2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 /* The last used device.
34 * If the application creates multiple devices and switches between them, ActivateContext has to
35 * change the opengl context. This flag allows to keep track which device is active
37 static IWineD3DDeviceImpl
*last_device
;
39 /* FBO helper functions */
41 /* GL locking is done by the caller */
42 void context_bind_fbo(IWineD3DDevice
*iface
, GLenum target
, GLuint
*fbo
)
44 const IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
48 GL_EXTCALL(glGenFramebuffersEXT(1, fbo
));
49 checkGLcall("glGenFramebuffersEXT()");
50 TRACE("Created FBO %d\n", *fbo
);
53 GL_EXTCALL(glBindFramebufferEXT(target
, *fbo
));
54 checkGLcall("glBindFramebuffer()");
57 /* GL locking is done by the caller */
58 static void context_clean_fbo_attachments(IWineD3DDeviceImpl
*This
)
62 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
64 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
, GL_COLOR_ATTACHMENT0_EXT
+ i
, GL_TEXTURE_2D
, 0, 0));
65 checkGLcall("glFramebufferTexture2D()");
67 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
, GL_DEPTH_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
68 checkGLcall("glFramebufferTexture2D()");
71 /* GL locking is done by the caller */
72 static void context_destroy_fbo(IWineD3DDeviceImpl
*This
, const GLuint
*fbo
)
74 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, *fbo
));
75 checkGLcall("glBindFramebuffer()");
77 context_clean_fbo_attachments(This
);
79 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
80 checkGLcall("glBindFramebuffer()");
81 GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo
));
82 checkGLcall("glDeleteFramebuffers()");
85 /* GL locking is done by the caller */
86 static void context_apply_attachment_filter_states(IWineD3DDevice
*iface
, IWineD3DSurface
*surface
, BOOL force_preload
)
88 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
89 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
90 IWineD3DBaseTextureImpl
*texture_impl
;
91 BOOL update_minfilter
= FALSE
;
92 BOOL update_magfilter
= FALSE
;
94 /* Update base texture states array */
95 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface
, &IID_IWineD3DBaseTexture
, (void **)&texture_impl
)))
97 if (texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_POINT
98 || texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] != WINED3DTEXF_NONE
)
100 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
101 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
102 update_minfilter
= TRUE
;
105 if (texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_POINT
)
107 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
108 update_magfilter
= TRUE
;
111 if (texture_impl
->baseTexture
.bindCount
)
113 WARN("Render targets should not be bound to a sampler\n");
114 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_SAMPLER(texture_impl
->baseTexture
.sampler
));
117 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*)texture_impl
);
120 if (update_minfilter
|| update_magfilter
|| force_preload
)
122 GLenum target
, bind_target
;
125 target
= surface_impl
->glDescription
.target
;
126 if (target
== GL_TEXTURE_2D
)
128 bind_target
= GL_TEXTURE_2D
;
129 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
130 } else if (target
== GL_TEXTURE_RECTANGLE_ARB
) {
131 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
132 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
134 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
135 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB
, &old_binding
);
138 surface_internal_preload(surface
, SRGB_RGB
);
140 glBindTexture(bind_target
, surface_impl
->glDescription
.textureName
);
141 if (update_minfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
142 if (update_magfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
143 glBindTexture(bind_target
, old_binding
);
146 checkGLcall("apply_attachment_filter_states()");
149 /* TODO: Handle stencil attachments */
150 /* GL locking is done by the caller */
151 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl
*This
, GLenum fbo_target
, IWineD3DSurface
*depth_stencil
, BOOL use_render_buffer
)
153 IWineD3DSurfaceImpl
*depth_stencil_impl
= (IWineD3DSurfaceImpl
*)depth_stencil
;
155 TRACE("Attach depth stencil %p\n", depth_stencil
);
159 if (use_render_buffer
&& depth_stencil_impl
->current_renderbuffer
)
161 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
, GL_RENDERBUFFER_EXT
, depth_stencil_impl
->current_renderbuffer
->id
));
162 checkGLcall("glFramebufferRenderbufferEXT()");
164 context_apply_attachment_filter_states((IWineD3DDevice
*)This
, depth_stencil
, TRUE
);
166 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
, depth_stencil_impl
->glDescription
.target
,
167 depth_stencil_impl
->glDescription
.textureName
, depth_stencil_impl
->glDescription
.level
));
168 checkGLcall("glFramebufferTexture2DEXT()");
171 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
172 checkGLcall("glFramebufferTexture2DEXT()");
176 /* GL locking is done by the caller */
177 void context_attach_surface_fbo(IWineD3DDeviceImpl
*This
, GLenum fbo_target
, DWORD idx
, IWineD3DSurface
*surface
)
179 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
181 TRACE("Attach surface %p to %u\n", surface
, idx
);
185 context_apply_attachment_filter_states((IWineD3DDevice
*)This
, surface
, TRUE
);
187 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_COLOR_ATTACHMENT0_EXT
+ idx
, surface_impl
->glDescription
.target
,
188 surface_impl
->glDescription
.textureName
, surface_impl
->glDescription
.level
));
189 checkGLcall("glFramebufferTexture2DEXT()");
191 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_COLOR_ATTACHMENT0_EXT
+ idx
, GL_TEXTURE_2D
, 0, 0));
192 checkGLcall("glFramebufferTexture2DEXT()");
196 /* GL locking is done by the caller */
197 static void context_check_fbo_status(IWineD3DDevice
*iface
)
199 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
202 status
= GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT
));
203 if (status
== GL_FRAMEBUFFER_COMPLETE_EXT
)
205 TRACE("FBO complete\n");
207 IWineD3DSurfaceImpl
*attachment
;
209 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
211 /* Dump the FBO attachments */
212 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
214 attachment
= (IWineD3DSurfaceImpl
*)This
->activeContext
->current_fbo
->render_targets
[i
