2 * Context and render target management in wined3d
4 * Copyright 2007-2008 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
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
31 static DWORD wined3d_context_tls_idx
;
33 /* FBO helper functions */
35 /* GL locking is done by the caller */
36 static void context_bind_fbo(struct wined3d_context
*context
, GLenum target
, GLuint
*fbo
)
38 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
49 gl_info
->fbo_ops
.glGenFramebuffers(1, fbo
);
50 checkGLcall("glGenFramebuffers()");
51 TRACE("Created FBO %u.\n", *fbo
);
58 case GL_READ_FRAMEBUFFER
:
59 if (context
->fbo_read_binding
== f
) return;
60 context
->fbo_read_binding
= f
;
63 case GL_DRAW_FRAMEBUFFER
:
64 if (context
->fbo_draw_binding
== f
) return;
65 context
->fbo_draw_binding
= f
;
69 if (context
->fbo_read_binding
== f
70 && context
->fbo_draw_binding
== f
) return;
71 context
->fbo_read_binding
= f
;
72 context
->fbo_draw_binding
= f
;
76 FIXME("Unhandled target %#x.\n", target
);
80 gl_info
->fbo_ops
.glBindFramebuffer(target
, f
);
81 checkGLcall("glBindFramebuffer()");
84 /* GL locking is done by the caller */
85 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
89 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
91 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
97 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
98 checkGLcall("glFramebufferTexture2D()");
101 /* GL locking is done by the caller */
102 static void context_destroy_fbo(struct wined3d_context
*context
, GLuint
*fbo
)
104 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
106 context_bind_fbo(context
, GL_FRAMEBUFFER
, fbo
);
107 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
108 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
110 gl_info
->fbo_ops
.glDeleteFramebuffers(1, fbo
);
111 checkGLcall("glDeleteFramebuffers()");
114 /* GL locking is done by the caller */
115 static void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
116 GLenum fbo_target
, struct wined3d_surface
*depth_stencil
, DWORD location
)
118 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
120 TRACE("Attach depth stencil %p\n", depth_stencil
);
124 DWORD format_flags
= depth_stencil
->resource
.format
->flags
;
126 if (depth_stencil
->current_renderbuffer
)
128 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
130 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
,
131 GL_RENDERBUFFER
, depth_stencil
->current_renderbuffer
->id
);
132 checkGLcall("glFramebufferRenderbuffer()");
135 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
137 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
,
138 GL_RENDERBUFFER
, depth_stencil
->current_renderbuffer
->id
);
139 checkGLcall("glFramebufferRenderbuffer()");
146 case SFLAG_INTEXTURE
:
147 case SFLAG_INSRGBTEX
:
148 surface_prepare_texture(depth_stencil
, context
, FALSE
);
150 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
152 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
,
153 depth_stencil
->texture_target
, depth_stencil
->texture_name
,
154 depth_stencil
->texture_level
);
155 checkGLcall("glFramebufferTexture2D()");
158 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
160 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
,
161 depth_stencil
->texture_target
, depth_stencil
->texture_name
,
162 depth_stencil
->texture_level
);
163 checkGLcall("glFramebufferTexture2D()");
168 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
173 if (!(format_flags
& WINED3DFMT_FLAG_DEPTH
))
175 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
176 checkGLcall("glFramebufferTexture2D()");
179 if (!(format_flags
& WINED3DFMT_FLAG_STENCIL
))
181 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
182 checkGLcall("glFramebufferTexture2D()");
187 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
188 checkGLcall("glFramebufferTexture2D()");
190 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
191 checkGLcall("glFramebufferTexture2D()");
195 /* GL locking is done by the caller */
196 static void context_attach_surface_fbo(struct wined3d_context
*context
,
197 GLenum fbo_target
, DWORD idx
, struct wined3d_surface
*surface
, DWORD location
)
199 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
201 TRACE("Attach surface %p to %u\n", surface
, idx
);
203 if (surface
&& surface
->resource
.format
->id
!= WINED3DFMT_NULL
)
209 case SFLAG_INTEXTURE
:
210 case SFLAG_INSRGBTEX
:
211 srgb
= location
== SFLAG_INSRGBTEX
;
212 surface_prepare_texture(surface
, context
, srgb
);
213 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
214 surface
->texture_target
, surface_get_texture_name(surface
, gl_info
, srgb
),
215 surface
->texture_level
);
219 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
222 checkGLcall("glFramebufferTexture2D()");
226 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, GL_TEXTURE_2D
, 0, 0);
227 checkGLcall("glFramebufferTexture2D()");
231 /* GL locking is done by the caller */
232 void context_check_fbo_status(const struct wined3d_context
*context
, GLenum target
)
234 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
237 if (!FIXME_ON(d3d
)) return;
239 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
240 if (status
== GL_FRAMEBUFFER_COMPLETE
)
242 TRACE("FBO complete\n");
246 const struct wined3d_surface
*attachment
;
249 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
251 if (!context
->current_fbo
)
253 ERR("FBO 0 is incomplete, driver bug?\n");
257 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context
->current_fbo
->location
),
258 context
->current_fbo
->location
);
260 /* Dump the FBO attachments */
261 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
263 attachment
= context
->current_fbo
->render_targets
[i
];
266 FIXME("\tColor attachment %d: (%p) %s %ux%u %u samples.\n",
267 i
, attachment
, debug_d3dformat(attachment
->resource
.format
->id
),
268 attachment
->pow2Width
, attachment
->pow2Height
, attachment
->resource
.multisample_type
);
271 attachment
= context
->current_fbo
->depth_stencil
;
274 FIXME("\tDepth attachment: (%p) %s %ux%u %u samples.\n",
275 attachment
, debug_d3dformat(attachment
->resource
.format
->id
),
276 attachment
->pow2Width
, attachment
->pow2Height
, attachment
->resource
.multisample_type
);
281 static inline DWORD
context_generate_rt_mask(GLenum buffer
)
283 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
284 return buffer
? (1 << 31) | buffer
: 0;
287 static inline DWORD
context_generate_rt_mask_from_surface(const struct wined3d_surface
*target
)
289 return (1 << 31) | surface_get_gl_buffer(target
);
292 static struct fbo_entry
*context_create_fbo_entry(const struct wined3d_context
*context
,
293 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
, DWORD location
)
295 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
296 struct fbo_entry
*entry
;
298 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
299 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
300 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
301 entry
->depth_stencil
= depth_stencil
;
302 entry
->location
= location
;
303 entry
->rt_mask
= context_generate_rt_mask(GL_COLOR_ATTACHMENT0
);
304 entry
->attached
= FALSE
;
310 /* GL locking is done by the caller */
311 static void context_reuse_fbo_entry(struct wined3d_context
*context
, GLenum target
,
312 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
313 DWORD location
, struct fbo_entry
*entry
)
315 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
317 context_bind_fbo(context
, target
, &entry
->id
);
318 context_clean_fbo_attachments(gl_info
, target
);
320 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
321 entry
->depth_stencil
= depth_stencil
;
322 entry
->location
= location
;
323 entry
->attached
= FALSE
;
326 /* GL locking is done by the caller */
327 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
331 TRACE("Destroy FBO %d\n", entry
->id
);
332 context_destroy_fbo(context
, &entry
->id
);
334 --context
->fbo_entry_count
;
335 list_remove(&entry
->entry
);
336 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
337 HeapFree(GetProcessHeap(), 0, entry
);
341 /* GL locking is done by the caller */
342 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
, GLenum target
,
343 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
, DWORD location
)
345 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
346 struct fbo_entry
*entry
;
348 if (depth_stencil
&& render_targets
&& render_targets
[0])
350 if (depth_stencil
->resource
.width
< render_targets
[0]->resource
.width
||
351 depth_stencil
->resource
.height
< render_targets
[0]->resource
.height
)
353 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
354 depth_stencil
= NULL
;
358 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
360 if (!memcmp(entry
->render_targets
,
361 render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
))
362 && entry
->depth_stencil
== depth_stencil
&& entry
->location
== location
)
364 list_remove(&entry
