wined3d: Fix context_apply_clear_state with ORM = backbuffer.
[wine.git] / dlls / wined3d / context.c
blob72b84c916e4a423217a2a1a6666e9342adde6f2a
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
23 #include <stdio.h>
24 #ifdef HAVE_FLOAT_H
25 # include <float.h>
26 #endif
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 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
38 const struct wined3d_gl_info *gl_info = context->gl_info;
39 GLuint f;
41 if (!fbo)
43 f = 0;
45 else
47 if (!*fbo)
49 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
50 checkGLcall("glGenFramebuffers()");
51 TRACE("Created FBO %u.\n", *fbo);
53 f = *fbo;
56 switch (target)
58 case GL_READ_FRAMEBUFFER:
59 if (context->fbo_read_binding == f) return;
60 context->fbo_read_binding = f;
61 break;
63 case GL_DRAW_FRAMEBUFFER:
64 if (context->fbo_draw_binding == f) return;
65 context->fbo_draw_binding = f;
66 break;
68 case GL_FRAMEBUFFER:
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;
73 break;
75 default:
76 FIXME("Unhandled target %#x.\n", target);
77 break;
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)
87 unsigned int i;
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_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface, DWORD location)
117 IWineD3DBaseTextureImpl *texture_impl;
119 /* Update base texture states array */
120 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
121 &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
123 IWineD3DDeviceImpl *device = surface->resource.device;
124 BOOL update_minfilter = FALSE;
125 BOOL update_magfilter = FALSE;
126 struct gl_texture *gl_tex;
128 switch (location)
130 case SFLAG_INTEXTURE:
131 gl_tex = &texture_impl->baseTexture.texture_rgb;
132 break;
134 case SFLAG_INSRGBTEX:
135 gl_tex = &texture_impl->baseTexture.texture_srgb;
136 break;
138 default:
139 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
140 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
141 return;
144 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
145 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
147 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
148 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
149 update_minfilter = TRUE;
152 if (gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
154 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
155 update_magfilter = TRUE;
158 if (texture_impl->baseTexture.bindCount)
160 WARN("Render targets should not be bound to a sampler\n");
161 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
164 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
166 if (update_minfilter || update_magfilter)
168 GLenum target, bind_target;
169 GLint old_binding;
171 target = surface->texture_target;
172 if (target == GL_TEXTURE_2D)
174 bind_target = GL_TEXTURE_2D;
175 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
177 else if (target == GL_TEXTURE_RECTANGLE_ARB)
179 bind_target = GL_TEXTURE_RECTANGLE_ARB;
180 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
182 else
184 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
185 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
188 glBindTexture(bind_target, gl_tex->name);
189 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
190 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
191 glBindTexture(bind_target, old_binding);
194 checkGLcall("apply_attachment_filter_states()");
198 /* GL locking is done by the caller */
199 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
200 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer)
202 const struct wined3d_gl_info *gl_info = context->gl_info;
204 TRACE("Attach depth stencil %p\n", depth_stencil);
206 if (depth_stencil)
208 DWORD format_flags = depth_stencil->resource.format_desc->Flags;
210 if (use_render_buffer && depth_stencil->current_renderbuffer)
212 if (format_flags & WINED3DFMT_FLAG_DEPTH)
214 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
215 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
216 checkGLcall("glFramebufferRenderbuffer()");
219 if (format_flags & WINED3DFMT_FLAG_STENCIL)
221 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
222 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
223 checkGLcall("glFramebufferRenderbuffer()");
226 else
228 surface_prepare_texture(depth_stencil, gl_info, FALSE);
229 context_apply_attachment_filter_states(depth_stencil, SFLAG_INTEXTURE);
231 if (format_flags & WINED3DFMT_FLAG_DEPTH)
233 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
234 depth_stencil->texture_target, depth_stencil->texture_name,
235 depth_stencil->texture_level);
236 checkGLcall("glFramebufferTexture2D()");
239 if (format_flags & WINED3DFMT_FLAG_STENCIL)
241 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
242 depth_stencil->texture_target, depth_stencil->texture_name,
243 depth_stencil->texture_level);
244 checkGLcall("glFramebufferTexture2D()");
248 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
250 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
251 checkGLcall("glFramebufferTexture2D()");
254 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
256 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
257 checkGLcall("glFramebufferTexture2D()");
260 else
262 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
263 checkGLcall("glFramebufferTexture2D()");
265 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
266 checkGLcall("glFramebufferTexture2D()");
270 /* GL locking is done by the caller */
271 static void context_attach_surface_fbo(const struct wined3d_context *context,
272 GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface, DWORD location)
274 const struct wined3d_gl_info *gl_info = context->gl_info;
276 TRACE("Attach surface %p to %u\n", surface, idx);
278 if (surface)
280 switch (location)
282 case SFLAG_INTEXTURE:
283 surface_prepare_texture(surface, gl_info, FALSE);
284 context_apply_attachment_filter_states(surface, location);
285 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
286 surface->texture_target, surface->texture_name, surface->texture_level);
287 break;
289 case SFLAG_INSRGBTEX:
290 surface_prepare_texture(surface, gl_info, TRUE);
291 context_apply_attachment_filter_states(surface, location);
292 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
293 surface->texture_target, surface->texture_name_srgb, surface->texture_level);
294 break;
296 default:
297 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
298 break;
300 checkGLcall("glFramebufferTexture2D()");
302 else
304 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
305 checkGLcall("glFramebufferTexture2D()");
309 /* GL locking is done by the caller */
310 static void context_check_fbo_status(struct wined3d_context *context, GLenum target)
312 const struct wined3d_gl_info *gl_info = context->gl_info;
313 GLenum status;
315 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
316 if (status == GL_FRAMEBUFFER_COMPLETE)
318 TRACE("FBO complete\n");
319 } else {
320 IWineD3DSurfaceImpl *attachment;
321 unsigned int i;
322 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
324 if (!context->current_fbo)
326 ERR("FBO 0 is incomplete, driver bug?\n");
327 return;
330 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
331 context->current_fbo->location);
333 /* Dump the FBO attachments */
334 for (i = 0; i < gl_info->limits.buffers; ++i)
336 attachment = context->current_fbo->render_targets[i];
337 if (attachment)
339 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
340 i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
341 attachment->pow2Width, attachment->pow2Height);
344 attachment = context->current_fbo->depth_stencil;
345 if (attachment)
347 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
348 attachment, debug_d3dformat(attachment->resource.format_desc->format),
349 attachment->pow2Width, attachment->pow2Height);
354 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context,
355 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
357 const struct wined3d_gl_info *gl_info = context->gl_info;
358 struct fbo_entry *entry;
