2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 /* The last used device.
34 * If the application creates multiple devices and switches between them, ActivateContext has to
35 * change the opengl context. This flag allows to keep track which device is active
37 static IWineD3DDeviceImpl
*last_device
;
39 /* FBO helper functions */
41 /* GL locking is done by the caller */
42 void context_bind_fbo(IWineD3DDevice
*iface
, GLenum target
, GLuint
*fbo
)
44 const IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
48 GL_EXTCALL(glGenFramebuffersEXT(1, fbo
));
49 checkGLcall("glGenFramebuffersEXT()");
50 TRACE("Created FBO %d\n", *fbo
);
53 GL_EXTCALL(glBindFramebufferEXT(target
, *fbo
));
54 checkGLcall("glBindFramebuffer()");
57 /* GL locking is done by the caller */
58 static void context_clean_fbo_attachments(IWineD3DDeviceImpl
*This
)
62 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
64 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
, GL_COLOR_ATTACHMENT0_EXT
+ i
, GL_TEXTURE_2D
, 0, 0));
65 checkGLcall("glFramebufferTexture2D()");
67 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
, GL_DEPTH_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
68 checkGLcall("glFramebufferTexture2D()");
70 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
, GL_STENCIL_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
71 checkGLcall("glFramebufferTexture2D()");
74 /* GL locking is done by the caller */
75 static void context_destroy_fbo(IWineD3DDeviceImpl
*This
, const GLuint
*fbo
)
77 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, *fbo
));
78 checkGLcall("glBindFramebuffer()");
80 context_clean_fbo_attachments(This
);
82 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
83 checkGLcall("glBindFramebuffer()");
84 GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo
));
85 checkGLcall("glDeleteFramebuffers()");
88 /* GL locking is done by the caller */
89 static void context_apply_attachment_filter_states(IWineD3DDevice
*iface
, IWineD3DSurface
*surface
, BOOL force_preload
)
91 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
92 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
93 IWineD3DBaseTextureImpl
*texture_impl
;
94 BOOL update_minfilter
= FALSE
;
95 BOOL update_magfilter
= FALSE
;
97 /* Update base texture states array */
98 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface
, &IID_IWineD3DBaseTexture
, (void **)&texture_impl
)))
100 if (texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_POINT
101 || texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] != WINED3DTEXF_NONE
)
103 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
104 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
105 update_minfilter
= TRUE
;
108 if (texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_POINT
)
110 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
111 update_magfilter
= TRUE
;
114 if (texture_impl
->baseTexture
.bindCount
)
116 WARN("Render targets should not be bound to a sampler\n");
117 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_SAMPLER(texture_impl
->baseTexture
.sampler
));
120 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*)texture_impl
);
123 if (update_minfilter
|| update_magfilter
|| force_preload
)
125 GLenum target
, bind_target
;
128 target
= surface_impl
->glDescription
.target
;
129 if (target
== GL_TEXTURE_2D
)
131 bind_target
= GL_TEXTURE_2D
;
132 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
133 } else if (target
== GL_TEXTURE_RECTANGLE_ARB
) {
134 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
135 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
137 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
138 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB
, &old_binding
);
141 surface_internal_preload(surface
, SRGB_RGB
);
143 glBindTexture(bind_target
, surface_impl
->glDescription
.textureName
);
144 if (update_minfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
145 if (update_magfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
146 glBindTexture(bind_target
, old_binding
);
149 checkGLcall("apply_attachment_filter_states()");
152 /* GL locking is done by the caller */
153 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl
*This
, GLenum fbo_target
, IWineD3DSurface
*depth_stencil
, BOOL use_render_buffer
)
155 IWineD3DSurfaceImpl
*depth_stencil_impl
= (IWineD3DSurfaceImpl
*)depth_stencil
;
157 TRACE("Attach depth stencil %p\n", depth_stencil
);
161 DWORD format_flags
= depth_stencil_impl
->resource
.format_desc
->Flags
;
163 if (use_render_buffer
&& depth_stencil_impl
->current_renderbuffer
)
165 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
167 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
,
168 GL_RENDERBUFFER_EXT
, depth_stencil_impl
->current_renderbuffer
->id
));
169 checkGLcall("glFramebufferRenderbufferEXT()");
172 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
174 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target
, GL_STENCIL_ATTACHMENT_EXT
,
175 GL_RENDERBUFFER_EXT
, depth_stencil_impl
->current_renderbuffer
->id
));
176 checkGLcall("glFramebufferRenderbufferEXT()");
181 context_apply_attachment_filter_states((IWineD3DDevice
*)This
, depth_stencil
, TRUE
);
183 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
185 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
,
186 depth_stencil_impl
->glDescription
.target
, depth_stencil_impl
->glDescription
.textureName
,
187 depth_stencil_impl
->glDescription
.level
));
188 checkGLcall("glFramebufferTexture2DEXT()");
191 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
193 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_STENCIL_ATTACHMENT_EXT
,
194 depth_stencil_impl
->glDescription
.target
, depth_stencil_impl
->glDescription
.textureName
,
195 depth_stencil_impl
->glDescription
.level
));
196 checkGLcall("glFramebufferTexture2DEXT()");
200 if (!(format_flags
& WINED3DFMT_FLAG_DEPTH
))
202 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
203 checkGLcall("glFramebufferTexture2DEXT()");
206 if (!(format_flags
& WINED3DFMT_FLAG_STENCIL
))
208 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_STENCIL_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
209 checkGLcall("glFramebufferTexture2DEXT()");
214 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
215 checkGLcall("glFramebufferTexture2DEXT()");
217 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_STENCIL_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
218 checkGLcall("glFramebufferTexture2DEXT()");
222 /* GL locking is done by the caller */
223 void context_attach_surface_fbo(IWineD3DDeviceImpl
*This
, GLenum fbo_target
, DWORD idx
, IWineD3DSurface
*surface
)
225 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
227 TRACE("Attach surface %p to %u\n", surface
, idx
);
231 context_apply_attachment_filter_states((IWineD3DDevice
*)This
, surface
, TRUE
);
233 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_COLOR_ATTACHMENT0_EXT
