2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
31 static DWORD wined3d_context_tls_idx
;
33 /* FBO helper functions */
35 /* GL locking is done by the caller */
36 void context_bind_fbo(struct wined3d_context
*context
, GLenum target
, GLuint
*fbo
)
38 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
49 gl_info
->fbo_ops
.glGenFramebuffers(1, fbo
);
50 checkGLcall("glGenFramebuffers()");
51 TRACE("Created FBO %u.\n", *fbo
);
58 case GL_READ_FRAMEBUFFER
:
59 if (context
->fbo_read_binding
== f
) return;
60 context
->fbo_read_binding
= f
;
63 case GL_DRAW_FRAMEBUFFER
:
64 if (context
->fbo_draw_binding
== f
) return;
65 context
->fbo_draw_binding
= f
;
69 if (context
->fbo_read_binding
== f
70 && context
->fbo_draw_binding
== f
) return;
71 context
->fbo_read_binding
= f
;
72 context
->fbo_draw_binding
= f
;
76 FIXME("Unhandled target %#x.\n", target
);
80 gl_info
->fbo_ops
.glBindFramebuffer(target
, f
);
81 checkGLcall("glBindFramebuffer()");
84 /* GL locking is done by the caller */
85 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
89 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
91 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
97 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
98 checkGLcall("glFramebufferTexture2D()");
101 /* GL locking is done by the caller */
102 static void context_destroy_fbo(struct wined3d_context
*context
, GLuint
*fbo
)
104 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
106 context_bind_fbo(context
, GL_FRAMEBUFFER
, fbo
);
107 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
108 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
110 gl_info
->fbo_ops
.glDeleteFramebuffers(1, fbo
);
111 checkGLcall("glDeleteFramebuffers()");
114 /* GL locking is done by the caller */
115 static void context_apply_attachment_filter_states(const struct wined3d_context
*context
,
116 IWineD3DSurfaceImpl
*surface
, DWORD location
)
118 /* Update base texture states array */
119 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
121 IWineD3DBaseTextureImpl
*texture
= surface
->container
.u
.texture
;
122 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
123 BOOL update_minfilter
= FALSE
;
124 BOOL update_magfilter
= FALSE
;
125 struct gl_texture
*gl_tex
;
129 case SFLAG_INTEXTURE
:
130 case SFLAG_INSRGBTEX
:
131 gl_tex
= basetexture_get_gl_texture(texture
,
132 context
->gl_info
, location
== SFLAG_INSRGBTEX
);
136 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
137 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*)texture
);
141 if (gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_POINT
142 || gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] != WINED3DTEXF_NONE
)
144 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
145 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
146 update_minfilter
= TRUE
;
149 if (gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_POINT
)
151 gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
152 update_magfilter
= TRUE
;
155 if (texture
->baseTexture
.bindCount
)
157 WARN("Render targets should not be bound to a sampler\n");
158 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_SAMPLER(texture
->baseTexture
.sampler
));
161 if (update_minfilter
|| update_magfilter
)
163 GLenum target
, bind_target
;
166 target
= surface
->texture_target
;
167 if (target
== GL_TEXTURE_2D
)
169 bind_target
= GL_TEXTURE_2D
;
170 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
172 else if (target
== GL_TEXTURE_RECTANGLE_ARB
)
174 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
175 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
179 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
180 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB
, &old_binding
);
183 glBindTexture(bind_target
, gl_tex
->name
);
184 if (update_minfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
185 if (update_magfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
186 glBindTexture(bind_target
, old_binding
);
189 checkGLcall("apply_attachment_filter_states()");
193 /* GL locking is done by the caller */
194 void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
195 GLenum fbo_target
, IWineD3DSurfaceImpl
*depth_stencil
, BOOL use_render_buffer
)
197 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
199 TRACE("Attach depth stencil %p\n", depth_stencil
);
203 DWORD format_flags
= depth_stencil
->resource
.format
->flags
;
205 if (use_render_buffer
&& depth_stencil
->current_renderbuffer
)
207 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
209 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
,
210 GL_RENDERBUFFER
, depth_stencil
->current_renderbuffer
->id
);
211 checkGLcall("glFramebufferRenderbuffer()");
214 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
216 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
,
217 GL_RENDERBUFFER
, depth_stencil
->current_renderbuffer
->id
);
218 checkGLcall("glFramebufferRenderbuffer()");
223 surface_prepare_texture(depth_stencil
, gl_info
, FALSE
);
224 context_apply_attachment_filter_states(context
, depth_stencil
, SFLAG_INTEXTURE
);
226 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
228 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
,
229 depth_stencil
->texture_target
, depth_stencil
->texture_name
,
230 depth_stencil
->texture_level
);
231 checkGLcall("glFramebufferTexture2D()");
234 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
236 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
,
237 depth_stencil
->texture_target
, depth_stencil
->texture_name
,
238 depth_stencil
->texture_level
);
239 checkGLcall("glFramebufferTexture2D()");
243 if (!(format_flags
& WINED3DFMT_FLAG_DEPTH
))
245 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
246 checkGLcall("glFramebufferTexture2D()");
249 if (!(format_flags
& WINED3DFMT_FLAG_STENCIL
))
251 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
252 checkGLcall("glFramebufferTexture2D()");
257 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
258 checkGLcall("glFramebufferTexture2D()");
260 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
261 checkGLcall("glFramebufferTexture2D()");
265 /* GL locking is done by the caller */
266 static void context_attach_surface_fbo(const struct wined3d_context
*context
,
267 GLenum fbo_target
, DWORD idx
, IWineD3DSurfaceImpl
*surface
, DWORD location
)
269 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
271 TRACE("Attach surface %p to %u\n", surface
, idx
);
273 if (surface
&& surface
->resource
.format
->id
!= WINED3DFMT_NULL
)
279 case SFLAG_INTEXTURE
:
280 case SFLAG_INSRGBTEX
:
281 srgb
= location
== SFLAG_INSRGBTEX
;
282 surface_prepare_texture(surface
, gl_info
, srgb
);
283 context_apply_attachment_filter_states(context
, surface
, location
);
284 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
285 surface
->texture_target
, surface_get_texture_name(surface
, gl_info
, srgb
),
286 surface
->texture_level
);
290 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
293 checkGLcall("glFramebufferTexture2D()");
297 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, GL_TEXTURE_2D
, 0, 0);
298 checkGLcall("glFramebufferTexture2D()");
302 /* GL locking is done by the caller */
303 static void context_check_fbo_status(struct wined3d_context
*context
, GLenum target
)
305 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
308 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
309 if (status
== GL_FRAMEBUFFER_COMPLETE
)
311 TRACE("FBO complete\n");
313 IWineD3DSurfaceImpl
*attachment
;
315 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
317 if (!context
->current_fbo
)
319 ERR("FBO 0 is incomplete, driver bug?\n");
323 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context
->current_fbo
->location
),
324 context
->current_fbo
->location
);
326 /* Dump the FBO attachments */
327 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
