2 * Context and render target management in wined3d
4 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "wine/port.h"
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous
);
36 #define WINED3D_MAX_FBO_ENTRIES 64
38 static DWORD wined3d_context_tls_idx
;
40 /* FBO helper functions */
42 /* Context activation is done by the caller. */
43 static void context_bind_fbo(struct wined3d_context
*context
, GLenum target
, GLuint fbo
)
45 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
49 case GL_READ_FRAMEBUFFER
:
50 if (context
->fbo_read_binding
== fbo
) return;
51 context
->fbo_read_binding
= fbo
;
54 case GL_DRAW_FRAMEBUFFER
:
55 if (context
->fbo_draw_binding
== fbo
) return;
56 context
->fbo_draw_binding
= fbo
;
60 if (context
->fbo_read_binding
== fbo
61 && context
->fbo_draw_binding
== fbo
) return;
62 context
->fbo_read_binding
= fbo
;
63 context
->fbo_draw_binding
= fbo
;
67 FIXME("Unhandled target %#x.\n", target
);
71 gl_info
->fbo_ops
.glBindFramebuffer(target
, fbo
);
72 checkGLcall("glBindFramebuffer()");
75 /* Context activation is done by the caller. */
76 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
80 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
82 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
83 checkGLcall("glFramebufferTexture2D()");
85 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
86 checkGLcall("glFramebufferTexture2D()");
88 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
89 checkGLcall("glFramebufferTexture2D()");
92 /* Context activation is done by the caller. */
93 static void context_destroy_fbo(struct wined3d_context
*context
, GLuint fbo
)
95 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
97 context_bind_fbo(context
, GL_FRAMEBUFFER
, fbo
);
98 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
99 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
101 gl_info
->fbo_ops
.glDeleteFramebuffers(1, &fbo
);
102 checkGLcall("glDeleteFramebuffers()");
105 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info
*gl_info
,
106 GLenum fbo_target
, DWORD flags
, GLuint rb
)
108 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
110 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
111 checkGLcall("glFramebufferRenderbuffer()");
114 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
116 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
117 checkGLcall("glFramebufferRenderbuffer()");
121 /* Context activation is done by the caller. */
122 static void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
123 GLenum fbo_target
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
,
126 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
128 if (resource
->object
)
130 TRACE("Attach depth stencil %u.\n", resource
->object
);
134 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
135 flags
, resource
->object
);
139 if (flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
)
141 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
,
142 resource
->target
, resource
->object
, resource
->level
);
143 checkGLcall("glFramebufferTexture2D()");
146 if (flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
)
148 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
,
149 resource
->target
, resource
->object
, resource
->level
);
150 checkGLcall("glFramebufferTexture2D()");
154 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_DEPTH
))
156 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
157 checkGLcall("glFramebufferTexture2D()");
160 if (!(flags
& WINED3D_FBO_ENTRY_FLAG_STENCIL
))
162 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
163 checkGLcall("glFramebufferTexture2D()");
168 TRACE("Attach depth stencil 0.\n");
170 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
171 checkGLcall("glFramebufferTexture2D()");
173 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
174 checkGLcall("glFramebufferTexture2D()");
178 /* Context activation is done by the caller. */
179 static void context_attach_surface_fbo(struct wined3d_context
*context
,
180 GLenum fbo_target
, DWORD idx
, const struct wined3d_fbo_resource
*resource
, BOOL rb_namespace
)
182 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
184 TRACE("Attach GL object %u to %u.\n", resource
->object
, idx
);
186 if (resource
->object
)
191 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
192 GL_RENDERBUFFER
, resource
->object
);
193 checkGLcall("glFramebufferRenderbuffer()");
197 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
198 resource
->target
, resource
->object
, resource
->level
);
199 checkGLcall("glFramebufferTexture2D()");
204 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, GL_TEXTURE_2D
, 0, 0);
205 checkGLcall("glFramebufferTexture2D()");
209 static void context_dump_fbo_attachment(const struct wined3d_gl_info
*gl_info
, GLenum target
,
212 GLint type
, name
, samples
, width
, height
, old_texture
, level
, face
, fmt
, tex_target
;
214 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
215 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
, &name
);
216 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
217 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
, &type
);
219 if (type
== GL_RENDERBUFFER
)
221 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, name
);
222 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_WIDTH
, &width
);
223 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_HEIGHT
, &height
);
224 if (gl_info
->limits
.samples
> 1)
225 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_SAMPLES
, &samples
);
228 gl_info
->fbo_ops
.glGetRenderbufferParameteriv(GL_RENDERBUFFER
, GL_RENDERBUFFER_INTERNAL_FORMAT
, &fmt
);
229 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
230 debug_fboattachment(attachment
), name
, width
, height
, samples
, fmt
);
232 else if (type
== GL_TEXTURE
)
234 const char *tex_type_str
;
236 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
237 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
, &level
);
238 gl_info
->fbo_ops
.glGetFramebufferAttachmentParameteriv(target
, attachment
,
239 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
, &face
);
243 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP
, &old_texture
);
245 glBindTexture(GL_TEXTURE_CUBE_MAP
, name
);
246 glGetTexLevelParameteriv(face
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
);
247 glGetTexLevelParameteriv(face
, level
, GL_TEXTURE_WIDTH
, &width
);
248 glGetTexLevelParameteriv(face
, level
, GL_TEXTURE_HEIGHT
, &height
);
250 tex_target
= GL_TEXTURE_CUBE_MAP
;
251 tex_type_str
= "cube";
255 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_texture
);
256 while (gl_info
->gl_ops
.gl
.p_glGetError());
258 glBindTexture(GL_TEXTURE_2D
, name
);
259 if (!gl_info
->gl_ops
.gl
.p_glGetError())
261 tex_target
= GL_TEXTURE_2D
;
266 glBindTexture(GL_TEXTURE_2D
, old_texture
);
267 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_texture
);
269 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, name
);
270 if (gl_info
->gl_ops
.gl
.p_glGetError())
272 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, old_texture
);
273 FIXME("Cannot find type of texture %d.\n", name
);
276 tex_target
= GL_TEXTURE_RECTANGLE_ARB
;
277 tex_type_str
= "rectangle";
280 glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_INTERNAL_FORMAT
, &fmt
);
281 glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_WIDTH
, &width
);
282 glGetTexLevelParameteriv(tex_target
, level
, GL_TEXTURE_HEIGHT
, &height
);
285 FIXME(" %s: %s texture %d, %dx%d, format %#x.\n", debug_fboattachment(attachment
),
286 tex_type_str
, name
, width
, height
, fmt
);
288 glBindTexture(tex_target
, old_texture
);
290 else if (type
== GL_NONE
)
292 FIXME("\t%s: NONE.\n", debug_fboattachment(attachment
));
295 ERR("\t%s: Unknown attachment %#x.\n", debug_fboattachment(attachment
), type
);
298 /* Context activation is done by the caller. */
299 void context_check_fbo_status(const struct wined3d_context
*context
, GLenum target
)
301 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
304 if (!FIXME_ON(d3d
)) return;
306 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
307 if (status
== GL_FRAMEBUFFER_COMPLETE
)
309 TRACE("FBO complete\n");
315 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
317 if (!context
->current_fbo
)
319 ERR("FBO 0 is incomplete, driver bug?\n");
323 context_dump_fbo_attachment(gl_info
, target
, GL_DEPTH_ATTACHMENT
);
324 context_dump_fbo_attachment(gl_info
, target
, GL_STENCIL_ATTACHMENT
);
326 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
327 context_dump_fbo_attachment(gl_info
, target
, GL_COLOR_ATTACHMENT0
+ i
);
328 checkGLcall("Dump FBO attachments");
332 static inline DWORD
context_generate_rt_mask(GLenum buffer
)
334 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
335 return buffer
? (1u << 31) | buffer
: 0;
338 static inline DWORD
context_generate_rt_mask_from_resource(struct wined3d_resource
*resource
)
340 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
342 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
346 return (1u << 31) | wined3d_texture_get_gl_buffer(wined3d_texture_from_resource(resource
));
349 static inline void context_set_fbo_key_for_surface(const struct wined3d_context
*context
,
350 struct wined3d_fbo_entry_key
*key
, UINT idx
, struct wined3d_surface
*surface
,
355 key
->objects
[idx
].object
= 0;
356 key
->objects
[idx
].level
= key
->objects
[idx
].target
= 0;
358 else if (surface
->current_renderbuffer
)
360 key
->objects
[idx
].object
= surface
->current_renderbuffer
->id
;
361 key
->objects
[idx
].level
= key
->objects
[idx
].target
= 0;
362 key
->rb_namespace
|= 1 << idx
;
368 case WINED3D_LOCATION_TEXTURE_RGB
:
369 key
->objects
[idx
].object
= surface_get_texture_name(surface
, context
, FALSE
);
370 key
->objects
[idx
].level
= surface
->texture_level
;
371 key
->objects
[idx
].target
= surface
->texture_target
;
374 case WINED3D_LOCATION_TEXTURE_SRGB
:
375 key
->objects
[idx
].object
= surface_get_texture_name(surface
, context
, TRUE
);
376 key
->objects
[idx
].level
= surface
->texture_level
;
377 key
->objects
[idx
].target
= surface
->texture_target
;
380 case WINED3D_LOCATION_RB_MULTISAMPLE
:
381 key
->objects
[idx
].object
= surface
->container
->rb_multisample
;
382 key
->objects
[idx
].level
= key
->objects
[idx
].target
= 0;
383 key
->rb_namespace
|= 1 << idx
;
386 case WINED3D_LOCATION_RB_RESOLVED
:
387 key
->objects
[idx
].object
= surface
->container
->rb_resolved
;
388 key
->objects
[idx
].level
= key
->objects
[idx
].target
= 0;
389 key
->rb_namespace
|= 1 << idx
;
395 static void context_generate_fbo_key(const struct wined3d_context
*context
,
396 struct wined3d_fbo_entry_key
*key
, struct wined3d_surface
**render_targets
,
397 struct wined3d_surface
*depth_stencil
, DWORD color_location
,
402 key
->rb_namespace
= 0;
403 context_set_fbo_key_for_surface(context
, key
, 0, depth_stencil
, ds_location
);
405 for (i
= 0; i
< context
->gl_info
->limits
.buffers
; ++i
)
406 context_set_fbo_key_for_surface(context
, key
, i
+ 1, render_targets
[i
], color_location
);
409 static struct fbo_entry
*context_create_fbo_entry(const struct wined3d_context
*context
,
410 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
411 DWORD color_location
, DWORD ds_location
)
413 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
414 struct fbo_entry
*entry
;
415 UINT object_count
= gl_info
->limits
.buffers
+ 1;
417 entry
= HeapAlloc(GetProcessHeap(), 0,
418 FIELD_OFFSET(struct fbo_entry
, key
.objects
[object_count
]));
419 memset(&entry
->key
, 0, FIELD_OFFSET(struct wined3d_fbo_entry_key
, objects
[object_count
]));
420 context_generate_fbo_key(context
, &entry
->key
, render_targets
, depth_stencil
, color_location
, ds_location
);
424 if (depth_stencil
->container
->resource
.format_flags
& WINED3DFMT_FLAG_DEPTH
)
425 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
426 if (depth_stencil
->container
->resource
.format_flags
& WINED3DFMT_FLAG_STENCIL
)
427 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
429 entry
->rt_mask
= context_generate_rt_mask(GL_COLOR_ATTACHMENT0
);
430 gl_info
->fbo_ops
.glGenFramebuffers(1, &entry
->id
);
431 checkGLcall("glGenFramebuffers()");
432 TRACE("Created FBO %u.\n", entry
->id
