wined3d: Pass the context to the internal texture_preload function.
[wine.git] / dlls / wined3d / context.c
blob43befb82bce56c626bac0d2e20cbb007100b4b79
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
23 #include "wine/port.h"
25 #include <stdio.h>
26 #ifdef HAVE_FLOAT_H
27 # include <float.h>
28 #endif
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous);
36 #define WINED3D_MAX_FBO_ENTRIES 64
38 static DWORD wined3d_context_tls_idx;
40 /* FBO helper functions */
42 /* Context activation is done by the caller. */
43 static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint fbo)
45 const struct wined3d_gl_info *gl_info = context->gl_info;
47 switch (target)
49 case GL_READ_FRAMEBUFFER:
50 if (context->fbo_read_binding == fbo) return;
51 context->fbo_read_binding = fbo;
52 break;
54 case GL_DRAW_FRAMEBUFFER:
55 if (context->fbo_draw_binding == fbo) return;
56 context->fbo_draw_binding = fbo;
57 break;
59 case GL_FRAMEBUFFER:
60 if (context->fbo_read_binding == fbo
61 && context->fbo_draw_binding == fbo) return;
62 context->fbo_read_binding = fbo;
63 context->fbo_draw_binding = fbo;
64 break;
66 default:
67 FIXME("Unhandled target %#x.\n", target);
68 break;
71 gl_info->fbo_ops.glBindFramebuffer(target, fbo);
72 checkGLcall("glBindFramebuffer()");
75 /* Context activation is done by the caller. */
76 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
78 unsigned int i;
80 for (i = 0; i < gl_info->limits.buffers; ++i)
82 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
83 checkGLcall("glFramebufferTexture2D()");
85 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
86 checkGLcall("glFramebufferTexture2D()");
88 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
89 checkGLcall("glFramebufferTexture2D()");
92 /* Context activation is done by the caller. */
93 static void context_destroy_fbo(struct wined3d_context *context, GLuint fbo)
95 const struct wined3d_gl_info *gl_info = context->gl_info;
97 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
98 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
99 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
101 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
102 checkGLcall("glDeleteFramebuffers()");
105 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
106 GLenum fbo_target, DWORD format_flags, GLuint rb)
108 if (format_flags & WINED3DFMT_FLAG_DEPTH)
110 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
111 checkGLcall("glFramebufferRenderbuffer()");
114 if (format_flags & WINED3DFMT_FLAG_STENCIL)
116 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
117 checkGLcall("glFramebufferRenderbuffer()");
121 /* Context activation is done by the caller. */
122 static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
123 GLenum fbo_target, struct wined3d_surface *depth_stencil, DWORD location)
125 const struct wined3d_gl_info *gl_info = context->gl_info;
127 TRACE("Attach depth stencil %p\n", depth_stencil);
129 if (depth_stencil)
131 DWORD format_flags = depth_stencil->resource.format->flags;
133 if (depth_stencil->current_renderbuffer)
135 context_attach_depth_stencil_rb(gl_info, fbo_target,
136 format_flags, depth_stencil->current_renderbuffer->id);
138 else
140 switch (location)
142 case SFLAG_INTEXTURE:
143 case SFLAG_INSRGBTEX:
144 surface_prepare_texture(depth_stencil, context, FALSE);
146 if (format_flags & WINED3DFMT_FLAG_DEPTH)
148 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
149 depth_stencil->texture_target, depth_stencil->texture_name,
150 depth_stencil->texture_level);
151 checkGLcall("glFramebufferTexture2D()");
154 if (format_flags & WINED3DFMT_FLAG_STENCIL)
156 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
157 depth_stencil->texture_target, depth_stencil->texture_name,
158 depth_stencil->texture_level);
159 checkGLcall("glFramebufferTexture2D()");
161 break;
163 case SFLAG_INRB_MULTISAMPLE:
164 surface_prepare_rb(depth_stencil, gl_info, TRUE);
165 context_attach_depth_stencil_rb(gl_info, fbo_target,
166 format_flags, depth_stencil->rb_multisample);
167 break;
169 case SFLAG_INRB_RESOLVED:
170 surface_prepare_rb(depth_stencil, gl_info, FALSE);
171 context_attach_depth_stencil_rb(gl_info, fbo_target,
172 format_flags, depth_stencil->rb_resolved);
173 break;
175 default:
176 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
177 break;
181 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
183 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
184 checkGLcall("glFramebufferTexture2D()");
187 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
189 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
190 checkGLcall("glFramebufferTexture2D()");
193 else
195 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
196 checkGLcall("glFramebufferTexture2D()");
198 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
199 checkGLcall("glFramebufferTexture2D()");
203 /* Context activation is done by the caller. */
204 static void context_attach_surface_fbo(struct wined3d_context *context,
205 GLenum fbo_target, DWORD idx, struct wined3d_surface *surface, DWORD location)
207 const struct wined3d_gl_info *gl_info = context->gl_info;
209 TRACE("Attach surface %p to %u\n", surface, idx);
211 if (surface && surface->resource.format->id != WINED3DFMT_NULL)
213 BOOL srgb;
215 switch (location)
217 case SFLAG_INTEXTURE:
218 case SFLAG_INSRGBTEX:
219 srgb = location == SFLAG_INSRGBTEX;
220 surface_prepare_texture(surface, context, srgb);
221 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
222 surface->texture_target, surface_get_texture_name(surface, gl_info, srgb),
223 surface->texture_level);
224 checkGLcall("glFramebufferTexture2D()");
225 break;
227 case SFLAG_INRB_MULTISAMPLE:
228 surface_prepare_rb(surface, gl_info, TRUE);
229 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
230 GL_RENDERBUFFER, surface->rb_multisample);
231 checkGLcall("glFramebufferRenderbuffer()");
232 break;
234 case SFLAG_INRB_RESOLVED:
235 surface_prepare_rb(surface, gl_info, FALSE);
236 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
237 GL_RENDERBUFFER, surface->rb_resolved);
238 checkGLcall("glFramebufferRenderbuffer()");
239 break;
241 default:
242 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
243 break;
246 else
248 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
249 checkGLcall("glFramebufferTexture2D()");
253 /* Context activation is done by the caller. */
254 void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
256 const struct wined3d_gl_info *gl_info = context->gl_info;
257 GLenum status;
259 if (!FIXME_ON(d3d)) return;
261 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
262 if (status == GL_FRAMEBUFFER_COMPLETE)
264 TRACE("FBO complete\n");
266 else
268 const struct wined3d_surface *attachment;
269 unsigned int i;
271 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
273 if (!context->current_fbo)
275 ERR("FBO 0 is incomplete, driver bug?\n");
276 return;
279 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
280 context->current_fbo->location);
282 /* Dump the FBO attachments */
283 for (i = 0; i < gl_info->limits.buffers; ++i)
285 attachment = context->current_fbo->render_targets[i];
286 if (attachment)
288 FIXME("\tColor attachment %d: (%p) %s %ux%u %u samples.\n",
289 i, attachment, debug_d3dformat(attachment->resource.format->id),
290 attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
293 attachment = context->current_fbo->depth_stencil;
294 if (attachment)
296 FIXME("\tDepth attachment: (%p) %s %ux%u %u samples.\n",
297 attachment, debug_d3dformat(attachment->resource.format->id),
298 attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
303 static inline DWORD context_generate_rt_mask(GLenum buffer)
305 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
306 return buffer ? (1 << 31) | buffer : 0;
309 static inline DWORD context_generate_rt_mask_from_surface(const struct wined3d_surface *target)
311 return (1 << 31) | surface_get_gl_buffer(target);
314 static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
315 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
317 const struct wined3d_gl_info *gl_info = context->gl_info;
318 struct fbo_entry *entry;
320 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
321 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
322 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
323 entry->depth_stencil = depth_stencil;
324 entry->location = location;
325 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
326 entry->attached = FALSE;
327 gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
328 checkGLcall("glGenFramebuffers()");
329 TRACE("Created FBO %u.\n", entry->id);
331 return entry;
334 /* Context activation is done by the caller. */
335 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
336 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
337 DWORD location, struct fbo_entry *entry)
339 const struct wined3d_gl_info *gl_info = context->gl_info;
341 context_bind_fbo(context, target, entry->id);
342 context_clean_fbo_attachments(gl_info, target);
344 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
345 entry->depth_stencil = depth_stencil;
346 entry->location = location;
347 entry->attached = FALSE;
