push ca931951dc5f3f050707cce013d2412130f45f11
[wine/hacks.git] / dlls / wined3d / context.c
blob8fa9786b2cab3f658580f2b4b0ee9b8e942f198c
1 /*
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
21 #include "config.h"
22 #include <stdio.h>
23 #ifdef HAVE_FLOAT_H
24 # include <float.h>
25 #endif
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 void context_set_last_device(IWineD3DDeviceImpl *device)
41 last_device = device;
44 /* FBO helper functions */
46 /* GL locking is done by the caller */
47 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
49 const IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
51 if (!*fbo)
53 GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
54 checkGLcall("glGenFramebuffersEXT()");
55 TRACE("Created FBO %d\n", *fbo);
58 GL_EXTCALL(glBindFramebufferEXT(target, *fbo));
59 checkGLcall("glBindFramebuffer()");
62 /* GL locking is done by the caller */
63 static void context_clean_fbo_attachments(IWineD3DDeviceImpl *This)
65 unsigned int i;
67 for (i = 0; i < GL_LIMITS(buffers); ++i)
69 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, 0, 0));
70 checkGLcall("glFramebufferTexture2D()");
72 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
73 checkGLcall("glFramebufferTexture2D()");
75 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
76 checkGLcall("glFramebufferTexture2D()");
79 /* GL locking is done by the caller */
80 static void context_destroy_fbo(IWineD3DDeviceImpl *This, const GLuint *fbo)
82 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, *fbo));
83 checkGLcall("glBindFramebuffer()");
85 context_clean_fbo_attachments(This);
87 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
88 checkGLcall("glBindFramebuffer()");
89 GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo));
90 checkGLcall("glDeleteFramebuffers()");
93 /* GL locking is done by the caller */
94 static void context_apply_attachment_filter_states(IWineD3DDevice *iface, IWineD3DSurface *surface, BOOL force_preload)
96 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
97 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
98 IWineD3DBaseTextureImpl *texture_impl;
99 BOOL update_minfilter = FALSE;
100 BOOL update_magfilter = FALSE;
102 /* Update base texture states array */
103 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
105 if (texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
106 || texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
108 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
109 texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
110 update_minfilter = TRUE;
113 if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
115 texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
116 update_magfilter = TRUE;
119 if (texture_impl->baseTexture.bindCount)
121 WARN("Render targets should not be bound to a sampler\n");
122 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
125 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
128 if (update_minfilter || update_magfilter || force_preload)
130 GLenum target, bind_target;
131 GLint old_binding;
133 target = surface_impl->glDescription.target;
134 if (target == GL_TEXTURE_2D)
136 bind_target = GL_TEXTURE_2D;
137 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
138 } else if (target == GL_TEXTURE_RECTANGLE_ARB) {
139 bind_target = GL_TEXTURE_RECTANGLE_ARB;
140 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
141 } else {
142 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
143 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
146 surface_internal_preload(surface, SRGB_RGB);
148 glBindTexture(bind_target, surface_impl->glDescription.textureName);
149 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
150 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
151 glBindTexture(bind_target, old_binding);
154 checkGLcall("apply_attachment_filter_states()");
157 /* GL locking is done by the caller */
158 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
160 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
162 TRACE("Attach depth stencil %p\n", depth_stencil);
164 if (depth_stencil)
166 DWORD format_flags = depth_stencil_impl->resource.format_desc->Flags;
168 if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
170 if (format_flags & WINED3DFMT_FLAG_DEPTH)
172 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT,
173 GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
174 checkGLcall("glFramebufferRenderbufferEXT()");
177 if (format_flags & WINED3DFMT_FLAG_STENCIL)
179 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT,
180 GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
181 checkGLcall("glFramebufferRenderbufferEXT()");
184 else
186 context_apply_attachment_filter_states((IWineD3DDevice *)This, depth_stencil, TRUE);
188 if (format_flags & WINED3DFMT_FLAG_DEPTH)
190 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT,
191 depth_stencil_impl->glDescription.target, depth_stencil_impl->glDescription.textureName,
192 depth_stencil_impl->glDescription.level));
193 checkGLcall("glFramebufferTexture2DEXT()");
196 if (format_flags & WINED3DFMT_FLAG_STENCIL)
198 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT,
199 depth_stencil_impl->glDescription.target, depth_stencil_impl->glDescription.textureName,
200 depth_stencil_impl->glDescription.level));
201 checkGLcall("glFramebufferTexture2DEXT()");
205 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
207 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
208 checkGLcall("glFramebufferTexture2DEXT()");
211 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
213 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
214 checkGLcall("glFramebufferTexture2DEXT()");
217 else
219 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
220 checkGLcall("glFramebufferTexture2DEXT()");
222 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
223 checkGLcall("glFramebufferTexture2DEXT()");
227 /* GL locking is done by the caller */
228 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
230 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
232 TRACE("Attach surface %p to %u\n", surface, idx);
234 if (surface)
236 context_apply_attachment_filter_states((IWineD3DDevice *)This, surface, TRUE);
238 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->glDescription.target,
239 surface_impl->glDescription.textureName, surface_impl->glDescription.level));
240 checkGLcall("glFramebufferTexture2DEXT()");
241 } else {
242 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
243 checkGLcall("glFramebufferTexture2DEXT()");
247 /* GL locking is done by the caller */
248 static void context_check_fbo_status(IWineD3DDevice *iface)
250 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
251 GLenum status;
253 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
254 if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
256 TRACE("FBO complete\n");
257 } else {
258 IWineD3DSurfaceImpl *attachment;
259 unsigned int i;
260 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
262 /* Dump the FBO attachments */
263 for (i = 0; i < GL_LIMITS(buffers); ++i)
265 attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->render_targets[i];
266 if (attachment)
268 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
269 i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
270 attachment->pow2Width, attachment->pow2Height);
273 attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->depth_stencil;
274 if (attachment)
276 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
277 attachment, debug_d3dformat(attachment->resource.format_desc->format),
278 attachment->pow2Width, attachment->pow2Height);
283 static struct fbo_entry *context_create_fbo_entry(IWineD3DDevice *iface)
285 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
