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 void context_bind_fbo(IWineD3DDevice
*iface
, GLenum target
, GLuint
*fbo
)
43 const IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
47 GL_EXTCALL(glGenFramebuffersEXT(1, fbo
));
48 checkGLcall("glGenFramebuffersEXT()");
49 TRACE("Created FBO %d\n", *fbo
);
52 GL_EXTCALL(glBindFramebufferEXT(target
, *fbo
));
53 checkGLcall("glBindFramebuffer()");
56 static void context_destroy_fbo(IWineD3DDeviceImpl
*This
, const GLuint
*fbo
)
60 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, *fbo
));
61 checkGLcall("glBindFramebuffer()");
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()");
69 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
70 checkGLcall("glBindFramebuffer()");
71 GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo
));
72 checkGLcall("glDeleteFramebuffers()");
75 static void context_apply_attachment_filter_states(IWineD3DDevice
*iface
, IWineD3DSurface
*surface
, BOOL force_preload
)
77 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
78 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
79 IWineD3DBaseTextureImpl
*texture_impl
;
80 BOOL update_minfilter
= FALSE
;
81 BOOL update_magfilter
= FALSE
;
83 /* Update base texture states array */
84 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface
, &IID_IWineD3DBaseTexture
, (void **)&texture_impl
)))
86 if (texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_POINT
87 || texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] != WINED3DTEXF_NONE
)
89 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
90 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
91 update_minfilter
= TRUE
;
94 if (texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_POINT
)
96 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
97 update_magfilter
= TRUE
;
100 if (texture_impl
->baseTexture
.bindCount
)
102 WARN("Render targets should not be bound to a sampler\n");
103 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_SAMPLER(texture_impl
->baseTexture
.sampler
));
106 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*)texture_impl
);
109 if (update_minfilter
|| update_magfilter
|| force_preload
)
111 GLenum target
, bind_target
;
114 target
= surface_impl
->glDescription
.target
;
115 if (target
== GL_TEXTURE_2D
)
117 bind_target
= GL_TEXTURE_2D
;
118 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
119 } else if (target
== GL_TEXTURE_RECTANGLE_ARB
) {
120 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
121 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
123 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
124 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB
, &old_binding
);
127 IWineD3DSurface_PreLoad(surface
);
129 glBindTexture(bind_target
, surface_impl
->glDescription
.textureName
);
130 if (update_minfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
131 if (update_magfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
132 glBindTexture(bind_target
, old_binding
);
135 checkGLcall("apply_attachment_filter_states()");
138 /* TODO: Handle stencil attachments */
139 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl
*This
, GLenum fbo_target
, IWineD3DSurface
*depth_stencil
, BOOL use_render_buffer
)
141 IWineD3DSurfaceImpl
*depth_stencil_impl
= (IWineD3DSurfaceImpl
*)depth_stencil
;
143 TRACE("Attach depth stencil %p\n", depth_stencil
);
147 if (use_render_buffer
&& depth_stencil_impl
->current_renderbuffer
)
149 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
, GL_RENDERBUFFER_EXT
, depth_stencil_impl
->current_renderbuffer
->id
));
150 checkGLcall("glFramebufferRenderbufferEXT()");
152 context_apply_attachment_filter_states((IWineD3DDevice
*)This
, depth_stencil
, TRUE
);
154 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
, depth_stencil_impl
->glDescription
.target
,
155 depth_stencil_impl
->glDescription
.textureName
, depth_stencil_impl
->glDescription
.level
));
156 checkGLcall("glFramebufferTexture2DEXT()");
159 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
160 checkGLcall("glFramebufferTexture2DEXT()");
164 void context_attach_surface_fbo(IWineD3DDeviceImpl
*This
, GLenum fbo_target
, DWORD idx
, IWineD3DSurface
*surface
)
166 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
168 TRACE("Attach surface %p to %u\n", surface
, idx
);
172 context_apply_attachment_filter_states((IWineD3DDevice
*)This
, surface
, TRUE
);
174 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_COLOR_ATTACHMENT0_EXT
+ idx
, surface_impl
->glDescription
.target
,
175 surface_impl
->glDescription
.textureName
, surface_impl
->glDescription
.level
));
176 checkGLcall("glFramebufferTexture2DEXT()");
178 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_COLOR_ATTACHMENT0_EXT
+ idx
, GL_TEXTURE_2D
, 0, 0));
179 checkGLcall("glFramebufferTexture2DEXT()");
183 static void context_check_fbo_status(IWineD3DDevice
*iface
)
185 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
188 status
= GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT
));
189 if (status
== GL_FRAMEBUFFER_COMPLETE_EXT
)
191 TRACE("FBO complete\n");
193 IWineD3DSurfaceImpl
*attachment
;
195 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
197 /* Dump the FBO attachments */
198 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
200 attachment
= (IWineD3DSurfaceImpl
*)This
->activeContext
->current_fbo
->render_targets
[i
];
203 FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i
, attachment
, debug_d3dformat(attachment
->resource
.format
),
204 attachment
->pow2Width
, attachment
->pow2Height
);
207 attachment
= (IWineD3DSurfaceImpl
*)This
->activeContext
->current_fbo
->depth_stencil
;
210 FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment
, debug_d3dformat(attachment
->resource
.format
),
211 attachment
->pow2Width
, attachment
->pow2Height
);
216 static struct fbo_entry
*context_create_fbo_entry(IWineD3DDevice
*iface
)
218 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
219 struct fbo_entry
*entry
;
221 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
222 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
223 memcpy(entry
->render_targets
, This
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
224 entry
->depth_stencil
= This
->stencilBufferTarget
;
225 entry
->attached
= FALSE
;
231 static void context_destroy_fbo_entry(IWineD3DDeviceImpl
*This
, struct fbo_entry
*entry
)
235 TRACE("Destroy FBO %d\n", entry
->id
);
236 context_destroy_fbo(This
, &entry
->id
);
238 list_remove(&entry
->entry
);
239 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
240 HeapFree(GetProcessHeap(), 0, entry
);
244 static struct fbo_entry
*context_find_fbo_entry(IWineD3DDevice
