push(f) 25359c458b329fe03f66bef506b8062c200b9eb4
[wine/hacks.git] / dlls / wined3d / context.c
blob413c1d62868a4ba7fcc46c1f541747654581a6d9
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
23 #include <stdio.h>
24 #ifdef HAVE_FLOAT_H
25 # include <float.h>
26 #endif
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 #define GLINFO_LOCATION (*gl_info)
33 static DWORD wined3d_context_tls_idx;
35 /* FBO helper functions */
37 /* GL locking is done by the caller */
38 void context_bind_fbo(struct WineD3DContext *context, GLenum target, GLuint *fbo)
40 const struct wined3d_gl_info *gl_info = context->gl_info;
41 GLuint f;
43 if (!fbo)
45 f = 0;
47 else
49 if (!*fbo)
51 GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
52 checkGLcall("glGenFramebuffersEXT()");
53 TRACE("Created FBO %u.\n", *fbo);
55 f = *fbo;
58 switch (target)
60 case GL_READ_FRAMEBUFFER_EXT:
61 if (context->fbo_read_binding == f) return;
62 context->fbo_read_binding = f;
63 break;
65 case GL_DRAW_FRAMEBUFFER_EXT:
66 if (context->fbo_draw_binding == f) return;
67 context->fbo_draw_binding = f;
68 break;
70 case GL_FRAMEBUFFER_EXT:
71 if (context->fbo_read_binding == f
72 && context->fbo_draw_binding == f) return;
73 context->fbo_read_binding = f;
74 context->fbo_draw_binding = f;
75 break;
77 default:
78 FIXME("Unhandled target %#x.\n", target);
79 break;
82 GL_EXTCALL(glBindFramebufferEXT(target, f));
83 checkGLcall("glBindFramebuffer()");
86 /* GL locking is done by the caller */
87 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info)
89 unsigned int i;
91 for (i = 0; i < GL_LIMITS(buffers); ++i)
93 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, 0, 0));
94 checkGLcall("glFramebufferTexture2D()");
96 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
97 checkGLcall("glFramebufferTexture2D()");
99 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
100 checkGLcall("glFramebufferTexture2D()");
103 /* GL locking is done by the caller */
104 static void context_destroy_fbo(struct WineD3DContext *context, GLuint *fbo)
106 const struct wined3d_gl_info *gl_info = context->gl_info;
108 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, fbo);
109 context_clean_fbo_attachments(gl_info);
110 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
112 GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo));
113 checkGLcall("glDeleteFramebuffers()");
116 /* GL locking is done by the caller */
117 static void context_apply_attachment_filter_states(IWineD3DSurface *surface, BOOL force_preload)
119 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
120 IWineD3DDeviceImpl *device = surface_impl->resource.wineD3DDevice;
121 IWineD3DBaseTextureImpl *texture_impl;
122 BOOL update_minfilter = FALSE;
123 BOOL update_magfilter = FALSE;
125 /* Update base texture states array */
126 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
128 if (texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
129 || texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
131 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
132 texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
133 update_minfilter = TRUE;
136 if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
138 texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
139 update_magfilter = TRUE;
142 if (texture_impl->baseTexture.bindCount)
144 WARN("Render targets should not be bound to a sampler\n");
145 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
148 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
151 if (update_minfilter || update_magfilter || force_preload)
153 GLenum target, bind_target;
154 GLint old_binding;
156 target = surface_impl->texture_target;
157 if (target == GL_TEXTURE_2D)
159 bind_target = GL_TEXTURE_2D;
160 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
161 } else if (target == GL_TEXTURE_RECTANGLE_ARB) {
162 bind_target = GL_TEXTURE_RECTANGLE_ARB;
163 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
164 } else {
165 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
166 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
169 surface_internal_preload(surface, SRGB_RGB);
171 glBindTexture(bind_target, surface_impl->texture_name);
172 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
173 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
174 glBindTexture(bind_target, old_binding);
177 checkGLcall("apply_attachment_filter_states()");
180 /* GL locking is done by the caller */
181 void context_attach_depth_stencil_fbo(struct WineD3DContext *context,
182 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
184 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
185 const struct wined3d_gl_info *gl_info = context->gl_info;
187 TRACE("Attach depth stencil %p\n", depth_stencil);
189 if (depth_stencil)
191 DWORD format_flags = depth_stencil_impl->resource.format_desc->Flags;
193 if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
195 if (format_flags & WINED3DFMT_FLAG_DEPTH)
197 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT,
198 GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
199 checkGLcall("glFramebufferRenderbufferEXT()");
202 if (format_flags & WINED3DFMT_FLAG_STENCIL)
204 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT,
205 GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
206 checkGLcall("glFramebufferRenderbufferEXT()");
209 else
211 context_apply_attachment_filter_states(depth_stencil, TRUE);
213 if (format_flags & WINED3DFMT_FLAG_DEPTH)
215 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT,
216 depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
217 depth_stencil_impl->texture_level));
218 checkGLcall("glFramebufferTexture2DEXT()");
221 if (format_flags & WINED3DFMT_FLAG_STENCIL)
223 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT,
224 depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
225 depth_stencil_impl->texture_level));
226 checkGLcall("glFramebufferTexture2DEXT()");
230 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
232 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
233 checkGLcall("glFramebufferTexture2DEXT()");
236 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
238 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
239 checkGLcall("glFramebufferTexture2DEXT()");
242 else
244 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
245 checkGLcall("glFramebufferTexture2DEXT()");
247 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
248 checkGLcall("glFramebufferTexture2DEXT()");
252 /* GL locking is done by the caller */
253 void context_attach_surface_fbo(const struct WineD3DContext *context,
254 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
256 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
257 const struct wined3d_gl_info *gl_info = context->gl_info;
259 TRACE("Attach surface %p to %u\n", surface, idx);
261 if (surface)
263 context_apply_attachment_filter_states(surface, TRUE);
265 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->texture_target,
266 surface_impl->texture_name, surface_impl->texture_level));
267 checkGLcall("glFramebufferTexture2DEXT()");
268 } else {
