info
->gl_ops
.gl
.p_glDrawBuffer(buffer
);
1986 checkGLcall("glDrawBuffer()");
1988 *current_mask
= new_mask
;
1991 /* Context activation is done by the caller. */
1992 void context_active_texture(struct wined3d_context
*context
, const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
1994 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0
+ unit
));
1995 checkGLcall("glActiveTextureARB");
1996 context
->active_texture
= unit
;
1999 void context_bind_texture(struct wined3d_context
*context
, GLenum target
, GLuint name
)
2001 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2002 DWORD unit
= context
->active_texture
;
2003 DWORD old_texture_type
= context
->texture_type
[unit
];
2007 gl_info
->gl_ops
.gl
.p_glBindTexture(target
, name
);
2008 checkGLcall("glBindTexture");
2015 if (old_texture_type
!= target
)
2017 const struct wined3d_device
*device
= context
->swapchain
->device
;
2019 switch (old_texture_type
)
2025 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[unit
]);
2026 checkGLcall("glBindTexture");
2028 case GL_TEXTURE_RECTANGLE_ARB
:
2029 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[unit
]);
2030 checkGLcall("glBindTexture");
2032 case GL_TEXTURE_CUBE_MAP
:
2033 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[unit
]);
2034 checkGLcall("glBindTexture");
2037 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[unit
]);
2038 checkGLcall("glBindTexture");
2041 ERR("Unexpected texture target %#x\n", old_texture_type
);
2044 context
->texture_type
[unit
] = target
;
2048 static void context_set_render_offscreen(struct wined3d_context
*context
, BOOL offscreen
)
2050 if (context
->render_offscreen
== offscreen
) return;
2052 context_invalidate_state(context
, STATE_POINTSPRITECOORDORIGIN
);
2053 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2054 context_invalidate_state(context
, STATE_VIEWPORT
);
2055 context_invalidate_state(context
, STATE_SCISSORRECT
);
2056 context_invalidate_state(context
, STATE_FRONTFACE
);
2057 context
->render_offscreen
= offscreen
;
2060 static BOOL
match_depth_stencil_format(const struct wined3d_format
*existing
,
2061 const struct wined3d_format
*required
)
2063 BYTE existing_depth
, existing_stencil
, required_depth
, required_stencil
;
2065 if (existing
== required
) return TRUE
;
2066 if ((existing
->flags
& WINED3DFMT_FLAG_FLOAT
) != (required
->flags
& WINED3DFMT_FLAG_FLOAT
)) return FALSE
;
2068 getDepthStencilBits(existing
, &existing_depth
, &existing_stencil
);
2069 getDepthStencilBits(required
, &required_depth
, &required_stencil
);
2071 if(existing_depth
< required_depth
) return FALSE
;
2072 /* If stencil bits are used the exact amount is required - otherwise wrapping
2073 * won't work correctly */
2074 if(required_stencil
&& required_stencil
!= existing_stencil
) return FALSE
;
2078 /* The caller provides a context */
2079 static void context_validate_onscreen_formats(struct wined3d_context
*context
,
2080 const struct wined3d_surface
*depth_stencil
)
2082 /* Onscreen surfaces are always in a swapchain */
2083 struct wined3d_swapchain
*swapchain
= context
->current_rt
->swapchain
;
2085 if (context
->render_offscreen
|| !depth_stencil
) return;
2086 if (match_depth_stencil_format(swapchain
->ds_format
, depth_stencil
->resource
.format
)) return;
2088 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2089 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2091 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2093 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2094 surface_load_location(context
->current_rt
, WINED3D_LOCATION_TEXTURE_RGB
);
2095 swapchain
->render_to_fbo
= TRUE
;
2096 swapchain_update_draw_bindings(swapchain
);
2097 context_set_render_offscreen(context
, TRUE
);
2100 static DWORD
context_generate_rt_mask_no_fbo(const struct wined3d_device
*device
, const struct wined3d_surface
*rt
)
2102 if (!rt
|| rt
->resource
.format
->id
== WINED3DFMT_NULL
)
2104 else if (rt
->swapchain
)
2105 return context_generate_rt_mask_from_surface(rt
);
2107 return context_generate_rt_mask(device
->offscreenBuffer
);
2110 /* Context activation is done by the caller. */
2111 void context_apply_blit_state(struct wined3d_context
*context
, const struct wined3d_device
*device
)
2113 struct wined3d_surface
*rt
= context
->current_rt
;
2114 DWORD rt_mask
, *cur_mask
;
2116 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2118 context_validate_onscreen_formats(context
, NULL
);
2120 if (context
