2 * Context and render target management in wined3d
4 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "wine/port.h"
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous
);
36 #define WINED3D_MAX_FBO_ENTRIES 64
37 #define WINED3D_ALL_LAYERS (~0u)
39 static DWORD wined3d_context_tls_idx
;
41 /* FBO helper functions */
43 /* Context activation is done by the caller. */
44 static void context_bind_fbo(struct wined3d_context
*context
, GLenum target
, GLuint fbo
)
46 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
50 case GL_READ_FRAMEBUFFER
:
51 if (context
->fbo_read_binding
== fbo
) return;
52 context
->fbo_read_binding
= fbo
;
55 case GL_DRAW_FRAMEBUFFER
:
56 if (context
->fbo_draw_binding
== fbo
) return;
57 context
->fbo_draw_binding
= fbo
;
61 if (context
->fbo_read_binding
== fbo
62 && context
->fbo_draw_binding
== fbo
) return;
63 context
->fbo_read_binding
= fbo
;
64 context
->fbo_draw_binding
= fbo
;
68 FIXME("Unhandled target %#x.\n", target
);
72 gl_info
->fbo_ops
.glBindFramebuffer(target
, fbo
);
73 checkGLcall("glBindFramebuffer()");
76 /* Context activation is done by the caller. */
77 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
81 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
83 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
84 checkGLcall("glFramebufferTexture2D()");
86 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
87 checkGLcall("glFramebufferTexture2D()");
89 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
90 checkGLcall("glFramebufferTexture2D()");
93 /* Context activation is done by the caller. */
94 static void context_destroy_fbo(struct wined3d_context
*context
, GLuint fbo
)
96 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
98 context_bind_fbo(context
, GL_FRAMEBUFFER
, fbo
);
99 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
100 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
102 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
103 checkGLcall("glDeleteFramebuffers()");
106 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info
*gl_info
,
107 GLenum fbo_target
, DWORD flags
, GLuint rb
)
109 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
111 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
112 checkGLcall("glFramebufferRenderbuffer()");
115 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
117 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
118 checkGLcall("glFramebufferRenderbuffer()");
122 static void context_attach_gl_texture_fbo(struct wined3d_context
*context
,
123 GLenum fbo_target
, GLenum attachment
, const struct wined3d_fbo_resource
*resource
)
125 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
129 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
, GL_TEXTURE_2D
, 0, 0);
131 else if (resource
->layer
== WINED3D_ALL_LAYERS
)
133 if (!gl_info
->fbo_ops
.glFramebufferTexture
)
135 FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
139 gl_info
->fbo_ops
.glFramebufferTexture(fbo_target
, attachment
,
140 resource
->object
, resource
->level
);
142 else if (resource
->target
== GL_TEXTURE_2D_ARRAY
|| resource
->target
== GL_TEXTURE_3D
)
144 if (!gl_info
->fbo_ops
.glFramebufferTextureLayer
)
146 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
150 gl_info
->fbo_ops
.glFramebufferTextureLayer(fbo_target
, attachment
,
151 resource
->object
, resource
->level
, resource
->layer
);
155 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
,
156 resource
->target
, resource
->object
, resource
->level
);
158 checkGLcall("attach texture to fbo");
161 /* Context activation is done by the caller. */
162 static void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
163 GLenum fbo_target
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
,
166 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
168 if (resource
->object
)
170 TRACE("Attach depth stencil %u.\n", resource
->object
);
174 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
175 flags
, resource
->object
);
179 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
180 context_attach_gl_texture_fbo(context
, fbo_target
, GL_DEPTH_ATTACHMENT
, resource
);
182 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
183 context_attach_gl_texture_fbo(context
, fbo_target
, GL_STENCIL_ATTACHMENT
, resource
);
186 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
))
187 context_attach_gl_texture_fbo(context
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
189 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
))
190 context_attach_gl_texture_fbo(context
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
194 TRACE("Attach depth stencil 0.\n");
196 context_attach_gl_texture_fbo(context
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
197 context_attach_gl_texture_fbo(context
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
201 /* Context activation is done by the caller. */
202 static void context_attach_surface_fbo(struct wined3d_context
*context
,
203 GLenum fbo_target
, DWORD idx
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
)
205 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
207 TRACE("Attach GL object %u to %u.\n", resource
->object
, idx
);
209 if (resource
->object
)
214 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
215 GL_RENDERBUFFER
, resource
->object
);
216 checkGLcall("glFramebufferRenderbuffer()");
220 context_attach_gl_texture_fbo(context
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, resource
);
225 context_attach_gl_texture_fbo(context
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, NULL
);
229 static void context_dump_fbo_attachment(const struct wined3d_gl_info
*gl_info
, GLenum target
,
237 enum wined3d_gl_extension extension
;
241 {GL_TEXTURE_2D
, GL_TEXTURE_BINDING_2D
, "2d", WINED3D_GL_EXT_NONE
},
242 {GL_TEXTURE_RECTANGLE_ARB
, GL_TEXTURE_BINDING_RECTANGLE_ARB
, "rectangle", ARB_TEXTURE_RECTANGLE
},
243 {GL_TEXTURE_2D_ARRAY
, GL_TEXTURE_BINDING_2D_ARRAY
, "2d-array", EXT_TEXTURE_ARRAY
},
246 GLint type
, name
, samples
, width
, height
, old_texture
, level
, face
, fmt
, tex_target
;
248 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
249 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
, &name
);
250 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
251 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
, &type
);
253 if (type
== GL_RENDERBUFFER
)
255 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, name
);
256 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_WIDTH
, &width
);
257 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_HEIGHT
, &height
);
258 if (gl_info
->limits
.samples
> 1)
259 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_SAMPLES
, &samples
);
262 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_INTERNAL_FORMAT
, &fmt
);
263 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
264 debug_fboattachment(attachment
), name
, width
, height
, samples
, fmt
);
266 else if (type
== GL_TEXTURE
)
268 const char *tex_type_str
;
270 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
271 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
, &level
);
272 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
273 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
, &face
);
277 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP
, &old_texture
);
279 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, name
);
280 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(face
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
);
281 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(face
, level
, GL_TEXTURE_WIDTH
, &width
);
282 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(face
, level
, GL_TEXTURE_HEIGHT
, &height
);
284 tex_target
= GL_TEXTURE_CUBE_MAP
;
285 tex_type_str
= "cube";
292 for (i
= 0; i
< ARRAY_SIZE(texture_type
); ++i
)
294 if (!gl_info
->supported
[texture_type
[i
].extension
])
297 gl_info
->gl_ops
.gl
.p_glGetIntegerv(texture_type
[i
].binding
, &old_texture
);
298 while (gl_info
->gl_ops
.gl
.p_glGetError());
300 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, name
);
301 if (!gl_info
->gl_ops
.gl
.p_glGetError())
303 tex_target
= texture_type
[i
].target
;
304 tex_type_str
= texture_type
[i
].str
;
307 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, old_texture
);
311 FIXME("Cannot find type of texture %d.\n", name
);
315 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
);
316 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_WIDTH
, &width
);
317 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_HEIGHT
, &height
);
320 FIXME(" %s: %s texture %d, %dx%d, format %#x.\n", debug_fboattachment(attachment
),
321 tex_type_str
, name
, width
, height
, fmt
);
323 gl_info
->gl_ops
.gl
.p_glBindTexture(tex_target
, old_texture
);
324 checkGLcall("Guess texture type");
326 else if (type
== GL_NONE
)
328 FIXME(" %s: NONE.\n", debug_fboattachment(attachment
));
332 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment
), type
);
336 /* Context activation is done by the caller. */
337 void context_check_fbo_status(const struct wined3d_context
*context
, GLenum target
)
339 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
342 if (!FIXME_ON(d3d
)) return;
344 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
345 if (status
== GL_FRAMEBUFFER_COMPLETE
)
347 TRACE("FBO complete\n");
353 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
355 if (!context
->current_fbo
)
357 ERR("FBO 0 is incomplete, driver bug?\n");
361 context_dump_fbo_attachment(gl_info
, target
, GL_DEPTH_ATTACHMENT
);
362 context_dump_fbo_attachment(gl_info
, target
, GL_STENCIL_ATTACHMENT
);
364 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
365 context_dump_fbo_attachment(gl_info
, target
, GL_COLOR_ATTACHMENT0
+ i
);
366 checkGLcall("Dump FBO attachments");
370 static inline DWORD
context_generate_rt_mask(GLenum buffer
)
372 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
373 return buffer
? (1u << 31) | buffer
: 0;
376 static inline DWORD
context_generate_rt_mask_from_resource(struct wined3d_resource
*resource
)
378 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
380 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
384 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource
));
387 static inline void context_set_fbo_key_for_render_target(const struct wined3d_context
*context
,
388 struct wined3d_fbo_entry_key
*key
, unsigned int idx
, struct wined3d_rendertarget_info
*render_target
,
391 unsigned int sub_resource_idx
= render_target
->sub_resource_idx
;
392 struct wined3d_resource
*resource
= render_target
->resource
;
393 struct wined3d_texture
*texture
;
395 if (!resource
|| resource
->format
->id
== WINED3DFMT_NULL
|| resource
->type
== WINED3D_RTYPE_BUFFER
)
397 if (resource
&& resource
->type
== WINED3D_RTYPE_BUFFER
)
398 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
399 key
->objects
[idx
].object
= 0;
400 key
->objects
[idx
].target
= 0;
401 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
405 if (render_target
->gl_view
.name
)
407 key
->objects
[idx
].object
= render_target
->gl_view
.name
;
408 key
->objects
[idx
].target
= render_target
->gl_view
.target
;
409 key
->objects
[idx
].level
= 0;
410 key
->objects
[idx
].layer
= WINED3D_ALL_LAYERS
;
414 texture
= wined3d_texture_from_resource(resource
);
415 if (resource
->type
== WINED3D_RTYPE_TEXTURE_2D
)
417 struct wined3d_surface
*surface
= texture
->sub_resources
[sub_resource_idx
].u
.surface
;
419 if (surface
->current_renderbuffer
)
421 key
->objects
[idx
].object
= surface
->current_renderbuffer
->id
;
422 key
->objects
[idx
].target
= 0;
423 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
424 key
->rb_namespace
|= 1 << idx
;
428 key
->objects
[idx
].target
= surface
->texture_target
;
429 key
->objects
[idx
].level
= surface
->texture_level
;
430 key
->objects
[idx
].layer
= surface
->texture_layer
;
434 key
->objects
[idx
].target
= texture
->target
;
435 key
->objects
[idx
].level
= sub_resource_idx
% texture
->level_count
;
436 key
->objects
[idx
].layer
= sub_resource_idx
/ texture
->level_count
;
438 if (render_target
->layer_count
!= 1)
439 key
->objects
[idx
].layer
= WINED3D_ALL_LAYERS
;
443 case WINED3D_LOCATION_TEXTURE_RGB
:
444 key
->objects
[idx
].object
= wined3d_texture_get_texture_name(texture
, context
, FALSE
);
447 case WINED3D_LOCATION_TEXTURE_SRGB
:
448 key
->objects
[idx
].object
= wined3d_texture_get_texture_name(texture
, context
, TRUE
);
451 case WINED3D_LOCATION_RB_MULTISAMPLE
:
452 key
->objects
[idx
].object
= texture
->rb_multisample
;
453 key
->objects
[idx
].target
= 0;
454 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
455 key
->rb_namespace
|= 1 << idx
;
458 case WINED3D_LOCATION_RB_RESOLVED
:
459 key
->objects
[idx
].object
= texture
->rb_resolved
;
460 key
->objects
[idx
].target
= 0;
461 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
462 key
->rb_namespace
|= 1 << idx
;
467 static void context_generate_fbo_key(const struct wined3d_context
*context
,
468 struct wined3d_fbo_entry_key
*key
, struct wined3d_rendertarget_info
*render_targets
,
469 struct wined3d_surface
*depth_stencil_surface
, DWORD color_location
,
472 struct wined3d_rendertarget_info depth_stencil
= {{0}};
475 key
->rb_namespace
= 0;
476 if (depth_stencil_surface
)
478 depth_stencil
.resource
= &depth_stencil_surface
->container
->resource
;
479 depth_stencil
.sub_resource_idx
= surface_get_sub_resource_idx(depth_stencil_surface
);
480 depth_stencil
.layer_count
= 1;
482 context_set_fbo_key_for_render_target(context
, key
, 0, &depth_stencil
, ds_location
);
484 for (i
= 0; i
< context
->gl_info
->limits
.buffers
; ++i
)
485 context_set_fbo_key_for_render_target(context
, key
, i
+ 1, &render_targets
[i
], color_location
);
488 static struct fbo_entry
*context_create_fbo_entry(const struct wined3d_context
*context
,
489 struct wined3d_rendertarget_info
*render_targets
, struct wined3d_surface
*depth_stencil
,
490 DWORD color_location
, DWORD ds_location
)
492 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
493 unsigned int object_count
= gl_info
->limits
.buffers
+ 1;
494 struct fbo_entry
*entry
;
496 entry
= HeapAlloc(GetProcessHeap(), 0,
497 FIELD_OFFSET(struct fbo_entry
, key
.objects
[object_count
]));
498 memset(&entry
->key
, 0, FIELD_OFFSET(struct wined3d_fbo_entry_key
, objects
[object_count
]));
499 context_generate_fbo_key(context
, &entry
->key
, render_targets
, depth_stencil
, color_location
, ds_location
);
503 if (depth_stencil
->container
->resource
.format_flags
& WINED3DFMT_FLAG_DEPTH
)
504 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
505 if (depth_stencil
->container
->resource
.format_flags
& WINED3DFMT_FLAG_STENCIL
)
506 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
508 entry
->rt_mask
= context_generate_rt_mask(GL_COLOR_ATTACHMENT0
);
509 gl_info
->fbo_ops
.glGenFramebuffers(1, &entry
->id
);
510 checkGLcall("glGenFramebuffers()");
511 TRACE("Created FBO %u.\n", entry
->id
);
516 /* Context activation is done by the caller. */
517 static void context_reuse_fbo_entry(struct wined3d_context
*context
, GLenum target
,
518 struct wined3d_rendertarget_info
*render_targets
, struct wined3d_surface
*depth_stencil
,
519 DWORD color_location
, DWORD ds_location
, struct fbo_entry
*entry
)
521 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
523 context_bind_fbo(context
, target
, entry
->id
);
524 context_clean_fbo_attachments(gl_info
, target
);
526 context_generate_fbo_key(context
, &entry
->key
, render_targets
, depth_stencil
, color_location
, ds_location
);
530 if (depth_stencil
->container
->resource
.format_flags
& WINED3DFMT_FLAG_DEPTH
)
531 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
532 if (depth_stencil
->container
->resource
.format_flags
& WINED3DFMT_FLAG_STENCIL
)
533 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
537 /* Context activation is done by the caller. */