];
217 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
218 i
, attachment
, debug_d3dformat(attachment
->resource
.format_desc
->format
),
219 attachment
->pow2Width
, attachment
->pow2Height
);
222 attachment
= (IWineD3DSurfaceImpl
*)This
->activeContext
->current_fbo
->depth_stencil
;
225 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
226 attachment
, debug_d3dformat(attachment
->resource
.format_desc
->format
),
227 attachment
->pow2Width
, attachment
->pow2Height
);
232 static struct fbo_entry
*context_create_fbo_entry(IWineD3DDevice
*iface
)
234 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
235 struct fbo_entry
*entry
;
237 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
238 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
239 memcpy(entry
->render_targets
, This
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
240 entry
->depth_stencil
= This
->stencilBufferTarget
;
241 entry
->attached
= FALSE
;
247 /* GL locking is done by the caller */
248 static void context_reuse_fbo_entry(IWineD3DDevice
*iface
, struct fbo_entry
*entry
)
250 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
252 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, entry
->id
));
253 checkGLcall("glBindFramebuffer()");
254 context_clean_fbo_attachments(This
);
256 memcpy(entry
->render_targets
, This
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
257 entry
->depth_stencil
= This
->stencilBufferTarget
;
258 entry
->attached
= FALSE
;
261 /* GL locking is done by the caller */
262 static void context_destroy_fbo_entry(IWineD3DDeviceImpl
*This
, struct fbo_entry
*entry
)
266 TRACE("Destroy FBO %d\n", entry
->id
);
267 context_destroy_fbo(This
, &entry
->id
);
269 list_remove(&entry
->entry
);
270 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
271 HeapFree(GetProcessHeap(), 0, entry
);
275 /* GL locking is done by the caller */
276 static struct fbo_entry
*context_find_fbo_entry(IWineD3DDevice
*iface
, WineD3DContext
*context
)
278 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
279 struct fbo_entry
*entry
;
281 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
283 if (!memcmp(entry
->render_targets
, This
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
))
284 && entry
->depth_stencil
== This
->stencilBufferTarget
)
286 list_remove(&entry
->entry
);
287 list_add_head(&context
->fbo_list
, &entry
->entry
);
292 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
294 entry
= context_create_fbo_entry(iface
);
295 list_add_head(&context
->fbo_list
, &entry
->entry
);
296 ++context
->fbo_entry_count
;
300 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
301 context_reuse_fbo_entry(iface
, entry
);
302 list_remove(&entry
->entry
);
303 list_add_head(&context
->fbo_list
, &entry
->entry
);
309 /* GL locking is done by the caller */
310 static void context_apply_fbo_entry(IWineD3DDevice
*iface
, struct fbo_entry
*entry
)
312 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
315 context_bind_fbo(iface
, GL_FRAMEBUFFER_EXT
, &entry
->id
);
317 if (!entry
->attached
)
319 /* Apply render targets */
320 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
322 IWineD3DSurface
*render_target
= This
->render_targets
[i
];
323 context_attach_surface_fbo(This
, GL_FRAMEBUFFER_EXT
, i
, render_target
);
326 /* Apply depth targets */
327 if (This
->stencilBufferTarget
) {
328 unsigned int w
= ((IWineD3DSurfaceImpl
*)This
->render_targets
[0])->pow2Width
;
329 unsigned int h
= ((IWineD3DSurfaceImpl
*)This
->render_targets
[0])->pow2Height
;
331 surface_set_compatible_renderbuffer(This
->stencilBufferTarget
, w
, h
);
333 context_attach_depth_stencil_fbo(This
, GL_FRAMEBUFFER_EXT
, This
->stencilBufferTarget
, TRUE
);
335 entry
->attached
= TRUE
;
337 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
339 if (This
->render_targets
[i
])
340 context_apply_attachment_filter_states(iface
, This
->render_targets
[i
], FALSE
);
342 if (This
->stencilBufferTarget
)
343 context_apply_attachment_filter_states(iface
, This
->stencilBufferTarget
, FALSE
);
346 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
348 if (This
->render_targets
[i
])
349 This
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0_EXT
+ i
;
351 This
->draw_buffers
[i
] = GL_NONE
;
355 /* GL locking is done by the caller */
356 static void context_apply_fbo_state(IWineD3DDevice
*iface
)
358 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
359 WineD3DContext
*context
= This
->activeContext
;
361 if (This
->render_offscreen
)
363 context
->current_fbo
= context_find_fbo_entry(iface
, context
);
364 context_apply_fbo_entry(iface
, context
->current_fbo
);
366 context
->current_fbo
= NULL
;
367 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
370 context_check_fbo_status(iface
);
373 void context_resource_released(IWineD3DDevice
*iface
, IWineD3DResource
*resource
, WINED3DRESOURCETYPE type
)
375 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
380 case WINED3DRTYPE_SURFACE
:
382 for (i
= 0; i
< This
->numContexts
; ++i
)
384 struct fbo_entry
*entry
, *entry2
;
388 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &This
->contexts
[i
]->fbo_list
, struct fbo_entry
, entry
)
390 BOOL destroyed
= FALSE
;
393 for (j
= 0; !destroyed
&& j
< GL_LIMITS(buffers
); ++j
)
395 if (entry
->render_targets
[j
] == (IWineD3DSurface
*)resource
)
397 context_destroy_fbo_entry(This
, entry
);
402 if (!destroyed
&& entry
->depth_stencil
== (IWineD3DSurface
*)resource
)
403 context_destroy_fbo_entry(This
, entry
);
417 /*****************************************************************************
418 * Context_MarkStateDirty
420 * Marks a state in a context dirty. Only one context, opposed to
421 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
425 * context: Context to mark the state dirty in
426 * state: State to mark dirty
427 * StateTable: Pointer to the state table in use(for state grouping)
429 *****************************************************************************/
430 static void Context_MarkStateDirty(WineD3DContext
*context
, DWORD state
, const struct StateEntry
*StateTable
) {
431 DWORD rep
= StateTable
[state
].representative
;
435 if(!rep
|| isStateDirty(context
, rep
)) return;
437 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
440 context
->isStateDirty
[idx
] |= (1 << shift
);
443 /*****************************************************************************