);
437 /* Context activation is done by the caller. */
438 static void context_reuse_fbo_entry(struct wined3d_context
*context
, GLenum target
,
439 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
440 DWORD color_location
, DWORD ds_location
, struct fbo_entry
*entry
)
442 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
444 context_bind_fbo(context
, target
, entry
->id
);
445 context_clean_fbo_attachments(gl_info
, target
);
447 context_generate_fbo_key(context
, &entry
->key
, render_targets
, depth_stencil
, color_location
, ds_location
);
451 if (depth_stencil
->container
->resource
.format_flags
& WINED3DFMT_FLAG_DEPTH
)
452 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_DEPTH
;
453 if (depth_stencil
->container
->resource
.format_flags
& WINED3DFMT_FLAG_STENCIL
)
454 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_STENCIL
;
458 /* Context activation is done by the caller. */
459 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
463 TRACE("Destroy FBO %u.\n", entry
->id
);
464 context_destroy_fbo(context
, entry
->id
);
466 --context
->fbo_entry_count
;
467 list_remove(&entry
->entry
);
468 HeapFree(GetProcessHeap(), 0, entry
);
471 /* Context activation is done by the caller. */
472 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
, GLenum target
,
473 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
474 DWORD color_location
, DWORD ds_location
)
476 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
477 unsigned int object_count
= gl_info
->limits
.buffers
+ 1;
478 struct wined3d_texture
*rt_texture
, *ds_texture
;
479 struct fbo_entry
*entry
;
482 if (depth_stencil
&& render_targets
[0])
484 rt_texture
= render_targets
[0]->container
;
485 ds_texture
= depth_stencil
->container
;
487 if (wined3d_texture_get_level_width(ds_texture
, depth_stencil
->texture_level
)
488 < wined3d_texture_get_level_width(rt_texture
, render_targets
[0]->texture_level
)
489 || wined3d_texture_get_level_height(ds_texture
, depth_stencil
->texture_level
)
490 < wined3d_texture_get_level_height(rt_texture
, render_targets
[0]->texture_level
))
492 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
493 depth_stencil
= NULL
;
495 else if (ds_texture
->resource
.multisample_type
!= rt_texture
->resource
.multisample_type
496 || ds_texture
->resource
.multisample_quality
!= rt_texture
->resource
.multisample_quality
)
498 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
499 rt_texture
->resource
.multisample_type
, rt_texture
->resource
.multisample_quality
,
500 ds_texture
->resource
.multisample_type
, ds_texture
->resource
.multisample_quality
);
501 depth_stencil
= NULL
;
504 surface_set_compatible_renderbuffer(depth_stencil
, render_targets
[0]);
507 context_generate_fbo_key(context
, context
->fbo_key
, render_targets
, depth_stencil
, color_location
,
512 TRACE("Dumping FBO attachments:\n");
513 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
515 if (render_targets
[i
])
517 rt_texture
= render_targets
[i
]->container
;
518 TRACE(" Color attachment %u: %p format %s, %s %u, %ux%u, %u samples.\n",
519 i
, render_targets
[i
], debug_d3dformat(rt_texture
->resource
.format
->id
),
520 context
->fbo_key
->rb_namespace
& (1 << (i
+ 1)) ? "renderbuffer" : "texure",
521 context
->fbo_key
->objects
[i
+ 1].object
,
522 wined3d_texture_get_level_pow2_width(rt_texture
, render_targets
[i
]->texture_level
),
523 wined3d_texture_get_level_pow2_height(rt_texture
, render_targets
[i
]->texture_level
),
524 rt_texture
->resource
.multisample_type
);
529 ds_texture
= depth_stencil
->container
;
530 TRACE(" Depth attachment: %p format %s, %s %u, %ux%u, %u samples.\n",
531 depth_stencil
, debug_d3dformat(ds_texture
->resource
.format
->id
),
532 context
->fbo_key
->rb_namespace
& (1 << 0) ? "renderbuffer" : "texure",
533 context
->fbo_key
->objects
[0].object
,
534 wined3d_texture_get_level_pow2_width(ds_texture
, depth_stencil
->texture_level
),
535 wined3d_texture_get_level_pow2_height(ds_texture
, depth_stencil
->texture_level
),
536 ds_texture
->resource
.multisample_type
);
540 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
542 if (memcmp(context
->fbo_key
, &entry
->key
, FIELD_OFFSET(struct wined3d_fbo_entry_key
, objects
[object_count
])))
545 list_remove(&entry
->entry
);
546 list_add_head(&context
->fbo_list
, &entry
->entry
);
550 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
552 entry
= context_create_fbo_entry(context
, render_targets
, depth_stencil
, color_location
, ds_location
);
553 list_add_head(&context
->fbo_list
, &entry
->entry
);
554 ++context
->fbo_entry_count
;
558 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
559 context_reuse_fbo_entry(context
, target
, render_targets
, depth_stencil
, color_location
, ds_location
, entry
);
560 list_remove(&entry
->entry
);
561 list_add_head(&context
->fbo_list
, &entry
->entry
);
567 /* Context activation is done by the caller. */
568 static void context_apply_fbo_entry(struct wined3d_context
*context
, GLenum target
, struct fbo_entry
*entry
)
570 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
572 GLuint read_binding
, draw_binding
;
574 if (entry
->flags
& WINED3D_FBO_ENTRY_FLAG_ATTACHED
)
576 context_bind_fbo(context
, target
, entry
->id
);
580 read_binding
= context
->fbo_read_binding
;
581 draw_binding
= context
->fbo_draw_binding
;
582 context_bind_fbo(context
, GL_FRAMEBUFFER
, entry
->id
);
584 /* Apply render targets */
585 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
587 context_attach_surface_fbo(context
, target
, i
, &entry
->key
.objects
[i
+ 1],
588 entry
->key
.rb_namespace
& (1 << (i
+ 1)));
591 context_attach_depth_stencil_fbo(context
, target
, &entry
->key
.objects
[0],
592 entry
->key
.rb_namespace
& 0x1, entry
->flags
);
594 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
595 * GL contexts requirements. */
596 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_NONE
);
597 context_set_draw_buffer(context
, GL_NONE
);
598 if (target
!= GL_FRAMEBUFFER
)
600 if (target
== GL_READ_FRAMEBUFFER
)
601 context_bind_fbo(context
, GL_DRAW_FRAMEBUFFER
, draw_binding
);
603 context_bind_fbo(context
, GL_READ_FRAMEBUFFER
, read_binding
);
606 entry
->flags
|= WINED3D_FBO_ENTRY_FLAG_ATTACHED
;
609 /* Context activation is done by the caller. */
610 static void context_apply_fbo_state(struct wined3d_context
*context
, GLenum target
,
611 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
612 DWORD color_location
, DWORD ds_location
)
614 struct fbo_entry
*entry
, *entry2
;
616 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
618 context_destroy_fbo_entry(context
, entry
);
621 if (context
->rebind_fbo
)
623 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
624 context
->rebind_fbo
= FALSE
;
627 if (color_location
== WINED3D_LOCATION_DRAWABLE
)
629 context
->current_fbo
= NULL
;
630 context_bind_fbo(context
, target
, 0);
634 context
->current_fbo
= context_find_fbo_entry(context
, target
, render_targets
, depth_stencil
,
635 color_location
, ds_location
);
636 context_apply_fbo_entry(context
, target
, context
->current_fbo
);
640 /* Context activation is done by the caller. */
641 void context_apply_fbo_state_blit(struct wined3d_context
*context
, GLenum target
,
642 struct wined3d_surface
*render_target
, struct wined3d_surface
*depth_stencil
, DWORD location
)
644 UINT clear_size
= (context
->gl_info
->limits
.buffers
- 1) * sizeof(*context
->blit_targets
);
646 context
->blit_targets
[0] = render_target
;
648 memset(&context
->blit_targets
[1], 0, clear_size
);
649 context_apply_fbo_state(context
, target
, context
->blit_targets
, depth_stencil
, location
, location
);
652 /* Context activation is done by the caller. */
653 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
655 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
657 if (context
->free_occlusion_query_count
)
659 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
663 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
665 GL_EXTCALL(glGenQueries(1, &query
->id
));
666 checkGLcall("glGenQueries");
668 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
672 WARN("Occlusion queries not supported, not allocating query id.\n");
677 query
->context
= context
;
678 list_add_head(&context
->occlusion_queries
, &query
->entry
);
681 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
683 struct wined3d_context
*context
= query
->context
;
685 list_remove(&query
->entry
);
686 query
->context
= NULL
;
688 if (context
->free_occlusion_query_count
>= context
->free_occlusion_query_size
- 1)
690 UINT new_size
= context
->free_occlusion_query_size
<< 1;
691 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_occlusion_queries
,
692 new_size
* sizeof(*context
->free_occlusion_queries
));
696 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
700 context
->free_occlusion_query_size
= new_size
;
701 context
->free_occlusion_queries
= new_data
;
704 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
707 /* Context activation is done by the caller. */
708 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
)
710 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
712 if (context
->free_event_query_count
)
714 query
->object
= context
->free_event_queries
[--context
->free_event_query_count
];
718 if (gl_info
->supported
[ARB_SYNC
])
720 /* Using ARB_sync, not much to do here. */
721 query
->object
.sync
= NULL
;
722 TRACE("Allocated event query %p in context %p.\n", query
->object
.sync
, context
);
724 else if (gl_info
->supported
[APPLE_FENCE
])
726 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
727 checkGLcall("glGenFencesAPPLE");
729 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
731 else if(gl_info
->supported
[NV_FENCE
])
733 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
734 checkGLcall("glGenFencesNV");
736 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
740 WARN("Event queries not supported, not allocating query id.\n");
741 query
->object
.id
= 0;
745 query
->context
= context
;
746 list_add_head(&context
->event_queries
, &query
->entry
);
749 void context_free_event_query(struct wined3d_event_query
*query
)
751 struct wined3d_context
*context
= query
->context
;
753 list_remove(&query
->entry
);
754 query
->context
= NULL
;
756 if (context
->free_event_query_count
>= context
->free_event_query_size
- 1)
758 UINT new_size
= context
->free_event_query_size
<< 1;
759 union wined3d_gl_query_object
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_event_queries
,
760 new_size
* sizeof(*context
->free_event_queries
));
764 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
768 context
->free_event_query_size
= new_size
;
769 context
->free_event_queries
= new_data
;
772 context
->free_event_queries
[context
->free_event_query_count
++] = query
->object
;
775 /* Context activation is done by the caller. */
776 void context_alloc_timestamp_query(struct wined3d_context
*context
, struct wined3d_timestamp_query
*query
)
778 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
780 if (context
->free_timestamp_query_count
)
782 query
->id
= context
->free_timestamp_queries
[--context
->free_timestamp_query_count
];
786 GL_EXTCALL(glGenQueries(1, &query
->id
));
787 checkGLcall("glGenQueries");
789 TRACE("Allocated timestamp query %u in context %p.\n", query
->id
, context
);
792 query
->context
= context
;
793 list_add_head(&context
->timestamp_queries
, &query
->entry
);
796 void context_free_timestamp_query(struct wined3d_timestamp_query
*query
)
798 struct wined3d_context
*context
= query
->context
;
800 list_remove(&query
->entry
);
801 query
->context
= NULL
;
803 if (context
->free_timestamp_query_count
>= context
->free_timestamp_query_size
- 1)
805 UINT new_size
= context
->free_timestamp_query_size
<< 1;
806 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_timestamp_queries
,
807 new_size
* sizeof(*context
->free_timestamp_queries
));
811 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
815 context
->free_timestamp_query_size
= new_size
;
816 context
->free_timestamp_queries
= new_data
;
819 context
->free_timestamp_queries
[context
->free_timestamp_query_count
++] = query
->id
;
822 typedef void (context_fbo_entry_func_t
)(struct wined3d_context
*context
