mf/tests: Test input type for WMA decoder DMO.
[wine.git] / dlls / wined3d / context_gl.c
bloba8c5160a5b32ec692bb5cb1e0847f10404fbb976
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006, 2008 Henri Verbeet
9 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_sync);
33 #define WINED3D_MAX_FBO_ENTRIES 64
34 #define WINED3D_ALL_LAYERS (~0u)
36 static DWORD wined3d_context_tls_idx;
38 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
39 * actually have the same values in GL and D3D. */
40 static GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
42 switch (primitive_type)
44 case WINED3D_PT_POINTLIST:
45 return GL_POINTS;
47 case WINED3D_PT_LINELIST:
48 return GL_LINES;
50 case WINED3D_PT_LINESTRIP:
51 return GL_LINE_STRIP;
53 case WINED3D_PT_TRIANGLELIST:
54 return GL_TRIANGLES;
56 case WINED3D_PT_TRIANGLESTRIP:
57 return GL_TRIANGLE_STRIP;
59 case WINED3D_PT_TRIANGLEFAN:
60 return GL_TRIANGLE_FAN;
62 case WINED3D_PT_LINELIST_ADJ:
63 return GL_LINES_ADJACENCY_ARB;
65 case WINED3D_PT_LINESTRIP_ADJ:
66 return GL_LINE_STRIP_ADJACENCY_ARB;
68 case WINED3D_PT_TRIANGLELIST_ADJ:
69 return GL_TRIANGLES_ADJACENCY_ARB;
71 case WINED3D_PT_TRIANGLESTRIP_ADJ:
72 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
74 case WINED3D_PT_PATCH:
75 return GL_PATCHES;
77 default:
78 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
79 case WINED3D_PT_UNDEFINED:
80 return ~0u;
84 /* FBO helper functions */
86 /* Context activation is done by the caller. */
87 static void wined3d_context_gl_bind_fbo(struct wined3d_context_gl *context_gl, GLenum target, GLuint fbo)
89 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
91 TRACE("context_gl %p, target %#x, fbo %u.\n", context_gl, target, fbo);
93 switch (target)
95 case GL_READ_FRAMEBUFFER:
96 if (context_gl->fbo_read_binding == fbo)
97 return;
98 context_gl->fbo_read_binding = fbo;
99 break;
101 case GL_DRAW_FRAMEBUFFER:
102 if (context_gl->fbo_draw_binding == fbo)
103 return;
104 context_gl->fbo_draw_binding = fbo;
105 break;
107 case GL_FRAMEBUFFER:
108 if (context_gl->fbo_read_binding == fbo
109 && context_gl->fbo_draw_binding == fbo)
110 return;
111 context_gl->fbo_read_binding = fbo;
112 context_gl->fbo_draw_binding = fbo;
113 break;
115 default:
116 FIXME("Unhandled target %#x.\n", target);
117 break;
120 gl_info->fbo_ops.glBindFramebuffer(target, fbo);
121 checkGLcall("glBindFramebuffer()");
124 /* Context activation is done by the caller. */
125 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
127 unsigned int i;
129 for (i = 0; i < gl_info->limits.buffers; ++i)
131 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
132 checkGLcall("glFramebufferTexture2D()");
134 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
135 checkGLcall("glFramebufferTexture2D()");
137 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
138 checkGLcall("glFramebufferTexture2D()");
141 /* Context activation is done by the caller. */
142 static void wined3d_context_gl_destroy_fbo(struct wined3d_context_gl *context_gl, GLuint fbo)
144 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
146 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, fbo);
147 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
148 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
150 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
151 checkGLcall("glDeleteFramebuffers()");
154 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
155 GLenum fbo_target, uint32_t flags, GLuint rb)
157 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
159 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
160 checkGLcall("glFramebufferRenderbuffer()");
163 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
165 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
166 checkGLcall("glFramebufferRenderbuffer()");
170 static void wined3d_context_gl_attach_gl_texture_fbo(struct wined3d_context_gl *context_gl,
171 GLenum fbo_target, GLenum attachment, const struct wined3d_fbo_resource *resource)
173 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
175 if (!resource)
177 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, GL_TEXTURE_2D, 0, 0);
179 else if (resource->layer == WINED3D_ALL_LAYERS)
181 if (!gl_info->fbo_ops.glFramebufferTexture)
183 FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
184 return;
187 gl_info->fbo_ops.glFramebufferTexture(fbo_target, attachment,
188 resource->object, resource->level);
190 else if (resource->target == GL_TEXTURE_1D_ARRAY || resource->target == GL_TEXTURE_2D_ARRAY
191 || resource->target == GL_TEXTURE_3D)
193 if (!gl_info->fbo_ops.glFramebufferTextureLayer)
195 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
196 return;
199 gl_info->fbo_ops.glFramebufferTextureLayer(fbo_target, attachment,
200 resource->object, resource->level, resource->layer);
202 else if (resource->target == GL_TEXTURE_1D)
204 gl_info->fbo_ops.glFramebufferTexture1D(fbo_target, attachment,
205 resource->target, resource->object, resource->level);
207 else
209 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment,
210 resource->target, resource->object, resource->level);
212 checkGLcall("attach texture to fbo");
215 /* Context activation is done by the caller. */
216 static void wined3d_context_gl_attach_depth_stencil_fbo(struct wined3d_context_gl *context_gl,
217 GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
218 uint32_t flags)
220 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
222 if (resource->object)
224 TRACE("Attach depth stencil %u.\n", resource->object);
226 if (rb_namespace)
228 context_attach_depth_stencil_rb(gl_info, fbo_target,
229 flags, resource->object);
231 else
233 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
234 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, resource);
236 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
237 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, resource);
240 if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH))
241 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
243 if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL))
244 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
246 else
248 TRACE("Attach depth stencil 0.\n");
250 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
251 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
255 /* Context activation is done by the caller. */
256 static void wined3d_context_gl_attach_surface_fbo(struct wined3d_context_gl *context_gl,
257 GLenum fbo_target, unsigned int idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
259 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
261 TRACE("Attach GL object %u to %u.\n", resource->object, idx);
263 if (resource->object)
265 if (rb_namespace)
267 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
268 GL_RENDERBUFFER, resource->object);
269 checkGLcall("glFramebufferRenderbuffer()");
271 else
273 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
276 else
278 wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_COLOR_ATTACHMENT0 + idx, NULL);
282 static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, GLenum target,
283 GLenum attachment)
285 static const struct
287 GLenum target;
288 GLenum binding;
289 const char *str;
290 enum wined3d_gl_extension extension;
292 texture_type[] =
294 {GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D, "1d", WINED3D_GL_EXT_NONE},
295 {GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BINDING_1D_ARRAY, "1d-array", EXT_TEXTURE_ARRAY},
296 {GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, "2d", WINED3D_GL_EXT_NONE},
297 {GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BINDING_RECTANGLE_ARB, "rectangle", ARB_TEXTURE_RECTANGLE},
298 {GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, "2d-array" , EXT_TEXTURE_ARRAY},
299 {GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP, "cube", ARB_TEXTURE_CUBE_MAP},
300 {GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BINDING_2D_MULTISAMPLE, "2d-ms", ARB_TEXTURE_MULTISAMPLE},
301 {GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE},
304 GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target;
305 const char *tex_type_str = NULL;
306 unsigned int i;
308 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
309 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
310 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
311 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
313 if (type == GL_RENDERBUFFER)
315 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, name);
316 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
317 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
318 if (gl_info->limits.samples > 1)
319 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
320 else
321 samples = 1;
322 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt);
323 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
324 debug_fboattachment(attachment), name, width, height, samples, fmt);
326 else if (type == GL_TEXTURE)
328 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
329 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &level);
330 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
331 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, &face);
333 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
335 GL_EXTCALL(glGetTextureParameteriv(name, GL_TEXTURE_TARGET, &tex_target));
337 for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
339 if (texture_type[i].target == tex_target)
341 tex_type_str = texture_type[i].str;
342 break;
345 if (i == ARRAY_SIZE(texture_type))
346 tex_type_str = wine_dbg_sprintf("%#x", tex_target);
348 else if (face)
350 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &old_texture);
351 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, name);
353 tex_target = GL_TEXTURE_CUBE_MAP;
354 tex_type_str = "cube";
356 else
358 for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
360 if (!gl_info->supported[texture_type[i].extension])
361 continue;
363 gl_info->gl_ops.gl.p_glGetIntegerv(texture_type[i].binding, &old_texture);
364 while (gl_info->gl_ops.gl.p_glGetError());
366 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, name);
367 if (!gl_info->gl_ops.gl.p_glGetError())
369 tex_target = texture_type[i].target;
370 tex_type_str = texture_type[i].str;
371 break;
373 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, old_texture);
376 if (!tex_type_str)
378 FIXME("Cannot find type of texture %d.\n", name);
379 return;
383 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
385 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt));
386 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_WIDTH, &width));
387 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_HEIGHT, &height));
388 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_SAMPLES, &samples));
390 else
392 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
393 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_WIDTH, &width);
394 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_HEIGHT, &height);
395 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
396 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_SAMPLES, &samples);
397 else
398 samples = 1;
400 gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture);
403 FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
404 debug_fboattachment(attachment), tex_type_str, name, width, height, samples, fmt);
406 else if (type == GL_NONE)
408 FIXME(" %s: NONE.\n", debug_fboattachment(attachment));
410 else
412 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type);
415 checkGLcall("dump FBO attachment");
418 /* Context activation is done by the caller. */
419 void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl *context_gl, GLenum target)
421 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
422 GLenum status;
424 if (!FIXME_ON(d3d))
425 return;
427 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
428 if (status == GL_FRAMEBUFFER_COMPLETE)
430 TRACE("FBO complete.\n");
432 else
434 unsigned int i;
436 FIXME("FBO status %s (%#x).\n", debug_fbostatus(status), status);
438 if (!context_gl->current_fbo)
440 ERR("FBO 0 is incomplete, driver bug?\n");
441 return;
444 context_dump_fbo_attachment(gl_info, target, GL_DEPTH_ATTACHMENT);
445 context_dump_fbo_attachment(gl_info, target, GL_STENCIL_ATTACHMENT);
447 for (i = 0; i < gl_info->limits.buffers; ++i)
448 context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i);
452 static inline DWORD context_generate_rt_mask(GLenum buffer)
454 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
455 return buffer ? (1u << 31) | buffer : 0;
458 static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resource *resource)
460 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
462 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
463 return 0;
466 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource));
469 /* Context activation is done by the caller. */
470 static void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl *context_gl, GLenum buffer)
472 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
473 struct fbo_entry *current_fbo = context_gl->current_fbo;
474 uint32_t new_mask = context_generate_rt_mask(buffer);
475 uint32_t *current_mask;
477 current_mask = current_fbo ? &current_fbo->rt_mask : &context_gl->draw_buffers_mask;
478 if (new_mask == *current_mask)
479 return;
481 gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
482 checkGLcall("glDrawBuffer()");
484 *current_mask = new_mask;
487 static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct wined3d_context_gl *context_gl,
488 struct wined3d_fbo_entry_key *key, unsigned int idx, const struct wined3d_rendertarget_info *render_target,
489 DWORD location)
491 unsigned int sub_resource_idx = render_target->sub_resource_idx;
492 struct wined3d_resource *resource = render_target->resource;
493 struct wined3d_texture_gl *texture_gl;
495 if (!resource || resource->format->id == WINED3DFMT_NULL || resource->type == WINED3D_RTYPE_BUFFER)
497 if (resource && resource->type == WINED3D_RTYPE_BUFFER)
498 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
499 key->objects[idx].object = 0;
500 key->objects[idx].target = 0;
501 key->objects[idx].level = key->objects[idx].layer = 0;
502 return;
505 if (render_target->gl_view.name)
507 key->objects[idx].object = render_target->gl_view.name;
508 key->objects[idx].target = render_target->gl_view.target;
509 key->objects[idx].level = 0;
510 key->objects[idx].layer = (render_target->layer_count == 1 ? 0 : WINED3D_ALL_LAYERS);
511 return;
514 texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(resource));
515 if (texture_gl->current_renderbuffer)
517 key->objects[idx].object = texture_gl->current_renderbuffer->id;
518 key->objects[idx].target = 0;
519 key->objects[idx].level = key->objects[idx].layer = 0;
520 key->rb_namespace |= 1 << idx;
521 return;
524 key->objects[idx].target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx);
525 key->objects[idx].level = sub_resource_idx % texture_gl->t.level_count;
526 key->objects[idx].layer = sub_resource_idx / texture_gl->t.level_count;
528 if (render_target->layer_count != 1)
529 key->objects[idx].layer = WINED3D_ALL_LAYERS;
531 switch (location)
533 case WINED3D_LOCATION_TEXTURE_RGB:
534 key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
535 break;
537 case WINED3D_LOCATION_TEXTURE_SRGB:
538 key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, TRUE);
539 break;
541 case WINED3D_LOCATION_RB_MULTISAMPLE:
542 key->objects[idx].object = texture_gl->rb_multisample;
543 key->objects[idx].target = 0;
544 key->objects[idx].level = key->objects[idx].layer = 0;
545 key->rb_namespace |= 1 << idx;
546 break;
548 case WINED3D_LOCATION_RB_RESOLVED:
549 key->objects[idx].object = texture_gl->rb_resolved;
550 key->objects[idx].target = 0;
551 key->objects[idx].level = key->objects[idx].layer = 0;
552 key->rb_namespace |= 1 << idx;
553 break;
557 static void wined3d_context_gl_generate_fbo_key(const struct wined3d_context_gl *context_gl,
558 struct wined3d_fbo_entry_key *key, const struct wined3d_rendertarget_info *render_targets,
559 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
561 unsigned int buffers = context_gl->gl_info->limits.buffers;
562 unsigned int i;
564 key->rb_namespace = 0;
565 wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, 0, depth_stencil, ds_location);
567 for (i = 0; i < buffers; ++i)
568 wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, i + 1, &render_targets[i], color_location);
570 memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects));
573 static struct fbo_entry *wined3d_context_gl_create_fbo_entry(const struct wined3d_context_gl *context_gl,
574 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
575 DWORD color_location, DWORD ds_location)
577 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
578 struct fbo_entry *entry;
580 entry = heap_alloc(sizeof(*entry));
581 wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
582 render_targets, depth_stencil, color_location, ds_location);
583 entry->flags = 0;
584 if (depth_stencil->resource)
586 if (depth_stencil->resource->format->depth_size)
587 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
588 if (depth_stencil->resource->format->stencil_size)
589 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
591 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
592 gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
593 checkGLcall("glGenFramebuffers()");
594 TRACE("Created FBO %u.\n", entry->id);
596 return entry;
599 /* Context activation is done by the caller. */
600 static void wined3d_context_gl_reuse_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
601 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
602 DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
604 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
606 wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
607 context_clean_fbo_attachments(gl_info, target);
609 wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
610 render_targets, depth_stencil, color_location, ds_location);
611 entry->flags = 0;
612 if (depth_stencil->resource)
614 if (depth_stencil->resource->format->depth_size)
615 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
616 if (depth_stencil->resource->format->stencil_size)
617 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
621 /* Context activation is done by the caller. */
622 static void wined3d_context_gl_destroy_fbo_entry(struct wined3d_context_gl *context_gl, struct fbo_entry *entry)
624 if (entry->id)
626 TRACE("Destroy FBO %u.\n", entry->id);
627 wined3d_context_gl_destroy_fbo(context_gl, entry->id);
629 --context_gl->fbo_entry_count;
630 list_remove(&entry->entry);
631 heap_free(entry);
634 /* Context activation is done by the caller. */
635 static struct fbo_entry *wined3d_context_gl_find_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
636 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
637 DWORD color_location, DWORD ds_location)
639 static const struct wined3d_rendertarget_info ds_null = {{0}};
640 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
641 struct wined3d_texture *rt_texture, *ds_texture;
642 struct wined3d_fbo_entry_key fbo_key;
643 unsigned int i, ds_level, rt_level;
644 struct fbo_entry *entry;
646 if (depth_stencil->resource && depth_stencil->resource->type != WINED3D_RTYPE_BUFFER
647 && render_targets[0].resource && render_targets[0].resource->type != WINED3D_RTYPE_BUFFER
648 && render_targets[0].resource->format->id != WINED3DFMT_NULL)
650 rt_texture = wined3d_texture_from_resource(render_targets[0].resource);
651 rt_level = render_targets[0].sub_resource_idx % rt_texture->level_count;
652 ds_texture = wined3d_texture_from_resource(depth_stencil->resource);
653 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
655 if (wined3d_texture_get_level_width(ds_texture, ds_level)
656 < wined3d_texture_get_level_width(rt_texture, rt_level)
657 || wined3d_texture_get_level_height(ds_texture, ds_level)
658 < wined3d_texture_get_level_height(rt_texture, rt_level))
660 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
661 depth_stencil = &ds_null;
663 else if (ds_texture->resource.multisample_type != rt_texture->resource.multisample_type
664 || (ds_texture->resource.multisample_type
665 && ds_texture->resource.multisample_quality != rt_texture->resource.multisample_quality))
667 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
668 rt_texture->resource.multisample_type, rt_texture->resource.multisample_quality,
669 ds_texture->resource.multisample_type, ds_texture->resource.multisample_quality);
670 depth_stencil = &ds_null;
672 else if (depth_stencil->resource->type == WINED3D_RTYPE_TEXTURE_2D)
674 wined3d_texture_gl_set_compatible_renderbuffer(wined3d_texture_gl(ds_texture),
675 context_gl, ds_level, &render_targets[0]);
679 wined3d_context_gl_generate_fbo_key(context_gl, &fbo_key,
680 render_targets, depth_stencil, color_location, ds_location);
682 if (TRACE_ON(d3d))
684 struct wined3d_resource *resource;
685 unsigned int width, height;
686 const char *resource_type;
688 TRACE("Dumping FBO attachments:\n");
689 for (i = 0; i < gl_info->limits.buffers; ++i)
691 if ((resource = render_targets[i].resource))
693 if (resource->type == WINED3D_RTYPE_BUFFER)
695 width = resource->size;
696 height = 1;
697 resource_type = "buffer";
699 else
701 rt_texture = wined3d_texture_from_resource(resource);
702 rt_level = render_targets[i].sub_resource_idx % rt_texture->level_count;
703 width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level);
704 height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level);
705 resource_type = "texture";
708 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