+ idx
, surface_impl
->glDescription
.target
,
234 surface_impl
->glDescription
.textureName
, surface_impl
->glDescription
.level
));
235 checkGLcall("glFramebufferTexture2DEXT()");
237 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_COLOR_ATTACHMENT0_EXT
+ idx
, GL_TEXTURE_2D
, 0, 0));
238 checkGLcall("glFramebufferTexture2DEXT()");
242 /* GL locking is done by the caller */
243 static void context_check_fbo_status(IWineD3DDevice
*iface
)
245 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
248 status
= GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT
));
249 if (status
== GL_FRAMEBUFFER_COMPLETE_EXT
)
251 TRACE("FBO complete\n");
253 IWineD3DSurfaceImpl
*attachment
;
255 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
257 /* Dump the FBO attachments */
258 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
260 attachment
= (IWineD3DSurfaceImpl
*)This
->activeContext
->current_fbo
->render_targets
[i
];
263 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
264 i
, attachment
, debug_d3dformat(attachment
->resource
.format_desc
->format
),
265 attachment
->pow2Width
, attachment
->pow2Height
);
268 attachment
= (IWineD3DSurfaceImpl
*)This
->activeContext
->current_fbo
->depth_stencil
;
271 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
272 attachment
, debug_d3dformat(attachment
->resource
.format_desc
->format
),
273 attachment
->pow2Width
, attachment
->pow2Height
);
278 static struct fbo_entry
*context_create_fbo_entry(IWineD3DDevice
*iface
)
280 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
281 struct fbo_entry
*entry
;
283 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
284 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
285 memcpy(entry
->render_targets
, This
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
286 entry
->depth_stencil
= This
->stencilBufferTarget
;
287 entry
->attached
= FALSE
;
293 /* GL locking is done by the caller */
294 static void context_reuse_fbo_entry(IWineD3DDevice
*iface
, struct fbo_entry
*entry
)
296 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
298 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, entry
->id
));
299 checkGLcall("glBindFramebuffer()");
300 context_clean_fbo_attachments(This
);
302 memcpy(entry
->render_targets
, This
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
303 entry
->depth_stencil
= This
->stencilBufferTarget
;
304 entry
->attached
= FALSE
;
307 /* GL locking is done by the caller */
308 static void context_destroy_fbo_entry(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
, struct fbo_entry
*entry
)
312 TRACE("Destroy FBO %d\n", entry
->id
);
313 context_destroy_fbo(This
, &entry
->id
);
315 --context
->fbo_entry_count
;
316 list_remove(&entry
->entry
);
317 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
318 HeapFree(GetProcessHeap(), 0, entry
);
322 /* GL locking is done by the caller */
323 static struct fbo_entry
*context_find_fbo_entry(IWineD3DDevice
*iface
, WineD3DContext
*context
)
325 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
326 struct fbo_entry
*entry
;
328 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
330 if (!memcmp(entry
->render_targets
, This
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
))
331 && entry
->depth_stencil
== This
->stencilBufferTarget
)
333 list_remove(&entry
->entry
);
334 list_add_head(&context
->fbo_list
, &entry
->entry
);
339 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
341 entry
= context_create_fbo_entry(iface
);
342 list_add_head(&context
->fbo_list
, &entry
->entry
);
343 ++context
->fbo_entry_count
;
347 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
348 context_reuse_fbo_entry(iface
, entry
);
349 list_remove(&entry
->entry
);
350 list_add_head(&context
->fbo_list
, &entry
->entry
);
356 /* GL locking is done by the caller */
357 static void context_apply_fbo_entry(IWineD3DDevice
*iface
, struct fbo_entry
*entry
)
359 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
362 context_bind_fbo(iface
, GL_FRAMEBUFFER_EXT
, &entry
->id
);
364 if (!entry
->attached
)
366 /* Apply render targets */
367 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
369 IWineD3DSurface
*render_target
= This
->render_targets
[i
];
370 context_attach_surface_fbo(This
, GL_FRAMEBUFFER_EXT
, i
, render_target
);
373 /* Apply depth targets */
374 if (This
->stencilBufferTarget
) {
375 unsigned int w
= ((IWineD3DSurfaceImpl
*)This
->render_targets
[0])->pow2Width
;
376 unsigned int h
= ((IWineD3DSurfaceImpl
*)This
->render_targets
[0])->pow2Height
;
378 surface_set_compatible_renderbuffer(This
->stencilBufferTarget
, w
, h
);
380 context_attach_depth_stencil_fbo(This
, GL_FRAMEBUFFER_EXT
, This
->stencilBufferTarget
, TRUE
);
382 entry
->attached
= TRUE
;
384 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
386 if (This
->render_targets
[i
])
387 context_apply_attachment_filter_states(iface
, This
->render_targets
[i
], FALSE
);
389 if (This
->stencilBufferTarget
)
390 context_apply_attachment_filter_states(iface
, This
->stencilBufferTarget
, FALSE
);
393 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
395 if (This
->render_targets
[i
])
396 This
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0_EXT
+ i
;
398 This
->draw_buffers
[i
] = GL_NONE
;
402 /* GL locking is done by the caller */
403 static void context_apply_fbo_state(IWineD3DDevice
*iface
)
405 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
406 WineD3DContext
*context
= This
->activeContext
;
408 if (This
->render_offscreen
)
410 context
->current_fbo
= context_find_fbo_entry(iface
, context
);
411 context_apply_fbo_entry(iface
, context
->current_fbo
);
413 context
->current_fbo
= NULL
;
414 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
417 context_check_fbo_status(iface
);
420 void context_resource_released(IWineD3DDevice
*iface
, IWineD3DResource
*resource
, WINED3DRESOURCETYPE type
)
422 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
427 case WINED3DRTYPE_SURFACE
:
429 for (i
= 0; i
< This
->numContexts
; ++i
)
431 WineD3DContext
*context
= This
->contexts
[i
];
432 struct fbo_entry
*entry
, *entry2
;
436 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
438 BOOL destroyed
= FALSE
;
441 for (j
= 0; !destroyed
&& j
< GL_LIMITS(buffers
); ++j
)
443 if (entry
->render_targets
[j
] == (IWineD3DSurface
*)resource
)
445 context_destroy_fbo_entry(This
, context
, entry
);
450 if (!destroyed
&& entry
->depth_stencil
== (IWineD3DSurface
*)resource
)
451 context_destroy_fbo_entry(This
, context
, entry
);
465 /*****************************************************************************
466 * Context_MarkStateDirty
468 * Marks a state in a context dirty. Only one context, opposed to
469 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
473 * context: Context to mark the state dirty in
474 * state: State to mark dirty
475 * StateTable: Pointer to the state table in use(for state grouping)
