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 (*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
)
44 /* FBO helper functions */
46 /* GL locking is done by the caller */
47 void context_bind_fbo(struct WineD3DContext
*context
, GLenum target
, GLuint
*fbo
)
49 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
60 GL_EXTCALL(glGenFramebuffersEXT(1, fbo
));
61 checkGLcall("glGenFramebuffersEXT()");
62 TRACE("Created FBO %u.\n", *fbo
);
69 case GL_READ_FRAMEBUFFER_EXT
:
70 if (context
->fbo_read_binding
== f
) return;
71 context
->fbo_read_binding
= f
;
74 case GL_DRAW_FRAMEBUFFER_EXT
:
75 if (context
->fbo_draw_binding
== f
) return;
76 context
->fbo_draw_binding
= f
;
79 case GL_FRAMEBUFFER_EXT
:
80 if (context
->fbo_read_binding
== f
81 && context
->fbo_draw_binding
== f
) return;
82 context
->fbo_read_binding
= f
;
83 context
->fbo_draw_binding
= f
;
87 FIXME("Unhandled target %#x.\n", target
);
91 GL_EXTCALL(glBindFramebufferEXT(target
, f
));
92 checkGLcall("glBindFramebuffer()");
95 /* GL locking is done by the caller */
96 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
)
100 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
102 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
, GL_COLOR_ATTACHMENT0_EXT
+ i
, GL_TEXTURE_2D
, 0, 0));
103 checkGLcall("glFramebufferTexture2D()");
105 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
, GL_DEPTH_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
106 checkGLcall("glFramebufferTexture2D()");
108 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
, GL_STENCIL_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
109 checkGLcall("glFramebufferTexture2D()");
112 /* GL locking is done by the caller */
113 static void context_destroy_fbo(struct WineD3DContext
*context
, GLuint
*fbo
)
115 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
117 context_bind_fbo(context
, GL_FRAMEBUFFER_EXT
, fbo
);
118 context_clean_fbo_attachments(gl_info
);
119 context_bind_fbo(context
, GL_FRAMEBUFFER_EXT
, NULL
);
121 GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo
));
122 checkGLcall("glDeleteFramebuffers()");
125 /* GL locking is done by the caller */
126 static void context_apply_attachment_filter_states(IWineD3DSurface
*surface
, BOOL force_preload
)
128 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
129 IWineD3DDeviceImpl
*device
= surface_impl
->resource
.wineD3DDevice
;
130 IWineD3DBaseTextureImpl
*texture_impl
;
131 BOOL update_minfilter
= FALSE
;
132 BOOL update_magfilter
= FALSE
;
134 /* Update base texture states array */
135 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface
, &IID_IWineD3DBaseTexture
, (void **)&texture_impl
)))
137 if (texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_POINT
138 || texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] != WINED3DTEXF_NONE
)
140 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
141 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
142 update_minfilter
= TRUE
;
145 if (texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_POINT
)
147 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
148 update_magfilter
= TRUE
;
151 if (texture_impl
->baseTexture
.bindCount
)
153 WARN("Render targets should not be bound to a sampler\n");
154 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_SAMPLER(texture_impl
->baseTexture
.sampler
));
157 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*)texture_impl
);
160 if (update_minfilter
|| update_magfilter
|| force_preload
)
162 GLenum target
, bind_target
;
165 target
= surface_impl
->texture_target
;
166 if (target
== GL_TEXTURE_2D
)
168 bind_target
= GL_TEXTURE_2D
;
169 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
170 } else if (target
== GL_TEXTURE_RECTANGLE_ARB
) {
171 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
172 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
174 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
175 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB
, &old_binding
);
178 surface_internal_preload(surface
, SRGB_RGB
);
180 glBindTexture(bind_target
, surface_impl
->texture_name
);
181 if (update_minfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
182 if (update_magfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
183 glBindTexture(bind_target
, old_binding
);
186 checkGLcall("apply_attachment_filter_states()");
189 /* GL locking is done by the caller */
190 void context_attach_depth_stencil_fbo(struct WineD3DContext
*context
,
191 GLenum fbo_target
, IWineD3DSurface
*depth_stencil
, BOOL use_render_buffer
)
193 IWineD3DSurfaceImpl
*depth_stencil_impl
= (IWineD3DSurfaceImpl
*)depth_stencil
;
194 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
196 TRACE("Attach depth stencil %p\n", depth_stencil
);
200 DWORD format_flags
= depth_stencil_impl
->resource
.format_desc
->Flags
;
202 if (use_render_buffer
&& depth_stencil_impl
->current_renderbuffer
)
204 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
206 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
,
207 GL_RENDERBUFFER_EXT
, depth_stencil_impl
->current_renderbuffer
->id
));
208 checkGLcall("glFramebufferRenderbufferEXT()");
211 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
213 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target
, GL_STENCIL_ATTACHMENT_EXT
,
214 GL_RENDERBUFFER_EXT
, depth_stencil_impl
->current_renderbuffer
->id
));
215 checkGLcall("glFramebufferRenderbufferEXT()");
220 context_apply_attachment_filter_states(depth_stencil
, TRUE
);
222 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
224 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
,
225 depth_stencil_impl
->texture_target
, depth_stencil_impl
->texture_name
,
226 depth_stencil_impl
->texture_level
));
227 checkGLcall("glFramebufferTexture2DEXT()");
230 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
232 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_STENCIL_ATTACHMENT_EXT
,
233 depth_stencil_impl
->texture_target
, depth_stencil_impl
->texture_name
,
234 depth_stencil_impl
->texture_level
));
235 checkGLcall("glFramebufferTexture2DEXT()");
239 if (!(format_flags
& WINED3DFMT_FLAG_DEPTH
))
241 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
242 checkGLcall("glFramebufferTexture2DEXT()");
245 if (!(format_flags
& WINED3DFMT_FLAG_STENCIL
))
247 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_STENCIL_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
248 checkGLcall("glFramebufferTexture2DEXT()");
253 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
254 checkGLcall("glFramebufferTexture2DEXT()");
256 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_STENCIL_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
257 checkGLcall("glFramebufferTexture2DEXT()");