269 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
270 checkGLcall("glFramebufferTexture2DEXT()");
274 /* GL locking is done by the caller */
275 static void context_check_fbo_status(struct WineD3DContext *context)
277 const struct wined3d_gl_info *gl_info = context->gl_info;
278 GLenum status;
280 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
281 if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
283 TRACE("FBO complete\n");
284 } else {
285 IWineD3DSurfaceImpl *attachment;
286 unsigned int i;
287 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
289 /* Dump the FBO attachments */
290 for (i = 0; i < GL_LIMITS(buffers); ++i)
292 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i];
293 if (attachment)
295 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
296 i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
297 attachment->pow2Width, attachment->pow2Height);
300 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->depth_stencil;
301 if (attachment)
303 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
304 attachment, debug_d3dformat(attachment->resource.format_desc->format),
305 attachment->pow2Width, attachment->pow2Height);
310 static struct fbo_entry *context_create_fbo_entry(struct WineD3DContext *context)
312 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
313 const struct wined3d_gl_info *gl_info = context->gl_info;
314 struct fbo_entry *entry;
316 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
317 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
318 memcpy(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
319 entry->depth_stencil = device->stencilBufferTarget;
320 entry->attached = FALSE;
321 entry->id = 0;
323 return entry;
326 /* GL locking is done by the caller */
327 static void context_reuse_fbo_entry(struct WineD3DContext *context, struct fbo_entry *entry)
329 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
330 const struct wined3d_gl_info *gl_info = context->gl_info;
332 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &entry->id);
333 context_clean_fbo_attachments(gl_info);
335 memcpy(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
336 entry->depth_stencil = device->stencilBufferTarget;
337 entry->attached = FALSE;
340 /* GL locking is done by the caller */
341 static void context_destroy_fbo_entry(struct WineD3DContext *context, struct fbo_entry *entry)
343 if (entry->id)
345 TRACE("Destroy FBO %d\n", entry->id);
346 context_destroy_fbo(context, &entry->id);
348 --context->fbo_entry_count;
349 list_remove(&entry->entry);
350 HeapFree(GetProcessHeap(), 0, entry->render_targets);
351 HeapFree(GetProcessHeap(), 0, entry);
355 /* GL locking is done by the caller */
356 static struct fbo_entry *context_find_fbo_entry(struct WineD3DContext *context)
358 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
359 const struct wined3d_gl_info *gl_info = context->gl_info;
360 struct fbo_entry *entry;
362 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
364 if (!memcmp(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
365 && entry->depth_stencil == device->stencilBufferTarget)
367 list_remove(&entry->entry);
368 list_add_head(&context->fbo_list, &entry->entry);
369 return entry;
373 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
375 entry = context_create_fbo_entry(context);
376 list_add_head(&context->fbo_list, &entry->entry);
377 ++context->fbo_entry_count;
379 else
381 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
382 context_reuse_fbo_entry(context, entry);
383 list_remove(&entry->entry);
384 list_add_head(&context->fbo_list, &entry->entry);
387 return entry;
390 /* GL locking is done by the caller */
391 static void context_apply_fbo_entry(struct WineD3DContext *context, struct fbo_entry *entry)
393 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
394 const struct wined3d_gl_info *gl_info = context->gl_info;
395 unsigned int i;
397 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &entry->id);
399 if (!entry->attached)
401 /* Apply render targets */
402 for (i = 0; i < GL_LIMITS(buffers); ++i)
404 IWineD3DSurface *render_target = device->render_targets[i];
405 context_attach_surface_fbo(context, GL_FRAMEBUFFER_EXT, i, render_target);
408 /* Apply depth targets */
409 if (device->stencilBufferTarget)
411 unsigned int w = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Width;
412 unsigned int h = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Height;
414 surface_set_compatible_renderbuffer(device->stencilBufferTarget, w, h);
416 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, device->stencilBufferTarget, TRUE);
418 entry->attached = TRUE;
419 } else {
420 for (i = 0; i < GL_LIMITS(buffers); ++i)
422 if (device->render_targets[i])
423 context_apply_attachment_filter_states(device->render_targets[i], FALSE);
425 if (device->stencilBufferTarget)
426 context_apply_attachment_filter_states(device->stencilBufferTarget, FALSE);
429 for (i = 0; i < GL_LIMITS(buffers); ++i)
431 if (device->render_targets[i])
432 device->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
433 else
434 device->draw_buffers[i] = GL_NONE;
438 /* GL locking is done by the caller */
439 static void context_apply_fbo_state(struct WineD3DContext *context)
441 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
443 if (device->render_offscreen)
445 context->current_fbo = context_find_fbo_entry(context);
446 context_apply_fbo_entry(context, context->current_fbo);
447 } else {
448 context->current_fbo = NULL;
449 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
452 context_check_fbo_status(context);
455 /* Context activation is done by the caller. */
456 void context_alloc_occlusion_query(struct WineD3DContext *context, struct wined3d_occlusion_query *query)
458 const struct wined3d_gl_info *gl_info = context->gl_info;
460 if (context->free_occlusion_query_count)
462 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
464 else
466 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
468 ENTER_GL();
469 GL_EXTCALL(glGenQueriesARB(1, &query->id));
470 checkGLcall("glGenQueriesARB");
471 LEAVE_GL();
473 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
475 else
477 WARN("Occlusion queries not supported, not allocating query id.\n");
478 query->id = 0;
482 query->context = context;
483 list_add_head(&context->occlusion_queries, &query->entry);
486 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
488 struct WineD3DContext *context = query->context;
490 list_remove(&query->entry);
491 query->context = NULL;
493 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
495 UINT new_size = context->free_occlusion_query_size << 1;
496 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
497 new_size * sizeof(*context->free_occlusion_queries));
499 if (!new_data)
501 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
502 return;
505 context->free_occlusion_query_size = new_size;
506 context->free_occlusion_queries = new_data;
509 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
512 /* Context activation is done by the caller. */
513 void context_alloc_event_query(struct WineD3DContext *context, struct wined3d_event_query *query)
