2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 /*****************************************************************************
33 * Context_MarkStateDirty
35 * Marks a state in a context dirty. Only one context, opposed to
36 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
40 * context: Context to mark the state dirty in
41 * state: State to mark dirty
42 * StateTable: Pointer to the state table in use(for state grouping)
44 *****************************************************************************/
45 static void Context_MarkStateDirty(WineD3DContext
*context
, DWORD state
, const struct StateEntry
*StateTable
) {
46 DWORD rep
= StateTable
[state
].representative
;
50 if(!rep
|| isStateDirty(context
, rep
)) return;
52 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
55 context
->isStateDirty
[idx
] |= (1 << shift
);
58 /*****************************************************************************
61 * Adds a context to the context array. Helper function for CreateContext
63 * This method is not called in performance-critical code paths, only when a
64 * new render target or swapchain is created. Thus performance is not an issue
68 * This: Device to add the context for
70 * glCtx: WGL context to add
71 * pbuffer: optional pbuffer used with this context
73 *****************************************************************************/
74 static WineD3DContext
*AddContextToArray(IWineD3DDeviceImpl
*This
, HWND win_handle
, HDC hdc
, HGLRC glCtx
, HPBUFFERARB pbuffer
) {
75 WineD3DContext
**oldArray
= This
->contexts
;
78 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * (This
->numContexts
+ 1));
79 if(This
->contexts
== NULL
) {
80 ERR("Unable to grow the context array\n");
81 This
->contexts
= oldArray
;
85 memcpy(This
->contexts
, oldArray
, sizeof(*This
->contexts
) * This
->numContexts
);
88 This
->contexts
[This
->numContexts
] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(WineD3DContext
));
89 if(This
->contexts
[This
->numContexts
] == NULL
) {
90 ERR("Unable to allocate a new context\n");
91 HeapFree(GetProcessHeap(), 0, This
->contexts
);
92 This
->contexts
= oldArray
;
96 This
->contexts
[This
->numContexts
]->hdc
= hdc
;
97 This
->contexts
[This
->numContexts
]->glCtx
= glCtx
;
98 This
->contexts
[This
->numContexts
]->pbuffer
= pbuffer
;
99 This
->contexts
[This
->numContexts
]->win_handle
= win_handle
;
100 HeapFree(GetProcessHeap(), 0, oldArray
);
102 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
104 for(state
= 0; state
<= STATE_HIGHEST
; state
++) {
105 Context_MarkStateDirty(This
->contexts
[This
->numContexts
], state
, This
->StateTable
);
109 TRACE("Created context %p\n", This
->contexts
[This
->numContexts
- 1]);
110 return This
->contexts
[This
->numContexts
- 1];
113 /* This function takes care of WineD3D pixel format selection. */
114 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
, WINED3DFORMAT ColorFormat
, WINED3DFORMAT DepthStencilFormat
, BOOL auxBuffers
, int numSamples
, BOOL pbuffer
, BOOL findCompatible
)
116 int iPixelFormat
=0, matchtry
;
117 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
118 short depthBits
=0, stencilBits
=0;
125 /* First, try without aux buffers - this is the most common cause
126 * for not finding a pixel format. Also some drivers(the open source ones)
127 * only offer 32 bit ARB pixel formats. First try without an exact alpha
128 * match, then try without an exact alpha and color match.
130 { TRUE
, TRUE
, TRUE
},
131 { FALSE
, TRUE
, TRUE
},
132 { TRUE
, FALSE
, TRUE
},
133 { TRUE
, FALSE
, FALSE
},
134 { FALSE
, FALSE
, TRUE
},
135 { FALSE
, FALSE
, FALSE
},
139 int nCfgs
= This
->adapter
->nCfgs
;
140 WineD3D_PixelFormat
*cfgs
= This
->adapter
->cfgs
;
142 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
143 debug_d3dformat(ColorFormat
), debug_d3dformat(DepthStencilFormat
), auxBuffers
, numSamples
, pbuffer
, findCompatible
);
145 if(!getColorBits(ColorFormat
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
)) {
146 ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat
), ColorFormat
);
150 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
151 * You are able to add a depth + stencil surface at a later stage when you need it.