709 i, resource, render_targets[i].sub_resource_idx, debug_d3dformat(resource->format->id),
710 fbo_key.rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type,
711 fbo_key.objects[i + 1].object, width, height, resource->multisample_type);
714 if ((resource = depth_stencil->resource))
716 if (resource->type == WINED3D_RTYPE_BUFFER)
718 width = resource->size;
719 height = 1;
720 resource_type = "buffer";
722 else
724 ds_texture = wined3d_texture_from_resource(resource);
725 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
726 width = wined3d_texture_get_level_pow2_width(ds_texture, ds_level);
727 height = wined3d_texture_get_level_pow2_height(ds_texture, ds_level);
728 resource_type = "texture";
731 TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
732 resource, depth_stencil->sub_resource_idx, debug_d3dformat(resource->format->id),
733 fbo_key.rb_namespace & (1 << 0) ? "renderbuffer" : resource_type,
734 fbo_key.objects[0].object, width, height, resource->multisample_type);
738 LIST_FOR_EACH_ENTRY(entry, &context_gl->fbo_list, struct fbo_entry, entry)
740 if (memcmp(&fbo_key, &entry->key, sizeof(fbo_key)))
741 continue;
743 list_remove(&entry->entry);
744 list_add_head(&context_gl->fbo_list, &entry->entry);
745 return entry;
748 if (context_gl->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
750 entry = wined3d_context_gl_create_fbo_entry(context_gl,
751 render_targets, depth_stencil, color_location, ds_location);
752 list_add_head(&context_gl->fbo_list, &entry->entry);
753 ++context_gl->fbo_entry_count;
755 else
757 entry = LIST_ENTRY(list_tail(&context_gl->fbo_list), struct fbo_entry, entry);
758 wined3d_context_gl_reuse_fbo_entry(context_gl, target, render_targets,
759 depth_stencil, color_location, ds_location, entry);
760 list_remove(&entry->entry);
761 list_add_head(&context_gl->fbo_list, &entry->entry);
764 return entry;
767 /* Context activation is done by the caller. */
768 static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl *context_gl,
769 GLenum target, struct fbo_entry *entry)
771 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
772 GLuint read_binding, draw_binding;
773 unsigned int i;
775 if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
777 wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
778 return;
781 read_binding = context_gl->fbo_read_binding;
782 draw_binding = context_gl->fbo_draw_binding;
783 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, entry->id);
785 if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
787 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
788 GL_FRAMEBUFFER_DEFAULT_WIDTH, gl_info->limits.framebuffer_width));
789 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
790 GL_FRAMEBUFFER_DEFAULT_HEIGHT, gl_info->limits.framebuffer_height));
791 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1));
792 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1));
795 /* Apply render targets */
796 for (i = 0; i < gl_info->limits.buffers; ++i)
798 wined3d_context_gl_attach_surface_fbo(context_gl, target, i,
799 &entry->key.objects[i + 1], entry->key.rb_namespace & (1 << (i + 1)));
802 wined3d_context_gl_attach_depth_stencil_fbo(context_gl, target,
803 &entry->key.objects[0], entry->key.rb_namespace & 0x1, entry->flags);
805 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
806 * GL contexts requirements. */
807 gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
808 wined3d_context_gl_set_draw_buffer(context_gl, GL_NONE);
809 if (target != GL_FRAMEBUFFER)
811 if (target == GL_READ_FRAMEBUFFER)
812 wined3d_context_gl_bind_fbo(context_gl, GL_DRAW_FRAMEBUFFER, draw_binding);
813 else
814 wined3d_context_gl_bind_fbo(context_gl, GL_READ_FRAMEBUFFER, read_binding);
817 entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
820 /* Context activation is done by the caller. */
821 static void wined3d_context_gl_apply_fbo_state(struct wined3d_context_gl *context_gl, GLenum target,
822 const struct wined3d_rendertarget_info *render_targets,
823 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
825 struct fbo_entry *entry, *entry2;
827 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
829 wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
832 if (context_gl->rebind_fbo)
834 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
835 context_gl->rebind_fbo = FALSE;
838 if (color_location == WINED3D_LOCATION_DRAWABLE)
840 context_gl->current_fbo = NULL;
841 wined3d_context_gl_bind_fbo(context_gl, target, 0);
843 else
845 context_gl->current_fbo = wined3d_context_gl_find_fbo_entry(context_gl,
846 target, render_targets, depth_stencil, color_location, ds_location);
847 wined3d_context_gl_apply_fbo_entry(context_gl, target, context_gl->current_fbo);
851 /* Context activation is done by the caller. */
852 void wined3d_context_gl_apply_fbo_state_blit(struct wined3d_context_gl *context_gl, GLenum target,
853 struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
854 struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, uint32_t location)
856 struct wined3d_rendertarget_info ds_info = {{0}};
858 memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
859 if (rt)
861 context_gl->blit_targets[0].resource = rt;
862 context_gl->blit_targets[0].sub_resource_idx = rt_sub_resource_idx;
863 context_gl->blit_targets[0].layer_count = 1;
866 if (ds)
868 ds_info.resource = ds;
869 ds_info.sub_resource_idx = ds_sub_resource_idx;
870 ds_info.layer_count = 1;
873 wined3d_context_gl_apply_fbo_state(context_gl, target, context_gl->blit_targets, &ds_info, location, location);
876 /* Context activation is done by the caller. */
877 void wined3d_context_gl_alloc_occlusion_query(struct wined3d_context_gl *context_gl,
878 struct wined3d_occlusion_query *query)
880 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
882 if (context_gl->free_occlusion_query_count)
884 query->id = context_gl->free_occlusion_queries[--context_gl->free_occlusion_query_count];
886 else
888 if (gl_info->supported[ARB_OCCLUSION_QUERY])
890 GL_EXTCALL(glGenQueries(1, &query->id));
891 checkGLcall("glGenQueries");
893 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context_gl);
895 else
897 WARN("Occlusion queries not supported, not allocating query id.\n");
898 query->id = 0;
902 query->context_gl = context_gl;
903 list_add_head(&context_gl->occlusion_queries, &query->entry);
906 void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query *query)
908 struct wined3d_context_gl *context_gl = query->context_gl;
910 list_remove(&query->entry);
911 query->context_gl = NULL;
913 if (!wined3d_array_reserve((void **)&context_gl->free_occlusion_queries,
914 &context_gl->free_occlusion_query_size, context_gl->free_occlusion_query_count + 1,
915 sizeof(*context_gl->free_occlusion_queries)))
917 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
918 return;
921 context_gl->free_occlusion_queries[context_gl->free_occlusion_query_count++] = query->id;
924 /* Context activation is done by the caller. */
925 void wined3d_context_gl_alloc_fence(struct wined3d_context_gl *context_gl, struct wined3d_fence *fence)
927 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
929 if (context_gl->free_fence_count)
931 fence->object = context_gl->free_fences[--context_gl->free_fence_count];
933 else
935 if (gl_info->supported[ARB_SYNC])
937 /* Using ARB_sync, not much to do here. */
938 fence->object.sync = NULL;
939 TRACE("Allocated sync object in context %p.\n", context_gl);
941 else if (gl_info->supported[APPLE_FENCE])
943 GL_EXTCALL(glGenFencesAPPLE(1, &fence->object.id));
944 checkGLcall("glGenFencesAPPLE");
946 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
948 else if(gl_info->supported[NV_FENCE])
950 GL_EXTCALL(glGenFencesNV(1, &fence->object.id));
951 checkGLcall("glGenFencesNV");
953 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
955 else
957 WARN("Fences not supported, not allocating fence.\n");
958 fence->object.id = 0;
962 fence->context_gl = context_gl;
963 list_add_head(&context_gl->fences, &fence->entry);
966 void wined3d_context_gl_free_fence(struct wined3d_fence *fence)
968 struct wined3d_context_gl *context_gl = fence->context_gl;
970 list_remove(&fence->entry);
971 fence->context_gl = NULL;
973 if (!wined3d_array_reserve((void **)&context_gl->free_fences,
974 &context_gl->free_fence_size, context_gl->free_fence_count + 1,
975 sizeof(*context_gl->free_fences)))
977 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence->object.id, context_gl);
978 return;
981 context_gl->free_fences[context_gl->free_fence_count++] = fence->object;
984 /* Context activation is done by the caller. */
985 void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl *context_gl,
986 struct wined3d_timestamp_query *query)
988 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
990 if (context_gl->free_timestamp_query_count)
992 query->id = context_gl->free_timestamp_queries[--context_gl->free_timestamp_query_count];
994 else
996 GL_EXTCALL(glGenQueries(1, &query->id));
997 checkGLcall("glGenQueries");
999 TRACE("Allocated timestamp query %u in context %p.\n", query->id, context_gl);
1002 query->context_gl = context_gl;
1003 list_add_head(&context_gl->timestamp_queries, &query->entry);
1006 void wined3d_context_gl_free_timestamp_query(struct wined3d_timestamp_query *query)
1008 struct wined3d_context_gl *context_gl = query->context_gl;
1010 list_remove(&query->entry);
1011 query->context_gl = NULL;
1013 if (!wined3d_array_reserve((void **)&context_gl->free_timestamp_queries,
1014 &context_gl->free_timestamp_query_size, context_gl->free_timestamp_query_count + 1,
1015 sizeof(*context_gl->free_timestamp_queries)))
1017 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
1018 return;
1021 context_gl->free_timestamp_queries[context_gl->free_timestamp_query_count++] = query->id;
1024 void wined3d_context_gl_alloc_so_statistics_query(struct wined3d_context_gl *context_gl,
1025 struct wined3d_so_statistics_query *query)
1027 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1029 if (context_gl->free_so_statistics_query_count)
1031 query->u = context_gl->free_so_statistics_queries[--context_gl->free_so_statistics_query_count];
1033 else
1035 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
1036 checkGLcall("glGenQueries");
1038 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
1039 query->u.id[0], query->u.id[1], context_gl);
1042 query->context_gl = context_gl;
1043 list_add_head(&context_gl->so_statistics_queries, &query->entry);
1046 void wined3d_context_gl_free_so_statistics_query(struct wined3d_so_statistics_query *query)
1048 struct wined3d_context_gl *context_gl = query->context_gl;
1050 list_remove(&query->entry);
1051 query->context_gl = NULL;
1053 if (!wined3d_array_reserve((void **)&context_gl->free_so_statistics_queries,
1054 &context_gl->free_so_statistics_query_size, context_gl->free_so_statistics_query_count + 1,
1055 sizeof(*context_gl->free_so_statistics_queries)))
1057 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
1058 query->u.id[0], query->u.id[1], context_gl);
1059 return;
1062 context_gl->free_so_statistics_queries[context_gl->free_so_statistics_query_count++] = query->u;
1065 void wined3d_context_gl_alloc_pipeline_statistics_query(struct wined3d_context_gl *context_gl,
1066 struct wined3d_pipeline_statistics_query *query)
1068 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1070 if (context_gl->free_pipeline_statistics_query_count)
1072 query->u = context_gl->free_pipeline_statistics_queries[--context_gl->free_pipeline_statistics_query_count];
1074 else
1076 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
1077 checkGLcall("glGenQueries");
1080 query->context_gl = context_gl;
1081 list_add_head(&context_gl->pipeline_statistics_queries, &query->entry);
1084 void wined3d_context_gl_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query)
1086 struct wined3d_context_gl *context_gl = query->context_gl;
1088 list_remove(&query->entry);
1089 query->context_gl = NULL;
1091 if (!wined3d_array_reserve((void **)&context_gl->free_pipeline_statistics_queries,
1092 &context_gl->free_pipeline_statistics_query_size, context_gl->free_pipeline_statistics_query_count + 1,
1093 sizeof(*context_gl->free_pipeline_statistics_queries)))
1095 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context_gl);
1096 return;
1099 context_gl->free_pipeline_statistics_queries[context_gl->free_pipeline_statistics_query_count++] = query->u;
1102 typedef void (context_fbo_entry_func_t)(struct wined3d_context_gl *context_gl, struct fbo_entry *entry);
1104 static void wined3d_context_gl_enum_fbo_entries(const struct wined3d_device *device,
1105 GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
1107 unsigned int i, j;
1109 for (i = 0; i < device->context_count; ++i)
1111 struct wined3d_context_gl *context_gl = wined3d_context_gl(device->contexts[i]);
1112 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1113 struct fbo_entry *entry, *entry2;
1115 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
1117 for (j = 0; j < gl_info->limits.buffers + 1; ++j)
1119 if (entry->key.objects[j].object == name
1120 && !(entry->key.rb_namespace & (1 << j)) == !rb_namespace)
1122 callback(context_gl, entry);
1123 break;
1130 static void wined3d_context_gl_queue_fbo_entry_destruction(struct wined3d_context_gl *context_gl,
1131 struct fbo_entry *entry)
1133 list_remove(&entry->entry);
1134 list_add_head(&context_gl->fbo_destroy_list, &entry->entry);
1137 void context_gl_resource_released(struct wined3d_device *device, GLuint name, BOOL rb_namespace)
1139 wined3d_context_gl_enum_fbo_entries(device, name, rb_namespace,
1140 wined3d_context_gl_queue_fbo_entry_destruction);
1143 void wined3d_context_gl_texture_update(struct wined3d_context_gl *context_gl,
1144 const struct wined3d_texture_gl *texture_gl)
1146 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1147 struct fbo_entry *entry = context_gl->current_fbo;
1148 unsigned int i;
1150 if (!entry || context_gl->rebind_fbo)
1151 return;
1153 for (i = 0; i < gl_info->limits.buffers + 1; ++i)
1155 if (texture_gl->texture_rgb.name == entry->key.objects[i].object
1156 || texture_gl->texture_srgb.name == entry->key.objects[i].object)
1158 TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture_gl, i);
1159 context_gl->rebind_fbo = TRUE;
1160 return;
1165 static BOOL wined3d_context_gl_restore_pixel_format(struct wined3d_context_gl *context_gl)
1167 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1168 BOOL ret = FALSE;
1170 if (context_gl->restore_pf && IsWindow(context_gl->restore_pf_win))
1172 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1174 HDC dc = GetDCEx(context_gl->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
1175 if (dc)
1177 if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, context_gl->restore_pf))))
1179 ERR("Failed to restore pixel format %d on window %p.\n",
1180 context_gl->restore_pf, context_gl->restore_pf_win);
1182 ReleaseDC(context_gl->restore_pf_win, dc);
1185 else
1187 ERR("Unable to restore pixel format %d on window %p.\n",
1188 context_gl->restore_pf, context_gl->restore_pf_win);
1192 context_gl->restore_pf = 0;
1193 context_gl->restore_pf_win = NULL;
1194 return ret;
1197 static BOOL wined3d_context_gl_set_pixel_format(struct wined3d_context_gl *context_gl)
1199 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1200 BOOL private = context_gl->dc_is_private;
1201 int format = context_gl->pixel_format;
1202 HDC dc = context_gl->dc;
1203 int current;
1204 HWND win;
1206 if (private && context_gl->dc_has_format)
1207 return TRUE;
1209 if (!private && WindowFromDC(dc) != context_gl->window)
1210 return FALSE;
1212 current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc);
1213 if ((current == format) || (!current && context_gl->internal_format_set))
1214 goto success;
1216 /* By default WGL doesn't allow pixel format adjustments but we need it
1217 * here. For this reason there's a Wine specific wglSetPixelFormat()
1218 * which allows us to set the pixel format multiple times. Use it when we
1219 * can, because even though no pixel format may currently be set, the
1220 * application may try to set one later. */
1221 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1223 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
1225 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1226 format, dc);
1227 return FALSE;
1229 context_gl->internal_format_set = 1;
1231 else if (current)
1233 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1234 * continue using the old format. There's a big chance that the old
1235 * format works although with a performance hit and perhaps rendering
1236 * errors. */
1237 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1238 format, dc, current);
1239 return TRUE;
1241 else if (!SetPixelFormat(dc, format, NULL))
1243 /* This may also happen if the dc belongs to a destroyed window. */
1244 WARN("Failed to set pixel format %d on device context %p, last error %#lx.\n",
1245 format, dc, GetLastError());
1246 return FALSE;
1249 win = private ? NULL : WindowFromDC(dc);
1250 if (win != context_gl->restore_pf_win)
1251 wined3d_context_gl_restore_pixel_format(context_gl);
1252 context_gl->restore_pf = private ? 0 : current;
1253 context_gl->restore_pf_win = win;
1255 success:
1256 if (private)
1257 context_gl->dc_has_format = TRUE;
1258 return TRUE;
1261 static BOOL wined3d_context_gl_set_gl_context(struct wined3d_context_gl *context_gl)
1263 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
1264 BOOL backup = FALSE;
1266 TRACE("context_gl %p.\n", context_gl);
1268 if (!wined3d_context_gl_set_pixel_format(context_gl))
1270 WARN("Failed to set pixel format %d on device context %p.\n",
1271 context_gl->pixel_format, context_gl->dc);
1272 backup = TRUE;
1275 if (backup || !wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
1277 WARN("Failed to make GL context %p current on device context %p, last error %#lx.\n",
1278 context_gl->gl_ctx, context_gl->dc, GetLastError());
1279 context_gl->valid = 0;
1280 WARN("Trying fallback to the backup window.\n");
1282 if (context_gl->c.destroyed)
1284 FIXME("Unable to get backup dc for destroyed context %p.\n", context_gl);
1285 wined3d_context_gl_set_current(NULL);
1286 return FALSE;
1289 if (!(context_gl->dc = wined3d_device_gl_get_backup_dc(device_gl)))
1291 wined3d_context_gl_set_current(NULL);
1292 return FALSE;
1295 TRACE("Using backup DC %p.\n", context_gl->dc);
1296 context_gl->dc_is_private = TRUE;
1297 context_gl->dc_has_format = FALSE;
1299 if (!wined3d_context_gl_set_pixel_format(context_gl))
1301 ERR("Failed to set pixel format %d on device context %p.\n",
1302 context_gl->pixel_format, context_gl->dc);
1303 wined3d_context_gl_set_current(NULL);
1304 return FALSE;
1307 if (!wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
1309 ERR("Fallback to backup window (dc %p) failed too, last error %#lx.\n",
1310 context_gl->dc, GetLastError());
1311 wined3d_context_gl_set_current(NULL);
1312 return FALSE;
1315 context_gl->valid = 1;
1317 context_gl->needs_set = 0;
1319 return TRUE;
1322 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
1324 if (!wglMakeCurrent(dc, gl_ctx))
1326 ERR("Failed to restore GL context %p on device context %p, last error %#lx.\n",
1327 gl_ctx, dc, GetLastError());
1328 wined3d_context_gl_set_current(NULL);
1332 static void wined3d_context_gl_update_window(struct wined3d_context_gl *context_gl)
1334 if (!context_gl->c.swapchain)
1335 return;
1337 if (context_gl->window == context_gl->c.swapchain->win_handle)
1338 return;
1340 TRACE("Updating context %p window from %p to %p.\n",
1341 context_gl, context_gl->window, context_gl->c.swapchain->win_handle);
1343 if (context_gl->dc)
1344 wined3d_release_dc(context_gl->window, context_gl->dc);
1346 context_gl->window = context_gl->c.swapchain->win_handle;
1347 context_gl->dc_is_private = FALSE;
1348 context_gl->dc_has_format = FALSE;
1349 context_gl->needs_set = 1;
1350 context_gl->valid = 1;
1351 context_gl->internal_format_set = 0;
1353 if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
1355 ERR("Failed to get a device context for window %p.\n", context_gl->window);
1356 context_gl->valid = 0;
1360 static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl)
1362 struct wined3d_pipeline_statistics_query *pipeline_statistics_query;
1363 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1364 struct wined3d_so_statistics_query *so_statistics_query;
1365 struct wined3d_timestamp_query *timestamp_query;
1366 struct wined3d_occlusion_query *occlusion_query;
1367 struct wined3d_context_gl *current;
1368 struct fbo_entry *entry, *entry2;
1369 struct wined3d_fence *fence;
1370 HGLRC restore_ctx;
1371 HDC restore_dc;
1372 unsigned int i;
1374 TRACE("context_gl %p.\n", context_gl);
1376 restore_ctx = wglGetCurrentContext();
1377 restore_dc = wglGetCurrentDC();
1379 if (context_gl->valid && context_gl->gl_ctx != restore_ctx)
1381 /* Attempting to restore a GL context corresponding to a wined3d
1382 * context is not particularly useful. Worse, when we're called from
1383 * wined3d_context_gl_destroy(), we subsequently clear the "current
1384 * D3D context" TLS value, which would cause
1385 * wined3d_context_gl_enter() to consider the GL context a non-D3D
1386 * context. */
1387 if ((current = wined3d_context_gl_get_current()) && current->gl_ctx == restore_ctx)
1388 restore_ctx = NULL;
1389 wined3d_context_gl_set_gl_context(context_gl);
1391 else
1393 restore_ctx = NULL;
1396 if (context_gl->valid)
1398 /* If we're here because we're switching away from a previously
1399 * destroyed context, acquiring a context in order to submit a fence
1400 * is problematic. In particular, we'd end up back here again in the
1401 * process of switching to the newly acquired context.