350 /* Context activation is done by the caller. */
351 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
353 if (entry->id)
355 TRACE("Destroy FBO %u.\n", entry->id);
356 context_destroy_fbo(context, entry->id);
358 --context->fbo_entry_count;
359 list_remove(&entry->entry);
360 HeapFree(GetProcessHeap(), 0, entry->render_targets);
361 HeapFree(GetProcessHeap(), 0, entry);
364 /* Context activation is done by the caller. */
365 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
366 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
368 const struct wined3d_gl_info *gl_info = context->gl_info;
369 struct fbo_entry *entry;
371 if (depth_stencil && render_targets && render_targets[0])
373 if (depth_stencil->resource.width < render_targets[0]->resource.width ||
374 depth_stencil->resource.height < render_targets[0]->resource.height)
376 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
377 depth_stencil = NULL;
381 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
383 if (!memcmp(entry->render_targets,
384 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
385 && entry->depth_stencil == depth_stencil && entry->location == location)
387 list_remove(&entry->entry);
388 list_add_head(&context->fbo_list, &entry->entry);
389 return entry;
393 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
395 entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
396 list_add_head(&context->fbo_list, &entry->entry);
397 ++context->fbo_entry_count;
399 else
401 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
402 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
403 list_remove(&entry->entry);
404 list_add_head(&context->fbo_list, &entry->entry);
407 return entry;
410 /* Context activation is done by the caller. */
411 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
413 const struct wined3d_gl_info *gl_info = context->gl_info;
414 unsigned int i;
415 GLuint read_binding, draw_binding;
417 if (entry->attached)
419 context_bind_fbo(context, target, entry->id);
420 return;
423 read_binding = context->fbo_read_binding;
424 draw_binding = context->fbo_draw_binding;
425 context_bind_fbo(context, GL_FRAMEBUFFER, entry->id);
427 /* Apply render targets */
428 for (i = 0; i < gl_info->limits.buffers; ++i)
430 context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
433 /* Apply depth targets */
434 if (entry->depth_stencil)
435 surface_set_compatible_renderbuffer(entry->depth_stencil, entry->render_targets[0]);
436 context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, entry->location);
438 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
439 * GL contexts requirements. */
440 glReadBuffer(GL_NONE);
441 context_set_draw_buffer(context, GL_NONE);
442 if (target != GL_FRAMEBUFFER)
444 if (target == GL_READ_FRAMEBUFFER)
445 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, draw_binding);
446 else
447 context_bind_fbo(context, GL_READ_FRAMEBUFFER, read_binding);
450 entry->attached = TRUE;
453 /* Context activation is done by the caller. */
454 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
455 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
457 struct fbo_entry *entry, *entry2;
459 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
461 context_destroy_fbo_entry(context, entry);
464 if (context->rebind_fbo)
466 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
467 context->rebind_fbo = FALSE;
470 if (location == SFLAG_INDRAWABLE)
472 context->current_fbo = NULL;
473 context_bind_fbo(context, target, 0);
475 else
477 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
478 context_apply_fbo_entry(context, target, context->current_fbo);
482 /* Context activation is done by the caller. */
483 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
484 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
486 UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
488 context->blit_targets[0] = render_target;
489 if (clear_size)
490 memset(&context->blit_targets[1], 0, clear_size);
491 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
494 /* Context activation is done by the caller. */
495 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
497 const struct wined3d_gl_info *gl_info = context->gl_info;
499 if (context->free_occlusion_query_count)
501 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
503 else
505 if (gl_info->supported[ARB_OCCLUSION_QUERY])
507 GL_EXTCALL(glGenQueriesARB(1, &query->id));
508 checkGLcall("glGenQueriesARB");
510 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
512 else
514 WARN("Occlusion queries not supported, not allocating query id.\n");
515 query->id = 0;
519 query->context = context;
520 list_add_head(&context->occlusion_queries, &query->entry);
523 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
525 struct wined3d_context *context = query->context;
527 list_remove(&query->entry);
528 query->context = NULL;
530 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
532 UINT new_size = context->free_occlusion_query_size << 1;
533 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
534 new_size * sizeof(*context->free_occlusion_queries));
536 if (!new_data)
538 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
539 return;
542 context->free_occlusion_query_size = new_size;
543 context->free_occlusion_queries = new_data;
546 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
549 /* Context activation is done by the caller. */
550 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
552 const struct wined3d_gl_info *gl_info = context->gl_info;
554 if (context->free_event_query_count)
556 query->object = context->free_event_queries[--context->free_event_query_count];
558 else
560 if (gl_info->supported[ARB_SYNC])
562 /* Using ARB_sync, not much to do here. */
563 query->object.sync = NULL;
564 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
566 else if (gl_info->supported[APPLE_FENCE])
568 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
569 checkGLcall("glGenFencesAPPLE");
571 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
573 else if(gl_info->supported[NV_FENCE])
575 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
576 checkGLcall("glGenFencesNV");
578 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
580 else
582 WARN("Event queries not supported, not allocating query id.\n");
583 query->object.id = 0;
587 query->context = context;
588 list_add_head(&context->event_queries, &query->entry);
591 void context_free_event_query(struct wined3d_event_query *query)
593 struct wined3d_context *context = query->context;
595 list_remove(&query->entry);
596 query->context = NULL;
598 if (context->free_event_query_count >= context->free_event_query_size - 1)
600 UINT new_size = context->free_event_query_size << 1;
601 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
602 new_size * sizeof(*context->free_event_queries));
604 if (!new_data)
606 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
607 return;
610 context->free_event_query_size = new_size;
611 context->free_event_queries = new_data;
614 context->free_event_queries[context->free_event_query_count++] = query->object;
617 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
619 static void context_enum_surface_fbo_entries(const struct wined3d_device *device,
620 const struct wined3d_surface *surface, context_fbo_entry_func_t *callback)
622 UINT i;
624 for (i = 0; i < device->context_count; ++i)
626 struct wined3d_context *context = device->contexts[i];
627 const struct wined3d_gl_info *gl_info = context->gl_info;
628 struct fbo_entry *entry, *entry2;
630 if (context->current_rt == surface) context->current_rt = NULL;
632 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
634 UINT j;
636 if (entry->depth_stencil == surface)
638 callback(context, entry);
639 continue;
642 for (j = 0; j < gl_info->limits.buffers; ++j)
644 if (entry->render_targets[j] == surface)
646 callback(context, entry);
647 break;
654 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
656 list_remove(&entry->entry);
657 list_add_head(&context->fbo_destroy_list, &entry->entry);
660 void context_resource_released(const struct wined3d_device *device,
661 struct wined3d_resource *resource, enum wined3d_resource_type type)
663 if (!device->d3d_initialized) return;
665 switch (type)
667 case WINED3D_RTYPE_SURFACE:
668 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
669 context_queue_fbo_entry_destruction);
670 break;
672 default:
673 break;
677 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
679 entry->attached = FALSE;
682 void context_resource_unloaded(const struct wined3d_device *device,
683 struct wined3d_resource *resource, enum wined3d_resource_type type)
685 switch (type)
687 case WINED3D_RTYPE_SURFACE:
688 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
689 context_detach_fbo_entry);
690 break;
692 default:
693 break;
697 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface)
699 const struct wined3d_gl_info *gl_info = context->gl_info;
700 struct fbo_entry *entry = context->current_fbo;
701 unsigned int i;
703 if (!entry || context->rebind_fbo) return;
705 for (i = 0; i < gl_info->limits.buffers; ++i)
707 if (surface == entry->render_targets[i])
