cmd: Add another expansion test.
[wine/hacks.git] / dlls / wined3d / context.c
blob4d28cd45ef1cfec8f797067b055ba3e21a33ed3a
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
23 #include <stdio.h>
24 #ifdef HAVE_FLOAT_H
25 # include <float.h>
26 #endif
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 #define GLINFO_LOCATION (*gl_info)
33 static DWORD wined3d_context_tls_idx;
35 /* FBO helper functions */
37 /* GL locking is done by the caller */
38 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
40 const struct wined3d_gl_info *gl_info = context->gl_info;
41 GLuint f;
43 if (!fbo)
45 f = 0;
47 else
49 if (!*fbo)
51 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
52 checkGLcall("glGenFramebuffers()");
53 TRACE("Created FBO %u.\n", *fbo);
55 f = *fbo;
58 switch (target)
60 case GL_READ_FRAMEBUFFER:
61 if (context->fbo_read_binding == f) return;
62 context->fbo_read_binding = f;
63 break;
65 case GL_DRAW_FRAMEBUFFER:
66 if (context->fbo_draw_binding == f) return;
67 context->fbo_draw_binding = f;
68 break;
70 case GL_FRAMEBUFFER:
71 if (context->fbo_read_binding == f
72 && context->fbo_draw_binding == f) return;
73 context->fbo_read_binding = f;
74 context->fbo_draw_binding = f;
75 break;
77 default:
78 FIXME("Unhandled target %#x.\n", target);
79 break;
82 gl_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)
89 unsigned int i;
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;
154 GLint old_binding;
156 target = surface_impl->texture_target;
157 if (target == GL_TEXTURE_2D)
159 bind_target = GL_TEXTURE_2D;
160 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
161 } else if (target == GL_TEXTURE_RECTANGLE_ARB) {
162 bind_target = GL_TEXTURE_RECTANGLE_ARB;
163 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
164 } else {
165 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
166 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
169 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);
187 if (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()");
207 else
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()");
241 else
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);
260 if (surface)
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()");
269 else
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;
280 GLenum status;
282 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
283 if (status == GL_FRAMEBUFFER_COMPLETE)
285 TRACE("FBO complete\n");
286 } else {
287 IWineD3DSurfaceImpl *attachment;
288 unsigned int i;
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");
294 return;
297 /* Dump the FBO attachments */
298 for (i = 0; i < gl_info->limits.buffers; ++i)
300 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i];
301 if (attachment)
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;
309 if (attachment)
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;
329 entry->id = 0;
331 return entry;
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)
351 if (entry->id)
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);
378 return 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;
388 else
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);
396 return 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;
404 unsigned int i;
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;
429 else
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;
444 else
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);
463 } else {
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];
480 else
482 if (gl_info->supported[ARB_OCCLUSION_QUERY])
484 ENTER_GL();
485 GL_EXTCALL(glGenQueriesARB(1, &query->id));
486 checkGLcall("glGenQueriesARB");
487 LEAVE_GL();
489 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
491 else
493 WARN("Occlusion queries not supported, not allocating query id.\n");
494 query->id = 0;
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));
515 if (!new_data)
517 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
518 return;
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];
537 else
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])
547 ENTER_GL();
548 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
549 checkGLcall("glGenFencesAPPLE");
550 LEAVE_GL();
552 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
554 else if(gl_info->supported[NV_FENCE])
556 ENTER_GL();
557 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
558 checkGLcall("glGenFencesNV");
559 LEAVE_GL();
561 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
563 else
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));
587 if (!new_data)
589 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
590 return;
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;
603 UINT i;
605 if (!This->d3d_initialized) return;
607 switch(type)
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)
621 UINT j;
623 if (entry->depth_stencil == (IWineD3DSurface *)resource)
625 list_remove(&entry->entry);
626 list_add_head(&context->fbo_destroy_list, &entry->entry);
627 continue;
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);
636 break;
642 break;
645 default:
646 break;
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;
656 if (!current)
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());
662 return FALSE;
664 return TRUE;
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",
676 format, dc);
677 return FALSE;
679 return TRUE;
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
685 * errors. */
686 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
687 format, dc, current);
688 return TRUE;
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);
696 if (context->valid)