152 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
153 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
154 * context, need torecreate shaders, textures and other resources.
156 * The context manager already takes care of the state problem and for the other tasks code from Reset
157 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
158 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
159 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
160 * issue needs to be fixed. */
161 if(DepthStencilFormat
!= WINED3DFMT_D24S8
)
162 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
164 DepthStencilFormat
= WINED3DFMT_D24S8
;
166 if(DepthStencilFormat
) {
167 getDepthStencilBits(DepthStencilFormat
, &depthBits
, &stencilBits
);
170 for(matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(matches
[0])); matchtry
++) {
171 for(i
=0; i
<nCfgs
; i
++) {
172 BOOL exactDepthMatch
= TRUE
;
173 cfgs
= &This
->adapter
->cfgs
[i
];
175 /* For now only accept RGBA formats. Perhaps some day we will
176 * allow floating point formats for pbuffers. */
177 if(cfgs
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
180 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
181 if(!pbuffer
&& !(cfgs
->windowDrawable
&& cfgs
->doubleBuffer
))
184 /* We like to have aux buffers in backbuffer mode */
185 if(auxBuffers
&& !cfgs
->auxBuffers
&& matches
[matchtry
].require_aux
)
188 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
189 if(pbuffer
&& (!cfgs
->pbufferDrawable
|| cfgs
->doubleBuffer
))
192 if(matches
[matchtry
].exact_color
) {
193 if(cfgs
->redSize
!= redBits
)
195 if(cfgs
->greenSize
!= greenBits
)
197 if(cfgs
->blueSize
!= blueBits
)
200 if(cfgs
->redSize
< redBits
)
202 if(cfgs
->greenSize
< greenBits
)
204 if(cfgs
->blueSize
< blueBits
)
207 if(matches
[matchtry
].exact_alpha
) {
208 if(cfgs
->alphaSize
!= alphaBits
)
211 if(cfgs
->alphaSize
< alphaBits
)
215 /* We try to locate a format which matches our requirements exactly. In case of
216 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
217 if(cfgs
->depthSize
< depthBits
)
219 else if(cfgs
->depthSize
> depthBits
)
220 exactDepthMatch
= FALSE
;
222 /* In all cases make sure the number of stencil bits matches our requirements
223 * even when we don't need stencil because it could affect performance EXCEPT
224 * on cards which don't offer depth formats without stencil like the i915 drivers
226 if(stencilBits
!= cfgs
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfgs
->stencilSize
))
229 /* Check multisampling support */
230 if(cfgs
->numSamples
!= numSamples
)
233 /* When we have passed all the checks then we have found a format which matches our
234 * requirements. Note that we only check for a limit number of capabilities right now,
235 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
236 * can still differ in things like multisampling, stereo, SRGB and other flags.
239 /* Exit the loop as we have found a format :) */
240 if(exactDepthMatch
) {
241 iPixelFormat
= cfgs
->iPixelFormat
;
243 } else if(!iPixelFormat
) {
244 /* In the end we might end up with a format which doesn't exactly match our depth
245 * requirements. Accept the first format we found because formats with higher iPixelFormat
246 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
247 iPixelFormat
= cfgs
->iPixelFormat
;
252 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
253 if(!iPixelFormat
&& !findCompatible
) {
254 ERR("Can't find a suitable iPixelFormat\n");
256 } else if(!iPixelFormat
) {
257 PIXELFORMATDESCRIPTOR pfd
;
259 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
260 /* PixelFormat selection */
261 ZeroMemory(&pfd
, sizeof(pfd
));
262 pfd
.nSize
= sizeof(pfd
);
264 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
265 pfd
.iPixelType
= PFD_TYPE_RGBA
;
266 pfd
.cAlphaBits
= alphaBits
;
267 pfd
.cColorBits
= colorBits
;
268 pfd
.cDepthBits
= depthBits
;
269 pfd
.cStencilBits
= stencilBits
;
270 pfd
.iLayerType
= PFD_MAIN_PLANE
;
272 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
274 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
275 ERR("Can't find a suitable iPixelFormat\n");
280 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat
, debug_d3dformat(ColorFormat
), debug_d3dformat(DepthStencilFormat
));
284 /*****************************************************************************
287 * Creates a new context for a window, or a pbuffer context.