446 * Adds a context to the context array. Helper function for CreateContext
448 * This method is not called in performance-critical code paths, only when a
449 * new render target or swapchain is created. Thus performance is not an issue
453 * This: Device to add the context for
454 * hdc: device context
455 * glCtx: WGL context to add
456 * pbuffer: optional pbuffer used with this context
458 *****************************************************************************/
459 static WineD3DContext
*AddContextToArray(IWineD3DDeviceImpl
*This
, HWND win_handle
, HDC hdc
, HGLRC glCtx
, HPBUFFERARB pbuffer
) {
460 WineD3DContext
**oldArray
= This
->contexts
;
463 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * (This
->numContexts
+ 1));
464 if(This
->contexts
== NULL
) {
465 ERR("Unable to grow the context array\n");
466 This
->contexts
= oldArray
;
470 memcpy(This
->contexts
, oldArray
, sizeof(*This
->contexts
) * This
->numContexts
);
473 This
->contexts
[This
->numContexts
] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(WineD3DContext
));
474 if(This
->contexts
[This
->numContexts
] == NULL
) {
475 ERR("Unable to allocate a new context\n");
476 HeapFree(GetProcessHeap(), 0, This
->contexts
);
477 This
->contexts
= oldArray
;
481 This
->contexts
[This
->numContexts
]->hdc
= hdc
;
482 This
->contexts
[This
->numContexts
]->glCtx
= glCtx
;
483 This
->contexts
[This
->numContexts
]->pbuffer
= pbuffer
;
484 This
->contexts
[This
->numContexts
]->win_handle
= win_handle
;
485 HeapFree(GetProcessHeap(), 0, oldArray
);
487 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
489 for(state
= 0; state
<= STATE_HIGHEST
; state
++) {
490 Context_MarkStateDirty(This
->contexts
[This
->numContexts
], state
, This
->StateTable
);
494 TRACE("Created context %p\n", This
->contexts
[This
->numContexts
- 1]);
495 return This
->contexts
[This
->numContexts
- 1];
498 /* This function takes care of WineD3D pixel format selection. */
499 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
,
500 const struct GlPixelFormatDesc
*color_format_desc
, const struct GlPixelFormatDesc
*ds_format_desc
,
501 BOOL auxBuffers
, int numSamples
, BOOL pbuffer
, BOOL findCompatible
)
504 unsigned int matchtry
;
505 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
506 short depthBits
=0, stencilBits
=0;
513 /* First, try without alpha match buffers. MacOS supports aux buffers only
514 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
515 * Then try without aux buffers - this is the most common cause for not
516 * finding a pixel format. Also some drivers(the open source ones)
517 * only offer 32 bit ARB pixel formats. First try without an exact alpha
518 * match, then try without an exact alpha and color match.
520 { TRUE
, TRUE
, TRUE
},
521 { TRUE
, FALSE
, TRUE
},
522 { FALSE
, TRUE
, TRUE
},
523 { FALSE
, FALSE
, TRUE
},
524 { TRUE
, FALSE
, FALSE
},
525 { FALSE
, FALSE
, FALSE
},
529 int nCfgs
= This
->adapter
->nCfgs
;
531 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
532 debug_d3dformat(color_format_desc
->format
), debug_d3dformat(ds_format_desc
->format
),
533 auxBuffers
, numSamples
, pbuffer
, findCompatible
);
535 if (!getColorBits(color_format_desc
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
537 ERR("Unable to get color bits for format %s (%#x)!\n",
538 debug_d3dformat(color_format_desc
->format
), color_format_desc
->format
);
542 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
543 * You are able to add a depth + stencil surface at a later stage when you need it.
544 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
545 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
546 * context, need torecreate shaders, textures and other resources.
548 * The context manager already takes care of the state problem and for the other tasks code from Reset
549 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
550 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
551 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
552 * issue needs to be fixed. */
553 if (ds_format_desc
->format
!= WINED3DFMT_D24S8
)
555 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
556 ds_format_desc
= getFormatDescEntry(WINED3DFMT_D24S8
, &This
->adapter
->gl_info
);
559 getDepthStencilBits(ds_format_desc
, &depthBits
, &stencilBits
);
561 for(matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(matches
[0])) && !iPixelFormat
; matchtry
++) {
562 for(i
=0; i
<nCfgs
; i
++) {
563 BOOL exactDepthMatch
= TRUE
;
564 WineD3D_PixelFormat
*cfg
= &This
->adapter
->cfgs
[i
];
566 /* For now only accept RGBA formats. Perhaps some day we will
567 * allow floating point formats for pbuffers. */
568 if(cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
571 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
572 if(!pbuffer
&& !(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
575 /* We like to have aux buffers in backbuffer mode */
576 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
579 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
580 if(pbuffer
&& (!cfg
->pbufferDrawable
|| cfg
->doubleBuffer
))
583 if(matches
[matchtry
].exact_color
) {
584 if(cfg
->redSize
!= redBits
)
586 if(cfg
->greenSize
!= greenBits
)
588 if(cfg
->blueSize
!= blueBits
)
591 if(cfg
->redSize
< redBits
)
593 if(cfg
->greenSize
< greenBits
)
595 if(cfg
->blueSize
< blueBits
)
598 if(matches
[matchtry
].exact_alpha
) {
599 if(cfg
->alphaSize
!= alphaBits
)
602 if(cfg
->alphaSize
< alphaBits
)
606 /* We try to locate a format which matches our requirements exactly. In case of
607 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
608 if(cfg
->depthSize
< depthBits
)
610 else if(cfg
->depthSize
> depthBits
)
611 exactDepthMatch
= FALSE
;
613 /* In all cases make sure the number of stencil bits matches our requirements
614 * even when we don't need stencil because it could affect performance EXCEPT
615 * on cards which don't offer depth formats without stencil like the i915 drivers
617 if(stencilBits
!= cfg
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
620 /* Check multisampling support */
621 if(cfg
->numSamples
!= numSamples
)
624 /* When we have passed all the checks then we have found a format which matches our
625 * requirements. Note that we only check for a limit number of capabilities right now,
626 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
627 * can still differ in things like multisampling, stereo, SRGB and other flags.
