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
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 wined3d_context
*context
, GLenum target
, GLuint
*fbo
)
40 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
51 gl_info
->fbo_ops
.glGenFramebuffers(1, fbo
);
52 checkGLcall("glGenFramebuffers()");
53 TRACE("Created FBO %u.\n", *fbo
);
60 case GL_READ_FRAMEBUFFER
:
61 if (context
->fbo_read_binding
== f
) return;
62 context
->fbo_read_binding
= f
;
65 case GL_DRAW_FRAMEBUFFER
:
66 if (context
->fbo_draw_binding
== f
) return;
67 context
->fbo_draw_binding
= f
;
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
;
78 FIXME("Unhandled target %#x.\n", target
);
82 gl_info
->fbo_ops
.glBindFramebuffer(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
)
91 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
93 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
94 checkGLcall("glFramebufferTexture2D()");
96 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
97 checkGLcall("glFramebufferTexture2D()");
99 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
100 checkGLcall("glFramebufferTexture2D()");
103 /* GL locking is done by the caller */
104 static void context_destroy_fbo(struct wined3d_context
*context
, GLuint
*fbo
)
106 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
108 context_bind_fbo(context
, GL_FRAMEBUFFER
, fbo
);
109 context_clean_fbo_attachments(gl_info
);
110 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
112 gl_info
->fbo_ops
.glDeleteFramebuffers(1, fbo
);
113 checkGLcall("glDeleteFramebuffers()");
116 /* GL locking is done by the caller */
117 static void context_apply_attachment_filter_states(IWineD3DSurface
*surface
)
119 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
120 IWineD3DDeviceImpl
*device
= surface_impl
->resource
.device
;
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
.texture_rgb
.states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_POINT
129 || texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MIPFILTER
] != WINED3DTEXF_NONE
)
131 texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
132 texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
133 update_minfilter
= TRUE
;
136 if (texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_POINT
)
138 texture_impl
->baseTexture
.texture_rgb
.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
)
153 GLenum target
, bind_target
;
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
);
165 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
166 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB
, &old_binding
);
169 glBindTexture(bind_target
, surface_impl
->texture_name
);
170 if (update_minfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
171 if (update_magfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
172 glBindTexture(bind_target
, old_binding
);
175 checkGLcall("apply_attachment_filter_states()");
178 /* GL locking is done by the caller */
179 void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
180 GLenum fbo_target
, IWineD3DSurface
*depth_stencil
, BOOL use_render_buffer
)
182 IWineD3DSurfaceImpl
*depth_stencil_impl
= (IWineD3DSurfaceImpl
*)depth_stencil
;
183 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
185 TRACE("Attach depth stencil %p\n", depth_stencil
);
189 DWORD format_flags
= depth_stencil_impl
->resource
.format_desc
->Flags
;
191 if (use_render_buffer
&& depth_stencil_impl
->current_renderbuffer
)
193 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
195 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
,
196 GL_RENDERBUFFER
, depth_stencil_impl
->current_renderbuffer
->id
);
197 checkGLcall("glFramebufferRenderbuffer()");
200 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
202 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
,
203 GL_RENDERBUFFER
, depth_stencil_impl
->current_renderbuffer
->id
);
204 checkGLcall("glFramebufferRenderbuffer()");
209 surface_prepare_texture(depth_stencil_impl
, FALSE
);
210 context_apply_attachment_filter_states(depth_stencil
);
212 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
214 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
,
215 depth_stencil_impl
->texture_target
, depth_stencil_impl
->texture_name
,
216 depth_stencil_impl
->texture_level
);
217 checkGLcall("glFramebufferTexture2D()");
220 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
222 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
,
223 depth_stencil_impl
->texture_target
, depth_stencil_impl
->texture_name
,
224 depth_stencil_impl
->texture_level
);
225 checkGLcall("glFramebufferTexture2D()");
229 if (!(format_flags
& WINED3DFMT_FLAG_DEPTH
))
231 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
232 checkGLcall("glFramebufferTexture2D()");
235 if (!(format_flags
& WINED3DFMT_FLAG_STENCIL
))
237 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
238 checkGLcall("glFramebufferTexture2D()");
243 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
244 checkGLcall("glFramebufferTexture2D()");
246 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
247 checkGLcall("glFramebufferTexture2D()");
251 /* GL locking is done by the caller */
252 void context_attach_surface_fbo(const struct wined3d_context
*context
,
253 GLenum fbo_target
, DWORD idx
, IWineD3DSurface
*surface
)
255 IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
256 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
258 TRACE("Attach surface %p to %u\n", surface
, idx
);
262 surface_prepare_texture(surface_impl
, FALSE
);
263 context_apply_attachment_filter_states(surface
);
265 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, surface_impl
->texture_target
,
266 surface_impl
->texture_name
, surface_impl
->texture_level
);
267 checkGLcall("glFramebufferTexture2D()");
271 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, GL_TEXTURE_2D
, 0, 0);
272 checkGLcall("glFramebufferTexture2D()");
276 /* GL locking is done by the caller */
277 static void context_check_fbo_status(struct wined3d_context
*context
)
279 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
282 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
283 if (status
== GL_FRAMEBUFFER_COMPLETE
)
285 TRACE("FBO complete\n");
287 IWineD3DSurfaceImpl
*attachment
;
289 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
291 if (!context
->current_fbo
)
293 ERR("FBO 0 is incomplete, driver bug?\n");
297 /* Dump the FBO attachments */
298 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
300 attachment
= (IWineD3DSurfaceImpl
*)context
->current_fbo
->render_targets
[i
];
303 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
304 i
, attachment
, debug_d3dformat(attachment
->resource
.format_desc
->format
),
305 attachment
->pow2Width
, attachment
->pow2Height
);
308 attachment
= (IWineD3DSurfaceImpl
*)context
->current_fbo
->depth_stencil
;
311 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
312 attachment
, debug_d3dformat(attachment
->resource
.format_desc
->format
),
313 attachment
->pow2Width
, attachment
->pow2Height
);
318 static struct fbo_entry
*context_create_fbo_entry(struct wined3d_context
*context
)
320 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
321 IWineD3DDeviceImpl
*device
= context
->swapchain
->device
;