261 /* GL locking is done by the caller */
262 void context_attach_surface_fbo(const struct WineD3DContext
*context
,
263 GLenum fbo_target
, DWORD idx
, IWineD3DSurface
*surface
)
265 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
266 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
268 TRACE("Attach surface %p to %u\n", surface
, idx
);
272 context_apply_attachment_filter_states(surface
, TRUE
);
274 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_COLOR_ATTACHMENT0_EXT
+ idx
, surface_impl
->texture_target
,
275 surface_impl
->texture_name
, surface_impl
->texture_level
));
276 checkGLcall("glFramebufferTexture2DEXT()");
278 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_COLOR_ATTACHMENT0_EXT
+ idx
, GL_TEXTURE_2D
, 0, 0));
279 checkGLcall("glFramebufferTexture2DEXT()");
283 /* GL locking is done by the caller */
284 static void context_check_fbo_status(struct WineD3DContext
*context
)
286 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
289 status
= GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT
));
290 if (status
== GL_FRAMEBUFFER_COMPLETE_EXT
)
292 TRACE("FBO complete\n");
294 IWineD3DSurfaceImpl
*attachment
;
296 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
298 /* Dump the FBO attachments */
299 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
301 attachment
= (IWineD3DSurfaceImpl
*)context
->current_fbo
->render_targets
[i
];
304 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
305 i
, attachment
, debug_d3dformat(attachment
->resource
.format_desc
->format
),
306 attachment
->pow2Width
, attachment
->pow2Height
);
309 attachment
= (IWineD3DSurfaceImpl
*)context
->current_fbo
->depth_stencil
;
312 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
313 attachment
, debug_d3dformat(attachment
->resource
.format_desc
->format
),
314 attachment
->pow2Width
, attachment
->pow2Height
);
319 static struct fbo_entry
*context_create_fbo_entry(struct WineD3DContext
*context
)
321 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
;
322 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
323 struct fbo_entry
*entry
;
325 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
326 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
327 memcpy(entry
->render_targets
, device
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
328 entry
->depth_stencil
= device
->stencilBufferTarget
;
329 entry
->attached
= FALSE
;
335 /* GL locking is done by the caller */
336 static void context_reuse_fbo_entry(struct WineD3DContext
*context
, struct fbo_entry
*entry
)
338 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
;
339 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
341 context_bind_fbo(context
, GL_FRAMEBUFFER_EXT
, &entry
->id
);
342 context_clean_fbo_attachments(gl_info
);
344 memcpy(entry
->render_targets
, device
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
345 entry
->depth_stencil
= device
->stencilBufferTarget
;
346 entry
->attached
= FALSE
;
349 /* GL locking is done by the caller */
350 static void context_destroy_fbo_entry(struct WineD3DContext
*context
, struct fbo_entry
*entry
)
354 TRACE("Destroy FBO %d\n", entry
->id
);
355 context_destroy_fbo(context
, &entry
->id
);
357 --context
->fbo_entry_count
;
358 list_remove(&entry
->entry
);
359 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
360 HeapFree(GetProcessHeap(), 0, entry
);
364 /* GL locking is done by the caller */
365 static struct fbo_entry
*context_find_fbo_entry(struct WineD3DContext
*context
)
367 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
;
368 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
369 struct fbo_entry
*entry
;
371 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
373 if (!memcmp(entry
->render_targets
, device
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
))
374 && entry
->depth_stencil
== device
->stencilBufferTarget
)
376 list_remove(&entry
->entry
);
377 list_add_head(&context
->fbo_list
, &entry
->entry
);
382 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
384 entry
= context_create_fbo_entry(context
);
385 list_add_head(&context
->fbo_list
, &entry
->entry
);
386 ++context
->fbo_entry_count
;
390 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
391 context_reuse_fbo_entry(context
, entry
);
392 list_remove(&entry
->entry
);
393 list_add_head(&context
->fbo_list
, &entry
->entry
);
399 /* GL locking is done by the caller */
400 static void context_apply_fbo_entry(struct WineD3DContext
*context
, struct fbo_entry
*entry
)
402 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
;
403 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
406 context_bind_fbo(context
, GL_FRAMEBUFFER_EXT
, &entry
->id
);
408 if (!entry
->attached
)
410 /* Apply render targets */
411 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
413 IWineD3DSurface
*render_target
= device
->render_targets
[i
];
414 context_attach_surface_fbo(context
, GL_FRAMEBUFFER_EXT
, i
, render_target
);
417 /* Apply depth targets */
418 if (device
->stencilBufferTarget
)
420 unsigned int w
= ((IWineD3DSurfaceImpl
*)device
->render_targets
[0])->pow2Width
;
421 unsigned int h
= ((IWineD3DSurfaceImpl
*)device
->render_targets
[0])->pow2Height
;
423 surface_set_compatible_renderbuffer(device
->stencilBufferTarget
, w
, h
);
425 context_attach_depth_stencil_fbo(context
, GL_FRAMEBUFFER_EXT
, device
->stencilBufferTarget
, TRUE
);
427 entry
->attached
= TRUE
;
429 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
431 if (device
->render_targets
[i
])
432 context_apply_attachment_filter_states(device
->render_targets
[i
], FALSE
);
434 if (device
->stencilBufferTarget
)
435 context_apply_attachment_filter_states(device
->stencilBufferTarget
, FALSE
);
438 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
440 if (device
->render_targets
[i
])
441 device
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0_EXT
+ i
;
443 device
->draw_buffers
[i
] = GL_NONE
;
447 /* GL locking is done by the caller */
448 static void context_apply_fbo_state(struct WineD3DContext
*context
)
450 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
;
452 if (device
->render_offscreen
)
454 context
->current_fbo
= context_find_fbo_entry(context
);
455 context_apply_fbo_entry(context
, context
->current_fbo
);
457 context
->current_fbo
= NULL
;
458 context_bind_fbo(context
, GL_FRAMEBUFFER_EXT
, NULL
);
461 context_check_fbo_status(context
);
464 void context_resource_released(IWineD3DDevice
*iface
, IWineD3DResource
*resource
, WINED3DRESOURCETYPE type
)
466 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
471 case WINED3DRTYPE_SURFACE
:
473 if ((IWineD3DSurface
*)resource
== This
->lastActiveRenderTarget
)
475 IWineD3DSwapChainImpl
*swapchain
;
477 TRACE("Last active render target destroyed.\n");