515 const struct wined3d_gl_info *gl_info = context->gl_info;
517 if (context->free_event_query_count)
519 query->id = context->free_event_queries[--context->free_event_query_count];
521 else
523 if (GL_SUPPORT(APPLE_FENCE))
525 ENTER_GL();
526 GL_EXTCALL(glGenFencesAPPLE(1, &query->id));
527 checkGLcall("glGenFencesAPPLE");
528 LEAVE_GL();
530 TRACE("Allocated event query %u in context %p.\n", query->id, context);
532 else if(GL_SUPPORT(NV_FENCE))
534 ENTER_GL();
535 GL_EXTCALL(glGenFencesNV(1, &query->id));
536 checkGLcall("glGenFencesNV");
537 LEAVE_GL();
539 TRACE("Allocated event query %u in context %p.\n", query->id, context);
541 else
543 WARN("Event queries not supported, not allocating query id.\n");
544 query->id = 0;
548 query->context = context;
549 list_add_head(&context->event_queries, &query->entry);
552 void context_free_event_query(struct wined3d_event_query *query)
554 struct WineD3DContext *context = query->context;
556 list_remove(&query->entry);
557 query->context = NULL;
559 if (context->free_event_query_count >= context->free_event_query_size - 1)
561 UINT new_size = context->free_event_query_size << 1;
562 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
563 new_size * sizeof(*context->free_event_queries));
565 if (!new_data)
567 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
568 return;
571 context->free_event_query_size = new_size;
572 context->free_event_queries = new_data;
575 context->free_event_queries[context->free_event_query_count++] = query->id;
578 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
580 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
581 UINT i;
583 if (!This->d3d_initialized) return;
585 switch(type)
587 case WINED3DRTYPE_SURFACE:
589 ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
591 for (i = 0; i < This->numContexts; ++i)
593 WineD3DContext *context = This->contexts[i];
594 const struct wined3d_gl_info *gl_info = context->gl_info;
595 struct fbo_entry *entry, *entry2;
597 ENTER_GL();
599 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
601 BOOL destroyed = FALSE;
602 UINT j;
604 for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j)
606 if (entry->render_targets[j] == (IWineD3DSurface *)resource)
608 context_destroy_fbo_entry(context, entry);
609 destroyed = TRUE;
613 if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
614 context_destroy_fbo_entry(context, entry);
617 LEAVE_GL();
620 break;
623 default:
624 break;
628 static void context_destroy_gl_resources(struct WineD3DContext *context)
630 const struct wined3d_gl_info *gl_info = context->gl_info;
631 struct wined3d_occlusion_query *occlusion_query;
632 struct wined3d_event_query *event_query;
633 struct fbo_entry *entry, *entry2;
634 BOOL has_glctx;
636 has_glctx = pwglMakeCurrent(context->hdc, context->glCtx);
637 if (!has_glctx) WARN("Failed to activate context. Window already destroyed?\n");
639 ENTER_GL();
641 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
643 if (has_glctx && GL_SUPPORT(ARB_OCCLUSION_QUERY)) GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
644 occlusion_query->context = NULL;
647 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
649 if (has_glctx)
651 if (GL_SUPPORT(APPLE_FENCE)) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->id));
652 else if (GL_SUPPORT(NV_FENCE)) GL_EXTCALL(glDeleteFencesNV(1, &event_query->id));
654 event_query->context = NULL;
657 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
658 if (!has_glctx) entry->id = 0;
659 context_destroy_fbo_entry(context, entry);
661 if (has_glctx)
663 if (context->src_fbo)
665 TRACE("Destroy src FBO %d\n", context->src_fbo);
666 context_destroy_fbo(context, &context->src_fbo);
668 if (context->dst_fbo)
670 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
671 context_destroy_fbo(context, &context->dst_fbo);
673 if (context->dummy_arbfp_prog)
675 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
678 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
680 if (GL_SUPPORT(APPLE_FENCE))
681 GL_EXTCALL(glDeleteFencesAPPLE(context->free_event_query_count, context->free_event_queries));
682 else if (GL_SUPPORT(NV_FENCE))
683 GL_EXTCALL(glDeleteFencesNV(context->free_event_query_count, context->free_event_queries));
685 checkGLcall("context cleanup");
688 LEAVE_GL();
690 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
691 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
693 if (!pwglMakeCurrent(NULL, NULL))
695 ERR("Failed to disable GL context.\n");
698 if (context->isPBuffer)
700 GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
701 GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
703 else
705 ReleaseDC(context->win_handle, context->hdc);
708 pwglDeleteContext(context->glCtx);
711 DWORD context_get_tls_idx(void)
713 return wined3d_context_tls_idx;
716 void context_set_tls_idx(DWORD idx)
718 wined3d_context_tls_idx = idx;
721 struct WineD3DContext *context_get_current(void)
723 return TlsGetValue(wined3d_context_tls_idx);
726 BOOL context_set_current(struct WineD3DContext *ctx)
728 struct WineD3DContext *old = context_get_current();
730 if (old == ctx)
732 TRACE("Already using D3D context %p.\n", ctx);
733 return TRUE;
736 if (old)
738 if (old->destroyed)
740 TRACE("Switching away from destroyed context %p.\n", old);
741 context_destroy_gl_resources(old);
742 HeapFree(GetProcessHeap(), 0, old);
744 else
746 old->current = 0;
750 if (ctx)
752 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
753 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
755 ERR("Failed to make GL context %p current on device context %p.\n", ctx->glCtx, ctx->hdc);
756 return FALSE;
758 ctx->current = 1;
760 else
762 TRACE("Clearing current D3D context.\n");
763 if (!pwglMakeCurrent(NULL, NULL))
765 ERR("Failed to clear current GL context.\n");
766 return FALSE;
770 return TlsSetValue(wined3d_context_tls_idx, ctx);
773 /*****************************************************************************
774 * Context_MarkStateDirty
776 * Marks a state in a context dirty. Only one context, opposed to
777 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
778 * contexts
780 * Params:
781 * context: Context to mark the state dirty in
782 * state: State to mark dirty
783 * StateTable: Pointer to the state table in use(for state grouping)
785 *****************************************************************************/
786 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) {
787 DWORD rep = StateTable[state].representative;
788 DWORD idx;
789 BYTE shift;
791 if(!rep || isStateDirty(context, rep)) return;
793 context->dirtyArray[context->numDirtyEntries++] = rep;
794 idx = rep >> 5;
795 shift = rep & 0x1f;
796 context->isStateDirty[idx] |= (1 << shift);
799 /*****************************************************************************
800 * AddContextToArray
802 * Adds a context to the context array. Helper function for CreateContext
804 * This method is not called in performance-critical code paths, only when a
805 * new render target or swapchain is created. Thus performance is not an issue
806 * here.