1403 * If fences aren't supported there should be nothing to wait for
1404 * anyway, so just do nothing in that case. */
1405 if (context_gl->c.destroyed)
1407 gl_info->gl_ops.gl.p_glFinish();
1409 else if (context_gl->c.d3d_info->fences)
1411 wined3d_context_gl_submit_command_fence(context_gl);
1412 wined3d_context_gl_wait_command_fence(context_gl,
1413 wined3d_device_gl(context_gl->c.device)->current_fence_id - 1);
1416 if (context_gl->dummy_arbfp_prog)
1417 GL_EXTCALL(glDeleteProgramsARB(1, &context_gl->dummy_arbfp_prog));
1419 if (context_gl->blit_vbo)
1420 GL_EXTCALL(glDeleteBuffers(1, &context_gl->blit_vbo));
1422 for (i = 0; i < context_gl->free_pipeline_statistics_query_count; ++i)
1424 union wined3d_gl_pipeline_statistics_query *q = &context_gl->free_pipeline_statistics_queries[i];
1425 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1428 for (i = 0; i < context_gl->free_so_statistics_query_count; ++i)
1430 union wined3d_gl_so_statistics_query *q = &context_gl->free_so_statistics_queries[i];
1431 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1434 if (context_gl->free_timestamp_query_count)
1435 GL_EXTCALL(glDeleteQueries(context_gl->free_timestamp_query_count, context_gl->free_timestamp_queries));
1437 if (gl_info->supported[ARB_SYNC])
1439 for (i = 0; i < context_gl->free_fence_count; ++i)
1441 GL_EXTCALL(glDeleteSync(context_gl->free_fences[i].sync));
1444 else if (gl_info->supported[APPLE_FENCE])
1446 for (i = 0; i < context_gl->free_fence_count; ++i)
1448 GL_EXTCALL(glDeleteFencesAPPLE(1, &context_gl->free_fences[i].id));
1451 else if (gl_info->supported[NV_FENCE])
1453 for (i = 0; i < context_gl->free_fence_count; ++i)
1455 GL_EXTCALL(glDeleteFencesNV(1, &context_gl->free_fences[i].id));
1459 if (context_gl->free_occlusion_query_count)
1460 GL_EXTCALL(glDeleteQueries(context_gl->free_occlusion_query_count, context_gl->free_occlusion_queries));
1462 checkGLcall("context cleanup");
1464 heap_free(context_gl->submitted.fences);
1465 heap_free(context_gl->free_pipeline_statistics_queries);
1466 heap_free(context_gl->free_so_statistics_queries);
1467 heap_free(context_gl->free_timestamp_queries);
1468 heap_free(context_gl->free_fences);
1469 heap_free(context_gl->free_occlusion_queries);
1471 LIST_FOR_EACH_ENTRY(pipeline_statistics_query, &context_gl->pipeline_statistics_queries,
1472 struct wined3d_pipeline_statistics_query, entry)
1474 if (context_gl->valid)
1475 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query->u.id), pipeline_statistics_query->u.id));
1476 pipeline_statistics_query->context_gl = NULL;
1479 LIST_FOR_EACH_ENTRY(so_statistics_query, &context_gl->so_statistics_queries,
1480 struct wined3d_so_statistics_query, entry)
1482 if (context_gl->valid)
1483 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query->u.id), so_statistics_query->u.id));
1484 so_statistics_query->context_gl = NULL;
1487 LIST_FOR_EACH_ENTRY(timestamp_query, &context_gl->timestamp_queries, struct wined3d_timestamp_query, entry)
1489 if (context_gl->valid)
1490 GL_EXTCALL(glDeleteQueries(1, &timestamp_query->id));
1491 timestamp_query->context_gl = NULL;
1494 LIST_FOR_EACH_ENTRY(fence, &context_gl->fences, struct wined3d_fence, entry)
1496 if (context_gl->valid)
1498 if (gl_info->supported[ARB_SYNC])
1500 if (fence->object.sync)
1501 GL_EXTCALL(glDeleteSync(fence->object.sync));
1503 else if (gl_info->supported[APPLE_FENCE])
1505 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence->object.id));
1507 else if (gl_info->supported[NV_FENCE])
1509 GL_EXTCALL(glDeleteFencesNV(1, &fence->object.id));
1512 fence->context_gl = NULL;
1515 LIST_FOR_EACH_ENTRY(occlusion_query, &context_gl->occlusion_queries, struct wined3d_occlusion_query, entry)
1517 if (context_gl->valid)
1518 GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
1519 occlusion_query->context_gl = NULL;
1522 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
1524 if (!context_gl->valid)
1525 entry->id = 0;
1526 wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
1529 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
1531 if (!context_gl->valid)
1532 entry->id = 0;
1533 wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
1536 heap_free(context_gl->texture_type);
1538 wined3d_context_gl_restore_pixel_format(context_gl);
1539 if (restore_ctx)
1540 context_restore_gl_context(gl_info, restore_dc, restore_ctx);
1541 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
1542 ERR("Failed to disable GL context.\n");
1544 wined3d_release_dc(context_gl->window, context_gl->dc);
1546 if (!wglDeleteContext(context_gl->gl_ctx))
1548 unsigned int err = GetLastError();
1549 ERR("Failed to delete GL context %p, last error %#x.\n", context_gl->gl_ctx, err);
1552 wined3d_context_cleanup(&context_gl->c);
1555 DWORD context_get_tls_idx(void)
1557 return wined3d_context_tls_idx;
1560 void context_set_tls_idx(DWORD idx)
1562 wined3d_context_tls_idx = idx;
1565 struct wined3d_context_gl *wined3d_context_gl_get_current(void)
1567 return TlsGetValue(wined3d_context_tls_idx);
1570 BOOL wined3d_context_gl_set_current(struct wined3d_context_gl *context_gl)
1572 struct wined3d_context_gl *old = wined3d_context_gl_get_current();
1574 if (old == context_gl)
1576 TRACE("Already using D3D context %p.\n", context_gl);
1577 return TRUE;
1580 if (old)
1582 if (old->c.destroyed)
1584 TRACE("Switching away from destroyed context %p.\n", old);
1585 wined3d_context_gl_cleanup(old);
1586 heap_free((void *)old->gl_info);
1587 heap_free(old);
1589 else
1591 if (wglGetCurrentContext())
1593 const struct wined3d_gl_info *gl_info = old->gl_info;
1594 TRACE("Flushing context %p before switching to %p.\n", old, context_gl);
1595 gl_info->gl_ops.gl.p_glFlush();
1597 old->c.current = 0;
1601 if (context_gl)
1603 if (!context_gl->valid)
1605 ERR("Trying to make invalid context %p current.\n", context_gl);
1606 return FALSE;
1609 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n",
1610 context_gl, context_gl->gl_ctx, context_gl->dc);
1611 if (!wined3d_context_gl_set_gl_context(context_gl))
1612 return FALSE;
1613 context_gl->c.current = 1;
1615 else if (wglGetCurrentContext())
1617 TRACE("Clearing current D3D context.\n");
1618 if (!wglMakeCurrent(NULL, NULL))
1620 unsigned int err = GetLastError();
1621 ERR("Failed to clear current GL context, last error %#x.\n", err);
1622 TlsSetValue(wined3d_context_tls_idx, NULL);
1623 return FALSE;
1627 return TlsSetValue(wined3d_context_tls_idx, context_gl);
1630 void wined3d_context_gl_release(struct wined3d_context_gl *context_gl)
1632 TRACE("Releasing context %p, level %u.\n", context_gl, context_gl->level);
1634 if (WARN_ON(d3d))
1636 if (!context_gl->level)
1637 WARN("Context %p is not active.\n", context_gl);
1638 else if (context_gl != wined3d_context_gl_get_current())
1639 WARN("Context %p is not the current context.\n", context_gl);
1642 if (!--context_gl->level)
1644 if (wined3d_context_gl_restore_pixel_format(context_gl))
1645 context_gl->needs_set = 1;
1646 if (context_gl->restore_ctx)
1648 TRACE("Restoring GL context %p on device context %p.\n", context_gl->restore_ctx, context_gl->restore_dc);
1649 context_restore_gl_context(context_gl->gl_info, context_gl->restore_dc, context_gl->restore_ctx);
1650 context_gl->restore_ctx = NULL;
1651 context_gl->restore_dc = NULL;
1654 if (context_gl->c.destroy_delayed)
1656 TRACE("Destroying context %p.\n", context_gl);
1657 wined3d_context_gl_destroy(context_gl);
1662 static void wined3d_context_gl_enter(struct wined3d_context_gl *context_gl)
1664 TRACE("Entering context %p, level %u.\n", context_gl, context_gl->level + 1);
1666 if (!context_gl->level++)
1668 const struct wined3d_context_gl *current_context = wined3d_context_gl_get_current();
1669 HGLRC current_gl = wglGetCurrentContext();
1671 if (current_gl && (!current_context || current_context->gl_ctx != current_gl))
1673 TRACE("Another GL context (%p on device context %p) is already current.\n",
1674 current_gl, wglGetCurrentDC());
1675 context_gl->restore_ctx = current_gl;
1676 context_gl->restore_dc = wglGetCurrentDC();
1677 context_gl->needs_set = 1;
1679 else if (!context_gl->needs_set && !(context_gl->dc_is_private && context_gl->dc_has_format))
1681 int current = context_gl->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context_gl->dc);
1683 if ((current && current != context_gl->pixel_format) || (!current && !context_gl->internal_format_set))
1684 context_gl->needs_set = 1;
1689 /* This function takes care of wined3d pixel format selection. */
1690 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1691 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1692 bool aux_buffers, bool swap_effect_copy)
1694 unsigned int cfg_count = wined3d_adapter_gl(device->adapter)->pixel_format_count;
1695 unsigned int current_value;
1696 PIXELFORMATDESCRIPTOR pfd;
1697 int iPixelFormat = 0;
1698 unsigned int i;
1700 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, swap_effect_copy %#x.\n",
1701 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1702 aux_buffers, swap_effect_copy);
1704 current_value = 0;
1705 for (i = 0; i < cfg_count; ++i)
1707 const struct wined3d_pixel_format *cfg = &wined3d_adapter_gl(device->adapter)->pixel_formats[i];
1708 unsigned int value;
1710 /* For now only accept RGBA formats. Perhaps some day we will
1711 * allow floating point formats for pbuffers. */
1712 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1713 continue;
1714 /* In window mode we need a window drawable format and double buffering. */
1715 if (!(cfg->windowDrawable && cfg->doubleBuffer))
1716 continue;
1717 if (cfg->redSize < color_format->red_size)
1718 continue;
1719 if (cfg->greenSize < color_format->green_size)
1720 continue;
1721 if (cfg->blueSize < color_format->blue_size)
1722 continue;
1723 if (cfg->alphaSize < color_format->alpha_size)
1724 continue;
1725 if (cfg->depthSize < ds_format->depth_size)
1726 continue;
1727 if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size)
1728 continue;
1729 /* Check multisampling support. */
1730 if (cfg->numSamples)
1731 continue;
1733 value = 1;
1734 if (swap_effect_copy && cfg->swap_method == WGL_SWAP_COPY_ARB)
1735 value += 1;
1736 /* We try to locate a format which matches our requirements exactly. In case of
1737 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1738 if (cfg->depthSize == ds_format->depth_size)
1739 value += 2;
1740 if (cfg->stencilSize == ds_format->stencil_size)
1741 value += 4;
1742 if (cfg->alphaSize == color_format->alpha_size)
1743 value += 8;
1744 /* We like to have aux buffers in backbuffer mode */
1745 if (aux_buffers && cfg->auxBuffers)
1746 value += 16;
1747 if (cfg->redSize == color_format->red_size
1748 && cfg->greenSize == color_format->green_size
1749 && cfg->blueSize == color_format->blue_size)
1750 value += 32;
1752 if (value > current_value)
1754 iPixelFormat = cfg->iPixelFormat;
1755 current_value = value;
1759 if (!iPixelFormat)
1761 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1763 memset(&pfd, 0, sizeof(pfd));
1764 pfd.nSize = sizeof(pfd);
1765 pfd.nVersion = 1;
1766 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1767 pfd.iPixelType = PFD_TYPE_RGBA;
1768 pfd.cAlphaBits = color_format->alpha_size;
1769 pfd.cColorBits = color_format->red_size + color_format->green_size
1770 + color_format->blue_size + color_format->alpha_size;
1771 pfd.cDepthBits = ds_format->depth_size;
1772 pfd.cStencilBits = ds_format->stencil_size;
1773 pfd.iLayerType = PFD_MAIN_PLANE;
1775 if (!(iPixelFormat = ChoosePixelFormat(hdc, &pfd)))
1777 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1778 ERR("Can't find a suitable pixel format.\n");
1779 return 0;
1783 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1784 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1785 return iPixelFormat;
1788 /* Context activation is done by the caller. */
1789 void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl *context_gl)
1791 const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
1792 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1793 unsigned int i;
1795 for (i = 0; i < gl_info->limits.combined_samplers; ++i)
1797 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
1799 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
1800 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
1802 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1803 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
1805 if (gl_info->supported[EXT_TEXTURE3D])
1806 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
1808 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1809 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
1811 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
1812 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
1814 if (gl_info->supported[EXT_TEXTURE_ARRAY])
1816 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
1817 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
1820 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
1821 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
1823 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
1825 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
1826 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
1830 checkGLcall("bind dummy textures");
1833 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1834 const char *file, unsigned int line, const char *name)
1836 GLint err;
1838 if (gl_info->supported[ARB_DEBUG_OUTPUT] || (err = gl_info->gl_ops.gl.p_glGetError()) == GL_NO_ERROR)
1840 TRACE("%s call ok %s / %u.\n", name, file, line);
1841 return;
1846 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1847 debug_glerror(err), err, name, file,line);
1848 err = gl_info->gl_ops.gl.p_glGetError();
1849 } while (err != GL_NO_ERROR);
1852 static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
1854 return gl_info->supported[ARB_DEBUG_OUTPUT]
1855 && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
1858 static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
1859 GLenum severity, GLsizei length, const char *message, void *ctx)
1861 switch (type)
1863 case GL_DEBUG_TYPE_ERROR_ARB:
1864 ERR("%p: %s.\n", ctx, debugstr_an(message, length));
1865 break;
1867 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
1868 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
1869 case GL_DEBUG_TYPE_PORTABILITY_ARB:
1870 FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
1871 break;
1873 case GL_DEBUG_TYPE_PERFORMANCE_ARB:
1874 WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
1875 break;
1877 default:
1878 FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
1879 break;
1883 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx)
1885 HGLRC ctx;
1886 unsigned int ctx_attrib_idx = 0;
1887 GLint ctx_attribs[7], ctx_flags = 0;
1889 if (context_debug_output_enabled(gl_info))
1890 ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB;
1891 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
1892 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16;
1893 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB;
1894 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff;
1895 if (ctx_flags)
1897 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1898 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1900 ctx_attribs[ctx_attrib_idx] = 0;
1902 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1904 if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
1906 if (ctx_flags)
1908 ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1909 ctx_attribs[ctx_attrib_idx - 1] = ctx_flags;
1911 else
1913 ctx_flags = WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1914 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1915 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1916 ctx_attribs[ctx_attrib_idx] = 0;
1918 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1919 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#lx.\n",
1920 GetLastError());
1923 return ctx;
1926 static BOOL wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl *context_gl,
1927 struct wined3d_swapchain_gl *swapchain_gl, BOOL *new_drawable)
1929 enum wined3d_swap_effect swap_effect = swapchain_gl->s.state.desc.swap_effect;
1930 const struct wined3d_format *colour_format, *ds_format;
1931 struct wined3d_context *context = &context_gl->c;
1932 const struct wined3d_gl_info *gl_info;
1933 struct wined3d_resource *target;
1934 struct wined3d_adapter *adapter;
1935 unsigned int target_bind_flags;
1936 struct wined3d_device *device;
1937 bool swap_effect_copy;
1938 HGLRC ctx, share_ctx;
1939 unsigned int i;
1941 device = context->device;
1942 adapter = device->adapter;
1943 gl_info = &adapter->gl_info;
1945 target = &context->current_rt.texture->resource;
1946 target_bind_flags = target->bind_flags;
1948 swap_effect_copy = swap_effect == WINED3D_SWAP_EFFECT_COPY || swap_effect == WINED3D_SWAP_EFFECT_COPY_VSYNC;
1950 *new_drawable = !GetPixelFormat(context_gl->dc);
1952 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1954 static const enum wined3d_format_id ds_formats[] =
1956 WINED3DFMT_D24_UNORM_S8_UINT,
1957 WINED3DFMT_D32_UNORM,
1958 WINED3DFMT_R24_UNORM_X8_TYPELESS,
1959 WINED3DFMT_D16_UNORM,
1960 WINED3DFMT_S1_UINT_D15_UNORM,
1963 colour_format = target->format;
1965 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1966 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1967 if (colour_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1968 colour_format = wined3d_get_format(adapter, WINED3DFMT_B4G4R4A4_UNORM, target_bind_flags);
1969 else if (colour_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1970 colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
1972 /* DirectDraw supports 8bit paletted render targets and these are used by
1973 * old games like StarCraft and C&C. Most modern hardware doesn't support
1974 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1975 * conversion (ab)uses the alpha component for storing the palette index.
1976 * For this reason we require a format with 8bit alpha, so request
1977 * A8R8G8B8. */
1978 if (colour_format->id == WINED3DFMT_P8_UINT)
1979 colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
1981 /* Try to find a pixel format which matches our requirements. */
1982 if (!swapchain_gl->s.ds_format)
1984 for (i = 0; i < ARRAY_SIZE(ds_formats); ++i)
1986 ds_format = wined3d_get_format(adapter, ds_formats[i], WINED3D_BIND_DEPTH_STENCIL);
1987 if ((context_gl->pixel_format = context_choose_pixel_format(device,
1988 context_gl->dc, colour_format, ds_format, true, swap_effect_copy)))
1990 swapchain_gl->s.ds_format = ds_format;
1991 break;
1994 TRACE("Depth stencil format %s is not supported, trying next format.\n",
1995 debug_d3dformat(ds_format->id));
1998 else
2000 context_gl->pixel_format = context_choose_pixel_format(device,
2001 context_gl->dc, colour_format, swapchain_gl->s.ds_format, true, swap_effect_copy);
2004 else
2006 /* When using FBOs for off-screen rendering, we only use the drawable for
2007 * presentation blits, and don't do any rendering to it. That means we
2008 * don't need depth or stencil buffers, and can mostly ignore the render
2009 * target format. This wouldn't necessarily be quite correct for 10bpc
2010 * display modes, but we don't currently support those.
2011 * Using the same format regardless of the colour/depth/stencil targets
2012 * makes it much less likely that different wined3d instances will set
2013 * conflicting pixel formats. */
2014 colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
2015 ds_format = wined3d_get_format(adapter, WINED3DFMT_UNKNOWN, WINED3D_BIND_DEPTH_STENCIL);
2016 context_gl->pixel_format = context_choose_pixel_format(device,
2017 context_gl->dc, colour_format, ds_format, false, swap_effect_copy);
2020 if (!context_gl->pixel_format)
2022 ERR("Failed to choose pixel format.\n");
2023 return FALSE;
2026 wined3d_context_gl_enter(context_gl);
2028 if (!wined3d_context_gl_set_pixel_format(context_gl))
2030 context_release(context);
2032 if (context_gl->dc_is_private)
2034 ERR("Failed to set pixel format %d on device context %p.\n", context_gl->pixel_format, context_gl->dc);
2036 return FALSE;
2039 WARN("Failed to set pixel format %d on device context %p, trying backup DC.\n",
2040 context_gl->pixel_format, context_gl->dc);
2042 wined3d_release_dc(context_gl->window, context_gl->dc);
2043 if (!(context_gl->dc = wined3d_device_gl_get_backup_dc(wined3d_device_gl(device))))
2045 ERR("Failed to retrieve the backup device context.\n");
2046 return FALSE;
2048 context_gl->dc_is_private = TRUE;
2050 return wined3d_context_gl_create_wgl_ctx(context_gl, swapchain_gl, new_drawable);
2053 share_ctx = device->context_count ? wined3d_context_gl(device->contexts[0])->gl_ctx : NULL;
2054 if (gl_info->p_wglCreateContextAttribsARB)
2056 if (!(ctx = context_create_wgl_attribs(gl_info, context_gl->dc, share_ctx)))
2058 ERR("Failed to create a WGL context.\n");
2059 context_release(context);
2060 return FALSE;
2063 else
2065 if (!(ctx = wglCreateContext(context_gl->dc)))
2067 ERR("Failed to create a WGL context.\n");
2068 context_release(context);
2069 return FALSE;
2072 if (share_ctx && !wglShareLists(share_ctx, ctx))
2074 ERR("wglShareLists(%p, %p) failed, last error %#lx.\n", share_ctx, ctx, GetLastError());
2075 context_release(context);
2076 if (!wglDeleteContext(ctx))
2077 ERR("wglDeleteContext(%p) failed, last error %#lx.\n", ctx, GetLastError());
2078 return FALSE;
2082 context_gl->dc_has_format = TRUE;
2083 context_gl->needs_set = 1;
2084 context_gl->valid = 1;
2085 context_gl->gl_ctx = ctx;
2087 return TRUE;
2090 HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wined3d_swapchain_gl *swapchain_gl)
2092 struct wined3d_context *context = &context_gl->c;
2093 const struct wined3d_d3d_info *d3d_info;
2094 const struct wined3d_gl_info *gl_info;
2095 struct wined3d_device *device;
2096 BOOL new_drawable;
2097 unsigned int i;
2099 TRACE("context_gl %p, swapchain %p.\n", context_gl, swapchain_gl);
2101 wined3d_context_init(&context_gl->c, &swapchain_gl->s);
2103 device = context->device;
2104 gl_info = &device->adapter->gl_info;
2105 context_gl->gl_info = gl_info;
2106 d3d_info = context->d3d_info;
2108 context_gl->tid = GetCurrentThreadId();
2109 context_gl->window = context->swapchain->win_handle;
2110 if (context_gl->window == GetDesktopWindow())
2112 TRACE("Swapchain is created on the desktop window, trying backup device context.\n");
2113 context_gl->dc = NULL;
2115 else if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
2116 WARN("Failed to retrieve device context, trying swapchain backup.\n");
2118 if (!context_gl->dc)
2120 if (!(context_gl->dc = wined3d_device_gl_get_backup_dc(wined3d_device_gl(device))))
2122 ERR("Failed to retrieve a device context.\n");
2123 return E_FAIL;
2125 context_gl->dc_is_private = TRUE;
2128 list_init(&context_gl->fbo_list);
2129 list_init(&context_gl->fbo_destroy_list);
2131 list_init(&context_gl->occlusion_queries);
2132 list_init(&context_gl->fences);
2133 list_init(&context_gl->timestamp_queries);
2134 list_init(&context_gl->so_statistics_queries);
2135 list_init(&context_gl->pipeline_statistics_queries);
2137 for (i = 0; i < ARRAY_SIZE(context_gl->tex_unit_map); ++i)
2138 context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
2139 for (i = 0; i < ARRAY_SIZE(context_gl->rev_tex_unit_map); ++i)
2140 context_gl->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
2141 if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
2143 /* Initialize the texture unit mapping to a 1:1 mapping. */
2144 unsigned int base, count;
2146 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
2147 if (base + WINED3D_MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
2149 ERR("Unexpected texture unit base index %u.\n", base);
2150 goto fail;
2152 for (i = 0; i < min(count, WINED3D_MAX_FRAGMENT_SAMPLERS); ++i)
2154 context_gl->tex_unit_map[i] = base + i;
2155 context_gl->rev_tex_unit_map[base + i] = i;
2158 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
2159 if (base + WINED3D_MAX_VERTEX_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
2161 ERR("Unexpected texture unit base index %u.\n", base);
2162 goto fail;
2164 for (i = 0; i < min(count, WINED3D_MAX_VERTEX_SAMPLERS); ++i)
2166 context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + i] = base + i;
2167 context_gl->rev_tex_unit_map[base + i] = WINED3D_MAX_FRAGMENT_SAMPLERS + i;
2171 if (!(context_gl->texture_type = heap_calloc(gl_info->limits.combined_samplers,
2172 sizeof(*context_gl->texture_type))))
2173 goto fail;
2175 if (!wined3d_context_gl_create_wgl_ctx(context_gl, swapchain_gl, &new_drawable))
2176 goto fail;
2178 /* Set up the context defaults. */
2180 context->render_offscreen = wined3d_resource_is_offscreen(&context->current_rt.texture->resource);
2181 context_gl->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
2183 if (!wined3d_context_gl_set_current(context_gl))
2185 ERR("Cannot activate context to set up defaults.\n");
2186 context_release(context);
2187 if (!wglDeleteContext(context_gl->gl_ctx))
2188 ERR("wglDeleteContext(%p) failed, last error %#lx.\n", context_gl->gl_ctx, GetLastError());
2189 goto fail;
2192 if (context_debug_output_enabled(gl_info))
2194 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, context));
2195 if (TRACE_ON(d3d_sync))
2196 gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
2197 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
2198 if (ERR_ON(d3d))
2200 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR,
2201 GL_DONT_CARE, 0, NULL, GL_TRUE));
2203 if (FIXME_ON(d3d))
2205 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,
2206 GL_DONT_CARE, 0, NULL, GL_TRUE));
2207 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR,
2208 GL_DONT_CARE, 0, NULL, GL_TRUE));
2209 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY,
2210 GL_DONT_CARE, 0, NULL, GL_TRUE));
2212 if (WARN_ON(d3d_perf))
2214 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE,
2215 GL_DONT_CARE, 0, NULL, GL_TRUE));
2219 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2220 gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &context_gl->aux_buffers);
2222 TRACE("Setting up the screen\n");
2224 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2226 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
2227 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2229 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
2230 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2232 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
2233 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2235 else
2237 GLuint vao;
2239 GL_EXTCALL(glGenVertexArrays(1, &vao));
2240 GL_EXTCALL(glBindVertexArray(vao));
2241 checkGLcall("creating VAO");
2244 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
2245 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2246 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2247 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2249 if (gl_info->supported[NV_TEXTURE_SHADER2])
2251 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2252 * the previous texture where to source the offset from is always unit - 1.
2254 for (i = 1; i < gl_info->limits.textures; ++i)
2256 wined3d_context_gl_active_texture(context_gl, gl_info, i);
2257 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
2258 GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + i - 1);
2259 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2262 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2264 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2265 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2266 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2267 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2268 * is ever assigned.
2270 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2271 * program and the dummy program is destroyed when the context is destroyed.