709 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
710 context->rebind_fbo = TRUE;
711 return;
715 if (surface == entry->depth_stencil)
717 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
718 context->rebind_fbo = TRUE;
722 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
724 int current = GetPixelFormat(dc);
726 if (current == format) return TRUE;
728 if (!current)
730 if (!SetPixelFormat(dc, format, NULL))
732 /* This may also happen if the dc belongs to a destroyed window. */
733 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
734 format, dc, GetLastError());
735 return FALSE;
737 return TRUE;
740 /* By default WGL doesn't allow pixel format adjustments but we need it
741 * here. For this reason there's a Wine specific wglSetPixelFormat()
742 * which allows us to set the pixel format multiple times. Only use it
743 * when really needed. */
744 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
746 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
748 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
749 format, dc);
750 return FALSE;
752 return TRUE;
755 /* OpenGL doesn't allow pixel format adjustments. Print an error and
756 * continue using the old format. There's a big chance that the old
757 * format works although with a performance hit and perhaps rendering
758 * errors. */
759 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
760 format, dc, current);
761 return TRUE;
764 static BOOL context_set_gl_context(struct wined3d_context *ctx)
766 struct wined3d_swapchain *swapchain = ctx->swapchain;
767 BOOL backup = FALSE;
769 if (!context_set_pixel_format(ctx->gl_info, ctx->hdc, ctx->pixel_format))
771 WARN("Failed to set pixel format %d on device context %p.\n",
772 ctx->pixel_format, ctx->hdc);
773 backup = TRUE;
776 if (backup || !wglMakeCurrent(ctx->hdc, ctx->glCtx))
778 HDC dc;
780 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
781 ctx->glCtx, ctx->hdc, GetLastError());
782 ctx->valid = 0;
783 WARN("Trying fallback to the backup window.\n");
785 /* FIXME: If the context is destroyed it's no longer associated with
786 * a swapchain, so we can't use the swapchain to get a backup dc. To
787 * make this work windowless contexts would need to be handled by the
788 * device. */
789 if (ctx->destroyed)
791 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx);
792 context_set_current(NULL);
793 return FALSE;
796 if (!(dc = swapchain_get_backup_dc(swapchain)))
798 context_set_current(NULL);
799 return FALSE;
802 if (!context_set_pixel_format(ctx->gl_info, dc, ctx->pixel_format))
804 ERR("Failed to set pixel format %d on device context %p.\n",
805 ctx->pixel_format, dc);
806 context_set_current(NULL);
807 return FALSE;
810 if (!wglMakeCurrent(dc, ctx->glCtx))
812 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
813 dc, GetLastError());
814 context_set_current(NULL);
815 return FALSE;
818 return TRUE;
821 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx, int pf)
823 if (!context_set_pixel_format(gl_info, dc, pf))
825 ERR("Failed to restore pixel format %d on device context %p.\n", pf, dc);
826 context_set_current(NULL);
827 return;
830 if (!wglMakeCurrent(dc, gl_ctx))
832 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
833 gl_ctx, dc, GetLastError());
834 context_set_current(NULL);
838 static void context_update_window(struct wined3d_context *context)
840 if (context->win_handle == context->swapchain->win_handle)
841 return;
843 TRACE("Updating context %p window from %p to %p.\n",
844 context, context->win_handle, context->swapchain->win_handle);
846 if (context->valid)
848 /* You'd figure ReleaseDC() would fail if the DC doesn't match the
849 * window. However, that's not what actually happens, and there are
850 * user32 tests that confirm ReleaseDC() with the wrong window is
851 * supposed to succeed. So explicitly check that the DC belongs to
852 * the window, since we want to avoid releasing a DC that belongs to
853 * some other window if the original window was already destroyed. */
854 if (WindowFromDC(context->hdc) != context->win_handle)
856 WARN("DC %p does not belong to window %p.\n",
857 context->hdc, context->win_handle);
859 else if (!ReleaseDC(context->win_handle, context->hdc))
861 ERR("Failed to release device context %p, last error %#x.\n",
862 context->hdc, GetLastError());
865 else context->valid = 1;
867 context->win_handle = context->swapchain->win_handle;
869 if (!(context->hdc = GetDC(context->win_handle)))
871 ERR("Failed to get a device context for window %p.\n", context->win_handle);
872 goto err;
875 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
877 ERR("Failed to set pixel format %d on device context %p.\n",
878 context->pixel_format, context->hdc);
879 goto err;
882 context_set_gl_context(context);
884 return;
886 err:
887 context->valid = 0;
890 static void context_destroy_gl_resources(struct wined3d_context *context)
892 const struct wined3d_gl_info *gl_info = context->gl_info;
893 struct wined3d_occlusion_query *occlusion_query;
894 struct wined3d_event_query *event_query;
895 struct fbo_entry *entry, *entry2;
896 HGLRC restore_ctx;
897 HDC restore_dc;
898 unsigned int i;
899 int restore_pf;
901 restore_ctx = wglGetCurrentContext();
902 restore_dc = wglGetCurrentDC();
903 restore_pf = GetPixelFormat(restore_dc);
905 if (context->valid && restore_ctx != context->glCtx)
906 context_set_gl_context(context);
907 else
908 restore_ctx = NULL;
910 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
912 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
913 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
914 occlusion_query->context = NULL;
917 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
919 if (context->valid)
921 if (gl_info->supported[ARB_SYNC])
923 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
925 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
926 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
928 event_query->context = NULL;
931 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
933 if (!context->valid) entry->id = 0;
934 context_destroy_fbo_entry(context, entry);
937 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
939 if (!context->valid) entry->id = 0;
940 context_destroy_fbo_entry(context, entry);
943 if (context->valid)
945 if (context->dummy_arbfp_prog)
947 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
950 if (gl_info->supported[ARB_OCCLUSION_QUERY])
951 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
953 if (gl_info->supported[ARB_SYNC])
955 for (i = 0; i < context->free_event_query_count; ++i)
957 GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
960 else if (gl_info->supported[APPLE_FENCE])
962 for (i = 0; i < context->free_event_query_count; ++i)
964 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
967 else if (gl_info->supported[NV_FENCE])
969 for (i = 0; i < context->free_event_query_count; ++i)
971 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
975 checkGLcall("context cleanup");
978 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
979 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
981 if (restore_ctx)
983 context_restore_gl_context(gl_info, restore_dc, restore_ctx, restore_pf);
985 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
987 ERR("Failed to disable GL context.\n");
990 ReleaseDC(context->win_handle, context->hdc);
992 if (!wglDeleteContext(context->glCtx))
994 DWORD err = GetLastError();
995 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
999 DWORD context_get_tls_idx(void)
1001 return wined3d_context_tls_idx;
1004 void context_set_tls_idx(DWORD idx)
1006 wined3d_context_tls_idx = idx;
1009 struct wined3d_context *context_get_current(void)
1011 return TlsGetValue(wined3d_context_tls_idx);
1014 BOOL context_set_current(struct wined3d_context *ctx)
1016 struct wined3d_context *old = context_get_current();
1018 if (old == ctx)
1020 TRACE("Already using D3D context %p.\n", ctx);
1021 return TRUE;
1024 if (old)
1026 if (old->destroyed)
1028 TRACE("Switching away from destroyed context %p.\n", old);
1029 context_destroy_gl_resources(old);
1030 HeapFree(GetProcessHeap(), 0, (void *)old->gl_info);
1031 HeapFree(GetProcessHeap(), 0, old);
1033 else
1035 old->current = 0;
1039 if (ctx)
1041 if (!ctx->valid)
1043 ERR("Trying to make invalid context %p current\n", ctx);
1044 return FALSE;
1047 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1048 if (!context_set_gl_context(ctx))
1049 return FALSE;
1050 ctx->current = 1;
1052 else if(wglGetCurrentContext())
1054 TRACE("Clearing current D3D context.\n");
1055 if (!wglMakeCurrent(NULL, NULL))
1057 DWORD err = GetLastError();
1058 ERR("Failed to clear current GL context, last error %#x.\n", err);
1059 TlsSetValue(wined3d_context_tls_idx, NULL);
1060 return FALSE;
1064 return TlsSetValue(wined3d_context_tls_idx, ctx);
1067 void context_release(struct wined3d_context *context)
1069 TRACE("Releasing context %p, level %u.\n", context, context->level);
1071 if (WARN_ON(d3d))
1073 if (!context->level)
1074 WARN("Context %p is not active.\n", context);
1075 else if (context != context_get_current())
1076 WARN("Context %p is not the current context.\n", context);
1079 if (!--context->level && context->restore_ctx)