808 * Params:
809 * This: Device to add the context for
810 * hdc: device context
811 * glCtx: WGL context to add
812 * pbuffer: optional pbuffer used with this context
814 *****************************************************************************/
815 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
816 WineD3DContext **oldArray = This->contexts;
817 DWORD state;
819 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
820 if(This->contexts == NULL) {
821 ERR("Unable to grow the context array\n");
822 This->contexts = oldArray;
823 return NULL;
825 if(oldArray) {
826 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
829 This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
830 if(This->contexts[This->numContexts] == NULL) {
831 ERR("Unable to allocate a new context\n");
832 HeapFree(GetProcessHeap(), 0, This->contexts);
833 This->contexts = oldArray;
834 return NULL;
837 This->contexts[This->numContexts]->hdc = hdc;
838 This->contexts[This->numContexts]->glCtx = glCtx;
839 This->contexts[This->numContexts]->pbuffer = pbuffer;
840 This->contexts[This->numContexts]->win_handle = win_handle;
841 HeapFree(GetProcessHeap(), 0, oldArray);
843 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
845 for(state = 0; state <= STATE_HIGHEST; state++) {
846 Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
849 This->numContexts++;
850 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
851 return This->contexts[This->numContexts - 1];
854 /* This function takes care of WineD3D pixel format selection. */
855 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
856 const struct GlPixelFormatDesc *color_format_desc, const struct GlPixelFormatDesc *ds_format_desc,
857 BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
859 int iPixelFormat=0;
860 unsigned int matchtry;
861 short redBits, greenBits, blueBits, alphaBits, colorBits;
862 short depthBits=0, stencilBits=0;
864 struct match_type {
865 BOOL require_aux;
866 BOOL exact_alpha;
867 BOOL exact_color;
868 } matches[] = {
869 /* First, try without alpha match buffers. MacOS supports aux buffers only
870 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
871 * Then try without aux buffers - this is the most common cause for not
872 * finding a pixel format. Also some drivers(the open source ones)
873 * only offer 32 bit ARB pixel formats. First try without an exact alpha
874 * match, then try without an exact alpha and color match.
876 { TRUE, TRUE, TRUE },
877 { TRUE, FALSE, TRUE },
878 { FALSE, TRUE, TRUE },
879 { FALSE, FALSE, TRUE },
880 { TRUE, FALSE, FALSE },
881 { FALSE, FALSE, FALSE },
884 int i = 0;
885 int nCfgs = This->adapter->nCfgs;
887 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
888 debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
889 auxBuffers, numSamples, pbuffer, findCompatible);
891 if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
893 ERR("Unable to get color bits for format %s (%#x)!\n",
894 debug_d3dformat(color_format_desc->format), color_format_desc->format);
895 return 0;
898 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
899 * You are able to add a depth + stencil surface at a later stage when you need it.
900 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
901 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
902 * context, need torecreate shaders, textures and other resources.
904 * The context manager already takes care of the state problem and for the other tasks code from Reset
905 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
906 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
907 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
908 * issue needs to be fixed. */
909 if (ds_format_desc->format != WINED3DFMT_D24S8)
911 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
912 ds_format_desc = getFormatDescEntry(WINED3DFMT_D24S8, &This->adapter->gl_info);
915 getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
917 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
918 for(i=0; i<nCfgs; i++) {
919 BOOL exactDepthMatch = TRUE;
920 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
922 /* For now only accept RGBA formats. Perhaps some day we will
923 * allow floating point formats for pbuffers. */
924 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
925 continue;
927 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
928 if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
929 continue;
931 /* We like to have aux buffers in backbuffer mode */
932 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
933 continue;
935 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
936 if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
937 continue;
939 if(matches[matchtry].exact_color) {
940 if(cfg->redSize != redBits)
941 continue;
942 if(cfg->greenSize != greenBits)
943 continue;
944 if(cfg->blueSize != blueBits)
945 continue;
946 } else {
947 if(cfg->redSize < redBits)
948 continue;
949 if(cfg->greenSize < greenBits)
950 continue;
951 if(cfg->blueSize < blueBits)
952 continue;
954 if(matches[matchtry].exact_alpha) {
955 if(cfg->alphaSize != alphaBits)
956 continue;
957 } else {
958 if(cfg->alphaSize < alphaBits)
959 continue;
962 /* We try to locate a format which matches our requirements exactly. In case of
963 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
964 if(cfg->depthSize < depthBits)
965 continue;
966 else if(cfg->depthSize > depthBits)
967 exactDepthMatch = FALSE;
969 /* In all cases make sure the number of stencil bits matches our requirements
970 * even when we don't need stencil because it could affect performance EXCEPT
971 * on cards which don't offer depth formats without stencil like the i915 drivers
972 * on Linux. */
973 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
974 continue;
976 /* Check multisampling support */
977 if(cfg->numSamples != numSamples)
978 continue;
980 /* When we have passed all the checks then we have found a format which matches our
981 * requirements. Note that we only check for a limit number of capabilities right now,
982 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
983 * can still differ in things like multisampling, stereo, SRGB and other flags.
986 /* Exit the loop as we have found a format :) */
987 if(exactDepthMatch) {
988 iPixelFormat = cfg->iPixelFormat;
989 break;
990 } else if(!iPixelFormat) {
991 /* In the end we might end up with a format which doesn't exactly match our depth
992 * requirements. Accept the first format we found because formats with higher iPixelFormat
993 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
994 iPixelFormat = cfg->iPixelFormat;
999 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1000 if(!iPixelFormat && !findCompatible) {
1001 ERR("Can't find a suitable iPixelFormat\n");
1002 return FALSE;
1003 } else if(!iPixelFormat) {
1004 PIXELFORMATDESCRIPTOR pfd;
1006 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1007 /* PixelFormat selection */
1008 ZeroMemory(&pfd, sizeof(pfd));
1009 pfd.nSize = sizeof(pfd);
1010 pfd.nVersion = 1;
1011 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1012 pfd.iPixelType = PFD_TYPE_RGBA;
1013 pfd.cAlphaBits = alphaBits;
1014 pfd.cColorBits = colorBits;
1015 pfd.cDepthBits = depthBits;
1016 pfd.cStencilBits = stencilBits;
1017 pfd.iLayerType = PFD_MAIN_PLANE;
1019 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1020 if(!iPixelFormat) {
1021 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1022 ERR("Can't find a suitable iPixelFormat\n");
1023 return FALSE;
1027 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1028 iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1029 return iPixelFormat;
1032 /*****************************************************************************
1033 * CreateContext
1035 * Creates a new context for a window, or a pbuffer context.
1037 * * Params:
1038 * This: Device to activate the context for
1039 * target: Surface this context will render to
1040 * win_handle: handle to the window which we are drawing to
1041 * create_pbuffer: tells whether to create a pbuffer or not
1042 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1044 *****************************************************************************/
1045 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
1046 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
1047 HPBUFFERARB pbuffer = NULL;
1048 WineD3DContext *ret = NULL;
1049 unsigned int s;
1050 HGLRC ctx;
1051 HDC hdc;
1053 TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
1055 if(create_pbuffer) {
1056 HDC hdc_parent = GetDC(win_handle);
1057 int iPixelFormat = 0;
1059 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
1060 const struct GlPixelFormatDesc *ds_format_desc = StencilSurface
1061 ? ((IWineD3DSurfaceImpl *)StencilSurface)->resource.format_desc
1062 : getFormatDescEntry(WINED3DFMT_UNKNOWN, &This->adapter->gl_info);
1064 /* Try to find a pixel format with pbuffer support. */
1065 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1066 ds_format_desc, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */,
1067 FALSE /* findCompatible */);
1068 if(!iPixelFormat) {
1069 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1071 /* For some reason we weren't able to find a format, try to find something instead of crashing.