->entry
);
365 list_add_head(&context
->fbo_list
, &entry
->entry
);
370 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
372 entry
= context_create_fbo_entry(context
, render_targets
, depth_stencil
, location
);
373 list_add_head(&context
->fbo_list
, &entry
->entry
);
374 ++context
->fbo_entry_count
;
378 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
379 context_reuse_fbo_entry(context
, target
, render_targets
, depth_stencil
, location
, entry
);
380 list_remove(&entry
->entry
);
381 list_add_head(&context
->fbo_list
, &entry
->entry
);
387 /* GL locking is done by the caller */
388 static void context_apply_fbo_entry(struct wined3d_context
*context
, GLenum target
, struct fbo_entry
*entry
)
390 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
393 context_bind_fbo(context
, target
, &entry
->id
);
395 if (entry
->attached
) return;
397 /* Apply render targets */
398 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
400 context_attach_surface_fbo(context
, target
, i
, entry
->render_targets
[i
], entry
->location
);
403 /* Apply depth targets */
404 if (entry
->depth_stencil
)
405 surface_set_compatible_renderbuffer(entry
->depth_stencil
, entry
->render_targets
[0]);
406 context_attach_depth_stencil_fbo(context
, target
, entry
->depth_stencil
, entry
->location
);
408 entry
->attached
= TRUE
;
411 /* GL locking is done by the caller */
412 static void context_apply_fbo_state(struct wined3d_context
*context
, GLenum target
,
413 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
, DWORD location
)
415 struct fbo_entry
*entry
, *entry2
;
417 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
419 context_destroy_fbo_entry(context
, entry
);
422 if (context
->rebind_fbo
)
424 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
425 context
->rebind_fbo
= FALSE
;
428 if (location
== SFLAG_INDRAWABLE
)
430 context
->current_fbo
= NULL
;
431 context_bind_fbo(context
, target
, NULL
);
435 context
->current_fbo
= context_find_fbo_entry(context
, target
, render_targets
, depth_stencil
, location
);
436 context_apply_fbo_entry(context
, target
, context
->current_fbo
);
440 /* GL locking is done by the caller */
441 void context_apply_fbo_state_blit(struct wined3d_context
*context
, GLenum target
,
442 struct wined3d_surface
*render_target
, struct wined3d_surface
*depth_stencil
, DWORD location
)
444 UINT clear_size
= (context
->gl_info
->limits
.buffers
- 1) * sizeof(*context
->blit_targets
);
446 context
->blit_targets
[0] = render_target
;
448 memset(&context
->blit_targets
[1], 0, clear_size
);
449 context_apply_fbo_state(context
, target
, context
->blit_targets
, depth_stencil
, location
);
452 /* Context activation is done by the caller. */
453 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
455 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
457 if (context
->free_occlusion_query_count
)
459 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
463 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
466 GL_EXTCALL(glGenQueriesARB(1, &query
->id
));
467 checkGLcall("glGenQueriesARB");
470 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
474 WARN("Occlusion queries not supported, not allocating query id.\n");
479 query
->context
= context
;
480 list_add_head(&context
->occlusion_queries
, &query
->entry
);
483 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
485 struct wined3d_context
*context
= query
->context
;
487 list_remove(&query
->entry
);
488 query
->context
= NULL
;
490 if (context
->free_occlusion_query_count
>= context
->free_occlusion_query_size
- 1)
492 UINT new_size
= context
->free_occlusion_query_size
<< 1;
493 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_occlusion_queries
,
494 new_size
* sizeof(*context
->free_occlusion_queries
));
498 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
502 context
->free_occlusion_query_size
= new_size
;
503 context
->free_occlusion_queries
= new_data
;
506 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
509 /* Context activation is done by the caller. */
510 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
)
512 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
514 if (context
->free_event_query_count
)
516 query
->object
= context
->free_event_queries
[--context
->free_event_query_count
];
520 if (gl_info
->supported
[ARB_SYNC
])
522 /* Using ARB_sync, not much to do here. */
523 query
->object
.sync
= NULL
;
524 TRACE("Allocated event query %p in context %p.\n", query
->object
.sync
, context
);
526 else if (gl_info
->supported
[APPLE_FENCE
])
529 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
530 checkGLcall("glGenFencesAPPLE");
533 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
535 else if(gl_info
->supported
[NV_FENCE
])
538 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
539 checkGLcall("glGenFencesNV");
542 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
546 WARN("Event queries not supported, not allocating query id.\n");
547 query
->object
.id
= 0;
551 query
->context
= context
;
552 list_add_head(&context
->event_queries
, &query
->entry
);
555 void context_free_event_query(struct wined3d_event_query
*query
)
557 struct wined3d_context
*context
= query
->context
;
559 list_remove(&query
->entry
);
560 query
->context
= NULL
;
562 if (context
->free_event_query_count
>= context
->free_event_query_size
- 1)
564 UINT new_size
= context
->free_event_query_size
<< 1;
565 union wined3d_gl_query_object
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_event_queries
,
566 new_size
* sizeof(*context
->free_event_queries
));
570 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
574 context
->free_event_query_size
= new_size
;
575 context
->free_event_queries
= new_data
;
578 context
->free_event_queries
[context
->free_event_query_count
++] = query
->object
;
581 typedef void (context_fbo_entry_func_t
)(struct wined3d_context
*context
, struct fbo_entry
*entry
);
583 static void context_enum_surface_fbo_entries(const struct wined3d_device
*device
,
584 const struct wined3d_surface
*surface
, context_fbo_entry_func_t
*callback
)
588 for (i
= 0; i
< device
->context_count
; ++i
)
590 struct wined3d_context
*context
= device
->contexts
[i
];
591 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
592 struct fbo_entry
*entry
, *entry2
;
594 if (context
->current_rt
== surface
) context
->current_rt
= NULL
;
596 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
600 if (entry
->depth_stencil
== surface
)
602 callback(context
, entry
);
606 for (j
= 0; j
< gl_info
->limits
.buffers
; ++j
)
608 if (entry
->render_targets
[j
] == surface
)
610 callback(context
, entry
);
618 static void context_queue_fbo_entry_destruction(struct wined3d_context
*context
, struct fbo_entry
*entry
)
620 list_remove(&entry
->entry
);
621 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
624 void context_resource_released(const struct wined3d_device
*device
,
625 struct wined3d_resource
*resource
, WINED3DRESOURCETYPE type
)
627 if (!device
->d3d_initialized
) return;
631 case WINED3DRTYPE_SURFACE
:
632 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
633 context_queue_fbo_entry_destruction
);
641 static void context_detach_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
643 entry
->attached
= FALSE
;
646 void context_resource_unloaded(const struct wined3d_device
*device
,
647 struct wined3d_resource
*resource
, WINED3DRESOURCETYPE type
)
651 case WINED3DRTYPE_SURFACE
:
652 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
653 context_detach_fbo_entry
);
661 void context_surface_update(struct wined3d_context
*context
, const struct wined3d_surface
*surface
)
663 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
664 struct fbo_entry
*entry
= context
->current_fbo
;
667 if (!entry
|| context
->rebind_fbo
) return;
669 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
671 if (surface
== entry
->render_targets
[i
])
673 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface
, i
);
674 context
->rebind_fbo
= TRUE
;
679 if (surface
== entry
->depth_stencil
)
681 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface
);
682 context
->rebind_fbo
= TRUE
;
686 static BOOL
context_set_pixel_format(const struct wined3d_gl_info
*gl_info
, HDC dc
, int format
)
688 int current
= GetPixelFormat(dc
);
690 if (current
== format
) return TRUE
;
694 if (!SetPixelFormat(dc
, format
, NULL
))
696 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
697 format
, dc
, GetLastError());
703 /* By default WGL doesn't allow pixel format adjustments but we need it
704 * here. For this reason there's a Wine specific wglSetPixelFormat()
705 * which allows us to set the pixel format multiple times. Only use it
706 * when really needed. */
707 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
709 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
, NULL
)))
711 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
718 /* OpenGL doesn't allow pixel format adjustments. Print an error and