*iface
, WineD3DContext
*context
)
246 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
247 struct fbo_entry
*entry
;
249 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
251 if (!memcmp(entry
->render_targets
, This
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
))
252 && entry
->depth_stencil
== This
->stencilBufferTarget
)
258 entry
= context_create_fbo_entry(iface
);
259 list_add_head(&context
->fbo_list
, &entry
->entry
);
263 static void context_apply_fbo_entry(IWineD3DDevice
*iface
, struct fbo_entry
*entry
)
265 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
268 context_bind_fbo(iface
, GL_FRAMEBUFFER_EXT
, &entry
->id
);
270 if (!entry
->attached
)
272 /* Apply render targets */
273 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
275 IWineD3DSurface
*render_target
= This
->render_targets
[i
];
276 context_attach_surface_fbo(This
, GL_FRAMEBUFFER_EXT
, i
, render_target
);
279 /* Apply depth targets */
280 if (This
->stencilBufferTarget
) {
281 unsigned int w
= ((IWineD3DSurfaceImpl
*)This
->render_targets
[0])->pow2Width
;
282 unsigned int h
= ((IWineD3DSurfaceImpl
*)This
->render_targets
[0])->pow2Height
;
284 surface_set_compatible_renderbuffer(This
->stencilBufferTarget
, w
, h
);
286 context_attach_depth_stencil_fbo(This
, GL_FRAMEBUFFER_EXT
, This
->stencilBufferTarget
, TRUE
);
288 entry
->attached
= TRUE
;
290 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
292 if (This
->render_targets
[i
])
293 context_apply_attachment_filter_states(iface
, This
->render_targets
[i
], FALSE
);
295 if (This
->stencilBufferTarget
)
296 context_apply_attachment_filter_states(iface
, This
->stencilBufferTarget
, FALSE
);
299 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
301 if (This
->render_targets
[i
])
302 This
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0_EXT
+ i
;
304 This
->draw_buffers
[i
] = GL_NONE
;
308 static void context_apply_fbo_state(IWineD3DDevice
*iface
)
310 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
311 WineD3DContext
*context
= This
->activeContext
;
313 if (This
->render_offscreen
)
315 context
->current_fbo
= context_find_fbo_entry(iface
, context
);
316 context_apply_fbo_entry(iface
, context
->current_fbo
);
318 context
->current_fbo
= NULL
;
319 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
322 context_check_fbo_status(iface
);
325 void context_resource_released(IWineD3DDevice
*iface
, IWineD3DResource
*resource
, WINED3DRESOURCETYPE type
)
327 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
332 case WINED3DRTYPE_SURFACE
:
334 for (i
= 0; i
< This
->numContexts
; ++i
)
336 struct fbo_entry
*entry
, *entry2
;
338 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &This
->contexts
[i
]->fbo_list
, struct fbo_entry
, entry
)
340 BOOL destroyed
= FALSE
;
343 for (j
= 0; !destroyed
&& j
< GL_LIMITS(buffers
); ++j
)
345 if (entry
->render_targets
[j
] == (IWineD3DSurface
*)resource
)
347 context_destroy_fbo_entry(This
, entry
);
352 if (!destroyed
&& entry
->depth_stencil
== (IWineD3DSurface
*)resource
)
353 context_destroy_fbo_entry(This
, entry
);
365 /*****************************************************************************
366 * Context_MarkStateDirty
368 * Marks a state in a context dirty. Only one context, opposed to
369 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
373 * context: Context to mark the state dirty in
374 * state: State to mark dirty
375 * StateTable: Pointer to the state table in use(for state grouping)
377 *****************************************************************************/
378 static void Context_MarkStateDirty(WineD3DContext
*context
, DWORD state
, const struct StateEntry
*StateTable
) {
379 DWORD rep
= StateTable
[state
].representative
;
383 if(!rep
|| isStateDirty(context
, rep
)) return;
385 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
388 context
->isStateDirty
[idx
] |= (1 << shift
);
391 /*****************************************************************************
394 * Adds a context to the context array. Helper function for CreateContext
396 * This method is not called in performance-critical code paths, only when a
397 * new render target or swapchain is created. Thus performance is not an issue
401 * This: Device to add the context for
402 * hdc: device context
403 * glCtx: WGL context to add
404 * pbuffer: optional pbuffer used with this context
406 *****************************************************************************/
407 static WineD3DContext
*AddContextToArray(IWineD3DDeviceImpl
*This
, HWND win_handle
, HDC hdc
, HGLRC glCtx
, HPBUFFERARB pbuffer
) {
408 WineD3DContext
**oldArray
= This
->contexts
;
411 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * (This
->numContexts
+ 1));
412 if(This
->contexts
== NULL
) {
413 ERR("Unable to grow the context array\n");
414 This
->contexts
= oldArray
;
418 memcpy(This
->contexts
, oldArray
, sizeof(*This
->contexts
) * This
->numContexts
);
421 This
->contexts
[This
->numContexts
] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(WineD3DContext
));
422 if(This
->contexts
[This
->numContexts
] == NULL
) {
423 ERR("Unable to allocate a new context\n");
424 HeapFree(GetProcessHeap(), 0, This
->contexts
);
425 This
->contexts
= oldArray
;
429 This
->contexts
[This
->numContexts
]->hdc
= hdc
;
430 This
->contexts
[This
->numContexts
]->glCtx
= glCtx
;
431 This
->contexts
[This
->numContexts
]->pbuffer
= pbuffer
;
432 This
->contexts
[This
->numContexts
]->win_handle
= win_handle
;
433 HeapFree(GetProcessHeap(), 0, oldArray
);
435 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
437 for(state
= 0; state
<= STATE_HIGHEST
; state
++) {
438 Context_MarkStateDirty(This
->contexts
[This
->numContexts
], state
, This
->StateTable
);
442 TRACE("Created context %p\n", This
->contexts
[This
->numContexts
- 1]);
443 return This
->contexts
[This
->numContexts
- 1];
446 /* This function takes care of WineD3D pixel format selection. */
447 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
, WINED3DFORMAT ColorFormat
, WINED3DFORMAT DepthStencilFormat
, BOOL auxBuffers
, int numSamples
, BOOL pbuffer
, BOOL findCompatible
)
450 unsigned int matchtry
;
451 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
452 short depthBits
=0, stencilBits
=0;
459 /* First, try without alpha match buffers. MacOS supports aux buffers only
460 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
461 * Then try without aux buffers - this is the most common cause for not
462 * finding a pixel format. Also some drivers(the open source ones)
463 * only offer 32 bit ARB pixel formats. First try without an exact alpha
464 * match, then try without an exact alpha and color match.
