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
28 #include "wine/port.h"
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d_sync
);
36 #define WINED3D_MAX_FBO_ENTRIES 64
37 #define WINED3D_ALL_LAYERS (~0u)
39 static DWORD wined3d_context_tls_idx
;
41 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
42 * actually have the same values in GL and D3D. */
43 static GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
45 switch (primitive_type
)
47 case WINED3D_PT_POINTLIST
:
50 case WINED3D_PT_LINELIST
:
53 case WINED3D_PT_LINESTRIP
:
56 case WINED3D_PT_TRIANGLELIST
:
59 case WINED3D_PT_TRIANGLESTRIP
:
60 return GL_TRIANGLE_STRIP
;
62 case WINED3D_PT_TRIANGLEFAN
:
63 return GL_TRIANGLE_FAN
;
65 case WINED3D_PT_LINELIST_ADJ
:
66 return GL_LINES_ADJACENCY_ARB
;
68 case WINED3D_PT_LINESTRIP_ADJ
:
69 return GL_LINE_STRIP_ADJACENCY_ARB
;
71 case WINED3D_PT_TRIANGLELIST_ADJ
:
72 return GL_TRIANGLES_ADJACENCY_ARB
;
74 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
75 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
77 case WINED3D_PT_PATCH
:
81 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
82 case WINED3D_PT_UNDEFINED
:
87 /* FBO helper functions */
89 /* Context activation is done by the caller. */
90 static void wined3d_context_gl_bind_fbo(struct wined3d_context_gl
*context_gl
, GLenum target
, GLuint fbo
)
92 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
94 TRACE("context_gl %p, target %#x, fbo %u.\n", context_gl
, target
, fbo
);
98 case GL_READ_FRAMEBUFFER
:
99 if (context_gl
->fbo_read_binding
== fbo
)
101 context_gl
->fbo_read_binding
= fbo
;
104 case GL_DRAW_FRAMEBUFFER
:
105 if (context_gl
->fbo_draw_binding
== fbo
)
107 context_gl
->fbo_draw_binding
= fbo
;
111 if (context_gl
->fbo_read_binding
== fbo
112 && context_gl
->fbo_draw_binding
== fbo
)
114 context_gl
->fbo_read_binding
= fbo
;
115 context_gl
->fbo_draw_binding
= fbo
;
119 FIXME("Unhandled target %#x.\n", target
);
123 gl_info
->fbo_ops
.glBindFramebuffer(target
, fbo
);
124 checkGLcall("glBindFramebuffer()");
127 /* Context activation is done by the caller. */
128 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
132 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
134 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
135 checkGLcall("glFramebufferTexture2D()");
137 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
138 checkGLcall("glFramebufferTexture2D()");
140 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
141 checkGLcall("glFramebufferTexture2D()");
144 /* Context activation is done by the caller. */
145 static void wined3d_context_gl_destroy_fbo(struct wined3d_context_gl
*context_gl
, GLuint fbo
)
147 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
149 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, fbo
);
150 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
151 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
153 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
154 checkGLcall("glDeleteFramebuffers()");
157 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info
*gl_info
,
158 GLenum fbo_target
, DWORD flags
, GLuint rb
)
160 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
162 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
163 checkGLcall("glFramebufferRenderbuffer()");
166 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
168 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
169 checkGLcall("glFramebufferRenderbuffer()");
173 static void wined3d_context_gl_attach_gl_texture_fbo(struct wined3d_context_gl
*context_gl
,
174 GLenum fbo_target
, GLenum attachment
, const struct wined3d_fbo_resource
*resource
)
176 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
180 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
, GL_TEXTURE_2D
, 0, 0);
182 else if (resource
->layer
== WINED3D_ALL_LAYERS
)
184 if (!gl_info
->fbo_ops
.glFramebufferTexture
)
186 FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
190 gl_info
->fbo_ops
.glFramebufferTexture(fbo_target
, attachment
,
191 resource
->object
, resource
->level
);
193 else if (resource
->target
== GL_TEXTURE_1D_ARRAY
|| resource
->target
== GL_TEXTURE_2D_ARRAY
194 || resource
->target
== GL_TEXTURE_3D
)
196 if (!gl_info
->fbo_ops
.glFramebufferTextureLayer
)
198 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
202 gl_info
->fbo_ops
.glFramebufferTextureLayer(fbo_target
, attachment
,
203 resource
->object
, resource
->level
, resource
->layer
);
205 else if (resource
->target
== GL_TEXTURE_1D
)
207 gl_info
->fbo_ops
.glFramebufferTexture1D(fbo_target
, attachment
,
208 resource
->target
, resource
->object
, resource
->level
);
212 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, attachment
,
213 resource
->target
, resource
->object
, resource
->level
);
215 checkGLcall("attach texture to fbo");
218 /* Context activation is done by the caller. */
219 static void wined3d_context_gl_attach_depth_stencil_fbo(struct wined3d_context_gl
*context_gl
,
220 GLenum fbo_target
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
,
223 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
225 if (resource
->object
)
227 TRACE("Attach depth stencil %u.\n", resource
->object
);
231 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
232 flags
, resource
->object
);
236 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
237 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, resource
);
239 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
240 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, resource
);
243 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
))
244 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
246 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
))
247 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
251 TRACE("Attach depth stencil 0.\n");
253 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_DEPTH_ATTACHMENT
, NULL
);
254 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_STENCIL_ATTACHMENT
, NULL
);
258 /* Context activation is done by the caller. */
259 static void wined3d_context_gl_attach_surface_fbo(struct wined3d_context_gl
*context_gl
,
260 GLenum fbo_target
, unsigned int idx
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
)
262 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
264 TRACE("Attach GL object %u to %u.\n", resource
->object
, idx
);
266 if (resource
->object
)
270 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
271 GL_RENDERBUFFER
, resource
->object
);
272 checkGLcall("glFramebufferRenderbuffer()");
276 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, resource
);
281 wined3d_context_gl_attach_gl_texture_fbo(context_gl
, fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, NULL
);
285 static void context_dump_fbo_attachment(const struct wined3d_gl_info
*gl_info
, GLenum target
,
293 enum wined3d_gl_extension extension
;
297 {GL_TEXTURE_1D
, GL_TEXTURE_BINDING_1D
, "1d", WINED3D_GL_EXT_NONE
},
298 {GL_TEXTURE_1D_ARRAY
, GL_TEXTURE_BINDING_1D_ARRAY
, "1d-array", EXT_TEXTURE_ARRAY
},
299 {GL_TEXTURE_2D
, GL_TEXTURE_BINDING_2D
, "2d", WINED3D_GL_EXT_NONE
},
300 {GL_TEXTURE_RECTANGLE_ARB
, GL_TEXTURE_BINDING_RECTANGLE_ARB
, "rectangle", ARB_TEXTURE_RECTANGLE
},
301 {GL_TEXTURE_2D_ARRAY
, GL_TEXTURE_BINDING_2D_ARRAY
, "2d-array" , EXT_TEXTURE_ARRAY
},
302 {GL_TEXTURE_CUBE_MAP
, GL_TEXTURE_BINDING_CUBE_MAP
, "cube", ARB_TEXTURE_CUBE_MAP
},
303 {GL_TEXTURE_2D_MULTISAMPLE
, GL_TEXTURE_BINDING_2D_MULTISAMPLE
, "2d-ms", ARB_TEXTURE_MULTISAMPLE
},
304 {GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY
, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE
},
307 GLint type
, name
, samples
, width
, height
, old_texture
, level
, face
, fmt
, tex_target
;
308 const char *tex_type_str
= NULL
;
311 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
312 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
, &name
);
313 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
314 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
, &type
);
316 if (type
== GL_RENDERBUFFER
)
318 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, name
);
319 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_WIDTH
, &width
);
320 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_HEIGHT
, &height
);
321 if (gl_info
->limits
.samples
> 1)
322 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_SAMPLES
, &samples
);
325 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_INTERNAL_FORMAT
, &fmt
);
326 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
327 debug_fboattachment(attachment
), name
, width
, height
, samples
, fmt
);
329 else if (type
== GL_TEXTURE
)
331 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
332 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
, &level
);
333 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
334 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
, &face
);
336 if (gl_info
->gl_ops
.ext
.p_glGetTextureParameteriv
)
338 GL_EXTCALL(glGetTextureParameteriv(name
, GL_TEXTURE_TARGET
, &tex_target
));
340 for (i
= 0; i
< ARRAY_SIZE(texture_type
); ++i
)
342 if (texture_type
[i
].target
== tex_target
)
344 tex_type_str
= texture_type
[i
].str
;
348 if (i
== ARRAY_SIZE(texture_type
))
349 tex_type_str
= wine_dbg_sprintf("%#x", tex_target
);
353 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP
, &old_texture
);
354 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, name
);
356 tex_target
= GL_TEXTURE_CUBE_MAP
;
357 tex_type_str
= "cube";
361 for (i
= 0; i
< ARRAY_SIZE(texture_type
); ++i
)
363 if (!gl_info
->supported
[texture_type
[i
].extension
])
366 gl_info
->gl_ops
.gl
.p_glGetIntegerv(texture_type
[i
].binding
, &old_texture
);
367 while (gl_info
->gl_ops
.gl
.p_glGetError());
369 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, name
);
370 if (!gl_info
->gl_ops
.gl
.p_glGetError())
372 tex_target
= texture_type
[i
].target
;
373 tex_type_str
= texture_type
[i
].str
;
376 gl_info
->gl_ops
.gl
.p_glBindTexture(texture_type
[i
].target
, old_texture
);
381 FIXME("Cannot find type of texture %d.\n", name
);
386 if (gl_info
->gl_ops
.ext
.p_glGetTextureParameteriv
)
388 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
));
389 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_WIDTH
, &width
));
390 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_HEIGHT
, &height
));
391 GL_EXTCALL(glGetTextureLevelParameteriv(name
, level
, GL_TEXTURE_SAMPLES
, &samples
));
395 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
);
396 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_WIDTH
, &width
);
397 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_HEIGHT
, &height
);
398 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
399 gl_info
->gl_ops
.gl
.p_glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_SAMPLES
, &samples
);
403 gl_info
->gl_ops
.gl
.p_glBindTexture(tex_target
, old_texture
);
406 FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
407 debug_fboattachment(attachment
), tex_type_str
, name
, width
, height
, samples
, fmt
);
409 else if (type
== GL_NONE
)
411 FIXME(" %s: NONE.\n", debug_fboattachment(attachment
));
415 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment
), type
);
418 checkGLcall("dump FBO attachment");
421 /* Context activation is done by the caller. */
422 void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl
*context_gl
, GLenum target
)
424 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
430 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
431 if (status
== GL_FRAMEBUFFER_COMPLETE
)
433 TRACE("FBO complete.\n");
439 FIXME("FBO status %s (%#x).\n", debug_fbostatus(status
), status
);
441 if (!context_gl
->current_fbo
)
443 ERR("FBO 0 is incomplete, driver bug?\n");
447 context_dump_fbo_attachment(gl_info
, target
, GL_DEPTH_ATTACHMENT
);
448 context_dump_fbo_attachment(gl_info
, target
, GL_STENCIL_ATTACHMENT
);
450 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
451 context_dump_fbo_attachment(gl_info
, target
, GL_COLOR_ATTACHMENT0
+ i
);
455 static inline DWORD
context_generate_rt_mask(GLenum buffer
)
457 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
458 return buffer
? (1u << 31) | buffer
: 0;
461 static inline DWORD
context_generate_rt_mask_from_resource(struct wined3d_resource
*resource
)
463 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
465 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
469 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource
));
472 static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct wined3d_context_gl
*context_gl
,
473 struct wined3d_fbo_entry_key
*key
, unsigned int idx
, const struct wined3d_rendertarget_info
*render_target
,
476 unsigned int sub_resource_idx
= render_target
->sub_resource_idx
;
477 struct wined3d_resource
*resource
= render_target
->resource
;
478 struct wined3d_texture_gl
*texture_gl
;
480 if (!resource
|| resource
->format
->id
== WINED3DFMT_NULL
|| resource
->type
== WINED3D_RTYPE_BUFFER
)
482 if (resource
&& resource
->type
== WINED3D_RTYPE_BUFFER
)
483 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
484 key
->objects
[idx
].object
= 0;
485 key
->objects
[idx
].target
= 0;
486 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
490 if (render_target
->gl_view
.name
)
492 key
->objects
[idx
].object
= render_target
->gl_view
.name
;
493 key
->objects
[idx
].target
= render_target
->gl_view
.target
;
494 key
->objects
[idx
].level
= 0;
495 key
->objects
[idx
].layer
= WINED3D_ALL_LAYERS
;
499 texture_gl
= wined3d_texture_gl(wined3d_texture_from_resource(resource
));
500 if (texture_gl
->current_renderbuffer
)
502 key
->objects
[idx
].object
= texture_gl
->current_renderbuffer
->id
;
503 key
->objects
[idx
].target
= 0;
504 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
505 key
->rb_namespace
|= 1 << idx
;
509 key
->objects
[idx
].target
= wined3d_texture_gl_get_sub_resource_target(texture_gl
, sub_resource_idx
);
510 key
->objects
[idx
].level
= sub_resource_idx
% texture_gl
->t
.level_count
;
511 key
->objects
[idx
].layer
= sub_resource_idx
/ texture_gl
->t
.level_count
;
513 if (render_target
->layer_count
!= 1)
514 key
->objects
[idx
].layer
= WINED3D_ALL_LAYERS
;
518 case WINED3D_LOCATION_TEXTURE_RGB
:
519 key
->objects
[idx
].object
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, FALSE
);
522 case WINED3D_LOCATION_TEXTURE_SRGB
:
523 key
->objects
[idx
].object
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, TRUE
);
526 case WINED3D_LOCATION_RB_MULTISAMPLE
:
527 key
->objects
[idx
].object
= texture_gl
->rb_multisample
;
528 key
->objects
[idx
].target
= 0;
529 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
530 key
->rb_namespace
|= 1 << idx
;
533 case WINED3D_LOCATION_RB_RESOLVED
:
534 key
->objects
[idx
].object
= texture_gl
->rb_resolved
;
535 key
->objects
[idx
].target
= 0;
536 key
->objects
[idx
].level
= key
->objects
[idx
].layer
= 0;
537 key
->rb_namespace
|= 1 << idx
;
542 static void wined3d_context_gl_generate_fbo_key(const struct wined3d_context_gl
*context_gl
,
543 struct wined3d_fbo_entry_key
*key
, const struct wined3d_rendertarget_info
*render_targets
,
544 const struct wined3d_rendertarget_info
*depth_stencil
, DWORD color_location
, DWORD ds_location
)
546 unsigned int buffers
= context_gl
->gl_info
->limits
.buffers
;
549 key
->rb_namespace
= 0;
550 wined3d_context_gl_set_fbo_key_for_render_target(context_gl
, key
, 0, depth_stencil
, ds_location
);
552 for (i
= 0; i
< buffers
; ++i
)
553 wined3d_context_gl_set_fbo_key_for_render_target(context_gl
, key
, i
+ 1, &render_targets
[i
], color_location
);
555 memset(&key
->objects
[buffers
+ 1], 0, (ARRAY_SIZE(key
->objects
) - buffers
- 1) * sizeof(*key
->objects
));
558 static struct fbo_entry
*wined3d_context_gl_create_fbo_entry(const struct wined3d_context_gl
*context_gl
,
559 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
560 DWORD color_location
, DWORD ds_location
)
562 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
563 struct fbo_entry
*entry
;
565 entry
= heap_alloc(sizeof(*entry
));
566 wined3d_context_gl_generate_fbo_key(context_gl
, &entry
->key
,
567 render_targets
, depth_stencil
, color_location
, ds_location
);
569 if (depth_stencil
->resource
)
571 if (depth_stencil
->resource
->format
->depth_size
)
572 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
573 if (depth_stencil
->resource
->format
->stencil_size
)
574 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
576 entry
->rt_mask
= context_generate_rt_mask(GL_COLOR_ATTACHMENT0
);
577 gl_info
->fbo_ops
.glGenFramebuffers(1, &entry
->id
);
578 checkGLcall("glGenFramebuffers()");
579 TRACE("Created FBO %u.\n", entry
->id
);
584 /* Context activation is done by the caller. */
585 static void wined3d_context_gl_reuse_fbo_entry(struct wined3d_context_gl
*context_gl
, GLenum target
,
586 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
587 DWORD color_location
, DWORD ds_location
, struct fbo_entry
*entry
)
589 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
591 wined3d_context_gl_bind_fbo(context_gl
, target
, entry
->id
);
592 context_clean_fbo_attachments(gl_info
, target
);
594 wined3d_context_gl_generate_fbo_key(context_gl
, &entry
->key
,
595 render_targets
, depth_stencil
, color_location
, ds_location
);
597 if (depth_stencil
->resource
)
599 if (depth_stencil
->resource
->format
->depth_size
)
600 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
601 if (depth_stencil
->resource
->format
->stencil_size
)
602 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
606 /* Context activation is done by the caller. */
607 static void wined3d_context_gl_destroy_fbo_entry(struct wined3d_context_gl
*context_gl
, struct fbo_entry
*entry
)
611 TRACE("Destroy FBO %u.\n", entry
->id
);
612 wined3d_context_gl_destroy_fbo(context_gl
, entry
->id
);
614 --context_gl
->fbo_entry_count
;
615 list_remove(&entry
->entry
);
619 /* Context activation is done by the caller. */
620 static struct fbo_entry
*wined3d_context_gl_find_fbo_entry(struct wined3d_context_gl
*context_gl
, GLenum target
,
621 const struct wined3d_rendertarget_info
*render_targets
, const struct wined3d_rendertarget_info
*depth_stencil
,
622 DWORD color_location
, DWORD ds_location
)
624 static const struct wined3d_rendertarget_info ds_null
= {{0}};
625 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
626 struct wined3d_texture
*rt_texture
, *ds_texture
;
627 struct wined3d_fbo_entry_key fbo_key
;
628 unsigned int i
, ds_level
, rt_level
;
629 struct fbo_entry
*entry
;
631 if (depth_stencil
->resource
&& depth_stencil
->resource
->type
!= WINED3D_RTYPE_BUFFER
632 && render_targets
[0].resource
&& render_targets
[0].resource
->type
!= WINED3D_RTYPE_BUFFER
633 && render_targets
[0].resource
->format
->id
!= WINED3DFMT_NULL
)
635 rt_texture
= wined3d_texture_from_resource(render_targets
[0].resource
);
636 rt_level
= render_targets
[0].sub_resource_idx
% rt_texture
->level_count
;
637 ds_texture
= wined3d_texture_from_resource(depth_stencil
->resource
);
638 ds_level
= depth_stencil
->sub_resource_idx
% ds_texture
->level_count
;
640 if (wined3d_texture_get_level_width(ds_texture
, ds_level
)
641 < wined3d_texture_get_level_width(rt_texture
, rt_level
)
642 || wined3d_texture_get_level_height(ds_texture
, ds_level
)
643 < wined3d_texture_get_level_height(rt_texture
, rt_level
))
645 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
646 depth_stencil
= &ds_null
;
648 else if (ds_texture
->resource
.multisample_type
!= rt_texture
->resource
.multisample_type
649 || (ds_texture
->resource
.multisample_type
650 && ds_texture
->resource
.multisample_quality
!= rt_texture
->resource
.multisample_quality
))
652 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
653 rt_texture
->resource
.multisample_type
, rt_texture
->resource
.multisample_quality
,
654 ds_texture
->resource
.multisample_type
, ds_texture
->resource
.multisample_quality
);
655 depth_stencil
= &ds_null
;
657 else if (depth_stencil
->resource
->type
== WINED3D_RTYPE_TEXTURE_2D
)
659 wined3d_texture_gl_set_compatible_renderbuffer(wined3d_texture_gl(ds_texture
),
660 context_gl
, ds_level
, &render_targets
[0]);
664 wined3d_context_gl_generate_fbo_key(context_gl
, &fbo_key
,
665 render_targets
, depth_stencil
, color_location
, ds_location
);
669 struct wined3d_resource
*resource
;
670 unsigned int width
, height
;
671 const char *resource_type
;
673 TRACE("Dumping FBO attachments:\n");
674 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
676 if ((resource
= render_targets
[i
].resource
))
678 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
680 width
= resource
->size
;
682 resource_type
= "buffer";
686 rt_texture
= wined3d_texture_from_resource(resource
);
687 rt_level
= render_targets
[i
].sub_resource_idx
% rt_texture
->level_count
;
688 width
= wined3d_texture_get_level_pow2_width(rt_texture
, rt_level
);
689 height
= wined3d_texture_get_level_pow2_height(rt_texture
, rt_level
);
690 resource_type
= "texture";
693 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
694 i
, resource
, render_targets
[i
].sub_resource_idx
, debug_d3dformat(resource
->format
->id
),
695 fbo_key
.rb_namespace
& (1 << (i
+ 1)) ? "renderbuffer" : resource_type
,
696 fbo_key
.objects
[i
+ 1].object
, width
, height
, resource
->multisample_type
);
699 if ((resource
= depth_stencil
->resource
))
701 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
703 width
= resource
->size
;
705 resource_type
= "buffer";
709 ds_texture
= wined3d_texture_from_resource(resource
);
710 ds_level
= depth_stencil
->sub_resource_idx
% ds_texture
->level_count
;
711 width
= wined3d_texture_get_level_pow2_width(ds_texture
, ds_level
);
712 height
= wined3d_texture_get_level_pow2_height(ds_texture
, ds_level
);
713 resource_type
= "texture";
716 TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
717 resource
, depth_stencil
->sub_resource_idx
, debug_d3dformat(resource
->format
->id
),
718 fbo_key
.rb_namespace
& (1 << 0) ? "renderbuffer" : resource_type
,
719 fbo_key
.objects
[0].object
, width
, height
, resource
->multisample_type
);
723 LIST_FOR_EACH_ENTRY(entry
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
725 if (memcmp(&fbo_key
, &entry
->key
, sizeof(fbo_key
)))
728 list_remove(&entry
->entry
);
729 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
733 if (context_gl
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
735 entry
= wined3d_context_gl_create_fbo_entry(context_gl
,
736 render_targets
, depth_stencil
, color_location
, ds_location
);
737 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
738 ++context_gl
->fbo_entry_count
;
742 entry
= LIST_ENTRY(list_tail(&context_gl
->fbo_list
), struct fbo_entry
, entry
);
743 wined3d_context_gl_reuse_fbo_entry(context_gl
, target
, render_targets
,
744 depth_stencil
, color_location
, ds_location
, entry
);
745 list_remove(&entry
->entry
);
746 list_add_head(&context_gl
->fbo_list
, &entry
->entry
);
752 /* Context activation is done by the caller. */
753 static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl
*context_gl
,
754 GLenum target
, struct fbo_entry
*entry
)
756 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
757 GLuint read_binding
, draw_binding
;
760 if (entry
->flags