719 * continue using the old format. There's a big chance that the old
720 * format works although with a performance hit and perhaps rendering
722 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
723 format
, dc
, current
);
727 static BOOL
context_set_gl_context(struct wined3d_context
*ctx
)
729 struct wined3d_swapchain
*swapchain
= ctx
->swapchain
;
731 if (!pwglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
735 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
736 ctx
->glCtx
, ctx
->hdc
, GetLastError());
738 WARN("Trying fallback to the backup window.\n");
740 if (!(dc
= swapchain_get_backup_dc(swapchain
)))
742 context_set_current(NULL
);
746 if (!context_set_pixel_format(ctx
->gl_info
, dc
, ctx
->pixel_format
))
748 ERR("Failed to set pixel format %d on device context %p.\n",
749 ctx
->pixel_format
, dc
);
750 context_set_current(NULL
);
754 if (!pwglMakeCurrent(dc
, ctx
->glCtx
))
756 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
758 context_set_current(NULL
);
765 static void context_restore_gl_context(HDC dc
, HGLRC gl_ctx
)
767 if (!pwglMakeCurrent(dc
, gl_ctx
))
769 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
770 gl_ctx
, dc
, GetLastError());
771 context_set_current(NULL
);
775 static void context_update_window(struct wined3d_context
*context
)
777 if (context
->win_handle
== context
->swapchain
->win_handle
)
780 TRACE("Updating context %p window from %p to %p.\n",
781 context
, context
->win_handle
, context
->swapchain
->win_handle
);
785 /* You'd figure ReleaseDC() would fail if the DC doesn't match the
786 * window. However, that's not what actually happens, and there are
787 * user32 tests that confirm ReleaseDC() with the wrong window is
788 * supposed to succeed. So explicitly check that the DC belongs to
789 * the window, since we want to avoid releasing a DC that belongs to
790 * some other window if the original window was already destroyed. */
791 if (WindowFromDC(context
->hdc
) != context
->win_handle
)
793 WARN("DC %p does not belong to window %p.\n",
794 context
->hdc
, context
->win_handle
);
796 else if (!ReleaseDC(context
->win_handle
, context
->hdc
))
798 ERR("Failed to release device context %p, last error %#x.\n",
799 context
->hdc
, GetLastError());
802 else context
->valid
= 1;
804 context
->win_handle
= context
->swapchain
->win_handle
;
806 if (!(context
->hdc
= GetDC(context
->win_handle
)))
808 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
812 if (!context_set_pixel_format(context
->gl_info
, context
->hdc
, context
->pixel_format
))
814 ERR("Failed to set pixel format %d on device context %p.\n",
815 context
->pixel_format
, context
->hdc
);
819 context_set_gl_context(context
);
827 /* Do not call while under the GL lock. */
828 static void context_destroy_gl_resources(struct wined3d_context
*context
)
830 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
831 struct wined3d_occlusion_query
*occlusion_query
;
832 struct wined3d_event_query
*event_query
;
833 struct fbo_entry
*entry
, *entry2
;
838 restore_ctx
= pwglGetCurrentContext();
839 restore_dc
= pwglGetCurrentDC();
841 context_update_window(context
);
842 if (context
->valid
&& restore_ctx
!= context
->glCtx
)
843 context_set_gl_context(context
);
844 else restore_ctx
= NULL
;
848 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
850 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
851 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query
->id
));
852 occlusion_query
->context
= NULL
;
855 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
859 if (gl_info
->supported
[ARB_SYNC
])
861 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
863 else if (gl_info
->supported
[APPLE_FENCE
]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->object
.id
));
864 else if (gl_info
->supported
[NV_FENCE
]) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->object
.id
));
866 event_query
->context
= NULL
;
869 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
871 if (!context
->valid
) entry
->id
= 0;
872 context_destroy_fbo_entry(context
, entry
);
875 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
877 if (!context
->valid
) entry
->id
= 0;
878 context_destroy_fbo_entry(context
, entry
);
883 if (context
->dummy_arbfp_prog
)
885 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
888 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
889 GL_EXTCALL(glDeleteQueriesARB(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
891 if (gl_info
->supported
[ARB_SYNC
])
893 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
895 GL_EXTCALL(glDeleteSync(context
->free_event_queries
[i
].sync
));
898 else if (gl_info
->supported
[APPLE_FENCE
])
900 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
902 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_event_queries
[i
].id
));
905 else if (gl_info
->supported
[NV_FENCE
])
907 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
909 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_event_queries
[i
].id
));
913 checkGLcall("context cleanup");
918 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
919 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
923 context_restore_gl_context(restore_dc
, restore_ctx
);
925 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL
, NULL
))
927 ERR("Failed to disable GL context.\n");
930 ReleaseDC(context
->win_handle
, context
->hdc
);
932 if (!pwglDeleteContext(context
->glCtx
))
934 DWORD err
= GetLastError();
935 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
939 DWORD
context_get_tls_idx(void)
941 return wined3d_context_tls_idx
;
944 void context_set_tls_idx(DWORD idx
)
946 wined3d_context_tls_idx
= idx
;
949 struct wined3d_context
*context_get_current(void)
951 return TlsGetValue(wined3d_context_tls_idx
);
954 /* Do not call while under the GL lock. */
955 BOOL
context_set_current(struct wined3d_context
*ctx
)
957 struct wined3d_context
*old
= context_get_current();
961 TRACE("Already using D3D context %p.\n", ctx
);
969 TRACE("Switching away from destroyed context %p.\n", old
);
970 context_destroy_gl_resources(old
);
971 HeapFree(GetProcessHeap(), 0, old
);
983 ERR("Trying to make invalid context %p current\n", ctx
);
987 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
988 if (!context_set_gl_context(ctx
))
992 else if(pwglGetCurrentContext())
994 TRACE("Clearing current D3D context.\n");
995 if (!pwglMakeCurrent(NULL
, NULL
))
997 DWORD err
= GetLastError();
998 ERR("Failed to clear current GL context, last error %#x.\n", err
);
999 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1004 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
1007 void context_release(struct wined3d_context
*context
)
1009 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
1013 if (!context
->level
)
1014 WARN("Context %p is not active.\n", context
);
1015 else if (context
!= context_get_current())
1016 WARN("Context %p is not the current context.\n", context
);
1019 if (!--context
->level
&& context
->restore_ctx
)
1021 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
1022 context_restore_gl_context(context
->restore_dc
, context
->restore_ctx
);
1023 context
->restore_ctx
= NULL
;
1024 context
->restore_dc
= NULL
;
1028 static void context_enter(struct wined3d_context
*context
)
1030 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
1032 if (!context
->level
++)
1034 const struct wined3d_context
*current_context
= context_get_current();
1035 HGLRC current_gl
= pwglGetCurrentContext();
1037 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
1039 TRACE("Another GL context (%p on device context %p) is already current.\n",
1040 current_gl
, pwglGetCurrentDC());
1041 context
->restore_ctx
= current_gl
;
1042 context
->restore_dc
= pwglGetCurrentDC();
1047 void context_invalidate_state(struct wined3d_context
*context
, DWORD state
)
1049 DWORD rep
= context
->state_table
[state
].representative
;
1053 if (isStateDirty(context
, rep
)) return;
1055 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1056 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1057 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1058 context
->isStateDirty
[idx
] |= (1 << shift
);
1061 /* This function takes care of wined3d pixel format selection. */
1062 static int context_choose_pixel_format(struct wined3d_device
*device
, HDC hdc
,
1063 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1064 BOOL auxBuffers
, int numSamples
, BOOL findCompatible
)
1067 unsigned int matchtry
;
1068 BYTE redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
1069 BYTE depthBits
=0, stencilBits
=0;
1079 /* First, try without alpha match buffers. MacOS supports aux buffers only
1080 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1081 * Then try without aux buffers - this is the most common cause for not
1082 * finding a pixel format. Also some drivers(the open source ones)
1083 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1084 * match, then try without an exact alpha and color match.
