wined3d: Move OpenGL initialisation code to adapter_gl.c.
[wine.git] / dlls / wined3d / context.c
blob21ad11d958638c1bf86d220d17982b83317360ec
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006, 2008 Henri Verbeet
9 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
31 #ifdef HAVE_FLOAT_H
32 # include <float.h>
33 #endif
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous);
41 #define WINED3D_MAX_FBO_ENTRIES 64
42 #define WINED3D_ALL_LAYERS (~0u)
44 static DWORD wined3d_context_tls_idx;
46 /* FBO helper functions */
48 /* Context activation is done by the caller. */
49 static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint fbo)
51 const struct wined3d_gl_info *gl_info = context->gl_info;
53 switch (target)
55 case GL_READ_FRAMEBUFFER:
56 if (context->fbo_read_binding == fbo) return;
57 context->fbo_read_binding = fbo;
58 break;
60 case GL_DRAW_FRAMEBUFFER:
61 if (context->fbo_draw_binding == fbo) return;
62 context->fbo_draw_binding = fbo;
63 break;
65 case GL_FRAMEBUFFER:
66 if (context->fbo_read_binding == fbo
67 && context->fbo_draw_binding == fbo) return;
68 context->fbo_read_binding = fbo;
69 context->fbo_draw_binding = fbo;
70 break;
72 default:
73 FIXME("Unhandled target %#x.\n", target);
74 break;
77 gl_info->fbo_ops.glBindFramebuffer(target, fbo);
78 checkGLcall("glBindFramebuffer()");
81 /* Context activation is done by the caller. */
82 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
84 unsigned int i;
86 for (i = 0; i < gl_info->limits.buffers; ++i)
88 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
89 checkGLcall("glFramebufferTexture2D()");
91 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
98 /* Context activation is done by the caller. */
99 static void context_destroy_fbo(struct wined3d_context *context, GLuint fbo)
101 const struct wined3d_gl_info *gl_info = context->gl_info;
103 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
104 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
105 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
107 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
108 checkGLcall("glDeleteFramebuffers()");
111 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
112 GLenum fbo_target, DWORD flags, GLuint rb)
114 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
116 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
117 checkGLcall("glFramebufferRenderbuffer()");
120 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
122 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
123 checkGLcall("glFramebufferRenderbuffer()");
127 static void context_attach_gl_texture_fbo(struct wined3d_context *context,
128 GLenum fbo_target, GLenum attachment, const struct wined3d_fbo_resource *resource)
130 const struct wined3d_gl_info *gl_info = context->gl_info;
132 if (!resource)
134 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, GL_TEXTURE_2D, 0, 0);
136 else if (resource->layer == WINED3D_ALL_LAYERS)
138 if (!gl_info->fbo_ops.glFramebufferTexture)
140 FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
141 return;
144 gl_info->fbo_ops.glFramebufferTexture(fbo_target, attachment,
145 resource->object, resource->level);
147 else if (resource->target == GL_TEXTURE_1D_ARRAY || resource->target == GL_TEXTURE_2D_ARRAY
148 || resource->target == GL_TEXTURE_3D)
150 if (!gl_info->fbo_ops.glFramebufferTextureLayer)
152 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
153 return;
156 gl_info->fbo_ops.glFramebufferTextureLayer(fbo_target, attachment,
157 resource->object, resource->level, resource->layer);
159 else if (resource->target == GL_TEXTURE_1D)
161 gl_info->fbo_ops.glFramebufferTexture1D(fbo_target, attachment,
162 resource->target, resource->object, resource->level);
164 else
166 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment,
167 resource->target, resource->object, resource->level);
169 checkGLcall("attach texture to fbo");
172 /* Context activation is done by the caller. */
173 static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
174 GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
175 DWORD flags)
177 const struct wined3d_gl_info *gl_info = context->gl_info;
179 if (resource->object)
181 TRACE("Attach depth stencil %u.\n", resource->object);
183 if (rb_namespace)
185 context_attach_depth_stencil_rb(gl_info, fbo_target,
186 flags, resource->object);
188 else
190 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
191 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, resource);
193 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
194 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, resource);
197 if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH))
198 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
200 if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL))
201 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
203 else
205 TRACE("Attach depth stencil 0.\n");
207 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
208 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
212 /* Context activation is done by the caller. */
213 static void context_attach_surface_fbo(struct wined3d_context *context,
214 GLenum fbo_target, DWORD idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
216 const struct wined3d_gl_info *gl_info = context->gl_info;
218 TRACE("Attach GL object %u to %u.\n", resource->object, idx);
220 if (resource->object)
222 if (rb_namespace)
224 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
225 GL_RENDERBUFFER, resource->object);
226 checkGLcall("glFramebufferRenderbuffer()");
228 else
230 context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
233 else
235 context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, NULL);
239 static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, GLenum target,
240 GLenum attachment)
242 static const struct
244 GLenum target;
245 GLenum binding;
246 const char *str;
247 enum wined3d_gl_extension extension;
249 texture_type[] =
251 {GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D, "1d", WINED3D_GL_EXT_NONE},
252 {GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BINDING_1D_ARRAY, "1d-array", EXT_TEXTURE_ARRAY},
253 {GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, "2d", WINED3D_GL_EXT_NONE},
254 {GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BINDING_RECTANGLE_ARB, "rectangle", ARB_TEXTURE_RECTANGLE},
255 {GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, "2d-array" , EXT_TEXTURE_ARRAY},
256 {GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP, "cube", ARB_TEXTURE_CUBE_MAP},
257 {GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BINDING_2D_MULTISAMPLE, "2d-ms", ARB_TEXTURE_MULTISAMPLE},
258 {GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE},
261 GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target;
262 const char *tex_type_str;
263 unsigned int i;
265 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
266 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
267 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
268 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
270 if (type == GL_RENDERBUFFER)
272 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, name);
273 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
274 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
275 if (gl_info->limits.samples > 1)
276 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
277 else
278 samples = 1;
279 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt);
280 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
281 debug_fboattachment(attachment), name, width, height, samples, fmt);
283 else if (type == GL_TEXTURE)
285 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
286 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &level);
287 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
288 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, &face);
290 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
292 GL_EXTCALL(glGetTextureParameteriv(name, GL_TEXTURE_TARGET, &tex_target));
294 for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
296 if (texture_type[i].target == tex_target)
298 tex_type_str = texture_type[i].str;
299 break;
302 if (i == ARRAY_SIZE(texture_type))
303 tex_type_str = wine_dbg_sprintf("%#x", tex_target);
305 else if (face)
307 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &old_texture);
308 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, name);
310 tex_target = GL_TEXTURE_CUBE_MAP;
311 tex_type_str = "cube";
313 else
315 tex_type_str = NULL;
317 for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
319 if (!gl_info->supported[texture_type[i].extension])
320 continue;
322 gl_info->gl_ops.gl.p_glGetIntegerv(texture_type[i].binding, &old_texture);
323 while (gl_info->gl_ops.gl.p_glGetError());
325 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, name);
326 if (!gl_info->gl_ops.gl.p_glGetError())
328 tex_target = texture_type[i].target;
329 tex_type_str = texture_type[i].str;
330 break;
332 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, old_texture);
335 if (!tex_type_str)
337 FIXME("Cannot find type of texture %d.\n", name);
338 return;
342 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
344 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt));
345 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_WIDTH, &width));
346 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_HEIGHT, &height));
347 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_SAMPLES, &samples));
349 else
351 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
352 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_WIDTH, &width);
353 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_HEIGHT, &height);
354 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
355 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_SAMPLES, &samples);
356 else
357 samples = 1;
359 gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture);
362 FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
363 debug_fboattachment(attachment), tex_type_str, name, width, height, samples, fmt);
365 else if (type == GL_NONE)
367 FIXME(" %s: NONE.\n", debug_fboattachment(attachment));
369 else
371 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type);
374 checkGLcall("dump FBO attachment");
377 /* Context activation is done by the caller. */
378 void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
380 const struct wined3d_gl_info *gl_info = context->gl_info;
381 GLenum status;
383 if (!FIXME_ON(d3d))
384 return;
386 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
387 if (status == GL_FRAMEBUFFER_COMPLETE)
389 TRACE("FBO complete.\n");
391 else
393 unsigned int i;
395 FIXME("FBO status %s (%#x).\n", debug_fbostatus(status), status);
397 if (!context->current_fbo)
399 ERR("FBO 0 is incomplete, driver bug?\n");
400 return;
403 context_dump_fbo_attachment(gl_info, target, GL_DEPTH_ATTACHMENT);
404 context_dump_fbo_attachment(gl_info, target, GL_STENCIL_ATTACHMENT);
406 for (i = 0; i < gl_info->limits.buffers; ++i)
407 context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i);
411 static inline DWORD context_generate_rt_mask(GLenum buffer)
413 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
414 return buffer ? (1u << 31) | buffer : 0;
417 static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resource *resource)
419 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
421 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
422 return 0;
425 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource));
428 static inline void context_set_fbo_key_for_render_target(const struct wined3d_context *context,
429 struct wined3d_fbo_entry_key *key, unsigned int idx, const struct wined3d_rendertarget_info *render_target,
430 DWORD location)
432 unsigned int sub_resource_idx = render_target->sub_resource_idx;
433 struct wined3d_resource *resource = render_target->resource;
434 struct wined3d_texture *texture;
436 if (!resource || resource->format->id == WINED3DFMT_NULL || resource->type == WINED3D_RTYPE_BUFFER)
438 if (resource && resource->type == WINED3D_RTYPE_BUFFER)
439 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
440 key->objects[idx].object = 0;
441 key->objects[idx].target = 0;
442 key->objects[idx].level = key->objects[idx].layer = 0;
443 return;
446 if (render_target->gl_view.name)
448 key->objects[idx].object = render_target->gl_view.name;
449 key->objects[idx].target = render_target->gl_view.target;
450 key->objects[idx].level = 0;
451 key->objects[idx].layer = WINED3D_ALL_LAYERS;
452 return;
455 texture = wined3d_texture_from_resource(resource);
456 if (texture->current_renderbuffer)
458 key->objects[idx].object = texture->current_renderbuffer->id;
459 key->objects[idx].target = 0;
460 key->objects[idx].level = key->objects[idx].layer = 0;
461 key->rb_namespace |= 1 << idx;
462 return;
465 key->objects[idx].target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
466 key->objects[idx].level = sub_resource_idx % texture->level_count;
467 key->objects[idx].layer = sub_resource_idx / texture->level_count;
469 if (render_target->layer_count != 1)
470 key->objects[idx].layer = WINED3D_ALL_LAYERS;
472 switch (location)
474 case WINED3D_LOCATION_TEXTURE_RGB:
475 key->objects[idx].object = wined3d_texture_get_texture_name(texture, context, FALSE);
476 break;
478 case WINED3D_LOCATION_TEXTURE_SRGB:
479 key->objects[idx].object = wined3d_texture_get_texture_name(texture, context, TRUE);
480 break;
482 case WINED3D_LOCATION_RB_MULTISAMPLE:
483 key->objects[idx].object = texture->rb_multisample;
484 key->objects[idx].target = 0;
485 key->objects[idx].level = key->objects[idx].layer = 0;
486 key->rb_namespace |= 1 << idx;
487 break;
489 case WINED3D_LOCATION_RB_RESOLVED:
490 key->objects[idx].object = texture->rb_resolved;
491 key->objects[idx].target = 0;
492 key->objects[idx].level = key->objects[idx].layer = 0;
493 key->rb_namespace |= 1 << idx;
494 break;
498 static void context_generate_fbo_key(const struct wined3d_context *context,
499 struct wined3d_fbo_entry_key *key, const struct wined3d_rendertarget_info *render_targets,
500 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
502 unsigned int buffers = context->gl_info->limits.buffers;
503 unsigned int i;
505 key->rb_namespace = 0;
506 context_set_fbo_key_for_render_target(context, key, 0, depth_stencil, ds_location);
508 for (i = 0; i < buffers; ++i)
509 context_set_fbo_key_for_render_target(context, key, i + 1, &render_targets[i], color_location);
511 memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects));
514 static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
515 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
516 DWORD color_location, DWORD ds_location)
518 const struct wined3d_gl_info *gl_info = context->gl_info;
519 struct fbo_entry *entry;
521 entry = heap_alloc(sizeof(*entry));
522 context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
523 entry->flags = 0;
524 if (depth_stencil->resource)
526 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_DEPTH)
527 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
528 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_STENCIL)
529 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
531 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
532 gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
533 checkGLcall("glGenFramebuffers()");
534 TRACE("Created FBO %u.\n", entry->id);
536 return entry;
539 /* Context activation is done by the caller. */
540 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
541 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
542 DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
544 const struct wined3d_gl_info *gl_info = context->gl_info;
546 context_bind_fbo(context, target, entry->id);
547 context_clean_fbo_attachments(gl_info, target);
549 context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
550 entry->flags = 0;
551 if (depth_stencil->resource)
553 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_DEPTH)
554 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
555 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_STENCIL)
556 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
560 /* Context activation is done by the caller. */
561 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
563 if (entry->id)
565 TRACE("Destroy FBO %u.\n", entry->id);
566 context_destroy_fbo(context, entry->id);
568 --context->fbo_entry_count;
569 list_remove(&entry->entry);
570 heap_free(entry);
573 /* Context activation is done by the caller. */
574 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
575 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
576 DWORD color_location, DWORD ds_location)
578 static const struct wined3d_rendertarget_info ds_null = {{0}};
579 const struct wined3d_gl_info *gl_info = context->gl_info;
580 struct wined3d_texture *rt_texture, *ds_texture;
581 struct wined3d_fbo_entry_key fbo_key;
582 unsigned int i, ds_level, rt_level;
583 struct fbo_entry *entry;
585 if (depth_stencil->resource && depth_stencil->resource->type != WINED3D_RTYPE_BUFFER
586 && render_targets[0].resource && render_targets[0].resource->type != WINED3D_RTYPE_BUFFER)
588 rt_texture = wined3d_texture_from_resource(render_targets[0].resource);
589 rt_level = render_targets[0].sub_resource_idx % rt_texture->level_count;
590 ds_texture = wined3d_texture_from_resource(depth_stencil->resource);
591 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
593 if (wined3d_texture_get_level_width(ds_texture, ds_level)
594 < wined3d_texture_get_level_width(rt_texture, rt_level)
595 || wined3d_texture_get_level_height(ds_texture, ds_level)
596 < wined3d_texture_get_level_height(rt_texture, rt_level))
598 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
599 depth_stencil = &ds_null;
601 else if (ds_texture->resource.multisample_type != rt_texture->resource.multisample_type
602 || ds_texture->resource.multisample_quality != rt_texture->resource.multisample_quality)
604 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
605 rt_texture->resource.multisample_type, rt_texture->resource.multisample_quality,
606 ds_texture->resource.multisample_type, ds_texture->resource.multisample_quality);
607 depth_stencil = &ds_null;
609 else if (depth_stencil->resource->type == WINED3D_RTYPE_TEXTURE_2D)
611 wined3d_texture_set_compatible_renderbuffer(ds_texture, ds_level, &render_targets[0]);
615 context_generate_fbo_key(context, &fbo_key, render_targets, depth_stencil, color_location, ds_location);
617 if (TRACE_ON(d3d))
619 struct wined3d_resource *resource;
620 unsigned int width, height;
621 const char *resource_type;
623 TRACE("Dumping FBO attachments:\n");
624 for (i = 0; i < gl_info->limits.buffers; ++i)
626 if ((resource = render_targets[i].resource))
628 if (resource->type == WINED3D_RTYPE_BUFFER)
630 width = resource->size;
631 height = 1;
632 resource_type = "buffer";
634 else
636 rt_texture = wined3d_texture_from_resource(resource);
637 rt_level = render_targets[i].sub_resource_idx % rt_texture->level_count;
638 width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level);
639 height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level);
640 resource_type = "texture";
643 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
644 i, resource, render_targets[i].sub_resource_idx, debug_d3dformat(resource->format->id),
645 fbo_key.rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type,
646 fbo_key.objects[i + 1].object, width, height, resource->multisample_type);
649 if ((resource = depth_stencil->resource))
651 if (resource->type == WINED3D_RTYPE_BUFFER)
653 width = resource->size;
654 height = 1;
655 resource_type = "buffer";
657 else
659 ds_texture = wined3d_texture_from_resource(resource);
660 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
661 width = wined3d_texture_get_level_pow2_width(ds_texture, ds_level);
662 height = wined3d_texture_get_level_pow2_height(ds_texture, ds_level);
663 resource_type = "texture";
666 TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
667 resource, depth_stencil->sub_resource_idx, debug_d3dformat(resource->format->id),
668 fbo_key.rb_namespace & (1 << 0) ? "renderbuffer" : resource_type,
669 fbo_key.objects[0].object, width, height, resource->multisample_type);
673 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
675 if (memcmp(&fbo_key, &entry->key, sizeof(fbo_key)))
676 continue;
678 list_remove(&entry->entry);
679 list_add_head(&context->fbo_list, &entry->entry);
680 return entry;
683 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
685 entry = context_create_fbo_entry(context, render_targets, depth_stencil, color_location, ds_location);
686 list_add_head(&context->fbo_list, &entry->entry);
687 ++context->fbo_entry_count;
689 else
691 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
692 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, color_location, ds_location, entry);
693 list_remove(&entry->entry);
694 list_add_head(&context->fbo_list, &entry->entry);
697 return entry;
700 /* Context activation is done by the caller. */
701 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
703 const struct wined3d_gl_info *gl_info = context->gl_info;
704 GLuint read_binding, draw_binding;
705 unsigned int i;
707 if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
709 context_bind_fbo(context, target, entry->id);
710 return;
713 read_binding = context->fbo_read_binding;
714 draw_binding = context->fbo_draw_binding;
715 context_bind_fbo(context, GL_FRAMEBUFFER, entry->id);
717 if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
719 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
720 GL_FRAMEBUFFER_DEFAULT_WIDTH, gl_info->limits.framebuffer_width));