322 struct fbo_entry
*entry
;
324 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
325 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
326 memcpy(entry
->render_targets
, device
->render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
327 entry
->depth_stencil
= device
->stencilBufferTarget
;
328 entry
->attached
= FALSE
;
334 /* GL locking is done by the caller */
335 static void context_reuse_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
337 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
338 IWineD3DDeviceImpl
*device
= context
->swapchain
->device
;
340 context_bind_fbo(context
, GL_FRAMEBUFFER
, &entry
->id
);
341 context_clean_fbo_attachments(gl_info
);
343 memcpy(entry
->render_targets
, device
->render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
344 entry
->depth_stencil
= device
->stencilBufferTarget
;
345 entry
->attached
= FALSE
;
348 /* GL locking is done by the caller */
349 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
353 TRACE("Destroy FBO %d\n", entry
->id
);
354 context_destroy_fbo(context
, &entry
->id
);
356 --context
->fbo_entry_count
;
357 list_remove(&entry
->entry
);
358 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
359 HeapFree(GetProcessHeap(), 0, entry
);
363 /* GL locking is done by the caller */
364 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
)
366 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
367 IWineD3DDeviceImpl
*device
= context
->swapchain
->device
;
368 struct fbo_entry
*entry
;
370 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
372 if (!memcmp(entry
->render_targets
,
373 device
->render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
))
374 && entry
->depth_stencil
== device
->stencilBufferTarget
)
376 list_remove(&entry
->entry
);
377 list_add_head(&context
->fbo_list
, &entry
->entry
);
382 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
384 entry
= context_create_fbo_entry(context
);
385 list_add_head(&context
->fbo_list
, &entry
->entry
);
386 ++context
->fbo_entry_count
;
390 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
391 context_reuse_fbo_entry(context
, entry
);
392 list_remove(&entry
->entry
);
393 list_add_head(&context
->fbo_list
, &entry
->entry
);
399 /* GL locking is done by the caller */
400 static void context_apply_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
402 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
403 IWineD3DDeviceImpl
*device
= context
->swapchain
->device
;
406 context_bind_fbo(context
, GL_FRAMEBUFFER
, &entry
->id
);
408 if (!entry
->attached
)
410 /* Apply render targets */
411 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
413 IWineD3DSurface
*render_target
= device
->render_targets
[i
];
414 context_attach_surface_fbo(context
, GL_FRAMEBUFFER
, i
, render_target
);
417 /* Apply depth targets */
418 if (device
->stencilBufferTarget
)
420 unsigned int w
= ((IWineD3DSurfaceImpl
*)device
->render_targets
[0])->pow2Width
;
421 unsigned int h
= ((IWineD3DSurfaceImpl
*)device
->render_targets
[0])->pow2Height
;
423 surface_set_compatible_renderbuffer(device
->stencilBufferTarget
, w
, h
);
425 context_attach_depth_stencil_fbo(context
, GL_FRAMEBUFFER
, device
->stencilBufferTarget
, TRUE
);
427 entry
->attached
= TRUE
;
431 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
433 if (device
->render_targets
[i
])
434 context_apply_attachment_filter_states(device
->render_targets
[i
]);
436 if (device
->stencilBufferTarget
)
437 context_apply_attachment_filter_states(device
->stencilBufferTarget
);
440 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
442 if (device
->render_targets
[i
])
443 device
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
445 device
->draw_buffers
[i
] = GL_NONE
;
449 /* GL locking is done by the caller */
450 static void context_apply_fbo_state(struct wined3d_context
*context
)
452 struct fbo_entry
*entry
, *entry2
;
454 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
456 context_destroy_fbo_entry(context
, entry
);
459 if (context
->render_offscreen
)
461 context
->current_fbo
= context_find_fbo_entry(context
);
462 context_apply_fbo_entry(context
, context
->current_fbo
);
464 context
->current_fbo
= NULL
;
465 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
468 context_check_fbo_status(context
);
471 /* Context activation is done by the caller. */
472 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
474 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
476 if (context
->free_occlusion_query_count
)
478 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
482 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
485 GL_EXTCALL(glGenQueriesARB(1, &query
->id
));
486 checkGLcall("glGenQueriesARB");
489 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
493 WARN("Occlusion queries not supported, not allocating query id.\n");
498 query
->context
= context
;
499 list_add_head(&context
->occlusion_queries
, &query
->entry
);
502 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
504 struct wined3d_context
*context
= query
->context
;
506 list_remove(&query
->entry
);
507 query
->context
= NULL
;
509 if (context
->free_occlusion_query_count
>= context
->free_occlusion_query_size
- 1)
511 UINT new_size
= context
->free_occlusion_query_size
<< 1;
512 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_occlusion_queries
,
513 new_size
* sizeof(*context
->free_occlusion_queries
));
517 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
521 context
->free_occlusion_query_size
= new_size
;
522 context
->free_occlusion_queries
= new_data
;
525 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
528 /* Context activation is done by the caller. */
529 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
)
531 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
533 if (context
->free_event_query_count
)
535 query
->object
= context
->free_event_queries
[--context
->free_event_query_count
];
539 if (gl_info
->supported
[ARB_SYNC
])
541 /* Using ARB_sync, not much to do here. */
542 query
->object
.sync
= NULL
;
543 TRACE("Allocated event query %p in context %p.\n", query
->object
.sync
, context
);
545 else if (gl_info
->supported
[APPLE_FENCE
])
548 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
549 checkGLcall("glGenFencesAPPLE");
552 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
554 else if(gl_info
->supported
[NV_FENCE
])
557 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
558 checkGLcall("glGenFencesNV");
561 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
565 WARN("Event queries not supported, not allocating query id.\n");
566 query
->object
.id
= 0;
570 query
->context
= context
;
571 list_add_head(&context
->event_queries
, &query
->entry
);
574 void context_free_event_query(struct wined3d_event_query
*query
)
576 struct wined3d_context
*context
= query
->context
;
578 list_remove(&query
->entry
);
579 query
->context
= NULL
;
581 if (context
->free_event_query_count
>= context
->free_event_query_size
- 1)
583 UINT new_size
= context
->free_event_query_size
<< 1;
584 union wined3d_gl_query_object
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_event_queries
,
585 new_size
* sizeof(*context
->free_event_queries
));
589 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