1086 { TRUE
, TRUE
, TRUE
},
1087 { TRUE
, FALSE
, TRUE
},
1088 { FALSE
, TRUE
, TRUE
},
1089 { FALSE
, FALSE
, TRUE
},
1090 { TRUE
, FALSE
, FALSE
},
1091 { FALSE
, FALSE
, FALSE
},
1095 int nCfgs
= device
->adapter
->nCfgs
;
1097 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1098 debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1099 auxBuffers
, numSamples
, findCompatible
);
1101 if (!getColorBits(color_format
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
1103 ERR("Unable to get color bits for format %s (%#x)!\n",
1104 debug_d3dformat(color_format
->id
), color_format
->id
);
1108 getDepthStencilBits(ds_format
, &depthBits
, &stencilBits
);
1110 for (matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(*matches
)) && !iPixelFormat
; ++matchtry
)
1112 for (i
= 0; i
< nCfgs
; ++i
)
1114 const struct wined3d_pixel_format
*cfg
= &device
->adapter
->cfgs
[i
];
1115 BOOL exactDepthMatch
= TRUE
;
1117 /* For now only accept RGBA formats. Perhaps some day we will
1118 * allow floating point formats for pbuffers. */
1119 if(cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1122 /* In window mode we need a window drawable format and double buffering. */
1123 if(!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1126 /* We like to have aux buffers in backbuffer mode */
1127 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
1130 if(matches
[matchtry
].exact_color
) {
1131 if(cfg
->redSize
!= redBits
)
1133 if(cfg
->greenSize
!= greenBits
)
1135 if(cfg
->blueSize
!= blueBits
)
1138 if(cfg
->redSize
< redBits
)
1140 if(cfg
->greenSize
< greenBits
)
1142 if(cfg
->blueSize
< blueBits
)
1145 if(matches
[matchtry
].exact_alpha
) {
1146 if(cfg
->alphaSize
!= alphaBits
)
1149 if(cfg
->alphaSize
< alphaBits
)
1153 /* We try to locate a format which matches our requirements exactly. In case of
1154 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1155 if(cfg
->depthSize
< depthBits
)
1157 else if(cfg
->depthSize
> depthBits
)
1158 exactDepthMatch
= FALSE
;
1160 /* In all cases make sure the number of stencil bits matches our requirements
1161 * even when we don't need stencil because it could affect performance EXCEPT
1162 * on cards which don't offer depth formats without stencil like the i915 drivers
1164 if (stencilBits
!= cfg
->stencilSize
1165 && !(device
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
1168 /* Check multisampling support */
1169 if(cfg
->numSamples
!= numSamples
)
1172 /* When we have passed all the checks then we have found a format which matches our
1173 * requirements. Note that we only check for a limit number of capabilities right now,
1174 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1175 * can still differ in things like multisampling, stereo, SRGB and other flags.
1178 /* Exit the loop as we have found a format :) */
1179 if(exactDepthMatch
) {
1180 iPixelFormat
= cfg
->iPixelFormat
;
1182 } else if(!iPixelFormat
) {
1183 /* In the end we might end up with a format which doesn't exactly match our depth
1184 * requirements. Accept the first format we found because formats with higher iPixelFormat
1185 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1186 iPixelFormat
= cfg
->iPixelFormat
;
1191 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1192 if(!iPixelFormat
&& !findCompatible
) {
1193 ERR("Can't find a suitable iPixelFormat\n");
1195 } else if(!iPixelFormat
) {
1196 PIXELFORMATDESCRIPTOR pfd
;
1198 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1199 /* PixelFormat selection */
1200 ZeroMemory(&pfd
, sizeof(pfd
));
1201 pfd
.nSize
= sizeof(pfd
);
1203 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1204 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1205 pfd
.cAlphaBits
= alphaBits
;
1206 pfd
.cColorBits
= colorBits
;
1207 pfd
.cDepthBits
= depthBits
;
1208 pfd
.cStencilBits
= stencilBits
;
1209 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1211 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
1213 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1214 ERR("Can't find a suitable iPixelFormat\n");
1219 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1220 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1221 return iPixelFormat
;
1224 /* Do not call while under the GL lock. */
1225 struct wined3d_context
*context_create(struct wined3d_swapchain
*swapchain
,
1226 struct wined3d_surface
*target
, const struct wined3d_format
*ds_format
)
1228 struct wined3d_device
*device
= swapchain
->device
;
1229 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1230 const struct wined3d_format
*color_format
;
1231 struct wined3d_context
*ret
;
1232 PIXELFORMATDESCRIPTOR pfd
;
1233 BOOL auxBuffers
= FALSE
;
1242 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1244 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1247 ERR("Failed to allocate context memory.\n");
1251 if (!(hdc
= GetDC(swapchain
->win_handle
)))
1253 WARN("Failed to retireve device context, trying swapchain backup.\n");
1255 if (!(hdc
= swapchain_get_backup_dc(swapchain
)))
1257 ERR("Failed to retrieve a device context.\n");
1262 color_format
= target
->resource
.format
;
1264 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1265 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1266 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1270 if (color_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1271 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B4G4R4A4_UNORM
);
1272 else if (color_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1273 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1276 /* DirectDraw supports 8bit paletted render targets and these are used by
1277 * old games like StarCraft and C&C. Most modern hardware doesn't support
1278 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1279 * conversion (ab)uses the alpha component for storing the palette index.