360 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
361 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
362 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
363 entry->depth_stencil = depth_stencil;
364 entry->location = location;
365 entry->attached = FALSE;
366 entry->id = 0;
368 return entry;
371 /* GL locking is done by the caller */
372 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
373 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil,
374 DWORD location, struct fbo_entry *entry)
376 const struct wined3d_gl_info *gl_info = context->gl_info;
378 context_bind_fbo(context, target, &entry->id);
379 context_clean_fbo_attachments(gl_info, target);
381 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
382 entry->depth_stencil = depth_stencil;
383 entry->location = location;
384 entry->attached = FALSE;
387 /* GL locking is done by the caller */
388 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
390 if (entry->id)
392 TRACE("Destroy FBO %d\n", entry->id);
393 context_destroy_fbo(context, &entry->id);
395 --context->fbo_entry_count;
396 list_remove(&entry->entry);
397 HeapFree(GetProcessHeap(), 0, entry->render_targets);
398 HeapFree(GetProcessHeap(), 0, entry);
402 /* GL locking is done by the caller */
403 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
404 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
406 const struct wined3d_gl_info *gl_info = context->gl_info;
407 struct fbo_entry *entry;
409 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
411 if (!memcmp(entry->render_targets,
412 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
413 && entry->depth_stencil == depth_stencil && entry->location == location)
415 list_remove(&entry->entry);
416 list_add_head(&context->fbo_list, &entry->entry);
417 return entry;
421 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
423 entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
424 list_add_head(&context->fbo_list, &entry->entry);
425 ++context->fbo_entry_count;
427 else
429 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
430 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
431 list_remove(&entry->entry);
432 list_add_head(&context->fbo_list, &entry->entry);
435 return entry;
438 /* GL locking is done by the caller */
439 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
441 const struct wined3d_gl_info *gl_info = context->gl_info;
442 unsigned int i;
444 context_bind_fbo(context, target, &entry->id);
446 if (!entry->attached)
448 /* Apply render targets */
449 for (i = 0; i < gl_info->limits.buffers; ++i)
451 context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
454 /* Apply depth targets */
455 if (entry->depth_stencil)
457 surface_set_compatible_renderbuffer(entry->depth_stencil,
458 entry->render_targets[0]->pow2Width, entry->render_targets[0]->pow2Height);
460 context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, TRUE);
462 entry->attached = TRUE;
464 else
466 for (i = 0; i < gl_info->limits.buffers; ++i)
468 if (entry->render_targets[i])
469 context_apply_attachment_filter_states(entry->render_targets[i], entry->location);
471 if (entry->depth_stencil)
472 context_apply_attachment_filter_states(entry->depth_stencil, SFLAG_INTEXTURE);
476 /* GL locking is done by the caller */
477 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
478 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
480 struct fbo_entry *entry, *entry2;
482 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
484 context_destroy_fbo_entry(context, entry);
487 if (context->rebind_fbo)
489 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
490 context->rebind_fbo = FALSE;
493 if (render_targets)
495 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
496 context_apply_fbo_entry(context, target, context->current_fbo);
498 else
500 context->current_fbo = NULL;
501 context_bind_fbo(context, target, NULL);
504 context_check_fbo_status(context, target);
507 /* GL locking is done by the caller */
508 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
509 IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
511 if (surface_is_offscreen(render_target))
513 UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
514 context->blit_targets[0] = render_target;
515 if (clear_size) memset(&context->blit_targets[1], 0, clear_size);
516 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
518 else
520 context_apply_fbo_state(context, target, NULL, NULL, location);
524 /* Context activation is done by the caller. */
525 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
527 const struct wined3d_gl_info *gl_info = context->gl_info;
529 if (context->free_occlusion_query_count)
531 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
533 else
535 if (gl_info->supported[ARB_OCCLUSION_QUERY])
537 ENTER_GL();
538 GL_EXTCALL(glGenQueriesARB(1, &query->id));
539 checkGLcall("glGenQueriesARB");
540 LEAVE_GL();
542 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
544 else
546 WARN("Occlusion queries not supported, not allocating query id.\n");
547 query->id = 0;
551 query->context = context;
552 list_add_head(&context->occlusion_queries, &query->entry);
555 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
557 struct wined3d_context *context = query->context;
559 list_remove(&query->entry);
560 query->context = NULL;
562 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
564 UINT new_size = context->free_occlusion_query_size << 1;
565 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
566 new_size * sizeof(*context->free_occlusion_queries));
568 if (!new_data)
570 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
571 return;
574 context->free_occlusion_query_size = new_size;
575 context->free_occlusion_queries = new_data;
578 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
581 /* Context activation is done by the caller. */
582 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
584 const struct wined3d_gl_info *gl_info = context->gl_info;
586 if (context->free_event_query_count)
588 query->object = context->free_event_queries[--context->free_event_query_count];
590 else
592 if (gl_info->supported[ARB_SYNC])
594 /* Using ARB_sync, not much to do here. */
595 query->object.sync = NULL;
596 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
598 else if (gl_info->supported[APPLE_FENCE])
600 ENTER_GL();
601 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
602 checkGLcall("glGenFencesAPPLE");
603 LEAVE_GL();
605 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
607 else if(gl_info->supported[NV_FENCE])
609 ENTER_GL();
610 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
611 checkGLcall("glGenFencesNV");
612 LEAVE_GL();
614 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
616 else
618 WARN("Event queries not supported, not allocating query id.\n");
619 query->object.id = 0;
623 query->context = context;
624 list_add_head(&context->event_queries, &query->entry);
627 void context_free_event_query(struct wined3d_event_query *query)
629 struct wined3d_context *context = query->context;
631 list_remove(&query->entry);
632 query->context = NULL;
634 if (context->free_event_query_count >= context->free_event_query_size - 1)
636 UINT new_size = context->free_event_query_size << 1;
637 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
638 new_size * sizeof(*context->free_event_queries));
640 if (!new_data)
642 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
643 return;
646 context->free_event_query_size = new_size;
647 context->free_event_queries = new_data;
650 context->free_event_queries[context->free_event_query_count++] = query->object;
653 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
655 static void context_enum_surface_fbo_entries(IWineD3DDeviceImpl *device,
656 IWineD3DSurfaceImpl *surface, context_fbo_entry_func_t *callback)
658 UINT i;
660 for (i = 0; i < device->numContexts; ++i)
662 struct wined3d_context *context = device->contexts[i];
663 const struct wined3d_gl_info *gl_info = context->gl_info;
664 struct fbo_entry *entry, *entry2;