477 *****************************************************************************/
478 static void Context_MarkStateDirty(WineD3DContext
*context
, DWORD state
, const struct StateEntry
*StateTable
) {
479 DWORD rep
= StateTable
[state
].representative
;
483 if(!rep
|| isStateDirty(context
, rep
)) return;
485 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
488 context
->isStateDirty
[idx
] |= (1 << shift
);
491 /*****************************************************************************
494 * Adds a context to the context array. Helper function for CreateContext
496 * This method is not called in performance-critical code paths, only when a
497 * new render target or swapchain is created. Thus performance is not an issue
501 * This: Device to add the context for
502 * hdc: device context
503 * glCtx: WGL context to add
504 * pbuffer: optional pbuffer used with this context
506 *****************************************************************************/
507 static WineD3DContext
*AddContextToArray(IWineD3DDeviceImpl
*This
, HWND win_handle
, HDC hdc
, HGLRC glCtx
, HPBUFFERARB pbuffer
) {
508 WineD3DContext
**oldArray
= This
->contexts
;
511 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * (This
->numContexts
+ 1));
512 if(This
->contexts
== NULL
) {
513 ERR("Unable to grow the context array\n");
514 This
->contexts
= oldArray
;
518 memcpy(This
->contexts
, oldArray
, sizeof(*This
->contexts
) * This
->numContexts
);
521 This
->contexts
[This
->numContexts
] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(WineD3DContext
));
522 if(This
->contexts
[This
->numContexts
] == NULL
) {
523 ERR("Unable to allocate a new context\n");
524 HeapFree(GetProcessHeap(), 0, This
->contexts
);
525 This
->contexts
= oldArray
;
529 This
->contexts
[This
->numContexts
]->hdc
= hdc
;
530 This
->contexts
[This
->numContexts
]->glCtx
= glCtx
;
531 This
->contexts
[This
->numContexts
]->pbuffer
= pbuffer
;
532 This
->contexts
[This
->numContexts
]->win_handle
= win_handle
;
533 HeapFree(GetProcessHeap(), 0, oldArray
);
535 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
537 for(state
= 0; state
<= STATE_HIGHEST
; state
++) {
538 Context_MarkStateDirty(This
->contexts
[This
->numContexts
], state
, This
->StateTable
);
542 TRACE("Created context %p\n", This
->contexts
[This
->numContexts
- 1]);
543 return This
->contexts
[This
->numContexts
- 1];
546 /* This function takes care of WineD3D pixel format selection. */
547 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
,
548 const struct GlPixelFormatDesc
*color_format_desc
, const struct GlPixelFormatDesc
*ds_format_desc
,
549 BOOL auxBuffers
, int numSamples
, BOOL pbuffer
, BOOL findCompatible
)
552 unsigned int matchtry
;
553 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
554 short depthBits
=0, stencilBits
=0;
561 /* First, try without alpha match buffers. MacOS supports aux buffers only
562 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
563 * Then try without aux buffers - this is the most common cause for not
564 * finding a pixel format. Also some drivers(the open source ones)
565 * only offer 32 bit ARB pixel formats. First try without an exact alpha
566 * match, then try without an exact alpha and color match.
568 { TRUE
, TRUE
, TRUE
},
569 { TRUE
, FALSE
, TRUE
},
570 { FALSE
, TRUE
, TRUE
},
571 { FALSE
, FALSE
, TRUE
},
572 { TRUE
, FALSE
, FALSE
},
573 { FALSE
, FALSE
, FALSE
},
577 int nCfgs
= This
->adapter
->nCfgs
;
579 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
580 debug_d3dformat(color_format_desc
->format
), debug_d3dformat(ds_format_desc
->format
),
581 auxBuffers
, numSamples
, pbuffer
, findCompatible
);
583 if (!getColorBits(color_format_desc
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
585 ERR("Unable to get color bits for format %s (%#x)!\n",
586 debug_d3dformat(color_format_desc
->format
), color_format_desc
->format
);
590 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
591 * You are able to add a depth + stencil surface at a later stage when you need it.
592 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
593 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
594 * context, need torecreate shaders, textures and other resources.
596 * The context manager already takes care of the state problem and for the other tasks code from Reset
597 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
598 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
599 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
600 * issue needs to be fixed. */
601 if (ds_format_desc
->format
!= WINED3DFMT_D24S8
)
603 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
604 ds_format_desc
= getFormatDescEntry(WINED3DFMT_D24S8
, &This
->adapter
->gl_info
);
607 getDepthStencilBits(ds_format_desc
, &depthBits
, &stencilBits
);
609 for(matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(matches
[0])) && !iPixelFormat
; matchtry
++) {
610 for(i
=0; i
<nCfgs
; i
++) {
611 BOOL exactDepthMatch
= TRUE
;
612 WineD3D_PixelFormat
*cfg
= &This
->adapter
->cfgs
[i
];
614 /* For now only accept RGBA formats. Perhaps some day we will
615 * allow floating point formats for pbuffers. */
616 if(cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
619 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
620 if(!pbuffer
&& !(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
623 /* We like to have aux buffers in backbuffer mode */
624 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
627 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
628 if(pbuffer
&& (!cfg
->pbufferDrawable
|| cfg
->doubleBuffer
))
631 if(matches
[matchtry
].exact_color
) {
632 if(cfg
->redSize
!= redBits
)
634 if(cfg
->greenSize
!= greenBits
)
636 if(cfg
->blueSize
!= blueBits
)
639 if(cfg
->redSize
< redBits
)
641 if(cfg
->greenSize
< greenBits
)
643 if(cfg
->blueSize
< blueBits
)
646 if(matches
[matchtry
].exact_alpha
) {
647 if(cfg
->alphaSize
!= alphaBits
)
650 if(cfg
->alphaSize
< alphaBits
)
654 /* We try to locate a format which matches our requirements exactly. In case of
655 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
656 if(cfg
->depthSize
< depthBits
)
658 else if(cfg
->depthSize
> depthBits
)
659 exactDepthMatch
= FALSE
;
661 /* In all cases make sure the number of stencil bits matches our requirements
662 * even when we don't need stencil because it could affect performance EXCEPT
663 * on cards which don't offer depth formats without stencil like the i915 drivers
665 if(stencilBits
!= cfg
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
668 /* Check multisampling support */
669 if(cfg
->numSamples
!= numSamples
)
672 /* When we have passed all the checks then we have found a format which matches our
673 * requirements. Note that we only check for a limit number of capabilities right now,
674 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
675 * can still differ in things like multisampling, stereo, SRGB and other flags.