1072 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
1073 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1074 ds_format_desc, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */,
1075 TRUE /* findCompatible */);
1078 /* This shouldn't happen as ChoosePixelFormat always returns something */
1079 if(!iPixelFormat) {
1080 ERR("Unable to locate a pixel format for a pbuffer\n");
1081 ReleaseDC(win_handle, hdc_parent);
1082 goto out;
1085 TRACE("Creating a pBuffer drawable for the new context\n");
1086 pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
1087 if(!pbuffer) {
1088 ERR("Cannot create a pbuffer\n");
1089 ReleaseDC(win_handle, hdc_parent);
1090 goto out;
1093 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
1094 hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
1095 if(!hdc) {
1096 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
1097 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1098 ReleaseDC(win_handle, hdc_parent);
1099 goto out;
1101 ReleaseDC(win_handle, hdc_parent);
1102 } else {
1103 PIXELFORMATDESCRIPTOR pfd;
1104 int iPixelFormat;
1105 int res;
1106 const struct GlPixelFormatDesc *color_format_desc = target->resource.format_desc;
1107 const struct GlPixelFormatDesc *ds_format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN,
1108 &This->adapter->gl_info);
1109 BOOL auxBuffers = FALSE;
1110 int numSamples = 0;
1112 hdc = GetDC(win_handle);
1113 if(hdc == NULL) {
1114 ERR("Cannot retrieve a device context!\n");
1115 goto out;
1118 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1119 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
1120 auxBuffers = TRUE;
1122 if (color_format_desc->format == WINED3DFMT_X4R4G4B4)
1123 color_format_desc = getFormatDescEntry(WINED3DFMT_A4R4G4B4, &This->adapter->gl_info);
1124 else if (color_format_desc->format == WINED3DFMT_X8R8G8B8)
1125 color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info);
1128 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
1129 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
1130 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
1131 * a format with 8bit alpha, so request A8R8G8B8. */
1132 if (color_format_desc->format == WINED3DFMT_P8)
1133 color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info);
1135 /* Retrieve the depth stencil format from the present parameters.
1136 * The choice of the proper format can give a nice performance boost
1137 * in case of GPU limited programs. */
1138 if(pPresentParms->EnableAutoDepthStencil) {
1139 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
1140 ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, &This->adapter->gl_info);
1143 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
1144 if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
1145 if(!GL_SUPPORT(ARB_MULTISAMPLE))
1146 ERR("The program is requesting multisampling without support!\n");
1147 else {
1148 ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
1149 numSamples = pPresentParms->MultiSampleType;
1153 /* Try to find a pixel format which matches our requirements */
1154 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1155 auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
1157 /* Try to locate a compatible format if we weren't able to find anything */
1158 if(!iPixelFormat) {
1159 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1160 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1161 auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
1164 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1165 if(!iPixelFormat) {
1166 ERR("Can't find a suitable iPixelFormat\n");
1167 return NULL;
1170 DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
1171 res = SetPixelFormat(hdc, iPixelFormat, NULL);
1172 if(!res) {
1173 int oldPixelFormat = GetPixelFormat(hdc);
1175 /* By default WGL doesn't allow pixel format adjustments but we need it here.
1176 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
1177 * set the pixel format multiple times. Only use it when it is really needed. */
1179 if(oldPixelFormat == iPixelFormat) {
1180 /* We don't have to do anything as the formats are the same :) */
1181 } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
1182 res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
1184 if(!res) {
1185 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1186 return NULL;
1188 } else if(oldPixelFormat) {
1189 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
1190 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
1191 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
1192 } else {
1193 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1194 return NULL;
1199 ctx = pwglCreateContext(hdc);
1200 if (This->numContexts)
1202 if (!pwglShareLists(This->contexts[0]->glCtx, ctx))
1204 DWORD err = GetLastError();
1205 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1206 This->contexts[0]->glCtx, ctx, err);
1210 if(!ctx) {
1211 ERR("Failed to create a WGL context\n");
1212 if(create_pbuffer) {
1213 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1214 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1216 goto out;
1218 ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
1219 if(!ret) {
1220 ERR("Failed to add the newly created context to the context list\n");
1221 if (!pwglDeleteContext(ctx))
1223 DWORD err = GetLastError();
1224 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1226 if(create_pbuffer) {
1227 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1228 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1230 goto out;
1232 ret->gl_info = &This->adapter->gl_info;
1233 ret->surface = (IWineD3DSurface *) target;
1234 ret->current_rt = (IWineD3DSurface *)target;
1235 ret->isPBuffer = create_pbuffer;
1236 ret->tid = GetCurrentThreadId();
1237 if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
1238 /* Create the dirty constants array and initialize them to dirty */
1239 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1240 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1241 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1242 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1243 memset(ret->vshader_const_dirty, 1,
1244 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1245 memset(ret->pshader_const_dirty, 1,
1246 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1249 ret->free_occlusion_query_size = 4;
1250 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1251 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1252 if (!ret->free_occlusion_queries) goto out;
1254 list_init(&ret->occlusion_queries);
1256 ret->free_event_query_size = 4;
1257 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1258 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1259 if (!ret->free_event_queries) goto out;
1261 list_init(&ret->event_queries);
1263 TRACE("Successfully created new context %p\n", ret);
1265 list_init(&ret->fbo_list);
1267 /* Set up the context defaults */
1268 if (!context_set_current(ret))
1270 ERR("Cannot activate context to set up defaults\n");
1271 goto out;
1274 ENTER_GL();
1276 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1278 TRACE("Setting up the screen\n");
1279 /* Clear the screen */
1280 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1281 checkGLcall("glClearColor");
1282 glClearIndex(0);
1283 glClearDepth(1);
1284 glClearStencil(0xffff);
1286 checkGLcall("glClear");
1288 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1289 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1291 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1292 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1294 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1295 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1297 glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
1298 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
1299 glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
1300 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
1302 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
1303 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1304 * and textures in DIB sections(due to the memory protection).
1306 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1307 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1309 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
1310 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1311 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1312 * GL_VERTEX_BLEND_ARB isn't enabled too
1314 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1315 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1317 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1318 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1319 * the previous texture where to source the offset from is always unit - 1.
1321 for(s = 1; s < GL_LIMITS(textures); s++) {
1322 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1323 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1324 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1327 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1328 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1329 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1330 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1331 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1332 * is ever assigned.