593 context
->free_event_query_size
= new_size
;
594 context
->free_event_queries
= new_data
;
597 context
->free_event_queries
[context
->free_event_query_count
++] = query
->object
;
600 void context_resource_released(IWineD3DDevice
*iface
, IWineD3DResource
*resource
, WINED3DRESOURCETYPE type
)
602 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
605 if (!This
->d3d_initialized
) return;
609 case WINED3DRTYPE_SURFACE
:
611 for (i
= 0; i
< This
->numContexts
; ++i
)
613 struct wined3d_context
*context
= This
->contexts
[i
];
614 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
615 struct fbo_entry
*entry
, *entry2
;
617 if (context
->current_rt
== (IWineD3DSurface
*)resource
) context
->current_rt
= NULL
;
619 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
623 if (entry
->depth_stencil
== (IWineD3DSurface
*)resource
)
625 list_remove(&entry
->entry
);
626 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
630 for (j
= 0; j
< gl_info
->limits
.buffers
; ++j
)
632 if (entry
->render_targets
[j
] == (IWineD3DSurface
*)resource
)
634 list_remove(&entry
->entry
);
635 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
650 static BOOL
context_set_pixel_format(const struct wined3d_gl_info
*gl_info
, HDC dc
, int format
)
652 int current
= GetPixelFormat(dc
);
654 if (current
== format
) return TRUE
;
658 if (!SetPixelFormat(dc
, format
, NULL
))
660 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
661 format
, dc
, GetLastError());
667 /* By default WGL doesn't allow pixel format adjustments but we need it
668 * here. For this reason there's a Wine specific wglSetPixelFormat()
669 * which allows us to set the pixel format multiple times. Only use it
670 * when really needed. */
671 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
673 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
, NULL
)))
675 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
682 /* OpenGL doesn't allow pixel format adjustments. Print an error and
683 * continue using the old format. There's a big chance that the old
684 * format works although with a performance hit and perhaps rendering
686 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
687 format
, dc
, current
);
691 static void context_update_window(struct wined3d_context
*context
)
693 TRACE("Updating context %p window from %p to %p.\n",
694 context
, context
->win_handle
, context
->swapchain
->win_handle
);
698 if (!ReleaseDC(context
->win_handle
, context
->hdc
))
700 ERR("Failed to release device context %p, last error %#x.\n",
701 context
->hdc
, GetLastError());
704 else context
->valid
= 1;
706 context
->win_handle
= context
->swapchain
->win_handle
;
708 if (!(context
->hdc
= GetDC(context
->win_handle
)))
710 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
714 if (!context_set_pixel_format(context
->gl_info
, context
->hdc
, context
->pixel_format
))
716 ERR("Failed to set pixel format %d on device context %p.\n",
717 context
->pixel_format
, context
->hdc
);
721 if (!pwglMakeCurrent(context
->hdc
, context
->glCtx
))
723 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
724 context
->glCtx
, context
->hdc
, GetLastError());
734 static void context_validate(struct wined3d_context
*context
)
736 HWND wnd
= WindowFromDC(context
->hdc
);
738 if (wnd
!= context
->win_handle
)
740 WARN("DC %p belongs to window %p instead of %p.\n",
741 context
->hdc
, wnd
, context
->win_handle
);
745 if (context
->win_handle
!= context
->swapchain
->win_handle
)
746 context_update_window(context
);
749 static void context_destroy_gl_resources(struct wined3d_context
*context
)
751 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
752 struct wined3d_occlusion_query
*occlusion_query
;
753 struct wined3d_event_query
*event_query
;
754 struct fbo_entry
*entry
, *entry2
;
759 restore_ctx
= pwglGetCurrentContext();
760 restore_dc
= pwglGetCurrentDC();
762 context_validate(context
);
763 if (context
->valid
&& restore_ctx
!= context
->glCtx
) pwglMakeCurrent(context
->hdc
, context
->glCtx
);
764 else restore_ctx
= NULL
;
768 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
770 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
771 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query
->id
));
772 occlusion_query
->context
= NULL
;
775 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
779 if (gl_info
->supported
[ARB_SYNC
])
781 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
783 else if (gl_info
->supported
[APPLE_FENCE
]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->object
.id
));
784 else if (gl_info
->supported
[NV_FENCE
]) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->object
.id
));
786 event_query
->context
= NULL
;
789 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
791 if (!context
->valid
) entry
->id
= 0;
792 context_destroy_fbo_entry(context
, entry
);
795 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
797 if (!context
->valid
) entry
->id
= 0;
798 context_destroy_fbo_entry(context
, entry
);
803 if (context
->src_fbo
)
805 TRACE("Destroy src FBO %d\n", context
->src_fbo
);
806 context_destroy_fbo(context
, &context
->src_fbo
);
808 if (context
->dst_fbo
)
810 TRACE("Destroy dst FBO %d\n", context
->dst_fbo
);
811 context_destroy_fbo(context
, &context
->dst_fbo
);
813 if (context
->dummy_arbfp_prog
)
815 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
818 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
819 GL_EXTCALL(glDeleteQueriesARB(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
821 if (gl_info
->supported
[ARB_SYNC
])
823 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
825 else if (gl_info
->supported
[APPLE_FENCE
])
827 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
829 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_event_queries
[i
].id
));
832 else if (gl_info
->supported
[NV_FENCE
])
834 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
836 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_event_queries
[i
].id
));
840 checkGLcall("context cleanup");
845 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
846 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
850 if (!pwglMakeCurrent(restore_dc
, restore_ctx
))
852 DWORD err
= GetLastError();
853 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
854 restore_ctx
, restore_dc
, err
);
857 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL
, NULL
))
859 ERR("Failed to disable GL context.\n");
862 ReleaseDC(context
->win_handle
, context
->hdc
);
864 if (!pwglDeleteContext(context
->glCtx
))
866 DWORD err
= GetLastError();
867 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
871 DWORD
context_get_tls_idx(void)
873 return wined3d_context_tls_idx
;
876 void context_set_tls_idx(DWORD idx
)
878 wined3d_context_tls_idx
= idx
;
881 struct wined3d_context
*context_get_current(void)
883 return TlsGetValue(wined3d_context_tls_idx
);
886 BOOL
context_set_current(struct wined3d_context
*ctx
)
888 struct wined3d_context
*old
= context_get_current();
892 TRACE("Already using D3D context %p.\n", ctx
);
900 TRACE("Switching away from destroyed context %p.\n", old
);
901 context_destroy_gl_resources(old
);
902 HeapFree(GetProcessHeap(), 0, old
);