678 /* Exit the loop as we have found a format :) */
679 if(exactDepthMatch
) {
680 iPixelFormat
= cfg
->iPixelFormat
;
682 } else if(!iPixelFormat
) {
683 /* In the end we might end up with a format which doesn't exactly match our depth
684 * requirements. Accept the first format we found because formats with higher iPixelFormat
685 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
686 iPixelFormat
= cfg
->iPixelFormat
;
691 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
692 if(!iPixelFormat
&& !findCompatible
) {
693 ERR("Can't find a suitable iPixelFormat\n");
695 } else if(!iPixelFormat
) {
696 PIXELFORMATDESCRIPTOR pfd
;
698 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
699 /* PixelFormat selection */
700 ZeroMemory(&pfd
, sizeof(pfd
));
701 pfd
.nSize
= sizeof(pfd
);
703 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
704 pfd
.iPixelType
= PFD_TYPE_RGBA
;
705 pfd
.cAlphaBits
= alphaBits
;
706 pfd
.cColorBits
= colorBits
;
707 pfd
.cDepthBits
= depthBits
;
708 pfd
.cStencilBits
= stencilBits
;
709 pfd
.iLayerType
= PFD_MAIN_PLANE
;
711 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
713 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
714 ERR("Can't find a suitable iPixelFormat\n");
719 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
720 iPixelFormat
, debug_d3dformat(color_format_desc
->format
), debug_d3dformat(ds_format_desc
->format
));
724 /*****************************************************************************
727 * Creates a new context for a window, or a pbuffer context.
730 * This: Device to activate the context for
731 * target: Surface this context will render to
732 * win_handle: handle to the window which we are drawing to
733 * create_pbuffer: tells whether to create a pbuffer or not
734 * pPresentParameters: contains the pixelformats to use for onscreen rendering
736 *****************************************************************************/
737 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win_handle
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
) {
738 HDC oldDrawable
, hdc
;
739 HPBUFFERARB pbuffer
= NULL
;
740 HGLRC ctx
= NULL
, oldCtx
;
741 WineD3DContext
*ret
= NULL
;
744 TRACE("(%p): Creating a %s context for render target %p\n", This
, create_pbuffer
? "offscreen" : "onscreen", target
);
747 HDC hdc_parent
= GetDC(win_handle
);
748 int iPixelFormat
= 0;
750 IWineD3DSurface
*StencilSurface
= This
->stencilBufferTarget
;
751 const struct GlPixelFormatDesc
*ds_format_desc
= StencilSurface
752 ? ((IWineD3DSurfaceImpl
*)StencilSurface
)->resource
.format_desc
753 : getFormatDescEntry(WINED3DFMT_UNKNOWN
, &This
->adapter
->gl_info
);
755 /* Try to find a pixel format with pbuffer support. */
756 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format_desc
,
757 ds_format_desc
, FALSE
/* auxBuffers */, 0 /* numSamples */, TRUE
/* PBUFFER */,
758 FALSE
/* findCompatible */);
760 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
762 /* For some reason we weren't able to find a format, try to find something instead of crashing.
763 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
764 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format_desc
,
765 ds_format_desc
, FALSE
/* auxBuffer */, 0 /* numSamples */, TRUE
/* PBUFFER */,
766 TRUE
/* findCompatible */);
769 /* This shouldn't happen as ChoosePixelFormat always returns something */
771 ERR("Unable to locate a pixel format for a pbuffer\n");
772 ReleaseDC(win_handle
, hdc_parent
);
776 TRACE("Creating a pBuffer drawable for the new context\n");
777 pbuffer
= GL_EXTCALL(wglCreatePbufferARB(hdc_parent
, iPixelFormat
, target
->currentDesc
.Width
, target
->currentDesc
.Height
, 0));
779 ERR("Cannot create a pbuffer\n");
780 ReleaseDC(win_handle
, hdc_parent
);
784 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
785 hdc
= GL_EXTCALL(wglGetPbufferDCARB(pbuffer
));
787 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer
);
788 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
789 ReleaseDC(win_handle
, hdc_parent
);
792 ReleaseDC(win_handle
, hdc_parent
);
794 PIXELFORMATDESCRIPTOR pfd
;
797 const struct GlPixelFormatDesc
*color_format_desc
= target
->resource
.format_desc
;
798 const struct GlPixelFormatDesc
*ds_format_desc
= getFormatDescEntry(WINED3DFMT_UNKNOWN
,
799 &This
->adapter
->gl_info
);
800 BOOL auxBuffers
= FALSE
;
803 hdc
= GetDC(win_handle
);
805 ERR("Cannot retrieve a device context!\n");
809 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
810 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
813 if (color_format_desc
->format
== WINED3DFMT_X4R4G4B4
)
814 color_format_desc
= getFormatDescEntry(WINED3DFMT_A4R4G4B4
, &This
->adapter
->gl_info
);
815 else if (color_format_desc
->format
== WINED3DFMT_X8R8G8B8
)
816 color_format_desc
= getFormatDescEntry(WINED3DFMT_A8R8G8B8
, &This
->adapter
->gl_info
);
819 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
820 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
821 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
822 * a format with 8bit alpha, so request A8R8G8B8. */
823 if (color_format_desc
->format
== WINED3DFMT_P8
)
824 color_format_desc
= getFormatDescEntry(WINED3DFMT_A8R8G8B8
, &This
->adapter
->gl_info
);
826 /* Retrieve the depth stencil format from the present parameters.
827 * The choice of the proper format can give a nice performance boost
828 * in case of GPU limited programs. */
829 if(pPresentParms
->EnableAutoDepthStencil
) {
830 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms
->AutoDepthStencilFormat
));
831 ds_format_desc
= getFormatDescEntry(pPresentParms
->AutoDepthStencilFormat
, &This
->adapter
->gl_info
);
834 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
835 if(pPresentParms
->MultiSampleType
&& (pPresentParms
->SwapEffect
== WINED3DSWAPEFFECT_DISCARD
)) {
836 if(!GL_SUPPORT(ARB_MULTISAMPLE
))
837 ERR("The program is requesting multisampling without support!\n");
839 ERR("Requesting MultiSampleType=%d\n", pPresentParms
->MultiSampleType
);
840 numSamples
= pPresentParms
->MultiSampleType
;
844 /* Try to find a pixel format which matches our requirements */
845 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, color_format_desc
, ds_format_desc
,
846 auxBuffers
, numSamples
, FALSE
/* PBUFFER */, FALSE
/* findCompatible */);
848 /* Try to locate a compatible format if we weren't able to find anything */
850 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
851 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, color_format_desc
, ds_format_desc
,
852 auxBuffers
, 0 /* numSamples */, FALSE
/* PBUFFER */, TRUE
/* findCompatible */ );
855 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
857 ERR("Can't find a suitable iPixelFormat\n");
861 DescribePixelFormat(hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
862 res
= SetPixelFormat(hdc
, iPixelFormat
, NULL
);
864 int oldPixelFormat
= GetPixelFormat(hdc
);
866 /* By default WGL doesn't allow pixel format adjustments but we need it here.