329 attachment
= context
->current_fbo
->render_targets
[i
];
332 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
333 i
, attachment
, debug_d3dformat(attachment
->resource
.format
->id
),
334 attachment
->pow2Width
, attachment
->pow2Height
);
337 attachment
= context
->current_fbo
->depth_stencil
;
340 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
341 attachment
, debug_d3dformat(attachment
->resource
.format
->id
),
342 attachment
->pow2Width
, attachment
->pow2Height
);
347 static struct fbo_entry
*context_create_fbo_entry(struct wined3d_context
*context
,
348 IWineD3DSurfaceImpl
**render_targets
, IWineD3DSurfaceImpl
*depth_stencil
, DWORD location
)
350 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
351 struct fbo_entry
*entry
;
353 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
354 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
355 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
356 entry
->depth_stencil
= depth_stencil
;
357 entry
->location
= location
;
358 entry
->attached
= FALSE
;
364 /* GL locking is done by the caller */
365 static void context_reuse_fbo_entry(struct wined3d_context
*context
, GLenum target
,
366 IWineD3DSurfaceImpl
**render_targets
, IWineD3DSurfaceImpl
*depth_stencil
,
367 DWORD location
, struct fbo_entry
*entry
)
369 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
371 context_bind_fbo(context
, target
, &entry
->id
);
372 context_clean_fbo_attachments(gl_info
, target
);
374 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
375 entry
->depth_stencil
= depth_stencil
;
376 entry
->location
= location
;
377 entry
->attached
= FALSE
;
380 /* GL locking is done by the caller */
381 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
385 TRACE("Destroy FBO %d\n", entry
->id
);
386 context_destroy_fbo(context
, &entry
->id
);
388 --context
->fbo_entry_count
;
389 list_remove(&entry
->entry
);
390 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
391 HeapFree(GetProcessHeap(), 0, entry
);
395 /* GL locking is done by the caller */
396 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
, GLenum target
,
397 IWineD3DSurfaceImpl
**render_targets
, IWineD3DSurfaceImpl
*depth_stencil
, DWORD location
)
399 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
400 struct fbo_entry
*entry
;
402 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
404 if (!memcmp(entry
->render_targets
,
405 render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
))
406 && entry
->depth_stencil
== depth_stencil
&& entry
->location
== location
)
408 list_remove(&entry
->entry
);
409 list_add_head(&context
->fbo_list
, &entry
->entry
);
414 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
416 entry
= context_create_fbo_entry(context
, render_targets
, depth_stencil
, location
);
417 list_add_head(&context
->fbo_list
, &entry
->entry
);
418 ++context
->fbo_entry_count
;
422 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
423 context_reuse_fbo_entry(context
, target
, render_targets
, depth_stencil
, location
, entry
);
424 list_remove(&entry
->entry
);
425 list_add_head(&context
->fbo_list
, &entry
->entry
);
431 /* GL locking is done by the caller */
432 static void context_apply_fbo_entry(struct wined3d_context
*context
, GLenum target
, struct fbo_entry
*entry
)
434 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
437 context_bind_fbo(context
, target
, &entry
->id
);
439 if (!entry
->attached
)
441 /* Apply render targets */
442 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
444 context_attach_surface_fbo(context
, target
, i
, entry
->render_targets
[i
], entry
->location
);
447 /* Apply depth targets */
448 if (entry
->depth_stencil
)
450 surface_set_compatible_renderbuffer(entry
->depth_stencil
,
451 entry
->render_targets
[0]->pow2Width
, entry
->render_targets
[0]->pow2Height
);
453 context_attach_depth_stencil_fbo(context
, target
, entry
->depth_stencil
, TRUE
);
455 entry
->attached
= TRUE
;
459 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
461 if (entry
->render_targets
[i
])
462 context_apply_attachment_filter_states(context
, entry
->render_targets
[i
], entry
->location
);
464 if (entry
->depth_stencil
)
465 context_apply_attachment_filter_states(context
, entry
->depth_stencil
, SFLAG_INTEXTURE
);
469 /* GL locking is done by the caller */
470 static void context_apply_fbo_state(struct wined3d_context
*context
, GLenum target
,
471 IWineD3DSurfaceImpl
**render_targets
, IWineD3DSurfaceImpl
*depth_stencil
, DWORD location
)
473 struct fbo_entry
*entry
, *entry2
;
475 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
477 context_destroy_fbo_entry(context
, entry
);
480 if (context
->rebind_fbo
)
482 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
483 context
->rebind_fbo
= FALSE
;
488 context
->current_fbo
= context_find_fbo_entry(context
, target
, render_targets
, depth_stencil
, location
);
489 context_apply_fbo_entry(context
, target
, context
->current_fbo
);
493 context
->current_fbo
= NULL
;
494 context_bind_fbo(context
, target
, NULL
);
497 context_check_fbo_status(context
, target
);
500 /* GL locking is done by the caller */
501 void context_apply_fbo_state_blit(struct wined3d_context
*context
, GLenum target
,
502 IWineD3DSurfaceImpl
*render_target
, IWineD3DSurfaceImpl
*depth_stencil
, DWORD location
)
504 if (location
!= SFLAG_INDRAWABLE
|| surface_is_offscreen(render_target
))
506 UINT clear_size
= (context
->gl_info
->limits
.buffers
- 1) * sizeof(*context
->blit_targets
);
507 context
->blit_targets
[0] = render_target
;
508 if (clear_size
) memset(&context
->blit_targets
[1], 0, clear_size
);
509 context_apply_fbo_state(context
, target
, context
->blit_targets
, depth_stencil
, location
);
513 context_apply_fbo_state(context
, target
, NULL
, NULL
, location
);
517 /* Context activation is done by the caller. */
518 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
520 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
522 if (context
->free_occlusion_query_count
)
524 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
528 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
531 GL_EXTCALL(glGenQueriesARB(1, &query
->id
));
532 checkGLcall("glGenQueriesARB");
535 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
539 WARN("Occlusion queries not supported, not allocating query id.\n");
544 query
->context
= context
;
545 list_add_head(&context
->occlusion_queries
, &query
->entry
);
548 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
550 struct wined3d_context
*context
= query
->context
;
552 list_remove(&query
->entry
);
553 query
->context
= NULL
;
555 if (context
->free_occlusion_query_count
>= context
->free_occlusion_query_size
- 1)
557 UINT new_size
= context
->free_occlusion_query_size
<< 1;
558 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_occlusion_queries
,
559 new_size
* sizeof(*context
->free_occlusion_queries
));
563 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
567 context
->free_occlusion_query_size
= new_size
;
568 context
->free_occlusion_queries
= new_data
;
571 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
574 /* Context activation is done by the caller. */
575 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
)
577 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
579 if (context
->free_event_query_count
)
581 query
->object
= context
->free_event_queries
[--context
->free_event_query_count
];
585 if (gl_info
->supported
[ARB_SYNC
])
587 /* Using ARB_sync, not much to do here. */
588 query
->object
.sync
= NULL
;
589 TRACE("Allocated event query %p in context %p.\n", query
->object
.sync
, context
);
591 else if (gl_info
->supported
[APPLE_FENCE
])
594 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
595 checkGLcall("glGenFencesAPPLE");
598 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
600 else if(gl_info
->supported
[NV_FENCE
])
