2 * Context and render target management in wined3d
4 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "wine/port.h"
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous
);
36 #define WINED3D_MAX_FBO_ENTRIES 64
38 static DWORD wined3d_context_tls_idx
;
40 /* FBO helper functions */
42 /* Context activation is done by the caller. */
43 static void context_bind_fbo(struct wined3d_context
*context
, GLenum target
, GLuint fbo
)
45 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
49 case GL_READ_FRAMEBUFFER
:
50 if (context
->fbo_read_binding
== fbo
) return;
51 context
->fbo_read_binding
= fbo
;
54 case GL_DRAW_FRAMEBUFFER
:
55 if (context
->fbo_draw_binding
== fbo
) return;
56 context
->fbo_draw_binding
= fbo
;
60 if (context
->fbo_read_binding
== fbo
61 && context
->fbo_draw_binding
== fbo
) return;
62 context
->fbo_read_binding
= fbo
;
63 context
->fbo_draw_binding
= fbo
;
67 FIXME("Unhandled target %#x.\n", target
);
71 gl_info
->fbo_ops
.glBindFramebuffer(target
, fbo
);
72 checkGLcall("glBindFramebuffer()");
75 /* Context activation is done by the caller. */
76 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
80 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
82 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
83 checkGLcall("glFramebufferTexture2D()");
85 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
86 checkGLcall("glFramebufferTexture2D()");
88 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
89 checkGLcall("glFramebufferTexture2D()");
92 /* Context activation is done by the caller. */
93 static void context_destroy_fbo(struct wined3d_context
*context
, GLuint fbo
)
95 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
97 context_bind_fbo(context
, GL_FRAMEBUFFER
, fbo
);
98 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
99 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
101 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
102 checkGLcall("glDeleteFramebuffers()");
105 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info
*gl_info
,
106 GLenum fbo_target
, DWORD format_flags
, GLuint rb
)
108 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
110 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
111 checkGLcall("glFramebufferRenderbuffer()");
114 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
116 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
117 checkGLcall("glFramebufferRenderbuffer()");
121 /* Context activation is done by the caller. */
122 static void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
123 GLenum fbo_target
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
,
126 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
128 if (resource
->object
)
130 TRACE("Attach depth stencil %u.\n", resource
->object
);
134 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
135 format_flags
, resource
->object
);
139 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
141 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
,
142 resource
->target
, resource
->object
, resource
->level
);
143 checkGLcall("glFramebufferTexture2D()");
146 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
148 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
,
149 resource
->target
, resource
->object
, resource
->level
);
150 checkGLcall("glFramebufferTexture2D()");
154 if (!(format_flags
& WINED3DFMT_FLAG_DEPTH
))
156 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
157 checkGLcall("glFramebufferTexture2D()");
160 if (!(format_flags
& WINED3DFMT_FLAG_STENCIL
))
162 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
163 checkGLcall("glFramebufferTexture2D()");
168 TRACE("Attach depth stencil 0.\n");
170 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
171 checkGLcall("glFramebufferTexture2D()");
173 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
174 checkGLcall("glFramebufferTexture2D()");
178 /* Context activation is done by the caller. */
179 static void context_attach_surface_fbo(struct wined3d_context
*context
,
180 GLenum fbo_target
, DWORD idx
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
)
182 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
184 TRACE("Attach GL object %u to %u.\n", resource
->object
, idx
);
186 if (resource
->object
)
191 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
192 GL_RENDERBUFFER
, resource
->object
);
193 checkGLcall("glFramebufferRenderbuffer()");
197 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
198 resource
->target
, resource
->object
, resource
->level
);
199 checkGLcall("glFramebufferTexture2D()");
204 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, GL_TEXTURE_2D
, 0, 0);
205 checkGLcall("glFramebufferTexture2D()");
209 static void context_dump_fbo_attachment(const struct wined3d_gl_info
*gl_info
, GLenum target
,
212 GLint type
, name
, samples
, width
, height
, old_texture
, level
, face
, fmt
, tex_target
;
214 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
215 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
, &name
);
216 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
217 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
, &type
);
219 if (type
== GL_RENDERBUFFER
)
221 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, name
);
222 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_WIDTH
, &width
);
223 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_HEIGHT
, &height
);
224 if (gl_info
->limits
.samples
> 1)
225 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_SAMPLES
, &samples
);
228 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_INTERNAL_FORMAT
, &fmt
);
229 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
230 debug_fboattachment(attachment
), name
, width
, height
, samples
, fmt
);
232 else if (type
== GL_TEXTURE
)
234 const char *tex_type_str
;
236 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
237 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
, &level
);
238 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
239 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
, &face
);
243 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP
, &old_texture
);
245 glBindTexture(GL_TEXTURE_CUBE_MAP
, name
);
246 glGetTexLevelParameteriv(face
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
);
247 glGetTexLevelParameteriv(face
, level
, GL_TEXTURE_WIDTH
, &width
);
248 glGetTexLevelParameteriv(face
, level
, GL_TEXTURE_HEIGHT
, &height
);
250 tex_target
= GL_TEXTURE_CUBE_MAP
;
251 tex_type_str
= "cube";
255 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_texture
);
256 while (gl_info
->gl_ops
.gl
.p_glGetError());
258 glBindTexture(GL_TEXTURE_2D
, name
);
259 if (!gl_info
->gl_ops
.gl
.p_glGetError())
261 tex_target
= GL_TEXTURE_2D
;
266 glBindTexture(GL_TEXTURE_2D
, old_texture
);
267 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_texture
);
269 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, name
);
270 if (gl_info
->gl_ops
.gl
.p_glGetError())
272 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, old_texture
);
273 FIXME("Cannot find type of texture %d.\n", name
);
276 tex_target
= GL_TEXTURE_RECTANGLE_ARB
;
277 tex_type_str
= "rectangle";
280 glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
);
281 glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_WIDTH
, &width
);
282 glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_HEIGHT
, &height
);
285 FIXME(" %s: %s texture %d, %dx%d, format %#x.\n", debug_fboattachment(attachment
),
286 tex_type_str
, name
, width
, height
, fmt
);
288 glBindTexture(tex_target
, old_texture
);
290 else if (type
== GL_NONE
)
292 FIXME("\t%s: NONE.\n", debug_fboattachment(attachment
));
295 ERR("\t%s: Unknown attachment %#x.\n", debug_fboattachment(attachment
), type
);
298 /* Context activation is done by the caller. */
299 void context_check_fbo_status(const struct wined3d_context
*context
, GLenum target
)
301 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
304 if (!FIXME_ON(d3d
)) return;
306 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
307 if (status
== GL_FRAMEBUFFER_COMPLETE
)
309 TRACE("FBO complete\n");
315 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
317 if (!context
->current_fbo
)
319 ERR("FBO 0 is incomplete, driver bug?\n");
323 context_dump_fbo_attachment(gl_info
, target
, GL_DEPTH_ATTACHMENT
);
324 context_dump_fbo_attachment(gl_info
, target
, GL_STENCIL_ATTACHMENT
);
326 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
327 context_dump_fbo_attachment(gl_info
, target
, GL_COLOR_ATTACHMENT0
+ i
);
328 checkGLcall("Dump FBO attachments");
332 static inline DWORD
context_generate_rt_mask(GLenum buffer
)
334 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
335 return buffer
? (1u << 31) | buffer
: 0;
338 static inline DWORD
context_generate_rt_mask_from_surface(const struct wined3d_surface
*target
)
340 return (1u << 31) | surface_get_gl_buffer(target
);
343 static inline void context_set_fbo_key_for_surface(const struct wined3d_context
*context
,
344 struct wined3d_fbo_entry_key
*key
, UINT idx
, struct wined3d_surface
*surface
,
349 key
->objects
[idx
].object
= 0;
350 key
->objects
[idx
].level
= key
->objects
[idx
].target
= 0;
352 else if (surface
->current_renderbuffer
)
354 key
->objects
[idx
].object
= surface
->current_renderbuffer
->id
;
355 key
->objects
[idx
].level
= key
->objects
[idx
].target
= 0;
356 key
->rb_namespace
|= 1 << idx
;
362 case WINED3D_LOCATION_TEXTURE_RGB
:
363 key
->objects
[idx
].object
= surface_get_texture_name(surface
, context
, FALSE
);
364 key
->objects
[idx
].level
= surface
->texture_level
;
365 key
->objects
[idx
].target
= surface
->texture_target
;
368 case WINED3D_LOCATION_TEXTURE_SRGB
:
369 key
->objects
[idx
].object
= surface_get_texture_name(surface
, context
, TRUE
);
370 key
->objects
[idx
].level
= surface
->texture_level
;
371 key
->objects
[idx
].target
= surface
->texture_target
;
374 case WINED3D_LOCATION_RB_MULTISAMPLE
:
375 key
->objects
[idx
].object
= surface
->rb_multisample
;
376 key
->objects
[idx
].level
= key
->objects
[idx
].target
= 0;
377 key
->rb_namespace
|= 1 << idx
;
380 case WINED3D_LOCATION_RB_RESOLVED
:
381 key
->objects
[idx
].object
= surface
->rb_resolved
;
382 key
->objects
[idx
].level
= key
->objects
[idx
].target
= 0;
383 key
->rb_namespace
|= 1 << idx
;
389 static void context_generate_fbo_key(const struct wined3d_context
*context
,
390 struct wined3d_fbo_entry_key
*key
, struct wined3d_surface
**render_targets
,
391 struct wined3d_surface
*depth_stencil
, DWORD color_location
,
396 key
->rb_namespace
= 0;
397 context_set_fbo_key_for_surface(context
, key
, 0, depth_stencil
, ds_location
);
399 for (i
= 0; i
< context
->gl_info
->limits
.buffers
; ++i
)
400 context_set_fbo_key_for_surface(context
, key
, i
+ 1, render_targets
[i
], color_location
);
403 static struct fbo_entry
*context_create_fbo_entry(const struct wined3d_context
*context
,
404 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
405 DWORD color_location
, DWORD ds_location
)
407 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
408 struct fbo_entry
*entry
;
409 UINT object_count
= gl_info
->limits
.buffers
+ 1;
411 entry
= HeapAlloc(GetProcessHeap(), 0,
412 FIELD_OFFSET(struct fbo_entry
, key
.objects
[object_count
]));
413 memset(&entry
->key
, 0, FIELD_OFFSET(struct wined3d_fbo_entry_key
, objects
[object_count
]));
414 context_generate_fbo_key(context
, &entry
->key
, render_targets
, depth_stencil
, color_location
, ds_location
);
415 entry
->d3d_depth_stencil
= depth_stencil
;
416 entry
->rt_mask
= context_generate_rt_mask(GL_COLOR_ATTACHMENT0
);
417 entry
->attached
= FALSE
;
418 gl_info
->fbo_ops
.glGenFramebuffers(1, &entry
->id
);
419 checkGLcall("glGenFramebuffers()");
420 TRACE("Created FBO %u.\n", entry
->id
);
425 /* Context activation is done by the caller. */
426 static void context_reuse_fbo_entry(struct wined3d_context
*context
, GLenum target
,