630 /* Exit the loop as we have found a format :) */
631 if(exactDepthMatch
) {
632 iPixelFormat
= cfg
->iPixelFormat
;
634 } else if(!iPixelFormat
) {
635 /* In the end we might end up with a format which doesn't exactly match our depth
636 * requirements. Accept the first format we found because formats with higher iPixelFormat
637 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
638 iPixelFormat
= cfg
->iPixelFormat
;
643 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
644 if(!iPixelFormat
&& !findCompatible
) {
645 ERR("Can't find a suitable iPixelFormat\n");
647 } else if(!iPixelFormat
) {
648 PIXELFORMATDESCRIPTOR pfd
;
650 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
651 /* PixelFormat selection */
652 ZeroMemory(&pfd
, sizeof(pfd
));
653 pfd
.nSize
= sizeof(pfd
);
655 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
656 pfd
.iPixelType
= PFD_TYPE_RGBA
;
657 pfd
.cAlphaBits
= alphaBits
;
658 pfd
.cColorBits
= colorBits
;
659 pfd
.cDepthBits
= depthBits
;
660 pfd
.cStencilBits
= stencilBits
;
661 pfd
.iLayerType
= PFD_MAIN_PLANE
;
663 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
665 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
666 ERR("Can't find a suitable iPixelFormat\n");
671 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
672 iPixelFormat
, debug_d3dformat(color_format_desc
->format
), debug_d3dformat(ds_format_desc
->format
));
676 /*****************************************************************************
679 * Creates a new context for a window, or a pbuffer context.
682 * This: Device to activate the context for
683 * target: Surface this context will render to
684 * win_handle: handle to the window which we are drawing to
685 * create_pbuffer: tells whether to create a pbuffer or not
686 * pPresentParameters: contains the pixelformats to use for onscreen rendering
688 *****************************************************************************/
689 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win_handle
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
) {
690 HDC oldDrawable
, hdc
;
691 HPBUFFERARB pbuffer
= NULL
;
692 HGLRC ctx
= NULL
, oldCtx
;
693 WineD3DContext
*ret
= NULL
;
696 TRACE("(%p): Creating a %s context for render target %p\n", This
, create_pbuffer
? "offscreen" : "onscreen", target
);
699 HDC hdc_parent
= GetDC(win_handle
);
700 int iPixelFormat
= 0;
702 IWineD3DSurface
*StencilSurface
= This
->stencilBufferTarget
;
703 const struct GlPixelFormatDesc
*ds_format_desc
= StencilSurface
704 ? ((IWineD3DSurfaceImpl
*)StencilSurface
)->resource
.format_desc
705 : getFormatDescEntry(WINED3DFMT_UNKNOWN
, &This
->adapter
->gl_info
);
707 /* Try to find a pixel format with pbuffer support. */
708 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format_desc
,
709 ds_format_desc
, FALSE
/* auxBuffers */, 0 /* numSamples */, TRUE
/* PBUFFER */,
710 FALSE
/* findCompatible */);
712 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
714 /* For some reason we weren't able to find a format, try to find something instead of crashing.
715 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
716 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format_desc
,
717 ds_format_desc
, FALSE
/* auxBuffer */, 0 /* numSamples */, TRUE
/* PBUFFER */,
718 TRUE
/* findCompatible */);
721 /* This shouldn't happen as ChoosePixelFormat always returns something */
723 ERR("Unable to locate a pixel format for a pbuffer\n");
724 ReleaseDC(win_handle
, hdc_parent
);
728 TRACE("Creating a pBuffer drawable for the new context\n");
729 pbuffer
= GL_EXTCALL(wglCreatePbufferARB(hdc_parent
, iPixelFormat
, target
->currentDesc
.Width
, target
->currentDesc
.Height
, 0));
731 ERR("Cannot create a pbuffer\n");
732 ReleaseDC(win_handle
, hdc_parent
);
736 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
737 hdc
= GL_EXTCALL(wglGetPbufferDCARB(pbuffer
));
739 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer
);
740 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
741 ReleaseDC(win_handle
, hdc_parent
);
744 ReleaseDC(win_handle
, hdc_parent
);
746 PIXELFORMATDESCRIPTOR pfd
;
749 const struct GlPixelFormatDesc
*color_format_desc
= target
->resource
.format_desc
;
750 const struct GlPixelFormatDesc
*ds_format_desc
= getFormatDescEntry(WINED3DFMT_UNKNOWN
,
751 &This
->adapter
->gl_info
);
752 BOOL auxBuffers
= FALSE
;
755 hdc
= GetDC(win_handle
);
757 ERR("Cannot retrieve a device context!\n");
761 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
762 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
765 if (color_format_desc
->format
== WINED3DFMT_X4R4G4B4
)
766 color_format_desc
= getFormatDescEntry(WINED3DFMT_A4R4G4B4
, &This
->adapter
->gl_info
);
767 else if (color_format_desc
->format
== WINED3DFMT_X8R8G8B8
)
768 color_format_desc
= getFormatDescEntry(WINED3DFMT_A8R8G8B8
, &This
->adapter
->gl_info
);
771 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
772 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
773 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
774 * a format with 8bit alpha, so request A8R8G8B8. */
775 if (color_format_desc
->format
== WINED3DFMT_P8
)
776 color_format_desc
= getFormatDescEntry(WINED3DFMT_A8R8G8B8
, &This
->adapter
->gl_info
);
778 /* Retrieve the depth stencil format from the present parameters.
779 * The choice of the proper format can give a nice performance boost
780 * in case of GPU limited programs. */
781 if(pPresentParms
->EnableAutoDepthStencil
) {
782 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms
->AutoDepthStencilFormat
));
783 ds_format_desc
= getFormatDescEntry(pPresentParms
->AutoDepthStencilFormat
, &This
->adapter
->gl_info
);
786 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
787 if(pPresentParms
->MultiSampleType
&& (pPresentParms
->SwapEffect
== WINED3DSWAPEFFECT_DISCARD
)) {
788 if(!GL_SUPPORT(ARB_MULTISAMPLE
))
789 ERR("The program is requesting multisampling without support!\n");
791 ERR("Requesting MultiSampleType=%d\n", pPresentParms
->MultiSampleType
);
792 numSamples
= pPresentParms
->MultiSampleType
;
796 /* Try to find a pixel format which matches our requirements */
797 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, color_format_desc
, ds_format_desc
,
798 auxBuffers
, numSamples
, FALSE
/* PBUFFER */, FALSE
/* findCompatible */);
800 /* Try to locate a compatible format if we weren't able to find anything */
802 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
803 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, color_format_desc
, ds_format_desc
,
804 auxBuffers
, 0 /* numSamples */, FALSE
/* PBUFFER */, TRUE
/* findCompatible */ );
807 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
809 ERR("Can't find a suitable iPixelFormat\n");
813 DescribePixelFormat(hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
814 res
= SetPixelFormat(hdc
, iPixelFormat
, NULL
);
816 int oldPixelFormat
= GetPixelFormat(hdc
);
818 /* By default WGL doesn't allow pixel format adjustments but we need it here.