466 { TRUE
, TRUE
, TRUE
},
467 { TRUE
, FALSE
, TRUE
},
468 { FALSE
, TRUE
, TRUE
},
469 { FALSE
, FALSE
, TRUE
},
470 { TRUE
, FALSE
, FALSE
},
471 { FALSE
, FALSE
, FALSE
},
475 int nCfgs
= This
->adapter
->nCfgs
;
477 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
478 debug_d3dformat(ColorFormat
), debug_d3dformat(DepthStencilFormat
), auxBuffers
, numSamples
, pbuffer
, findCompatible
);
480 if(!getColorBits(ColorFormat
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
)) {
481 ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat
), ColorFormat
);
485 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
486 * You are able to add a depth + stencil surface at a later stage when you need it.
487 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
488 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
489 * context, need torecreate shaders, textures and other resources.
491 * The context manager already takes care of the state problem and for the other tasks code from Reset
492 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
493 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
494 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
495 * issue needs to be fixed. */
496 if(DepthStencilFormat
!= WINED3DFMT_D24S8
)
497 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
499 DepthStencilFormat
= WINED3DFMT_D24S8
;
501 if(DepthStencilFormat
) {
502 getDepthStencilBits(DepthStencilFormat
, &depthBits
, &stencilBits
);
505 for(matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(matches
[0])) && !iPixelFormat
; matchtry
++) {
506 for(i
=0; i
<nCfgs
; i
++) {
507 BOOL exactDepthMatch
= TRUE
;
508 WineD3D_PixelFormat
*cfg
= &This
->adapter
->cfgs
[i
];
510 /* For now only accept RGBA formats. Perhaps some day we will
511 * allow floating point formats for pbuffers. */
512 if(cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
515 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
516 if(!pbuffer
&& !(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
519 /* We like to have aux buffers in backbuffer mode */
520 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
523 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
524 if(pbuffer
&& (!cfg
->pbufferDrawable
|| cfg
->doubleBuffer
))
527 if(matches
[matchtry
].exact_color
) {
528 if(cfg
->redSize
!= redBits
)
530 if(cfg
->greenSize
!= greenBits
)
532 if(cfg
->blueSize
!= blueBits
)
535 if(cfg
->redSize
< redBits
)
537 if(cfg
->greenSize
< greenBits
)
539 if(cfg
->blueSize
< blueBits
)
542 if(matches
[matchtry
].exact_alpha
) {
543 if(cfg
->alphaSize
!= alphaBits
)
546 if(cfg
->alphaSize
< alphaBits
)
550 /* We try to locate a format which matches our requirements exactly. In case of
551 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
552 if(cfg
->depthSize
< depthBits
)
554 else if(cfg
->depthSize
> depthBits
)
555 exactDepthMatch
= FALSE
;
557 /* In all cases make sure the number of stencil bits matches our requirements
558 * even when we don't need stencil because it could affect performance EXCEPT
559 * on cards which don't offer depth formats without stencil like the i915 drivers
561 if(stencilBits
!= cfg
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
564 /* Check multisampling support */
565 if(cfg
->numSamples
!= numSamples
)
568 /* When we have passed all the checks then we have found a format which matches our
569 * requirements. Note that we only check for a limit number of capabilities right now,
570 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
571 * can still differ in things like multisampling, stereo, SRGB and other flags.
574 /* Exit the loop as we have found a format :) */
575 if(exactDepthMatch
) {
576 iPixelFormat
= cfg
->iPixelFormat
;
578 } else if(!iPixelFormat
) {
579 /* In the end we might end up with a format which doesn't exactly match our depth
580 * requirements. Accept the first format we found because formats with higher iPixelFormat
581 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
582 iPixelFormat
= cfg
->iPixelFormat
;
587 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
588 if(!iPixelFormat
&& !findCompatible
) {
589 ERR("Can't find a suitable iPixelFormat\n");
591 } else if(!iPixelFormat
) {
592 PIXELFORMATDESCRIPTOR pfd
;
594 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
595 /* PixelFormat selection */
596 ZeroMemory(&pfd
, sizeof(pfd
));
597 pfd
.nSize
= sizeof(pfd
);
599 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
600 pfd
.iPixelType
= PFD_TYPE_RGBA
;
601 pfd
.cAlphaBits
= alphaBits
;
602 pfd
.cColorBits
= colorBits
;
603 pfd
.cDepthBits
= depthBits
;
604 pfd
.cStencilBits
= stencilBits
;
605 pfd
.iLayerType
= PFD_MAIN_PLANE
;
607 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
609 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
610 ERR("Can't find a suitable iPixelFormat\n");
615 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat
, debug_d3dformat(ColorFormat
), debug_d3dformat(DepthStencilFormat
));
619 /*****************************************************************************
622 * Creates a new context for a window, or a pbuffer context.