427 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
428 DWORD color_location
, DWORD ds_location
, struct fbo_entry
*entry
)
430 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
432 context_bind_fbo(context
, target
, entry
->id
);
433 context_clean_fbo_attachments(gl_info
, target
);
435 context_generate_fbo_key(context
, &entry
->key
, render_targets
, depth_stencil
, color_location
, ds_location
);
436 entry
->d3d_depth_stencil
= depth_stencil
;
437 entry
->attached
= FALSE
;
440 /* Context activation is done by the caller. */
441 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
445 TRACE("Destroy FBO %u.\n", entry
->id
);
446 context_destroy_fbo(context
, entry
->id
);
448 --context
->fbo_entry_count
;
449 list_remove(&entry
->entry
);
450 HeapFree(GetProcessHeap(), 0, entry
);
453 /* Context activation is done by the caller. */
454 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
, GLenum target
,
455 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
456 DWORD color_location
, DWORD ds_location
)
458 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
459 struct fbo_entry
*entry
;
460 UINT object_count
= gl_info
->limits
.buffers
+ 1;
463 if (depth_stencil
&& render_targets
&& render_targets
[0])
465 if (depth_stencil
->resource
.width
< render_targets
[0]->resource
.width
||
466 depth_stencil
->resource
.height
< render_targets
[0]->resource
.height
)
468 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
469 depth_stencil
= NULL
;
471 else if (depth_stencil
->resource
.multisample_type
472 != render_targets
[0]->resource
.multisample_type
473 || depth_stencil
->resource
.multisample_quality
474 != render_targets
[0]->resource
.multisample_quality
)
476 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
477 render_targets
[0]->resource
.multisample_quality
,
478 render_targets
[0]->resource
.multisample_type
,
479 depth_stencil
->resource
.multisample_quality
, depth_stencil
->resource
.multisample_type
);
480 depth_stencil
= NULL
;
483 surface_set_compatible_renderbuffer(depth_stencil
, render_targets
[0]);
486 context_generate_fbo_key(context
, context
->fbo_key
, render_targets
, depth_stencil
, color_location
,
491 TRACE("Dumping FBO attachments:\n");
492 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
494 if (render_targets
[i
])
496 TRACE("\tColor attachment %u: (%p) %s gl obj %u(%s) %ux%u %u samples.\n",
497 i
, render_targets
[i
], debug_d3dformat(render_targets
[i
]->resource
.format
->id
),
498 context
->fbo_key
->objects
[i
+ 1].object
,
499 context
->fbo_key
->rb_namespace
& (1 << (i
+ 1)) ? "rb" : "texure",
500 render_targets
[i
]->pow2Width
, render_targets
[i
]->pow2Height
,
501 render_targets
[i
]->resource
.multisample_type
);
506 TRACE("\tDepth attachment: (%p) %s gl obj %u(%s) %ux%u %u samples.\n",
507 depth_stencil
, debug_d3dformat(depth_stencil
->resource
.format
->id
),
508 context
->fbo_key
->objects
[0].object
,
509 context
->fbo_key
->rb_namespace
& (1 << 0) ? "rb" : "texure",
510 depth_stencil
->pow2Width
, depth_stencil
->pow2Height
, depth_stencil
->resource
.multisample_type
);
514 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
516 if (memcmp(context
->fbo_key
, &entry
->key
, FIELD_OFFSET(struct wined3d_fbo_entry_key
, objects
[object_count
])))
519 list_remove(&entry
->entry
);
520 list_add_head(&context
->fbo_list
, &entry
->entry
);
524 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
526 entry
= context_create_fbo_entry(context
, render_targets
, depth_stencil
, color_location
, ds_location
);
527 list_add_head(&context
->fbo_list
, &entry
->entry
);
528 ++context
->fbo_entry_count
;
532 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
533 context_reuse_fbo_entry(context
, target
, render_targets
, depth_stencil
, color_location
, ds_location
, entry
);
534 list_remove(&entry
->entry
);
535 list_add_head(&context
->fbo_list
, &entry
->entry
);
541 /* Context activation is done by the caller. */
542 static void context_apply_fbo_entry(struct wined3d_context
*context
, GLenum target
, struct fbo_entry
*entry
)
544 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
546 GLuint read_binding
, draw_binding
;
547 struct wined3d_surface
*depth_stencil
= entry
->d3d_depth_stencil
;
551 context_bind_fbo(context
, target
, entry
->id
);
555 read_binding
= context
->fbo_read_binding
;
556 draw_binding
= context
->fbo_draw_binding
;
557 context_bind_fbo(context
, GL_FRAMEBUFFER
, entry
->id
);
559 /* Apply render targets */
560 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
562 context_attach_surface_fbo(context
, target
, i
, &entry
->key
.objects
[i
+ 1],
563 entry
->key
.rb_namespace
& (1 << (i
+ 1)));
568 DWORD format_flags
= depth_stencil
->container
->resource
.format_flags
;
569 context_attach_depth_stencil_fbo(context
, target
, &entry
->key
.objects
[0],
570 entry
->key
.rb_namespace
& 0x1, format_flags
);
574 static const struct wined3d_fbo_resource resource
= {0};
575 context_attach_depth_stencil_fbo(context
, target
, &resource
, FALSE
, 0);
578 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
579 * GL contexts requirements. */
580 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_NONE
);
581 context_set_draw_buffer(context
, GL_NONE
);
582 if (target
!= GL_FRAMEBUFFER
)
584 if (target
== GL_READ_FRAMEBUFFER
)
585 context_bind_fbo(context
, GL_DRAW_FRAMEBUFFER
, draw_binding
);
587 context_bind_fbo(context
, GL_READ_FRAMEBUFFER
, read_binding
);
590 entry
->attached
= TRUE
;
593 /* Context activation is done by the caller. */
594 static void context_apply_fbo_state(struct wined3d_context
*context
, GLenum target
,
595 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
596 DWORD color_location
, DWORD ds_location
)
598 struct fbo_entry
*entry
, *entry2
;
600 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
602 context_destroy_fbo_entry(context
, entry
);
605 if (context
->rebind_fbo
)
607 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
608 context
->rebind_fbo
= FALSE
;
611 if (color_location
== WINED3D_LOCATION_DRAWABLE
)
613 context
->current_fbo
= NULL
;
614 context_bind_fbo(context
, target
, 0);
618 context
->current_fbo
= context_find_fbo_entry(context
, target
, render_targets
, depth_stencil
,
619 color_location
, ds_location
);
620 context_apply_fbo_entry(context
, target
, context
->current_fbo
);
624 /* Context activation is done by the caller. */
625 void context_apply_fbo_state_blit(struct wined3d_context
*context
, GLenum target
,
626 struct wined3d_surface
*render_target
, struct wined3d_surface
*depth_stencil
, DWORD location
)
628 UINT clear_size
= (context
->gl_info
->limits
.buffers
- 1) * sizeof(*context
->blit_targets
);
630 context
->blit_targets
[0] = render_target
;
632 memset(&context
->blit_targets
[1], 0, clear_size
);
633 context_apply_fbo_state(context
, target
, context
->blit_targets
, depth_stencil
, location
, location
);
636 /* Context activation is done by the caller. */
637 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
639 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
641 if (context
->free_occlusion_query_count
)
643 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
647 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
649 GL_EXTCALL(glGenQueries(1, &query
->id
));
650 checkGLcall("glGenQueries");
652 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
656 WARN("Occlusion queries not supported, not allocating query id.\n");
661 query
->context
= context
;
662 list_add_head(&context
->occlusion_queries
, &query
->entry
);
665 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
667 struct wined3d_context
*context
= query
->context
;
669 list_remove(&query
->entry
);
670 query
->context
= NULL
;
672 if (context
->free_occlusion_query_count
>= context
->free_occlusion_query_size
- 1)
674 UINT new_size
= context
->free_occlusion_query_size
<< 1;
675 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_occlusion_queries
,
676 new_size
* sizeof(*context
->free_occlusion_queries
));
680 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
684 context
->free_occlusion_query_size
= new_size
;
685 context
->free_occlusion_queries
= new_data
;
688 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
691 /* Context activation is done by the caller. */
692 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
)
694 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
696 if (context
->free_event_query_count
)
698 query
->object
= context
->free_event_queries
[--context
->free_event_query_count
];
702 if (gl_info
->supported
[ARB_SYNC
])
704 /* Using ARB_sync, not much to do here. */
705 query
->object
.sync
= NULL
;
706 TRACE("Allocated event query %p in context %p.\n", query
->object
.sync
, context
);
708 else if (gl_info
->supported
[APPLE_FENCE
])
710 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
711 checkGLcall("glGenFencesAPPLE");
713 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
715 else if(gl_info
->supported
[NV_FENCE
])
717 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
718 checkGLcall("glGenFencesNV");
720 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
724 WARN("Event queries not supported, not allocating query id.\n");
725 query
->object
.id
= 0;
729 query
->context
= context
;
730 list_add_head(&context
->event_queries
, &query
->entry
);
733 void context_free_event_query(struct wined3d_event_query
*query
)
735 struct wined3d_context
*context
= query
->context
;
737 list_remove(&query
->entry
);
738 query
->context
= NULL
;
740 if (context
->free_event_query_count
>= context
->free_event_query_size
- 1)
742 UINT new_size
= context
->free_event_query_size
<< 1;
743 union wined3d_gl_query_object
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_event_queries
,
744 new_size
* sizeof(*context
->free_event_queries
));
748 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
752 context
->free_event_query_size
= new_size
;
753 context
->free_event_queries
= new_data
;
756 context
->free_event_queries
[context
->free_event_query_count
++] = query
->object
;
759 /* Context activation is done by the caller. */
760 void context_alloc_timestamp_query(struct wined3d_context
*context
, struct wined3d_timestamp_query
*query
)
762 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
764 if (context
->free_timestamp_query_count
)
766 query
->id
= context
->free_timestamp_queries
[--context
->free_timestamp_query_count
];
770 GL_EXTCALL(glGenQueries(1, &query
->id
));
771 checkGLcall("glGenQueries");
773 TRACE("Allocated timestamp query %u in context %p.\n", query
->id
, context
);
776 query
->context
= context
;
777 list_add_head(&context
->timestamp_queries
, &query
->entry
);
780 void context_free_timestamp_query(struct wined3d_timestamp_query
*query
)
782 struct wined3d_context
*context
= query
->context
;
784 list_remove(&query
->entry
);
785 query
->context
= NULL
;
787 if (context
->free_timestamp_query_count
>= context
->free_timestamp_query_size
- 1)
789 UINT new_size
= context
->free_timestamp_query_size
<< 1;
790 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_timestamp_queries
,
791 new_size
* sizeof(*context
->free_timestamp_queries
));
795 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
799 context
->free_timestamp_query_size
= new_size
;
800 context
->free_timestamp_queries
= new_data
;
803 context
->free_timestamp_queries
[context
->free_timestamp_query_count
++] = query
->id
;
806 typedef void (context_fbo_entry_func_t
)(struct wined3d_context
*context
, struct fbo_entry
*entry
);
808 static void context_enum_fbo_entries(const struct wined3d_device
*device
,
809 GLuint name
, BOOL rb_namespace
, context_fbo_entry_func_t
*callback
)
813 for (i
= 0; i
< device
->context_count
; ++i
)
815 struct wined3d_context
*context
= device
->contexts
[i
];
816 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
817 struct fbo_entry
*entry
, *entry2
;
819 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