721 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
722 GL_FRAMEBUFFER_DEFAULT_HEIGHT, gl_info->limits.framebuffer_height));
723 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1));
724 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1));
727 /* Apply render targets */
728 for (i = 0; i < gl_info->limits.buffers; ++i)
730 context_attach_surface_fbo(context, target, i, &entry->key.objects[i + 1],
731 entry->key.rb_namespace & (1 << (i + 1)));
734 context_attach_depth_stencil_fbo(context, target, &entry->key.objects[0],
735 entry->key.rb_namespace & 0x1, entry->flags);
737 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
738 * GL contexts requirements. */
739 gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
740 context_set_draw_buffer(context, GL_NONE);
741 if (target != GL_FRAMEBUFFER)
743 if (target == GL_READ_FRAMEBUFFER)
744 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, draw_binding);
745 else
746 context_bind_fbo(context, GL_READ_FRAMEBUFFER, read_binding);
749 entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
752 /* Context activation is done by the caller. */
753 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
754 const struct wined3d_rendertarget_info *render_targets,
755 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
757 struct fbo_entry *entry, *entry2;
759 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
761 context_destroy_fbo_entry(context, entry);
764 if (context->rebind_fbo)
766 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
767 context->rebind_fbo = FALSE;
770 if (color_location == WINED3D_LOCATION_DRAWABLE)
772 context->current_fbo = NULL;
773 context_bind_fbo(context, target, 0);
775 else
777 context->current_fbo = context_find_fbo_entry(context, target,
778 render_targets, depth_stencil, color_location, ds_location);
779 context_apply_fbo_entry(context, target, context->current_fbo);
783 /* Context activation is done by the caller. */
784 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
785 struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
786 struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location)
788 struct wined3d_rendertarget_info ds_info = {{0}};
790 memset(context->blit_targets, 0, sizeof(context->blit_targets));
791 if (rt)
793 context->blit_targets[0].resource = rt;
794 context->blit_targets[0].sub_resource_idx = rt_sub_resource_idx;
795 context->blit_targets[0].layer_count = 1;
798 if (ds)
800 ds_info.resource = ds;
801 ds_info.sub_resource_idx = ds_sub_resource_idx;
802 ds_info.layer_count = 1;
805 context_apply_fbo_state(context, target, context->blit_targets, &ds_info, location, location);
808 /* Context activation is done by the caller. */
809 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
811 const struct wined3d_gl_info *gl_info = context->gl_info;
813 if (context->free_occlusion_query_count)
815 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
817 else
819 if (gl_info->supported[ARB_OCCLUSION_QUERY])
821 GL_EXTCALL(glGenQueries(1, &query->id));
822 checkGLcall("glGenQueries");
824 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
826 else
828 WARN("Occlusion queries not supported, not allocating query id.\n");
829 query->id = 0;
833 query->context = context;
834 list_add_head(&context->occlusion_queries, &query->entry);
837 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
839 struct wined3d_context *context = query->context;
841 list_remove(&query->entry);
842 query->context = NULL;
844 if (!wined3d_array_reserve((void **)&context->free_occlusion_queries,
845 &context->free_occlusion_query_size, context->free_occlusion_query_count + 1,
846 sizeof(*context->free_occlusion_queries)))
848 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
849 return;
852 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
855 /* Context activation is done by the caller. */
856 void context_alloc_fence(struct wined3d_context *context, struct wined3d_fence *fence)
858 const struct wined3d_gl_info *gl_info = context->gl_info;
860 if (context->free_fence_count)
862 fence->object = context->free_fences[--context->free_fence_count];
864 else
866 if (gl_info->supported[ARB_SYNC])
868 /* Using ARB_sync, not much to do here. */
869 fence->object.sync = NULL;
870 TRACE("Allocated sync object in context %p.\n", context);
872 else if (gl_info->supported[APPLE_FENCE])
874 GL_EXTCALL(glGenFencesAPPLE(1, &fence->object.id));
875 checkGLcall("glGenFencesAPPLE");
877 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context);
879 else if(gl_info->supported[NV_FENCE])
881 GL_EXTCALL(glGenFencesNV(1, &fence->object.id));
882 checkGLcall("glGenFencesNV");
884 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context);
886 else
888 WARN("Fences not supported, not allocating fence.\n");
889 fence->object.id = 0;
893 fence->context = context;
894 list_add_head(&context->fences, &fence->entry);
897 void context_free_fence(struct wined3d_fence *fence)
899 struct wined3d_context *context = fence->context;
901 list_remove(&fence->entry);
902 fence->context = NULL;
904 if (!wined3d_array_reserve((void **)&context->free_fences,
905 &context->free_fence_size, context->free_fence_count + 1,
906 sizeof(*context->free_fences)))
908 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence->object.id, context);
909 return;
912 context->free_fences[context->free_fence_count++] = fence->object;
915 /* Context activation is done by the caller. */
916 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query)
918 const struct wined3d_gl_info *gl_info = context->gl_info;
920 if (context->free_timestamp_query_count)
922 query->id = context->free_timestamp_queries[--context->free_timestamp_query_count];
924 else
926 GL_EXTCALL(glGenQueries(1, &query->id));
927 checkGLcall("glGenQueries");
929 TRACE("Allocated timestamp query %u in context %p.\n", query->id, context);
932 query->context = context;
933 list_add_head(&context->timestamp_queries, &query->entry);
936 void context_free_timestamp_query(struct wined3d_timestamp_query *query)
938 struct wined3d_context *context = query->context;
940 list_remove(&query->entry);
941 query->context = NULL;
943 if (!wined3d_array_reserve((void **)&context->free_timestamp_queries,
944 &context->free_timestamp_query_size, context->free_timestamp_query_count + 1,
945 sizeof(*context->free_timestamp_queries)))
947 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
948 return;
951 context->free_timestamp_queries[context->free_timestamp_query_count++] = query->id;
954 void context_alloc_so_statistics_query(struct wined3d_context *context,
955 struct wined3d_so_statistics_query *query)
957 const struct wined3d_gl_info *gl_info = context->gl_info;
959 if (context->free_so_statistics_query_count)
961 query->u = context->free_so_statistics_queries[--context->free_so_statistics_query_count];
963 else
965 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
966 checkGLcall("glGenQueries");
968 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
969 query->u.id[0], query->u.id[1], context);
972 query->context = context;
973 list_add_head(&context->so_statistics_queries, &query->entry);
976 void context_free_so_statistics_query(struct wined3d_so_statistics_query *query)
978 struct wined3d_context *context = query->context;
980 list_remove(&query->entry);
981 query->context = NULL;
983 if (!wined3d_array_reserve((void **)&context->free_so_statistics_queries,
984 &context->free_so_statistics_query_size, context->free_so_statistics_query_count + 1,
985 sizeof(*context->free_so_statistics_queries)))
987 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
988 query->u.id[0], query->u.id[1], context);
989 return;
992 context->free_so_statistics_queries[context->free_so_statistics_query_count++] = query->u;
995 void context_alloc_pipeline_statistics_query(struct wined3d_context *context,
996 struct wined3d_pipeline_statistics_query *query)
998 const struct wined3d_gl_info *gl_info = context->gl_info;
1000 if (context->free_pipeline_statistics_query_count)
1002 query->u = context->free_pipeline_statistics_queries[--context->free_pipeline_statistics_query_count];
1004 else
1006 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
1007 checkGLcall("glGenQueries");
1010 query->context = context;
1011 list_add_head(&context->pipeline_statistics_queries, &query->entry);
1014 void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query)
1016 struct wined3d_context *context = query->context;
1018 list_remove(&query->entry);
1019 query->context = NULL;
1021 if (!wined3d_array_reserve((void **)&context->free_pipeline_statistics_queries,
1022 &context->free_pipeline_statistics_query_size, context->free_pipeline_statistics_query_count + 1,
1023 sizeof(*context->free_pipeline_statistics_queries)))
1025 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context);
1026 return;
1029 context->free_pipeline_statistics_queries[context->free_pipeline_statistics_query_count++] = query->u;
1032 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
1034 static void context_enum_fbo_entries(const struct wined3d_device *device,
1035 GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
1037 unsigned int i, j;
1039 for (i = 0; i < device->context_count; ++i)
1041 struct wined3d_context *context = device->contexts[i];
1042 const struct wined3d_gl_info *gl_info = context->gl_info;
1043 struct fbo_entry *entry, *entry2;
1045 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
1047 for (j = 0; j < gl_info->limits.buffers + 1; ++j)
1049 if (entry->key.objects[j].object == name
1050 && !(entry->key.rb_namespace & (1 << j)) == !rb_namespace)
1052 callback(context, entry);
1053 break;
1060 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
1062 list_remove(&entry->entry);
1063 list_add_head(&context->fbo_destroy_list, &entry->entry);
1066 void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource)
1068 unsigned int i;
1070 if (!device->d3d_initialized)
1071 return;
1073 for (i = 0; i < device->context_count; ++i)
1075 struct wined3d_context *context = device->contexts[i];
1077 if (&context->current_rt.texture->resource == resource)
1079 context->current_rt.texture = NULL;
1080 context->current_rt.sub_resource_idx = 0;
1085 void context_gl_resource_released(struct wined3d_device *device,
1086 GLuint name, BOOL rb_namespace)
1088 context_enum_fbo_entries(device, name, rb_namespace, context_queue_fbo_entry_destruction);
1091 void context_texture_update(struct wined3d_context *context, const struct wined3d_texture *texture)
1093 const struct wined3d_gl_info *gl_info = context->gl_info;
1094 struct fbo_entry *entry = context->current_fbo;
1095 unsigned int i;
1097 if (!entry || context->rebind_fbo) return;
1099 for (i = 0; i < gl_info->limits.buffers + 1; ++i)
1101 if (texture->texture_rgb.name == entry->key.objects[i].object
1102 || texture->texture_srgb.name == entry->key.objects[i].object)
1104 TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture, i);
1105 context->rebind_fbo = TRUE;
1106 return;
1111 static BOOL context_restore_pixel_format(struct wined3d_context *ctx)
1113 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1114 BOOL ret = FALSE;
1116 if (ctx->restore_pf && IsWindow(ctx->restore_pf_win))
1118 if (ctx->gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1120 HDC dc = GetDCEx(ctx->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
1121 if (dc)
1123 if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, ctx->restore_pf))))
1125 ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
1126 ctx->restore_pf, ctx->restore_pf_win);
1128 ReleaseDC(ctx->restore_pf_win, dc);
1131 else
1133 ERR("can't restore pixel format %d on window %p\n", ctx->restore_pf, ctx->restore_pf_win);
1137 ctx->restore_pf = 0;
1138 ctx->restore_pf_win = NULL;
1139 return ret;
1142 static BOOL context_set_pixel_format(struct wined3d_context *context)
1144 const struct wined3d_gl_info *gl_info = context->gl_info;
1145 BOOL private = context->hdc_is_private;
1146 int format = context->pixel_format;
1147 HDC dc = context->hdc;
1148 int current;
1150 if (private && context->hdc_has_format)
1151 return TRUE;
1153 if (!private && WindowFromDC(dc) != context->win_handle)
1154 return FALSE;
1156 current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc);
1157 if (current == format) goto success;
1159 if (!current)
1161 if (!SetPixelFormat(dc, format, NULL))
1163 /* This may also happen if the dc belongs to a destroyed window. */
1164 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
1165 format, dc, GetLastError());
1166 return FALSE;
1169 context->restore_pf = 0;
1170 context->restore_pf_win = private ? NULL : WindowFromDC(dc);
1171 goto success;
1174 /* By default WGL doesn't allow pixel format adjustments but we need it
1175 * here. For this reason there's a Wine specific wglSetPixelFormat()
1176 * which allows us to set the pixel format multiple times. Only use it
1177 * when really needed. */
1178 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1180 HWND win;
1182 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
1184 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1185 format, dc);
1186 return FALSE;
1189 win = private ? NULL : WindowFromDC(dc);
1190 if (win != context->restore_pf_win)
1192 context_restore_pixel_format(context);
1194 context->restore_pf = private ? 0 : current;
1195 context->restore_pf_win = win;
1198 goto success;
1201 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1202 * continue using the old format. There's a big chance that the old
1203 * format works although with a performance hit and perhaps rendering
1204 * errors. */
1205 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1206 format, dc, current);
1207 return TRUE;
1209 success:
1210 if (private)
1211 context->hdc_has_format = TRUE;
1212 return TRUE;
1215 static BOOL context_set_gl_context(struct wined3d_context *ctx)
1217 struct wined3d_swapchain *swapchain = ctx->swapchain;
1218 BOOL backup = FALSE;
1220 if (!context_set_pixel_format(ctx))
1222 WARN("Failed to set pixel format %d on device context %p.\n",
1223 ctx->pixel_format, ctx->hdc);
1224 backup = TRUE;
1227 if (backup || !wglMakeCurrent(ctx->hdc, ctx->glCtx))
1229 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1230 ctx->glCtx, ctx->hdc, GetLastError());
1231 ctx->valid = 0;
1232 WARN("Trying fallback to the backup window.\n");
1234 /* FIXME: If the context is destroyed it's no longer associated with
1235 * a swapchain, so we can't use the swapchain to get a backup dc. To
1236 * make this work windowless contexts would need to be handled by the
1237 * device. */
1238 if (ctx->destroyed || !swapchain)
1240 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx);
1241 context_set_current(NULL);
1242 return FALSE;
1245 if (!(ctx->hdc = swapchain_get_backup_dc(swapchain)))
1247 context_set_current(NULL);
1248 return FALSE;
1251 ctx->hdc_is_private = TRUE;
1252 ctx->hdc_has_format = FALSE;
1254 if (!context_set_pixel_format(ctx))
1256 ERR("Failed to set pixel format %d on device context %p.\n",
1257 ctx->pixel_format, ctx->hdc);
1258 context_set_current(NULL);
1259 return FALSE;
1262 if (!wglMakeCurrent(ctx->hdc, ctx->glCtx))
1264 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1265 ctx->hdc, GetLastError());
1266 context_set_current(NULL);
1267 return FALSE;
1270 ctx->valid = 1;
1272 ctx->needs_set = 0;
1273 return TRUE;
1276 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
1278 if (!wglMakeCurrent(dc, gl_ctx))
1280 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1281 gl_ctx, dc, GetLastError());
1282 context_set_current(NULL);
1286 static void context_update_window(struct wined3d_context *context)
1288 if (!context->swapchain)
1289 return;
1291 if (context->win_handle == context->swapchain->win_handle)
1292 return;
1294 TRACE("Updating context %p window from %p to %p.\n",
1295 context, context->win_handle, context->swapchain->win_handle);
1297 if (context->hdc)
1298 wined3d_release_dc(context->win_handle, context->hdc);
1300 context->win_handle = context->swapchain->win_handle;
1301 context->hdc_is_private = FALSE;
1302 context->hdc_has_format = FALSE;
1303 context->needs_set = 1;
1304 context->valid = 1;
1306 if (!(context->hdc = GetDCEx(context->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
1308 ERR("Failed to get a device context for window %p.\n", context->win_handle);
1309 context->valid = 0;
1313 static void context_destroy_gl_resources(struct wined3d_context *context)
1315 struct wined3d_pipeline_statistics_query *pipeline_statistics_query;
1316 const struct wined3d_gl_info *gl_info = context->gl_info;
1317 struct wined3d_so_statistics_query *so_statistics_query;
1318 struct wined3d_timestamp_query *timestamp_query;
1319 struct wined3d_occlusion_query *occlusion_query;
1320 struct fbo_entry *entry, *entry2;
1321 struct wined3d_fence *fence;
1322 HGLRC restore_ctx;
1323 HDC restore_dc;
1324 unsigned int i;
1326 restore_ctx = wglGetCurrentContext();
1327 restore_dc = wglGetCurrentDC();
1329 if (restore_ctx == context->glCtx)
1330 restore_ctx = NULL;
1331 else if (context->valid)
1332 context_set_gl_context(context);
1334 LIST_FOR_EACH_ENTRY(so_statistics_query, &context->so_statistics_queries,
1335 struct wined3d_so_statistics_query, entry)
1337 if (context->valid)
1338 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query->u.id), so_statistics_query->u.id));
1339 so_statistics_query->context = NULL;
1342 LIST_FOR_EACH_ENTRY(pipeline_statistics_query, &context->pipeline_statistics_queries,
1343 struct wined3d_pipeline_statistics_query, entry)
1345 if (context->valid)
1346 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query->u.id), pipeline_statistics_query->u.id));
1347 pipeline_statistics_query->context = NULL;
1350 LIST_FOR_EACH_ENTRY(timestamp_query, &context->timestamp_queries, struct wined3d_timestamp_query, entry)
1352 if (context->valid)
1353 GL_EXTCALL(glDeleteQueries(1, &timestamp_query->id));
1354 timestamp_query->context = NULL;
1357 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
1359 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
1360 GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
1361 occlusion_query->context = NULL;
1364 LIST_FOR_EACH_ENTRY(fence, &context->fences, struct wined3d_fence, entry)
1366 if (context->valid)
1368 if (gl_info->supported[ARB_SYNC])
1370 if (fence->object.sync)
1371 GL_EXTCALL(glDeleteSync(fence->object.sync));
1373 else if (gl_info->supported[APPLE_FENCE])
1375 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence->object.id));
1377 else if (gl_info->supported[NV_FENCE])
1379 GL_EXTCALL(glDeleteFencesNV(1, &fence->object.id));
1382 fence->context = NULL;
1385 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
1387 if (!context->valid) entry->id = 0;
1388 context_destroy_fbo_entry(context, entry);
1391 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
1393 if (!context->valid) entry->id = 0;
1394 context_destroy_fbo_entry(context, entry);
1397 if (context->valid)
1399 if (context->dummy_arbfp_prog)
1401 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
1404 if (gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY])
1406 for (i = 0; i < context->free_so_statistics_query_count; ++i)
1408 union wined3d_gl_so_statistics_query *q = &context->free_so_statistics_queries[i];
1409 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1413 if (gl_info->supported[ARB_PIPELINE_STATISTICS_QUERY])
1415 for (i = 0; i < context->free_pipeline_statistics_query_count; ++i)
1417 union wined3d_gl_pipeline_statistics_query *q = &context->free_pipeline_statistics_queries[i];
1418 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1422 if (gl_info->supported[ARB_TIMER_QUERY])
1423 GL_EXTCALL(glDeleteQueries(context->free_timestamp_query_count, context->free_timestamp_queries));
1425 if (gl_info->supported[ARB_OCCLUSION_QUERY])
1426 GL_EXTCALL(glDeleteQueries(context->free_occlusion_query_count, context->free_occlusion_queries));
1428 if (gl_info->supported[ARB_SYNC])
1430 for (i = 0; i < context->free_fence_count; ++i)
1432 GL_EXTCALL(glDeleteSync(context->free_fences[i].sync));
1435 else if (gl_info->supported[APPLE_FENCE])
1437 for (i = 0; i < context->free_fence_count; ++i)
1439 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_fences[i].id));
1442 else if (gl_info->supported[NV_FENCE])
1444 for (i = 0; i < context->free_fence_count; ++i)
1446 GL_EXTCALL(glDeleteFencesNV(1, &context->free_fences[i].id));
1450 if (context->blit_vbo)
1451 GL_EXTCALL(glDeleteBuffers(1, &context->blit_vbo));
1453 checkGLcall("context cleanup");
1456 heap_free(context->free_so_statistics_queries);
1457 heap_free(context->free_pipeline_statistics_queries);
1458 heap_free(context->free_timestamp_queries);
1459 heap_free(context->free_occlusion_queries);
1460 heap_free(context->free_fences);
1462 context_restore_pixel_format(context);
1463 if (restore_ctx)
1465 context_restore_gl_context(gl_info, restore_dc, restore_ctx);
1467 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
1469 ERR("Failed to disable GL context.\n");
1472 wined3d_release_dc(context->win_handle, context->hdc);
1474 if (!wglDeleteContext(context->glCtx))
1476 DWORD err = GetLastError();
1477 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
1481 DWORD context_get_tls_idx(void)
1483 return wined3d_context_tls_idx;
1486 void context_set_tls_idx(DWORD idx)
1488 wined3d_context_tls_idx = idx;
1491 struct wined3d_context *context_get_current(void)
1493 return TlsGetValue(wined3d_context_tls_idx);
1496 BOOL context_set_current(struct wined3d_context *ctx)
1498 struct wined3d_context *old = context_get_current();
1500 if (old == ctx)
1502 TRACE("Already using D3D context %p.\n", ctx);
1503 return TRUE;
1506 if (old)