867 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
868 * set the pixel format multiple times. Only use it when it is really needed. */
870 if(oldPixelFormat
== iPixelFormat
) {
871 /* We don't have to do anything as the formats are the same :) */
872 } else if(oldPixelFormat
&& GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
)) {
873 res
= GL_EXTCALL(wglSetPixelFormatWINE(hdc
, iPixelFormat
, NULL
));
876 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
879 } else if(oldPixelFormat
) {
880 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
881 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
882 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc
, oldPixelFormat
);
884 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
890 ctx
= pwglCreateContext(hdc
);
891 if(This
->numContexts
) pwglShareLists(This
->contexts
[0]->glCtx
, ctx
);
894 ERR("Failed to create a WGL context\n");
896 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
897 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
901 ret
= AddContextToArray(This
, win_handle
, hdc
, ctx
, pbuffer
);
903 ERR("Failed to add the newly created context to the context list\n");
904 pwglDeleteContext(ctx
);
906 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
907 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
911 ret
->surface
= (IWineD3DSurface
*) target
;
912 ret
->isPBuffer
= create_pbuffer
;
913 ret
->tid
= GetCurrentThreadId();
914 if(This
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*) This
)) {
915 /* Create the dirty constants array and initialize them to dirty */
916 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
917 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
918 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
919 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
920 memset(ret
->vshader_const_dirty
, 1,
921 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
922 memset(ret
->pshader_const_dirty
, 1,
923 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
926 TRACE("Successfully created new context %p\n", ret
);
928 list_init(&ret
->fbo_list
);
930 /* Set up the context defaults */
931 oldCtx
= pwglGetCurrentContext();
932 oldDrawable
= pwglGetCurrentDC();
933 if(oldCtx
&& oldDrawable
) {
934 /* See comment in ActivateContext context switching */
935 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
937 if(pwglMakeCurrent(hdc
, ctx
) == FALSE
) {
938 ERR("Cannot activate context to set up defaults\n");
944 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
946 TRACE("Setting up the screen\n");
947 /* Clear the screen */
948 glClearColor(1.0, 0.0, 0.0, 0.0);
949 checkGLcall("glClearColor");
952 glClearStencil(0xffff);
954 checkGLcall("glClear");
956 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
957 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
959 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
960 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
962 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
963 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
965 glPixelStorei(GL_PACK_ALIGNMENT
, This
->surface_alignment
);
966 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
967 glPixelStorei(GL_UNPACK_ALIGNMENT
, This
->surface_alignment
);
968 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
970 if(GL_SUPPORT(APPLE_CLIENT_STORAGE
)) {
971 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
972 * and textures in DIB sections(due to the memory protection).
974 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
975 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
977 if(GL_SUPPORT(ARB_VERTEX_BLEND
)) {
978 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
979 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
980 * GL_VERTEX_BLEND_ARB isn't enabled too
982 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
983 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
985 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
986 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
987 * the previous texture where to source the offset from is always unit - 1.
989 for(s
= 1; s
< GL_LIMITS(textures
); s
++) {
990 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
991 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
992 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
995 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
996 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
997 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
998 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
999 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1002 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1003 * program and the dummy program is destroyed when the context is destroyed.
1005 const char *dummy_program
=
1007 "MOV result.color, fragment.color.primary;\n"
1009 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1010 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1011 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1014 for(s
= 0; s
< GL_LIMITS(point_sprite_units
); s
++) {
1015 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1016 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1017 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
1021 /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
1022 * but enable it for the first context we create, and reenable it on the old context
1024 if(oldDrawable
&& oldCtx
) {
1025 pwglMakeCurrent(oldDrawable
, oldCtx
);
1029 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1037 /*****************************************************************************
1038 * RemoveContextFromArray
1040 * Removes a context from the context manager. The opengl context is not
1041 * destroyed or unset. context is not a valid pointer after that call.
1043 * Similar to the former call this isn't a performance critical function. A
1044 * helper function for DestroyContext.
1047 * This: Device to activate the context for
1048 * context: Context to remove
1050 *****************************************************************************/
1051 static void RemoveContextFromArray(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
1052 WineD3DContext
**new_array
;
1056 TRACE("Removing ctx %p\n", context
);
1058 for (i
= 0; i
< This
->numContexts
; ++i
)
1060 if (This
->contexts
[i
] == context
)
1062 HeapFree(GetProcessHeap(), 0, context
);
1070 ERR("Context %p doesn't exist in context array\n", context
);
1074 while (i
< This
->numContexts
- 1)
1076 This
->contexts
[i
] = This
->contexts
[i
+ 1];
1080 --This
->numContexts
;
1081 if (!This
->numContexts
)
1083 HeapFree(GetProcessHeap(), 0, This
->contexts
);
1084 This
->contexts
= NULL
;
1088 new_array
= HeapReAlloc(GetProcessHeap(), 0, This
->contexts
, This
->numContexts
* sizeof(*This
->contexts
));
1091 ERR("Failed to shrink context array. Oh well.\n");
1095 This
->contexts
= new_array
;
1098 /*****************************************************************************
1101 * Destroys a wineD3DContext
1104 * This: Device to activate the context for
1105 * context: Context to destroy
1107 *****************************************************************************/
1108 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
1109 struct fbo_entry
*entry
, *entry2
;
1111 TRACE("Destroying ctx %p\n", context
);
1113 /* The correct GL context needs to be active to cleanup the GL resources below */
1114 if(pwglGetCurrentContext() != context
->glCtx
){
1115 pwglMakeCurrent(context
->hdc
, context
->glCtx
);
1121 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
) {
1122 context_destroy_fbo_entry(This
, context
, entry
);
1124 if (context
->src_fbo
) {
1125 TRACE("Destroy src FBO %d\n", context
->src_fbo
);
1126 context_destroy_fbo(This
, &context
->src_fbo
);
1128 if (context
->dst_fbo
) {
1129 TRACE("Destroy dst FBO %d\n", context
->dst_fbo
);
1130 context_destroy_fbo(This
, &context
->dst_fbo
);
1132 if(context
->dummy_arbfp_prog
) {
1133 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
1138 if (This
->activeContext
== context
)
1140 This
->activeContext
= NULL
;
1141 TRACE("Destroying the active context.\n");
1144 /* Cleanup the GL context */
1145 pwglMakeCurrent(NULL
, NULL
);
1146 if(context
->isPBuffer
) {
1147 GL_EXTCALL(wglReleasePbufferDCARB(context
->pbuffer
, context
->hdc
));
1148 GL_EXTCALL(wglDestroyPbufferARB(context
->pbuffer
));
1149 } else ReleaseDC(context
->win_handle
, context
->hdc
);
1150 pwglDeleteContext(context
->glCtx
);
1152 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
1153 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
1154 RemoveContextFromArray(This
, context
);
1157 /* GL locking is done by the caller */
1158 static inline void set_blit_dimension(UINT width
, UINT height
) {
1159 glMatrixMode(GL_PROJECTION
);
1160 checkGLcall("glMatrixMode(GL_PROJECTION)");
1162 checkGLcall("glLoadIdentity()");
1163 glOrtho(0, width
, height
, 0, 0.0, -1.0);
1164 checkGLcall("glOrtho");
1165 glViewport(0, 0, width
, height
);
1166 checkGLcall("glViewport");
1169 /*****************************************************************************
1172 * Sets up a context for DirectDraw blitting.