823 for (j
= 0; j
< gl_info
->limits
.buffers
+ 1; ++j
)
825 if (entry
->key
.objects
[j
].object
== name
826 && !(entry
->key
.rb_namespace
& (1 << j
)) == !rb_namespace
)
828 callback(context
, entry
);
836 static void context_queue_fbo_entry_destruction(struct wined3d_context
*context
, struct fbo_entry
*entry
)
838 list_remove(&entry
->entry
);
839 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
842 void context_resource_released(const struct wined3d_device
*device
,
843 struct wined3d_resource
*resource
, enum wined3d_resource_type type
)
846 struct wined3d_surface
*surface
;
848 if (!device
->d3d_initialized
)
853 case WINED3D_RTYPE_SURFACE
:
854 surface
= surface_from_resource(resource
);
856 for (i
= 0; i
< device
->context_count
; ++i
)
858 struct wined3d_context
*context
= device
->contexts
[i
];
859 if (context
->current_rt
== surface
)
860 context
->current_rt
= NULL
;
869 void context_gl_resource_released(struct wined3d_device
*device
,
870 GLuint name
, BOOL rb_namespace
)
872 context_enum_fbo_entries(device
, name
, rb_namespace
, context_queue_fbo_entry_destruction
);
875 void context_surface_update(struct wined3d_context
*context
, const struct wined3d_surface
*surface
)
877 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
878 struct fbo_entry
*entry
= context
->current_fbo
;
881 if (!entry
|| context
->rebind_fbo
) return;
883 for (i
= 0; i
< gl_info
->limits
.buffers
+ 1; ++i
)
885 if (surface
->container
->texture_rgb
.name
== entry
->key
.objects
[i
].object
886 || surface
->container
->texture_srgb
.name
== entry
->key
.objects
[i
].object
)
888 TRACE("Updated surface %p is bound as attachment %u to the current FBO.\n", surface
, i
);
889 context
->rebind_fbo
= TRUE
;
895 static BOOL
context_restore_pixel_format(struct wined3d_context
*ctx
)
897 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
900 if (ctx
->restore_pf
&& IsWindow(ctx
->restore_pf_win
))
902 if (ctx
->gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
904 HDC dc
= GetDCEx(ctx
->restore_pf_win
, 0, DCX_USESTYLE
| DCX_CACHE
);
907 if (!(ret
= GL_EXTCALL(wglSetPixelFormatWINE(dc
, ctx
->restore_pf
))))
909 ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
910 ctx
->restore_pf
, ctx
->restore_pf_win
);
912 ReleaseDC(ctx
->restore_pf_win
, dc
);
917 ERR("can't restore pixel format %d on window %p\n", ctx
->restore_pf
, ctx
->restore_pf_win
);
922 ctx
->restore_pf_win
= NULL
;
926 static BOOL
context_set_pixel_format(struct wined3d_context
*context
, HDC dc
, BOOL
private, int format
)
928 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
931 if (dc
== context
->hdc
&& context
->hdc_is_private
&& context
->hdc_has_format
)
934 current
= gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(dc
);
935 if (current
== format
) goto success
;
939 if (!SetPixelFormat(dc
, format
, NULL
))
941 /* This may also happen if the dc belongs to a destroyed window. */
942 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
943 format
, dc
, GetLastError());
947 context
->restore_pf
= 0;
948 context
->restore_pf_win
= private ? NULL
: WindowFromDC(dc
);
952 /* By default WGL doesn't allow pixel format adjustments but we need it
953 * here. For this reason there's a Wine specific wglSetPixelFormat()
954 * which allows us to set the pixel format multiple times. Only use it
955 * when really needed. */
956 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
960 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
)))
962 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
967 win
= private ? NULL
: WindowFromDC(dc
);
968 if (win
!= context
->restore_pf_win
)
970 context_restore_pixel_format(context
);
972 context
->restore_pf
= private ? 0 : current
;
973 context
->restore_pf_win
= win
;
979 /* OpenGL doesn't allow pixel format adjustments. Print an error and
980 * continue using the old format. There's a big chance that the old
981 * format works although with a performance hit and perhaps rendering
983 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
984 format
, dc
, current
);
988 if (dc
== context
->hdc
&& context
->hdc_is_private
)
989 context
->hdc_has_format
= TRUE
;
993 static BOOL
context_set_gl_context(struct wined3d_context
*ctx
)
995 struct wined3d_swapchain
*swapchain
= ctx
->swapchain
;
998 if (!context_set_pixel_format(ctx
, ctx
->hdc
, ctx
->hdc_is_private
, ctx
->pixel_format
))
1000 WARN("Failed to set pixel format %d on device context %p.\n",
1001 ctx
->pixel_format
, ctx
->hdc
);
1005 if (backup
|| !wglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
1009 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1010 ctx
->glCtx
, ctx
->hdc
, GetLastError());
1012 WARN("Trying fallback to the backup window.\n");
1014 /* FIXME: If the context is destroyed it's no longer associated with
1015 * a swapchain, so we can't use the swapchain to get a backup dc. To
1016 * make this work windowless contexts would need to be handled by the
1020 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx
);
1021 context_set_current(NULL
);
1025 if (!(dc
= swapchain_get_backup_dc(swapchain
)))
1027 context_set_current(NULL
);
1031 if (!context_set_pixel_format(ctx
, dc
, TRUE
, ctx
->pixel_format
))
1033 ERR("Failed to set pixel format %d on device context %p.\n",
1034 ctx
->pixel_format
, dc
);
1035 context_set_current(NULL
);
1039 if (!wglMakeCurrent(dc
, ctx
->glCtx
))
1041 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1042 dc
, GetLastError());
1043 context_set_current(NULL
);
1053 static void context_restore_gl_context(const struct wined3d_gl_info
*gl_info
, HDC dc
, HGLRC gl_ctx
)
1055 if (!wglMakeCurrent(dc
, gl_ctx
))
1057 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1058 gl_ctx
, dc
, GetLastError());
1059 context_set_current(NULL
);
1063 static void context_update_window(struct wined3d_context
*context
)
1065 if (context
->win_handle
== context
->swapchain
->win_handle
)
1068 TRACE("Updating context %p window from %p to %p.\n",
1069 context
, context
->win_handle
, context
->swapchain
->win_handle
);
1072 wined3d_release_dc(context
->win_handle
, context
->hdc
);
1074 context
->win_handle
= context
->swapchain
->win_handle
;
1075 context
->hdc_is_private
= FALSE
;
1076 context
->hdc_has_format
= FALSE
;
1077 context
->needs_set
= 1;
1080 if (!(context
->hdc
= GetDCEx(context
->win_handle
, 0, DCX_USESTYLE
| DCX_CACHE
)))
1082 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
1087 static void context_destroy_gl_resources(struct wined3d_context
*context
)
1089 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1090 struct wined3d_timestamp_query
*timestamp_query
;
1091 struct wined3d_occlusion_query
*occlusion_query
;
1092 struct wined3d_event_query
*event_query
;
1093 struct fbo_entry
*entry
, *entry2
;
1098 restore_ctx
= wglGetCurrentContext();
1099 restore_dc
= wglGetCurrentDC();
1101 if (restore_ctx
== context
->glCtx
)
1103 else if (context
->valid
)
1104 context_set_gl_context(context
);
1106 LIST_FOR_EACH_ENTRY(timestamp_query
, &context
->timestamp_queries
, struct wined3d_timestamp_query
, entry
)
1109 GL_EXTCALL(glDeleteQueries(1, ×tamp_query
->id
));
1110 timestamp_query
->context
= NULL
;
1113 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
1115 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
1116 GL_EXTCALL(glDeleteQueries(1, &occlusion_query
->id
));
1117 occlusion_query
->context
= NULL
;
1120 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
1124 if (gl_info
->supported
[ARB_SYNC
])
1126 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
1128 else if (gl_info
->supported
[APPLE_FENCE
]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->object
.id
));
1129 else if (gl_info
->supported
[NV_FENCE
]) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->object
.id
));
1131 event_query
->context
= NULL
;
1134 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
1136 if (!context
->valid
) entry
->id
= 0;
1137 context_destroy_fbo_entry(context
, entry
);
1140 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
1142 if (!context
->valid
) entry
->id
= 0;
1143 context_destroy_fbo_entry(context
, entry
);
1148 if (context
->dummy_arbfp_prog
)
1150 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
1153 if (gl_info
->supported
[ARB_TIMER_QUERY
])
1154 GL_EXTCALL(glDeleteQueries(context
->free_timestamp_query_count
, context
->free_timestamp_queries
));
1156 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
1157 GL_EXTCALL(glDeleteQueries(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
1159 if (gl_info
->supported
[ARB_SYNC
])
1161 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
1163 GL_EXTCALL(glDeleteSync(context
->free_event_queries
[i
].sync
));
1166 else if (gl_info
->supported
[APPLE_FENCE
])
1168 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
1170 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_event_queries
[i
].id
));
1173 else if (gl_info
->supported
[NV_FENCE
])
1175 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
1177 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_event_queries
[i
].id
));
1181 checkGLcall("context cleanup");
1184 HeapFree(GetProcessHeap(), 0, context
->free_timestamp_queries
);
1185 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
1186 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
1188 context_restore_pixel_format(context
);
1191 context_restore_gl_context(gl_info
, restore_dc
, restore_ctx
);
1193 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL
, NULL
))
1195 ERR("Failed to disable GL context.\n");
1198 wined3d_release_dc(context
->win_handle
, context
->hdc
);
1200 if (!wglDeleteContext(context
->glCtx
))
1202 DWORD err
= GetLastError();
1203 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
1207 DWORD
context_get_tls_idx(void)
1209 return wined3d_context_tls_idx
;
1212 void context_set_tls_idx(DWORD idx
)
1214 wined3d_context_tls_idx
= idx
;
1217 struct wined3d_context
*context_get_current(void)
1219 return TlsGetValue(wined3d_context_tls_idx
);
1222 BOOL
context_set_current(struct wined3d_context
*ctx
)
1224 struct wined3d_context
*old
= context_get_current();
1228 TRACE("Already using D3D context %p.\n", ctx
);
1236 TRACE("Switching away from destroyed context %p.\n", old
);
1237 context_destroy_gl_resources(old
);
1238 HeapFree(GetProcessHeap(), 0, (void *)old
->gl_info
);
1239 HeapFree(GetProcessHeap(), 0, old
);
1243 if (wglGetCurrentContext())
1245 TRACE("Flushing context %p before switching to %p.\n", old
, ctx
);
1256 ERR("Trying to make invalid context %p current\n", ctx
);
1260 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
1261 if (!context_set_gl_context(ctx
))
1265 else if(wglGetCurrentContext())
1267 TRACE("Clearing current D3D context.\n");
1268 if (!wglMakeCurrent(NULL
, NULL
))
1270 DWORD err
= GetLastError();
1271 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1272 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1277 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
1280 void context_release(struct wined3d_context
*context
)
1282 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
1286 if (!context
->level
)
1287 WARN("Context %p is not active.\n", context
);
1288 else if (context
!= context_get_current())
1289 WARN("Context %p is not the current context.\n", context
);
1292 if (!--context
->level
)
1294 if (context_restore_pixel_format(context
))
1295 context
->needs_set
= 1;
1296 if (context
->restore_ctx
)
1298 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
1299 context_restore_gl_context(context
->gl_info
, context
->restore_dc
, context
->restore_ctx
);
1300 context
->restore_ctx
= NULL
;
1301 context
->restore_dc
= NULL
;
1306 /* This is used when a context for render target A is active, but a separate context is
1307 * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
1308 * A to avoid breaking caller code. */
1309 void context_restore(struct wined3d_context
*context