1508 if (old->destroyed)
1510 TRACE("Switching away from destroyed context %p.\n", old);
1511 context_destroy_gl_resources(old);
1512 heap_free((void *)old->gl_info);
1513 heap_free(old);
1515 else
1517 if (wglGetCurrentContext())
1519 const struct wined3d_gl_info *gl_info = old->gl_info;
1520 TRACE("Flushing context %p before switching to %p.\n", old, ctx);
1521 gl_info->gl_ops.gl.p_glFlush();
1523 old->current = 0;
1527 if (ctx)
1529 if (!ctx->valid)
1531 ERR("Trying to make invalid context %p current\n", ctx);
1532 return FALSE;
1535 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1536 if (!context_set_gl_context(ctx))
1537 return FALSE;
1538 ctx->current = 1;
1540 else if (wglGetCurrentContext())
1542 TRACE("Clearing current D3D context.\n");
1543 if (!wglMakeCurrent(NULL, NULL))
1545 DWORD err = GetLastError();
1546 ERR("Failed to clear current GL context, last error %#x.\n", err);
1547 TlsSetValue(wined3d_context_tls_idx, NULL);
1548 return FALSE;
1552 return TlsSetValue(wined3d_context_tls_idx, ctx);
1555 void context_release(struct wined3d_context *context)
1557 TRACE("Releasing context %p, level %u.\n", context, context->level);
1559 if (WARN_ON(d3d))
1561 if (!context->level)
1562 WARN("Context %p is not active.\n", context);
1563 else if (context != context_get_current())
1564 WARN("Context %p is not the current context.\n", context);
1567 if (!--context->level)
1569 if (context_restore_pixel_format(context))
1570 context->needs_set = 1;
1571 if (context->restore_ctx)
1573 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1574 context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx);
1575 context->restore_ctx = NULL;
1576 context->restore_dc = NULL;
1579 if (context->destroy_delayed)
1581 TRACE("Destroying context %p.\n", context);
1582 context_destroy(context->device, context);
1587 /* This is used when a context for render target A is active, but a separate context is
1588 * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
1589 * A to avoid breaking caller code. */
1590 void context_restore(struct wined3d_context *context, struct wined3d_texture *texture, unsigned int sub_resource_idx)
1592 if (context->current_rt.texture != texture || context->current_rt.sub_resource_idx != sub_resource_idx)
1594 context_release(context);
1595 context = context_acquire(texture->resource.device, texture, sub_resource_idx);
1598 context_release(context);
1601 static void context_enter(struct wined3d_context *context)
1603 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1605 if (!context->level++)
1607 const struct wined3d_context *current_context = context_get_current();
1608 HGLRC current_gl = wglGetCurrentContext();
1610 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1612 TRACE("Another GL context (%p on device context %p) is already current.\n",
1613 current_gl, wglGetCurrentDC());
1614 context->restore_ctx = current_gl;
1615 context->restore_dc = wglGetCurrentDC();
1616 context->needs_set = 1;
1618 else if (!context->needs_set && !(context->hdc_is_private && context->hdc_has_format)
1619 && context->pixel_format != context->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context->hdc))
1620 context->needs_set = 1;
1624 void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id)
1626 DWORD representative = context->state_table[state_id].representative - STATE_COMPUTE_OFFSET;
1627 unsigned int index, shift;
1629 index = representative / (sizeof(*context->dirty_compute_states) * CHAR_BIT);
1630 shift = representative & (sizeof(*context->dirty_compute_states) * CHAR_BIT - 1);
1631 context->dirty_compute_states[index] |= (1u << shift);
1634 void context_invalidate_state(struct wined3d_context *context, DWORD state)
1636 DWORD rep = context->state_table[state].representative;
1637 DWORD idx;
1638 BYTE shift;
1640 if (isStateDirty(context, rep)) return;
1642 context->dirtyArray[context->numDirtyEntries++] = rep;
1643 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1644 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1645 context->isStateDirty[idx] |= (1u << shift);
1648 /* This function takes care of wined3d pixel format selection. */
1649 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1650 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1651 BOOL auxBuffers)
1653 unsigned int cfg_count = device->adapter->cfg_count;
1654 unsigned int current_value;
1655 PIXELFORMATDESCRIPTOR pfd;
1656 int iPixelFormat = 0;
1657 unsigned int i;
1659 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x.\n",
1660 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1661 auxBuffers);
1663 current_value = 0;
1664 for (i = 0; i < cfg_count; ++i)
1666 const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1667 unsigned int value;
1669 /* For now only accept RGBA formats. Perhaps some day we will
1670 * allow floating point formats for pbuffers. */
1671 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1672 continue;
1673 /* In window mode we need a window drawable format and double buffering. */
1674 if (!(cfg->windowDrawable && cfg->doubleBuffer))
1675 continue;
1676 if (cfg->redSize < color_format->red_size)
1677 continue;
1678 if (cfg->greenSize < color_format->green_size)
1679 continue;
1680 if (cfg->blueSize < color_format->blue_size)
1681 continue;
1682 if (cfg->alphaSize < color_format->alpha_size)
1683 continue;
1684 if (cfg->depthSize < ds_format->depth_size)
1685 continue;
1686 if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size)
1687 continue;
1688 /* Check multisampling support. */
1689 if (cfg->numSamples)
1690 continue;
1692 value = 1;
1693 /* We try to locate a format which matches our requirements exactly. In case of
1694 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1695 if (cfg->depthSize == ds_format->depth_size)
1696 value += 1;
1697 if (cfg->stencilSize == ds_format->stencil_size)
1698 value += 2;
1699 if (cfg->alphaSize == color_format->alpha_size)
1700 value += 4;
1701 /* We like to have aux buffers in backbuffer mode */
1702 if (auxBuffers && cfg->auxBuffers)
1703 value += 8;
1704 if (cfg->redSize == color_format->red_size
1705 && cfg->greenSize == color_format->green_size
1706 && cfg->blueSize == color_format->blue_size)
1707 value += 16;
1709 if (value > current_value)
1711 iPixelFormat = cfg->iPixelFormat;
1712 current_value = value;
1716 if (!iPixelFormat)
1718 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1720 memset(&pfd, 0, sizeof(pfd));
1721 pfd.nSize = sizeof(pfd);
1722 pfd.nVersion = 1;
1723 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1724 pfd.iPixelType = PFD_TYPE_RGBA;
1725 pfd.cAlphaBits = color_format->alpha_size;
1726 pfd.cColorBits = color_format->red_size + color_format->green_size
1727 + color_format->blue_size + color_format->alpha_size;
1728 pfd.cDepthBits = ds_format->depth_size;
1729 pfd.cStencilBits = ds_format->stencil_size;
1730 pfd.iLayerType = PFD_MAIN_PLANE;
1732 if (!(iPixelFormat = ChoosePixelFormat(hdc, &pfd)))
1734 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1735 ERR("Can't find a suitable pixel format.\n");
1736 return 0;
1740 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1741 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1742 return iPixelFormat;
1745 /* Context activation is done by the caller. */
1746 void context_bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
1748 const struct wined3d_dummy_textures *textures = &context->device->dummy_textures;
1749 const struct wined3d_gl_info *gl_info = context->gl_info;
1750 unsigned int i;
1752 for (i = 0; i < gl_info->limits.combined_samplers; ++i)
1754 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
1756 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
1757 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
1759 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1760 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
1762 if (gl_info->supported[EXT_TEXTURE3D])
1763 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
1765 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1766 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
1768 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
1769 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
1771 if (gl_info->supported[EXT_TEXTURE_ARRAY])
1773 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
1774 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
1777 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
1778 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
1780 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
1782 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
1783 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
1787 checkGLcall("bind dummy textures");
1790 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1791 const char *file, unsigned int line, const char *name)
1793 GLint err;
1795 if (gl_info->supported[ARB_DEBUG_OUTPUT] || (err = gl_info->gl_ops.gl.p_glGetError()) == GL_NO_ERROR)
1797 TRACE("%s call ok %s / %u.\n", name, file, line);
1798 return;
1803 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1804 debug_glerror(err), err, name, file,line);
1805 err = gl_info->gl_ops.gl.p_glGetError();
1806 } while (err != GL_NO_ERROR);
1809 static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
1811 return gl_info->supported[ARB_DEBUG_OUTPUT]
1812 && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
1815 static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
1816 GLenum severity, GLsizei length, const char *message, void *ctx)
1818 switch (type)
1820 case GL_DEBUG_TYPE_ERROR_ARB:
1821 ERR("%p: %s.\n", ctx, debugstr_an(message, length));
1822 break;
1824 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
1825 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
1826 case GL_DEBUG_TYPE_PORTABILITY_ARB:
1827 FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
1828 break;
1830 case GL_DEBUG_TYPE_PERFORMANCE_ARB:
1831 WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
1832 break;
1834 default:
1835 FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
1836 break;
1840 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx)
1842 HGLRC ctx;
1843 unsigned int ctx_attrib_idx = 0;
1844 GLint ctx_attribs[7], ctx_flags = 0;
1846 if (context_debug_output_enabled(gl_info))
1847 ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB;
1848 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
1849 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16;
1850 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB;
1851 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff;
1852 if (ctx_flags)
1854 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1855 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1857 ctx_attribs[ctx_attrib_idx] = 0;
1859 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1861 if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
1863 if (ctx_flags)
1865 ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1866 ctx_attribs[ctx_attrib_idx - 1] = ctx_flags;
1868 else
1870 ctx_flags = WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1871 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1872 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1873 ctx_attribs[ctx_attrib_idx] = 0;
1875 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1876 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1877 GetLastError());
1880 return ctx;
1883 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1884 struct wined3d_texture *target, const struct wined3d_format *ds_format)
1886 struct wined3d_device *device = swapchain->device;
1887 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
1888 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1889 const struct wined3d_format *color_format;
1890 struct wined3d_context *ret;
1891 BOOL auxBuffers = FALSE;
1892 HGLRC ctx, share_ctx;
1893 DWORD target_usage;
1894 unsigned int i;
1895 DWORD state;
1897 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1899 wined3d_from_cs(device->cs);
1901 if (!(ret = heap_alloc_zero(sizeof(*ret))))
1902 return NULL;
1904 ret->free_timestamp_query_size = 4;
1905 if (!(ret->free_timestamp_queries = heap_calloc(ret->free_timestamp_query_size,
1906 sizeof(*ret->free_timestamp_queries))))
1907 goto out;
1908 list_init(&ret->timestamp_queries);
1910 ret->free_occlusion_query_size = 4;
1911 if (!(ret->free_occlusion_queries = heap_calloc(ret->free_occlusion_query_size,
1912 sizeof(*ret->free_occlusion_queries))))
1913 goto out;
1914 list_init(&ret->occlusion_queries);
1916 ret->free_fence_size = 4;
1917 if (!(ret->free_fences = heap_calloc(ret->free_fence_size, sizeof(*ret->free_fences))))
1918 goto out;
1919 list_init(&ret->fences);
1921 list_init(&ret->so_statistics_queries);
1923 list_init(&ret->pipeline_statistics_queries);
1925 list_init(&ret->fbo_list);
1926 list_init(&ret->fbo_destroy_list);
1928 if (!device->shader_backend->shader_allocate_context_data(ret))
1930 ERR("Failed to allocate shader backend context data.\n");
1931 goto out;
1933 if (!device->adapter->fragment_pipe->allocate_context_data(ret))
1935 ERR("Failed to allocate fragment pipeline context data.\n");
1936 goto out;
1939 for (i = 0; i < ARRAY_SIZE(ret->tex_unit_map); ++i)
1940 ret->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
1941 for (i = 0; i < ARRAY_SIZE(ret->rev_tex_unit_map); ++i)
1942 ret->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
1943 if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS)
1945 /* Initialize the texture unit mapping to a 1:1 mapping. */
1946 unsigned int base, count;
1948 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
1949 if (base + MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(ret->rev_tex_unit_map))
1951 ERR("Unexpected texture unit base index %u.\n", base);
1952 goto out;
1954 for (i = 0; i < min(count, MAX_FRAGMENT_SAMPLERS); ++i)
1956 ret->tex_unit_map[i] = base + i;
1957 ret->rev_tex_unit_map[base + i] = i;
1960 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
1961 if (base + MAX_VERTEX_SAMPLERS > ARRAY_SIZE(ret->rev_tex_unit_map))
1963 ERR("Unexpected texture unit base index %u.\n", base);
1964 goto out;
1966 for (i = 0; i < min(count, MAX_VERTEX_SAMPLERS); ++i)
1968 ret->tex_unit_map[MAX_FRAGMENT_SAMPLERS + i] = base + i;
1969 ret->rev_tex_unit_map[base + i] = MAX_FRAGMENT_SAMPLERS + i;
1973 if (!(ret->texture_type = heap_calloc(gl_info->limits.combined_samplers,
1974 sizeof(*ret->texture_type))))
1975 goto out;
1977 if (!(ret->hdc = GetDCEx(swapchain->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
1979 WARN("Failed to retrieve device context, trying swapchain backup.\n");
1981 if ((ret->hdc = swapchain_get_backup_dc(swapchain)))
1982 ret->hdc_is_private = TRUE;
1983 else
1985 ERR("Failed to retrieve a device context.\n");
1986 goto out;
1990 color_format = target->resource.format;
1991 target_usage = target->resource.usage;
1993 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1994 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1995 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1997 auxBuffers = TRUE;
1999 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
2000 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM, target_usage);
2001 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
2002 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
2005 /* DirectDraw supports 8bit paletted render targets and these are used by
2006 * old games like StarCraft and C&C. Most modern hardware doesn't support
2007 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
2008 * conversion (ab)uses the alpha component for storing the palette index.
2009 * For this reason we require a format with 8bit alpha, so request
2010 * A8R8G8B8. */
2011 if (color_format->id == WINED3DFMT_P8_UINT)
2012 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
2014 /* When using FBOs for off-screen rendering, we only use the drawable for
2015 * presentation blits, and don't do any rendering to it. That means we
2016 * don't need depth or stencil buffers, and can mostly ignore the render
2017 * target format. This wouldn't necessarily be quite correct for 10bpc
2018 * display modes, but we don't currently support those.
2019 * Using the same format regardless of the color/depth/stencil targets
2020 * makes it much less likely that different wined3d instances will set
2021 * conflicting pixel formats. */
2022 if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
2024 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
2025 ds_format = wined3d_get_format(gl_info, WINED3DFMT_UNKNOWN, WINED3DUSAGE_DEPTHSTENCIL);
2028 /* Try to find a pixel format which matches our requirements. */
2029 if (!(ret->pixel_format = context_choose_pixel_format(device, ret->hdc, color_format, ds_format, auxBuffers)))
2030 goto out;
2032 ret->gl_info = gl_info;
2033 ret->win_handle = swapchain->win_handle;
2035 context_enter(ret);
2037 if (!context_set_pixel_format(ret))
2039 ERR("Failed to set pixel format %d on device context %p.\n", ret->pixel_format, ret->hdc);
2040 context_release(ret);
2041 goto out;
2044 share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL;
2045 if (gl_info->p_wglCreateContextAttribsARB)
2047 if (!(ctx = context_create_wgl_attribs(gl_info, ret->hdc, share_ctx)))
2048 goto out;
2050 else
2052 if (!(ctx = wglCreateContext(ret->hdc)))
2054 ERR("Failed to create a WGL context.\n");
2055 context_release(ret);
2056 goto out;
2059 if (share_ctx && !wglShareLists(share_ctx, ctx))
2061 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
2062 context_release(ret);
2063 if (!wglDeleteContext(ctx))
2064 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
2065 goto out;
2069 if (!device_context_add(device, ret))
2071 ERR("Failed to add the newly created context to the context list\n");
2072 context_release(ret);
2073 if (!wglDeleteContext(ctx))
2074 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
2075 goto out;
2078 ret->d3d_info = d3d_info;
2079 ret->state_table = device->StateTable;
2081 /* Mark all states dirty to force a proper initialization of the states on
2082 * the first use of the context. Compute states do not need initialization. */
2083 for (state = 0; state <= STATE_HIGHEST; ++state)
2085 if (ret->state_table[state].representative && !STATE_IS_COMPUTE(state))
2086 context_invalidate_state(ret, state);
2089 ret->device = device;
2090 ret->swapchain = swapchain;
2091 ret->current_rt.texture = target;
2092 ret->current_rt.sub_resource_idx = 0;
2093 ret->tid = GetCurrentThreadId();
2095 ret->render_offscreen = wined3d_resource_is_offscreen(&target->resource);
2096 ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
2097 ret->valid = 1;
2099 ret->glCtx = ctx;
2100 ret->hdc_has_format = TRUE;
2101 ret->needs_set = 1;
2103 /* Set up the context defaults */
2104 if (!context_set_current(ret))
2106 ERR("Cannot activate context to set up defaults.\n");
2107 device_context_remove(device, ret);
2108 context_release(ret);
2109 if (!wglDeleteContext(ctx))
2110 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
2111 goto out;
2114 if (context_debug_output_enabled(gl_info))
2116 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, ret));
2117 if (TRACE_ON(d3d_synchronous))
2118 gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
2119 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
2120 if (ERR_ON(d3d))
2122 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR,
2123 GL_DONT_CARE, 0, NULL, GL_TRUE));
2125 if (FIXME_ON(d3d))
2127 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,
2128 GL_DONT_CARE, 0, NULL, GL_TRUE));
2129 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR,
2130 GL_DONT_CARE, 0, NULL, GL_TRUE));
2131 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY,
2132 GL_DONT_CARE, 0, NULL, GL_TRUE));
2134 if (WARN_ON(d3d_perf))
2136 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE,
2137 GL_DONT_CARE, 0, NULL, GL_TRUE));
2141 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2142 gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
2144 TRACE("Setting up the screen\n");
2146 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2148 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
2149 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2151 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
2152 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2154 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
2155 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2157 else
2159 GLuint vao;
2161 GL_EXTCALL(glGenVertexArrays(1, &vao));
2162 GL_EXTCALL(glBindVertexArray(vao));
2163 checkGLcall("creating VAO");
2166 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
2167 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2168 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2169 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2171 if (gl_info->supported[NV_TEXTURE_SHADER2])
2173 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2174 * the previous texture where to source the offset from is always unit - 1.
2176 for (i = 1; i < gl_info->limits.textures; ++i)
2178 context_active_texture(ret, gl_info, i);
2179 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
2180 GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + i - 1);
2181 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2184 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2186 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2187 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2188 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2189 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2190 * is ever assigned.
2192 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2193 * program and the dummy program is destroyed when the context is destroyed.