912 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
913 if (!pwglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
915 DWORD err
= GetLastError();
916 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
917 ctx
->glCtx
, ctx
->hdc
, err
);
918 TlsSetValue(wined3d_context_tls_idx
, NULL
);
923 else if(pwglGetCurrentContext())
925 TRACE("Clearing current D3D context.\n");
926 if (!pwglMakeCurrent(NULL
, NULL
))
928 DWORD err
= GetLastError();
929 ERR("Failed to clear current GL context, last error %#x.\n", err
);
930 TlsSetValue(wined3d_context_tls_idx
, NULL
);
935 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
938 void context_release(struct wined3d_context
*context
)
940 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
945 WARN("Context %p is not active.\n", context
);
946 else if (context
!= context_get_current())
947 WARN("Context %p is not the current context.\n", context
);
950 if (!--context
->level
&& context
->restore_ctx
)
952 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
953 if (!pwglMakeCurrent(context
->restore_dc
, context
->restore_ctx
))
955 DWORD err
= GetLastError();
956 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
957 context
->restore_ctx
, context
->restore_dc
, err
);
959 context
->restore_ctx
= NULL
;
960 context
->restore_dc
= NULL
;
964 static void context_enter(struct wined3d_context
*context
)
966 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
968 if (!context
->level
++)
970 const struct wined3d_context
*current_context
= context_get_current();
971 HGLRC current_gl
= pwglGetCurrentContext();
973 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
975 TRACE("Another GL context (%p on device context %p) is already current.\n",
976 current_gl
, pwglGetCurrentDC());
977 context
->restore_ctx
= current_gl
;
978 context
->restore_dc
= pwglGetCurrentDC();
983 /*****************************************************************************
984 * Context_MarkStateDirty
986 * Marks a state in a context dirty. Only one context, opposed to
987 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
991 * context: Context to mark the state dirty in
992 * state: State to mark dirty
993 * StateTable: Pointer to the state table in use(for state grouping)
995 *****************************************************************************/
996 static void Context_MarkStateDirty(struct wined3d_context
*context
, DWORD state
, const struct StateEntry
*StateTable
)
998 DWORD rep
= StateTable
[state
].representative
;
1002 if (isStateDirty(context
, rep
)) return;
1004 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1005 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1006 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1007 context
->isStateDirty
[idx
] |= (1 << shift
);
1010 /* This function takes care of WineD3D pixel format selection. */
1011 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
,
1012 const struct GlPixelFormatDesc
*color_format_desc
, const struct GlPixelFormatDesc
*ds_format_desc
,
1013 BOOL auxBuffers
, int numSamples
, BOOL findCompatible
)
1016 unsigned int matchtry
;
1017 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
1018 short depthBits
=0, stencilBits
=0;
1025 /* First, try without alpha match buffers. MacOS supports aux buffers only
1026 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1027 * Then try without aux buffers - this is the most common cause for not
1028 * finding a pixel format. Also some drivers(the open source ones)
1029 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1030 * match, then try without an exact alpha and color match.
1032 { TRUE
, TRUE
, TRUE
},
1033 { TRUE
, FALSE
, TRUE
},
1034 { FALSE
, TRUE
, TRUE
},
1035 { FALSE
, FALSE
, TRUE
},
1036 { TRUE
, FALSE
, FALSE
},
1037 { FALSE
, FALSE
, FALSE
},
1041 int nCfgs
= This
->adapter
->nCfgs
;
1043 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1044 debug_d3dformat(color_format_desc
->format
), debug_d3dformat(ds_format_desc
->format
),
1045 auxBuffers
, numSamples
, findCompatible
);
1047 if (!getColorBits(color_format_desc
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
1049 ERR("Unable to get color bits for format %s (%#x)!\n",
1050 debug_d3dformat(color_format_desc
->format
), color_format_desc
->format
);
1054 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
1055 * You are able to add a depth + stencil surface at a later stage when you need it.
1056 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
1057 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
1058 * context, need torecreate shaders, textures and other resources.
1060 * The context manager already takes care of the state problem and for the other tasks code from Reset
1061 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
1062 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
1063 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
1064 * issue needs to be fixed. */
1065 if (ds_format_desc
->format
!= WINED3DFMT_D24_UNORM_S8_UINT
)
1067 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
1068 ds_format_desc
= getFormatDescEntry(WINED3DFMT_D24_UNORM_S8_UINT
, &This
->adapter
->gl_info
);
1071 getDepthStencilBits(ds_format_desc
, &depthBits
, &stencilBits
);
1073 for(matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(matches
[0])) && !iPixelFormat
; matchtry
++) {
1074 for(i
=0; i
<nCfgs
; i
++) {
1075 BOOL exactDepthMatch
= TRUE
;
1076 WineD3D_PixelFormat
*cfg
= &This
->adapter
->cfgs
[i
];
1078 /* For now only accept RGBA formats. Perhaps some day we will
1079 * allow floating point formats for pbuffers. */
1080 if(cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1083 /* In window mode we need a window drawable format and double buffering. */
1084 if(!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1087 /* We like to have aux buffers in backbuffer mode */
1088 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
1091 if(matches
[matchtry
].exact_color
) {
1092 if(cfg
->redSize
!= redBits
)
1094 if(cfg
->greenSize
!= greenBits
)
1096 if(cfg
->blueSize
!= blueBits
)
1099 if(cfg
->redSize
< redBits
)
1101 if(cfg
->greenSize
< greenBits
)
1103 if(cfg
->blueSize
< blueBits
)
1106 if(matches
[matchtry
].exact_alpha
) {
1107 if(cfg
->alphaSize
!= alphaBits
)
1110 if(cfg
->alphaSize
< alphaBits
)
1114 /* We try to locate a format which matches our requirements exactly. In case of
1115 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1116 if(cfg
->depthSize
< depthBits
)
1118 else if(cfg
->depthSize
> depthBits
)
1119 exactDepthMatch
= FALSE
;
1121 /* In all cases make sure the number of stencil bits matches our requirements
1122 * even when we don't need stencil because it could affect performance EXCEPT
1123 * on cards which don't offer depth formats without stencil like the i915 drivers
1125 if(stencilBits
!= cfg
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
1128 /* Check multisampling support */
1129 if(cfg
->numSamples
!= numSamples
)
1132 /* When we have passed all the checks then we have found a format which matches our
1133 * requirements. Note that we only check for a limit number of capabilities right now,
1134 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1135 * can still differ in things like multisampling, stereo, SRGB and other flags.