, struct wined3d_surface
*restore
)
1311 if (context
->current_rt
!= restore
)
1313 context_release(context
);
1314 context
= context_acquire(restore
->resource
.device
, restore
);
1317 context_release(context
);
1320 static void context_enter(struct wined3d_context
*context
)
1322 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
1324 if (!context
->level
++)
1326 const struct wined3d_context
*current_context
= context_get_current();
1327 HGLRC current_gl
= wglGetCurrentContext();
1329 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
1331 TRACE("Another GL context (%p on device context %p) is already current.\n",
1332 current_gl
, wglGetCurrentDC());
1333 context
->restore_ctx
= current_gl
;
1334 context
->restore_dc
= wglGetCurrentDC();
1335 context
->needs_set
= 1;
1337 else if (!context
->needs_set
&& !(context
->hdc_is_private
&& context
->hdc_has_format
)
1338 && context
->pixel_format
!= context
->gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(context
->hdc
))
1339 context
->needs_set
= 1;
1343 void context_invalidate_state(struct wined3d_context
*context
, DWORD state
)
1345 DWORD rep
= context
->state_table
[state
].representative
;
1349 if (isStateDirty(context
, rep
)) return;
1351 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1352 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1353 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1354 context
->isStateDirty
[idx
] |= (1u << shift
);
1357 /* This function takes care of wined3d pixel format selection. */
1358 static int context_choose_pixel_format(const struct wined3d_device
*device
, HDC hdc
,
1359 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1360 BOOL auxBuffers
, BOOL findCompatible
)
1363 unsigned int current_value
;
1364 unsigned int cfg_count
= device
->adapter
->cfg_count
;
1367 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1368 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1369 auxBuffers
, findCompatible
);
1372 for (i
= 0; i
< cfg_count
; ++i
)
1374 const struct wined3d_pixel_format
*cfg
= &device
->adapter
->cfgs
[i
];
1377 /* For now only accept RGBA formats. Perhaps some day we will
1378 * allow floating point formats for pbuffers. */
1379 if (cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1381 /* In window mode we need a window drawable format and double buffering. */
1382 if (!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1384 if (cfg
->redSize
< color_format
->red_size
)
1386 if (cfg
->greenSize
< color_format
->green_size
)
1388 if (cfg
->blueSize
< color_format
->blue_size
)
1390 if (cfg
->alphaSize
< color_format
->alpha_size
)
1392 if (cfg
->depthSize
< ds_format
->depth_size
)
1394 if (ds_format
->stencil_size
&& cfg
->stencilSize
!= ds_format
->stencil_size
)
1396 /* Check multisampling support. */
1397 if (cfg
->numSamples
)
1401 /* We try to locate a format which matches our requirements exactly. In case of
1402 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1403 if (cfg
->depthSize
== ds_format
->depth_size
)
1405 if (cfg
->stencilSize
== ds_format
->stencil_size
)
1407 if (cfg
->alphaSize
== color_format
->alpha_size
)
1409 /* We like to have aux buffers in backbuffer mode */
1410 if (auxBuffers
&& cfg
->auxBuffers
)
1412 if (cfg
->redSize
== color_format
->red_size
1413 && cfg
->greenSize
== color_format
->green_size
1414 && cfg
->blueSize
== color_format
->blue_size
)
1417 if (value
> current_value
)
1419 iPixelFormat
= cfg
->iPixelFormat
;
1420 current_value
= value
;
1424 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1425 if(!iPixelFormat
&& !findCompatible
) {
1426 ERR("Can't find a suitable iPixelFormat\n");
1428 } else if(!iPixelFormat
) {
1429 PIXELFORMATDESCRIPTOR pfd
;
1431 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1432 /* PixelFormat selection */
1433 ZeroMemory(&pfd
, sizeof(pfd
));
1434 pfd
.nSize
= sizeof(pfd
);
1436 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1437 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1438 pfd
.cAlphaBits
= color_format
->alpha_size
;
1439 pfd
.cColorBits
= color_format
->red_size
+ color_format
->green_size
1440 + color_format
->blue_size
+ color_format
->alpha_size
;
1441 pfd
.cDepthBits
= ds_format
->depth_size
;
1442 pfd
.cStencilBits
= ds_format
->stencil_size
;
1443 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1445 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
1447 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1448 ERR("Can't find a suitable iPixelFormat\n");
1453 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1454 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1455 return iPixelFormat
;
1458 /* Context activation is done by the caller. */
1459 static void bind_dummy_textures(const struct wined3d_device
*device
, const struct wined3d_context
*context
)
1461 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1462 unsigned int i
, count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1464 for (i
= 0; i
< count
; ++i
)
1466 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ i
));
1467 checkGLcall("glActiveTexture");
1469 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1470 checkGLcall("glBindTexture");
1472 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1474 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1475 checkGLcall("glBindTexture");
1478 if (gl_info
->supported
[EXT_TEXTURE3D
])
1480 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1481 checkGLcall("glBindTexture");
1484 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1486 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1487 checkGLcall("glBindTexture");
1492 static BOOL
context_debug_output_enabled(const struct wined3d_gl_info
*gl_info
)
1494 return gl_info
->supported
[ARB_DEBUG_OUTPUT
]
1495 && (ERR_ON(d3d
) || FIXME_ON(d3d
) || WARN_ON(d3d_perf
));
1498 static void WINE_GLAPI
wined3d_debug_callback(GLenum source
, GLenum type
, GLuint id
,
1499 GLenum severity
, GLsizei length
, const char *message
, void *ctx
)
1503 case GL_DEBUG_TYPE_ERROR_ARB
:
1504 ERR("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1507 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
:
1508 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
:
1509 case GL_DEBUG_TYPE_PORTABILITY_ARB
:
1510 FIXME("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1513 case GL_DEBUG_TYPE_PERFORMANCE_ARB
:
1514 WARN_(d3d_perf
)("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1518 FIXME("ctx %p, type %#x: %s.\n", ctx
, type
, debugstr_an(message
, length
));
1523 HGLRC
context_create_wgl_attribs(const struct wined3d_gl_info
*gl_info
, HDC hdc
, HGLRC share_ctx
)
1526 unsigned int ctx_attrib_idx
= 0;
1527 GLint ctx_attribs
[7], ctx_flags
= 0;
1529 if (context_debug_output_enabled(gl_info
))
1530 ctx_flags
= WGL_CONTEXT_DEBUG_BIT_ARB
;
1531 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MAJOR_VERSION_ARB
;
1532 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
>> 16;
1533 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MINOR_VERSION_ARB
;
1534 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
& 0xffff;
1535 if (gl_info
->selected_gl_version
>= MAKEDWORD_VERSION(3, 2))
1536 ctx_flags
|= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1539 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1540 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1542 ctx_attribs
[ctx_attrib_idx
] = 0;
1544 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1546 if (ctx_flags
& WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
)
1548 ctx_attribs
[ctx_attrib_idx
- 1] &= ~WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1549 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1550 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1557 struct wined3d_context
*context_create(struct wined3d_swapchain
*swapchain
,
1558 struct wined3d_surface
*target
, const struct wined3d_format
*ds_format
)
1560 struct wined3d_device
*device
= swapchain
->device
;
1561 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1562 const struct wined3d_format
*color_format
;
1563 struct wined3d_context
*ret
;
1564 BOOL auxBuffers
= FALSE
;
1565 HGLRC ctx
, share_ctx
;
1571 BOOL hdc_is_private
= FALSE
;
1573 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1575 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1579 ret
->blit_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1580 gl_info
->limits
.buffers
* sizeof(*ret
->blit_targets
));
1581 if (!ret
->blit_targets
)
1584 ret
->draw_buffers
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1585 gl_info
->limits
.buffers
* sizeof(*ret
->draw_buffers
));
1586 if (!ret
->draw_buffers
)
1589 ret
->fbo_key
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1590 FIELD_OFFSET(struct wined3d_fbo_entry_key
, objects
[gl_info
->limits
.buffers
+ 1]));
1594 ret
->free_timestamp_query_size
= 4;
1595 ret
->free_timestamp_queries
= HeapAlloc(GetProcessHeap(), 0,
1596 ret
->free_timestamp_query_size
* sizeof(*ret
->free_timestamp_queries
));
1597 if (!ret
->free_timestamp_queries
)
1599 list_init(&ret
->timestamp_queries
);
1601 ret
->free_occlusion_query_size
= 4;
1602 ret
->free_occlusion_queries
= HeapAlloc(GetProcessHeap(), 0,
1603 ret
->free_occlusion_query_size
* sizeof(*ret
->free_occlusion_queries
));
1604 if (!ret
->free_occlusion_queries
)
1607 list_init(&ret
->occlusion_queries
);
1609 ret
->free_event_query_size
= 4;
1610 ret
->free_event_queries
= HeapAlloc(GetProcessHeap(), 0,
1611 ret
->free_event_query_size
* sizeof(*ret
->free_event_queries
));
1612 if (!ret
->free_event_queries
)
1615 list_init(&ret
->event_queries
);
1616 list_init(&ret
->fbo_list
);
1617 list_init(&ret
->fbo_destroy_list
);
1619 if (!device
->shader_backend
->shader_allocate_context_data(ret
))
1621 ERR("Failed to allocate shader backend context data.\n");
1624 if (!device
->adapter
->fragment_pipe
->allocate_context_data(ret
))
1626 ERR("Failed to allocate fragment pipeline context data.\n");
1630 /* Initialize the texture unit mapping to a 1:1 mapping */
1631 for (s
= 0; s
< MAX_COMBINED_SAMPLERS
; ++s
)
1633 if (s
< gl_info
->limits
.combined_samplers
)
1635 ret
->tex_unit_map
[s
] = s
;
1636 ret
->rev_tex_unit_map
[s
] = s
;
1640 ret
->tex_unit_map
[s
] = WINED3D_UNMAPPED_STAGE
;
1641 ret
->rev_tex_unit_map
[s
] = WINED3D_UNMAPPED_STAGE
;
1645 if (!(hdc
= GetDCEx(swapchain
->win_handle
, 0, DCX_USESTYLE
| DCX_CACHE
)))
1647 WARN("Failed to retrieve device context, trying swapchain backup.\n");
1649 if ((hdc
= swapchain_get_backup_dc(swapchain
)))
1650 hdc_is_private
= TRUE
;
1653 ERR("Failed to retrieve a device context.\n");
1658 color_format
= target
->resource
.format
;
1660 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1661 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1662 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1666 if (color_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1667 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B4G4R4A4_UNORM
);
1668 else if (color_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1669 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1672 /* DirectDraw supports 8bit paletted render targets and these are used by
1673 * old games like StarCraft and C&C. Most modern hardware doesn't support
1674 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1675 * conversion (ab)uses the alpha component for storing the palette index.
1676 * For this reason we require a format with 8bit alpha, so request
1678 if (color_format
->id
== WINED3DFMT_P8_UINT
)
1679 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1681 /* When "always_offscreen" is enabled, we only use the drawable for
1682 * presentation blits, and don't do any rendering to it. That means we
1683 * don't need depth or stencil buffers, and can mostly ignore the render
1684 * target format. This wouldn't necessarily be quite correct for 10bpc
1685 * display modes, but we don't currently support those.