2195 static const char dummy_program[] =
2196 "!!ARBfp1.0\n"
2197 "MOV result.color, fragment.color.primary;\n"
2198 "END\n";
2199 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
2200 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
2201 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
2204 if (gl_info->supported[ARB_POINT_SPRITE])
2206 for (i = 0; i < gl_info->limits.textures; ++i)
2208 context_active_texture(ret, gl_info, i);
2209 gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
2210 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2214 if (gl_info->supported[ARB_PROVOKING_VERTEX])
2216 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
2218 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
2220 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
2222 if (!(d3d_info->wined3d_creation_flags & WINED3D_NO_PRIMITIVE_RESTART))
2224 if (gl_info->supported[ARB_ES3_COMPATIBILITY])
2226 gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
2227 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2229 else
2231 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2234 if (!(d3d_info->wined3d_creation_flags & WINED3D_LEGACY_CUBEMAP_FILTERING)
2235 && gl_info->supported[ARB_SEAMLESS_CUBE_MAP])
2237 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
2238 checkGLcall("enable seamless cube map filtering");
2240 if (gl_info->supported[ARB_CLIP_CONTROL])
2241 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT));
2242 device->shader_backend->shader_init_context_state(ret);
2243 ret->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
2244 | (1u << WINED3D_SHADER_TYPE_VERTEX)
2245 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
2246 | (1u << WINED3D_SHADER_TYPE_HULL)
2247 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
2248 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
2250 /* If this happens to be the first context for the device, dummy textures
2251 * are not created yet. In that case, they will be created (and bound) by
2252 * create_dummy_textures right after this context is initialized. */
2253 if (device->dummy_textures.tex_2d)
2254 context_bind_dummy_textures(device, ret);
2256 /* Initialise all rectangles to avoid resetting unused ones later. */
2257 gl_info->gl_ops.gl.p_glScissor(0, 0, 0, 0);
2258 checkGLcall("glScissor");
2260 TRACE("Created context %p.\n", ret);
2262 return ret;
2264 out:
2265 if (ret->hdc)
2266 wined3d_release_dc(swapchain->win_handle, ret->hdc);
2267 device->shader_backend->shader_free_context_data(ret);
2268 device->adapter->fragment_pipe->free_context_data(ret);
2269 heap_free(ret->texture_type);
2270 heap_free(ret->free_fences);
2271 heap_free(ret->free_occlusion_queries);
2272 heap_free(ret->free_timestamp_queries);
2273 heap_free(ret);
2274 return NULL;
2277 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
2279 BOOL destroy;
2281 TRACE("Destroying ctx %p\n", context);
2283 wined3d_from_cs(device->cs);
2285 /* We delay destroying a context when it is active. The context_release()
2286 * function invokes context_destroy() again while leaving the last level. */
2287 if (context->level)
2289 TRACE("Delaying destruction of context %p.\n", context);
2290 context->destroy_delayed = 1;
2291 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2292 context->swapchain = NULL;
2293 return;
2296 if (context->tid == GetCurrentThreadId() || !context->current)
2298 context_destroy_gl_resources(context);
2299 TlsSetValue(wined3d_context_tls_idx, NULL);
2300 destroy = TRUE;
2302 else
2304 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
2305 in wined3d_adapter may go away in the meantime */
2306 struct wined3d_gl_info *gl_info = heap_alloc(sizeof(*gl_info));
2307 *gl_info = *context->gl_info;
2308 context->gl_info = gl_info;
2309 context->destroyed = 1;
2310 destroy = FALSE;
2313 device->shader_backend->shader_free_context_data(context);
2314 device->adapter->fragment_pipe->free_context_data(context);
2315 heap_free(context->texture_type);
2316 device_context_remove(device, context);
2317 if (destroy)
2318 heap_free(context);
2321 const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
2322 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count)
2324 const struct wined3d_gl_info *gl_info = context->gl_info;
2326 if (!shader_version)
2328 *base = 0;
2329 *count = MAX_TEXTURES;
2330 return context->tex_unit_map;
2333 if (shader_version->major >= 4)
2335 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, shader_version->type, base, count);
2336 return NULL;
2339 switch (shader_version->type)
2341 case WINED3D_SHADER_TYPE_PIXEL:
2342 *base = 0;
2343 *count = MAX_FRAGMENT_SAMPLERS;
2344 break;
2345 case WINED3D_SHADER_TYPE_VERTEX:
2346 *base = MAX_FRAGMENT_SAMPLERS;
2347 *count = MAX_VERTEX_SAMPLERS;
2348 break;
2349 default:
2350 ERR("Unhandled shader type %#x.\n", shader_version->type);
2351 *base = 0;
2352 *count = 0;
2355 return context->tex_unit_map;
2358 static void context_get_rt_size(const struct wined3d_context *context, SIZE *size)
2360 const struct wined3d_texture *rt = context->current_rt.texture;
2361 unsigned int level;
2363 if (rt->swapchain)
2365 RECT window_size;
2367 GetClientRect(context->win_handle, &window_size);
2368 size->cx = window_size.right - window_size.left;
2369 size->cy = window_size.bottom - window_size.top;
2371 return;
2374 level = context->current_rt.sub_resource_idx % rt->level_count;
2375 size->cx = wined3d_texture_get_level_width(rt, level);
2376 size->cy = wined3d_texture_get_level_height(rt, level);
2379 void context_enable_clip_distances(struct wined3d_context *context, unsigned int enable_mask)
2381 const struct wined3d_gl_info *gl_info = context->gl_info;
2382 unsigned int clip_distance_count = gl_info->limits.user_clip_distances;
2383 unsigned int i, disable_mask, current_mask;
2385 disable_mask = ~enable_mask;
2386 enable_mask &= (1u << clip_distance_count) - 1;
2387 disable_mask &= (1u << clip_distance_count) - 1;
2388 current_mask = context->clip_distance_mask;
2389 context->clip_distance_mask = enable_mask;
2391 enable_mask &= ~current_mask;
2392 while (enable_mask)
2394 i = wined3d_bit_scan(&enable_mask);
2395 gl_info->gl_ops.gl.p_glEnable(GL_CLIP_DISTANCE0 + i);
2397 disable_mask &= current_mask;
2398 while (disable_mask)
2400 i = wined3d_bit_scan(&disable_mask);
2401 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_DISTANCE0 + i);
2403 checkGLcall("toggle clip distances");
2406 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
2408 return rt_mask & (1u << 31);
2411 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
2413 return rt_mask & ~(1u << 31);
2416 /* Context activation is done by the caller. */
2417 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
2419 const struct wined3d_gl_info *gl_info = context->gl_info;
2420 GLenum draw_buffers[MAX_RENDER_TARGET_VIEWS];
2422 if (!rt_mask)
2424 gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
2426 else if (is_rt_mask_onscreen(rt_mask))
2428 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
2430 else
2432 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2434 unsigned int i = 0;
2436 while (rt_mask)
2438 if (rt_mask & 1)
2439 draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2440 else
2441 draw_buffers[i] = GL_NONE;
2443 rt_mask >>= 1;
2444 ++i;
2447 if (gl_info->supported[ARB_DRAW_BUFFERS])
2449 GL_EXTCALL(glDrawBuffers(i, draw_buffers));
2451 else
2453 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffers[0]);
2456 else
2458 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2462 checkGLcall("apply draw buffers");
2465 /* Context activation is done by the caller. */
2466 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
2468 const struct wined3d_gl_info *gl_info = context->gl_info;
2469 DWORD *current_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2470 DWORD new_mask = context_generate_rt_mask(buffer);
2472 if (new_mask == *current_mask)
2473 return;
2475 gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
2476 checkGLcall("glDrawBuffer()");
2478 *current_mask = new_mask;
2481 /* Context activation is done by the caller. */
2482 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
2484 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
2485 checkGLcall("glActiveTexture");
2486 context->active_texture = unit;
2489 void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name)
2491 const struct wined3d_gl_info *gl_info = context->gl_info;
2493 if (binding == GL_ELEMENT_ARRAY_BUFFER)
2494 context_invalidate_state(context, STATE_INDEXBUFFER);
2496 GL_EXTCALL(glBindBuffer(binding, name));
2499 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
2501 const struct wined3d_dummy_textures *textures = &context->device->dummy_textures;
2502 const struct wined3d_gl_info *gl_info = context->gl_info;
2503 DWORD unit = context->active_texture;
2504 DWORD old_texture_type = context->texture_type[unit];
2506 if (name)
2508 gl_info->gl_ops.gl.p_glBindTexture(target, name);
2510 else
2512 target = GL_NONE;
2515 if (old_texture_type != target)
2517 switch (old_texture_type)
2519 case GL_NONE:
2520 /* nothing to do */
2521 break;
2522 case GL_TEXTURE_1D:
2523 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
2524 break;
2525 case GL_TEXTURE_1D_ARRAY:
2526 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
2527 break;
2528 case GL_TEXTURE_2D:
2529 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
2530 break;
2531 case GL_TEXTURE_2D_ARRAY:
2532 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
2533 break;
2534 case GL_TEXTURE_RECTANGLE_ARB:
2535 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
2536 break;
2537 case GL_TEXTURE_CUBE_MAP:
2538 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
2539 break;
2540 case GL_TEXTURE_CUBE_MAP_ARRAY:
2541 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
2542 break;
2543 case GL_TEXTURE_3D:
2544 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
2545 break;
2546 case GL_TEXTURE_BUFFER:
2547 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
2548 break;
2549 case GL_TEXTURE_2D_MULTISAMPLE:
2550 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
2551 break;
2552 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
2553 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
2554 break;
2555 default:
2556 ERR("Unexpected texture target %#x.\n", old_texture_type);
2559 context->texture_type[unit] = target;
2562 checkGLcall("bind texture");
2565 void *context_map_bo_address(struct wined3d_context *context,
2566 const struct wined3d_bo_address *data, size_t size, GLenum binding, DWORD flags)
2568 const struct wined3d_gl_info *gl_info;
2569 BYTE *memory;
2571 if (!data->buffer_object)
2572 return data->addr;
2574 gl_info = context->gl_info;
2575 context_bind_bo(context, binding, data->buffer_object);
2577 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2579 GLbitfield map_flags = wined3d_resource_gl_map_flags(flags) & ~GL_MAP_FLUSH_EXPLICIT_BIT;
2580 memory = GL_EXTCALL(glMapBufferRange(binding, (INT_PTR)data->addr, size, map_flags));
2582 else
2584 memory = GL_EXTCALL(glMapBuffer(binding, wined3d_resource_gl_legacy_map_flags(flags)));
2585 memory += (INT_PTR)data->addr;
2588 context_bind_bo(context, binding, 0);
2589 checkGLcall("Map buffer object");
2591 return memory;
2594 void context_unmap_bo_address(struct wined3d_context *context,
2595 const struct wined3d_bo_address *data, GLenum binding)
2597 const struct wined3d_gl_info *gl_info;
2599 if (!data->buffer_object)
2600 return;
2602 gl_info = context->gl_info;
2603 context_bind_bo(context, binding, data->buffer_object);
2604 GL_EXTCALL(glUnmapBuffer(binding));
2605 context_bind_bo(context, binding, 0);
2606 checkGLcall("Unmap buffer object");
2609 void context_copy_bo_address(struct wined3d_context *context,
2610 const struct wined3d_bo_address *dst, GLenum dst_binding,
2611 const struct wined3d_bo_address *src, GLenum src_binding, size_t size)
2613 const struct wined3d_gl_info *gl_info;
2614 BYTE *dst_ptr, *src_ptr;
2616 gl_info = context->gl_info;
2618 if (dst->buffer_object && src->buffer_object)
2620 if (gl_info->supported[ARB_COPY_BUFFER])
2622 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src->buffer_object));
2623 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst->buffer_object));
2624 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
2625 (GLintptr)src->addr, (GLintptr)dst->addr, size));
2626 checkGLcall("direct buffer copy");
2628 else
2630 src_ptr = context_map_bo_address(context, src, size, src_binding, WINED3D_MAP_READ);
2631 dst_ptr = context_map_bo_address(context, dst, size, dst_binding, WINED3D_MAP_WRITE);
2633 memcpy(dst_ptr, src_ptr, size);
2635 context_unmap_bo_address(context, dst, dst_binding);
2636 context_unmap_bo_address(context, src, src_binding);
2639 else if (!dst->buffer_object && src->buffer_object)
2641 context_bind_bo(context, src_binding, src->buffer_object);
2642 GL_EXTCALL(glGetBufferSubData(src_binding, (GLintptr)src->addr, size, dst->addr));
2643 checkGLcall("buffer download");
2645 else if (dst->buffer_object && !src->buffer_object)
2647 context_bind_bo(context, dst_binding, dst->buffer_object);
2648 GL_EXTCALL(glBufferSubData(dst_binding, (GLintptr)dst->addr, size, src->addr));
2649 checkGLcall("buffer upload");
2651 else
2653 memcpy(dst->addr, src->addr, size);
2657 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
2659 if (context->render_offscreen == offscreen)
2660 return;
2662 context_invalidate_state(context, STATE_VIEWPORT);
2663 context_invalidate_state(context, STATE_SCISSORRECT);
2664 if (!context->gl_info->supported[ARB_CLIP_CONTROL])
2666 context_invalidate_state(context, STATE_RASTERIZER);
2667 context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
2668 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2670 context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN));
2671 if (context->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
2672 context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
2673 context->render_offscreen = offscreen;
2676 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
2677 const struct wined3d_format *required)
2679 if (existing == required)
2680 return TRUE;
2681 if ((existing->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
2682 != (required->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2683 return FALSE;
2684 if (existing->depth_size < required->depth_size)
2685 return FALSE;
2686 /* If stencil bits are used the exact amount is required - otherwise
2687 * wrapping won't work correctly. */
2688 if (required->stencil_size && required->stencil_size != existing->stencil_size)
2689 return FALSE;
2690 return TRUE;
2693 /* Context activation is done by the caller. */
2694 static void context_validate_onscreen_formats(struct wined3d_context *context,
2695 const struct wined3d_rendertarget_view *depth_stencil)
2697 /* Onscreen surfaces are always in a swapchain */
2698 struct wined3d_swapchain *swapchain = context->current_rt.texture->swapchain;
2700 if (context->render_offscreen || !depth_stencil) return;
2701 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->format)) return;
2703 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2704 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2705 * format. */
2706 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2708 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2709 if (!(wined3d_texture_load_location(context->current_rt.texture, context->current_rt.sub_resource_idx,
2710 context, WINED3D_LOCATION_TEXTURE_RGB)))
2711 ERR("Failed to load location.\n");
2712 swapchain->render_to_fbo = TRUE;
2713 swapchain_update_draw_bindings(swapchain);
2714 context_set_render_offscreen(context, TRUE);
2717 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context)
2719 switch (wined3d_settings.offscreen_rendering_mode)
2721 case ORM_FBO:
2722 return GL_COLOR_ATTACHMENT0;
2724 case ORM_BACKBUFFER:
2725 return context->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
2727 default:
2728 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
2729 return GL_BACK;
2733 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_context *context, struct wined3d_resource *rt)
2735 if (!rt || rt->format->id == WINED3DFMT_NULL)
2736 return 0;
2737 else if (rt->type != WINED3D_RTYPE_BUFFER && texture_from_resource(rt)->swapchain)
2738 return context_generate_rt_mask_from_resource(rt);
2739 else
2740 return context_generate_rt_mask(context_get_offscreen_gl_buffer(context));
2743 /* Context activation is done by the caller. */
2744 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
2746 const struct wined3d_gl_info *gl_info = context->gl_info;
2747 struct wined3d_texture *rt = context->current_rt.texture;
2748 DWORD rt_mask, *cur_mask;
2749 unsigned int sampler;
2750 SIZE rt_size;
2752 TRACE("Setting up context %p for blitting.\n", context);
2754 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2756 if (context->render_offscreen)
2758 wined3d_texture_load(rt, context, FALSE);
2760 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, &rt->resource,
2761 context->current_rt.sub_resource_idx, NULL, 0, rt->resource.draw_binding);
2762 if (rt->resource.format->id != WINED3DFMT_NULL)
2763 rt_mask = 1;
2764 else
2765 rt_mask = 0;
2767 else
2769 context->current_fbo = NULL;
2770 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
2771 rt_mask = context_generate_rt_mask_from_resource(&rt->resource);
2774 else
2776 rt_mask = context_generate_rt_mask_no_fbo(context, &rt->resource);
2779 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2781 if (rt_mask != *cur_mask)
2783 context_apply_draw_buffers(context, rt_mask);
2784 *cur_mask = rt_mask;
2787 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2789 context_check_fbo_status(context, GL_FRAMEBUFFER);
2791 context_invalidate_state(context, STATE_FRAMEBUFFER);
2793 context_get_rt_size(context, &rt_size);
2795 if (context->last_was_blit)
2797 if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
2799 gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
2800 context->viewport_count = WINED3D_MAX_VIEWPORTS;
2801 context->blit_w = rt_size.cx;
2802 context->blit_h = rt_size.cy;
2803 /* No need to dirtify here, the states are still dirtified because
2804 * they weren't applied since the last context_apply_blit_state()
2805 * call. */
2807 checkGLcall("blit state application");
2808 TRACE("Context is already set up for blitting, nothing to do.\n");
2809 return;
2811 context->last_was_blit = TRUE;
2813 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
2814 GL_EXTCALL(glBindSampler(0, 0));
2815 context_active_texture(context, gl_info, 0);
2817 sampler = context->rev_tex_unit_map[0];
2818 if (sampler != WINED3D_UNMAPPED_STAGE)
2820 if (sampler < MAX_TEXTURES)
2822 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
2823 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
2825 context_invalidate_state(context, STATE_SAMPLER(sampler));
2828 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2830 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
2831 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
2833 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
2834 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
2835 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2836 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2837 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
2838 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE));
2839 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
2840 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
2841 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
2842 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
2843 if (gl_info->supported[ARB_POINT_SPRITE])
2845 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
2846 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
2848 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
2850 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
2851 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
2853 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
2854 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
2855 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
2856 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
2857 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
2859 context->last_was_rhw = TRUE;
2860 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
2862 context_enable_clip_distances(context, 0);
2863 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
2865 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
2866 if (gl_info->supported[ARB_CLIP_CONTROL])
2867 GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE));
2868 gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
2869 context->viewport_count = WINED3D_MAX_VIEWPORTS;
2870 context_invalidate_state(context, STATE_VIEWPORT);
2872 device->shader_backend->shader_disable(device->shader_priv, context);
2874 context->blit_w = rt_size.cx;
2875 context->blit_h = rt_size.cy;
2877 checkGLcall("blit state application");
2880 static void context_apply_blit_projection(const struct wined3d_context *context, unsigned int w, unsigned int h)
2882 const struct wined3d_gl_info *gl_info = context->gl_info;
2883 const GLdouble projection[] =
2885 2.0 / w, 0.0, 0.0, 0.0,
2886 0.0, 2.0 / h, 0.0, 0.0,
2887 0.0, 0.0, 2.0, 0.0,
2888 -1.0, -1.0, -1.0, 1.0,
2891 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2892 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
2895 /* Setup OpenGL states for fixed-function blitting. */
2896 /* Context activation is done by the caller. */
2897 void context_apply_ffp_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
2899 const struct wined3d_gl_info *gl_info = context->gl_info;
2900 unsigned int i, sampler;
2902 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2903 ERR("Applying fixed-function state without legacy context support.\n");
2905 if (context->last_was_ffp_blit)
2907 SIZE rt_size;
2909 context_get_rt_size(context, &rt_size);
2910 if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
2911 context_apply_blit_projection(context, rt_size.cx, rt_size.cy);
2912 context_apply_blit_state(context, device);
2914 checkGLcall("ffp blit state application");
2915 return;
2917 context->last_was_ffp_blit = TRUE;
2919 context_apply_blit_state(context, device);
2921 /* Disable all textures. The caller can then bind a texture it wants to blit
2922 * from. */
2923 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
2925 context_active_texture(context, gl_info, i);
2927 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2928 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2929 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
2930 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2931 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
2932 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
2934 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2936 sampler = context->rev_tex_unit_map[i];
2937 if (sampler != WINED3D_UNMAPPED_STAGE)
2939 if (sampler < MAX_TEXTURES)
2940 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
2941 context_invalidate_state(context, STATE_SAMPLER(sampler));
2945 context_active_texture(context, gl_info, 0);
2947 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2948 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2949 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