666 if (context->current_rt == surface) context->current_rt = NULL;
668 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
670 UINT j;
672 if (entry->depth_stencil == surface)
674 callback(context, entry);
675 continue;
678 for (j = 0; j < gl_info->limits.buffers; ++j)
680 if (entry->render_targets[j] == surface)
682 callback(context, entry);
683 break;
690 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
692 list_remove(&entry->entry);
693 list_add_head(&context->fbo_destroy_list, &entry->entry);
696 void context_resource_released(IWineD3DDeviceImpl *device, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
698 if (!device->d3d_initialized) return;
700 switch (type)
702 case WINED3DRTYPE_SURFACE:
703 context_enum_surface_fbo_entries(device, (IWineD3DSurfaceImpl *)resource,
704 context_queue_fbo_entry_destruction);
705 break;
707 default:
708 break;
712 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
714 entry->attached = FALSE;
717 void context_resource_unloaded(IWineD3DDeviceImpl *device, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
719 switch (type)
721 case WINED3DRTYPE_SURFACE:
722 context_enum_surface_fbo_entries(device, (IWineD3DSurfaceImpl *)resource,
723 context_detach_fbo_entry);
724 break;
726 default:
727 break;
731 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface)
733 const struct wined3d_gl_info *gl_info = context->gl_info;
734 struct fbo_entry *entry = context->current_fbo;
735 unsigned int i;
737 if (!entry || context->rebind_fbo) return;
739 for (i = 0; i < gl_info->limits.buffers; ++i)
741 if (surface == entry->render_targets[i])
743 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
744 context->rebind_fbo = TRUE;
745 return;
749 if (surface == entry->depth_stencil)
751 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
752 context->rebind_fbo = TRUE;
756 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
758 int current = GetPixelFormat(dc);
760 if (current == format) return TRUE;
762 if (!current)
764 if (!SetPixelFormat(dc, format, NULL))
766 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
767 format, dc, GetLastError());
768 return FALSE;
770 return TRUE;
773 /* By default WGL doesn't allow pixel format adjustments but we need it
774 * here. For this reason there's a Wine specific wglSetPixelFormat()
775 * which allows us to set the pixel format multiple times. Only use it
776 * when really needed. */
777 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
779 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
781 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
782 format, dc);
783 return FALSE;
785 return TRUE;
788 /* OpenGL doesn't allow pixel format adjustments. Print an error and
789 * continue using the old format. There's a big chance that the old
790 * format works although with a performance hit and perhaps rendering
791 * errors. */
792 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
793 format, dc, current);
794 return TRUE;
797 static void context_update_window(struct wined3d_context *context)
799 TRACE("Updating context %p window from %p to %p.\n",
800 context, context->win_handle, context->swapchain->win_handle);
802 if (context->valid)
804 if (!ReleaseDC(context->win_handle, context->hdc))
806 ERR("Failed to release device context %p, last error %#x.\n",
807 context->hdc, GetLastError());
810 else context->valid = 1;
812 context->win_handle = context->swapchain->win_handle;
814 if (!(context->hdc = GetDC(context->win_handle)))
816 ERR("Failed to get a device context for window %p.\n", context->win_handle);
817 goto err;
820 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
822 ERR("Failed to set pixel format %d on device context %p.\n",
823 context->pixel_format, context->hdc);
824 goto err;
827 if (!pwglMakeCurrent(context->hdc, context->glCtx))
829 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
830 context->glCtx, context->hdc, GetLastError());
831 goto err;
834 return;
836 err:
837 context->valid = 0;
840 static void context_validate(struct wined3d_context *context)
842 HWND wnd = WindowFromDC(context->hdc);
844 if (wnd != context->win_handle)
846 WARN("DC %p belongs to window %p instead of %p.\n",
847 context->hdc, wnd, context->win_handle);
848 context->valid = 0;
851 if (context->win_handle != context->swapchain->win_handle)
852 context_update_window(context);
855 static void context_destroy_gl_resources(struct wined3d_context *context)
857 const struct wined3d_gl_info *gl_info = context->gl_info;
858 struct wined3d_occlusion_query *occlusion_query;
859 struct wined3d_event_query *event_query;
860 struct fbo_entry *entry, *entry2;
861 HGLRC restore_ctx;
862 HDC restore_dc;
863 unsigned int i;
865 restore_ctx = pwglGetCurrentContext();
866 restore_dc = pwglGetCurrentDC();
868 context_validate(context);
869 if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
870 else restore_ctx = NULL;
872 ENTER_GL();
874 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
876 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
877 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
878 occlusion_query->context = NULL;
881 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
883 if (context->valid)
885 if (gl_info->supported[ARB_SYNC])
887 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
889 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
890 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
892 event_query->context = NULL;
895 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
897 if (!context->valid) entry->id = 0;
898 context_destroy_fbo_entry(context, entry);
901 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
903 if (!context->valid) entry->id = 0;
904 context_destroy_fbo_entry(context, entry);
907 if (context->valid)
909 if (context->dst_fbo)
911 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
912 context_destroy_fbo(context, &context->dst_fbo);
914 if (context->dummy_arbfp_prog)
916 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
919 if (gl_info->supported[ARB_OCCLUSION_QUERY])
920 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
922 if (gl_info->supported[ARB_SYNC])
924 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
926 else if (gl_info->supported[APPLE_FENCE])
928 for (i = 0; i < context->free_event_query_count; ++i)
930 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
933 else if (gl_info->supported[NV_FENCE])
935 for (i = 0; i < context->free_event_query_count; ++i)
937 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
941 checkGLcall("context cleanup");
944 LEAVE_GL();
946 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
947 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
949 if (restore_ctx)
951 if (!pwglMakeCurrent(restore_dc, restore_ctx))
953 DWORD err = GetLastError();
954 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
955 restore_ctx, restore_dc, err);
958 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
960 ERR("Failed to disable GL context.\n");
963 ReleaseDC(context->win_handle, context->hdc);
965 if (!pwglDeleteContext(context->glCtx))
967 DWORD err = GetLastError();
968 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
972 DWORD context_get_tls_idx(void)
974 return wined3d_context_tls_idx;
977 void context_set_tls_idx(DWORD idx)
979 wined3d_context_tls_idx = idx;
982 struct wined3d_context *context_get_current(void)
984 return TlsGetValue(wined3d_context_tls_idx);
987 BOOL context_set_current(struct wined3d_context *ctx)
989 struct wined3d_context *old = context_get_current();
991 if (old == ctx)
993 TRACE("Already using D3D context %p.\n", ctx);
994 return TRUE;
997 if (old)
999 if (old->destroyed)
1001 TRACE("Switching away from destroyed context %p.\n", old);
1002 context_destroy_gl_resources(old);
1003 HeapFree(GetProcessHeap(), 0, old);
1005 else
1007 old->current = 0;
1011 if (ctx)
1013 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1014 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
1016 DWORD err = GetLastError();
1017 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
1018 ctx->glCtx, ctx->hdc, err);