479 /* Find a replacement surface for the currently active back
480 * buffer. The context manager does not do NULL checks, so
481 * switch to a valid target as long as the currently set
482 * surface is still valid. Use the surface of the implicit
483 * swpchain. If that is the same as the destroyed surface the
484 * device is destroyed and the lastActiveRenderTarget member
485 * shouldn't matter. */
486 swapchain
= This
->swapchains
? (IWineD3DSwapChainImpl
*)This
->swapchains
[0] : NULL
;
489 if (swapchain
->backBuffer
&& swapchain
->backBuffer
[0] != (IWineD3DSurface
*)resource
)
491 TRACE("Activating primary back buffer.\n");
492 ActivateContext(This
, swapchain
->backBuffer
[0], CTXUSAGE_RESOURCELOAD
);
494 else if (!swapchain
->backBuffer
&& swapchain
->frontBuffer
!= (IWineD3DSurface
*)resource
)
496 /* Single buffering environment */
497 TRACE("Activating primary front buffer.\n");
499 ActivateContext(This
, swapchain
->frontBuffer
, CTXUSAGE_RESOURCELOAD
);
503 /* Implicit render target destroyed, that means the
504 * device is being destroyed whatever we set here, it
505 * shouldn't matter. */
506 TRACE("Device is being destroyed, setting lastActiveRenderTarget to 0xdeadbabe.\n");
508 This
->lastActiveRenderTarget
= (IWineD3DSurface
*) 0xdeadbabe;
513 WARN("Render target set, but swapchain does not exist!\n");
515 /* May happen during ddraw uninitialization. */
516 This
->lastActiveRenderTarget
= (IWineD3DSurface
*)0xdeadcafe;
519 else if (This
->d3d_initialized
)
521 ActivateContext(This
, This
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
524 for (i
= 0; i
< This
->numContexts
; ++i
)
526 WineD3DContext
*context
= This
->contexts
[i
];
527 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
528 struct fbo_entry
*entry
, *entry2
;
532 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
534 BOOL destroyed
= FALSE
;
537 for (j
= 0; !destroyed
&& j
< GL_LIMITS(buffers
); ++j
)
539 if (entry
->render_targets
[j
] == (IWineD3DSurface
*)resource
)
541 context_destroy_fbo_entry(context
, entry
);
546 if (!destroyed
&& entry
->depth_stencil
== (IWineD3DSurface
*)resource
)
547 context_destroy_fbo_entry(context
, entry
);
561 /*****************************************************************************
562 * Context_MarkStateDirty
564 * Marks a state in a context dirty. Only one context, opposed to
565 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
569 * context: Context to mark the state dirty in
570 * state: State to mark dirty
571 * StateTable: Pointer to the state table in use(for state grouping)
573 *****************************************************************************/
574 static void Context_MarkStateDirty(WineD3DContext
*context
, DWORD state
, const struct StateEntry
*StateTable
) {
575 DWORD rep
= StateTable
[state
].representative
;
579 if(!rep
|| isStateDirty(context
, rep
)) return;
581 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
584 context
->isStateDirty
[idx
] |= (1 << shift
);
587 /*****************************************************************************
590 * Adds a context to the context array. Helper function for CreateContext
592 * This method is not called in performance-critical code paths, only when a
593 * new render target or swapchain is created. Thus performance is not an issue
597 * This: Device to add the context for
598 * hdc: device context
599 * glCtx: WGL context to add
600 * pbuffer: optional pbuffer used with this context
602 *****************************************************************************/
603 static WineD3DContext
*AddContextToArray(IWineD3DDeviceImpl
*This
, HWND win_handle
, HDC hdc
, HGLRC glCtx
, HPBUFFERARB pbuffer
) {
604 WineD3DContext
**oldArray
= This
->contexts
;
607 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * (This
->numContexts
+ 1));
608 if(This
->contexts
== NULL
) {
609 ERR("Unable to grow the context array\n");
610 This
->contexts
= oldArray
;
614 memcpy(This
->contexts
, oldArray
, sizeof(*This
->contexts
) * This
->numContexts
);
617 This
->contexts
[This
->numContexts
] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(WineD3DContext
));
618 if(This
->contexts
[This
->numContexts
] == NULL
) {
619 ERR("Unable to allocate a new context\n");
620 HeapFree(GetProcessHeap(), 0, This
->contexts
);
621 This
->contexts
= oldArray
;
625 This
->contexts
[This
->numContexts
]->hdc
= hdc
;
626 This
->contexts
[This
->numContexts
]->glCtx
= glCtx
;
627 This
->contexts
[This
->numContexts
]->pbuffer
= pbuffer
;
628 This
->contexts
[This
->numContexts
]->win_handle
= win_handle
;
629 HeapFree(GetProcessHeap(), 0, oldArray
);
631 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
633 for(state
= 0; state
<= STATE_HIGHEST
; state
++) {
634 Context_MarkStateDirty(This
->contexts
[This
->numContexts
], state
, This
->StateTable
);
638 TRACE("Created context %p\n", This
->contexts
[This
->numContexts
- 1]);
639 return This
->contexts
[This
->numContexts
- 1];
642 /* This function takes care of WineD3D pixel format selection. */
643 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
,
644 const struct GlPixelFormatDesc
*color_format_desc
, const struct GlPixelFormatDesc
*ds_format_desc
,
645 BOOL auxBuffers
, int numSamples
, BOOL pbuffer
, BOOL findCompatible
)
648 unsigned int matchtry
;
649 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
650 short depthBits
=0, stencilBits
=0;
657 /* First, try without alpha match buffers. MacOS supports aux buffers only
658 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
659 * Then try without aux buffers - this is the most common cause for not
660 * finding a pixel format. Also some drivers(the open source ones)
661 * only offer 32 bit ARB pixel formats. First try without an exact alpha
662 * match, then try without an exact alpha and color match.
664 { TRUE
, TRUE
, TRUE
},
665 { TRUE
, FALSE
, TRUE
},
666 { FALSE
, TRUE
, TRUE
},
667 { FALSE
, FALSE
, TRUE
},
668 { TRUE
, FALSE
, FALSE
},
669 { FALSE
, FALSE
, FALSE
},
673 int nCfgs
= This
->adapter
->nCfgs
;
675 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
676 debug_d3dformat(color_format_desc
->format
), debug_d3dformat(ds_format_desc
->format
),
677 auxBuffers
, numSamples
, pbuffer
, findCompatible
);
679 if (!getColorBits(color_format_desc
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
681 ERR("Unable to get color bits for format %s (%#x)!\n",
682 debug_d3dformat(color_format_desc
->format
), color_format_desc
->format
);
686 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
687 * You are able to add a depth + stencil surface at a later stage when you need it.
688 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
689 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
690 * context, need torecreate shaders, textures and other resources.