& WINED3D_FBO_ENTRY_FLAG_ATTACHED
)
762 wined3d_context_gl_bind_fbo(context_gl
, target
, entry
->id
);
766 read_binding
= context_gl
->fbo_read_binding
;
767 draw_binding
= context_gl
->fbo_draw_binding
;
768 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, entry
->id
);
770 if (gl_info
->supported
[ARB_FRAMEBUFFER_NO_ATTACHMENTS
])
772 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
,
773 GL_FRAMEBUFFER_DEFAULT_WIDTH
, gl_info
->limits
.framebuffer_width
));
774 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
,
775 GL_FRAMEBUFFER_DEFAULT_HEIGHT
, gl_info
->limits
.framebuffer_height
));
776 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
, GL_FRAMEBUFFER_DEFAULT_LAYERS
, 1));
777 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER
, GL_FRAMEBUFFER_DEFAULT_SAMPLES
, 1));
780 /* Apply render targets */
781 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
783 wined3d_context_gl_attach_surface_fbo(context_gl
, target
, i
,
784 &entry
->key
.objects
[i
+ 1], entry
->key
.rb_namespace
& (1 << (i
+ 1)));
787 wined3d_context_gl_attach_depth_stencil_fbo(context_gl
, target
,
788 &entry
->key
.objects
[0], entry
->key
.rb_namespace
& 0x1, entry
->flags
);
790 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
791 * GL contexts requirements. */
792 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_NONE
);
793 wined3d_context_gl_set_draw_buffer(context_gl
, GL_NONE
);
794 if (target
!= GL_FRAMEBUFFER
)
796 if (target
== GL_READ_FRAMEBUFFER
)
797 wined3d_context_gl_bind_fbo(context_gl
, GL_DRAW_FRAMEBUFFER
, draw_binding
);
799 wined3d_context_gl_bind_fbo(context_gl
, GL_READ_FRAMEBUFFER
, read_binding
);
802 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_ATTACHED
;
805 /* Context activation is done by the caller. */
806 static void wined3d_context_gl_apply_fbo_state(struct wined3d_context_gl
*context_gl
, GLenum target
,
807 const struct wined3d_rendertarget_info
*render_targets
,
808 const struct wined3d_rendertarget_info
*depth_stencil
, DWORD color_location
, DWORD ds_location
)
810 struct fbo_entry
*entry
, *entry2
;
812 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_destroy_list
, struct fbo_entry
, entry
)
814 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
817 if (context_gl
->rebind_fbo
)
819 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
820 context_gl
->rebind_fbo
= FALSE
;
823 if (color_location
== WINED3D_LOCATION_DRAWABLE
)
825 context_gl
->current_fbo
= NULL
;
826 wined3d_context_gl_bind_fbo(context_gl
, target
, 0);
830 context_gl
->current_fbo
= wined3d_context_gl_find_fbo_entry(context_gl
,
831 target
, render_targets
, depth_stencil
, color_location
, ds_location
);
832 wined3d_context_gl_apply_fbo_entry(context_gl
, target
, context_gl
->current_fbo
);
836 /* Context activation is done by the caller. */
837 void wined3d_context_gl_apply_fbo_state_blit(struct wined3d_context_gl
*context_gl
, GLenum target
,
838 struct wined3d_resource
*rt
, unsigned int rt_sub_resource_idx
,
839 struct wined3d_resource
*ds
, unsigned int ds_sub_resource_idx
, DWORD location
)
841 struct wined3d_rendertarget_info ds_info
= {{0}};
843 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
846 context_gl
->blit_targets
[0].resource
= rt
;
847 context_gl
->blit_targets
[0].sub_resource_idx
= rt_sub_resource_idx
;
848 context_gl
->blit_targets
[0].layer_count
= 1;
853 ds_info
.resource
= ds
;
854 ds_info
.sub_resource_idx
= ds_sub_resource_idx
;
855 ds_info
.layer_count
= 1;
858 wined3d_context_gl_apply_fbo_state(context_gl
, target
, context_gl
->blit_targets
, &ds_info
, location
, location
);
861 /* Context activation is done by the caller. */
862 void wined3d_context_gl_alloc_occlusion_query(struct wined3d_context_gl
*context_gl
,
863 struct wined3d_occlusion_query
*query
)
865 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
867 if (context_gl
->free_occlusion_query_count
)
869 query
->id
= context_gl
->free_occlusion_queries
[--context_gl
->free_occlusion_query_count
];
873 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
875 GL_EXTCALL(glGenQueries(1, &query
->id
));
876 checkGLcall("glGenQueries");
878 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context_gl
);
882 WARN("Occlusion queries not supported, not allocating query id.\n");
887 query
->context_gl
= context_gl
;
888 list_add_head(&context_gl
->occlusion_queries
, &query
->entry
);
891 void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query
*query
)
893 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
895 list_remove(&query
->entry
);
896 query
->context_gl
= NULL
;
898 if (!wined3d_array_reserve((void **)&context_gl
->free_occlusion_queries
,
899 &context_gl
->free_occlusion_query_size
, context_gl
->free_occlusion_query_count
+ 1,
900 sizeof(*context_gl
->free_occlusion_queries
)))
902 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context_gl
);
906 context_gl
->free_occlusion_queries
[context_gl
->free_occlusion_query_count
++] = query
->id
;
909 /* Context activation is done by the caller. */
910 void wined3d_context_gl_alloc_fence(struct wined3d_context_gl
*context_gl
, struct wined3d_fence
*fence
)
912 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
914 if (context_gl
->free_fence_count
)
916 fence
->object
= context_gl
->free_fences
[--context_gl
->free_fence_count
];
920 if (gl_info
->supported
[ARB_SYNC
])
922 /* Using ARB_sync, not much to do here. */
923 fence
->object
.sync
= NULL
;
924 TRACE("Allocated sync object in context %p.\n", context_gl
);
926 else if (gl_info
->supported
[APPLE_FENCE
])
928 GL_EXTCALL(glGenFencesAPPLE(1, &fence
->object
.id
));
929 checkGLcall("glGenFencesAPPLE");
931 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context_gl
);
933 else if(gl_info
->supported
[NV_FENCE
])
935 GL_EXTCALL(glGenFencesNV(1, &fence
->object
.id
));
936 checkGLcall("glGenFencesNV");
938 TRACE("Allocated fence %u in context %p.\n", fence
->object
.id
, context_gl
);
942 WARN("Fences not supported, not allocating fence.\n");
943 fence
->object
.id
= 0;
947 fence
->context_gl
= context_gl
;
948 list_add_head(&context_gl
->fences
, &fence
->entry
);
951 void wined3d_context_gl_free_fence(struct wined3d_fence
*fence
)
953 struct wined3d_context_gl
*context_gl
= fence
->context_gl
;
955 list_remove(&fence
->entry
);
956 fence
->context_gl
= NULL
;
958 if (!wined3d_array_reserve((void **)&context_gl
->free_fences
,
959 &context_gl
->free_fence_size
, context_gl
->free_fence_count
+ 1,
960 sizeof(*context_gl
->free_fences
)))
962 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence
->object
.id
, context_gl
);
966 context_gl
->free_fences
[context_gl
->free_fence_count
++] = fence
->object
;
969 /* Context activation is done by the caller. */
970 void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl
*context_gl
,
971 struct wined3d_timestamp_query
*query
)
973 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
975 if (context_gl
->free_timestamp_query_count
)
977 query
->id
= context_gl
->free_timestamp_queries
[--context_gl
->free_timestamp_query_count
];
981 GL_EXTCALL(glGenQueries(1, &query
->id
));
982 checkGLcall("glGenQueries");
984 TRACE("Allocated timestamp query %u in context %p.\n", query
->id
, context_gl
);
987 query
->context_gl
= context_gl
;
988 list_add_head(&context_gl
->timestamp_queries
, &query
->entry
);
991 void wined3d_context_gl_free_timestamp_query(struct wined3d_timestamp_query
*query
)
993 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
995 list_remove(&query
->entry
);
996 query
->context_gl
= NULL
;
998 if (!wined3d_array_reserve((void **)&context_gl
->free_timestamp_queries
,
999 &context_gl
->free_timestamp_query_size
, context_gl
->free_timestamp_query_count
+ 1,
1000 sizeof(*context_gl
->free_timestamp_queries
)))
1002 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context_gl
);
1006 context_gl
->free_timestamp_queries
[context_gl
->free_timestamp_query_count
++] = query
->id
;
1009 void wined3d_context_gl_alloc_so_statistics_query(struct wined3d_context_gl
*context_gl
,
1010 struct wined3d_so_statistics_query
*query
)
1012 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1014 if (context_gl
->free_so_statistics_query_count
)
1016 query
->u
= context_gl
->free_so_statistics_queries
[--context_gl
->free_so_statistics_query_count
];
1020 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
1021 checkGLcall("glGenQueries");
1023 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
1024 query
->u
.id
[0], query
->u
.id
[1], context_gl
);
1027 query
->context_gl
= context_gl
;
1028 list_add_head(&context_gl
->so_statistics_queries
, &query
->entry
);
1031 void wined3d_context_gl_free_so_statistics_query(struct wined3d_so_statistics_query
*query
)
1033 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
1035 list_remove(&query
->entry
);
1036 query
->context_gl
= NULL
;
1038 if (!wined3d_array_reserve((void **)&context_gl
->free_so_statistics_queries
,
1039 &context_gl
->free_so_statistics_query_size
, context_gl
->free_so_statistics_query_count
+ 1,
1040 sizeof(*context_gl
->free_so_statistics_queries
)))
1042 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
1043 query
->u
.id
[0], query
->u
.id
[1], context_gl
);
1047 context_gl
->free_so_statistics_queries
[context_gl
->free_so_statistics_query_count
++] = query
->u
;
1050 void wined3d_context_gl_alloc_pipeline_statistics_query(struct wined3d_context_gl
*context_gl
,
1051 struct wined3d_pipeline_statistics_query
*query
)
1053 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1055 if (context_gl
->free_pipeline_statistics_query_count
)
1057 query
->u
= context_gl
->free_pipeline_statistics_queries
[--context_gl
->free_pipeline_statistics_query_count
];
1061 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query
->u
.id
), query
->u
.id
));
1062 checkGLcall("glGenQueries");
1065 query
->context_gl
= context_gl
;
1066 list_add_head(&context_gl
->pipeline_statistics_queries
, &query
->entry
);
1069 void wined3d_context_gl_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query
*query
)
1071 struct wined3d_context_gl
*context_gl
= query
->context_gl
;
1073 list_remove(&query
->entry
);
1074 query
->context_gl
= NULL
;
1076 if (!wined3d_array_reserve((void **)&context_gl
->free_pipeline_statistics_queries
,
1077 &context_gl
->free_pipeline_statistics_query_size
, context_gl
->free_pipeline_statistics_query_count
+ 1,
1078 sizeof(*context_gl
->free_pipeline_statistics_queries
)))
1080 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context_gl
);
1084 context_gl
->free_pipeline_statistics_queries
[context_gl
->free_pipeline_statistics_query_count
++] = query
->u
;
1087 typedef void (context_fbo_entry_func_t
)(struct wined3d_context_gl
*context_gl
, struct fbo_entry
*entry
);
1089 static void wined3d_context_gl_enum_fbo_entries(const struct wined3d_device
*device
,
1090 GLuint name
, BOOL rb_namespace
, context_fbo_entry_func_t
*callback
)
1094 for (i
= 0; i
< device
->context_count
; ++i
)
1096 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(device
->contexts
[i
]);
1097 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1098 struct fbo_entry
*entry
, *entry2
;
1100 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
1102 for (j
= 0; j
< gl_info
->limits
.buffers
+ 1; ++j
)
1104 if (entry
->key
.objects
[j
].object
== name
1105 && !(entry
->key
.rb_namespace
& (1 << j
)) == !rb_namespace
)
1107 callback(context_gl
, entry
);
1115 static void wined3d_context_gl_queue_fbo_entry_destruction(struct wined3d_context_gl
*context_gl
,
1116 struct fbo_entry
*entry
)
1118 list_remove(&entry
->entry
);
1119 list_add_head(&context_gl
->fbo_destroy_list
, &entry
->entry
);
1122 void context_gl_resource_released(struct wined3d_device
*device
, GLuint name
, BOOL rb_namespace
)
1124 wined3d_context_gl_enum_fbo_entries(device
, name
, rb_namespace
,
1125 wined3d_context_gl_queue_fbo_entry_destruction
);
1128 void wined3d_context_gl_texture_update(struct wined3d_context_gl
*context_gl
,
1129 const struct wined3d_texture_gl
*texture_gl
)
1131 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1132 struct fbo_entry
*entry
= context_gl
->current_fbo
;
1135 if (!entry
|| context_gl
->rebind_fbo
)
1138 for (i
= 0; i
< gl_info
->limits
.buffers
+ 1; ++i
)
1140 if (texture_gl
->texture_rgb
.name
== entry
->key
.objects
[i
].object
1141 || texture_gl
->texture_srgb
.name
== entry
->key
.objects
[i
].object
)
1143 TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture_gl
, i
);
1144 context_gl
->rebind_fbo
= TRUE
;
1150 static BOOL
wined3d_context_gl_restore_pixel_format(struct wined3d_context_gl
*context_gl
)
1152 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1155 if (context_gl
->restore_pf
&& IsWindow(context_gl
->restore_pf_win
))
1157 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1159 HDC dc
= GetDCEx(context_gl
->restore_pf_win
, 0, DCX_USESTYLE
| DCX_CACHE
);
1162 if (!(ret
= GL_EXTCALL(wglSetPixelFormatWINE(dc
, context_gl
->restore_pf
))))
1164 ERR("Failed to restore pixel format %d on window %p.\n",
1165 context_gl
->restore_pf
, context_gl
->restore_pf_win
);
1167 ReleaseDC(context_gl
->restore_pf_win
, dc
);
1172 ERR("Unable to restore pixel format %d on window %p.\n",
1173 context_gl
->restore_pf
, context_gl
->restore_pf_win
);
1177 context_gl
->restore_pf
= 0;
1178 context_gl
->restore_pf_win
= NULL
;
1182 static BOOL
wined3d_context_gl_set_pixel_format(struct wined3d_context_gl
*context_gl
)
1184 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1185 BOOL
private = context_gl
->dc_is_private
;
1186 int format
= context_gl
->pixel_format
;
1187 HDC dc
= context_gl
->dc
;
1191 if (private && context_gl
->dc_has_format
)
1194 if (!private && WindowFromDC(dc
) != context_gl
->window
)
1197 current
= gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(dc
);
1198 if (current
== format
) goto success
;
1200 /* By default WGL doesn't allow pixel format adjustments but we need it
1201 * here. For this reason there's a Wine specific wglSetPixelFormat()
1202 * which allows us to set the pixel format multiple times. Use it when we
1203 * can, because even though no pixel format may currently be set, the
1204 * application may try to set one later. */
1205 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1207 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
)))
1209 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1216 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1217 * continue using the old format. There's a big chance that the old
1218 * format works although with a performance hit and perhaps rendering
1220 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1221 format
, dc
, current
);
1224 else if (!SetPixelFormat(dc
, format
, NULL
))
1226 /* This may also happen if the dc belongs to a destroyed window. */
1227 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
1228 format
, dc
, GetLastError());
1232 win
= private ? NULL
: WindowFromDC(dc
);
1233 if (win
!= context_gl
->restore_pf_win
)
1234 wined3d_context_gl_restore_pixel_format(context_gl
);
1235 context_gl
->restore_pf
= private ? 0 : current
;
1236 context_gl
->restore_pf_win
= win
;
1240 context_gl
->dc_has_format
= TRUE
;
1244 static BOOL
wined3d_context_gl_set_gl_context(struct wined3d_context_gl
*context_gl
)
1246 struct wined3d_swapchain_gl
*swapchain_gl
= wined3d_swapchain_gl(context_gl
->c
.swapchain
);
1247 BOOL backup
= FALSE
;
1249 if (!wined3d_context_gl_set_pixel_format(context_gl
))
1251 WARN("Failed to set pixel format %d on device context %p.\n",
1252 context_gl
->pixel_format
, context_gl
->dc
);
1256 if (backup
|| !wglMakeCurrent(context_gl
->dc
, context_gl
->gl_ctx
))
1258 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1259 context_gl
->gl_ctx
, context_gl
->dc
, GetLastError());
1260 context_gl
->valid
= 0;
1261 WARN("Trying fallback to the backup window.\n");
1263 /* FIXME: If the context is destroyed it's no longer associated with
1264 * a swapchain, so we can't use the swapchain to get a backup dc. To
1265 * make this work windowless contexts would need to be handled by the
1267 if (context_gl
->c
.destroyed
|| !swapchain_gl
)
1269 FIXME("Unable to get backup dc for destroyed context %p.\n", context_gl
);
1270 wined3d_context_gl_set_current(NULL
);
1274 if (!(context_gl
->dc
= wined3d_swapchain_gl_get_backup_dc(swapchain_gl
)))
1276 wined3d_context_gl_set_current(NULL
);
1280 context_gl
->dc_is_private
= TRUE
;
1281 context_gl
->dc_has_format
= FALSE
;
1283 if (!wined3d_context_gl_set_pixel_format(context_gl
))
1285 ERR("Failed to set pixel format %d on device context %p.\n",
1286 context_gl
->pixel_format
, context_gl
->dc
);
1287 wined3d_context_gl_set_current(NULL
);
1291 if (!wglMakeCurrent(context_gl
->dc
, context_gl
->gl_ctx
))
1293 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1294 context_gl
->dc
, GetLastError());
1295 wined3d_context_gl_set_current(NULL
);
1299 context_gl
->valid
= 1;
1301 context_gl
->needs_set
= 0;
1306 static void context_restore_gl_context(const struct wined3d_gl_info
*gl_info
, HDC dc
, HGLRC gl_ctx
)
1308 if (!wglMakeCurrent(dc
, gl_ctx
))
1310 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1311 gl_ctx
, dc
, GetLastError());
1312 wined3d_context_gl_set_current(NULL
);
1316 static void wined3d_context_gl_update_window(struct wined3d_context_gl
*context_gl
)
1318 if (!context_gl
->c
.swapchain
)
1321 if (context_gl
->window
== context_gl
->c
.swapchain
->win_handle
)
1324 TRACE("Updating context %p window from %p to %p.\n",
1325 context_gl
, context_gl
->window
, context_gl
->c
.swapchain
->win_handle
);
1328 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
1330 context_gl
->window
= context_gl
->c
.swapchain
->win_handle
;
1331 context_gl
->dc_is_private
= FALSE
;
1332 context_gl
->dc_has_format
= FALSE
;
1333 context_gl
->needs_set
= 1;
1334 context_gl
->valid
= 1;
1336 if (!(context_gl
->dc
= GetDCEx(context_gl
->window
, 0, DCX_USESTYLE
| DCX_CACHE
)))
1338 ERR("Failed to get a device context for window %p.\n", context_gl
->window
);
1339 context_gl
->valid
= 0;
1343 static void wined3d_context_gl_cleanup(struct wined3d_context_gl
*context_gl
)
1345 struct wined3d_pipeline_statistics_query
*pipeline_statistics_query
;
1346 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1347 struct wined3d_so_statistics_query
*so_statistics_query
;
1348 struct wined3d_timestamp_query
*timestamp_query
;
1349 struct wined3d_occlusion_query
*occlusion_query
;
1350 struct fbo_entry
*entry
, *entry2
;
1351 struct wined3d_fence
*fence
;
1356 restore_ctx
= wglGetCurrentContext();
1357 restore_dc
= wglGetCurrentDC();
1359 if (restore_ctx
== context_gl
->gl_ctx
)
1361 else if (context_gl
->valid
)
1362 wined3d_context_gl_set_gl_context(context_gl
);
1364 if (context_gl
->valid
)
1366 /* If we're here because we're switching away from a previously
1367 * destroyed context, acquiring a context in order to submit a fence
1368 * is problematic. (In particular, we'd end up back here again in the
1369 * process of switching to the newly acquired context.) */
1370 if (context_gl
->c
.destroyed
)
1372 gl_info
->gl_ops
.gl
.p_glFinish();
1376 wined3d_context_gl_submit_command_fence(context_gl
);
1377 wined3d_context_gl_wait_command_fence(context_gl
,
1378 wined3d_device_gl(context_gl
->c
.device
)->current_fence_id
- 1);
1381 if (context_gl
->dummy_arbfp_prog
)
1382 GL_EXTCALL(glDeleteProgramsARB(1, &context_gl
->dummy_arbfp_prog
));
1384 if (context_gl
->blit_vbo
)
1385 GL_EXTCALL(glDeleteBuffers(1, &context_gl
->blit_vbo
));
1387 for (i
= 0; i
< context_gl
->free_pipeline_statistics_query_count
; ++i
)
1389 union wined3d_gl_pipeline_statistics_query
*q
= &context_gl
->free_pipeline_statistics_queries
[i
];
1390 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1393 for (i
= 0; i
< context_gl
->free_so_statistics_query_count
; ++i
)
1395 union wined3d_gl_so_statistics_query
*q
= &context_gl
->free_so_statistics_queries
[i
];
1396 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q
->id
), q
->id
));
1399 if (context_gl
->free_timestamp_query_count
)
1400 GL_EXTCALL(glDeleteQueries(context_gl
->free_timestamp_query_count
, context_gl
->free_timestamp_queries
));
1402 if (gl_info
->supported
[ARB_SYNC
])
1404 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1406 GL_EXTCALL(glDeleteSync(context_gl
->free_fences
[i
].sync
));
1409 else if (gl_info
->supported
[APPLE_FENCE
])
1411 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1413 GL_EXTCALL(glDeleteFencesAPPLE(1, &context_gl
->free_fences
[i
].id
));
1416 else if (gl_info
->supported
[NV_FENCE
])
1418 for (i
= 0; i
< context_gl
->free_fence_count
; ++i
)
1420 GL_EXTCALL(glDeleteFencesNV(1, &context_gl
->free_fences
[i
].id
));
1424 if (context_gl
->free_occlusion_query_count
)
1425 GL_EXTCALL(glDeleteQueries(context_gl
->free_occlusion_query_count
, context_gl
->free_occlusion_queries
));
1427 checkGLcall("context cleanup");
1429 heap_free(context_gl
->submitted
.fences
);
1430 heap_free(context_gl
->free_pipeline_statistics_queries
);
1431 heap_free(context_gl
->free_so_statistics_queries
);
1432 heap_free(context_gl
->free_timestamp_queries
);
1433 heap_free(context_gl
->free_fences
);
1434 heap_free(context_gl
->free_occlusion_queries
);
1436 LIST_FOR_EACH_ENTRY(pipeline_statistics_query
, &context_gl
->pipeline_statistics_queries
,
1437 struct wined3d_pipeline_statistics_query
, entry
)
1439 if (context_gl
->valid
)
1440 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query
->u
.id
), pipeline_statistics_query
->u
.id
));
1441 pipeline_statistics_query
->context_gl
= NULL
;
1444 LIST_FOR_EACH_ENTRY(so_statistics_query
, &context_gl
->so_statistics_queries
,
1445 struct wined3d_so_statistics_query
, entry
)
1447 if (context_gl
->valid
)
1448 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query
->u
.id
), so_statistics_query
->u
.id
));
1449 so_statistics_query
->context_gl
= NULL
;
1452 LIST_FOR_EACH_ENTRY(timestamp_query
, &context_gl
->timestamp_queries
, struct wined3d_timestamp_query
, entry
)
1454 if (context_gl
->valid
)
1455 GL_EXTCALL(glDeleteQueries(1, ×tamp_query
->id
));
1456 timestamp_query
->context_gl
= NULL
;
1459 LIST_FOR_EACH_ENTRY(fence
, &context_gl
->fences
, struct wined3d_fence
, entry
)
1461 if (context_gl
->valid
)
1463 if (gl_info
->supported
[ARB_SYNC
])
1465 if (fence
->object
.sync
)
1466 GL_EXTCALL(glDeleteSync(fence
->object
.sync
));
1468 else if (gl_info
->supported
[APPLE_FENCE
])
1470 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence
->object
.id
));
1472 else if (gl_info
->supported
[NV_FENCE
])
1474 GL_EXTCALL(glDeleteFencesNV(1, &fence
->object
.id
));
1477 fence
->context_gl
= NULL
;
1480 LIST_FOR_EACH_ENTRY(occlusion_query
, &context_gl
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
1482 if (context_gl
->valid
)
1483 GL_EXTCALL(glDeleteQueries(1, &occlusion_query
->id
));
1484 occlusion_query
->context_gl
= NULL
;
1487 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_destroy_list
, struct fbo_entry
, entry
)
1489 if (!context_gl
->valid
)
1491 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
1494 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context_gl
->fbo_list
, struct fbo_entry
, entry
)
1496 if (!context_gl
->valid
)
1498 wined3d_context_gl_destroy_fbo_entry(context_gl