2273 static const char dummy_program[] =
2274 "!!ARBfp1.0\n"
2275 "MOV result.color, fragment.color.primary;\n"
2276 "END\n";
2277 GL_EXTCALL(glGenProgramsARB(1, &context_gl->dummy_arbfp_prog));
2278 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, context_gl->dummy_arbfp_prog));
2279 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB,
2280 GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
2283 if (gl_info->supported[ARB_POINT_SPRITE])
2285 for (i = 0; i < gl_info->limits.textures; ++i)
2287 wined3d_context_gl_active_texture(context_gl, gl_info, i);
2288 gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
2289 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2293 if (gl_info->supported[ARB_PROVOKING_VERTEX])
2295 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
2297 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
2299 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
2301 if (!(d3d_info->wined3d_creation_flags & WINED3D_NO_PRIMITIVE_RESTART))
2303 if (gl_info->supported[ARB_ES3_COMPATIBILITY])
2305 gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
2306 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2308 else
2310 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2313 if (!(d3d_info->wined3d_creation_flags & WINED3D_LEGACY_CUBEMAP_FILTERING)
2314 && gl_info->supported[ARB_SEAMLESS_CUBE_MAP])
2316 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
2317 checkGLcall("enable seamless cube map filtering");
2319 if (gl_info->supported[ARB_CLIP_CONTROL])
2320 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT));
2322 /* If this happens to be the first context for the device, dummy textures
2323 * are not created yet. In that case, they will be created (and bound) by
2324 * create_dummy_textures right after this context is initialized. */
2325 if (wined3d_device_gl(device)->dummy_textures.tex_2d)
2326 wined3d_context_gl_bind_dummy_textures(context_gl);
2328 /* Initialise all rectangles to avoid resetting unused ones later. */
2329 gl_info->gl_ops.gl.p_glScissor(0, 0, 0, 0);
2330 checkGLcall("glScissor");
2332 if (new_drawable)
2334 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
2335 gl_info->gl_ops.gl.p_glClearDepth(1.0f);
2336 gl_info->gl_ops.gl.p_glClearStencil(0);
2337 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
2338 checkGLcall("glClear");
2340 return WINED3D_OK;
2342 fail:
2343 heap_free(context_gl->texture_type);
2344 wined3d_release_dc(context_gl->window, context_gl->dc);
2345 return E_FAIL;
2348 void wined3d_context_gl_destroy(struct wined3d_context_gl *context_gl)
2350 struct wined3d_device *device = context_gl->c.device;
2352 TRACE("Destroying context %p.\n", context_gl);
2354 wined3d_from_cs(device->cs);
2356 /* We delay destroying a context when it is active. The context_release()
2357 * function invokes wined3d_context_gl_destroy() again while leaving the
2358 * last level. */
2359 if (context_gl->level)
2361 TRACE("Delaying destruction of context %p.\n", context_gl);
2362 context_gl->c.destroy_delayed = 1;
2363 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2364 context_gl->c.swapchain = NULL;
2365 context_gl->c.device = NULL;
2366 return;
2369 device_context_remove(device, &context_gl->c);
2371 if (context_gl->c.current && context_gl->tid != GetCurrentThreadId())
2373 struct wined3d_gl_info *gl_info;
2375 /* Make a copy of gl_info for wined3d_context_gl_cleanup() use, the
2376 * one in wined3d_adapter may go away in the meantime. */
2377 gl_info = heap_alloc(sizeof(*gl_info));
2378 *gl_info = *context_gl->gl_info;
2379 context_gl->gl_info = gl_info;
2380 context_gl->c.destroyed = 1;
2382 return;
2385 wined3d_context_gl_cleanup(context_gl);
2386 TlsSetValue(context_get_tls_idx(), NULL);
2387 heap_free(context_gl);
2390 const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d_context_gl *context_gl,
2391 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count)
2393 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2395 if (!shader_version)
2397 *base = 0;
2398 *count = WINED3D_MAX_TEXTURES;
2399 return context_gl->tex_unit_map;
2402 if (shader_version->major >= 4)
2404 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, shader_version->type, base, count);
2405 return NULL;
2408 switch (shader_version->type)
2410 case WINED3D_SHADER_TYPE_PIXEL:
2411 *base = 0;
2412 *count = WINED3D_MAX_FRAGMENT_SAMPLERS;
2413 break;
2414 case WINED3D_SHADER_TYPE_VERTEX:
2415 *base = WINED3D_MAX_FRAGMENT_SAMPLERS;
2416 *count = WINED3D_MAX_VERTEX_SAMPLERS;
2417 break;
2418 default:
2419 ERR("Unhandled shader type %#x.\n", shader_version->type);
2420 *base = 0;
2421 *count = 0;
2424 return context_gl->tex_unit_map;
2427 static void wined3d_context_gl_get_rt_size(const struct wined3d_context_gl *context_gl, SIZE *size)
2429 const struct wined3d_texture *rt = context_gl->c.current_rt.texture;
2430 unsigned int level;
2432 if (rt->swapchain)
2434 RECT window_size;
2436 GetClientRect(context_gl->window, &window_size);
2437 size->cx = window_size.right - window_size.left;
2438 size->cy = window_size.bottom - window_size.top;
2440 return;
2443 level = context_gl->c.current_rt.sub_resource_idx % rt->level_count;
2444 size->cx = wined3d_texture_get_level_width(rt, level);
2445 size->cy = wined3d_texture_get_level_height(rt, level);
2448 void wined3d_context_gl_enable_clip_distances(struct wined3d_context_gl *context_gl, uint32_t enable_mask)
2450 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2451 unsigned int clip_distance_count, i;
2452 uint32_t disable_mask, current_mask;
2454 clip_distance_count = gl_info->limits.user_clip_distances;
2455 disable_mask = ~enable_mask;
2456 enable_mask &= wined3d_mask_from_size(clip_distance_count);
2457 disable_mask &= wined3d_mask_from_size(clip_distance_count);
2458 current_mask = context_gl->c.clip_distance_mask;
2459 context_gl->c.clip_distance_mask = enable_mask;
2461 enable_mask &= ~current_mask;
2462 while (enable_mask)
2464 i = wined3d_bit_scan(&enable_mask);
2465 gl_info->gl_ops.gl.p_glEnable(GL_CLIP_DISTANCE0 + i);
2467 disable_mask &= current_mask;
2468 while (disable_mask)
2470 i = wined3d_bit_scan(&disable_mask);
2471 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_DISTANCE0 + i);
2473 checkGLcall("toggle clip distances");
2476 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
2478 return rt_mask & (1u << 31);
2481 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
2483 return rt_mask & ~(1u << 31);
2486 /* Context activation is done by the caller. */
2487 static void wined3d_context_gl_apply_draw_buffers(struct wined3d_context_gl *context_gl, uint32_t rt_mask)
2489 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2490 GLenum draw_buffers[WINED3D_MAX_RENDER_TARGETS];
2492 if (!rt_mask)
2494 gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
2496 else if (is_rt_mask_onscreen(rt_mask))
2498 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
2500 else
2502 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2504 unsigned int i = 0;
2506 while (rt_mask)
2508 if (rt_mask & 1)
2509 draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2510 else
2511 draw_buffers[i] = GL_NONE;
2513 rt_mask >>= 1;
2514 ++i;
2517 if (gl_info->supported[ARB_DRAW_BUFFERS])
2519 GL_EXTCALL(glDrawBuffers(i, draw_buffers));
2521 else
2523 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffers[0]);
2526 else
2528 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2532 checkGLcall("apply draw buffers");
2535 /* Context activation is done by the caller. */
2536 void wined3d_context_gl_active_texture(struct wined3d_context_gl *context_gl,
2537 const struct wined3d_gl_info *gl_info, unsigned int unit)
2539 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
2540 checkGLcall("glActiveTexture");
2541 context_gl->active_texture = unit;
2544 void wined3d_context_gl_bind_bo(struct wined3d_context_gl *context_gl, GLenum binding, GLuint name)
2546 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2548 if (binding == GL_ELEMENT_ARRAY_BUFFER)
2549 context_invalidate_state(&context_gl->c, STATE_INDEXBUFFER);
2551 GL_EXTCALL(glBindBuffer(binding, name));
2554 void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl, GLenum target, GLuint name)
2556 const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
2557 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2558 GLenum old_texture_type;
2559 unsigned int unit;
2561 if (name)
2562 gl_info->gl_ops.gl.p_glBindTexture(target, name);
2563 else
2564 target = GL_NONE;
2566 unit = context_gl->active_texture;
2567 old_texture_type = context_gl->texture_type[unit];
2568 if (old_texture_type != target)
2570 switch (old_texture_type)
2572 case GL_NONE:
2573 /* nothing to do */
2574 break;
2575 case GL_TEXTURE_1D:
2576 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
2577 break;
2578 case GL_TEXTURE_1D_ARRAY:
2579 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
2580 break;
2581 case GL_TEXTURE_2D:
2582 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
2583 break;
2584 case GL_TEXTURE_2D_ARRAY:
2585 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
2586 break;
2587 case GL_TEXTURE_RECTANGLE_ARB:
2588 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
2589 break;
2590 case GL_TEXTURE_CUBE_MAP:
2591 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
2592 break;
2593 case GL_TEXTURE_CUBE_MAP_ARRAY:
2594 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
2595 break;
2596 case GL_TEXTURE_3D:
2597 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
2598 break;
2599 case GL_TEXTURE_BUFFER:
2600 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
2601 break;
2602 case GL_TEXTURE_2D_MULTISAMPLE:
2603 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
2604 break;
2605 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
2606 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
2607 break;
2608 default:
2609 ERR("Unexpected texture target %#x.\n", old_texture_type);
2612 context_gl->texture_type[unit] = target;
2615 checkGLcall("bind texture");
2618 static void wined3d_context_gl_poll_fences(struct wined3d_context_gl *context_gl)
2620 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2621 struct wined3d_command_fence_gl *f;
2622 SIZE_T i;
2624 for (i = 0; i < context_gl->submitted.fence_count; ++i)
2626 f = &context_gl->submitted.fences[i];
2628 if (f->id > device_gl->completed_fence_id)
2630 if (wined3d_fence_test(f->fence, &device_gl->d, 0) != WINED3D_FENCE_OK)
2631 continue;
2632 device_gl->completed_fence_id = f->id;
2635 wined3d_fence_destroy(f->fence);
2636 if (i != context_gl->submitted.fence_count - 1)
2637 *f = context_gl->submitted.fences[context_gl->submitted.fence_count - 1];
2638 --context_gl->submitted.fence_count;
2642 static void wined3d_device_gl_free_memory(struct wined3d_device_gl *device_gl, struct wined3d_allocator_block *block)
2644 assert(block->chunk->allocator == &device_gl->allocator);
2645 wined3d_device_gl_allocator_lock(device_gl);
2646 wined3d_allocator_block_free(block);
2647 wined3d_device_gl_allocator_unlock(device_gl);
2650 static void wined3d_context_gl_cleanup_resources(struct wined3d_context_gl *context_gl)
2652 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2653 struct wined3d_retired_block_gl *r, *blocks;
2654 SIZE_T count, i = 0;
2655 uint64_t id;
2657 wined3d_context_gl_poll_fences(context_gl);
2658 id = device_gl->completed_fence_id;
2660 blocks = device_gl->retired_blocks;
2661 count = device_gl->retired_block_count;
2662 while (i < count)
2664 r = &blocks[i];
2666 if (r->fence_id > id)
2668 ++i;
2669 continue;
2672 wined3d_device_gl_free_memory(device_gl, r->block);
2673 if (i != --count)
2674 *r = blocks[count];
2676 device_gl->retired_block_count = count;
2679 void wined3d_context_gl_wait_command_fence(struct wined3d_context_gl *context_gl, uint64_t id)
2681 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2682 enum wined3d_fence_result ret;
2683 SIZE_T i;
2685 if (id <= device_gl->completed_fence_id
2686 || id > device_gl->current_fence_id) /* In case the fence ID wrapped. */
2687 return;
2689 for (i = 0; i < context_gl->submitted.fence_count; ++i)
2691 if (context_gl->submitted.fences[i].id != id)
2692 continue;
2694 if ((ret = wined3d_fence_wait(context_gl->submitted.fences[i].fence, &device_gl->d)) != WINED3D_FENCE_OK)
2695 ERR("Failed to wait for command fence with id 0x%s, ret %#x.\n", wine_dbgstr_longlong(id), ret);
2696 wined3d_context_gl_cleanup_resources(context_gl);
2697 return;
2700 ERR("Failed to find fence for command fence with id 0x%s.\n", wine_dbgstr_longlong(id));
2703 void wined3d_context_gl_submit_command_fence(struct wined3d_context_gl *context_gl)
2705 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2706 struct wined3d_command_fence_gl *f;
2707 HRESULT hr;
2709 if (!wined3d_array_reserve((void **)&context_gl->submitted.fences, &context_gl->submitted.fences_size,
2710 context_gl->submitted.fence_count + 1, sizeof(*context_gl->submitted.fences)))
2711 ERR("Failed to grow submitted command buffer array.\n");
2713 f = &context_gl->submitted.fences[context_gl->submitted.fence_count++];
2714 f->id = device_gl->current_fence_id;
2715 if (FAILED(hr = wined3d_fence_create(&device_gl->d, &f->fence)))
2716 ERR("Failed to create fence, hr %#lx.\n", hr);
2717 wined3d_fence_issue(f->fence, &device_gl->d);
2719 /* We don't expect this to ever happen, but handle it anyway. */
2720 if (!++device_gl->current_fence_id)
2722 wined3d_context_gl_wait_command_fence(context_gl, device_gl->current_fence_id - 1);
2723 device_gl->completed_fence_id = 0;
2724 device_gl->current_fence_id = 1;
2726 device_gl->retired_bo_size = 0;
2727 wined3d_context_gl_cleanup_resources(context_gl);
2730 static void wined3d_context_gl_destroy_allocator_block(struct wined3d_context_gl *context_gl,
2731 struct wined3d_allocator_block *block, uint64_t fence_id)
2733 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2734 struct wined3d_retired_block_gl *r;
2736 if (device_gl->completed_fence_id >= fence_id)
2738 wined3d_device_gl_free_memory(device_gl, block);
2739 TRACE("Freed block %p.\n", block);
2740 return;
2743 if (!wined3d_array_reserve((void **)&device_gl->retired_blocks,
2744 &device_gl->retired_blocks_size, device_gl->retired_block_count + 1,
2745 sizeof(*device_gl->retired_blocks)))
2747 ERR("Leaking block %p.\n", block);
2748 return;
2751 r = &device_gl->retired_blocks[device_gl->retired_block_count++];
2752 r->block = block;
2753 r->fence_id = fence_id;
2756 /* We always have buffer storage here. */
2757 GLuint wined3d_context_gl_allocate_vram_chunk_buffer(struct wined3d_context_gl *context_gl,
2758 unsigned int pool, size_t size)
2760 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2761 GLbitfield flags;
2762 GLuint id = 0;
2764 TRACE("context_gl %p, pool %u, size %Iu.\n", context_gl, pool, size);
2766 GL_EXTCALL(glGenBuffers(1, &id));
2767 if (!id)
2769 checkGLcall("buffer object creation");
2770 return 0;
2772 wined3d_context_gl_bind_bo(context_gl, GL_PIXEL_UNPACK_BUFFER, id);
2774 flags = wined3d_device_gl_get_memory_type_flags(pool) | GL_DYNAMIC_STORAGE_BIT;
2775 if (flags & (GL_MAP_READ_BIT | GL_MAP_WRITE_BIT))
2776 flags |= GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
2777 GL_EXTCALL(glBufferStorage(GL_PIXEL_UNPACK_BUFFER, size, NULL, flags));
2779 checkGLcall("buffer object creation");
2781 TRACE("Created buffer object %u.\n", id);
2783 return id;
2786 static void *wined3d_allocator_chunk_gl_map(struct wined3d_allocator_chunk_gl *chunk_gl,
2787 struct wined3d_context_gl *context_gl)
2789 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2790 void *map_ptr;
2792 TRACE("chunk %p, gl_buffer %u, map_ptr %p.\n", chunk_gl, chunk_gl->gl_buffer, chunk_gl->c.map_ptr);
2794 wined3d_allocator_chunk_gl_lock(chunk_gl);
2796 if (!chunk_gl->c.map_ptr)
2798 unsigned int flags = wined3d_device_gl_get_memory_type_flags(chunk_gl->memory_type) & ~GL_CLIENT_STORAGE_BIT;
2800 flags |= GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
2801 if (!(flags & GL_MAP_READ_BIT))
2802 flags |= GL_MAP_UNSYNCHRONIZED_BIT;
2803 if (flags & GL_MAP_WRITE_BIT)
2804 flags |= GL_MAP_FLUSH_EXPLICIT_BIT;
2805 wined3d_context_gl_bind_bo(context_gl, GL_PIXEL_UNPACK_BUFFER, chunk_gl->gl_buffer);
2806 chunk_gl->c.map_ptr = GL_EXTCALL(glMapBufferRange(GL_PIXEL_UNPACK_BUFFER,
2807 0, WINED3D_ALLOCATOR_CHUNK_SIZE, flags));
2808 if (!chunk_gl->c.map_ptr)
2810 wined3d_allocator_chunk_gl_unlock(chunk_gl);
2811 ERR("Failed to map chunk memory.\n");
2812 return NULL;
2815 adapter_adjust_mapped_memory(context_gl->c.device->adapter, WINED3D_ALLOCATOR_CHUNK_SIZE);
2818 ++chunk_gl->c.map_count;
2819 map_ptr = chunk_gl->c.map_ptr;
2821 wined3d_allocator_chunk_gl_unlock(chunk_gl);
2823 return map_ptr;
2826 static void wined3d_allocator_chunk_gl_unmap(struct wined3d_allocator_chunk_gl *chunk_gl,
2827 struct wined3d_context_gl *context_gl)
2829 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2831 TRACE("chunk_gl %p, context_gl %p.\n", chunk_gl, context_gl);
2833 wined3d_allocator_chunk_gl_lock(chunk_gl);
2835 if (!--chunk_gl->c.map_count)
2837 wined3d_context_gl_bind_bo(context_gl, GL_PIXEL_UNPACK_BUFFER, chunk_gl->gl_buffer);
2838 GL_EXTCALL(glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER));
2839 chunk_gl->c.map_ptr = NULL;
2841 adapter_adjust_mapped_memory(context_gl->c.device->adapter, -WINED3D_ALLOCATOR_CHUNK_SIZE);
2844 wined3d_allocator_chunk_gl_unlock(chunk_gl);
2847 static void *wined3d_bo_gl_map(struct wined3d_bo_gl *bo, struct wined3d_context_gl *context_gl, uint32_t flags)
2849 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
2850 const struct wined3d_gl_info *gl_info;
2851 struct wined3d_bo_user *bo_user;
2852 struct wined3d_bo_gl tmp;
2854 if (flags & WINED3D_MAP_NOOVERWRITE)
2855 goto map;
2857 if ((flags & WINED3D_MAP_DISCARD) && bo->command_fence_id > device_gl->completed_fence_id)
2859 if (wined3d_device_gl_create_bo(device_gl, context_gl, bo->size,
2860 bo->binding, bo->usage, bo->b.coherent, bo->flags, &tmp))
2862 list_move_head(&tmp.b.users, &bo->b.users);
2863 wined3d_context_gl_destroy_bo(context_gl, bo);
2864 *bo = tmp;
2865 list_init(&bo->b.users);
2866 list_move_head(&bo->b.users, &tmp.b.users);
2867 LIST_FOR_EACH_ENTRY(bo_user, &bo->b.users, struct wined3d_bo_user, entry)
2869 bo_user->valid = false;
2872 goto map;
2875 ERR("Failed to create new buffer object.\n");
2878 if (context_gl->c.d3d_info->fences)
2880 if (bo->command_fence_id == device_gl->current_fence_id)
2881 wined3d_context_gl_submit_command_fence(context_gl);
2882 wined3d_context_gl_wait_command_fence(context_gl, bo->command_fence_id);
2885 map:
2886 if (bo->b.map_ptr)
2887 return bo->b.map_ptr;
2889 if (bo->memory)
2891 struct wined3d_allocator_chunk_gl *chunk_gl = wined3d_allocator_chunk_gl(bo->memory->chunk);
2893 if (!(bo->b.map_ptr = wined3d_allocator_chunk_gl_map(chunk_gl, context_gl)))
2894 ERR("Failed to map chunk.\n");
2895 return bo->b.map_ptr;
2898 gl_info = context_gl->gl_info;
2899 wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
2901 if (gl_info->supported[ARB_BUFFER_STORAGE])
2903 GLbitfield gl_flags;
2905 /* When mapping the bo persistently, we need to use the access flags
2906 * used to create the bo, instead of the access flags passed to the
2907 * map call. Otherwise, if for example the initial map call that
2908 * caused the bo to be persistently mapped was a read-only map,
2909 * subsequent write access to the bo would be undefined.