692 * The context manager already takes care of the state problem and for the other tasks code from Reset
693 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
694 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
695 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
696 * issue needs to be fixed. */
697 if (ds_format_desc
->format
!= WINED3DFMT_D24S8
)
699 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
700 ds_format_desc
= getFormatDescEntry(WINED3DFMT_D24S8
, &This
->adapter
->gl_info
);
703 getDepthStencilBits(ds_format_desc
, &depthBits
, &stencilBits
);
705 for(matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(matches
[0])) && !iPixelFormat
; matchtry
++) {
706 for(i
=0; i
<nCfgs
; i
++) {
707 BOOL exactDepthMatch
= TRUE
;
708 WineD3D_PixelFormat
*cfg
= &This
->adapter
->cfgs
[i
];
710 /* For now only accept RGBA formats. Perhaps some day we will
711 * allow floating point formats for pbuffers. */
712 if(cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
715 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
716 if(!pbuffer
&& !(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
719 /* We like to have aux buffers in backbuffer mode */
720 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
723 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
724 if(pbuffer
&& (!cfg
->pbufferDrawable
|| cfg
->doubleBuffer
))
727 if(matches
[matchtry
].exact_color
) {
728 if(cfg
->redSize
!= redBits
)
730 if(cfg
->greenSize
!= greenBits
)
732 if(cfg
->blueSize
!= blueBits
)
735 if(cfg
->redSize
< redBits
)
737 if(cfg
->greenSize
< greenBits
)
739 if(cfg
->blueSize
< blueBits
)
742 if(matches
[matchtry
].exact_alpha
) {
743 if(cfg
->alphaSize
!= alphaBits
)
746 if(cfg
->alphaSize
< alphaBits
)
750 /* We try to locate a format which matches our requirements exactly. In case of
751 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
752 if(cfg
->depthSize
< depthBits
)
754 else if(cfg
->depthSize
> depthBits
)
755 exactDepthMatch
= FALSE
;
757 /* In all cases make sure the number of stencil bits matches our requirements
758 * even when we don't need stencil because it could affect performance EXCEPT
759 * on cards which don't offer depth formats without stencil like the i915 drivers
761 if(stencilBits
!= cfg
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
764 /* Check multisampling support */
765 if(cfg
->numSamples
!= numSamples
)
768 /* When we have passed all the checks then we have found a format which matches our
769 * requirements. Note that we only check for a limit number of capabilities right now,
770 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
771 * can still differ in things like multisampling, stereo, SRGB and other flags.
774 /* Exit the loop as we have found a format :) */
775 if(exactDepthMatch
) {
776 iPixelFormat
= cfg
->iPixelFormat
;
778 } else if(!iPixelFormat
) {
779 /* In the end we might end up with a format which doesn't exactly match our depth
780 * requirements. Accept the first format we found because formats with higher iPixelFormat
781 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
782 iPixelFormat
= cfg
->iPixelFormat
;
787 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
788 if(!iPixelFormat
&& !findCompatible
) {
789 ERR("Can't find a suitable iPixelFormat\n");
791 } else if(!iPixelFormat
) {
792 PIXELFORMATDESCRIPTOR pfd
;
794 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
795 /* PixelFormat selection */
796 ZeroMemory(&pfd
, sizeof(pfd
));
797 pfd
.nSize
= sizeof(pfd
);
799 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
800 pfd
.iPixelType
= PFD_TYPE_RGBA
;
801 pfd
.cAlphaBits
= alphaBits
;
802 pfd
.cColorBits
= colorBits
;
803 pfd
.cDepthBits
= depthBits
;
804 pfd
.cStencilBits
= stencilBits
;
805 pfd
.iLayerType
= PFD_MAIN_PLANE
;
807 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
809 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
810 ERR("Can't find a suitable iPixelFormat\n");
815 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
816 iPixelFormat
, debug_d3dformat(color_format_desc
->format
), debug_d3dformat(ds_format_desc
->format
));
820 /*****************************************************************************
823 * Creates a new context for a window, or a pbuffer context.
826 * This: Device to activate the context for
827 * target: Surface this context will render to
828 * win_handle: handle to the window which we are drawing to
829 * create_pbuffer: tells whether to create a pbuffer or not
830 * pPresentParameters: contains the pixelformats to use for onscreen rendering
832 *****************************************************************************/
833 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win_handle
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
) {
834 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
835 HPBUFFERARB pbuffer
= NULL
;
836 WineD3DContext
*ret
= NULL
;
841 TRACE("(%p): Creating a %s context for render target %p\n", This
, create_pbuffer
? "offscreen" : "onscreen", target
);
844 HDC hdc_parent
= GetDC(win_handle
);
845 int iPixelFormat
= 0;
847 IWineD3DSurface
*StencilSurface
= This
->stencilBufferTarget
;
848 const struct GlPixelFormatDesc
*ds_format_desc
= StencilSurface
849 ? ((IWineD3DSurfaceImpl
*)StencilSurface
)->resource
.format_desc
850 : getFormatDescEntry(WINED3DFMT_UNKNOWN
, &This
->adapter
->gl_info
);
852 /* Try to find a pixel format with pbuffer support. */
853 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format_desc
,
854 ds_format_desc
, FALSE
/* auxBuffers */, 0 /* numSamples */, TRUE
/* PBUFFER */,
855 FALSE
/* findCompatible */);
857 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
859 /* For some reason we weren't able to find a format, try to find something instead of crashing.
860 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
861 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format_desc
,
862 ds_format_desc
, FALSE
/* auxBuffer */, 0 /* numSamples */, TRUE
/* PBUFFER */,
863 TRUE
/* findCompatible */);
866 /* This shouldn't happen as ChoosePixelFormat always returns something */
868 ERR("Unable to locate a pixel format for a pbuffer\n");
869 ReleaseDC(win_handle
, hdc_parent
);
873 TRACE("Creating a pBuffer drawable for the new context\n");
874 pbuffer
= GL_EXTCALL(wglCreatePbufferARB(hdc_parent
, iPixelFormat
, target
->currentDesc
.Width
, target
->currentDesc
.Height
, 0));
876 ERR("Cannot create a pbuffer\n");
877 ReleaseDC(win_handle
, hdc_parent
);
881 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
882 hdc
= GL_EXTCALL(wglGetPbufferDCARB(pbuffer
));
884 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer
);
885 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
886 ReleaseDC(win_handle
, hdc_parent
);
889 ReleaseDC(win_handle
, hdc_parent
);
891 PIXELFORMATDESCRIPTOR pfd
;
894 const struct GlPixelFormatDesc
*color_format_desc
= target
->resource
.format_desc
;
895 const struct GlPixelFormatDesc
*ds_format_desc
= getFormatDescEntry(WINED3DFMT_UNKNOWN
,
896 &This
->adapter
->gl_info
);
897 BOOL auxBuffers
= FALSE
;
900 hdc
= GetDC(win_handle
);
902 ERR("Cannot retrieve a device context!\n");
906 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
907 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
910 if (color_format_desc
->format
== WINED3DFMT_X4R4G4B4
)
911 color_format_desc
= getFormatDescEntry(WINED3DFMT_A4R4G4B4
, &This
->adapter
->gl_info
);
912 else if (color_format_desc
->format
== WINED3DFMT_X8R8G8B8
)
913 color_format_desc
= getFormatDescEntry(WINED3DFMT_A8R8G8B8
, &This
->adapter
->gl_info
);
916 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
917 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
918 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
919 * a format with 8bit alpha, so request A8R8G8B8. */
920 if (color_format_desc
->format
== WINED3DFMT_P8
)
921 color_format_desc
= getFormatDescEntry(WINED3DFMT_A8R8G8B8
, &This
->adapter
->gl_info
);
923 /* Retrieve the depth stencil format from the present parameters.