1686 * Using the same format regardless of the color/depth/stencil targets
1687 * makes it much less likely that different wined3d instances will set
1688 * conflicting pixel formats. */
1689 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_BACKBUFFER
1690 && wined3d_settings
.always_offscreen
)
1692 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1693 ds_format
= wined3d_get_format(gl_info
, WINED3DFMT_UNKNOWN
);
1696 /* Try to find a pixel format which matches our requirements. */
1697 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
, auxBuffers
, FALSE
);
1699 /* Try to locate a compatible format if we weren't able to find anything. */
1702 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1703 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
, auxBuffers
, TRUE
);
1706 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1709 ERR("Can't find a suitable pixel format.\n");
1713 ret
->gl_info
= gl_info
;
1717 if (!context_set_pixel_format(ret
, hdc
, hdc_is_private
, pixel_format
))
1719 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format
, hdc
);
1720 context_release(ret
);
1724 share_ctx
= device
->context_count
? device
->contexts
[0]->glCtx
: NULL
;
1725 if (gl_info
->p_wglCreateContextAttribsARB
)
1727 if (!(ctx
= context_create_wgl_attribs(gl_info
, hdc
, share_ctx
)))
1732 if (!(ctx
= wglCreateContext(hdc
)))
1734 ERR("Failed to create a WGL context.\n");
1735 context_release(ret
);
1739 if (share_ctx
&& !wglShareLists(share_ctx
, ctx
))
1741 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx
, ctx
, GetLastError());
1742 context_release(ret
);
1743 if (!wglDeleteContext(ctx
))
1744 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1749 if (!device_context_add(device
, ret
))
1751 ERR("Failed to add the newly created context to the context list\n");
1752 context_release(ret
);
1753 if (!wglDeleteContext(ctx
))
1754 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1758 ret
->d3d_info
= &device
->adapter
->d3d_info
;
1759 ret
->state_table
= device
->StateTable
;
1761 /* Mark all states dirty to force a proper initialization of the states
1762 * on the first use of the context. */
1763 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
1765 if (ret
->state_table
[state
].representative
)
1766 context_invalidate_state(ret
, state
);
1769 ret
->swapchain
= swapchain
;
1770 ret
->current_rt
= target
;
1771 ret
->tid
= GetCurrentThreadId();
1773 ret
->render_offscreen
= wined3d_resource_is_offscreen(&target
->container
->resource
);
1774 ret
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
1778 ret
->win_handle
= swapchain
->win_handle
;
1780 ret
->hdc_is_private
= hdc_is_private
;
1781 ret
->hdc_has_format
= TRUE
;
1782 ret
->pixel_format
= pixel_format
;
1785 /* Set up the context defaults */
1786 if (!context_set_current(ret
))
1788 ERR("Cannot activate context to set up defaults.\n");
1789 device_context_remove(device
, ret
);
1790 context_release(ret
);
1791 if (!wglDeleteContext(ctx
))
1792 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1796 if (context_debug_output_enabled(gl_info
))
1798 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback
, ret
));
1799 if (TRACE_ON(d3d_synchronous
))
1800 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS
);
1801 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DONT_CARE
, GL_DONT_CARE
, 0, NULL
, GL_FALSE
));
1804 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_ERROR
,
1805 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1809 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
,
1810 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1811 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR
,
1812 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1813 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PORTABILITY
,
1814 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1816 if (WARN_ON(d3d_perf
))
1818 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PERFORMANCE
,
1819 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1823 switch (swapchain
->desc
.swap_interval
)
1825 case WINED3DPRESENT_INTERVAL_IMMEDIATE
:
1828 case WINED3DPRESENT_INTERVAL_DEFAULT
:
1829 case WINED3DPRESENT_INTERVAL_ONE
:
1832 case WINED3DPRESENT_INTERVAL_TWO
:
1835 case WINED3DPRESENT_INTERVAL_THREE
:
1838 case WINED3DPRESENT_INTERVAL_FOUR
:
1842 FIXME("Unknown swap interval %#x.\n", swapchain
->desc
.swap_interval
);
1846 if (gl_info
->supported
[WGL_EXT_SWAP_CONTROL
])
1848 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval
)))
1849 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1850 swap_interval
, ret
, GetLastError());
1853 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1855 TRACE("Setting up the screen\n");
1857 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1858 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1860 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1861 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1863 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1864 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1866 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
1867 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1868 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ALIGNMENT
, 1);
1869 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1871 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
1875 GL_EXTCALL(glGenVertexArrays(1, &vao
));
1876 GL_EXTCALL(glBindVertexArray(vao
));
1877 checkGLcall("creating VAO");
1880 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
1882 /* Direct3D always uses n-1 weights for n world matrices and uses
1883 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
1884 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
1885 * enabled as well. */
1886 gl_info
->gl_ops
.gl
.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1887 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1889 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
1891 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1892 * the previous texture where to source the offset from is always unit - 1.
1894 for (s
= 1; s
< gl_info
->limits
.textures
; ++s
)
1896 context_active_texture(ret
, gl_info
, s
);
1897 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
,
1898 GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1899 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1902 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
1904 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1905 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1906 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1907 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1910 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1911 * program and the dummy program is destroyed when the context is destroyed.
1913 static const char dummy_program
[] =
1915 "MOV result.color, fragment.color.primary;\n"
1917 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1918 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1919 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1922 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1924 for (s
= 0; s
< gl_info
->limits
.textures
; ++s
)
1926 context_active_texture(ret
, gl_info
, s
);
1927 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1928 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1932 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
1934 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1936 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
1938 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1940 device
->shader_backend
->shader_init_context_state(ret
);
1941 ret
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
1942 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
1943 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
);
1945 /* If this happens to be the first context for the device, dummy textures
1946 * are not created yet. In that case, they will be created (and bound) by
1947 * create_dummy_textures right after this context is initialized. */
1948 if (device
->dummy_texture_2d
[0])
1949 bind_dummy_textures(device
, ret
);
1951 TRACE("Created context %p.\n", ret
);
1956 if (hdc
) wined3d_release_dc(swapchain
->win_handle
, hdc
);
1957 device
->shader_backend
->shader_free_context_data(ret
);
1958 device
->adapter
->fragment_pipe
->free_context_data(ret
);
1959 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
1960 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
1961 HeapFree(GetProcessHeap(), 0, ret
->free_timestamp_queries
);
1962 HeapFree(GetProcessHeap(), 0, ret
->fbo_key
);
1963 HeapFree(GetProcessHeap(), 0, ret
->draw_buffers
);
1964 HeapFree(GetProcessHeap(), 0, ret
->blit_targets
);
1965 HeapFree(GetProcessHeap(), 0, ret
);
1969 void context_destroy(struct wined3d_device
*device
, struct wined3d_context
*context
)
1973 TRACE("Destroying ctx %p\n", context
);
1975 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
1977 context_destroy_gl_resources(context
);
1978 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1983 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
1984 in wined3d_adapter may go away in the meantime */
1985 struct wined3d_gl_info
*gl_info
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info
));
1986 *gl_info
= *context
->gl_info
;
1987 context
->gl_info
= gl_info
;
1988 context
->destroyed
= 1;
1992 device
->shader_backend
->shader_free_context_data(context
);
1993 device
->adapter
->fragment_pipe
->free_context_data(context
);
1994 HeapFree(GetProcessHeap(), 0, context
->fbo_key
);
1995 HeapFree(GetProcessHeap(), 0, context
->draw_buffers
);
1996 HeapFree(GetProcessHeap(), 0, context
->blit_targets
);
1997 device_context_remove(device
, context
);
1998 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
2001 /* Context activation is done by the caller. */
2002 static void set_blit_dimension(const struct wined3d_gl_info
*gl_info
, UINT width
, UINT height
)
2004 const GLdouble projection
[] =
2006 2.0 / width
, 0.0, 0.0, 0.0,
2007 0.0, 2.0 / height
, 0.0, 0.0,
2009 -1.0, -1.0, -1.0, 1.0,
2012 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
2013 checkGLcall("glMatrixMode(GL_PROJECTION)");
2014 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
2015 checkGLcall("glLoadMatrixd");
2016 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, width
, height
);
2017 checkGLcall("glViewport");
2020 static void context_get_rt_size(const struct wined3d_context
*context
, SIZE
*size
)
2022 const struct wined3d_surface
*rt
= context
->current_rt
;
2024 if (rt
->container
->swapchain
&& rt
->container
->swapchain
->front_buffer
== rt
->container
)
2028 GetClientRect(context
->win_handle
, &window_size
);
2029 size
->cx
= window_size
.right
- window_size
.left
;
2030 size
->cy
= window_size
.bottom
- window_size
.top
;
2035 size
->cx
= rt
->resource
.width
;
2036 size
->cy
= rt
->resource
.height
;
2039 /*****************************************************************************
2042 * Sets up a context for DirectDraw blitting.
2043 * All texture units are disabled, texture unit 0 is set as current unit
2044 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
2045 * color writing enabled for all channels
2046 * register combiners disabled, shaders disabled
2047 * world matrix is set to identity, texture matrix 0 too
2048 * projection matrix is setup for drawing screen coordinates
2051 * This: Device to activate the context for
2052 * context: Context to setup
2054 *****************************************************************************/
2055 /* Context activation is done by the caller. */
2056 static void SetupForBlit(const struct wined3d_device
*device
, struct wined3d_context
*context
)
2059 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2063 TRACE("Setting up context %p for blitting\n", context
);
2065 context_get_rt_size(context
, &rt_size
);
2067 if (context
->last_was_blit
)
2069 if (context
->blit_w
!= rt_size
.cx
|| context
->blit_h
!= rt_size
.cy
)
2071 set_blit_dimension(gl_info
, rt_size
.cx
, rt_size
.cy
);
2072 context
->blit_w
= rt_size
.cx
;
2073 context
->blit_h
= rt_size
.cy
;
2074 /* No need to dirtify here, the states are still dirtified because
2075 * they weren't applied since the last SetupForBlit() call. */
2077 TRACE("Context is already set up for blitting, nothing to do\n");
2080 context
->last_was_blit
= TRUE
;
2082 /* Disable all textures. The caller can then bind a texture it wants to blit
2085 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
2086 * function texture unit. No need to care for higher samplers
2088 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
2090 sampler
= context
->rev_tex_unit_map
[i
];
2091 context_active_texture(context
, gl_info
, i
);
2093 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
2095 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
2096 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2098 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
2099 checkGLcall("glDisable GL_TEXTURE_3D");
2100 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
2102 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
2103 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2105 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
2106 checkGLcall("glDisable GL_TEXTURE_2D");
2108 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
2109 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
2111 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
2113 if (sampler
< MAX_TEXTURES
)
2114 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
2115 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
2118 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
2119 GL_EXTCALL(glBindSampler(0, 0));
2120 context_active_texture(context
, gl_info
, 0);
2122 sampler
= context
->rev_tex_unit_map
[0];
2124 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
2126 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
2127 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2129 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
2130 checkGLcall("glDisable GL_TEXTURE_3D");
2131 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
2133 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