1280 * For this reason we require a format with 8bit alpha, so request
1282 if (color_format
->id
== WINED3DFMT_P8_UINT
)
1283 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1285 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1286 if (swapchain
->presentParms
.MultiSampleType
&& (swapchain
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_DISCARD
))
1288 if (!gl_info
->supported
[ARB_MULTISAMPLE
])
1289 WARN("The application is requesting multisampling without support.\n");
1292 TRACE("Requesting multisample type %#x.\n", swapchain
->presentParms
.MultiSampleType
);
1293 numSamples
= swapchain
->presentParms
.MultiSampleType
;
1297 /* Try to find a pixel format which matches our requirements. */
1298 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
,
1299 auxBuffers
, numSamples
, FALSE
/* findCompatible */);
1301 /* Try to locate a compatible format if we weren't able to find anything. */
1304 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1305 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
,
1306 auxBuffers
, 0 /* numSamples */, TRUE
/* findCompatible */);
1309 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1312 ERR("Can't find a suitable pixel format.\n");
1316 DescribePixelFormat(hdc
, pixel_format
, sizeof(pfd
), &pfd
);
1317 if (!context_set_pixel_format(gl_info
, hdc
, pixel_format
))
1319 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format
, hdc
);
1323 ctx
= pwglCreateContext(hdc
);
1324 if (device
->context_count
)
1326 if (!pwglShareLists(device
->contexts
[0]->glCtx
, ctx
))
1328 DWORD err
= GetLastError();
1329 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1330 device
->contexts
[0]->glCtx
, ctx
, err
);
1335 ERR("Failed to create a WGL context\n");
1339 if (!device_context_add(device
, ret
))
1341 ERR("Failed to add the newly created context to the context list\n");
1342 if (!pwglDeleteContext(ctx
))
1344 DWORD err
= GetLastError();
1345 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, err
);
1350 ret
->gl_info
= gl_info
;
1351 ret
->state_table
= device
->StateTable
;
1353 /* Mark all states dirty to force a proper initialization of the states
1354 * on the first use of the context. */
1355 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
1357 if (ret
->state_table
[state
].representative
)
1358 context_invalidate_state(ret
, state
);
1361 ret
->swapchain
= swapchain
;
1362 ret
->current_rt
= target
;
1363 ret
->tid
= GetCurrentThreadId();
1365 ret
->render_offscreen
= surface_is_offscreen(target
);
1366 ret
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
1370 ret
->win_handle
= swapchain
->win_handle
;
1372 ret
->pixel_format
= pixel_format
;
1374 if (device
->shader_backend
->shader_dirtifyable_constants())
1376 /* Create the dirty constants array and initialize them to dirty */
1377 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1378 sizeof(*ret
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
1379 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1380 sizeof(*ret
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
1381 memset(ret
->vshader_const_dirty
, 1,
1382 sizeof(*ret
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
1383 memset(ret
->pshader_const_dirty
, 1,
1384 sizeof(*ret
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
1387 ret
->blit_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1388 gl_info
->limits
.buffers
* sizeof(*ret
->blit_targets
));
1389 if (!ret
->blit_targets
) goto out
;
1391 ret
->draw_buffers
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1392 gl_info
->limits
.buffers
* sizeof(*ret
->draw_buffers
));
1393 if (!ret
->draw_buffers
) goto out
;
1395 ret
->free_occlusion_query_size
= 4;
1396 ret
->free_occlusion_queries
= HeapAlloc(GetProcessHeap(), 0,
1397 ret
->free_occlusion_query_size
* sizeof(*ret
->free_occlusion_queries
));
1398 if (!ret
->free_occlusion_queries
) goto out
;
1400 list_init(&ret
->occlusion_queries
);
1402 ret
->free_event_query_size
= 4;
1403 ret
->free_event_queries
= HeapAlloc(GetProcessHeap(), 0,
1404 ret
->free_event_query_size
* sizeof(*ret
->free_event_queries
));
1405 if (!ret
->free_event_queries
) goto out
;
1407 list_init(&ret
->event_queries
);
1409 TRACE("Successfully created new context %p\n", ret
);
1411 list_init(&ret
->fbo_list
);
1412 list_init(&ret
->fbo_destroy_list
);
1416 /* Set up the context defaults */
1417 if (!context_set_current(ret
))
1419 ERR("Cannot activate context to set up defaults\n");
1420 context_release(ret
);
1424 switch (swapchain
->presentParms
.PresentationInterval
)
1426 case WINED3DPRESENT_INTERVAL_IMMEDIATE
:
1429 case WINED3DPRESENT_INTERVAL_DEFAULT
:
1430 case WINED3DPRESENT_INTERVAL_ONE
:
1433 case WINED3DPRESENT_INTERVAL_TWO
:
1436 case WINED3DPRESENT_INTERVAL_THREE
:
1439 case WINED3DPRESENT_INTERVAL_FOUR
:
1443 FIXME("Unknown presentation interval %08x\n", swapchain
->presentParms
.PresentationInterval
);
1447 if (gl_info
->supported
[WGL_EXT_SWAP_CONTROL
])
1449 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval
)))
1450 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1451 swap_interval
, ret
, GetLastError());
1456 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1458 TRACE("Setting up the screen\n");
1459 /* Clear the screen */
1460 glClearColor(1.0f
, 0.0f
, 0.0f
, 0.0f
);
1461 checkGLcall("glClearColor");
1464 glClearStencil(0xffff);
1466 checkGLcall("glClear");
1468 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1469 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1471 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1472 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1474 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1475 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1477 glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
1478 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1479 glPixelStorei(GL_UNPACK_ALIGNMENT
, device
->surface_alignment
);
1480 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1482 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1484 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1485 * and textures in DIB sections(due to the memory protection).
1487 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1488 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1490 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
1492 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1493 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1494 * GL_VERTEX_BLEND_ARB isn't enabled too
1496 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1497 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1499 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
1501 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1502 * the previous texture where to source the offset from is always unit - 1.
1504 for (s
= 1; s
< gl_info
->limits
.textures
; ++s
)
1506 context_active_texture(ret
, gl_info
, s
);
1507 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1508 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1511 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
1513 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1514 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1515 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1516 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1519 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1520 * program and the dummy program is destroyed when the context is destroyed.
1522 const char *dummy_program
=
1524 "MOV result.color, fragment.color.primary;\n"
1526 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1527 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1528 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1531 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1533 for (s
= 0; s
< gl_info
->limits
.textures
; ++s
)
1535 context_active_texture(ret
, gl_info
, s
);
1536 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1537 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1541 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
1543 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1545 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
1547 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1549 device
->frag_pipe
->enable_extension(TRUE
);
1553 TRACE("Created context %p.\n", ret
);
1558 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
1559 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
1560 HeapFree(GetProcessHeap(), 0, ret
->draw_buffers
);
1561 HeapFree(GetProcessHeap(), 0, ret
->blit_targets
);
1562 HeapFree(GetProcessHeap(), 0, ret
->pshader_const_dirty
);
1563 HeapFree(GetProcessHeap(), 0, ret
->vshader_const_dirty
);
1564 HeapFree(GetProcessHeap(), 0, ret
);
1568 /* Do not call while under the GL lock. */
1569 void context_destroy(struct wined3d_device
*device
, struct wined3d_context
*context
)
1573 TRACE("Destroying ctx %p\n", context
);
1575 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
1577 context_destroy_gl_resources(context
);
1578 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1583 context
->destroyed
= 1;
1587 HeapFree(GetProcessHeap(), 0, context
->draw_buffers
);
1588 HeapFree(GetProcessHeap(), 0, context
->blit_targets
);
1589 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
1590 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
1591 device_context_remove(device
, context
);
1592 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
1595 /* GL locking is done by the caller */
1596 static inline void set_blit_dimension(UINT width
, UINT height
) {
1597 glMatrixMode(GL_PROJECTION
);
1598 checkGLcall("glMatrixMode(GL_PROJECTION)");
1600 checkGLcall("glLoadIdentity()");
1601 glOrtho(0, width
, 0, height
, 0.0, -1.0);
1602 checkGLcall("glOrtho");
1603 glViewport(0, 0, width
, height
);
1604 checkGLcall("glViewport");
1607 /*****************************************************************************
1610 * Sets up a context for DirectDraw blitting.