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);
711 goto err;
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);
718 goto err;
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());
725 goto err;
728 return;
730 err:
731 context->valid = 0;
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);
742 context->valid = 0;
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;
755 HGLRC restore_ctx;
756 HDC restore_dc;
757 unsigned int i;
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;
766 ENTER_GL();
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)
777 if (context->valid)
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);
801 if (context->valid)
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");
843 LEAVE_GL();
845 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
846 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
848 if (restore_ctx)
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();
890 if (old == ctx)
892 TRACE("Already using D3D context %p.\n", ctx);
893 return TRUE;
896 if (old)
898 if (old->destroyed)
900 TRACE("Switching away from destroyed context %p.\n", old);
901 context_destroy_gl_resources(old);
902 HeapFree(GetProcessHeap(), 0, old);
904 else
906 old->current = 0;
910 if (ctx)
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);
919 return FALSE;
921 ctx->current = 1;
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);
931 return FALSE;
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);
942 if (WARN_ON(d3d))
944 if (!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
988 * contexts
990 * Params:
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;
999 DWORD idx;
1000 BYTE shift;
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)
1015 int iPixelFormat=0;
1016 unsigned int matchtry;
1017 short redBits, greenBits, blueBits, alphaBits, colorBits;
1018 short depthBits=0, stencilBits=0;
1020 struct match_type {
1021 BOOL require_aux;
1022 BOOL exact_alpha;
1023 BOOL exact_color;
1024 } matches[] = {
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 },
1040 int i = 0;
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);
1051 return 0;
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)
1081 continue;
1083 /* In window mode we need a window drawable format and double buffering. */
1084 if(!(cfg->windowDrawable && cfg->doubleBuffer))
1085 continue;
1087 /* We like to have aux buffers in backbuffer mode */
1088 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1089 continue;
1091 if(matches[matchtry].exact_color) {
1092 if(cfg->redSize != redBits)
1093 continue;
1094 if(cfg->greenSize != greenBits)
1095 continue;
1096 if(cfg->blueSize != blueBits)
1097 continue;
1098 } else {
1099 if(cfg->redSize < redBits)
1100 continue;
1101 if(cfg->greenSize < greenBits)
1102 continue;
1103 if(cfg->blueSize < blueBits)
1104 continue;
1106 if(matches[matchtry].exact_alpha) {
1107 if(cfg->alphaSize != alphaBits)
1108 continue;
1109 } else {
1110 if(cfg->alphaSize < alphaBits)
1111 continue;
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)
1117 continue;
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
1124 * on Linux. */
1125 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1126 continue;
1128 /* Check multisampling support */
1129 if(cfg->numSamples != numSamples)
1130 continue;
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;
1141 break;
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");
1154 return FALSE;
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);
1162 pfd.nVersion = 1;
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);
1172 if(!iPixelFormat) {
1173 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1174 ERR("Can't find a suitable iPixelFormat\n");
1175 return FALSE;
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 /*****************************************************************************
1185 * context_create
1187 * Creates a new context.
1189 * * Params:
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;
1205 int numSamples = 0;
1206 int pixel_format;
1207 unsigned int s;
1208 DWORD state;
1209 HGLRC ctx;
1210 HDC hdc;
1212 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1214 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1215 if (!ret)
1217 ERR("Failed to allocate context memory.\n");
1218 return NULL;
1221 if (!(hdc = GetDC(swapchain->win_handle)))
1223 ERR("Failed to retrieve a device context.\n");
1224 goto out;
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)
1234 auxBuffers = TRUE;
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
1247 * A8R8G8B8. */
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");
1266 else
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. */
1278 if (!pixel_format)
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 */
1286 if (!pixel_format)
1288 ERR("Can't find a suitable pixel format.\n");
1289 goto out;
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);
1296 goto out;
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);
1310 if(!ctx) {
1311 ERR("Failed to create a WGL context\n");
1312 goto out;
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);
1323 goto out;
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;
1342 ret->valid = 1;
1344 ret->glCtx = ctx;
1345 ret->win_handle = swapchain->win_handle;
1346 ret->hdc = hdc;
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);
1381 context_enter(ret);
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);
1388 goto out;
1391 ENTER_GL();
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");
1399 glClearIndex(0);
1400 glClearDepth(1);
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
1454 * is ever assigned.