819 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
820 * set the pixel format multiple times. Only use it when it is really needed. */
822 if(oldPixelFormat
== iPixelFormat
) {
823 /* We don't have to do anything as the formats are the same :) */
824 } else if(oldPixelFormat
&& GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
)) {
825 res
= GL_EXTCALL(wglSetPixelFormatWINE(hdc
, iPixelFormat
, NULL
));
828 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
831 } else if(oldPixelFormat
) {
832 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
833 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
834 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc
, oldPixelFormat
);
836 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
842 ctx
= pwglCreateContext(hdc
);
843 if(This
->numContexts
) pwglShareLists(This
->contexts
[0]->glCtx
, ctx
);
846 ERR("Failed to create a WGL context\n");
848 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
849 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
853 ret
= AddContextToArray(This
, win_handle
, hdc
, ctx
, pbuffer
);
855 ERR("Failed to add the newly created context to the context list\n");
856 pwglDeleteContext(ctx
);
858 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
859 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
863 ret
->surface
= (IWineD3DSurface
*) target
;
864 ret
->isPBuffer
= create_pbuffer
;
865 ret
->tid
= GetCurrentThreadId();
866 if(This
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*) This
)) {
867 /* Create the dirty constants array and initialize them to dirty */
868 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
869 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
870 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
871 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
872 memset(ret
->vshader_const_dirty
, 1,
873 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
874 memset(ret
->pshader_const_dirty
, 1,
875 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
878 TRACE("Successfully created new context %p\n", ret
);
880 list_init(&ret
->fbo_list
);
882 /* Set up the context defaults */
883 oldCtx
= pwglGetCurrentContext();
884 oldDrawable
= pwglGetCurrentDC();
885 if(oldCtx
&& oldDrawable
) {
886 /* See comment in ActivateContext context switching */
887 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
889 if(pwglMakeCurrent(hdc
, ctx
) == FALSE
) {
890 ERR("Cannot activate context to set up defaults\n");
896 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
898 TRACE("Setting up the screen\n");
899 /* Clear the screen */
900 glClearColor(1.0, 0.0, 0.0, 0.0);
901 checkGLcall("glClearColor");
904 glClearStencil(0xffff);
906 checkGLcall("glClear");
908 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
909 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
911 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
912 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
914 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
915 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
917 glPixelStorei(GL_PACK_ALIGNMENT
, This
->surface_alignment
);
918 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
919 glPixelStorei(GL_UNPACK_ALIGNMENT
, This
->surface_alignment
);
920 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
922 if(GL_SUPPORT(APPLE_CLIENT_STORAGE
)) {
923 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
924 * and textures in DIB sections(due to the memory protection).
926 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
927 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
929 if(GL_SUPPORT(ARB_VERTEX_BLEND
)) {
930 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
931 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
932 * GL_VERTEX_BLEND_ARB isn't enabled too
934 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
935 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
937 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
938 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
939 * the previous texture where to source the offset from is always unit - 1.
941 for(s
= 1; s
< GL_LIMITS(textures
); s
++) {
942 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
943 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
944 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
948 for(s
= 0; s
< GL_LIMITS(point_sprite_units
); s
++) {
949 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
950 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
951 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
955 /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
956 * but enable it for the first context we create, and reenable it on the old context
958 if(oldDrawable
&& oldCtx
) {
959 pwglMakeCurrent(oldDrawable
, oldCtx
);
963 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
971 /*****************************************************************************
972 * RemoveContextFromArray
974 * Removes a context from the context manager. The opengl context is not
975 * destroyed or unset. context is not a valid pointer after that call.
977 * Similar to the former call this isn't a performance critical function. A
978 * helper function for DestroyContext.
981 * This: Device to activate the context for
982 * context: Context to remove
984 *****************************************************************************/
985 static void RemoveContextFromArray(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
986 WineD3DContext
**new_array
;
990 TRACE("Removing ctx %p\n", context
);
992 for (i
= 0; i
< This
->numContexts
; ++i
)
994 if (This
->contexts
[i
] == context
)
996 HeapFree(GetProcessHeap(), 0, context
);
1004 ERR("Context %p doesn't exist in context array\n", context
);
1008 while (i
< This
->numContexts
- 1)
1010 This
->contexts
[i
] = This
->contexts
[i
+ 1];
1014 --This
->numContexts
;
1015 if (!This
->numContexts
)
1017 HeapFree(GetProcessHeap(), 0, This
->contexts
);
1018 This
->contexts
= NULL
;
1022 new_array
= HeapReAlloc(GetProcessHeap(), 0, This
->contexts
, This
->numContexts
* sizeof(*This
->contexts
));
1025 ERR("Failed to shrink context array. Oh well.\n");
1029 This
->contexts
= new_array
;
1032 /*****************************************************************************
1035 * Destroys a wineD3DContext
1038 * This: Device to activate the context for
1039 * context: Context to destroy
1041 *****************************************************************************/
1042 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
1043 struct fbo_entry
*entry
, *entry2
;
1045 TRACE("Destroying ctx %p\n", context
);
1047 /* The correct GL context needs to be active to cleanup the GL resources below */
1048 if(pwglGetCurrentContext() != context
->glCtx
){
1049 pwglMakeCurrent(context
->hdc
, context
->glCtx
);
1055 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
) {
1056 context_destroy_fbo_entry(This
, entry
);
1058 if (context
->src_fbo
) {
1059 TRACE("Destroy src FBO %d\n", context
->src_fbo
);
1060 context_destroy_fbo(This
, &context
->src_fbo
);
1062 if (context
->dst_fbo
) {
1063 TRACE("Destroy dst FBO %d\n", context
->dst_fbo
);
1064 context_destroy_fbo(This
, &context
->dst_fbo
);
1069 if (This
->activeContext
== context
)
1071 This
->activeContext
= NULL
;
1072 TRACE("Destroying the active context.\n");
1075 /* Cleanup the GL context */
1076 pwglMakeCurrent(NULL
, NULL
);
1077 if(context
->isPBuffer
) {
1078 GL_EXTCALL(wglReleasePbufferDCARB(context
->pbuffer
, context
->hdc
));
1079 GL_EXTCALL(wglDestroyPbufferARB(context
->pbuffer
));
1080 } else ReleaseDC(context
->win_handle
, context
->hdc
);
1081 pwglDeleteContext(context
->glCtx
);
1083 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
1084 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
1085 RemoveContextFromArray(This
, context
);
1088 /* GL locking is done by the caller */
1089 static inline void set_blit_dimension(UINT width
, UINT height
) {
1090 glMatrixMode(GL_PROJECTION
);
1091 checkGLcall("glMatrixMode(GL_PROJECTION)");
1093 checkGLcall("glLoadIdentity()");
1094 glOrtho(0, width
, height
, 0, 0.0, -1.0);
1095 checkGLcall("glOrtho");
1096 glViewport(0, 0, width
, height
);
1097 checkGLcall("glViewport");
1100 /*****************************************************************************
1103 * Sets up a context for DirectDraw blitting.