, struct fbo_entry
*entry
);
824 static void context_enum_fbo_entries(const struct wined3d_device
*device
,
825 GLuint name
, BOOL rb_namespace
, context_fbo_entry_func_t
*callback
)
829 for (i
= 0; i
< device
->context_count
; ++i
)
831 struct wined3d_context
*context
= device
->contexts
[i
];
832 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
833 struct fbo_entry
*entry
, *entry2
;
835 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
839 for (j
= 0; j
< gl_info
->limits
.buffers
+ 1; ++j
)
841 if (entry
->key
.objects
[j
].object
== name
842 && !(entry
->key
.rb_namespace
& (1 << j
)) == !rb_namespace
)
844 callback(context
, entry
);
852 static void context_queue_fbo_entry_destruction(struct wined3d_context
*context
, struct fbo_entry
*entry
)
854 list_remove(&entry
->entry
);
855 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
858 void context_resource_released(const struct wined3d_device
*device
,
859 struct wined3d_resource
*resource
, enum wined3d_resource_type type
)
861 struct wined3d_texture
*texture
;
864 if (!device
->d3d_initialized
)
869 case WINED3D_RTYPE_TEXTURE_2D
:
870 case WINED3D_RTYPE_TEXTURE_3D
:
871 texture
= wined3d_texture_from_resource(resource
);
873 for (i
= 0; i
< device
->context_count
; ++i
)
875 struct wined3d_context
*context
= device
->contexts
[i
];
876 if (context
->current_rt
.texture
== texture
)
878 context
->current_rt
.texture
= NULL
;
879 context
->current_rt
.sub_resource_idx
= 0;
889 void context_gl_resource_released(struct wined3d_device
*device
,
890 GLuint name
, BOOL rb_namespace
)
892 context_enum_fbo_entries(device
, name
, rb_namespace
, context_queue_fbo_entry_destruction
);
895 void context_surface_update(struct wined3d_context
*context
, const struct wined3d_surface
*surface
)
897 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
898 struct fbo_entry
*entry
= context
->current_fbo
;
901 if (!entry
|| context
->rebind_fbo
) return;
903 for (i
= 0; i
< gl_info
->limits
.buffers
+ 1; ++i
)
905 if (surface
->container
->texture_rgb
.name
== entry
->key
.objects
[i
].object
906 || surface
->container
->texture_srgb
.name
== entry
->key
.objects
[i
].object
)
908 TRACE("Updated surface %p is bound as attachment %u to the current FBO.\n", surface
, i
);
909 context
->rebind_fbo
= TRUE
;
915 static BOOL
context_restore_pixel_format(struct wined3d_context
*ctx
)
917 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
920 if (ctx
->restore_pf
&& IsWindow(ctx
->restore_pf_win
))
922 if (ctx
->gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
924 HDC dc
= GetDCEx(ctx
->restore_pf_win
, 0, DCX_USESTYLE
| DCX_CACHE
);
927 if (!(ret
= GL_EXTCALL(wglSetPixelFormatWINE(dc
, ctx
->restore_pf
))))
929 ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
930 ctx
->restore_pf
, ctx
->restore_pf_win
);
932 ReleaseDC(ctx
->restore_pf_win
, dc
);
937 ERR("can't restore pixel format %d on window %p\n", ctx
->restore_pf
, ctx
->restore_pf_win
);
942 ctx
->restore_pf_win
= NULL
;
946 static BOOL
context_set_pixel_format(struct wined3d_context
*context
, HDC dc
, BOOL
private, int format
)
948 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
951 if (dc
== context
->hdc
&& context
->hdc_is_private
&& context
->hdc_has_format
)
954 current
= gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(dc
);
955 if (current
== format
) goto success
;
959 if (!SetPixelFormat(dc
, format
, NULL
))
961 /* This may also happen if the dc belongs to a destroyed window. */
962 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
963 format
, dc
, GetLastError());
967 context
->restore_pf
= 0;
968 context
->restore_pf_win
= private ? NULL
: WindowFromDC(dc
);
972 /* By default WGL doesn't allow pixel format adjustments but we need it
973 * here. For this reason there's a Wine specific wglSetPixelFormat()
974 * which allows us to set the pixel format multiple times. Only use it
975 * when really needed. */
976 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
980 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
)))
982 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
987 win
= private ? NULL
: WindowFromDC(dc
);
988 if (win
!= context
->restore_pf_win
)
990 context_restore_pixel_format(context
);
992 context
->restore_pf
= private ? 0 : current
;
993 context
->restore_pf_win
= win
;
999 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1000 * continue using the old format. There's a big chance that the old
1001 * format works although with a performance hit and perhaps rendering
1003 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1004 format
, dc
, current
);
1008 if (dc
== context
->hdc
&& context
->hdc_is_private
)
1009 context
->hdc_has_format
= TRUE
;
1013 static BOOL
context_set_gl_context(struct wined3d_context
*ctx
)
1015 struct wined3d_swapchain
*swapchain
= ctx
->swapchain
;
1016 BOOL backup
= FALSE
;
1018 if (!context_set_pixel_format(ctx
, ctx
->hdc
, ctx
->hdc_is_private
, ctx
->pixel_format
))
1020 WARN("Failed to set pixel format %d on device context %p.\n",
1021 ctx
->pixel_format
, ctx
->hdc
);
1025 if (backup
|| !wglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
1029 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1030 ctx
->glCtx
, ctx
->hdc
, GetLastError());
1032 WARN("Trying fallback to the backup window.\n");
1034 /* FIXME: If the context is destroyed it's no longer associated with
1035 * a swapchain, so we can't use the swapchain to get a backup dc. To
1036 * make this work windowless contexts would need to be handled by the
1040 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx
);
1041 context_set_current(NULL
);
1045 if (!(dc
= swapchain_get_backup_dc(swapchain
)))
1047 context_set_current(NULL
);
1051 if (!context_set_pixel_format(ctx
, dc
, TRUE
, ctx
->pixel_format
))
1053 ERR("Failed to set pixel format %d on device context %p.\n",
1054 ctx
->pixel_format
, dc
);
1055 context_set_current(NULL
);
1059 if (!wglMakeCurrent(dc
, ctx
->glCtx
))
1061 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1062 dc
, GetLastError());
1063 context_set_current(NULL
);
1073 static void context_restore_gl_context(const struct wined3d_gl_info
*gl_info
, HDC dc
, HGLRC gl_ctx
)
1075 if (!wglMakeCurrent(dc
, gl_ctx
))
1077 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1078 gl_ctx
, dc
, GetLastError());
1079 context_set_current(NULL
);
1083 static void context_update_window(struct wined3d_context
*context
)
1085 if (context
->win_handle
== context
->swapchain
->win_handle
)
1088 TRACE("Updating context %p window from %p to %p.\n",
1089 context
, context
->win_handle
, context
->swapchain
->win_handle
);
1092 wined3d_release_dc(context
->win_handle
, context
->hdc
);
1094 context
->win_handle
= context
->swapchain
->win_handle
;
1095 context
->hdc_is_private
= FALSE
;
1096 context
->hdc_has_format
= FALSE
;
1097 context
->needs_set
= 1;
1100 if (!(context
->hdc
= GetDCEx(context
->win_handle
, 0, DCX_USESTYLE
| DCX_CACHE
)))
1102 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
1107 static void context_destroy_gl_resources(struct wined3d_context
*context
)
1109 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1110 struct wined3d_timestamp_query
*timestamp_query
;
1111 struct wined3d_occlusion_query
*occlusion_query
;
1112 struct wined3d_event_query
*event_query
;
1113 struct fbo_entry
*entry
, *entry2
;
1118 restore_ctx
= wglGetCurrentContext();
1119 restore_dc
= wglGetCurrentDC();
1121 if (restore_ctx
== context
->glCtx
)
1123 else if (context
->valid
)
1124 context_set_gl_context(context
);
1126 LIST_FOR_EACH_ENTRY(timestamp_query
, &context
->timestamp_queries
, struct wined3d_timestamp_query
, entry
)
1129 GL_EXTCALL(glDeleteQueries(1, ×tamp_query
->id
));
1130 timestamp_query
->context
= NULL
;
1133 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
1135 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
1136 GL_EXTCALL(glDeleteQueries(1, &occlusion_query
->id
));
1137 occlusion_query
->context
= NULL
;
1140 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
1144 if (gl_info
->supported
[ARB_SYNC
])
1146 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
1148 else if (gl_info
->supported
[APPLE_FENCE
]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->object
.id
));
1149 else if (gl_info
->supported
[NV_FENCE
]) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->object
.id
));
1151 event_query
->context
= NULL
;
1154 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
1156 if (!context
->valid
) entry
->id
= 0;
1157 context_destroy_fbo_entry(context
, entry
);
1160 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
1162 if (!context
->valid
) entry
->id
= 0;
1163 context_destroy_fbo_entry(context
, entry
);
1168 if (context
->dummy_arbfp_prog
)
1170 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
1173 if (gl_info
->supported
[ARB_TIMER_QUERY
])
1174 GL_EXTCALL(glDeleteQueries(context
->free_timestamp_query_count
, context
->free_timestamp_queries
));
1176 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
1177 GL_EXTCALL(glDeleteQueries(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
1179 if (gl_info
->supported
[ARB_SYNC
])
1181 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
1183 GL_EXTCALL(glDeleteSync(context
->free_event_queries
[i
].sync
));
1186 else if (gl_info
->supported
[APPLE_FENCE
])
1188 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
1190 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_event_queries
[i
].id
));
1193 else if (gl_info
->supported
[NV_FENCE
])
1195 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
1197 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_event_queries
[i
].id
));
1201 checkGLcall("context cleanup");
1204 HeapFree(GetProcessHeap(), 0, context
->free_timestamp_queries
);
1205 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
1206 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
1208 context_restore_pixel_format(context
);
1211 context_restore_gl_context(gl_info
, restore_dc
, restore_ctx
);
1213 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL
, NULL
))
1215 ERR("Failed to disable GL context.\n");
1218 wined3d_release_dc(context
->win_handle
, context
->hdc
);
1220 if (!wglDeleteContext(context
->glCtx
))
1222 DWORD err
= GetLastError();
1223 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
1227 DWORD
context_get_tls_idx(void)
1229 return wined3d_context_tls_idx
;
1232 void context_set_tls_idx(DWORD idx
)
1234 wined3d_context_tls_idx
= idx
;
1237 struct wined3d_context
*context_get_current(void)
1239 return TlsGetValue(wined3d_context_tls_idx
);
1242 BOOL
context_set_current(struct wined3d_context
*ctx
)
1244 struct wined3d_context
*old
= context_get_current();
1248 TRACE("Already using D3D context %p.\n", ctx
);
1256 TRACE("Switching away from destroyed context %p.\n", old
);
1257 context_destroy_gl_resources(old
);
1258 HeapFree(GetProcessHeap(), 0, (void *)old
->gl_info
);
1259 HeapFree(GetProcessHeap(), 0, old
);
1263 if (wglGetCurrentContext())
1265 TRACE("Flushing context %p before switching to %p.\n", old
, ctx
);
1276 ERR("Trying to make invalid context %p current\n", ctx
);
1280 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
1281 if (!context_set_gl_context(ctx
))
1285 else if(wglGetCurrentContext())
1287 TRACE("Clearing current D3D context.\n");
1288 if (!wglMakeCurrent(NULL
, NULL
))
1290 DWORD err
= GetLastError();
1291 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1292 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1297 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
1300 void context_release(struct wined3d_context
*context
)
1302 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
1306 if (!context
->level
)
1307 WARN("Context %p is not active.\n", context
);
1308 else if (context
!= context_get_current())
1309 WARN("Context %p is not the current context.\n", context
);
1312 if (!--context
->level
)
1314 if (context_restore_pixel_format(context
))
1315 context
->needs_set
= 1;
1316 if (context
->restore_ctx
)
1318 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
1319 context_restore_gl_context(context
->gl_info
, context
->restore_dc
, context
->restore_ctx
);
1320 context
->restore_ctx
= NULL
;
1321 context
->restore_dc
= NULL
;