->render_offscreen
)
2122 wined3d_texture_load(rt
->container
, context
, FALSE
);
2124 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, rt
, NULL
, rt
->draw_binding
);
2125 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
2132 context
->current_fbo
= NULL
;
2133 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
2134 rt_mask
= context_generate_rt_mask_from_surface(rt
);
2139 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt
);
2142 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2144 if (rt_mask
!= *cur_mask
)
2146 context_apply_draw_buffers(context
, rt_mask
);
2147 *cur_mask
= rt_mask
;
2150 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2152 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2155 SetupForBlit(device
, context
);
2156 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2159 static BOOL
context_validate_rt_config(UINT rt_count
,
2160 struct wined3d_surface
* const *rts
, const struct wined3d_surface
*ds
)
2164 if (ds
) return TRUE
;
2166 for (i
= 0; i
< rt_count
; ++i
)
2168 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
2172 WARN("Invalid render target config, need at least one attachment.\n");
2176 /* Context activation is done by the caller. */
2177 BOOL
context_apply_clear_state(struct wined3d_context
*context
, const struct wined3d_device
*device
,
2178 UINT rt_count
, const struct wined3d_fb_state
*fb
)
2180 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2181 DWORD rt_mask
= 0, *cur_mask
;
2183 struct wined3d_surface
**rts
= fb
->render_targets
;
2185 if (isStateDirty(context
, STATE_FRAMEBUFFER
) || fb
!= &device
->fb
2186 || rt_count
!= context
->gl_info
->limits
.buffers
)
2188 if (!context_validate_rt_config(rt_count
, rts
, fb
->depth_stencil
))
2191 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2193 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
2195 if (!rt_count
|| surface_is_offscreen(rts
[0]))
2197 for (i
= 0; i
< rt_count
; ++i
)
2199 context
->blit_targets
[i
] = rts
[i
];
2200 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
2201 rt_mask
|= (1 << i
);
2203 while (i
< context
->gl_info
->limits
.buffers
)
2205 context
->blit_targets
[i
] = NULL
;
2208 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
, fb
->depth_stencil
,
2209 rt_count
? rts
[0]->draw_binding
: WINED3D_LOCATION_TEXTURE_RGB
);
2213 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, WINED3D_LOCATION_DRAWABLE
);
2214 rt_mask
= context_generate_rt_mask_from_surface(rts
[0]);
2217 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2218 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2219 * state management allows this */
2220 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2224 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt_count
? rts
[0] : NULL
);
2227 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
2228 && (!rt_count
|| surface_is_offscreen(rts
[0])))
2230 for (i
= 0; i
< rt_count
; ++i
)
2232 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
) rt_mask
|= (1 << i
);
2237 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt_count
? rts
[0] : NULL
);
2240 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2242 if (rt_mask
!= *cur_mask
)
2244 context_apply_draw_buffers(context
, rt_mask
);
2245 *cur_mask
= rt_mask
;
2246 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2249 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2251 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2254 if (context
->last_was_blit
)
2255 context
->last_was_blit
= FALSE
;
2257 /* Blending and clearing should be orthogonal, but tests on the nvidia
2258 * driver show that disabling blending when clearing improves the clearing
2259 * performance incredibly. */
2260 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2261 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
2262 checkGLcall("glEnable GL_SCISSOR_TEST");
2264 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2265 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
2266 context_invalidate_state(context
, STATE_SCISSORRECT
);
2271 static DWORD
find_draw_buffers_mask(const struct wined3d_context
*context
, const struct wined3d_device
*device
)
2273 const struct wined3d_state
*state
= &device
->state
;
2274 struct wined3d_surface
**rts
= state
->fb
->render_targets
;
2275 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2276 DWORD rt_mask
, rt_mask_bits
;
2279 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) return context_generate_rt_mask_no_fbo(device