, entry
);
1501 heap_free(context_gl
->texture_type
);
1503 wined3d_context_gl_restore_pixel_format(context_gl
);
1505 context_restore_gl_context(gl_info
, restore_dc
, restore_ctx
);
1506 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL
, NULL
))
1507 ERR("Failed to disable GL context.\n");
1509 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
1511 if (!wglDeleteContext(context_gl
->gl_ctx
))
1513 DWORD err
= GetLastError();
1514 ERR("Failed to delete GL context %p, last error %#x.\n", context_gl
->gl_ctx
, err
);
1517 wined3d_context_cleanup(&context_gl
->c
);
1520 DWORD
context_get_tls_idx(void)
1522 return wined3d_context_tls_idx
;
1525 void context_set_tls_idx(DWORD idx
)
1527 wined3d_context_tls_idx
= idx
;
1530 struct wined3d_context_gl
*wined3d_context_gl_get_current(void)
1532 return TlsGetValue(wined3d_context_tls_idx
);
1535 BOOL
wined3d_context_gl_set_current(struct wined3d_context_gl
*context_gl
)
1537 struct wined3d_context_gl
*old
= wined3d_context_gl_get_current();
1539 if (old
== context_gl
)
1541 TRACE("Already using D3D context %p.\n", context_gl
);
1547 if (old
->c
.destroyed
)
1549 TRACE("Switching away from destroyed context %p.\n", old
);
1550 wined3d_context_gl_cleanup(old
);
1551 heap_free((void *)old
->gl_info
);
1556 if (wglGetCurrentContext())
1558 const struct wined3d_gl_info
*gl_info
= old
->gl_info
;
1559 TRACE("Flushing context %p before switching to %p.\n", old
, context_gl
);
1560 gl_info
->gl_ops
.gl
.p_glFlush();
1568 if (!context_gl
->valid
)
1570 ERR("Trying to make invalid context %p current.\n", context_gl
);
1574 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n",
1575 context_gl
, context_gl
->gl_ctx
, context_gl
->dc
);
1576 if (!wined3d_context_gl_set_gl_context(context_gl
))
1578 context_gl
->c
.current
= 1;
1580 else if (wglGetCurrentContext())
1582 TRACE("Clearing current D3D context.\n");
1583 if (!wglMakeCurrent(NULL
, NULL
))
1585 DWORD err
= GetLastError();
1586 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1587 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1592 return TlsSetValue(wined3d_context_tls_idx
, context_gl
);
1595 void wined3d_context_gl_release(struct wined3d_context_gl
*context_gl
)
1597 TRACE("Releasing context %p, level %u.\n", context_gl
, context_gl
->level
);
1601 if (!context_gl
->level
)
1602 WARN("Context %p is not active.\n", context_gl
);
1603 else if (context_gl
!= wined3d_context_gl_get_current())
1604 WARN("Context %p is not the current context.\n", context_gl
);
1607 if (!--context_gl
->level
)
1609 if (wined3d_context_gl_restore_pixel_format(context_gl
))
1610 context_gl
->needs_set
= 1;
1611 if (context_gl
->restore_ctx
)
1613 TRACE("Restoring GL context %p on device context %p.\n", context_gl
->restore_ctx
, context_gl
->restore_dc
);
1614 context_restore_gl_context(context_gl
->gl_info
, context_gl
->restore_dc
, context_gl
->restore_ctx
);
1615 context_gl
->restore_ctx
= NULL
;
1616 context_gl
->restore_dc
= NULL
;
1619 if (context_gl
->c
.destroy_delayed
)
1621 TRACE("Destroying context %p.\n", context_gl
);
1622 wined3d_context_gl_destroy(context_gl
);
1627 static void wined3d_context_gl_enter(struct wined3d_context_gl
*context_gl
)
1629 TRACE("Entering context %p, level %u.\n", context_gl
, context_gl
->level
+ 1);
1631 if (!context_gl
->level
++)
1633 const struct wined3d_context_gl
*current_context
= wined3d_context_gl_get_current();
1634 HGLRC current_gl
= wglGetCurrentContext();
1636 if (current_gl
&& (!current_context
|| current_context
->gl_ctx
!= current_gl
))
1638 TRACE("Another GL context (%p on device context %p) is already current.\n",
1639 current_gl
, wglGetCurrentDC());
1640 context_gl
->restore_ctx
= current_gl
;
1641 context_gl
->restore_dc
= wglGetCurrentDC();
1642 context_gl
->needs_set
= 1;
1644 else if (!context_gl
->needs_set
&& !(context_gl
->dc_is_private
&& context_gl
->dc_has_format
)
1645 && context_gl
->pixel_format
!= context_gl
->gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(context_gl
->dc
))
1646 context_gl
->needs_set
= 1;
1650 /* This function takes care of wined3d pixel format selection. */
1651 static int context_choose_pixel_format(const struct wined3d_device
*device
, HDC hdc
,
1652 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1655 unsigned int cfg_count
= wined3d_adapter_gl(device
->adapter
)->pixel_format_count
;
1656 unsigned int current_value
;
1657 PIXELFORMATDESCRIPTOR pfd
;
1658 int iPixelFormat
= 0;
1661 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x.\n",
1662 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1666 for (i
= 0; i
< cfg_count
; ++i
)
1668 const struct wined3d_pixel_format
*cfg
= &wined3d_adapter_gl(device
->adapter
)->pixel_formats
[i
];
1671 /* For now only accept RGBA formats. Perhaps some day we will
1672 * allow floating point formats for pbuffers. */
1673 if (cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1675 /* In window mode we need a window drawable format and double buffering. */
1676 if (!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1678 if (cfg
->redSize
< color_format
->red_size
)
1680 if (cfg
->greenSize
< color_format
->green_size
)
1682 if (cfg
->blueSize
< color_format
->blue_size
)
1684 if (cfg
->alphaSize
< color_format
->alpha_size
)
1686 if (cfg
->depthSize
< ds_format
->depth_size
)
1688 if (ds_format
->stencil_size
&& cfg
->stencilSize
!= ds_format
->stencil_size
)
1690 /* Check multisampling support. */
1691 if (cfg
->numSamples
)
1695 /* We try to locate a format which matches our requirements exactly. In case of
1696 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1697 if (cfg
->depthSize
== ds_format
->depth_size
)
1699 if (cfg
->stencilSize
== ds_format
->stencil_size
)
1701 if (cfg
->alphaSize
== color_format
->alpha_size
)
1703 /* We like to have aux buffers in backbuffer mode */
1704 if (auxBuffers
&& cfg
->auxBuffers
)
1706 if (cfg
->redSize
== color_format
->red_size
1707 && cfg
->greenSize
== color_format
->green_size
1708 && cfg
->blueSize
== color_format
->blue_size
)
1711 if (value
> current_value
)
1713 iPixelFormat
= cfg
->iPixelFormat
;
1714 current_value
= value
;
1720 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1722 memset(&pfd
, 0, sizeof(pfd
));
1723 pfd
.nSize
= sizeof(pfd
);
1725 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1726 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1727 pfd
.cAlphaBits
= color_format
->alpha_size
;
1728 pfd
.cColorBits
= color_format
->red_size
+ color_format
->green_size
1729 + color_format
->blue_size
+ color_format
->alpha_size
;
1730 pfd
.cDepthBits
= ds_format
->depth_size
;
1731 pfd
.cStencilBits
= ds_format
->stencil_size
;
1732 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1734 if (!(iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
)))
1736 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1737 ERR("Can't find a suitable pixel format.\n");
1742 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1743 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1744 return iPixelFormat
;
1747 /* Context activation is done by the caller. */
1748 void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl
*context_gl
)
1750 const struct wined3d_dummy_textures
*textures
= &wined3d_device_gl(context_gl
->c
.device
)->dummy_textures
;
1751 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1754 for (i
= 0; i
< gl_info
->limits
.combined_samplers
; ++i
)
1756 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ i
));
1758 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, textures
->tex_1d
);
1759 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, textures
->tex_2d
);
1761 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1762 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, textures
->tex_rect
);
1764 if (gl_info
->supported
[EXT_TEXTURE3D
])
1765 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, textures
->tex_3d
);
1767 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1768 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, textures
->tex_cube
);
1770 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
1771 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, textures
->tex_cube_array
);
1773 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
1775 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D_ARRAY
, textures
->tex_1d_array
);
1776 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, textures
->tex_2d_array
);
1779 if (gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
1780 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, textures
->tex_buffer
);
1782 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
1784 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE
, textures
->tex_2d_ms
);
1785 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, textures
->tex_2d_ms_array
);
1789 checkGLcall("bind dummy textures");
1792 void wined3d_check_gl_call(const struct wined3d_gl_info
*gl_info
,
1793 const char *file
, unsigned int line
, const char *name
)
1797 if (gl_info
->supported
[ARB_DEBUG_OUTPUT
] || (err
= gl_info
->gl_ops
.gl
.p_glGetError()) == GL_NO_ERROR
)
1799 TRACE("%s call ok %s / %u.\n", name
, file
, line
);
1805 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1806 debug_glerror(err
), err
, name
, file
,line
);
1807 err
= gl_info
->gl_ops
.gl
.p_glGetError();
1808 } while (err
!= GL_NO_ERROR
);
1811 static BOOL
context_debug_output_enabled(const struct wined3d_gl_info
*gl_info
)
1813 return gl_info
->supported
[ARB_DEBUG_OUTPUT
]
1814 && (ERR_ON(d3d
) || FIXME_ON(d3d
) || WARN_ON(d3d_perf
));
1817 static void WINE_GLAPI
wined3d_debug_callback(GLenum source
, GLenum type
, GLuint id
,
1818 GLenum severity
, GLsizei length
, const char *message
, void *ctx
)
1822 case GL_DEBUG_TYPE_ERROR_ARB
:
1823 ERR("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1826 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
:
1827 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
:
1828 case GL_DEBUG_TYPE_PORTABILITY_ARB
:
1829 FIXME("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1832 case GL_DEBUG_TYPE_PERFORMANCE_ARB
:
1833 WARN_(d3d_perf
)("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1837 FIXME("ctx %p, type %#x: %s.\n", ctx
, type
, debugstr_an(message
, length
));
1842 HGLRC
context_create_wgl_attribs(const struct wined3d_gl_info
*gl_info
, HDC hdc
, HGLRC share_ctx
)
1845 unsigned int ctx_attrib_idx
= 0;
1846 GLint ctx_attribs
[7], ctx_flags
= 0;
1848 if (context_debug_output_enabled(gl_info
))
1849 ctx_flags
= WGL_CONTEXT_DEBUG_BIT_ARB
;
1850 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MAJOR_VERSION_ARB
;
1851 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
>> 16;
1852 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MINOR_VERSION_ARB
;
1853 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
& 0xffff;
1856 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1857 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1859 ctx_attribs
[ctx_attrib_idx
] = 0;
1861 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1863 if (gl_info
->selected_gl_version
>= MAKEDWORD_VERSION(3, 2))
1867 ctx_flags
|= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1868 ctx_attribs
[ctx_attrib_idx
- 1] = ctx_flags
;
1872 ctx_flags
= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1873 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1874 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1875 ctx_attribs
[ctx_attrib_idx
] = 0;
1877 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1878 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1885 static BOOL
wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl
*context_gl
,
1886 struct wined3d_swapchain_gl
*swapchain_gl
)
1888 const struct wined3d_format
*colour_format
, *ds_format
;
1889 struct wined3d_context
*context
= &context_gl
->c
;
1890 const struct wined3d_gl_info
*gl_info
;
1891 struct wined3d_resource
*target
;
1892 struct wined3d_adapter
*adapter
;
1893 unsigned int target_bind_flags
;
1894 struct wined3d_device
*device
;
1895 HGLRC ctx
, share_ctx
;
1898 device
= context
->device
;
1899 adapter
= device
->adapter
;
1900 gl_info
= &adapter
->gl_info
;
1902 target
= &context
->current_rt
.texture
->resource
;
1903 target_bind_flags
= target
->bind_flags
;
1905 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1907 static const enum wined3d_format_id ds_formats
[] =
1909 WINED3DFMT_D24_UNORM_S8_UINT
,
1910 WINED3DFMT_D32_UNORM
,
1911 WINED3DFMT_R24_UNORM_X8_TYPELESS
,
1912 WINED3DFMT_D16_UNORM
,
1913 WINED3DFMT_S1_UINT_D15_UNORM
,
1916 colour_format
= target
->format
;
1918 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1919 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1920 if (colour_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1921 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B4G4R4A4_UNORM
, target_bind_flags
);
1922 else if (colour_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1923 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
1925 /* DirectDraw supports 8bit paletted render targets and these are used by
1926 * old games like StarCraft and C&C. Most modern hardware doesn't support
1927 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1928 * conversion (ab)uses the alpha component for storing the palette index.
1929 * For this reason we require a format with 8bit alpha, so request
1931 if (colour_format
->id
== WINED3DFMT_P8_UINT
)
1932 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
1934 /* Try to find a pixel format which matches our requirements. */
1935 if (!swapchain_gl
->s
.ds_format
)
1937 for (i
= 0; i
< ARRAY_SIZE(ds_formats
); ++i
)
1939 ds_format
= wined3d_get_format(adapter
, ds_formats
[i
], WINED3D_BIND_DEPTH_STENCIL
);
1940 if ((context_gl
->pixel_format
= context_choose_pixel_format(device
,
1941 context_gl
->dc
, colour_format
, ds_format
, TRUE
)))
1943 swapchain_gl
->s
.ds_format
= ds_format
;
1947 TRACE("Depth stencil format %s is not supported, trying next format.\n",
1948 debug_d3dformat(ds_format
->id
));
1953 context_gl
->pixel_format
= context_choose_pixel_format(device
,
1954 context_gl
->dc
, colour_format
, swapchain_gl
->s
.ds_format
, TRUE
);
1959 /* When using FBOs for off-screen rendering, we only use the drawable for
1960 * presentation blits, and don't do any rendering to it. That means we
1961 * don't need depth or stencil buffers, and can mostly ignore the render
1962 * target format. This wouldn't necessarily be quite correct for 10bpc
1963 * display modes, but we don't currently support those.
1964 * Using the same format regardless of the colour/depth/stencil targets
1965 * makes it much less likely that different wined3d instances will set
1966 * conflicting pixel formats. */
1967 colour_format
= wined3d_get_format(adapter
, WINED3DFMT_B8G8R8A8_UNORM
, target_bind_flags
);
1968 ds_format
= wined3d_get_format(adapter
, WINED3DFMT_UNKNOWN
, WINED3D_BIND_DEPTH_STENCIL
);
1969 context_gl
->pixel_format
= context_choose_pixel_format(device
,
1970 context_gl
->dc
, colour_format
, ds_format
, FALSE
);
1973 if (!context_gl
->pixel_format
)
1975 ERR("Failed to choose pixel format.\n");
1979 wined3d_context_gl_enter(context_gl
);
1981 if (!wined3d_context_gl_set_pixel_format(context_gl
))
1983 context_release(context
);
1985 if (context_gl
->dc_is_private
)
1987 ERR("Failed to set pixel format %d on device context %p.\n", context_gl
->pixel_format
, context_gl
->dc
);
1992 WARN("Failed to set pixel format %d on device context %p, trying backup DC.\n",
1993 context_gl
->pixel_format
, context_gl
->dc
);
1995 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
1996 if (!(context_gl
->dc
= wined3d_swapchain_gl_get_backup_dc(swapchain_gl
)))
1998 ERR("Failed to retrieve the backup device context.\n");
2001 context_gl
->dc_is_private
= TRUE
;
2003 return wined3d_context_gl_create_wgl_ctx(context_gl
, swapchain_gl
);
2006 share_ctx
= device
->context_count
? wined3d_context_gl(device
->contexts
[0])->gl_ctx
: NULL
;
2007 if (gl_info
->p_wglCreateContextAttribsARB
)
2009 if (!(ctx
= context_create_wgl_attribs(gl_info
, context_gl
->dc
, share_ctx
)))
2011 ERR("Failed to create a WGL context.\n");
2012 context_release(context
);
2018 if (!(ctx
= wglCreateContext(context_gl
->dc
)))
2020 ERR("Failed to create a WGL context.\n");
2021 context_release(context
);
2025 if (share_ctx
&& !wglShareLists(share_ctx
, ctx
))
2027 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx
, ctx
, GetLastError());
2028 context_release(context
);
2029 if (!wglDeleteContext(ctx
))
2030 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
2035 context_gl
->dc_has_format
= TRUE
;
2036 context_gl
->needs_set
= 1;
2037 context_gl
->valid
= 1;
2038 context_gl
->gl_ctx
= ctx
;
2043 HRESULT
wined3d_context_gl_init(struct wined3d_context_gl
*context_gl
, struct wined3d_swapchain_gl
*swapchain_gl
)
2045 struct wined3d_context
*context
= &context_gl
->c
;
2046 const struct wined3d_d3d_info
*d3d_info
;
2047 const struct wined3d_gl_info
*gl_info
;
2048 struct wined3d_device
*device
;
2051 TRACE("context_gl %p, swapchain %p.\n", context_gl
, swapchain_gl
);
2053 wined3d_context_init(&context_gl
->c
, &swapchain_gl
->s
);
2055 device
= context
->device
;
2056 gl_info
= &device
->adapter
->gl_info
;
2057 context_gl
->gl_info
= gl_info
;
2058 d3d_info
= context
->d3d_info
;
2060 context_gl
->tid
= GetCurrentThreadId();
2061 context_gl
->window
= context
->swapchain
->win_handle
;
2062 if (context_gl
->window
== GetDesktopWindow())
2064 TRACE("Swapchain is created on the desktop window, trying backup device context.\n");
2065 context_gl
->dc
= NULL
;
2067 else if (!(context_gl
->dc
= GetDCEx(context_gl
->window
, 0, DCX_USESTYLE
| DCX_CACHE
)))
2068 WARN("Failed to retrieve device context, trying swapchain backup.\n");
2070 if (!context_gl
->dc
)
2072 if (!(context_gl
->dc
= wined3d_swapchain_gl_get_backup_dc(swapchain_gl
)))
2074 ERR("Failed to retrieve a device context.\n");
2077 context_gl
->dc_is_private
= TRUE
;
2080 list_init(&context_gl
->fbo_list
);
2081 list_init(&context_gl
->fbo_destroy_list
);
2083 list_init(&context_gl
->occlusion_queries
);
2084 list_init(&context_gl
->fences
);
2085 list_init(&context_gl
->timestamp_queries
);
2086 list_init(&context_gl
->so_statistics_queries
);
2087 list_init(&context_gl
->pipeline_statistics_queries
);
2089 for (i
= 0; i
< ARRAY_SIZE(context_gl
->tex_unit_map
); ++i
)
2090 context_gl
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2091 for (i
= 0; i
< ARRAY_SIZE(context_gl
->rev_tex_unit_map
); ++i
)
2092 context_gl
->rev_tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2093 if (gl_info
->limits
.graphics_samplers
>= WINED3D_MAX_COMBINED_SAMPLERS
)
2095 /* Initialize the texture unit mapping to a 1:1 mapping. */
2096 unsigned int base
, count
;
2098 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_PIXEL
, &base
, &count
);
2099 if (base
+ WINED3D_MAX_FRAGMENT_SAMPLERS
> ARRAY_SIZE(context_gl
->rev_tex_unit_map
))
2101 ERR("Unexpected texture unit base index %u.\n", base
);
2104 for (i
= 0; i
< min(count
, WINED3D_MAX_FRAGMENT_SAMPLERS
); ++i
)
2106 context_gl
->tex_unit_map
[i
] = base
+ i
;
2107 context_gl
->rev_tex_unit_map
[base
+ i
] = i
;
2110 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_VERTEX
, &base
, &count
);
2111 if (base
+ WINED3D_MAX_VERTEX_SAMPLERS
> ARRAY_SIZE(context_gl
->rev_tex_unit_map
))
2113 ERR("Unexpected texture unit base index %u.\n", base
);
2116 for (i
= 0; i
< min(count
, WINED3D_MAX_VERTEX_SAMPLERS
); ++i
)
2118 context_gl
->tex_unit_map
[WINED3D_MAX_FRAGMENT_SAMPLERS
+ i
] = base
+ i
;
2119 context_gl
->rev_tex_unit_map
[base
+ i
] = WINED3D_MAX_FRAGMENT_SAMPLERS
+ i
;
2123 if (!(context_gl
->texture_type
= heap_calloc(gl_info
->limits
.combined_samplers
,
2124 sizeof(*context_gl
->texture_type
))))
2127 if (!wined3d_context_gl_create_wgl_ctx(context_gl
, swapchain_gl
))
2130 /* Set up the context defaults. */
2132 context
->render_offscreen
= wined3d_resource_is_offscreen(&context
->current_rt
.texture
->resource
);
2133 context_gl
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
2135 if (!wined3d_context_gl_set_current(context_gl
))
2137 ERR("Cannot activate context to set up defaults.\n");
2138 context_release(context
);
2139 if (!wglDeleteContext(context_gl
->gl_ctx
))
2140 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context_gl
->gl_ctx
, GetLastError());
2144 if (context_debug_output_enabled(gl_info
))
2146 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback
, context
));
2147 if (TRACE_ON(d3d_sync
))
2148 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS
);
2149 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DONT_CARE
, GL_DONT_CARE
, 0, NULL
, GL_FALSE
));
2152 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_ERROR
,
2153 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2157 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
,
2158 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2159 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR
,
2160 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2161 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PORTABILITY
,
2162 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2164 if (WARN_ON(d3d_perf
))
2166 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PERFORMANCE
,
2167 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
2171 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2172 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_AUX_BUFFERS
, &context_gl
->aux_buffers
);
2174 TRACE("Setting up the screen\n");
2176 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2178 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
2179 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2181 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
2182 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2184 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
2185 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2191 GL_EXTCALL(glGenVertexArrays(1, &vao
));
2192 GL_EXTCALL(glBindVertexArray(vao
));
2193 checkGLcall("creating VAO");
2196 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
2197 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2198 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ALIGNMENT
, 1);
2199 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2201 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
2203 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2204 * the previous texture where to source the offset from is always unit - 1.
2206 for (i
= 1; i
< gl_info
->limits
.textures
; ++i
)
2208 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
2209 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
,
2210 GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ i
- 1);
2211 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2214 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
2216 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2217 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2218 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2219 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2222 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2223 * program and the dummy program is destroyed when the context is destroyed.