286 struct fbo_entry *entry;
288 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
289 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
290 memcpy(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
291 entry->depth_stencil = This->stencilBufferTarget;
292 entry->attached = FALSE;
293 entry->id = 0;
295 return entry;
298 /* GL locking is done by the caller */
299 static void context_reuse_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
301 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
303 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, entry->id));
304 checkGLcall("glBindFramebuffer()");
305 context_clean_fbo_attachments(This);
307 memcpy(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
308 entry->depth_stencil = This->stencilBufferTarget;
309 entry->attached = FALSE;
312 /* GL locking is done by the caller */
313 static void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, WineD3DContext *context, struct fbo_entry *entry)
315 if (entry->id)
317 TRACE("Destroy FBO %d\n", entry->id);
318 context_destroy_fbo(This, &entry->id);
320 --context->fbo_entry_count;
321 list_remove(&entry->entry);
322 HeapFree(GetProcessHeap(), 0, entry->render_targets);
323 HeapFree(GetProcessHeap(), 0, entry);
327 /* GL locking is done by the caller */
328 static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DContext *context)
330 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
331 struct fbo_entry *entry;
333 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
335 if (!memcmp(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
336 && entry->depth_stencil == This->stencilBufferTarget)
338 list_remove(&entry->entry);
339 list_add_head(&context->fbo_list, &entry->entry);
340 return entry;
344 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
346 entry = context_create_fbo_entry(iface);
347 list_add_head(&context->fbo_list, &entry->entry);
348 ++context->fbo_entry_count;
350 else
352 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
353 context_reuse_fbo_entry(iface, entry);
354 list_remove(&entry->entry);
355 list_add_head(&context->fbo_list, &entry->entry);
358 return entry;
361 /* GL locking is done by the caller */
362 static void context_apply_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
364 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
365 unsigned int i;
367 context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &entry->id);
369 if (!entry->attached)
371 /* Apply render targets */
372 for (i = 0; i < GL_LIMITS(buffers); ++i)
374 IWineD3DSurface *render_target = This->render_targets[i];
375 context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, i, render_target);
378 /* Apply depth targets */
379 if (This->stencilBufferTarget) {
380 unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
381 unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
383 surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
385 context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, This->stencilBufferTarget, TRUE);
387 entry->attached = TRUE;
388 } else {
389 for (i = 0; i < GL_LIMITS(buffers); ++i)
391 if (This->render_targets[i])
392 context_apply_attachment_filter_states(iface, This->render_targets[i], FALSE);
394 if (This->stencilBufferTarget)
395 context_apply_attachment_filter_states(iface, This->stencilBufferTarget, FALSE);
398 for (i = 0; i < GL_LIMITS(buffers); ++i)
400 if (This->render_targets[i])
401 This->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
402 else
403 This->draw_buffers[i] = GL_NONE;
407 /* GL locking is done by the caller */
408 static void context_apply_fbo_state(IWineD3DDevice *iface)
410 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
411 WineD3DContext *context = This->activeContext;
413 if (This->render_offscreen)
415 context->current_fbo = context_find_fbo_entry(iface, context);
416 context_apply_fbo_entry(iface, context->current_fbo);
417 } else {
418 context->current_fbo = NULL;
419 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
422 context_check_fbo_status(iface);
425 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
427 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
428 UINT i;
430 switch(type)
432 case WINED3DRTYPE_SURFACE:
434 if ((IWineD3DSurface *)resource == This->lastActiveRenderTarget)
436 IWineD3DSwapChainImpl *swapchain;
438 TRACE("Last active render target destroyed.\n");
440 /* Find a replacement surface for the currently active back
441 * buffer. The context manager does not do NULL checks, so
442 * switch to a valid target as long as the currently set
443 * surface is still valid. Use the surface of the implicit
444 * swpchain. If that is the same as the destroyed surface the
445 * device is destroyed and the lastActiveRenderTarget member
446 * shouldn't matter. */
447 swapchain = This->swapchains ? (IWineD3DSwapChainImpl *)This->swapchains[0] : NULL;
448 if (swapchain)
450 if (swapchain->backBuffer && swapchain->backBuffer[0] != (IWineD3DSurface *)resource)
452 TRACE("Activating primary back buffer.\n");
453 ActivateContext(This, swapchain->backBuffer[0], CTXUSAGE_RESOURCELOAD);
455 else if (!swapchain->backBuffer && swapchain->frontBuffer != (IWineD3DSurface *)resource)
457 /* Single buffering environment */
458 TRACE("Activating primary front buffer.\n");
460 ActivateContext(This, swapchain->frontBuffer, CTXUSAGE_RESOURCELOAD);
462 else
464 /* Implicit render target destroyed, that means the
465 * device is being destroyed whatever we set here, it
466 * shouldn't matter. */
467 TRACE("Device is being destroyed, setting lastActiveRenderTarget to 0xdeadbabe.\n");
469 This->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadbabe;
472 else
474 WARN("Render target set, but swapchain does not exist!\n");
476 /* May happen during ddraw uninitialization. */
477 This->lastActiveRenderTarget = (IWineD3DSurface *)0xdeadcafe;
480 else if (This->d3d_initialized)
482 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
485 for (i = 0; i < This->numContexts; ++i)
487 WineD3DContext *context = This->contexts[i];
488 struct fbo_entry *entry, *entry2;
490 ENTER_GL();
492 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
494 BOOL destroyed = FALSE;
495 UINT j;
497 for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j)
499 if (entry->render_targets[j] == (IWineD3DSurface *)resource)
501 context_destroy_fbo_entry(This, context, entry);
502 destroyed = TRUE;
506 if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
507 context_destroy_fbo_entry(This, context, entry);
510 LEAVE_GL();
513 break;
516 default:
517 break;
521 /*****************************************************************************
522 * Context_MarkStateDirty
524 * Marks a state in a context dirty. Only one context, opposed to
525 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
526 * contexts
528 * Params:
529 * context: Context to mark the state dirty in
530 * state: State to mark dirty
531 * StateTable: Pointer to the state table in use(for state grouping)
533 *****************************************************************************/
534 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) {
535 DWORD rep = StateTable[state].representative;
536 DWORD idx;
537 BYTE shift;
539 if(!rep || isStateDirty(context, rep)) return;
541 context->dirtyArray[context->numDirtyEntries++] = rep;
542 idx = rep >> 5;
543 shift = rep & 0x1f;
544 context->isStateDirty[idx] |= (1 << shift);
547 /*****************************************************************************
548 * AddContextToArray
550 * Adds a context to the context array. Helper function for CreateContext
552 * This method is not called in performance-critical code paths, only when a
553 * new render target or swapchain is created. Thus performance is not an issue
554 * here.