538 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
542 TRACE("Destroy FBO %u.\n", entry
->id
);
543 context_destroy_fbo(context
, entry
->id
);
545 --context
->fbo_entry_count
;
546 list_remove(&entry
->entry
);
547 HeapFree(GetProcessHeap(), 0, entry
);
550 /* Context activation is done by the caller. */
551 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
, GLenum target
,
552 struct wined3d_rendertarget_info
*render_targets
, struct wined3d_surface
*depth_stencil
,
553 DWORD color_location
, DWORD ds_location
)
555 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
556 unsigned int object_count
= gl_info
->limits
.buffers
+ 1;
557 struct wined3d_texture
*rt_texture
, *ds_texture
;
558 struct fbo_entry
*entry
;
559 unsigned int i
, level
;
561 if (depth_stencil
&& render_targets
[0].resource
&& render_targets
[0].resource
->type
!= WINED3D_RTYPE_BUFFER
)
563 rt_texture
= wined3d_texture_from_resource(render_targets
[0].resource
);
564 level
= render_targets
[0].sub_resource_idx
% rt_texture
->level_count
;
565 ds_texture
= depth_stencil
->container
;
567 if (wined3d_texture_get_level_width(ds_texture
, depth_stencil
->texture_level
)
568 < wined3d_texture_get_level_width(rt_texture
, level
)
569 || wined3d_texture_get_level_height(ds_texture
, depth_stencil
->texture_level
)
570 < wined3d_texture_get_level_height(rt_texture
, level
))
572 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
573 depth_stencil
= NULL
;
575 else if (ds_texture
->resource
.multisample_type
!= rt_texture
->resource
.multisample_type
576 || ds_texture
->resource
.multisample_quality
!= rt_texture
->resource
.multisample_quality
)
578 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
579 rt_texture
->resource
.multisample_type
, rt_texture
->resource
.multisample_quality
,
580 ds_texture
->resource
.multisample_type
, ds_texture
->resource
.multisample_quality
);
581 depth_stencil
= NULL
;
584 surface_set_compatible_renderbuffer(depth_stencil
, &render_targets
[0]);
587 context_generate_fbo_key(context
, context
->fbo_key
, render_targets
, depth_stencil
, color_location
,
592 TRACE("Dumping FBO attachments:\n");
593 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
595 struct wined3d_resource
*resource
;
596 if ((resource
= render_targets
[i
].resource
))
598 unsigned int width
, height
;
599 const char *resource_type
;
601 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
603 width
= resource
->size
;
605 resource_type
= "buffer";
609 rt_texture
= wined3d_texture_from_resource(resource
);
610 level
= render_targets
[i
].sub_resource_idx
% rt_texture
->level_count
;
611 width
= wined3d_texture_get_level_pow2_width(rt_texture
, level
);
612 height
= wined3d_texture_get_level_pow2_height(rt_texture
, level
);
613 resource_type
= "texture";
616 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
617 i
, resource
, render_targets
[i
].sub_resource_idx
, debug_d3dformat(resource
->format
->id
),
618 context
->fbo_key
->rb_namespace
& (1 << (i
+ 1)) ? "renderbuffer" : resource_type
,
619 context
->fbo_key
->objects
[i
+ 1].object
, width
, height
, resource
->multisample_type
);
624 ds_texture
= depth_stencil
->container
;
625 TRACE(" Depth attachment: %p format %s, %s %u, %ux%u, %u samples.\n",
626 depth_stencil
, debug_d3dformat(ds_texture
->resource
.format
->id
),
627 context
->fbo_key
->rb_namespace
& (1 << 0) ? "renderbuffer" : "texture",
628 context
->fbo_key
->objects
[0].object
,
629 wined3d_texture_get_level_pow2_width(ds_texture
, depth_stencil
->texture_level
),
630 wined3d_texture_get_level_pow2_height(ds_texture
, depth_stencil
->texture_level
),
631 ds_texture
->resource
.multisample_type
);
635 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
637 if (memcmp(context
->fbo_key
, &entry
->key
, FIELD_OFFSET(struct wined3d_fbo_entry_key
, objects
[object_count
])))
640 list_remove(&entry
->entry
);
641 list_add_head(&context
->fbo_list
, &entry
->entry
);
645 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
647 entry
= context_create_fbo_entry(context
, render_targets
, depth_stencil
, color_location
, ds_location
);
648 list_add_head(&context
->fbo_list
, &entry
->entry
);
649 ++context
->fbo_entry_count
;
653 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
654 context_reuse_fbo_entry(context
, target
, render_targets
, depth_stencil
, color_location
, ds_location
, entry
);
655 list_remove(&entry
->entry
);
656 list_add_head(&context
->fbo_list
, &entry
->entry
);
662 /* Context activation is done by the caller. */
663 static void context_apply_fbo_entry(struct wined3d_context
*context
, GLenum target
, struct fbo_entry
*entry
)
665 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
667 GLuint read_binding
, draw_binding
;
669 if (entry
->flags
& WINED3D_FBO_ENTRY_FLAG_ATTACHED
)
671 context_bind_fbo(context
, target
, entry
->id
);
675 read_binding
= context
->fbo_read_binding
;
676 draw_binding
= context
->fbo_draw_binding
;
677 context_bind_fbo(context
, GL_FRAMEBUFFER
, entry
->id
);
679 /* Apply render targets */
680 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
682 context_attach_surface_fbo(context
, target
, i
, &entry
->key
.objects
[i
+ 1],
683 entry
->key
.rb_namespace
& (1 << (i
+ 1)));
686 context_attach_depth_stencil_fbo(context
, target
, &entry
->key
.objects
[0],
687 entry
->key
.rb_namespace
& 0x1, entry
->flags
);
689 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
690 * GL contexts requirements. */
691 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_NONE
);
692 context_set_draw_buffer(context
, GL_NONE
);
693 if (target
!= GL_FRAMEBUFFER
)
695 if (target
== GL_READ_FRAMEBUFFER
)
696 context_bind_fbo(context
, GL_DRAW_FRAMEBUFFER
, draw_binding
);
698 context_bind_fbo(context
, GL_READ_FRAMEBUFFER
, read_binding
);
701 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_ATTACHED
;
704 /* Context activation is done by the caller. */
705 static void context_apply_fbo_state(struct wined3d_context
*context
, GLenum target
,
706 struct wined3d_rendertarget_info
*render_targets
, struct wined3d_surface
*depth_stencil
,
707 DWORD color_location
, DWORD ds_location
)
709 struct fbo_entry
*entry
, *entry2
;
711 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
713 context_destroy_fbo_entry(context
, entry
);
716 if (context
->rebind_fbo
)
718 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
719 context
->rebind_fbo
= FALSE
;
722 if (color_location
== WINED3D_LOCATION_DRAWABLE
)
724 context
->current_fbo
= NULL
;
725 context_bind_fbo(context
, target
, 0);
729 context
->current_fbo
= context_find_fbo_entry(context
, target
, render_targets
, depth_stencil
,
730 color_location
, ds_location
);
731 context_apply_fbo_entry(context
, target
, context
->current_fbo
);
735 /* Context activation is done by the caller. */
736 void context_apply_fbo_state_blit(struct wined3d_context
*context
, GLenum target
,
737 struct wined3d_surface
*render_target
, struct wined3d_surface
*depth_stencil
, DWORD location
)
739 memset(context
->blit_targets
, 0, context
->gl_info
->limits
.buffers
* sizeof(*context
->blit_targets
));
742 context
->blit_targets
[0].resource
= &render_target
->container
->resource
;
743 context
->blit_targets
[0].sub_resource_idx
= surface_get_sub_resource_idx(render_target
);
744 context
->blit_targets
[0].layer_count
= 1;
746 context_apply_fbo_state(context
, target
, context
->blit_targets
, depth_stencil
, location
, location
);
749 /* Context activation is done by the caller. */
750 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
752 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
754 if (context
->free_occlusion_query_count
)
756 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
760 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
762 GL_EXTCALL(glGenQueries(1, &query
->id
));
763 checkGLcall("glGenQueries");
765 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
769 WARN("Occlusion queries not supported, not allocating query id.\n");
774 query
->context
= context
;
775 list_add_head(&context
->occlusion_queries
, &query
->entry
);
778 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
780 struct wined3d_context
*context
= query
->context
;
782 list_remove(&query
->entry
);
783 query
->context
= NULL
;
785 if (!wined3d_array_reserve((void **)&context
->free_occlusion_queries
,
786 &context
->free_occlusion_query_size
, context
->free_occlusion_query_count
+ 1,
787 sizeof(*context
->free_occlusion_queries
)))
789 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
793 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
796 /* Context activation is done by the caller. */
797 void context_alloc_fence(struct wined3d_context
*context
, struct wined3d_fence
*fence
)
799 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
801 if (context
->free_fence_count
)
803 fence
->object
= context
->free_fences
[--context
->free_fence_count
];
807 if (gl_info
->supported
[ARB_SYNC
])
809 /* Using ARB_sync, not much to do here. */
810 fence
->object
.sync
= NULL
;
811 TRACE("Allocated sync object in context %p.\n", context
);
813 else if (gl_info
->supported
[APPLE_FENCE
])
815 GL_EXTCALL(glGenFencesAPPLE(1, &fence
->object
.id
));
816 checkGLcall("glGenFencesAPPLE");
818 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context
);
820 else if(gl_info
->supported
[NV_FENCE
])
822 GL_EXTCALL(glGenFencesNV(1, &fence
->object
.id
));
823 checkGLcall("glGenFencesNV");
825 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context
);
829 WARN("Fences not supported, not allocating fence.\n");
830 fence
->object
.id
= 0;
834 fence
->context
= context
;
835 list_add_head(&context
->fences
, &fence
->entry
);
838 void context_free_fence(struct wined3d_fence
*fence
)
840 struct wined3d_context
*context
= fence
->context
;
842 list_remove(&fence
->entry
);
843 fence
->context
= NULL
;
845 if (!wined3d_array_reserve((void **)&context
->free_fences
,
846 &context
->free_fence_size
, context
->free_fence_count
+ 1,
847 sizeof(*context
->free_fences
)))
849 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence
->object
.id
, context
);
853 context
->free_fences
[context
->free_fence_count
++] = fence
->object
;
856 /* Context activation is done by the caller. */
857 void context_alloc_timestamp_query(struct wined3d_context
*context
, struct wined3d_timestamp_query
*query
)
859 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
861 if (context
->free_timestamp_query_count
)
863 query
->id
= context
->free_timestamp_queries
[--context
->free_timestamp_query_count
];
867 GL_EXTCALL(glGenQueries(1, &query
->id
));
868 checkGLcall("glGenQueries");
870 TRACE("Allocated timestamp query %u in context %p.\n", query
->id
, context
);
873 query
->context
= context
;
874 list_add_head(&context
->timestamp_queries
, &query
->entry
);
877 void context_free_timestamp_query(struct wined3d_timestamp_query
*query
)
879 struct wined3d_context
*context
= query
->context
;
881 list_remove(&query
->entry
);
882 query
->context
= NULL
;
884 if (!wined3d_array_reserve((void **)&context
->free_timestamp_queries
,
885 &context
->free_timestamp_query_size
, context
->free_timestamp_query_count
+ 1,
886 sizeof(*context
->free_timestamp_queries
)))
888 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
892 context
->free_timestamp_queries
[context
->free_timestamp_query_count
++] = query
->id
;
895 void context_alloc_so_statistics_query(struct wined3d_context
*context
,
896 struct wined3d_so_statistics_query
*query
)
898 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
900 if (context
->free_so_statistics_query_count
)
902 query
->u
= context
->free_so_statistics_queries
[--context
->free_so_statistics_query_count
];
906 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
907 checkGLcall("glGenQueries");
909 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
910 query
->u
.id
[0], query
->u
.id
[1], context
);
913 query
->context
= context
;
914 list_add_head(&context
->so_statistics_queries
, &query
->entry
);
917 void context_free_so_statistics_query(struct wined3d_so_statistics_query
*query
)
919 struct wined3d_context
*context
= query
->context
;
921 list_remove(&query
->entry
);
922 query
->context
= NULL
;
924 if (!wined3d_array_reserve((void **)&context
->free_so_statistics_queries
,
925 &context
->free_so_statistics_query_size
, context
->free_so_statistics_query_count
+ 1,
926 sizeof(*context
->free_so_statistics_queries
)))
928 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
929 query
->u
.id
[0], query
->u
.id
[1], context
);
933 context
->free_so_statistics_queries
[context
->free_so_statistics_query_count
++] = query
->u
;
936 void context_alloc_pipeline_statistics_query(struct wined3d_context
*context
,
937 struct wined3d_pipeline_statistics_query
*query
)
939 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
941 if (context
->free_pipeline_statistics_query_count
)
943 query
->u
= context
->free_pipeline_statistics_queries
[--context
->free_pipeline_statistics_query_count
];
947 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
948 checkGLcall("glGenQueries");
951 query
->context
= context
;
952 list_add_head(&context
->pipeline_statistics_queries
, &query
->entry
);
955 void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query
*query
)
957 struct wined3d_context
*context
= query
->context
;
959 list_remove(&query
->entry
);
960 query
->context
= NULL
;
962 if (!wined3d_array_reserve((void **)&context
->free_pipeline_statistics_queries
,
963 &context
->free_pipeline_statistics_query_size
, context
->free_pipeline_statistics_query_count
+ 1,
964 sizeof(*context
->free_pipeline_statistics_queries
)))
966 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context
);
970 context
->free_pipeline_statistics_queries
[context
->free_pipeline_statistics_query_count
++] = query
->u
;
973 typedef void (context_fbo_entry_func_t
)(struct wined3d_context
*context
, struct fbo_entry
*entry
);
975 static void context_enum_fbo_entries(const struct wined3d_device
*device
,
976 GLuint name
, BOOL rb_namespace
, context_fbo_entry_func_t
*callback
)
980 for (i
= 0; i
< device
->context_count
; ++i
)
982 struct wined3d_context
*context
= device
->contexts
[i
];
983 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
984 struct fbo_entry
*entry
, *entry2
;
986 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
990 for (j
= 0; j
< gl_info
->limits
.buffers
+ 1; ++j
)
992 if (entry
->key
.objects
[j
].object
== name
993 && !(entry
->key
.rb_namespace
& (1 << j
)) == !rb_namespace
)
995 callback(context
, entry
);
1003 static void context_queue_fbo_entry_destruction(struct wined3d_context
*context
, struct fbo_entry
*entry
)
1005 list_remove(&entry
->entry
);
1006 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
1009 void context_resource_released(const struct wined3d_device
*device
,
1010 struct wined3d_resource
*resource
, enum wined3d_resource_type type
)
1012 struct wined3d_texture
*texture
;
1015 if (!device
->d3d_initialized
)
1020 case WINED3D_RTYPE_TEXTURE_2D
:
1021 case WINED3D_RTYPE_TEXTURE_3D
:
1022 texture
= texture_from_resource(resource
);
1024 for (i
= 0; i
< device
->context_count
; ++i
)
1026 struct wined3d_context
*context
= device
->contexts
[i
];
1027 if (context
->current_rt
.texture
== texture
)
1029 context
->current_rt
.texture
= NULL
;
1030 context
->current_rt
.sub_resource_idx
= 0;
1040 void context_gl_resource_released(struct wined3d_device
*device
,
1041 GLuint name
, BOOL rb_namespace
)
1043 context_enum_fbo_entries(device
, name
, rb_namespace
, context_queue_fbo_entry_destruction
);
1046 void context_surface_update(struct wined3d_context
*context
, const struct wined3d_surface
*surface
)
1048 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1049 struct fbo_entry
*entry
= context
->current_fbo
;
1052 if (!entry
|| context
->rebind_fbo
) return;
1054 for (i
= 0; i
< gl_info
->limits
.buffers
+ 1; ++i
)
1056 if (surface
->container
->texture_rgb
.name
== entry