2225 static const char dummy_program
[] =
2227 "MOV result.color, fragment.color.primary;\n"
2229 GL_EXTCALL(glGenProgramsARB(1, &context_gl
->dummy_arbfp_prog
));
2230 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, context_gl
->dummy_arbfp_prog
));
2231 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
,
2232 GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
2235 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2237 for (i
= 0; i
< gl_info
->limits
.textures
; ++i
)
2239 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
2240 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
2241 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2245 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
2247 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
2249 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
2251 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
2253 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_NO_PRIMITIVE_RESTART
))
2255 if (gl_info
->supported
[ARB_ES3_COMPATIBILITY
])
2257 gl_info
->gl_ops
.gl
.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX
);
2258 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2262 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2265 if (!(d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_CUBEMAP_FILTERING
)
2266 && gl_info
->supported
[ARB_SEAMLESS_CUBE_MAP
])
2268 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS
);
2269 checkGLcall("enable seamless cube map filtering");
2271 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
2272 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, GL_LOWER_LEFT
));
2274 /* If this happens to be the first context for the device, dummy textures
2275 * are not created yet. In that case, they will be created (and bound) by
2276 * create_dummy_textures right after this context is initialized. */
2277 if (wined3d_device_gl(device
)->dummy_textures
.tex_2d
)
2278 wined3d_context_gl_bind_dummy_textures(context_gl
);
2280 /* Initialise all rectangles to avoid resetting unused ones later. */
2281 gl_info
->gl_ops
.gl
.p_glScissor(0, 0, 0, 0);
2282 checkGLcall("glScissor");
2287 heap_free(context_gl
->texture_type
);
2288 wined3d_release_dc(context_gl
->window
, context_gl
->dc
);
2292 void wined3d_context_gl_destroy(struct wined3d_context_gl
*context_gl
)
2294 struct wined3d_device
*device
= context_gl
->c
.device
;
2296 TRACE("Destroying context %p.\n", context_gl
);
2298 wined3d_from_cs(device
->cs
);
2300 /* We delay destroying a context when it is active. The context_release()
2301 * function invokes wined3d_context_gl_destroy() again while leaving the
2303 if (context_gl
->level
)
2305 TRACE("Delaying destruction of context %p.\n", context_gl
);
2306 context_gl
->c
.destroy_delayed
= 1;
2307 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2308 context_gl
->c
.swapchain
= NULL
;
2312 device_context_remove(device
, &context_gl
->c
);
2314 if (context_gl
->c
.current
&& context_gl
->tid
!= GetCurrentThreadId())
2316 struct wined3d_gl_info
*gl_info
;
2318 /* Make a copy of gl_info for wined3d_context_gl_cleanup() use, the
2319 * one in wined3d_adapter may go away in the meantime. */
2320 gl_info
= heap_alloc(sizeof(*gl_info
));
2321 *gl_info
= *context_gl
->gl_info
;
2322 context_gl
->gl_info
= gl_info
;
2323 context_gl
->c
.destroyed
= 1;
2328 wined3d_context_gl_cleanup(context_gl
);
2329 TlsSetValue(context_get_tls_idx(), NULL
);
2330 heap_free(context_gl
);
2333 const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d_context_gl
*context_gl
,
2334 const struct wined3d_shader_version
*shader_version
, unsigned int *base
, unsigned int *count
)
2336 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2338 if (!shader_version
)
2341 *count
= WINED3D_MAX_TEXTURES
;
2342 return context_gl
->tex_unit_map
;
2345 if (shader_version
->major
>= 4)
2347 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, shader_version
->type
, base
, count
);
2351 switch (shader_version
->type
)
2353 case WINED3D_SHADER_TYPE_PIXEL
:
2355 *count
= WINED3D_MAX_FRAGMENT_SAMPLERS
;
2357 case WINED3D_SHADER_TYPE_VERTEX
:
2358 *base
= WINED3D_MAX_FRAGMENT_SAMPLERS
;
2359 *count
= WINED3D_MAX_VERTEX_SAMPLERS
;
2362 ERR("Unhandled shader type %#x.\n", shader_version
->type
);
2367 return context_gl
->tex_unit_map
;
2370 static void wined3d_context_gl_get_rt_size(const struct wined3d_context_gl
*context_gl
, SIZE
*size
)
2372 const struct wined3d_texture
*rt
= context_gl
->c
.current_rt
.texture
;
2379 GetClientRect(context_gl
->window
, &window_size
);
2380 size
->cx
= window_size
.right
- window_size
.left
;
2381 size
->cy
= window_size
.bottom
- window_size
.top
;
2386 level
= context_gl
->c
.current_rt
.sub_resource_idx
% rt
->level_count
;
2387 size
->cx
= wined3d_texture_get_level_width(rt
, level
);
2388 size
->cy
= wined3d_texture_get_level_height(rt
, level
);
2391 void wined3d_context_gl_enable_clip_distances(struct wined3d_context_gl
*context_gl
, uint32_t enable_mask
)
2393 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2394 unsigned int clip_distance_count
, i
;
2395 uint32_t disable_mask
, current_mask
;
2397 clip_distance_count
= gl_info
->limits
.user_clip_distances
;
2398 disable_mask
= ~enable_mask
;
2399 enable_mask
&= (1u << clip_distance_count
) - 1;
2400 disable_mask
&= (1u << clip_distance_count
) - 1;
2401 current_mask
= context_gl
->c
.clip_distance_mask
;
2402 context_gl
->c
.clip_distance_mask
= enable_mask
;
2404 enable_mask
&= ~current_mask
;
2407 i
= wined3d_bit_scan(&enable_mask
);
2408 gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_DISTANCE0
+ i
);
2410 disable_mask
&= current_mask
;
2411 while (disable_mask
)
2413 i
= wined3d_bit_scan(&disable_mask
);
2414 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_DISTANCE0
+ i
);
2416 checkGLcall("toggle clip distances");
2419 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
2421 return rt_mask
& (1u << 31);
2424 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
2426 return rt_mask
& ~(1u << 31);
2429 /* Context activation is done by the caller. */
2430 static void wined3d_context_gl_apply_draw_buffers(struct wined3d_context_gl
*context_gl
, uint32_t rt_mask
)
2432 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2433 GLenum draw_buffers
[WINED3D_MAX_RENDER_TARGETS
];
2437 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_NONE
);
2439 else if (is_rt_mask_onscreen(rt_mask
))
2441 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
2445 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2452 draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
2454 draw_buffers
[i
] = GL_NONE
;
2460 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
2462 GL_EXTCALL(glDrawBuffers(i
, draw_buffers
));
2466 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffers
[0]);
2471 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2475 checkGLcall("apply draw buffers");
2478 /* Context activation is done by the caller. */
2479 void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl
*context_gl
, GLenum buffer
)
2481 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2482 struct fbo_entry
*current_fbo
= context_gl
->current_fbo
;
2483 uint32_t new_mask
= context_generate_rt_mask(buffer
);
2484 uint32_t *current_mask
;
2486 current_mask
= current_fbo
? ¤t_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
2487 if (new_mask
== *current_mask
)
2490 gl_info
->gl_ops
.gl
.p_glDrawBuffer(buffer
);
2491 checkGLcall("glDrawBuffer()");
2493 *current_mask
= new_mask
;
2496 /* Context activation is done by the caller. */
2497 void wined3d_context_gl_active_texture(struct wined3d_context_gl
*context_gl
,
2498 const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
2500 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ unit
));
2501 checkGLcall("glActiveTexture");
2502 context_gl
->active_texture
= unit
;
2505 void wined3d_context_gl_bind_bo(struct wined3d_context_gl
*context_gl
, GLenum binding
, GLuint name
)
2507 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2509 if (binding
== GL_ELEMENT_ARRAY_BUFFER
)
2510 context_invalidate_state(&context_gl
->c
, STATE_INDEXBUFFER
);
2512 GL_EXTCALL(glBindBuffer(binding
, name
));
2515 void wined3d_context_gl_bind_texture(struct wined3d_context_gl
*context_gl
, GLenum target
, GLuint name
)
2517 const struct wined3d_dummy_textures
*textures
= &wined3d_device_gl(context_gl
->c
.device
)->dummy_textures
;
2518 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2519 GLenum old_texture_type
;
2523 gl_info
->gl_ops
.gl
.p_glBindTexture(target
, name
);
2527 unit
= context_gl
->active_texture
;
2528 old_texture_type
= context_gl
->texture_type
[unit
];
2529 if (old_texture_type
!= target
)
2531 switch (old_texture_type
)
2537 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, textures
->tex_1d
);
2539 case GL_TEXTURE_1D_ARRAY
:
2540 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D_ARRAY
, textures
->tex_1d_array
);
2543 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, textures
->tex_2d
);
2545 case GL_TEXTURE_2D_ARRAY
:
2546 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, textures
->tex_2d_array
);
2548 case GL_TEXTURE_RECTANGLE_ARB
:
2549 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, textures
->tex_rect
);
2551 case GL_TEXTURE_CUBE_MAP
:
2552 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, textures
->tex_cube
);
2554 case GL_TEXTURE_CUBE_MAP_ARRAY
:
2555 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, textures
->tex_cube_array
);
2558 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, textures
->tex_3d
);
2560 case GL_TEXTURE_BUFFER
:
2561 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, textures
->tex_buffer
);
2563 case GL_TEXTURE_2D_MULTISAMPLE
:
2564 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE
, textures
->tex_2d_ms
);
2566 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY
:
2567 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, textures
->tex_2d_ms_array
);
2570 ERR("Unexpected texture target %#x.\n", old_texture_type
);
2573 context_gl
->texture_type
[unit
] = target
;
2576 checkGLcall("bind texture");
2579 static void wined3d_context_gl_poll_fences(struct wined3d_context_gl
*context_gl
)
2581 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2582 struct wined3d_command_fence_gl
*f
;
2585 for (i
= 0; i
< context_gl
->submitted
.fence_count
; ++i
)
2587 f
= &context_gl
->submitted
.fences
[i
];
2589 if (f
->id
> device_gl
->completed_fence_id
)
2591 if (wined3d_fence_test(f
->fence
, &device_gl
->d
, 0) != WINED3D_FENCE_OK
)
2593 device_gl
->completed_fence_id
= f
->id
;
2596 wined3d_fence_destroy(f
->fence
);
2597 if (i
!= context_gl
->submitted
.fence_count
- 1)
2598 *f
= context_gl
->submitted
.fences
[context_gl
->submitted
.fence_count
- 1];
2599 --context_gl
->submitted
.fence_count
;
2603 void wined3d_context_gl_wait_command_fence(struct wined3d_context_gl
*context_gl
, uint64_t id
)
2605 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2606 enum wined3d_fence_result ret
;
2609 if (id
<= device_gl
->completed_fence_id
2610 || id
> device_gl
->current_fence_id
) /* In case the fence ID wrapped. */
2613 for (i
= 0; i
< context_gl
->submitted
.fence_count
; ++i
)
2615 if (context_gl
->submitted
.fences
[i
].id
!= id
)
2618 if ((ret
= wined3d_fence_wait(context_gl
->submitted
.fences
[i
].fence
, &device_gl
->d
)) != WINED3D_FENCE_OK
)
2619 ERR("Failed to wait for command fence with id 0x%s, ret %#x.\n", wine_dbgstr_longlong(id
), ret
);
2620 wined3d_context_gl_poll_fences(context_gl
);
2624 ERR("Failed to find fence for command fence with id 0x%s.\n", wine_dbgstr_longlong(id
));
2627 void wined3d_context_gl_submit_command_fence(struct wined3d_context_gl
*context_gl
)
2629 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2630 struct wined3d_command_fence_gl
*f
;
2633 if (!wined3d_array_reserve((void **)&context_gl
->submitted
.fences
, &context_gl
->submitted
.fences_size
,
2634 context_gl
->submitted
.fence_count
+ 1, sizeof(*context_gl
->submitted
.fences
)))
2635 ERR("Failed to grow submitted command buffer array.\n");
2637 f
= &context_gl
->submitted
.fences
[context_gl
->submitted
.fence_count
++];
2638 f
->id
= device_gl
->current_fence_id
;
2639 if (FAILED(hr
= wined3d_fence_create(&device_gl
->d
, &f
->fence
)))
2640 ERR("Failed to create fence, hr %#x.\n", hr
);
2641 wined3d_fence_issue(f
->fence
, &device_gl
->d
);
2643 /* We don't expect this to ever happen, but handle it anyway. */
2644 if (!++device_gl
->current_fence_id
)
2646 wined3d_context_gl_wait_command_fence(context_gl
, device_gl
->current_fence_id
- 1);
2647 device_gl
->completed_fence_id
= 0;
2648 device_gl
->current_fence_id
= 1;
2650 wined3d_context_gl_poll_fences(context_gl
);
2653 static void *wined3d_bo_gl_map(struct wined3d_bo_gl
*bo
,
2654 struct wined3d_context_gl
*context_gl
, size_t offset
, size_t size
, uint32_t flags
)
2656 struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
2657 const struct wined3d_gl_info
*gl_info
;
2658 struct wined3d_bo_user
*bo_user
;
2659 struct wined3d_bo_gl tmp
;
2662 if (flags
& WINED3D_MAP_NOOVERWRITE
)
2665 if ((flags
& WINED3D_MAP_DISCARD
) && bo
->command_fence_id
> device_gl
->completed_fence_id
)
2667 if (wined3d_context_gl_create_bo(context_gl
, bo
->size
,
2668 bo
->binding
, bo
->usage
, bo
->coherent
, bo
->flags
, &tmp
))
2670 list_move_head(&tmp
.users
, &bo
->users
);
2671 wined3d_context_gl_destroy_bo(context_gl
, bo
);
2673 list_init(&bo
->users
);
2674 list_move_head(&bo
->users
, &tmp
.users
);
2675 LIST_FOR_EACH_ENTRY(bo_user
, &bo
->users
, struct wined3d_bo_user
, entry
)
2677 bo_user
->valid
= false;
2683 ERR("Failed to create new buffer object.\n");
2686 if (bo
->command_fence_id
== device_gl
->current_fence_id
)
2687 wined3d_context_gl_submit_command_fence(context_gl
);
2688 wined3d_context_gl_wait_command_fence(context_gl
, bo
->command_fence_id
);
2691 gl_info
= context_gl
->gl_info
;
2692 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, bo
->id
);
2694 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
2696 map_ptr
= GL_EXTCALL(glMapBufferRange(bo
->binding
, offset
, size
, wined3d_resource_gl_map_flags(flags
)));
2700 map_ptr
= GL_EXTCALL(glMapBuffer(bo
->binding
, wined3d_resource_gl_legacy_map_flags(flags
)));
2704 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, 0);
2705 checkGLcall("Map buffer object");
2710 void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl
*context_gl
,
2711 const struct wined3d_bo_address
*data
, size_t size
, uint32_t flags
)
2713 struct wined3d_bo_gl
*bo
;
2716 if (!(bo
= (struct wined3d_bo_gl
*)data
->buffer_object
))
2719 if (!(map_ptr
= wined3d_bo_gl_map(bo
, context_gl
, (uintptr_t)data
->addr
, size
, flags
)))
2720 ERR("Failed to map bo.\n");
2725 void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl
*context_gl
,
2726 const struct wined3d_bo_address
*data
, unsigned int range_count
, const struct wined3d_range
*ranges
)
2728 const struct wined3d_gl_info
*gl_info
;
2729 struct wined3d_bo_gl
*bo
;
2732 if (!(bo
= (struct wined3d_bo_gl
*)data
->buffer_object
))
2735 gl_info
= context_gl
->gl_info
;
2736 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, bo
->id
);
2738 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
2740 for (i
= 0; i
< range_count
; ++i
)
2742 GL_EXTCALL(glFlushMappedBufferRange(bo
->binding
,
2743 (UINT_PTR
)data
->addr
+ ranges
[i
].offset
, ranges
[i
].size
));
2746 else if (!bo
->coherent
&& gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
2748 for (i
= 0; i
< range_count
; ++i
)
2750 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(bo
->binding
,
2751 (uintptr_t)data
->addr
+ ranges
[i
].offset
, ranges
[i
].size
));
2752 checkGLcall("glFlushMappedBufferRangeAPPLE");
2756 GL_EXTCALL(glUnmapBuffer(bo
->binding
));
2757 wined3d_context_gl_bind_bo(context_gl
, bo
->binding
, 0);
2758 checkGLcall("Unmap buffer object");
2761 void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl
*context_gl
,
2762 const struct wined3d_bo_address
*dst
, const struct wined3d_bo_address
*src
, size_t size
)
2764 const struct wined3d_gl_info
*gl_info
;
2765 struct wined3d_bo_gl
*src_bo
, *dst_bo
;
2766 struct wined3d_range range
;
2767 BYTE
*dst_ptr
, *src_ptr
;
2769 gl_info
= context_gl
->gl_info
;
2770 src_bo
= (struct wined3d_bo_gl
*)src
->buffer_object
;
2771 dst_bo
= (struct wined3d_bo_gl
*)dst
->buffer_object
;
2773 if (dst_bo
&& src_bo
)
2775 if (gl_info
->supported
[ARB_COPY_BUFFER
])
2777 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER
, src_bo
->id
));
2778 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER
, dst_bo
->id
));
2779 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER
, GL_COPY_WRITE_BUFFER
,
2780 (GLintptr
)src
->addr
, (GLintptr
)dst
->addr
, size
));
2781 checkGLcall("direct buffer copy");
2783 wined3d_context_gl_reference_bo(context_gl
, src_bo
);
2784 wined3d_context_gl_reference_bo(context_gl
, dst_bo
);
2788 src_ptr
= wined3d_context_gl_map_bo_address(context_gl
, src
, size
, WINED3D_MAP_READ
);
2789 dst_ptr
= wined3d_context_gl_map_bo_address(context_gl
, dst
, size
, WINED3D_MAP_WRITE
);
2791 memcpy(dst_ptr
, src_ptr
, size
);
2795 wined3d_context_gl_unmap_bo_address(context_gl
, dst
, 1, &range
);
2796 wined3d_context_gl_unmap_bo_address(context_gl
, src
, 0, NULL
);
2799 else if (!dst_bo
&& src_bo
)
2801 wined3d_context_gl_bind_bo(context_gl
, src_bo
->binding
, src_bo
->id
);
2802 GL_EXTCALL(glGetBufferSubData(src_bo
->binding
, (GLintptr
)src
->addr
, size
, dst
->addr
));
2803 checkGLcall("buffer download");
2805 wined3d_context_gl_reference_bo(context_gl
, src_bo
);
2807 else if (dst_bo
&& !src_bo
)
2809 wined3d_context_gl_bind_bo(context_gl
, dst_bo
->binding
, dst_bo
->id
);
2810 GL_EXTCALL(glBufferSubData(dst_bo
->binding
, (GLintptr
)dst
->addr
, size
, src
->addr
));
2811 checkGLcall("buffer upload");
2813 wined3d_context_gl_reference_bo(context_gl
, dst_bo
);
2817 memcpy(dst
->addr
, src
->addr
, size
);
2821 void wined3d_context_gl_destroy_bo(struct wined3d_context_gl
*context_gl
, struct wined3d_bo_gl
*bo
)
2823 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2825 TRACE("context_gl %p, bo %p.\n", context_gl
, bo
);
2827 TRACE("Destroying GL buffer %u.\n", bo
->id
);
2828 GL_EXTCALL(glDeleteBuffers(1, &bo
->id
));
2829 checkGLcall("buffer object destruction");
2833 bool wined3d_context_gl_create_bo(struct wined3d_context_gl
*context_gl
, GLsizeiptr size
,
2834 GLenum binding
, GLenum usage
, bool coherent
, GLbitfield flags
, struct wined3d_bo_gl
*bo
)
2836 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2839 TRACE("context_gl %p, size %lu, binding %#x, usage %#x, coherent %#x, flags %#x, bo %p.\n",
2840 context_gl
, size
, binding
, usage
, coherent
, flags
, bo
);
2842 GL_EXTCALL(glGenBuffers(1, &id
));
2845 checkGLcall("buffer object creation");
2848 wined3d_context_gl_bind_bo(context_gl
, binding
, id
);
2850 if (!coherent
&& gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
2852 GL_EXTCALL(glBufferParameteriAPPLE(binding
, GL_BUFFER_FLUSHING_UNMAP_APPLE
, GL_FALSE
));
2853 GL_EXTCALL(glBufferParameteriAPPLE(binding
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_FALSE
));
2856 if (gl_info
->supported
[ARB_BUFFER_STORAGE
])
2857 GL_EXTCALL(glBufferStorage(binding
, size
, NULL
, flags
| GL_DYNAMIC_STORAGE_BIT
));
2859 GL_EXTCALL(glBufferData(binding
, size
, NULL
, usage
));
2861 wined3d_context_gl_bind_bo(context_gl
, binding
, 0);
2862 checkGLcall("buffer object creation");
2864 TRACE("Created buffer object %u.\n", id
);
2867 bo
->binding
= binding
;
2870 bo
->coherent
= coherent
;
2871 list_init(&bo
->users
);
2872 bo
->command_fence_id
= 0;
2877 static void wined3d_context_gl_set_render_offscreen(struct wined3d_context_gl
*context_gl
, BOOL offscreen
)
2879 if (context_gl
->c
.render_offscreen
== offscreen
)
2882 context_invalidate_state(&context_gl
->c
, STATE_VIEWPORT
);
2883 context_invalidate_state(&context_gl
->c
, STATE_SCISSORRECT
);
2884 if (!context_gl
->gl_info
->supported
[ARB_CLIP_CONTROL
])
2886 context_invalidate_state(&context_gl
->c
, STATE_RASTERIZER
);
2887 context_invalidate_state(&context_gl
->c
, STATE_POINTSPRITECOORDORIGIN
);
2888 context_invalidate_state(&context_gl
->c
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2890 context_invalidate_state(&context_gl
->c
, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
));
2891 if (context_gl
->gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2892 context_invalidate_state(&context_gl
->c
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
));
2893 context_gl
->c
.render_offscreen
= offscreen
;
2896 GLenum
wined3d_context_gl_get_offscreen_gl_buffer(const struct wined3d_context_gl
*context_gl
)
2898 switch (wined3d_settings
.offscreen_rendering_mode
)
2901 return GL_COLOR_ATTACHMENT0
;
2903 case ORM_BACKBUFFER
:
2904 return context_gl
->aux_buffers
> 0 ? GL_AUX0
: GL_BACK
;
2907 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
2912 static uint32_t wined3d_context_gl_generate_rt_mask_no_fbo(const struct wined3d_context_gl
*context_gl
,
2913 struct wined3d_resource
*rt
)
2915 if (!rt
|| rt
->format
->id
== WINED3DFMT_NULL
)
2917 else if (rt
->type
!= WINED3D_RTYPE_BUFFER
&& texture_from_resource(rt
)->swapchain
)
2918 return context_generate_rt_mask_from_resource(rt
);
2920 return context_generate_rt_mask(wined3d_context_gl_get_offscreen_gl_buffer(context_gl
));
2923 /* Context activation is done by the caller. */
2924 void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl
*context_gl
, const struct wined3d_device
*device
)
2926 struct wined3d_context
*context
= &context_gl
->c
;
2927 const struct wined3d_gl_info
*gl_info
;
2928 uint32_t rt_mask
, *cur_mask
;
2929 struct wined3d_texture
*rt
;
2930 unsigned int sampler
;
2933 TRACE("Setting up context %p for blitting.\n", context
);
2935 gl_info
= context_gl
->gl_info
;
2936 rt
= context
->current_rt
.texture
;
2938 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2940 if (context
->render_offscreen
)
2942 wined3d_texture_load(rt
, context
, FALSE
);
2944 wined3d_context_gl_apply_fbo_state_blit(context_gl
, GL_FRAMEBUFFER
, &rt
->resource
,
2945 context
->current_rt
.sub_resource_idx
, NULL