1081 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1082 context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx, context->restore_pf);
1083 context->restore_ctx = NULL;
1084 context->restore_dc = NULL;
1088 static void context_enter(struct wined3d_context *context)
1090 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1092 if (!context->level++)
1094 const struct wined3d_context *current_context = context_get_current();
1095 HGLRC current_gl = wglGetCurrentContext();
1097 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1099 TRACE("Another GL context (%p on device context %p) is already current.\n",
1100 current_gl, wglGetCurrentDC());
1101 context->restore_ctx = current_gl;
1102 context->restore_dc = wglGetCurrentDC();
1103 context->restore_pf = GetPixelFormat(context->restore_dc);
1108 void context_invalidate_state(struct wined3d_context *context, DWORD state)
1110 DWORD rep = context->state_table[state].representative;
1111 DWORD idx;
1112 BYTE shift;
1114 if (isStateDirty(context, rep)) return;
1116 context->dirtyArray[context->numDirtyEntries++] = rep;
1117 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1118 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1119 context->isStateDirty[idx] |= (1 << shift);
1122 /* This function takes care of wined3d pixel format selection. */
1123 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1124 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1125 BOOL auxBuffers, BOOL findCompatible)
1127 int iPixelFormat=0;
1128 BYTE redBits, greenBits, blueBits, alphaBits, colorBits;
1129 BYTE depthBits=0, stencilBits=0;
1130 unsigned int current_value;
1131 unsigned int cfg_count = device->adapter->cfg_count;
1132 unsigned int i;
1134 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1135 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1136 auxBuffers, findCompatible);
1138 if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1140 ERR("Unable to get color bits for format %s (%#x)!\n",
1141 debug_d3dformat(color_format->id), color_format->id);
1142 return 0;
1145 getDepthStencilBits(ds_format, &depthBits, &stencilBits);
1147 current_value = 0;
1148 for (i = 0; i < cfg_count; ++i)
1150 const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1151 unsigned int value;
1153 /* For now only accept RGBA formats. Perhaps some day we will
1154 * allow floating point formats for pbuffers. */
1155 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1156 continue;
1157 /* In window mode we need a window drawable format and double buffering. */
1158 if (!(cfg->windowDrawable && cfg->doubleBuffer))
1159 continue;
1160 if (cfg->redSize < redBits)
1161 continue;
1162 if (cfg->greenSize < greenBits)
1163 continue;
1164 if (cfg->blueSize < blueBits)
1165 continue;
1166 if (cfg->alphaSize < alphaBits)
1167 continue;
1168 if (cfg->depthSize < depthBits)
1169 continue;
1170 if (stencilBits && cfg->stencilSize != stencilBits)
1171 continue;
1172 /* Check multisampling support. */
1173 if (cfg->numSamples)
1174 continue;
1176 value = 1;
1177 /* We try to locate a format which matches our requirements exactly. In case of
1178 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1179 if (cfg->depthSize == depthBits)
1180 value += 1;
1181 if (cfg->stencilSize == stencilBits)
1182 value += 2;
1183 if (cfg->alphaSize == alphaBits)
1184 value += 4;
1185 /* We like to have aux buffers in backbuffer mode */
1186 if (auxBuffers && cfg->auxBuffers)
1187 value += 8;
1188 if (cfg->redSize == redBits
1189 && cfg->greenSize == greenBits
1190 && cfg->blueSize == blueBits)
1191 value += 16;
1193 if (value > current_value)
1195 iPixelFormat = cfg->iPixelFormat;
1196 current_value = value;
1200 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1201 if(!iPixelFormat && !findCompatible) {
1202 ERR("Can't find a suitable iPixelFormat\n");
1203 return FALSE;
1204 } else if(!iPixelFormat) {
1205 PIXELFORMATDESCRIPTOR pfd;
1207 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1208 /* PixelFormat selection */
1209 ZeroMemory(&pfd, sizeof(pfd));
1210 pfd.nSize = sizeof(pfd);
1211 pfd.nVersion = 1;
1212 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1213 pfd.iPixelType = PFD_TYPE_RGBA;
1214 pfd.cAlphaBits = alphaBits;
1215 pfd.cColorBits = colorBits;
1216 pfd.cDepthBits = depthBits;
1217 pfd.cStencilBits = stencilBits;
1218 pfd.iLayerType = PFD_MAIN_PLANE;
1220 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1221 if(!iPixelFormat) {
1222 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1223 ERR("Can't find a suitable iPixelFormat\n");
1224 return FALSE;
1228 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1229 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1230 return iPixelFormat;
1233 /* Context activation is done by the caller. */
1234 static void bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
1236 const struct wined3d_gl_info *gl_info = context->gl_info;
1237 unsigned int i, count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1239 for (i = 0; i < count; ++i)
1241 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1242 checkGLcall("glActiveTextureARB");
1244 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1245 checkGLcall("glBindTexture");
1247 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1249 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1250 checkGLcall("glBindTexture");
1253 if (gl_info->supported[EXT_TEXTURE3D])
1255 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1256 checkGLcall("glBindTexture");
1259 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1261 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1262 checkGLcall("glBindTexture");
1267 BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
1269 return gl_info->supported[ARB_DEBUG_OUTPUT]
1270 && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
1273 static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
1274 GLenum severity, GLsizei length, const char *message, void *ctx)
1276 switch (type)
1278 case GL_DEBUG_TYPE_ERROR_ARB:
1279 ERR("%p: %s.\n", ctx, debugstr_an(message, length));
1280 break;
1282 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
1283 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
1284 case GL_DEBUG_TYPE_PORTABILITY_ARB:
1285 FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
1286 break;
1288 case GL_DEBUG_TYPE_PERFORMANCE_ARB:
1289 WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
1290 break;
1292 default:
1293 FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
1294 break;
1298 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1299 struct wined3d_surface *target, const struct wined3d_format *ds_format)
1301 struct wined3d_device *device = swapchain->device;
1302 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1303 const struct wined3d_format *color_format;
1304 struct wined3d_context *ret;
1305 BOOL auxBuffers = FALSE;
1306 HGLRC ctx, share_ctx;
1307 int pixel_format;
1308 unsigned int s;
1309 int swap_interval;
1310 DWORD state;
1311 HDC hdc;
1313 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1315 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1316 if (!ret)
1317 return NULL;
1319 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1320 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1321 if (!ret->blit_targets)
1322 goto out;
1324 ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1325 gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1326 if (!ret->draw_buffers)
1327 goto out;
1329 ret->free_occlusion_query_size = 4;
1330 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1331 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1332 if (!ret->free_occlusion_queries)
1333 goto out;
1335 list_init(&ret->occlusion_queries);
1337 ret->free_event_query_size = 4;
1338 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1339 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1340 if (!ret->free_event_queries)
1341 goto out;
1343 list_init(&ret->event_queries);
1344 list_init(&ret->fbo_list);
1345 list_init(&ret->fbo_destroy_list);
1347 if (!device->shader_backend->shader_allocate_context_data(ret))
1349 ERR("Failed to allocate shader backend context data.\n");
1350 goto out;
1353 if (!(hdc = GetDC(swapchain->win_handle)))
1355 WARN("Failed to retireve device context, trying swapchain backup.\n");
1357 if (!(hdc = swapchain_get_backup_dc(swapchain)))
1359 ERR("Failed to retrieve a device context.\n");
1360 goto out;
1364 color_format = target->resource.format;
1366 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1367 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1368 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1370 auxBuffers = TRUE;
1372 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1373 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1374 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1375 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1378 /* DirectDraw supports 8bit paletted render targets and these are used by
1379 * old games like StarCraft and C&C. Most modern hardware doesn't support
1380 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1381 * conversion (ab)uses the alpha component for storing the palette index.