924 * The choice of the proper format can give a nice performance boost
925 * in case of GPU limited programs. */
926 if(pPresentParms
->EnableAutoDepthStencil
) {
927 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms
->AutoDepthStencilFormat
));
928 ds_format_desc
= getFormatDescEntry(pPresentParms
->AutoDepthStencilFormat
, &This
->adapter
->gl_info
);
931 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
932 if(pPresentParms
->MultiSampleType
&& (pPresentParms
->SwapEffect
== WINED3DSWAPEFFECT_DISCARD
)) {
933 if(!GL_SUPPORT(ARB_MULTISAMPLE
))
934 ERR("The program is requesting multisampling without support!\n");
936 ERR("Requesting MultiSampleType=%d\n", pPresentParms
->MultiSampleType
);
937 numSamples
= pPresentParms
->MultiSampleType
;
941 /* Try to find a pixel format which matches our requirements */
942 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, color_format_desc
, ds_format_desc
,
943 auxBuffers
, numSamples
, FALSE
/* PBUFFER */, FALSE
/* findCompatible */);
945 /* Try to locate a compatible format if we weren't able to find anything */
947 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
948 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, color_format_desc
, ds_format_desc
,
949 auxBuffers
, 0 /* numSamples */, FALSE
/* PBUFFER */, TRUE
/* findCompatible */ );
952 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
954 ERR("Can't find a suitable iPixelFormat\n");
958 DescribePixelFormat(hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
959 res
= SetPixelFormat(hdc
, iPixelFormat
, NULL
);
961 int oldPixelFormat
= GetPixelFormat(hdc
);
963 /* By default WGL doesn't allow pixel format adjustments but we need it here.
964 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
965 * set the pixel format multiple times. Only use it when it is really needed. */
967 if(oldPixelFormat
== iPixelFormat
) {
968 /* We don't have to do anything as the formats are the same :) */
969 } else if(oldPixelFormat
&& GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
)) {
970 res
= GL_EXTCALL(wglSetPixelFormatWINE(hdc
, iPixelFormat
, NULL
));
973 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
976 } else if(oldPixelFormat
) {
977 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
978 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
979 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc
, oldPixelFormat
);
981 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
987 ctx
= pwglCreateContext(hdc
);
988 if (This
->numContexts
)
990 if (!pwglShareLists(This
->contexts
[0]->glCtx
, ctx
))
992 DWORD err
= GetLastError();
993 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
994 This
->contexts
[0]->glCtx
, ctx
, err
);
999 ERR("Failed to create a WGL context\n");
1000 if(create_pbuffer
) {
1001 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
1002 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
1006 ret
= AddContextToArray(This
, win_handle
, hdc
, ctx
, pbuffer
);
1008 ERR("Failed to add the newly created context to the context list\n");
1009 if (!pwglDeleteContext(ctx
))
1011 DWORD err
= GetLastError();
1012 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, err
);
1014 if(create_pbuffer
) {
1015 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
1016 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
1020 ret
->gl_info
= &This
->adapter
->gl_info
;
1021 ret
->surface
= (IWineD3DSurface
*) target
;
1022 ret
->isPBuffer
= create_pbuffer
;
1023 ret
->tid
= GetCurrentThreadId();
1024 if(This
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*) This
)) {
1025 /* Create the dirty constants array and initialize them to dirty */
1026 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1027 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
1028 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1029 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
1030 memset(ret
->vshader_const_dirty
, 1,
1031 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
1032 memset(ret
->pshader_const_dirty
, 1,
1033 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
1036 TRACE("Successfully created new context %p\n", ret
);
1038 list_init(&ret
->fbo_list
);
1040 /* Set up the context defaults */
1041 if(pwglMakeCurrent(hdc
, ctx
) == FALSE
) {
1042 ERR("Cannot activate context to set up defaults\n");
1048 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1050 TRACE("Setting up the screen\n");
1051 /* Clear the screen */
1052 glClearColor(1.0f
, 0.0f
, 0.0f
, 0.0f
);
1053 checkGLcall("glClearColor");
1056 glClearStencil(0xffff);
1058 checkGLcall("glClear");
1060 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1061 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1063 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1064 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1066 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1067 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1069 glPixelStorei(GL_PACK_ALIGNMENT
, This
->surface_alignment
);
1070 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
1071 glPixelStorei(GL_UNPACK_ALIGNMENT
, This
->surface_alignment
);
1072 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
1074 if(GL_SUPPORT(APPLE_CLIENT_STORAGE
)) {
1075 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1076 * and textures in DIB sections(due to the memory protection).
1078 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1079 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1081 if(GL_SUPPORT(ARB_VERTEX_BLEND
)) {
1082 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1083 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1084 * GL_VERTEX_BLEND_ARB isn't enabled too
1086 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1087 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1089 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
1090 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1091 * the previous texture where to source the offset from is always unit - 1.
1093 for(s
= 1; s
< GL_LIMITS(textures
); s
++) {
1094 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1095 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1096 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1099 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
1100 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1101 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1102 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1103 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1106 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1107 * program and the dummy program is destroyed when the context is destroyed.
1109 const char *dummy_program
=
1111 "MOV result.color, fragment.color.primary;\n"
1113 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1114 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1115 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1118 for(s
= 0; s
< GL_LIMITS(point_sprite_units
); s
++) {
1119 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1120 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1121 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1125 context_set_last_device(This
);
1126 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1134 /*****************************************************************************
1135 * RemoveContextFromArray
1137 * Removes a context from the context manager. The opengl context is not
1138 * destroyed or unset. context is not a valid pointer after that call.
1140 * Similar to the former call this isn't a performance critical function. A
1141 * helper function for DestroyContext.