1104 * All texture units are disabled, texture unit 0 is set as current unit
1105 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1106 * color writing enabled for all channels
1107 * register combiners disabled, shaders disabled
1108 * world matrix is set to identity, texture matrix 0 too
1109 * projection matrix is setup for drawing screen coordinates
1112 * This: Device to activate the context for
1113 * context: Context to setup
1114 * width: render target width
1115 * height: render target height
1117 *****************************************************************************/
1118 static inline void SetupForBlit(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
, UINT width
, UINT height
) {
1120 const struct StateEntry
*StateTable
= This
->StateTable
;
1122 TRACE("Setting up context %p for blitting\n", context
);
1123 if(context
->last_was_blit
) {
1124 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
1126 set_blit_dimension(width
, height
);
1128 context
->blit_w
= width
; context
->blit_h
= height
;
1129 /* No need to dirtify here, the states are still dirtified because they weren't
1130 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1134 TRACE("Context is already set up for blitting, nothing to do\n");
1137 context
->last_was_blit
= TRUE
;
1139 /* TODO: Use a display list */
1141 /* Disable shaders */
1143 This
->shader_backend
->shader_select((IWineD3DDevice
*)This
, FALSE
, FALSE
);
1146 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
1147 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
1149 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1150 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1151 * which can safely be called from here, we only lock once instead locking/unlocking
1152 * after each GL call.
1156 /* Disable all textures. The caller can then bind a texture it wants to blit
1159 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1160 * function texture unit. No need to care for higher samplers
1162 for(i
= GL_LIMITS(textures
) - 1; i
> 0 ; i
--) {
1163 sampler
= This
->rev_tex_unit_map
[i
];
1164 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1165 checkGLcall("glActiveTextureARB");
1167 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
1168 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1169 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1171 glDisable(GL_TEXTURE_3D
);
1172 checkGLcall("glDisable GL_TEXTURE_3D");
1173 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
1174 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1175 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1177 glDisable(GL_TEXTURE_2D
);
1178 checkGLcall("glDisable GL_TEXTURE_2D");
1180 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1181 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1183 if (sampler
!= -1) {
1184 if (sampler
< MAX_TEXTURES
) {
1185 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1187 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1190 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
1191 checkGLcall("glActiveTextureARB");
1193 sampler
= This
->rev_tex_unit_map
[0];
1195 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
1196 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1197 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1199 glDisable(GL_TEXTURE_3D
);
1200 checkGLcall("glDisable GL_TEXTURE_3D");
1201 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
1202 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1203 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1205 glDisable(GL_TEXTURE_2D
);
1206 checkGLcall("glDisable GL_TEXTURE_2D");
1208 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1210 glMatrixMode(GL_TEXTURE
);
1211 checkGLcall("glMatrixMode(GL_TEXTURE)");
1213 checkGLcall("glLoadIdentity()");
1215 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS
)) {
1216 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1217 GL_TEXTURE_LOD_BIAS_EXT
,
1219 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1222 if (sampler
!= -1) {
1223 if (sampler
< MAX_TEXTURES
) {
1224 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
), StateTable
);
1225 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1227 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1230 /* Other misc states */
1231 glDisable(GL_ALPHA_TEST
);
1232 checkGLcall("glDisable(GL_ALPHA_TEST)");
1233 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
1234 glDisable(GL_LIGHTING
);
1235 checkGLcall("glDisable GL_LIGHTING");
1236 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
1237 glDisable(GL_DEPTH_TEST
);
1238 checkGLcall("glDisable GL_DEPTH_TEST");
1239 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
1240 glDisableWINE(GL_FOG
);
1241 checkGLcall("glDisable GL_FOG");
1242 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
1243 glDisable(GL_BLEND
);
1244 checkGLcall("glDisable GL_BLEND");
1245 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1246 glDisable(GL_CULL_FACE
);
1247 checkGLcall("glDisable GL_CULL_FACE");
1248 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
1249 glDisable(GL_STENCIL_TEST
);
1250 checkGLcall("glDisable GL_STENCIL_TEST");
1251 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
1252 glDisable(GL_SCISSOR_TEST
);
1253 checkGLcall("glDisable GL_SCISSOR_TEST");
1254 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1255 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
1256 glDisable(GL_POINT_SPRITE_ARB
);
1257 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1258 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
1260 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1261 checkGLcall("glColorMask");
1262 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1263 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
1264 glDisable(GL_COLOR_SUM_EXT
);
1265 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
1266 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1269 /* Setup transforms */
1270 glMatrixMode(GL_MODELVIEW
);
1271 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1273 checkGLcall("glLoadIdentity()");
1274 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
1276 context
->last_was_rhw
= TRUE
;
1277 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
1279 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1280 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1281 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1282 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1283 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1284 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1285 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1287 set_blit_dimension(width
, height
);
1291 context
->blit_w
= width
; context
->blit_h
= height
;
1292 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1293 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1296 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1299 /*****************************************************************************
1300 * findThreadContextForSwapChain
1302 * Searches a swapchain for all contexts and picks one for the thread tid.