1611 * All texture units are disabled, texture unit 0 is set as current unit
1612 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1613 * color writing enabled for all channels
1614 * register combiners disabled, shaders disabled
1615 * world matrix is set to identity, texture matrix 0 too
1616 * projection matrix is setup for drawing screen coordinates
1619 * This: Device to activate the context for
1620 * context: Context to setup
1622 *****************************************************************************/
1623 /* Context activation is done by the caller. */
1624 static void SetupForBlit(struct wined3d_device
*device
, struct wined3d_context
*context
)
1627 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1628 UINT width
= context
->current_rt
->resource
.width
;
1629 UINT height
= context
->current_rt
->resource
.height
;
1632 TRACE("Setting up context %p for blitting\n", context
);
1633 if(context
->last_was_blit
) {
1634 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
1636 set_blit_dimension(width
, height
);
1638 context
->blit_w
= width
; context
->blit_h
= height
;
1639 /* No need to dirtify here, the states are still dirtified because they weren't
1640 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1644 TRACE("Context is already set up for blitting, nothing to do\n");
1647 context
->last_was_blit
= TRUE
;
1649 /* TODO: Use a display list */
1651 /* Disable shaders */
1653 device
->shader_backend
->shader_select(context
, FALSE
, FALSE
);
1656 context_invalidate_state(context
, STATE_VSHADER
);
1657 context_invalidate_state(context
, STATE_PIXELSHADER
);
1659 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1660 * helper functions in between gl calls. This function is full of context_invalidate_state
1661 * which can safely be called from here, we only lock once instead locking/unlocking
1662 * after each GL call.
1666 /* Disable all textures. The caller can then bind a texture it wants to blit
1669 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1670 * function texture unit. No need to care for higher samplers
1672 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
1674 sampler
= device
->rev_tex_unit_map
[i
];
1675 context_active_texture(context
, gl_info
, i
);
1677 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1679 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1680 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1682 glDisable(GL_TEXTURE_3D
);
1683 checkGLcall("glDisable GL_TEXTURE_3D");
1684 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1686 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1687 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1689 glDisable(GL_TEXTURE_2D
);
1690 checkGLcall("glDisable GL_TEXTURE_2D");
1692 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1693 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1695 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1697 if (sampler
< MAX_TEXTURES
)
1698 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
));
1699 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
1702 context_active_texture(context
, gl_info
, 0);
1704 sampler
= device
->rev_tex_unit_map
[0];
1706 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1708 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1709 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1711 glDisable(GL_TEXTURE_3D
);
1712 checkGLcall("glDisable GL_TEXTURE_3D");
1713 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1715 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1716 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1718 glDisable(GL_TEXTURE_2D
);
1719 checkGLcall("glDisable GL_TEXTURE_2D");
1721 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1723 glMatrixMode(GL_TEXTURE
);
1724 checkGLcall("glMatrixMode(GL_TEXTURE)");
1726 checkGLcall("glLoadIdentity()");
1728 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
1730 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1731 GL_TEXTURE_LOD_BIAS_EXT
,
1733 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1736 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1738 if (sampler
< MAX_TEXTURES
)
1740 context_invalidate_state(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
));
1741 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
));
1743 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
1746 /* Other misc states */
1747 glDisable(GL_ALPHA_TEST
);
1748 checkGLcall("glDisable(GL_ALPHA_TEST)");
1749 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
));
1750 glDisable(GL_LIGHTING
);
1751 checkGLcall("glDisable GL_LIGHTING");
1752 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_LIGHTING
));
1753 glDisable(GL_DEPTH_TEST
);
1754 checkGLcall("glDisable GL_DEPTH_TEST");
1755 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ZENABLE
));
1756 glDisableWINE(GL_FOG
);
1757 checkGLcall("glDisable GL_FOG");
1758 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_FOGENABLE
));
1759 glDisable(GL_BLEND
);
1760 checkGLcall("glDisable GL_BLEND");
1761 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
));
1762 glDisable(GL_CULL_FACE
);
1763 checkGLcall("glDisable GL_CULL_FACE");
1764 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_CULLMODE
));
1765 glDisable(GL_STENCIL_TEST
);
1766 checkGLcall("glDisable GL_STENCIL_TEST");
1767 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
));
1768 glDisable(GL_SCISSOR_TEST
);
1769 checkGLcall("glDisable GL_SCISSOR_TEST");
1770 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
));
1771 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1773 glDisable(GL_POINT_SPRITE_ARB
);
1774 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1775 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
));
1777 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1778 checkGLcall("glColorMask");
1779 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
));
1780 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1
));
1781 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2
));
1782 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3
));
1783 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
1785 glDisable(GL_COLOR_SUM_EXT
);
1786 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
));
1787 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1790 /* Setup transforms */
1791 glMatrixMode(GL_MODELVIEW
);
1792 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1794 checkGLcall("glLoadIdentity()");
1795 context_invalidate_state(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
1797 context
->last_was_rhw
= TRUE
;
1798 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
1800 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1801 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1802 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1803 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1804 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1805 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1806 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_CLIPPING
));
1808 set_blit_dimension(width
, height
);
1809 device
->frag_pipe
->enable_extension(FALSE
);
1813 context
->blit_w
= width
; context
->blit_h
= height
;
1814 context_invalidate_state(context
, STATE_VIEWPORT
);
1815 context_invalidate_state(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
));
1818 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
1820 return rt_mask
& (1 << 31);
1823 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
1825 return rt_mask
& ~(1 << 31);
1828 /* Context activation and GL locking are done by the caller. */
1829 static void context_apply_draw_buffers(struct wined3d_context
*context
, DWORD rt_mask
)
1833 glDrawBuffer(GL_NONE
);
1834 checkGLcall("glDrawBuffer()");
1836 else if (is_rt_mask_onscreen(rt_mask
))
1838 glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
1839 checkGLcall("glDrawBuffer()");
1843 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1845 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1851 context
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
1853 context
->draw_buffers
[i
] = GL_NONE
;
1859 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
1861 GL_EXTCALL(glDrawBuffersARB(i
, context