625 * This: Device to activate the context for
626 * target: Surface this context will render to
627 * win_handle: handle to the window which we are drawing to
628 * create_pbuffer: tells whether to create a pbuffer or not
629 * pPresentParameters: contains the pixelformats to use for onscreen rendering
631 *****************************************************************************/
632 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win_handle
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
) {
633 HDC oldDrawable
, hdc
;
634 HPBUFFERARB pbuffer
= NULL
;
635 HGLRC ctx
= NULL
, oldCtx
;
636 WineD3DContext
*ret
= NULL
;
639 TRACE("(%p): Creating a %s context for render target %p\n", This
, create_pbuffer
? "offscreen" : "onscreen", target
);
642 HDC hdc_parent
= GetDC(win_handle
);
643 int iPixelFormat
= 0;
645 IWineD3DSurface
*StencilSurface
= This
->stencilBufferTarget
;
646 WINED3DFORMAT StencilBufferFormat
= (NULL
!= StencilSurface
) ? ((IWineD3DSurfaceImpl
*) StencilSurface
)->resource
.format
: 0;
648 /* Try to find a pixel format with pbuffer support. */
649 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format
, StencilBufferFormat
, FALSE
/* auxBuffers */, 0 /* numSamples */, TRUE
/* PBUFFER */, FALSE
/* findCompatible */);
651 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
653 /* For some reason we weren't able to find a format, try to find something instead of crashing.
654 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
655 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format
, StencilBufferFormat
, FALSE
/* auxBuffer */, 0 /* numSamples */, TRUE
/* PBUFFER */, TRUE
/* findCompatible */);
658 /* This shouldn't happen as ChoosePixelFormat always returns something */
660 ERR("Unable to locate a pixel format for a pbuffer\n");
661 ReleaseDC(win_handle
, hdc_parent
);
665 TRACE("Creating a pBuffer drawable for the new context\n");
666 pbuffer
= GL_EXTCALL(wglCreatePbufferARB(hdc_parent
, iPixelFormat
, target
->currentDesc
.Width
, target
->currentDesc
.Height
, 0));
668 ERR("Cannot create a pbuffer\n");
669 ReleaseDC(win_handle
, hdc_parent
);
673 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
674 hdc
= GL_EXTCALL(wglGetPbufferDCARB(pbuffer
));
676 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer
);
677 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
678 ReleaseDC(win_handle
, hdc_parent
);
681 ReleaseDC(win_handle
, hdc_parent
);
683 PIXELFORMATDESCRIPTOR pfd
;
686 WINED3DFORMAT ColorFormat
= target
->resource
.format
;
687 WINED3DFORMAT DepthStencilFormat
= 0;
688 BOOL auxBuffers
= FALSE
;
691 hdc
= GetDC(win_handle
);
693 ERR("Cannot retrieve a device context!\n");
697 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
698 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
701 if(target
->resource
.format
== WINED3DFMT_X4R4G4B4
)
702 ColorFormat
= WINED3DFMT_A4R4G4B4
;
703 else if(target
->resource
.format
== WINED3DFMT_X8R8G8B8
)
704 ColorFormat
= WINED3DFMT_A8R8G8B8
;
707 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
708 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
709 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
710 * a format with 8bit alpha, so request A8R8G8B8. */
711 if(ColorFormat
== WINED3DFMT_P8
)
712 ColorFormat
= WINED3DFMT_A8R8G8B8
;
714 /* Retrieve the depth stencil format from the present parameters.
715 * The choice of the proper format can give a nice performance boost
716 * in case of GPU limited programs. */
717 if(pPresentParms
->EnableAutoDepthStencil
) {
718 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms
->AutoDepthStencilFormat
));
719 DepthStencilFormat
= pPresentParms
->AutoDepthStencilFormat
;
722 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
723 if(pPresentParms
->MultiSampleType
&& (pPresentParms
->SwapEffect
== WINED3DSWAPEFFECT_DISCARD
)) {
724 if(!GL_SUPPORT(ARB_MULTISAMPLE
))
725 ERR("The program is requesting multisampling without support!\n");
727 ERR("Requesting MultiSampleType=%d\n", pPresentParms
->MultiSampleType
);
728 numSamples
= pPresentParms
->MultiSampleType
;
732 /* Try to find a pixel format which matches our requirements */
733 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, ColorFormat
, DepthStencilFormat
, auxBuffers
, numSamples
, FALSE
/* PBUFFER */, FALSE
/* findCompatible */);
735 /* Try to locate a compatible format if we weren't able to find anything */
737 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
738 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, ColorFormat
, DepthStencilFormat
, auxBuffers
, 0 /* numSamples */, FALSE
/* PBUFFER */, TRUE
/* findCompatible */ );
741 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
743 ERR("Can't find a suitable iPixelFormat\n");
747 DescribePixelFormat(hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
748 res
= SetPixelFormat(hdc
, iPixelFormat
, NULL
);
750 int oldPixelFormat
= GetPixelFormat(hdc
);
752 /* By default WGL doesn't allow pixel format adjustments but we need it here.