, 0, rt
->resource
.draw_binding
);
2946 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
2953 context_gl
->current_fbo
= NULL
;
2954 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
2955 rt_mask
= context_generate_rt_mask_from_resource(&rt
->resource
);
2960 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, &rt
->resource
);
2963 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
2965 if (rt_mask
!= *cur_mask
)
2967 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
2968 *cur_mask
= rt_mask
;
2971 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2972 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
2973 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2975 wined3d_context_gl_get_rt_size(context_gl
, &rt_size
);
2977 if (context
->last_was_blit
)
2979 if (context_gl
->blit_size
.cx
!= rt_size
.cx
|| context_gl
->blit_size
.cy
!= rt_size
.cy
)
2981 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, rt_size
.cx
, rt_size
.cy
);
2982 context
->viewport_count
= WINED3D_MAX_VIEWPORTS
;
2983 context_gl
->blit_size
= rt_size
;
2984 /* No need to dirtify here, the states are still dirtified because
2985 * they weren't applied since the last context_apply_blit_state()
2988 checkGLcall("blit state application");
2989 TRACE("Context is already set up for blitting, nothing to do.\n");
2992 context
->last_was_blit
= TRUE
;
2994 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
2995 GL_EXTCALL(glBindSampler(0, 0));
2996 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
2998 sampler
= context_gl
->rev_tex_unit_map
[0];
2999 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
3001 if (sampler
< WINED3D_MAX_TEXTURES
)
3003 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ sampler
));
3004 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
3006 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
3008 context_invalidate_compute_state(context
, STATE_COMPUTE_SHADER_RESOURCE_BINDING
);
3009 context_invalidate_state(context
, STATE_GRAPHICS_SHADER_RESOURCE_BINDING
);
3011 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3013 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
3014 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
));
3016 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
3017 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3018 context_invalidate_state(context
, STATE_BLEND
);
3019 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
3020 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
3021 context_invalidate_state(context
, STATE_RASTERIZER
);
3022 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
3023 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
3024 context_invalidate_state(context
, STATE_DEPTH_STENCIL
);
3025 if (gl_info
->supported
[ARB_POINT_SPRITE
])
3027 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
3028 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
));
3030 if (gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
3032 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
3033 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3036 context
->last_was_rhw
= TRUE
;
3037 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
3039 wined3d_context_gl_enable_clip_distances(context_gl
, 0);
3040 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CLIPPING
));
3042 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
3043 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
3044 GL_EXTCALL(glClipControl(GL_LOWER_LEFT
, GL_NEGATIVE_ONE_TO_ONE
));
3045 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, rt_size
.cx
, rt_size
.cy
);
3046 context
->viewport_count
= WINED3D_MAX_VIEWPORTS
;
3047 context_invalidate_state(context
, STATE_VIEWPORT
);
3049 device
->shader_backend
->shader_disable(device
->shader_priv
, context
);
3051 context_gl
->blit_size
= rt_size
;
3053 checkGLcall("blit state application");
3056 static void wined3d_context_gl_apply_blit_projection(const struct wined3d_context_gl
*context_gl
,
3057 unsigned int w
, unsigned int h
)
3059 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3060 const GLdouble projection
[] =
3062 2.0 / w
, 0.0, 0.0, 0.0,
3063 0.0, 2.0 / h
, 0.0, 0.0,
3065 -1.0, -1.0, -1.0, 1.0,
3068 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
3069 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
3072 /* Setup OpenGL states for fixed-function blitting. */
3073 /* Context activation is done by the caller. */
3074 void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl
*context_gl
,
3075 const struct wined3d_device
*device
)
3077 struct wined3d_context
*context
= &context_gl
->c
;
3078 const struct wined3d_gl_info
*gl_info
;
3079 unsigned int i
, sampler
;
3081 gl_info
= context_gl
->gl_info
;
3082 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
3083 ERR("Applying fixed-function state without legacy context support.\n");
3085 if (context
->last_was_ffp_blit
)
3089 wined3d_context_gl_get_rt_size(context_gl
, &rt_size
);
3090 if (context_gl
->blit_size
.cx
!= rt_size
.cx
|| context_gl
->blit_size
.cy
!= rt_size
.cy
)
3091 wined3d_context_gl_apply_blit_projection(context_gl
, rt_size
.cx
, rt_size
.cy
);
3092 wined3d_context_gl_apply_blit_state(context_gl
, device
);
3094 checkGLcall("ffp blit state application");
3097 context
->last_was_ffp_blit
= TRUE
;
3099 wined3d_context_gl_apply_blit_state(context_gl
, device
);
3101 /* Disable all textures. The caller can then bind a texture it wants to blit
3103 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
3105 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
3107 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3108 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3109 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3110 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3111 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3112 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3114 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
3116 sampler
= context_gl
->rev_tex_unit_map
[i
];
3117 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
3119 if (sampler
< WINED3D_MAX_TEXTURES
)
3120 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
3121 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
3125 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
3127 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3128 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3129 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3130 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3131 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3132 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3134 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
3135 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
3136 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
, GL_TEXTURE_LOD_BIAS_EXT
, 0.0f
);
3138 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
3139 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3141 /* Setup transforms. */
3142 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3143 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3144 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3145 wined3d_context_gl_apply_blit_projection(context_gl
, context_gl
->blit_size
.cx
, context_gl
->blit_size
.cy
);
3146 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
3148 /* Other misc states. */
3149 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
3150 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_LIGHTING
));
3151 gl_info
->p_glDisableWINE(GL_FOG
);
3152 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
));
3154 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
3156 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
3157 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
3159 checkGLcall("ffp blit state application");
3162 static BOOL
have_framebuffer_attachment(unsigned int rt_count
, struct wined3d_rendertarget_view
* const *rts
,
3163 const struct wined3d_rendertarget_view
*ds
)
3170 for (i
= 0; i
< rt_count
; ++i
)
3172 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3179 /* Context activation is done by the caller. */
3180 BOOL
wined3d_context_gl_apply_clear_state(struct wined3d_context_gl
*context_gl
,
3181 const struct wined3d_state
*state
, unsigned int rt_count
, const struct wined3d_fb_state
*fb
)
3183 struct wined3d_rendertarget_view
* const *rts
= fb
->render_targets
;
3184 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3185 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
3186 uint32_t rt_mask
= 0, *cur_mask
;
3189 if (isStateDirty(&context_gl
->c
, STATE_FRAMEBUFFER
) || fb
!= &state
->fb
3190 || rt_count
!= gl_info
->limits
.buffers
)
3192 if (!have_framebuffer_attachment(rt_count
, rts
, dsv
))
3194 WARN("Invalid render target config, need at least one attachment.\n");
3198 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3200 struct wined3d_rendertarget_info ds_info
= {{0}};
3202 if (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
))
3204 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
3205 for (i
= 0; i
< rt_count
; ++i
)
3209 struct wined3d_rendertarget_view_gl
*rtv_gl
= wined3d_rendertarget_view_gl(rts
[i
]);
3210 context_gl
->blit_targets
[i
].gl_view
= rtv_gl
->gl_view
;
3211 context_gl
->blit_targets
[i
].resource
= rtv_gl
->v
.resource
;
3212 context_gl
->blit_targets
[i
].sub_resource_idx
= rtv_gl
->v
.sub_resource_idx
;
3213 context_gl
->blit_targets
[i
].layer_count
= rtv_gl
->v
.layer_count
;
3215 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3216 rt_mask
|= (1u << i
);
3221 struct wined3d_rendertarget_view_gl
*dsv_gl
= wined3d_rendertarget_view_gl(dsv
);
3222 ds_info
.gl_view
= dsv_gl
->gl_view
;
3223 ds_info
.resource
= dsv_gl
->v
.resource
;
3224 ds_info
.sub_resource_idx
= dsv_gl
->v
.sub_resource_idx
;
3225 ds_info
.layer_count
= dsv_gl
->v
.layer_count
;
3228 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, context_gl
->blit_targets
, &ds_info
,
3229 rt_count
? rts
[0]->resource
->draw_binding
: 0, dsv
? dsv
->resource
->draw_binding
: 0);
3233 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, NULL
, &ds_info
,
3234 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3235 rt_mask
= context_generate_rt_mask_from_resource(rts
[0]->resource
);
3238 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
3239 * next draw. Otherwise we could mark the framebuffer state clean here, once the
3240 * state management allows this */
3241 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
3245 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rt_count
? rts
[0]->resource
: NULL
);
3248 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
3249 && (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
)))
3251 for (i
= 0; i
< rt_count
; ++i
)
3253 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
3254 rt_mask
|= (1u << i
);
3259 rt_mask
= wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rt_count
? rts
[0]->resource
: NULL
);
3262 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3264 if (rt_mask
!= *cur_mask
)
3266 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3267 *cur_mask
= rt_mask
;
3268 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
3271 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3272 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
3274 context_gl
->c
.last_was_blit
= FALSE
;
3275 context_gl
->c
.last_was_ffp_blit
= FALSE
;
3277 /* Blending and clearing should be orthogonal, but tests on the nvidia
3278 * driver show that disabling blending when clearing improves the clearing
3279 * performance incredibly. */
3280 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
3281 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
3282 if (rt_count
&& gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
3284 if (needs_srgb_write(context_gl
->c
.d3d_info
, state
, fb
))
3285 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
3287 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
3288 context_invalidate_state(&context_gl
->c
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3290 checkGLcall("setting up state for clear");
3292 context_invalidate_state(&context_gl
->c
, STATE_BLEND
);
3293 context_invalidate_state(&context_gl
->c
, STATE_RASTERIZER
);
3294 context_invalidate_state(&context_gl
->c
, STATE_SCISSORRECT
);
3299 static uint32_t find_draw_buffers_mask(const struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
)
3301 struct wined3d_rendertarget_view
* const *rts
= state
->fb
.render_targets
;
3302 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
3303 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3304 unsigned int rt_mask
, mask
;
3307 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
3308 return wined3d_context_gl_generate_rt_mask_no_fbo(context_gl
, rts
[0]->resource
);
3309 else if (!context_gl
->c
.render_offscreen
)
3310 return context_generate_rt_mask_from_resource(rts
[0]->resource
);
3312 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
3313 rt_mask
&= (1u << gl_info
->limits
.buffers
) - 1;
3314 if (state
->blend_state
&& state
->blend_state
->dual_source
)
3320 i
= wined3d_bit_scan(&mask
);
3321 if (!rts
[i
] || rts
[i
]->format
->id
== WINED3DFMT_NULL
)
3322 rt_mask
&= ~(1u << i
);
3328 /* Context activation is done by the caller. */
3329 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3331 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3332 uint32_t rt_mask
= find_draw_buffers_mask(context_gl
, state
);
3333 const struct wined3d_fb_state
*fb
= &state
->fb
;
3334 DWORD color_location
= 0;
3337 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3339 struct wined3d_rendertarget_info ds_info
= {{0}};
3341 if (!context
->render_offscreen
)
3343 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, NULL
, &ds_info
,
3344 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
3348 const struct wined3d_rendertarget_view_gl
*view_gl
;
3351 memset(context_gl
->blit_targets
, 0, sizeof(context_gl
->blit_targets
));
3352 for (i
= 0; i
< context_gl
->gl_info
->limits
.buffers
; ++i
)
3354 if (!fb
->render_targets
[i
])
3357 view_gl
= wined3d_rendertarget_view_gl(fb
->render_targets
[i
]);
3358 context_gl
->blit_targets
[i
].gl_view
= view_gl
->gl_view
;
3359 context_gl
->blit_targets
[i
].resource
= view_gl
->v
.resource
;
3360 context_gl
->blit_targets
[i
].sub_resource_idx
= view_gl
->v
.sub_resource_idx
;
3361 context_gl
->blit_targets
[i
].layer_count
= view_gl
->v
.layer_count
;
3363 if (!color_location
)
3364 color_location
= view_gl
->v
.resource
->draw_binding
;
3367 if (fb
->depth_stencil
)
3369 view_gl
= wined3d_rendertarget_view_gl(fb
->depth_stencil
);
3370 ds_info
.gl_view
= view_gl
->gl_view
;
3371 ds_info
.resource
= view_gl
->v
.resource
;
3372 ds_info
.sub_resource_idx
= view_gl
->v
.sub_resource_idx
;
3373 ds_info
.layer_count
= view_gl
->v
.layer_count
;
3376 wined3d_context_gl_apply_fbo_state(context_gl
, GL_FRAMEBUFFER
, context_gl
->blit_targets
, &ds_info
,
3377 color_location
, fb
->depth_stencil
? fb
->depth_stencil
->resource
->draw_binding
: 0);
3381 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3382 if (rt_mask
!= *cur_mask
)
3384 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3385 *cur_mask
= rt_mask
;
3387 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
3390 static void wined3d_context_gl_map_stage(struct wined3d_context_gl
*context_gl
, unsigned int stage
, unsigned int unit
)
3392 unsigned int i
= context_gl
->rev_tex_unit_map
[unit
];
3393 unsigned int j
= context_gl
->tex_unit_map
[stage
];
3395 TRACE("Mapping stage %u to unit %u.\n", stage
, unit
);
3396 context_gl
->tex_unit_map
[stage
] = unit
;
3397 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
3398 context_gl
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
3400 context_gl
->rev_tex_unit_map
[unit
] = stage
;
3401 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
3402 context_gl
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
3405 static void context_invalidate_texture_stage(struct wined3d_context
*context
, DWORD stage
)
3409 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
3410 context_invalidate_state(context
, STATE_TEXTURESTAGE(stage
, i
));
3413 static void context_update_fixed_function_usage_map(struct wined3d_context
*context
,
3414 const struct wined3d_state
*state
)
3418 context
->fixed_function_usage_map
= 0;
3419 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
3421 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
3422 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
3423 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
3424 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
3425 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
3426 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
3427 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
3428 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
3430 /* Not used, and disable higher stages. */
3431 if (color_op
== WINED3D_TOP_DISABLE
)
3434 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
3435 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
3436 || ((color_arg3
== WINED3DTA_TEXTURE
)
3437 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
3438 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
3439 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
3440 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
3441 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
3442 context
->fixed_function_usage_map
|= (1u << i
);
3444 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
3445 && i
< WINED3D_MAX_TEXTURES
- 1)
3446 context
->fixed_function_usage_map
|= (1u << (i
+ 1));
3449 if (i
< context
->lowest_disabled_stage
)
3452 end
= context
->lowest_disabled_stage
;
3456 start
= context
->lowest_disabled_stage
;
3460 context
->lowest_disabled_stage
= i
;
3461 for (i
= start
+ 1; i
< end
; ++i
)
3463 context_invalidate_state(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3467 static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_context_gl
*context_gl
,
3468 const struct wined3d_state
*state
)
3470 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
3471 unsigned int i
, tex
;
3474 ffu_map
= context_gl
->c
.fixed_function_usage_map
;
3476 if (d3d_info
->limits
.ffp_textures
== d3d_info
->limits
.ffp_blend_stages
3477 || context_gl
->c
.lowest_disabled_stage
<= d3d_info
->limits
.ffp_textures
)
3479 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3484 if (context_gl
->tex_unit_map
[i
] != i
)
3486 wined3d_context_gl_map_stage(context_gl
, i
, i
);
3487 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3488 context_invalidate_texture_stage(&context_gl
->c
, i
);
3494 /* Now work out the mapping */
3496 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3501 if (context_gl
->tex_unit_map
[i
] != tex
)
3503 wined3d_context_gl_map_stage(context_gl
, i
, tex
);
3504 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3505 context_invalidate_texture_stage(&context_gl
->c
, i
);
3512 static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
)
3514 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
3515 const struct wined3d_shader_resource_info
*resource_info
=
3516 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3519 for (i
= 0; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
3521 if (resource_info
[i
].type
&& context_gl
->tex_unit_map
[i
] != i
)
3523 wined3d_context_gl_map_stage(context_gl
, i
, i
);
3524 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(i
));
3525 if (i
< d3d_info
->limits
.ffp_blend_stages
)
3526 context_invalidate_texture_stage(&context_gl
->c
, i
);
3531 static BOOL
wined3d_context_gl_unit_free_for_vs(const struct wined3d_context_gl
*context_gl
,
3532 const struct wined3d_shader_resource_info
*ps_resource_info
, unsigned int unit
)
3534 unsigned int current_mapping
= context_gl
->rev_tex_unit_map
[unit
];
3536 /* Not currently used */
3537 if (current_mapping
== WINED3D_UNMAPPED_STAGE
)
3540 if (current_mapping
< WINED3D_MAX_FRAGMENT_SAMPLERS
)
3542 /* Used by a fragment sampler */
3544 if (!ps_resource_info
)
3546 /* No pixel shader, check fixed function */
3547 return current_mapping
>= WINED3D_MAX_TEXTURES
3548 || !(context_gl
->c
.fixed_function_usage_map
& (1u << current_mapping
));
3551 /* Pixel shader, check the shader's sampler map */
3552 return !ps_resource_info
[current_mapping
].type
;
3558 static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl
*context_gl
,
3559 BOOL ps
, const struct wined3d_state
*state
)
3561 const struct wined3d_shader_resource_info
*vs_resource_info
=
3562 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
;
3563 const struct wined3d_shader_resource_info
*ps_resource_info
= NULL
;
3564 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3565 int start
= min(WINED3D_MAX_COMBINED_SAMPLERS
, gl_info
->limits
.graphics_samplers
) - 1;
3568 /* Note that we only care if a resource is used or not, not the
3569 * resource's specific type. Otherwise we'd need to call
3570 * shader_update_samplers() here for 1.x pixelshaders. */
3572 ps_resource_info
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
3574 for (i
= 0; i
< WINED3D_MAX_VERTEX_SAMPLERS
; ++i
)
3576 DWORD vsampler_idx
= i
+ WINED3D_MAX_FRAGMENT_SAMPLERS
;
3577 if (vs_resource_info
[i
].type
)
3581 if (wined3d_context_gl_unit_free_for_vs(context_gl
, ps_resource_info
, start
))
3583 if (context_gl
->tex_unit_map
[vsampler_idx
] != start
)
3585 wined3d_context_gl_map_stage(context_gl
, vsampler_idx
, start
);
3586 context_invalidate_state(&context_gl
->c
, STATE_SAMPLER(vsampler_idx
));
3595 if (context_gl
->tex_unit_map
[vsampler_idx
] == WINED3D_UNMAPPED_STAGE
)
3596 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i
);
3601 static void wined3d_context_gl_update_tex_unit_map(struct wined3d_context_gl
*context_gl
,
3602 const struct wined3d_state
*state
)
3604 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3605 BOOL vs
= use_vs(state
);
3606 BOOL ps
= use_ps(state
);
3609 context_update_fixed_function_usage_map(&context_gl
->c
, state
);
3611 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3612 * need a 1:1 map at the moment.