, rts
[0]);
2280 else if (!context
->render_offscreen
) return context_generate_rt_mask_from_surface(rts
[0]);
2282 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
2283 rt_mask
&= context
->d3d_info
->valid_rt_mask
;
2284 rt_mask_bits
= rt_mask
;
2286 while (rt_mask_bits
)
2288 rt_mask_bits
&= ~(1 << i
);
2289 if (!rts
[i
] || rts
[i
]->resource
.format
->id
== WINED3DFMT_NULL
)
2290 rt_mask
&= ~(1 << i
);
2298 /* Context activation is done by the caller. */
2299 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2301 const struct wined3d_device
*device
= context
->swapchain
->device
;
2302 const struct wined3d_fb_state
*fb
= state
->fb
;
2303 DWORD rt_mask
= find_draw_buffers_mask(context
, device
);
2306 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2308 if (!context
->render_offscreen
)
2310 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, WINED3D_LOCATION_DRAWABLE
);
2314 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, fb
->render_targets
, fb
->depth_stencil
,
2315 fb
->render_targets
[0]->draw_binding
);
2319 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2320 if (rt_mask
!= *cur_mask
)
2322 context_apply_draw_buffers(context
, rt_mask
);
2323 *cur_mask
= rt_mask
;
2327 static void context_map_stage(struct wined3d_context
*context
, DWORD stage
, DWORD unit
)
2329 DWORD i
= context
->rev_tex_unit_map
[unit
];
2330 DWORD j
= context
->tex_unit_map
[stage
];
2332 context
->tex_unit_map
[stage
] = unit
;
2333 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2334 context
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2336 context
->rev_tex_unit_map
[unit
] = stage
;
2337 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2338 context
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2341 static void context_invalidate_texture_stage(struct wined3d_context
*context
, DWORD stage
)
2345 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2346 context_invalidate_state(context
, STATE_TEXTURESTAGE(stage
, i
));
2349 static void context_update_fixed_function_usage_map(struct wined3d_context
*context
,
2350 const struct wined3d_state
*state
)
2354 context
->fixed_function_usage_map
= 0;
2355 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2357 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
2358 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
2359 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
2360 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
2361 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
2362 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
2363 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
2364 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
2366 /* Not used, and disable higher stages. */
2367 if (color_op
== WINED3D_TOP_DISABLE
)
2370 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
2371 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
2372 || ((color_arg3
== WINED3DTA_TEXTURE
)
2373 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
2374 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
2375 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
2376 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2377 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
2378 context
->fixed_function_usage_map
|= (1 << i
);
2380 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
2381 && i
< MAX_TEXTURES
- 1)
2382 context
->fixed_function_usage_map
|= (1 << (i
+ 1));
2385 if (i
< context
->lowest_disabled_stage
)
2388 end
= context
->lowest_disabled_stage
;
2392 start
= context
->lowest_disabled_stage
;
2396 context
->lowest_disabled_stage
= i
;
2397 for (i
= start
+ 1; i
< end
; ++i
)
2399 context_invalidate_state(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
2403 static void context_map_fixed_function_samplers(struct wined3d_context
*context
,
2404 const struct wined3d_state
*state
)
2406 unsigned int i
, tex
;
2408 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2410 context_update_fixed_function_usage_map(context
, state
);
2411 ffu_map
= context
->fixed_function_usage_map
;
2413 if (d3d_info
->limits
.ffp_textures
== d3d_info
->limits
.ffp_blend_stages
2414 || context
->lowest_disabled_stage
<= d3d_info
->limits
.ffp_textures
)
2416 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2421 if (context
->tex_unit_map
[i
] != i
)
2423 context_map_stage(context
, i
, i
);
2424 context_invalidate_state(context
, STATE_SAMPLER(i
));