603 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
604 checkGLcall("glGenFencesNV");
607 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
611 WARN("Event queries not supported, not allocating query id.\n");
612 query
->object
.id
= 0;
616 query
->context
= context
;
617 list_add_head(&context
->event_queries
, &query
->entry
);
620 void context_free_event_query(struct wined3d_event_query
*query
)
622 struct wined3d_context
*context
= query
->context
;
624 list_remove(&query
->entry
);
625 query
->context
= NULL
;
627 if (context
->free_event_query_count
>= context
->free_event_query_size
- 1)
629 UINT new_size
= context
->free_event_query_size
<< 1;
630 union wined3d_gl_query_object
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_event_queries
,
631 new_size
* sizeof(*context
->free_event_queries
));
635 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
639 context
->free_event_query_size
= new_size
;
640 context
->free_event_queries
= new_data
;
643 context
->free_event_queries
[context
->free_event_query_count
++] = query
->object
;
646 typedef void (context_fbo_entry_func_t
)(struct wined3d_context
*context
, struct fbo_entry
*entry
);
648 static void context_enum_surface_fbo_entries(IWineD3DDeviceImpl
*device
,
649 IWineD3DSurfaceImpl
*surface
, context_fbo_entry_func_t
*callback
)
653 for (i
= 0; i
< device
->numContexts
; ++i
)
655 struct wined3d_context
*context
= device
->contexts
[i
];
656 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
657 struct fbo_entry
*entry
, *entry2
;
659 if (context
->current_rt
== surface
) context
->current_rt
= NULL
;
661 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
665 if (entry
->depth_stencil
== surface
)
667 callback(context
, entry
);
671 for (j
= 0; j
< gl_info
->limits
.buffers
; ++j
)
673 if (entry
->render_targets
[j
] == surface
)
675 callback(context
, entry
);
683 static void context_queue_fbo_entry_destruction(struct wined3d_context
*context
, struct fbo_entry
*entry
)
685 list_remove(&entry
->entry
);
686 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
689 void context_resource_released(struct IWineD3DDeviceImpl
*device
,
690 struct wined3d_resource
*resource
, WINED3DRESOURCETYPE type
)
692 if (!device
->d3d_initialized
) return;
696 case WINED3DRTYPE_SURFACE
:
697 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
698 context_queue_fbo_entry_destruction
);
706 static void context_detach_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
708 entry
->attached
= FALSE
;
711 void context_resource_unloaded(struct IWineD3DDeviceImpl
*device
,
712 struct wined3d_resource
*resource
, WINED3DRESOURCETYPE type
)
716 case WINED3DRTYPE_SURFACE
:
717 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
718 context_detach_fbo_entry
);
726 void context_surface_update(struct wined3d_context
*context
, IWineD3DSurfaceImpl
*surface
)
728 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
729 struct fbo_entry
*entry
= context
->current_fbo
;
732 if (!entry
|| context
->rebind_fbo
) return;
734 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
736 if (surface
== entry
->render_targets
[i
])
738 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface
, i
);
739 context
->rebind_fbo
= TRUE
;
744 if (surface
== entry
->depth_stencil
)
746 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface
);
747 context
->rebind_fbo
= TRUE
;
751 static BOOL
context_set_pixel_format(const struct wined3d_gl_info
*gl_info
, HDC dc
, int format
)
753 int current
= GetPixelFormat(dc
);
755 if (current
== format
) return TRUE
;
759 if (!SetPixelFormat(dc
, format
, NULL
))
761 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
762 format
, dc
, GetLastError());
768 /* By default WGL doesn't allow pixel format adjustments but we need it
769 * here. For this reason there's a Wine specific wglSetPixelFormat()
770 * which allows us to set the pixel format multiple times. Only use it
771 * when really needed. */
772 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
774 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
, NULL
)))
776 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
783 /* OpenGL doesn't allow pixel format adjustments. Print an error and
784 * continue using the old format. There's a big chance that the old
785 * format works although with a performance hit and perhaps rendering
787 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
788 format
, dc
, current
);
792 static void context_update_window(struct wined3d_context
*context
)
794 TRACE("Updating context %p window from %p to %p.\n",
795 context
, context
->win_handle
, context
->swapchain
->win_handle
);
799 if (!ReleaseDC(context
->win_handle
, context
->hdc
))
801 ERR("Failed to release device context %p, last error %#x.\n",
802 context
->hdc
, GetLastError());
805 else context
->valid
= 1;
807 context
->win_handle
= context
->swapchain
->win_handle
;
809 if (!(context
->hdc
= GetDC(context
->win_handle
)))
811 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
815 if (!context_set_pixel_format(context
->gl_info
, context
->hdc
, context
->pixel_format
))
817 ERR("Failed to set pixel format %d on device context %p.\n",
818 context
->pixel_format
, context
->hdc
);
822 if (!pwglMakeCurrent(context
->hdc
, context
->glCtx
))
824 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
825 context
->glCtx
, context
->hdc
, GetLastError());
835 /* Do not call while under the GL lock. */
836 static void context_validate(struct wined3d_context
*context
)
838 HWND wnd
= WindowFromDC(context
->hdc
);
840 if (wnd
!= context
->win_handle
)
842 WARN("DC %p belongs to window %p instead of %p.\n",
843 context
->hdc
, wnd
, context
->win_handle
);
847 if (context
->win_handle
!= context
->swapchain
->win_handle
)
848 context_update_window(context
);
851 /* Do not call while under the GL lock. */
852 static void context_destroy_gl_resources(struct wined3d_context
*context
)
854 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
855 struct wined3d_occlusion_query
*occlusion_query
;
856 struct wined3d_event_query
*event_query
;
857 struct fbo_entry
*entry
, *entry2
;
862 restore_ctx
= pwglGetCurrentContext();
863 restore_dc
= pwglGetCurrentDC();
865 context_validate(context
);
866 if (context
->valid
&& restore_ctx
!= context
->glCtx
) pwglMakeCurrent(context
->hdc
, context
->glCtx
);
867 else restore_ctx
= NULL
;
871 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
873 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
874 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query
->id
));
875 occlusion_query
->context
= NULL
;
878 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
882 if (gl_info
->supported
[ARB_SYNC
])
884 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
886 else if (gl_info
->supported
[APPLE_FENCE
]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->object
.id
));
887 else if (gl_info
->supported
[NV_FENCE
]) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->object
.id
));
889 event_query
->context
= NULL
;
892 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
894 if (!context
->valid
) entry
->id
= 0;
895 context_destroy_fbo_entry(context
, entry
);
898 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
900 if (!context
->valid
) entry
->id
= 0;
901 context_destroy_fbo_entry(context
, entry
);
906 if (context
->dst_fbo
)
908 TRACE("Destroy dst FBO %d\n", context
->dst_fbo
);
909 context_destroy_fbo(context
, &context
->dst_fbo
);
911 if (context
->dummy_arbfp_prog
)
913 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
916 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
917 GL_EXTCALL(glDeleteQueriesARB(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
919 if (gl_info
->supported
[ARB_SYNC
])
921 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
923 else if (gl_info
->supported
[APPLE_FENCE
])
925 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