753 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
754 * set the pixel format multiple times. Only use it when it is really needed. */
756 if(oldPixelFormat
== iPixelFormat
) {
757 /* We don't have to do anything as the formats are the same :) */
758 } else if(oldPixelFormat
&& GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
)) {
759 res
= GL_EXTCALL(wglSetPixelFormatWINE(hdc
, iPixelFormat
, NULL
));
762 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
765 } else if(oldPixelFormat
) {
766 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
767 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
768 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc
, oldPixelFormat
);
770 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
776 ctx
= pwglCreateContext(hdc
);
777 if(This
->numContexts
) pwglShareLists(This
->contexts
[0]->glCtx
, ctx
);
780 ERR("Failed to create a WGL context\n");
782 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
783 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
787 ret
= AddContextToArray(This
, win_handle
, hdc
, ctx
, pbuffer
);
789 ERR("Failed to add the newly created context to the context list\n");
790 pwglDeleteContext(ctx
);
792 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
793 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
797 ret
->surface
= (IWineD3DSurface
*) target
;
798 ret
->isPBuffer
= create_pbuffer
;
799 ret
->tid
= GetCurrentThreadId();
800 if(This
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*) This
)) {
801 /* Create the dirty constants array and initialize them to dirty */
802 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
803 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
804 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
805 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
806 memset(ret
->vshader_const_dirty
, 1,
807 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
808 memset(ret
->pshader_const_dirty
, 1,
809 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
812 TRACE("Successfully created new context %p\n", ret
);
814 list_init(&ret
->fbo_list
);
816 /* Set up the context defaults */
817 oldCtx
= pwglGetCurrentContext();
818 oldDrawable
= pwglGetCurrentDC();
819 if(oldCtx
&& oldDrawable
) {
820 /* See comment in ActivateContext context switching */
821 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
823 if(pwglMakeCurrent(hdc
, ctx
) == FALSE
) {
824 ERR("Cannot activate context to set up defaults\n");
830 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
832 TRACE("Setting up the screen\n");
833 /* Clear the screen */
834 glClearColor(1.0, 0.0, 0.0, 0.0);
835 checkGLcall("glClearColor");
838 glClearStencil(0xffff);
840 checkGLcall("glClear");
842 glColor3f(1.0, 1.0, 1.0);
843 checkGLcall("glColor3f");
845 glEnable(GL_LIGHTING
);
846 checkGLcall("glEnable");
848 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
849 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
851 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
852 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
854 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
855 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
857 glPixelStorei(GL_PACK_ALIGNMENT
, This
->surface_alignment
);
858 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
859 glPixelStorei(GL_UNPACK_ALIGNMENT
, This
->surface_alignment
);
860 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
862 if(GL_SUPPORT(APPLE_CLIENT_STORAGE
)) {
863 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
864 * and textures in DIB sections(due to the memory protection).
866 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
867 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
869 if(GL_SUPPORT(ARB_VERTEX_BLEND
)) {
870 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
871 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
872 * GL_VERTEX_BLEND_ARB isn't enabled too
874 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
875 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
877 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
878 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
879 * the previous texture where to source the offset from is always unit - 1.
881 for(s
= 1; s
< GL_LIMITS(textures
); s
++) {
882 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
883 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
884 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
888 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
889 for(s
= 0; s
< GL_LIMITS(textures
); s
++) {
890 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
891 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
892 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
897 /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
898 * but enable it for the first context we create, and reenable it on the old context
900 if(oldDrawable
&& oldCtx
) {
901 pwglMakeCurrent(oldDrawable
, oldCtx
);
905 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
913 /*****************************************************************************
914 * RemoveContextFromArray
916 * Removes a context from the context manager. The opengl context is not
917 * destroyed or unset. context is not a valid pointer after that call.
919 * Similar to the former call this isn't a performance critical function. A
920 * helper function for DestroyContext.
923 * This: Device to activate the context for
924 * context: Context to remove
926 *****************************************************************************/
927 static void RemoveContextFromArray(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
929 WineD3DContext
**oldArray
= This
->contexts
;
931 TRACE("Removing ctx %p\n", context
);
935 if(This
->numContexts
) {
936 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * This
->numContexts
);
937 if(!This
->contexts
) {
938 ERR("Cannot allocate a new context array, PANIC!!!\n");
941 /* Note that we decreased numContexts a few lines up, so use '<=' instead of '<' */
942 for(s
= 0; s
<= This
->numContexts
; s
++) {
943 if(oldArray
[s
] == context
) continue;
944 This
->contexts
[t
] = oldArray
[s
];
948 This
->contexts
= NULL
;
951 HeapFree(GetProcessHeap(), 0, context
);
952 HeapFree(GetProcessHeap(), 0, oldArray
);
955 /*****************************************************************************
958 * Destroys a wineD3DContext
961 * This: Device to activate the context for
962 * context: Context to destroy
964 *****************************************************************************/
965 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
966 struct fbo_entry
*entry
, *entry2
;
968 TRACE("Destroying ctx %p\n", context
);
970 /* The correct GL context needs to be active to cleanup the GL resources below */
971 if(pwglGetCurrentContext() != context
->glCtx
){
972 pwglMakeCurrent(context
->hdc
, context
->glCtx
);
978 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
) {
979 context_destroy_fbo_entry(This
, entry
);
981 if (context
->src_fbo
) {
982 TRACE("Destroy src FBO %d\n", context
->src_fbo
);
983 context_destroy_fbo(This
, &context
->src_fbo
);
985 if (context
->dst_fbo
) {
986 TRACE("Destroy dst FBO %d\n", context
->dst_fbo
);
987 context_destroy_fbo(This
, &context
->dst_fbo
);
992 /* Cleanup the GL context */
993 pwglMakeCurrent(NULL
, NULL
);
994 if(context
->isPBuffer
) {
995 GL_EXTCALL(wglReleasePbufferDCARB(context
->pbuffer
, context
->hdc
));
996 GL_EXTCALL(wglDestroyPbufferARB(context
->pbuffer
));
997 } else ReleaseDC(context
->win_handle
, context
->hdc
);
998 pwglDeleteContext(context
->glCtx
);
1000 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
1001 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
1002 RemoveContextFromArray(This
, context
);
1005 static inline void set_blit_dimension(UINT width
, UINT height
) {
1006 glMatrixMode(GL_PROJECTION
);
1007 checkGLcall("glMatrixMode(GL_PROJECTION)");
1009 checkGLcall("glLoadIdentity()");
1010 glOrtho(0, width
, height
, 0, 0.0, -1.0);
1011 checkGLcall("glOrtho");
1012 glViewport(0, 0, width
, height
);
1013 checkGLcall("glViewport");
1016 /*****************************************************************************
1019 * Sets up a context for DirectDraw blitting.