2911 * Note that we use GL_MAP_PERSISTENT_BIT for non-persistent maps here
2912 * as well, in order to allow draws to succeed while referenced buffer
2913 * resources are mapped. On the other hand, we don't want to use the
2914 * access flags used to create the bo for non-persistent maps, because
2915 * that may imply dropping GL_MAP_UNSYNCHRONIZED_BIT. */
2916 gl_flags = bo->flags & ~GL_CLIENT_STORAGE_BIT;
2917 if (!(gl_flags & GL_MAP_READ_BIT))
2918 gl_flags |= GL_MAP_UNSYNCHRONIZED_BIT;
2919 if (gl_flags & GL_MAP_WRITE_BIT)
2920 gl_flags |= GL_MAP_FLUSH_EXPLICIT_BIT;
2921 gl_flags |= GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
2923 bo->b.map_ptr = GL_EXTCALL(glMapBufferRange(bo->binding, 0, bo->size, gl_flags));
2925 else if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2927 bo->b.map_ptr = GL_EXTCALL(glMapBufferRange(bo->binding, 0, bo->size, wined3d_resource_gl_map_flags(bo, flags)));
2929 else
2931 bo->b.map_ptr = GL_EXTCALL(glMapBuffer(bo->binding, wined3d_resource_gl_legacy_map_flags(flags)));
2934 if (bo->b.map_ptr)
2935 adapter_adjust_mapped_memory(device_gl->d.adapter, bo->size);
2937 wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
2938 checkGLcall("Map buffer object");
2940 return bo->b.map_ptr;
2943 static void wined3d_bo_gl_unmap(struct wined3d_bo_gl *bo, struct wined3d_context_gl *context_gl)
2945 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
2947 if (context_gl->c.d3d_info->persistent_map
2948 && context_gl->c.device->adapter->mapped_size <= MAX_PERSISTENT_MAPPED_BYTES)
2950 TRACE("Not unmapping BO %p.\n", bo);
2951 return;
2954 wined3d_device_bo_map_lock(context_gl->c.device);
2955 /* The mapping is still in use by the client (viz. for an accelerated
2956 * NOOVERWRITE map). The client will trigger another unmap request when the
2957 * d3d application requests to unmap the BO. */
2958 if (bo->b.client_map_count)
2960 wined3d_device_bo_map_unlock(context_gl->c.device);
2961 assert(context_gl->c.d3d_info->persistent_map);
2962 TRACE("BO %p is still in use by a client thread; not unmapping.\n", bo);
2963 return;
2965 bo->b.map_ptr = NULL;
2966 wined3d_device_bo_map_unlock(context_gl->c.device);
2968 if (bo->memory)
2970 struct wined3d_allocator_chunk_gl *chunk_gl = wined3d_allocator_chunk_gl(bo->memory->chunk);
2972 wined3d_allocator_chunk_gl_unmap(chunk_gl, context_gl);
2973 return;
2976 wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
2977 GL_EXTCALL(glUnmapBuffer(bo->binding));
2978 wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
2979 checkGLcall("Unmap buffer object");
2981 adapter_adjust_mapped_memory(context_gl->c.device->adapter, -bo->size);
2984 void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl *context_gl,
2985 const struct wined3d_bo_address *data, size_t size, uint32_t flags)
2987 struct wined3d_bo *bo;
2988 void *map_ptr;
2990 if (!(bo = data->buffer_object))
2991 return data->addr;
2993 if (!(map_ptr = wined3d_bo_gl_map(wined3d_bo_gl(bo), context_gl, flags)))
2995 ERR("Failed to map bo.\n");
2996 return NULL;
2999 return (uint8_t *)map_ptr + bo->buffer_offset + (uintptr_t)data->addr;
3002 static void flush_bo_ranges(struct wined3d_context_gl *context_gl, const struct wined3d_const_bo_address *data,
3003 unsigned int range_count, const struct wined3d_range *ranges)
3005 const struct wined3d_gl_info *gl_info;
3006 struct wined3d_bo_gl *bo;
3007 unsigned int i;
3009 if (!data->buffer_object || data->buffer_object->coherent)
3010 return;
3011 bo = wined3d_bo_gl(data->buffer_object);
3013 gl_info = context_gl->gl_info;
3014 wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
3016 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
3018 /* The offset passed to glFlushMappedBufferRange() is relative to the
3019 * mapped range, but we map the whole buffer anyway. */
3020 for (i = 0; i < range_count; ++i)
3022 GL_EXTCALL(glFlushMappedBufferRange(bo->binding,
3023 bo->b.buffer_offset + (uintptr_t)data->addr + ranges[i].offset, ranges[i].size));
3026 else if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
3028 for (i = 0; i < range_count; ++i)
3030 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(bo->binding,
3031 bo->b.buffer_offset + (uintptr_t)data->addr + ranges[i].offset, ranges[i].size));
3032 checkGLcall("glFlushMappedBufferRangeAPPLE");
3036 wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
3037 checkGLcall("Flush buffer object");
3040 void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl *context_gl,
3041 const struct wined3d_bo_address *data, unsigned int range_count, const struct wined3d_range *ranges)
3043 struct wined3d_bo_gl *bo;
3045 if (!data->buffer_object)
3046 return;
3047 bo = wined3d_bo_gl(data->buffer_object);
3049 assert(bo->b.map_ptr);
3051 flush_bo_ranges(context_gl, wined3d_const_bo_address(data), range_count, ranges);
3052 wined3d_bo_gl_unmap(bo, context_gl);
3055 void wined3d_context_gl_flush_bo_address(struct wined3d_context_gl *context_gl,
3056 const struct wined3d_const_bo_address *data, size_t size)
3058 struct wined3d_range range;
3060 TRACE("context_gl %p, data %s, size %Iu.\n", context_gl, debug_const_bo_address(data), size);
3062 range.offset = (uintptr_t)data->addr;
3063 range.size = size;
3065 flush_bo_ranges(context_gl, data, 1, &range);
3068 void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl *context_gl,
3069 const struct wined3d_bo_address *dst, const struct wined3d_bo_address *src,
3070 unsigned int range_count, const struct wined3d_range *ranges)
3072 uint32_t map_flags = WINED3D_MAP_WRITE;
3073 const struct wined3d_gl_info *gl_info;
3074 struct wined3d_bo_gl *src_bo, *dst_bo;
3075 BYTE *dst_ptr, *src_ptr;
3076 unsigned int i;
3078 gl_info = context_gl->gl_info;
3079 src_bo = src->buffer_object ? wined3d_bo_gl(src->buffer_object) : NULL;
3080 dst_bo = dst->buffer_object ? wined3d_bo_gl(dst->buffer_object) : NULL;
3082 if (dst_bo && !dst->addr && !ranges->offset && ranges->size == dst_bo->size)
3083 map_flags |= WINED3D_MAP_DISCARD;
3085 if (dst_bo && src_bo)
3087 if (gl_info->supported[ARB_COPY_BUFFER])
3089 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src_bo->id));
3090 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst_bo->id));
3092 for (i = 0; i < range_count; ++i)
3093 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
3094 src_bo->b.buffer_offset + (GLintptr)src->addr + ranges[i].offset,
3095 dst_bo->b.buffer_offset + (GLintptr)dst->addr + ranges[i].offset, ranges[i].size));
3096 checkGLcall("direct buffer copy");
3098 wined3d_context_gl_reference_bo(context_gl, src_bo);
3099 wined3d_context_gl_reference_bo(context_gl, dst_bo);
3101 else
3103 src_ptr = wined3d_context_gl_map_bo_address(context_gl, src,
3104 src_bo->size - (uintptr_t)src->addr, WINED3D_MAP_READ);
3105 dst_ptr = wined3d_context_gl_map_bo_address(context_gl, dst,
3106 dst_bo->size - (uintptr_t)dst->addr, map_flags);
3108 for (i = 0; i < range_count; ++i)
3109 memcpy(dst_ptr + ranges[i].offset, src_ptr + ranges[i].offset, ranges[i].size);
3111 wined3d_context_gl_unmap_bo_address(context_gl, dst, range_count, ranges);
3112 wined3d_context_gl_unmap_bo_address(context_gl, src, 0, NULL);
3115 else if (!dst_bo && src_bo)
3117 wined3d_context_gl_bind_bo(context_gl, src_bo->binding, src_bo->id);
3118 for (i = 0; i < range_count; ++i)
3119 GL_EXTCALL(glGetBufferSubData(src_bo->binding,
3120 src_bo->b.buffer_offset + (GLintptr)src->addr + ranges[i].offset,
3121 ranges[i].size, dst->addr + ranges[i].offset));
3122 checkGLcall("buffer download");
3124 wined3d_context_gl_reference_bo(context_gl, src_bo);
3126 else if (dst_bo && !src_bo)
3128 if ((map_flags & WINED3D_MAP_DISCARD) && (dst_bo->flags & GL_MAP_WRITE_BIT))
3130 dst_ptr = wined3d_context_gl_map_bo_address(context_gl, dst, dst_bo->size, map_flags);
3131 memcpy(dst_ptr, src->addr, dst_bo->size);
3132 wined3d_context_gl_unmap_bo_address(context_gl, dst, range_count, ranges);
3134 else
3136 wined3d_context_gl_bind_bo(context_gl, dst_bo->binding, dst_bo->id);
3137 for (i = 0; i < range_count; ++i)
3138 GL_EXTCALL(glBufferSubData(dst_bo->binding,
3139 dst_bo->b.buffer_offset + (GLintptr)dst->addr + ranges[i].offset,
3140 ranges[i].size, src->addr + ranges[i].offset));
3141 checkGLcall("buffer upload");
3143 wined3d_context_gl_reference_bo(context_gl, dst_bo);
3146 else
3148 for (i = 0; i < range_count; ++i)
3149 memcpy(dst->addr + ranges[i].offset, src->addr + ranges[i].offset, ranges[i].size);
3153 void wined3d_context_gl_destroy_bo(struct wined3d_context_gl *context_gl, struct wined3d_bo_gl *bo)
3155 struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
3156 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3158 TRACE("context_gl %p, bo %p.\n", context_gl, bo);
3160 if (bo->memory)
3162 unsigned int order = bo->memory->order;
3164 if (bo->b.map_ptr)
3165 wined3d_allocator_chunk_gl_unmap(wined3d_allocator_chunk_gl(bo->memory->chunk), context_gl);
3166 wined3d_context_gl_destroy_allocator_block(context_gl, bo->memory, bo->command_fence_id);
3168 if (bo->command_fence_id == device_gl->current_fence_id)
3170 device_gl->retired_bo_size += WINED3D_ALLOCATOR_CHUNK_SIZE >> order;
3171 if (device_gl->retired_bo_size > WINED3D_RETIRED_BO_SIZE_THRESHOLD)
3172 wined3d_context_gl_submit_command_fence(context_gl);
3175 bo->id = 0;
3176 return;
3179 if (bo->b.map_ptr)
3181 wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
3182 GL_EXTCALL(glUnmapBuffer(bo->binding));
3183 adapter_adjust_mapped_memory(context_gl->c.device->adapter, -bo->size);
3186 TRACE("Destroying GL buffer %u.\n", bo->id);
3188 GL_EXTCALL(glDeleteBuffers(1, &bo->id));
3189 checkGLcall("buffer object destruction");
3190 bo->id = 0;
3193 static void wined3d_context_gl_set_render_offscreen(struct wined3d_context_gl *context_gl, BOOL offscreen)
3195 if (context_gl->c.render_offscreen == offscreen)
3196 return;
3198 context_invalidate_state(&context_gl->c, STATE_VIEWPORT);
3199 context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
3200 if (!context_gl->gl_info->supported[ARB_CLIP_CONTROL])
3202 context_invalidate_state(&context_gl->c, STATE_RASTERIZER);
3203 context_invalidate_state(&context_gl->c, STATE_POINTSPRITECOORDORIGIN);
3204 context_invalidate_state(&context_gl->c, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
3206 context_invalidate_state(&context_gl->c, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN));
3207 if (context_gl->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
3208 context_invalidate_state(&context_gl->c, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
3209 context_gl->c.render_offscreen = offscreen;
3212 GLenum wined3d_context_gl_get_offscreen_gl_buffer(const struct wined3d_context_gl *context_gl)
3214 switch (wined3d_settings.offscreen_rendering_mode)
3216 case ORM_FBO:
3217 return GL_COLOR_ATTACHMENT0;
3219 case ORM_BACKBUFFER:
3220 return context_gl->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
3222 default:
3223 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
3224 return GL_BACK;
3228 static uint32_t wined3d_context_gl_generate_rt_mask_no_fbo(const struct wined3d_context_gl *context_gl,
3229 struct wined3d_resource *rt)
3231 if (!rt || rt->format->id == WINED3DFMT_NULL)
3232 return 0;
3233 else if (rt->type != WINED3D_RTYPE_BUFFER && texture_from_resource(rt)->swapchain)
3234 return context_generate_rt_mask_from_resource(rt);
3235 else
3236 return context_generate_rt_mask(wined3d_context_gl_get_offscreen_gl_buffer(context_gl));
3239 /* Context activation is done by the caller. */
3240 void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, const struct wined3d_device *device)
3242 struct wined3d_context *context = &context_gl->c;
3243 const struct wined3d_gl_info *gl_info;
3244 uint32_t rt_mask, *cur_mask;
3245 struct wined3d_texture *rt;
3246 unsigned int sampler;
3247 SIZE rt_size;
3249 TRACE("Setting up context %p for blitting.\n", context);
3251 gl_info = context_gl->gl_info;
3252 rt = context->current_rt.texture;
3254 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3256 if (context->render_offscreen)
3258 wined3d_texture_load(rt, context, FALSE);
3260 wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_FRAMEBUFFER, &rt->resource,
3261 context->current_rt.sub_resource_idx, NULL, 0, rt->resource.draw_binding);
3262 if (rt->resource.format->id != WINED3DFMT_NULL)
3263 rt_mask = 1;
3264 else
3265 rt_mask = 0;
3267 else
3269 context_gl->current_fbo = NULL;
3270 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
3271 rt_mask = context_generate_rt_mask_from_resource(&rt->resource);
3274 else
3276 rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, &rt->resource);
3279 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3281 if (rt_mask != *cur_mask)
3283 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3284 *cur_mask = rt_mask;
3287 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3288 wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
3289 context_invalidate_state(context, STATE_FRAMEBUFFER);
3291 wined3d_context_gl_get_rt_size(context_gl, &rt_size);
3293 if (context->last_was_blit)
3295 if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
3297 gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
3298 context->viewport_count = WINED3D_MAX_VIEWPORTS;
3299 context_gl->blit_size = rt_size;
3300 /* No need to dirtify here, the states are still dirtified because
3301 * they weren't applied since the last context_apply_blit_state()
3302 * call. */
3304 checkGLcall("blit state application");
3305 TRACE("Context is already set up for blitting, nothing to do.\n");
3306 return;
3308 context->last_was_blit = TRUE;
3310 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
3311 GL_EXTCALL(glBindSampler(0, 0));
3312 wined3d_context_gl_active_texture(context_gl, gl_info, 0);
3314 sampler = context_gl->rev_tex_unit_map[0];
3315 if (sampler != WINED3D_UNMAPPED_STAGE)
3317 if (sampler < WINED3D_MAX_TEXTURES)
3319 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
3320 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
3322 context_invalidate_state(context, STATE_SAMPLER(sampler));
3324 context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
3325 context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
3327 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3329 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
3330 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
3332 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
3333 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3334 context_invalidate_state(context, STATE_BLEND);
3335 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
3336 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
3337 context_invalidate_state(context, STATE_RASTERIZER);
3338 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3339 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
3340 context_invalidate_state(context, STATE_DEPTH_STENCIL);
3341 if (gl_info->supported[ARB_POINT_SPRITE])
3343 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
3344 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
3346 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
3348 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
3349 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
3352 context->last_was_rhw = TRUE;
3353 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
3355 wined3d_context_gl_enable_clip_distances(context_gl, 0);
3356 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
3358 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
3359 if (gl_info->supported[ARB_CLIP_CONTROL])
3360 GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE));
3361 gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
3362 context->viewport_count = WINED3D_MAX_VIEWPORTS;
3363 context_invalidate_state(context, STATE_VIEWPORT);
3365 device->shader_backend->shader_disable(device->shader_priv, context);
3367 context_gl->blit_size = rt_size;
3369 checkGLcall("blit state application");
3372 static void wined3d_context_gl_apply_blit_projection(const struct wined3d_context_gl *context_gl,
3373 unsigned int w, unsigned int h)
3375 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3376 const GLdouble projection[] =
3378 2.0 / w, 0.0, 0.0, 0.0,
3379 0.0, 2.0 / h, 0.0, 0.0,
3380 0.0, 0.0, 2.0, 0.0,
3381 -1.0, -1.0, -1.0, 1.0,
3384 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3385 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
3388 /* Setup OpenGL states for fixed-function blitting. */
3389 /* Context activation is done by the caller. */
3390 void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_gl,
3391 const struct wined3d_device *device)
3393 struct wined3d_context *context = &context_gl->c;
3394 const struct wined3d_gl_info *gl_info;
3395 unsigned int i, sampler;
3397 gl_info = context_gl->gl_info;
3398 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3399 ERR("Applying fixed-function state without legacy context support.\n");
3401 if (context->last_was_ffp_blit)
3403 SIZE rt_size;
3405 wined3d_context_gl_get_rt_size(context_gl, &rt_size);
3406 if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
3407 wined3d_context_gl_apply_blit_projection(context_gl, rt_size.cx, rt_size.cy);
3408 wined3d_context_gl_apply_blit_state(context_gl, device);
3410 checkGLcall("ffp blit state application");
3411 return;
3413 context->last_was_ffp_blit = TRUE;
3415 wined3d_context_gl_apply_blit_state(context_gl, device);
3417 /* Disable all textures. The caller can then bind a texture it wants to blit
3418 * from. */
3419 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
3421 wined3d_context_gl_active_texture(context_gl, gl_info, i);
3423 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3424 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3425 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3426 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3427 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3428 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3430 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3432 sampler = context_gl->rev_tex_unit_map[i];
3433 if (sampler != WINED3D_UNMAPPED_STAGE)
3435 if (sampler < WINED3D_MAX_TEXTURES)
3436 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
3437 context_invalidate_state(context, STATE_SAMPLER(sampler));
3441 wined3d_context_gl_active_texture(context_gl, gl_info, 0);
3443 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3444 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3445 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3446 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3447 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3448 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3450 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3451 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3452 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
3454 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3455 gl_info->gl_ops.gl.p_glLoadIdentity();
3457 /* Setup transforms. */
3458 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3459 gl_info->gl_ops.gl.p_glLoadIdentity();
3460 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3461 wined3d_context_gl_apply_blit_projection(context_gl, context_gl->blit_size.cx, context_gl->blit_size.cy);
3462 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
3464 /* Other misc states. */
3465 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
3466 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
3467 gl_info->p_glDisableWINE(GL_FOG);
3468 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
3470 if (gl_info->supported[EXT_SECONDARY_COLOR])
3472 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
3473 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
3475 checkGLcall("ffp blit state application");
3478 static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_rendertarget_view * const *rts,
3479 const struct wined3d_rendertarget_view *ds)
3481 unsigned int i;
3483 if (ds)
3484 return TRUE;
3486 for (i = 0; i < rt_count; ++i)
3488 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3489 return TRUE;
3492 return FALSE;
3495 /* Context activation is done by the caller. */
3496 BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
3497 const struct wined3d_state *state, unsigned int rt_count, const struct wined3d_fb_state *fb)
3499 struct wined3d_rendertarget_view * const *rts = fb->render_targets;
3500 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3501 struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
3502 uint32_t rt_mask = 0, *cur_mask;
3503 unsigned int i;
3505 if (isStateDirty(&context_gl->c, STATE_FRAMEBUFFER) || fb != &state->fb
3506 || rt_count != gl_info->limits.buffers)
3508 if (!have_framebuffer_attachment(rt_count, rts, dsv))
3510 WARN("Invalid render target config, need at least one attachment.\n");
3511 return FALSE;
3514 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3516 struct wined3d_rendertarget_info ds_info = {{0}};
3518 if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
3520 memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
3521 for (i = 0; i < rt_count; ++i)
3523 if (rts[i])
3525 struct wined3d_rendertarget_view_gl *rtv_gl = wined3d_rendertarget_view_gl(rts[i]);
3526 context_gl->blit_targets[i].gl_view = rtv_gl->gl_view;
3527 context_gl->blit_targets[i].resource = rtv_gl->v.resource;
3528 context_gl->blit_targets[i].sub_resource_idx = rtv_gl->v.sub_resource_idx;
3529 context_gl->blit_targets[i].layer_count = rtv_gl->v.layer_count;
3531 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3532 rt_mask |= (1u << i);
3535 if (dsv)
3537 struct wined3d_rendertarget_view_gl *dsv_gl = wined3d_rendertarget_view_gl(dsv);
3538 ds_info.gl_view = dsv_gl->gl_view;
3539 ds_info.resource = dsv_gl->v.resource;
3540 ds_info.sub_resource_idx = dsv_gl->v.sub_resource_idx;
3541 ds_info.layer_count = dsv_gl->v.layer_count;
3544 wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->blit_targets, &ds_info,
3545 rt_count ? rts[0]->resource->draw_binding : 0, dsv ? dsv->resource->draw_binding : 0);
3547 else
3549 wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info,
3550 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
3551 rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
3554 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
3555 * next draw. Otherwise we could mark the framebuffer state clean here, once the
3556 * state management allows this */
3557 context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
3559 else
3561 rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rt_count ? rts[0]->resource : NULL);
3564 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3565 && (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)))
3567 for (i = 0; i < rt_count; ++i)
3569 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3570 rt_mask |= (1u << i);
3573 else
3575 rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rt_count ? rts[0]->resource : NULL);
3578 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3580 if (rt_mask != *cur_mask)
3582 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3583 *cur_mask = rt_mask;
3584 context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
3587 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3588 wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
3590 context_gl->c.last_was_blit = FALSE;
3591 context_gl->c.last_was_ffp_blit = FALSE;
3593 /* Blending and clearing should be orthogonal, but tests on the nvidia
3594 * driver show that disabling blending when clearing improves the clearing
3595 * performance incredibly. */
3596 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
3597 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
3598 if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
3600 if (needs_srgb_write(context_gl->c.d3d_info, state, fb))
3601 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
3602 else
3603 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
3604 context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
3606 checkGLcall("setting up state for clear");
3608 context_invalidate_state(&context_gl->c, STATE_BLEND);
3609 context_invalidate_state(&context_gl->c, STATE_RASTERIZER);
3610 context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
3612 return TRUE;
3615 static uint32_t find_draw_buffers_mask(const struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
3617 struct wined3d_rendertarget_view * const *rts = state->fb.render_targets;
3618 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3619 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3620 unsigned int rt_mask, mask;
3621 unsigned int i;
3623 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3624 return wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rts[0]->resource);
3625 else if (!context_gl->c.render_offscreen)
3626 return context_generate_rt_mask_from_resource(rts[0]->resource);
3628 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
3629 rt_mask &= wined3d_mask_from_size(gl_info->limits.buffers);
3630 if (state->blend_state && state->blend_state->dual_source)
3631 rt_mask = 1;
3633 mask = rt_mask;
3634 while (mask)
3636 i = wined3d_bit_scan(&mask);
3637 if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
3638 rt_mask &= ~(1u << i);
3641 return rt_mask;
3644 void context_gl_apply_texture_draw_state(struct wined3d_context_gl *context_gl,
3645 struct wined3d_texture *texture, unsigned int sub_resource_idx, unsigned int location)
3647 const struct wined3d_format *format = texture->resource.format;
3648 GLenum buffer;
3650 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3651 return;
3653 if (format->depth_size || format->stencil_size)
3655 wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
3656 NULL, 0, &texture->resource, sub_resource_idx, location);
3658 buffer = GL_NONE;
3660 else
3662 wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
3663 &texture->resource, sub_resource_idx, NULL, 0, location);
3665 if (location == WINED3D_LOCATION_DRAWABLE)
3667 TRACE("Texture %p is onscreen.\n", texture);
3668 buffer = wined3d_texture_get_gl_buffer(texture);
3670 else
3672 TRACE("Texture %p is offscreen.\n", texture);
3673 buffer = GL_COLOR_ATTACHMENT0;
3677 wined3d_context_gl_set_draw_buffer(context_gl, buffer);
3678 wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
3679 context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
3682 /* Context activation is done by the caller. */
3683 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3685 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3686 uint32_t rt_mask = find_draw_buffers_mask(context_gl, state);
3687 const struct wined3d_fb_state *fb = &state->fb;
3688 DWORD color_location = 0;
3689 uint32_t *cur_mask;
3691 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3693 struct wined3d_rendertarget_info ds_info = {{0}};
3695 if (!context->render_offscreen)
3697 wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info,
3698 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
3700 else
3702 const struct wined3d_rendertarget_view_gl *view_gl;
3703 unsigned int i;
3705 memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
3706 for (i = 0; i < context_gl->gl_info->limits.buffers; ++i)
3708 if (!fb->render_targets[i])
3709 continue;
3711 view_gl = wined3d_rendertarget_view_gl(fb->render_targets[i]);
3712 context_gl->blit_targets[i].gl_view = view_gl->gl_view;
3713 context_gl->blit_targets[i].resource = view_gl->v.resource;
3714 context_gl->blit_targets[i].sub_resource_idx = view_gl->v.sub_resource_idx;
3715 context_gl->blit_targets[i].layer_count = view_gl->v.layer_count;
3717 if (!color_location)
3718 color_location = view_gl->v.resource->draw_binding;
3721 if (fb->depth_stencil)
3723 view_gl = wined3d_rendertarget_view_gl(fb->depth_stencil);
3724 ds_info.gl_view = view_gl->gl_view;
3725 ds_info.resource = view_gl->v.resource;
3726 ds_info.sub_resource_idx = view_gl->v.sub_resource_idx;
3727 ds_info.layer_count = view_gl->v.layer_count;
3730 wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->blit_targets, &ds_info,
3731 color_location, fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
3735 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3736 if (rt_mask != *cur_mask)
3738 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3739 *cur_mask = rt_mask;
3741 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
3744 static void wined3d_context_gl_map_stage(struct wined3d_context_gl *context_gl, unsigned int stage, unsigned int unit)
3746 unsigned int i = context_gl->rev_tex_unit_map[unit];
3747 unsigned int j = context_gl->tex_unit_map[stage];
3749 TRACE("Mapping stage %u to unit %u.\n", stage, unit);
3750 context_gl->tex_unit_map[stage] = unit;
3751 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
3752 context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
3754 context_gl->rev_tex_unit_map[unit] = stage;
3755 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
3756 context_gl->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
3759 static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
3761 DWORD i;
3763 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
3764 context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
3767 static void context_update_fixed_function_usage_map(struct wined3d_context *context,
3768 const struct wined3d_state *state)
3770 UINT i, start, end;
3772 context->fixed_function_usage_map = 0;
3773 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
3775 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
3776 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
3777 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
3778 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
3779 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
3780 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
3781 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
3782 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
3784 /* Not used, and disable higher stages. */
3785 if (color_op == WINED3D_TOP_DISABLE)
3786 break;
3788 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
3789 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
3790 || ((color_arg3 == WINED3DTA_TEXTURE)
3791 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
3792 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
3793 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
3794 || ((alpha_arg3 == WINED3DTA_TEXTURE)
3795 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
3796 context->fixed_function_usage_map |= (1u << i);
3798 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
3799 && i < WINED3D_MAX_TEXTURES - 1)
3800 context->fixed_function_usage_map |= (1u << (i + 1));
3803 if (i < context->lowest_disabled_stage)
3805 start = i;
3806 end = context->lowest_disabled_stage;
3808 else
3810 start = context->lowest_disabled_stage;
3811 end = i;
3814 context->lowest_disabled_stage = i;
3815 for (i = start + 1; i < end; ++i)
3817 context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3821 static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_context_gl *context_gl,
3822 const struct wined3d_state *state)
3824 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
3825 unsigned int i, tex;
3826 uint32_t ffu_map;
3828 ffu_map = context_gl->c.fixed_function_usage_map;
3830 if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
3831 || context_gl->c.lowest_disabled_stage <= d3d_info->limits.ffp_textures)
3833 while (ffu_map)
3835 i = wined3d_bit_scan(&ffu_map);
3836 if (context_gl->tex_unit_map[i] != i)
3838 wined3d_context_gl_map_stage(context_gl, i, i);
3839 context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
3840 context_invalidate_texture_stage(&context_gl->c, i);
3843 return;
3846 /* Now work out the mapping */
3847 tex = 0;
3848 while (ffu_map)
3850 i = wined3d_bit_scan(&ffu_map);
3851 if (context_gl->tex_unit_map[i] != tex)
3853 wined3d_context_gl_map_stage(context_gl, i, tex);
3854 context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
3855 context_invalidate_texture_stage(&context_gl->c, i);
3858 ++tex;
3862 static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
3864 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
3865 const struct wined3d_shader_resource_info *resource_info =
3866 state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3867 unsigned int i;
3869 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
3871 if (resource_info[i].type && context_gl->tex_unit_map[i] != i)
3873 wined3d_context_gl_map_stage(context_gl, i, i);
3874 context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
3875 if (i < d3d_info->limits.ffp_blend_stages)
3876 context_invalidate_texture_stage(&context_gl->c, i);
3881 static BOOL wined3d_context_gl_unit_free_for_vs(const struct wined3d_context_gl *context_gl,
3882 const struct wined3d_shader_resource_info *ps_resource_info, unsigned int unit)
3884 unsigned int current_mapping = context_gl->rev_tex_unit_map[unit];
3886 /* Not currently used */
3887 if (current_mapping == WINED3D_UNMAPPED_STAGE)
3888 return TRUE;
3890 if (current_mapping < WINED3D_MAX_FRAGMENT_SAMPLERS)
3892 /* Used by a fragment sampler */
3894 if (!ps_resource_info)
3896 /* No pixel shader, check fixed function */
3897 return current_mapping >= WINED3D_MAX_TEXTURES
3898 || !(context_gl->c.fixed_function_usage_map & (1u << current_mapping));
3901 /* Pixel shader, check the shader's sampler map */
3902 return !ps_resource_info[current_mapping].type;
3905 return TRUE;
3908 static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl *context_gl,
3909 BOOL ps, const struct wined3d_state *state)
3911 const struct wined3d_shader_resource_info *vs_resource_info =
3912 state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
3913 const struct wined3d_shader_resource_info *ps_resource_info = NULL;
3914 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3915 int start = min(WINED3D_MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
3916 int i;
3918 /* Note that we only care if a resource is used or not, not the
3919 * resource's specific type. Otherwise we'd need to call
3920 * shader_update_samplers() here for 1.x pixelshaders. */
3921 if (ps)
3922 ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3924 for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
3926 DWORD vsampler_idx = i + WINED3D_MAX_FRAGMENT_SAMPLERS;
3927 if (vs_resource_info[i].type)
3929 while (start >= 0)
3931 if (wined3d_context_gl_unit_free_for_vs(context_gl, ps_resource_info, start))
3933 if (context_gl->tex_unit_map[vsampler_idx] != start)
3935 wined3d_context_gl_map_stage(context_gl, vsampler_idx, start);
3936 context_invalidate_state(&context_gl->c, STATE_SAMPLER(vsampler_idx));
3939 --start;
3940 break;
3943 --start;
3945 if (context_gl->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
3946 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
3951 static void wined3d_context_gl_update_tex_unit_map(struct wined3d_context_gl *context_gl,
3952 const struct wined3d_state *state)
3954 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3955 BOOL vs = use_vs(state);
3956 BOOL ps = use_ps(state);
3958 if (!ps)
3959 context_update_fixed_function_usage_map(&context_gl->c, state);
3961 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3962 * need a 1:1 map at the moment.