927 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_event_queries
[i
].id
));
930 else if (gl_info
->supported
[NV_FENCE
])
932 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
934 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_event_queries
[i
].id
));
938 checkGLcall("context cleanup");
943 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
944 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
948 if (!pwglMakeCurrent(restore_dc
, restore_ctx
))
950 DWORD err
= GetLastError();
951 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
952 restore_ctx
, restore_dc
, err
);
955 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL
, NULL
))
957 ERR("Failed to disable GL context.\n");
960 ReleaseDC(context
->win_handle
, context
->hdc
);
962 if (!pwglDeleteContext(context
->glCtx
))
964 DWORD err
= GetLastError();
965 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
969 DWORD
context_get_tls_idx(void)
971 return wined3d_context_tls_idx
;
974 void context_set_tls_idx(DWORD idx
)
976 wined3d_context_tls_idx
= idx
;
979 struct wined3d_context
*context_get_current(void)
981 return TlsGetValue(wined3d_context_tls_idx
);
984 /* Do not call while under the GL lock. */
985 BOOL
context_set_current(struct wined3d_context
*ctx
)
987 struct wined3d_context
*old
= context_get_current();
991 TRACE("Already using D3D context %p.\n", ctx
);
999 TRACE("Switching away from destroyed context %p.\n", old
);
1000 context_destroy_gl_resources(old
);
1001 HeapFree(GetProcessHeap(), 0, old
);
1011 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
1012 if (!pwglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
1014 DWORD err
= GetLastError();
1015 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
1016 ctx
->glCtx
, ctx
->hdc
, err
);
1017 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1022 else if(pwglGetCurrentContext())
1024 TRACE("Clearing current D3D context.\n");
1025 if (!pwglMakeCurrent(NULL
, NULL
))
1027 DWORD err
= GetLastError();
1028 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1029 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1034 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
1037 void context_release(struct wined3d_context
*context
)
1039 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
1043 if (!context
->level
)
1044 WARN("Context %p is not active.\n", context
);
1045 else if (context
!= context_get_current())
1046 WARN("Context %p is not the current context.\n", context
);
1049 if (!--context
->level
&& context
->restore_ctx
)
1051 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
1052 if (!pwglMakeCurrent(context
->restore_dc
, context
->restore_ctx
))
1054 DWORD err
= GetLastError();
1055 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1056 context
->restore_ctx
, context
->restore_dc
, err
);
1058 context
->restore_ctx
= NULL
;
1059 context
->restore_dc
= NULL
;
1063 static void context_enter(struct wined3d_context
*context
)
1065 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
1067 if (!context
->level
++)
1069 const struct wined3d_context
*current_context
= context_get_current();
1070 HGLRC current_gl
= pwglGetCurrentContext();
1072 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
1074 TRACE("Another GL context (%p on device context %p) is already current.\n",
1075 current_gl
, pwglGetCurrentDC());
1076 context
->restore_ctx
= current_gl
;
1077 context
->restore_dc
= pwglGetCurrentDC();
1082 /*****************************************************************************
1083 * Context_MarkStateDirty
1085 * Marks a state in a context dirty. Only one context, opposed to
1086 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1090 * context: Context to mark the state dirty in
1091 * state: State to mark dirty
1092 * StateTable: Pointer to the state table in use(for state grouping)
1094 *****************************************************************************/
1095 static void Context_MarkStateDirty(struct wined3d_context
*context
, DWORD state
, const struct StateEntry
*StateTable
)
1097 DWORD rep
= StateTable
[state
].representative
;
1101 if (isStateDirty(context
, rep
)) return;
1103 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1104 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1105 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1106 context
->isStateDirty
[idx
] |= (1 << shift
);
1109 /* This function takes care of WineD3D pixel format selection. */
1110 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
,
1111 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1112 BOOL auxBuffers
, int numSamples
, BOOL findCompatible
)
1115 unsigned int matchtry
;
1116 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
1117 short depthBits
=0, stencilBits
=0;
1127 /* First, try without alpha match buffers. MacOS supports aux buffers only
1128 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1129 * Then try without aux buffers - this is the most common cause for not
1130 * finding a pixel format. Also some drivers(the open source ones)
1131 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1132 * match, then try without an exact alpha and color match.
1134 { TRUE
, TRUE
, TRUE
},
1135 { TRUE
, FALSE
, TRUE
},
1136 { FALSE
, TRUE
, TRUE
},
1137 { FALSE
, FALSE
, TRUE
},
1138 { TRUE
, FALSE
, FALSE
},
1139 { FALSE
, FALSE
, FALSE
},
1143 int nCfgs
= This
->adapter
->nCfgs
;
1145 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1146 debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1147 auxBuffers
, numSamples
, findCompatible
);
1149 if (!getColorBits(color_format
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
1151 ERR("Unable to get color bits for format %s (%#x)!\n",
1152 debug_d3dformat(color_format
->id
), color_format
->id
);
1156 getDepthStencilBits(ds_format
, &depthBits
, &stencilBits
);
1158 for(matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(matches
[0])) && !iPixelFormat
; matchtry
++) {
1159 for(i
=0; i
<nCfgs
; i
++) {
1160 BOOL exactDepthMatch
= TRUE
;
1161 WineD3D_PixelFormat
*cfg
= &This
->adapter
->cfgs
[i
];
1163 /* For now only accept RGBA formats. Perhaps some day we will
1164 * allow floating point formats for pbuffers. */
1165 if(cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1168 /* In window mode we need a window drawable format and double buffering. */
1169 if(!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1172 /* We like to have aux buffers in backbuffer mode */
1173 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
1176 if(matches
[matchtry
].exact_color
) {
1177 if(cfg
->redSize
!= redBits
)
1179 if(cfg
->greenSize
!= greenBits
)
1181 if(cfg
->blueSize
!= blueBits
)
1184 if(cfg
->redSize
< redBits
)
1186 if(cfg
->greenSize
< greenBits
)
1188 if(cfg
->blueSize
< blueBits
)
1191 if(matches
[matchtry
].exact_alpha
) {
1192 if(cfg
->alphaSize
!= alphaBits
)
1195 if(cfg
->alphaSize
< alphaBits
)
1199 /* We try to locate a format which matches our requirements exactly. In case of
1200 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1201 if(cfg
->depthSize
< depthBits
)
1203 else if(cfg
->depthSize
> depthBits
)
1204 exactDepthMatch
= FALSE
;
1206 /* In all cases make sure the number of stencil bits matches our requirements
1207 * even when we don't need stencil because it could affect performance EXCEPT
1208 * on cards which don't offer depth formats without stencil like the i915 drivers
1210 if(stencilBits
!= cfg
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
1213 /* Check multisampling support */
1214 if(cfg
->numSamples
!= numSamples
)
1217 /* When we have passed all the checks then we have found a format which matches our
1218 * requirements. Note that we only check for a limit number of capabilities right now,
1219 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1220 * can still differ in things like multisampling, stereo, SRGB and other flags.