1138 /* Exit the loop as we have found a format :) */
1139 if(exactDepthMatch
) {
1140 iPixelFormat
= cfg
->iPixelFormat
;
1142 } else if(!iPixelFormat
) {
1143 /* In the end we might end up with a format which doesn't exactly match our depth
1144 * requirements. Accept the first format we found because formats with higher iPixelFormat
1145 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1146 iPixelFormat
= cfg
->iPixelFormat
;
1151 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1152 if(!iPixelFormat
&& !findCompatible
) {
1153 ERR("Can't find a suitable iPixelFormat\n");
1155 } else if(!iPixelFormat
) {
1156 PIXELFORMATDESCRIPTOR pfd
;
1158 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1159 /* PixelFormat selection */
1160 ZeroMemory(&pfd
, sizeof(pfd
));
1161 pfd
.nSize
= sizeof(pfd
);
1163 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1164 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1165 pfd
.cAlphaBits
= alphaBits
;
1166 pfd
.cColorBits
= colorBits
;
1167 pfd
.cDepthBits
= depthBits
;
1168 pfd
.cStencilBits
= stencilBits
;
1169 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1171 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
1173 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1174 ERR("Can't find a suitable iPixelFormat\n");
1179 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1180 iPixelFormat
, debug_d3dformat(color_format_desc
->format
), debug_d3dformat(ds_format_desc
->format
));
1181 return iPixelFormat
;
1184 /*****************************************************************************
1187 * Creates a new context.
1190 * This: Device to activate the context for
1191 * target: Surface this context will render to
1192 * win_handle: handle to the window which we are drawing to
1193 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1195 *****************************************************************************/
1196 struct wined3d_context
*context_create(IWineD3DSwapChainImpl
*swapchain
, IWineD3DSurfaceImpl
*target
)
1198 IWineD3DDeviceImpl
*device
= swapchain
->device
;
1199 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1200 const struct GlPixelFormatDesc
*color_format_desc
;
1201 const struct GlPixelFormatDesc
*ds_format_desc
;
1202 struct wined3d_context
*ret
;
1203 PIXELFORMATDESCRIPTOR pfd
;
1204 BOOL auxBuffers
= FALSE
;
1212 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1214 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1217 ERR("Failed to allocate context memory.\n");
1221 if (!(hdc
= GetDC(swapchain
->win_handle
)))
1223 ERR("Failed to retrieve a device context.\n");
1227 ds_format_desc
= getFormatDescEntry(WINED3DFMT_UNKNOWN
, gl_info
);
1228 color_format_desc
= target
->resource
.format_desc
;
1230 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1231 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1232 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1236 if (color_format_desc
->format
== WINED3DFMT_B4G4R4X4_UNORM
)
1237 color_format_desc
= getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM
, gl_info
);
1238 else if (color_format_desc
->format
== WINED3DFMT_B8G8R8X8_UNORM
)
1239 color_format_desc
= getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM
, gl_info
);
1242 /* DirectDraw supports 8bit paletted render targets and these are used by
1243 * old games like Starcraft and C&C. Most modern hardware doesn't support
1244 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1245 * conversion (ab)uses the alpha component for storing the palette index.
1246 * For this reason we require a format with 8bit alpha, so request
1248 if (color_format_desc
->format
== WINED3DFMT_P8_UINT
)
1249 color_format_desc
= getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM
, gl_info
);
1251 /* Retrieve the depth stencil format from the present parameters.
1252 * The choice of the proper format can give a nice performance boost
1253 * in case of GPU limited programs. */
1254 if (swapchain
->presentParms
.EnableAutoDepthStencil
)
1256 TRACE("Auto depth stencil enabled, using format %s.\n",
1257 debug_d3dformat(swapchain
->presentParms
.AutoDepthStencilFormat
));
1258 ds_format_desc
= getFormatDescEntry(swapchain
->presentParms
.AutoDepthStencilFormat
, gl_info
);
1261 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1262 if (swapchain
->presentParms
.MultiSampleType
&& (swapchain
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_DISCARD
))
1264 if (!gl_info
->supported
[ARB_MULTISAMPLE
])
1265 WARN("The application is requesting multisampling without support.\n");
1268 TRACE("Requesting multisample type %#x.\n", swapchain
->presentParms
.MultiSampleType
);
1269 numSamples
= swapchain
->presentParms
.MultiSampleType
;
1273 /* Try to find a pixel format which matches our requirements. */
1274 pixel_format
= WineD3D_ChoosePixelFormat(device
, hdc
, color_format_desc
, ds_format_desc
,
1275 auxBuffers
, numSamples
, FALSE
/* findCompatible */);
1277 /* Try to locate a compatible format if we weren't able to find anything. */
1280 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1281 pixel_format
= WineD3D_ChoosePixelFormat(device
, hdc
, color_format_desc
, ds_format_desc
,
1282 auxBuffers
, 0 /* numSamples */, TRUE
/* findCompatible */);
1285 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1288 ERR("Can't find a suitable pixel format.\n");
1292 DescribePixelFormat(hdc
, pixel_format
, sizeof(pfd
), &pfd
);
1293 if (!context_set_pixel_format(gl_info
, hdc
, pixel_format
))
1295 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format
, hdc
);
1299 ctx
= pwglCreateContext(hdc
);
1300 if (device
->numContexts
)
1302 if (!pwglShareLists(device
->contexts
[0]->glCtx
, ctx
))
1304 DWORD err
= GetLastError();
1305 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1306 device
->contexts
[0]->glCtx
, ctx
, err
);
1311 ERR("Failed to create a WGL context\n");
1315 if (!device_context_add(device
, ret
))
1317 ERR("Failed to add the newly created context to the context list\n");
1318 if (!pwglDeleteContext(ctx
))
1320 DWORD err
= GetLastError();
1321 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, err
);
1326 ret
->gl_info
= gl_info
;
1328 /* Mark all states dirty to force a proper initialization of the states
1329 * on the first use of the context. */
1330 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
1332 if (device
->StateTable
[state
].representative
)
1333 Context_MarkStateDirty(ret
, state
, device
->StateTable
);
1336 ret
->swapchain
= swapchain
;
1337 ret
->current_rt
= (IWineD3DSurface
*)target
;
1338 ret
->tid
= GetCurrentThreadId();
1340 ret
->render_offscreen
= surface_is_offscreen((IWineD3DSurface
*) target
);
1341 ret
->draw_buffer_dirty
= TRUE
;
1345 ret
->win_handle
= swapchain
->win_handle
;
1347 ret
->pixel_format
= pixel_format
;
1349 if (device
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*)device
))
1351 /* Create the dirty constants array and initialize them to dirty */
1352 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1353 sizeof(*ret
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
1354 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1355 sizeof(*ret
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
1356 memset(ret
->vshader_const_dirty
, 1,
1357 sizeof(*ret
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
1358 memset(ret
->pshader_const_dirty
, 1,
1359 sizeof(*ret
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
1362 ret
->free_occlusion_query_size
= 4;
1363 ret
->free_occlusion_queries
= HeapAlloc(GetProcessHeap(), 0,
1364 ret
->free_occlusion_query_size
* sizeof(*ret
->free_occlusion_queries
));
1365 if (!ret
->free_occlusion_queries
) goto out
;
1367 list_init(&ret
->occlusion_queries
);
1369 ret
->free_event_query_size
= 4;
1370 ret
->free_event_queries
= HeapAlloc(GetProcessHeap(), 0,
1371 ret
->free_event_query_size
* sizeof(*ret
->free_event_queries
));
1372 if (!ret
->free_event_queries
) goto out
;
1374 list_init(&ret
->event_queries
);
1376 TRACE("Successfully created new context %p\n", ret
);
1378 list_init(&ret
->fbo_list
);
1379 list_init(&ret
->fbo_destroy_list
);
1383 /* Set up the context defaults */
1384 if (!context_set_current(ret
))
1386 ERR("Cannot activate context to set up defaults\n");
1387 context_release(ret
);
1393 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1395 TRACE("Setting up the screen\n");
1396 /* Clear the screen */
1397 glClearColor(1.0f
, 0.0f
, 0.0f
, 0.0f
);
1398 checkGLcall("glClearColor");
1401 glClearStencil(0xffff);
1403 checkGLcall("glClear");
1405 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1406 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1408 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1409 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1411 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1412 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1414 glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
1415 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1416 glPixelStorei(GL_UNPACK_ALIGNMENT
, device
->surface_alignment
);
1417 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1419 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1421 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1422 * and textures in DIB sections(due to the memory protection).