3963 * When the mapping of a stage is changed, sampler and ALL texture stage
3964 * states have to be reset. */
3966 if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
3967 return;
3969 if (ps)
3970 wined3d_context_gl_map_psamplers(context_gl, state);
3971 else
3972 wined3d_context_gl_map_fixed_function_samplers(context_gl, state);
3974 if (vs)
3975 wined3d_context_gl_map_vsamplers(context_gl, ps, state);
3978 /* Context activation is done by the caller. */
3979 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3981 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3982 uint32_t rt_mask, *cur_mask;
3984 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
3986 cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
3987 rt_mask = find_draw_buffers_mask(context_gl, state);
3988 if (rt_mask != *cur_mask)
3990 wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
3991 *cur_mask = rt_mask;
3995 static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *context_gl,
3996 const struct wined3d_state *state, enum wined3d_shader_type shader_type)
3998 unsigned int bind_idx, shader_sampler_count, base, count, i;
3999 const struct wined3d_device *device = context_gl->c.device;
4000 struct wined3d_shader_sampler_map_entry *entry;
4001 struct wined3d_shader_resource_view *view;
4002 const struct wined3d_shader *shader;
4003 const unsigned int *tex_unit_map;
4004 struct wined3d_sampler *sampler;
4006 if (!(shader = state->shader[shader_type]))
4007 return;
4009 tex_unit_map = wined3d_context_gl_get_tex_unit_mapping(context_gl,
4010 &shader->reg_maps.shader_version, &base, &count);
4012 shader_sampler_count = shader->reg_maps.sampler_map.count;
4013 if (shader_sampler_count > count)
4014 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
4015 shader, shader_sampler_count, count);
4016 count = min(shader_sampler_count, count);
4018 for (i = 0; i < count; ++i)
4020 entry = &shader->reg_maps.sampler_map.entries[i];
4021 bind_idx = base + entry->bind_idx;
4022 if (tex_unit_map)
4023 bind_idx = tex_unit_map[bind_idx];
4025 if (!(view = state->shader_resource_view[shader_type][entry->resource_idx]))
4027 WARN("No resource view bound at index %u, %u.\n", shader_type, entry->resource_idx);
4028 continue;
4031 if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
4032 sampler = device->default_sampler;
4033 else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
4034 sampler = device->null_sampler;
4035 wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view),
4036 bind_idx, wined3d_sampler_gl(sampler), context_gl);
4040 static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl *context_gl,
4041 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
4043 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4044 struct wined3d_unordered_access_view_gl *view_gl;
4045 const struct wined3d_format_gl *format_gl;
4046 GLuint texture_name;
4047 unsigned int i;
4048 GLint level;
4050 if (!shader)
4051 return;
4053 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
4055 if (!views[i])
4057 if (shader->reg_maps.uav_resource_info[i].type)
4058 WARN("No unordered access view bound at index %u.\n", i);
4059 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
4060 continue;
4063 view_gl = wined3d_unordered_access_view_gl(views[i]);
4064 if (view_gl->gl_view.name)
4066 texture_name = view_gl->gl_view.name;
4067 level = 0;
4069 else if (view_gl->v.resource->type != WINED3D_RTYPE_BUFFER)
4071 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(view_gl->v.resource));
4072 texture_name = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
4073 level = view_gl->v.desc.u.texture.level_idx;
4075 else
4077 FIXME("Unsupported buffer unordered access view.\n");
4078 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
4079 continue;
4082 format_gl = wined3d_format_gl(view_gl->v.format);
4083 GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE,
4084 format_gl->internal));
4086 if (view_gl->counter_bo.id)
4087 GL_EXTCALL(glBindBufferRange(GL_ATOMIC_COUNTER_BUFFER, i, view_gl->counter_bo.id,
4088 view_gl->counter_bo.b.buffer_offset, view_gl->counter_bo.size));
4090 checkGLcall("Bind unordered access views");
4093 static void context_gl_load_shader_resources(struct wined3d_context_gl *context_gl,
4094 const struct wined3d_state *state, unsigned int shader_mask)
4096 struct wined3d_shader_sampler_map_entry *entry;
4097 struct wined3d_shader_resource_view_gl *srv_gl;
4098 struct wined3d_shader_resource_view *view;
4099 struct wined3d_shader *shader;
4100 struct wined3d_buffer *buffer;
4101 unsigned int i, j;
4103 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
4105 if (!(shader_mask & (1u << i)))
4106 continue;
4108 if (!(shader = state->shader[i]))
4109 continue;
4111 for (j = 0; j < WINED3D_MAX_CBS; ++j)
4113 if (!state->cb[i][j].buffer)
4114 continue;
4116 buffer = state->cb[i][j].buffer;
4117 wined3d_buffer_load(buffer, &context_gl->c, state);
4118 wined3d_context_gl_reference_buffer(context_gl, buffer);
4119 if (!buffer->bo_user.valid)
4120 device_invalidate_state(context_gl->c.device, STATE_CONSTANT_BUFFER(i));
4123 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
4125 entry = &shader->reg_maps.sampler_map.entries[j];
4127 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
4128 continue;
4130 if (view->resource->type == WINED3D_RTYPE_BUFFER)
4132 buffer = buffer_from_resource(view->resource);
4133 wined3d_buffer_load(buffer, &context_gl->c, state);
4134 wined3d_context_gl_reference_buffer(context_gl, buffer);
4136 srv_gl = wined3d_shader_resource_view_gl(view);
4137 if (!srv_gl->bo_user.valid)
4138 wined3d_shader_resource_view_gl_update(srv_gl, context_gl);
4140 else
4142 wined3d_texture_load(texture_from_resource(view->resource), &context_gl->c, FALSE);
4148 static void context_gl_load_unordered_access_resources(struct wined3d_context_gl *context_gl,
4149 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
4151 struct wined3d_unordered_access_view_gl *uav_gl;
4152 struct wined3d_unordered_access_view *view;
4153 struct wined3d_texture *texture;
4154 struct wined3d_buffer *buffer;
4155 unsigned int i;
4157 context_gl->c.uses_uavs = 0;
4159 if (!shader)
4160 return;
4162 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
4164 if (!(view = views[i]))
4165 continue;
4167 if (view->resource->type == WINED3D_RTYPE_BUFFER)
4169 buffer = buffer_from_resource(view->resource);
4170 wined3d_buffer_load_location(buffer, &context_gl->c, WINED3D_LOCATION_BUFFER);
4171 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
4172 wined3d_context_gl_reference_buffer(context_gl, buffer);
4174 uav_gl = wined3d_unordered_access_view_gl(view);
4175 if (!uav_gl->bo_user.valid)
4176 wined3d_unordered_access_view_gl_update(uav_gl, context_gl);
4178 else
4180 texture = texture_from_resource(view->resource);
4181 wined3d_texture_load(texture, &context_gl->c, FALSE);
4182 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
4185 context_gl->c.uses_uavs = 1;
4189 static void context_gl_load_stream_output_buffers(struct wined3d_context_gl *context_gl,
4190 const struct wined3d_state *state)
4192 struct wined3d_buffer *buffer;
4193 unsigned int i;
4195 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
4197 if (!(buffer = state->stream_output[i].buffer))
4198 continue;
4200 wined3d_buffer_load(buffer, &context_gl->c, state);
4201 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
4202 wined3d_context_gl_reference_buffer(context_gl, buffer);
4203 if (!buffer->bo_user.valid)
4204 device_invalidate_state(context_gl->c.device, STATE_STREAM_OUTPUT);
4208 /* Context activation is done by the caller. */
4209 static BOOL context_apply_draw_state(struct wined3d_context *context,
4210 const struct wined3d_device *device, const struct wined3d_state *state, BOOL indexed)
4212 const struct wined3d_state_entry *state_table = context->state_table;
4213 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4214 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4215 const struct wined3d_fb_state *fb = &state->fb;
4216 unsigned int i, base;
4217 uint32_t map;
4219 context->uses_fbo_attached_resources = 0;
4221 if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
4223 if (!gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
4225 FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
4226 return FALSE;
4229 wined3d_context_gl_set_render_offscreen(context_gl, TRUE);
4232 /* Preload resources before FBO setup. Texture preload in particular may
4233 * result in changes to the current FBO, due to using e.g. FBO blits for
4234 * updating a resource location. */
4235 wined3d_context_gl_update_tex_unit_map(context_gl, state);
4236 context_preload_textures(context, state);
4237 context_gl_load_shader_resources(context_gl, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
4238 context_gl_load_unordered_access_resources(context_gl, state->shader[WINED3D_SHADER_TYPE_PIXEL],
4239 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
4240 context_gl_load_stream_output_buffers(context_gl, state);
4241 /* TODO: Right now the dependency on the vertex shader is necessary
4242 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
4243 * the current VS but maybe it's possible to relax the coupling in some
4244 * situations at least. */
4245 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC)
4246 || isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX)))
4248 context_update_stream_info(context, state);
4251 map = context->stream_info.use_map;
4252 while (map)
4254 const struct wined3d_stream_info_element *e;
4255 struct wined3d_buffer *buffer;
4257 e = &context->stream_info.elements[wined3d_bit_scan(&map)];
4258 buffer = state->streams[e->stream_idx].buffer;
4260 if (!buffer->bo_user.valid)
4261 device_invalidate_state(device, STATE_STREAMSRC);
4262 else
4263 wined3d_buffer_load(buffer, context, state);
4265 /* Loading the buffers above may have invalidated the stream info. */
4266 if (wined3d_context_is_graphics_state_dirty(context, STATE_STREAMSRC))
4267 context_update_stream_info(context, state);
4269 map = context->stream_info.use_map;
4270 while (map)
4272 const struct wined3d_stream_info_element *e;
4273 struct wined3d_buffer *buffer;
4275 e = &context->stream_info.elements[wined3d_bit_scan(&map)];
4276 buffer = state->streams[e->stream_idx].buffer;
4278 wined3d_context_gl_reference_buffer(context_gl, buffer);
4281 if (indexed && state->index_buffer)
4283 struct wined3d_buffer *buffer = state->index_buffer;
4285 if (context->stream_info.all_vbo)
4287 wined3d_buffer_load(buffer, context, state);
4288 if (!buffer->bo_user.valid)
4289 device_invalidate_state(device, STATE_INDEXBUFFER);
4290 wined3d_context_gl_reference_buffer(context_gl, buffer);
4292 else
4294 wined3d_buffer_load_sysmem(buffer, context);
4298 for (i = 0, base = 0; i < ARRAY_SIZE(context->dirty_graphics_states); ++i)
4300 uint32_t dirty_mask = context->dirty_graphics_states[i];
4302 while (dirty_mask)
4304 unsigned int state_id = base + wined3d_bit_scan(&dirty_mask);
4306 state_table[state_id].apply(context, state, state_id);
4308 base += sizeof(dirty_mask) * CHAR_BIT;
4311 memset(context->dirty_graphics_states, 0, sizeof(context->dirty_graphics_states));
4313 if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE))
4315 device->shader_backend->shader_select(device->shader_priv, context, state);
4316 context->shader_update_mask &= 1u << WINED3D_SHADER_TYPE_COMPUTE;
4319 if (context->constant_update_mask)
4321 device->shader_backend->shader_load_constants(device->shader_priv, context, state);
4322 context->constant_update_mask = 0;
4325 if (context->update_shader_resource_bindings)
4327 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
4328 wined3d_context_gl_bind_shader_resources(context_gl, state, i);
4329 context->update_shader_resource_bindings = 0;
4330 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
4331 context->update_compute_shader_resource_bindings = 1;
4334 if (context->update_unordered_access_view_bindings)
4336 wined3d_context_gl_bind_unordered_access_views(context_gl,
4337 state->shader[WINED3D_SHADER_TYPE_PIXEL],
4338 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
4339 context->update_unordered_access_view_bindings = 0;
4340 context->update_compute_unordered_access_view_bindings = 1;
4343 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4344 wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
4346 context->last_was_blit = FALSE;
4347 context->last_was_ffp_blit = FALSE;
4349 return TRUE;
4352 static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *context_gl,
4353 const struct wined3d_device *device, const struct wined3d_state *state)
4355 const struct wined3d_state_entry *state_table = context_gl->c.state_table;
4356 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4357 unsigned int state_id, i;
4359 context_gl_load_shader_resources(context_gl, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
4360 context_gl_load_unordered_access_resources(context_gl, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
4361 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
4363 for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context_gl->c.dirty_compute_states); ++i)
4365 unsigned int dirty_mask = context_gl->c.dirty_compute_states[i];
4367 while (dirty_mask)
4369 unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask);
4370 state_table[current_state_id].apply(&context_gl->c, state, current_state_id);
4372 state_id += sizeof(*context_gl->c.dirty_compute_states) * CHAR_BIT;
4374 memset(context_gl->c.dirty_compute_states, 0, sizeof(*context_gl->c.dirty_compute_states));
4376 if (context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
4378 device->shader_backend->shader_select_compute(device->shader_priv, &context_gl->c, state);
4379 context_gl->c.shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
4382 if (context_gl->c.update_compute_shader_resource_bindings)
4384 wined3d_context_gl_bind_shader_resources(context_gl, state, WINED3D_SHADER_TYPE_COMPUTE);
4385 context_gl->c.update_compute_shader_resource_bindings = 0;
4386 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
4387 context_gl->c.update_shader_resource_bindings = 1;
4390 if (context_gl->c.update_compute_unordered_access_view_bindings)
4392 wined3d_context_gl_bind_unordered_access_views(context_gl,
4393 state->shader[WINED3D_SHADER_TYPE_COMPUTE],
4394 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
4395 context_gl->c.update_compute_unordered_access_view_bindings = 0;
4396 context_gl->c.update_unordered_access_view_bindings = 1;
4399 /* Updates to currently bound render targets aren't necessarily coherent
4400 * between the graphics and compute pipelines. Unbind any currently bound
4401 * FBO here to ensure preceding updates to its attachments by the graphics
4402 * pipeline are visible to the compute pipeline.