1303 * If none can be found the swapchain is requested to create a new context
1305 *****************************************************************************/
1306 static WineD3DContext
*findThreadContextForSwapChain(IWineD3DSwapChain
*swapchain
, DWORD tid
) {
1309 for(i
= 0; i
< ((IWineD3DSwapChainImpl
*) swapchain
)->num_contexts
; i
++) {
1310 if(((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
]->tid
== tid
) {
1311 return ((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
];
1316 /* Create a new context for the thread */
1317 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain
);
1320 /*****************************************************************************
1323 * Finds a context for the current render target and thread
1326 * target: Render target to find the context for
1327 * tid: Thread to activate the context for
1329 * Returns: The needed context
1331 *****************************************************************************/
1332 static inline WineD3DContext
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, DWORD tid
) {
1333 IWineD3DSwapChain
*swapchain
= NULL
;
1334 BOOL readTexture
= wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
&& This
->render_offscreen
;
1335 WineD3DContext
*context
= This
->activeContext
;
1336 BOOL oldRenderOffscreen
= This
->render_offscreen
;
1337 const struct GlPixelFormatDesc
*old
= ((IWineD3DSurfaceImpl
*)This
->lastActiveRenderTarget
)->resource
.format_desc
;
1338 const struct GlPixelFormatDesc
*new = ((IWineD3DSurfaceImpl
*)target
)->resource
.format_desc
;
1339 const struct StateEntry
*StateTable
= This
->StateTable
;
1341 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1342 * the alpha blend state changes with different render target formats
1344 if (old
->format
!= new->format
)
1346 /* Disable blending when the alpha mask has changed and when a format doesn't support blending */
1347 if ((old
->alpha_mask
&& !new->alpha_mask
) || (!old
->alpha_mask
&& new->alpha_mask
)
1348 || !(new->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
1350 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1354 if (SUCCEEDED(IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
))) {
1355 TRACE("Rendering onscreen\n");
1357 context
= findThreadContextForSwapChain(swapchain
, tid
);
1359 This
->render_offscreen
= FALSE
;
1360 /* The context != This->activeContext will catch a NOP context change. This can occur
1361 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1362 * rendering. No context change is needed in that case
1365 if(wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
) {
1366 if(This
->pbufferContext
&& tid
== This
->pbufferContext
->tid
) {
1367 This
->pbufferContext
->tid
= 0;
1370 IWineD3DSwapChain_Release(swapchain
);
1372 if(oldRenderOffscreen
) {
1373 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
1374 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
1375 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1376 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1377 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1381 TRACE("Rendering offscreen\n");
1382 This
->render_offscreen
= TRUE
;
1384 switch(wined3d_settings
.offscreen_rendering_mode
) {
1386 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
1387 if(This
->activeContext
&& tid
== This
->lastThread
) {
1388 context
= This
->activeContext
;
1390 /* This may happen if the app jumps straight into offscreen rendering
1391 * Start using the context of the primary swapchain. tid == 0 is no problem
1392 * for findThreadContextForSwapChain.
1394 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1395 * is perfect to call.
1397 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1403 IWineD3DSurfaceImpl
*targetimpl
= (IWineD3DSurfaceImpl
*) target
;
1404 if(This
->pbufferContext
== NULL
||
1405 This
->pbufferWidth
< targetimpl
->currentDesc
.Width
||
1406 This
->pbufferHeight
< targetimpl
->currentDesc
.Height
) {
1407 if(This
->pbufferContext
) {
1408 DestroyContext(This
, This
->pbufferContext
);
1411 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
1412 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
1414 This
->pbufferContext
= CreateContext(This
, targetimpl
,
1415 ((IWineD3DSwapChainImpl
*) This
->swapchains
[0])->context
[0]->win_handle
,
1416 TRUE
/* pbuffer */, &((IWineD3DSwapChainImpl
*)This
->swapchains
[0])->presentParms
);
1417 This
->pbufferWidth
= targetimpl
->currentDesc
.Width
;
1418 This
->pbufferHeight
= targetimpl
->currentDesc
.Height
;
1421 if(This
->pbufferContext
) {
1422 if(This
->pbufferContext
->tid
!= 0 && This
->pbufferContext
->tid
!= tid
) {
1423 FIXME("The PBuffr context is only supported for one thread for now!\n");
1425 This
->pbufferContext
->tid
= tid
;
1426 context
= This
->pbufferContext
;
1429 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
1430 wined3d_settings
.offscreen_rendering_mode
= ORM_BACKBUFFER
;
1434 case ORM_BACKBUFFER
:
1435 /* Stay with the currently active context for back buffer rendering */
1436 if(This
->activeContext
&& tid
== This
->lastThread
) {
1437 context
= This
->activeContext
;
1439 /* This may happen if the app jumps straight into offscreen rendering
1440 * Start using the context of the primary swapchain. tid == 0 is no problem
1441 * for findThreadContextForSwapChain.
1443 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1444 * is perfect to call.
1446 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1451 if(!oldRenderOffscreen
) {
1452 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
1453 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
1454 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1455 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1456 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1460 /* When switching away from an offscreen render target, and we're not using FBOs,
1461 * we have to read the drawable into the texture. This is done via PreLoad(and
1462 * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1463 * PreLoad needs a GL context, and FindContext is called before the context is activated.
1464 * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1465 * is read. This leads to these possible situations:
1467 * 0) lastActiveRenderTarget == target && oldTid == newTid:
1468 * Nothing to do, we don't even reach this code in this case...