2134 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2136 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
2137 checkGLcall("glDisable GL_TEXTURE_2D");
2139 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
2141 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
2142 checkGLcall("glMatrixMode(GL_TEXTURE)");
2143 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2144 checkGLcall("glLoadIdentity()");
2146 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
2148 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
2149 GL_TEXTURE_LOD_BIAS_EXT
, 0.0f
);
2150 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
2153 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
2155 if (sampler
< MAX_TEXTURES
)
2157 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ sampler
));
2158 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
2160 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
2163 /* Other misc states */
2164 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
2165 checkGLcall("glDisable(GL_ALPHA_TEST)");
2166 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
));
2167 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
2168 checkGLcall("glDisable GL_LIGHTING");
2169 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_LIGHTING
));
2170 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
2171 checkGLcall("glDisable GL_DEPTH_TEST");
2172 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZENABLE
));
2173 glDisableWINE(GL_FOG
);
2174 checkGLcall("glDisable GL_FOG");
2175 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
));
2176 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2177 checkGLcall("glDisable GL_BLEND");
2178 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2179 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
2180 checkGLcall("glDisable GL_CULL_FACE");
2181 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CULLMODE
));
2182 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
2183 checkGLcall("glDisable GL_STENCIL_TEST");
2184 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
2185 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
2186 checkGLcall("glDisable GL_SCISSOR_TEST");
2187 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
2188 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2190 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
2191 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
2192 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
));
2194 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
2195 checkGLcall("glColorMask");
2196 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
2197 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
2198 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
2199 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
2200 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
2202 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
2203 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
2204 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
2207 /* Setup transforms */
2208 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
2209 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2210 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2211 checkGLcall("glLoadIdentity()");
2212 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
2214 context
->last_was_rhw
= TRUE
;
2215 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
2217 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
2218 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
2219 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
2220 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
2221 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
2222 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
2223 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CLIPPING
));
2225 set_blit_dimension(gl_info
, rt_size
.cx
, rt_size
.cy
);
2227 /* Disable shaders */
2228 device
->shader_backend
->shader_disable(device
->shader_priv
, context
);
2230 context
->blit_w
= rt_size
.cx
;
2231 context
->blit_h
= rt_size
.cy
;
2232 context_invalidate_state(context
, STATE_VIEWPORT
);
2233 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2236 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
2238 return rt_mask
& (1u << 31);
2241 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
2243 return rt_mask
& ~(1u << 31);
2246 /* Context activation is done by the caller. */
2247 static void context_apply_draw_buffers(struct wined3d_context
*context
, DWORD rt_mask
)
2249 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2253 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_NONE
);
2254 checkGLcall("glDrawBuffer()");
2256 else if (is_rt_mask_onscreen(rt_mask
))
2258 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
2259 checkGLcall("glDrawBuffer()");
2263 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2270 context
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
2272 context
->draw_buffers
[i
] = GL_NONE
;
2278 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
2280 GL_EXTCALL(glDrawBuffers(i
, context
->draw_buffers
));
2281 checkGLcall("glDrawBuffers()");
2285 gl_info
->gl_ops
.gl
.p_glDrawBuffer(context
->draw_buffers
[0]);
2286 checkGLcall("glDrawBuffer()");
2291 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2296 /* Context activation is done by the caller. */
2297 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
2299 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2300 DWORD
*current_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2301 DWORD new_mask
= context_generate_rt_mask(buffer
);
2303 if (new_mask
== *current_mask
)
2306 gl_info
->gl_ops
.gl
.p_glDrawBuffer(buffer
);
2307 checkGLcall("glDrawBuffer()");
2309 *current_mask
= new_mask
;
2312 /* Context activation is done by the caller. */
2313 void context_active_texture(struct wined3d_context
*context
, const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
2315 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ unit
));
2316 checkGLcall("glActiveTexture");
2317 context
->active_texture
= unit
;
2320 void context_bind_texture(struct wined3d_context
*context
, GLenum target
, GLuint name
)
2322 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2323 DWORD unit
= context
->active_texture
;
2324 DWORD old_texture_type
= context
->texture_type
[unit
];
2328 gl_info
->gl_ops
.gl
.p_glBindTexture(target
, name
);
2329 checkGLcall("glBindTexture");
2336 if (old_texture_type
!= target
)
2338 const struct wined3d_device
*device
= context
->swapchain
->device
;
2340 switch (old_texture_type
)
2346 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[unit
]);
2347 checkGLcall("glBindTexture");
2349 case GL_TEXTURE_RECTANGLE_ARB
:
2350 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[unit
]);
2351 checkGLcall("glBindTexture");
2353 case GL_TEXTURE_CUBE_MAP
:
2354 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[unit
]);
2355 checkGLcall("glBindTexture");
2358 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[unit
]);
2359 checkGLcall("glBindTexture");
2362 ERR("Unexpected texture target %#x\n", old_texture_type
);
2365 context
->texture_type
[unit
] = target
;
2369 static void context_set_render_offscreen(struct wined3d_context
*context
, BOOL offscreen
)
2371 if (context
->render_offscreen
== offscreen
) return;
2373 context_invalidate_state(context
, STATE_POINTSPRITECOORDORIGIN
);
2374 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2375 context_invalidate_state(context
, STATE_VIEWPORT
);
2376 context_invalidate_state(context
, STATE_SCISSORRECT
);
2377 context_invalidate_state(context
, STATE_FRONTFACE
);
2378 context
->render_offscreen
= offscreen
;
2381 static BOOL
match_depth_stencil_format(const struct wined3d_format
*existing
,
2382 const struct wined3d_format
*required
)
2384 if (existing
== required
)
2386 if ((existing
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
)
2387 != (required
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
))
2389 if (existing
->depth_size
< required
->depth_size
)
2391 /* If stencil bits are used the exact amount is required - otherwise
2392 * wrapping won't work correctly. */
2393 if (required
->stencil_size
&& required
->stencil_size
!= existing
->stencil_size
)
2398 /* Context activation is done by the caller. */
2399 static void context_validate_onscreen_formats(struct wined3d_context
*context
,
2400 const struct wined3d_rendertarget_view
*depth_stencil
)
2402 /* Onscreen surfaces are always in a swapchain */
2403 struct wined3d_swapchain
*swapchain
= context
->current_rt
->container
->swapchain
;
2405 if (context
->render_offscreen
|| !depth_stencil
) return;
2406 if (match_depth_stencil_format(swapchain
->ds_format
, depth_stencil
->format
)) return;
2408 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2409 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2411 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2413 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2414 surface_load_location(context
->current_rt
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2415 swapchain
->render_to_fbo
= TRUE
;
2416 swapchain_update_draw_bindings(swapchain
);
2417 context_set_render_offscreen(context
, TRUE
);
2420 static DWORD
context_generate_rt_mask_no_fbo(const struct wined3d_device
*device
, const struct wined3d_surface
*rt
)
2422 if (!rt
|| rt
->resource
.format
->id
== WINED3DFMT_NULL
)
2424 else if (rt
->container
->swapchain
)
2425 return context_generate_rt_mask_from_surface(rt
);
2427 return context_generate_rt_mask(device
->offscreenBuffer
);
2430 /* Context activation is done by the caller. */
2431 void context_apply_blit_state(struct wined3d_context
*context
, const struct wined3d_device
*device
)
2433 struct wined3d_surface
*rt
= context
->current_rt
;
2434 DWORD rt_mask
, *cur_mask
;
2436 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2438 context_validate_onscreen_formats(context
, NULL
);
2440 if (context
->render_offscreen
)
2442 wined3d_texture_load(rt
->container
, context
, FALSE
);
2444 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, rt
, NULL
, rt
->container
->resource
.draw_binding
);
2445 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
2452 context
->current_fbo
= NULL
;
2453 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
2454 rt_mask
= context_generate_rt_mask_from_surface(rt
);
2459 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt
);
2462 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2464 if (rt_mask
!= *cur_mask
)
2466 context_apply_draw_buffers(context
, rt_mask
);
2467 *cur_mask
= rt_mask
;
2470 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2472 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2475 SetupForBlit(device
, context
);
2476 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2479 static BOOL
context_validate_rt_config(UINT rt_count
, struct wined3d_rendertarget_view
* const *rts
,
2480 const struct wined3d_rendertarget_view
*ds
)
2484 if (ds
) return TRUE
;
2486 for (i
= 0; i
< rt_count
; ++i
)
2488 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
2492 WARN("Invalid render target config, need at least one attachment.\n");
2496 /* Context activation is done by the caller. */
2497 BOOL
context_apply_clear_state(struct wined3d_context
*context
, const struct wined3d_device
*device
,
2498 UINT rt_count
, const struct wined3d_fb_state
*fb
)
2500 struct wined3d_rendertarget_view
**rts
= fb
->render_targets
;
2501 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
2502 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2503 DWORD rt_mask
= 0, *cur_mask
;
2506 if (isStateDirty(context
, STATE_FRAMEBUFFER
) || fb
!= &device
->fb
2507 || rt_count
!= context
->gl_info
->limits
.buffers
)
2509 if (!context_validate_rt_config(rt_count
, rts
, dsv
))
2512 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2514 context_validate_onscreen_formats(context
, dsv
);
2516 if (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
))
2518 for (i
= 0; i
< rt_count
; ++i
)
2520 context
->blit_targets
[i
] = wined3d_rendertarget_view_get_surface(rts
[i
]);
2521 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
2522 rt_mask
|= (1u << i
);
2524 while (i
< context
->gl_info
->limits
.buffers
)
2526 context
->blit_targets
[i
] = NULL
;
2529 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
,
2530 wined3d_rendertarget_view_get_surface(dsv
),
2531 rt_count
? rts
[0]->resource
->draw_binding
: 0,
2532 dsv
? dsv
->resource
->draw_binding
: 0);
2536 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
,
2537 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
2538 rt_mask
= context_generate_rt_mask_from_surface(wined3d_rendertarget_view_get_surface(rts
[0]));
2541 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2542 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2543 * state management allows this */
2544 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2548 rt_mask
= context_generate_rt_mask_no_fbo(device
,
2549 rt_count
? wined3d_rendertarget_view_get_surface(rts
[0]) : NULL
);
2552 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
2553 && (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
)))
2555 for (i
= 0; i
< rt_count
; ++i
)
2557 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
2558 rt_mask
|= (1u << i
);
2563 rt_mask
= context_generate_rt_mask_no_fbo(device
,
2564 rt_count
? wined3d_rendertarget_view_get_surface(rts
[0]) : NULL
);
2567 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2569 if (rt_mask
!= *cur_mask
)
2571 context_apply_draw_buffers(context
, rt_mask
);
2572 *cur_mask
= rt_mask
;
2573 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2576 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2578 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2581 if (context
->last_was_blit
)
2582 context
->last_was_blit
= FALSE
;
2584 /* Blending and clearing should be orthogonal, but tests on the nvidia
2585 * driver show that disabling blending when clearing improves the clearing
2586 * performance incredibly. */
2587 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2588 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
2589 if (gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
2591 if (!(context
->d3d_info
->wined3d_creation_flags
& WINED3D_SRGB_READ_WRITE_CONTROL