1173 * All texture units are disabled, texture unit 0 is set as current unit
1174 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1175 * color writing enabled for all channels
1176 * register combiners disabled, shaders disabled
1177 * world matrix is set to identity, texture matrix 0 too
1178 * projection matrix is setup for drawing screen coordinates
1181 * This: Device to activate the context for
1182 * context: Context to setup
1183 * width: render target width
1184 * height: render target height
1186 *****************************************************************************/
1187 static inline void SetupForBlit(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
, UINT width
, UINT height
) {
1189 const struct StateEntry
*StateTable
= This
->StateTable
;
1191 TRACE("Setting up context %p for blitting\n", context
);
1192 if(context
->last_was_blit
) {
1193 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
1195 set_blit_dimension(width
, height
);
1197 context
->blit_w
= width
; context
->blit_h
= height
;
1198 /* No need to dirtify here, the states are still dirtified because they weren't
1199 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1203 TRACE("Context is already set up for blitting, nothing to do\n");
1206 context
->last_was_blit
= TRUE
;
1208 /* TODO: Use a display list */
1210 /* Disable shaders */
1212 This
->shader_backend
->shader_select((IWineD3DDevice
*)This
, FALSE
, FALSE
);
1215 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
1216 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
1218 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1219 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1220 * which can safely be called from here, we only lock once instead locking/unlocking
1221 * after each GL call.
1225 /* Disable all textures. The caller can then bind a texture it wants to blit
1228 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1229 * function texture unit. No need to care for higher samplers
1231 for(i
= GL_LIMITS(textures
) - 1; i
> 0 ; i
--) {
1232 sampler
= This
->rev_tex_unit_map
[i
];
1233 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1234 checkGLcall("glActiveTextureARB");
1236 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
1237 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1238 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1240 glDisable(GL_TEXTURE_3D
);
1241 checkGLcall("glDisable GL_TEXTURE_3D");
1242 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
1243 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1244 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1246 glDisable(GL_TEXTURE_2D
);
1247 checkGLcall("glDisable GL_TEXTURE_2D");
1249 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1250 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1252 if (sampler
!= -1) {
1253 if (sampler
< MAX_TEXTURES
) {
1254 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1256 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1259 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
1260 checkGLcall("glActiveTextureARB");
1262 sampler
= This
->rev_tex_unit_map
[0];
1264 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
1265 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1266 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1268 glDisable(GL_TEXTURE_3D
);
1269 checkGLcall("glDisable GL_TEXTURE_3D");
1270 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
1271 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1272 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1274 glDisable(GL_TEXTURE_2D
);
1275 checkGLcall("glDisable GL_TEXTURE_2D");
1277 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1279 glMatrixMode(GL_TEXTURE
);
1280 checkGLcall("glMatrixMode(GL_TEXTURE)");
1282 checkGLcall("glLoadIdentity()");
1284 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS
)) {
1285 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1286 GL_TEXTURE_LOD_BIAS_EXT
,
1288 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1291 if (sampler
!= -1) {
1292 if (sampler
< MAX_TEXTURES
) {
1293 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
), StateTable
);
1294 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1296 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1299 /* Other misc states */
1300 glDisable(GL_ALPHA_TEST
);
1301 checkGLcall("glDisable(GL_ALPHA_TEST)");
1302 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
1303 glDisable(GL_LIGHTING
);
1304 checkGLcall("glDisable GL_LIGHTING");
1305 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
1306 glDisable(GL_DEPTH_TEST
);
1307 checkGLcall("glDisable GL_DEPTH_TEST");
1308 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
1309 glDisableWINE(GL_FOG
);
1310 checkGLcall("glDisable GL_FOG");
1311 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
1312 glDisable(GL_BLEND
);
1313 checkGLcall("glDisable GL_BLEND");
1314 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1315 glDisable(GL_CULL_FACE
);
1316 checkGLcall("glDisable GL_CULL_FACE");
1317 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
1318 glDisable(GL_STENCIL_TEST
);
1319 checkGLcall("glDisable GL_STENCIL_TEST");
1320 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
1321 glDisable(GL_SCISSOR_TEST
);
1322 checkGLcall("glDisable GL_SCISSOR_TEST");
1323 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1324 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
1325 glDisable(GL_POINT_SPRITE_ARB
);
1326 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1327 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
1329 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1330 checkGLcall("glColorMask");
1331 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1332 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
1333 glDisable(GL_COLOR_SUM_EXT
);
1334 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
1335 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1338 /* Setup transforms */
1339 glMatrixMode(GL_MODELVIEW
);
1340 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1342 checkGLcall("glLoadIdentity()");
1343 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
1345 context
->last_was_rhw
= TRUE
;
1346 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
1348 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1349 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1350 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1351 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1352 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1353 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1354 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1356 set_blit_dimension(width
, height
);
1360 context
->blit_w
= width
; context
->blit_h
= height
;
1361 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1362 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1365 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1368 /*****************************************************************************
1369 * findThreadContextForSwapChain
1371 * Searches a swapchain for all contexts and picks one for the thread tid.