3613 * When the mapping of a stage is changed, sampler and ALL texture stage
3614 * states have to be reset. */
3616 if (gl_info
->limits
.graphics_samplers
>= WINED3D_MAX_COMBINED_SAMPLERS
)
3620 wined3d_context_gl_map_psamplers(context_gl
, state
);
3622 wined3d_context_gl_map_fixed_function_samplers(context_gl
, state
);
3625 wined3d_context_gl_map_vsamplers(context_gl
, ps
, state
);
3628 /* Context activation is done by the caller. */
3629 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3631 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3632 uint32_t rt_mask
, *cur_mask
;
3634 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
3636 cur_mask
= context_gl
->current_fbo
? &context_gl
->current_fbo
->rt_mask
: &context_gl
->draw_buffers_mask
;
3637 rt_mask
= find_draw_buffers_mask(context_gl
, state
);
3638 if (rt_mask
!= *cur_mask
)
3640 wined3d_context_gl_apply_draw_buffers(context_gl
, rt_mask
);
3641 *cur_mask
= rt_mask
;
3645 static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl
*context_gl
,
3646 const struct wined3d_state
*state
, enum wined3d_shader_type shader_type
)
3648 unsigned int bind_idx
, shader_sampler_count
, base
, count
, i
;
3649 const struct wined3d_device
*device
= context_gl
->c
.device
;
3650 struct wined3d_shader_sampler_map_entry
*entry
;
3651 struct wined3d_shader_resource_view
*view
;
3652 const struct wined3d_shader
*shader
;
3653 const unsigned int *tex_unit_map
;
3654 struct wined3d_sampler
*sampler
;
3656 if (!(shader
= state
->shader
[shader_type
]))
3659 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
,
3660 &shader
->reg_maps
.shader_version
, &base
, &count
);
3662 shader_sampler_count
= shader
->reg_maps
.sampler_map
.count
;
3663 if (shader_sampler_count
> count
)
3664 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3665 shader
, shader_sampler_count
, count
);
3666 count
= min(shader_sampler_count
, count
);
3668 for (i
= 0; i
< count
; ++i
)
3670 entry
= &shader
->reg_maps
.sampler_map
.entries
[i
];
3671 bind_idx
= base
+ entry
->bind_idx
;
3673 bind_idx
= tex_unit_map
[bind_idx
];
3675 if (!(view
= state
->shader_resource_view
[shader_type
][entry
->resource_idx
]))
3677 WARN("No resource view bound at index %u, %u.\n", shader_type
, entry
->resource_idx
);
3681 if (entry
->sampler_idx
== WINED3D_SAMPLER_DEFAULT
)
3682 sampler
= device
->default_sampler
;
3683 else if (!(sampler
= state
->sampler
[shader_type
][entry
->sampler_idx
]))
3684 sampler
= device
->null_sampler
;
3685 wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view
),
3686 bind_idx
, wined3d_sampler_gl(sampler
), context_gl
);
3690 static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl
*context_gl
,
3691 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
3693 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3694 struct wined3d_unordered_access_view_gl
*view_gl
;
3695 const struct wined3d_format_gl
*format_gl
;
3696 GLuint texture_name
;
3703 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
3707 if (shader
->reg_maps
.uav_resource_info
[i
].type
)
3708 WARN("No unordered access view bound at index %u.\n", i
);
3709 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
3713 view_gl
= wined3d_unordered_access_view_gl(views
[i
]);
3714 if (view_gl
->gl_view
.name
)
3716 texture_name
= view_gl
->gl_view
.name
;
3719 else if (view_gl
->v
.resource
->type
!= WINED3D_RTYPE_BUFFER
)
3721 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(texture_from_resource(view_gl
->v
.resource
));
3722 texture_name
= wined3d_texture_gl_get_texture_name(texture_gl
, &context_gl
->c
, FALSE
);
3723 level
= view_gl
->v
.desc
.u
.texture
.level_idx
;
3727 FIXME("Unsupported buffer unordered access view.\n");
3728 GL_EXTCALL(glBindImageTexture(i
, 0, 0, GL_FALSE
, 0, GL_READ_WRITE
, GL_R8
));
3732 format_gl
= wined3d_format_gl(view_gl
->v
.format
);
3733 GL_EXTCALL(glBindImageTexture(i
, texture_name
, level
, GL_TRUE
, 0, GL_READ_WRITE
,
3734 format_gl
->internal
));
3736 if (view_gl
->counter_bo
.id
)
3737 GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER
, i
, view_gl
->counter_bo
.id
));
3739 checkGLcall("Bind unordered access views");
3742 static void context_gl_load_shader_resources(struct wined3d_context_gl
*context_gl
,
3743 const struct wined3d_state
*state
, unsigned int shader_mask
)
3745 struct wined3d_shader_sampler_map_entry
*entry
;
3746 struct wined3d_shader_resource_view_gl
*srv_gl
;
3747 struct wined3d_shader_resource_view
*view
;
3748 struct wined3d_buffer_gl
*buffer_gl
;
3749 struct wined3d_shader
*shader
;
3752 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
3754 if (!(shader_mask
& (1u << i
)))
3757 if (!(shader
= state
->shader
[i
]))
3760 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
3762 if (!state
->cb
[i
][j
])
3765 buffer_gl
= wined3d_buffer_gl(state
->cb
[i
][j
]);
3766 wined3d_buffer_load(&buffer_gl
->b
, &context_gl
->c
, state
);
3767 wined3d_context_gl_reference_bo(context_gl
, &buffer_gl
->bo
);
3768 if (!buffer_gl
->bo_user
.valid
)
3769 device_invalidate_state(context_gl
->c
.device
, STATE_CONSTANT_BUFFER(i
));
3772 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
3774 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
3776 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
3779 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3781 buffer_gl
= wined3d_buffer_gl(buffer_from_resource(view
->resource
));
3782 wined3d_buffer_load(&buffer_gl
->b
, &context_gl
->c
, state
);
3783 wined3d_context_gl_reference_bo(context_gl
, &buffer_gl
->bo
);
3785 srv_gl
= wined3d_shader_resource_view_gl(view
);
3786 if (!srv_gl
->bo_user
.valid
)
3787 wined3d_shader_resource_view_gl_update(srv_gl
, context_gl
);
3791 wined3d_texture_load(texture_from_resource(view
->resource
), &context_gl
->c
, FALSE
);
3797 static void context_gl_load_unordered_access_resources(struct wined3d_context_gl
*context_gl
,
3798 const struct wined3d_shader
*shader
, struct wined3d_unordered_access_view
* const *views
)
3800 struct wined3d_unordered_access_view_gl
*uav_gl
;
3801 struct wined3d_unordered_access_view
*view
;
3802 struct wined3d_buffer_gl
*buffer_gl
;
3803 struct wined3d_texture
*texture
;
3806 context_gl
->c
.uses_uavs
= 0;
3811 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
3813 if (!(view
= views
[i
]))
3816 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3818 buffer_gl
= wined3d_buffer_gl(buffer_from_resource(view
->resource
));
3819 wined3d_buffer_load_location(&buffer_gl
->b
, &context_gl
->c
, WINED3D_LOCATION_BUFFER
);
3820 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_BUFFER
);
3821 wined3d_context_gl_reference_bo(context_gl
, &buffer_gl
->bo
);
3823 uav_gl
= wined3d_unordered_access_view_gl(view
);
3824 if (!uav_gl
->bo_user
.valid
)
3825 wined3d_unordered_access_view_gl_update(uav_gl
, context_gl
);
3829 texture
= texture_from_resource(view
->resource
);
3830 wined3d_texture_load(texture
, &context_gl
->c
, FALSE
);
3831 wined3d_unordered_access_view_invalidate_location(view
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3834 context_gl
->c
.uses_uavs
= 1;
3838 static void context_gl_load_stream_output_buffers(struct wined3d_context_gl
*context_gl
,
3839 const struct wined3d_state
*state
)
3843 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
3845 struct wined3d_buffer_gl
*buffer_gl
;
3847 if (!state
->stream_output
[i
].buffer
)
3850 buffer_gl
= wined3d_buffer_gl(state
->stream_output
[i
].buffer
);
3851 wined3d_buffer_load(&buffer_gl
->b
, &context_gl
->c
, state
);
3852 wined3d_buffer_invalidate_location(&buffer_gl
->b
, ~WINED3D_LOCATION_BUFFER
);
3853 wined3d_context_gl_reference_bo(context_gl
, &buffer_gl
->bo
);
3854 if (!buffer_gl
->bo_user
.valid
)
3855 device_invalidate_state(context_gl
->c
.device
, STATE_STREAM_OUTPUT
);
3859 /* Context activation is done by the caller. */
3860 static BOOL
context_apply_draw_state(struct wined3d_context
*context
,
3861 const struct wined3d_device
*device
, const struct wined3d_state
*state
, BOOL indexed
)
3863 const struct wined3d_state_entry
*state_table
= context
->state_table
;
3864 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3865 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3866 const struct wined3d_fb_state
*fb
= &state
->fb
;
3867 unsigned int i
, base
;
3870 context
->uses_fbo_attached_resources
= 0;
3872 if (!have_framebuffer_attachment(gl_info
->limits
.buffers
, fb
->render_targets
, fb
->depth_stencil
))
3874 if (!gl_info
->supported
[ARB_FRAMEBUFFER_NO_ATTACHMENTS
])
3876 FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
3880 wined3d_context_gl_set_render_offscreen(context_gl
, TRUE
);
3883 /* Preload resources before FBO setup. Texture preload in particular may
3884 * result in changes to the current FBO, due to using e.g. FBO blits for
3885 * updating a resource location. */
3886 wined3d_context_gl_update_tex_unit_map(context_gl
, state
);
3887 context_preload_textures(context
, state
);
3888 context_gl_load_shader_resources(context_gl
, state
, ~(1u << WINED3D_SHADER_TYPE_COMPUTE
));
3889 context_gl_load_unordered_access_resources(context_gl
, state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
3890 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
3891 context_gl_load_stream_output_buffers(context_gl
, state
);
3892 /* TODO: Right now the dependency on the vertex shader is necessary
3893 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
3894 * the current VS but maybe it's possible to relax the coupling in some
3895 * situations at least. */
3896 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
)
3897 || isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
)))
3899 context_update_stream_info(context
, state
);
3902 map
= context
->stream_info
.use_map
;
3905 const struct wined3d_stream_info_element
*e
;
3906 struct wined3d_buffer_gl
*buffer_gl
;
3908 e
= &context
->stream_info
.elements
[wined3d_bit_scan(&map
)];
3909 buffer_gl
= wined3d_buffer_gl(state
->streams
[e
->stream_idx
].buffer
);
3911 if (!buffer_gl
->bo_user
.valid
)
3912 device_invalidate_state(device
, STATE_STREAMSRC
);
3914 wined3d_buffer_load(&buffer_gl
->b
, context
, state
);
3915 wined3d_context_gl_reference_bo(context_gl
, &buffer_gl
->bo
);
3917 /* Loading the buffers above may have invalidated the stream info. */
3918 if (wined3d_context_is_graphics_state_dirty(context
, STATE_STREAMSRC
))
3919 context_update_stream_info(context
, state
);
3921 if (indexed
&& state
->index_buffer
)
3923 struct wined3d_buffer_gl
*buffer_gl
= wined3d_buffer_gl(state
->index_buffer
);
3925 if (context
->stream_info
.all_vbo
)
3927 wined3d_buffer_load(&buffer_gl
->b
, context
, state
);
3928 if (!buffer_gl
->bo_user
.valid
)
3929 device_invalidate_state(device
, STATE_INDEXBUFFER
);
3930 wined3d_context_gl_reference_bo(context_gl
, &buffer_gl
->bo
);
3934 wined3d_buffer_load_sysmem(&buffer_gl
->b
, context
);
3938 for (i
= 0, base
= 0; i
< ARRAY_SIZE(context
->dirty_graphics_states
); ++i
)
3940 uint32_t dirty_mask
= context
->dirty_graphics_states
[i
];
3944 unsigned int state_id
= base
+ wined3d_bit_scan(&dirty_mask
);
3946 state_table
[state_id
].apply(context
, state
, state_id
);
3947 context
->dirty_graphics_states
[i
] &= ~(1u << (state_id
- base
));
3949 base
+= sizeof(dirty_mask
) * CHAR_BIT
;
3952 if (context
->shader_update_mask
& ~(1u << WINED3D_SHADER_TYPE_COMPUTE
))
3954 device
->shader_backend
->shader_select(device
->shader_priv
, context
, state
);
3955 context
->shader_update_mask
&= 1u << WINED3D_SHADER_TYPE_COMPUTE
;
3958 if (context
->constant_update_mask
)
3960 device
->shader_backend
->shader_load_constants(device
->shader_priv
, context
, state
);
3961 context
->constant_update_mask
= 0;
3964 if (context
->update_shader_resource_bindings
)
3966 for (i
= 0; i
< WINED3D_SHADER_TYPE_GRAPHICS_COUNT
; ++i
)
3967 wined3d_context_gl_bind_shader_resources(context_gl
, state
, i
);
3968 context
->update_shader_resource_bindings
= 0;
3969 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
3970 context
->update_compute_shader_resource_bindings
= 1;
3973 if (context
->update_unordered_access_view_bindings
)
3975 wined3d_context_gl_bind_unordered_access_views(context_gl
,
3976 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
],
3977 state
->unordered_access_view
[WINED3D_PIPELINE_GRAPHICS
]);
3978 context
->update_unordered_access_view_bindings
= 0;
3979 context
->update_compute_unordered_access_view_bindings
= 1;
3982 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3983 wined3d_context_gl_check_fbo_status(context_gl
, GL_FRAMEBUFFER
);
3985 context
->last_was_blit
= FALSE
;
3986 context
->last_was_ffp_blit
= FALSE
;
3991 static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl
*context_gl
,
3992 const struct wined3d_device
*device
, const struct wined3d_state
*state
)
3994 const struct wined3d_state_entry
*state_table
= context_gl
->c
.state_table
;
3995 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3996 unsigned int state_id
, i
;
3998 context_gl_load_shader_resources(context_gl
, state
, 1u << WINED3D_SHADER_TYPE_COMPUTE
);
3999 context_gl_load_unordered_access_resources(context_gl
, state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
4000 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
4002 for (i
= 0, state_id
= STATE_COMPUTE_OFFSET
; i
< ARRAY_SIZE(context_gl
->c
.dirty_compute_states
); ++i
)
4004 unsigned int dirty_mask
= context_gl
->c
.dirty_compute_states
[i
];
4008 unsigned int current_state_id
= state_id
+ wined3d_bit_scan(&dirty_mask
);
4009 state_table
[current_state_id
].apply(&context_gl
->c
, state
, current_state_id
);
4011 state_id
+= sizeof(*context_gl
->c
.dirty_compute_states
) * CHAR_BIT
;
4013 memset(context_gl
->c
.dirty_compute_states
, 0, sizeof(*context_gl
->c
.dirty_compute_states
));
4015 if (context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
))
4017 device
->shader_backend
->shader_select_compute(device
->shader_priv
, &context_gl
->c
, state
);
4018 context_gl
->c
.shader_update_mask
&= ~(1u << WINED3D_SHADER_TYPE_COMPUTE
);
4021 if (context_gl
->c
.update_compute_shader_resource_bindings
)
4023 wined3d_context_gl_bind_shader_resources(context_gl
, state
, WINED3D_SHADER_TYPE_COMPUTE
);
4024 context_gl
->c
.update_compute_shader_resource_bindings
= 0;
4025 if (gl_info
->limits
.combined_samplers
== gl_info
->limits
.graphics_samplers
)
4026 context_gl
->c
.update_shader_resource_bindings
= 1;
4029 if (context_gl
->c
.update_compute_unordered_access_view_bindings
)
4031 wined3d_context_gl_bind_unordered_access_views(context_gl
,
4032 state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
],
4033 state
->unordered_access_view
[WINED3D_PIPELINE_COMPUTE
]);
4034 context_gl
->c
.update_compute_unordered_access_view_bindings
= 0;
4035 context_gl
->c
.update_unordered_access_view_bindings
= 1;
4038 /* Updates to currently bound render targets aren't necessarily coherent
4039 * between the graphics and compute pipelines. Unbind any currently bound
4040 * FBO here to ensure preceding updates to its attachments by the graphics
4041 * pipeline are visible to the compute pipeline.
4043 * Without this, the bloom effect in Nier:Automata is too bright on the
4044 * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
4045 wined3d_context_gl_bind_fbo(context_gl
, GL_FRAMEBUFFER
, 0);
4046 context_invalidate_state(&context_gl
->c
, STATE_FRAMEBUFFER
);
4048 context_gl
->c
.last_was_blit
= FALSE
;
4049 context_gl
->c
.last_was_ffp_blit
= FALSE
;
4052 void wined3d_context_gl_end_transform_feedback(struct wined3d_context_gl
*context_gl
)
4054 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4056 if (context_gl
->c
.transform_feedback_active
)
4058 GL_EXTCALL(glEndTransformFeedback());
4059 checkGLcall("glEndTransformFeedback");
4060 context_gl
->c
.transform_feedback_active
= 0;
4061 context_gl
->c
.transform_feedback_paused
= 0;
4065 static void wined3d_context_gl_pause_transform_feedback(struct wined3d_context_gl
*context_gl
, BOOL force
)
4067 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4069 if (!context_gl
->c
.transform_feedback_active
|| context_gl
->c
.transform_feedback_paused
)
4072 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK2
])
4074 GL_EXTCALL(glPauseTransformFeedback());
4075 checkGLcall("glPauseTransformFeedback");
4076 context_gl
->c
.transform_feedback_paused
= 1;
4080 WARN("Cannot pause transform feedback operations.\n");
4083 wined3d_context_gl_end_transform_feedback(context_gl
);
4086 static void wined3d_context_gl_setup_target(struct wined3d_context_gl
*context_gl
,
4087 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4089 BOOL old_render_offscreen
= context_gl
->c
.render_offscreen
, render_offscreen
;
4091 render_offscreen
= wined3d_resource_is_offscreen(&texture
->resource
);
4092 if (context_gl
->c
.current_rt
.texture
== texture
4093 && context_gl
->c
.current_rt
.sub_resource_idx
== sub_resource_idx
4094 && render_offscreen
== old_render_offscreen
)
4097 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
4098 * the alpha blend state changes with different render target formats. */
4099 if (!context_gl
->c
.current_rt
.texture
)
4101 context_invalidate_state(&context_gl
->c
, STATE_BLEND
);
4105 const struct wined3d_format
*old
= context_gl
->c
.current_rt
.texture
->resource
.format
;
4106 const struct wined3d_format
*new = texture
->resource
.format
;
4108 if (old
->id
!= new->id
)
4110 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
4111 if ((old
->alpha_size
&& !new->alpha_size
) || (!old
->alpha_size
&& new->alpha_size
)
4112 || !(texture
->resource
.format_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
4113 context_invalidate_state(&context_gl
->c
, STATE_BLEND
);
4116 /* When switching away from an offscreen render target, and we're not
4117 * using FBOs, we have to read the drawable into the texture. This is
4118 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
4119 * There are some things that need care though. PreLoad needs a GL context,
4120 * and FindContext is called before the context is activated. It also
4121 * has to be called with the old rendertarget active, otherwise a
4122 * wrong drawable is read. */
4123 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
4124 && old_render_offscreen
&& (context_gl
->c
.current_rt
.texture
!= texture
4125 || context_gl
->c
.current_rt
.sub_resource_idx
!= sub_resource_idx
))
4127 struct wined3d_texture_gl
*prev_texture
= wined3d_texture_gl(context_gl
->c
.current_rt
.texture
);
4128 unsigned int prev_sub_resource_idx
= context_gl
->c
.current_rt
.sub_resource_idx
;
4130 /* Read the back buffer of the old drawable into the destination texture. */
4131 if (prev_texture
->texture_srgb
.name
)
4132 wined3d_texture_load(&prev_texture
->t
, &context_gl
->c
, TRUE
);
4133 wined3d_texture_load(&prev_texture
->t
, &context_gl
->c
, FALSE
);
4134 wined3d_texture_invalidate_location(&prev_texture
->t
, prev_sub_resource_idx
, WINED3D_LOCATION_DRAWABLE
);
4138 context_gl
->c
.current_rt
.texture
= texture
;
4139 context_gl
->c
.current_rt
.sub_resource_idx
= sub_resource_idx
;
4140 wined3d_context_gl_set_render_offscreen(context_gl
, render_offscreen
);
4143 static void wined3d_context_gl_activate(struct wined3d_context_gl
*context_gl
,
4144 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4146 wined3d_context_gl_enter(context_gl
);
4147 wined3d_context_gl_update_window(context_gl
);
4148 wined3d_context_gl_setup_target(context_gl
, texture
, sub_resource_idx
);
4149 if (!context_gl
->valid
)
4152 if (context_gl
!= wined3d_context_gl_get_current())
4154 if (!wined3d_context_gl_set_current(context_gl
))
4155 ERR("Failed to activate the new context.\n");
4157 else if (context_gl
->needs_set
)
4159 wined3d_context_gl_set_gl_context(context_gl
);
4163 struct wined3d_context
*wined3d_context_gl_acquire(const struct wined3d_device
*device
,
4164 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4166 struct wined3d_context_gl
*current_context
= wined3d_context_gl_get_current();
4167 struct wined3d_context_gl
*context_gl
;
4169 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device
, texture
, sub_resource_idx
);
4171 if (current_context
&& current_context
->c
.destroyed
)
4172 current_context
= NULL
;
4177 && current_context
->c
.current_rt
.texture
4178 && current_context
->c
.device
== device
)
4180 texture
= current_context
->c
.current_rt
.texture
;
4181 sub_resource_idx
= current_context
->c
.current_rt
.sub_resource_idx
;
4185 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
4187 if (swapchain
->back_buffers
)
4188 texture
= swapchain
->back_buffers
[0];
4190 texture
= swapchain
->front_buffer
;
4191 sub_resource_idx
= 0;
4195 if (current_context
&& current_context
->c
.current_rt
.texture
== texture
)
4197 context_gl
= current_context
;
4199 else if (!wined3d_resource_is_offscreen(&texture
->resource
))
4201 TRACE("Rendering onscreen.\n");
4203 if (!(context_gl
= wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(texture
->swapchain
))))
4208 TRACE("Rendering offscreen.\n");
4210 /* Stay with the current context if possible. Otherwise use the
4211 * context for the primary swapchain. */
4212 if (current_context
&& current_context
->c
.device
== device
)
4213 context_gl
= current_context
;
4214 else if (!(context_gl
= wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(device
->swapchains
[0]))))
4218 wined3d_context_gl_activate(context_gl
, texture
, sub_resource_idx
);
4220 return &context_gl
->c
;
4223 struct wined3d_context_gl
*wined3d_context_gl_reacquire(struct wined3d_context_gl
*context_gl
)
4225 struct wined3d_context
*acquired_context
;
4226 struct wined3d_device
*device
;
4228 if (!context_gl
|| context_gl
->tid
!= GetCurrentThreadId())
4231 device
= context_gl
->c
.device
;
4232 wined3d_from_cs(device
->cs
);
4234 if (context_gl
->c
.current_rt
.texture
)
4236 wined3d_context_gl_activate(context_gl
, context_gl
->c
.current_rt
.texture
,
4237 context_gl
->c
.current_rt
.sub_resource_idx
);
4241 acquired_context
= context_acquire(device
, NULL
, 0);
4242 if (acquired_context
!= &context_gl
->c
)
4243 ERR("Acquired context %p instead of %p.\n", acquired_context
, &context_gl
->c
);
4244 return wined3d_context_gl(acquired_context
);
4247 void dispatch_compute(struct wined3d_device
*device
, const struct wined3d_state
*state
,
4248 const struct wined3d_dispatch_parameters
*parameters
)
4250 const struct wined3d_gl_info
*gl_info
;
4251 struct wined3d_context_gl
*context_gl
;
4253 context_gl
= wined3d_context_gl(context_acquire(device
, NULL
, 0));
4254 if (!context_gl
->valid
)
4256 context_release(&context_gl
->c
);
4257 WARN("Invalid context, skipping dispatch.\n");
4260 gl_info
= context_gl
->gl_info
;
4262 if (!gl_info
->supported
[ARB_COMPUTE_SHADER
])
4264 context_release(&context_gl
->c
);
4265 FIXME("OpenGL implementation does not support compute shaders.\n");
4269 if (parameters
->indirect
)
4270 wined3d_buffer_load(parameters
->u
.indirect
.buffer
, &context_gl
->c
, state
);
4272 wined3d_context_gl_apply_compute_state(context_gl
, device
, state
);
4274 if (parameters
->indirect
)
4276 const struct wined3d_indirect_dispatch_parameters
*indirect
= ¶meters
->u
.indirect
;
4277 struct wined3d_buffer_gl
*buffer_gl
= wined3d_buffer_gl(indirect
->buffer
);
4279 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER
, buffer_gl
->bo
.id
));
4280 GL_EXTCALL(glDispatchComputeIndirect((GLintptr
)indirect
->offset
));
4281 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER
, 0));
4282 wined3d_context_gl_reference_bo(context_gl
, &buffer_gl
->bo
);