)
2592 || device
->state
.render_states
[WINED3D_RS_SRGBWRITEENABLE
])
2593 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
2595 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
2596 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
2598 checkGLcall("setting up state for clear");
2600 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2601 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
2602 context_invalidate_state(context
, STATE_SCISSORRECT
);
2607 static DWORD
find_draw_buffers_mask(const struct wined3d_context
*context
, const struct wined3d_device
*device
)
2609 const struct wined3d_state
*state
= &device
->state
;
2610 struct wined3d_rendertarget_view
**rts
= state
->fb
->render_targets
;
2611 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2612 DWORD rt_mask
, rt_mask_bits
;
2615 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
2616 return context_generate_rt_mask_no_fbo(device
, wined3d_rendertarget_view_get_surface(rts
[0]));
2617 else if (!context
->render_offscreen
)
2618 return context_generate_rt_mask_from_surface(wined3d_rendertarget_view_get_surface(rts
[0]));
2620 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
2621 rt_mask
&= context
->d3d_info
->valid_rt_mask
;
2622 rt_mask_bits
= rt_mask
;
2624 while (rt_mask_bits
)
2626 rt_mask_bits
&= ~(1u << i
);
2627 if (!rts
[i
] || rts
[i
]->format
->id
== WINED3DFMT_NULL
)
2628 rt_mask
&= ~(1u << i
);
2636 /* Context activation is done by the caller. */
2637 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2639 const struct wined3d_device
*device
= context
->swapchain
->device
;
2640 const struct wined3d_fb_state
*fb
= state
->fb
;
2641 DWORD rt_mask
= find_draw_buffers_mask(context
, device
);
2644 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2646 if (!context
->render_offscreen
)
2648 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
,
2649 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
2655 for (i
= 0; i
< context
->gl_info
->limits
.buffers
; ++i
)
2657 context
->blit_targets
[i
] = wined3d_rendertarget_view_get_surface(fb
->render_targets
[i
]);
2659 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
,
2660 wined3d_rendertarget_view_get_surface(fb
->depth_stencil
),
2661 fb
->render_targets
[0]->resource
->draw_binding
,
2662 fb
->depth_stencil
? fb
->depth_stencil
->resource
->draw_binding
: 0);
2666 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2667 if (rt_mask
!= *cur_mask
)
2669 context_apply_draw_buffers(context
, rt_mask
);
2670 *cur_mask
= rt_mask
;
2674 static void context_map_stage(struct wined3d_context
*context
, DWORD stage
, DWORD unit
)
2676 DWORD i
= context
->rev_tex_unit_map
[unit
];
2677 DWORD j
= context
->tex_unit_map
[stage
];
2679 TRACE("Mapping stage %u to unit %u.\n", stage
, unit
);
2680 context
->tex_unit_map
[stage
] = unit
;
2681 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2682 context
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2684 context
->rev_tex_unit_map
[unit
] = stage
;
2685 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2686 context
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2689 static void context_invalidate_texture_stage(struct wined3d_context
*context
, DWORD stage
)
2693 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2694 context_invalidate_state(context
, STATE_TEXTURESTAGE(stage
, i
));
2697 static void context_update_fixed_function_usage_map(struct wined3d_context
*context
,
2698 const struct wined3d_state
*state
)
2702 context
->fixed_function_usage_map
= 0;
2703 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2705 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
2706 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
2707 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
2708 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
2709 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
2710 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
2711 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
2712 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
2714 /* Not used, and disable higher stages. */
2715 if (color_op
== WINED3D_TOP_DISABLE
)
2718 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
2719 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
2720 || ((color_arg3
== WINED3DTA_TEXTURE
)
2721 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
2722 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
2723 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
2724 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2725 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
2726 context
->fixed_function_usage_map
|= (1u << i
);
2728 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
2729 && i
< MAX_TEXTURES
- 1)
2730 context
->fixed_function_usage_map
|= (1u << (i
+ 1));
2733 if (i
< context
->lowest_disabled_stage
)
2736 end
= context
->lowest_disabled_stage
;
2740 start
= context
->lowest_disabled_stage
;
2744 context
->lowest_disabled_stage
= i
;
2745 for (i
= start
+ 1; i
< end
; ++i
)
2747 context_invalidate_state(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
2751 static void context_map_fixed_function_samplers(struct wined3d_context
*context
,
2752 const struct wined3d_state
*state
)
2754 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2755 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2756 unsigned int i
, tex
;
2759 context_update_fixed_function_usage_map(context
, state
);
2761 if (gl_info
->limits
.combined_samplers
>= MAX_COMBINED_SAMPLERS
)
2764 ffu_map
= context
->fixed_function_usage_map
;
2766 if (d3d_info
->limits
.ffp_textures
== d3d_info
->limits
.ffp_blend_stages
2767 || context
->lowest_disabled_stage
<= d3d_info
->limits
.ffp_textures
)
2769 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2774 if (context
->tex_unit_map
[i
] != i
)
2776 context_map_stage(context
, i
, i
);
2777 context_invalidate_state(context
, STATE_SAMPLER(i
));
2778 context_invalidate_texture_stage(context
, i
);
2784 /* Now work out the mapping */
2786 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2791 if (context
->tex_unit_map
[i
] != tex
)
2793 context_map_stage(context
, i
, tex
);
2794 context_invalidate_state(context
, STATE_SAMPLER(i
));
2795 context_invalidate_texture_stage(context
, i
);
2802 static void context_map_psamplers(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2804 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2805 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2806 const struct wined3d_shader_resource_info
*resource_info
=
2807 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
2810 if (gl_info
->limits
.combined_samplers
>= MAX_COMBINED_SAMPLERS
)
2813 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2815 if (resource_info
[i
].type
&& context
->tex_unit_map
[i
] != i
)
2817 context_map_stage(context
, i
, i
);
2818 context_invalidate_state(context
, STATE_SAMPLER(i
));
2819 if (i
< d3d_info
->limits
.ffp_blend_stages
)
2820 context_invalidate_texture_stage(context
, i
);
2825 static BOOL
context_unit_free_for_vs(const struct wined3d_context
*context
,
2826 const struct wined3d_shader_resource_info
*ps_resource_info
, DWORD unit
)
2828 DWORD current_mapping
= context
->rev_tex_unit_map
[unit
];
2830 /* Not currently used */
2831 if (current_mapping
== WINED3D_UNMAPPED_STAGE
)
2834 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
)
2836 /* Used by a fragment sampler */
2838 if (!ps_resource_info
)
2840 /* No pixel shader, check fixed function */
2841 return current_mapping
>= MAX_TEXTURES
|| !(context
->fixed_function_usage_map
& (1u << current_mapping
));
2844 /* Pixel shader, check the shader's sampler map */
2845 return !ps_resource_info
[current_mapping
].type
;
2851 static void context_map_vsamplers(struct wined3d_context
*context
, BOOL ps
, const struct wined3d_state
*state
)
2853 const struct wined3d_shader_resource_info
*vs_resource_info
=
2854 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
;
2855 const struct wined3d_shader_resource_info
*ps_resource_info
= NULL
;
2856 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2857 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2860 if (gl_info
->limits
.combined_samplers
>= MAX_COMBINED_SAMPLERS
)
2863 /* Note that we only care if a resource is used or not, not the
2864 * resource's specific type. Otherwise we'd need to call
2865 * shader_update_samplers() here for 1.x pixelshaders. */
2867 ps_resource_info
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
2869 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
2871 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2872 if (vs_resource_info
[i
].type
)
2876 if (context_unit_free_for_vs(context
, ps_resource_info
, start
))
2878 if (context
->tex_unit_map
[vsampler_idx
] != start
)
2880 context_map_stage(context
, vsampler_idx
, start
);
2881 context_invalidate_state(context
, STATE_SAMPLER(vsampler_idx
));
2890 if (context
->tex_unit_map
[vsampler_idx
] == WINED3D_UNMAPPED_STAGE
)
2891 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i
);
2896 static void context_update_tex_unit_map(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2898 BOOL vs
= use_vs(state
);
2899 BOOL ps
= use_ps(state
);
2901 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
2902 * need a 1:1 map at the moment.
2903 * When the mapping of a stage is changed, sampler and ALL texture stage
2904 * states have to be reset. */
2907 context_map_psamplers(context
, state
);
2909 context_map_fixed_function_samplers(context
, state
);
2912 context_map_vsamplers(context
, ps
, state
);
2915 /* Context activation is done by the caller. */
2916 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2918 const struct wined3d_device
*device
= context
->swapchain
->device
;
2919 DWORD rt_mask
, *cur_mask
;
2921 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
2923 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2924 rt_mask
= find_draw_buffers_mask(context
, device
);
2925 if (rt_mask
!= *cur_mask
)
2927 context_apply_draw_buffers(context
, rt_mask
);
2928 *cur_mask
= rt_mask
;
2932 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
2934 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
2935 *regnum
= WINED3D_FFP_POSITION
;
2936 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
2937 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
2938 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
2939 *regnum
= WINED3D_FFP_BLENDINDICES
;
2940 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
2941 *regnum
= WINED3D_FFP_NORMAL
;
2942 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
2943 *regnum
= WINED3D_FFP_PSIZE
;
2944 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
2945 *regnum
= WINED3D_FFP_DIFFUSE
;
2946 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
2947 *regnum
= WINED3D_FFP_SPECULAR
;
2948 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
2949 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
2952 FIXME("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage
), usage_idx
);
2960 /* Context activation is done by the caller. */
2961 void context_stream_info_from_declaration(struct wined3d_context
*context
,
2962 const struct wined3d_state
*state
, struct wined3d_stream_info
*stream_info
)
2964 /* We need to deal with frequency data! */
2965 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
2966 BOOL use_vshader
= use_vs(state
);
2967 BOOL generic_attributes
= context
->d3d_info
->ffp_generic_attributes
;
2970 stream_info
->use_map
= 0;
2971 stream_info
->swizzle_map
= 0;
2972 stream_info
->position_transformed
= declaration
->position_transformed
;
2974 /* Translate the declaration into strided data. */
2975 for (i
= 0; i
< declaration
->element_count
; ++i
)
2977 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
2978 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
2982 TRACE("%p Element %p (%u of %u).\n", declaration
->elements
,
2983 element
, i
+ 1, declaration
->element_count
);
2985 if (!stream
->buffer
)
2988 TRACE("offset %u input_slot %u usage_idx %d.\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
2992 if (element
->output_slot
== WINED3D_OUTPUT_SLOT_UNUSED
)
2994 stride_used
= FALSE
;
2996 else if (element
->output_slot
== WINED3D_OUTPUT_SLOT_SEMANTIC
)
2998 /* TODO: Assuming vertexdeclarations are usually used with the
2999 * same or a similar shader, it might be worth it to store the
3000 * last used output slot and try that one first. */
3001 stride_used
= vshader_get_input(state
->shader
[WINED3D_SHADER_TYPE_VERTEX
],
3002 element
->usage
, element
->usage_idx
, &idx
);
3006 idx
= element
->output_slot
;
3012 if (!generic_attributes
&& !element
->ffp_valid
)
3014 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
3015 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
3016 stride_used
= FALSE
;
3020 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
3026 TRACE("Load %s array %u [usage %s, usage_idx %u, "
3027 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
3028 use_vshader
? "shader": "fixed function", idx
,
3029 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
3030 element
->offset
, stream
->stride
, debug_d3dformat(element
->format
->id
),
3031 debug_d3dinput_classification(element
->input_slot_class
), element
->instance_data_step_rate
);
3033 stream_info
->elements
[idx
].format
= element
->format
;
3034 stream_info
->elements
[idx
].data
.buffer_object
= 0;
3035 stream_info
->elements
[idx
].data
.addr
= (BYTE
*)NULL
+ stream
->offset
+ element
->offset
;
3036 stream_info
->elements
[idx
].stride
= stream
->stride
;
3037 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
3038 if (stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
3040 stream_info
->elements
[idx
].divisor
= 1;
3042 else if (element
->input_slot_class
== WINED3D_INPUT_PER_INSTANCE_DATA
)
3044 stream_info
->elements
[idx
].divisor
= element
->instance_data_step_rate
;
3045 if (!element
->instance_data_step_rate
)
3046 FIXME("Instance step rate 0 not implemented.\n");
3050 stream_info
->elements
[idx
].divisor
= 0;
3053 if (!context
->gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
3054 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
3056 stream_info
->swizzle_map
|= 1u << idx
;
3058 stream_info
->use_map
|= 1u << idx
;