1223 /* Exit the loop as we have found a format :) */
1224 if(exactDepthMatch
) {
1225 iPixelFormat
= cfg
->iPixelFormat
;
1227 } else if(!iPixelFormat
) {
1228 /* In the end we might end up with a format which doesn't exactly match our depth
1229 * requirements. Accept the first format we found because formats with higher iPixelFormat
1230 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1231 iPixelFormat
= cfg
->iPixelFormat
;
1236 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1237 if(!iPixelFormat
&& !findCompatible
) {
1238 ERR("Can't find a suitable iPixelFormat\n");
1240 } else if(!iPixelFormat
) {
1241 PIXELFORMATDESCRIPTOR pfd
;
1243 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1244 /* PixelFormat selection */
1245 ZeroMemory(&pfd
, sizeof(pfd
));
1246 pfd
.nSize
= sizeof(pfd
);
1248 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1249 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1250 pfd
.cAlphaBits
= alphaBits
;
1251 pfd
.cColorBits
= colorBits
;
1252 pfd
.cDepthBits
= depthBits
;
1253 pfd
.cStencilBits
= stencilBits
;
1254 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1256 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
1258 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1259 ERR("Can't find a suitable iPixelFormat\n");
1264 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1265 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1266 return iPixelFormat
;
1269 /* Do not call while under the GL lock. */
1270 struct wined3d_context
*context_create(IWineD3DSwapChainImpl
*swapchain
,
1271 IWineD3DSurfaceImpl
*target
, const struct wined3d_format
*ds_format
)
1273 IWineD3DDeviceImpl
*device
= swapchain
->device
;
1274 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1275 const struct wined3d_format
*color_format
;
1276 struct wined3d_context
*ret
;
1277 PIXELFORMATDESCRIPTOR pfd
;
1278 BOOL auxBuffers
= FALSE
;
1287 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1289 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1292 ERR("Failed to allocate context memory.\n");
1296 if (!(hdc
= GetDC(swapchain
->win_handle
)))
1298 ERR("Failed to retrieve a device context.\n");
1302 color_format
= target
->resource
.format
;
1304 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1305 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1306 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1310 if (color_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1311 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B4G4R4A4_UNORM
);
1312 else if (color_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1313 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1316 /* DirectDraw supports 8bit paletted render targets and these are used by
1317 * old games like Starcraft and C&C. Most modern hardware doesn't support
1318 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1319 * conversion (ab)uses the alpha component for storing the palette index.
1320 * For this reason we require a format with 8bit alpha, so request
1322 if (color_format
->id
== WINED3DFMT_P8_UINT
)
1323 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1325 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1326 if (swapchain
->presentParms
.MultiSampleType
&& (swapchain
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_DISCARD
))
1328 if (!gl_info
->supported
[ARB_MULTISAMPLE
])
1329 WARN("The application is requesting multisampling without support.\n");
1332 TRACE("Requesting multisample type %#x.\n", swapchain
->presentParms
.MultiSampleType
);
1333 numSamples
= swapchain
->presentParms
.MultiSampleType
;
1337 /* Try to find a pixel format which matches our requirements. */
1338 pixel_format
= WineD3D_ChoosePixelFormat(device
, hdc
, color_format
, ds_format
,
1339 auxBuffers
, numSamples
, FALSE
/* findCompatible */);
1341 /* Try to locate a compatible format if we weren't able to find anything. */
1344 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1345 pixel_format
= WineD3D_ChoosePixelFormat(device
, hdc
, color_format
, ds_format
,
1346 auxBuffers
, 0 /* numSamples */, TRUE
/* findCompatible */);
1349 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1352 ERR("Can't find a suitable pixel format.\n");
1356 DescribePixelFormat(hdc
, pixel_format
, sizeof(pfd
), &pfd
);
1357 if (!context_set_pixel_format(gl_info
, hdc
, pixel_format
))
1359 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format
, hdc
);
1363 ctx
= pwglCreateContext(hdc
);
1364 if (device
->numContexts
)
1366 if (!pwglShareLists(device
->contexts
[0]->glCtx
, ctx
))
1368 DWORD err
= GetLastError();
1369 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1370 device
->contexts
[0]->glCtx
, ctx
, err
);
1375 ERR("Failed to create a WGL context\n");
1379 if (!device_context_add(device
, ret
))
1381 ERR("Failed to add the newly created context to the context list\n");
1382 if (!pwglDeleteContext(ctx
))
1384 DWORD err
= GetLastError();
1385 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, err
);
1390 ret
->gl_info
= gl_info
;
1392 /* Mark all states dirty to force a proper initialization of the states
1393 * on the first use of the context. */
1394 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
1396 if (device
->StateTable
[state
].representative
)
1397 Context_MarkStateDirty(ret
, state
, device
->StateTable
);
1400 ret
->swapchain
= swapchain
;
1401 ret
->current_rt
= target
;
1402 ret
->tid
= GetCurrentThreadId();
1404 ret
->render_offscreen
= surface_is_offscreen(target
);
1405 ret
->draw_buffer_dirty
= TRUE
;
1409 ret
->win_handle
= swapchain
->win_handle
;
1411 ret
->pixel_format
= pixel_format
;
1413 if (device
->shader_backend
->shader_dirtifyable_constants())
1415 /* Create the dirty constants array and initialize them to dirty */
1416 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1417 sizeof(*ret
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
1418 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1419 sizeof(*ret
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
1420 memset(ret
->vshader_const_dirty
, 1,
1421 sizeof(*ret
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
1422 memset(ret
->pshader_const_dirty
, 1,
1423 sizeof(*ret
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
1426 ret
->blit_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1427 gl_info
->limits
.buffers
* sizeof(*ret
->blit_targets
));
1428 if (!ret
->blit_targets
) goto out
;
1430 ret
->draw_buffers
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1431 gl_info
->limits
.buffers
* sizeof(*ret
->draw_buffers
));
1432 if (!ret
->draw_buffers
) goto out
;
1434 ret
->free_occlusion_query_size
= 4;
1435 ret
->free_occlusion_queries
= HeapAlloc(GetProcessHeap(), 0,
1436 ret
->free_occlusion_query_size
* sizeof(*ret
->free_occlusion_queries
));
1437 if (!ret
->free_occlusion_queries
) goto out
;
1439 list_init(&ret
->occlusion_queries
);
1441 ret
->free_event_query_size
= 4;
1442 ret
->free_event_queries
= HeapAlloc(GetProcessHeap(), 0,
1443 ret
->free_event_query_size
* sizeof(*ret
->free_event_queries
));
1444 if (!ret
->free_event_queries
) goto out
;
1446 list_init(&ret
->event_queries
);
1448 TRACE("Successfully created new context %p\n", ret
);
1450 list_init(&ret
->fbo_list
);
1451 list_init(&ret
->fbo_destroy_list
);
1455 /* Set up the context defaults */
1456 if (!context_set_current(ret
))
1458 ERR("Cannot activate context to set up defaults\n");
1459 context_release(ret
);
1463 switch (swapchain
->presentParms
.PresentationInterval
)
1465 case WINED3DPRESENT_INTERVAL_IMMEDIATE
:
1468 case WINED3DPRESENT_INTERVAL_DEFAULT
:
1469 case WINED3DPRESENT_INTERVAL_ONE
:
1472 case WINED3DPRESENT_INTERVAL_TWO
:
1475 case WINED3DPRESENT_INTERVAL_THREE
:
1478 case WINED3DPRESENT_INTERVAL_FOUR
:
1482 FIXME("Unknown presentation interval %08x\n", swapchain
->presentParms
.PresentationInterval
);
1486 if (gl_info
->supported
[WGL_EXT_SWAP_CONTROL
])
1488 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval
)))
1489 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1490 swap_interval
, ret
, GetLastError());
1495 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1497 TRACE("Setting up the screen\n");
1498 /* Clear the screen */
1499 glClearColor(1.0f
, 0.0f
, 0.0f
, 0.0f
);
1500 checkGLcall("glClearColor");
1503 glClearStencil(0xffff);
1505 checkGLcall("glClear");
1507 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1508 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1510 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1511 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1513 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1514 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1516 glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
1517 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1518 glPixelStorei(GL_UNPACK_ALIGNMENT
, device
->surface_alignment
);
1519 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1521 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1523 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1524 * and textures in DIB sections(due to the memory protection).