1382 * For this reason we require a format with 8bit alpha, so request
1383 * A8R8G8B8. */
1384 if (color_format->id == WINED3DFMT_P8_UINT)
1385 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1387 /* Try to find a pixel format which matches our requirements. */
1388 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, FALSE);
1390 /* Try to locate a compatible format if we weren't able to find anything. */
1391 if (!pixel_format)
1393 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1394 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, TRUE);
1397 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1398 if (!pixel_format)
1400 ERR("Can't find a suitable pixel format.\n");
1401 goto out;
1404 context_enter(ret);
1406 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1408 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1409 context_release(ret);
1410 goto out;
1413 share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL;
1414 if (gl_info->p_wglCreateContextAttribsARB)
1416 unsigned int ctx_attrib_idx = 0;
1417 GLint ctx_attribs[3];
1419 if (context_debug_output_enabled(gl_info))
1421 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1422 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_DEBUG_BIT_ARB;
1424 ctx_attribs[ctx_attrib_idx] = 0;
1426 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1428 ERR("Failed to create a WGL context.\n");
1429 context_release(ret);
1430 goto out;
1433 else
1435 if (!(ctx = wglCreateContext(hdc)))
1437 ERR("Failed to create a WGL context.\n");
1438 context_release(ret);
1439 goto out;
1442 if (share_ctx && !wglShareLists(share_ctx, ctx))
1444 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
1445 context_release(ret);
1446 if (!wglDeleteContext(ctx))
1447 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1448 goto out;
1452 if (!device_context_add(device, ret))
1454 ERR("Failed to add the newly created context to the context list\n");
1455 context_release(ret);
1456 if (!wglDeleteContext(ctx))
1457 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1458 goto out;
1461 ret->gl_info = gl_info;
1462 ret->d3d_info = &device->adapter->d3d_info;
1463 ret->state_table = device->StateTable;
1465 /* Mark all states dirty to force a proper initialization of the states
1466 * on the first use of the context. */
1467 for (state = 0; state <= STATE_HIGHEST; ++state)
1469 if (ret->state_table[state].representative)
1470 context_invalidate_state(ret, state);
1473 ret->swapchain = swapchain;
1474 ret->current_rt = target;
1475 ret->tid = GetCurrentThreadId();
1477 ret->render_offscreen = surface_is_offscreen(target);
1478 ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
1479 ret->valid = 1;
1481 ret->glCtx = ctx;
1482 ret->win_handle = swapchain->win_handle;
1483 ret->hdc = hdc;
1484 ret->pixel_format = pixel_format;
1486 /* Set up the context defaults */
1487 if (!context_set_current(ret))
1489 ERR("Cannot activate context to set up defaults.\n");
1490 device_context_remove(device, ret);
1491 context_release(ret);
1492 if (!wglDeleteContext(ctx))
1493 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1494 goto out;
1497 if (context_debug_output_enabled(gl_info))
1499 GL_EXTCALL(glDebugMessageCallbackARB(wined3d_debug_callback, ret));
1500 if (TRACE_ON(d3d_synchronous))
1501 gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
1502 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
1503 if (ERR_ON(d3d))
1505 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR_ARB,
1506 GL_DONT_CARE, 0, NULL, GL_TRUE));
1508 if (FIXME_ON(d3d))
1510 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB,
1511 GL_DONT_CARE, 0, NULL, GL_TRUE));
1512 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB,
1513 GL_DONT_CARE, 0, NULL, GL_TRUE));
1514 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY_ARB,
1515 GL_DONT_CARE, 0, NULL, GL_TRUE));
1517 if (WARN_ON(d3d_perf))
1519 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE_ARB,
1520 GL_DONT_CARE, 0, NULL, GL_TRUE));
1524 switch (swapchain->desc.swap_interval)
1526 case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1527 swap_interval = 0;
1528 break;
1529 case WINED3DPRESENT_INTERVAL_DEFAULT:
1530 case WINED3DPRESENT_INTERVAL_ONE:
1531 swap_interval = 1;
1532 break;
1533 case WINED3DPRESENT_INTERVAL_TWO:
1534 swap_interval = 2;
1535 break;
1536 case WINED3DPRESENT_INTERVAL_THREE:
1537 swap_interval = 3;
1538 break;
1539 case WINED3DPRESENT_INTERVAL_FOUR:
1540 swap_interval = 4;
1541 break;
1542 default:
1543 FIXME("Unknown swap interval %#x.\n", swapchain->desc.swap_interval);
1544 swap_interval = 1;
1547 if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1549 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1550 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1551 swap_interval, ret, GetLastError());
1554 gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1556 TRACE("Setting up the screen\n");
1558 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1559 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1561 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1562 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1564 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1565 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1567 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1568 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1569 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1570 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1572 if (gl_info->supported[ARB_VERTEX_BLEND])
1574 /* Direct3D always uses n-1 weights for n world matrices and uses
1575 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
1576 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
1577 * enabled as well. */
1578 gl_info->gl_ops.gl.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1579 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1581 if (gl_info->supported[NV_TEXTURE_SHADER2])
1583 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1584 * the previous texture where to source the offset from is always unit - 1.
1586 for (s = 1; s < gl_info->limits.textures; ++s)
1588 context_active_texture(ret, gl_info, s);
1589 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
1590 GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1591 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1594 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1596 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1597 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1598 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1599 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1600 * is ever assigned.
1602 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1603 * program and the dummy program is destroyed when the context is destroyed.
1605 const char *dummy_program =
1606 "!!ARBfp1.0\n"
1607 "MOV result.color, fragment.color.primary;\n"
1608 "END\n";
1609 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1610 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1611 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1614 if (gl_info->supported[ARB_POINT_SPRITE])
1616 for (s = 0; s < gl_info->limits.textures; ++s)
1618 context_active_texture(ret, gl_info, s);
1619 gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1620 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1624 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1626 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1628 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1630 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1632 ret->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
1633 | (1 << WINED3D_SHADER_TYPE_VERTEX)
1634 | (1 << WINED3D_SHADER_TYPE_GEOMETRY);
1636 /* If this happens to be the first context for the device, dummy textures
1637 * are not created yet. In that case, they will be created (and bound) by
1638 * create_dummy_textures right after this context is initialized. */
1639 if (device->dummy_texture_2d[0])
1640 bind_dummy_textures(device, ret);
1642 TRACE("Created context %p.\n", ret);
1644 return ret;
1646 out:
1647 device->shader_backend->shader_free_context_data(ret);
1648 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1649 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1650 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1651 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1652 HeapFree(GetProcessHeap(), 0, ret);
1653 return NULL;
1656 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
1658 BOOL destroy;
1660 TRACE("Destroying ctx %p\n", context);
1662 if (context->tid == GetCurrentThreadId() || !context->current)
1664 context_destroy_gl_resources(context);
1665 TlsSetValue(wined3d_context_tls_idx, NULL);
1666 destroy = TRUE;
1668 else
1670 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
1671 in wined3d_adapter may go away in the meantime */
1672 struct wined3d_gl_info *gl_info = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info));
1673 *gl_info = *context->gl_info;
1674 context->gl_info = gl_info;
1675 context->destroyed = 1;
1676 destroy = FALSE;
1679 device->shader_backend->shader_free_context_data(context);
1680 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1681 HeapFree(GetProcessHeap(), 0, context->blit_targets);
1682 device_context_remove(device, context);
1683 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1686 /* Context activation is done by the caller. */
1687 static void set_blit_dimension(const struct wined3d_gl_info *gl_info, UINT width, UINT height)
1689 const GLdouble projection[] =
1691 2.0 / width, 0.0, 0.0, 0.0,
1692 0.0, 2.0 / height, 0.0, 0.0,
1693 0.0, 0.0, 2.0, 0.0,
1694 -1.0, -1.0, -1.0, 1.0,
1697 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1698 checkGLcall("glMatrixMode(GL_PROJECTION)");
1699 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
1700 checkGLcall("glLoadMatrixd");
1701 gl_info->gl_ops.gl.p_glViewport(0, 0, width, height);
1702 checkGLcall("glViewport");
1705 static void context_get_rt_size(const struct wined3d_context *context, SIZE *size)
1707 const struct wined3d_surface *rt = context->current_rt;
1709 if (rt->swapchain && rt->swapchain->front_buffer == rt)
1711 RECT window_size;
1713 GetClientRect(context->win_handle, &window_size);
1714 size->cx = window_size.right - window_size.left;
1715 size->cy = window_size.bottom - window_size.top;
1717 return;
1720 size->cx = rt->resource.width;
1721 size->cy = rt->resource.height;
1724 /*****************************************************************************
1725 * SetupForBlit
1727 * Sets up a context for DirectDraw blitting.