4286 const struct wined3d_direct_dispatch_parameters
*direct
= ¶meters
->u
.direct
;
4287 GL_EXTCALL(glDispatchCompute(direct
->group_count_x
, direct
->group_count_y
, direct
->group_count_z
));
4289 checkGLcall("dispatch compute");
4291 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS
));
4292 checkGLcall("glMemoryBarrier");
4294 context_release(&context_gl
->c
);
4297 /* Context activation is done by the caller. */
4298 static void wined3d_context_gl_draw_primitive_arrays(struct wined3d_context_gl
*context_gl
,
4299 const struct wined3d_state
*state
, const void *idx_data
, unsigned int idx_size
, int base_vertex_idx
,
4300 unsigned int start_idx
, unsigned int count
, unsigned int start_instance
, unsigned int instance_count
)
4302 const struct wined3d_ffp_attrib_ops
*ops
= &context_gl
->c
.d3d_info
->ffp_attrib_ops
;
4303 GLenum idx_type
= idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
4304 const struct wined3d_stream_info
*si
= &context_gl
->c
.stream_info
;
4305 GLenum mode
= gl_primitive_type_from_d3d(state
->primitive_type
);
4306 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4307 unsigned int instanced_elements
[ARRAY_SIZE(si
->elements
)];
4308 unsigned int instanced_element_count
= 0;
4309 const void *indices
;
4312 indices
= (const char *)idx_data
+ idx_size
* start_idx
;
4314 if (!instance_count
)
4318 gl_info
->gl_ops
.gl
.p_glDrawArrays(mode
, start_idx
, count
);
4319 checkGLcall("glDrawArrays");
4323 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4325 GL_EXTCALL(glDrawElementsBaseVertex(mode
, count
, idx_type
, indices
, base_vertex_idx
));
4326 checkGLcall("glDrawElementsBaseVertex");
4330 gl_info
->gl_ops
.gl
.p_glDrawElements(mode
, count
, idx_type
, indices
);
4331 checkGLcall("glDrawElements");
4335 if (start_instance
&& !(gl_info
->supported
[ARB_BASE_INSTANCE
] && gl_info
->supported
[ARB_INSTANCED_ARRAYS
]))
4336 FIXME("Start instance (%u) not supported.\n", start_instance
);
4338 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4342 if (gl_info
->supported
[ARB_BASE_INSTANCE
])
4344 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode
, start_idx
, count
, instance_count
, start_instance
));
4345 checkGLcall("glDrawArraysInstancedBaseInstance");
4349 GL_EXTCALL(glDrawArraysInstanced(mode
, start_idx
, count
, instance_count
));
4350 checkGLcall("glDrawArraysInstanced");
4354 if (gl_info
->supported
[ARB_BASE_INSTANCE
])
4356 GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode
, count
, idx_type
,
4357 indices
, instance_count
, base_vertex_idx
, start_instance
));
4358 checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
4361 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4363 GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode
, count
, idx_type
,
4364 indices
, instance_count
, base_vertex_idx
));
4365 checkGLcall("glDrawElementsInstancedBaseVertex");
4369 GL_EXTCALL(glDrawElementsInstanced(mode
, count
, idx_type
, indices
, instance_count
));
4370 checkGLcall("glDrawElementsInstanced");
4374 /* Instancing emulation by mixing immediate mode and arrays. */
4376 /* This is a nasty thing. MSDN says no hardware supports this and
4377 * applications have to use software vertex processing. We don't support
4380 * Shouldn't be too hard to support with OpenGL, in theory just call
4381 * glDrawArrays() instead of drawElements(). But the stream frequency value
4382 * has a different meaning in that situation. */
4385 FIXME("Non-indexed instanced drawing is not supported.\n");
4389 for (i
= 0; i
< ARRAY_SIZE(si
->elements
); ++i
)
4391 if (!(si
->use_map
& (1u << i
)))
4394 if (state
->streams
[si
->elements
[i
].stream_idx
].flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
4395 instanced_elements
[instanced_element_count
++] = i
;
4398 for (i
= 0; i
< instance_count
; ++i
)
4400 /* Specify the instanced attributes using immediate mode calls. */
4401 for (j
= 0; j
< instanced_element_count
; ++j
)
4403 const struct wined3d_stream_info_element
*element
;
4404 unsigned int element_idx
;
4407 element_idx
= instanced_elements
[j
];
4408 element
= &si
->elements
[element_idx
];
4409 ptr
= element
->data
.addr
+ element
->stride
* i
;
4410 if (element
->data
.buffer_object
)
4411 ptr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(state
->streams
[element
->stream_idx
].buffer
,
4413 ops
->generic
[element
->format
->emit_idx
](element_idx
, ptr
);
4416 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
4418 GL_EXTCALL(glDrawElementsBaseVertex(mode
, count
, idx_type
, indices
, base_vertex_idx
));
4419 checkGLcall("glDrawElementsBaseVertex");
4423 gl_info
->gl_ops
.gl
.p_glDrawElements(mode
, count
, idx_type
, indices
);
4424 checkGLcall("glDrawElements");
4429 static unsigned int get_stride_idx(const void *idx_data
, unsigned int idx_size
,
4430 unsigned int base_vertex_idx
, unsigned int start_idx
, unsigned int vertex_idx
)
4433 return start_idx
+ vertex_idx
;
4435 return ((const WORD
*)idx_data
)[start_idx
+ vertex_idx
] + base_vertex_idx
;
4436 return ((const DWORD
*)idx_data
)[start_idx
+ vertex_idx
] + base_vertex_idx
;
4439 /* Context activation is done by the caller. */
4440 static void draw_primitive_immediate_mode(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
4441 const struct wined3d_stream_info
*si
, const void *idx_data
, unsigned int idx_size
,
4442 int base_vertex_idx
, unsigned int start_idx
, unsigned int vertex_count
, unsigned int instance_count
)
4444 const BYTE
*position
= NULL
, *normal
= NULL
, *diffuse
= NULL
, *specular
= NULL
;
4445 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
4446 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4447 unsigned int coord_idx
, stride_idx
, texture_idx
, vertex_idx
;
4448 const struct wined3d_stream_info_element
*element
;
4449 const BYTE
*tex_coords
[WINED3DDP_MAXTEXCOORD
];
4450 unsigned int texture_unit
, texture_stages
;
4451 const struct wined3d_ffp_attrib_ops
*ops
;
4452 unsigned int untracked_material_count
;
4453 unsigned int tex_mask
= 0;
4454 BOOL specular_fog
= FALSE
;
4455 BOOL ps
= use_ps(state
);
4458 static unsigned int once
;
4461 FIXME_(d3d_perf
)("Drawing using immediate mode.\n");
4463 WARN_(d3d_perf
)("Drawing using immediate mode.\n");
4465 if (!idx_size
&& idx_data
)
4466 ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
4469 FIXME("Instancing not implemented.\n");
4471 /* Immediate mode drawing can't make use of indices in a VBO - get the
4472 * data from the index buffer. */
4474 idx_data
= wined3d_buffer_load_sysmem(state
->index_buffer
, &context_gl
->c
) + state
->index_offset
;
4476 ops
= &d3d_info
->ffp_attrib_ops
;
4478 gl_info
->gl_ops
.gl
.p_glBegin(gl_primitive_type_from_d3d(state
->primitive_type
));
4480 if (use_vs(state
) || d3d_info
->ffp_generic_attributes
)
4482 for (vertex_idx
= 0; vertex_idx
< vertex_count
; ++vertex_idx
)
4484 unsigned int use_map
= si
->use_map
;
4485 unsigned int element_idx
;
4487 stride_idx
= get_stride_idx(idx_data
, idx_size
, base_vertex_idx
, start_idx
, vertex_idx
);
4488 for (element_idx
= MAX_ATTRIBS
- 1; use_map
; use_map
&= ~(1u << element_idx
), --element_idx
)
4490 if (!(use_map
& 1u << element_idx
))
4493 ptr
= si
->elements
[element_idx
].data
.addr
+ si
->elements
[element_idx
].stride
* stride_idx
;
4494 ops
->generic
[si
->elements
[element_idx
].format
->emit_idx
](element_idx
, ptr
);
4498 gl_info
->gl_ops
.gl
.p_glEnd();
4502 if (si
->use_map
& (1u << WINED3D_FFP_POSITION
))
4503 position
= si
->elements
[WINED3D_FFP_POSITION
].data
.addr
;
4505 if (si
->use_map
& (1u << WINED3D_FFP_NORMAL
))
4506 normal
= si
->elements
[WINED3D_FFP_NORMAL
].data
.addr
;
4508 gl_info
->gl_ops
.gl
.p_glNormal3f(0.0f
, 0.0f
, 0.0f
);
4510 untracked_material_count
= context_gl
->untracked_material_count
;
4511 if (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
))
4513 element
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
4514 diffuse
= element
->data
.addr
;
4516 if (untracked_material_count
&& element
->format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4517 FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element
->format
->id
));
4521 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
4524 if (si
->use_map
& (1u << WINED3D_FFP_SPECULAR
))
4526 element
= &si
->elements
[WINED3D_FFP_SPECULAR
];
4527 specular
= element
->data
.addr
;
4529 /* Special case where the fog density is stored in the specular alpha channel. */
4530 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
4531 && (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
4532 || si
->elements
[WINED3D_FFP_POSITION
].format
->id
== WINED3DFMT_R32G32B32A32_FLOAT
)
4533 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
4535 if (gl_info
->supported
[EXT_FOG_COORD
])
4537 if (element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
4538 specular_fog
= TRUE
;
4540 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element
->format
->id
));
4544 static unsigned int once
;
4547 FIXME("Implement fog for transformed vertices in software.\n");
4551 else if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4553 GL_EXTCALL(glSecondaryColor3fEXT
)(0.0f
, 0.0f
, 0.0f
);
4556 texture_stages
= d3d_info
->limits
.ffp_blend_stages
;
4557 for (texture_idx
= 0; texture_idx
< texture_stages
; ++texture_idx
)
4559 if (!gl_info
->supported
[ARB_MULTITEXTURE
] && texture_idx
> 0)
4561 FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
4565 if (!ps
&& !state
->textures
[texture_idx
])
4568 texture_unit
= context_gl
->tex_unit_map
[texture_idx
];
4569 if (texture_unit
== WINED3D_UNMAPPED_STAGE
)
4572 coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
4575 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx
, texture_idx
);
4579 if (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
)))
4581 tex_coords
[coord_idx
] = si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].data
.addr
;
4582 tex_mask
|= (1u << texture_idx
);
4586 TRACE("Setting default coordinates for texture %u.\n", texture_idx
);
4587 if (gl_info
->supported
[ARB_MULTITEXTURE
])
4588 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_unit
, 0.0f
, 0.0f
, 0.0f
, 1.0f
));
4590 gl_info
->gl_ops
.gl
.p_glTexCoord4f(0.0f
, 0.0f
, 0.0f
, 1.0f
);
4594 /* Blending data and point sizes are not supported by this function. They
4595 * are not supported by the fixed function pipeline at all. A FIXME for
4596 * them is printed after decoding the vertex declaration. */
4597 for (vertex_idx
= 0; vertex_idx
< vertex_count
; ++vertex_idx
)
4599 unsigned int tmp_tex_mask
;
4601 stride_idx
= get_stride_idx(idx_data
, idx_size
, base_vertex_idx
, start_idx
, vertex_idx
);
4605 ptr
= normal
+ stride_idx
* si
->elements
[WINED3D_FFP_NORMAL
].stride
;
4606 ops
->normal
[si
->elements
[WINED3D_FFP_NORMAL
].format
->emit_idx
](ptr
);
4611 ptr
= diffuse
+ stride_idx
* si
->elements
[WINED3D_FFP_DIFFUSE
].stride
;
4612 ops
->diffuse
[si
->elements
[WINED3D_FFP_DIFFUSE
].format
->emit_idx
](ptr
);
4614 if (untracked_material_count
)
4616 struct wined3d_color color
;
4619 wined3d_color_from_d3dcolor(&color
, *(const DWORD
*)ptr
);
4620 for (i
= 0; i
< untracked_material_count
; ++i
)
4622 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
,
4623 context_gl
->untracked_materials
[i
], &color
.r
);
4630 ptr
= specular
+ stride_idx
* si
->elements
[WINED3D_FFP_SPECULAR
].stride
;
4631 ops
->specular
[si
->elements
[WINED3D_FFP_SPECULAR
].format
->emit_idx
](ptr
);
4634 GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD
*)ptr
>> 24)));
4637 tmp_tex_mask
= tex_mask
;
4638 for (texture_idx
= 0; tmp_tex_mask
; tmp_tex_mask
>>= 1, ++texture_idx
)
4640 if (!(tmp_tex_mask
& 1))
4643 coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
4644 ptr
= tex_coords
[coord_idx
] + (stride_idx
* si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].stride
);
4645 ops
->texcoord
[si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format
->emit_idx
](
4646 GL_TEXTURE0_ARB
+ context_gl
->tex_unit_map
[texture_idx
], ptr
);
4651 ptr
= position
+ stride_idx
* si
->elements
[WINED3D_FFP_POSITION
].stride
;
4652 ops
->position
[si
->elements
[WINED3D_FFP_POSITION
].format
->emit_idx
](ptr
);
4656 gl_info
->gl_ops
.gl
.p_glEnd();
4657 checkGLcall("draw immediate mode");
4660 static void wined3d_context_gl_draw_indirect(struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
4661 const struct wined3d_indirect_draw_parameters
*parameters
, unsigned int idx_size
)
4663 GLenum gl_primitive_type
= gl_primitive_type_from_d3d(state
->primitive_type
);
4664 struct wined3d_buffer_gl
*buffer_gl
= wined3d_buffer_gl(parameters
->buffer
);
4665 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4668 if (!gl_info
->supported
[ARB_DRAW_INDIRECT
])
4670 FIXME("OpenGL implementation does not support indirect draws.\n");
4674 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER
, buffer_gl
->bo
.id
));
4676 offset
= (void *)(GLintptr
)parameters
->offset
;
4679 GLenum idx_type
= idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
4680 if (state
->index_offset
)
4681 FIXME("Ignoring index offset %u.\n", state
->index_offset
);
4682 GL_EXTCALL(glDrawElementsIndirect(gl_primitive_type
, idx_type
, offset
));
4686 GL_EXTCALL(glDrawArraysIndirect(gl_primitive_type
, offset
));
4689 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER
, 0));
4690 wined3d_context_gl_reference_bo(context_gl
, &buffer_gl
->bo
);
4692 checkGLcall("draw indirect");
4695 static void remove_vbos(struct wined3d_context
*context
,
4696 const struct wined3d_state
*state
, struct wined3d_stream_info
*s
)
4700 for (i
= 0; i
< ARRAY_SIZE(s
->elements
); ++i
)
4702 struct wined3d_stream_info_element
*e
;
4704 if (!(s
->use_map
& (1u << i
)))
4707 e
= &s
->elements
[i
];
4708 if (e
->data
.buffer_object
)
4710 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
4711 e
->data
.buffer_object
= 0;
4712 e
->data
.addr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(vb
, context
);
4717 static GLenum
gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
4719 GLenum gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
4720 switch (gl_primitive_type
)
4726 case GL_LINE_STRIP_ADJACENCY
:
4727 case GL_LINES_ADJACENCY
:
4731 case GL_TRIANGLE_FAN
:
4732 case GL_TRIANGLE_STRIP
:
4733 case GL_TRIANGLE_STRIP_ADJACENCY
:
4734 case GL_TRIANGLES_ADJACENCY
:
4736 return GL_TRIANGLES
;
4739 return gl_primitive_type
;
4743 /* Routine common to the draw primitive and draw indexed primitive routines */
4744 void draw_primitive(struct wined3d_device
*device
, const struct wined3d_state
*state
,
4745 const struct wined3d_draw_parameters
*parameters
)
4747 BOOL emulation
= FALSE
, rasterizer_discard
= FALSE
;
4748 const struct wined3d_fb_state
*fb
= &state
->fb
;
4749 const struct wined3d_stream_info
*stream_info
;
4750 struct wined3d_rendertarget_view
*dsv
, *rtv
;
4751 struct wined3d_stream_info si_emulated
;
4752 const struct wined3d_gl_info
*gl_info
;
4753 struct wined3d_context_gl
*context_gl
;
4754 struct wined3d_context
*context
;
4755 unsigned int i
, idx_size
= 0;
4756 const void *idx_data
= NULL
;
4758 TRACE("device %p, state %p, parameters %p.\n", device
, state
, parameters
);
4760 if (!parameters
->indirect
&& !parameters
->u
.direct
.index_count
)
4763 if (!parameters
->indirect
)
4764 TRACE("base_vertex_idx %d, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
4765 parameters
->u
.direct
.base_vertex_idx
, parameters
->u
.direct
.start_idx
,
4766 parameters
->u
.direct
.index_count
, parameters
->u
.direct
.start_instance
,
4767 parameters
->u
.direct
.instance_count
);
4769 if (!(rtv
= fb
->render_targets
[0]))
4770 rtv
= fb
->depth_stencil
;
4772 if (rtv
&& rtv
->resource
->type
== WINED3D_RTYPE_BUFFER
)
4774 FIXME("Buffer render targets not implemented.\n");
4779 context
= context_acquire(device
, wined3d_texture_from_resource(rtv
->resource
), rtv
->sub_resource_idx
);
4781 context
= context_acquire(device
, NULL
, 0);
4782 context_gl
= wined3d_context_gl(context
);
4783 if (!context_gl
->valid
)
4785 context_release(context
);
4786 WARN("Invalid context, skipping draw.\n");
4789 gl_info
= context_gl
->gl_info
;
4791 if (!use_transform_feedback(state
))
4792 wined3d_context_gl_pause_transform_feedback(context_gl
, TRUE
);
4794 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
4796 if (!(rtv
= fb
->render_targets
[i
]) || rtv
->format
->id
== WINED3DFMT_NULL
)
4799 if (wined3d_blend_state_get_writemask(state
->blend_state
, i
))
4801 wined3d_rendertarget_view_load_location(rtv
, context
, rtv
->resource
->draw_binding
);
4802 wined3d_rendertarget_view_invalidate_location(rtv
, ~rtv
->resource
->draw_binding
);
4806 wined3d_rendertarget_view_prepare_location(rtv
, context
, rtv
->resource
->draw_binding
);
4810 if ((dsv
= fb
->depth_stencil
))
4812 /* Note that this depends on the context_acquire() call above to set
4813 * context->render_offscreen properly. We don't currently take the
4814 * Z-compare function into account, but we could skip loading the
4815 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
4816 * that we never copy the stencil data.*/
4817 DWORD location
= context
->render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
4819 if (wined3d_state_uses_depth_buffer(state
))
4820 wined3d_rendertarget_view_load_location(dsv
, context
, location
);
4822 wined3d_rendertarget_view_prepare_location(dsv
, context
, location
);
4825 if (parameters
->indirect
)
4826 wined3d_buffer_load(parameters
->u
.indirect
.buffer
, context
, state
);
4828 if (!context_apply_draw_state(context
, device
, state
, parameters
->indexed
))
4830 context_release(context
);
4831 WARN("Unable to apply draw state, skipping draw.\n");
4835 if (dsv
&& (!state
->depth_stencil_state
|| state
->depth_stencil_state
->desc
.depth_write
))
4837 DWORD location
= context
->render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
4839 wined3d_rendertarget_view_validate_location(dsv
, location
);
4840 wined3d_rendertarget_view_invalidate_location(dsv
, ~location
);
4843 stream_info
= &context
->stream_info
;
4845 if (parameters
->indexed
)
4847 struct wined3d_buffer
*index_buffer
= state
->index_buffer
;
4848 if (!index_buffer
->buffer_object
|| !stream_info
->all_vbo
)
4849 idx_data
= index_buffer
->resource
.heap_memory
;
4852 idx_data
= (const BYTE
*)idx_data
+ state
->index_offset
;
4854 if (state
->index_format
== WINED3DFMT_R16_UINT
)
4862 if (!stream_info
->position_transformed
&& context_gl
->untracked_material_count
4863 && state
->render_states
[WINED3D_RS_LIGHTING
])
4868 FIXME("Using software emulation because not all material properties could be tracked.\n");
4870 WARN_(d3d_perf
)("Using software emulation because not all material properties could be tracked.\n");
4873 else if (context
->fog_coord
&& state
->render_states
[WINED3D_RS_FOGENABLE
])
4877 /* Either write a pipeline replacement shader or convert the
4878 * specular alpha from unsigned byte to a float in the vertex
4881 FIXME("Using software emulation because manual fog coordinates are provided.\n");
4883 WARN_(d3d_perf
)("Using software emulation because manual fog coordinates are provided.\n");
4889 si_emulated
= context
->stream_info
;
4890 remove_vbos(context
, state
, &si_emulated
);
4891 stream_info
= &si_emulated
;
4895 if (use_transform_feedback(state
))
4897 const struct wined3d_shader
*shader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
4899 if (is_rasterization_disabled(shader
))
4901 glEnable(GL_RASTERIZER_DISCARD
);
4902 checkGLcall("enable rasterizer discard");
4903 rasterizer_discard
= TRUE
;
4906 if (context
->transform_feedback_paused
)
4908 GL_EXTCALL(glResumeTransformFeedback());
4909 checkGLcall("glResumeTransformFeedback");
4910 context
->transform_feedback_paused
= 0;
4912 else if (!context
->transform_feedback_active
)
4914 enum wined3d_primitive_type primitive_type
= shader
->u
.gs
.output_type
4915 ? shader
->u
.gs
.output_type
: state
->primitive_type
;
4916 GLenum mode
= gl_tfb_primitive_type_from_d3d(primitive_type
);
4917 GL_EXTCALL(glBeginTransformFeedback(mode
));
4918 checkGLcall("glBeginTransformFeedback");
4919 context
->transform_feedback_active
= 1;
4923 if (state
->primitive_type
== WINED3D_PT_PATCH
)
4925 GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES
, state
->patch_vertex_count
));
4926 checkGLcall("glPatchParameteri");
4929 if (context
->uses_fbo_attached_resources
)
4931 static unsigned int fixme_once
;
4933 if (gl_info
->supported
[ARB_TEXTURE_BARRIER
])
4935 GL_EXTCALL(glTextureBarrier());
4937 else if (gl_info
->supported
[NV_TEXTURE_BARRIER
])
4939 GL_EXTCALL(glTextureBarrierNV());
4944 FIXME("Sampling attached render targets is not supported.\n");
4946 WARN("Sampling attached render targets is not supported, skipping draw.\n");
4947 context_release(context
);
4950 checkGLcall("glTextureBarrier");
4953 if (parameters
->indirect
)
4955 if (!context
->use_immediate_mode_draw
&& !emulation
)
4956 wined3d_context_gl_draw_indirect(context_gl
, state
, ¶meters
->u
.indirect
, idx_size
);
4958 FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
4962 unsigned int instance_count
= parameters
->u
.direct
.instance_count
;
4963 if (context
->instance_count
)
4964 instance_count
= context
->instance_count
;
4966 if (context
->use_immediate_mode_draw
|| emulation
)
4967 draw_primitive_immediate_mode(wined3d_context_gl(context
), state
, stream_info
, idx_data
,
4968 idx_size
, parameters
->u
.direct
.base_vertex_idx
,
4969 parameters
->u
.direct
.start_idx
, parameters
->u
.direct
.index_count
, instance_count
);
4971 wined3d_context_gl_draw_primitive_arrays(context_gl
, state
, idx_data
, idx_size
,
4972 parameters
->u
.direct
.base_vertex_idx
, parameters
->u
.direct
.start_idx
,
4973 parameters
->u
.direct
.index_count
, parameters
->u
.direct
.start_instance
, instance_count
);
4976 if (context
->uses_uavs
)
4978 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS
));
4979 checkGLcall("glMemoryBarrier");
4982 wined3d_context_gl_pause_transform_feedback(context_gl
, FALSE
);
4984 if (rasterizer_discard
)
4986 glDisable(GL_RASTERIZER_DISCARD
);
4987 checkGLcall("disable rasterizer discard");
4990 context_release(context
);
4992 TRACE("Draw completed.\n");
4995 void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl
*context_gl
)
4997 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4998 unsigned int texture_idx
;
5000 for (texture_idx
= 0; texture_idx
< gl_info
->limits
.texture_coords
; ++texture_idx
)
5002 gl_info
->gl_ops
.ext
.p_glClientActiveTextureARB(GL_TEXTURE0_ARB
+ texture_idx
);
5003 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY
);
5007 void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl
*context_gl
,
5008 const struct wined3d_stream_info
*si
, GLuint
*current_bo
, const struct wined3d_state
*state
)
5010 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5011 const struct wined3d_format_gl
*format_gl
;
5012 unsigned int mapped_stage
= 0;
5013 unsigned int texture_idx
;
5016 for (texture_idx
= 0; texture_idx
< context_gl
->c
.d3d_info
->limits
.ffp_blend_stages
; ++texture_idx
)
5018 unsigned int coord_idx
= state
->texture_states
[texture_idx
][WINED3D_TSS_TEXCOORD_INDEX
];
5020 if ((mapped_stage
= context_gl
->tex_unit_map
[texture_idx
]) == WINED3D_UNMAPPED_STAGE
)
5023 if (mapped_stage
>= gl_info
->limits
.texture_coords
)
5025 FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage
);
5029 if (coord_idx
< WINED3D_MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coord_idx
))))
5031 const struct wined3d_stream_info_element
*e
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
];