1470 * 1) lastActiveRenderTarget != target && oldTid == newTid:
1471 * The currently active context is OK for readback. Call PreLoad, and it
1474 * 2) lastActiveRenderTarget == target && oldTid != newTid:
1475 * Nothing to do - the drawable is unchanged
1477 * 3) lastActiveRenderTarget != target && oldTid != newTid:
1478 * This is tricky. We have to get a context with the old drawable from somewhere
1479 * before we can switch to the new context. In this case, PreLoad calls
1480 * ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1481 * is case (2) then. The old drawable is activated for the new thread, and the
1482 * readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1483 * After that, the outer ActivateContext(which calls PreLoad) can activate the new
1484 * target for the new thread
1486 if (readTexture
&& This
->lastActiveRenderTarget
!= target
) {
1487 BOOL oldInDraw
= This
->isInDraw
;
1489 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1490 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1491 * when using offscreen rendering with multithreading
1493 This
->isInDraw
= TRUE
;
1495 /* Do that before switching the context:
1496 * Read the back buffer of the old drawable into the destination texture
1498 if(((IWineD3DSurfaceImpl
*)This
->lastActiveRenderTarget
)->glDescription
.srgbTextureName
) {
1499 surface_internal_preload(This
->lastActiveRenderTarget
, SRGB_BOTH
);
1501 surface_internal_preload(This
->lastActiveRenderTarget
, SRGB_RGB
);
1504 /* Assume that the drawable will be modified by some other things now */
1505 IWineD3DSurface_ModifyLocation(This
->lastActiveRenderTarget
, SFLAG_INDRAWABLE
, FALSE
);
1507 This
->isInDraw
= oldInDraw
;
1513 static void apply_draw_buffer(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, BOOL blit
)
1515 IWineD3DSwapChain
*swapchain
;
1517 if (SUCCEEDED(IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
)))
1519 IWineD3DSwapChain_Release((IUnknown
*)swapchain
);
1521 glDrawBuffer(surface_get_gl_buffer(target
, swapchain
));
1522 checkGLcall("glDrawBuffers()");
1528 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1532 if (GL_SUPPORT(ARB_DRAW_BUFFERS
))
1534 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers
), This
->draw_buffers
));
1535 checkGLcall("glDrawBuffers()");
1539 glDrawBuffer(This
->draw_buffers
[0]);
1540 checkGLcall("glDrawBuffer()");
1543 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
1544 checkGLcall("glDrawBuffer()");
1549 glDrawBuffer(This
->offscreenBuffer
);
1550 checkGLcall("glDrawBuffer()");
1556 /*****************************************************************************
1559 * Finds a rendering context and drawable matching the device and render
1560 * target for the current thread, activates them and puts them into the
1564 * This: Device to activate the context for
1565 * target: Requested render target
1566 * usage: Prepares the context for blitting, drawing or other actions
1568 *****************************************************************************/
1569 void ActivateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, ContextUsage usage
) {
1570 DWORD tid
= GetCurrentThreadId();
1571 DWORD i
, dirtyState
, idx
;
1573 WineD3DContext
*context
;
1574 const struct StateEntry
*StateTable
= This
->StateTable
;
1576 TRACE("(%p): Selecting context for render target %p, thread %d\n", This
, target
, tid
);
1577 if(This
->lastActiveRenderTarget
!= target
|| tid
!= This
->lastThread
) {
1578 context
= FindContext(This
, target
, tid
);
1579 context
->draw_buffer_dirty
= TRUE
;
1580 This
->lastActiveRenderTarget
= target
;
1581 This
->lastThread
= tid
;
1583 /* Stick to the old context */
1584 context
= This
->activeContext
;
1587 /* Activate the opengl context */
1588 if(last_device
!= This
|| context
!= This
->activeContext
) {
1591 /* Prevent an unneeded context switch as those are expensive */
1592 if(context
->glCtx
&& (context
->glCtx
== pwglGetCurrentContext())) {
1593 TRACE("Already using gl context %p\n", context
->glCtx
);
1596 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context
, context
->hdc
, context
->glCtx
);
1598 ret
= pwglMakeCurrent(context
->hdc
, context
->glCtx
);
1600 ERR("Failed to activate the new context\n");
1601 } else if(!context
->last_was_blit
) {
1602 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1604 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1607 if(This
->activeContext
->vshader_const_dirty
) {
1608 memset(This
->activeContext
->vshader_const_dirty
, 1,
1609 sizeof(*This
->activeContext
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
1611 if(This
->activeContext
->pshader_const_dirty
) {
1612 memset(This
->activeContext
->pshader_const_dirty
, 1,
1613 sizeof(*This
->activeContext
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
1615 This
->activeContext
= context
;
1620 case CTXUSAGE_CLEAR
:
1621 case CTXUSAGE_DRAWPRIM
:
1622 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1624 context_apply_fbo_state((IWineD3DDevice
*)This
);
1627 if (context
->draw_buffer_dirty
) {
1628 apply_draw_buffer(This
, target
, FALSE
);
1629 context
->draw_buffer_dirty
= FALSE
;
1634 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1635 if (This
->render_offscreen
) {
1636 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
1638 context_bind_fbo((IWineD3DDevice
*)This
, GL_FRAMEBUFFER_EXT
, &context
->dst_fbo
);
1639 context_attach_surface_fbo(This
, GL_FRAMEBUFFER_EXT
, 0, target
);
1640 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT
, GL_DEPTH_ATTACHMENT_EXT
, GL_RENDERBUFFER_EXT
, 0));
1641 checkGLcall("glFramebufferRenderbufferEXT");
1645 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
1646 checkGLcall("glFramebufferRenderbufferEXT");
1649 context
->draw_buffer_dirty
= TRUE
;
1651 if (context
->draw_buffer_dirty
) {
1652 apply_draw_buffer(This
, target
, TRUE
);
1653 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
1654 context
->draw_buffer_dirty
= FALSE
;
1664 case CTXUSAGE_RESOURCELOAD
:
1665 /* This does not require any special states to be set up */
1668 case CTXUSAGE_CLEAR
:
1669 if(context
->last_was_blit
) {
1670 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1673 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1674 * blending when clearing improves the clearing performance incredibly.
1677 glDisable(GL_BLEND
);
1679 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1682 glEnable(GL_SCISSOR_TEST
);
1683 checkGLcall("glEnable GL_SCISSOR_TEST");
1685 context
->last_was_blit
= FALSE
;
1686 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1687 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1690 case CTXUSAGE_DRAWPRIM
:
1691 /* This needs all dirty states applied */
1692 if(context
->last_was_blit
) {
1693 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1696 IWineD3DDeviceImpl_FindTexUnitMap(This
);
1699 for(i
=0; i
< context
->numDirtyEntries
; i
++) {
1700 dirtyState
= context
->dirtyArray
[i
];
1701 idx
= dirtyState
>> 5;
1702 shift
= dirtyState
& 0x1f;
1703 context
->isStateDirty
[idx
] &= ~(1 << shift
);
1704 StateTable
[dirtyState
].apply(dirtyState
, This
->stateBlock
, context
);
1707 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
1708 context
->last_was_blit
= FALSE
;
1712 SetupForBlit(This
, context
,
1713 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Width
,
1714 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Height
);
1718 FIXME("Unexpected context usage requested\n");
1722 WineD3DContext
*getActiveContext(void) {
1723 return last_device
->activeContext
;