1424 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1425 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1427 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
1429 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1430 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1431 * GL_VERTEX_BLEND_ARB isn't enabled too
1433 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1434 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1436 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
1438 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1439 * the previous texture where to source the offset from is always unit - 1.
1441 for (s
= 1; s
< gl_info
->limits
.textures
; ++s
)
1443 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1444 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1445 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1448 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
1450 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1451 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1452 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1453 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1456 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1457 * program and the dummy program is destroyed when the context is destroyed.
1459 const char *dummy_program
=
1461 "MOV result.color, fragment.color.primary;\n"
1463 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1464 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1465 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1468 for (s
= 0; s
< gl_info
->limits
.point_sprite_units
; ++s
)
1470 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1471 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1472 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1475 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
1477 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1479 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
1481 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1486 device
->frag_pipe
->enable_extension((IWineD3DDevice
*)device
, TRUE
);
1488 TRACE("Created context %p.\n", ret
);
1493 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
1494 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
1495 HeapFree(GetProcessHeap(), 0, ret
->pshader_const_dirty
);
1496 HeapFree(GetProcessHeap(), 0, ret
->vshader_const_dirty
);
1497 HeapFree(GetProcessHeap(), 0, ret
);
1501 /*****************************************************************************
1504 * Destroys a wined3d context
1507 * This: Device to activate the context for
1508 * context: Context to destroy
1510 *****************************************************************************/
1511 void context_destroy(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
)
1515 TRACE("Destroying ctx %p\n", context
);
1517 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
1519 context_destroy_gl_resources(context
);
1520 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1525 context
->destroyed
= 1;
1529 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
1530 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
1531 device_context_remove(This
, context
);
1532 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
1535 /* GL locking is done by the caller */
1536 static inline void set_blit_dimension(UINT width
, UINT height
) {
1537 glMatrixMode(GL_PROJECTION
);
1538 checkGLcall("glMatrixMode(GL_PROJECTION)");
1540 checkGLcall("glLoadIdentity()");
1541 glOrtho(0, width
, height
, 0, 0.0, -1.0);
1542 checkGLcall("glOrtho");
1543 glViewport(0, 0, width
, height
);
1544 checkGLcall("glViewport");
1547 /*****************************************************************************
1550 * Sets up a context for DirectDraw blitting.
1551 * All texture units are disabled, texture unit 0 is set as current unit
1552 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1553 * color writing enabled for all channels
1554 * register combiners disabled, shaders disabled
1555 * world matrix is set to identity, texture matrix 0 too
1556 * projection matrix is setup for drawing screen coordinates
1559 * This: Device to activate the context for
1560 * context: Context to setup
1562 *****************************************************************************/
1563 /* Context activation is done by the caller. */
1564 static void SetupForBlit(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
)
1567 const struct StateEntry
*StateTable
= This
->StateTable
;
1568 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1569 UINT width
= ((IWineD3DSurfaceImpl
*)context
->current_rt
)->currentDesc
.Width
;
1570 UINT height
= ((IWineD3DSurfaceImpl
*)context
->current_rt
)->currentDesc
.Height
;
1573 TRACE("Setting up context %p for blitting\n", context
);
1574 if(context
->last_was_blit
) {
1575 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
1577 set_blit_dimension(width
, height
);
1579 context
->blit_w
= width
; context
->blit_h
= height
;
1580 /* No need to dirtify here, the states are still dirtified because they weren't
1581 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1585 TRACE("Context is already set up for blitting, nothing to do\n");
1588 context
->last_was_blit
= TRUE
;
1590 /* TODO: Use a display list */
1592 /* Disable shaders */
1594 This
->shader_backend
->shader_select(context
, FALSE
, FALSE
);
1597 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
1598 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
1600 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1601 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1602 * which can safely be called from here, we only lock once instead locking/unlocking
1603 * after each GL call.