1372 * If none can be found the swapchain is requested to create a new context
1374 *****************************************************************************/
1375 static WineD3DContext
*findThreadContextForSwapChain(IWineD3DSwapChain
*swapchain
, DWORD tid
) {
1378 for(i
= 0; i
< ((IWineD3DSwapChainImpl
*) swapchain
)->num_contexts
; i
++) {
1379 if(((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
]->tid
== tid
) {
1380 return ((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
];
1385 /* Create a new context for the thread */
1386 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain
);
1389 /*****************************************************************************
1392 * Finds a context for the current render target and thread
1395 * target: Render target to find the context for
1396 * tid: Thread to activate the context for
1398 * Returns: The needed context
1400 *****************************************************************************/
1401 static inline WineD3DContext
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, DWORD tid
) {
1402 IWineD3DSwapChain
*swapchain
= NULL
;
1403 BOOL readTexture
= wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
&& This
->render_offscreen
;
1404 WineD3DContext
*context
= This
->activeContext
;
1405 BOOL oldRenderOffscreen
= This
->render_offscreen
;
1406 const struct GlPixelFormatDesc
*old
= ((IWineD3DSurfaceImpl
*)This
->lastActiveRenderTarget
)->resource
.format_desc
;
1407 const struct GlPixelFormatDesc
*new = ((IWineD3DSurfaceImpl
*)target
)->resource
.format_desc
;
1408 const struct StateEntry
*StateTable
= This
->StateTable
;
1410 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1411 * the alpha blend state changes with different render target formats
1413 if (old
->format
!= new->format
)
1415 /* Disable blending when the alpha mask has changed and when a format doesn't support blending */
1416 if ((old
->alpha_mask
&& !new->alpha_mask
) || (!old
->alpha_mask
&& new->alpha_mask
)
1417 || !(new->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
1419 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1423 if (SUCCEEDED(IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
))) {
1424 TRACE("Rendering onscreen\n");
1426 context
= findThreadContextForSwapChain(swapchain
, tid
);
1428 This
->render_offscreen
= FALSE
;
1429 /* The context != This->activeContext will catch a NOP context change. This can occur
1430 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1431 * rendering. No context change is needed in that case
1434 if(wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
) {
1435 if(This
->pbufferContext
&& tid
== This
->pbufferContext
->tid
) {
1436 This
->pbufferContext
->tid
= 0;
1439 IWineD3DSwapChain_Release(swapchain
);
1441 if(oldRenderOffscreen
) {
1442 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
1443 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
1444 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1445 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1446 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1450 TRACE("Rendering offscreen\n");
1451 This
->render_offscreen
= TRUE
;
1453 switch(wined3d_settings
.offscreen_rendering_mode
) {
1455 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
1456 if(This
->activeContext
&& tid
== This
->lastThread
) {
1457 context
= This
->activeContext
;
1459 /* This may happen if the app jumps straight into offscreen rendering
1460 * Start using the context of the primary swapchain. tid == 0 is no problem
1461 * for findThreadContextForSwapChain.
1463 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1464 * is perfect to call.
1466 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1472 IWineD3DSurfaceImpl
*targetimpl
= (IWineD3DSurfaceImpl
*) target
;
1473 if(This
->pbufferContext
== NULL
||
1474 This
->pbufferWidth
< targetimpl
->currentDesc
.Width
||
1475 This
->pbufferHeight
< targetimpl
->currentDesc
.Height
) {
1476 if(This
->pbufferContext
) {
1477 DestroyContext(This
, This
->pbufferContext
);
1480 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
1481 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
1483 This
->pbufferContext
= CreateContext(This
, targetimpl
,
1484 ((IWineD3DSwapChainImpl
*) This
->swapchains
[0])->context
[0]->win_handle
,
1485 TRUE
/* pbuffer */, &((IWineD3DSwapChainImpl
*)This
->swapchains
[0])->presentParms
);
1486 This
->pbufferWidth
= targetimpl
->currentDesc
.Width
;
1487 This
->pbufferHeight
= targetimpl
->currentDesc
.Height
;
1490 if(This
->pbufferContext
) {
1491 if(This
->pbufferContext
->tid
!= 0 && This
->pbufferContext
->tid
!= tid
) {
1492 FIXME("The PBuffr context is only supported for one thread for now!\n");
1494 This
->pbufferContext
->tid
= tid
;
1495 context
= This
->pbufferContext
;
1498 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
1499 wined3d_settings
.offscreen_rendering_mode
= ORM_BACKBUFFER
;
1503 case ORM_BACKBUFFER
:
1504 /* Stay with the currently active context for back buffer rendering */
1505 if(This
->activeContext
&& tid
== This
->lastThread
) {
1506 context
= This
->activeContext
;
1508 /* This may happen if the app jumps straight into offscreen rendering
1509 * Start using the context of the primary swapchain. tid == 0 is no problem
1510 * for findThreadContextForSwapChain.
1512 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1513 * is perfect to call.
1515 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1520 if(!oldRenderOffscreen
) {
1521 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
1522 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
1523 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1524 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1525 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1529 /* When switching away from an offscreen render target, and we're not using FBOs,
1530 * we have to read the drawable into the texture. This is done via PreLoad(and
1531 * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1532 * PreLoad needs a GL context, and FindContext is called before the context is activated.
1533 * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1534 * is read. This leads to these possible situations:
1536 * 0) lastActiveRenderTarget == target && oldTid == newTid:
1537 * Nothing to do, we don't even reach this code in this case...