2425 context_invalidate_texture_stage(context
, i
);
2431 /* Now work out the mapping */
2433 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2438 if (context
->tex_unit_map
[i
] != tex
)
2440 context_map_stage(context
, i
, tex
);
2441 context_invalidate_state(context
, STATE_SAMPLER(i
));
2442 context_invalidate_texture_stage(context
, i
);
2449 static void context_map_psamplers(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2451 const enum wined3d_sampler_texture_type
*sampler_type
=
2452 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.sampler_type
;
2454 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2456 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2458 if (sampler_type
[i
] && context
->tex_unit_map
[i
] != i
)
2460 context_map_stage(context
, i
, i
);
2461 context_invalidate_state(context
, STATE_SAMPLER(i
));
2462 if (i
< d3d_info
->limits
.ffp_blend_stages
)
2463 context_invalidate_texture_stage(context
, i
);
2468 static BOOL
context_unit_free_for_vs(const struct wined3d_context
*context
,
2469 const enum wined3d_sampler_texture_type
*pshader_sampler_tokens
,
2470 const enum wined3d_sampler_texture_type
*vshader_sampler_tokens
, DWORD unit
)
2472 DWORD current_mapping
= context
->rev_tex_unit_map
[unit
];
2474 /* Not currently used */
2475 if (current_mapping
== WINED3D_UNMAPPED_STAGE
)
2478 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
)
2480 /* Used by a fragment sampler */
2482 if (!pshader_sampler_tokens
)
2484 /* No pixel shader, check fixed function */
2485 return current_mapping
>= MAX_TEXTURES
|| !(context
->fixed_function_usage_map
& (1 << current_mapping
));
2488 /* Pixel shader, check the shader's sampler map */
2489 return !pshader_sampler_tokens
[current_mapping
];
2492 /* Used by a vertex sampler */
2493 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2496 static void context_map_vsamplers(struct wined3d_context
*context
, BOOL ps
, const struct wined3d_state
*state
)
2498 const enum wined3d_sampler_texture_type
*vshader_sampler_type
=
2499 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.sampler_type
;
2500 const enum wined3d_sampler_texture_type
*pshader_sampler_type
= NULL
;
2501 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2502 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2507 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2508 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2509 pshader_sampler_type
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.sampler_type
;
2512 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
2513 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2514 if (vshader_sampler_type
[i
])
2516 if (context
->tex_unit_map
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2518 /* Already mapped somewhere */
2524 if (context_unit_free_for_vs(context
, pshader_sampler_type
, vshader_sampler_type
, start
))
2526 context_map_stage(context
, vsampler_idx
, start
);
2527 context_invalidate_state(context
, STATE_SAMPLER(vsampler_idx
));
2539 static void context_update_tex_unit_map(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2541 BOOL vs
= use_vs(state
);
2542 BOOL ps
= use_ps(state
);
2545 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2546 * that would be really messy and require shader recompilation
2547 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2548 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2551 context_map_psamplers(context
, state
);
2553 context_map_fixed_function_samplers(context
, state
);
2556 context_map_vsamplers(context
, ps
, state
);
2559 /* Context activation is done by the caller. */
2560 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2562 const struct wined3d_device
*device
= context
->swapchain
->device
;
2563 DWORD rt_mask
, *cur_mask
;
2565 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
2567 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2568 rt_mask
= find_draw_buffers_mask(context
, device
);
2569 if (rt_mask
!= *cur_mask
)
2571 context_apply_draw_buffers(context
, rt_mask
);
2572 *cur_mask
= rt_mask
;
2576 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
2578 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
2579 *regnum
= WINED3D_FFP_POSITION
;
2580 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
2581 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
2582 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
2583 *regnum
= WINED3D_FFP_BLENDINDICES
;