->key
.objects
[i
].object
1057 || surface
->container
->texture_srgb
.name
== entry
->key
.objects
[i
].object
)
1059 TRACE("Updated surface %p is bound as attachment %u to the current FBO.\n", surface
, i
);
1060 context
->rebind_fbo
= TRUE
;
1066 static BOOL
context_restore_pixel_format(struct wined3d_context
*ctx
)
1068 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1071 if (ctx
->restore_pf
&& IsWindow(ctx
->restore_pf_win
))
1073 if (ctx
->gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1075 HDC dc
= GetDCEx(ctx
->restore_pf_win
, 0, DCX_USESTYLE
| DCX_CACHE
);
1078 if (!(ret
= GL_EXTCALL(wglSetPixelFormatWINE(dc
, ctx
->restore_pf
))))
1080 ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
1081 ctx
->restore_pf
, ctx
->restore_pf_win
);
1083 ReleaseDC(ctx
->restore_pf_win
, dc
);
1088 ERR("can't restore pixel format %d on window %p\n", ctx
->restore_pf
, ctx
->restore_pf_win
);
1092 ctx
->restore_pf
= 0;
1093 ctx
->restore_pf_win
= NULL
;
1097 static BOOL
context_set_pixel_format(struct wined3d_context
*context
)
1099 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1100 BOOL
private = context
->hdc_is_private
;
1101 int format
= context
->pixel_format
;
1102 HDC dc
= context
->hdc
;
1105 if (private && context
->hdc_has_format
)
1108 if (!private && WindowFromDC(dc
) != context
->win_handle
)
1111 current
= gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(dc
);
1112 if (current
== format
) goto success
;
1116 if (!SetPixelFormat(dc
, format
, NULL
))
1118 /* This may also happen if the dc belongs to a destroyed window. */
1119 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
1120 format
, dc
, GetLastError());
1124 context
->restore_pf
= 0;
1125 context
->restore_pf_win
= private ? NULL
: WindowFromDC(dc
);
1129 /* By default WGL doesn't allow pixel format adjustments but we need it
1130 * here. For this reason there's a Wine specific wglSetPixelFormat()
1131 * which allows us to set the pixel format multiple times. Only use it
1132 * when really needed. */
1133 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1137 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
)))
1139 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1144 win
= private ? NULL
: WindowFromDC(dc
);
1145 if (win
!= context
->restore_pf_win
)
1147 context_restore_pixel_format(context
);
1149 context
->restore_pf
= private ? 0 : current
;
1150 context
->restore_pf_win
= win
;
1156 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1157 * continue using the old format. There's a big chance that the old
1158 * format works although with a performance hit and perhaps rendering
1160 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1161 format
, dc
, current
);
1166 context
->hdc_has_format
= TRUE
;
1170 static BOOL
context_set_gl_context(struct wined3d_context
*ctx
)
1172 struct wined3d_swapchain
*swapchain
= ctx
->swapchain
;
1173 BOOL backup
= FALSE
;
1175 if (!context_set_pixel_format(ctx
))
1177 WARN("Failed to set pixel format %d on device context %p.\n",
1178 ctx
->pixel_format
, ctx
->hdc
);
1182 if (backup
|| !wglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
1184 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1185 ctx
->glCtx
, ctx
->hdc
, GetLastError());
1187 WARN("Trying fallback to the backup window.\n");
1189 /* FIXME: If the context is destroyed it's no longer associated with
1190 * a swapchain, so we can't use the swapchain to get a backup dc. To
1191 * make this work windowless contexts would need to be handled by the
1193 if (ctx
->destroyed
|| !swapchain
)
1195 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx
);
1196 context_set_current(NULL
);
1200 if (!(ctx
->hdc
= swapchain_get_backup_dc(swapchain
)))
1202 context_set_current(NULL
);
1206 ctx
->hdc_is_private
= TRUE
;
1207 ctx
->hdc_has_format
= FALSE
;
1209 if (!context_set_pixel_format(ctx
))
1211 ERR("Failed to set pixel format %d on device context %p.\n",
1212 ctx
->pixel_format
, ctx
->hdc
);
1213 context_set_current(NULL
);
1217 if (!wglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
1219 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1220 ctx
->hdc
, GetLastError());
1221 context_set_current(NULL
);
1231 static void context_restore_gl_context(const struct wined3d_gl_info
*gl_info
, HDC dc
, HGLRC gl_ctx
)
1233 if (!wglMakeCurrent(dc
, gl_ctx
))
1235 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1236 gl_ctx
, dc
, GetLastError());
1237 context_set_current(NULL
);
1241 static void context_update_window(struct wined3d_context
*context
)
1243 if (!context
->swapchain
)
1246 if (context
->win_handle
== context
->swapchain
->win_handle
)
1249 TRACE("Updating context %p window from %p to %p.\n",
1250 context
, context
->win_handle
, context
->swapchain
->win_handle
);
1253 wined3d_release_dc(context
->win_handle
, context
->hdc
);
1255 context
->win_handle
= context
->swapchain
->win_handle
;
1256 context
->hdc_is_private
= FALSE
;
1257 context
->hdc_has_format
= FALSE
;
1258 context
->needs_set
= 1;
1261 if (!(context
->hdc
= GetDCEx(context
->win_handle
, 0, DCX_USESTYLE
| DCX_CACHE
)))
1263 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
1268 static void context_destroy_gl_resources(struct wined3d_context
*context
)
1270 struct wined3d_pipeline_statistics_query
*pipeline_statistics_query
;
1271 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1272 struct wined3d_so_statistics_query
*so_statistics_query
;
1273 struct wined3d_timestamp_query
*timestamp_query
;
1274 struct wined3d_occlusion_query
*occlusion_query
;
1275 struct fbo_entry
*entry
, *entry2
;
1276 struct wined3d_fence
*fence
;
1281 restore_ctx
= wglGetCurrentContext();
1282 restore_dc
= wglGetCurrentDC();
1284 if (restore_ctx
== context
->glCtx
)
1286 else if (context
->valid
)
1287 context_set_gl_context(context
);
1289 LIST_FOR_EACH_ENTRY(so_statistics_query
, &context
->so_statistics_queries
,
1290 struct wined3d_so_statistics_query
, entry
)
1293 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query
->u
.id
), so_statistics_query
->u
.id
));
1294 so_statistics_query
->context
= NULL
;
1297 LIST_FOR_EACH_ENTRY(pipeline_statistics_query
, &context
->pipeline_statistics_queries
,
1298 struct wined3d_pipeline_statistics_query
, entry
)
1301 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query
->u
.id
), pipeline_statistics_query
->u
.id
));
1302 pipeline_statistics_query
->context
= NULL
;
1305 LIST_FOR_EACH_ENTRY(timestamp_query
, &context
->timestamp_queries
, struct wined3d_timestamp_query
, entry
)
1308 GL_EXTCALL(glDeleteQueries(1, ×tamp_query
->id
));
1309 timestamp_query
->context
= NULL
;
1312 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
1314 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
1315 GL_EXTCALL(glDeleteQueries(1, &occlusion_query
->id
));
1316 occlusion_query
->context
= NULL
;
1319 LIST_FOR_EACH_ENTRY(fence
, &context
->fences
, struct wined3d_fence
, entry
)
1323 if (gl_info
->supported
[ARB_SYNC
])
1325 if (fence
->object
.sync
)
1326 GL_EXTCALL(glDeleteSync(fence
->object
.sync
));
1328 else if (gl_info
->supported
[APPLE_FENCE
])
1330 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence
->object
.id
));
1332 else if (gl_info
->supported
[NV_FENCE
])
1334 GL_EXTCALL(glDeleteFencesNV(1, &fence
->object
.id
));
1337 fence
->context
= NULL
;
1340 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
1342 if (!context
->valid
) entry
->id
= 0;
1343 context_destroy_fbo_entry(context
, entry
);
1346 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
1348 if (!context
->valid
) entry
->id
= 0;
1349 context_destroy_fbo_entry(context
, entry
);
1354 if (context
->dummy_arbfp_prog
)
1356 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
1359 if (gl_info
->supported
[WINED3D_GL_PRIMITIVE_QUERY
])
1361 for (i
= 0; i
< context
->free_so_statistics_query_count
; ++i
)
1363 union wined3d_gl_so_statistics_query
*q
= &context
->free_so_statistics_queries
[i
];
1364 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1368 if (gl_info
->supported
[ARB_PIPELINE_STATISTICS_QUERY
])
1370 for (i
= 0; i
< context
->free_pipeline_statistics_query_count
; ++i
)
1372 union wined3d_gl_pipeline_statistics_query
*q
= &context
->free_pipeline_statistics_queries
[i
];
1373 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1377 if (gl_info
->supported
[ARB_TIMER_QUERY
])
1378 GL_EXTCALL(glDeleteQueries(context
->free_timestamp_query_count
, context
->free_timestamp_queries
));
1380 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
1381 GL_EXTCALL(glDeleteQueries(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
1383 if (gl_info
->supported
[ARB_SYNC
])
1385 for (i
= 0; i
< context
->free_fence_count
; ++i
)
1387 GL_EXTCALL(glDeleteSync(context
->free_fences
[i
].sync
));
1390 else if (gl_info
->supported
[APPLE_FENCE
])
1392 for (i
= 0; i
< context
->free_fence_count
; ++i
)
1394 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_fences
[i
].id
));
1397 else if (gl_info
->supported
[NV_FENCE
])
1399 for (i
= 0; i
< context
->free_fence_count
; ++i
)
1401 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_fences
[i
].id
));
1405 checkGLcall("context cleanup");
1408 HeapFree(GetProcessHeap(), 0, context
->free_so_statistics_queries
);
1409 HeapFree(GetProcessHeap(), 0, context
->free_pipeline_statistics_queries
);
1410 HeapFree(GetProcessHeap(), 0, context
->free_timestamp_queries
);
1411 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
1412 HeapFree(GetProcessHeap(), 0, context
->free_fences
);
1414 context_restore_pixel_format(context
);
1417 context_restore_gl_context(gl_info
, restore_dc
, restore_ctx
);
1419 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL
, NULL
))
1421 ERR("Failed to disable GL context.\n");
1424 wined3d_release_dc(context
->win_handle
, context
->hdc
);
1426 if (!wglDeleteContext(context
->glCtx
))
1428 DWORD err
= GetLastError();
1429 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
1433 DWORD
context_get_tls_idx(void)
1435 return wined3d_context_tls_idx
;
1438 void context_set_tls_idx(DWORD idx
)
1440 wined3d_context_tls_idx
= idx
;
1443 struct wined3d_context
*context_get_current(void)
1445 return TlsGetValue(wined3d_context_tls_idx
);
1448 BOOL
context_set_current(struct wined3d_context
*ctx
)
1450 struct wined3d_context
*old
= context_get_current();
1454 TRACE("Already using D3D context %p.\n", ctx
);
1462 TRACE("Switching away from destroyed context %p.\n", old
);
1463 context_destroy_gl_resources(old
);
1464 HeapFree(GetProcessHeap(), 0, (void *)old
->gl_info
);
1465 HeapFree(GetProcessHeap(), 0, old
);
1469 if (wglGetCurrentContext())
1471 const struct wined3d_gl_info
*gl_info
= old
->gl_info
;
1472 TRACE("Flushing context %p before switching to %p.\n", old
, ctx
);
1473 gl_info
->gl_ops
.gl
.p_glFlush();
1483 ERR("Trying to make invalid context %p current\n", ctx
);
1487 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
1488 if (!context_set_gl_context(ctx
))
1492 else if (wglGetCurrentContext())
1494 TRACE("Clearing current D3D context.\n");
1495 if (!wglMakeCurrent(NULL
, NULL
))
1497 DWORD err
= GetLastError();
1498 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1499 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1504 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
1507 void context_release(struct wined3d_context
*context
)
1509 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
1513 if (!context
->level
)
1514 WARN("Context %p is not active.\n", context
);
1515 else if (context
!= context_get_current())
1516 WARN("Context %p is not the current context.\n", context
);
1519 if (!--context
->level
)
1521 if (context_restore_pixel_format(context
))
1522 context
->needs_set
= 1;
1523 if (context
->restore_ctx
)
1525 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
1526 context_restore_gl_context(context
->gl_info
, context
->restore_dc
, context
->restore_ctx
);
1527 context
->restore_ctx
= NULL
;
1528 context
->restore_dc
= NULL
;
1531 if (context
->destroy_delayed
)
1533 TRACE("Destroying context %p.\n", context
);
1534 context_destroy(context
->device
, context
);
1539 /* This is used when a context for render target A is active, but a separate context is
1540 * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
1541 * A to avoid breaking caller code. */
1542 void context_restore(struct wined3d_context
*context
, struct wined3d_surface
*restore
)
1544 if (context
->current_rt
.texture
!= restore
->container
1545 || context
->current_rt
.sub_resource_idx
!= surface_get_sub_resource_idx(restore
))
1547 context_release(context
);
1548 context
= context_acquire(restore
->container
->resource
.device
,
1549 restore
->container
, surface_get_sub_resource_idx(restore
));
1552 context_release(context
);
1555 static void context_enter(struct wined3d_context
*context
)
1557 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
1559 if (!context
->level
++)
1561 const struct wined3d_context
*current_context
= context_get_current();
1562 HGLRC current_gl
= wglGetCurrentContext();
1564 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
1566 TRACE("Another GL context (%p on device context %p) is already current.\n",
1567 current_gl
, wglGetCurrentDC());
1568 context
->restore_ctx
= current_gl
;
1569 context
->restore_dc
= wglGetCurrentDC();
1570 context
->needs_set
= 1;
1572 else if (!context
->needs_set
&& !(context
->hdc_is_private
&& context
->hdc_has_format
)
1573 && context
->pixel_format
!= context
->gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(context
->hdc
))
1574 context
->needs_set
= 1;
1578 void context_invalidate_compute_state(struct wined3d_context
*context
, DWORD state_id
)
1580 DWORD representative
= context
->state_table
[state_id
].representative
- STATE_COMPUTE_OFFSET
;
1581 unsigned int index
, shift
;
1583 index
= representative
/ (sizeof(*context
->dirty_compute_states
) * CHAR_BIT
);
1584 shift
= representative
& (sizeof(*context
->dirty_compute_states
) * CHAR_BIT
- 1);
1585 context
->dirty_compute_states
[index
] |= (1u << shift
);
1588 void context_invalidate_state(struct wined3d_context
*context
, DWORD state
)
1590 DWORD rep
= context
->state_table
[state
].representative
;
1594 if (isStateDirty(context
, rep
)) return;
1596 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1597 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1598 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1599 context
->isStateDirty
[idx
] |= (1u << shift
);
1602 /* This function takes care of wined3d pixel format selection. */
1603 static int context_choose_pixel_format(const struct wined3d_device
*device
, HDC hdc
,
1604 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1607 unsigned int cfg_count
= device
->adapter
->cfg_count
;
1608 unsigned int current_value
;
1609 PIXELFORMATDESCRIPTOR pfd
;
1610 int iPixelFormat
= 0;
1613 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x.\n",
1614 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1618 for (i
= 0; i
< cfg_count
; ++i
)
1620 const struct wined3d_pixel_format
*cfg
= &device
->adapter
->cfgs
[i
];
1623 /* For now only accept RGBA formats. Perhaps some day we will
1624 * allow floating point formats for pbuffers. */
1625 if (cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1627 /* In window mode we need a window drawable format and double buffering. */
1628 if (!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1630 if (cfg
->redSize
< color_format
->red_size
)
1632 if (cfg
->greenSize
< color_format
->green_size
)
1634 if (cfg
->blueSize
< color_format
->blue_size
)
1636 if (cfg
->alphaSize
< color_format
->alpha_size
)
1638 if (cfg
->depthSize
< ds_format
->depth_size
)
1640 if (ds_format
->stencil_size
&& cfg
->stencilSize
!= ds_format
->stencil_size
)
1642 /* Check multisampling support. */
1643 if (cfg
->numSamples
)
1647 /* We try to locate a format which matches our requirements exactly. In case of
1648 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1649 if (cfg