4404 * Without this, the bloom effect in Nier:Automata is too bright on the
4405 * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
4406 wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
4407 context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
4409 context_gl->c.last_was_blit = FALSE;
4410 context_gl->c.last_was_ffp_blit = FALSE;
4413 void wined3d_context_gl_end_transform_feedback(struct wined3d_context_gl *context_gl)
4415 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4417 if (context_gl->c.transform_feedback_active)
4419 GL_EXTCALL(glEndTransformFeedback());
4420 checkGLcall("glEndTransformFeedback");
4421 context_gl->c.transform_feedback_active = 0;
4422 context_gl->c.transform_feedback_paused = 0;
4426 static void wined3d_context_gl_pause_transform_feedback(struct wined3d_context_gl *context_gl, BOOL force)
4428 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4430 if (!context_gl->c.transform_feedback_active || context_gl->c.transform_feedback_paused)
4431 return;
4433 if (gl_info->supported[ARB_TRANSFORM_FEEDBACK2])
4435 GL_EXTCALL(glPauseTransformFeedback());
4436 checkGLcall("glPauseTransformFeedback");
4437 context_gl->c.transform_feedback_paused = 1;
4438 return;
4441 WARN("Cannot pause transform feedback operations.\n");
4443 if (force)
4444 wined3d_context_gl_end_transform_feedback(context_gl);
4447 static void wined3d_context_gl_setup_target(struct wined3d_context_gl *context_gl,
4448 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4450 BOOL old_render_offscreen = context_gl->c.render_offscreen, render_offscreen;
4452 render_offscreen = wined3d_resource_is_offscreen(&texture->resource);
4453 if (context_gl->c.current_rt.texture == texture
4454 && context_gl->c.current_rt.sub_resource_idx == sub_resource_idx
4455 && render_offscreen == old_render_offscreen)
4456 return;
4458 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
4459 * the alpha blend state changes with different render target formats. */
4460 if (!context_gl->c.current_rt.texture)
4462 context_invalidate_state(&context_gl->c, STATE_BLEND);
4464 else
4466 const struct wined3d_format *old = context_gl->c.current_rt.texture->resource.format;
4467 const struct wined3d_format *new = texture->resource.format;
4469 if (old->id != new->id)
4471 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
4472 if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
4473 || !(texture->resource.format_caps & WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING))
4474 context_invalidate_state(&context_gl->c, STATE_BLEND);
4477 /* When switching away from an offscreen render target, and we're not
4478 * using FBOs, we have to read the drawable into the texture. This is
4479 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
4480 * There are some things that need care though. PreLoad needs a GL context,
4481 * and FindContext is called before the context is activated. It also
4482 * has to be called with the old rendertarget active, otherwise a
4483 * wrong drawable is read. */
4484 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
4485 && old_render_offscreen && (context_gl->c.current_rt.texture != texture
4486 || context_gl->c.current_rt.sub_resource_idx != sub_resource_idx))
4488 struct wined3d_texture_gl *prev_texture = wined3d_texture_gl(context_gl->c.current_rt.texture);
4489 unsigned int prev_sub_resource_idx = context_gl->c.current_rt.sub_resource_idx;
4491 /* Read the back buffer of the old drawable into the destination texture. */
4492 if (prev_texture->texture_srgb.name)
4493 wined3d_texture_load(&prev_texture->t, &context_gl->c, TRUE);
4494 wined3d_texture_load(&prev_texture->t, &context_gl->c, FALSE);
4495 wined3d_texture_invalidate_location(&prev_texture->t, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE);
4499 context_gl->c.current_rt.texture = texture;
4500 context_gl->c.current_rt.sub_resource_idx = sub_resource_idx;
4501 wined3d_context_gl_set_render_offscreen(context_gl, render_offscreen);
4504 static void wined3d_context_gl_activate(struct wined3d_context_gl *context_gl,
4505 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4507 wined3d_context_gl_enter(context_gl);
4508 if (texture && texture->swapchain && texture->swapchain != context_gl->c.swapchain)
4510 TRACE("Switching context_gl %p from swapchain %p to swapchain %p.\n",
4511 context_gl, context_gl->c.swapchain, texture->swapchain);
4512 context_gl->c.swapchain = texture->swapchain;
4514 wined3d_context_gl_update_window(context_gl);
4515 wined3d_context_gl_setup_target(context_gl, texture, sub_resource_idx);
4516 if (!context_gl->valid)
4517 return;
4519 if (context_gl != wined3d_context_gl_get_current())
4521 if (!wined3d_context_gl_set_current(context_gl))
4522 ERR("Failed to activate the new context.\n");
4524 else if (context_gl->needs_set)
4526 wined3d_context_gl_set_gl_context(context_gl);
4530 struct wined3d_context *wined3d_context_gl_acquire(const struct wined3d_device *device,
4531 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4533 struct wined3d_context_gl *current_context = wined3d_context_gl_get_current();
4534 struct wined3d_context_gl *context_gl;
4536 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx);
4538 if (current_context && current_context->c.destroyed)
4539 current_context = NULL;
4541 if (!texture)
4543 if (current_context
4544 && current_context->c.current_rt.texture
4545 && current_context->c.device == device)
4547 texture = current_context->c.current_rt.texture;
4548 sub_resource_idx = current_context->c.current_rt.sub_resource_idx;
4550 else
4552 struct wined3d_swapchain *swapchain = device->swapchains[0];
4554 if (swapchain->back_buffers)
4555 texture = swapchain->back_buffers[0];
4556 else
4557 texture = swapchain->front_buffer;
4558 sub_resource_idx = 0;
4562 if (current_context && current_context->c.current_rt.texture == texture)
4564 context_gl = current_context;
4566 else if (!wined3d_resource_is_offscreen(&texture->resource))
4568 TRACE("Rendering onscreen.\n");
4570 if (!(context_gl = wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(texture->swapchain))))
4571 return NULL;
4573 else
4575 TRACE("Rendering offscreen.\n");
4577 /* Stay with the current context if possible. Otherwise use the
4578 * context for the primary swapchain. */
4579 if (current_context && current_context->c.device == device)
4580 context_gl = current_context;
4581 else if (!(context_gl = wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(device->swapchains[0]))))
4582 return NULL;
4585 wined3d_context_gl_activate(context_gl, texture, sub_resource_idx);
4587 return &context_gl->c;
4590 struct wined3d_context_gl *wined3d_context_gl_reacquire(struct wined3d_context_gl *context_gl)
4592 struct wined3d_context *acquired_context;
4593 struct wined3d_device *device;
4595 if (!context_gl || context_gl->tid != GetCurrentThreadId())
4596 return NULL;
4598 device = context_gl->c.device;
4599 wined3d_from_cs(device->cs);
4601 if (context_gl->c.current_rt.texture)
4603 wined3d_context_gl_activate(context_gl, context_gl->c.current_rt.texture,
4604 context_gl->c.current_rt.sub_resource_idx);
4605 return context_gl;
4608 acquired_context = context_acquire(device, NULL, 0);
4609 if (acquired_context != &context_gl->c)
4610 ERR("Acquired context %p instead of %p.\n", acquired_context, &context_gl->c);
4611 return wined3d_context_gl(acquired_context);
4614 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
4615 const struct wined3d_dispatch_parameters *parameters)
4617 const struct wined3d_gl_info *gl_info;
4618 struct wined3d_context_gl *context_gl;
4620 context_gl = wined3d_context_gl(context_acquire(device, NULL, 0));
4621 if (!context_gl->valid)
4623 context_release(&context_gl->c);
4624 WARN("Invalid context, skipping dispatch.\n");
4625 return;
4627 gl_info = context_gl->gl_info;
4629 if (!gl_info->supported[ARB_COMPUTE_SHADER])
4631 context_release(&context_gl->c);
4632 FIXME("OpenGL implementation does not support compute shaders.\n");
4633 return;
4636 if (parameters->indirect)
4637 wined3d_buffer_load(parameters->u.indirect.buffer, &context_gl->c, state);
4639 wined3d_context_gl_apply_compute_state(context_gl, device, state);
4641 if (parameters->indirect)
4643 const struct wined3d_indirect_dispatch_parameters *indirect = &parameters->u.indirect;
4644 struct wined3d_bo_gl *bo_gl = wined3d_bo_gl(indirect->buffer->buffer_object);
4646 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, bo_gl->id));
4647 GL_EXTCALL(glDispatchComputeIndirect(bo_gl->b.buffer_offset + (GLintptr)indirect->offset));
4648 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
4649 wined3d_context_gl_reference_bo(context_gl, bo_gl);
4651 else
4653 const struct wined3d_direct_dispatch_parameters *direct = &parameters->u.direct;
4654 GL_EXTCALL(glDispatchCompute(direct->group_count_x, direct->group_count_y, direct->group_count_z));
4656 checkGLcall("dispatch compute");
4658 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
4659 checkGLcall("glMemoryBarrier");
4661 context_release(&context_gl->c);
4664 /* Context activation is done by the caller. */
4665 static void wined3d_context_gl_draw_primitive_arrays(struct wined3d_context_gl *context_gl,
4666 const struct wined3d_state *state, const void *idx_data, unsigned int idx_size, int base_vertex_idx,
4667 unsigned int start_idx, unsigned int count, unsigned int start_instance, unsigned int instance_count)
4669 const struct wined3d_ffp_attrib_ops *ops = &context_gl->c.d3d_info->ffp_attrib_ops;
4670 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
4671 const struct wined3d_stream_info *si = &context_gl->c.stream_info;
4672 GLenum mode = gl_primitive_type_from_d3d(state->primitive_type);
4673 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4674 unsigned int instanced_elements[ARRAY_SIZE(si->elements)];
4675 unsigned int instanced_element_count = 0;
4676 const void *indices;
4677 unsigned int i, j;
4679 indices = (const char *)idx_data + idx_size * start_idx;
4681 if (!instance_count)
4683 if (!idx_size)
4685 gl_info->gl_ops.gl.p_glDrawArrays(mode, start_idx, count);
4686 checkGLcall("glDrawArrays");
4687 return;
4690 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4692 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
4693 checkGLcall("glDrawElementsBaseVertex");
4694 return;
4697 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
4698 checkGLcall("glDrawElements");
4699 return;
4702 if (start_instance && !(gl_info->supported[ARB_BASE_INSTANCE] && gl_info->supported[ARB_INSTANCED_ARRAYS]))
4703 FIXME("Start instance (%u) not supported.\n", start_instance);
4705 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4707 if (!idx_size)
4709 if (gl_info->supported[ARB_BASE_INSTANCE])
4711 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode, start_idx, count, instance_count, start_instance));
4712 checkGLcall("glDrawArraysInstancedBaseInstance");
4713 return;
4716 GL_EXTCALL(glDrawArraysInstanced(mode, start_idx, count, instance_count));
4717 checkGLcall("glDrawArraysInstanced");
4718 return;
4721 if (gl_info->supported[ARB_BASE_INSTANCE])
4723 GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode, count, idx_type,
4724 indices, instance_count, base_vertex_idx, start_instance));
4725 checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
4726 return;
4728 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4730 GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode, count, idx_type,
4731 indices, instance_count, base_vertex_idx));
4732 checkGLcall("glDrawElementsInstancedBaseVertex");
4733 return;
4736 GL_EXTCALL(glDrawElementsInstanced(mode, count, idx_type, indices, instance_count));
4737 checkGLcall("glDrawElementsInstanced");
4738 return;
4741 /* Instancing emulation by mixing immediate mode and arrays. */
4743 /* This is a nasty thing. MSDN says no hardware supports this and
4744 * applications have to use software vertex processing. We don't support
4745 * this for now.
4747 * Shouldn't be too hard to support with OpenGL, in theory just call
4748 * glDrawArrays() instead of drawElements(). But the stream frequency value
4749 * has a different meaning in that situation. */
4750 if (!idx_size)
4752 FIXME("Non-indexed instanced drawing is not supported.\n");
4753 return;
4756 for (i = 0; i < ARRAY_SIZE(si->elements); ++i)
4758 if (!(si->use_map & (1u << i)))
4759 continue;
4761 if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4762 instanced_elements[instanced_element_count++] = i;
4765 for (i = 0; i < instance_count; ++i)
4767 /* Specify the instanced attributes using immediate mode calls. */
4768 for (j = 0; j < instanced_element_count; ++j)
4770 const struct wined3d_stream_info_element *element;
4771 unsigned int element_idx;
4772 const BYTE *ptr;
4774 element_idx = instanced_elements[j];
4775 element = &si->elements[element_idx];
4776 ptr = element->data.addr + element->stride * i;
4777 if (element->data.buffer_object)
4778 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(state->streams[element->stream_idx].buffer,
4779 &context_gl->c);
4780 ops->generic[element->format->emit_idx](element_idx, ptr);
4783 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4785 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
4786 checkGLcall("glDrawElementsBaseVertex");
4788 else
4790 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
4791 checkGLcall("glDrawElements");
4796 static unsigned int get_stride_idx(const void *idx_data, unsigned int idx_size,
4797 unsigned int base_vertex_idx, unsigned int start_idx, unsigned int vertex_idx)
4799 if (!idx_data)
4800 return start_idx + vertex_idx;
4801 if (idx_size == 2)
4802 return ((const WORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
4803 return ((const DWORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
4806 /* Context activation is done by the caller. */
4807 static void draw_primitive_immediate_mode(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
4808 const struct wined3d_stream_info *si, const void *idx_data, unsigned int idx_size,
4809 int base_vertex_idx, unsigned int start_idx, unsigned int vertex_count, unsigned int instance_count)
4811 const BYTE *position = NULL, *normal = NULL, *diffuse = NULL, *specular = NULL;
4812 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4813 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4814 unsigned int coord_idx, stride_idx, texture_idx, vertex_idx;
4815 const struct wined3d_stream_info_element *element;
4816 const BYTE *tex_coords[WINED3DDP_MAXTEXCOORD];
4817 unsigned int texture_unit, texture_stages;
4818 const struct wined3d_ffp_attrib_ops *ops;
4819 unsigned int untracked_material_count;
4820 unsigned int tex_mask = 0;
4821 BOOL specular_fog = FALSE;
4822 BOOL ps = use_ps(state);
4823 const void *ptr;
4825 static unsigned int once;
4827 if (!once++)
4828 FIXME_(d3d_perf)("Drawing using immediate mode.\n");
4829 else
4830 WARN_(d3d_perf)("Drawing using immediate mode.\n");
4832 if (!idx_size && idx_data)
4833 ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
4835 if (instance_count)
4836 FIXME("Instancing not implemented.\n");
4838 /* Immediate mode drawing can't make use of indices in a VBO - get the
4839 * data from the index buffer. */
4840 if (idx_size)
4841 idx_data = wined3d_buffer_load_sysmem(state->index_buffer, &context_gl->c) + state->index_offset;
4843 ops = &d3d_info->ffp_attrib_ops;
4845 gl_info->gl_ops.gl.p_glBegin(gl_primitive_type_from_d3d(state->primitive_type));
4847 if (use_vs(state) || d3d_info->ffp_generic_attributes)
4849 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
4851 unsigned int use_map = si->use_map;
4852 unsigned int element_idx;
4854 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
4855 for (element_idx = gl_info->limits.vertex_attribs - 1; use_map;
4856 use_map &= ~(1u << element_idx), --element_idx)
4858 if (!(use_map & 1u << element_idx))
4859 continue;
4861 ptr = si->elements[element_idx].data.addr + si->elements[element_idx].stride * stride_idx;
4862 ops->generic[si->elements[element_idx].format->emit_idx](element_idx, ptr);
4866 gl_info->gl_ops.gl.p_glEnd();
4867 return;
4870 if (si->use_map & (1u << WINED3D_FFP_POSITION))
4871 position = si->elements[WINED3D_FFP_POSITION].data.addr;
4873 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
4874 normal = si->elements[WINED3D_FFP_NORMAL].data.addr;
4875 else
4876 gl_info->gl_ops.gl.p_glNormal3f(0.0f, 0.0f, 0.0f);
4878 untracked_material_count = context_gl->untracked_material_count;
4879 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
4881 element = &si->elements[WINED3D_FFP_DIFFUSE];
4882 diffuse = element->data.addr;
4884 if (untracked_material_count && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
4885 FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element->format->id));
4887 else
4889 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4892 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
4894 element = &si->elements[WINED3D_FFP_SPECULAR];
4895 specular = element->data.addr;
4897 /* Special case where the fog density is stored in the specular alpha channel. */
4898 if (state->render_states[WINED3D_RS_FOGENABLE]
4899 && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
4900 || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
4901 && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
4903 if (gl_info->supported[EXT_FOG_COORD])
4905 if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
4906 specular_fog = TRUE;
4907 else
4908 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element->format->id));
4910 else
4912 static unsigned int once;
4914 if (!once++)
4915 FIXME("Implement fog for transformed vertices in software.\n");
4919 else if (gl_info->supported[EXT_SECONDARY_COLOR])
4921 GL_EXTCALL(glSecondaryColor3fEXT)(0.0f, 0.0f, 0.0f);
4924 texture_stages = d3d_info->limits.ffp_blend_stages;
4925 for (texture_idx = 0; texture_idx < texture_stages; ++texture_idx)
4927 if (!gl_info->supported[ARB_MULTITEXTURE] && texture_idx > 0)
4929 FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
4930 continue;
4933 if (!ps && !state->textures[texture_idx])
4934 continue;
4936 texture_unit = context_gl->tex_unit_map[texture_idx];
4937 if (texture_unit == WINED3D_UNMAPPED_STAGE)
4938 continue;
4940 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
4941 if (coord_idx > 7)
4943 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx, texture_idx);
4944 continue;
4947 if (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))
4949 tex_coords[coord_idx] = si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].data.addr;
4950 tex_mask |= (1u << texture_idx);
4952 else
4954 TRACE("Setting default coordinates for texture %u.\n", texture_idx);
4955 if (gl_info->supported[ARB_MULTITEXTURE])
4956 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_unit, 0.0f, 0.0f, 0.0f, 1.0f));
4957 else
4958 gl_info->gl_ops.gl.p_glTexCoord4f(0.0f, 0.0f, 0.0f, 1.0f);
4962 /* Blending data and point sizes are not supported by this function. They
4963 * are not supported by the fixed function pipeline at all. A FIXME for
4964 * them is printed after decoding the vertex declaration. */
4965 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
4967 uint32_t tmp_tex_mask;
4969 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
4971 if (normal)
4973 ptr = normal + stride_idx * si->elements[WINED3D_FFP_NORMAL].stride;
4974 ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptr);
4977 if (diffuse)
4979 ptr = diffuse + stride_idx * si->elements[WINED3D_FFP_DIFFUSE].stride;
4980 ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptr);
4982 if (untracked_material_count)
4984 struct wined3d_color color;
4985 unsigned int i;
4987 wined3d_color_from_d3dcolor(&color, *(const DWORD *)ptr);
4988 for (i = 0; i < untracked_material_count; ++i)
4990 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK,
4991 context_gl->untracked_materials[i], &color.r);
4996 if (specular)
4998 ptr = specular + stride_idx * si->elements[WINED3D_FFP_SPECULAR].stride;
4999 ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptr);
5001 if (specular_fog)
5002 GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD *)ptr >> 24)));
5005 tmp_tex_mask = tex_mask;
5006 while (tmp_tex_mask)
5008 texture_idx = wined3d_bit_scan(&tmp_tex_mask);
5009 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
5010 ptr = tex_coords[coord_idx] + (stride_idx * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
5011 ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
5012 GL_TEXTURE0_ARB + context_gl->tex_unit_map[texture_idx], ptr);
5015 if (position)
5017 ptr = position + stride_idx * si->elements[WINED3D_FFP_POSITION].stride;
5018 ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptr);
5022 gl_info->gl_ops.gl.p_glEnd();
5023 checkGLcall("draw immediate mode");
5026 static void wined3d_context_gl_draw_indirect(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
5027 const struct wined3d_indirect_draw_parameters *parameters, unsigned int idx_size)
5029 struct wined3d_bo_gl *bo_gl = wined3d_bo_gl(parameters->buffer->buffer_object);
5030 GLenum gl_primitive_type = gl_primitive_type_from_d3d(state->primitive_type);
5031 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5032 const void *offset;
5034 if (!gl_info->supported[ARB_DRAW_INDIRECT])
5036 FIXME("OpenGL implementation does not support indirect draws.\n");
5037 return;
5040 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, bo_gl->id));
5042 offset = (const uint8_t *)bo_gl->b.buffer_offset + parameters->offset;
5043 if (idx_size)
5045 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
5046 if (state->index_offset)
5047 FIXME("Ignoring index offset %u.\n", state->index_offset);
5048 GL_EXTCALL(glDrawElementsIndirect(gl_primitive_type, idx_type, offset));
5050 else
5052 GL_EXTCALL(glDrawArraysIndirect(gl_primitive_type, offset));
5055 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0));
5056 wined3d_context_gl_reference_bo(context_gl, bo_gl);
5058 checkGLcall("draw indirect");
5061 static void remove_vbos(struct wined3d_context *context,
5062 const struct wined3d_state *state, struct wined3d_stream_info *s)
5064 unsigned int i;
5066 for (i = 0; i < ARRAY_SIZE(s->elements); ++i)
5068 struct wined3d_stream_info_element *e;
5070 if (!(s->use_map & (1u << i)))
5071 continue;
5073 e = &s->elements[i];
5074 if (e->data.buffer_object)
5076 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
5077 e->data.buffer_object = 0;
5078 e->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(vb, context);
5083 static GLenum gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
5085 GLenum gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
5086 switch (gl_primitive_type)
5088 case GL_POINTS:
5089 return GL_POINTS;
5091 case GL_LINE_STRIP:
5092 case GL_LINE_STRIP_ADJACENCY:
5093 case GL_LINES_ADJACENCY:
5094 case GL_LINES:
5095 return GL_LINES;
5097 case GL_TRIANGLE_FAN:
5098 case GL_TRIANGLE_STRIP:
5099 case GL_TRIANGLE_STRIP_ADJACENCY:
5100 case GL_TRIANGLES_ADJACENCY:
5101 case GL_TRIANGLES:
5102 return GL_TRIANGLES;
5104 default:
5105 return gl_primitive_type;
5109 /* Routine common to the draw primitive and draw indexed primitive routines */
5110 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
5111 const struct wined3d_draw_parameters *parameters)
5113 BOOL emulation = FALSE, rasterizer_discard = FALSE;
5114 const struct wined3d_fb_state *fb = &state->fb;
5115 const struct wined3d_stream_info *stream_info;
5116 struct wined3d_rendertarget_view *dsv, *rtv;
5117 struct wined3d_stream_info si_emulated;
5118 const struct wined3d_gl_info *gl_info;
5119 struct wined3d_context_gl *context_gl;
5120 struct wined3d_context *context;
5121 unsigned int i, idx_size = 0;
5122 const void *idx_data = NULL;
5124 TRACE("device %p, state %p, parameters %p.\n", device, state, parameters);
5126 if (!parameters->indirect && !parameters->u.direct.index_count)
5127 return;
5129 if (!parameters->indirect)
5130 TRACE("base_vertex_idx %d, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
5131 parameters->u.direct.base_vertex_idx, parameters->u.direct.start_idx,
5132 parameters->u.direct.index_count, parameters->u.direct.start_instance,
5133 parameters->u.direct.instance_count);
5135 if (!(rtv = fb->render_targets[0]))
5136 rtv = fb->depth_stencil;
5138 if (rtv && rtv->resource->type == WINED3D_RTYPE_BUFFER)
5140 FIXME("Buffer render targets not implemented.\n");
5141 return;
5144 if (rtv)
5145 context = context_acquire(device, wined3d_texture_from_resource(rtv->resource), rtv->sub_resource_idx);
5146 else
5147 context = context_acquire(device, NULL, 0);
5148 context_gl = wined3d_context_gl(context);
5149 if (!context_gl->valid)
5151 context_release(context);
5152 WARN("Invalid context, skipping draw.\n");
5153 return;
5155 gl_info = context_gl->gl_info;
5157 if (!use_transform_feedback(state))
5158 wined3d_context_gl_pause_transform_feedback(context_gl, TRUE);
5160 for (i = 0; i < gl_info->limits.buffers; ++i)
5162 if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
5163 continue;
5165 if (wined3d_blend_state_get_writemask(state->blend_state, i))
5167 wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding);
5168 wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
5170 else
5172 wined3d_rendertarget_view_prepare_location(rtv, context, rtv->resource->draw_binding);
5176 if ((dsv = fb->depth_stencil))
5178 /* Note that this depends on the context_acquire() call above to set
5179 * context->render_offscreen properly. We don't currently take the
5180 * Z-compare function into account, but we could skip loading the
5181 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
5182 * that we never copy the stencil data.*/
5183 DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
5185 if (wined3d_state_uses_depth_buffer(state))
5186 wined3d_rendertarget_view_load_location(dsv, context, location);
5187 else
5188 wined3d_rendertarget_view_prepare_location(dsv, context, location);
5191 if (parameters->indirect)
5192 wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
5194 if (!context_apply_draw_state(context, device, state, parameters->indexed))
5196 context_release(context);
5197 WARN("Unable to apply draw state, skipping draw.\n");
5198 return;
5201 if (dsv && (!state->depth_stencil_state || state->depth_stencil_state->writes_ds))
5203 DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
5205 wined3d_rendertarget_view_validate_location(dsv, location);
5206 wined3d_rendertarget_view_invalidate_location(dsv, ~location);
5209 stream_info = &context->stream_info;
5211 if (parameters->indexed)
5213 struct wined3d_buffer *index_buffer = state->index_buffer;
5214 struct wined3d_bo *bo = index_buffer->buffer_object;
5216 if (!bo || !stream_info->all_vbo)
5217 idx_data = index_buffer->resource.heap_memory;
5218 else
5219 idx_data = (void *)bo->buffer_offset;
5220 idx_data = (const BYTE *)idx_data + state->index_offset;
5222 if (state->index_format == WINED3DFMT_R16_UINT)
5223 idx_size = 2;
5224 else
5225 idx_size = 4;
5228 if (!use_vs(state))
5230 if (!stream_info->position_transformed && context_gl->untracked_material_count
5231 && state->render_states[WINED3D_RS_LIGHTING])
5233 static BOOL warned;
5235 if (!warned++)
5236 FIXME("Using software emulation because not all material properties could be tracked.\n");
5237 else
5238 WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n");
5239 emulation = TRUE;
5241 else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
5243 static BOOL warned;
5245 /* Either write a pipeline replacement shader or convert the
5246 * specular alpha from unsigned byte to a float in the vertex