290 * This: Device to activate the context for
291 * target: Surface this context will render to
292 * win_handle: handle to the window which we are drawing to
293 * create_pbuffer: tells whether to create a pbuffer or not
294 * pPresentParameters: contains the pixelformats to use for onscreen rendering
296 *****************************************************************************/
297 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win_handle
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
) {
298 HDC oldDrawable
, hdc
;
299 HPBUFFERARB pbuffer
= NULL
;
300 HGLRC ctx
= NULL
, oldCtx
;
301 WineD3DContext
*ret
= NULL
;
304 TRACE("(%p): Creating a %s context for render target %p\n", This
, create_pbuffer
? "offscreen" : "onscreen", target
);
307 HDC hdc_parent
= GetDC(win_handle
);
308 int iPixelFormat
= 0;
310 IWineD3DSurface
*StencilSurface
= This
->stencilBufferTarget
;
311 WINED3DFORMAT StencilBufferFormat
= (NULL
!= StencilSurface
) ? ((IWineD3DSurfaceImpl
*) StencilSurface
)->resource
.format
: 0;
313 /* Try to find a pixel format with pbuffer support. */
314 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format
, StencilBufferFormat
, FALSE
/* auxBuffers */, 0 /* numSamples */, TRUE
/* PBUFFER */, FALSE
/* findCompatible */);
316 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
318 /* For some reason we weren't able to find a format, try to find something instead of crashing.
319 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
320 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format
, StencilBufferFormat
, FALSE
/* auxBuffer */, 0 /* numSamples */, TRUE
/* PBUFFER */, TRUE
/* findCompatible */);
323 /* This shouldn't happen as ChoosePixelFormat always returns something */
325 ERR("Unable to locate a pixel format for a pbuffer\n");
326 ReleaseDC(win_handle
, hdc_parent
);
330 TRACE("Creating a pBuffer drawable for the new context\n");
331 pbuffer
= GL_EXTCALL(wglCreatePbufferARB(hdc_parent
, iPixelFormat
, target
->currentDesc
.Width
, target
->currentDesc
.Height
, 0));
333 ERR("Cannot create a pbuffer\n");
334 ReleaseDC(win_handle
, hdc_parent
);
338 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
339 hdc
= GL_EXTCALL(wglGetPbufferDCARB(pbuffer
));
341 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer
);
342 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
343 ReleaseDC(win_handle
, hdc_parent
);
346 ReleaseDC(win_handle
, hdc_parent
);
348 PIXELFORMATDESCRIPTOR pfd
;
351 WINED3DFORMAT ColorFormat
= target
->resource
.format
;
352 WINED3DFORMAT DepthStencilFormat
= 0;
353 BOOL auxBuffers
= FALSE
;
356 hdc
= GetDC(win_handle
);
358 ERR("Cannot retrieve a device context!\n");
362 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
363 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
366 if(target
->resource
.format
== WINED3DFMT_X4R4G4B4
)
367 ColorFormat
= WINED3DFMT_A4R4G4B4
;
368 else if(target
->resource
.format
== WINED3DFMT_X8R8G8B8
)
369 ColorFormat
= WINED3DFMT_A8R8G8B8
;
372 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
373 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
374 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
375 * a format with 8bit alpha, so request A8R8G8B8. */
376 if(ColorFormat
== WINED3DFMT_P8
)
377 ColorFormat
= WINED3DFMT_A8R8G8B8
;
379 /* Retrieve the depth stencil format from the present parameters.