->depthSize
== ds_format
->depth_size
)
1651 if (cfg
->stencilSize
== ds_format
->stencil_size
)
1653 if (cfg
->alphaSize
== color_format
->alpha_size
)
1655 /* We like to have aux buffers in backbuffer mode */
1656 if (auxBuffers
&& cfg
->auxBuffers
)
1658 if (cfg
->redSize
== color_format
->red_size
1659 && cfg
->greenSize
== color_format
->green_size
1660 && cfg
->blueSize
== color_format
->blue_size
)
1663 if (value
> current_value
)
1665 iPixelFormat
= cfg
->iPixelFormat
;
1666 current_value
= value
;
1672 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1674 memset(&pfd
, 0, sizeof(pfd
));
1675 pfd
.nSize
= sizeof(pfd
);
1677 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1678 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1679 pfd
.cAlphaBits
= color_format
->alpha_size
;
1680 pfd
.cColorBits
= color_format
->red_size
+ color_format
->green_size
1681 + color_format
->blue_size
+ color_format
->alpha_size
;
1682 pfd
.cDepthBits
= ds_format
->depth_size
;
1683 pfd
.cStencilBits
= ds_format
->stencil_size
;
1684 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1686 if (!(iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
)))
1688 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1689 ERR("Can't find a suitable pixel format.\n");
1694 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1695 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1696 return iPixelFormat
;
1699 /* Context activation is done by the caller. */
1700 void context_bind_dummy_textures(const struct wined3d_device
*device
, const struct wined3d_context
*context
)
1702 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1705 for (i
= 0; i
< gl_info
->limits
.combined_samplers
; ++i
)
1707 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ i
));
1708 checkGLcall("glActiveTexture");
1710 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_textures
.tex_2d
);
1712 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1713 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_textures
.tex_rect
);
1715 if (gl_info
->supported
[EXT_TEXTURE3D
])
1716 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_textures
.tex_3d
);
1718 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1719 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_textures
.tex_cube
);
1721 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
1722 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, device
->dummy_textures
.tex_cube_array
);
1724 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
1725 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, device
->dummy_textures
.tex_2d_array
);
1727 if (gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
1728 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, device
->dummy_textures
.tex_buffer
);
1730 checkGLcall("Bind dummy textures");
1734 void wined3d_check_gl_call(const struct wined3d_gl_info
*gl_info
,
1735 const char *file
, unsigned int line
, const char *name
)
1739 if (gl_info
->supported
[ARB_DEBUG_OUTPUT
] || (err
= gl_info
->gl_ops
.gl
.p_glGetError()) == GL_NO_ERROR
)
1741 TRACE("%s call ok %s / %u.\n", name
, file
, line
);
1747 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1748 debug_glerror(err
), err
, name
, file
,line
);
1749 err
= gl_info
->gl_ops
.gl
.p_glGetError();
1750 } while (err
!= GL_NO_ERROR
);
1753 static BOOL
context_debug_output_enabled(const struct wined3d_gl_info
*gl_info
)
1755 return gl_info
->supported
[ARB_DEBUG_OUTPUT
]
1756 && (ERR_ON(d3d
) || FIXME_ON(d3d
) || WARN_ON(d3d_perf
));
1759 static void WINE_GLAPI
wined3d_debug_callback(GLenum source
, GLenum type
, GLuint id
,
1760 GLenum severity
, GLsizei length
, const char *message
, void *ctx
)
1764 case GL_DEBUG_TYPE_ERROR_ARB
:
1765 ERR("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1768 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
:
1769 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
:
1770 case GL_DEBUG_TYPE_PORTABILITY_ARB
:
1771 FIXME("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1774 case GL_DEBUG_TYPE_PERFORMANCE_ARB
:
1775 WARN_(d3d_perf
)("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1779 FIXME("ctx %p, type %#x: %s.\n", ctx
, type
, debugstr_an(message
, length
));
1784 HGLRC
context_create_wgl_attribs(const struct wined3d_gl_info
*gl_info
, HDC hdc
, HGLRC share_ctx
)
1787 unsigned int ctx_attrib_idx
= 0;
1788 GLint ctx_attribs
[7], ctx_flags
= 0;
1790 if (context_debug_output_enabled(gl_info
))
1791 ctx_flags
= WGL_CONTEXT_DEBUG_BIT_ARB
;
1792 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MAJOR_VERSION_ARB
;
1793 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
>> 16;
1794 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MINOR_VERSION_ARB
;
1795 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
& 0xffff;
1796 if (gl_info
->selected_gl_version
>= MAKEDWORD_VERSION(3, 2))
1797 ctx_flags
|= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1800 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1801 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1803 ctx_attribs
[ctx_attrib_idx
] = 0;
1805 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1807 if (ctx_flags
& WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
)
1809 ctx_attribs
[ctx_attrib_idx
- 1] &= ~WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1810 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1811 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1818 struct wined3d_context
*context_create(struct wined3d_swapchain
*swapchain
,
1819 struct wined3d_texture
*target
, const struct wined3d_format
*ds_format
)
1821 struct wined3d_device
*device
= swapchain
->device
;
1822 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
1823 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1824 const struct wined3d_format
*color_format
;
1825 struct wined3d_context
*ret
;
1826 BOOL auxBuffers
= FALSE
;
1827 HGLRC ctx
, share_ctx
;
1832 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1834 wined3d_from_cs(device
->cs
);
1836 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1840 if (!(ret
->blit_targets
= wined3d_calloc(gl_info
->limits
.buffers
, sizeof(*ret
->blit_targets
))))
1843 if (!(ret
->draw_buffers
= wined3d_calloc(gl_info
->limits
.buffers
, sizeof(*ret
->draw_buffers
))))
1846 ret
->fbo_key
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1847 FIELD_OFFSET(struct wined3d_fbo_entry_key
, objects
[gl_info
->limits
.buffers
+ 1]));
1851 ret
->free_timestamp_query_size
= 4;
1852 if (!(ret
->free_timestamp_queries
= wined3d_calloc(ret
->free_timestamp_query_size
,
1853 sizeof(*ret
->free_timestamp_queries
))))
1855 list_init(&ret
->timestamp_queries
);
1857 ret
->free_occlusion_query_size
= 4;
1858 if (!(ret
->free_occlusion_queries
= wined3d_calloc(ret
->free_occlusion_query_size
,
1859 sizeof(*ret
->free_occlusion_queries
))))
1861 list_init(&ret
->occlusion_queries
);
1863 ret
->free_fence_size
= 4;
1864 if (!(ret
->free_fences
= wined3d_calloc(ret
->free_fence_size
, sizeof(*ret
->free_fences
))))
1866 list_init(&ret
->fences
);
1868 list_init(&ret
->so_statistics_queries
);
1870 list_init(&ret
->pipeline_statistics_queries
);
1872 list_init(&ret
->fbo_list
);
1873 list_init(&ret
->fbo_destroy_list
);
1875 if (!device
->shader_backend
->shader_allocate_context_data(ret
))
1877 ERR("Failed to allocate shader backend context data.\n");
1880 if (!device
->adapter
->fragment_pipe
->allocate_context_data(ret
))
1882 ERR("Failed to allocate fragment pipeline context data.\n");
1886 for (i
= 0; i
< ARRAY_SIZE(ret
->tex_unit_map
); ++i
)
1887 ret
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
1888 for (i
= 0; i
< ARRAY_SIZE(ret
->rev_tex_unit_map
); ++i
)
1889 ret
->rev_tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
1890 if (gl_info
->limits
.graphics_samplers
>= MAX_COMBINED_SAMPLERS
)
1892 /* Initialize the texture unit mapping to a 1:1 mapping. */
1893 unsigned int base
, count
;
1895 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_PIXEL
, &base
, &count
);
1896 if (base
+ MAX_FRAGMENT_SAMPLERS
> ARRAY_SIZE(ret
->rev_tex_unit_map
))
1898 ERR("Unexpected texture unit base index %u.\n", base
);
1901 for (i
= 0; i
< min(count
, MAX_FRAGMENT_SAMPLERS
); ++i
)
1903 ret
->tex_unit_map
[i
] = base
+ i
;
1904 ret
->rev_tex_unit_map
[base
+ i
] = i
;
1907 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_VERTEX
, &base
, &count
);
1908 if (base
+ MAX_VERTEX_SAMPLERS
> ARRAY_SIZE(ret
->rev_tex_unit_map
))
1910 ERR("Unexpected texture unit base index %u.\n", base
);
1913 for (i
= 0; i
< min(count
, MAX_VERTEX_SAMPLERS
); ++i
)
1915 ret
->tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
] = base
+ i
;
1916 ret
->rev_tex_unit_map
[base
+ i
] = MAX_FRAGMENT_SAMPLERS
+ i
;
1920 if (!(ret
->texture_type
= wined3d_calloc(gl_info
->limits
.combined_samplers
,
1921 sizeof(*ret
->texture_type
))))
1924 if (!(ret
->hdc
= GetDCEx(swapchain
->win_handle
, 0, DCX_USESTYLE
| DCX_CACHE
)))
1926 WARN("Failed to retrieve device context, trying swapchain backup.\n");
1928 if ((ret
->hdc
= swapchain_get_backup_dc(swapchain
)))
1929 ret
->hdc_is_private
= TRUE
;
1932 ERR("Failed to retrieve a device context.\n");
1937 color_format
= target
->resource
.format
;
1938 target_usage
= target
->resource
.usage
;
1940 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1941 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1942 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1946 if (color_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1947 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B4G4R4A4_UNORM
, target_usage
);
1948 else if (color_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1949 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
, target_usage
);
1952 /* DirectDraw supports 8bit paletted render targets and these are used by
1953 * old games like StarCraft and C&C. Most modern hardware doesn't support
1954 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1955 * conversion (ab)uses the alpha component for storing the palette index.
1956 * For this reason we require a format with 8bit alpha, so request
1958 if (color_format
->id
== WINED3DFMT_P8_UINT
)
1959 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
, target_usage
);
1961 /* When using FBOs for off-screen rendering, we only use the drawable for
1962 * presentation blits, and don't do any rendering to it. That means we
1963 * don't need depth or stencil buffers, and can mostly ignore the render
1964 * target format. This wouldn't necessarily be quite correct for 10bpc
1965 * display modes, but we don't currently support those.
1966 * Using the same format regardless of the color/depth/stencil targets
1967 * makes it much less likely that different wined3d instances will set
1968 * conflicting pixel formats. */
1969 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_BACKBUFFER
)
1971 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
, target_usage
);
1972 ds_format
= wined3d_get_format(gl_info
, WINED3DFMT_UNKNOWN
, WINED3DUSAGE_DEPTHSTENCIL
);
1975 /* Try to find a pixel format which matches our requirements. */
1976 if (!(ret
->pixel_format
= context_choose_pixel_format(device
, ret
->hdc
, color_format
, ds_format
, auxBuffers
)))
1979 ret
->gl_info
= gl_info
;
1980 ret
->win_handle
= swapchain
->win_handle
;
1984 if (!context_set_pixel_format(ret
))
1986 ERR("Failed to set pixel format %d on device context %p.\n", ret
->pixel_format
, ret
->hdc
);
1987 context_release(ret
);
1991 share_ctx
= device
->context_count
? device
->contexts
[0]->glCtx
: NULL
;
1992 if (gl_info
->p_wglCreateContextAttribsARB
)
1994 if (!(ctx
= context_create_wgl_attribs(gl_info
, ret
->hdc
, share_ctx
)))
1999 if (!(ctx
= wglCreateContext(ret
->hdc
)))
2001 ERR("Failed to create a WGL context.\n");
2002 context_release(ret
);
2006 if (share_ctx
&& !wglShareLists(share_ctx
, ctx
))
2008 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx
, ctx
, GetLastError());
2009 context_release(ret
);
2010 if (!wglDeleteContext(ctx
))
2011 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
2016 if (!device_context_add(device
, ret
))
2018 ERR("Failed to add the newly created context to the context list\n");
2019 context_release(ret
);
2020 if (!wglDeleteContext(ctx
))
2021 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
2025 ret
->d3d_info
= d3d_info
;
2026 ret
->state_table
= device
->StateTable
;
2028 /* Mark all states dirty to force a proper initialization of the states on
2029 * the first use of the context. Compute states do not need initialization. */
2030 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
2032 if (ret
->state_table
[state
].representative
&& !STATE_IS_COMPUTE(state
))
2033 context_invalidate_state(ret
, state
);
2036 ret
->device
= device
;
2037 ret
->swapchain
= swapchain
;
2038 ret
->current_rt
.texture
= target
;
2039 ret
->current_rt
.sub_resource_idx
= 0;
2040 ret
->tid
= GetCurrentThreadId();
2042 ret
->render_offscreen
= wined3d_resource_is_offscreen(&target
->resource
);
2043 ret
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
2047 ret
->hdc_has_format
= TRUE
;
2050 /* Set up the context defaults */
2051 if (!context_set_current(ret
))
2053 ERR("Cannot activate context to set up defaults.\n");
2054 device_context_remove(device
, ret
);
2055 context_release(ret
);
2056 if (!wglDeleteContext(ctx
))
2057 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
2061 if (context_debug_output_enabled(gl_info
))
2063 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback
, ret
));
2064 if (TRACE_ON(d3d_synchronous
))
2065 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS
);
2066 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DONT_CARE
, GL_DONT_CARE
, 0, NULL
, GL_FALSE
));
2069 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_ERROR
,
2070 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2074 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
,
2075 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2076 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR
,
2077 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2078 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PORTABILITY
,
2079 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2081 if (WARN_ON(d3d_perf
))
2083 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PERFORMANCE
,
2084 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2088 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2089 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
2091 TRACE("Setting up the screen\n");
2093 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2095 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
2096 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2098 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
2099 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2101 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
2102 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2108 GL_EXTCALL(glGenVertexArrays(1, &vao
));
2109 GL_EXTCALL(glBindVertexArray(vao
));
2110 checkGLcall("creating VAO");
2113 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
2114 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2115 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ALIGNMENT
, 1);
2116 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2118 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
2120 /* Direct3D always uses n-1 weights for n world matrices and uses
2121 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
2122 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
2123 * enabled as well. */
2124 gl_info
->gl_ops
.gl
.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
2125 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
2127 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
2129 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2130 * the previous texture where to source the offset from is always unit - 1.