1326 /* This is used when a context for render target A is active, but a separate context is
1327 * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
1328 * A to avoid breaking caller code. */
1329 void context_restore(struct wined3d_context
*context
, struct wined3d_surface
*restore
)
1331 if (context
->current_rt
.texture
!= restore
->container
1332 || context
->current_rt
.sub_resource_idx
!= surface_get_sub_resource_idx(restore
))
1334 context_release(context
);
1335 context
= context_acquire(restore
->container
->resource
.device
, restore
);
1338 context_release(context
);
1341 static void context_enter(struct wined3d_context
*context
)
1343 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
1345 if (!context
->level
++)
1347 const struct wined3d_context
*current_context
= context_get_current();
1348 HGLRC current_gl
= wglGetCurrentContext();
1350 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
1352 TRACE("Another GL context (%p on device context %p) is already current.\n",
1353 current_gl
, wglGetCurrentDC());
1354 context
->restore_ctx
= current_gl
;
1355 context
->restore_dc
= wglGetCurrentDC();
1356 context
->needs_set
= 1;
1358 else if (!context
->needs_set
&& !(context
->hdc_is_private
&& context
->hdc_has_format
)
1359 && context
->pixel_format
!= context
->gl_info
->gl_ops
.wgl
.p_wglGetPixelFormat(context
->hdc
))
1360 context
->needs_set
= 1;
1364 void context_invalidate_state(struct wined3d_context
*context
, DWORD state
)
1366 DWORD rep
= context
->state_table
[state
].representative
;
1370 if (isStateDirty(context
, rep
)) return;
1372 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1373 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1374 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1375 context
->isStateDirty
[idx
] |= (1u << shift
);
1378 /* This function takes care of wined3d pixel format selection. */
1379 static int context_choose_pixel_format(const struct wined3d_device
*device
, HDC hdc
,
1380 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1381 BOOL auxBuffers
, BOOL findCompatible
)
1384 unsigned int current_value
;
1385 unsigned int cfg_count
= device
->adapter
->cfg_count
;
1388 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1389 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1390 auxBuffers
, findCompatible
);
1393 for (i
= 0; i
< cfg_count
; ++i
)
1395 const struct wined3d_pixel_format
*cfg
= &device
->adapter
->cfgs
[i
];
1398 /* For now only accept RGBA formats. Perhaps some day we will
1399 * allow floating point formats for pbuffers. */
1400 if (cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1402 /* In window mode we need a window drawable format and double buffering. */
1403 if (!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1405 if (cfg
->redSize
< color_format
->red_size
)
1407 if (cfg
->greenSize
< color_format
->green_size
)
1409 if (cfg
->blueSize
< color_format
->blue_size
)
1411 if (cfg
->alphaSize
< color_format
->alpha_size
)
1413 if (cfg
->depthSize
< ds_format
->depth_size
)
1415 if (ds_format
->stencil_size
&& cfg
->stencilSize
!= ds_format
->stencil_size
)
1417 /* Check multisampling support. */
1418 if (cfg
->numSamples
)
1422 /* We try to locate a format which matches our requirements exactly. In case of
1423 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1424 if (cfg
->depthSize
== ds_format
->depth_size
)
1426 if (cfg
->stencilSize
== ds_format
->stencil_size
)
1428 if (cfg
->alphaSize
== color_format
->alpha_size
)
1430 /* We like to have aux buffers in backbuffer mode */
1431 if (auxBuffers
&& cfg
->auxBuffers
)
1433 if (cfg
->redSize
== color_format
->red_size
1434 && cfg
->greenSize
== color_format
->green_size
1435 && cfg
->blueSize
== color_format
->blue_size
)
1438 if (value
> current_value
)
1440 iPixelFormat
= cfg
->iPixelFormat
;
1441 current_value
= value
;
1445 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1446 if(!iPixelFormat
&& !findCompatible
) {
1447 ERR("Can't find a suitable iPixelFormat\n");
1449 } else if(!iPixelFormat
) {
1450 PIXELFORMATDESCRIPTOR pfd
;
1452 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1453 /* PixelFormat selection */
1454 ZeroMemory(&pfd
, sizeof(pfd
));
1455 pfd
.nSize
= sizeof(pfd
);
1457 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1458 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1459 pfd
.cAlphaBits
= color_format
->alpha_size
;
1460 pfd
.cColorBits
= color_format
->red_size
+ color_format
->green_size
1461 + color_format
->blue_size
+ color_format
->alpha_size
;
1462 pfd
.cDepthBits
= ds_format
->depth_size
;
1463 pfd
.cStencilBits
= ds_format
->stencil_size
;
1464 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1466 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
1468 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1469 ERR("Can't find a suitable iPixelFormat\n");
1474 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1475 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1476 return iPixelFormat
;
1479 /* Context activation is done by the caller. */
1480 static void bind_dummy_textures(const struct wined3d_device
*device
, const struct wined3d_context
*context
)
1482 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1483 unsigned int i
, count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1485 for (i
= 0; i
< count
; ++i
)
1487 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ i
));
1488 checkGLcall("glActiveTexture");
1490 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1491 checkGLcall("glBindTexture");
1493 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1495 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1496 checkGLcall("glBindTexture");
1499 if (gl_info
->supported
[EXT_TEXTURE3D
])
1501 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1502 checkGLcall("glBindTexture");
1505 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1507 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1508 checkGLcall("glBindTexture");
1513 static BOOL
context_debug_output_enabled(const struct wined3d_gl_info
*gl_info
)
1515 return gl_info
->supported
[ARB_DEBUG_OUTPUT
]
1516 && (ERR_ON(d3d
) || FIXME_ON(d3d
) || WARN_ON(d3d_perf
));
1519 static void WINE_GLAPI
wined3d_debug_callback(GLenum source
, GLenum type
, GLuint id
,
1520 GLenum severity
, GLsizei length
, const char *message
, void *ctx
)
1524 case GL_DEBUG_TYPE_ERROR_ARB
:
1525 ERR("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1528 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
:
1529 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
:
1530 case GL_DEBUG_TYPE_PORTABILITY_ARB
:
1531 FIXME("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1534 case GL_DEBUG_TYPE_PERFORMANCE_ARB
:
1535 WARN_(d3d_perf
)("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1539 FIXME("ctx %p, type %#x: %s.\n", ctx
, type
, debugstr_an(message
, length
));
1544 HGLRC
context_create_wgl_attribs(const struct wined3d_gl_info
*gl_info
, HDC hdc
, HGLRC share_ctx
)
1547 unsigned int ctx_attrib_idx
= 0;
1548 GLint ctx_attribs
[7], ctx_flags
= 0;
1550 if (context_debug_output_enabled(gl_info
))
1551 ctx_flags
= WGL_CONTEXT_DEBUG_BIT_ARB
;
1552 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MAJOR_VERSION_ARB
;
1553 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
>> 16;
1554 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_MINOR_VERSION_ARB
;
1555 ctx_attribs
[ctx_attrib_idx
++] = gl_info
->selected_gl_version
& 0xffff;
1556 if (gl_info
->selected_gl_version
>= MAKEDWORD_VERSION(3, 2))
1557 ctx_flags
|= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1560 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1561 ctx_attribs
[ctx_attrib_idx
++] = ctx_flags
;
1563 ctx_attribs
[ctx_attrib_idx
] = 0;
1565 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1567 if (ctx_flags
& WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
)
1569 ctx_attribs
[ctx_attrib_idx
- 1] &= ~WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
;
1570 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1571 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1578 struct wined3d_context
*context_create(struct wined3d_swapchain
*swapchain
,
1579 struct wined3d_texture
*target
, const struct wined3d_format
*ds_format
)
1581 struct wined3d_device
*device
= swapchain
->device
;
1582 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1583 const struct wined3d_format
*color_format
;
1584 struct wined3d_context
*ret
;
1585 BOOL auxBuffers
= FALSE
;
1586 HGLRC ctx
, share_ctx
;
1591 BOOL hdc_is_private
= FALSE
;
1593 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1595 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1599 ret
->blit_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1600 gl_info
->limits
.buffers
* sizeof(*ret
->blit_targets
));
1601 if (!ret
->blit_targets
)
1604 ret
->draw_buffers
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1605 gl_info
->limits
.buffers
* sizeof(*ret
->draw_buffers
));
1606 if (!ret
->draw_buffers
)
1609 ret
->fbo_key
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1610 FIELD_OFFSET(struct wined3d_fbo_entry_key
, objects
[gl_info
->limits
.buffers
+ 1]));
1614 ret
->free_timestamp_query_size
= 4;
1615 ret
->free_timestamp_queries
= HeapAlloc(GetProcessHeap(), 0,
1616 ret
->free_timestamp_query_size
* sizeof(*ret
->free_timestamp_queries
));
1617 if (!ret
->free_timestamp_queries
)
1619 list_init(&ret
->timestamp_queries
);
1621 ret
->free_occlusion_query_size
= 4;
1622 ret
->free_occlusion_queries
= HeapAlloc(GetProcessHeap(), 0,
1623 ret
->free_occlusion_query_size
* sizeof(*ret
->free_occlusion_queries
));
1624 if (!ret
->free_occlusion_queries
)
1627 list_init(&ret
->occlusion_queries
);
1629 ret
->free_event_query_size
= 4;
1630 ret
->free_event_queries
= HeapAlloc(GetProcessHeap(), 0,
1631 ret
->free_event_query_size
* sizeof(*ret
->free_event_queries
));
1632 if (!ret
->free_event_queries
)
1635 list_init(&ret
->event_queries
);
1636 list_init(&ret
->fbo_list
);
1637 list_init(&ret
->fbo_destroy_list
);
1639 if (!device
->shader_backend
->shader_allocate_context_data(ret
))
1641 ERR("Failed to allocate shader backend context data.\n");
1644 if (!device
->adapter
->fragment_pipe
->allocate_context_data(ret
))
1646 ERR("Failed to allocate fragment pipeline context data.\n");
1650 /* Initialize the texture unit mapping to a 1:1 mapping */
1651 for (s
= 0; s
< MAX_COMBINED_SAMPLERS
; ++s
)
1653 if (s
< gl_info
->limits
.combined_samplers
)
1655 ret
->tex_unit_map
[s
] = s
;
1656 ret
->rev_tex_unit_map
[s
] = s
;
1660 ret
->tex_unit_map
[s
] = WINED3D_UNMAPPED_STAGE
;
1661 ret
->rev_tex_unit_map
[s
] = WINED3D_UNMAPPED_STAGE
;
1665 if (!(hdc
= GetDCEx(swapchain
->win_handle
, 0, DCX_USESTYLE
| DCX_CACHE
)))
1667 WARN("Failed to retrieve device context, trying swapchain backup.\n");
1669 if ((hdc
= swapchain_get_backup_dc(swapchain
)))
1670 hdc_is_private
= TRUE
;
1673 ERR("Failed to retrieve a device context.\n");
1678 color_format
= target
->resource
.format
;
1680 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1681 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1682 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1686 if (color_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1687 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B4G4R4A4_UNORM
);
1688 else if (color_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1689 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1692 /* DirectDraw supports 8bit paletted render targets and these are used by
1693 * old games like StarCraft and C&C. Most modern hardware doesn't support
1694 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1695 * conversion (ab)uses the alpha component for storing the palette index.
1696 * For this reason we require a format with 8bit alpha, so request
1698 if (color_format
->id
== WINED3DFMT_P8_UINT
)
1699 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1701 /* When "always_offscreen" is enabled, we only use the drawable for
1702 * presentation blits, and don't do any rendering to it. That means we
1703 * don't need depth or stencil buffers, and can mostly ignore the render
1704 * target format. This wouldn't necessarily be quite correct for 10bpc
1705 * display modes, but we don't currently support those.