1019 TlsSetValue(wined3d_context_tls_idx, NULL);
1020 return FALSE;
1022 ctx->current = 1;
1024 else if(pwglGetCurrentContext())
1026 TRACE("Clearing current D3D context.\n");
1027 if (!pwglMakeCurrent(NULL, NULL))
1029 DWORD err = GetLastError();
1030 ERR("Failed to clear current GL context, last error %#x.\n", err);
1031 TlsSetValue(wined3d_context_tls_idx, NULL);
1032 return FALSE;
1036 return TlsSetValue(wined3d_context_tls_idx, ctx);
1039 void context_release(struct wined3d_context *context)
1041 TRACE("Releasing context %p, level %u.\n", context, context->level);
1043 if (WARN_ON(d3d))
1045 if (!context->level)
1046 WARN("Context %p is not active.\n", context);
1047 else if (context != context_get_current())
1048 WARN("Context %p is not the current context.\n", context);
1051 if (!--context->level && context->restore_ctx)
1053 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1054 if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
1056 DWORD err = GetLastError();
1057 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1058 context->restore_ctx, context->restore_dc, err);
1060 context->restore_ctx = NULL;
1061 context->restore_dc = NULL;
1065 static void context_enter(struct wined3d_context *context)
1067 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1069 if (!context->level++)
1071 const struct wined3d_context *current_context = context_get_current();
1072 HGLRC current_gl = pwglGetCurrentContext();
1074 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1076 TRACE("Another GL context (%p on device context %p) is already current.\n",
1077 current_gl, pwglGetCurrentDC());
1078 context->restore_ctx = current_gl;
1079 context->restore_dc = pwglGetCurrentDC();
1084 /*****************************************************************************
1085 * Context_MarkStateDirty
1087 * Marks a state in a context dirty. Only one context, opposed to
1088 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1089 * contexts
1091 * Params:
1092 * context: Context to mark the state dirty in
1093 * state: State to mark dirty
1094 * StateTable: Pointer to the state table in use(for state grouping)
1096 *****************************************************************************/
1097 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
1099 DWORD rep = StateTable[state].representative;
1100 DWORD idx;
1101 BYTE shift;
1103 if (isStateDirty(context, rep)) return;
1105 context->dirtyArray[context->numDirtyEntries++] = rep;
1106 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1107 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1108 context->isStateDirty[idx] |= (1 << shift);
1111 /* This function takes care of WineD3D pixel format selection. */
1112 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
1113 const struct wined3d_format_desc *color_format_desc, const struct wined3d_format_desc *ds_format_desc,
1114 BOOL auxBuffers, int numSamples, BOOL findCompatible)
1116 int iPixelFormat=0;
1117 unsigned int matchtry;
1118 short redBits, greenBits, blueBits, alphaBits, colorBits;
1119 short depthBits=0, stencilBits=0;
1121 struct match_type {
1122 BOOL require_aux;
1123 BOOL exact_alpha;
1124 BOOL exact_color;
1125 } matches[] = {
1126 /* First, try without alpha match buffers. MacOS supports aux buffers only
1127 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1128 * Then try without aux buffers - this is the most common cause for not
1129 * finding a pixel format. Also some drivers(the open source ones)
1130 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1131 * match, then try without an exact alpha and color match.
1133 { TRUE, TRUE, TRUE },
1134 { TRUE, FALSE, TRUE },
1135 { FALSE, TRUE, TRUE },
1136 { FALSE, FALSE, TRUE },
1137 { TRUE, FALSE, FALSE },
1138 { FALSE, FALSE, FALSE },
1141 int i = 0;
1142 int nCfgs = This->adapter->nCfgs;
1144 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1145 debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
1146 auxBuffers, numSamples, findCompatible);
1148 if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1150 ERR("Unable to get color bits for format %s (%#x)!\n",
1151 debug_d3dformat(color_format_desc->format), color_format_desc->format);
1152 return 0;
1155 getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
1157 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1158 for(i=0; i<nCfgs; i++) {
1159 BOOL exactDepthMatch = TRUE;
1160 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1162 /* For now only accept RGBA formats. Perhaps some day we will
1163 * allow floating point formats for pbuffers. */
1164 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1165 continue;
1167 /* In window mode we need a window drawable format and double buffering. */
1168 if(!(cfg->windowDrawable && cfg->doubleBuffer))
1169 continue;
1171 /* We like to have aux buffers in backbuffer mode */
1172 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1173 continue;
1175 if(matches[matchtry].exact_color) {
1176 if(cfg->redSize != redBits)
1177 continue;
1178 if(cfg->greenSize != greenBits)
1179 continue;
1180 if(cfg->blueSize != blueBits)
1181 continue;
1182 } else {
1183 if(cfg->redSize < redBits)
1184 continue;
1185 if(cfg->greenSize < greenBits)
1186 continue;
1187 if(cfg->blueSize < blueBits)
1188 continue;
1190 if(matches[matchtry].exact_alpha) {
1191 if(cfg->alphaSize != alphaBits)
1192 continue;
1193 } else {
1194 if(cfg->alphaSize < alphaBits)
1195 continue;
1198 /* We try to locate a format which matches our requirements exactly. In case of
1199 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1200 if(cfg->depthSize < depthBits)
1201 continue;
1202 else if(cfg->depthSize > depthBits)
1203 exactDepthMatch = FALSE;
1205 /* In all cases make sure the number of stencil bits matches our requirements
1206 * even when we don't need stencil because it could affect performance EXCEPT
1207 * on cards which don't offer depth formats without stencil like the i915 drivers
1208 * on Linux. */
1209 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1210 continue;
1212 /* Check multisampling support */
1213 if(cfg->numSamples != numSamples)
1214 continue;
1216 /* When we have passed all the checks then we have found a format which matches our
1217 * requirements. Note that we only check for a limit number of capabilities right now,
1218 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1219 * can still differ in things like multisampling, stereo, SRGB and other flags.
1222 /* Exit the loop as we have found a format :) */
1223 if(exactDepthMatch) {
1224 iPixelFormat = cfg->iPixelFormat;
1225 break;
1226 } else if(!iPixelFormat) {
1227 /* In the end we might end up with a format which doesn't exactly match our depth
1228 * requirements. Accept the first format we found because formats with higher iPixelFormat
1229 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1230 iPixelFormat = cfg->iPixelFormat;
1235 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1236 if(!iPixelFormat && !findCompatible) {
1237 ERR("Can't find a suitable iPixelFormat\n");
1238 return FALSE;
1239 } else if(!iPixelFormat) {
1240 PIXELFORMATDESCRIPTOR pfd;
1242 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1243 /* PixelFormat selection */
1244 ZeroMemory(&pfd, sizeof(pfd));
1245 pfd.nSize = sizeof(pfd);
1246 pfd.nVersion = 1;
1247 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1248 pfd.iPixelType = PFD_TYPE_RGBA;
1249 pfd.cAlphaBits = alphaBits;
1250 pfd.cColorBits = colorBits;
1251 pfd.cDepthBits = depthBits;
1252 pfd.cStencilBits = stencilBits;
1253 pfd.iLayerType = PFD_MAIN_PLANE;
1255 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1256 if(!iPixelFormat) {
1257 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1258 ERR("Can't find a suitable iPixelFormat\n");
1259 return FALSE;
1263 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1264 iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1265 return iPixelFormat;
1268 /*****************************************************************************
1269 * context_create
1271 * Creates a new context.