2584 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
2585 *regnum
= WINED3D_FFP_NORMAL
;
2586 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
2587 *regnum
= WINED3D_FFP_PSIZE
;
2588 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
2589 *regnum
= WINED3D_FFP_DIFFUSE
;
2590 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
2591 *regnum
= WINED3D_FFP_SPECULAR
;
2592 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
2593 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
2596 FIXME("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage
), usage_idx
);
2604 /* FIXME: Separate buffer loading from declaration decoding */
2605 /* Context activation is done by the caller. */
2606 void context_stream_info_from_declaration(struct wined3d_context
*context
,
2607 const struct wined3d_state
*state
, struct wined3d_stream_info
*stream_info
)
2609 /* We need to deal with frequency data! */
2610 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
2611 BOOL use_vshader
= use_vs(state
);
2615 stream_info
->use_map
= 0;
2616 stream_info
->swizzle_map
= 0;
2617 stream_info
->all_vbo
= 1;
2618 stream_info
->position_transformed
= declaration
->position_transformed
;
2620 /* Translate the declaration into strided data. */
2621 for (i
= 0; i
< declaration
->element_count
; ++i
)
2623 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
2624 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
2625 struct wined3d_buffer
*buffer
= stream
->buffer
;
2626 struct wined3d_bo_address data
;
2631 TRACE("%p Element %p (%u of %u).\n", declaration
->elements
,
2632 element
, i
+ 1, declaration
->element_count
);
2634 if (!buffer
) continue;
2636 stride
= stream
->stride
;
2637 TRACE("Stream %u in buffer %p.\n", element
->input_slot
, buffer
);
2638 buffer_get_memory(buffer
, context
, &data
);
2640 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
2641 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
2642 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
2643 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
2644 * not, drawStridedSlow is needed, including a vertex buffer path. */
2645 if (state
->load_base_vertex_index
< 0)
2647 WARN_(d3d_perf
)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
2648 state
->load_base_vertex_index
);
2649 data
.buffer_object
= 0;
2650 data
.addr
= buffer_get_sysmem(buffer
, context
);
2651 if ((UINT_PTR
)data
.addr
< -state
->load_base_vertex_index
* stride
)
2653 FIXME("System memory vertex data load offset is negative!\n");
2656 data
.addr
+= element
->offset
;
2658 TRACE("offset %u input_slot %u usage_idx %d.\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
2662 if (element
->output_slot
== ~0U)
2664 /* TODO: Assuming vertexdeclarations are usually used with the
2665 * same or a similar shader, it might be worth it to store the
2666 * last used output slot and try that one first. */
2667 stride_used
= vshader_get_input(state
->shader
[WINED3D_SHADER_TYPE_VERTEX
],
2668 element
->usage
, element
->usage_idx
, &idx
);
2672 idx
= element
->output_slot
;
2678 if (!element
->ffp_valid
)
2680 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
2681 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
2682 stride_used
= FALSE
;
2686 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
2692 TRACE("Load %s array %u [usage %s, usage_idx %u, "
2693 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u].\n",
2694 use_vshader
? "shader": "fixed function", idx
,
2695 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
2696 element
->offset
, stride
, debug_d3dformat(element
->format
->id
), data
.buffer_object
);
2698 data
.addr
+= stream
->offset
;
2700 stream_info
->elements
[idx
].format
= element
->format
;
2701 stream_info
->elements
[idx
].data
= data
;
2702 stream_info
->elements
[idx
].stride
= stride
;
2703 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
2705 if (!context
->gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
2706 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
2708 stream_info
->swizzle_map
|= 1 << idx
;
2710 stream_info
->use_map
|= 1 << idx
;
2714 /* Preload the vertex buffers. */
2715 context
->num_buffer_queries
= 0;
2716 for (i
= 0, map
= stream_info
->use_map
; map
; map
>>= 1, ++i
)
2718 struct wined3d_stream_info_element
*element
;
2719 struct wined3d_buffer
*buffer
;
2724 element
= &stream_info
->elements
[i
];
2725 buffer
= state
->streams
[element
->stream_idx
].buffer
;
2726 buffer_internal_preload(buffer
, context