1607 /* Disable all textures. The caller can then bind a texture it wants to blit
1610 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1611 * function texture unit. No need to care for higher samplers
1613 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
1615 sampler
= This
->rev_tex_unit_map
[i
];
1616 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1617 checkGLcall("glActiveTextureARB");
1619 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1621 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1622 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1624 glDisable(GL_TEXTURE_3D
);
1625 checkGLcall("glDisable GL_TEXTURE_3D");
1626 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1628 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1629 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1631 glDisable(GL_TEXTURE_2D
);
1632 checkGLcall("glDisable GL_TEXTURE_2D");
1634 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1635 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1637 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1639 if (sampler
< MAX_TEXTURES
) {
1640 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1642 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1645 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
1646 checkGLcall("glActiveTextureARB");
1648 sampler
= This
->rev_tex_unit_map
[0];
1650 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1652 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1653 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1655 glDisable(GL_TEXTURE_3D
);
1656 checkGLcall("glDisable GL_TEXTURE_3D");
1657 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1659 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1660 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1662 glDisable(GL_TEXTURE_2D
);
1663 checkGLcall("glDisable GL_TEXTURE_2D");
1665 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1667 glMatrixMode(GL_TEXTURE
);
1668 checkGLcall("glMatrixMode(GL_TEXTURE)");
1670 checkGLcall("glLoadIdentity()");
1672 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
1674 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1675 GL_TEXTURE_LOD_BIAS_EXT
,
1677 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1680 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1682 if (sampler
< MAX_TEXTURES
) {
1683 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
), StateTable
);
1684 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1686 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1689 /* Other misc states */
1690 glDisable(GL_ALPHA_TEST
);
1691 checkGLcall("glDisable(GL_ALPHA_TEST)");
1692 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
1693 glDisable(GL_LIGHTING
);
1694 checkGLcall("glDisable GL_LIGHTING");
1695 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
1696 glDisable(GL_DEPTH_TEST
);
1697 checkGLcall("glDisable GL_DEPTH_TEST");
1698 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
1699 glDisableWINE(GL_FOG
);
1700 checkGLcall("glDisable GL_FOG");
1701 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
1702 glDisable(GL_BLEND
);
1703 checkGLcall("glDisable GL_BLEND");
1704 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1705 glDisable(GL_CULL_FACE
);
1706 checkGLcall("glDisable GL_CULL_FACE");
1707 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
1708 glDisable(GL_STENCIL_TEST
);
1709 checkGLcall("glDisable GL_STENCIL_TEST");
1710 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
1711 glDisable(GL_SCISSOR_TEST
);
1712 checkGLcall("glDisable GL_SCISSOR_TEST");
1713 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1714 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1716 glDisable(GL_POINT_SPRITE_ARB
);
1717 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1718 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
1720 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1721 checkGLcall("glColorMask");
1722 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
), StateTable
);
1723 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
1725 glDisable(GL_COLOR_SUM_EXT
);
1726 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
1727 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1730 /* Setup transforms */
1731 glMatrixMode(GL_MODELVIEW
);
1732 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1734 checkGLcall("glLoadIdentity()");
1735 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
1737 context
->last_was_rhw
= TRUE
;
1738 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
1740 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1741 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1742 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1743 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1744 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1745 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1746 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1748 set_blit_dimension(width
, height
);
1752 context
->blit_w
= width
; context
->blit_h
= height
;
1753 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1754 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1757 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1760 /*****************************************************************************
1761 * findThreadContextForSwapChain
1763 * Searches a swapchain for all contexts and picks one for the thread tid.
1764 * If none can be found the swapchain is requested to create a new context
1766 *****************************************************************************/
1767 static struct wined3d_context
*findThreadContextForSwapChain(IWineD3DSwapChain
*swapchain
, DWORD tid
)
1771 for(i
= 0; i
< ((IWineD3DSwapChainImpl
*) swapchain
)->num_contexts
; i
++) {
1772 if(((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
]->tid
== tid
) {
1773 return ((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
];
1778 /* Create a new context for the thread */
1779 return swapchain_create_context_for_thread(swapchain
);
1782 /*****************************************************************************
1785 * Finds a context for the current render target and thread
1788 * target: Render target to find the context for
1789 * tid: Thread to activate the context for
1791 * Returns: The needed context
1793 *****************************************************************************/
1794 static struct wined3d_context
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
)
1796 IWineD3DSwapChain
*swapchain
= NULL
;
1797 struct wined3d_context
*current_context
= context_get_current();
1798 const struct StateEntry
*StateTable
= This
->StateTable
;
1799 DWORD tid
= GetCurrentThreadId();
1800 struct wined3d_context
*context
;
1801 BOOL old_render_offscreen
;
1803 if (current_context
&& current_context
->destroyed
) current_context
= NULL
;
1808 && current_context
->current_rt
1809 && current_context
->swapchain
->device
== This
)
1811 target
= current_context
->current_rt
;
1815 IWineD3DSwapChainImpl
*swapchain
= (IWineD3DSwapChainImpl
*)This
->swapchains
[0];
1816 if (swapchain
->backBuffer
) target
= swapchain
->backBuffer
[0];
1817 else target
= swapchain
->frontBuffer
;
1821 if (current_context
&& current_context
->current_rt
== target
)
1823 context_validate(current_context
);
1824 return current_context
;
1827 if (SUCCEEDED(IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
))) {
1828 TRACE("Rendering onscreen\n");
1830 context
= findThreadContextForSwapChain(swapchain
, tid
);
1832 old_render_offscreen
= context
->render_offscreen
;
1833 context
->render_offscreen
= surface_is_offscreen(target
);
1834 IWineD3DSwapChain_Release(swapchain
);
1838 TRACE("Rendering offscreen\n");
1840 /* Stay with the currently active context. */
1841 if (current_context
&& current_context
->swapchain
->device
== This
)
1843 context
= current_context
;
1847 /* This may happen if the app jumps straight into offscreen rendering
1848 * Start using the context of the primary swapchain. tid == 0 is no problem
1849 * for findThreadContextForSwapChain.