1728 * All texture units are disabled, texture unit 0 is set as current unit
1729 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1730 * color writing enabled for all channels
1731 * register combiners disabled, shaders disabled
1732 * world matrix is set to identity, texture matrix 0 too
1733 * projection matrix is setup for drawing screen coordinates
1735 * Params:
1736 * This: Device to activate the context for
1737 * context: Context to setup
1739 *****************************************************************************/
1740 /* Context activation is done by the caller. */
1741 static void SetupForBlit(const struct wined3d_device *device, struct wined3d_context *context)
1743 int i;
1744 const struct wined3d_gl_info *gl_info = context->gl_info;
1745 DWORD sampler;
1746 SIZE rt_size;
1748 TRACE("Setting up context %p for blitting\n", context);
1750 context_get_rt_size(context, &rt_size);
1752 if (context->last_was_blit)
1754 if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
1756 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
1757 context->blit_w = rt_size.cx;
1758 context->blit_h = rt_size.cy;
1759 /* No need to dirtify here, the states are still dirtified because
1760 * they weren't applied since the last SetupForBlit() call. */
1762 TRACE("Context is already set up for blitting, nothing to do\n");
1763 return;
1765 context->last_was_blit = TRUE;
1767 /* Disable all textures. The caller can then bind a texture it wants to blit
1768 * from
1770 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1771 * function texture unit. No need to care for higher samplers
1773 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1775 sampler = device->rev_tex_unit_map[i];
1776 context_active_texture(context, gl_info, i);
1778 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1780 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1781 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1783 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
1784 checkGLcall("glDisable GL_TEXTURE_3D");
1785 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1787 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
1788 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1790 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
1791 checkGLcall("glDisable GL_TEXTURE_2D");
1793 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1794 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1796 if (sampler != WINED3D_UNMAPPED_STAGE)
1798 if (sampler < MAX_TEXTURES)
1799 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
1800 context_invalidate_state(context, STATE_SAMPLER(sampler));
1803 context_active_texture(context, gl_info, 0);
1805 sampler = device->rev_tex_unit_map[0];
1807 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1809 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1810 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1812 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
1813 checkGLcall("glDisable GL_TEXTURE_3D");
1814 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1816 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
1817 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1819 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
1820 checkGLcall("glDisable GL_TEXTURE_2D");
1822 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1824 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
1825 checkGLcall("glMatrixMode(GL_TEXTURE)");
1826 gl_info->gl_ops.gl.p_glLoadIdentity();
1827 checkGLcall("glLoadIdentity()");
1829 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1831 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1832 GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
1833 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1836 if (sampler != WINED3D_UNMAPPED_STAGE)
1838 if (sampler < MAX_TEXTURES)
1840 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
1841 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
1843 context_invalidate_state(context, STATE_SAMPLER(sampler));
1846 /* Other misc states */
1847 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
1848 checkGLcall("glDisable(GL_ALPHA_TEST)");
1849 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
1850 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1851 checkGLcall("glDisable GL_LIGHTING");
1852 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
1853 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
1854 checkGLcall("glDisable GL_DEPTH_TEST");
1855 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
1856 glDisableWINE(GL_FOG);
1857 checkGLcall("glDisable GL_FOG");
1858 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
1859 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1860 checkGLcall("glDisable GL_BLEND");
1861 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
1862 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
1863 checkGLcall("glDisable GL_CULL_FACE");
1864 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE));
1865 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
1866 checkGLcall("glDisable GL_STENCIL_TEST");
1867 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
1868 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1869 checkGLcall("glDisable GL_SCISSOR_TEST");
1870 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
1871 if (gl_info->supported[ARB_POINT_SPRITE])
1873 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1874 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1875 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
1877 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1878 checkGLcall("glColorMask");
1879 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
1880 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
1881 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
1882 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
1883 if (gl_info->supported[EXT_SECONDARY_COLOR])
1885 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
1886 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
1887 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1890 /* Setup transforms */
1891 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
1892 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1893 gl_info->gl_ops.gl.p_glLoadIdentity();
1894 checkGLcall("glLoadIdentity()");
1895 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
1897 context->last_was_rhw = TRUE;
1898 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
1900 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1901 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1902 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1903 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1904 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1905 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1906 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
1908 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
1910 /* Disable shaders */
1911 device->shader_backend->shader_disable(device->shader_priv, context);
1913 context->blit_w = rt_size.cx;
1914 context->blit_h = rt_size.cy;
1915 context_invalidate_state(context, STATE_VIEWPORT);
1916 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
1919 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
1921 return rt_mask & (1 << 31);
1924 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
1926 return rt_mask & ~(1 << 31);
1929 /* Context activation is done by the caller. */
1930 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
1932 const struct wined3d_gl_info *gl_info = context->gl_info;
1934 if (!rt_mask)
1936 gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
1937 checkGLcall("glDrawBuffer()");
1939 else if (is_rt_mask_onscreen(rt_mask))
1941 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
1942 checkGLcall("glDrawBuffer()");
1944 else
1946 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1948 unsigned int i = 0;
1950 while (rt_mask)
1952 if (rt_mask & 1)
1953 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1954 else
1955 context->draw_buffers[i] = GL_NONE;
1957 rt_mask >>= 1;
1958 ++i;
1961 if (gl_info->supported[ARB_DRAW_BUFFERS])
1963 GL_EXTCALL(glDrawBuffersARB(i, context->draw_buffers));
1964 checkGLcall("glDrawBuffers()");
1966 else
1968 gl_info->gl_ops.gl.p_glDrawBuffer(context->draw_buffers[0]);
1969 checkGLcall("glDrawBuffer()");
1972 else
1974 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
1979 /* Context activation is done by the caller. */
1980 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1982 const struct wined3d_gl_info *gl_info = context->gl_info;
1983 DWORD *current_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
1984 DWORD new_mask = context_generate_rt_mask(buffer);
1986 if (new_mask == *current_mask)
1987 return;
1989 gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
1990 checkGLcall("glDrawBuffer()");
1992 *current_mask = new_mask;
1995 /* Context activation is done by the caller. */
1996 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
1998 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0 + unit));
1999 checkGLcall("glActiveTextureARB");
2000 context->active_texture = unit;
2003 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
2005 const struct wined3d_gl_info *gl_info = context->gl_info;
2006 DWORD unit = context->active_texture;
2007 DWORD old_texture_type = context->texture_type[unit];
2009 if (name)
2011 gl_info->gl_ops.gl.p_glBindTexture(target, name);
2012 checkGLcall("glBindTexture");
2014 else
2016 target = GL_NONE;
2019 if (old_texture_type != target)
2021 const struct wined3d_device *device = context->swapchain->device;
2023 switch (old_texture_type)
2025 case GL_NONE:
2026 /* nothing to do */
2027 break;
2028 case GL_TEXTURE_2D:
2029 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[unit]);
2030 checkGLcall("glBindTexture");
2031 break;
2032 case GL_TEXTURE_RECTANGLE_ARB:
2033 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[unit]);
2034 checkGLcall("glBindTexture");
2035 break;
2036 case GL_TEXTURE_CUBE_MAP:
2037 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[unit]);
2038 checkGLcall("glBindTexture");
2039 break;
2040 case GL_TEXTURE_3D:
2041 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[unit]);
2042 checkGLcall("glBindTexture");
2043 break;
2044 default:
2045 ERR("Unexpected texture target %#x\n", old_texture_type);
2048 context->texture_type[unit] = target;
2052 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
2054 if (context->render_offscreen == offscreen) return;
2056 context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