2950 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2951 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
2952 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
2954 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2955 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
2956 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
2958 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
2959 gl_info->gl_ops.gl.p_glLoadIdentity();
2961 /* Setup transforms. */
2962 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2963 gl_info->gl_ops.gl.p_glLoadIdentity();
2964 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
2965 context_apply_blit_projection(context, context->blit_w, context->blit_h);
2966 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2968 /* Other misc states. */
2969 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2970 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
2971 glDisableWINE(GL_FOG);
2972 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
2974 if (gl_info->supported[EXT_SECONDARY_COLOR])
2976 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
2977 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
2979 checkGLcall("ffp blit state application");
2982 static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_rendertarget_view * const *rts,
2983 const struct wined3d_rendertarget_view *ds)
2985 unsigned int i;
2987 if (ds)
2988 return TRUE;
2990 for (i = 0; i < rt_count; ++i)
2992 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
2993 return TRUE;
2996 return FALSE;
2999 /* Context activation is done by the caller. */
3000 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
3001 UINT rt_count, const struct wined3d_fb_state *fb)
3003 struct wined3d_rendertarget_view * const *rts = fb->render_targets;
3004 struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
3005 const struct wined3d_gl_info *gl_info = context->gl_info;
3006 DWORD rt_mask = 0, *cur_mask;
3007 unsigned int i;
3009 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb
3010 || rt_count != gl_info->limits.buffers)
3012 if (!have_framebuffer_attachment(rt_count, rts, dsv))
3014 WARN("Invalid render target config, need at least one attachment.\n");
3015 return FALSE;
3018 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3020 struct wined3d_rendertarget_info ds_info = {{0}};
3022 context_validate_onscreen_formats(context, dsv);
3024 if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
3026 memset(context->blit_targets, 0, sizeof(context->blit_targets));
3027 for (i = 0; i < rt_count; ++i)
3029 if (rts[i])
3031 context->blit_targets[i].gl_view = rts[i]->gl_view;
3032 context->blit_targets[i].resource = rts[i]->resource;
3033 context->blit_targets[i].sub_resource_idx = rts[i]->sub_resource_idx;
3034 context->blit_targets[i].layer_count = rts[i]->layer_count;
3036 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3037 rt_mask |= (1u << i);
3040 if (dsv)
3042 ds_info.gl_view = dsv->gl_view;
3043 ds_info.resource = dsv->resource;
3044 ds_info.sub_resource_idx = dsv->sub_resource_idx;
3045 ds_info.layer_count = dsv->layer_count;
3048 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, &ds_info,
3049 rt_count ? rts[0]->resource->draw_binding : 0,
3050 dsv ? dsv->resource->draw_binding : 0);
3052 else
3054 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, &ds_info,
3055 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
3056 rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
3059 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
3060 * next draw. Otherwise we could mark the framebuffer state clean here, once the
3061 * state management allows this */
3062 context_invalidate_state(context, STATE_FRAMEBUFFER);
3064 else
3066 rt_mask = context_generate_rt_mask_no_fbo(context, rt_count ? rts[0]->resource : NULL);
3069 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3070 && (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)))
3072 for (i = 0; i < rt_count; ++i)
3074 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3075 rt_mask |= (1u << i);
3078 else
3080 rt_mask = context_generate_rt_mask_no_fbo(context, rt_count ? rts[0]->resource : NULL);
3083 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
3085 if (rt_mask != *cur_mask)
3087 context_apply_draw_buffers(context, rt_mask);
3088 *cur_mask = rt_mask;
3089 context_invalidate_state(context, STATE_FRAMEBUFFER);
3092 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3094 context_check_fbo_status(context, GL_FRAMEBUFFER);
3097 context->last_was_blit = FALSE;
3098 context->last_was_ffp_blit = FALSE;
3100 /* Blending and clearing should be orthogonal, but tests on the nvidia
3101 * driver show that disabling blending when clearing improves the clearing
3102 * performance incredibly. */
3103 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
3104 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
3105 if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
3107 if (needs_srgb_write(context, state, fb))
3108 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
3109 else
3110 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
3111 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
3113 checkGLcall("setting up state for clear");
3115 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
3116 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
3117 context_invalidate_state(context, STATE_SCISSORRECT);
3119 return TRUE;
3122 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_state *state)
3124 struct wined3d_rendertarget_view * const *rts = state->fb->render_targets;
3125 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3126 DWORD rt_mask, mask;
3127 unsigned int i;
3129 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3130 return context_generate_rt_mask_no_fbo(context, rts[0]->resource);
3131 else if (!context->render_offscreen)
3132 return context_generate_rt_mask_from_resource(rts[0]->resource);
3134 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
3135 rt_mask &= context->d3d_info->valid_rt_mask;
3137 mask = rt_mask;
3138 while (mask)
3140 i = wined3d_bit_scan(&mask);
3141 if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
3142 rt_mask &= ~(1u << i);
3145 return rt_mask;
3148 /* Context activation is done by the caller. */
3149 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3151 DWORD rt_mask = find_draw_buffers_mask(context, state);
3152 const struct wined3d_fb_state *fb = state->fb;
3153 DWORD color_location = 0;
3154 DWORD *cur_mask;
3156 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3158 struct wined3d_rendertarget_info ds_info = {{0}};
3160 if (!context->render_offscreen)
3162 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, &ds_info,
3163 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
3165 else
3167 unsigned int i;
3169 memset(context->blit_targets, 0, sizeof(context->blit_targets));
3170 for (i = 0; i < context->gl_info->limits.buffers; ++i)
3172 if (!fb->render_targets[i])
3173 continue;
3175 context->blit_targets[i].gl_view = fb->render_targets[i]->gl_view;
3176 context->blit_targets[i].resource = fb->render_targets[i]->resource;
3177 context->blit_targets[i].sub_resource_idx = fb->render_targets[i]->sub_resource_idx;
3178 context->blit_targets[i].layer_count = fb->render_targets[i]->layer_count;
3180 if (!color_location)
3181 color_location = fb->render_targets[i]->resource->draw_binding;
3184 if (fb->depth_stencil)
3186 ds_info.gl_view = fb->depth_stencil->gl_view;
3187 ds_info.resource = fb->depth_stencil->resource;
3188 ds_info.sub_resource_idx = fb->depth_stencil->sub_resource_idx;
3189 ds_info.layer_count = fb->depth_stencil->layer_count;
3192 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, &ds_info,
3193 color_location, fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
3197 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
3198 if (rt_mask != *cur_mask)
3200 context_apply_draw_buffers(context, rt_mask);
3201 *cur_mask = rt_mask;
3203 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
3206 static void context_map_stage(struct wined3d_context *context, DWORD stage, DWORD unit)
3208 DWORD i = context->rev_tex_unit_map[unit];
3209 DWORD j = context->tex_unit_map[stage];
3211 TRACE("Mapping stage %u to unit %u.\n", stage, unit);
3212 context->tex_unit_map[stage] = unit;
3213 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
3214 context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
3216 context->rev_tex_unit_map[unit] = stage;
3217 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
3218 context->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
3221 static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
3223 DWORD i;
3225 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
3226 context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
3229 static void context_update_fixed_function_usage_map(struct wined3d_context *context,
3230 const struct wined3d_state *state)
3232 UINT i, start, end;
3234 context->fixed_function_usage_map = 0;
3235 for (i = 0; i < MAX_TEXTURES; ++i)
3237 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
3238 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
3239 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
3240 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
3241 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
3242 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
3243 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
3244 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
3246 /* Not used, and disable higher stages. */
3247 if (color_op == WINED3D_TOP_DISABLE)
3248 break;
3250 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
3251 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
3252 || ((color_arg3 == WINED3DTA_TEXTURE)
3253 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
3254 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
3255 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
3256 || ((alpha_arg3 == WINED3DTA_TEXTURE)
3257 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
3258 context->fixed_function_usage_map |= (1u << i);
3260 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
3261 && i < MAX_TEXTURES - 1)
3262 context->fixed_function_usage_map |= (1u << (i + 1));
3265 if (i < context->lowest_disabled_stage)
3267 start = i;
3268 end = context->lowest_disabled_stage;
3270 else
3272 start = context->lowest_disabled_stage;
3273 end = i;
3276 context->lowest_disabled_stage = i;
3277 for (i = start + 1; i < end; ++i)
3279 context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3283 static void context_map_fixed_function_samplers(struct wined3d_context *context,
3284 const struct wined3d_state *state)
3286 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3287 unsigned int i, tex;
3288 WORD ffu_map;
3290 ffu_map = context->fixed_function_usage_map;
3292 if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
3293 || context->lowest_disabled_stage <= d3d_info->limits.ffp_textures)
3295 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3297 if (!(ffu_map & 1))
3298 continue;
3300 if (context->tex_unit_map[i] != i)
3302 context_map_stage(context, i, i);
3303 context_invalidate_state(context, STATE_SAMPLER(i));
3304 context_invalidate_texture_stage(context, i);
3307 return;
3310 /* Now work out the mapping */
3311 tex = 0;
3312 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3314 if (!(ffu_map & 1))
3315 continue;
3317 if (context->tex_unit_map[i] != tex)
3319 context_map_stage(context, i, tex);
3320 context_invalidate_state(context, STATE_SAMPLER(i));
3321 context_invalidate_texture_stage(context, i);
3324 ++tex;
3328 static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
3330 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3331 const struct wined3d_shader_resource_info *resource_info =
3332 state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3333 unsigned int i;
3335 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3337 if (resource_info[i].type && context->tex_unit_map[i] != i)
3339 context_map_stage(context, i, i);
3340 context_invalidate_state(context, STATE_SAMPLER(i));
3341 if (i < d3d_info->limits.ffp_blend_stages)
3342 context_invalidate_texture_stage(context, i);
3347 static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
3348 const struct wined3d_shader_resource_info *ps_resource_info, DWORD unit)
3350 DWORD current_mapping = context->rev_tex_unit_map[unit];
3352 /* Not currently used */
3353 if (current_mapping == WINED3D_UNMAPPED_STAGE)
3354 return TRUE;
3356 if (current_mapping < MAX_FRAGMENT_SAMPLERS)
3358 /* Used by a fragment sampler */
3360 if (!ps_resource_info)
3362 /* No pixel shader, check fixed function */
3363 return current_mapping >= MAX_TEXTURES || !(context->fixed_function_usage_map & (1u << current_mapping));
3366 /* Pixel shader, check the shader's sampler map */
3367 return !ps_resource_info[current_mapping].type;
3370 return TRUE;
3373 static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state)
3375 const struct wined3d_shader_resource_info *vs_resource_info =
3376 state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
3377 const struct wined3d_shader_resource_info *ps_resource_info = NULL;
3378 const struct wined3d_gl_info *gl_info = context->gl_info;
3379 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
3380 int i;
3382 /* Note that we only care if a resource is used or not, not the
3383 * resource's specific type. Otherwise we'd need to call
3384 * shader_update_samplers() here for 1.x pixelshaders. */
3385 if (ps)
3386 ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3388 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
3390 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
3391 if (vs_resource_info[i].type)
3393 while (start >= 0)
3395 if (context_unit_free_for_vs(context, ps_resource_info, start))
3397 if (context->tex_unit_map[vsampler_idx] != start)
3399 context_map_stage(context, vsampler_idx, start);
3400 context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
3403 --start;
3404 break;
3407 --start;
3409 if (context->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
3410 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
3415 static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state)
3417 const struct wined3d_gl_info *gl_info = context->gl_info;
3418 BOOL vs = use_vs(state);
3419 BOOL ps = use_ps(state);
3421 if (!ps)
3422 context_update_fixed_function_usage_map(context, state);
3424 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3425 * need a 1:1 map at the moment.
3426 * When the mapping of a stage is changed, sampler and ALL texture stage
3427 * states have to be reset. */
3429 if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS)
3430 return;
3432 if (ps)
3433 context_map_psamplers(context, state);
3434 else
3435 context_map_fixed_function_samplers(context, state);
3437 if (vs)
3438 context_map_vsamplers(context, ps, state);
3441 /* Context activation is done by the caller. */
3442 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3444 DWORD rt_mask, *cur_mask;
3446 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
3448 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
3449 rt_mask = find_draw_buffers_mask(context, state);
3450 if (rt_mask != *cur_mask)
3452 context_apply_draw_buffers(context, rt_mask);
3453 *cur_mask = rt_mask;
3457 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
3459 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
3460 *regnum = WINED3D_FFP_POSITION;
3461 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
3462 *regnum = WINED3D_FFP_BLENDWEIGHT;
3463 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
3464 *regnum = WINED3D_FFP_BLENDINDICES;
3465 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
3466 *regnum = WINED3D_FFP_NORMAL;
3467 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
3468 *regnum = WINED3D_FFP_PSIZE;
3469 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
3470 *regnum = WINED3D_FFP_DIFFUSE;
3471 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
3472 *regnum = WINED3D_FFP_SPECULAR;
3473 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
3474 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
3475 else
3477 WARN("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
3478 *regnum = ~0u;
3479 return FALSE;
3482 return TRUE;
3485 /* Context activation is done by the caller. */
3486 void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
3487 const struct wined3d_state *state, const struct wined3d_gl_info *gl_info,
3488 const struct wined3d_d3d_info *d3d_info)
3490 /* We need to deal with frequency data! */
3491 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
3492 BOOL generic_attributes = d3d_info->ffp_generic_attributes;
3493 BOOL use_vshader = use_vs(state);
3494 unsigned int i;
3496 stream_info->use_map = 0;
3497 stream_info->swizzle_map = 0;
3498 stream_info->position_transformed = 0;
3500 if (!declaration)
3501 return;
3503 stream_info->position_transformed = declaration->position_transformed;
3505 /* Translate the declaration into strided data. */
3506 for (i = 0; i < declaration->element_count; ++i)
3508 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
3509 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
3510 BOOL stride_used;
3511 unsigned int idx;
3513 TRACE("%p Element %p (%u of %u).\n", declaration->elements,
3514 element, i + 1, declaration->element_count);
3516 if (!stream->buffer)
3517 continue;
3519 TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
3521 if (use_vshader)
3523 if (element->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
3525 stride_used = FALSE;
3527 else if (element->output_slot == WINED3D_OUTPUT_SLOT_SEMANTIC)
3529 /* TODO: Assuming vertexdeclarations are usually used with the
3530 * same or a similar shader, it might be worth it to store the
3531 * last used output slot and try that one first. */
3532 stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX],
3533 element->usage, element->usage_idx, &idx);
3535 else
3537 idx = element->output_slot;
3538 stride_used = TRUE;
3541 else
3543 if (!generic_attributes && !element->ffp_valid)
3545 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
3546 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
3547 stride_used = FALSE;
3549 else
3551 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
3555 if (stride_used)
3557 TRACE("Load %s array %u [usage %s, usage_idx %u, "
3558 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
3559 use_vshader ? "shader": "fixed function", idx,
3560 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
3561 element->offset, stream->stride, debug_d3dformat(element->format->id),
3562 debug_d3dinput_classification(element->input_slot_class), element->instance_data_step_rate);
3564 stream_info->elements[idx].format = element->format;
3565 stream_info->elements[idx].data.buffer_object = 0;
3566 stream_info->elements[idx].data.addr = (BYTE *)NULL + stream->offset + element->offset;
3567 stream_info->elements[idx].stride = stream->stride;
3568 stream_info->elements[idx].stream_idx = element->input_slot;
3569 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
3571 stream_info->elements[idx].divisor = 1;
3573 else if (element->input_slot_class == WINED3D_INPUT_PER_INSTANCE_DATA)
3575 stream_info->elements[idx].divisor = element->instance_data_step_rate;
3576 if (!element->instance_data_step_rate)
3577 FIXME("Instance step rate 0 not implemented.\n");
3579 else
3581 stream_info->elements[idx].divisor = 0;
3584 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
3585 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
3587 stream_info->swizzle_map |= 1u << idx;
3589 stream_info->use_map |= 1u << idx;
3594 /* Context activation is done by the caller. */
3595 static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
3597 struct wined3d_stream_info *stream_info = &context->stream_info;
3598 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3599 const struct wined3d_gl_info *gl_info = context->gl_info;
3600 DWORD prev_all_vbo = stream_info->all_vbo;
3601 unsigned int i;
3602 WORD map;
3604 wined3d_stream_info_from_declaration(stream_info, state, gl_info, d3d_info);
3606 stream_info->all_vbo = 1;
3607 context->buffer_fence_count = 0;
3608 for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
3610 struct wined3d_stream_info_element *element;
3611 struct wined3d_bo_address data;
3612 struct wined3d_buffer *buffer;
3614 if (!(map & 1))
3615 continue;
3617 element = &stream_info->elements[i];
3618 buffer = state->streams[element->stream_idx].buffer;
3620 /* We can't use VBOs if the base vertex index is negative. OpenGL
3621 * doesn't accept negative offsets (or rather offsets bigger than the
3622 * VBO, because the pointer is unsigned), so use system memory
3623 * sources. In most sane cases the pointer - offset will still be > 0,
3624 * otherwise it will wrap around to some big value. Hope that with the
3625 * indices the driver wraps it back internally. If not,
3626 * draw_primitive_immediate_mode() is needed, including a vertex buffer
3627 * path. */
3628 if (state->load_base_vertex_index < 0)
3630 WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
3631 state->load_base_vertex_index);
3632 element->data.buffer_object = 0;
3633 element->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(buffer, context);
3634 if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride)
3635 FIXME("System memory vertex data load offset is negative!\n");
3637 else
3639 wined3d_buffer_load(buffer, context, state);
3640 wined3d_buffer_get_memory(buffer, &data, buffer->locations);
3641 element->data.buffer_object = data.buffer_object;
3642 element->data.addr += (ULONG_PTR)data.addr;
3645 if (!element->data.buffer_object)
3646 stream_info->all_vbo = 0;
3648 if (buffer->fence)
3649 context->buffer_fences[context->buffer_fence_count++] = buffer->fence;
3651 TRACE("Load array %u {%#x:%p}.\n", i, element->data.buffer_object, element->data.addr);
3654 if (prev_all_vbo != stream_info->all_vbo)
3655 context_invalidate_state(context, STATE_INDEXBUFFER);
3657 context->use_immediate_mode_draw = FALSE;
3659 if (stream_info->all_vbo)
3660 return;
3662 if (use_vs(state))
3664 if (state->vertex_declaration->half_float_conv_needed)
3666 TRACE("Using immediate mode draw with vertex shaders for FLOAT16 conversion.\n");
3667 context->use_immediate_mode_draw = TRUE;
3670 else
3672 WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE);
3673 slow_mask |= -(!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !d3d_info->ffp_generic_attributes)
3674 & ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR) | (1u << WINED3D_FFP_BLENDWEIGHT));
3676 if ((stream_info->position_transformed && !d3d_info->xyzrhw)
3677 || (stream_info->use_map & slow_mask))
3678 context->use_immediate_mode_draw = TRUE;
3682 /* Context activation is done by the caller. */
3683 static void context_preload_texture(struct wined3d_context *context,
3684 const struct wined3d_state *state, unsigned int idx)
3686 struct wined3d_texture *texture;
3688 if (!(texture = state->textures[idx]))
3689 return;
3691 wined3d_texture_load(texture, context, state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE]);
3694 /* Context activation is done by the caller. */
3695 static void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
3697 unsigned int i;
3699 if (use_vs(state))
3701 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
3703 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