, state
);
2728 /* If the preload dropped the buffer object, update the stream info. */
2729 if (buffer
->buffer_object
!= element
->data
.buffer_object
)
2731 element
->data
.buffer_object
= 0;
2732 element
->data
.addr
= buffer_get_sysmem(buffer
, context
)
2733 + (ptrdiff_t)element
->data
.addr
;
2736 if (!buffer
->buffer_object
)
2737 stream_info
->all_vbo
= 0;
2740 context
->buffer_queries
[context
->num_buffer_queries
++] = buffer
->query
;
2744 /* Context activation is done by the caller. */
2745 static void context_update_stream_info(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2747 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2748 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2749 struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
2750 DWORD prev_all_vbo
= stream_info
->all_vbo
;
2752 TRACE("============================= Vertex Declaration =============================\n");
2753 context_stream_info_from_declaration(context
, state
, stream_info
);
2757 if (state
->vertex_declaration
->half_float_conv_needed
&& !stream_info
->all_vbo
)
2759 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
2760 context
->use_immediate_mode_draw
= TRUE
;
2764 context
->use_immediate_mode_draw
= FALSE
;
2769 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
2770 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
2771 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
2773 if (((stream_info
->position_transformed
&& !d3d_info
->xyzrhw
)
2774 || (stream_info
->use_map
& slow_mask
)) && !stream_info
->all_vbo
)
2775 context
->use_immediate_mode_draw
= TRUE
;
2777 context
->use_immediate_mode_draw
= FALSE
;
2780 if (prev_all_vbo
!= stream_info
->all_vbo
)
2781 context_invalidate_state(context
, STATE_INDEXBUFFER
);
2784 /* Context activation is done by the caller. */
2785 static void context_preload_texture(struct wined3d_context
*context
,
2786 const struct wined3d_state
*state
, unsigned int idx
)
2788 struct wined3d_texture
*texture
;
2790 if (!(texture
= state
->textures
[idx
]))
2793 wined3d_texture_load(texture
, context
, state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
]);
2796 /* Context activation is done by the caller. */
2797 static void context_preload_textures(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2803 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
2805 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.sampler_type
[i
])
2806 context_preload_texture(context
, state
, MAX_FRAGMENT_SAMPLERS
+ i
);
2812 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2814 if (state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.sampler_type
[i
])
2815 context_preload_texture(context
, state
, i
);
2820 WORD ffu_map
= context
->fixed_function_usage_map
;
2822 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2825 context_preload_texture(context
, state
, i
);
2830 /* Context activation is done by the caller. */
2831 BOOL
context_apply_draw_state(struct wined3d_context
*context
, struct wined3d_device
*device
)
2833 const struct wined3d_state
*state
= &device
->state
;
2834 const struct StateEntry
*state_table
= context
->state_table
;
2835 const struct wined3d_fb_state
*fb
= state
->fb
;
2838 if (!context_validate_rt_config(context
->gl_info
->limits
.buffers
,
2839 fb
->render_targets
, fb
->depth_stencil
))
2842 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& isStateDirty(context
, STATE_FRAMEBUFFER
))
2844 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
2847 /* Preload resources before FBO setup. Texture preload in particular may
2848 * result in changes to the current FBO, due to using e.g. FBO blits for
2849 * updating a resource location. */
2850 context_update_tex_unit_map(context
, state
);
2851 context_preload_textures(context
, state
);
2852 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
))
2853 context_update_stream_info(context
, state
);
2854 if (state
->index_buffer
)
2856 if (context
->stream_info
.all_vbo
)
2857 buffer_internal_preload(state
->index_buffer
, context
, state
);
2859 buffer_get_sysmem(state
->index_buffer
, context
);
2862 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
2864 DWORD rep
= context
->dirtyArray
[i
];
2865 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
2866 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
2867 context
->isStateDirty
[idx
] &= ~(1 << shift
);
2868 state_table
[rep
].apply(context
, state
, rep
);
2871 if (context
->shader_update_mask