380 * The choice of the proper format can give a nice performance boost
381 * in case of GPU limited programs. */
382 if(pPresentParms
->EnableAutoDepthStencil
) {
383 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms
->AutoDepthStencilFormat
));
384 DepthStencilFormat
= pPresentParms
->AutoDepthStencilFormat
;
387 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
388 if(pPresentParms
->MultiSampleType
&& (pPresentParms
->SwapEffect
== WINED3DSWAPEFFECT_DISCARD
)) {
389 if(!GL_SUPPORT(ARB_MULTISAMPLE
))
390 ERR("The program is requesting multisampling without support!\n");
392 ERR("Requesting MultiSampleType=%d\n", pPresentParms
->MultiSampleType
);
393 numSamples
= pPresentParms
->MultiSampleType
;
397 /* Try to find a pixel format which matches our requirements */
398 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, ColorFormat
, DepthStencilFormat
, auxBuffers
, numSamples
, FALSE
/* PBUFFER */, FALSE
/* findCompatible */);
400 /* Try to locate a compatible format if we weren't able to find anything */
402 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
403 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, ColorFormat
, DepthStencilFormat
, auxBuffers
, 0 /* numSamples */, FALSE
/* PBUFFER */, TRUE
/* findCompatible */ );
406 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
408 ERR("Can't find a suitable iPixelFormat\n");
412 DescribePixelFormat(hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
413 res
= SetPixelFormat(hdc
, iPixelFormat
, NULL
);
415 int oldPixelFormat
= GetPixelFormat(hdc
);
417 /* By default WGL doesn't allow pixel format adjustments but we need it here.
418 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
419 * set the pixel format multiple times. Only use it when it is really needed. */
421 if(oldPixelFormat
== iPixelFormat
) {
422 /* We don't have to do anything as the formats are the same :) */
423 } else if(oldPixelFormat
&& GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
)) {
424 res
= GL_EXTCALL(wglSetPixelFormatWINE(hdc
, iPixelFormat
, NULL
));
427 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
430 } else if(oldPixelFormat
) {
431 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
432 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
433 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc
, oldPixelFormat
);
435 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
441 ctx
= pwglCreateContext(hdc
);
442 if(This
->numContexts
) pwglShareLists(This
->contexts
[0]->glCtx
, ctx
);
445 ERR("Failed to create a WGL context\n");
447 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
448 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
452 ret
= AddContextToArray(This
, win_handle
, hdc
, ctx
, pbuffer
);
454 ERR("Failed to add the newly created context to the context list\n");
455 pwglDeleteContext(ctx
);
457 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
458 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
462 ret
->surface
= (IWineD3DSurface
*) target
;
463 ret
->isPBuffer
= create_pbuffer
;
464 ret
->tid
= GetCurrentThreadId();
465 if(This
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*) This
)) {
466 /* Create the dirty constants array and initialize them to dirty */
467 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
468 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
469 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
470 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
471 memset(ret
->vshader_const_dirty
, 1,
472 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
473 memset(ret
->pshader_const_dirty
, 1,
474 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
477 TRACE("Successfully created new context %p\n", ret
);
479 /* Set up the context defaults */
480 oldCtx
= pwglGetCurrentContext();
481 oldDrawable
= pwglGetCurrentDC();
482 if(oldCtx
&& oldDrawable
) {
483 /* See comment in ActivateContext context switching */
484 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
486 if(pwglMakeCurrent(hdc
, ctx
) == FALSE
) {
487 ERR("Cannot activate context to set up defaults\n");
493 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
495 TRACE("Setting up the screen\n");
496 /* Clear the screen */
497 glClearColor(1.0, 0.0, 0.0, 0.0);
498 checkGLcall("glClearColor");
501 glClearStencil(0xffff);
503 checkGLcall("glClear");
505 glColor3f(1.0, 1.0, 1.0);
506 checkGLcall("glColor3f");
508 glEnable(GL_LIGHTING
);
509 checkGLcall("glEnable");
511 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
512 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
514 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
515 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
517 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
518 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
520 glPixelStorei(GL_PACK_ALIGNMENT
, This
->surface_alignment
);
521 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
522 glPixelStorei(GL_UNPACK_ALIGNMENT
, This
->surface_alignment
);
523 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
525 if(GL_SUPPORT(APPLE_CLIENT_STORAGE
)) {
526 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
527 * and textures in DIB sections(due to the memory protection).