1273 * * Params:
1274 * This: Device to activate the context for
1275 * target: Surface this context will render to
1276 * win_handle: handle to the window which we are drawing to
1277 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1279 *****************************************************************************/
1280 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1281 const struct wined3d_format_desc *ds_format_desc)
1283 IWineD3DDeviceImpl *device = swapchain->device;
1284 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1285 const struct wined3d_format_desc *color_format_desc;
1286 struct wined3d_context *ret;
1287 PIXELFORMATDESCRIPTOR pfd;
1288 BOOL auxBuffers = FALSE;
1289 int numSamples = 0;
1290 int pixel_format;
1291 unsigned int s;
1292 DWORD state;
1293 HGLRC ctx;
1294 HDC hdc;
1296 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1298 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1299 if (!ret)
1301 ERR("Failed to allocate context memory.\n");
1302 return NULL;
1305 if (!(hdc = GetDC(swapchain->win_handle)))
1307 ERR("Failed to retrieve a device context.\n");
1308 goto out;
1311 color_format_desc = target->resource.format_desc;
1313 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1314 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1315 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1317 auxBuffers = TRUE;
1319 if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
1320 color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, gl_info);
1321 else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
1322 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1325 /* DirectDraw supports 8bit paletted render targets and these are used by
1326 * old games like Starcraft and C&C. Most modern hardware doesn't support
1327 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1328 * conversion (ab)uses the alpha component for storing the palette index.
1329 * For this reason we require a format with 8bit alpha, so request
1330 * A8R8G8B8. */
1331 if (color_format_desc->format == WINED3DFMT_P8_UINT)
1332 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1334 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1335 if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1337 if (!gl_info->supported[ARB_MULTISAMPLE])
1338 WARN("The application is requesting multisampling without support.\n");
1339 else
1341 TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1342 numSamples = swapchain->presentParms.MultiSampleType;
1346 /* Try to find a pixel format which matches our requirements. */
1347 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1348 auxBuffers, numSamples, FALSE /* findCompatible */);
1350 /* Try to locate a compatible format if we weren't able to find anything. */
1351 if (!pixel_format)
1353 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1354 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1355 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1358 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1359 if (!pixel_format)
1361 ERR("Can't find a suitable pixel format.\n");
1362 goto out;
1365 DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1366 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1368 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1369 goto out;
1372 ctx = pwglCreateContext(hdc);
1373 if (device->numContexts)
1375 if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1377 DWORD err = GetLastError();
1378 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1379 device->contexts[0]->glCtx, ctx, err);
1383 if(!ctx) {
1384 ERR("Failed to create a WGL context\n");
1385 goto out;
1388 if (!device_context_add(device, ret))
1390 ERR("Failed to add the newly created context to the context list\n");
1391 if (!pwglDeleteContext(ctx))
1393 DWORD err = GetLastError();
1394 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1396 goto out;
1399 ret->gl_info = gl_info;
1401 /* Mark all states dirty to force a proper initialization of the states
1402 * on the first use of the context. */
1403 for (state = 0; state <= STATE_HIGHEST; ++state)
1405 if (device->StateTable[state].representative)
1406 Context_MarkStateDirty(ret, state, device->StateTable);
1409 ret->swapchain = swapchain;
1410 ret->current_rt = target;
1411 ret->tid = GetCurrentThreadId();
1413 ret->render_offscreen = surface_is_offscreen(target);
1414 ret->draw_buffer_dirty = TRUE;
1415 ret->valid = 1;
1417 ret->glCtx = ctx;
1418 ret->win_handle = swapchain->win_handle;
1419 ret->hdc = hdc;
1420 ret->pixel_format = pixel_format;
1422 if (device->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *)device))
1424 /* Create the dirty constants array and initialize them to dirty */
1425 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1426 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1427 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1428 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1429 memset(ret->vshader_const_dirty, 1,
1430 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1431 memset(ret->pshader_const_dirty, 1,
1432 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1435 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1436 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1437 if (!ret->blit_targets) goto out;
1439 ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1440 gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1441 if (!ret->draw_buffers) goto out;
1443 ret->free_occlusion_query_size = 4;
1444 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1445 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1446 if (!ret->free_occlusion_queries) goto out;
1448 list_init(&ret->occlusion_queries);
1450 ret->free_event_query_size = 4;
1451 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1452 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1453 if (!ret->free_event_queries) goto out;
1455 list_init(&ret->event_queries);
1457 TRACE("Successfully created new context %p\n", ret);
1459 list_init(&ret->fbo_list);
1460 list_init(&ret->fbo_destroy_list);
1462 context_enter(ret);
1464 /* Set up the context defaults */
1465 if (!context_set_current(ret))
1467 ERR("Cannot activate context to set up defaults\n");
1468 context_release(ret);
1469 goto out;
1472 ENTER_GL();
1474 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1476 TRACE("Setting up the screen\n");
1477 /* Clear the screen */
1478 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1479 checkGLcall("glClearColor");
1480 glClearIndex(0);
1481 glClearDepth(1);
1482 glClearStencil(0xffff);
1484 checkGLcall("glClear");
1486 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1487 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1489 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1490 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1492 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1493 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1495 glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1496 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1497 glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1498 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1500 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1502 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1503 * and textures in DIB sections(due to the memory protection).
1505 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1506 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1508 if (gl_info->supported[ARB_VERTEX_BLEND])
1510 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1511 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1512 * GL_VERTEX_BLEND_ARB isn't enabled too
1514 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1515 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1517 if (gl_info->supported[NV_TEXTURE_SHADER2])
1519 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1520 * the previous texture where to source the offset from is always unit - 1.
1522 for (s = 1; s < gl_info->limits.textures; ++s)
1524 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1525 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1526 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1529 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1531 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1532 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1533 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1534 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1535 * is ever assigned.
1537 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1538 * program and the dummy program is destroyed when the context is destroyed.
1540 const char *dummy_program =
1541 "!!ARBfp1.0\n"
1542 "MOV result.color, fragment.color.primary;\n"
1543 "END\n";
1544 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1545 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1546 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1549 for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1551 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1552 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1553 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1556 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
1558 /* Windows doesn't support to query the glPointParameteri function pointer, so use the
1559 * NV_POINT_SPRITE extension.