1526 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1527 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1529 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
1531 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1532 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1533 * GL_VERTEX_BLEND_ARB isn't enabled too
1535 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1536 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1538 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
1540 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1541 * the previous texture where to source the offset from is always unit - 1.
1543 for (s
= 1; s
< gl_info
->limits
.textures
; ++s
)
1545 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1546 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1547 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1550 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
1552 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1553 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1554 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1555 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1558 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1559 * program and the dummy program is destroyed when the context is destroyed.
1561 const char *dummy_program
=
1563 "MOV result.color, fragment.color.primary;\n"
1565 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1566 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1567 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1570 for (s
= 0; s
< gl_info
->limits
.point_sprite_units
; ++s
)
1572 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1573 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1574 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1577 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
1579 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1581 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
1583 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1588 device
->frag_pipe
->enable_extension(TRUE
);
1590 TRACE("Created context %p.\n", ret
);
1595 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
1596 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
1597 HeapFree(GetProcessHeap(), 0, ret
->draw_buffers
);
1598 HeapFree(GetProcessHeap(), 0, ret
->blit_targets
);
1599 HeapFree(GetProcessHeap(), 0, ret
->pshader_const_dirty
);
1600 HeapFree(GetProcessHeap(), 0, ret
->vshader_const_dirty
);
1601 HeapFree(GetProcessHeap(), 0, ret
);
1605 /* Do not call while under the GL lock. */
1606 void context_destroy(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
)
1610 TRACE("Destroying ctx %p\n", context
);
1612 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
1614 context_destroy_gl_resources(context
);
1615 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1620 context
->destroyed
= 1;
1624 HeapFree(GetProcessHeap(), 0, context
->draw_buffers
);
1625 HeapFree(GetProcessHeap(), 0, context
->blit_targets
);
1626 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
1627 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
1628 device_context_remove(This
, context
);
1629 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
1632 /* GL locking is done by the caller */
1633 static inline void set_blit_dimension(UINT width
, UINT height
) {
1634 glMatrixMode(GL_PROJECTION
);
1635 checkGLcall("glMatrixMode(GL_PROJECTION)");
1637 checkGLcall("glLoadIdentity()");
1638 glOrtho(0, width
, 0, height
, 0.0, -1.0);
1639 checkGLcall("glOrtho");
1640 glViewport(0, 0, width
, height
);
1641 checkGLcall("glViewport");
1644 /*****************************************************************************
1647 * Sets up a context for DirectDraw blitting.
1648 * All texture units are disabled, texture unit 0 is set as current unit
1649 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1650 * color writing enabled for all channels
1651 * register combiners disabled, shaders disabled
1652 * world matrix is set to identity, texture matrix 0 too
1653 * projection matrix is setup for drawing screen coordinates
1656 * This: Device to activate the context for
1657 * context: Context to setup
1659 *****************************************************************************/
1660 /* Context activation is done by the caller. */
1661 static void SetupForBlit(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
)
1664 const struct StateEntry
*StateTable
= This
->StateTable
;
1665 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1666 UINT width
= context
->current_rt
->resource
.width
;
1667 UINT height
= context
->current_rt
->resource
.height
;
1670 TRACE("Setting up context %p for blitting\n", context
);
1671 if(context
->last_was_blit
) {
1672 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
1674 set_blit_dimension(width
, height
);
1676 context
->blit_w
= width
; context
->blit_h
= height
;
1677 /* No need to dirtify here, the states are still dirtified because they weren't
1678 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1682 TRACE("Context is already set up for blitting, nothing to do\n");
1685 context
->last_was_blit
= TRUE
;
1687 /* TODO: Use a display list */
1689 /* Disable shaders */
1691 This
->shader_backend
->shader_select(context
, FALSE
, FALSE
);
1694 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
1695 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
1697 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1698 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1699 * which can safely be called from here, we only lock once instead locking/unlocking
1700 * after each GL call.