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 =
1460 "!!ARBfp1.0\n"
1461 "MOV result.color, fragment.color.primary;\n"
1462 "END\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));
1484 LEAVE_GL();
1486 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
1488 TRACE("Created context %p.\n", ret);
1490 return ret;
1492 out:
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);
1498 return NULL;
1501 /*****************************************************************************
1502 * context_destroy
1504 * Destroys a wined3d context
1506 * Params:
1507 * This: Device to activate the context for
1508 * context: Context to destroy
1510 *****************************************************************************/
1511 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1513 BOOL destroy;
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);
1521 destroy = TRUE;
1523 else
1525 context->destroyed = 1;
1526 destroy = FALSE;
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)");
1539 glLoadIdentity();
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 /*****************************************************************************
1548 * SetupForBlit
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
1558 * Params:
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)
1566 int i;
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;
1571 DWORD sampler;
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) {
1576 ENTER_GL();
1577 set_blit_dimension(width, height);
1578 LEAVE_GL();
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
1582 * be set
1585 TRACE("Context is already set up for blitting, nothing to do\n");
1586 return;
1588 context->last_was_blit = TRUE;
1590 /* TODO: Use a display list */
1592 /* Disable shaders */
1593 ENTER_GL();
1594 This->shader_backend->shader_select(context, FALSE, FALSE);
1595 LEAVE_GL();
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.
1605 ENTER_GL();
1607 /* Disable all textures. The caller can then bind a texture it wants to blit
1608 * from
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)");
1669 glLoadIdentity();
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,
1676 0.0f);
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)");
1733 glLoadIdentity();
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);
1750 LEAVE_GL();
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)
1769 unsigned int i;
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 /*****************************************************************************
1783 * FindContext
1785 * Finds a context for the current render target and thread
1787 * Parameters:
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;
1805 if (!target)
1807 if (current_context
1808 && current_context->current_rt
1809 && current_context->swapchain->device == This)
1811 target = current_context->current_rt;
1813 else
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);
1836 else
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;
1845 else
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);
1877 else
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);
1920 else
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;
1934 return context;
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))
1947 ENTER_GL();
1948 glDrawBuffer(surface_get_gl_buffer(rt));
1949 checkGLcall("glDrawBuffers()");
1950 LEAVE_GL();
1952 else
1954 ENTER_GL();
1955 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1957 if (!blit)
1959 if (gl_info->supported[ARB_DRAW_BUFFERS])
1961 GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, device->draw_buffers));
1962 checkGLcall("glDrawBuffers()");
1964 else
1966 glDrawBuffer(device->draw_buffers[0]);
1967 checkGLcall("glDrawBuffer()");
1969 } else {
1970 glDrawBuffer(GL_COLOR_ATTACHMENT0);
1971 checkGLcall("glDrawBuffer()");
1974 else
1976 glDrawBuffer(device->offscreenBuffer);
1977 checkGLcall("glDrawBuffer()");
1979 LEAVE_GL();
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;
1995 unsigned int i;
1997 switch (usage) {
1998 case CTXUSAGE_CLEAR:
1999 case CTXUSAGE_DRAWPRIM:
2000 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2001 ENTER_GL();
2002 context_apply_fbo_state(context);
2003 LEAVE_GL();
2005 if (context->draw_buffer_dirty) {
2006 context_apply_draw_buffer(context, FALSE);
2007 context->draw_buffer_dirty = FALSE;
2009 break;
2011 case CTXUSAGE_BLIT:
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);
2018 ENTER_GL();
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);
2022 LEAVE_GL();
2023 } else {
2024 ENTER_GL();
2025 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2026 LEAVE_GL();
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;
2036 break;
2038 default:
2039 break;
2042 switch(usage) {
2043 case CTXUSAGE_RESOURCELOAD:
2044 /* This does not require any special states to be set up */
2045 break;
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.
2055 ENTER_GL();
2056 glDisable(GL_BLEND);
2057 LEAVE_GL();
2058 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2060 ENTER_GL();
2061 glEnable(GL_SCISSOR_TEST);
2062 checkGLcall("glEnable GL_SCISSOR_TEST");
2063 LEAVE_GL();
2064 context->last_was_blit = FALSE;
2065 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2066 Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2067 break;
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);
2080 ENTER_GL();
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);
2089 LEAVE_GL();
2090 context->numDirtyEntries = 0; /* This makes the whole list clean */
2091 context->last_was_blit = FALSE;
2092 break;
2094 case CTXUSAGE_BLIT:
2095 SetupForBlit(device, context);
2096 break;
2098 default:
2099 FIXME("Unexpected context usage requested\n");
2103 /*****************************************************************************
2104 * context_acquire
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
2108 * requested state.
2110 * Params:
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);
2157 return context;