1020 * All texture units are disabled, texture unit 0 is set as current unit
1021 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1022 * color writing enabled for all channels
1023 * register combiners disabled, shaders disabled
1024 * world matrix is set to identity, texture matrix 0 too
1025 * projection matrix is setup for drawing screen coordinates
1028 * This: Device to activate the context for
1029 * context: Context to setup
1030 * width: render target width
1031 * height: render target height
1033 *****************************************************************************/
1034 static inline void SetupForBlit(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
, UINT width
, UINT height
) {
1036 const struct StateEntry
*StateTable
= This
->StateTable
;
1038 TRACE("Setting up context %p for blitting\n", context
);
1039 if(context
->last_was_blit
) {
1040 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
1041 set_blit_dimension(width
, height
);
1042 context
->blit_w
= width
; context
->blit_h
= height
;
1043 /* No need to dirtify here, the states are still dirtified because they weren't
1044 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1048 TRACE("Context is already set up for blitting, nothing to do\n");
1051 context
->last_was_blit
= TRUE
;
1053 /* TODO: Use a display list */
1055 /* Disable shaders */
1056 This
->shader_backend
->shader_cleanup((IWineD3DDevice
*) This
);
1057 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
1058 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
1060 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1061 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1062 * which can safely be called from here, we only lock once instead locking/unlocking
1063 * after each GL call.
1067 /* Disable all textures. The caller can then bind a texture it wants to blit
1070 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
1071 /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1072 * function texture unit. No need to care for higher samplers
1074 for(i
= GL_LIMITS(textures
) - 1; i
> 0 ; i
--) {
1075 sampler
= This
->rev_tex_unit_map
[i
];
1076 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1077 checkGLcall("glActiveTextureARB");
1079 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
1080 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1081 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1083 glDisable(GL_TEXTURE_3D
);
1084 checkGLcall("glDisable GL_TEXTURE_3D");
1085 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
1086 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1087 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1089 glDisable(GL_TEXTURE_2D
);
1090 checkGLcall("glDisable GL_TEXTURE_2D");
1092 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1093 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1095 if (sampler
!= -1) {
1096 if (sampler
< MAX_TEXTURES
) {
1097 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1099 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1102 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
1103 checkGLcall("glActiveTextureARB");
1106 sampler
= This
->rev_tex_unit_map
[0];
1108 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
1109 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1110 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1112 glDisable(GL_TEXTURE_3D
);
1113 checkGLcall("glDisable GL_TEXTURE_3D");
1114 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
1115 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1116 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1118 glDisable(GL_TEXTURE_2D
);
1119 checkGLcall("glDisable GL_TEXTURE_2D");
1121 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1123 glMatrixMode(GL_TEXTURE
);
1124 checkGLcall("glMatrixMode(GL_TEXTURE)");
1126 checkGLcall("glLoadIdentity()");
1128 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS
)) {
1129 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1130 GL_TEXTURE_LOD_BIAS_EXT
,
1132 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1135 if (sampler
!= -1) {
1136 if (sampler
< MAX_TEXTURES
) {
1137 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
), StateTable
);
1138 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1140 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1143 /* Other misc states */
1144 glDisable(GL_ALPHA_TEST
);
1145 checkGLcall("glDisable(GL_ALPHA_TEST)");
1146 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
1147 glDisable(GL_LIGHTING
);
1148 checkGLcall("glDisable GL_LIGHTING");
1149 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
1150 glDisable(GL_DEPTH_TEST
);
1151 checkGLcall("glDisable GL_DEPTH_TEST");
1152 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
1154 checkGLcall("glDisable GL_FOG");
1155 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
1156 glDisable(GL_BLEND
);
1157 checkGLcall("glDisable GL_BLEND");
1158 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1159 glDisable(GL_CULL_FACE
);
1160 checkGLcall("glDisable GL_CULL_FACE");
1161 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
1162 glDisable(GL_STENCIL_TEST
);
1163 checkGLcall("glDisable GL_STENCIL_TEST");
1164 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
1165 glDisable(GL_SCISSOR_TEST
);
1166 checkGLcall("glDisable GL_SCISSOR_TEST");
1167 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1168 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
1169 glDisable(GL_POINT_SPRITE_ARB
);
1170 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1171 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
1173 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1174 checkGLcall("glColorMask");
1175 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1176 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
1177 glDisable(GL_COLOR_SUM_EXT
);
1178 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
1179 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1182 /* Setup transforms */
1183 glMatrixMode(GL_MODELVIEW
);
1184 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1186 checkGLcall("glLoadIdentity()");
1187 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
1189 context
->last_was_rhw
= TRUE
;
1190 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
1192 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1193 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1194 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1195 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1196 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1197 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1198 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1201 set_blit_dimension(width
, height
);
1202 context
->blit_w
= width
; context
->blit_h
= height
;
1203 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1204 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1207 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1210 /*****************************************************************************
1211 * findThreadContextForSwapChain
1213 * Searches a swapchain for all contexts and picks one for the thread tid.