1144 * This: Device to activate the context for
1145 * context: Context to remove
1147 *****************************************************************************/
1148 static void RemoveContextFromArray(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
1149 WineD3DContext
**new_array
;
1153 TRACE("Removing ctx %p\n", context
);
1155 for (i
= 0; i
< This
->numContexts
; ++i
)
1157 if (This
->contexts
[i
] == context
)
1159 HeapFree(GetProcessHeap(), 0, context
);
1167 ERR("Context %p doesn't exist in context array\n", context
);
1171 while (i
< This
->numContexts
- 1)
1173 This
->contexts
[i
] = This
->contexts
[i
+ 1];
1177 --This
->numContexts
;
1178 if (!This
->numContexts
)
1180 HeapFree(GetProcessHeap(), 0, This
->contexts
);
1181 This
->contexts
= NULL
;
1185 new_array
= HeapReAlloc(GetProcessHeap(), 0, This
->contexts
, This
->numContexts
* sizeof(*This
->contexts
));
1188 ERR("Failed to shrink context array. Oh well.\n");
1192 This
->contexts
= new_array
;
1195 /*****************************************************************************
1198 * Destroys a wineD3DContext
1201 * This: Device to activate the context for
1202 * context: Context to destroy
1204 *****************************************************************************/
1205 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
1206 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1207 struct fbo_entry
*entry
, *entry2
;
1210 TRACE("Destroying ctx %p\n", context
);
1212 /* The correct GL context needs to be active to cleanup the GL resources below */
1213 has_glctx
= pwglMakeCurrent(context
->hdc
, context
->glCtx
);
1214 context_set_last_device(NULL
);
1216 if (!has_glctx
) WARN("Failed to activate context. Window already destroyed?\n");
1220 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
) {
1221 if (!has_glctx
) entry
->id
= 0;
1222 context_destroy_fbo_entry(context
, entry
);
1226 if (context
->src_fbo
)
1228 TRACE("Destroy src FBO %d\n", context
->src_fbo
);
1229 context_destroy_fbo(context
, &context
->src_fbo
);
1231 if (context
->dst_fbo
)
1233 TRACE("Destroy dst FBO %d\n", context
->dst_fbo
);
1234 context_destroy_fbo(context
, &context
->dst_fbo
);
1236 if (context
->dummy_arbfp_prog
)
1238 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
1244 if (This
->activeContext
== context
)
1246 This
->activeContext
= NULL
;
1247 TRACE("Destroying the active context.\n");
1250 /* Cleanup the GL context */
1251 if (!pwglMakeCurrent(NULL
, NULL
))
1253 ERR("Failed to disable GL context.\n");
1256 if(context
->isPBuffer
) {
1257 GL_EXTCALL(wglReleasePbufferDCARB(context
->pbuffer
, context
->hdc
));
1258 GL_EXTCALL(wglDestroyPbufferARB(context
->pbuffer
));
1259 } else ReleaseDC(context
->win_handle
, context
->hdc
);
1260 pwglDeleteContext(context
->glCtx
);
1262 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
1263 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
1264 RemoveContextFromArray(This
, context
);
1267 /* GL locking is done by the caller */
1268 static inline void set_blit_dimension(UINT width
, UINT height
) {
1269 glMatrixMode(GL_PROJECTION
);
1270 checkGLcall("glMatrixMode(GL_PROJECTION)");
1272 checkGLcall("glLoadIdentity()");
1273 glOrtho(0, width
, height
, 0, 0.0, -1.0);
1274 checkGLcall("glOrtho");
1275 glViewport(0, 0, width
, height
);
1276 checkGLcall("glViewport");
1279 /*****************************************************************************
1282 * Sets up a context for DirectDraw blitting.
1283 * All texture units are disabled, texture unit 0 is set as current unit
1284 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1285 * color writing enabled for all channels
1286 * register combiners disabled, shaders disabled
1287 * world matrix is set to identity, texture matrix 0 too
1288 * projection matrix is setup for drawing screen coordinates
1291 * This: Device to activate the context for
1292 * context: Context to setup
1293 * width: render target width
1294 * height: render target height
1296 *****************************************************************************/
1297 /* Context activation is done by the caller. */
1298 static inline void SetupForBlit(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
, UINT width
, UINT height
) {
1300 const struct StateEntry
*StateTable
= This
->StateTable
;
1301 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1303 TRACE("Setting up context %p for blitting\n", context
);
1304 if(context
->last_was_blit
) {
1305 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
1307 set_blit_dimension(width
, height
);
1309 context
->blit_w
= width
; context
->blit_h
= height
;
1310 /* No need to dirtify here, the states are still dirtified because they weren't
1311 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1315 TRACE("Context is already set up for blitting, nothing to do\n");
1318 context
->last_was_blit
= TRUE
;
1320 /* TODO: Use a display list */
1322 /* Disable shaders */
1324 This
->shader_backend
->shader_select((IWineD3DDevice
*)This
, FALSE
, FALSE
);
1327 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
1328 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
1330 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1331 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1332 * which can safely be called from here, we only lock once instead locking/unlocking
1333 * after each GL call.
1337 /* Disable all textures. The caller can then bind a texture it wants to blit
1340 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1341 * function texture unit. No need to care for higher samplers
1343 for(i
= GL_LIMITS(textures
) - 1; i
> 0 ; i
--) {
1344 sampler
= This
->rev_tex_unit_map
[i
];
1345 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1346 checkGLcall("glActiveTextureARB");
1348 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
1349 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1350 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1352 glDisable(GL_TEXTURE_3D
);
1353 checkGLcall("glDisable GL_TEXTURE_3D");
1354 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
1355 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1356 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1358 glDisable(GL_TEXTURE_2D
);
1359 checkGLcall("glDisable GL_TEXTURE_2D");
1361 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1362 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1364 if (sampler
!= -1) {
1365 if (sampler
< MAX_TEXTURES
) {
1366 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1368 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1371 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
1372 checkGLcall("glActiveTextureARB");
1374 sampler
= This
->rev_tex_unit_map
[0];
1376 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
1377 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1378 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1380 glDisable(GL_TEXTURE_3D
);
1381 checkGLcall("glDisable GL_TEXTURE_3D");
1382 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
1383 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1384 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1386 glDisable(GL_TEXTURE_2D
);
1387 checkGLcall("glDisable GL_TEXTURE_2D");
1389 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1391 glMatrixMode(GL_TEXTURE
);
1392 checkGLcall("glMatrixMode(GL_TEXTURE)");
1394 checkGLcall("glLoadIdentity()");
1396 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS
)) {
1397 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1398 GL_TEXTURE_LOD_BIAS_EXT
,
1400 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1403 if (sampler
!= -1) {
1404 if (sampler
< MAX_TEXTURES
) {
1405 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
), StateTable
);
1406 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1408 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1411 /* Other misc states */
1412 glDisable(GL_ALPHA_TEST
);
1413 checkGLcall("glDisable(GL_ALPHA_TEST)");
1414 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
1415 glDisable(GL_LIGHTING
);
1416 checkGLcall("glDisable GL_LIGHTING");
1417 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
1418 glDisable(GL_DEPTH_TEST
);
1419 checkGLcall("glDisable GL_DEPTH_TEST");
1420 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
1421 glDisableWINE(GL_FOG
);
1422 checkGLcall("glDisable GL_FOG");
1423 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
1424 glDisable(GL_BLEND
);
1425 checkGLcall("glDisable GL_BLEND");
1426 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1427 glDisable(GL_CULL_FACE
);
1428 checkGLcall("glDisable GL_CULL_FACE");
1429 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
1430 glDisable(GL_STENCIL_TEST
);
1431 checkGLcall("glDisable GL_STENCIL_TEST");
1432 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
1433 glDisable(GL_SCISSOR_TEST
);
1434 checkGLcall("glDisable GL_SCISSOR_TEST");
1435 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1436 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
1437 glDisable(GL_POINT_SPRITE_ARB
);
1438 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1439 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
1441 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1442 checkGLcall("glColorMask");
1443 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1444 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
1445 glDisable(GL_COLOR_SUM_EXT
);
1446 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
1447 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1450 /* Setup transforms */
1451 glMatrixMode(GL_MODELVIEW
);
1452 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1454 checkGLcall("glLoadIdentity()");
1455 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
1457 context
->last_was_rhw
= TRUE
;
1458 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
1460 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1461 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1462 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1463 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1464 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1465 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1466 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1468 set_blit_dimension(width
, height
);
1472 context
->blit_w
= width
; context
->blit_h
= height
;
1473 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1474 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1477 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1480 /*****************************************************************************
1481 * findThreadContextForSwapChain
1483 * Searches a swapchain for all contexts and picks one for the thread tid.