1561 if (glPointParameteri)
1563 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT);
1564 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT)");
1566 else if (gl_info->supported[NV_POINT_SPRITE])
1568 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT));
1569 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT)");
1573 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1575 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1577 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1579 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1582 LEAVE_GL();
1584 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
1586 TRACE("Created context %p.\n", ret);
1588 return ret;
1590 out:
1591 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1592 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1593 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1594 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1595 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1596 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1597 HeapFree(GetProcessHeap(), 0, ret);
1598 return NULL;
1601 /*****************************************************************************
1602 * context_destroy
1604 * Destroys a wined3d context
1606 * Params:
1607 * This: Device to activate the context for
1608 * context: Context to destroy
1610 *****************************************************************************/
1611 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1613 BOOL destroy;
1615 TRACE("Destroying ctx %p\n", context);
1617 if (context->tid == GetCurrentThreadId() || !context->current)
1619 context_destroy_gl_resources(context);
1620 TlsSetValue(wined3d_context_tls_idx, NULL);
1621 destroy = TRUE;
1623 else
1625 context->destroyed = 1;
1626 destroy = FALSE;
1629 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1630 HeapFree(GetProcessHeap(), 0, context->blit_targets);
1631 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1632 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1633 device_context_remove(This, context);
1634 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1637 /* GL locking is done by the caller */
1638 static inline void set_blit_dimension(UINT width, UINT height) {
1639 glMatrixMode(GL_PROJECTION);
1640 checkGLcall("glMatrixMode(GL_PROJECTION)");
1641 glLoadIdentity();
1642 checkGLcall("glLoadIdentity()");
1643 glOrtho(0, width, height, 0, 0.0, -1.0);
1644 checkGLcall("glOrtho");
1645 glViewport(0, 0, width, height);
1646 checkGLcall("glViewport");
1649 /*****************************************************************************
1650 * SetupForBlit
1652 * Sets up a context for DirectDraw blitting.
1653 * All texture units are disabled, texture unit 0 is set as current unit
1654 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1655 * color writing enabled for all channels
1656 * register combiners disabled, shaders disabled
1657 * world matrix is set to identity, texture matrix 0 too
1658 * projection matrix is setup for drawing screen coordinates
1660 * Params:
1661 * This: Device to activate the context for
1662 * context: Context to setup
1664 *****************************************************************************/
1665 /* Context activation is done by the caller. */
1666 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1668 int i;
1669 const struct StateEntry *StateTable = This->StateTable;
1670 const struct wined3d_gl_info *gl_info = context->gl_info;
1671 UINT width = context->current_rt->currentDesc.Width;
1672 UINT height = context->current_rt->currentDesc.Height;
1673 DWORD sampler;
1675 TRACE("Setting up context %p for blitting\n", context);
1676 if(context->last_was_blit) {
1677 if(context->blit_w != width || context->blit_h != height) {
1678 ENTER_GL();
1679 set_blit_dimension(width, height);
1680 LEAVE_GL();
1681 context->blit_w = width; context->blit_h = height;
1682 /* No need to dirtify here, the states are still dirtified because they weren't
1683 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1684 * be set
1687 TRACE("Context is already set up for blitting, nothing to do\n");
1688 return;
1690 context->last_was_blit = TRUE;
1692 /* TODO: Use a display list */
1694 /* Disable shaders */
1695 ENTER_GL();
1696 This->shader_backend->shader_select(context, FALSE, FALSE);
1697 LEAVE_GL();
1699 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1700 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1702 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1703 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1704 * which can safely be called from here, we only lock once instead locking/unlocking
1705 * after each GL call.
1707 ENTER_GL();
1709 /* Disable all textures. The caller can then bind a texture it wants to blit
1710 * from
1712 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1713 * function texture unit. No need to care for higher samplers
1715 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1717 sampler = This->rev_tex_unit_map[i];
1718 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1719 checkGLcall("glActiveTextureARB");
1721 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1723 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1724 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1726 glDisable(GL_TEXTURE_3D);
1727 checkGLcall("glDisable GL_TEXTURE_3D");
1728 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1730 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1731 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1733 glDisable(GL_TEXTURE_2D);
1734 checkGLcall("glDisable GL_TEXTURE_2D");
1736 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1737 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1739 if (sampler != WINED3D_UNMAPPED_STAGE)
1741 if (sampler < MAX_TEXTURES) {
1742 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1744 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1747 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1748 checkGLcall("glActiveTextureARB");
1750 sampler = This->rev_tex_unit_map[0];
1752 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1754 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1755 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1757 glDisable(GL_TEXTURE_3D);
1758 checkGLcall("glDisable GL_TEXTURE_3D");
1759 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1761 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1762 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1764 glDisable(GL_TEXTURE_2D);
1765 checkGLcall("glDisable GL_TEXTURE_2D");
1767 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1769 glMatrixMode(GL_TEXTURE);
1770 checkGLcall("glMatrixMode(GL_TEXTURE)");
1771 glLoadIdentity();
1772 checkGLcall("glLoadIdentity()");
1774 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1776 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1777 GL_TEXTURE_LOD_BIAS_EXT,
1778 0.0f);
1779 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1782 if (sampler != WINED3D_UNMAPPED_STAGE)
1784 if (sampler < MAX_TEXTURES) {
1785 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1786 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1788 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1791 /* Other misc states */
1792 glDisable(GL_ALPHA_TEST);
1793 checkGLcall("glDisable(GL_ALPHA_TEST)");
1794 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1795 glDisable(GL_LIGHTING);
1796 checkGLcall("glDisable GL_LIGHTING");
1797 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1798 glDisable(GL_DEPTH_TEST);
1799 checkGLcall("glDisable GL_DEPTH_TEST");
1800 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1801 glDisableWINE(GL_FOG);
1802 checkGLcall("glDisable GL_FOG");
1803 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1804 glDisable(GL_BLEND);
1805 checkGLcall("glDisable GL_BLEND");
1806 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1807 glDisable(GL_CULL_FACE);
1808 checkGLcall("glDisable GL_CULL_FACE");
1809 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1810 glDisable(GL_STENCIL_TEST);
1811 checkGLcall("glDisable GL_STENCIL_TEST");
1812 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1813 glDisable(GL_SCISSOR_TEST);
1814 checkGLcall("glDisable GL_SCISSOR_TEST");
1815 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1816 if (gl_info->supported[ARB_POINT_SPRITE])
1818 glDisable(GL_POINT_SPRITE_ARB);
1819 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1820 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1822 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1823 checkGLcall("glColorMask");
1824 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1825 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
1826 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
1827 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
1828 if (gl_info->supported[EXT_SECONDARY_COLOR])
1830 glDisable(GL_COLOR_SUM_EXT);
1831 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1832 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1835 /* Setup transforms */
1836 glMatrixMode(GL_MODELVIEW);
1837 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1838 glLoadIdentity();
1839 checkGLcall("glLoadIdentity()");
1840 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1842 context->last_was_rhw = TRUE;
1843 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1845 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1846 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1847 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1848 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1849 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1850 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1851 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1853 set_blit_dimension(width, height);
1855 LEAVE_GL();
1857 context->blit_w = width; context->blit_h = height;
1858 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1859 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1862 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1865 /*****************************************************************************
1866 * findThreadContextForSwapChain
1868 * Searches a swapchain for all contexts and picks one for the thread tid.