1539 * 1) lastActiveRenderTarget != target && oldTid == newTid:
1540 * The currently active context is OK for readback. Call PreLoad, and it
1543 * 2) lastActiveRenderTarget == target && oldTid != newTid:
1544 * Nothing to do - the drawable is unchanged
1546 * 3) lastActiveRenderTarget != target && oldTid != newTid:
1547 * This is tricky. We have to get a context with the old drawable from somewhere
1548 * before we can switch to the new context. In this case, PreLoad calls
1549 * ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1550 * is case (2) then. The old drawable is activated for the new thread, and the
1551 * readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1552 * After that, the outer ActivateContext(which calls PreLoad) can activate the new
1553 * target for the new thread
1555 if (readTexture
&& This
->lastActiveRenderTarget
!= target
) {
1556 BOOL oldInDraw
= This
->isInDraw
;
1558 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1559 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1560 * when using offscreen rendering with multithreading
1562 This
->isInDraw
= TRUE
;
1564 /* Do that before switching the context:
1565 * Read the back buffer of the old drawable into the destination texture
1567 if(((IWineD3DSurfaceImpl
*)This
->lastActiveRenderTarget
)->glDescription
.srgbTextureName
) {
1568 surface_internal_preload(This
->lastActiveRenderTarget
, SRGB_BOTH
);
1570 surface_internal_preload(This
->lastActiveRenderTarget
, SRGB_RGB
);
1573 /* Assume that the drawable will be modified by some other things now */
1574 IWineD3DSurface_ModifyLocation(This
->lastActiveRenderTarget
, SFLAG_INDRAWABLE
, FALSE
);
1576 This
->isInDraw
= oldInDraw
;
1582 static void apply_draw_buffer(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, BOOL blit
)
1584 IWineD3DSwapChain
*swapchain
;
1586 if (SUCCEEDED(IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
)))
1588 IWineD3DSwapChain_Release((IUnknown
*)swapchain
);
1590 glDrawBuffer(surface_get_gl_buffer(target
, swapchain
));
1591 checkGLcall("glDrawBuffers()");
1597 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1601 if (GL_SUPPORT(ARB_DRAW_BUFFERS
))
1603 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers
), This
->draw_buffers
));
1604 checkGLcall("glDrawBuffers()");
1608 glDrawBuffer(This
->draw_buffers
[0]);
1609 checkGLcall("glDrawBuffer()");
1612 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
1613 checkGLcall("glDrawBuffer()");
1618 glDrawBuffer(This
->offscreenBuffer
);
1619 checkGLcall("glDrawBuffer()");
1625 /*****************************************************************************
1628 * Finds a rendering context and drawable matching the device and render
1629 * target for the current thread, activates them and puts them into the
1633 * This: Device to activate the context for
1634 * target: Requested render target
1635 * usage: Prepares the context for blitting, drawing or other actions
1637 *****************************************************************************/
1638 void ActivateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, ContextUsage usage
) {
1639 DWORD tid
= GetCurrentThreadId();
1640 DWORD i
, dirtyState
, idx
;
1642 WineD3DContext
*context
;
1643 const struct StateEntry
*StateTable
= This
->StateTable
;
1645 TRACE("(%p): Selecting context for render target %p, thread %d\n", This
, target
, tid
);
1646 if(This
->lastActiveRenderTarget
!= target
|| tid
!= This
->lastThread
) {
1647 context
= FindContext(This
, target
, tid
);
1648 context
->draw_buffer_dirty
= TRUE
;
1649 This
->lastActiveRenderTarget
= target
;
1650 This
->lastThread
= tid
;
1652 /* Stick to the old context */
1653 context
= This
->activeContext
;
1656 /* Activate the opengl context */
1657 if(last_device
!= This
|| context
!= This
->activeContext
) {
1660 /* Prevent an unneeded context switch as those are expensive */
1661 if(context
->glCtx
&& (context
->glCtx
== pwglGetCurrentContext())) {
1662 TRACE("Already using gl context %p\n", context
->glCtx
);
1665 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context
, context
->hdc
, context
->glCtx
);
1667 ret
= pwglMakeCurrent(context
->hdc
, context
->glCtx
);
1669 ERR("Failed to activate the new context\n");
1670 } else if(!context
->last_was_blit
) {
1671 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1673 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1676 if(This
->activeContext
->vshader_const_dirty
) {
1677 memset(This
->activeContext
->vshader_const_dirty
, 1,
1678 sizeof(*This
->activeContext
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
1680 if(This
->activeContext
->pshader_const_dirty
) {
1681 memset(This
->activeContext
->pshader_const_dirty
, 1,
1682 sizeof(*This
->activeContext
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
1684 This
->activeContext
= context
;
1689 case CTXUSAGE_CLEAR
:
1690 case CTXUSAGE_DRAWPRIM
:
1691 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1693 context_apply_fbo_state((IWineD3DDevice
*)This
);
1696 if (context
->draw_buffer_dirty
) {
1697 apply_draw_buffer(This
, target
, FALSE
);
1698 context
->draw_buffer_dirty
= FALSE
;
1703 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1704 if (This
->render_offscreen
) {
1705 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
1707 context_bind_fbo((IWineD3DDevice
*)This
, GL_FRAMEBUFFER_EXT
, &context
->dst_fbo
);
1708 context_attach_surface_fbo(This
, GL_FRAMEBUFFER_EXT
, 0, target
);
1709 context_attach_depth_stencil_fbo(This
, GL_FRAMEBUFFER_EXT
, NULL
, FALSE
);
1713 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
1714 checkGLcall("glFramebufferRenderbufferEXT");
1717 context
->draw_buffer_dirty
= TRUE
;
1719 if (context
->draw_buffer_dirty
) {
1720 apply_draw_buffer(This
, target
, TRUE
);
1721 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
1722 context
->draw_buffer_dirty
= FALSE
;
1732 case CTXUSAGE_RESOURCELOAD
:
1733 /* This does not require any special states to be set up */
1736 case CTXUSAGE_CLEAR
:
1737 if(context
->last_was_blit
) {
1738 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1741 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1742 * blending when clearing improves the clearing performance incredibly.
1745 glDisable(GL_BLEND
);
1747 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1750 glEnable(GL_SCISSOR_TEST
);
1751 checkGLcall("glEnable GL_SCISSOR_TEST");
1753 context
->last_was_blit
= FALSE
;
1754 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1755 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1758 case CTXUSAGE_DRAWPRIM
:
1759 /* This needs all dirty states applied */
1760 if(context
->last_was_blit
) {
1761 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1764 IWineD3DDeviceImpl_FindTexUnitMap(This
);
1767 for(i
=0; i
< context
->numDirtyEntries
; i
++) {
1768 dirtyState
= context
->dirtyArray
[i
];
1769 idx
= dirtyState
>> 5;
1770 shift
= dirtyState
& 0x1f;
1771 context
->isStateDirty
[idx
] &= ~(1 << shift
);
1772 StateTable
[dirtyState
].apply(dirtyState
, This
->stateBlock
, context
);
1775 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
1776 context
->last_was_blit
= FALSE
;
1780 SetupForBlit(This
, context
,
1781 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Width
,
1782 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Height
);
1786 FIXME("Unexpected context usage requested\n");
1790 WineD3DContext
*getActiveContext(void) {
1791 return last_device
->activeContext
;