2132 for (i
= 1; i
< gl_info
->limits
.textures
; ++i
)
2134 context_active_texture(ret
, gl_info
, i
);
2135 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
,
2136 GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ i
- 1);
2137 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2140 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
2142 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2143 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2144 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2145 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2148 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2149 * program and the dummy program is destroyed when the context is destroyed.
2151 static const char dummy_program
[] =
2153 "MOV result.color, fragment.color.primary;\n"
2155 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
2156 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
2157 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
2160 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2162 for (i
= 0; i
< gl_info
->limits
.textures
; ++i
)
2164 context_active_texture(ret
, gl_info
, i
);
2165 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
2166 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2170 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
2172 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
2174 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
2176 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
2178 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_NO_PRIMITIVE_RESTART
))
2180 if (gl_info
->supported
[ARB_ES3_COMPATIBILITY
])
2182 gl_info
->gl_ops
.gl
.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX
);
2183 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2187 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2190 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_CUBEMAP_FILTERING
)
2191 && gl_info
->supported
[ARB_SEAMLESS_CUBE_MAP
])
2193 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS
);
2194 checkGLcall("enable seamless cube map filtering");
2196 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
2197 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, GL_LOWER_LEFT
));
2198 device
->shader_backend
->shader_init_context_state(ret
);
2199 ret
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
2200 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
2201 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
2202 | (1u << WINED3D_SHADER_TYPE_HULL
)
2203 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
2204 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
2206 /* If this happens to be the first context for the device, dummy textures
2207 * are not created yet. In that case, they will be created (and bound) by
2208 * create_dummy_textures right after this context is initialized. */
2209 if (device
->dummy_textures
.tex_2d
)
2210 context_bind_dummy_textures(device
, ret
);
2212 TRACE("Created context %p.\n", ret
);
2218 wined3d_release_dc(swapchain
->win_handle
, ret
->hdc
);
2219 device
->shader_backend
->shader_free_context_data(ret
);
2220 device
->adapter
->fragment_pipe
->free_context_data(ret
);
2221 HeapFree(GetProcessHeap(), 0, ret
->texture_type
);
2222 HeapFree(GetProcessHeap(), 0, ret
->free_fences
);
2223 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
2224 HeapFree(GetProcessHeap(), 0, ret
->free_timestamp_queries
);
2225 HeapFree(GetProcessHeap(), 0, ret
->fbo_key
);
2226 HeapFree(GetProcessHeap(), 0, ret
->draw_buffers
);
2227 HeapFree(GetProcessHeap(), 0, ret
->blit_targets
);
2228 HeapFree(GetProcessHeap(), 0, ret
);
2232 void context_destroy(struct wined3d_device
*device
, struct wined3d_context
*context
)
2236 TRACE("Destroying ctx %p\n", context
);
2238 wined3d_from_cs(device
->cs
);
2240 /* We delay destroying a context when it is active. The context_release()
2241 * function invokes context_destroy() again while leaving the last level. */
2244 TRACE("Delaying destruction of context %p.\n", context
);
2245 context
->destroy_delayed
= 1;
2246 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2247 context
->swapchain
= NULL
;
2251 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
2253 context_destroy_gl_resources(context
);
2254 TlsSetValue(wined3d_context_tls_idx
, NULL
);
2259 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
2260 in wined3d_adapter may go away in the meantime */
2261 struct wined3d_gl_info
*gl_info
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info
));
2262 *gl_info
= *context
->gl_info
;
2263 context
->gl_info
= gl_info
;
2264 context
->destroyed
= 1;
2268 device
->shader_backend
->shader_free_context_data(context
);
2269 device
->adapter
->fragment_pipe
->free_context_data(context
);
2270 HeapFree(GetProcessHeap(), 0, context
->texture_type
);
2271 HeapFree(GetProcessHeap(), 0, context
->fbo_key
);
2272 HeapFree(GetProcessHeap(), 0, context
->draw_buffers
);
2273 HeapFree(GetProcessHeap(), 0, context
->blit_targets
);
2274 device_context_remove(device
, context
);
2275 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
2278 const DWORD
*context_get_tex_unit_mapping(const struct wined3d_context
*context
,
2279 const struct wined3d_shader_version
*shader_version
, unsigned int *base
, unsigned int *count
)
2281 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2283 if (!shader_version
)
2286 *count
= MAX_TEXTURES
;
2287 return context
->tex_unit_map
;
2290 if (shader_version
->major
>= 4)
2292 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, shader_version
->type
, base
, count
);
2296 switch (shader_version
->type
)
2298 case WINED3D_SHADER_TYPE_PIXEL
:
2300 *count
= MAX_FRAGMENT_SAMPLERS
;
2302 case WINED3D_SHADER_TYPE_VERTEX
:
2303 *base
= MAX_FRAGMENT_SAMPLERS
;
2304 *count
= MAX_VERTEX_SAMPLERS
;
2307 ERR("Unhandled shader type %#x.\n", shader_version
->type
);
2312 return context
->tex_unit_map
;
2315 /* Context activation is done by the caller. */
2316 static void set_blit_dimension(const struct wined3d_gl_info
*gl_info
, UINT width
, UINT height
)
2318 const GLdouble projection
[] =
2320 2.0 / width
, 0.0, 0.0, 0.0,
2321 0.0, 2.0 / height
, 0.0, 0.0,
2323 -1.0, -1.0, -1.0, 1.0,
2326 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
2327 checkGLcall("glMatrixMode(GL_PROJECTION)");
2328 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
2329 checkGLcall("glLoadMatrixd");
2330 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, width
, height
);
2331 checkGLcall("glViewport");
2334 static void context_get_rt_size(const struct wined3d_context
*context
, SIZE
*size
)
2336 const struct wined3d_texture
*rt
= context
->current_rt
.texture
;
2343 GetClientRect(context
->win_handle
, &window_size
);
2344 size
->cx
= window_size
.right
- window_size
.left
;
2345 size
->cy
= window_size
.bottom
- window_size
.top
;
2350 level
= context
->current_rt
.sub_resource_idx
% rt
->level_count
;
2351 size
->cx
= wined3d_texture_get_level_width(rt
, level
);
2352 size
->cy
= wined3d_texture_get_level_height(rt
, level
);
2355 /*****************************************************************************
2358 * Sets up a context for DirectDraw blitting.
2359 * All texture units are disabled, texture unit 0 is set as current unit
2360 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
2361 * color writing enabled for all channels
2362 * register combiners disabled, shaders disabled
2363 * world matrix is set to identity, texture matrix 0 too
2364 * projection matrix is setup for drawing screen coordinates
2367 * This: Device to activate the context for
2368 * context: Context to setup
2370 *****************************************************************************/
2371 /* Context activation is done by the caller. */
2372 static void SetupForBlit(const struct wined3d_device
*device
, struct wined3d_context
*context
)
2375 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2379 TRACE("Setting up context %p for blitting\n", context
);
2381 context_get_rt_size(context
, &rt_size
);
2383 if (context
->last_was_blit
)
2385 if (context
->blit_w
!= rt_size
.cx
|| context
->blit_h
!= rt_size
.cy
)
2387 set_blit_dimension(gl_info
, rt_size
.cx
, rt_size
.cy
);
2388 context
->blit_w
= rt_size
.cx
;
2389 context
->blit_h
= rt_size
.cy
;
2390 /* No need to dirtify here, the states are still dirtified because
2391 * they weren't applied since the last SetupForBlit() call. */
2393 TRACE("Context is already set up for blitting, nothing to do\n");
2396 context
->last_was_blit
= TRUE
;
2398 /* Disable all textures. The caller can then bind a texture it wants to blit
2401 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
2402 * function texture unit. No need to care for higher samplers
2404 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
2406 sampler
= context
->rev_tex_unit_map
[i
];
2407 context_active_texture(context
, gl_info
, i
);
2409 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
2411 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
2412 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2414 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
2415 checkGLcall("glDisable GL_TEXTURE_3D");
2416 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
2418 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
2419 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2421 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
2422 checkGLcall("glDisable GL_TEXTURE_2D");
2424 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
2425 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
2427 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
2429 if (sampler
< MAX_TEXTURES
)
2430 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
2431 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
2434 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
2435 GL_EXTCALL(glBindSampler(0, 0));
2436 context_active_texture(context
, gl_info
, 0);
2438 sampler
= context
->rev_tex_unit_map
[0];
2440 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
2442 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
2443 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2445 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
2446 checkGLcall("glDisable GL_TEXTURE_3D");
2447 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
2449 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
2450 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2452 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
2453 checkGLcall("glDisable GL_TEXTURE_2D");
2455 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
2457 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
2458 checkGLcall("glMatrixMode(GL_TEXTURE)");
2459 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2460 checkGLcall("glLoadIdentity()");
2462 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
2464 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
2465 GL_TEXTURE_LOD_BIAS_EXT
, 0.0f
);
2466 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
2469 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
2471 if (sampler
< MAX_TEXTURES
)
2473 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ sampler
));
2474 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
2476 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
2479 /* Other misc states */
2480 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
2481 checkGLcall("glDisable(GL_ALPHA_TEST)");
2482 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
));
2483 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
2484 checkGLcall("glDisable GL_LIGHTING");
2485 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_LIGHTING
));
2486 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
2487 checkGLcall("glDisable GL_DEPTH_TEST");
2488 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZENABLE
));
2489 glDisableWINE(GL_FOG
);
2490 checkGLcall("glDisable GL_FOG");
2491 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
));
2492 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2493 checkGLcall("glDisable GL_BLEND");
2494 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2495 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
2496 checkGLcall("glDisable GL_CULL_FACE");
2497 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CULLMODE
));
2498 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
2499 checkGLcall("glDisable GL_STENCIL_TEST");
2500 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
2501 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
2502 checkGLcall("glDisable GL_SCISSOR_TEST");
2503 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
2504 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2506 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
2507 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
2508 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
));
2510 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
2511 checkGLcall("glColorMask");
2512 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
2513 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
2514 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
2515 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
2516 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
2518 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
2519 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
2520 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
2523 /* Setup transforms */
2524 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
2525 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2526 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2527 checkGLcall("glLoadIdentity()");
2528 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
2530 context
->last_was_rhw
= TRUE
;
2531 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
2533 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
2534 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
2535 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
2536 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
2537 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
2538 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
2539 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CLIPPING
));
2541 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
2542 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
2543 GL_EXTCALL(glClipControl(GL_LOWER_LEFT
, GL_NEGATIVE_ONE_TO_ONE
));
2545 set_blit_dimension(gl_info
, rt_size
.cx
, rt_size
.cy
);
2547 /* Disable shaders */
2548 device
->shader_backend
->shader_disable(device
->shader_priv
, context
);
2550 context
->blit_w
= rt_size
.cx
;
2551 context
->blit_h
= rt_size
.cy
;
2552 context_invalidate_state(context
, STATE_VIEWPORT
);
2553 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2556 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
2558 return rt_mask
& (1u << 31);
2561 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
2563 return rt_mask
& ~(1u << 31);
2566 /* Context activation is done by the caller. */
2567 static void context_apply_draw_buffers(struct wined3d_context
*context
, DWORD rt_mask
)
2569 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2573 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_NONE
);
2574 checkGLcall("glDrawBuffer()");
2576 else if (is_rt_mask_onscreen(rt_mask
))
2578 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
2579 checkGLcall("glDrawBuffer()");
2583 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2590 context
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
2592 context
->draw_buffers
[i
] = GL_NONE
;
2598 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
2600 GL_EXTCALL(glDrawBuffers(i
, context
->draw_buffers
));
2601 checkGLcall("glDrawBuffers()");
2605 gl_info
->gl_ops
.gl
.p_glDrawBuffer(context
->draw_buffers
[0]);
2606 checkGLcall("glDrawBuffer()");
2611 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2616 /* Context activation is done by the caller. */
2617 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
2619 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2620 DWORD
*current_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2621 DWORD new_mask
= context_generate_rt_mask(buffer
);
2623 if (new_mask