1869 * If none can be found the swapchain is requested to create a new context
1871 *****************************************************************************/
1872 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1874 unsigned int i;
1876 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1877 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1878 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1883 /* Create a new context for the thread */
1884 return swapchain_create_context_for_thread(swapchain);
1887 /*****************************************************************************
1888 * FindContext
1890 * Finds a context for the current render target and thread
1892 * Parameters:
1893 * target: Render target to find the context for
1894 * tid: Thread to activate the context for
1896 * Returns: The needed context
1898 *****************************************************************************/
1899 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target)
1901 IWineD3DSwapChain *swapchain = NULL;
1902 struct wined3d_context *current_context = context_get_current();
1903 DWORD tid = GetCurrentThreadId();
1904 struct wined3d_context *context;
1906 if (current_context && current_context->destroyed) current_context = NULL;
1908 if (!target)
1910 if (current_context
1911 && current_context->current_rt
1912 && current_context->swapchain->device == This)
1914 target = current_context->current_rt;
1916 else
1918 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1919 if (swapchain->back_buffers) target = swapchain->back_buffers[0];
1920 else target = swapchain->front_buffer;
1924 if (current_context && current_context->current_rt == target)
1926 context_validate(current_context);
1927 return current_context;
1930 if (target->Flags & SFLAG_SWAPCHAIN)
1932 TRACE("Rendering onscreen\n");
1934 swapchain = (IWineD3DSwapChain *)target->container;
1935 context = findThreadContextForSwapChain(swapchain, tid);
1937 else
1939 TRACE("Rendering offscreen\n");
1941 /* Stay with the currently active context. */
1942 if (current_context && current_context->swapchain->device == This)
1944 context = current_context;
1946 else
1948 /* This may happen if the app jumps straight into offscreen rendering
1949 * Start using the context of the primary swapchain. tid == 0 is no problem
1950 * for findThreadContextForSwapChain.
1952 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1953 * is perfect to call. */
1954 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1958 context_validate(context);
1960 return context;
1963 /* Context activation is done by the caller. */
1964 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
1966 const struct wined3d_gl_info *gl_info = context->gl_info;
1967 IWineD3DSurfaceImpl *rt = context->current_rt;
1968 IWineD3DDeviceImpl *device;
1970 device = rt->resource.device;
1971 if (!surface_is_offscreen(rt))
1973 ENTER_GL();
1974 glDrawBuffer(surface_get_gl_buffer(rt));
1975 checkGLcall("glDrawBuffer()");
1976 LEAVE_GL();
1978 else
1980 ENTER_GL();
1981 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1983 if (!blit)
1985 unsigned int i;
1987 for (i = 0; i < gl_info->limits.buffers; ++i)
1989 if (device->render_targets[i])
1990 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1991 else
1992 context->draw_buffers[i] = GL_NONE;
1995 if (gl_info->supported[ARB_DRAW_BUFFERS])
1997 GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, context->draw_buffers));
1998 checkGLcall("glDrawBuffers()");
2000 else
2002 glDrawBuffer(context->draw_buffers[0]);
2003 checkGLcall("glDrawBuffer()");
2005 } else {
2006 glDrawBuffer(GL_COLOR_ATTACHMENT0);
2007 checkGLcall("glDrawBuffer()");
2010 else
2012 glDrawBuffer(device->offscreenBuffer);
2013 checkGLcall("glDrawBuffer()");
2015 LEAVE_GL();
2019 /* GL locking is done by the caller. */
2020 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
2022 glDrawBuffer(buffer);
2023 checkGLcall("glDrawBuffer()");
2024 context->draw_buffer_dirty = TRUE;
2027 static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
2028 BOOL offscreen)
2030 const struct wined3d_gl_info *gl_info = context->gl_info;
2032 if (context->render_offscreen == offscreen) return;
2034 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
2036 /* Windows doesn't support to query the glPointParameteri function pointer, so use the
2037 * NV_POINT_SPRITE extension.
2039 if (glPointParameteri)
2041 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT);
2042 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
2044 else if (gl_info->supported[NV_POINT_SPRITE])
2046 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT));
2047 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
2051 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
2052 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
2053 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
2054 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
2055 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
2056 context->render_offscreen = offscreen;
2059 static BOOL match_depth_stencil_format(const struct wined3d_format_desc *existing,
2060 const struct wined3d_format_desc *required)
2062 short existing_depth, existing_stencil, required_depth, required_stencil;
2064 if(existing == required) return TRUE;
2065 if((existing->Flags & WINED3DFMT_FLAG_FLOAT) != (required->Flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
2067 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
2068 getDepthStencilBits(required, &required_depth, &required_stencil);
2070 if(existing_depth < required_depth) return FALSE;
2071 /* If stencil bits are used the exact amount is required - otherwise wrapping
2072 * won't work correctly */
2073 if(required_stencil && required_stencil != existing_stencil) return FALSE;
2074 return TRUE;
2076 /* The caller provides a context */
2077 static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device,
2078 struct wined3d_context *context, IWineD3DSurfaceImpl *depth_stencil)
2080 /* Onscreen surfaces are always in a swapchain */
2081 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)context->current_rt->container;
2083 if (context->render_offscreen || !depth_stencil) return;
2084 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format_desc)) return;
2086 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2087 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2088 * format. */
2089 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2091 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2092 surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
2093 swapchain->render_to_fbo = TRUE;
2094 context_set_render_offscreen(context, device->StateTable, TRUE);
2097 /* Context activation is done by the caller. */
2098 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2100 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2102 context_validate_onscreen_formats(device, context, NULL);
2104 if (context->render_offscreen)
2106 FIXME("Applying blit state for an offscreen target with ORM_FBO. This should be avoided.\n");
2107 surface_internal_preload(context->current_rt, SRGB_RGB);
2109 ENTER_GL();
2110 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->current_rt, NULL, SFLAG_INTEXTURE);
2111 LEAVE_GL();
2113 else
2115 ENTER_GL();
2116 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2117 LEAVE_GL();
2120 context->draw_buffer_dirty = TRUE;
2123 if (context->draw_buffer_dirty)
2125 context_apply_draw_buffer(context, TRUE);
2126 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2127 context->draw_buffer_dirty = FALSE;
2130 SetupForBlit(device, context);
2133 /* Context activation is done by the caller. */
2134 void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
2135 UINT rt_count, IWineD3DSurfaceImpl **rts, IWineD3DSurfaceImpl *depth_stencil)
2137 const struct StateEntry *state_table = device->StateTable;
2138 UINT i;
2140 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2142 context_validate_onscreen_formats(device, context, depth_stencil);
2144 ENTER_GL();
2146 if (surface_is_offscreen(rts[0]))
2148 for (i = 0; i < rt_count; ++i)