1704 /* Disable all textures. The caller can then bind a texture it wants to blit
1707 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1708 * function texture unit. No need to care for higher samplers
1710 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
1712 sampler
= This
->rev_tex_unit_map
[i
];
1713 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1714 checkGLcall("glActiveTextureARB");
1716 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1718 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1719 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1721 glDisable(GL_TEXTURE_3D
);
1722 checkGLcall("glDisable GL_TEXTURE_3D");
1723 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1725 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1726 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1728 glDisable(GL_TEXTURE_2D
);
1729 checkGLcall("glDisable GL_TEXTURE_2D");
1731 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1732 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1734 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1736 if (sampler
< MAX_TEXTURES
) {
1737 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1739 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1742 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
1743 checkGLcall("glActiveTextureARB");
1745 sampler
= This
->rev_tex_unit_map
[0];
1747 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1749 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1750 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1752 glDisable(GL_TEXTURE_3D
);
1753 checkGLcall("glDisable GL_TEXTURE_3D");
1754 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1756 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1757 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1759 glDisable(GL_TEXTURE_2D
);
1760 checkGLcall("glDisable GL_TEXTURE_2D");
1762 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1764 glMatrixMode(GL_TEXTURE
);
1765 checkGLcall("glMatrixMode(GL_TEXTURE)");
1767 checkGLcall("glLoadIdentity()");
1769 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
1771 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1772 GL_TEXTURE_LOD_BIAS_EXT
,
1774 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1777 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1779 if (sampler
< MAX_TEXTURES
) {
1780 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
), StateTable
);
1781 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1783 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1786 /* Other misc states */
1787 glDisable(GL_ALPHA_TEST
);
1788 checkGLcall("glDisable(GL_ALPHA_TEST)");
1789 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
1790 glDisable(GL_LIGHTING
);
1791 checkGLcall("glDisable GL_LIGHTING");
1792 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
1793 glDisable(GL_DEPTH_TEST
);
1794 checkGLcall("glDisable GL_DEPTH_TEST");
1795 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
1796 glDisableWINE(GL_FOG
);
1797 checkGLcall("glDisable GL_FOG");
1798 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
1799 glDisable(GL_BLEND
);
1800 checkGLcall("glDisable GL_BLEND");
1801 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1802 glDisable(GL_CULL_FACE
);
1803 checkGLcall("glDisable GL_CULL_FACE");
1804 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
1805 glDisable(GL_STENCIL_TEST
);
1806 checkGLcall("glDisable GL_STENCIL_TEST");
1807 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
1808 glDisable(GL_SCISSOR_TEST
);
1809 checkGLcall("glDisable GL_SCISSOR_TEST");
1810 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1811 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1813 glDisable(GL_POINT_SPRITE_ARB
);
1814 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1815 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
1817 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1818 checkGLcall("glColorMask");
1819 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
), StateTable
);
1820 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1
), StateTable
);
1821 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2
), StateTable
);
1822 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3
), StateTable
);
1823 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
1825 glDisable(GL_COLOR_SUM_EXT
);
1826 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
1827 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1830 /* Setup transforms */
1831 glMatrixMode(GL_MODELVIEW
);
1832 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1834 checkGLcall("glLoadIdentity()");
1835 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
1837 context
->last_was_rhw
= TRUE
;
1838 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
1840 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1841 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1842 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1843 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1844 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1845 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1846 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1848 set_blit_dimension(width
, height
);
1852 context
->blit_w
= width
; context
->blit_h
= height
;
1853 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1854 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1856 This
->frag_pipe
->enable_extension(FALSE
);
1859 /* Do not call while under the GL lock. */
1860 static struct wined3d_context
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
)
1862 struct wined3d_context
*current_context
= context_get_current();
1863 struct wined3d_context
*context
;
1865 if (current_context
&& current_context
->destroyed
) current_context
= NULL
;
1870 && current_context
->current_rt
1871 && current_context
->swapchain
->device
== This
)
1873 target
= current_context
->current_rt
;
1877 IWineD3DSwapChainImpl
*swapchain
= This
->swapchains
[0];
1878 if (swapchain
->back_buffers
) target
= swapchain
->back_buffers
[0];
1879 else target
= swapchain
->front_buffer
;
1883 if (current_context
&& current_context
->current_rt
== target
)
1885 context_validate(current_context
);
1886 return current_context
;
1889 if (target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
1891 TRACE("Rendering onscreen\n");
1893 context
= swapchain_get_context(target
->container
.u
.swapchain
);
1897 TRACE("Rendering offscreen\n");
1899 /* Stay with the current context if possible. Otherwise use the
1900 * context for the primary swapchain. */
1901 if (current_context
&& current_context
->swapchain
->device
== This
)
1902 context
= current_context
;
1904 context
= swapchain_get_context(This
->swapchains
[0]);
1907 context_validate(context
);
1912 /* Context activation is done by the caller. */
1913 static void context_apply_draw_buffers(struct wined3d_context
*context
, UINT rt_count
, IWineD3DSurfaceImpl
**rts
)
1915 if (!surface_is_offscreen(rts
[0]))
1918 glDrawBuffer(surface_get_gl_buffer(rts
[0]));
1919 checkGLcall("glDrawBuffer()");
1925 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1927 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1930 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1932 if (i
< rt_count
&& rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
1933 context
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
1935 context
->draw_buffers
[i
] = GL_NONE
;
1938 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
1940 GL_EXTCALL(glDrawBuffersARB(gl_info
->limits
.buffers
, context
->draw_buffers
));
1941 checkGLcall("glDrawBuffers()");
1945 glDrawBuffer(context
->draw_buffers
[0]);
1946 checkGLcall("glDrawBuffer()");
1951 glDrawBuffer(rts
[0]->resource
.device
->offscreenBuffer
);
1952 checkGLcall("glDrawBuffer()");
1958 /* GL locking is done by the caller. */
1959 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
1961 glDrawBuffer(buffer
);
1962 checkGLcall("glDrawBuffer()");
1963 context
->draw_buffer_dirty
= TRUE
;
1966 static inline void context_set_render_offscreen(struct wined3d_context
*context
, const struct StateEntry
*StateTable
,
1969 if (context
->render_offscreen
== offscreen
) return;
1971 Context_MarkStateDirty(context
, STATE_POINTSPRITECOORDORIGIN
, StateTable
);
1972 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1973 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1974 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1975 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1976 context
->render_offscreen
= offscreen
;
1979 static BOOL
match_depth_stencil_format(const struct wined3d_format
*existing
,
1980 const struct wined3d_format
*required
)
1982 short existing_depth
, existing_stencil
, required_depth
, required_stencil
;
1984 if (existing
== required
) return TRUE
;
1985 if ((existing
->flags
& WINED3DFMT_FLAG_FLOAT
) != (required
->flags
& WINED3DFMT_FLAG_FLOAT
)) return FALSE
;
1987 getDepthStencilBits(existing
, &existing_depth
, &existing_stencil
);
1988 getDepthStencilBits(required
, &required_depth
, &required_stencil
);
1990 if(existing_depth
< required_depth
) return FALSE
;
1991 /* If stencil bits are used the exact amount is required - otherwise wrapping
1992 * won't work correctly */
1993 if(required_stencil
&& required_stencil
!= existing_stencil
) return FALSE
;
1996 /* The caller provides a context */