== *current_mask
)
2626 gl_info
->gl_ops
.gl
.p_glDrawBuffer(buffer
);
2627 checkGLcall("glDrawBuffer()");
2629 *current_mask
= new_mask
;
2632 /* Context activation is done by the caller. */
2633 void context_active_texture(struct wined3d_context
*context
, const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
2635 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ unit
));
2636 checkGLcall("glActiveTexture");
2637 context
->active_texture
= unit
;
2640 void context_bind_bo(struct wined3d_context
*context
, GLenum binding
, GLuint name
)
2642 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2644 if (binding
== GL_ELEMENT_ARRAY_BUFFER
)
2645 context_invalidate_state(context
, STATE_INDEXBUFFER
);
2647 GL_EXTCALL(glBindBuffer(binding
, name
));
2650 void context_bind_texture(struct wined3d_context
*context
, GLenum target
, GLuint name
)
2652 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2653 DWORD unit
= context
->active_texture
;
2654 DWORD old_texture_type
= context
->texture_type
[unit
];
2658 gl_info
->gl_ops
.gl
.p_glBindTexture(target
, name
);
2659 checkGLcall("glBindTexture");
2666 if (old_texture_type
!= target
)
2668 const struct wined3d_device
*device
= context
->device
;
2670 switch (old_texture_type
)
2676 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_textures
.tex_2d
);
2677 checkGLcall("glBindTexture");
2679 case GL_TEXTURE_2D_ARRAY
:
2680 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, device
->dummy_textures
.tex_2d_array
);
2681 checkGLcall("glBindTexture");
2683 case GL_TEXTURE_RECTANGLE_ARB
:
2684 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_textures
.tex_rect
);
2685 checkGLcall("glBindTexture");
2687 case GL_TEXTURE_CUBE_MAP
:
2688 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_textures
.tex_cube
);
2689 checkGLcall("glBindTexture");
2691 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2692 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, device
->dummy_textures
.tex_cube_array
);
2693 checkGLcall("glBindTexture");
2696 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_textures
.tex_3d
);
2697 checkGLcall("glBindTexture");
2699 case GL_TEXTURE_BUFFER
:
2700 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, device
->dummy_textures
.tex_buffer
);
2701 checkGLcall("glBindTexture");
2704 ERR("Unexpected texture target %#x.\n", old_texture_type
);
2707 context
->texture_type
[unit
] = target
;
2711 void *context_map_bo_address(struct wined3d_context
*context
,
2712 const struct wined3d_bo_address
*data
, size_t size
, GLenum binding
, DWORD flags
)
2714 const struct wined3d_gl_info
*gl_info
;
2717 if (!data
->buffer_object
)
2720 gl_info
= context
->gl_info
;
2721 context_bind_bo(context
, binding
, data
->buffer_object
);
2723 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
2725 GLbitfield map_flags
= wined3d_resource_gl_map_flags(flags
) & ~GL_MAP_FLUSH_EXPLICIT_BIT
;
2726 memory
= GL_EXTCALL(glMapBufferRange(binding
, (INT_PTR
)data
->addr
, size
, map_flags
));
2730 memory
= GL_EXTCALL(glMapBuffer(binding
, wined3d_resource_gl_legacy_map_flags(flags
)));
2731 memory
+= (INT_PTR
)data
->addr
;
2734 context_bind_bo(context
, binding
, 0);
2735 checkGLcall("Map buffer object");
2740 void context_unmap_bo_address(struct wined3d_context
*context
,
2741 const struct wined3d_bo_address
*data
, GLenum binding
)
2743 const struct wined3d_gl_info
*gl_info
;
2745 if (!data
->buffer_object
)
2748 gl_info
= context
->gl_info
;
2749 context_bind_bo(context
, binding
, data
->buffer_object
);
2750 GL_EXTCALL(glUnmapBuffer(binding
));
2751 context_bind_bo(context
, binding
, 0);
2752 checkGLcall("Unmap buffer object");
2755 void context_copy_bo_address(struct wined3d_context
*context
,
2756 const struct wined3d_bo_address
*dst
, GLenum dst_binding
,
2757 const struct wined3d_bo_address
*src
, GLenum src_binding
, size_t size
)
2759 const struct wined3d_gl_info
*gl_info
;
2760 BYTE
*dst_ptr
, *src_ptr
;
2762 gl_info
= context
->gl_info
;
2764 if (dst
->buffer_object
&& src
->buffer_object
)
2766 if (gl_info
->supported
[ARB_COPY_BUFFER
])
2768 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER
, src
->buffer_object
));
2769 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER
, dst
->buffer_object
));
2770 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER
, GL_COPY_WRITE_BUFFER
,
2771 (GLintptr
)src
->addr
, (GLintptr
)dst
->addr
, size
));
2772 checkGLcall("direct buffer copy");
2776 src_ptr
= context_map_bo_address(context
, src
, size
, src_binding
, WINED3D_MAP_READONLY
);
2777 dst_ptr
= context_map_bo_address(context
, dst
, size
, dst_binding
, 0);
2779 memcpy(dst_ptr
, src_ptr
, size
);
2781 context_unmap_bo_address(context
, dst
, dst_binding
);
2782 context_unmap_bo_address(context
, src
, src_binding
);
2785 else if (!dst
->buffer_object
&& src
->buffer_object
)
2787 context_bind_bo(context
, src_binding
, src
->buffer_object
);
2788 GL_EXTCALL(glGetBufferSubData(src_binding
, (GLintptr
)src
->addr
, size
, dst
->addr
));
2789 checkGLcall("buffer download");
2791 else if (dst
->buffer_object
&& !src
->buffer_object
)
2793 context_bind_bo(context
, dst_binding
, dst
->buffer_object
);
2794 GL_EXTCALL(glBufferSubData(dst_binding
, (GLintptr
)dst
->addr
, size
, src
->addr
));
2795 checkGLcall("buffer upload");
2799 memcpy(dst
->addr
, src
->addr
, size
);
2803 static void context_set_render_offscreen(struct wined3d_context
*context
, BOOL offscreen
)
2805 if (context
->render_offscreen
== offscreen
)
2808 context_invalidate_state(context
, STATE_VIEWPORT
);
2809 context_invalidate_state(context
, STATE_SCISSORRECT
);
2810 if (!context
->gl_info
->supported
[ARB_CLIP_CONTROL
])
2812 context_invalidate_state(context
, STATE_FRONTFACE
);
2813 context_invalidate_state(context
, STATE_POINTSPRITECOORDORIGIN
);
2814 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2816 context_invalidate_state(context
, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
));
2817 if (context
->gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2818 context_invalidate_state(context
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
2819 context
->render_offscreen
= offscreen
;
2822 static BOOL
match_depth_stencil_format(const struct wined3d_format
*existing
,
2823 const struct wined3d_format
*required
)
2825 if (existing
== required
)
2827 if ((existing
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
)
2828 != (required
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
))
2830 if (existing
->depth_size
< required
->depth_size
)
2832 /* If stencil bits are used the exact amount is required - otherwise
2833 * wrapping won't work correctly. */
2834 if (required
->stencil_size
&& required
->stencil_size
!= existing
->stencil_size
)
2839 /* Context activation is done by the caller. */
2840 static void context_validate_onscreen_formats(struct wined3d_context
*context
,
2841 const struct wined3d_rendertarget_view
*depth_stencil
)
2843 /* Onscreen surfaces are always in a swapchain */
2844 struct wined3d_swapchain
*swapchain
= context
->current_rt
.texture
->swapchain
;
2846 if (context
->render_offscreen
|| !depth_stencil
) return;
2847 if (match_depth_stencil_format(swapchain
->ds_format
, depth_stencil
->format
)) return;
2849 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2850 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2852 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2854 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2855 if (!(wined3d_texture_load_location(context
->current_rt
.texture
, context
->current_rt
.sub_resource_idx
,
2856 context
, WINED3D_LOCATION_TEXTURE_RGB
)))
2857 ERR("Failed to load location.\n");
2858 swapchain
->render_to_fbo
= TRUE
;
2859 swapchain_update_draw_bindings(swapchain
);
2860 context_set_render_offscreen(context
, TRUE
);
2863 GLenum
context_get_offscreen_gl_buffer(const struct wined3d_context
*context
)
2865 switch (wined3d_settings
.offscreen_rendering_mode
)
2868 return GL_COLOR_ATTACHMENT0
;
2870 case ORM_BACKBUFFER
:
2871 return context
->aux_buffers
> 0 ? GL_AUX0
: GL_BACK
;
2874 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
2879 static DWORD
context_generate_rt_mask_no_fbo(const struct wined3d_context
*context
, struct wined3d_texture
*rt
)
2881 if (!rt
|| rt
->resource
.format
->id
== WINED3DFMT_NULL
)
2883 else if (rt
->swapchain
)
2884 return context_generate_rt_mask_from_resource(&rt
->resource
);
2886 return context_generate_rt_mask(context_get_offscreen_gl_buffer(context
));
2889 /* Context activation is done by the caller. */
2890 void context_apply_blit_state(struct wined3d_context
*context
, const struct wined3d_device
*device
)
2892 struct wined3d_texture
*rt
= context
->current_rt
.texture
;
2893 struct wined3d_surface
*surface
;
2894 DWORD rt_mask
, *cur_mask
;
2896 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2898 context_validate_onscreen_formats(context
, NULL
);
2900 if (context
->render_offscreen
)
2902 wined3d_texture_load(rt
, context
, FALSE
);
2904 surface
= rt
->sub_resources
[context
->current_rt
.sub_resource_idx
].u
.surface
;
2905 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, surface
, NULL
, rt
->resource
.draw_binding
);
2906 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
2913 context
->current_fbo
= NULL
;
2914 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
2915 rt_mask
= context_generate_rt_mask_from_resource(&rt
->resource
);
2920 rt_mask
= context_generate_rt_mask_no_fbo(context
, rt
);
2923 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2925 if (rt_mask
!= *cur_mask
)
2927 context_apply_draw_buffers(context
, rt_mask
);
2928 *cur_mask
= rt_mask
;
2931 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2933 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2936 SetupForBlit(device
, context
);
2937 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2940 static BOOL
context_validate_rt_config(UINT rt_count
, struct wined3d_rendertarget_view
* const *rts
,
2941 const struct wined3d_rendertarget_view
*ds
)
2945 if (ds
) return TRUE
;
2947 for (i
= 0; i
< rt_count
; ++i
)
2949 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
2953 WARN("Invalid render target config, need at least one attachment.\n");
2957 /* Context activation is done by the caller. */
2958 BOOL
context_apply_clear_state(struct wined3d_context
*context
, const struct wined3d_state
*state
,
2959 UINT rt_count
, const struct wined3d_fb_state
*fb
)
2961 struct wined3d_rendertarget_view
**rts
= fb
->render_targets
;
2962 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
2963 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2964 DWORD rt_mask
= 0, *cur_mask
;
2967 if (isStateDirty(context
, STATE_FRAMEBUFFER
) || fb
!= state
->fb
2968 || rt_count
!= gl_info
->limits
.buffers
)
2970 if (!context_validate_rt_config(rt_count
, rts
, dsv
))
2973 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2975 context_validate_onscreen_formats(context
, dsv
);
2977 if (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
))
2979 memset(context
->blit_targets
, 0, gl_info
->limits
.buffers
* sizeof(*context
->blit_targets
));
2980 for (i
= 0; i
< rt_count
; ++i
)
2984 context
->blit_targets
[i
].gl_view
= rts
[i
]->gl_view
;
2985 context
->blit_targets
[i
].resource
= rts
[i
]->resource
;
2986 context
->blit_targets
[i
].sub_resource_idx
= rts
[i
]->sub_resource_idx
;
2987 context
->blit_targets
[i
].layer_count
= rts
[i
]->layer_count
;
2989 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
2990 rt_mask
|= (1u << i
);
2992 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
,
2993 wined3d_rendertarget_view_get_surface(dsv
),
2994 rt_count
? rts
[0]->resource
->draw_binding
: 0,
2995 dsv
? dsv
->resource
->draw_binding
: 0);
2999 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
,
3000 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3001 rt_mask
= context_generate_rt_mask_from_resource(rts
[0]->resource
);
3004 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
3005 * next draw. Otherwise we could mark the framebuffer state clean here, once the
3006 * state management allows this */
3007 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
3011 rt_mask
= context_generate_rt_mask_no_fbo(context
,
3012 rt_count
? wined3d_rendertarget_view_get_surface(rts
[0])->container
: NULL
);
3015 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
3016 && (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
)))
3018 for (i
= 0; i
< rt_count
; ++i
)
3020 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3021 rt_mask
|= (1u << i
);
3026 rt_mask
= context_generate_rt_mask_no_fbo(context
,
3027 rt_count
? wined3d_rendertarget_view_get_surface(rts
[0])->container
: NULL
);
3030 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
3032 if (rt_mask
!= *cur_mask
)
3034 context_apply_draw_buffers(context
, rt_mask
);
3035 *cur_mask
= rt_mask
;
3036 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
3039 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3041 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
3044 context
->last_was_blit
= FALSE
;
3046 /* Blending and clearing should be orthogonal, but tests on the nvidia
3047 * driver show that disabling blending when clearing improves the clearing
3048 * performance incredibly. */
3049 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
3050 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
3051 if (rt_count
&& gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
3053 if (needs_srgb_write(context
, state
, fb
))
3054 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
3056 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
3057 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3059 checkGLcall("setting up state for clear");
3061 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
3062 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
3063 context_invalidate_state(context
, STATE_SCISSORRECT
);
3068 static DWORD
find_draw_buffers_mask(const struct wined3d_context
*context
, const struct wined3d_state
*state
)
3070 struct wined3d_rendertarget_view
**rts
= state
->fb
->render_targets
;
3071 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3072 DWORD rt_mask
, rt_mask_bits
;
3075 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
3076 return context_generate_rt_mask_no_fbo(context
, wined3d_rendertarget_view_get_surface(rts
[0])->container
);
3077 else if (!context
->render_offscreen
)
3078 return context_generate_rt_mask_from_resource(rts
[0]->resource
);
3080 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
3081 rt_mask
&= context
->d3d_info
->valid_rt_mask
;
3082 rt_mask_bits
= rt_mask
;
3084 while (rt_mask_bits
)
3086 rt_mask_bits
&= ~(1u << i
);
3087 if (!rts
[i
] || rts
[i
]->format
->id
== WINED3DFMT_NULL
)
3088 rt_mask
&= ~(1u << i
);
3096 /* Context activation is done by the caller. */
3097 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3099 DWORD rt_mask
= find_draw_buffers_mask(context
, state
);
3100 const struct wined3d_fb_state
*fb
= state
->fb
;
3103 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3105 if (!context
->render_offscreen
)
3107 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
,
3108 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3114 memset(context
->blit_targets
, 0, context
->gl_info
->limits
.buffers
* sizeof (*context
->blit_targets
));
3115 for (i
= 0; i
< context
->gl_info
->limits
.buffers
; ++i
)
3117 if (fb
->render_targets
[i
])
3119 context
->blit_targets
[i
].gl_view
= fb
->render_targets
[i
]->gl_view
;
3120 context
->blit_targets
[i
].resource
= fb
->render_targets
[i
]->resource
;
3121 context
->blit_targets
[i
].sub_resource_idx
= fb
->render_targets
[i
]->sub_resource_idx
;
3122 context
->blit_targets
[i
].layer_count
= fb
->render_targets
[i
]->layer_count
;
3125 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
,
3126 wined3d_rendertarget_view_get_surface(fb
->depth_stencil
),
3127 fb
->render_targets
[0] ? fb
->render_targets
[0]->resource
->draw_binding
: 0,
3128 fb
->depth_stencil
? fb
->depth_stencil
->resource
->draw_binding
: 0);
3132 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
3133 if (rt_mask
!= *cur_mask
)
3135 context_apply_draw_buffers(context
, rt_mask
);
3136 *cur_mask
= rt_mask
;