3063 /* Context activation is done by the caller. */
3064 static void context_update_stream_info(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3066 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3067 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3068 struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
3069 DWORD prev_all_vbo
= stream_info
->all_vbo
;
3073 context_stream_info_from_declaration(context
, state
, stream_info
);
3075 stream_info
->all_vbo
= 1;
3076 context
->num_buffer_queries
= 0;
3077 for (i
= 0, map
= stream_info
->use_map
; map
; map
>>= 1, ++i
)
3079 struct wined3d_stream_info_element
*element
;
3080 struct wined3d_bo_address data
;
3081 struct wined3d_buffer
*buffer
;
3086 element
= &stream_info
->elements
[i
];
3087 buffer
= state
->streams
[element
->stream_idx
].buffer
;
3089 /* We can't use VBOs if the base vertex index is negative. OpenGL
3090 * doesn't accept negative offsets (or rather offsets bigger than the
3091 * VBO, because the pointer is unsigned), so use system memory
3092 * sources. In most sane cases the pointer - offset will still be > 0,
3093 * otherwise it will wrap around to some big value. Hope that with the
3094 * indices the driver wraps it back internally. If not,
3095 * drawStridedSlow is needed, including a vertex buffer path. */
3096 if (state
->load_base_vertex_index
< 0)
3098 WARN_(d3d_perf
)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
3099 state
->load_base_vertex_index
);
3100 element
->data
.buffer_object
= 0;
3101 element
->data
.addr
+= (ULONG_PTR
)buffer_get_sysmem(buffer
, context
);
3102 if ((UINT_PTR
)element
->data
.addr
< -state
->load_base_vertex_index
* element
->stride
)
3103 FIXME("System memory vertex data load offset is negative!\n");
3107 buffer_internal_preload(buffer
, context
, state
);
3108 buffer_get_memory(buffer
, context
, &data
);
3109 element
->data
.buffer_object
= data
.buffer_object
;
3110 element
->data
.addr
+= (ULONG_PTR
)data
.addr
;
3113 if (!element
->data
.buffer_object
)
3114 stream_info
->all_vbo
= 0;
3117 context
->buffer_queries
[context
->num_buffer_queries
++] = buffer
->query
;
3119 TRACE("Load array %u {%#x:%p}.\n", i
, element
->data
.buffer_object
, element
->data
.addr
);
3124 if (state
->vertex_declaration
->half_float_conv_needed
&& !stream_info
->all_vbo
)
3126 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
3127 context
->use_immediate_mode_draw
= TRUE
;
3131 context
->use_immediate_mode_draw
= FALSE
;
3136 WORD slow_mask
= -!d3d_info
->ffp_generic_attributes
& (1u << WINED3D_FFP_PSIZE
);
3137 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
3138 & ((1u << WINED3D_FFP_DIFFUSE
) | (1u << WINED3D_FFP_SPECULAR
));
3140 if (((stream_info
->position_transformed
&& !d3d_info
->xyzrhw
)
3141 || (stream_info
->use_map
& slow_mask
)) && !stream_info
->all_vbo
)
3142 context
->use_immediate_mode_draw
= TRUE
;
3144 context
->use_immediate_mode_draw
= FALSE
;
3147 if (prev_all_vbo
!= stream_info
->all_vbo
)
3148 context_invalidate_state(context
, STATE_INDEXBUFFER
);
3151 /* Context activation is done by the caller. */
3152 static void context_preload_texture(struct wined3d_context
*context
,
3153 const struct wined3d_state
*state
, unsigned int idx
)
3155 struct wined3d_texture
*texture
;
3157 if (!(texture
= state
->textures
[idx
]))
3160 wined3d_texture_load(texture
, context
, state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
]);
3163 /* Context activation is done by the caller. */
3164 static void context_preload_textures(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3170 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
3172 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
[i
].type
)
3173 context_preload_texture(context
, state
, MAX_FRAGMENT_SAMPLERS
+ i
);
3179 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3181 if (state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
[i
].type
)
3182 context_preload_texture(context
, state
, i
);
3187 WORD ffu_map
= context
->fixed_function_usage_map
;
3189 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3192 context_preload_texture(context
, state
, i
);
3197 static void context_load_shader_resources(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3199 struct wined3d_shader_sampler_map_entry
*entry
;
3200 struct wined3d_shader_resource_view
*view
;
3201 struct wined3d_shader
*shader
;
3204 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
3206 if (!(shader
= state
->shader
[i
]))
3209 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
3211 if (state
->cb
[i
][j
])
3212 buffer_internal_preload(state
->cb
[i
][j
], context
, state
);
3215 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
3217 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
3219 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
3221 WARN("No resource view bound at index %u, %u.\n", i
, entry
->resource_idx
);
3225 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3226 buffer_internal_preload(buffer_from_resource(view
->resource
), context
, state
);
3228 wined3d_texture_load(wined3d_texture_from_resource(view
->resource
), context
, FALSE
);
3233 static void context_bind_shader_resources(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3235 const struct wined3d_device
*device
= context
->swapchain
->device
;
3236 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3237 struct wined3d_shader_sampler_map_entry
*entry
;
3238 struct wined3d_shader_resource_view
*view
;
3239 struct wined3d_sampler
*sampler
;
3240 struct wined3d_texture
*texture
;
3241 struct wined3d_shader
*shader
;
3242 unsigned int i
, j
, count
;
3243 GLuint sampler_name
;
3247 enum wined3d_shader_type type
;
3248 unsigned int base_idx
;
3253 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
3254 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
3257 for (i
= 0; i
< ARRAY_SIZE(shader_types
); ++i
)
3259 if (!(shader
= state
->shader
[shader_types
[i
].type
]))
3262 count
= shader
->reg_maps
.sampler_map
.count
;
3263 if (count
> shader_types
[i
].count
)
3265 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3266 shader
, count
, shader_types
[i
].count
);
3267 count
= shader_types
[i
].count
;
3270 for (j
= 0; j
< count
; ++j
)
3272 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
3274 if (!(view
= state
->shader_resource_view
[shader_types
[i
].type
][entry
->resource_idx
]))
3276 WARN("No resource view bound at index %u, %u.\n", shader_types
[i
].type
, entry
->resource_idx
);
3280 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3282 FIXME("Buffer shader resources not supported.\n");
3286 if (entry
->sampler_idx
== WINED3D_SAMPLER_DEFAULT
)
3288 sampler_name
= device
->default_sampler
;
3290 else if ((sampler
= state
->sampler
[shader_types
[i
].type
][entry
->sampler_idx
]))
3292 sampler_name
= sampler
->name
;
3296 WARN("No sampler object bound at index %u, %u.\n", shader_types
[i
].type
, entry
->sampler_idx
);
3300 texture
= wined3d_texture_from_resource(view
->resource
);
3301 context_active_texture(context
, gl_info
, shader_types
[i
].base_idx
+ entry
->bind_idx
);
3302 wined3d_texture_bind(texture
, context
, FALSE
);
3304 GL_EXTCALL(glBindSampler(shader_types
[i
].base_idx
+ entry
->bind_idx
, sampler_name
));
3305 checkGLcall("glBindSampler");
3310 /* Context activation is done by the caller. */
3311 BOOL
context_apply_draw_state(struct wined3d_context
*context
, struct wined3d_device
*device
)
3313 const struct wined3d_state
*state
= &device
->state
;
3314 const struct StateEntry
*state_table
= context
->state_table
;
3315 const struct wined3d_fb_state
*fb
= state
->fb
;
3319 if (!context_validate_rt_config(context
->gl_info
->limits
.buffers
,
3320 fb
->render_targets
, fb
->depth_stencil
))
3323 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& isStateDirty(context
, STATE_FRAMEBUFFER
))
3325 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
3328 /* Preload resources before FBO setup. Texture preload in particular may
3329 * result in changes to the current FBO, due to using e.g. FBO blits for
3330 * updating a resource location. */
3331 context_update_tex_unit_map(context
, state
);
3332 context_preload_textures(context
, state
);
3333 context_load_shader_resources(context
, state
);
3334 /* TODO: Right now the dependency on the vertex shader is necessary
3335 * since context_stream_info_from_declaration depends on the reg_maps of
3336 * the current VS but maybe it's possible to relax the coupling in some
3337 * situations at least. */
3338 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
)
3339 || isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
)))
3341 context_update_stream_info(context
, state
);
3345 for (i
= 0, map
= context
->stream_info
.use_map
; map
; map
>>= 1, ++i
)
3348 buffer_mark_used(state
->streams
[context
->stream_info
.elements
[i
].stream_idx
].buffer
);
3351 if (state
->index_buffer
)
3353 if (context
->stream_info
.all_vbo
)
3354 buffer_internal_preload(state
->index_buffer
, context
, state
);
3356 buffer_get_sysmem(state
->index_buffer
, context
);
3359 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
3361 DWORD rep
= context
->dirtyArray
[i
];
3362 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
3363 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
3364 context
->isStateDirty
[idx
] &= ~(1u << shift
);
3365 state_table
[rep
].apply(context
, state
, rep
);
3368 if (context
->shader_update_mask
)
3370 device
->shader_backend
->shader_select(device
->shader_priv
, context
, state
);
3371 context
->shader_update_mask
= 0;
3374 if (context
->constant_update_mask
)
3376 device
->shader_backend
->shader_load_constants(device
->shader_priv
, context
, state
);
3377 context
->constant_update_mask
= 0;
3380 if (context
->update_shader_resource_bindings
)
3382 context_bind_shader_resources(context
, state
);
3383 context
->update_shader_resource_bindings
= 0;
3386 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3388 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
3391 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
3392 context
->last_was_blit
= FALSE
;
3397 static void context_setup_target(struct wined3d_context
*context
, struct wined3d_surface
*target
)
3399 BOOL old_render_offscreen
= context
->render_offscreen
, render_offscreen
;
3401 render_offscreen
= wined3d_resource_is_offscreen(&target
->container
->resource
);
3402 if (context
->current_rt
== target
&& render_offscreen
== old_render_offscreen
) return;
3404 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
3405 * the alpha blend state changes with different render target formats. */
3406 if (!context
->current_rt
)
3408 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
3412 const struct wined3d_format
*old
= context
->current_rt
->resource
.format
;
3413 const struct wined3d_format
*new = target
->resource
.format
;
3415 if (old
->id
!= new->id
)
3417 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
3418 if ((old
->alpha_size
&& !new->alpha_size
) || (!old
->alpha_size
&& new->alpha_size
)
3419 || !(target
->container
->resource
.format_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
3420 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
3422 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
3423 if ((context
->current_rt
->container
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
)
3424 != (target
->container
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
3425 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3428 /* When switching away from an offscreen render target, and we're not
3429 * using FBOs, we have to read the drawable into the texture. This is
3430 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
3431 * There are some things that need care though. PreLoad needs a GL context,
3432 * and FindContext is called before the context is activated. It also
3433 * has to be called with the old rendertarget active, otherwise a
3434 * wrong drawable is read. */
3435 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
3436 && old_render_offscreen
&& context
->current_rt
!= target
)
3438 struct wined3d_texture
*texture
= context
->current_rt
->container
;
3440 /* Read the back buffer of the old drawable into the destination texture. */
3441 if (texture
->texture_srgb
.name
)
3442 wined3d_texture_load(texture
, context
, TRUE
);
3443 wined3d_texture_load(texture
, context
, FALSE
);
3444 surface_invalidate_location(context
->current_rt
, WINED3D_LOCATION_DRAWABLE
);
3448 context
->current_rt
= target
;
3449 context_set_render_offscreen(context
, render_offscreen
);
3452 struct wined3d_context
*context_acquire(const struct wined3d_device
*device
, struct wined3d_surface
*target
)
3454 struct wined3d_context
*current_context
= context_get_current();
3455 struct wined3d_context
*context
;
3457 TRACE("device %p, target %p.\n", device
, target
);
3459 if (current_context
&& current_context
->destroyed
)
3460 current_context
= NULL
;
3465 && current_context
->current_rt
3466 && current_context
->swapchain
->device
== device
)
3468 target
= current_context
->current_rt
;
3472 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
3473 if (swapchain
->back_buffers
)
3474 target
= surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->back_buffers
[0], 0));
3476 target
= surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->front_buffer
, 0));
3480 if (current_context
&& current_context
->current_rt
== target
)
3482 context
= current_context
;
3484 else if (target
->container
->swapchain
)
3486 TRACE("Rendering onscreen.\n");
3488 context
= swapchain_get_context(target
->container
->swapchain
);
3492 TRACE("Rendering offscreen.\n");
3494 /* Stay with the current context if possible. Otherwise use the
3495 * context for the primary swapchain. */
3496 if (current_context
&& current_context
->swapchain
->device
== device
)
3497 context
= current_context
;
3499 context
= swapchain_get_context(device
->swapchains
[0]);
3502 context_enter(context
);
3503 context_update_window(context
);
3504 context_setup_target(context
, target
);
3505 if (!context
->valid
) return context
;
3507 if (context
!= current_context
)
3509 if (!context_set_current(context
))
3510 ERR("Failed to activate the new context.\n");
3512 else if (context
->needs_set
)
3514 context_set_gl_context(context
);