556 * Params:
557 * This: Device to add the context for
558 * hdc: device context
559 * glCtx: WGL context to add
560 * pbuffer: optional pbuffer used with this context
562 *****************************************************************************/
563 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
564 WineD3DContext **oldArray = This->contexts;
565 DWORD state;
567 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
568 if(This->contexts == NULL) {
569 ERR("Unable to grow the context array\n");
570 This->contexts = oldArray;
571 return NULL;
573 if(oldArray) {
574 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
577 This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
578 if(This->contexts[This->numContexts] == NULL) {
579 ERR("Unable to allocate a new context\n");
580 HeapFree(GetProcessHeap(), 0, This->contexts);
581 This->contexts = oldArray;
582 return NULL;
585 This->contexts[This->numContexts]->hdc = hdc;
586 This->contexts[This->numContexts]->glCtx = glCtx;
587 This->contexts[This->numContexts]->pbuffer = pbuffer;
588 This->contexts[This->numContexts]->win_handle = win_handle;
589 HeapFree(GetProcessHeap(), 0, oldArray);
591 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
593 for(state = 0; state <= STATE_HIGHEST; state++) {
594 Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
597 This->numContexts++;
598 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
599 return This->contexts[This->numContexts - 1];
602 /* This function takes care of WineD3D pixel format selection. */
603 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
604 const struct GlPixelFormatDesc *color_format_desc, const struct GlPixelFormatDesc *ds_format_desc,
605 BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
607 int iPixelFormat=0;
608 unsigned int matchtry;
609 short redBits, greenBits, blueBits, alphaBits, colorBits;
610 short depthBits=0, stencilBits=0;
612 struct match_type {
613 BOOL require_aux;
614 BOOL exact_alpha;
615 BOOL exact_color;
616 } matches[] = {
617 /* First, try without alpha match buffers. MacOS supports aux buffers only
618 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
619 * Then try without aux buffers - this is the most common cause for not
620 * finding a pixel format. Also some drivers(the open source ones)
621 * only offer 32 bit ARB pixel formats. First try without an exact alpha
622 * match, then try without an exact alpha and color match.
624 { TRUE, TRUE, TRUE },
625 { TRUE, FALSE, TRUE },
626 { FALSE, TRUE, TRUE },
627 { FALSE, FALSE, TRUE },
628 { TRUE, FALSE, FALSE },
629 { FALSE, FALSE, FALSE },
632 int i = 0;
633 int nCfgs = This->adapter->nCfgs;
635 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
636 debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
637 auxBuffers, numSamples, pbuffer, findCompatible);
639 if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
641 ERR("Unable to get color bits for format %s (%#x)!\n",
642 debug_d3dformat(color_format_desc->format), color_format_desc->format);
643 return 0;
646 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
647 * You are able to add a depth + stencil surface at a later stage when you need it.
648 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
649 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
650 * context, need torecreate shaders, textures and other resources.
652 * The context manager already takes care of the state problem and for the other tasks code from Reset
653 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
654 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
655 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
656 * issue needs to be fixed. */
657 if (ds_format_desc->format != WINED3DFMT_D24S8)
659 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
660 ds_format_desc = getFormatDescEntry(WINED3DFMT_D24S8, &This->adapter->gl_info);
663 getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
665 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
666 for(i=0; i<nCfgs; i++) {
667 BOOL exactDepthMatch = TRUE;
668 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
670 /* For now only accept RGBA formats. Perhaps some day we will
671 * allow floating point formats for pbuffers. */
672 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
673 continue;
675 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
676 if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
677 continue;
679 /* We like to have aux buffers in backbuffer mode */
680 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
681 continue;
683 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
684 if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
685 continue;
687 if(matches[matchtry].exact_color) {
688 if(cfg->redSize != redBits)
689 continue;
690 if(cfg->greenSize != greenBits)
691 continue;
692 if(cfg->blueSize != blueBits)
693 continue;
694 } else {
695 if(cfg->redSize < redBits)
696 continue;
697 if(cfg->greenSize < greenBits)
698 continue;
699 if(cfg->blueSize < blueBits)
700 continue;
702 if(matches[matchtry].exact_alpha) {
703 if(cfg->alphaSize != alphaBits)
704 continue;
705 } else {
706 if(cfg->alphaSize < alphaBits)
707 continue;
710 /* We try to locate a format which matches our requirements exactly. In case of
711 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
712 if(cfg->depthSize < depthBits)
713 continue;
714 else if(cfg->depthSize > depthBits)
715 exactDepthMatch = FALSE;
717 /* In all cases make sure the number of stencil bits matches our requirements
718 * even when we don't need stencil because it could affect performance EXCEPT
719 * on cards which don't offer depth formats without stencil like the i915 drivers
720 * on Linux. */
721 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
722 continue;
724 /* Check multisampling support */
725 if(cfg->numSamples != numSamples)
726 continue;
728 /* When we have passed all the checks then we have found a format which matches our
729 * requirements. Note that we only check for a limit number of capabilities right now,
730 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
731 * can still differ in things like multisampling, stereo, SRGB and other flags.