1214 * If none can be found the swapchain is requested to create a new context
1216 *****************************************************************************/
1217 static WineD3DContext
*findThreadContextForSwapChain(IWineD3DSwapChain
*swapchain
, DWORD tid
) {
1220 for(i
= 0; i
< ((IWineD3DSwapChainImpl
*) swapchain
)->num_contexts
; i
++) {
1221 if(((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
]->tid
== tid
) {
1222 return ((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
];
1227 /* Create a new context for the thread */
1228 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain
);
1231 /*****************************************************************************
1234 * Finds a context for the current render target and thread
1237 * target: Render target to find the context for
1238 * tid: Thread to activate the context for
1240 * Returns: The needed context
1242 *****************************************************************************/
1243 static inline WineD3DContext
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, DWORD tid
) {
1244 IWineD3DSwapChain
*swapchain
= NULL
;
1245 BOOL readTexture
= wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
&& This
->render_offscreen
;
1246 WineD3DContext
*context
= This
->activeContext
;
1247 BOOL oldRenderOffscreen
= This
->render_offscreen
;
1248 const WINED3DFORMAT oldFmt
= ((IWineD3DSurfaceImpl
*) This
->lastActiveRenderTarget
)->resource
.format
;
1249 const WINED3DFORMAT newFmt
= ((IWineD3DSurfaceImpl
*) target
)->resource
.format
;
1250 const struct StateEntry
*StateTable
= This
->StateTable
;
1252 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1253 * the alpha blend state changes with different render target formats
1255 if(oldFmt
!= newFmt
) {
1256 const struct GlPixelFormatDesc
*glDesc
;
1257 const StaticPixelFormatDesc
*old
= getFormatDescEntry(oldFmt
, NULL
, NULL
);
1258 const StaticPixelFormatDesc
*new = getFormatDescEntry(newFmt
, &GLINFO_LOCATION
, &glDesc
);
1260 /* Disable blending when the alphaMask has changed and when a format doesn't support blending */
1261 if((old
->alphaMask
&& !new->alphaMask
) || (!old
->alphaMask
&& new->alphaMask
) || !(glDesc
->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
)) {
1262 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1266 if (SUCCEEDED(IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
))) {
1267 TRACE("Rendering onscreen\n");
1269 context
= findThreadContextForSwapChain(swapchain
, tid
);
1271 This
->render_offscreen
= FALSE
;
1272 /* The context != This->activeContext will catch a NOP context change. This can occur
1273 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1274 * rendering. No context change is needed in that case
1277 if(wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
) {
1278 if(This
->pbufferContext
&& tid
== This
->pbufferContext
->tid
) {
1279 This
->pbufferContext
->tid
= 0;
1282 IWineD3DSwapChain_Release(swapchain
);
1284 if(oldRenderOffscreen
) {
1285 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
1286 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
1287 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1288 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1289 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1293 TRACE("Rendering offscreen\n");
1294 This
->render_offscreen
= TRUE
;
1296 switch(wined3d_settings
.offscreen_rendering_mode
) {
1298 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
1299 if(This
->activeContext
&& tid
== This
->lastThread
) {
1300 context
= This
->activeContext
;
1302 /* This may happen if the app jumps straight into offscreen rendering
1303 * Start using the context of the primary swapchain. tid == 0 is no problem
1304 * for findThreadContextForSwapChain.
1306 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1307 * is perfect to call.
1309 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1315 IWineD3DSurfaceImpl
*targetimpl
= (IWineD3DSurfaceImpl
*) target
;
1316 if(This
->pbufferContext
== NULL
||
1317 This
->pbufferWidth
< targetimpl
->currentDesc
.Width
||
1318 This
->pbufferHeight
< targetimpl
->currentDesc
.Height
) {
1319 if(This
->pbufferContext
) {
1320 DestroyContext(This
, This
->pbufferContext
);
1323 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
1324 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
1326 This
->pbufferContext
= CreateContext(This
, targetimpl
,
1327 ((IWineD3DSwapChainImpl
*) This
->swapchains
[0])->context
[0]->win_handle
,
1328 TRUE
/* pbuffer */, &((IWineD3DSwapChainImpl
*)This
->swapchains
[0])->presentParms
);
1329 This
->pbufferWidth
= targetimpl
->currentDesc
.Width
;
1330 This
->pbufferHeight
= targetimpl
->currentDesc
.Height
;
1333 if(This
->pbufferContext
) {
1334 if(This
->pbufferContext
->tid
!= 0 && This
->pbufferContext
->tid
!= tid
) {
1335 FIXME("The PBuffr context is only supported for one thread for now!\n");
1337 This
->pbufferContext
->tid
= tid
;
1338 context
= This
->pbufferContext
;
1341 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
1342 wined3d_settings
.offscreen_rendering_mode
= ORM_BACKBUFFER
;
1346 case ORM_BACKBUFFER
:
1347 /* Stay with the currently active context for back buffer rendering */
1348 if(This
->activeContext
&& tid
== This
->lastThread
) {
1349 context
= This
->activeContext
;
1351 /* This may happen if the app jumps straight into offscreen rendering
1352 * Start using the context of the primary swapchain. tid == 0 is no problem
1353 * for findThreadContextForSwapChain.
1355 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1356 * is perfect to call.
1358 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1363 if(!oldRenderOffscreen
) {
1364 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
1365 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
1366 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1367 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1368 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1372 /* When switching away from an offscreen render target, and we're not using FBOs,
1373 * we have to read the drawable into the texture. This is done via PreLoad(and
1374 * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1375 * PreLoad needs a GL context, and FindContext is called before the context is activated.
1376 * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1377 * is read. This leads to these possible situations:
1379 * 0) lastActiveRenderTarget == target && oldTid == newTid:
1380 * Nothing to do, we don't even reach this code in this case...