3704 context_preload_texture(context, state, MAX_FRAGMENT_SAMPLERS + i);
3708 if (use_ps(state))
3710 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3712 if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type)
3713 context_preload_texture(context, state, i);
3716 else
3718 WORD ffu_map = context->fixed_function_usage_map;
3720 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3722 if (ffu_map & 1)
3723 context_preload_texture(context, state, i);
3728 static void context_load_shader_resources(struct wined3d_context *context, const struct wined3d_state *state,
3729 unsigned int shader_mask)
3731 struct wined3d_shader_sampler_map_entry *entry;
3732 struct wined3d_shader_resource_view *view;
3733 struct wined3d_shader *shader;
3734 unsigned int i, j;
3736 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
3738 if (!(shader_mask & (1u << i)))
3739 continue;
3741 if (!(shader = state->shader[i]))
3742 continue;
3744 for (j = 0; j < WINED3D_MAX_CBS; ++j)
3746 if (state->cb[i][j])
3747 wined3d_buffer_load(state->cb[i][j], context, state);
3750 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
3752 entry = &shader->reg_maps.sampler_map.entries[j];
3754 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
3755 continue;
3757 if (view->resource->type == WINED3D_RTYPE_BUFFER)
3758 wined3d_buffer_load(buffer_from_resource(view->resource), context, state);
3759 else
3760 wined3d_texture_load(texture_from_resource(view->resource), context, FALSE);
3765 static void context_bind_shader_resources(struct wined3d_context *context,
3766 const struct wined3d_state *state, enum wined3d_shader_type shader_type)
3768 unsigned int bind_idx, shader_sampler_count, base, count, i;
3769 const struct wined3d_device *device = context->device;
3770 struct wined3d_shader_sampler_map_entry *entry;
3771 struct wined3d_shader_resource_view *view;
3772 const struct wined3d_shader *shader;
3773 struct wined3d_sampler *sampler;
3774 const DWORD *tex_unit_map;
3776 if (!(shader = state->shader[shader_type]))
3777 return;
3779 tex_unit_map = context_get_tex_unit_mapping(context,
3780 &shader->reg_maps.shader_version, &base, &count);
3782 shader_sampler_count = shader->reg_maps.sampler_map.count;
3783 if (shader_sampler_count > count)
3784 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3785 shader, shader_sampler_count, count);
3786 count = min(shader_sampler_count, count);
3788 for (i = 0; i < count; ++i)
3790 entry = &shader->reg_maps.sampler_map.entries[i];
3791 bind_idx = base + entry->bind_idx;
3792 if (tex_unit_map)
3793 bind_idx = tex_unit_map[bind_idx];
3795 if (!(view = state->shader_resource_view[shader_type][entry->resource_idx]))
3797 WARN("No resource view bound at index %u, %u.\n", shader_type, entry->resource_idx);
3798 continue;
3801 if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
3802 sampler = device->default_sampler;
3803 else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
3804 sampler = device->null_sampler;
3805 wined3d_shader_resource_view_bind(view, bind_idx, sampler, context);
3809 static void context_load_unordered_access_resources(struct wined3d_context *context,
3810 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
3812 struct wined3d_unordered_access_view *view;
3813 struct wined3d_texture *texture;
3814 struct wined3d_buffer *buffer;
3815 unsigned int i;
3817 context->uses_uavs = 0;
3819 if (!shader)
3820 return;
3822 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
3824 if (!(view = views[i]))
3825 continue;
3827 if (view->resource->type == WINED3D_RTYPE_BUFFER)
3829 buffer = buffer_from_resource(view->resource);
3830 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
3831 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
3833 else
3835 texture = texture_from_resource(view->resource);
3836 wined3d_texture_load(texture, context, FALSE);
3837 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
3840 context->uses_uavs = 1;
3844 static void context_bind_unordered_access_views(struct wined3d_context *context,
3845 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
3847 const struct wined3d_gl_info *gl_info = context->gl_info;
3848 struct wined3d_unordered_access_view *view;
3849 GLuint texture_name;
3850 unsigned int i;
3851 GLint level;
3853 if (!shader)
3854 return;
3856 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
3858 if (!(view = views[i]))
3860 if (shader->reg_maps.uav_resource_info[i].type)
3861 WARN("No unordered access view bound at index %u.\n", i);
3862 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
3863 continue;
3866 if (view->gl_view.name)
3868 texture_name = view->gl_view.name;
3869 level = 0;
3871 else if (view->resource->type != WINED3D_RTYPE_BUFFER)
3873 struct wined3d_texture *texture = texture_from_resource(view->resource);
3874 texture_name = wined3d_texture_get_texture_name(texture, context, FALSE);
3875 level = view->desc.u.texture.level_idx;
3877 else
3879 FIXME("Unsupported buffer unordered access view.\n");
3880 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
3881 continue;
3884 GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE,
3885 view->format->glInternal));
3887 if (view->counter_bo)
3888 GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, i, view->counter_bo));
3890 checkGLcall("Bind unordered access views");
3893 static void context_load_stream_output_buffers(struct wined3d_context *context,
3894 const struct wined3d_state *state)
3896 unsigned int i;
3898 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
3900 struct wined3d_buffer *buffer;
3901 if (!(buffer = state->stream_output[i].buffer))
3902 continue;
3904 wined3d_buffer_load(buffer, context, state);
3905 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
3909 /* Context activation is done by the caller. */
3910 static BOOL context_apply_draw_state(struct wined3d_context *context,
3911 const struct wined3d_device *device, const struct wined3d_state *state)
3913 const struct StateEntry *state_table = context->state_table;
3914 const struct wined3d_gl_info *gl_info = context->gl_info;
3915 const struct wined3d_fb_state *fb = state->fb;
3916 unsigned int i;
3917 WORD map;
3919 if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
3921 if (!gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
3923 FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
3924 return FALSE;
3927 context_set_render_offscreen(context, TRUE);
3930 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
3932 context_validate_onscreen_formats(context, fb->depth_stencil);
3935 /* Preload resources before FBO setup. Texture preload in particular may
3936 * result in changes to the current FBO, due to using e.g. FBO blits for
3937 * updating a resource location. */
3938 context_update_tex_unit_map(context, state);
3939 context_preload_textures(context, state);
3940 context_load_shader_resources(context, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
3941 context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],
3942 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
3943 context_load_stream_output_buffers(context, state);
3944 /* TODO: Right now the dependency on the vertex shader is necessary
3945 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
3946 * the current VS but maybe it's possible to relax the coupling in some
3947 * situations at least. */
3948 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC)
3949 || isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX)))
3951 context_update_stream_info(context, state);
3953 else
3955 for (i = 0, map = context->stream_info.use_map; map; map >>= 1, ++i)
3957 if (map & 1)
3958 wined3d_buffer_load(state->streams[context->stream_info.elements[i].stream_idx].buffer,
3959 context, state);
3961 /* Loading the buffers above may have invalidated the stream info. */
3962 if (isStateDirty(context, STATE_STREAMSRC))
3963 context_update_stream_info(context, state);
3965 if (state->index_buffer)
3967 if (context->stream_info.all_vbo)
3968 wined3d_buffer_load(state->index_buffer, context, state);
3969 else
3970 wined3d_buffer_load_sysmem(state->index_buffer, context);
3973 for (i = 0; i < context->numDirtyEntries; ++i)
3975 DWORD rep = context->dirtyArray[i];
3976 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
3977 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
3978 context->isStateDirty[idx] &= ~(1u << shift);
3979 state_table[rep].apply(context, state, rep);
3982 if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE))
3984 device->shader_backend->shader_select(device->shader_priv, context, state);
3985 context->shader_update_mask &= 1u << WINED3D_SHADER_TYPE_COMPUTE;
3988 if (context->constant_update_mask)
3990 device->shader_backend->shader_load_constants(device->shader_priv, context, state);
3991 context->constant_update_mask = 0;
3994 if (context->update_shader_resource_bindings)
3996 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
3997 context_bind_shader_resources(context, state, i);
3998 context->update_shader_resource_bindings = 0;
3999 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
4000 context->update_compute_shader_resource_bindings = 1;
4003 if (context->update_unordered_access_view_bindings)
4005 context_bind_unordered_access_views(context,
4006 state->shader[WINED3D_SHADER_TYPE_PIXEL],
4007 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
4008 context->update_unordered_access_view_bindings = 0;
4009 context->update_compute_unordered_access_view_bindings = 1;
4012 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4014 context_check_fbo_status(context, GL_FRAMEBUFFER);
4017 context->numDirtyEntries = 0; /* This makes the whole list clean */
4018 context->last_was_blit = FALSE;
4019 context->last_was_ffp_blit = FALSE;
4021 return TRUE;
4024 static void context_apply_compute_state(struct wined3d_context *context,
4025 const struct wined3d_device *device, const struct wined3d_state *state)
4027 const struct StateEntry *state_table = context->state_table;
4028 const struct wined3d_gl_info *gl_info = context->gl_info;
4029 unsigned int state_id, i;
4031 context_load_shader_resources(context, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
4032 context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
4033 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
4035 for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context->dirty_compute_states); ++i)
4037 unsigned int dirty_mask = context->dirty_compute_states[i];
4038 while (dirty_mask)
4040 unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask);
4041 state_table[current_state_id].apply(context, state, current_state_id);
4043 state_id += sizeof(*context->dirty_compute_states) * CHAR_BIT;
4045 memset(context->dirty_compute_states, 0, sizeof(*context->dirty_compute_states));
4047 if (context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
4049 device->shader_backend->shader_select_compute(device->shader_priv, context, state);
4050 context->shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
4053 if (context->update_compute_shader_resource_bindings)
4055 context_bind_shader_resources(context, state, WINED3D_SHADER_TYPE_COMPUTE);
4056 context->update_compute_shader_resource_bindings = 0;
4057 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
4058 context->update_shader_resource_bindings = 1;
4061 if (context->update_compute_unordered_access_view_bindings)
4063 context_bind_unordered_access_views(context,
4064 state->shader[WINED3D_SHADER_TYPE_COMPUTE],
4065 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
4066 context->update_compute_unordered_access_view_bindings = 0;
4067 context->update_unordered_access_view_bindings = 1;
4070 /* Updates to currently bound render targets aren't necessarily coherent
4071 * between the graphics and compute pipelines. Unbind any currently bound
4072 * FBO here to ensure preceding updates to its attachments by the graphics
4073 * pipeline are visible to the compute pipeline.
4075 * Without this, the bloom effect in Nier:Automata is too bright on the
4076 * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
4077 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
4078 context_invalidate_state(context, STATE_FRAMEBUFFER);
4080 context->last_was_blit = FALSE;
4081 context->last_was_ffp_blit = FALSE;
4084 static BOOL use_transform_feedback(const struct wined3d_state *state)
4086 const struct wined3d_shader *shader;
4087 if (!(shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]))
4088 return FALSE;
4089 return shader->u.gs.so_desc.element_count;
4092 void context_end_transform_feedback(struct wined3d_context *context)
4094 const struct wined3d_gl_info *gl_info = context->gl_info;
4095 if (context->transform_feedback_active)
4097 GL_EXTCALL(glEndTransformFeedback());
4098 checkGLcall("glEndTransformFeedback");
4099 context->transform_feedback_active = 0;
4100 context->transform_feedback_paused = 0;
4104 static void context_pause_transform_feedback(struct wined3d_context *context, BOOL force)
4106 const struct wined3d_gl_info *gl_info = context->gl_info;
4108 if (!context->transform_feedback_active || context->transform_feedback_paused)
4109 return;
4111 if (gl_info->supported[ARB_TRANSFORM_FEEDBACK2])
4113 GL_EXTCALL(glPauseTransformFeedback());
4114 checkGLcall("glPauseTransformFeedback");
4115 context->transform_feedback_paused = 1;
4116 return;
4119 WARN("Cannot pause transform feedback operations.\n");
4121 if (force)
4122 context_end_transform_feedback(context);
4125 static void context_setup_target(struct wined3d_context *context,
4126 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4128 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
4130 render_offscreen = wined3d_resource_is_offscreen(&texture->resource);
4131 if (context->current_rt.texture == texture
4132 && context->current_rt.sub_resource_idx == sub_resource_idx
4133 && render_offscreen == old_render_offscreen)
4134 return;
4136 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
4137 * the alpha blend state changes with different render target formats. */
4138 if (!context->current_rt.texture)
4140 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
4142 else
4144 const struct wined3d_format *old = context->current_rt.texture->resource.format;
4145 const struct wined3d_format *new = texture->resource.format;
4147 if (old->id != new->id)
4149 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
4150 if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
4151 || !(texture->resource.format_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
4152 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
4154 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
4155 if ((context->current_rt.texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE)
4156 != (texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE))
4157 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
4160 /* When switching away from an offscreen render target, and we're not
4161 * using FBOs, we have to read the drawable into the texture. This is
4162 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
4163 * There are some things that need care though. PreLoad needs a GL context,
4164 * and FindContext is called before the context is activated. It also
4165 * has to be called with the old rendertarget active, otherwise a
4166 * wrong drawable is read. */
4167 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
4168 && old_render_offscreen && (context->current_rt.texture != texture
4169 || context->current_rt.sub_resource_idx != sub_resource_idx))
4171 unsigned int prev_sub_resource_idx = context->current_rt.sub_resource_idx;
4172 struct wined3d_texture *prev_texture = context->current_rt.texture;
4174 /* Read the back buffer of the old drawable into the destination texture. */
4175 if (prev_texture->texture_srgb.name)
4176 wined3d_texture_load(prev_texture, context, TRUE);
4177 wined3d_texture_load(prev_texture, context, FALSE);
4178 wined3d_texture_invalidate_location(prev_texture, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE);
4182 context->current_rt.texture = texture;
4183 context->current_rt.sub_resource_idx = sub_resource_idx;
4184 context_set_render_offscreen(context, render_offscreen);
4187 static void context_activate(struct wined3d_context *context,
4188 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4190 context_enter(context);
4191 context_update_window(context);
4192 context_setup_target(context, texture, sub_resource_idx);
4193 if (!context->valid)
4194 return;
4196 if (context != context_get_current())
4198 if (!context_set_current(context))
4199 ERR("Failed to activate the new context.\n");
4201 else if (context->needs_set)
4203 context_set_gl_context(context);
4207 struct wined3d_context *context_acquire(const struct wined3d_device *device,
4208 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4210 struct wined3d_context *current_context = context_get_current();
4211 struct wined3d_context *context;
4212 BOOL swapchain_texture;
4214 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx);
4216 wined3d_from_cs(device->cs);
4218 if (current_context && current_context->destroyed)
4219 current_context = NULL;
4221 swapchain_texture = texture && texture->swapchain;
4222 if (!texture)
4224 if (current_context
4225 && current_context->current_rt.texture
4226 && current_context->device == device)
4228 texture = current_context->current_rt.texture;
4229 sub_resource_idx = current_context->current_rt.sub_resource_idx;
4231 else
4233 struct wined3d_swapchain *swapchain = device->swapchains[0];
4235 if (swapchain->back_buffers)
4236 texture = swapchain->back_buffers[0];
4237 else
4238 texture = swapchain->front_buffer;
4239 sub_resource_idx = 0;
4243 if (current_context && current_context->current_rt.texture == texture)
4245 context = current_context;
4247 else if (swapchain_texture)
4249 TRACE("Rendering onscreen.\n");
4251 context = swapchain_get_context(texture->swapchain);
4253 else
4255 TRACE("Rendering offscreen.\n");
4257 /* Stay with the current context if possible. Otherwise use the
4258 * context for the primary swapchain. */
4259 if (current_context && current_context->device == device)
4260 context = current_context;
4261 else
4262 context = swapchain_get_context(device->swapchains[0]);
4265 context_activate(context, texture, sub_resource_idx);
4267 return context;
4270 struct wined3d_context *context_reacquire(const struct wined3d_device *device,
4271 struct wined3d_context *context)
4273 struct wined3d_context *acquired_context;
4275 wined3d_from_cs(device->cs);
4277 if (!context || context->tid != GetCurrentThreadId())
4278 return NULL;
4280 if (context->current_rt.texture)
4282 context_activate(context, context->current_rt.texture, context->current_rt.sub_resource_idx);
4283 return context;
4286 acquired_context = context_acquire(device, NULL, 0);
4287 if (acquired_context != context)
4288 ERR("Acquired context %p instead of %p.\n", acquired_context, context);
4289 return acquired_context;
4292 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
4293 const struct wined3d_dispatch_parameters *parameters)
4295 const struct wined3d_gl_info *gl_info;
4296 struct wined3d_context *context;
4298 context = context_acquire(device, NULL, 0);
4299 if (!context->valid)
4301 context_release(context);
4302 WARN("Invalid context, skipping dispatch.\n");
4303 return;
4305 gl_info = context->gl_info;
4307 if (!gl_info->supported[ARB_COMPUTE_SHADER])
4309 context_release(context);
4310 FIXME("OpenGL implementation does not support compute shaders.\n");
4311 return;
4314 if (parameters->indirect)
4315 wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
4317 context_apply_compute_state(context, device, state);
4319 if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE])
4321 context_release(context);
4322 WARN("No compute shader bound, skipping dispatch.\n");
4323 return;
4326 if (parameters->indirect)
4328 const struct wined3d_indirect_dispatch_parameters *indirect = &parameters->u.indirect;
4329 struct wined3d_buffer *buffer = indirect->buffer;
4331 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer->buffer_object));
4332 GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset));
4333 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
4335 else
4337 const struct wined3d_direct_dispatch_parameters *direct = &parameters->u.direct;
4338 GL_EXTCALL(glDispatchCompute(direct->group_count_x, direct->group_count_y, direct->group_count_z));
4340 checkGLcall("dispatch compute");
4342 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
4343 checkGLcall("glMemoryBarrier");
4345 context_release(context);
4348 /* Context activation is done by the caller. */
4349 static void draw_primitive_arrays(struct wined3d_context *context, const struct wined3d_state *state,
4350 const void *idx_data, unsigned int idx_size, int base_vertex_idx, unsigned int start_idx,
4351 unsigned int count, unsigned int start_instance, unsigned int instance_count)
4353 const struct wined3d_ffp_attrib_ops *ops = &context->d3d_info->ffp_attrib_ops;
4354 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
4355 const struct wined3d_stream_info *si = &context->stream_info;
4356 unsigned int instanced_elements[ARRAY_SIZE(si->elements)];
4357 const struct wined3d_gl_info *gl_info = context->gl_info;
4358 unsigned int instanced_element_count = 0;
4359 GLenum mode = state->gl_primitive_type;
4360 const void *indices;
4361 unsigned int i, j;
4363 indices = (const char *)idx_data + idx_size * start_idx;
4365 if (!instance_count)
4367 if (!idx_size)
4369 gl_info->gl_ops.gl.p_glDrawArrays(mode, start_idx, count);
4370 checkGLcall("glDrawArrays");
4371 return;
4374 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4376 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
4377 checkGLcall("glDrawElementsBaseVertex");
4378 return;
4381 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
4382 checkGLcall("glDrawElements");
4383 return;
4386 if (start_instance && !(gl_info->supported[ARB_BASE_INSTANCE] && gl_info->supported[ARB_INSTANCED_ARRAYS]))
4387 FIXME("Start instance (%u) not supported.\n", start_instance);
4389 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4391 if (!idx_size)
4393 if (gl_info->supported[ARB_BASE_INSTANCE])
4395 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode, start_idx, count, instance_count, start_instance));
4396 checkGLcall("glDrawArraysInstancedBaseInstance");
4397 return;
4400 GL_EXTCALL(glDrawArraysInstanced(mode, start_idx, count, instance_count));
4401 checkGLcall("glDrawArraysInstanced");
4402 return;
4405 if (gl_info->supported[ARB_BASE_INSTANCE])
4407 GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode, count, idx_type,
4408 indices, instance_count, base_vertex_idx, start_instance));
4409 checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
4410 return;
4412 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4414 GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode, count, idx_type,
4415 indices, instance_count, base_vertex_idx));
4416 checkGLcall("glDrawElementsInstancedBaseVertex");
4417 return;
4420 GL_EXTCALL(glDrawElementsInstanced(mode, count, idx_type, indices, instance_count));
4421 checkGLcall("glDrawElementsInstanced");
4422 return;
4425 /* Instancing emulation by mixing immediate mode and arrays. */
4427 /* This is a nasty thing. MSDN says no hardware supports this and
4428 * applications have to use software vertex processing. We don't support
4429 * this for now.