->draw_buffers
));
1862 checkGLcall("glDrawBuffers()");
1866 glDrawBuffer(context
->draw_buffers
[0]);
1867 checkGLcall("glDrawBuffer()");
1872 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
1877 /* GL locking is done by the caller. */
1878 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
1880 glDrawBuffer(buffer
);
1881 checkGLcall("glDrawBuffer()");
1882 if (context
->current_fbo
)
1883 context
->current_fbo
->rt_mask
= context_generate_rt_mask(buffer
);
1885 context
->draw_buffers_mask
= context_generate_rt_mask(buffer
);
1888 /* GL locking is done by the caller. */
1889 void context_active_texture(struct wined3d_context
*context
, const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
1891 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0
+ unit
));
1892 checkGLcall("glActiveTextureARB");
1893 context
->active_texture
= unit
;
1896 static void context_set_render_offscreen(struct wined3d_context
*context
, BOOL offscreen
)
1898 if (context
->render_offscreen
== offscreen
) return;
1900 context_invalidate_state(context
, STATE_POINTSPRITECOORDORIGIN
);
1901 context_invalidate_state(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
));
1902 context_invalidate_state(context
, STATE_VIEWPORT
);
1903 context_invalidate_state(context
, STATE_SCISSORRECT
);
1904 context_invalidate_state(context
, STATE_FRONTFACE
);
1905 context
->render_offscreen
= offscreen
;
1908 static BOOL
match_depth_stencil_format(const struct wined3d_format
*existing
,
1909 const struct wined3d_format
*required
)
1911 BYTE existing_depth
, existing_stencil
, required_depth
, required_stencil
;
1913 if (existing
== required
) return TRUE
;
1914 if ((existing
->flags
& WINED3DFMT_FLAG_FLOAT
) != (required
->flags
& WINED3DFMT_FLAG_FLOAT
)) return FALSE
;
1916 getDepthStencilBits(existing
, &existing_depth
, &existing_stencil
);
1917 getDepthStencilBits(required
, &required_depth
, &required_stencil
);
1919 if(existing_depth
< required_depth
) return FALSE
;
1920 /* If stencil bits are used the exact amount is required - otherwise wrapping
1921 * won't work correctly */
1922 if(required_stencil
&& required_stencil
!= existing_stencil
) return FALSE
;
1926 /* The caller provides a context */
1927 static void context_validate_onscreen_formats(struct wined3d_context
*context
,
1928 const struct wined3d_surface
*depth_stencil
)
1930 /* Onscreen surfaces are always in a swapchain */
1931 struct wined3d_swapchain
*swapchain
= context
->current_rt
->container
.u
.swapchain
;
1933 if (context
->render_offscreen
|| !depth_stencil
) return;
1934 if (match_depth_stencil_format(swapchain
->ds_format
, depth_stencil
->resource
.format
)) return;
1936 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
1937 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
1939 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
1941 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
1942 surface_load_location(context
->current_rt
, SFLAG_INTEXTURE
, NULL
);
1943 swapchain
->render_to_fbo
= TRUE
;
1944 swapchain_update_draw_bindings(swapchain
);
1945 context_set_render_offscreen(context
, TRUE
);
1948 static DWORD
context_generate_rt_mask_no_fbo(const struct wined3d_device
*device
, const struct wined3d_surface
*rt
)
1950 if (!rt
|| rt
->resource
.format
->id
== WINED3DFMT_NULL
)
1952 else if (rt
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
1953 return context_generate_rt_mask_from_surface(rt
);
1955 return context_generate_rt_mask(device
->offscreenBuffer
);
1958 /* Context activation is done by the caller. */
1959 void context_apply_blit_state(struct wined3d_context
*context
, struct wined3d_device
*device
)
1961 struct wined3d_surface
*rt
= context
->current_rt
;
1962 DWORD rt_mask
, old_mask
;
1964 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1966 context_validate_onscreen_formats(context
, NULL
);
1968 if (context
->render_offscreen
)
1970 surface_internal_preload(rt
, SRGB_RGB
);
1973 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, rt
, NULL
, rt
->draw_binding
);
1975 if (rt
&& rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
1983 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
1985 rt_mask
= context_generate_rt_mask_from_surface(rt
);
1990 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt
);
1993 old_mask
= context
->current_fbo
? context
->current_fbo
->rt_mask
: context
->draw_buffers_mask
;
1996 if (rt_mask
!= old_mask
)
1998 context_apply_draw_buffers(context
, rt_mask
);
1999 context
->draw_buffers_mask
= rt_mask
;
2002 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2004 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2008 SetupForBlit(device
, context
);
2009 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2012 static BOOL
context_validate_rt_config(UINT rt_count
,
2013 struct wined3d_surface
* const *rts
, const struct wined3d_surface
*ds
)
2017 if (ds
) return TRUE
;
2019 for (i
= 0; i
< rt_count
; ++i
)
2021 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
2025 WARN("Invalid render target config, need at least one attachment.\n");
2029 /* Context activation is done by the caller. */
2030 BOOL
context_apply_clear_state(struct wined3d_context
*context
, struct wined3d_device
*device
,
2031 UINT rt_count
, const struct wined3d_fb_state
*fb
)
2033 DWORD rt_mask
= 0, old_mask
;
2035 struct wined3d_surface
**rts
= fb
->render_targets
;
2037 if (isStateDirty(context
, STATE_FRAMEBUFFER
) || fb
!= &device
->fb
2038 || rt_count
!= context
->gl_info
->limits
.buffers
)
2040 if (!context_validate_rt_config(rt_count
, rts
, fb
->depth_stencil
))
2043 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2045 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
2049 if (!rt_count
|| surface_is_offscreen(rts
[0]))
2051 for (i
= 0; i
< rt_count
; ++i
)
2053 context
->blit_targets
[i
] = rts
[i
];
2054 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
2055 rt_mask
|= (1 << i
);
2057 while (i
< context
->gl_info
->limits
.buffers
)
2059 context
->blit_targets
[i
] = NULL
;
2062 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
, fb
->depth_stencil
, SFLAG_INTEXTURE
);
2063 glReadBuffer(GL_NONE
);
2064 checkGLcall("glReadBuffer");
2068 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2069 rt_mask
= context_generate_rt_mask_from_surface(rts
[0]);
2074 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2075 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2076 * state management allows this */
2077 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2081 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt_count
? rts
[0] : NULL
);
2084 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
2085 && (!rt_count
|| surface_is_offscreen(rts
[0])))
2087 for (i
= 0; i
< rt_count
; ++i
)
2089 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
) rt_mask
|= (1 << i
);
2094 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt_count
? rts
[0] : NULL
);
2097 old_mask
= context
->current_fbo
? context
->current_fbo
->rt_mask
: context
->draw_buffers_mask
;
2100 if (rt_mask
!= old_mask
)
2102 context_apply_draw_buffers(context
, rt_mask
);
2103 context
->draw_buffers_mask
= rt_mask
;
2104 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2107 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2109 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2112 if (context
->last_was_blit
)
2114 device
->frag_pipe
->enable_extension(TRUE
);
2115 context
->last_was_blit
= FALSE
;
2118 /* Blending and clearing should be orthogonal, but tests on the nvidia
2119 * driver show that disabling blending when clearing improves the clearing
2120 * performance incredibly. */
2121 glDisable(GL_BLEND
);
2122 glEnable(GL_SCISSOR_TEST
);
2123 checkGLcall("glEnable GL_SCISSOR_TEST");
2126 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
));
2127 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
));
2128 context_invalidate_state(context
, STATE_SCISSORRECT
);
2133 static DWORD
find_draw_buffers_mask(const struct wined3d_context
*context
, const struct wined3d_device
*device
)
2135 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2136 struct wined3d_surface
**rts
= state
->fb
->render_targets
;
2137 struct wined3d_shader
*ps
= state
->pixel_shader
;