1382 * 1) lastActiveRenderTarget != target && oldTid == newTid:
1383 * The currently active context is OK for readback. Call PreLoad, and it
1386 * 2) lastActiveRenderTarget == target && oldTid != newTid:
1387 * Nothing to do - the drawable is unchanged
1389 * 3) lastActiveRenderTarget != target && oldTid != newTid:
1390 * This is tricky. We have to get a context with the old drawable from somewhere
1391 * before we can switch to the new context. In this case, PreLoad calls
1392 * ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1393 * is case (2) then. The old drawable is activated for the new thread, and the
1394 * readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1395 * After that, the outer ActivateContext(which calls PreLoad) can activate the new
1396 * target for the new thread
1398 if (readTexture
&& This
->lastActiveRenderTarget
!= target
) {
1399 BOOL oldInDraw
= This
->isInDraw
;
1401 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1402 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1403 * when using offscreen rendering with multithreading
1405 This
->isInDraw
= TRUE
;
1407 /* Do that before switching the context:
1408 * Read the back buffer of the old drawable into the destination texture
1410 IWineD3DSurface_PreLoad(This
->lastActiveRenderTarget
);
1412 /* Assume that the drawable will be modified by some other things now */
1413 IWineD3DSurface_ModifyLocation(This
->lastActiveRenderTarget
, SFLAG_INDRAWABLE
, FALSE
);
1415 This
->isInDraw
= oldInDraw
;
1421 static void apply_draw_buffer(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, BOOL blit
)
1423 IWineD3DSwapChain
*swapchain
;
1425 if (SUCCEEDED(IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
)))
1427 IWineD3DSwapChain_Release((IUnknown
*)swapchain
);
1429 glDrawBuffer(surface_get_gl_buffer(target
, swapchain
));
1430 checkGLcall("glDrawBuffers()");
1436 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1440 if (GL_SUPPORT(ARB_DRAW_BUFFERS
))
1442 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers
), This
->draw_buffers
));
1443 checkGLcall("glDrawBuffers()");
1447 glDrawBuffer(This
->draw_buffers
[0]);
1448 checkGLcall("glDrawBuffer()");
1451 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
1452 checkGLcall("glDrawBuffer()");
1457 glDrawBuffer(This
->offscreenBuffer
);
1458 checkGLcall("glDrawBuffer()");
1464 /*****************************************************************************
1467 * Finds a rendering context and drawable matching the device and render
1468 * target for the current thread, activates them and puts them into the
1472 * This: Device to activate the context for
1473 * target: Requested render target
1474 * usage: Prepares the context for blitting, drawing or other actions
1476 *****************************************************************************/
1477 void ActivateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, ContextUsage usage
) {
1478 DWORD tid
= GetCurrentThreadId();
1479 DWORD i
, dirtyState
, idx
;
1481 WineD3DContext
*context
;
1482 const struct StateEntry
*StateTable
= This
->StateTable
;
1484 TRACE("(%p): Selecting context for render target %p, thread %d\n", This
, target
, tid
);
1485 if(This
->lastActiveRenderTarget
!= target
|| tid
!= This
->lastThread
) {
1486 context
= FindContext(This
, target
, tid
);
1487 context
->draw_buffer_dirty
= TRUE
;
1488 This
->lastActiveRenderTarget
= target
;
1489 This
->lastThread
= tid
;
1491 /* Stick to the old context */
1492 context
= This
->activeContext
;
1495 /* Activate the opengl context */
1496 if(last_device
!= This
|| context
!= This
->activeContext
) {
1499 /* Prevent an unneeded context switch as those are expensive */
1500 if(context
->glCtx
&& (context
->glCtx
== pwglGetCurrentContext())) {
1501 TRACE("Already using gl context %p\n", context
->glCtx
);
1504 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context
, context
->hdc
, context
->glCtx
);
1506 ret
= pwglMakeCurrent(context
->hdc
, context
->glCtx
);
1508 ERR("Failed to activate the new context\n");
1509 } else if(!context
->last_was_blit
) {
1510 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1512 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1515 if(This
->activeContext
->vshader_const_dirty
) {
1516 memset(This
->activeContext
->vshader_const_dirty
, 1,
1517 sizeof(*This
->activeContext
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
1519 if(This
->activeContext
->pshader_const_dirty
) {
1520 memset(This
->activeContext
->pshader_const_dirty
, 1,
1521 sizeof(*This
->activeContext
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
1523 This
->activeContext
= context
;
1528 case CTXUSAGE_CLEAR
:
1529 case CTXUSAGE_DRAWPRIM
:
1530 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1531 context_apply_fbo_state((IWineD3DDevice
*)This
);
1533 if (context
->draw_buffer_dirty
) {
1534 apply_draw_buffer(This
, target
, FALSE
);
1535 context
->draw_buffer_dirty
= FALSE
;
1540 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1541 if (This
->render_offscreen
) {
1542 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
1543 context_bind_fbo((IWineD3DDevice
*)This
, GL_FRAMEBUFFER_EXT
, &context
->dst_fbo
);
1544 context_attach_surface_fbo(This
, GL_FRAMEBUFFER_EXT
, 0, target
);
1547 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT
, GL_DEPTH_ATTACHMENT_EXT
, GL_RENDERBUFFER_EXT
, 0));
1548 checkGLcall("glFramebufferRenderbufferEXT");
1552 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
1553 checkGLcall("glFramebufferRenderbufferEXT");
1556 context
->draw_buffer_dirty
= TRUE
;
1558 if (context
->draw_buffer_dirty
) {
1559 apply_draw_buffer(This
, target
, TRUE
);
1560 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
1561 context
->draw_buffer_dirty
= FALSE
;
1571 case CTXUSAGE_RESOURCELOAD
:
1572 /* This does not require any special states to be set up */
1575 case CTXUSAGE_CLEAR
:
1576 if(context
->last_was_blit
) {
1577 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1580 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1581 * blending when clearing improves the clearing performance incredibly.
1584 glDisable(GL_BLEND
);
1586 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1589 glEnable(GL_SCISSOR_TEST
);
1590 checkGLcall("glEnable GL_SCISSOR_TEST");
1592 context
->last_was_blit
= FALSE
;
1593 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1594 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1597 case CTXUSAGE_DRAWPRIM
:
1598 /* This needs all dirty states applied */
1599 if(context
->last_was_blit
) {
1600 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1603 IWineD3DDeviceImpl_FindTexUnitMap(This
);
1605 for(i
=0; i
< context
->numDirtyEntries
; i
++) {
1606 dirtyState
= context
->dirtyArray
[i
];
1607 idx
= dirtyState
>> 5;
1608 shift
= dirtyState
& 0x1f;
1609 context
->isStateDirty
[idx
] &= ~(1 << shift
);
1610 StateTable
[dirtyState
].apply(dirtyState
, This
->stateBlock
, context
);
1612 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
1613 context
->last_was_blit
= FALSE
;
1617 SetupForBlit(This
, context
,
1618 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Width
,
1619 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Height
);
1623 FIXME("Unexpected context usage requested\n");