2057 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2058 context_invalidate_state(context, STATE_VIEWPORT);
2059 context_invalidate_state(context, STATE_SCISSORRECT);
2060 context_invalidate_state(context, STATE_FRONTFACE);
2061 context->render_offscreen = offscreen;
2064 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
2065 const struct wined3d_format *required)
2067 BYTE existing_depth, existing_stencil, required_depth, required_stencil;
2069 if (existing == required) return TRUE;
2070 if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
2072 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
2073 getDepthStencilBits(required, &required_depth, &required_stencil);
2075 if(existing_depth < required_depth) return FALSE;
2076 /* If stencil bits are used the exact amount is required - otherwise wrapping
2077 * won't work correctly */
2078 if(required_stencil && required_stencil != existing_stencil) return FALSE;
2079 return TRUE;
2082 /* The caller provides a context */
2083 static void context_validate_onscreen_formats(struct wined3d_context *context,
2084 const struct wined3d_surface *depth_stencil)
2086 /* Onscreen surfaces are always in a swapchain */
2087 struct wined3d_swapchain *swapchain = context->current_rt->swapchain;
2089 if (context->render_offscreen || !depth_stencil) return;
2090 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
2092 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2093 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2094 * format. */
2095 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2097 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2098 surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
2099 swapchain->render_to_fbo = TRUE;
2100 swapchain_update_draw_bindings(swapchain);
2101 context_set_render_offscreen(context, TRUE);
2104 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device, const struct wined3d_surface *rt)
2106 if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
2107 return 0;
2108 else if (rt->swapchain)
2109 return context_generate_rt_mask_from_surface(rt);
2110 else
2111 return context_generate_rt_mask(device->offscreenBuffer);
2114 /* Context activation is done by the caller. */
2115 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
2117 struct wined3d_surface *rt = context->current_rt;
2118 DWORD rt_mask, *cur_mask;
2120 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2122 context_validate_onscreen_formats(context, NULL);
2124 if (context->render_offscreen)
2126 surface_internal_preload(rt, SRGB_RGB);
2128 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->draw_binding);
2129 if (rt->resource.format->id != WINED3DFMT_NULL)
2130 rt_mask = 1;
2131 else
2132 rt_mask = 0;
2134 else
2136 context->current_fbo = NULL;
2137 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
2138 rt_mask = context_generate_rt_mask_from_surface(rt);
2141 else
2143 rt_mask = context_generate_rt_mask_no_fbo(device, rt);
2146 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2148 if (rt_mask != *cur_mask)
2150 context_apply_draw_buffers(context, rt_mask);
2151 *cur_mask = rt_mask;
2154 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2156 context_check_fbo_status(context, GL_FRAMEBUFFER);
2159 SetupForBlit(device, context);
2160 context_invalidate_state(context, STATE_FRAMEBUFFER);
2163 static BOOL context_validate_rt_config(UINT rt_count,
2164 struct wined3d_surface * const *rts, const struct wined3d_surface *ds)
2166 unsigned int i;
2168 if (ds) return TRUE;
2170 for (i = 0; i < rt_count; ++i)
2172 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2173 return TRUE;
2176 WARN("Invalid render target config, need at least one attachment.\n");
2177 return FALSE;
2180 /* Context activation is done by the caller. */
2181 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
2182 UINT rt_count, const struct wined3d_fb_state *fb)
2184 const struct wined3d_gl_info *gl_info = context->gl_info;
2185 DWORD rt_mask = 0, *cur_mask;
2186 UINT i;
2187 struct wined3d_surface **rts = fb->render_targets;
2189 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb
2190 || rt_count != context->gl_info->limits.buffers)
2192 if (!context_validate_rt_config(rt_count, rts, fb->depth_stencil))
2193 return FALSE;
2195 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2197 context_validate_onscreen_formats(context, fb->depth_stencil);
2199 if (!rt_count || surface_is_offscreen(rts[0]))
2201 for (i = 0; i < rt_count; ++i)
2203 context->blit_targets[i] = rts[i];
2204 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2205 rt_mask |= (1 << i);
2207 while (i < context->gl_info->limits.buffers)
2209 context->blit_targets[i] = NULL;
2210 ++i;
2212 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil,
2213 rt_count ? rts[0]->draw_binding : SFLAG_INTEXTURE);
2215 else
2217 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2218 rt_mask = context_generate_rt_mask_from_surface(rts[0]);
2221 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2222 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2223 * state management allows this */
2224 context_invalidate_state(context, STATE_FRAMEBUFFER);
2226 else
2228 rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
2231 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
2232 && (!rt_count || surface_is_offscreen(rts[0])))
2234 for (i = 0; i < rt_count; ++i)
2236 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL) rt_mask |= (1 << i);
2239 else
2241 rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
2244 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2246 if (rt_mask != *cur_mask)
2248 context_apply_draw_buffers(context, rt_mask);
2249 *cur_mask = rt_mask;
2250 context_invalidate_state(context, STATE_FRAMEBUFFER);
2253 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2255 context_check_fbo_status(context, GL_FRAMEBUFFER);
2258 if (context->last_was_blit)
2259 context->last_was_blit = FALSE;
2261 /* Blending and clearing should be orthogonal, but tests on the nvidia
2262 * driver show that disabling blending when clearing improves the clearing
2263 * performance incredibly. */
2264 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2265 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
2266 checkGLcall("glEnable GL_SCISSOR_TEST");
2268 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2269 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
2270 context_invalidate_state(context, STATE_SCISSORRECT);
2272 return TRUE;
2275 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_device *device)
2277 const struct wined3d_state *state = &device->state;
2278 struct wined3d_surface **rts = state->fb->render_targets;
2279 struct wined3d_shader *ps = state->pixel_shader;
2280 DWORD rt_mask, rt_mask_bits;
2281 unsigned int i;
2283 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return context_generate_rt_mask_no_fbo(device, rts[0]);
2284 else if (!context->render_offscreen) return context_generate_rt_mask_from_surface(rts[0]);
2286 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
2287 rt_mask &= context->d3d_info->valid_rt_mask;
2288 rt_mask_bits = rt_mask;
2289 i = 0;
2290 while (rt_mask_bits)
2292 rt_mask_bits &= ~(1 << i);
2293 if (!rts[i] || rts[i]->resource.format->id == WINED3DFMT_NULL)
2294 rt_mask &= ~(1 << i);
2296 i++;
2299 return rt_mask;
2302 /* Context activation is done by the caller. */
2303 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2305 const struct wined3d_device *device = context->swapchain->device;
2306 const struct wined3d_fb_state *fb = state->fb;
2307 DWORD rt_mask = find_draw_buffers_mask(context, device);
2308 DWORD *cur_mask;
2310 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2312 if (!context->render_offscreen)
2314 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2316 else
2318 context_apply_fbo_state(context, GL_FRAMEBUFFER, fb->render_targets, fb->depth_stencil,
2319 fb->render_targets[0]->draw_binding);
2323 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2324 if (rt_mask != *cur_mask)
2326 context_apply_draw_buffers(context, rt_mask);
2327 *cur_mask = rt_mask;
2331 /* Context activation is done by the caller. */
2332 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2334 const struct wined3d_device *device = context->swapchain->device;
2335 DWORD rt_mask, *cur_mask;
2337 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
2339 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2340 rt_mask = find_draw_buffers_mask(context, device);
2341 if (rt_mask != *cur_mask)
2343 context_apply_draw_buffers(context, rt_mask);
2344 *cur_mask = rt_mask;
2348 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
2350 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
2351 *regnum = WINED3D_FFP_POSITION;
2352 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
2353 *regnum = WINED3D_FFP_BLENDWEIGHT;
2354 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
2355 *regnum = WINED3D_FFP_BLENDINDICES;
2356 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
2357 *regnum = WINED3D_FFP_NORMAL;
2358 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
2359 *regnum = WINED3D_FFP_PSIZE;
2360 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
2361 *regnum = WINED3D_FFP_DIFFUSE;
2362 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
2363 *regnum = WINED3D_FFP_SPECULAR;
2364 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
2365 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
2366 else
2368 FIXME("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
2369 *regnum = ~0U;
2370 return FALSE;
2373 return TRUE;
2376 /* FIXME: Separate buffer loading from declaration decoding */
2377 /* Context activation is done by the caller. */
2378 void context_stream_info_from_declaration(struct wined3d_context *context,
2379 const struct wined3d_state *state, struct wined3d_stream_info *stream_info)
2381 /* We need to deal with frequency data! */
2382 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
2383 BOOL use_vshader;
2384 unsigned int i;
2385 WORD map;
2387 stream_info->use_map = 0;
2388 stream_info->swizzle_map = 0;
2389 stream_info->all_vbo = 1;
2391 /* Check for transformed vertices, disable vertex shader if present. */
2392 stream_info->position_transformed = declaration->position_transformed;
2393 use_vshader = state->vertex_shader && !declaration->position_transformed;
2395 /* Translate the declaration into strided data. */
2396 for (i = 0; i < declaration->element_count; ++i)
2398 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
2399 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
2400 struct wined3d_buffer *buffer = stream->buffer;