4431 * Shouldn't be too hard to support with OpenGL, in theory just call
4432 * glDrawArrays() instead of drawElements(). But the stream fequency value
4433 * has a different meaning in that situation. */
4434 if (!idx_size)
4436 FIXME("Non-indexed instanced drawing is not supported.\n");
4437 return;
4440 for (i = 0; i < ARRAY_SIZE(si->elements); ++i)
4442 if (!(si->use_map & (1u << i)))
4443 continue;
4445 if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4446 instanced_elements[instanced_element_count++] = i;
4449 for (i = 0; i < instance_count; ++i)
4451 /* Specify the instanced attributes using immediate mode calls. */
4452 for (j = 0; j < instanced_element_count; ++j)
4454 const struct wined3d_stream_info_element *element;
4455 unsigned int element_idx;
4456 const BYTE *ptr;
4458 element_idx = instanced_elements[j];
4459 element = &si->elements[element_idx];
4460 ptr = element->data.addr + element->stride * i;
4461 if (element->data.buffer_object)
4462 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(state->streams[element->stream_idx].buffer, context);
4463 ops->generic[element->format->emit_idx](element_idx, ptr);
4466 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4468 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
4469 checkGLcall("glDrawElementsBaseVertex");
4471 else
4473 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
4474 checkGLcall("glDrawElements");
4479 static unsigned int get_stride_idx(const void *idx_data, unsigned int idx_size,
4480 unsigned int base_vertex_idx, unsigned int start_idx, unsigned int vertex_idx)
4482 if (!idx_data)
4483 return start_idx + vertex_idx;
4484 if (idx_size == 2)
4485 return ((const WORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
4486 return ((const DWORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
4489 /* Context activation is done by the caller. */
4490 static void draw_primitive_immediate_mode(struct wined3d_context *context, const struct wined3d_state *state,
4491 const struct wined3d_stream_info *si, const void *idx_data, unsigned int idx_size,
4492 int base_vertex_idx, unsigned int start_idx, unsigned int vertex_count, unsigned int instance_count)
4494 const BYTE *position = NULL, *normal = NULL, *diffuse = NULL, *specular = NULL;
4495 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4496 unsigned int coord_idx, stride_idx, texture_idx, vertex_idx;
4497 const struct wined3d_gl_info *gl_info = context->gl_info;
4498 const struct wined3d_stream_info_element *element;
4499 const BYTE *tex_coords[WINED3DDP_MAXTEXCOORD];
4500 unsigned int texture_unit, texture_stages;
4501 const struct wined3d_ffp_attrib_ops *ops;
4502 unsigned int untracked_material_count;
4503 unsigned int tex_mask = 0;
4504 BOOL specular_fog = FALSE;
4505 BOOL ps = use_ps(state);
4506 const void *ptr;
4508 static unsigned int once;
4510 if (!once++)
4511 FIXME_(d3d_perf)("Drawing using immediate mode.\n");
4512 else
4513 WARN_(d3d_perf)("Drawing using immediate mode.\n");
4515 if (!idx_size && idx_data)
4516 ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
4518 if (instance_count)
4519 FIXME("Instancing not implemented.\n");
4521 /* Immediate mode drawing can't make use of indices in a VBO - get the
4522 * data from the index buffer. */
4523 if (idx_size)
4524 idx_data = wined3d_buffer_load_sysmem(state->index_buffer, context) + state->index_offset;
4526 ops = &d3d_info->ffp_attrib_ops;
4528 gl_info->gl_ops.gl.p_glBegin(state->gl_primitive_type);
4530 if (use_vs(state) || d3d_info->ffp_generic_attributes)
4532 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
4534 unsigned int use_map = si->use_map;
4535 unsigned int element_idx;
4537 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
4538 for (element_idx = MAX_ATTRIBS - 1; use_map; use_map &= ~(1u << element_idx), --element_idx)
4540 if (!(use_map & 1u << element_idx))
4541 continue;
4543 ptr = si->elements[element_idx].data.addr + si->elements[element_idx].stride * stride_idx;
4544 ops->generic[si->elements[element_idx].format->emit_idx](element_idx, ptr);
4548 gl_info->gl_ops.gl.p_glEnd();
4549 return;
4552 if (si->use_map & (1u << WINED3D_FFP_POSITION))
4553 position = si->elements[WINED3D_FFP_POSITION].data.addr;
4555 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
4556 normal = si->elements[WINED3D_FFP_NORMAL].data.addr;
4557 else
4558 gl_info->gl_ops.gl.p_glNormal3f(0.0f, 0.0f, 0.0f);
4560 untracked_material_count = context->num_untracked_materials;
4561 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
4563 element = &si->elements[WINED3D_FFP_DIFFUSE];
4564 diffuse = element->data.addr;
4566 if (untracked_material_count && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
4567 FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element->format->id));
4569 else
4571 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4574 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
4576 element = &si->elements[WINED3D_FFP_SPECULAR];
4577 specular = element->data.addr;
4579 /* Special case where the fog density is stored in the specular alpha channel. */
4580 if (state->render_states[WINED3D_RS_FOGENABLE]
4581 && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
4582 || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
4583 && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
4585 if (gl_info->supported[EXT_FOG_COORD])
4587 if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
4588 specular_fog = TRUE;
4589 else
4590 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element->format->id));
4592 else
4594 static unsigned int once;
4596 if (!once++)
4597 FIXME("Implement fog for transformed vertices in software.\n");
4601 else if (gl_info->supported[EXT_SECONDARY_COLOR])
4603 GL_EXTCALL(glSecondaryColor3fEXT)(0.0f, 0.0f, 0.0f);
4606 texture_stages = d3d_info->limits.ffp_blend_stages;
4607 for (texture_idx = 0; texture_idx < texture_stages; ++texture_idx)
4609 if (!gl_info->supported[ARB_MULTITEXTURE] && texture_idx > 0)
4611 FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
4612 continue;
4615 if (!ps && !state->textures[texture_idx])
4616 continue;
4618 texture_unit = context->tex_unit_map[texture_idx];
4619 if (texture_unit == WINED3D_UNMAPPED_STAGE)
4620 continue;
4622 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
4623 if (coord_idx > 7)
4625 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx, texture_idx);
4626 continue;
4629 if (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))
4631 tex_coords[coord_idx] = si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].data.addr;
4632 tex_mask |= (1u << texture_idx);
4634 else
4636 TRACE("Setting default coordinates for texture %u.\n", texture_idx);
4637 if (gl_info->supported[ARB_MULTITEXTURE])
4638 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_unit, 0.0f, 0.0f, 0.0f, 1.0f));
4639 else
4640 gl_info->gl_ops.gl.p_glTexCoord4f(0.0f, 0.0f, 0.0f, 1.0f);
4644 /* Blending data and point sizes are not supported by this function. They
4645 * are not supported by the fixed function pipeline at all. A FIXME for
4646 * them is printed after decoding the vertex declaration. */
4647 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
4649 unsigned int tmp_tex_mask;
4651 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
4653 if (normal)
4655 ptr = normal + stride_idx * si->elements[WINED3D_FFP_NORMAL].stride;
4656 ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptr);
4659 if (diffuse)
4661 ptr = diffuse + stride_idx * si->elements[WINED3D_FFP_DIFFUSE].stride;
4662 ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptr);
4664 if (untracked_material_count)
4666 struct wined3d_color color;
4667 unsigned int i;
4669 wined3d_color_from_d3dcolor(&color, *(const DWORD *)ptr);
4670 for (i = 0; i < untracked_material_count; ++i)
4672 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], &color.r);
4677 if (specular)
4679 ptr = specular + stride_idx * si->elements[WINED3D_FFP_SPECULAR].stride;
4680 ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptr);
4682 if (specular_fog)
4683 GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD *)ptr >> 24)));
4686 tmp_tex_mask = tex_mask;
4687 for (texture_idx = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture_idx)
4689 if (!(tmp_tex_mask & 1))
4690 continue;
4692 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
4693 ptr = tex_coords[coord_idx] + (stride_idx * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
4694 ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
4695 GL_TEXTURE0_ARB + context->tex_unit_map[texture_idx], ptr);
4698 if (position)
4700 ptr = position + stride_idx * si->elements[WINED3D_FFP_POSITION].stride;
4701 ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptr);
4705 gl_info->gl_ops.gl.p_glEnd();
4706 checkGLcall("draw immediate mode");
4709 static void draw_indirect(struct wined3d_context *context, const struct wined3d_state *state,
4710 const struct wined3d_indirect_draw_parameters *parameters, unsigned int idx_size)
4712 const struct wined3d_gl_info *gl_info = context->gl_info;
4713 struct wined3d_buffer *buffer = parameters->buffer;
4714 const void *offset;
4716 if (!gl_info->supported[ARB_DRAW_INDIRECT])
4718 FIXME("OpenGL implementation does not support indirect draws.\n");
4719 return;
4722 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, buffer->buffer_object));
4724 offset = (void *)(GLintptr)parameters->offset;
4725 if (idx_size)
4727 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
4728 if (state->index_offset)
4729 FIXME("Ignoring index offset %u.\n", state->index_offset);
4730 GL_EXTCALL(glDrawElementsIndirect(state->gl_primitive_type, idx_type, offset));
4732 else
4734 GL_EXTCALL(glDrawArraysIndirect(state->gl_primitive_type, offset));
4737 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0));
4739 checkGLcall("draw indirect");
4742 static void remove_vbos(struct wined3d_context *context,
4743 const struct wined3d_state *state, struct wined3d_stream_info *s)
4745 unsigned int i;
4747 for (i = 0; i < ARRAY_SIZE(s->elements); ++i)
4749 struct wined3d_stream_info_element *e;
4751 if (!(s->use_map & (1u << i)))
4752 continue;
4754 e = &s->elements[i];
4755 if (e->data.buffer_object)
4757 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
4758 e->data.buffer_object = 0;
4759 e->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(vb, context);
4764 static GLenum gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
4766 GLenum gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4767 switch (gl_primitive_type)
4769 case GL_POINTS:
4770 return GL_POINTS;
4772 case GL_LINE_STRIP:
4773 case GL_LINE_STRIP_ADJACENCY:
4774 case GL_LINES_ADJACENCY:
4775 case GL_LINES:
4776 return GL_LINES;
4778 case GL_TRIANGLE_FAN:
4779 case GL_TRIANGLE_STRIP:
4780 case GL_TRIANGLE_STRIP_ADJACENCY:
4781 case GL_TRIANGLES_ADJACENCY:
4782 case GL_TRIANGLES:
4783 return GL_TRIANGLES;
4785 default:
4786 return gl_primitive_type;
4790 /* Routine common to the draw primitive and draw indexed primitive routines */
4791 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
4792 const struct wined3d_draw_parameters *parameters)
4794 BOOL emulation = FALSE, rasterizer_discard = FALSE;
4795 const struct wined3d_fb_state *fb = state->fb;
4796 const struct wined3d_stream_info *stream_info;
4797 struct wined3d_rendertarget_view *dsv, *rtv;
4798 struct wined3d_stream_info si_emulated;
4799 struct wined3d_fence *ib_fence = NULL;
4800 const struct wined3d_gl_info *gl_info;
4801 struct wined3d_context *context;
4802 unsigned int i, idx_size = 0;
4803 const void *idx_data = NULL;
4805 if (!parameters->indirect && !parameters->u.direct.index_count)
4806 return;
4808 if (!(rtv = fb->render_targets[0]))
4809 rtv = fb->depth_stencil;
4810 if (rtv)
4811 context = context_acquire(device, wined3d_texture_from_resource(rtv->resource), rtv->sub_resource_idx);
4812 else
4813 context = context_acquire(device, NULL, 0);
4814 if (!context->valid)
4816 context_release(context);
4817 WARN("Invalid context, skipping draw.\n");
4818 return;
4820 gl_info = context->gl_info;
4822 if (!use_transform_feedback(state))
4823 context_pause_transform_feedback(context, TRUE);
4825 for (i = 0; i < gl_info->limits.buffers; ++i)
4827 if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
4828 continue;
4830 if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
4832 wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding);
4833 wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
4835 else
4837 wined3d_rendertarget_view_prepare_location(rtv, context, rtv->resource->draw_binding);
4841 if ((dsv = fb->depth_stencil))
4843 /* Note that this depends on the context_acquire() call above to set
4844 * context->render_offscreen properly. We don't currently take the
4845 * Z-compare function into account, but we could skip loading the
4846 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
4847 * that we never copy the stencil data.*/
4848 DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
4850 if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
4851 wined3d_rendertarget_view_load_location(dsv, context, location);
4852 else
4853 wined3d_rendertarget_view_prepare_location(dsv, context, location);
4856 if (parameters->indirect)
4857 wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
4859 if (!context_apply_draw_state(context, device, state))
4861 context_release(context);
4862 WARN("Unable to apply draw state, skipping draw.\n");
4863 return;
4866 if (dsv && state->render_states[WINED3D_RS_ZWRITEENABLE])
4868 DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
4870 wined3d_rendertarget_view_validate_location(dsv, location);
4871 wined3d_rendertarget_view_invalidate_location(dsv, ~location);
4874 stream_info = &context->stream_info;
4876 if (parameters->indexed)
4878 struct wined3d_buffer *index_buffer = state->index_buffer;
4879 if (!index_buffer->buffer_object || !stream_info->all_vbo)
4881 idx_data = index_buffer->resource.heap_memory;
4883 else
4885 ib_fence = index_buffer->fence;
4886 idx_data = NULL;
4888 idx_data = (const BYTE *)idx_data + state->index_offset;
4890 if (state->index_format == WINED3DFMT_R16_UINT)
4891 idx_size = 2;
4892 else
4893 idx_size = 4;
4896 if (!use_vs(state))
4898 if (!stream_info->position_transformed && context->num_untracked_materials
4899 && state->render_states[WINED3D_RS_LIGHTING])
4901 static BOOL warned;
4903 if (!warned++)
4904 FIXME("Using software emulation because not all material properties could be tracked.\n");
4905 else
4906 WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n");
4907 emulation = TRUE;
4909 else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
4911 static BOOL warned;
4913 /* Either write a pipeline replacement shader or convert the
4914 * specular alpha from unsigned byte to a float in the vertex
4915 * buffer. */
4916 if (!warned++)
4917 FIXME("Using software emulation because manual fog coordinates are provided.\n");
4918 else
4919 WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n");
4920 emulation = TRUE;
4923 if (emulation)
4925 si_emulated = context->stream_info;
4926 remove_vbos(context, state, &si_emulated);
4927 stream_info = &si_emulated;
4931 if (use_transform_feedback(state))
4933 const struct wined3d_shader *shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
4935 if (is_rasterization_disabled(shader))
4937 glEnable(GL_RASTERIZER_DISCARD);
4938 checkGLcall("enable rasterizer discard");
4939 rasterizer_discard = TRUE;
4942 if (context->transform_feedback_paused)
4944 GL_EXTCALL(glResumeTransformFeedback());
4945 checkGLcall("glResumeTransformFeedback");
4946 context->transform_feedback_paused = 0;
4948 else if (!context->transform_feedback_active)
4950 enum wined3d_primitive_type primitive_type = shader->u.gs.output_type
4951 ? shader->u.gs.output_type : d3d_primitive_type_from_gl(state->gl_primitive_type);
4952 GLenum mode = gl_tfb_primitive_type_from_d3d(primitive_type);
4953 GL_EXTCALL(glBeginTransformFeedback(mode));
4954 checkGLcall("glBeginTransformFeedback");
4955 context->transform_feedback_active = 1;
4959 if (state->gl_primitive_type == GL_PATCHES)
4961 GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES, state->gl_patch_vertices));
4962 checkGLcall("glPatchParameteri");
4965 if (parameters->indirect)
4967 if (!context->use_immediate_mode_draw && !emulation)
4968 draw_indirect(context, state, &parameters->u.indirect, idx_size);
4969 else
4970 FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
4972 else
4974 unsigned int instance_count = parameters->u.direct.instance_count;
4975 if (context->instance_count)
4976 instance_count = context->instance_count;
4978 if (context->use_immediate_mode_draw || emulation)
4979 draw_primitive_immediate_mode(context, state, stream_info, idx_data,
4980 idx_size, parameters->u.direct.base_vertex_idx,
4981 parameters->u.direct.start_idx, parameters->u.direct.index_count, instance_count);
4982 else
4983 draw_primitive_arrays(context, state, idx_data, idx_size, parameters->u.direct.base_vertex_idx,
4984 parameters->u.direct.start_idx, parameters->u.direct.index_count,
4985 parameters->u.direct.start_instance, instance_count);
4988 if (context->uses_uavs)
4990 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
4991 checkGLcall("glMemoryBarrier");
4994 context_pause_transform_feedback(context, FALSE);
4996 if (rasterizer_discard)
4998 glDisable(GL_RASTERIZER_DISCARD);
4999 checkGLcall("disable rasterizer discard");
5002 if (ib_fence)
5003 wined3d_fence_issue(ib_fence, device);
5004 for (i = 0; i < context->buffer_fence_count; ++i)
5005 wined3d_fence_issue(context->buffer_fences[i], device);
5007 context_release(context);
5010 void context_unload_tex_coords(const struct wined3d_context *context)
5012 const struct wined3d_gl_info *gl_info = context->gl_info;
5013 unsigned int texture_idx;
5015 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
5017 gl_info->gl_ops.ext.p_glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx);
5018 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
5022 void context_load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
5023 GLuint *current_bo, const struct wined3d_state *state)
5025 const struct wined3d_gl_info *gl_info = context->gl_info;
5026 unsigned int mapped_stage = 0;
5027 unsigned int texture_idx;
5029 for (texture_idx = 0; texture_idx < context->d3d_info->limits.ffp_blend_stages; ++texture_idx)
5031 unsigned int coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
5033 if ((mapped_stage = context->tex_unit_map[texture_idx]) == WINED3D_UNMAPPED_STAGE)
5034 continue;
5036 if (mapped_stage >= gl_info->limits.texture_coords)
5038 FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage);
5039 continue;
5042 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5044 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx];
5046 TRACE("Setting up texture %u, idx %d, coord_idx %u, data {%#x:%p}.\n",
5047 texture_idx, mapped_stage, coord_idx, e->data.buffer_object, e->data.addr);
5049 if (*current_bo != e->data.buffer_object)
5051 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
5052 checkGLcall("glBindBuffer");
5053 *current_bo = e->data.buffer_object;
5056 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
5057 checkGLcall("glClientActiveTextureARB");
5059 /* The coords to supply depend completely on the fvf/vertex shader. */
5060 gl_info->gl_ops.gl.p_glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
5061 e->data.addr + state->load_base_vertex_index * e->stride);
5062 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
5064 else
5066 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
5069 if (gl_info->supported[NV_REGISTER_COMBINERS])
5071 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
5072 for (texture_idx = mapped_stage + 1; texture_idx < gl_info->limits.textures; ++texture_idx)
5074 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
5078 checkGLcall("loadTexCoords");
5081 /* This should match any arrays loaded in context_load_vertex_data(). */
5082 static void context_unload_vertex_data(struct wined3d_context *context)