)
2873 device
->shader_backend
->shader_select(device
->shader_priv
, context
, state
);
2874 context
->shader_update_mask
= 0;
2877 if (context
->constant_update_mask
)
2879 device
->shader_backend
->shader_load_constants(device
->shader_priv
, context
, state
);
2880 context
->constant_update_mask
= 0;
2883 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2885 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2888 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
2889 context
->last_was_blit
= FALSE
;
2894 static void context_setup_target(struct wined3d_context
*context
, struct wined3d_surface
*target
)
2896 BOOL old_render_offscreen
= context
->render_offscreen
, render_offscreen
;
2898 render_offscreen
= surface_is_offscreen(target
);
2899 if (context
->current_rt
== target
&& render_offscreen
== old_render_offscreen
) return;
2901 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2902 * the alpha blend state changes with different render target formats. */
2903 if (!context
->current_rt
)
2905 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2909 const struct wined3d_format
*old
= context
->current_rt
->resource
.format
;
2910 const struct wined3d_format
*new = target
->resource
.format
;
2912 if (old
->id
!= new->id
)
2914 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2915 if ((old
->alpha_size
&& !new->alpha_size
) || (!old
->alpha_size
&& new->alpha_size
)
2916 || !(new->flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
2917 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2919 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2920 if ((old
->flags
& WINED3DFMT_FLAG_SRGB_WRITE
) != (new->flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
2921 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
2924 /* When switching away from an offscreen render target, and we're not
2925 * using FBOs, we have to read the drawable into the texture. This is
2926 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
2927 * There are some things that need care though. PreLoad needs a GL context,
2928 * and FindContext is called before the context is activated. It also
2929 * has to be called with the old rendertarget active, otherwise a
2930 * wrong drawable is read. */
2931 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2932 && old_render_offscreen
&& context
->current_rt
!= target
)
2934 struct wined3d_texture
*texture
= context
->current_rt
->container
;
2936 /* Read the back buffer of the old drawable into the destination texture. */
2937 if (texture
->texture_srgb
.name
)
2938 wined3d_texture_load(texture
, context
, TRUE
);
2939 wined3d_texture_load(texture
, context
, FALSE
);
2940 surface_invalidate_location(context
->current_rt
, WINED3D_LOCATION_DRAWABLE
);
2944 context
->current_rt
= target
;
2945 context_set_render_offscreen(context
, render_offscreen
);
2948 struct wined3d_context
*context_acquire(const struct wined3d_device
*device
, struct wined3d_surface
*target
)
2950 struct wined3d_context
*current_context
= context_get_current();
2951 struct wined3d_context
*context
;
2953 TRACE("device %p, target %p.\n", device
, target
);
2955 if (current_context
&& current_context
->destroyed
)
2956 current_context
= NULL
;
2961 && current_context
->current_rt
2962 && current_context
->swapchain
->device
== device
)
2964 target
= current_context
->current_rt
;
2968 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
2969 if (swapchain
->back_buffers
)
2970 target
= swapchain
->back_buffers
[0];
2972 target
= swapchain
->front_buffer
;
2976 if (current_context
&& current_context
->current_rt
== target
)
2978 context
= current_context
;
2980 else if (target
->swapchain
)
2982 TRACE("Rendering onscreen.\n");
2984 context
= swapchain_get_context(target
->swapchain
);
2988 TRACE("Rendering offscreen.\n");
2990 /* Stay with the current context if possible. Otherwise use the
2991 * context for the primary swapchain. */
2992 if (current_context
&& current_context
->swapchain
->device
== device
)
2993 context
= current_context
;
2995 context
= swapchain_get_context(device
->swapchains
[0]);
2998 context_enter(context
);
2999 context_update_window(context
);
3000 context_setup_target(context
, target
);
3001 if (!context
->valid
) return context
;
3003 if (context
!= current_context
)
3005 if (!context_set_current(context
))
3006 ERR("Failed to activate the new context.\n");
3008 else if (context
->needs_set
)
3010 context_set_gl_context(context
);