5247 * buffer. */
5248 if (!warned++)
5249 FIXME("Using software emulation because manual fog coordinates are provided.\n");
5250 else
5251 WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n");
5252 emulation = TRUE;
5255 if (emulation)
5257 si_emulated = context->stream_info;
5258 remove_vbos(context, state, &si_emulated);
5259 stream_info = &si_emulated;
5263 if (use_transform_feedback(state))
5265 const struct wined3d_shader *shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
5267 if (is_rasterization_disabled(shader))
5269 glEnable(GL_RASTERIZER_DISCARD);
5270 checkGLcall("enable rasterizer discard");
5271 rasterizer_discard = TRUE;
5274 if (context->transform_feedback_paused)
5276 GL_EXTCALL(glResumeTransformFeedback());
5277 checkGLcall("glResumeTransformFeedback");
5278 context->transform_feedback_paused = 0;
5280 else if (!context->transform_feedback_active)
5282 enum wined3d_primitive_type primitive_type = shader->u.gs.output_type
5283 ? shader->u.gs.output_type : state->primitive_type;
5284 GLenum mode = gl_tfb_primitive_type_from_d3d(primitive_type);
5285 GL_EXTCALL(glBeginTransformFeedback(mode));
5286 checkGLcall("glBeginTransformFeedback");
5287 context->transform_feedback_active = 1;
5291 if (state->primitive_type == WINED3D_PT_PATCH)
5293 GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES, state->patch_vertex_count));
5294 checkGLcall("glPatchParameteri");
5297 if (context->uses_fbo_attached_resources)
5299 static unsigned int fixme_once;
5301 if (gl_info->supported[ARB_TEXTURE_BARRIER])
5303 GL_EXTCALL(glTextureBarrier());
5305 else if (gl_info->supported[NV_TEXTURE_BARRIER])
5307 GL_EXTCALL(glTextureBarrierNV());
5309 else
5311 if (!fixme_once++)
5312 FIXME("Sampling attached render targets is not supported.\n");
5314 WARN("Sampling attached render targets is not supported, skipping draw.\n");
5315 context_release(context);
5316 return;
5318 checkGLcall("glTextureBarrier");
5321 if (parameters->indirect)
5323 if (!context->use_immediate_mode_draw && !emulation)
5324 wined3d_context_gl_draw_indirect(context_gl, state, &parameters->u.indirect, idx_size);
5325 else
5326 FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
5328 else
5330 unsigned int instance_count = parameters->u.direct.instance_count;
5332 if (context->use_immediate_mode_draw || emulation)
5333 draw_primitive_immediate_mode(wined3d_context_gl(context), state, stream_info, idx_data,
5334 idx_size, parameters->u.direct.base_vertex_idx,
5335 parameters->u.direct.start_idx, parameters->u.direct.index_count, instance_count);
5336 else
5337 wined3d_context_gl_draw_primitive_arrays(context_gl, state, idx_data, idx_size,
5338 parameters->u.direct.base_vertex_idx, parameters->u.direct.start_idx,
5339 parameters->u.direct.index_count, parameters->u.direct.start_instance, instance_count);
5342 if (context->uses_uavs)
5344 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
5345 checkGLcall("glMemoryBarrier");
5348 if (rasterizer_discard)
5350 glDisable(GL_RASTERIZER_DISCARD);
5351 checkGLcall("disable rasterizer discard");
5354 context_release(context);
5356 TRACE("Draw completed.\n");
5359 void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl *context_gl)
5361 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5362 unsigned int texture_idx;
5364 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
5366 gl_info->gl_ops.ext.p_glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx);
5367 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
5371 static const void *get_vertex_attrib_pointer(const struct wined3d_stream_info_element *element,
5372 const struct wined3d_state *state)
5374 const uint8_t *offset = element->data.addr + state->load_base_vertex_index * element->stride;
5376 if (element->data.buffer_object)
5377 offset += element->data.buffer_object->buffer_offset;
5378 return offset;
5381 void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context_gl,
5382 const struct wined3d_stream_info *si, GLuint *current_bo, const struct wined3d_state *state)
5384 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5385 const struct wined3d_format_gl *format_gl;
5386 unsigned int mapped_stage = 0;
5387 unsigned int texture_idx;
5388 GLuint bo;
5390 for (texture_idx = 0; texture_idx < context_gl->c.d3d_info->limits.ffp_blend_stages; ++texture_idx)
5392 unsigned int coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
5394 if ((mapped_stage = context_gl->tex_unit_map[texture_idx]) == WINED3D_UNMAPPED_STAGE)
5395 continue;
5397 if (mapped_stage >= gl_info->limits.texture_coords)
5399 FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage);
5400 continue;
5403 if (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5405 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx];
5407 TRACE("Setting up texture %u, idx %u, coord_idx %u, data %s.\n",
5408 texture_idx, mapped_stage, coord_idx, debug_bo_address(&e->data));
5410 bo = wined3d_bo_gl_id(e->data.buffer_object);
5411 if (*current_bo != bo)
5413 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5414 checkGLcall("glBindBuffer");
5415 *current_bo = bo;
5418 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
5419 checkGLcall("glClientActiveTextureARB");
5421 /* The coords to supply depend completely on the fvf/vertex shader. */
5422 format_gl = wined3d_format_gl(e->format);
5423 gl_info->gl_ops.gl.p_glTexCoordPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride,
5424 get_vertex_attrib_pointer(e, state));
5425 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
5426 state->streams[e->stream_idx].buffer->bo_user.valid = true;
5428 else
5430 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
5433 if (gl_info->supported[NV_REGISTER_COMBINERS])
5435 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
5436 for (texture_idx = mapped_stage + 1; texture_idx < gl_info->limits.textures; ++texture_idx)
5438 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
5442 checkGLcall("loadTexCoords");
5445 /* This should match any arrays loaded in wined3d_context_gl_load_vertex_data(). */
5446 static void wined3d_context_gl_unload_vertex_data(struct wined3d_context_gl *context_gl)
5448 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5450 if (!context_gl->c.namedArraysLoaded)
5451 return;
5452 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
5453 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
5454 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
5455 if (gl_info->supported[EXT_SECONDARY_COLOR])
5456 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
5457 wined3d_context_gl_unload_tex_coords(context_gl);
5458 context_gl->c.namedArraysLoaded = FALSE;
5461 static void wined3d_context_gl_load_vertex_data(struct wined3d_context_gl *context_gl,
5462 const struct wined3d_stream_info *si, const struct wined3d_state *state)
5464 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5465 const struct wined3d_stream_info_element *e;
5466 const struct wined3d_format_gl *format_gl;
5467 GLuint current_bo, bo;
5468 const void *offset;
5470 TRACE("context_gl %p, si %p, state %p.\n", context_gl, si, state);
5472 /* This is used for the fixed-function pipeline only, and the
5473 * fixed-function pipeline doesn't do instancing. */
5474 current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
5476 /* Blend data */
5477 if ((si->use_map & (1u << WINED3D_FFP_BLENDWEIGHT))
5478 || si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
5480 /* TODO: Support vertex blending in immediate mode draws. No need to
5481 * write a FIXME here, this is done after the general vertex
5482 * declaration decoding. */
5483 WARN("Vertex blending not supported.\n");
5486 /* Point Size */
5487 if (si->use_map & (1u << WINED3D_FFP_PSIZE))
5489 /* No such functionality in the fixed-function GL pipeline. */
5490 WARN("Per-vertex point size not supported.\n");
5493 /* Position */
5494 if (si->use_map & (1u << WINED3D_FFP_POSITION))
5496 e = &si->elements[WINED3D_FFP_POSITION];
5497 format_gl = wined3d_format_gl(e->format);
5498 offset = get_vertex_attrib_pointer(e, state);
5500 bo = wined3d_bo_gl_id(e->data.buffer_object);
5501 if (current_bo != bo)
5503 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5504 checkGLcall("glBindBuffer");
5505 current_bo = bo;
5508 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n", format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5509 gl_info->gl_ops.gl.p_glVertexPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5510 checkGLcall("glVertexPointer(...)");
5511 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
5512 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
5513 state->streams[e->stream_idx].buffer->bo_user.valid = true;
5516 /* Normals */
5517 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
5519 e = &si->elements[WINED3D_FFP_NORMAL];
5520 format_gl = wined3d_format_gl(e->format);
5521 offset = get_vertex_attrib_pointer(e, state);
5523 bo = wined3d_bo_gl_id(e->data.buffer_object);
5524 if (current_bo != bo)
5526 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5527 checkGLcall("glBindBuffer");
5528 current_bo = bo;
5531 TRACE("glNormalPointer(%#x, %#x, %p);\n", format_gl->vtx_type, e->stride, offset);
5532 gl_info->gl_ops.gl.p_glNormalPointer(format_gl->vtx_type, e->stride, offset);
5533 checkGLcall("glNormalPointer(...)");
5534 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
5535 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
5536 state->streams[e->stream_idx].buffer->bo_user.valid = true;
5538 else
5540 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
5541 checkGLcall("glNormal3f(0, 0, 0)");
5544 /* Diffuse colour */
5545 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
5547 e = &si->elements[WINED3D_FFP_DIFFUSE];
5548 format_gl = wined3d_format_gl(e->format);
5549 offset = get_vertex_attrib_pointer(e, state);
5551 bo = wined3d_bo_gl_id(e->data.buffer_object);
5552 if (current_bo != bo)
5554 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5555 checkGLcall("glBindBuffer");
5556 current_bo = bo;
5559 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
5560 format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5561 gl_info->gl_ops.gl.p_glColorPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride, offset);
5562 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
5563 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
5564 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
5565 state->streams[e->stream_idx].buffer->bo_user.valid = true;
5567 else
5569 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
5570 checkGLcall("glColor4f(1, 1, 1, 1)");
5573 /* Specular colour */
5574 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
5576 TRACE("Setting specular colour.\n");
5578 e = &si->elements[WINED3D_FFP_SPECULAR];
5579 offset = get_vertex_attrib_pointer(e, state);
5581 if (gl_info->supported[EXT_SECONDARY_COLOR])
5583 GLint format;
5584 GLenum type;
5586 format_gl = wined3d_format_gl(e->format);
5587 type = format_gl->vtx_type;
5588 format = format_gl->vtx_format;
5590 bo = wined3d_bo_gl_id(e->data.buffer_object);
5591 if (current_bo != bo)
5593 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5594 checkGLcall("glBindBuffer");
5595 current_bo = bo;
5598 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
5600 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
5601 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
5602 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
5603 * 4 component secondary colors use it
5605 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride, offset);
5606 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride, offset));
5607 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
5609 else
5611 switch (type)
5613 case GL_UNSIGNED_BYTE:
5614 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride, offset);
5615 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride, offset));
5616 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
5617 break;
5619 default:
5620 FIXME("Add 4 component specular colour pointers for type %#x.\n", type);
5621 /* Make sure that the right colour component is dropped. */
5622 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride, offset);
5623 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride, offset));
5624 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
5627 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
5628 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
5629 state->streams[e->stream_idx].buffer->bo_user.valid = true;
5631 else
5633 WARN("Specular colour is not supported in this GL implementation.\n");
5636 else
5638 if (gl_info->supported[EXT_SECONDARY_COLOR])
5640 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
5641 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
5643 else
5645 WARN("Specular colour is not supported in this GL implementation.\n");
5649 /* Texture coordinates */
5650 wined3d_context_gl_load_tex_coords(context_gl, si, &current_bo, state);
5653 static void wined3d_context_gl_unload_numbered_array(struct wined3d_context_gl *context_gl, unsigned int i)
5655 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5657 GL_EXTCALL(glDisableVertexAttribArray(i));
5658 checkGLcall("glDisableVertexAttribArray");
5659 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
5660 GL_EXTCALL(glVertexAttribDivisor(i, 0));
5662 context_gl->c.numbered_array_mask &= ~(1u << i);
5665 static void wined3d_context_gl_unload_numbered_arrays(struct wined3d_context_gl *context_gl)
5667 uint32_t mask = context_gl->c.numbered_array_mask;
5668 unsigned int i;
5670 while (mask)
5672 i = wined3d_bit_scan(&mask);
5673 wined3d_context_gl_unload_numbered_array(context_gl, i);
5677 static void wined3d_context_gl_load_numbered_arrays(struct wined3d_context_gl *context_gl,
5678 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
5680 struct wined3d_context *context = &context_gl->c;
5681 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
5682 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5683 GLuint current_bo, bo;
5684 unsigned int i;
5686 /* Default to no instancing. */
5687 current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
5689 if (stream_info->use_map & ~wined3d_mask_from_size(gl_info->limits.vertex_attribs))
5691 static unsigned int once;
5693 if (!once++)
5694 FIXME("More than the supported %u vertex attributes are in use.\n", gl_info->limits.vertex_attribs);
5697 for (i = 0; i < gl_info->limits.vertex_attribs; ++i)
5699 const struct wined3d_stream_info_element *element = &stream_info->elements[i];
5700 const struct wined3d_stream_state *stream;
5701 const struct wined3d_format_gl *format_gl;
5703 if (!(stream_info->use_map & (1u << i)))
5705 if (context->numbered_array_mask & (1u << i))
5706 wined3d_context_gl_unload_numbered_array(context_gl, i);
5707 if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
5709 if (!(context_gl->default_attrib_value_set & (1u << i)) || !context_gl->diffuse_attrib_to_1)
5711 GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
5712 context_gl->diffuse_attrib_to_1 = 1;
5715 else
5717 if (!(context_gl->default_attrib_value_set & (1u << i)))
5719 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
5720 if (i == WINED3D_FFP_DIFFUSE)
5721 context_gl->diffuse_attrib_to_1 = 0;
5724 context_gl->default_attrib_value_set |= 1u << i;
5725 continue;
5728 format_gl = wined3d_format_gl(element->format);
5729 stream = &state->streams[element->stream_idx];
5730 stream->buffer->bo_user.valid = true;
5733 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
5735 unsigned int divisor = 0;
5737 if (element->instanced)
5738 divisor = element->divisor ? element->divisor : UINT_MAX;
5739 GL_EXTCALL(glVertexAttribDivisor(i, divisor));
5741 else if (element->divisor)
5743 /* Unload instanced arrays, they will be loaded using immediate
5744 * mode instead. */
5745 if (context->numbered_array_mask & (1u << i))
5746 wined3d_context_gl_unload_numbered_array(context_gl, i);
5747 context_gl->default_attrib_value_set &= ~(1u << i);
5748 continue;
5751 TRACE("Loading array %u %s.\n", i, debug_bo_address(&element->data));
5753 if (element->stride)
5755 const void *offset = get_vertex_attrib_pointer(element, state);
5756 unsigned int format_attrs = format_gl->f.attrs;
5758 bo = wined3d_bo_gl_id(element->data.buffer_object);
5759 if (current_bo != bo)
5761 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
5762 checkGLcall("glBindBuffer");
5763 current_bo = bo;
5765 /* Use the VBO to find out if a vertex buffer exists, not the vb
5766 * pointer. vb can point to a user pointer data blob. In that case
5767 * current_bo will be 0. If there is a vertex buffer but no vbo we
5768 * won't be load converted attributes anyway. */
5769 if (vs && vs->reg_maps.shader_version.major >= 4 && (format_attrs & WINED3D_FORMAT_ATTR_INTEGER))
5771 GL_EXTCALL(glVertexAttribIPointer(i, format_gl->vtx_format,
5772 format_gl->vtx_type, element->stride, offset));
5774 else
5776 GL_EXTCALL(glVertexAttribPointer(i, format_gl->vtx_format, format_gl->vtx_type,
5777 !!(format_attrs & WINED3D_FORMAT_ATTR_NORMALISED), element->stride, offset));
5780 if (!(context->numbered_array_mask & (1u << i)))
5782 GL_EXTCALL(glEnableVertexAttribArray(i));
5783 context->numbered_array_mask |= (1u << i);
5786 else
5788 /* Stride = 0 means always the same values.
5789 * glVertexAttribPointer() doesn't do that. Instead disable the
5790 * pointer and set up the attribute statically. But we have to
5791 * figure out the system memory address. */
5792 const BYTE *ptr = element->data.addr;
5793 if (element->data.buffer_object)
5794 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(stream->buffer, context);
5796 if (context->numbered_array_mask & (1u << i))
5797 wined3d_context_gl_unload_numbered_array(context_gl, i);
5799 switch (format_gl->f.id)
5801 case WINED3DFMT_R32_FLOAT:
5802 GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
5803 break;
5804 case WINED3DFMT_R32G32_FLOAT:
5805 GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
5806 break;
5807 case WINED3DFMT_R32G32B32_FLOAT:
5808 GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
5809 break;
5810 case WINED3DFMT_R32G32B32A32_FLOAT:
5811 GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
5812 break;
5813 case WINED3DFMT_R8G8B8A8_UINT:
5814 GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
5815 break;
5816 case WINED3DFMT_B8G8R8A8_UNORM:
5817 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
5819 const DWORD *src = (const DWORD *)ptr;
5820 DWORD c = *src & 0xff00ff00u;
5821 c |= (*src & 0xff0000u) >> 16;
5822 c |= (*src & 0xffu) << 16;
5823 GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
5824 break;
5826 /* else fallthrough */
5827 case WINED3DFMT_R8G8B8A8_UNORM:
5828 GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
5829 break;
5830 case WINED3DFMT_R16G16_SINT:
5831 GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
5832 break;
5833 case WINED3DFMT_R16G16B16A16_SINT:
5834 GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
5835 break;
5836 case WINED3DFMT_R16G16_SNORM:
5838 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
5839 GL_EXTCALL(glVertexAttrib4Nsv(i, s));
5840 break;
5842 case WINED3DFMT_R16G16_UNORM:
5844 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
5845 GL_EXTCALL(glVertexAttrib4Nusv(i, s));
5846 break;
5848 case WINED3DFMT_R16G16B16A16_SNORM:
5849 GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
5850 break;
5851 case WINED3DFMT_R16G16B16A16_UNORM:
5852 GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
5853 break;
5854 case WINED3DFMT_R10G10B10X2_UINT:
5855 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
5856 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
5857 break;
5858 case WINED3DFMT_R10G10B10X2_SNORM:
5859 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
5860 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
5861 break;
5862 case WINED3DFMT_R16G16_FLOAT:
5863 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
5865 /* Not supported by GL_ARB_half_float_vertex. */
5866 GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
5868 else
5870 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
5871 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
5872 GL_EXTCALL(glVertexAttrib2f(i, x, y));
5874 break;
5875 case WINED3DFMT_R16G16B16A16_FLOAT:
5876 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
5878 /* Not supported by GL_ARB_half_float_vertex. */
5879 GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
5881 else
5883 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
5884 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
5885 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
5886 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
5887 GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
5889 break;
5890 default:
5891 ERR("Unexpected declaration in stride 0 attributes.\n");
5892 break;
5895 context_gl->default_attrib_value_set &= ~(1u << i);
5898 checkGLcall("Loading numbered arrays");
5901 void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl *context_gl,
5902 const struct wined3d_state *state)
5904 if (context_gl->c.use_immediate_mode_draw)
5905 return;
5907 wined3d_context_gl_unload_vertex_data(context_gl);
5908 if (context_gl->c.d3d_info->ffp_generic_attributes || use_vs(state))
5910 TRACE("Loading numbered arrays.\n");
5911 wined3d_context_gl_load_numbered_arrays(context_gl, &context_gl->c.stream_info, state);
5912 return;
5915 TRACE("Loading named arrays.\n");
5916 wined3d_context_gl_unload_numbered_arrays(context_gl);
5917 wined3d_context_gl_load_vertex_data(context_gl, &context_gl->c.stream_info, state);
5918 context_gl->c.namedArraysLoaded = TRUE;
5921 static void apply_texture_blit_state(const struct wined3d_gl_info *gl_info, struct gl_texture *texture,
5922 GLenum target, unsigned int level, enum wined3d_texture_filter_type filter)
5924 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
5925 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
5926 wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
5927 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
5928 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
5929 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
5930 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
5931 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, level);
5933 /* We changed the filtering settings on the texture. Make sure they get
5934 * reset on subsequent draws. */
5935 texture->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
5936 texture->sampler_desc.min_filter = WINED3D_TEXF_POINT;
5937 texture->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
5938 texture->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
5939 texture->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
5940 texture->sampler_desc.srgb_decode = FALSE;
5941 texture->base_level = level;
5944 /* Context activation is done by the caller. */
5945 void wined3d_context_gl_draw_shaded_quad(struct wined3d_context_gl *context_gl, struct wined3d_texture_gl *texture_gl,
5946 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
5947 enum wined3d_texture_filter_type filter)
5949 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5950 struct wined3d_blt_info info;
5951 unsigned int level, w, h, i;
5952 SIZE dst_size;
5953 struct blit_vertex
5955 float x, y;
5956 struct wined3d_vec3 texcoord;
5958 quad[4];
5960 texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
5962 level = sub_resource_idx % texture_gl->t.level_count;
5963 wined3d_context_gl_bind_texture(context_gl, info.bind_target, texture_gl->texture_rgb.name);
5964 apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
5965 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
5967 wined3d_context_gl_pause_transform_feedback(context_gl, FALSE);
5969 wined3d_context_gl_get_rt_size(context_gl, &dst_size);
5970 w = dst_size.cx;
5971 h = dst_size.cy;
5973 quad[0].x = dst_rect->left * 2.0f / w - 1.0f;
5974 quad[0].y = dst_rect->top * 2.0f / h - 1.0f;
5975 quad[0].texcoord = info.texcoords[0];
5977 quad[1].x = dst_rect->right * 2.0f / w - 1.0f;
5978 quad[1].y = dst_rect->top * 2.0f / h - 1.0f;
5979 quad[1].texcoord = info.texcoords[1];
5981 quad[2].x = dst_rect->left * 2.0f / w - 1.0f;
5982 quad[2].y = dst_rect->bottom * 2.0f / h - 1.0f;
5983 quad[2].texcoord = info.texcoords[2];
5985 quad[3].x = dst_rect->right * 2.0f / w - 1.0f;
5986 quad[3].y = dst_rect->bottom * 2.0f / h - 1.0f;
5987 quad[3].texcoord = info.texcoords[3];
5989 /* Draw a quad. */
5990 if (gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
5992 if (!context_gl->blit_vbo)
5993 GL_EXTCALL(glGenBuffers(1, &context_gl->blit_vbo));
5994 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, context_gl->blit_vbo));
5996 wined3d_context_gl_unload_vertex_data(context_gl);
5997 wined3d_context_gl_unload_numbered_arrays(context_gl);
5999 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STREAM_DRAW));
6000 GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, sizeof(*quad), NULL));
6001 GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT, FALSE, sizeof(*quad),
6002 (void *)FIELD_OFFSET(struct blit_vertex, texcoord)));
6004 GL_EXTCALL(glEnableVertexAttribArray(0));
6005 GL_EXTCALL(glEnableVertexAttribArray(1));
6007 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
6009 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
6010 GL_EXTCALL(glDisableVertexAttribArray(1));
6011 GL_EXTCALL(glDisableVertexAttribArray(0));
6013 else
6015 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
6017 for (i = 0; i < ARRAY_SIZE(quad); ++i)
6019 GL_EXTCALL(glVertexAttrib3fv(1, &quad[i].texcoord.x));
6020 GL_EXTCALL(glVertexAttrib2fv(0, &quad[i].x));
6023 gl_info->gl_ops.gl.p_glEnd();
6025 checkGLcall("draw");
6027 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
6028 wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);
6031 /* Context activation is done by the caller. */
6032 void wined3d_context_gl_draw_textured_quad(struct wined3d_context_gl *context_gl,
6033 struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
6034 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter)
6036 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
6037 struct wined3d_blt_info info;
6038 unsigned int level;
6040 texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
6042 gl_info->gl_ops.gl.p_glEnable(info.bind_target);
6043 checkGLcall("glEnable(bind_target)");
6045 level = sub_resource_idx % texture_gl->t.level_count;
6046 wined3d_context_gl_bind_texture(context_gl, info.bind_target, texture_gl->texture_rgb.name);
6047 apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
6048 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
6049 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
6050 checkGLcall("glTexEnvi");
6052 wined3d_context_gl_pause_transform_feedback(context_gl, FALSE);
6054 /* Draw a quad. */
6055 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
6056 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[0].x);
6057 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top);
6059 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[1].x);
6060 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top);
6062 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[2].x);
6063 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom);
6065 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[3].x);
6066 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom);
6067 gl_info->gl_ops.gl.p_glEnd();
6069 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
6070 wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);