5084 const struct wined3d_gl_info *gl_info = context->gl_info;
5086 if (!context->namedArraysLoaded)
5087 return;
5088 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
5089 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
5090 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
5091 if (gl_info->supported[EXT_SECONDARY_COLOR])
5092 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
5093 context_unload_tex_coords(context);
5094 context->namedArraysLoaded = FALSE;
5097 static void context_load_vertex_data(struct wined3d_context *context,
5098 const struct wined3d_stream_info *si, const struct wined3d_state *state)
5100 const struct wined3d_gl_info *gl_info = context->gl_info;
5101 const struct wined3d_stream_info_element *e;
5102 GLuint current_bo;
5104 TRACE("context %p, si %p, state %p.\n", context, si, state);
5106 /* This is used for the fixed-function pipeline only, and the
5107 * fixed-function pipeline doesn't do instancing. */
5108 context->instance_count = 0;
5109 current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
5111 /* Blend data */
5112 if ((si->use_map & (1u << WINED3D_FFP_BLENDWEIGHT))
5113 || si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
5115 /* TODO: Support vertex blending in immediate mode draws. No need to
5116 * write a FIXME here, this is done after the general vertex
5117 * declaration decoding. */
5118 WARN("Vertex blending not supported.\n");
5121 /* Point Size */
5122 if (si->use_map & (1u << WINED3D_FFP_PSIZE))
5124 /* No such functionality in the fixed-function GL pipeline. */
5125 WARN("Per-vertex point size not supported.\n");
5128 /* Position */
5129 if (si->use_map & (1u << WINED3D_FFP_POSITION))
5131 e = &si->elements[WINED3D_FFP_POSITION];
5133 if (current_bo != e->data.buffer_object)
5135 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
5136 checkGLcall("glBindBuffer");
5137 current_bo = e->data.buffer_object;
5140 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
5141 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
5142 e->data.addr + state->load_base_vertex_index * e->stride);
5143 gl_info->gl_ops.gl.p_glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
5144 e->data.addr + state->load_base_vertex_index * e->stride);
5145 checkGLcall("glVertexPointer(...)");
5146 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
5147 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
5150 /* Normals */
5151 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
5153 e = &si->elements[WINED3D_FFP_NORMAL];
5155 if (current_bo != e->data.buffer_object)
5157 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
5158 checkGLcall("glBindBuffer");
5159 current_bo = e->data.buffer_object;
5162 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
5163 e->data.addr + state->load_base_vertex_index * e->stride);
5164 gl_info->gl_ops.gl.p_glNormalPointer(e->format->gl_vtx_type, e->stride,
5165 e->data.addr + state->load_base_vertex_index * e->stride);
5166 checkGLcall("glNormalPointer(...)");
5167 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
5168 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
5171 else
5173 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
5174 checkGLcall("glNormal3f(0, 0, 0)");
5177 /* Diffuse colour */
5178 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
5180 e = &si->elements[WINED3D_FFP_DIFFUSE];
5182 if (current_bo != e->data.buffer_object)
5184 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
5185 checkGLcall("glBindBuffer");
5186 current_bo = e->data.buffer_object;
5189 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
5190 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
5191 e->data.addr + state->load_base_vertex_index * e->stride);
5192 gl_info->gl_ops.gl.p_glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
5193 e->data.addr + state->load_base_vertex_index * e->stride);
5194 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
5195 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
5196 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
5199 else
5201 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
5202 checkGLcall("glColor4f(1, 1, 1, 1)");
5205 /* Specular colour */
5206 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
5208 TRACE("Setting specular colour.\n");
5210 e = &si->elements[WINED3D_FFP_SPECULAR];
5212 if (gl_info->supported[EXT_SECONDARY_COLOR])
5214 GLenum type = e->format->gl_vtx_type;
5215 GLint format = e->format->gl_vtx_format;
5217 if (current_bo != e->data.buffer_object)
5219 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
5220 checkGLcall("glBindBuffer");
5221 current_bo = e->data.buffer_object;
5224 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
5226 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
5227 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
5228 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
5229 * 4 component secondary colors use it
5231 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
5232 e->data.addr + state->load_base_vertex_index * e->stride);
5233 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
5234 e->data.addr + state->load_base_vertex_index * e->stride));
5235 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
5237 else
5239 switch (type)
5241 case GL_UNSIGNED_BYTE:
5242 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
5243 e->data.addr + state->load_base_vertex_index * e->stride);
5244 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
5245 e->data.addr + state->load_base_vertex_index * e->stride));
5246 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
5247 break;
5249 default:
5250 FIXME("Add 4 component specular colour pointers for type %#x.\n", type);
5251 /* Make sure that the right colour component is dropped. */
5252 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
5253 e->data.addr + state->load_base_vertex_index * e->stride);
5254 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
5255 e->data.addr + state->load_base_vertex_index * e->stride));
5256 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
5259 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
5260 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
5262 else
5264 WARN("Specular colour is not supported in this GL implementation.\n");
5267 else
5269 if (gl_info->supported[EXT_SECONDARY_COLOR])
5271 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
5272 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
5274 else
5276 WARN("Specular colour is not supported in this GL implementation.\n");
5280 /* Texture coordinates */
5281 context_load_tex_coords(context, si, &current_bo, state);
5284 static void context_unload_numbered_array(struct wined3d_context *context, unsigned int i)
5286 const struct wined3d_gl_info *gl_info = context->gl_info;
5288 GL_EXTCALL(glDisableVertexAttribArray(i));
5289 checkGLcall("glDisableVertexAttribArray");
5290 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
5291 GL_EXTCALL(glVertexAttribDivisor(i, 0));
5293 context->numbered_array_mask &= ~(1u << i);
5296 static void context_unload_numbered_arrays(struct wined3d_context *context)
5298 unsigned int i;
5300 while (context->numbered_array_mask)
5302 i = wined3d_bit_scan(&context->numbered_array_mask);
5303 context_unload_numbered_array(context, i);
5307 static void context_load_numbered_arrays(struct wined3d_context *context,
5308 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
5310 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
5311 const struct wined3d_gl_info *gl_info = context->gl_info;
5312 GLuint current_bo;
5313 unsigned int i;
5315 /* Default to no instancing. */
5316 context->instance_count = 0;
5317 current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
5319 for (i = 0; i < MAX_ATTRIBS; ++i)
5321 const struct wined3d_stream_info_element *element = &stream_info->elements[i];
5322 const struct wined3d_stream_state *stream;
5324 if (!(stream_info->use_map & (1u << i)))
5326 if (context->numbered_array_mask & (1u << i))
5327 context_unload_numbered_array(context, i);
5328 if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
5329 GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
5330 else
5331 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
5332 continue;
5335 stream = &state->streams[element->stream_idx];
5337 if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count)
5338 context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1;
5340 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
5342 GL_EXTCALL(glVertexAttribDivisor(i, element->divisor));
5344 else if (element->divisor)
5346 /* Unload instanced arrays, they will be loaded using immediate
5347 * mode instead. */
5348 if (context->numbered_array_mask & (1u << i))
5349 context_unload_numbered_array(context, i);
5350 continue;
5353 TRACE("Loading array %u [VBO=%u].\n", i, element->data.buffer_object);
5355 if (element->stride)
5357 if (current_bo != element->data.buffer_object)
5359 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, element->data.buffer_object));
5360 checkGLcall("glBindBuffer");
5361 current_bo = element->data.buffer_object;
5363 /* Use the VBO to find out if a vertex buffer exists, not the vb
5364 * pointer. vb can point to a user pointer data blob. In that case
5365 * current_bo will be 0. If there is a vertex buffer but no vbo we
5366 * won't be load converted attributes anyway. */
5367 if (vs && vs->reg_maps.shader_version.major >= 4
5368 && (element->format->flags[WINED3D_GL_RES_TYPE_BUFFER] & WINED3DFMT_FLAG_INTEGER))
5370 GL_EXTCALL(glVertexAttribIPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type,
5371 element->stride, element->data.addr + state->load_base_vertex_index * element->stride));
5373 else
5375 GL_EXTCALL(glVertexAttribPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type,
5376 element->format->gl_normalized, element->stride,
5377 element->data.addr + state->load_base_vertex_index * element->stride));
5380 if (!(context->numbered_array_mask & (1u << i)))
5382 GL_EXTCALL(glEnableVertexAttribArray(i));
5383 context->numbered_array_mask |= (1u << i);
5386 else
5388 /* Stride = 0 means always the same values.
5389 * glVertexAttribPointer() doesn't do that. Instead disable the
5390 * pointer and set up the attribute statically. But we have to
5391 * figure out the system memory address. */
5392 const BYTE *ptr = element->data.addr;
5393 if (element->data.buffer_object)
5394 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(stream->buffer, context);
5396 if (context->numbered_array_mask & (1u << i))
5397 context_unload_numbered_array(context, i);
5399 switch (element->format->id)
5401 case WINED3DFMT_R32_FLOAT:
5402 GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
5403 break;
5404 case WINED3DFMT_R32G32_FLOAT:
5405 GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
5406 break;
5407 case WINED3DFMT_R32G32B32_FLOAT:
5408 GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
5409 break;
5410 case WINED3DFMT_R32G32B32A32_FLOAT:
5411 GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
5412 break;
5413 case WINED3DFMT_R8G8B8A8_UINT:
5414 GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
5415 break;
5416 case WINED3DFMT_B8G8R8A8_UNORM:
5417 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
5419 const DWORD *src = (const DWORD *)ptr;
5420 DWORD c = *src & 0xff00ff00u;
5421 c |= (*src & 0xff0000u) >> 16;
5422 c |= (*src & 0xffu) << 16;
5423 GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
5424 break;
5426 /* else fallthrough */
5427 case WINED3DFMT_R8G8B8A8_UNORM:
5428 GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
5429 break;
5430 case WINED3DFMT_R16G16_SINT:
5431 GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
5432 break;
5433 case WINED3DFMT_R16G16B16A16_SINT:
5434 GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
5435 break;
5436 case WINED3DFMT_R16G16_SNORM:
5438 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
5439 GL_EXTCALL(glVertexAttrib4Nsv(i, s));
5440 break;
5442 case WINED3DFMT_R16G16_UNORM:
5444 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
5445 GL_EXTCALL(glVertexAttrib4Nusv(i, s));
5446 break;
5448 case WINED3DFMT_R16G16B16A16_SNORM:
5449 GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
5450 break;
5451 case WINED3DFMT_R16G16B16A16_UNORM:
5452 GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
5453 break;
5454 case WINED3DFMT_R10G10B10X2_UINT:
5455 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
5456 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
5457 break;
5458 case WINED3DFMT_R10G10B10X2_SNORM:
5459 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
5460 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
5461 break;
5462 case WINED3DFMT_R16G16_FLOAT:
5463 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
5465 /* Not supported by GL_ARB_half_float_vertex. */
5466 GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
5468 else
5470 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
5471 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
5472 GL_EXTCALL(glVertexAttrib2f(i, x, y));
5474 break;
5475 case WINED3DFMT_R16G16B16A16_FLOAT:
5476 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
5478 /* Not supported by GL_ARB_half_float_vertex. */
5479 GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
5481 else
5483 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
5484 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
5485 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
5486 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
5487 GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
5489 break;
5490 default:
5491 ERR("Unexpected declaration in stride 0 attributes.\n");
5492 break;
5497 checkGLcall("Loading numbered arrays");
5500 void context_update_stream_sources(struct wined3d_context *context, const struct wined3d_state *state)
5503 if (context->use_immediate_mode_draw)
5504 return;
5506 context_unload_vertex_data(context);
5507 if (context->d3d_info->ffp_generic_attributes || use_vs(state))
5509 TRACE("Loading numbered arrays.\n");
5510 context_load_numbered_arrays(context, &context->stream_info, state);
5511 return;
5514 TRACE("Loading named arrays.\n");
5515 context_unload_numbered_arrays(context);
5516 context_load_vertex_data(context, &context->stream_info, state);
5517 context->namedArraysLoaded = TRUE;
5520 static void apply_texture_blit_state(const struct wined3d_gl_info *gl_info, struct gl_texture *texture,
5521 GLenum target, unsigned int level, enum wined3d_texture_filter_type filter)
5523 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
5524 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
5525 wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
5526 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
5527 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
5528 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
5529 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
5530 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, level);
5532 /* We changed the filtering settings on the texture. Make sure they get
5533 * reset on subsequent draws. */
5534 texture->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
5535 texture->sampler_desc.min_filter = WINED3D_TEXF_POINT;
5536 texture->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
5537 texture->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
5538 texture->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
5539 texture->sampler_desc.srgb_decode = FALSE;
5540 texture->base_level = level;
5543 /* Context activation is done by the caller. */
5544 void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture *texture,
5545 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
5546 enum wined3d_texture_filter_type filter)
5548 const struct wined3d_gl_info *gl_info = context->gl_info;
5549 struct wined3d_blt_info info;
5550 unsigned int level, w, h, i;
5551 SIZE dst_size;
5552 struct blit_vertex
5554 float x, y;
5555 struct wined3d_vec3 texcoord;
5557 quad[4];
5559 texture2d_get_blt_info(texture, sub_resource_idx, src_rect, &info);
5561 level = sub_resource_idx % texture->level_count;
5562 context_bind_texture(context, info.bind_target, texture->texture_rgb.name);
5563 apply_texture_blit_state(gl_info, &texture->texture_rgb, info.bind_target, level, filter);
5564 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
5566 context_get_rt_size(context, &dst_size);
5567 w = dst_size.cx;
5568 h = dst_size.cy;
5570 quad[0].x = dst_rect->left * 2.0f / w - 1.0f;
5571 quad[0].y = dst_rect->top * 2.0f / h - 1.0f;
5572 quad[0].texcoord = info.texcoords[0];
5574 quad[1].x = dst_rect->right * 2.0f / w - 1.0f;
5575 quad[1].y = dst_rect->top * 2.0f / h - 1.0f;
5576 quad[1].texcoord = info.texcoords[1];
5578 quad[2].x = dst_rect->left * 2.0f / w - 1.0f;
5579 quad[2].y = dst_rect->bottom * 2.0f / h - 1.0f;
5580 quad[2].texcoord = info.texcoords[2];
5582 quad[3].x = dst_rect->right * 2.0f / w - 1.0f;
5583 quad[3].y = dst_rect->bottom * 2.0f / h - 1.0f;
5584 quad[3].texcoord = info.texcoords[3];
5586 /* Draw a quad. */
5587 if (gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
5589 if (!context->blit_vbo)
5590 GL_EXTCALL(glGenBuffers(1, &context->blit_vbo));
5591 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, context->blit_vbo));
5593 context_unload_vertex_data(context);
5594 context_unload_numbered_arrays(context);
5596 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STREAM_DRAW));
5597 GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, sizeof(*quad), NULL));
5598 GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT, FALSE, sizeof(*quad),
5599 (void *)FIELD_OFFSET(struct blit_vertex, texcoord)));
5601 GL_EXTCALL(glEnableVertexAttribArray(0));
5602 GL_EXTCALL(glEnableVertexAttribArray(1));
5604 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
5606 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
5607 GL_EXTCALL(glDisableVertexAttribArray(1));
5608 GL_EXTCALL(glDisableVertexAttribArray(0));
5610 else
5612 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
5614 for (i = 0; i < ARRAY_SIZE(quad); ++i)
5616 GL_EXTCALL(glVertexAttrib3fv(1, &quad[i].texcoord.x));
5617 GL_EXTCALL(glVertexAttrib2fv(0, &quad[i].x));
5620 gl_info->gl_ops.gl.p_glEnd();
5622 checkGLcall("draw");
5624 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
5625 context_bind_texture(context, info.bind_target, 0);
5628 /* Context activation is done by the caller. */
5629 void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture *texture,
5630 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
5631 enum wined3d_texture_filter_type filter)
5633 const struct wined3d_gl_info *gl_info = context->gl_info;
5634 struct wined3d_blt_info info;
5635 unsigned int level;
5637 texture2d_get_blt_info(texture, sub_resource_idx, src_rect, &info);
5639 gl_info->gl_ops.gl.p_glEnable(info.bind_target);
5640 checkGLcall("glEnable(bind_target)");
5642 level = sub_resource_idx % texture->level_count;
5643 context_bind_texture(context, info.bind_target, texture->texture_rgb.name);
5644 apply_texture_blit_state(gl_info, &texture->texture_rgb, info.bind_target, level, filter);
5645 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
5646 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
5647 checkGLcall("glTexEnvi");
5649 /* Draw a quad. */
5650 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
5651 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[0].x);
5652 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top);
5654 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[1].x);
5655 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top);
5657 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[2].x);
5658 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom);
5660 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[3].x);
5661 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom);
5662 gl_info->gl_ops.gl.p_glEnd();
5664 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
5665 context_bind_texture(context, info.bind_target, 0);