734 /* Exit the loop as we have found a format :) */
735 if(exactDepthMatch) {
736 iPixelFormat = cfg->iPixelFormat;
737 break;
738 } else if(!iPixelFormat) {
739 /* In the end we might end up with a format which doesn't exactly match our depth
740 * requirements. Accept the first format we found because formats with higher iPixelFormat
741 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
742 iPixelFormat = cfg->iPixelFormat;
747 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
748 if(!iPixelFormat && !findCompatible) {
749 ERR("Can't find a suitable iPixelFormat\n");
750 return FALSE;
751 } else if(!iPixelFormat) {
752 PIXELFORMATDESCRIPTOR pfd;
754 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
755 /* PixelFormat selection */
756 ZeroMemory(&pfd, sizeof(pfd));
757 pfd.nSize = sizeof(pfd);
758 pfd.nVersion = 1;
759 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
760 pfd.iPixelType = PFD_TYPE_RGBA;
761 pfd.cAlphaBits = alphaBits;
762 pfd.cColorBits = colorBits;
763 pfd.cDepthBits = depthBits;
764 pfd.cStencilBits = stencilBits;
765 pfd.iLayerType = PFD_MAIN_PLANE;
767 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
768 if(!iPixelFormat) {
769 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
770 ERR("Can't find a suitable iPixelFormat\n");
771 return FALSE;
775 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
776 iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
777 return iPixelFormat;
780 /*****************************************************************************
781 * CreateContext
783 * Creates a new context for a window, or a pbuffer context.
785 * * Params:
786 * This: Device to activate the context for
787 * target: Surface this context will render to
788 * win_handle: handle to the window which we are drawing to
789 * create_pbuffer: tells whether to create a pbuffer or not
790 * pPresentParameters: contains the pixelformats to use for onscreen rendering
792 *****************************************************************************/
793 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
794 HDC oldDrawable, hdc;
795 HPBUFFERARB pbuffer = NULL;
796 HGLRC ctx = NULL, oldCtx;
797 WineD3DContext *ret = NULL;
798 unsigned int s;
800 TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
802 if(create_pbuffer) {
803 HDC hdc_parent = GetDC(win_handle);
804 int iPixelFormat = 0;
806 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
807 const struct GlPixelFormatDesc *ds_format_desc = StencilSurface
808 ? ((IWineD3DSurfaceImpl *)StencilSurface)->resource.format_desc
809 : getFormatDescEntry(WINED3DFMT_UNKNOWN, &This->adapter->gl_info);
811 /* Try to find a pixel format with pbuffer support. */
812 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
813 ds_format_desc, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */,
814 FALSE /* findCompatible */);
815 if(!iPixelFormat) {
816 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
818 /* For some reason we weren't able to find a format, try to find something instead of crashing.
819 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
820 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
821 ds_format_desc, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */,
822 TRUE /* findCompatible */);
825 /* This shouldn't happen as ChoosePixelFormat always returns something */
826 if(!iPixelFormat) {
827 ERR("Unable to locate a pixel format for a pbuffer\n");
828 ReleaseDC(win_handle, hdc_parent);
829 goto out;
832 TRACE("Creating a pBuffer drawable for the new context\n");
833 pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
834 if(!pbuffer) {
835 ERR("Cannot create a pbuffer\n");
836 ReleaseDC(win_handle, hdc_parent);
837 goto out;
840 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
841 hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
842 if(!hdc) {
843 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
844 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
845 ReleaseDC(win_handle, hdc_parent);
846 goto out;
848 ReleaseDC(win_handle, hdc_parent);
849 } else {
850 PIXELFORMATDESCRIPTOR pfd;
851 int iPixelFormat;
852 int res;
853 const struct GlPixelFormatDesc *color_format_desc = target->resource.format_desc;
854 const struct GlPixelFormatDesc *ds_format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN,
855 &This->adapter->gl_info);
856 BOOL auxBuffers = FALSE;
857 int numSamples = 0;
859 hdc = GetDC(win_handle);
860 if(hdc == NULL) {
861 ERR("Cannot retrieve a device context!\n");
862 goto out;
865 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
866 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
867 auxBuffers = TRUE;
869 if (color_format_desc->format == WINED3DFMT_X4R4G4B4)
870 color_format_desc = getFormatDescEntry(WINED3DFMT_A4R4G4B4, &This->adapter->gl_info);
871 else if (color_format_desc->format == WINED3DFMT_X8R8G8B8)
872 color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info);
875 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
876 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
877 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
878 * a format with 8bit alpha, so request A8R8G8B8. */
879 if (color_format_desc->format == WINED3DFMT_P8)
880 color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info);
882 /* Retrieve the depth stencil format from the present parameters.
883 * The choice of the proper format can give a nice performance boost
884 * in case of GPU limited programs. */
885 if(pPresentParms->EnableAutoDepthStencil) {
886 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
887 ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, &This->adapter->gl_info);
890 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
891 if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
892 if(!GL_SUPPORT(ARB_MULTISAMPLE))
893 ERR("The program is requesting multisampling without support!\n");
894 else {
895 ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
896 numSamples = pPresentParms->MultiSampleType;
900 /* Try to find a pixel format which matches our requirements */
901 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
902 auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
904 /* Try to locate a compatible format if we weren't able to find anything */
905 if(!iPixelFormat) {
906 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
907 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
908 auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
911 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
912 if(!iPixelFormat) {
913 ERR("Can't find a suitable iPixelFormat\n");
914 return FALSE;
917 DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
918 res = SetPixelFormat(hdc, iPixelFormat, NULL);
919 if(!res) {
920 int oldPixelFormat = GetPixelFormat(hdc);
922 /* By default WGL doesn't allow pixel format adjustments but we need it here.