1706 * Using the same format regardless of the color/depth/stencil targets
1707 * makes it much less likely that different wined3d instances will set
1708 * conflicting pixel formats. */
1709 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_BACKBUFFER
1710 && wined3d_settings
.always_offscreen
)
1712 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1713 ds_format
= wined3d_get_format(gl_info
, WINED3DFMT_UNKNOWN
);
1716 /* Try to find a pixel format which matches our requirements. */
1717 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
, auxBuffers
, FALSE
);
1719 /* Try to locate a compatible format if we weren't able to find anything. */
1722 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1723 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
, auxBuffers
, TRUE
);
1726 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1729 ERR("Can't find a suitable pixel format.\n");
1733 ret
->gl_info
= gl_info
;
1737 if (!context_set_pixel_format(ret
, hdc
, hdc_is_private
, pixel_format
))
1739 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format
, hdc
);
1740 context_release(ret
);
1744 share_ctx
= device
->context_count
? device
->contexts
[0]->glCtx
: NULL
;
1745 if (gl_info
->p_wglCreateContextAttribsARB
)
1747 if (!(ctx
= context_create_wgl_attribs(gl_info
, hdc
, share_ctx
)))
1752 if (!(ctx
= wglCreateContext(hdc
)))
1754 ERR("Failed to create a WGL context.\n");
1755 context_release(ret
);
1759 if (share_ctx
&& !wglShareLists(share_ctx
, ctx
))
1761 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx
, ctx
, GetLastError());
1762 context_release(ret
);
1763 if (!wglDeleteContext(ctx
))
1764 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1769 if (!device_context_add(device
, ret
))
1771 ERR("Failed to add the newly created context to the context list\n");
1772 context_release(ret
);
1773 if (!wglDeleteContext(ctx
))
1774 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1778 ret
->d3d_info
= &device
->adapter
->d3d_info
;
1779 ret
->state_table
= device
->StateTable
;
1781 /* Mark all states dirty to force a proper initialization of the states
1782 * on the first use of the context. */
1783 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
1785 if (ret
->state_table
[state
].representative
)
1786 context_invalidate_state(ret
, state
);
1789 ret
->swapchain
= swapchain
;
1790 ret
->current_rt
.texture
= target
;
1791 ret
->current_rt
.sub_resource_idx
= 0;
1792 ret
->tid
= GetCurrentThreadId();
1794 ret
->render_offscreen
= wined3d_resource_is_offscreen(&target
->resource
);
1795 ret
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
1799 ret
->win_handle
= swapchain
->win_handle
;
1801 ret
->hdc_is_private
= hdc_is_private
;
1802 ret
->hdc_has_format
= TRUE
;
1803 ret
->pixel_format
= pixel_format
;
1806 /* Set up the context defaults */
1807 if (!context_set_current(ret
))
1809 ERR("Cannot activate context to set up defaults.\n");
1810 device_context_remove(device
, ret
);
1811 context_release(ret
);
1812 if (!wglDeleteContext(ctx
))
1813 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1817 if (context_debug_output_enabled(gl_info
))
1819 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback
, ret
));
1820 if (TRACE_ON(d3d_synchronous
))
1821 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS
);
1822 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DONT_CARE
, GL_DONT_CARE
, 0, NULL
, GL_FALSE
));
1825 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_ERROR
,
1826 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1830 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
,
1831 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1832 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR
,
1833 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1834 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PORTABILITY
,
1835 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1837 if (WARN_ON(d3d_perf
))
1839 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE
, GL_DEBUG_TYPE_PERFORMANCE
,
1840 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1844 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1846 TRACE("Setting up the screen\n");
1848 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
1850 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1851 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1853 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1854 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1856 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1857 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1863 GL_EXTCALL(glGenVertexArrays(1, &vao
));
1864 GL_EXTCALL(glBindVertexArray(vao
));
1865 checkGLcall("creating VAO");
1868 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
1869 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1870 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ALIGNMENT
, 1);
1871 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1873 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
1875 /* Direct3D always uses n-1 weights for n world matrices and uses
1876 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
1877 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
1878 * enabled as well. */
1879 gl_info
->gl_ops
.gl
.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1880 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1882 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
1884 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1885 * the previous texture where to source the offset from is always unit - 1.
1887 for (s
= 1; s
< gl_info
->limits
.textures
; ++s
)
1889 context_active_texture(ret
, gl_info
, s
);
1890 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
,
1891 GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1892 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1895 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
1897 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1898 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1899 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1900 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1903 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1904 * program and the dummy program is destroyed when the context is destroyed.
1906 static const char dummy_program
[] =
1908 "MOV result.color, fragment.color.primary;\n"
1910 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1911 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1912 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1915 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1917 for (s
= 0; s
< gl_info
->limits
.textures
; ++s
)
1919 context_active_texture(ret
, gl_info
, s
);
1920 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1921 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1925 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
1927 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1929 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
1931 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1933 device
->shader_backend
->shader_init_context_state(ret
);
1934 ret
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
1935 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
1936 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
1937 | (1u << WINED3D_SHADER_TYPE_HULL
)
1938 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
1940 /* If this happens to be the first context for the device, dummy textures
1941 * are not created yet. In that case, they will be created (and bound) by
1942 * create_dummy_textures right after this context is initialized. */
1943 if (device
->dummy_texture_2d
[0])
1944 bind_dummy_textures(device
, ret
);
1946 TRACE("Created context %p.\n", ret
);
1951 if (hdc
) wined3d_release_dc(swapchain
->win_handle
, hdc
);
1952 device
->shader_backend
->shader_free_context_data(ret
);
1953 device
->adapter
->fragment_pipe
->free_context_data(ret
);
1954 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
1955 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
1956 HeapFree(GetProcessHeap(), 0, ret
->free_timestamp_queries
);
1957 HeapFree(GetProcessHeap(), 0, ret
->fbo_key
);
1958 HeapFree(GetProcessHeap(), 0, ret
->draw_buffers
);
1959 HeapFree(GetProcessHeap(), 0, ret
->blit_targets
);
1960 HeapFree(GetProcessHeap(), 0, ret
);
1964 void context_destroy(struct wined3d_device
*device
, struct wined3d_context
*context
)
1968 TRACE("Destroying ctx %p\n", context
);
1970 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
1972 context_destroy_gl_resources(context
);
1973 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1978 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
1979 in wined3d_adapter may go away in the meantime */
1980 struct wined3d_gl_info
*gl_info
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info
));
1981 *gl_info
= *context
->gl_info
;
1982 context
->gl_info
= gl_info
;
1983 context
->destroyed
= 1;
1987 device
->shader_backend
->shader_free_context_data(context
);
1988 device
->adapter
->fragment_pipe
->free_context_data(context
);
1989 HeapFree(GetProcessHeap(), 0, context
->fbo_key
);
1990 HeapFree(GetProcessHeap(), 0, context
->draw_buffers
);
1991 HeapFree(GetProcessHeap(), 0, context
->blit_targets
);
1992 device_context_remove(device
, context
);
1993 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
1996 /* Context activation is done by the caller. */
1997 static void set_blit_dimension(const struct wined3d_gl_info
*gl_info
, UINT width
, UINT height
)
1999 const GLdouble projection
[] =
2001 2.0 / width
, 0.0, 0.0, 0.0,
2002 0.0, 2.0 / height
, 0.0, 0.0,
2004 -1.0, -1.0, -1.0, 1.0,
2007 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
2008 checkGLcall("glMatrixMode(GL_PROJECTION)");
2009 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
2010 checkGLcall("glLoadMatrixd");
2011 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, width
, height
);
2012 checkGLcall("glViewport");
2015 static void context_get_rt_size(const struct wined3d_context
*context
, SIZE
*size
)
2017 const struct wined3d_texture
*rt
= context
->current_rt
.texture
;
2020 if (rt
->swapchain
&& rt
->swapchain
->front_buffer
== rt
)
2024 GetClientRect(context
->win_handle
, &window_size
);
2025 size
->cx
= window_size
.right
- window_size
.left
;
2026 size
->cy
= window_size
.bottom
- window_size
.top
;
2031 level
= context
->current_rt
.sub_resource_idx
% rt
->level_count
;
2032 size
->cx
= wined3d_texture_get_level_width(rt
, level
);
2033 size
->cy
= wined3d_texture_get_level_height(rt
, level
);
2036 /*****************************************************************************
2039 * Sets up a context for DirectDraw blitting.
2040 * All texture units are disabled, texture unit 0 is set as current unit
2041 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
2042 * color writing enabled for all channels
2043 * register combiners disabled, shaders disabled
2044 * world matrix is set to identity, texture matrix 0 too
2045 * projection matrix is setup for drawing screen coordinates
2048 * This: Device to activate the context for
2049 * context: Context to setup
2051 *****************************************************************************/
2052 /* Context activation is done by the caller. */
2053 static void SetupForBlit(const struct wined3d_device
*device
, struct wined3d_context
*context
)
2056 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2060 TRACE("Setting up context %p for blitting\n", context
);
2062 context_get_rt_size(context
, &rt_size
);
2064 if (context
->last_was_blit
)
2066 if (context
->blit_w
!= rt_size
.cx
|| context
->blit_h
!= rt_size
.cy
)
2068 set_blit_dimension(gl_info
, rt_size
.cx
, rt_size
.cy
);
2069 context
->blit_w
= rt_size
.cx
;
2070 context
->blit_h
= rt_size
.cy
;
2071 /* No need to dirtify here, the states are still dirtified because
2072 * they weren't applied since the last SetupForBlit() call. */
2074 TRACE("Context is already set up for blitting, nothing to do\n");
2077 context
->last_was_blit
= TRUE
;
2079 /* Disable all textures. The caller can then bind a texture it wants to blit
2082 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
2083 * function texture unit. No need to care for higher samplers
2085 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
2087 sampler
= context
->rev_tex_unit_map
[i
];
2088 context_active_texture(context
, gl_info
, i
);
2090 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
2092 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
2093 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2095 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
2096 checkGLcall("glDisable GL_TEXTURE_3D");
2097 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
2099 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
2100 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2102 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
2103 checkGLcall("glDisable GL_TEXTURE_2D");
2105 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
2106 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
2108 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
2110 if (sampler
< MAX_TEXTURES
)
2111 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
2112 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
2115 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
2116 GL_EXTCALL(glBindSampler(0, 0));
2117 context_active_texture(context
, gl_info
, 0);
2119 sampler
= context
->rev_tex_unit_map
[0];
2121 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
2123 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
2124 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2126 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
2127 checkGLcall("glDisable GL_TEXTURE_3D");
2128 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
2130 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
2131 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2133 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
2134 checkGLcall("glDisable GL_TEXTURE_2D");
2136 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
2138 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
2139 checkGLcall("glMatrixMode(GL_TEXTURE)");
2140 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2141 checkGLcall("glLoadIdentity()");
2143 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
2145 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
2146 GL_TEXTURE_LOD_BIAS_EXT
, 0.0f
);