3138 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
3141 static void context_map_stage(struct wined3d_context
*context
, DWORD stage
, DWORD unit
)
3143 DWORD i
= context
->rev_tex_unit_map
[unit
];
3144 DWORD j
= context
->tex_unit_map
[stage
];
3146 TRACE("Mapping stage %u to unit %u.\n", stage
, unit
);
3147 context
->tex_unit_map
[stage
] = unit
;
3148 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
3149 context
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
3151 context
->rev_tex_unit_map
[unit
] = stage
;
3152 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
3153 context
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
3156 static void context_invalidate_texture_stage(struct wined3d_context
*context
, DWORD stage
)
3160 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
3161 context_invalidate_state(context
, STATE_TEXTURESTAGE(stage
, i
));
3164 static void context_update_fixed_function_usage_map(struct wined3d_context
*context
,
3165 const struct wined3d_state
*state
)
3169 context
->fixed_function_usage_map
= 0;
3170 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
3172 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
3173 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
3174 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
3175 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
3176 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
3177 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
3178 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
3179 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
3181 /* Not used, and disable higher stages. */
3182 if (color_op
== WINED3D_TOP_DISABLE
)
3185 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
3186 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
3187 || ((color_arg3
== WINED3DTA_TEXTURE
)
3188 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
3189 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
3190 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
3191 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
3192 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
3193 context
->fixed_function_usage_map
|= (1u << i
);
3195 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
3196 && i
< MAX_TEXTURES
- 1)
3197 context
->fixed_function_usage_map
|= (1u << (i
+ 1));
3200 if (i
< context
->lowest_disabled_stage
)
3203 end
= context
->lowest_disabled_stage
;
3207 start
= context
->lowest_disabled_stage
;
3211 context
->lowest_disabled_stage
= i
;
3212 for (i
= start
+ 1; i
< end
; ++i
)
3214 context_invalidate_state(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3218 static void context_map_fixed_function_samplers(struct wined3d_context
*context
,
3219 const struct wined3d_state
*state
)
3221 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3222 unsigned int i
, tex
;
3225 ffu_map
= context
->fixed_function_usage_map
;
3227 if (d3d_info
->limits
.ffp_textures
== d3d_info
->limits
.ffp_blend_stages
3228 || context
->lowest_disabled_stage
<= d3d_info
->limits
.ffp_textures
)
3230 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3235 if (context
->tex_unit_map
[i
] != i
)
3237 context_map_stage(context
, i
, i
);
3238 context_invalidate_state(context
, STATE_SAMPLER(i
));
3239 context_invalidate_texture_stage(context
, i
);
3245 /* Now work out the mapping */
3247 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3252 if (context
->tex_unit_map
[i
] != tex
)
3254 context_map_stage(context
, i
, tex
);
3255 context_invalidate_state(context
, STATE_SAMPLER(i
));
3256 context_invalidate_texture_stage(context
, i
);
3263 static void context_map_psamplers(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3265 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3266 const struct wined3d_shader_resource_info
*resource_info
=
3267 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3270 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3272 if (resource_info
[i
].type
&& context
->tex_unit_map
[i
] != i
)
3274 context_map_stage(context
, i
, i
);
3275 context_invalidate_state(context
, STATE_SAMPLER(i
));
3276 if (i
< d3d_info
->limits
.ffp_blend_stages
)
3277 context_invalidate_texture_stage(context
, i
);
3282 static BOOL
context_unit_free_for_vs(const struct wined3d_context
*context
,
3283 const struct wined3d_shader_resource_info
*ps_resource_info
, DWORD unit
)
3285 DWORD current_mapping
= context
->rev_tex_unit_map
[unit
];
3287 /* Not currently used */
3288 if (current_mapping
== WINED3D_UNMAPPED_STAGE
)
3291 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
)
3293 /* Used by a fragment sampler */
3295 if (!ps_resource_info
)
3297 /* No pixel shader, check fixed function */
3298 return current_mapping
>= MAX_TEXTURES
|| !(context
->fixed_function_usage_map
& (1u << current_mapping
));
3301 /* Pixel shader, check the shader's sampler map */
3302 return !ps_resource_info
[current_mapping
].type
;
3308 static void context_map_vsamplers(struct wined3d_context
*context
, BOOL ps
, const struct wined3d_state
*state
)
3310 const struct wined3d_shader_resource_info
*vs_resource_info
=
3311 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
;
3312 const struct wined3d_shader_resource_info
*ps_resource_info
= NULL
;
3313 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3314 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.graphics_samplers
) - 1;
3317 /* Note that we only care if a resource is used or not, not the
3318 * resource's specific type. Otherwise we'd need to call
3319 * shader_update_samplers() here for 1.x pixelshaders. */
3321 ps_resource_info
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3323 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
3325 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
3326 if (vs_resource_info
[i
].type
)
3330 if (context_unit_free_for_vs(context
, ps_resource_info
, start
))
3332 if (context
->tex_unit_map
[vsampler_idx
] != start
)
3334 context_map_stage(context
, vsampler_idx
, start
);
3335 context_invalidate_state(context
, STATE_SAMPLER(vsampler_idx
));
3344 if (context
->tex_unit_map
[vsampler_idx
] == WINED3D_UNMAPPED_STAGE
)
3345 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i
);
3350 static void context_update_tex_unit_map(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3352 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3353 BOOL vs
= use_vs(state
);
3354 BOOL ps
= use_ps(state
);
3357 context_update_fixed_function_usage_map(context
, state
);
3359 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3360 * need a 1:1 map at the moment.
3361 * When the mapping of a stage is changed, sampler and ALL texture stage
3362 * states have to be reset. */
3364 if (gl_info
->limits
.graphics_samplers
>= MAX_COMBINED_SAMPLERS
)
3368 context_map_psamplers(context
, state
);
3370 context_map_fixed_function_samplers(context
, state
);
3373 context_map_vsamplers(context
, ps
, state
);
3376 /* Context activation is done by the caller. */
3377 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3379 DWORD rt_mask
, *cur_mask
;
3381 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
3383 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
3384 rt_mask
= find_draw_buffers_mask(context
, state
);
3385 if (rt_mask
!= *cur_mask
)
3387 context_apply_draw_buffers(context
, rt_mask
);
3388 *cur_mask
= rt_mask
;
3392 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
3394 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
3395 *regnum
= WINED3D_FFP_POSITION
;
3396 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
3397 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
3398 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
3399 *regnum
= WINED3D_FFP_BLENDINDICES
;
3400 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
3401 *regnum
= WINED3D_FFP_NORMAL
;
3402 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
3403 *regnum
= WINED3D_FFP_PSIZE
;
3404 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
3405 *regnum
= WINED3D_FFP_DIFFUSE
;
3406 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
3407 *regnum
= WINED3D_FFP_SPECULAR
;
3408 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
3409 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
3412 WARN("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage
), usage_idx
);
3420 /* Context activation is done by the caller. */
3421 void wined3d_stream_info_from_declaration(struct wined3d_stream_info
*stream_info
,
3422 const struct wined3d_state
*state
, const struct wined3d_gl_info
*gl_info
,
3423 const struct wined3d_d3d_info
*d3d_info
)
3425 /* We need to deal with frequency data! */
3426 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
3427 BOOL generic_attributes
= d3d_info
->ffp_generic_attributes
;
3428 BOOL use_vshader
= use_vs(state
);
3431 stream_info
->use_map
= 0;
3432 stream_info
->swizzle_map
= 0;
3433 stream_info
->position_transformed
= 0;
3438 stream_info
->position_transformed
= declaration
->position_transformed
;
3440 /* Translate the declaration into strided data. */
3441 for (i
= 0; i
< declaration
->element_count
; ++i
)
3443 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
3444 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
3448 TRACE("%p Element %p (%u of %u).\n", declaration
->elements
,
3449 element
, i
+ 1, declaration
->element_count
);
3451 if (!stream
->buffer
)
3454 TRACE("offset %u input_slot %u usage_idx %d.\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
3458 if (element
->output_slot
== WINED3D_OUTPUT_SLOT_UNUSED
)
3460 stride_used
= FALSE
;
3462 else if (element
->output_slot
== WINED3D_OUTPUT_SLOT_SEMANTIC
)
3464 /* TODO: Assuming vertexdeclarations are usually used with the
3465 * same or a similar shader, it might be worth it to store the
3466 * last used output slot and try that one first. */
3467 stride_used
= vshader_get_input(state
->shader
[WINED3D_SHADER_TYPE_VERTEX
],
3468 element
->usage
, element
->usage_idx
, &idx
);
3472 idx
= element
->output_slot
;
3478 if (!generic_attributes
&& !element
->ffp_valid
)
3480 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
3481 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
3482 stride_used
= FALSE
;
3486 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
3492 TRACE("Load %s array %u [usage %s, usage_idx %u, "
3493 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
3494 use_vshader
? "shader": "fixed function", idx
,
3495 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
3496 element
->offset
, stream
->stride
, debug_d3dformat(element
->format
->id
),
3497 debug_d3dinput_classification(element
->input_slot_class
), element
->instance_data_step_rate
);
3499 stream_info
->elements
[idx
].format
= element
->format
;
3500 stream_info
->elements
[idx
].data
.buffer_object
= 0;
3501 stream_info
->elements
[idx
].data
.addr
= (BYTE
*)NULL
+ stream
->offset
+ element
->offset
;
3502 stream_info
->elements
[idx
].stride
= stream
->stride
;
3503 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
3504 if (stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
3506 stream_info
->elements
[idx
].divisor
= 1;
3508 else if (element
->input_slot_class
== WINED3D_INPUT_PER_INSTANCE_DATA
)
3510 stream_info
->elements
[idx
].divisor
= element
->instance_data_step_rate
;
3511 if (!element
->instance_data_step_rate
)
3512 FIXME("Instance step rate 0 not implemented.\n");
3516 stream_info
->elements
[idx
].divisor
= 0;
3519 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
3520 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
3522 stream_info
->swizzle_map
|= 1u << idx
;
3524 stream_info
->use_map
|= 1u << idx
;
3529 /* Context activation is done by the caller. */
3530 static void context_update_stream_info(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3532 struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
3533 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3534 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3535 DWORD prev_all_vbo
= stream_info
->all_vbo
;
3539 wined3d_stream_info_from_declaration(stream_info
, state
, gl_info
, d3d_info
);
3541 stream_info
->all_vbo
= 1;
3542 context
->buffer_fence_count
= 0;
3543 for (i
= 0, map
= stream_info
->use_map
; map
; map
>>= 1, ++i
)
3545 struct wined3d_stream_info_element
*element
;
3546 struct wined3d_bo_address data
;
3547 struct wined3d_buffer
*buffer
;
3552 element
= &stream_info
->elements
[i
];
3553 buffer
= state
->streams
[element
->stream_idx
].buffer
;
3555 /* We can't use VBOs if the base vertex index is negative. OpenGL
3556 * doesn't accept negative offsets (or rather offsets bigger than the
3557 * VBO, because the pointer is unsigned), so use system memory
3558 * sources. In most sane cases the pointer - offset will still be > 0,
3559 * otherwise it will wrap around to some big value. Hope that with the
3560 * indices the driver wraps it back internally. If not,
3561 * draw_primitive_immediate_mode() is needed, including a vertex buffer
3563 if (state
->load_base_vertex_index
< 0)
3565 WARN_(d3d_perf
)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
3566 state
->load_base_vertex_index
);
3567 element
->data
.buffer_object
= 0;
3568 element
->data
.addr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(buffer
, context
);
3569 if ((UINT_PTR
)element
->data
.addr
< -state
->load_base_vertex_index
* element
->stride
)
3570 FIXME("System memory vertex data load offset is negative!\n");
3574 wined3d_buffer_load(buffer
, context
, state
);
3575 wined3d_buffer_get_memory(buffer
, &data
, buffer
->locations
);
3576 element
->data
.buffer_object
= data
.buffer_object
;
3577 element
->data
.addr
+= (ULONG_PTR
)data
.addr
;
3580 if (!element
->data
.buffer_object
)
3581 stream_info
->all_vbo
= 0;
3584 context
->buffer_fences
[context
->buffer_fence_count
++] = buffer
->fence
;
3586 TRACE("Load array %u {%#x:%p}.\n", i
, element
->data
.buffer_object
, element
->data
.addr
);
3589 if (prev_all_vbo
!= stream_info
->all_vbo
)
3590 context_invalidate_state(context
, STATE_INDEXBUFFER
);
3592 context
->use_immediate_mode_draw
= FALSE
;
3594 if (stream_info
->all_vbo
)
3599 if (state
->vertex_declaration
->half_float_conv_needed
)
3601 TRACE("Using immediate mode draw with vertex shaders for FLOAT16 conversion.\n");
3602 context
->use_immediate_mode_draw
= TRUE
;
3607 WORD slow_mask
= -!d3d_info
->ffp_generic_attributes
& (1u << WINED3D_FFP_PSIZE
);
3608 slow_mask
|= -(!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
] && !d3d_info
->ffp_generic_attributes
)
3609 & ((1u << WINED3D_FFP_DIFFUSE
) | (1u << WINED3D_FFP_SPECULAR
) | (1u << WINED3D_FFP_BLENDWEIGHT
));
3611 if ((stream_info
->position_transformed
&& !d3d_info
->xyzrhw
)
3612 || (stream_info
->use_map
& slow_mask
))
3613 context
->use_immediate_mode_draw
= TRUE
;
3617 /* Context activation is done by the caller. */
3618 static void context_preload_texture(struct wined3d_context
*context
,
3619 const struct wined3d_state
*state
, unsigned int idx
)
3621 struct wined3d_texture
*texture
;
3623 if (!(texture
= state
->textures
[idx
]))
3626 wined3d_texture_load(texture
, context
, state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
]);
3629 /* Context activation is done by the caller. */
3630 static void context_preload_textures(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3636 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
3638 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
[i
].type
)
3639 context_preload_texture(context
, state
, MAX_FRAGMENT_SAMPLERS
+ i
);
3645 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3647 if (state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
[i
].type
)
3648 context_preload_texture(context
, state
, i
);
3653 WORD ffu_map
= context
->fixed_function_usage_map
;
3655 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3658 context_preload_texture(context
, state
, i
);
3663 static void context_load_shader_resources(struct wined3d_context
*context
, const struct wined3d_state
*state
,
3664 unsigned int shader_mask
)
3666 struct wined3d_shader_sampler_map_entry
*entry
;
3667 struct wined3d_shader_resource_view
*view
;
3668 struct wined3d_shader
*shader
;
3671 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