1484 * If none can be found the swapchain is requested to create a new context
1486 *****************************************************************************/
1487 static WineD3DContext
*findThreadContextForSwapChain(IWineD3DSwapChain
*swapchain
, DWORD tid
) {
1490 for(i
= 0; i
< ((IWineD3DSwapChainImpl
*) swapchain
)->num_contexts
; i
++) {
1491 if(((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
]->tid
== tid
) {
1492 return ((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
];
1497 /* Create a new context for the thread */
1498 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain
);
1501 /*****************************************************************************
1504 * Finds a context for the current render target and thread
1507 * target: Render target to find the context for
1508 * tid: Thread to activate the context for
1510 * Returns: The needed context
1512 *****************************************************************************/
1513 static inline WineD3DContext
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, DWORD tid
) {
1514 IWineD3DSwapChain
*swapchain
= NULL
;
1515 BOOL readTexture
= wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
&& This
->render_offscreen
;
1516 WineD3DContext
*context
= This
->activeContext
;
1517 BOOL oldRenderOffscreen
= This
->render_offscreen
;
1518 const struct GlPixelFormatDesc
*old
= ((IWineD3DSurfaceImpl
*)This
->lastActiveRenderTarget
)->resource
.format_desc
;
1519 const struct GlPixelFormatDesc
*new = ((IWineD3DSurfaceImpl
*)target
)->resource
.format_desc
;
1520 const struct StateEntry
*StateTable
= This
->StateTable
;
1522 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1523 * the alpha blend state changes with different render target formats
1525 if (old
->format
!= new->format
)
1527 /* Disable blending when the alpha mask has changed and when a format doesn't support blending */
1528 if ((old
->alpha_mask
&& !new->alpha_mask
) || (!old
->alpha_mask
&& new->alpha_mask
)
1529 || !(new->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
1531 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1535 if (SUCCEEDED(IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
))) {
1536 TRACE("Rendering onscreen\n");
1538 context
= findThreadContextForSwapChain(swapchain
, tid
);
1540 This
->render_offscreen
= FALSE
;
1541 /* The context != This->activeContext will catch a NOP context change. This can occur
1542 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1543 * rendering. No context change is needed in that case
1546 if(wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
) {
1547 if(This
->pbufferContext
&& tid
== This
->pbufferContext
->tid
) {
1548 This
->pbufferContext
->tid
= 0;
1551 IWineD3DSwapChain_Release(swapchain
);
1553 if(oldRenderOffscreen
) {
1554 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
1555 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
1556 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1557 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1558 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1562 TRACE("Rendering offscreen\n");
1563 This
->render_offscreen
= TRUE
;
1565 switch(wined3d_settings
.offscreen_rendering_mode
) {
1567 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
1568 if(This
->activeContext
&& tid
== This
->lastThread
) {
1569 context
= This
->activeContext
;
1571 /* This may happen if the app jumps straight into offscreen rendering
1572 * Start using the context of the primary swapchain. tid == 0 is no problem
1573 * for findThreadContextForSwapChain.
1575 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1576 * is perfect to call.
1578 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1584 IWineD3DSurfaceImpl
*targetimpl
= (IWineD3DSurfaceImpl
*) target
;
1585 if(This
->pbufferContext
== NULL
||
1586 This
->pbufferWidth
< targetimpl
->currentDesc
.Width
||
1587 This
->pbufferHeight
< targetimpl
->currentDesc
.Height
) {
1588 if(This
->pbufferContext
) {
1589 DestroyContext(This
, This
->pbufferContext
);
1592 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
1593 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
1595 This
->pbufferContext
= CreateContext(This
, targetimpl
,
1596 ((IWineD3DSwapChainImpl
*) This
->swapchains
[0])->context
[0]->win_handle
,
1597 TRUE
/* pbuffer */, &((IWineD3DSwapChainImpl
*)This
->swapchains
[0])->presentParms
);
1598 This
->pbufferWidth
= targetimpl
->currentDesc
.Width
;
1599 This
->pbufferHeight
= targetimpl
->currentDesc
.Height
;
1602 if(This
->pbufferContext
) {
1603 if(This
->pbufferContext
->tid
!= 0 && This
->pbufferContext
->tid
!= tid
) {
1604 FIXME("The PBuffr context is only supported for one thread for now!\n");
1606 This
->pbufferContext
->tid
= tid
;
1607 context
= This
->pbufferContext
;
1610 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
1611 wined3d_settings
.offscreen_rendering_mode
= ORM_BACKBUFFER
;
1615 case ORM_BACKBUFFER
:
1616 /* Stay with the currently active context for back buffer rendering */
1617 if(This
->activeContext
&& tid
== This
->lastThread
) {
1618 context
= This
->activeContext
;
1620 /* This may happen if the app jumps straight into offscreen rendering
1621 * Start using the context of the primary swapchain. tid == 0 is no problem
1622 * for findThreadContextForSwapChain.
1624 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1625 * is perfect to call.
1627 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1632 if(!oldRenderOffscreen
) {
1633 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
1634 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
1635 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1636 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1637 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1641 /* When switching away from an offscreen render target, and we're not using FBOs,
1642 * we have to read the drawable into the texture. This is done via PreLoad(and
1643 * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1644 * PreLoad needs a GL context, and FindContext is called before the context is activated.
1645 * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1646 * is read. This leads to these possible situations:
1648 * 0) lastActiveRenderTarget == target && oldTid == newTid:
1649 * Nothing to do, we don't even reach this code in this case...