923 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
924 * set the pixel format multiple times. Only use it when it is really needed. */
926 if(oldPixelFormat == iPixelFormat) {
927 /* We don't have to do anything as the formats are the same :) */
928 } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
929 res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
931 if(!res) {
932 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
933 return FALSE;
935 } else if(oldPixelFormat) {
936 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
937 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
938 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
939 } else {
940 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
941 return FALSE;
946 ctx = pwglCreateContext(hdc);
947 if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
949 if(!ctx) {
950 ERR("Failed to create a WGL context\n");
951 if(create_pbuffer) {
952 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
953 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
955 goto out;
957 ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
958 if(!ret) {
959 ERR("Failed to add the newly created context to the context list\n");
960 pwglDeleteContext(ctx);
961 if(create_pbuffer) {
962 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
963 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
965 goto out;
967 ret->surface = (IWineD3DSurface *) target;
968 ret->isPBuffer = create_pbuffer;
969 ret->tid = GetCurrentThreadId();
970 if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
971 /* Create the dirty constants array and initialize them to dirty */
972 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
973 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
974 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
975 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
976 memset(ret->vshader_const_dirty, 1,
977 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
978 memset(ret->pshader_const_dirty, 1,
979 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
982 TRACE("Successfully created new context %p\n", ret);
984 list_init(&ret->fbo_list);
986 /* Set up the context defaults */
987 oldCtx = pwglGetCurrentContext();
988 oldDrawable = pwglGetCurrentDC();
989 if(oldCtx && oldDrawable) {
990 /* See comment in ActivateContext context switching */
991 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
993 if(pwglMakeCurrent(hdc, ctx) == FALSE) {
994 ERR("Cannot activate context to set up defaults\n");
995 goto out;
998 ENTER_GL();
1000 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1002 TRACE("Setting up the screen\n");
1003 /* Clear the screen */
1004 glClearColor(1.0, 0.0, 0.0, 0.0);
1005 checkGLcall("glClearColor");
1006 glClearIndex(0);
1007 glClearDepth(1);
1008 glClearStencil(0xffff);
1010 checkGLcall("glClear");
1012 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1013 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1015 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1016 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1018 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1019 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1021 glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
1022 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
1023 glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
1024 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
1026 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
1027 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1028 * and textures in DIB sections(due to the memory protection).
1030 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1031 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1033 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
1034 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1035 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1036 * GL_VERTEX_BLEND_ARB isn't enabled too
1038 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1039 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1041 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1042 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1043 * the previous texture where to source the offset from is always unit - 1.
1045 for(s = 1; s < GL_LIMITS(textures); s++) {
1046 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1047 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1048 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
1051 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1052 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1053 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1054 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1055 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1056 * is ever assigned.
1058 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1059 * program and the dummy program is destroyed when the context is destroyed.
1061 const char *dummy_program =
1062 "!!ARBfp1.0\n"
1063 "MOV result.color, fragment.color.primary;\n"
1064 "END\n";
1065 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1066 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1067 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1070 for(s = 0; s < GL_LIMITS(point_sprite_units); s++) {
1071 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1072 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1073 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
1075 LEAVE_GL();
1077 /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
1078 * but enable it for the first context we create, and reenable it on the old context
1080 if(oldDrawable && oldCtx) {
1081 if (!pwglMakeCurrent(oldDrawable, oldCtx))
1083 ERR("Failed to make previous GL context %p current.\n", oldCtx);
1085 } else {
1086 context_set_last_device(This);
1088 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1090 return ret;
1092 out:
1093 return NULL;
1096 /*****************************************************************************
1097 * RemoveContextFromArray
1099 * Removes a context from the context manager. The opengl context is not
1100 * destroyed or unset. context is not a valid pointer after that call.
1102 * Similar to the former call this isn't a performance critical function. A
1103 * helper function for DestroyContext.
1105 * Params:
1106 * This: Device to activate the context for
1107 * context: Context to remove
1109 *****************************************************************************/
1110 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
1111 WineD3DContext **new_array;
1112 BOOL found = FALSE;
1113 UINT i;
1115 TRACE("Removing ctx %p\n", context);
1117 for (i = 0; i < This->numContexts; ++i)
1119 if (This->contexts[i] == context)
1121 HeapFree(GetProcessHeap(), 0, context);
1122 found = TRUE;
1123 break;
1127 if (!found)
1129 ERR("Context %p doesn't exist in context array\n", context);
1130 return;
1133 while (i < This->numContexts - 1)
1135 This->contexts[i] = This->contexts[i + 1];
1136 ++i;
1139 --This->numContexts;
1140 if (!This->numContexts)
1142 HeapFree(GetProcessHeap(), 0, This->contexts);
1143 This->contexts = NULL;
1144 return;
1147 new_array = HeapReAlloc(GetProcessHeap(), 0, This->contexts, This->numContexts * sizeof(*This->contexts));
1148 if (!new_array)
1150 ERR("Failed to shrink context array. Oh well.\n");
1151 return;
1154 This->contexts = new_array;
1157 /*****************************************************************************
1158 * DestroyContext
1160 * Destroys a wineD3DContext
1162 * Params:
1163 * This: Device to activate the context for
1164 * context: Context to destroy
1166 *****************************************************************************/
1167 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
1168 struct fbo_entry *entry, *entry2;
1169 BOOL has_glctx;
1171 TRACE("Destroying ctx %p\n", context);
1173 /* The correct GL context needs to be active to cleanup the GL resources below */
1174 has_glctx = pwglMakeCurrent(context->hdc, context->glCtx);
1175 context_set_last_device(NULL);
1177 if (!has_glctx) WARN("Failed to activate context. Window already destroyed?\n");
1179 ENTER_GL();
1181 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
1182 if (!has_glctx) entry->id = 0;
1183 context_destroy_fbo_entry(This, context, entry);
1185 if (has_glctx)
1187 if (context->src_fbo)
1189 TRACE("Destroy src FBO %d\n", context->src_fbo);
1190 context_destroy_fbo(This, &context->src_fbo);
1192 if (context->dst_fbo)
1194 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
1195 context_destroy_fbo(This, &context->dst_fbo);
1197 if (context->dummy_arbfp_prog)
1199 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
1203 LEAVE_GL();
1205 if (This->activeContext == context)
1207 This->activeContext = NULL;
1208 TRACE("Destroying the active context.\n");
1211 /* Cleanup the GL context */
1212 if (!pwglMakeCurrent(NULL, NULL))
1214 ERR("Failed to disable GL context.\n");
1217 if(context->isPBuffer) {
1218 GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
1219 GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
1220 } else ReleaseDC(context->win_handle, context->hdc);
1221 pwglDeleteContext(context->glCtx);
1223 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1224 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1225 RemoveContextFromArray(This, context);
1228 /* GL locking is done by the caller */
1229 static inline void set_blit_dimension(UINT width, UINT height) {
1230 glMatrixMode(GL_PROJECTION);
1231 checkGLcall("glMatrixMode(GL_PROJECTION)");
1232 glLoadIdentity();
1233 checkGLcall("glLoadIdentity()");
1234 glOrtho(0, width, height, 0, 0.0, -1.0);
1235 checkGLcall("glOrtho");
1236 glViewport(0, 0, width, height);
1237 checkGLcall("glViewport");
1240 /*****************************************************************************
1241 * SetupForBlit
1243 * Sets up a context for DirectDraw blitting.