2147 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
2150 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
2152 if (sampler
< MAX_TEXTURES
)
2154 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ sampler
));
2155 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
2157 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
2160 /* Other misc states */
2161 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
2162 checkGLcall("glDisable(GL_ALPHA_TEST)");
2163 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
));
2164 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
2165 checkGLcall("glDisable GL_LIGHTING");
2166 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_LIGHTING
));
2167 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
2168 checkGLcall("glDisable GL_DEPTH_TEST");
2169 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZENABLE
));
2170 glDisableWINE(GL_FOG
);
2171 checkGLcall("glDisable GL_FOG");
2172 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
));
2173 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2174 checkGLcall("glDisable GL_BLEND");
2175 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2176 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
2177 checkGLcall("glDisable GL_CULL_FACE");
2178 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CULLMODE
));
2179 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
2180 checkGLcall("glDisable GL_STENCIL_TEST");
2181 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
2182 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
2183 checkGLcall("glDisable GL_SCISSOR_TEST");
2184 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
2185 if (gl_info
->supported
[ARB_POINT_SPRITE
])
2187 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
2188 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
2189 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
));
2191 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
2192 checkGLcall("glColorMask");
2193 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
2194 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
2195 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
2196 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
2197 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
2199 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
2200 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
2201 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
2204 /* Setup transforms */
2205 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
2206 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2207 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
2208 checkGLcall("glLoadIdentity()");
2209 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
2211 context
->last_was_rhw
= TRUE
;
2212 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
2214 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
2215 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
2216 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
2217 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
2218 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
2219 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
2220 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CLIPPING
));
2222 set_blit_dimension(gl_info
, rt_size
.cx
, rt_size
.cy
);
2224 /* Disable shaders */
2225 device
->shader_backend
->shader_disable(device
->shader_priv
, context
);
2227 context
->blit_w
= rt_size
.cx
;
2228 context
->blit_h
= rt_size
.cy
;
2229 context_invalidate_state(context
, STATE_VIEWPORT
);
2230 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2233 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
2235 return rt_mask
& (1u << 31);
2238 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
2240 return rt_mask
& ~(1u << 31);
2243 /* Context activation is done by the caller. */
2244 static void context_apply_draw_buffers(struct wined3d_context
*context
, DWORD rt_mask
)
2246 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2250 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_NONE
);
2251 checkGLcall("glDrawBuffer()");
2253 else if (is_rt_mask_onscreen(rt_mask
))
2255 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
2256 checkGLcall("glDrawBuffer()");
2260 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2267 context
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
2269 context
->draw_buffers
[i
] = GL_NONE
;
2275 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
2277 GL_EXTCALL(glDrawBuffers(i
, context
->draw_buffers
));
2278 checkGLcall("glDrawBuffers()");
2282 gl_info
->gl_ops
.gl
.p_glDrawBuffer(context
->draw_buffers
[0]);
2283 checkGLcall("glDrawBuffer()");
2288 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2293 /* Context activation is done by the caller. */
2294 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
2296 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2297 DWORD
*current_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2298 DWORD new_mask
= context_generate_rt_mask(buffer
);
2300 if (new_mask
== *current_mask
)
2303 gl_info
->gl_ops
.gl
.p_glDrawBuffer(buffer
);
2304 checkGLcall("glDrawBuffer()");
2306 *current_mask
= new_mask
;
2309 /* Context activation is done by the caller. */
2310 void context_active_texture(struct wined3d_context
*context
, const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
2312 GL_EXTCALL(glActiveTexture(GL_TEXTURE0
+ unit
));
2313 checkGLcall("glActiveTexture");
2314 context
->active_texture
= unit
;
2317 void context_bind_texture(struct wined3d_context
*context
, GLenum target
, GLuint name
)
2319 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2320 DWORD unit
= context
->active_texture
;
2321 DWORD old_texture_type
= context
->texture_type
[unit
];
2325 gl_info
->gl_ops
.gl
.p_glBindTexture(target
, name
);
2326 checkGLcall("glBindTexture");
2333 if (old_texture_type
!= target
)
2335 const struct wined3d_device
*device
= context
->swapchain
->device
;
2337 switch (old_texture_type
)
2343 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[unit
]);
2344 checkGLcall("glBindTexture");
2346 case GL_TEXTURE_RECTANGLE_ARB
:
2347 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[unit
]);
2348 checkGLcall("glBindTexture");
2350 case GL_TEXTURE_CUBE_MAP
:
2351 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[unit
]);
2352 checkGLcall("glBindTexture");
2355 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[unit
]);
2356 checkGLcall("glBindTexture");
2359 ERR("Unexpected texture target %#x\n", old_texture_type
);
2362 context
->texture_type
[unit
] = target
;
2366 static void context_set_render_offscreen(struct wined3d_context
*context
, BOOL offscreen
)
2368 if (context
->render_offscreen
== offscreen
) return;
2370 context_invalidate_state(context
, STATE_POINTSPRITECOORDORIGIN
);
2371 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2372 context_invalidate_state(context
, STATE_VIEWPORT
);
2373 context_invalidate_state(context
, STATE_SCISSORRECT
);
2374 context_invalidate_state(context
, STATE_FRONTFACE
);
2375 context
->render_offscreen
= offscreen
;
2378 static BOOL
match_depth_stencil_format(const struct wined3d_format
*existing
,
2379 const struct wined3d_format
*required
)
2381 if (existing
== required
)
2383 if ((existing
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
)
2384 != (required
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FLOAT
))
2386 if (existing
->depth_size
< required
->depth_size
)
2388 /* If stencil bits are used the exact amount is required - otherwise
2389 * wrapping won't work correctly. */
2390 if (required
->stencil_size
&& required
->stencil_size
!= existing
->stencil_size
)
2395 /* Context activation is done by the caller. */
2396 static void context_validate_onscreen_formats(struct wined3d_context
*context
,
2397 const struct wined3d_rendertarget_view
*depth_stencil
)
2399 /* Onscreen surfaces are always in a swapchain */
2400 struct wined3d_swapchain
*swapchain
= context
->current_rt
.texture
->swapchain
;
2401 struct wined3d_surface
*surface
;
2403 if (context
->render_offscreen
|| !depth_stencil
) return;
2404 if (match_depth_stencil_format(swapchain
->ds_format
, depth_stencil
->format
)) return;
2406 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2407 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2409 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2411 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2412 surface
= context
->current_rt
.texture
->sub_resources
[context
->current_rt
.sub_resource_idx
].u
.surface
;
2413 surface_load_location(surface
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
2414 swapchain
->render_to_fbo
= TRUE
;
2415 swapchain_update_draw_bindings(swapchain
);
2416 context_set_render_offscreen(context
, TRUE
);
2419 GLenum
context_get_offscreen_gl_buffer(const struct wined3d_context
*context
)
2421 switch (wined3d_settings
.offscreen_rendering_mode
)
2424 return GL_COLOR_ATTACHMENT0
;
2426 case ORM_BACKBUFFER
:
2427 return context
->aux_buffers
> 0 ? GL_AUX0
: GL_BACK
;
2430 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
2435 static DWORD
context_generate_rt_mask_no_fbo(const struct wined3d_context
*context
, struct wined3d_texture
*rt
)
2437 if (!rt
|| rt
->resource
.format
->id
== WINED3DFMT_NULL
)
2439 else if (rt
->swapchain
)
2440 return context_generate_rt_mask_from_resource(&rt
->resource
);
2442 return context_generate_rt_mask(context_get_offscreen_gl_buffer(context
));
2445 /* Context activation is done by the caller. */
2446 void context_apply_blit_state(struct wined3d_context
*context
, const struct wined3d_device
*device
)
2448 struct wined3d_texture
*rt
= context
->current_rt
.texture
;
2449 struct wined3d_surface
*surface
;
2450 DWORD rt_mask
, *cur_mask
;
2452 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2454 context_validate_onscreen_formats(context
, NULL
);
2456 if (context
->render_offscreen
)
2458 wined3d_texture_load(rt
, context
, FALSE
);
2460 surface
= rt
->sub_resources
[context
->current_rt
.sub_resource_idx
].u
.surface
;
2461 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, surface
, NULL
, rt
->resource
.draw_binding
);
2462 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
2469 context
->current_fbo
= NULL
;
2470 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
2471 rt_mask
= context_generate_rt_mask_from_resource(&rt
->resource
);
2476 rt_mask
= context_generate_rt_mask_no_fbo(context
, rt
);
2479 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2481 if (rt_mask
!= *cur_mask
)
2483 context_apply_draw_buffers(context
, rt_mask
);
2484 *cur_mask
= rt_mask
;
2487 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2489 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2492 SetupForBlit(device
, context
);
2493 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2496 static BOOL
context_validate_rt_config(UINT rt_count
, struct wined3d_rendertarget_view
* const *rts
,
2497 const struct wined3d_rendertarget_view
*ds
)
2501 if (ds
) return TRUE
;
2503 for (i
= 0; i
< rt_count
; ++i
)
2505 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
2509 WARN("Invalid render target config, need at least one attachment.\n");
2513 /* Context activation is done by the caller. */
2514 BOOL
context_apply_clear_state(struct wined3d_context
*context
, const struct wined3d_state
*state
,
2515 UINT rt_count
, const struct wined3d_fb_state
*fb
)
2517 struct wined3d_rendertarget_view
**rts
= fb
->render_targets
;
2518 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
2519 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2520 DWORD rt_mask
= 0, *cur_mask
;
2523 if (isStateDirty(context
, STATE_FRAMEBUFFER
) || fb
!= state
->fb
2524 || rt_count
!= gl_info
->limits
.buffers
)
2526 if (!context_validate_rt_config(rt_count
, rts
, dsv
))
2529 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2531 context_validate_onscreen_formats(context
, dsv
);
2533 if (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
))
2535 for (i
= 0; i
< rt_count
; ++i
)
2537 context
->blit_targets
[i
] = wined3d_rendertarget_view_get_surface(rts
[i
]);
2538 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
2539 rt_mask
|= (1u << i
);
2541 while (i
< gl_info
->limits
.buffers
)
2543 context
->blit_targets
[i
] = NULL
;
2546 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
,
2547 wined3d_rendertarget_view_get_surface(dsv
),
2548 rt_count
? rts
[0]->resource
->draw_binding
: 0,
2549 dsv
? dsv
->resource
->draw_binding
: 0);
2553 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
,
2554 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
2555 rt_mask
= context_generate_rt_mask_from_resource(rts
[0]->resource
);
2558 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2559 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2560 * state management allows this */
2561 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2565 rt_mask
= context_generate_rt_mask_no_fbo(context
,
2566 rt_count
? wined3d_rendertarget_view_get_surface(rts
[0])->container
: NULL
);
2569 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
2570 && (!rt_count
|| wined3d_resource_is_offscreen(rts
[0]->resource
)))
2572 for (i
= 0; i
< rt_count
; ++i
)
2574 if (rts
[i
] && rts
[i
]->format
->id
!= WINED3DFMT_NULL
)
2575 rt_mask
|= (1u << i
);
2580 rt_mask
= context_generate_rt_mask_no_fbo(context
,
2581 rt_count
? wined3d_rendertarget_view_get_surface(rts
[0])->container
: NULL
);
2584 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2586 if (rt_mask
!= *cur_mask
)
2588 context_apply_draw_buffers(context
, rt_mask
);
2589 *cur_mask
= rt_mask
;
2590 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2593 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2595 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2598 if (context
->last_was_blit
)
2599 context
->last_was_blit
= FALSE
;
2601 /* Blending and clearing should be orthogonal, but tests on the nvidia
2602 * driver show that disabling blending when clearing improves the clearing
2603 * performance incredibly. */
2604 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2605 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
2606 if (rt_count
&& gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
])
2608 if (needs_srgb_write(context
, state
, fb
))
2609 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
2611 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