1651 * 1) lastActiveRenderTarget != target && oldTid == newTid:
1652 * The currently active context is OK for readback. Call PreLoad, and it
1655 * 2) lastActiveRenderTarget == target && oldTid != newTid:
1656 * Nothing to do - the drawable is unchanged
1658 * 3) lastActiveRenderTarget != target && oldTid != newTid:
1659 * This is tricky. We have to get a context with the old drawable from somewhere
1660 * before we can switch to the new context. In this case, PreLoad calls
1661 * ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1662 * is case (2) then. The old drawable is activated for the new thread, and the
1663 * readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1664 * After that, the outer ActivateContext(which calls PreLoad) can activate the new
1665 * target for the new thread
1667 if (readTexture
&& This
->lastActiveRenderTarget
!= target
) {
1668 BOOL oldInDraw
= This
->isInDraw
;
1670 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1671 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1672 * when using offscreen rendering with multithreading
1674 This
->isInDraw
= TRUE
;
1676 /* Do that before switching the context:
1677 * Read the back buffer of the old drawable into the destination texture
1679 if (((IWineD3DSurfaceImpl
*)This
->lastActiveRenderTarget
)->texture_name_srgb
)
1681 surface_internal_preload(This
->lastActiveRenderTarget
, SRGB_BOTH
);
1683 surface_internal_preload(This
->lastActiveRenderTarget
, SRGB_RGB
);
1686 /* Assume that the drawable will be modified by some other things now */
1687 IWineD3DSurface_ModifyLocation(This
->lastActiveRenderTarget
, SFLAG_INDRAWABLE
, FALSE
);
1689 This
->isInDraw
= oldInDraw
;
1695 /* Context activation is done by the caller. */
1696 static void apply_draw_buffer(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, BOOL blit
)
1698 const struct wined3d_gl_info
*gl_info
= This
->activeContext
->gl_info
;
1699 IWineD3DSwapChain
*swapchain
;
1701 if (SUCCEEDED(IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
)))
1703 IWineD3DSwapChain_Release((IUnknown
*)swapchain
);
1705 glDrawBuffer(surface_get_gl_buffer(target
, swapchain
));
1706 checkGLcall("glDrawBuffers()");
1712 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1716 if (GL_SUPPORT(ARB_DRAW_BUFFERS
))
1718 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers
), This
->draw_buffers
));
1719 checkGLcall("glDrawBuffers()");
1723 glDrawBuffer(This
->draw_buffers
[0]);
1724 checkGLcall("glDrawBuffer()");
1727 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
1728 checkGLcall("glDrawBuffer()");
1733 glDrawBuffer(This
->offscreenBuffer
);
1734 checkGLcall("glDrawBuffer()");
1740 /*****************************************************************************
1743 * Finds a rendering context and drawable matching the device and render
1744 * target for the current thread, activates them and puts them into the
1748 * This: Device to activate the context for
1749 * target: Requested render target
1750 * usage: Prepares the context for blitting, drawing or other actions
1752 *****************************************************************************/
1753 void ActivateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, ContextUsage usage
) {
1754 DWORD tid
= GetCurrentThreadId();
1755 DWORD i
, dirtyState
, idx
;
1757 WineD3DContext
*context
;
1758 const struct StateEntry
*StateTable
= This
->StateTable
;
1759 const struct wined3d_gl_info
*gl_info
;
1761 TRACE("(%p): Selecting context for render target %p, thread %d\n", This
, target
, tid
);
1762 if(This
->lastActiveRenderTarget
!= target
|| tid
!= This
->lastThread
) {
1763 context
= FindContext(This
, target
, tid
);
1764 context
->draw_buffer_dirty
= TRUE
;
1765 This
->lastActiveRenderTarget
= target
;
1766 This
->lastThread
= tid
;
1768 /* Stick to the old context */
1769 context
= This
->activeContext
;
1772 gl_info
= context
->gl_info
;
1774 /* Activate the opengl context */
1775 if(last_device
!= This
|| context
!= This
->activeContext
) {
1778 /* Prevent an unneeded context switch as those are expensive */
1779 if(context
->glCtx
&& (context
->glCtx
== pwglGetCurrentContext())) {
1780 TRACE("Already using gl context %p\n", context
->glCtx
);
1783 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context
, context
->hdc
, context
->glCtx
);
1785 ret
= pwglMakeCurrent(context
->hdc
, context
->glCtx
);
1787 ERR("Failed to activate the new context\n");
1788 } else if(!context
->last_was_blit
) {
1789 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1791 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1794 if(This
->activeContext
->vshader_const_dirty
) {
1795 memset(This
->activeContext
->vshader_const_dirty
, 1,
1796 sizeof(*This
->activeContext
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
1798 if(This
->activeContext
->pshader_const_dirty
) {
1799 memset(This
->activeContext
->pshader_const_dirty
, 1,
1800 sizeof(*This
->activeContext
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
1802 This
->activeContext
= context
;
1803 context_set_last_device(This
);
1807 case CTXUSAGE_CLEAR
:
1808 case CTXUSAGE_DRAWPRIM
:
1809 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1811 context_apply_fbo_state(context
);
1814 if (context
->draw_buffer_dirty
) {
1815 apply_draw_buffer(This
, target
, FALSE
);
1816 context
->draw_buffer_dirty
= FALSE
;
1821 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1822 if (This
->render_offscreen
) {
1823 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
1825 context_bind_fbo(context
, GL_FRAMEBUFFER_EXT
, &context
->dst_fbo
);
1826 context_attach_surface_fbo(context
, GL_FRAMEBUFFER_EXT
, 0, target
);
1827 context_attach_depth_stencil_fbo(context
, GL_FRAMEBUFFER_EXT
, NULL
, FALSE
);
1831 context_bind_fbo(context
, GL_FRAMEBUFFER_EXT
, NULL
);
1834 context
->draw_buffer_dirty
= TRUE
;
1836 if (context
->draw_buffer_dirty
) {
1837 apply_draw_buffer(This
, target
, TRUE
);
1838 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
1839 context
->draw_buffer_dirty
= FALSE
;
1849 case CTXUSAGE_RESOURCELOAD
:
1850 /* This does not require any special states to be set up */
1853 case CTXUSAGE_CLEAR
:
1854 if(context
->last_was_blit
) {
1855 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1858 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1859 * blending when clearing improves the clearing performance incredibly.
1862 glDisable(GL_BLEND
);
1864 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1867 glEnable(GL_SCISSOR_TEST
);
1868 checkGLcall("glEnable GL_SCISSOR_TEST");
1870 context
->last_was_blit
= FALSE
;
1871 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1872 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1875 case CTXUSAGE_DRAWPRIM
:
1876 /* This needs all dirty states applied */
1877 if(context
->last_was_blit
) {
1878 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1881 IWineD3DDeviceImpl_FindTexUnitMap(This
);
1884 for(i
=0; i
< context
->numDirtyEntries
; i
++) {
1885 dirtyState
= context
->dirtyArray
[i
];
1886 idx
= dirtyState
>> 5;
1887 shift
= dirtyState
& 0x1f;
1888 context
->isStateDirty
[idx
] &= ~(1 << shift
);
1889 StateTable
[dirtyState
].apply(dirtyState
, This
->stateBlock
, context
);
1892 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
1893 context
->last_was_blit
= FALSE
;
1897 SetupForBlit(This
, context
,
1898 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Width
,
1899 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Height
);
1903 FIXME("Unexpected context usage requested\n");
1907 WineD3DContext
*getActiveContext(void) {
1908 return last_device
->activeContext
;