1244 * All texture units are disabled, texture unit 0 is set as current unit
1245 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1246 * color writing enabled for all channels
1247 * register combiners disabled, shaders disabled
1248 * world matrix is set to identity, texture matrix 0 too
1249 * projection matrix is setup for drawing screen coordinates
1251 * Params:
1252 * This: Device to activate the context for
1253 * context: Context to setup
1254 * width: render target width
1255 * height: render target height
1257 *****************************************************************************/
1258 /* Context activation is done by the caller. */
1259 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
1260 int i, sampler;
1261 const struct StateEntry *StateTable = This->StateTable;
1263 TRACE("Setting up context %p for blitting\n", context);
1264 if(context->last_was_blit) {
1265 if(context->blit_w != width || context->blit_h != height) {
1266 ENTER_GL();
1267 set_blit_dimension(width, height);
1268 LEAVE_GL();
1269 context->blit_w = width; context->blit_h = height;
1270 /* No need to dirtify here, the states are still dirtified because they weren't
1271 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1272 * be set
1275 TRACE("Context is already set up for blitting, nothing to do\n");
1276 return;
1278 context->last_was_blit = TRUE;
1280 /* TODO: Use a display list */
1282 /* Disable shaders */
1283 ENTER_GL();
1284 This->shader_backend->shader_select((IWineD3DDevice *)This, FALSE, FALSE);
1285 LEAVE_GL();
1287 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1288 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1290 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1291 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1292 * which can safely be called from here, we only lock once instead locking/unlocking
1293 * after each GL call.
1295 ENTER_GL();
1297 /* Disable all textures. The caller can then bind a texture it wants to blit
1298 * from
1300 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1301 * function texture unit. No need to care for higher samplers
1303 for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
1304 sampler = This->rev_tex_unit_map[i];
1305 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1306 checkGLcall("glActiveTextureARB");
1308 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1309 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1310 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1312 glDisable(GL_TEXTURE_3D);
1313 checkGLcall("glDisable GL_TEXTURE_3D");
1314 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1315 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1316 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1318 glDisable(GL_TEXTURE_2D);
1319 checkGLcall("glDisable GL_TEXTURE_2D");
1321 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1322 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1324 if (sampler != -1) {
1325 if (sampler < MAX_TEXTURES) {
1326 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1328 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1331 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1332 checkGLcall("glActiveTextureARB");
1334 sampler = This->rev_tex_unit_map[0];
1336 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1337 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1338 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1340 glDisable(GL_TEXTURE_3D);
1341 checkGLcall("glDisable GL_TEXTURE_3D");
1342 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1343 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1344 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1346 glDisable(GL_TEXTURE_2D);
1347 checkGLcall("glDisable GL_TEXTURE_2D");
1349 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1351 glMatrixMode(GL_TEXTURE);
1352 checkGLcall("glMatrixMode(GL_TEXTURE)");
1353 glLoadIdentity();
1354 checkGLcall("glLoadIdentity()");
1356 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1357 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1358 GL_TEXTURE_LOD_BIAS_EXT,
1359 0.0);
1360 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1363 if (sampler != -1) {
1364 if (sampler < MAX_TEXTURES) {
1365 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1366 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1368 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1371 /* Other misc states */
1372 glDisable(GL_ALPHA_TEST);
1373 checkGLcall("glDisable(GL_ALPHA_TEST)");
1374 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1375 glDisable(GL_LIGHTING);
1376 checkGLcall("glDisable GL_LIGHTING");
1377 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1378 glDisable(GL_DEPTH_TEST);
1379 checkGLcall("glDisable GL_DEPTH_TEST");
1380 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1381 glDisableWINE(GL_FOG);
1382 checkGLcall("glDisable GL_FOG");
1383 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1384 glDisable(GL_BLEND);
1385 checkGLcall("glDisable GL_BLEND");
1386 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1387 glDisable(GL_CULL_FACE);
1388 checkGLcall("glDisable GL_CULL_FACE");
1389 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1390 glDisable(GL_STENCIL_TEST);
1391 checkGLcall("glDisable GL_STENCIL_TEST");
1392 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1393 glDisable(GL_SCISSOR_TEST);
1394 checkGLcall("glDisable GL_SCISSOR_TEST");
1395 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1396 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
1397 glDisable(GL_POINT_SPRITE_ARB);
1398 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1399 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1401 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1402 checkGLcall("glColorMask");
1403 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1404 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
1405 glDisable(GL_COLOR_SUM_EXT);
1406 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1407 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1410 /* Setup transforms */
1411 glMatrixMode(GL_MODELVIEW);
1412 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1413 glLoadIdentity();
1414 checkGLcall("glLoadIdentity()");
1415 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1417 context->last_was_rhw = TRUE;
1418 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1420 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1421 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1422 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1423 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1424 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1425 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1426 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1428 set_blit_dimension(width, height);
1430 LEAVE_GL();
1432 context->blit_w = width; context->blit_h = height;
1433 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1434 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1437 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1440 /*****************************************************************************
1441 * findThreadContextForSwapChain
1443 * Searches a swapchain for all contexts and picks one for the thread tid.