1997 static void context_validate_onscreen_formats(IWineD3DDeviceImpl
*device
,
1998 struct wined3d_context
*context
, IWineD3DSurfaceImpl
*depth_stencil
)
2000 /* Onscreen surfaces are always in a swapchain */
2001 IWineD3DSwapChainImpl
*swapchain
= context
->current_rt
->container
.u
.swapchain
;
2003 if (context
->render_offscreen
|| !depth_stencil
) return;
2004 if (match_depth_stencil_format(swapchain
->ds_format
, depth_stencil
->resource
.format
)) return;
2006 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2007 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2009 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2011 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2012 surface_load_location(context
->current_rt
, SFLAG_INTEXTURE
, NULL
);
2013 swapchain
->render_to_fbo
= TRUE
;
2014 context_set_render_offscreen(context
, device
->StateTable
, TRUE
);
2017 /* Context activation is done by the caller. */
2018 void context_apply_blit_state(struct wined3d_context
*context
, IWineD3DDeviceImpl
*device
)
2020 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2022 context_validate_onscreen_formats(device
, context
, NULL
);
2024 if (context
->render_offscreen
)
2026 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
2029 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, context
->current_rt
, NULL
, SFLAG_INTEXTURE
);
2035 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
2039 context
->draw_buffer_dirty
= TRUE
;
2042 if (context
->draw_buffer_dirty
)
2044 context_apply_draw_buffers(context
, 1, &context
->current_rt
);
2045 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
2046 context
->draw_buffer_dirty
= FALSE
;
2049 SetupForBlit(device
, context
);
2052 static BOOL
context_validate_rt_config(UINT rt_count
,
2053 IWineD3DSurfaceImpl
**rts
, IWineD3DSurfaceImpl
*ds
)
2057 if (ds
) return TRUE
;
2059 for (i
= 0; i
< rt_count
; ++i
)
2061 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
2065 WARN("Invalid render target config, need at least one attachment.\n");
2069 /* Context activation is done by the caller. */
2070 BOOL
context_apply_clear_state(struct wined3d_context
*context
, IWineD3DDeviceImpl
*device
,
2071 UINT rt_count
, IWineD3DSurfaceImpl
**rts
, IWineD3DSurfaceImpl
*depth_stencil
)
2073 const struct StateEntry
*state_table
= device
->StateTable
;
2076 if (!context_validate_rt_config(rt_count
, rts
, depth_stencil
))
2080 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2082 context_validate_onscreen_formats(device
, context
, depth_stencil
);
2086 if (surface_is_offscreen(rts
[0]))
2088 for (i
= 0; i
< rt_count
; ++i
)
2090 context
->blit_targets
[i
] = rts
[i
];
2092 while (i
< context
->gl_info
->limits
.buffers
)
2094 context
->blit_targets
[i
] = NULL
;
2097 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
, depth_stencil
, SFLAG_INTEXTURE
);
2101 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2107 context_apply_draw_buffers(context
, rt_count
, rts
);
2108 context
->draw_buffer_dirty
= TRUE
;
2110 if (context
->last_was_blit
)
2112 device
->frag_pipe
->enable_extension(TRUE
);
2115 /* Blending and clearing should be orthogonal, but tests on the nvidia
2116 * driver show that disabling blending when clearing improves the clearing
2117 * performance incredibly. */
2119 glDisable(GL_BLEND
);
2120 glEnable(GL_SCISSOR_TEST
);
2121 checkGLcall("glEnable GL_SCISSOR_TEST");
2124 context
->last_was_blit
= FALSE
;
2125 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), state_table
);
2126 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), state_table
);
2127 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, state_table
);
2132 /* Context activation is done by the caller. */
2133 BOOL
context_apply_draw_state(struct wined3d_context
*context
, IWineD3DDeviceImpl
*device
)
2135 const struct StateEntry
*state_table
= device
->StateTable
;
2138 if (!context_validate_rt_config(context
->gl_info
->limits
.buffers
,
2139 device
->render_targets
, device
->depth_stencil
))
2142 /* Preload resources before FBO setup. Texture preload in particular may
2143 * result in changes to the current FBO, due to using e.g. FBO blits for
2144 * updating a resource location. */
2145 IWineD3DDeviceImpl_FindTexUnitMap(device
);
2146 device_preload_textures(device
);
2147 if (isStateDirty(context
, STATE_VDECL
))
2148 device_update_stream_info(device
, context
->gl_info
);
2150 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2152 context_validate_onscreen_formats(device
, context
, device
->depth_stencil
);
2154 if (!context
->render_offscreen
)
2157 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2163 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, device
->render_targets
,
2164 device
->depth_stencil
, SFLAG_INTEXTURE
);
2169 if (context
->draw_buffer_dirty
)
2171 context_apply_draw_buffers(context
, context
->gl_info
->limits
.buffers
, device
->render_targets
);
2172 context
->draw_buffer_dirty
= FALSE
;
2175 if (context
->last_was_blit
)
2177 device
->frag_pipe
->enable_extension(TRUE
);
2181 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
2183 DWORD rep
= context
->dirtyArray
[i
];
2184 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
2185 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
2186 context
->isStateDirty
[idx
] &= ~(1 << shift
);
2187 state_table
[rep
].apply(rep
, device
->stateBlock
, context
);
2190 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
2191 context
->last_was_blit
= FALSE
;
2196 static void context_setup_target(IWineD3DDeviceImpl
*device
,
2197 struct wined3d_context
*context
, IWineD3DSurfaceImpl
*target
)
2199 BOOL old_render_offscreen
= context
->render_offscreen
, render_offscreen
;
2200 const struct StateEntry
*StateTable
= device
->StateTable
;
2202 if (!target
) return;
2203 render_offscreen
= surface_is_offscreen(target
);
2204 if (context
->current_rt
== target
&& render_offscreen
== old_render_offscreen
) return;
2206 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2207 * the alpha blend state changes with different render target formats. */
2208 if (!context
->current_rt
)
2210 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
2214 const struct wined3d_format
*old
= context
->current_rt
->resource
.format
;
2215 const struct wined3d_format
*new = target
->resource
.format
;
2217 if (old
->id
!= new->id
)
2219 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2220 if ((old
->alpha_mask
&& !new->alpha_mask
) || (!old
->alpha_mask
&& new->alpha_mask
)
2221 || !(new->flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
2223 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
2225 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2226 if ((old
->flags
& WINED3DFMT_FLAG_SRGB_WRITE
) != (new->flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
2228 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), StateTable
);
2232 /* When switching away from an offscreen render target, and we're not
2233 * using FBOs, we have to read the drawable into the texture. This is
2234 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2235 * are some things that need care though. PreLoad needs a GL context,
2236 * and FindContext is called before the context is activated. It also
2237 * has to be called with the old rendertarget active, otherwise a
2238 * wrong drawable is read. */
2239 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2240 && old_render_offscreen
&& context
->current_rt
!= target
)
2242 /* Read the back buffer of the old drawable into the destination texture. */
2243 if (context
->current_rt
->texture_name_srgb
)
2245 surface_internal_preload(context
->current_rt
, SRGB_BOTH
);
2249 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
2252 surface_modify_location(context
->current_rt
, SFLAG_INDRAWABLE
, FALSE
);
2256 context
->draw_buffer_dirty
= TRUE
;
2257 context
->current_rt
= target
;
2258 context_set_render_offscreen(context
, StateTable
, render_offscreen
);
2261 /* Do not call while under the GL lock. */
2262 struct wined3d_context
*context_acquire(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*target
)
2264 struct wined3d_context
*current_context
= context_get_current();
2265 struct wined3d_context
*context
;
2267 TRACE("device %p, target %p.\n", device
, target
);
2269 context
= FindContext(device
, target
);
2270 context_setup_target(device
, context
, target
);
2271 context_enter(context
);
2272 if (!context
->valid
) return context
;
2274 if (context
!= current_context
)
2276 if (!context_set_current(context
)) ERR("Failed to activate the new context.\n");
2277 else device
->frag_pipe
->enable_extension(!context
->last_was_blit
);
2279 if (context
->vshader_const_dirty
)
2281 memset(context
->vshader_const_dirty
, 1,
2282 sizeof(*context
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
2283 device
->highest_dirty_vs_const
= device
->d3d_vshader_constantF
;
2285 if (context
->pshader_const_dirty
)
2287 memset(context
->pshader_const_dirty
, 1,
2288 sizeof(*context
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
2289 device
->highest_dirty_ps_const
= device
->d3d_pshader_constantF
;
2292 else if (context
->restore_ctx
)
2294 if (!pwglMakeCurrent(context
->hdc
, context
->glCtx
))
2296 DWORD err
= GetLastError();
2297 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2298 context
->hdc
, context
->glCtx
, err
);