2150 context->blit_targets[i] = rts[i];
2152 while (i < context->gl_info->limits.buffers)
2154 context->blit_targets[i] = NULL;
2155 ++i;
2157 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, depth_stencil, SFLAG_INTEXTURE);
2159 else
2161 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2164 LEAVE_GL();
2167 if (!surface_is_offscreen(rts[0]))
2169 ENTER_GL();
2170 context_set_draw_buffer(context, surface_get_gl_buffer(rts[0]));
2171 LEAVE_GL();
2173 else
2175 ENTER_GL();
2177 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2179 const struct wined3d_gl_info *gl_info = context->gl_info;
2180 for (i = 0; i < gl_info->limits.buffers; ++i)
2182 if (i < rt_count && rts[i])
2183 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2184 else
2185 context->draw_buffers[i] = GL_NONE;
2187 GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, context->draw_buffers));
2188 checkGLcall("glDrawBuffers()");
2189 context->draw_buffer_dirty = TRUE;
2191 else
2193 glDrawBuffer(device->offscreenBuffer);
2194 checkGLcall("glDrawBuffer()");
2197 LEAVE_GL();
2200 if (context->last_was_blit)
2202 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2205 /* Blending and clearing should be orthogonal, but tests on the nvidia
2206 * driver show that disabling blending when clearing improves the clearing
2207 * performance incredibly. */
2208 ENTER_GL();
2209 glDisable(GL_BLEND);
2210 glEnable(GL_SCISSOR_TEST);
2211 checkGLcall("glEnable GL_SCISSOR_TEST");
2212 LEAVE_GL();
2214 context->last_was_blit = FALSE;
2215 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2216 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2217 Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2220 /* Context activation is done by the caller. */
2221 void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2223 const struct StateEntry *state_table = device->StateTable;
2224 unsigned int i;
2226 /* Preload resources before FBO setup. Texture preload in particular may
2227 * result in changes to the current FBO, due to using e.g. FBO blits for
2228 * updating a resource location. */
2229 IWineD3DDeviceImpl_FindTexUnitMap(device);
2230 device_preload_textures(device);
2231 if (isStateDirty(context, STATE_VDECL))
2232 device_update_stream_info(device, context->gl_info);
2234 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2236 context_validate_onscreen_formats(device, context, device->depth_stencil);
2238 if (!context->render_offscreen)
2240 ENTER_GL();
2241 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2242 LEAVE_GL();
2244 else
2246 ENTER_GL();
2247 context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets,
2248 device->depth_stencil, SFLAG_INTEXTURE);
2249 LEAVE_GL();
2253 if (context->draw_buffer_dirty)
2255 context_apply_draw_buffer(context, FALSE);
2256 context->draw_buffer_dirty = FALSE;
2259 if (context->last_was_blit)
2261 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2264 ENTER_GL();
2265 for (i = 0; i < context->numDirtyEntries; ++i)
2267 DWORD rep = context->dirtyArray[i];
2268 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2269 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2270 context->isStateDirty[idx] &= ~(1 << shift);
2271 state_table[rep].apply(rep, device->stateBlock, context);
2273 LEAVE_GL();
2274 context->numDirtyEntries = 0; /* This makes the whole list clean */
2275 context->last_was_blit = FALSE;
2278 static void context_setup_target(IWineD3DDeviceImpl *device,
2279 struct wined3d_context *context, IWineD3DSurfaceImpl *target)
2281 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2282 const struct StateEntry *StateTable = device->StateTable;
2284 if (!target) return;
2285 render_offscreen = surface_is_offscreen(target);
2286 if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2288 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2289 * the alpha blend state changes with different render target formats. */
2290 if (!context->current_rt)
2292 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2294 else
2296 const struct wined3d_format_desc *old = context->current_rt->resource.format_desc;
2297 const struct wined3d_format_desc *new = target->resource.format_desc;
2299 if (old->format != new->format)
2301 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2302 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2303 || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2305 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2307 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2308 if ((old->Flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->Flags & WINED3DFMT_FLAG_SRGB_WRITE))
2310 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), StateTable);
2314 /* When switching away from an offscreen render target, and we're not
2315 * using FBOs, we have to read the drawable into the texture. This is
2316 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2317 * are some things that need care though. PreLoad needs a GL context,
2318 * and FindContext is called before the context is activated. It also
2319 * has to be called with the old rendertarget active, otherwise a
2320 * wrong drawable is read. */
2321 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2322 && old_render_offscreen && context->current_rt != target)
2324 BOOL oldInDraw = device->isInDraw;
2326 /* surface_internal_preload() requires a context to load the
2327 * texture, so it will call context_acquire(). Set isInDraw to true
2328 * to signal surface_internal_preload() that it has a context. */
2330 /* FIXME: This is just broken. There's no guarantee whatsoever
2331 * that the currently active context, if any, is appropriate for
2332 * reading back the render target. We should probably call
2333 * context_set_current(context) here and then rely on
2334 * context_acquire() doing the right thing. */
2335 device->isInDraw = TRUE;
2337 /* Read the back buffer of the old drawable into the destination texture. */
2338 if (context->current_rt->texture_name_srgb)
2340 surface_internal_preload(context->current_rt, SRGB_BOTH);
2342 else
2344 surface_internal_preload(context->current_rt, SRGB_RGB);
2347 surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2349 device->isInDraw = oldInDraw;
2353 context->draw_buffer_dirty = TRUE;
2354 context->current_rt = target;
2355 context_set_render_offscreen(context, StateTable, render_offscreen);
2358 /*****************************************************************************
2359 * context_acquire
2361 * Finds a rendering context and drawable matching the device and render
2362 * target for the current thread, activates them and puts them into the
2363 * requested state.
2365 * Params:
2366 * This: Device to activate the context for
2367 * target: Requested render target
2368 * usage: Prepares the context for blitting, drawing or other actions
2370 *****************************************************************************/
2371 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *target)
2373 struct wined3d_context *current_context = context_get_current();
2374 struct wined3d_context *context;
2376 TRACE("device %p, target %p.\n", device, target);
2378 context = FindContext(device, target);
2379 context_setup_target(device, context, target);
2380 context_enter(context);
2381 if (!context->valid) return context;
2383 if (context != current_context)
2385 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2386 else device->frag_pipe->enable_extension((IWineD3DDevice *)device, !context->last_was_blit);
2388 if (context->vshader_const_dirty)
2390 memset(context->vshader_const_dirty, 1,
2391 sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2392 device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2394 if (context->pshader_const_dirty)
2396 memset(context->pshader_const_dirty, 1,
2397 sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2398 device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2401 else if (context->restore_ctx)
2403 if (!pwglMakeCurrent(context->hdc, context->glCtx))
2405 DWORD err = GetLastError();
2406 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2407 context->hdc, context->glCtx, err);
2411 return context;