1444 * If none can be found the swapchain is requested to create a new context
1446 *****************************************************************************/
1447 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
1448 unsigned int i;
1450 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1451 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1452 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1457 /* Create a new context for the thread */
1458 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
1461 /*****************************************************************************
1462 * FindContext
1464 * Finds a context for the current render target and thread
1466 * Parameters:
1467 * target: Render target to find the context for
1468 * tid: Thread to activate the context for
1470 * Returns: The needed context
1472 *****************************************************************************/
1473 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
1474 IWineD3DSwapChain *swapchain = NULL;
1475 BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
1476 WineD3DContext *context = This->activeContext;
1477 BOOL oldRenderOffscreen = This->render_offscreen;
1478 const struct GlPixelFormatDesc *old = ((IWineD3DSurfaceImpl *)This->lastActiveRenderTarget)->resource.format_desc;
1479 const struct GlPixelFormatDesc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
1480 const struct StateEntry *StateTable = This->StateTable;
1482 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1483 * the alpha blend state changes with different render target formats
1485 if (old->format != new->format)
1487 /* Disable blending when the alpha mask has changed and when a format doesn't support blending */
1488 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
1489 || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
1491 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1495 if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1496 TRACE("Rendering onscreen\n");
1498 context = findThreadContextForSwapChain(swapchain, tid);
1500 This->render_offscreen = FALSE;
1501 /* The context != This->activeContext will catch a NOP context change. This can occur
1502 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1503 * rendering. No context change is needed in that case
1506 if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1507 if(This->pbufferContext && tid == This->pbufferContext->tid) {
1508 This->pbufferContext->tid = 0;
1511 IWineD3DSwapChain_Release(swapchain);
1513 if(oldRenderOffscreen) {
1514 Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1515 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1516 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1517 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1518 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1521 } else {
1522 TRACE("Rendering offscreen\n");
1523 This->render_offscreen = TRUE;
1525 switch(wined3d_settings.offscreen_rendering_mode) {
1526 case ORM_FBO:
1527 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
1528 if(This->activeContext && tid == This->lastThread) {
1529 context = This->activeContext;
1530 } else {
1531 /* This may happen if the app jumps straight into offscreen rendering
1532 * Start using the context of the primary swapchain. tid == 0 is no problem
1533 * for findThreadContextForSwapChain.
1535 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1536 * is perfect to call.
1538 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1540 break;
1542 case ORM_PBUFFER:
1544 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
1545 if(This->pbufferContext == NULL ||
1546 This->pbufferWidth < targetimpl->currentDesc.Width ||
1547 This->pbufferHeight < targetimpl->currentDesc.Height) {
1548 if(This->pbufferContext) {
1549 DestroyContext(This, This->pbufferContext);
1552 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
1553 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
1555 This->pbufferContext = CreateContext(This, targetimpl,
1556 ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
1557 TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
1558 This->pbufferWidth = targetimpl->currentDesc.Width;
1559 This->pbufferHeight = targetimpl->currentDesc.Height;
1562 if(This->pbufferContext) {
1563 if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
1564 FIXME("The PBuffr context is only supported for one thread for now!\n");
1566 This->pbufferContext->tid = tid;
1567 context = This->pbufferContext;
1568 break;
1569 } else {
1570 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
1571 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1575 case ORM_BACKBUFFER:
1576 /* Stay with the currently active context for back buffer rendering */
1577 if(This->activeContext && tid == This->lastThread) {
1578 context = This->activeContext;
1579 } else {
1580 /* This may happen if the app jumps straight into offscreen rendering
1581 * Start using the context of the primary swapchain. tid == 0 is no problem
1582 * for findThreadContextForSwapChain.
1584 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1585 * is perfect to call.
1587 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1589 break;
1592 if(!oldRenderOffscreen) {
1593 Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1594 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1595 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1596 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1597 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1601 /* When switching away from an offscreen render target, and we're not using FBOs,
1602 * we have to read the drawable into the texture. This is done via PreLoad(and
1603 * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1604 * PreLoad needs a GL context, and FindContext is called before the context is activated.
1605 * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1606 * is read. This leads to these possible situations:
1608 * 0) lastActiveRenderTarget == target && oldTid == newTid:
1609 * Nothing to do, we don't even reach this code in this case...