3673 if (!(shader_mask
& (1u << i
)))
3676 if (!(shader
= state
->shader
[i
]))
3679 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
3681 if (state
->cb
[i
][j
])
3682 wined3d_buffer_load(state
->cb
[i
][j
], context
, state
);
3685 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
3687 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
3689 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
3692 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3693 wined3d_buffer_load(buffer_from_resource(view
->resource
), context
, state
);
3695 wined3d_texture_load(texture_from_resource(view
->resource
), context
, FALSE
);
3700 static void context_bind_shader_resources(struct wined3d_context
*context
,
3701 const struct wined3d_state
*state
, enum wined3d_shader_type shader_type
)
3703 unsigned int bind_idx
, shader_sampler_count
, base
, count
, i
;
3704 const struct wined3d_device
*device
= context
->device
;
3705 struct wined3d_shader_sampler_map_entry
*entry
;
3706 struct wined3d_shader_resource_view
*view
;
3707 const struct wined3d_shader
*shader
;
3708 struct wined3d_sampler
*sampler
;
3709 const DWORD
*tex_unit_map
;
3711 if (!(shader
= state
->shader
[shader_type
]))
3714 tex_unit_map
= context_get_tex_unit_mapping(context
,
3715 &shader
->reg_maps
.shader_version
, &base
, &count
);
3717 shader_sampler_count
= shader
->reg_maps
.sampler_map
.count
;
3718 if (shader_sampler_count
> count
)
3719 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3720 shader
, shader_sampler_count
, count
);
3721 count
= min(shader_sampler_count
, count
);
3723 for (i
= 0; i
< count
; ++i
)
3725 entry
= &shader
->reg_maps
.sampler_map
.entries
[i
];
3726 bind_idx
= base
+ entry
->bind_idx
;
3728 bind_idx
= tex_unit_map
[bind_idx
];
3730 if (!(view
= state
->shader_resource_view
[shader_type
][entry
->resource_idx
]))
3732 WARN("No resource view bound at index %u, %u.\n", shader_type
, entry
->resource_idx
);
3736 if (entry
->sampler_idx
== WINED3D_SAMPLER_DEFAULT
)
3737 sampler
= device
->default_sampler
;
3738 else if (!(sampler
= state
->sampler
[shader_type
][entry
->sampler_idx
]))
3739 sampler
= device
->null_sampler
;
3740 wined3d_shader_resource_view_bind(view
, bind_idx
, sampler
, context
);
3744 static void context_load_unordered_access_resources(struct wined3d_context
*context
,
3745 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
3747 struct wined3d_unordered_access_view
*view
;
3748 struct wined3d_texture
*texture
;
3749 struct wined3d_buffer
*buffer
;
3752 context
->uses_uavs
= 0;
3757 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
3759 if (!(view
= views
[i
]))
3762 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3764 buffer
= buffer_from_resource(view
->resource
);
3765 wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
);
3766 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_BUFFER
);
3770 texture
= texture_from_resource(view
->resource
);
3771 wined3d_texture_load(texture
, context
, FALSE
);
3772 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3775 context
->uses_uavs
= 1;
3779 static void context_bind_unordered_access_views(struct wined3d_context
*context
,
3780 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
3782 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3783 struct wined3d_unordered_access_view
*view
;
3784 GLuint texture_name
;
3791 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
3793 if (!(view
= views
[i
]))
3795 if (shader
->reg_maps
.uav_resource_info
[i
].type
)
3796 WARN("No unordered access view bound at index %u.\n", i
);
3797 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
3801 if (view
->gl_view
.name
)
3803 texture_name
= view
->gl_view
.name
;
3806 else if (view
->resource
->type
!= WINED3D_RTYPE_BUFFER
)
3808 struct wined3d_texture
*texture
= texture_from_resource(view
->resource
);
3809 texture_name
= wined3d_texture_get_texture_name(texture
, context
, FALSE
);
3810 level
= view
->desc
.u
.texture
.level_idx
;
3814 FIXME("Unsupported buffer unordered access view.\n");
3815 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
3819 GL_EXTCALL(glBindImageTexture(i
, texture_name
, level
, GL_TRUE
, 0, GL_READ_WRITE
,
3820 view
->format
->glInternal
));
3822 if (view
->counter_bo
)
3823 GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER
, i
, view
->counter_bo
));
3825 checkGLcall("Bind unordered access views");
3828 static void context_load_stream_output_buffers(struct wined3d_context
*context
,
3829 const struct wined3d_state
*state
)
3833 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
3835 struct wined3d_buffer
*buffer
;
3836 if (!(buffer
= state
->stream_output
[i
].buffer
))
3839 wined3d_buffer_load(buffer
, context
, state
);
3840 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
3844 /* Context activation is done by the caller. */
3845 BOOL
context_apply_draw_state(struct wined3d_context
*context
,
3846 const struct wined3d_device
*device
, const struct wined3d_state
*state
)
3848 const struct StateEntry
*state_table
= context
->state_table
;
3849 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3850 const struct wined3d_fb_state
*fb
= state
->fb
;
3854 if (!context_validate_rt_config(gl_info
->limits
.buffers
, fb
->render_targets
, fb
->depth_stencil
))
3857 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& isStateDirty(context
, STATE_FRAMEBUFFER
))
3859 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
3862 /* Preload resources before FBO setup. Texture preload in particular may
3863 * result in changes to the current FBO, due to using e.g. FBO blits for
3864 * updating a resource location. */
3865 context_update_tex_unit_map(context
, state
);
3866 context_preload_textures(context
, state
);
3867 context_load_shader_resources(context
, state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
3868 context_load_unordered_access_resources(context
, state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
3869 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
3870 context_load_stream_output_buffers(context
, state
);
3871 /* TODO: Right now the dependency on the vertex shader is necessary
3872 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
3873 * the current VS but maybe it's possible to relax the coupling in some
3874 * situations at least. */
3875 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
)
3876 || isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
)))
3878 context_update_stream_info(context
, state
);
3882 for (i
= 0, map
= context
->stream_info
.use_map
; map
; map
>>= 1, ++i
)
3885 wined3d_buffer_load(state
->streams
[context
->stream_info
.elements
[i
].stream_idx
].buffer
,
3888 /* Loading the buffers above may have invalidated the stream info. */
3889 if (isStateDirty(context
, STATE_STREAMSRC
))
3890 context_update_stream_info(context
, state
);
3892 if (state
->index_buffer
)
3894 if (context
->stream_info
.all_vbo
)
3895 wined3d_buffer_load(state
->index_buffer
, context
, state
);
3897 wined3d_buffer_load_sysmem(state
->index_buffer
, context
);
3900 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
3902 DWORD rep
= context
->dirtyArray
[i
];
3903 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
3904 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
3905 context
->isStateDirty
[idx
] &= ~(1u << shift
);
3906 state_table
[rep
].apply(context
, state
, rep
);
3909 if (context
->shader_update_mask
& ~(1u << WINED3D_SHADER_TYPE_COMPUTE
))
3911 device
->shader_backend
->shader_select(device
->shader_priv
, context
, state
);
3912 context
->shader_update_mask
&= 1u << WINED3D_SHADER_TYPE_COMPUTE
;
3915 if (context
->constant_update_mask
)
3917 device
->shader_backend
->shader_load_constants(device
->shader_priv
, context
, state
);
3918 context
->constant_update_mask
= 0;
3921 if (context
->update_shader_resource_bindings
)
3923 for (i
= 0; i
< WINED3D_SHADER_TYPE_GRAPHICS_COUNT
; ++i
)
3924 context_bind_shader_resources(context
, state
, i
);
3925 context
->update_shader_resource_bindings
= 0;
3926 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
3927 context
->update_compute_shader_resource_bindings
= 1;
3930 if (context
->update_unordered_access_view_bindings
)
3932 context_bind_unordered_access_views(context
,
3933 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
3934 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
3935 context
->update_unordered_access_view_bindings
= 0;
3936 context
->update_compute_unordered_access_view_bindings
= 1;
3939 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3941 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
3944 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
3945 context
->last_was_blit
= FALSE
;
3950 void context_apply_compute_state(struct wined3d_context
*context
,
3951 const struct wined3d_device
*device
, const struct wined3d_state
*state
)
3953 const struct StateEntry
*state_table
= context
->state_table
;
3954 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3955 unsigned int state_id
, i
, j
;
3957 context_load_shader_resources(context
, state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
3958 context_load_unordered_access_resources(context
, state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
3959 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
3961 for (i
= 0, state_id
= STATE_COMPUTE_OFFSET
; i
< ARRAY_SIZE(context
->dirty_compute_states
); ++i
)
3963 for (j
= 0; j
< sizeof(*context
->dirty_compute_states
) * CHAR_BIT
; ++j
, ++state_id
)
3965 if (context
->dirty_compute_states
[i
] & (1u << j
))
3966 state_table
[state_id
].apply(context
, state
, state_id
);
3969 memset(context
->dirty_compute_states
, 0, sizeof(*context
->dirty_compute_states
));
3971 if (context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
))
3973 device
->shader_backend
->shader_select_compute(device
->shader_priv
, context
, state
);
3974 context
->shader_update_mask
&= ~(1u << WINED3D_SHADER_TYPE_COMPUTE
);
3977 if (context
->update_compute_shader_resource_bindings
)
3979 context_bind_shader_resources(context
, state
, WINED3D_SHADER_TYPE_COMPUTE
);
3980 context
->update_compute_shader_resource_bindings
= 0;
3981 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
3982 context
->update_shader_resource_bindings
= 1;
3985 if (context
->update_compute_unordered_access_view_bindings
)
3987 context_bind_unordered_access_views(context
,
3988 state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
3989 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
3990 context
->update_compute_unordered_access_view_bindings
= 0;
3991 context
->update_unordered_access_view_bindings
= 1;
3994 context
->last_was_blit
= FALSE
;
3997 void context_end_transform_feedback(struct wined3d_context
*context
)
3999 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4000 if (context
->transform_feedback_active
)
4002 GL_EXTCALL(glEndTransformFeedback());
4003 checkGLcall("glEndTransformFeedback");
4004 context
->transform_feedback_active
= 0;
4005 context
->transform_feedback_paused
= 0;
4009 static void context_setup_target(struct wined3d_context
*context
,
4010 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4012 BOOL old_render_offscreen
= context
->render_offscreen
, render_offscreen
;
4014 render_offscreen
= wined3d_resource_is_offscreen(&texture
->resource
);
4015 if (context
->current_rt
.texture
== texture
4016 && context
->current_rt
.sub_resource_idx
== sub_resource_idx
4017 && render_offscreen
== old_render_offscreen
)
4020 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
4021 * the alpha blend state changes with different render target formats. */
4022 if (!context
->current_rt
.texture
)
4024 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
4028 const struct wined3d_format
*old
= context
->current_rt
.texture
->resource
.format
;
4029 const struct wined3d_format
*new = texture
->resource
.format
;
4031 if (old
->id
!= new->id
)
4033 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
4034 if ((old
->alpha_size
&& !new->alpha_size
) || (!old
->alpha_size
&& new->alpha_size
)
4035 || !(texture
->resource
.format_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
4036 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
4038 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
4039 if ((context
->current_rt
.texture
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
)
4040 != (texture
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
4041 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
4044 /* When switching away from an offscreen render target, and we're not
4045 * using FBOs, we have to read the drawable into the texture. This is
4046 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
4047 * There are some things that need care though. PreLoad needs a GL context,
4048 * and FindContext is called before the context is activated. It also
4049 * has to be called with the old rendertarget active, otherwise a
4050 * wrong drawable is read. */
4051 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
4052 && old_render_offscreen
&& (context
->current_rt
.texture
!= texture
4053 || context
->current_rt
.sub_resource_idx
!= sub_resource_idx
))
4055 unsigned int prev_sub_resource_idx
= context
->current_rt
.sub_resource_idx
;
4056 struct wined3d_texture
*prev_texture
= context
->current_rt
.texture
;
4058 /* Read the back buffer of the old drawable into the destination texture. */
4059 if (prev_texture
->texture_srgb
.name
)
4060 wined3d_texture_load(prev_texture
, context
, TRUE
);
4061 wined3d_texture_load(prev_texture
, context
, FALSE
);
4062 wined3d_texture_invalidate_location(prev_texture
, prev_sub_resource_idx
, WINED3D_LOCATION_DRAWABLE
);
4066 context
->current_rt
.texture
= texture
;
4067 context
->current_rt
.sub_resource_idx
= sub_resource_idx
;
4068 context_set_render_offscreen(context
, render_offscreen
);
4071 struct wined3d_context
*context_acquire(const struct wined3d_device
*device
,
4072 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4074 struct wined3d_context
*current_context
= context_get_current();
4075 struct wined3d_context
*context
;
4076 BOOL swapchain_texture
;
4078 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device
, texture
, sub_resource_idx
);
4080 wined3d_from_cs(device
->cs
);
4082 if (current_context
&& current_context
->destroyed
)
4083 current_context
= NULL
;
4085 swapchain_texture
= texture
&& texture
->swapchain
;
4089 && current_context
->current_rt
.texture
4090 && current_context
->device
== device
)
4092 texture
= current_context
->current_rt
.texture
;
4093 sub_resource_idx
= current_context
->current_rt
.sub_resource_idx
;
4097 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
4099 if (swapchain
->back_buffers
)
4100 texture
= swapchain
->back_buffers
[0];
4102 texture
= swapchain
->front_buffer
;
4103 sub_resource_idx
= 0;
4107 if (current_context
&& current_context
->current_rt
.texture
== texture
)
4109 context
= current_context
;
4111 else if (swapchain_texture
)
4113 TRACE("Rendering onscreen.\n");
4115 context
= swapchain_get_context(texture
->swapchain
);
4119 TRACE("Rendering offscreen.\n");
4121 /* Stay with the current context if possible. Otherwise use the
4122 * context for the primary swapchain. */
4123 if (current_context
&& current_context
->device
== device
)
4124 context
= current_context
;
4126 context
= swapchain_get_context(device
->swapchains
[0]);
4129 context_enter(context
);
4130 context_update_window(context
);
4131 context_setup_target(context
, texture
, sub_resource_idx
);
4132 if (!context
->valid
)
4135 if (context
!= current_context
)
4137 if (!context_set_current(context
))
4138 ERR("Failed to activate the new context.\n");
4140 else if (context
->needs_set
)
4142 context_set_gl_context(context
);
4148 struct wined3d_context
*context_reacquire(const struct wined3d_device
*device
,
4149 struct wined3d_context
*context
)
4151 struct wined3d_context
*current_context
;
4153 if (!context
|| context
->tid
!= GetCurrentThreadId())
4156 current_context
= context_acquire(device
, context
->current_rt
.texture
,
4157 context
->current_rt
.sub_resource_idx
);
4158 if (current_context
!= context
)
4159 ERR("Acquired context %p instead of %p.\n", current_context
, context
);
4160 return current_context
;