2138 DWORD rt_mask
, rt_mask_bits
;
2141 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) return context_generate_rt_mask_no_fbo(device
, rts
[0]);
2142 else if (!context
->render_offscreen
) return context_generate_rt_mask_from_surface(rts
[0]);
2144 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
2145 rt_mask
&= device
->valid_rt_mask
;
2146 rt_mask_bits
= rt_mask
;
2148 while (rt_mask_bits
)
2150 rt_mask_bits
&= ~(1 << i
);
2151 if (!rts
[i
] || rts
[i
]->resource
.format
->id
== WINED3DFMT_NULL
)
2152 rt_mask
&= ~(1 << i
);
2160 /* GL locking and context activation are done by the caller */
2161 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2163 const struct wined3d_device
*device
= context
->swapchain
->device
;
2164 const struct wined3d_fb_state
*fb
= state
->fb
;
2165 DWORD rt_mask
= find_draw_buffers_mask(context
, device
);
2168 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2170 if (!context
->render_offscreen
)
2172 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2176 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, fb
->render_targets
, fb
->depth_stencil
, SFLAG_INTEXTURE
);
2177 glReadBuffer(GL_NONE
);
2178 checkGLcall("glReadBuffer");
2182 old_mask
= context
->current_fbo
? context
->current_fbo
->rt_mask
: context
->draw_buffers_mask
;
2183 if (rt_mask
!= old_mask
)
2185 context_apply_draw_buffers(context
, rt_mask
);
2186 context
->draw_buffers_mask
= rt_mask
;
2190 /* GL locking and context activation are done by the caller */
2191 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2193 const struct wined3d_device
*device
= context
->swapchain
->device
;
2194 DWORD rt_mask
, old_mask
;
2196 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
2198 old_mask
= context
->current_fbo
? context
->current_fbo
->rt_mask
: context
->draw_buffers_mask
;
2199 rt_mask
= find_draw_buffers_mask(context
, device
);
2200 if (rt_mask
!= old_mask
)
2202 context_apply_draw_buffers(context
, rt_mask
);
2203 context
->draw_buffers_mask
= rt_mask
;
2207 /* Context activation is done by the caller. */
2208 BOOL
context_apply_draw_state(struct wined3d_context
*context
, struct wined3d_device
*device
)
2210 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2211 const struct StateEntry
*state_table
= context
->state_table
;
2212 const struct wined3d_fb_state
*fb
= state
->fb
;
2215 if (!context_validate_rt_config(context
->gl_info
->limits
.buffers
,
2216 fb
->render_targets
, fb
->depth_stencil
))
2219 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& isStateDirty(context
, STATE_FRAMEBUFFER
))
2221 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
2224 /* Preload resources before FBO setup. Texture preload in particular may
2225 * result in changes to the current FBO, due to using e.g. FBO blits for
2226 * updating a resource location. */
2227 device_update_tex_unit_map(device
);
2228 device_preload_textures(device
);
2229 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
))
2230 device_update_stream_info(device
, context
->gl_info
);
2233 if (context
->last_was_blit
)
2235 device
->frag_pipe
->enable_extension(TRUE
);
2238 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
2240 DWORD rep
= context
->dirtyArray
[i
];
2241 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
2242 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
2243 context
->isStateDirty
[idx
] &= ~(1 << shift
);
2244 state_table
[rep
].apply(context
, state
, rep
);
2247 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2249 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2253 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
2254 context
->last_was_blit
= FALSE
;
2259 static void context_setup_target(struct wined3d_device
*device
,
2260 struct wined3d_context
*context
, struct wined3d_surface
*target
)
2262 BOOL old_render_offscreen
= context
->render_offscreen
, render_offscreen
;
2264 render_offscreen
= surface_is_offscreen(target
);
2265 if (context
->current_rt
== target
&& render_offscreen
== old_render_offscreen
) return;
2267 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2268 * the alpha blend state changes with different render target formats. */
2269 if (!context
->current_rt
)
2271 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
));
2275 const struct wined3d_format
*old
= context
->current_rt
->resource
.format
;
2276 const struct wined3d_format
*new = target
->resource
.format
;
2278 if (old
->id
!= new->id
)
2280 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2281 if ((old
->alpha_mask
&& !new->alpha_mask
) || (!old
->alpha_mask
&& new->alpha_mask
)
2282 || !(new->flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
2283 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
));
2285 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2286 if ((old
->flags
& WINED3DFMT_FLAG_SRGB_WRITE
) != (new->flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
2287 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
));
2290 /* When switching away from an offscreen render target, and we're not
2291 * using FBOs, we have to read the drawable into the texture. This is
2292 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2293 * are some things that need care though. PreLoad needs a GL context,
2294 * and FindContext is called before the context is activated. It also
2295 * has to be called with the old rendertarget active, otherwise a
2296 * wrong drawable is read. */
2297 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2298 && old_render_offscreen
&& context
->current_rt
!= target
)
2300 /* Read the back buffer of the old drawable into the destination texture. */
2301 if (context
->current_rt
->texture_name_srgb
)
2302 surface_internal_preload(context
->current_rt
, SRGB_SRGB
);
2303 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
2304 surface_modify_location(context
->current_rt
, SFLAG_INDRAWABLE
, FALSE
);
2308 context
->current_rt
= target
;
2309 context_set_render_offscreen(context
, render_offscreen
);
2312 /* Do not call while under the GL lock. */
2313 struct wined3d_context
*context_acquire(struct wined3d_device
*device
, struct wined3d_surface
*target
)
2315 struct wined3d_context
*current_context
= context_get_current();
2316 struct wined3d_context
*context
;
2318 TRACE("device %p, target %p.\n", device
, target
);
2320 if (current_context
&& current_context
->destroyed
)
2321 current_context
= NULL
;
2326 && current_context
->current_rt
2327 && current_context
->swapchain
->device
== device
)
2329 target
= current_context
->current_rt
;
2333 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
2334 if (swapchain
->back_buffers
)
2335 target
= swapchain
->back_buffers
[0];
2337 target
= swapchain
->front_buffer
;
2341 if (current_context
&& current_context
->current_rt
== target
)
2343 context
= current_context
;
2345 else if (target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
2347 TRACE("Rendering onscreen.\n");
2349 context
= swapchain_get_context(target
->container
.u
.swapchain
);
2353 TRACE("Rendering offscreen.\n");
2355 /* Stay with the current context if possible. Otherwise use the
2356 * context for the primary swapchain. */
2357 if (current_context
&& current_context
->swapchain
->device
== device
)
2358 context
= current_context
;
2360 context
= swapchain_get_context(device
->swapchains
[0]);
2363 context_update_window(context
);
2364 context_setup_target(device
, context
, target
);
2365 context_enter(context
);
2366 if (!context
->valid
) return context
;
2368 if (context
!= current_context
)
2370 if (!context_set_current(context
))
2372 ERR("Failed to activate the new context.\n");
2377 device
->frag_pipe
->enable_extension(!context
->last_was_blit
);
2381 if (context
->vshader_const_dirty
)
2383 memset(context
->vshader_const_dirty
, 1,
2384 sizeof(*context
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
2385 device
->highest_dirty_vs_const
= device
->d3d_vshader_constantF
;
2387 if (context
->pshader_const_dirty
)
2389 memset(context
->pshader_const_dirty
, 1,
2390 sizeof(*context
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
2391 device
->highest_dirty_ps_const
= device
->d3d_pshader_constantF
;
2394 else if (context
->restore_ctx
)
2396 context_set_gl_context(context
);