1334 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1335 * program and the dummy program is destroyed when the context is destroyed.
1337 const char *dummy_program =
1338 "!!ARBfp1.0\n"
1339 "MOV result.color, fragment.color.primary;\n"
1340 "END\n";
1341 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1342 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1343 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1346 for(s = 0; s < GL_LIMITS(point_sprite_units); s++) {
1347 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1348 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1349 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1351 LEAVE_GL();
1353 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1355 return ret;
1357 out:
1358 if (ret)
1360 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1361 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1362 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1363 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1364 HeapFree(GetProcessHeap(), 0, ret);
1366 return NULL;
1369 /*****************************************************************************
1370 * RemoveContextFromArray
1372 * Removes a context from the context manager. The opengl context is not
1373 * destroyed or unset. context is not a valid pointer after that call.
1375 * Similar to the former call this isn't a performance critical function. A
1376 * helper function for DestroyContext.
1378 * Params:
1379 * This: Device to activate the context for
1380 * context: Context to remove
1382 *****************************************************************************/
1383 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
1384 WineD3DContext **new_array;
1385 BOOL found = FALSE;
1386 UINT i;
1388 TRACE("Removing ctx %p\n", context);
1390 for (i = 0; i < This->numContexts; ++i)
1392 if (This->contexts[i] == context)
1394 found = TRUE;
1395 break;
1399 if (!found)
1401 ERR("Context %p doesn't exist in context array\n", context);
1402 return;
1405 while (i < This->numContexts - 1)
1407 This->contexts[i] = This->contexts[i + 1];
1408 ++i;
1411 --This->numContexts;
1412 if (!This->numContexts)
1414 HeapFree(GetProcessHeap(), 0, This->contexts);
1415 This->contexts = NULL;
1416 return;
1419 new_array = HeapReAlloc(GetProcessHeap(), 0, This->contexts, This->numContexts * sizeof(*This->contexts));
1420 if (!new_array)
1422 ERR("Failed to shrink context array. Oh well.\n");
1423 return;
1426 This->contexts = new_array;
1429 /*****************************************************************************
1430 * DestroyContext
1432 * Destroys a wineD3DContext
1434 * Params:
1435 * This: Device to activate the context for
1436 * context: Context to destroy
1438 *****************************************************************************/
1439 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context)
1441 BOOL destroy;
1443 TRACE("Destroying ctx %p\n", context);
1445 if (context->tid == GetCurrentThreadId() || !context->current)
1447 context_destroy_gl_resources(context);
1448 destroy = TRUE;
1450 if (!context_set_current(NULL))
1452 ERR("Failed to clear current D3D context.\n");
1455 else
1457 context->destroyed = 1;
1458 destroy = FALSE;
1461 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1462 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1463 RemoveContextFromArray(This, context);
1464 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1467 /* GL locking is done by the caller */
1468 static inline void set_blit_dimension(UINT width, UINT height) {
1469 glMatrixMode(GL_PROJECTION);
1470 checkGLcall("glMatrixMode(GL_PROJECTION)");
1471 glLoadIdentity();
1472 checkGLcall("glLoadIdentity()");
1473 glOrtho(0, width, height, 0, 0.0, -1.0);
1474 checkGLcall("glOrtho");
1475 glViewport(0, 0, width, height);
1476 checkGLcall("glViewport");
1479 /*****************************************************************************
1480 * SetupForBlit
1482 * Sets up a context for DirectDraw blitting.
1483 * All texture units are disabled, texture unit 0 is set as current unit
1484 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1485 * color writing enabled for all channels
1486 * register combiners disabled, shaders disabled
1487 * world matrix is set to identity, texture matrix 0 too
1488 * projection matrix is setup for drawing screen coordinates
1490 * Params:
1491 * This: Device to activate the context for
1492 * context: Context to setup
1493 * width: render target width
1494 * height: render target height
1496 *****************************************************************************/
1497 /* Context activation is done by the caller. */
1498 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
1499 int i, sampler;
1500 const struct StateEntry *StateTable = This->StateTable;
1501 const struct wined3d_gl_info *gl_info = context->gl_info;
1503 TRACE("Setting up context %p for blitting\n", context);
1504 if(context->last_was_blit) {
1505 if(context->blit_w != width || context->blit_h != height) {
1506 ENTER_GL();
1507 set_blit_dimension(width, height);
1508 LEAVE_GL();
1509 context->blit_w = width; context->blit_h = height;
1510 /* No need to dirtify here, the states are still dirtified because they weren't
1511 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1512 * be set
1515 TRACE("Context is already set up for blitting, nothing to do\n");
1516 return;
1518 context->last_was_blit = TRUE;
1520 /* TODO: Use a display list */
1522 /* Disable shaders */
1523 ENTER_GL();
1524 This->shader_backend->shader_select((IWineD3DDevice *)This, FALSE, FALSE);
1525 LEAVE_GL();
1527 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1528 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1530 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1531 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1532 * which can safely be called from here, we only lock once instead locking/unlocking
1533 * after each GL call.