2612 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
2614 checkGLcall("setting up state for clear");
2616 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2617 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
2618 context_invalidate_state(context
, STATE_SCISSORRECT
);
2623 static DWORD
find_draw_buffers_mask(const struct wined3d_context
*context
, const struct wined3d_state
*state
)
2625 struct wined3d_rendertarget_view
**rts
= state
->fb
->render_targets
;
2626 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2627 DWORD rt_mask
, rt_mask_bits
;
2630 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
2631 return context_generate_rt_mask_no_fbo(context
, wined3d_rendertarget_view_get_surface(rts
[0])->container
);
2632 else if (!context
->render_offscreen
)
2633 return context_generate_rt_mask_from_resource(rts
[0]->resource
);
2635 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
2636 rt_mask
&= context
->d3d_info
->valid_rt_mask
;
2637 rt_mask_bits
= rt_mask
;
2639 while (rt_mask_bits
)
2641 rt_mask_bits
&= ~(1u << i
);
2642 if (!rts
[i
] || rts
[i
]->format
->id
== WINED3DFMT_NULL
)
2643 rt_mask
&= ~(1u << i
);
2651 /* Context activation is done by the caller. */
2652 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2654 DWORD rt_mask
= find_draw_buffers_mask(context
, state
);
2655 const struct wined3d_fb_state
*fb
= state
->fb
;
2658 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2660 if (!context
->render_offscreen
)
2662 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
,
2663 WINED3D_LOCATION_DRAWABLE
, WINED3D_LOCATION_DRAWABLE
);
2669 for (i
= 0; i
< context
->gl_info
->limits
.buffers
; ++i
)
2671 context
->blit_targets
[i
] = wined3d_rendertarget_view_get_surface(fb
->render_targets
[i
]);
2673 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
,
2674 wined3d_rendertarget_view_get_surface(fb
->depth_stencil
),
2675 fb
->render_targets
[0] ? fb
->render_targets
[0]->resource
->draw_binding
: 0,
2676 fb
->depth_stencil
? fb
->depth_stencil
->resource
->draw_binding
: 0);
2680 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2681 if (rt_mask
!= *cur_mask
)
2683 context_apply_draw_buffers(context
, rt_mask
);
2684 *cur_mask
= rt_mask
;
2688 static void context_map_stage(struct wined3d_context
*context
, DWORD stage
, DWORD unit
)
2690 DWORD i
= context
->rev_tex_unit_map
[unit
];
2691 DWORD j
= context
->tex_unit_map
[stage
];
2693 TRACE("Mapping stage %u to unit %u.\n", stage
, unit
);
2694 context
->tex_unit_map
[stage
] = unit
;
2695 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2696 context
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2698 context
->rev_tex_unit_map
[unit
] = stage
;
2699 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2700 context
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2703 static void context_invalidate_texture_stage(struct wined3d_context
*context
, DWORD stage
)
2707 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2708 context_invalidate_state(context
, STATE_TEXTURESTAGE(stage
, i
));
2711 static void context_update_fixed_function_usage_map(struct wined3d_context
*context
,
2712 const struct wined3d_state
*state
)
2716 context
->fixed_function_usage_map
= 0;
2717 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2719 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
2720 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
2721 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
2722 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
2723 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
2724 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
2725 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
2726 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
2728 /* Not used, and disable higher stages. */
2729 if (color_op
== WINED3D_TOP_DISABLE
)
2732 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
2733 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
2734 || ((color_arg3
== WINED3DTA_TEXTURE
)
2735 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
2736 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
2737 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
2738 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2739 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
2740 context
->fixed_function_usage_map
|= (1u << i
);
2742 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
2743 && i
< MAX_TEXTURES
- 1)
2744 context
->fixed_function_usage_map
|= (1u << (i
+ 1));
2747 if (i
< context
->lowest_disabled_stage
)
2750 end
= context
->lowest_disabled_stage
;
2754 start
= context
->lowest_disabled_stage
;
2758 context
->lowest_disabled_stage
= i
;
2759 for (i
= start
+ 1; i
< end
; ++i
)
2761 context_invalidate_state(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
2765 static void context_map_fixed_function_samplers(struct wined3d_context
*context
,
2766 const struct wined3d_state
*state
)
2768 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2769 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2770 unsigned int i
, tex
;
2773 context_update_fixed_function_usage_map(context
, state
);
2775 if (gl_info
->limits
.combined_samplers
>= MAX_COMBINED_SAMPLERS
)
2778 ffu_map
= context
->fixed_function_usage_map
;
2780 if (d3d_info
->limits
.ffp_textures
== d3d_info
->limits
.ffp_blend_stages
2781 || context
->lowest_disabled_stage
<= d3d_info
->limits
.ffp_textures
)
2783 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2788 if (context
->tex_unit_map
[i
] != i
)
2790 context_map_stage(context
, i
, i
);
2791 context_invalidate_state(context
, STATE_SAMPLER(i
));
2792 context_invalidate_texture_stage(context
, i
);
2798 /* Now work out the mapping */
2800 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2805 if (context
->tex_unit_map
[i
] != tex
)
2807 context_map_stage(context
, i
, tex
);
2808 context_invalidate_state(context
, STATE_SAMPLER(i
));
2809 context_invalidate_texture_stage(context
, i
);
2816 static void context_map_psamplers(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2818 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2819 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2820 const struct wined3d_shader_resource_info
*resource_info
=
2821 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
2824 if (gl_info
->limits
.combined_samplers
>= MAX_COMBINED_SAMPLERS
)
2827 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2829 if (resource_info
[i
].type
&& context
->tex_unit_map
[i
] != i
)
2831 context_map_stage(context
, i
, i
);
2832 context_invalidate_state(context
, STATE_SAMPLER(i
));
2833 if (i
< d3d_info
->limits
.ffp_blend_stages
)
2834 context_invalidate_texture_stage(context
, i
);
2839 static BOOL
context_unit_free_for_vs(const struct wined3d_context
*context
,
2840 const struct wined3d_shader_resource_info
*ps_resource_info
, DWORD unit
)
2842 DWORD current_mapping
= context
->rev_tex_unit_map
[unit
];
2844 /* Not currently used */
2845 if (current_mapping
== WINED3D_UNMAPPED_STAGE
)
2848 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
)
2850 /* Used by a fragment sampler */
2852 if (!ps_resource_info
)
2854 /* No pixel shader, check fixed function */
2855 return current_mapping
>= MAX_TEXTURES
|| !(context
->fixed_function_usage_map
& (1u << current_mapping
));
2858 /* Pixel shader, check the shader's sampler map */
2859 return !ps_resource_info
[current_mapping
].type
;
2865 static void context_map_vsamplers(struct wined3d_context
*context
, BOOL ps
, const struct wined3d_state
*state
)
2867 const struct wined3d_shader_resource_info
*vs_resource_info
=
2868 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
;
2869 const struct wined3d_shader_resource_info
*ps_resource_info
= NULL
;
2870 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2871 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2874 if (gl_info
->limits
.combined_samplers
>= MAX_COMBINED_SAMPLERS
)
2877 /* Note that we only care if a resource is used or not, not the
2878 * resource's specific type. Otherwise we'd need to call
2879 * shader_update_samplers() here for 1.x pixelshaders. */
2881 ps_resource_info
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
;
2883 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
2885 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2886 if (vs_resource_info
[i
].type
)
2890 if (context_unit_free_for_vs(context
, ps_resource_info
, start
))
2892 if (context
->tex_unit_map
[vsampler_idx
] != start
)
2894 context_map_stage(context
, vsampler_idx
, start
);
2895 context_invalidate_state(context
, STATE_SAMPLER(vsampler_idx
));
2904 if (context
->tex_unit_map
[vsampler_idx
] == WINED3D_UNMAPPED_STAGE
)
2905 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i
);
2910 static void context_update_tex_unit_map(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2912 BOOL vs
= use_vs(state
);
2913 BOOL ps
= use_ps(state
);
2915 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
2916 * need a 1:1 map at the moment.
2917 * When the mapping of a stage is changed, sampler and ALL texture stage
2918 * states have to be reset. */
2921 context_map_psamplers(context
, state
);
2923 context_map_fixed_function_samplers(context
, state
);
2926 context_map_vsamplers(context
, ps
, state
);
2929 /* Context activation is done by the caller. */
2930 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2932 DWORD rt_mask
, *cur_mask
;
2934 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
2936 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2937 rt_mask
= find_draw_buffers_mask(context
, state
);
2938 if (rt_mask
!= *cur_mask
)
2940 context_apply_draw_buffers(context
, rt_mask
);
2941 *cur_mask
= rt_mask
;
2945 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
2947 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
2948 *regnum
= WINED3D_FFP_POSITION
;
2949 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
2950 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
2951 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
2952 *regnum
= WINED3D_FFP_BLENDINDICES
;
2953 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
2954 *regnum
= WINED3D_FFP_NORMAL
;
2955 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
2956 *regnum
= WINED3D_FFP_PSIZE
;
2957 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
2958 *regnum
= WINED3D_FFP_DIFFUSE
;
2959 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
2960 *regnum
= WINED3D_FFP_SPECULAR
;
2961 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
2962 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
2965 FIXME("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage
), usage_idx
);
2973 /* Context activation is done by the caller. */
2974 void context_stream_info_from_declaration(struct wined3d_context
*context
,
2975 const struct wined3d_state
*state
, struct wined3d_stream_info
*stream_info
)
2977 /* We need to deal with frequency data! */
2978 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
2979 BOOL use_vshader
= use_vs(state
);
2980 BOOL generic_attributes
= context
->d3d_info
->ffp_generic_attributes
;
2983 stream_info
->use_map
= 0;
2984 stream_info
->swizzle_map
= 0;
2985 stream_info
->position_transformed
= declaration
->position_transformed
;
2987 /* Translate the declaration into strided data. */
2988 for (i
= 0; i
< declaration
->element_count
; ++i
)
2990 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
2991 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
2995 TRACE("%p Element %p (%u of %u).\n", declaration
->elements
,
2996 element
, i
+ 1, declaration
->element_count
);
2998 if (!stream
->buffer
)
3001 TRACE("offset %u input_slot %u usage_idx %d.\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
3005 if (element
->output_slot
== WINED3D_OUTPUT_SLOT_UNUSED
)
3007 stride_used
= FALSE
;
3009 else if (element
->output_slot
== WINED3D_OUTPUT_SLOT_SEMANTIC
)
3011 /* TODO: Assuming vertexdeclarations are usually used with the
3012 * same or a similar shader, it might be worth it to store the
3013 * last used output slot and try that one first. */
3014 stride_used
= vshader_get_input(state
->shader
[WINED3D_SHADER_TYPE_VERTEX
],
3015 element
->usage
, element
->usage_idx
, &idx
);
3019 idx
= element
->output_slot
;
3025 if (!generic_attributes
&& !element
->ffp_valid
)
3027 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
3028 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
3029 stride_used
= FALSE
;
3033 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
3039 TRACE("Load %s array %u [usage %s, usage_idx %u, "
3040 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
3041 use_vshader
? "shader": "fixed function", idx
,
3042 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
3043 element
->offset
, stream
->stride
, debug_d3dformat(element
->format
->id
),
3044 debug_d3dinput_classification(element
->input_slot_class
), element
->instance_data_step_rate
);
3046 stream_info
->elements
[idx
].format
= element
->format
;
3047 stream_info
->elements
[idx
].data
.buffer_object
= 0;
3048 stream_info
->elements
[idx
].data
.addr
= (BYTE
*)NULL
+ stream
->offset
+ element
->offset
;
3049 stream_info
->elements
[idx
].stride
= stream
->stride
;
3050 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
3051 if (stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
3053 stream_info
->elements
[idx
].divisor
= 1;
3055 else if (element
->input_slot_class
== WINED3D_INPUT_PER_INSTANCE_DATA
)
3057 stream_info
->elements
[idx
].divisor
= element
->instance_data_step_rate
;
3058 if (!element
->instance_data_step_rate
)
3059 FIXME("Instance step rate 0 not implemented.\n");
3063 stream_info
->elements
[idx
].divisor
= 0;
3066 if (!context
->gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
3067 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
3069 stream_info
->swizzle_map
|= 1u << idx
;
3071 stream_info
->use_map
|= 1u << idx
;
3076 /* Context activation is done by the caller. */
3077 static void context_update_stream_info(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3079 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3080 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
3081 struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
3082 DWORD prev_all_vbo
= stream_info
->all_vbo
;
3086 context_stream_info_from_declaration(context
, state
, stream_info
);
3088 stream_info
->all_vbo
= 1;
3089 context
->num_buffer_queries
= 0;
3090 for (i
= 0, map
= stream_info
->use_map
; map
; map
>>= 1, ++i
)