5033 TRACE("Setting up texture %u, idx %u, coord_idx %u, data %s.\n",
5034 texture_idx
, mapped_stage
, coord_idx
, debug_bo_address(&e
->data
));
5036 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5037 if (*current_bo
!= bo
)
5039 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5040 checkGLcall("glBindBuffer");
5044 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
5045 checkGLcall("glClientActiveTextureARB");
5047 /* The coords to supply depend completely on the fvf/vertex shader. */
5048 format_gl
= wined3d_format_gl(e
->format
);
5049 gl_info
->gl_ops
.gl
.p_glTexCoordPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
,
5050 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5051 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY
);
5052 wined3d_buffer_gl(state
->streams
[e
->stream_idx
].buffer
)->bo_user
.valid
= true;
5056 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ mapped_stage
, 0, 0, 0, 1));
5059 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
5061 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
5062 for (texture_idx
= mapped_stage
+ 1; texture_idx
< gl_info
->limits
.textures
; ++texture_idx
)
5064 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
5068 checkGLcall("loadTexCoords");
5071 /* This should match any arrays loaded in wined3d_context_gl_load_vertex_data(). */
5072 static void wined3d_context_gl_unload_vertex_data(struct wined3d_context_gl
*context_gl
)
5074 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5076 if (!context_gl
->c
.namedArraysLoaded
)
5078 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_VERTEX_ARRAY
);
5079 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_NORMAL_ARRAY
);
5080 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_COLOR_ARRAY
);
5081 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5082 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
5083 wined3d_context_gl_unload_tex_coords(context_gl
);
5084 context_gl
->c
.namedArraysLoaded
= FALSE
;
5087 static void wined3d_context_gl_load_vertex_data(struct wined3d_context_gl
*context_gl
,
5088 const struct wined3d_stream_info
*si
, const struct wined3d_state
*state
)
5090 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5091 const struct wined3d_stream_info_element
*e
;
5092 const struct wined3d_format_gl
*format_gl
;
5093 GLuint current_bo
, bo
;
5095 TRACE("context_gl %p, si %p, state %p.\n", context_gl
, si
, state
);
5097 /* This is used for the fixed-function pipeline only, and the
5098 * fixed-function pipeline doesn't do instancing. */
5099 context_gl
->c
.instance_count
= 0;
5100 current_bo
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0u : 0;
5103 if ((si
->use_map
& (1u << WINED3D_FFP_BLENDWEIGHT
))
5104 || si
->use_map
& (1u << WINED3D_FFP_BLENDINDICES
))
5106 /* TODO: Support vertex blending in immediate mode draws. No need to
5107 * write a FIXME here, this is done after the general vertex
5108 * declaration decoding. */
5109 WARN("Vertex blending not supported.\n");
5113 if (si
->use_map
& (1u << WINED3D_FFP_PSIZE
))
5115 /* No such functionality in the fixed-function GL pipeline. */
5116 WARN("Per-vertex point size not supported.\n");
5120 if (si
->use_map
& (1u << WINED3D_FFP_POSITION
))
5122 e
= &si
->elements
[WINED3D_FFP_POSITION
];
5123 format_gl
= wined3d_format_gl(e
->format
);
5125 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5126 if (current_bo
!= bo
)
5128 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5129 checkGLcall("glBindBuffer");
5133 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
5134 format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
,
5135 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5136 gl_info
->gl_ops
.gl
.p_glVertexPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
,
5137 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5138 checkGLcall("glVertexPointer(...)");
5139 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_VERTEX_ARRAY
);
5140 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
5141 wined3d_buffer_gl(state
->streams
[e
->stream_idx
].buffer
)->bo_user
.valid
= true;
5145 if (si
->use_map
& (1u << WINED3D_FFP_NORMAL
))
5147 e
= &si
->elements
[WINED3D_FFP_NORMAL
];
5148 format_gl
= wined3d_format_gl(e
->format
);
5150 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5151 if (current_bo
!= bo
)
5153 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5154 checkGLcall("glBindBuffer");
5158 TRACE("glNormalPointer(%#x, %#x, %p);\n", format_gl
->vtx_type
, e
->stride
,
5159 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5160 gl_info
->gl_ops
.gl
.p_glNormalPointer(format_gl
->vtx_type
, e
->stride
,
5161 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5162 checkGLcall("glNormalPointer(...)");
5163 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_NORMAL_ARRAY
);
5164 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
5165 wined3d_buffer_gl(state
->streams
[e
->stream_idx
].buffer
)->bo_user
.valid
= true;
5169 gl_info
->gl_ops
.gl
.p_glNormal3f(0, 0, 0);
5170 checkGLcall("glNormal3f(0, 0, 0)");
5173 /* Diffuse colour */
5174 if (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
))
5176 e
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
5177 format_gl
= wined3d_format_gl(e
->format
);
5179 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5180 if (current_bo
!= bo
)
5182 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5183 checkGLcall("glBindBuffer");
5187 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
5188 format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
,
5189 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5190 gl_info
->gl_ops
.gl
.p_glColorPointer(format_gl
->vtx_format
, format_gl
->vtx_type
, e
->stride
,
5191 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5192 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
5193 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_COLOR_ARRAY
);
5194 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
5195 wined3d_buffer_gl(state
->streams
[e
->stream_idx
].buffer
)->bo_user
.valid
= true;
5199 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
5200 checkGLcall("glColor4f(1, 1, 1, 1)");
5203 /* Specular colour */
5204 if (si
->use_map
& (1u << WINED3D_FFP_SPECULAR
))
5206 TRACE("Setting specular colour.\n");
5208 e
= &si
->elements
[WINED3D_FFP_SPECULAR
];
5210 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5215 format_gl
= wined3d_format_gl(e
->format
);
5216 type
= format_gl
->vtx_type
;
5217 format
= format_gl
->vtx_format
;
5219 bo
= wined3d_bo_gl_id(e
->data
.buffer_object
);
5220 if (current_bo
!= bo
)
5222 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5223 checkGLcall("glBindBuffer");
5227 if (format
!= 4 || (gl_info
->quirks
& WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA
))
5229 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
5230 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
5231 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
5232 * 4 component secondary colors use it
5234 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format
, type
, e
->stride
,
5235 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5236 GL_EXTCALL(glSecondaryColorPointerEXT(format
, type
, e
->stride
,
5237 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
5238 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
5244 case GL_UNSIGNED_BYTE
:
5245 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e
->stride
,
5246 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5247 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE
, e
->stride
,
5248 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
5249 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
5253 FIXME("Add 4 component specular colour pointers for type %#x.\n", type
);
5254 /* Make sure that the right colour component is dropped. */
5255 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type
, e
->stride
,
5256 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
5257 GL_EXTCALL(glSecondaryColorPointerEXT(3, type
, e
->stride
,
5258 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
5259 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
5262 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
5263 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
5264 wined3d_buffer_gl(state
->streams
[e
->stream_idx
].buffer
)->bo_user
.valid
= true;
5268 WARN("Specular colour is not supported in this GL implementation.\n");
5273 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
5275 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
5276 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
5280 WARN("Specular colour is not supported in this GL implementation.\n");
5284 /* Texture coordinates */
5285 wined3d_context_gl_load_tex_coords(context_gl
, si
, ¤t_bo
, state
);
5288 static void wined3d_context_gl_unload_numbered_array(struct wined3d_context_gl
*context_gl
, unsigned int i
)
5290 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5292 GL_EXTCALL(glDisableVertexAttribArray(i
));
5293 checkGLcall("glDisableVertexAttribArray");
5294 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
5295 GL_EXTCALL(glVertexAttribDivisor(i
, 0));
5297 context_gl
->c
.numbered_array_mask
&= ~(1u << i
);
5300 static void wined3d_context_gl_unload_numbered_arrays(struct wined3d_context_gl
*context_gl
)
5302 uint32_t mask
= context_gl
->c
.numbered_array_mask
;
5307 i
= wined3d_bit_scan(&mask
);
5308 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5312 static void wined3d_context_gl_load_numbered_arrays(struct wined3d_context_gl
*context_gl
,
5313 const struct wined3d_stream_info
*stream_info
, const struct wined3d_state
*state
)
5315 struct wined3d_context
*context
= &context_gl
->c
;
5316 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5317 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5318 GLuint current_bo
, bo
;
5321 /* Default to no instancing. */
5322 context
->instance_count
= 0;
5323 current_bo
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0u : 0;
5325 for (i
= 0; i
< MAX_ATTRIBS
; ++i
)
5327 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[i
];
5328 const struct wined3d_stream_state
*stream
;
5329 const struct wined3d_format_gl
*format_gl
;
5331 if (!(stream_info
->use_map
& (1u << i
)))
5333 if (context
->numbered_array_mask
& (1u << i
))
5334 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5335 if (!use_vs(state
) && i
== WINED3D_FFP_DIFFUSE
)
5337 if (!(context_gl
->default_attrib_value_set
& (1u << i
)) || !context_gl
->diffuse_attrib_to_1
)
5339 GL_EXTCALL(glVertexAttrib4f(i
, 1.0f
, 1.0f
, 1.0f
, 1.0f
));
5340 context_gl
->diffuse_attrib_to_1
= 1;
5345 if (!(context_gl
->default_attrib_value_set
& (1u << i
)))
5347 GL_EXTCALL(glVertexAttrib4f(i
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
5348 if (i
== WINED3D_FFP_DIFFUSE
)
5349 context_gl
->diffuse_attrib_to_1
= 0;
5352 context_gl
->default_attrib_value_set
|= 1u << i
;
5356 format_gl
= wined3d_format_gl(element
->format
);
5357 stream
= &state
->streams
[element
->stream_idx
];
5358 wined3d_buffer_gl(stream
->buffer
)->bo_user
.valid
= true;
5360 if ((stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !context
->instance_count
)
5361 context
->instance_count
= state
->streams
[0].frequency
;
5363 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
5365 unsigned int divisor
= 0;
5367 if (element
->instanced
)
5368 divisor
= element
->divisor
? element
->divisor
: UINT_MAX
;
5369 GL_EXTCALL(glVertexAttribDivisor(i
, divisor
));
5371 else if (element
->divisor
)
5373 /* Unload instanced arrays, they will be loaded using immediate
5375 if (context
->numbered_array_mask
& (1u << i
))
5376 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5377 context_gl
->default_attrib_value_set
&= ~(1u << i
);
5381 TRACE("Loading array %u %s.\n", i
, debug_bo_address(&element
->data
));
5383 if (element
->stride
)
5385 DWORD format_flags
= format_gl
->f
.flags
[WINED3D_GL_RES_TYPE_BUFFER
];
5387 bo
= wined3d_bo_gl_id(element
->data
.buffer_object
);
5388 if (current_bo
!= bo
)
5390 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, bo
));
5391 checkGLcall("glBindBuffer");
5394 /* Use the VBO to find out if a vertex buffer exists, not the vb
5395 * pointer. vb can point to a user pointer data blob. In that case
5396 * current_bo will be 0. If there is a vertex buffer but no vbo we
5397 * won't be load converted attributes anyway. */
5398 if (vs
&& vs
->reg_maps
.shader_version
.major
>= 4 && (format_flags
& WINED3DFMT_FLAG_INTEGER
))
5400 GL_EXTCALL(glVertexAttribIPointer(i
, format_gl
->vtx_format
, format_gl
->vtx_type
,
5401 element
->stride
, element
->data
.addr
+ state
->load_base_vertex_index
* element
->stride
));
5405 GL_EXTCALL(glVertexAttribPointer(i
, format_gl
->vtx_format
, format_gl
->vtx_type
,
5406 !!(format_flags
& WINED3DFMT_FLAG_NORMALISED
), element
->stride
,
5407 element
->data
.addr
+ state
->load_base_vertex_index
* element
->stride
));
5410 if (!(context
->numbered_array_mask
& (1u << i
)))
5412 GL_EXTCALL(glEnableVertexAttribArray(i
));
5413 context
->numbered_array_mask
|= (1u << i
);
5418 /* Stride = 0 means always the same values.
5419 * glVertexAttribPointer() doesn't do that. Instead disable the
5420 * pointer and set up the attribute statically. But we have to
5421 * figure out the system memory address. */
5422 const BYTE
*ptr
= element
->data
.addr
;
5423 if (element
->data
.buffer_object
)
5424 ptr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(stream
->buffer
, context
);
5426 if (context
->numbered_array_mask
& (1u << i
))
5427 wined3d_context_gl_unload_numbered_array(context_gl
, i
);
5429 switch (format_gl
->f
.id
)
5431 case WINED3DFMT_R32_FLOAT
:
5432 GL_EXTCALL(glVertexAttrib1fv(i
, (const GLfloat
*)ptr
));
5434 case WINED3DFMT_R32G32_FLOAT
:
5435 GL_EXTCALL(glVertexAttrib2fv(i
, (const GLfloat
*)ptr
));
5437 case WINED3DFMT_R32G32B32_FLOAT
:
5438 GL_EXTCALL(glVertexAttrib3fv(i
, (const GLfloat
*)ptr
));
5440 case WINED3DFMT_R32G32B32A32_FLOAT
:
5441 GL_EXTCALL(glVertexAttrib4fv(i
, (const GLfloat
*)ptr
));
5443 case WINED3DFMT_R8G8B8A8_UINT
:
5444 GL_EXTCALL(glVertexAttrib4ubv(i
, ptr
));
5446 case WINED3DFMT_B8G8R8A8_UNORM
:
5447 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
5449 const DWORD
*src
= (const DWORD
*)ptr
;
5450 DWORD c
= *src
& 0xff00ff00u
;
5451 c
|= (*src
& 0xff0000u
) >> 16;
5452 c
|= (*src
& 0xffu
) << 16;
5453 GL_EXTCALL(glVertexAttrib4Nubv(i
, (GLubyte
*)&c
));
5456 /* else fallthrough */
5457 case WINED3DFMT_R8G8B8A8_UNORM
:
5458 GL_EXTCALL(glVertexAttrib4Nubv(i
, ptr
));
5460 case WINED3DFMT_R16G16_SINT
:
5461 GL_EXTCALL(glVertexAttrib2sv(i
, (const GLshort
*)ptr
));
5463 case WINED3DFMT_R16G16B16A16_SINT
:
5464 GL_EXTCALL(glVertexAttrib4sv(i
, (const GLshort
*)ptr
));
5466 case WINED3DFMT_R16G16_SNORM
:
5468 const GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
5469 GL_EXTCALL(glVertexAttrib4Nsv(i
, s
));
5472 case WINED3DFMT_R16G16_UNORM
:
5474 const GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
5475 GL_EXTCALL(glVertexAttrib4Nusv(i
, s
));
5478 case WINED3DFMT_R16G16B16A16_SNORM
:
5479 GL_EXTCALL(glVertexAttrib4Nsv(i
, (const GLshort
*)ptr
));
5481 case WINED3DFMT_R16G16B16A16_UNORM
:
5482 GL_EXTCALL(glVertexAttrib4Nusv(i
, (const GLushort
*)ptr
));
5484 case WINED3DFMT_R10G10B10X2_UINT
:
5485 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
5486 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
5488 case WINED3DFMT_R10G10B10X2_SNORM
:
5489 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
5490 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
5492 case WINED3DFMT_R16G16_FLOAT
:
5493 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
5495 /* Not supported by GL_ARB_half_float_vertex. */
5496 GL_EXTCALL(glVertexAttrib2hvNV(i
, (const GLhalfNV
*)ptr
));
5500 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
5501 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
5502 GL_EXTCALL(glVertexAttrib2f(i
, x
, y
));
5505 case WINED3DFMT_R16G16B16A16_FLOAT
:
5506 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
5508 /* Not supported by GL_ARB_half_float_vertex. */
5509 GL_EXTCALL(glVertexAttrib4hvNV(i
, (const GLhalfNV
*)ptr
));
5513 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
5514 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
5515 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
5516 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
5517 GL_EXTCALL(glVertexAttrib4f(i
, x
, y
, z
, w
));
5521 ERR("Unexpected declaration in stride 0 attributes.\n");
5525 context_gl
->default_attrib_value_set
&= ~(1u << i
);
5528 checkGLcall("Loading numbered arrays");
5531 void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl
*context_gl
,
5532 const struct wined3d_state
*state
)
5534 if (context_gl
->c
.use_immediate_mode_draw
)
5537 wined3d_context_gl_unload_vertex_data(context_gl
);
5538 if (context_gl
->c
.d3d_info
->ffp_generic_attributes
|| use_vs(state
))
5540 TRACE("Loading numbered arrays.\n");
5541 wined3d_context_gl_load_numbered_arrays(context_gl
, &context_gl
->c
.stream_info
, state
);
5545 TRACE("Loading named arrays.\n");
5546 wined3d_context_gl_unload_numbered_arrays(context_gl
);
5547 wined3d_context_gl_load_vertex_data(context_gl
, &context_gl
->c
.stream_info
, state
);
5548 context_gl
->c
.namedArraysLoaded
= TRUE
;
5551 static void apply_texture_blit_state(const struct wined3d_gl_info
*gl_info
, struct gl_texture
*texture
,
5552 GLenum target
, unsigned int level
, enum wined3d_texture_filter_type filter
)
5554 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MAG_FILTER
, wined3d_gl_mag_filter(filter
));
5555 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_MIN_FILTER
,
5556 wined3d_gl_min_mip_filter(filter
, WINED3D_TEXF_NONE
));
5557 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
5558 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
5559 if (gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
5560 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_SRGB_DECODE_EXT
, GL_SKIP_DECODE_EXT
);
5561 gl_info
->gl_ops
.gl
.p_glTexParameteri(target
, GL_TEXTURE_BASE_LEVEL
, level
);
5563 /* We changed the filtering settings on the texture. Make sure they get
5564 * reset on subsequent draws. */
5565 texture
->sampler_desc
.mag_filter
= WINED3D_TEXF_POINT
;
5566 texture
->sampler_desc
.min_filter
= WINED3D_TEXF_POINT
;
5567 texture
->sampler_desc
.mip_filter
= WINED3D_TEXF_NONE
;
5568 texture
->sampler_desc
.address_u
= WINED3D_TADDRESS_CLAMP
;
5569 texture
->sampler_desc
.address_v
= WINED3D_TADDRESS_CLAMP
;
5570 texture
->sampler_desc
.srgb_decode
= FALSE
;
5571 texture
->base_level
= level
;
5574 /* Context activation is done by the caller. */
5575 void wined3d_context_gl_draw_shaded_quad(struct wined3d_context_gl
*context_gl
, struct wined3d_texture_gl
*texture_gl
,
5576 unsigned int sub_resource_idx
, const RECT
*src_rect
, const RECT
*dst_rect
,
5577 enum wined3d_texture_filter_type filter
)
5579 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5580 struct wined3d_blt_info info
;
5581 unsigned int level
, w
, h
, i
;
5586 struct wined3d_vec3 texcoord
;
5590 texture2d_get_blt_info(texture_gl
, sub_resource_idx
, src_rect
, &info
);
5592 level
= sub_resource_idx
% texture_gl
->t
.level_count
;
5593 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, texture_gl
->texture_rgb
.name
);
5594 apply_texture_blit_state(gl_info
, &texture_gl
->texture_rgb
, info
.bind_target
, level
, filter
);
5595 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, level
);
5597 wined3d_context_gl_get_rt_size(context_gl
, &dst_size
);
5601 quad
[0].x
= dst_rect
->left
* 2.0f
/ w
- 1.0f
;
5602 quad
[0].y
= dst_rect
->top
* 2.0f
/ h
- 1.0f
;
5603 quad
[0].texcoord
= info
.texcoords
[0];
5605 quad
[1].x
= dst_rect
->right
* 2.0f
/ w
- 1.0f
;
5606 quad
[1].y
= dst_rect
->top
* 2.0f
/ h
- 1.0f
;
5607 quad
[1].texcoord
= info
.texcoords
[1];
5609 quad
[2].x
= dst_rect
->left
* 2.0f
/ w
- 1.0f
;
5610 quad
[2].y
= dst_rect
->bottom
* 2.0f
/ h
- 1.0f
;
5611 quad
[2].texcoord
= info
.texcoords
[2];
5613 quad
[3].x
= dst_rect
->right
* 2.0f
/ w
- 1.0f
;
5614 quad
[3].y
= dst_rect
->bottom
* 2.0f
/ h
- 1.0f
;
5615 quad
[3].texcoord
= info
.texcoords
[3];
5618 if (gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
5620 if (!context_gl
->blit_vbo
)
5621 GL_EXTCALL(glGenBuffers(1, &context_gl
->blit_vbo
));
5622 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, context_gl
->blit_vbo
));
5624 wined3d_context_gl_unload_vertex_data(context_gl
);
5625 wined3d_context_gl_unload_numbered_arrays(context_gl
);
5627 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER
, sizeof(quad
), quad
, GL_STREAM_DRAW
));
5628 GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT
, FALSE
, sizeof(*quad
), NULL
));
5629 GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT
, FALSE
, sizeof(*quad
),
5630 (void *)FIELD_OFFSET(struct blit_vertex
, texcoord
)));
5632 GL_EXTCALL(glEnableVertexAttribArray(0));
5633 GL_EXTCALL(glEnableVertexAttribArray(1));
5635 gl_info
->gl_ops
.gl
.p_glDrawArrays(GL_TRIANGLE_STRIP
, 0, 4);
5637 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, 0));
5638 GL_EXTCALL(glDisableVertexAttribArray(1));
5639 GL_EXTCALL(glDisableVertexAttribArray(0));
5643 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
5645 for (i
= 0; i
< ARRAY_SIZE(quad
); ++i
)
5647 GL_EXTCALL(glVertexAttrib3fv(1, &quad
[i
].texcoord
.x
));
5648 GL_EXTCALL(glVertexAttrib2fv(0, &quad
[i
].x
));
5651 gl_info
->gl_ops
.gl
.p_glEnd();
5653 checkGLcall("draw");
5655 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, texture_gl
->t
.level_count
- 1);
5656 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, 0);
5659 /* Context activation is done by the caller. */
5660 void wined3d_context_gl_draw_textured_quad(struct wined3d_context_gl
*context_gl
,
5661 struct wined3d_texture_gl
*texture_gl
, unsigned int sub_resource_idx
,
5662 const RECT
*src_rect
, const RECT
*dst_rect
, enum wined3d_texture_filter_type filter
)
5664 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
5665 struct wined3d_blt_info info
;
5668 texture2d_get_blt_info(texture_gl
, sub_resource_idx
, src_rect
, &info
);
5670 gl_info
->gl_ops
.gl
.p_glEnable(info
.bind_target
);
5671 checkGLcall("glEnable(bind_target)");
5673 level
= sub_resource_idx
% texture_gl
->t
.level_count
;
5674 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, texture_gl
->texture_rgb
.name
);
5675 apply_texture_blit_state(gl_info
, &texture_gl
->texture_rgb
, info
.bind_target
, level
, filter
);
5676 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, level
);
5677 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
5678 checkGLcall("glTexEnvi");
5681 gl_info
->gl_ops
.gl
.p_glBegin(GL_TRIANGLE_STRIP
);
5682 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[0].x
);
5683 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->left
, dst_rect
->top
);
5685 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[1].x
);
5686 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->right
, dst_rect
->top
);
5688 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[2].x
);
5689 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->left
, dst_rect
->bottom
);
5691 gl_info
->gl_ops
.gl
.p_glTexCoord3fv(&info
.texcoords
[3].x
);
5692 gl_info
->gl_ops
.gl
.p_glVertex2i(dst_rect
->right
, dst_rect
->bottom
);
5693 gl_info
->gl_ops
.gl
.p_glEnd();
5695 gl_info
->gl_ops
.gl
.p_glTexParameteri(info
.bind_target
, GL_TEXTURE_MAX_LEVEL
, texture_gl
->t
.level_count
- 1);
5696 wined3d_context_gl_bind_texture(context_gl
, info
.bind_target
, 0);