2401 struct wined3d_bo_address data;
2402 BOOL stride_used;
2403 unsigned int idx;
2404 DWORD stride;
2406 TRACE("%p Element %p (%u of %u).\n", declaration->elements,
2407 element, i + 1, declaration->element_count);
2409 if (!buffer) continue;
2411 stride = stream->stride;
2412 TRACE("Stream %u in buffer %p.\n", element->input_slot, buffer);
2413 buffer_get_memory(buffer, context, &data);
2415 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
2416 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
2417 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
2418 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
2419 * not, drawStridedSlow is needed, including a vertex buffer path. */
2420 if (state->load_base_vertex_index < 0)
2422 WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
2423 state->load_base_vertex_index);
2424 data.buffer_object = 0;
2425 data.addr = buffer_get_sysmem(buffer, context);
2426 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
2428 FIXME("System memory vertex data load offset is negative!\n");
2431 data.addr += element->offset;
2433 TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
2435 if (use_vshader)
2437 if (element->output_slot == ~0U)
2439 /* TODO: Assuming vertexdeclarations are usually used with the
2440 * same or a similar shader, it might be worth it to store the
2441 * last used output slot and try that one first. */
2442 stride_used = vshader_get_input(state->vertex_shader,
2443 element->usage, element->usage_idx, &idx);
2445 else
2447 idx = element->output_slot;
2448 stride_used = TRUE;
2451 else
2453 if (!element->ffp_valid)
2455 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
2456 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
2457 stride_used = FALSE;
2459 else
2461 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
2465 if (stride_used)
2467 TRACE("Load %s array %u [usage %s, usage_idx %u, "
2468 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u].\n",
2469 use_vshader ? "shader": "fixed function", idx,
2470 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
2471 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
2473 data.addr += stream->offset;
2475 stream_info->elements[idx].format = element->format;
2476 stream_info->elements[idx].data = data;
2477 stream_info->elements[idx].stride = stride;
2478 stream_info->elements[idx].stream_idx = element->input_slot;
2480 if (!context->gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
2481 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
2483 stream_info->swizzle_map |= 1 << idx;
2485 stream_info->use_map |= 1 << idx;
2489 /* Preload the vertex buffers. */
2490 context->num_buffer_queries = 0;
2491 for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
2493 struct wined3d_stream_info_element *element;
2494 struct wined3d_buffer *buffer;
2496 if (!(map & 1))
2497 continue;
2499 element = &stream_info->elements[i];
2500 buffer = state->streams[element->stream_idx].buffer;
2501 buffer_internal_preload(buffer, context, state);
2503 /* If the preload dropped the buffer object, update the stream info. */
2504 if (buffer->buffer_object != element->data.buffer_object)
2506 element->data.buffer_object = 0;
2507 element->data.addr = buffer_get_sysmem(buffer, context)
2508 + (ptrdiff_t)element->data.addr;
2511 if (!buffer->buffer_object)
2512 stream_info->all_vbo = 0;
2514 if (buffer->query)
2515 context->buffer_queries[context->num_buffer_queries++] = buffer->query;
2519 /* Context activation is done by the caller. */
2520 static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
2522 const struct wined3d_gl_info *gl_info = context->gl_info;
2523 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
2524 struct wined3d_stream_info *stream_info = &context->stream_info;
2525 DWORD prev_all_vbo = stream_info->all_vbo;
2527 TRACE("============================= Vertex Declaration =============================\n");
2528 context_stream_info_from_declaration(context, state, stream_info);
2530 if (state->vertex_shader && !stream_info->position_transformed)
2532 if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
2534 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
2535 context->use_immediate_mode_draw = TRUE;
2537 else
2539 context->use_immediate_mode_draw = FALSE;
2542 else
2544 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
2545 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
2546 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
2548 if (((stream_info->position_transformed && !d3d_info->xyzrhw)
2549 || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
2550 context->use_immediate_mode_draw = TRUE;
2551 else
2552 context->use_immediate_mode_draw = FALSE;
2555 if (prev_all_vbo != stream_info->all_vbo)
2556 context_invalidate_state(context, STATE_INDEXBUFFER);
2559 /* Context activation is done by the caller. */
2560 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device)
2562 const struct wined3d_state *state = &device->state;
2563 const struct StateEntry *state_table = context->state_table;
2564 const struct wined3d_fb_state *fb = state->fb;
2565 unsigned int i;
2567 if (!context_validate_rt_config(context->gl_info->limits.buffers,
2568 fb->render_targets, fb->depth_stencil))
2569 return FALSE;
2571 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
2573 context_validate_onscreen_formats(context, fb->depth_stencil);
2576 /* Preload resources before FBO setup. Texture preload in particular may
2577 * result in changes to the current FBO, due to using e.g. FBO blits for
2578 * updating a resource location. */
2579 device_update_tex_unit_map(device);
2580 device_preload_textures(device, context);
2581 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC))
2582 context_update_stream_info(context, state);
2583 if (state->index_buffer)
2585 if (context->stream_info.all_vbo)
2586 buffer_internal_preload(state->index_buffer, context, state);
2587 else
2588 buffer_get_sysmem(state->index_buffer, context);
2591 for (i = 0; i < context->numDirtyEntries; ++i)
2593 DWORD rep = context->dirtyArray[i];
2594 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2595 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2596 context->isStateDirty[idx] &= ~(1 << shift);
2597 state_table[rep].apply(context, state, rep);
2600 if (context->shader_update_mask)
2602 device->shader_backend->shader_select(device->shader_priv, context, state);
2603 context->shader_update_mask = 0;
2606 if (context->constant_update_mask)
2608 device->shader_backend->shader_load_constants(device->shader_priv, context, state);
2609 context->constant_update_mask = 0;
2612 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2614 context_check_fbo_status(context, GL_FRAMEBUFFER);
2617 context->numDirtyEntries = 0; /* This makes the whole list clean */
2618 context->last_was_blit = FALSE;
2620 return TRUE;
2623 static void context_setup_target(struct wined3d_context *context, struct wined3d_surface *target)
2625 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2627 render_offscreen = surface_is_offscreen(target);
2628 if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2630 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2631 * the alpha blend state changes with different render target formats. */
2632 if (!context->current_rt)
2634 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2636 else
2638 const struct wined3d_format *old = context->current_rt->resource.format;
2639 const struct wined3d_format *new = target->resource.format;
2641 if (old->id != new->id)
2643 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2644 if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
2645 || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2646 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2648 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2649 if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
2650 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
2653 /* When switching away from an offscreen render target, and we're not
2654 * using FBOs, we have to read the drawable into the texture. This is
2655 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2656 * are some things that need care though. PreLoad needs a GL context,
2657 * and FindContext is called before the context is activated. It also
2658 * has to be called with the old rendertarget active, otherwise a
2659 * wrong drawable is read. */
2660 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2661 && old_render_offscreen && context->current_rt != target)
2663 /* Read the back buffer of the old drawable into the destination texture. */
2664 if (context->current_rt->texture_name_srgb)
2665 surface_internal_preload(context->current_rt, SRGB_SRGB);
2666 surface_internal_preload(context->current_rt, SRGB_RGB);
2667 surface_invalidate_location(context->current_rt, SFLAG_INDRAWABLE);
2671 context->current_rt = target;
2672 context_set_render_offscreen(context, render_offscreen);
2675 struct wined3d_context *context_acquire(const struct wined3d_device *device, struct wined3d_surface *target)
2677 struct wined3d_context *current_context = context_get_current();
2678 struct wined3d_context *context;
2680 TRACE("device %p, target %p.\n", device, target);
2682 if (current_context && current_context->destroyed)
2683 current_context = NULL;
2685 if (!target)
2687 if (current_context
2688 && current_context->current_rt
2689 && current_context->swapchain->device == device)
2691 target = current_context->current_rt;
2693 else
2695 struct wined3d_swapchain *swapchain = device->swapchains[0];
2696 if (swapchain->back_buffers)
2697 target = swapchain->back_buffers[0];
2698 else
2699 target = swapchain->front_buffer;
2703 if (current_context && current_context->current_rt == target)
2705 context = current_context;
2707 else if (target->swapchain)
2709 TRACE("Rendering onscreen.\n");
2711 context = swapchain_get_context(target->swapchain);
2713 else
2715 TRACE("Rendering offscreen.\n");
2717 /* Stay with the current context if possible. Otherwise use the
2718 * context for the primary swapchain. */
2719 if (current_context && current_context->swapchain->device == device)
2720 context = current_context;
2721 else
2722 context = swapchain_get_context(device->swapchains[0]);
2725 context_update_window(context);
2726 context_setup_target(context, target);
2727 context_enter(context);
2728 if (!context->valid) return context;
2730 if (context != current_context)
2732 if (!context_set_current(context))
2733 ERR("Failed to activate the new context.\n");
2735 else if (context->restore_ctx)
2737 context_set_gl_context(context);
2740 return context;