1535 ENTER_GL();
1537 /* Disable all textures. The caller can then bind a texture it wants to blit
1538 * from
1540 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1541 * function texture unit. No need to care for higher samplers
1543 for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
1544 sampler = This->rev_tex_unit_map[i];
1545 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1546 checkGLcall("glActiveTextureARB");
1548 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1549 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1550 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1552 glDisable(GL_TEXTURE_3D);
1553 checkGLcall("glDisable GL_TEXTURE_3D");
1554 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1555 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1556 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1558 glDisable(GL_TEXTURE_2D);
1559 checkGLcall("glDisable GL_TEXTURE_2D");
1561 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1562 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1564 if (sampler != -1) {
1565 if (sampler < MAX_TEXTURES) {
1566 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1568 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1571 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1572 checkGLcall("glActiveTextureARB");
1574 sampler = This->rev_tex_unit_map[0];
1576 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1577 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1578 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1580 glDisable(GL_TEXTURE_3D);
1581 checkGLcall("glDisable GL_TEXTURE_3D");
1582 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1583 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1584 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1586 glDisable(GL_TEXTURE_2D);
1587 checkGLcall("glDisable GL_TEXTURE_2D");
1589 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1591 glMatrixMode(GL_TEXTURE);
1592 checkGLcall("glMatrixMode(GL_TEXTURE)");
1593 glLoadIdentity();
1594 checkGLcall("glLoadIdentity()");
1596 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1597 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1598 GL_TEXTURE_LOD_BIAS_EXT,
1599 0.0f);
1600 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1603 if (sampler != -1) {
1604 if (sampler < MAX_TEXTURES) {
1605 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1606 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1608 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1611 /* Other misc states */
1612 glDisable(GL_ALPHA_TEST);
1613 checkGLcall("glDisable(GL_ALPHA_TEST)");
1614 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1615 glDisable(GL_LIGHTING);
1616 checkGLcall("glDisable GL_LIGHTING");
1617 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1618 glDisable(GL_DEPTH_TEST);
1619 checkGLcall("glDisable GL_DEPTH_TEST");
1620 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1621 glDisableWINE(GL_FOG);
1622 checkGLcall("glDisable GL_FOG");
1623 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1624 glDisable(GL_BLEND);
1625 checkGLcall("glDisable GL_BLEND");
1626 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1627 glDisable(GL_CULL_FACE);
1628 checkGLcall("glDisable GL_CULL_FACE");
1629 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1630 glDisable(GL_STENCIL_TEST);
1631 checkGLcall("glDisable GL_STENCIL_TEST");
1632 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1633 glDisable(GL_SCISSOR_TEST);
1634 checkGLcall("glDisable GL_SCISSOR_TEST");
1635 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1636 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
1637 glDisable(GL_POINT_SPRITE_ARB);
1638 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1639 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1641 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1642 checkGLcall("glColorMask");
1643 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1644 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
1645 glDisable(GL_COLOR_SUM_EXT);
1646 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1647 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1650 /* Setup transforms */
1651 glMatrixMode(GL_MODELVIEW);
1652 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1653 glLoadIdentity();
1654 checkGLcall("glLoadIdentity()");
1655 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1657 context->last_was_rhw = TRUE;
1658 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1660 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1661 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1662 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1663 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1664 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1665 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1666 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1668 set_blit_dimension(width, height);
1670 LEAVE_GL();
1672 context->blit_w = width; context->blit_h = height;
1673 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1674 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1677 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1680 /*****************************************************************************
1681 * findThreadContextForSwapChain
1683 * Searches a swapchain for all contexts and picks one for the thread tid.
1684 * If none can be found the swapchain is requested to create a new context
1686 *****************************************************************************/
1687 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
1688 unsigned int i;
1690 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1691 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1692 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1697 /* Create a new context for the thread */
1698 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
1701 /*****************************************************************************
1702 * FindContext
1704 * Finds a context for the current render target and thread
1706 * Parameters:
1707 * target: Render target to find the context for
1708 * tid: Thread to activate the context for
1710 * Returns: The needed context
1712 *****************************************************************************/
1713 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
1714 IWineD3DSwapChain *swapchain = NULL;
1715 BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
1716 struct WineD3DContext *current_context = context_get_current();
1717 BOOL oldRenderOffscreen = This->render_offscreen;
1718 const struct StateEntry *StateTable = This->StateTable;
1719 const struct GlPixelFormatDesc *old, *new;
1720 struct WineD3DContext *context;
1722 if (current_context && current_context->destroyed) current_context = NULL;
1724 if (!target)
1726 if (current_context
1727 && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1729 target = current_context->current_rt;
1731 else
1733 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1734 if (swapchain->backBuffer) target = swapchain->backBuffer[0];
1735 else target = swapchain->frontBuffer;
1739 if (current_context && current_context->current_rt == target)
1741 return current_context;
1744 if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1745 TRACE("Rendering onscreen\n");
1747 context = findThreadContextForSwapChain(swapchain, tid);
1749 This->render_offscreen = FALSE;
1750 /* The context != This->activeContext will catch a NOP context change. This can occur
1751 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1752 * rendering. No context change is needed in that case
1755 if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1756 if(This->pbufferContext && tid == This->pbufferContext->tid) {
1757 This->pbufferContext->tid = 0;
1760 IWineD3DSwapChain_Release(swapchain);
1762 else
1764 TRACE("Rendering offscreen\n");
1765 This->render_offscreen = TRUE;
1767 retry:
1768 if (wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER)
1770 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *)target;
1771 if (!This->pbufferContext
1772 || This->pbufferWidth < targetimpl->currentDesc.Width
1773 || This->pbufferHeight < targetimpl->currentDesc.Height)
1775 if (This->pbufferContext) DestroyContext(This, This->pbufferContext);
1777 /* The display is irrelevant here, the window is 0. But
1778 * CreateContext needs a valid X connection. Create the context
1779 * on the same server as the primary swapchain. The primary
1780 * swapchain is exists at this point. */
1781 This->pbufferContext = CreateContext(This, targetimpl,
1782 ((IWineD3DSwapChainImpl *)This->swapchains[0])->context[0]->win_handle,
1783 TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
1784 This->pbufferWidth = targetimpl->currentDesc.Width;
1785 This->pbufferHeight = targetimpl->currentDesc.Height;
1788 if (This->pbufferContext)
1790 if (This->pbufferContext->tid && This->pbufferContext->tid != tid)
1792 FIXME("The PBuffer context is only supported for one thread for now!\n");
1794 This->pbufferContext->tid = tid;
1795 context = This->pbufferContext;
1797 else
1799 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering.\n");
1800 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1801 goto retry;
1804 else
1806 /* Stay with the currently active context. */
1807 if (current_context
1808 && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1810 context = current_context;
1812 else
1814 /* This may happen if the app jumps straight into offscreen rendering
1815 * Start using the context of the primary swapchain. tid == 0 is no problem
1816 * for findThreadContextForSwapChain.
1818 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1819 * is perfect to call. */
1820 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1825 if (This->render_offscreen != oldRenderOffscreen)
1827 Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1828 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1829 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1830 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1831 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1834 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1835 * the alpha blend state changes with different render target formats. */
1836 old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
1837 new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
1838 if (old->format != new->format)
1840 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
1841 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
1842 || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
1844 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1848 /* When switching away from an offscreen render target, and we're not using FBOs,
1849 * we have to read the drawable into the texture. This is done via PreLoad(and
1850 * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1851 * PreLoad needs a GL context, and FindContext is called before the context is activated.
1852 * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1853 * is read. This leads to these possible situations:
1855 * 0) lastActiveRenderTarget == target && oldTid == newTid:
1856 * Nothing to do, we don't even reach this code in this case...