3092 struct wined3d_stream_info_element
*element
;
3093 struct wined3d_bo_address data
;
3094 struct wined3d_buffer
*buffer
;
3099 element
= &stream_info
->elements
[i
];
3100 buffer
= state
->streams
[element
->stream_idx
].buffer
;
3102 /* We can't use VBOs if the base vertex index is negative. OpenGL
3103 * doesn't accept negative offsets (or rather offsets bigger than the
3104 * VBO, because the pointer is unsigned), so use system memory
3105 * sources. In most sane cases the pointer - offset will still be > 0,
3106 * otherwise it will wrap around to some big value. Hope that with the
3107 * indices the driver wraps it back internally. If not,
3108 * draw_primitive_immediate_mode() is needed, including a vertex buffer
3110 if (state
->load_base_vertex_index
< 0)
3112 WARN_(d3d_perf
)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
3113 state
->load_base_vertex_index
);
3114 element
->data
.buffer_object
= 0;
3115 element
->data
.addr
+= (ULONG_PTR
)buffer_get_sysmem(buffer
, context
);
3116 if ((UINT_PTR
)element
->data
.addr
< -state
->load_base_vertex_index
* element
->stride
)
3117 FIXME("System memory vertex data load offset is negative!\n");
3121 buffer_internal_preload(buffer
, context
, state
);
3122 buffer_get_memory(buffer
, context
, &data
);
3123 element
->data
.buffer_object
= data
.buffer_object
;
3124 element
->data
.addr
+= (ULONG_PTR
)data
.addr
;
3127 if (!element
->data
.buffer_object
)
3128 stream_info
->all_vbo
= 0;
3131 context
->buffer_queries
[context
->num_buffer_queries
++] = buffer
->query
;
3133 TRACE("Load array %u {%#x:%p}.\n", i
, element
->data
.buffer_object
, element
->data
.addr
);
3138 if (state
->vertex_declaration
->half_float_conv_needed
&& !stream_info
->all_vbo
)
3140 TRACE("Using immediate mode draw with vertex shaders for FLOAT16 conversion.\n");
3141 context
->use_immediate_mode_draw
= TRUE
;
3145 context
->use_immediate_mode_draw
= FALSE
;
3150 WORD slow_mask
= -!d3d_info
->ffp_generic_attributes
& (1u << WINED3D_FFP_PSIZE
);
3151 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
3152 & ((1u << WINED3D_FFP_DIFFUSE
) | (1u << WINED3D_FFP_SPECULAR
));
3154 if (((stream_info
->position_transformed
&& !d3d_info
->xyzrhw
)
3155 || (stream_info
->use_map
& slow_mask
)) && !stream_info
->all_vbo
)
3156 context
->use_immediate_mode_draw
= TRUE
;
3158 context
->use_immediate_mode_draw
= FALSE
;
3161 if (prev_all_vbo
!= stream_info
->all_vbo
)
3162 context_invalidate_state(context
, STATE_INDEXBUFFER
);
3165 /* Context activation is done by the caller. */
3166 static void context_preload_texture(struct wined3d_context
*context
,
3167 const struct wined3d_state
*state
, unsigned int idx
)
3169 struct wined3d_texture
*texture
;
3171 if (!(texture
= state
->textures
[idx
]))
3174 wined3d_texture_load(texture
, context
, state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
]);
3177 /* Context activation is done by the caller. */
3178 static void context_preload_textures(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3184 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
3186 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.resource_info
[i
].type
)
3187 context_preload_texture(context
, state
, MAX_FRAGMENT_SAMPLERS
+ i
);
3193 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3195 if (state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.resource_info
[i
].type
)
3196 context_preload_texture(context
, state
, i
);
3201 WORD ffu_map
= context
->fixed_function_usage_map
;
3203 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
3206 context_preload_texture(context
, state
, i
);
3211 static void context_load_shader_resources(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3213 struct wined3d_shader_sampler_map_entry
*entry
;
3214 struct wined3d_shader_resource_view
*view
;
3215 struct wined3d_shader
*shader
;
3218 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
3220 if (!(shader
= state
->shader
[i
]))
3223 for (j
= 0; j
< WINED3D_MAX_CBS
; ++j
)
3225 if (state
->cb
[i
][j
])
3226 buffer_internal_preload(state
->cb
[i
][j
], context
, state
);
3229 for (j
= 0; j
< shader
->reg_maps
.sampler_map
.count
; ++j
)
3231 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
3233 if (!(view
= state
->shader_resource_view
[i
][entry
->resource_idx
]))
3235 WARN("No resource view bound at index %u, %u.\n", i
, entry
->resource_idx
);
3239 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3240 buffer_internal_preload(buffer_from_resource(view
->resource
), context
, state
);
3242 wined3d_texture_load(wined3d_texture_from_resource(view
->resource
), context
, FALSE
);
3247 static void context_bind_shader_resources(struct wined3d_context
*context
, const struct wined3d_state
*state
)
3249 const struct wined3d_device
*device
= context
->swapchain
->device
;
3250 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3251 struct wined3d_shader_sampler_map_entry
*entry
;
3252 struct wined3d_shader_resource_view
*view
;
3253 struct wined3d_sampler
*sampler
;
3254 struct wined3d_texture
*texture
;
3255 struct wined3d_shader
*shader
;
3256 unsigned int i
, j
, count
;
3257 GLuint sampler_name
;
3261 enum wined3d_shader_type type
;
3262 unsigned int base_idx
;
3267 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
3268 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
3271 for (i
= 0; i
< ARRAY_SIZE(shader_types
); ++i
)
3273 if (!(shader
= state
->shader
[shader_types
[i
].type
]))
3276 count
= shader
->reg_maps
.sampler_map
.count
;
3277 if (count
> shader_types
[i
].count
)
3279 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3280 shader
, count
, shader_types
[i
].count
);
3281 count
= shader_types
[i
].count
;
3284 for (j
= 0; j
< count
; ++j
)
3286 entry
= &shader
->reg_maps
.sampler_map
.entries
[j
];
3288 if (!(view
= state
->shader_resource_view
[shader_types
[i
].type
][entry
->resource_idx
]))
3290 WARN("No resource view bound at index %u, %u.\n", shader_types
[i
].type
, entry
->resource_idx
);
3294 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
3296 FIXME("Buffer shader resources not supported.\n");
3300 if (entry
->sampler_idx
== WINED3D_SAMPLER_DEFAULT
)
3302 sampler_name
= device
->default_sampler
;
3304 else if ((sampler
= state
->sampler
[shader_types
[i
].type
][entry
->sampler_idx
]))
3306 sampler_name
= sampler
->name
;
3310 WARN("No sampler object bound at index %u, %u.\n", shader_types
[i
].type
, entry
->sampler_idx
);
3314 texture
= wined3d_texture_from_resource(view
->resource
);
3315 context_active_texture(context
, gl_info
, shader_types
[i
].base_idx
+ entry
->bind_idx
);
3316 wined3d_texture_bind(texture
, context
, FALSE
);
3318 GL_EXTCALL(glBindSampler(shader_types
[i
].base_idx
+ entry
->bind_idx
, sampler_name
));
3319 checkGLcall("glBindSampler");
3324 /* Context activation is done by the caller. */
3325 BOOL
context_apply_draw_state(struct wined3d_context
*context
,
3326 const struct wined3d_device
*device
, const struct wined3d_state
*state
)
3328 const struct StateEntry
*state_table
= context
->state_table
;
3329 const struct wined3d_fb_state
*fb
= state
->fb
;
3333 if (!context_validate_rt_config(context
->gl_info
->limits
.buffers
,
3334 fb
->render_targets
, fb
->depth_stencil
))
3337 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& isStateDirty(context
, STATE_FRAMEBUFFER
))
3339 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
3342 /* Preload resources before FBO setup. Texture preload in particular may
3343 * result in changes to the current FBO, due to using e.g. FBO blits for
3344 * updating a resource location. */
3345 context_update_tex_unit_map(context
, state
);
3346 context_preload_textures(context
, state
);
3347 context_load_shader_resources(context
, state
);
3348 /* TODO: Right now the dependency on the vertex shader is necessary
3349 * since context_stream_info_from_declaration depends on the reg_maps of
3350 * the current VS but maybe it's possible to relax the coupling in some
3351 * situations at least. */
3352 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
)
3353 || isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
)))
3355 context_update_stream_info(context
, state
);
3359 for (i
= 0, map
= context
->stream_info
.use_map
; map
; map
>>= 1, ++i
)
3362 buffer_mark_used(state
->streams
[context
->stream_info
.elements
[i
].stream_idx
].buffer
);
3365 if (state
->index_buffer
)
3367 if (context
->stream_info
.all_vbo
)
3368 buffer_internal_preload(state
->index_buffer
, context
, state
);
3370 buffer_get_sysmem(state
->index_buffer
, context
);
3373 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
3375 DWORD rep
= context
->dirtyArray
[i
];
3376 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
3377 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
3378 context
->isStateDirty
[idx
] &= ~(1u << shift
);
3379 state_table
[rep
].apply(context
, state
, rep
);
3382 if (context
->shader_update_mask
)
3384 device
->shader_backend
->shader_select(device
->shader_priv
, context
, state
);
3385 context
->shader_update_mask
= 0;
3388 if (context
->constant_update_mask
)
3390 device
->shader_backend
->shader_load_constants(device
->shader_priv
, context
, state
);
3391 context
->constant_update_mask
= 0;
3394 if (context
->update_shader_resource_bindings
)
3396 context_bind_shader_resources(context
, state
);
3397 context
->update_shader_resource_bindings
= 0;
3400 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
3402 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
3405 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
3406 context
->last_was_blit
= FALSE
;
3411 static void context_setup_target(struct wined3d_context
*context
,
3412 struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
3414 BOOL old_render_offscreen
= context
->render_offscreen
, render_offscreen
;
3416 render_offscreen
= wined3d_resource_is_offscreen(&texture
->resource
);
3417 if (context
->current_rt
.texture
== texture
3418 && context
->current_rt
.sub_resource_idx
== sub_resource_idx
3419 && render_offscreen
== old_render_offscreen
)
3422 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
3423 * the alpha blend state changes with different render target formats. */
3424 if (!context
->current_rt
.texture
)
3426 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
3430 const struct wined3d_format
*old
= context
->current_rt
.texture
->resource
.format
;
3431 const struct wined3d_format
*new = texture
->resource
.format
;
3433 if (old
->id
!= new->id
)
3435 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
3436 if ((old
->alpha_size
&& !new->alpha_size
) || (!old
->alpha_size
&& new->alpha_size
)
3437 || !(texture
->resource
.format_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
3438 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
3440 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
3441 if ((context
->current_rt
.texture
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
)
3442 != (texture
->resource
.format_flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
3443 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
3446 /* When switching away from an offscreen render target, and we're not
3447 * using FBOs, we have to read the drawable into the texture. This is
3448 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
3449 * There are some things that need care though. PreLoad needs a GL context,
3450 * and FindContext is called before the context is activated. It also
3451 * has to be called with the old rendertarget active, otherwise a
3452 * wrong drawable is read. */
3453 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
3454 && old_render_offscreen
&& (context
->current_rt
.texture
!= texture
3455 || context
->current_rt
.sub_resource_idx
!= sub_resource_idx
))
3457 unsigned int prev_sub_resource_idx
= context
->current_rt
.sub_resource_idx
;
3458 struct wined3d_texture
*prev_texture
= context
->current_rt
.texture
;
3460 /* Read the back buffer of the old drawable into the destination texture. */
3461 if (prev_texture
->texture_srgb
.name
)
3462 wined3d_texture_load(prev_texture
, context
, TRUE
);
3463 wined3d_texture_load(prev_texture
, context
, FALSE
);
3464 wined3d_texture_invalidate_location(prev_texture
, prev_sub_resource_idx
, WINED3D_LOCATION_DRAWABLE
);
3468 context
->current_rt
.texture
= texture
;
3469 context
->current_rt
.sub_resource_idx
= sub_resource_idx
;
3470 context_set_render_offscreen(context
, render_offscreen
);
3473 struct wined3d_context
*context_acquire(const struct wined3d_device
*device
, struct wined3d_surface
*target
)
3475 struct wined3d_context
*current_context
= context_get_current();
3476 struct wined3d_texture
*target_texture
;
3477 unsigned int target_sub_resource_idx
;
3478 struct wined3d_context
*context
;
3480 TRACE("device %p, target %p.\n", device
, target
);
3482 if (current_context
&& current_context
->destroyed
)
3483 current_context
= NULL
;
3487 target_texture
= target
->container
;
3488 target_sub_resource_idx
= surface_get_sub_resource_idx(target
);
3493 && current_context
->current_rt
.texture
3494 && current_context
->swapchain
->device
== device
)
3496 target_texture
= current_context
->current_rt
.texture
;
3497 target_sub_resource_idx
= current_context
->current_rt
.sub_resource_idx
;
3501 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
3503 if (swapchain
->back_buffers
)
3504 target_texture
= swapchain
->back_buffers
[0];
3506 target_texture
= swapchain
->front_buffer
;
3507 target_sub_resource_idx
= 0;
3511 if (current_context
&& current_context
->current_rt
.texture
== target_texture
)
3513 context
= current_context
;
3515 else if (target_texture
->swapchain
)
3517 TRACE("Rendering onscreen.\n");
3519 context
= swapchain_get_context(target_texture
->swapchain
);
3523 TRACE("Rendering offscreen.\n");
3525 /* Stay with the current context if possible. Otherwise use the
3526 * context for the primary swapchain. */
3527 if (current_context
&& current_context
->swapchain
->device
== device
)
3528 context
= current_context
;
3530 context
= swapchain_get_context(device
->swapchains
[0]);
3533 context_enter(context
);
3534 context_update_window(context
);
3535 context_setup_target(context
, target_texture
, target_sub_resource_idx
);
3536 if (!context
->valid
) return context
;
3538 if (context
!= current_context
)
3540 if (!context_set_current(context
))
3541 ERR("Failed to activate the new context.\n");
3543 else if (context
->needs_set
)
3545 context_set_gl_context(context
);