1851 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1852 * is perfect to call. */
1853 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1856 old_render_offscreen
= context
->render_offscreen
;
1857 context
->render_offscreen
= TRUE
;
1860 context_validate(context
);
1862 if (context
->render_offscreen
!= old_render_offscreen
)
1864 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1865 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
1866 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1867 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1868 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1871 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1872 * the alpha blend state changes with different render target formats. */
1873 if (!context
->current_rt
)
1875 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1879 const struct GlPixelFormatDesc
*old
= ((IWineD3DSurfaceImpl
*)context
->current_rt
)->resource
.format_desc
;
1880 const struct GlPixelFormatDesc
*new = ((IWineD3DSurfaceImpl
*)target
)->resource
.format_desc
;
1882 if (old
->format
!= new->format
)
1884 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
1885 if ((old
->alpha_mask
&& !new->alpha_mask
) || (!old
->alpha_mask
&& new->alpha_mask
)
1886 || !(new->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
1888 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1892 /* When switching away from an offscreen render target, and we're not
1893 * using FBOs, we have to read the drawable into the texture. This is
1894 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
1895 * are some things that need care though. PreLoad needs a GL context,
1896 * and FindContext is called before the context is activated. It also
1897 * has to be called with the old rendertarget active, otherwise a
1898 * wrong drawable is read. */
1899 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
1900 && old_render_offscreen
&& context
->current_rt
!= target
)
1902 BOOL oldInDraw
= This
->isInDraw
;
1904 /* surface_internal_preload() requires a context to load the
1905 * texture, so it will call context_acquire(). Set isInDraw to true
1906 * to signal surface_internal_preload() that it has a context. */
1908 /* FIXME: This is just broken. There's no guarantee whatsoever
1909 * that the currently active context, if any, is appropriate for
1910 * reading back the render target. We should probably call
1911 * context_set_current(context) here and then rely on
1912 * context_acquire() doing the right thing. */
1913 This
->isInDraw
= TRUE
;
1915 /* Read the back buffer of the old drawable into the destination texture. */
1916 if (((IWineD3DSurfaceImpl
*)context
->current_rt
)->texture_name_srgb
)
1918 surface_internal_preload(context
->current_rt
, SRGB_BOTH
);
1922 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
1925 IWineD3DSurface_ModifyLocation(context
->current_rt
, SFLAG_INDRAWABLE
, FALSE
);
1927 This
->isInDraw
= oldInDraw
;
1931 context
->draw_buffer_dirty
= TRUE
;
1932 context
->current_rt
= target
;
1937 /* Context activation is done by the caller. */
1938 static void context_apply_draw_buffer(struct wined3d_context
*context
, BOOL blit
)
1940 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1941 IWineD3DSurface
*rt
= context
->current_rt
;
1942 IWineD3DDeviceImpl
*device
;
1944 device
= ((IWineD3DSurfaceImpl
*)rt
)->resource
.device
;
1945 if (!surface_is_offscreen(rt
))
1948 glDrawBuffer(surface_get_gl_buffer(rt
));
1949 checkGLcall("glDrawBuffers()");
1955 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1959 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
1961 GL_EXTCALL(glDrawBuffersARB(gl_info
->limits
.buffers
, device
->draw_buffers
));
1962 checkGLcall("glDrawBuffers()");
1966 glDrawBuffer(device
->draw_buffers
[0]);
1967 checkGLcall("glDrawBuffer()");
1970 glDrawBuffer(GL_COLOR_ATTACHMENT0
);
1971 checkGLcall("glDrawBuffer()");
1976 glDrawBuffer(device
->offscreenBuffer
);
1977 checkGLcall("glDrawBuffer()");
1983 /* GL locking is done by the caller. */
1984 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
1986 glDrawBuffer(buffer
);
1987 checkGLcall("glDrawBuffer()");
1988 context
->draw_buffer_dirty
= TRUE
;
1991 /* Context activation is done by the caller. */
1992 static void context_apply_state(struct wined3d_context
*context
, IWineD3DDeviceImpl
*device
, enum ContextUsage usage
)
1994 const struct StateEntry
*state_table
= device
->StateTable
;
1998 case CTXUSAGE_CLEAR
:
1999 case CTXUSAGE_DRAWPRIM
:
2000 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
2002 context_apply_fbo_state(context
);
2005 if (context
->draw_buffer_dirty
) {
2006 context_apply_draw_buffer(context
, FALSE
);
2007 context
->draw_buffer_dirty
= FALSE
;
2012 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
2013 if (context
->render_offscreen
)
2015 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
2016 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
2019 context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->dst_fbo
);
2020 context_attach_surface_fbo(context
, GL_FRAMEBUFFER
, 0, context
->current_rt
);
2021 context_attach_depth_stencil_fbo(context
, GL_FRAMEBUFFER
, NULL
, FALSE
);
2025 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
2028 context
->draw_buffer_dirty
= TRUE
;
2030 if (context
->draw_buffer_dirty
) {
2031 context_apply_draw_buffer(context
, TRUE
);
2032 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
2033 context
->draw_buffer_dirty
= FALSE
;
2043 case CTXUSAGE_RESOURCELOAD
:
2044 /* This does not require any special states to be set up */
2047 case CTXUSAGE_CLEAR
:
2048 if(context
->last_was_blit
) {
2049 device
->frag_pipe
->enable_extension((IWineD3DDevice
*)device
, TRUE
);
2052 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
2053 * blending when clearing improves the clearing performance incredibly.
2056 glDisable(GL_BLEND
);
2058 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), state_table
);
2061 glEnable(GL_SCISSOR_TEST
);
2062 checkGLcall("glEnable GL_SCISSOR_TEST");
2064 context
->last_was_blit
= FALSE
;
2065 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), state_table
);
2066 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, state_table
);
2069 case CTXUSAGE_DRAWPRIM
:
2070 /* This needs all dirty states applied */
2071 if(context
->last_was_blit
) {
2072 device
->frag_pipe
->enable_extension((IWineD3DDevice
*)device
, TRUE
);
2075 IWineD3DDeviceImpl_FindTexUnitMap(device
);
2076 device_preload_textures(device
);
2077 if (isStateDirty(context
, STATE_VDECL
))
2078 device_update_stream_info(device
, context
->gl_info
);
2081 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
2083 DWORD rep
= context
->dirtyArray
[i
];
2084 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
2085 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
2086 context
->isStateDirty
[idx
] &= ~(1 << shift
);
2087 state_table
[rep
].apply(rep
, device
->stateBlock
, context
);
2090 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
2091 context
->last_was_blit
= FALSE
;
2095 SetupForBlit(device
, context
);
2099 FIXME("Unexpected context usage requested\n");
2103 /*****************************************************************************
2106 * Finds a rendering context and drawable matching the device and render
2107 * target for the current thread, activates them and puts them into the
2111 * This: Device to activate the context for
2112 * target: Requested render target
2113 * usage: Prepares the context for blitting, drawing or other actions
2115 *****************************************************************************/
2116 struct wined3d_context
*context_acquire(IWineD3DDeviceImpl
*device
, IWineD3DSurface
*target
, enum ContextUsage usage
)
2118 struct wined3d_context
*current_context
= context_get_current();
2119 struct wined3d_context
*context
;
2121 TRACE("device %p, target %p, usage %#x.\n", device
, target
, usage
);
2123 context
= FindContext(device
, target
);
2124 context_enter(context
);
2125 if (!context
->valid
) return context
;
2127 if (context
!= current_context
)
2129 if (!context_set_current(context
)) ERR("Failed to activate the new context.\n");
2130 else device
->frag_pipe
->enable_extension((IWineD3DDevice
*)device
, !context
->last_was_blit
);
2132 if (context
->vshader_const_dirty
)
2134 memset(context
->vshader_const_dirty
, 1,
2135 sizeof(*context
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
2136 device
->highest_dirty_vs_const
= device
->d3d_vshader_constantF
;
2138 if (context
->pshader_const_dirty
)
2140 memset(context
->pshader_const_dirty
, 1,
2141 sizeof(*context
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
2142 device
->highest_dirty_ps_const
= device
->d3d_pshader_constantF
;
2145 else if (context
->restore_ctx
)
2147 if (!pwglMakeCurrent(context
->hdc
, context
->glCtx
))
2149 DWORD err
= GetLastError();
2150 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2151 context
->hdc
, context
->glCtx
, err
);
2155 context_apply_state(context
, device
, usage
);