1858 * 1) lastActiveRenderTarget != target && oldTid == newTid:
1859 * The currently active context is OK for readback. Call PreLoad, and it
1860 * performs the read
1862 * 2) lastActiveRenderTarget == target && oldTid != newTid:
1863 * Nothing to do - the drawable is unchanged
1865 * 3) lastActiveRenderTarget != target && oldTid != newTid:
1866 * This is tricky. We have to get a context with the old drawable from somewhere
1867 * before we can switch to the new context. In this case, PreLoad calls
1868 * ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1869 * is case (2) then. The old drawable is activated for the new thread, and the
1870 * readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1871 * After that, the outer ActivateContext(which calls PreLoad) can activate the new
1872 * target for the new thread
1874 if (readTexture && context->current_rt != target)
1876 BOOL oldInDraw = This->isInDraw;
1878 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1879 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1880 * when using offscreen rendering with multithreading
1882 This->isInDraw = TRUE;
1884 /* Do that before switching the context:
1885 * Read the back buffer of the old drawable into the destination texture
1887 if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
1889 surface_internal_preload(context->current_rt, SRGB_BOTH);
1890 } else {
1891 surface_internal_preload(context->current_rt, SRGB_RGB);
1894 /* Assume that the drawable will be modified by some other things now */
1895 IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
1897 This->isInDraw = oldInDraw;
1900 context->draw_buffer_dirty = TRUE;
1901 context->current_rt = target;
1903 return context;
1906 /* Context activation is done by the caller. */
1907 static void context_apply_draw_buffer(struct WineD3DContext *context, BOOL blit)
1909 const struct wined3d_gl_info *gl_info = context->gl_info;
1910 IWineD3DSurface *rt = context->current_rt;
1911 IWineD3DSwapChain *swapchain;
1912 IWineD3DDeviceImpl *device;
1914 device = ((IWineD3DSurfaceImpl *)rt)->resource.wineD3DDevice;
1915 if (SUCCEEDED(IWineD3DSurface_GetContainer(rt, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1917 IWineD3DSwapChain_Release((IUnknown *)swapchain);
1918 ENTER_GL();
1919 glDrawBuffer(surface_get_gl_buffer(rt, swapchain));
1920 checkGLcall("glDrawBuffers()");
1921 LEAVE_GL();
1923 else
1925 ENTER_GL();
1926 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1928 if (!blit)
1930 if (GL_SUPPORT(ARB_DRAW_BUFFERS))
1932 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), device->draw_buffers));
1933 checkGLcall("glDrawBuffers()");
1935 else
1937 glDrawBuffer(device->draw_buffers[0]);
1938 checkGLcall("glDrawBuffer()");
1940 } else {
1941 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
1942 checkGLcall("glDrawBuffer()");
1945 else
1947 glDrawBuffer(device->offscreenBuffer);
1948 checkGLcall("glDrawBuffer()");
1950 LEAVE_GL();
1954 /*****************************************************************************
1955 * ActivateContext
1957 * Finds a rendering context and drawable matching the device and render
1958 * target for the current thread, activates them and puts them into the
1959 * requested state.
1961 * Params:
1962 * This: Device to activate the context for
1963 * target: Requested render target
1964 * usage: Prepares the context for blitting, drawing or other actions
1966 *****************************************************************************/
1967 struct WineD3DContext *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage)
1969 struct WineD3DContext *current_context = context_get_current();
1970 DWORD tid = GetCurrentThreadId();
1971 DWORD i, dirtyState, idx;
1972 BYTE shift;
1973 WineD3DContext *context;
1974 const struct StateEntry *StateTable = This->StateTable;
1975 const struct wined3d_gl_info *gl_info;
1977 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
1979 context = FindContext(This, target, tid);
1981 gl_info = context->gl_info;
1983 /* Activate the opengl context */
1984 if (context != current_context)
1986 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
1987 else This->frag_pipe->enable_extension((IWineD3DDevice *)This, !context->last_was_blit);
1989 if (context->vshader_const_dirty)
1991 memset(context->vshader_const_dirty, 1,
1992 sizeof(*context->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1993 This->highest_dirty_vs_const = GL_LIMITS(vshader_constantsF);
1995 if (context->pshader_const_dirty)
1997 memset(context->pshader_const_dirty, 1,
1998 sizeof(*context->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1999 This->highest_dirty_ps_const = GL_LIMITS(pshader_constantsF);
2003 switch (usage) {
2004 case CTXUSAGE_CLEAR:
2005 case CTXUSAGE_DRAWPRIM:
2006 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2007 ENTER_GL();
2008 context_apply_fbo_state(context);
2009 LEAVE_GL();
2011 if (context->draw_buffer_dirty) {
2012 context_apply_draw_buffer(context, FALSE);
2013 context->draw_buffer_dirty = FALSE;
2015 break;
2017 case CTXUSAGE_BLIT:
2018 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2019 if (This->render_offscreen) {
2020 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
2021 ENTER_GL();
2022 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
2023 context_attach_surface_fbo(context, GL_FRAMEBUFFER_EXT, 0, target);
2024 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, NULL, FALSE);
2025 LEAVE_GL();
2026 } else {
2027 ENTER_GL();
2028 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
2029 LEAVE_GL();
2031 context->draw_buffer_dirty = TRUE;
2033 if (context->draw_buffer_dirty) {
2034 context_apply_draw_buffer(context, TRUE);
2035 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
2036 context->draw_buffer_dirty = FALSE;
2039 break;
2041 default:
2042 break;
2045 switch(usage) {
2046 case CTXUSAGE_RESOURCELOAD:
2047 /* This does not require any special states to be set up */
2048 break;
2050 case CTXUSAGE_CLEAR:
2051 if(context->last_was_blit) {
2052 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
2055 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
2056 * blending when clearing improves the clearing performance incredibly.
2058 ENTER_GL();
2059 glDisable(GL_BLEND);
2060 LEAVE_GL();
2061 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2063 ENTER_GL();
2064 glEnable(GL_SCISSOR_TEST);
2065 checkGLcall("glEnable GL_SCISSOR_TEST");
2066 LEAVE_GL();
2067 context->last_was_blit = FALSE;
2068 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
2069 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
2070 break;
2072 case CTXUSAGE_DRAWPRIM:
2073 /* This needs all dirty states applied */
2074 if(context->last_was_blit) {
2075 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
2078 IWineD3DDeviceImpl_FindTexUnitMap(This);
2080 ENTER_GL();
2081 for(i=0; i < context->numDirtyEntries; i++) {
2082 dirtyState = context->dirtyArray[i];
2083 idx = dirtyState >> 5;
2084 shift = dirtyState & 0x1f;
2085 context->isStateDirty[idx] &= ~(1 << shift);
2086 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
2088 LEAVE_GL();
2089 context->numDirtyEntries = 0; /* This makes the whole list clean */
2090 context->last_was_blit = FALSE;
2091 break;
2093 case CTXUSAGE_BLIT:
2094 SetupForBlit(This, context,
2095 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
2096 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
2097 break;
2099 default:
2100 FIXME("Unexpected context usage requested\n");
2103 return context;