1611 * 1) lastActiveRenderTarget != target && oldTid == newTid:
1612 * The currently active context is OK for readback. Call PreLoad, and it
1613 * performs the read
1615 * 2) lastActiveRenderTarget == target && oldTid != newTid:
1616 * Nothing to do - the drawable is unchanged
1618 * 3) lastActiveRenderTarget != target && oldTid != newTid:
1619 * This is tricky. We have to get a context with the old drawable from somewhere
1620 * before we can switch to the new context. In this case, PreLoad calls
1621 * ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1622 * is case (2) then. The old drawable is activated for the new thread, and the
1623 * readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1624 * After that, the outer ActivateContext(which calls PreLoad) can activate the new
1625 * target for the new thread
1627 if (readTexture && This->lastActiveRenderTarget != target) {
1628 BOOL oldInDraw = This->isInDraw;
1630 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1631 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1632 * when using offscreen rendering with multithreading
1634 This->isInDraw = TRUE;
1636 /* Do that before switching the context:
1637 * Read the back buffer of the old drawable into the destination texture
1639 if(((IWineD3DSurfaceImpl *)This->lastActiveRenderTarget)->glDescription.srgbTextureName) {
1640 surface_internal_preload(This->lastActiveRenderTarget, SRGB_BOTH);
1641 } else {
1642 surface_internal_preload(This->lastActiveRenderTarget, SRGB_RGB);
1645 /* Assume that the drawable will be modified by some other things now */
1646 IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
1648 This->isInDraw = oldInDraw;
1651 return context;
1654 /* Context activation is done by the caller. */
1655 static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target, BOOL blit)
1657 IWineD3DSwapChain *swapchain;
1659 if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1661 IWineD3DSwapChain_Release((IUnknown *)swapchain);
1662 ENTER_GL();
1663 glDrawBuffer(surface_get_gl_buffer(target, swapchain));
1664 checkGLcall("glDrawBuffers()");
1665 LEAVE_GL();
1667 else
1669 ENTER_GL();
1670 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1672 if (!blit)
1674 if (GL_SUPPORT(ARB_DRAW_BUFFERS))
1676 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
1677 checkGLcall("glDrawBuffers()");
1679 else
1681 glDrawBuffer(This->draw_buffers[0]);
1682 checkGLcall("glDrawBuffer()");
1684 } else {
1685 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
1686 checkGLcall("glDrawBuffer()");
1689 else
1691 glDrawBuffer(This->offscreenBuffer);
1692 checkGLcall("glDrawBuffer()");
1694 LEAVE_GL();
1698 /*****************************************************************************
1699 * ActivateContext
1701 * Finds a rendering context and drawable matching the device and render
1702 * target for the current thread, activates them and puts them into the
1703 * requested state.
1705 * Params:
1706 * This: Device to activate the context for
1707 * target: Requested render target
1708 * usage: Prepares the context for blitting, drawing or other actions
1710 *****************************************************************************/
1711 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
1712 DWORD tid = GetCurrentThreadId();
1713 DWORD i, dirtyState, idx;
1714 BYTE shift;
1715 WineD3DContext *context;
1716 const struct StateEntry *StateTable = This->StateTable;
1718 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
1719 if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
1720 context = FindContext(This, target, tid);
1721 context->draw_buffer_dirty = TRUE;
1722 This->lastActiveRenderTarget = target;
1723 This->lastThread = tid;
1724 } else {
1725 /* Stick to the old context */
1726 context = This->activeContext;
1729 /* Activate the opengl context */
1730 if(last_device != This || context != This->activeContext) {
1731 BOOL ret;
1733 /* Prevent an unneeded context switch as those are expensive */
1734 if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) {
1735 TRACE("Already using gl context %p\n", context->glCtx);
1737 else {
1738 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
1740 ret = pwglMakeCurrent(context->hdc, context->glCtx);
1741 if(ret == FALSE) {
1742 ERR("Failed to activate the new context\n");
1743 } else if(!context->last_was_blit) {
1744 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1745 } else {
1746 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1749 if(This->activeContext->vshader_const_dirty) {
1750 memset(This->activeContext->vshader_const_dirty, 1,
1751 sizeof(*This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1753 if(This->activeContext->pshader_const_dirty) {
1754 memset(This->activeContext->pshader_const_dirty, 1,
1755 sizeof(*This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1757 This->activeContext = context;
1758 context_set_last_device(This);
1761 switch (usage) {
1762 case CTXUSAGE_CLEAR:
1763 case CTXUSAGE_DRAWPRIM:
1764 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1765 ENTER_GL();
1766 context_apply_fbo_state((IWineD3DDevice *)This);
1767 LEAVE_GL();
1769 if (context->draw_buffer_dirty) {
1770 apply_draw_buffer(This, target, FALSE);
1771 context->draw_buffer_dirty = FALSE;
1773 break;
1775 case CTXUSAGE_BLIT:
1776 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1777 if (This->render_offscreen) {
1778 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
1779 ENTER_GL();
1780 context_bind_fbo((IWineD3DDevice *)This, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
1781 context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, target);
1782 context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, NULL, FALSE);
1783 LEAVE_GL();
1784 } else {
1785 ENTER_GL();
1786 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
1787 checkGLcall("glFramebufferRenderbufferEXT");
1788 LEAVE_GL();
1790 context->draw_buffer_dirty = TRUE;
1792 if (context->draw_buffer_dirty) {
1793 apply_draw_buffer(This, target, TRUE);
1794 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1795 context->draw_buffer_dirty = FALSE;
1798 break;
1800 default:
1801 break;
1804 switch(usage) {
1805 case CTXUSAGE_RESOURCELOAD:
1806 /* This does not require any special states to be set up */
1807 break;
1809 case CTXUSAGE_CLEAR:
1810 if(context->last_was_blit) {
1811 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1814 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1815 * blending when clearing improves the clearing performance incredibly.
1817 ENTER_GL();
1818 glDisable(GL_BLEND);
1819 LEAVE_GL();
1820 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1822 ENTER_GL();
1823 glEnable(GL_SCISSOR_TEST);
1824 checkGLcall("glEnable GL_SCISSOR_TEST");
1825 LEAVE_GL();
1826 context->last_was_blit = FALSE;
1827 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1828 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1829 break;
1831 case CTXUSAGE_DRAWPRIM:
1832 /* This needs all dirty states applied */
1833 if(context->last_was_blit) {
1834 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1837 IWineD3DDeviceImpl_FindTexUnitMap(This);
1839 ENTER_GL();
1840 for(i=0; i < context->numDirtyEntries; i++) {
1841 dirtyState = context->dirtyArray[i];
1842 idx = dirtyState >> 5;
1843 shift = dirtyState & 0x1f;
1844 context->isStateDirty[idx] &= ~(1 << shift);
1845 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
1847 LEAVE_GL();
1848 context->numDirtyEntries = 0; /* This makes the whole list clean */
1849 context->last_was_blit = FALSE;
1850 break;
1852 case CTXUSAGE_BLIT:
1853 SetupForBlit(This, context,
1854 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
1855 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
1856 break;
1858 default:
1859 FIXME("Unexpected context usage requested\n");
1863 WineD3DContext *getActiveContext(void) {
1864 return last_device->activeContext;