529 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
530 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
532 if(GL_SUPPORT(ARB_VERTEX_BLEND
)) {
533 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
534 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
535 * GL_VERTEX_BLEND_ARB isn't enabled too
537 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
538 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
540 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
541 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
542 * the previous texture where to source the offset from is always unit - 1.
544 for(s
= 1; s
< GL_LIMITS(textures
); s
++) {
545 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
546 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
547 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
551 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
552 for(s
= 0; s
< GL_LIMITS(textures
); s
++) {
553 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
554 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
555 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
560 /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
561 * but enable it for the first context we create, and reenable it on the old context
563 if(oldDrawable
&& oldCtx
) {
564 pwglMakeCurrent(oldDrawable
, oldCtx
);
566 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
572 /*****************************************************************************
573 * RemoveContextFromArray
575 * Removes a context from the context manager. The opengl context is not
576 * destroyed or unset. context is not a valid pointer after that call.
578 * Similar to the former call this isn't a performance critical function. A
579 * helper function for DestroyContext.
582 * This: Device to activate the context for
583 * context: Context to remove
585 *****************************************************************************/
586 static void RemoveContextFromArray(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
588 WineD3DContext
**oldArray
= This
->contexts
;
590 TRACE("Removing ctx %p\n", context
);
594 if(This
->numContexts
) {
595 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * This
->numContexts
);
596 if(!This
->contexts
) {
597 ERR("Cannot allocate a new context array, PANIC!!!\n");
600 /* Note that we decreased numContexts a few lines up, so use '<=' instead of '<' */
601 for(s
= 0; s
<= This
->numContexts
; s
++) {
602 if(oldArray
[s
] == context
) continue;
603 This
->contexts
[t
] = oldArray
[s
];
607 This
->contexts
= NULL
;
610 HeapFree(GetProcessHeap(), 0, context
);
611 HeapFree(GetProcessHeap(), 0, oldArray
);
614 /*****************************************************************************
617 * Destroys a wineD3DContext
620 * This: Device to activate the context for
621 * context: Context to destroy
623 *****************************************************************************/
624 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
626 /* check that we are the current context first */
627 TRACE("Destroying ctx %p\n", context
);
628 if(pwglGetCurrentContext() == context
->glCtx
){
629 pwglMakeCurrent(NULL
, NULL
);
632 if(context
->isPBuffer
) {
633 GL_EXTCALL(wglReleasePbufferDCARB(context
->pbuffer
, context
->hdc
));
634 GL_EXTCALL(wglDestroyPbufferARB(context
->pbuffer
));
635 } else ReleaseDC(context
->win_handle
, context
->hdc
);
636 pwglDeleteContext(context
->glCtx
);
638 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
639 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
640 RemoveContextFromArray(This
, context
);
643 static inline void set_blit_dimension(UINT width
, UINT height
) {
644 glMatrixMode(GL_PROJECTION
);
645 checkGLcall("glMatrixMode(GL_PROJECTION)");
647 checkGLcall("glLoadIdentity()");
648 glOrtho(0, width
, height
, 0, 0.0, -1.0);
649 checkGLcall("glOrtho");
650 glViewport(0, 0, width
, height
);
651 checkGLcall("glViewport");
654 /*****************************************************************************
657 * Sets up a context for DirectDraw blitting.
658 * All texture units are disabled, texture unit 0 is set as current unit
659 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
660 * color writing enabled for all channels
661 * register combiners disabled, shaders disabled
662 * world matrix is set to identity, texture matrix 0 too
663 * projection matrix is setup for drawing screen coordinates
666 * This: Device to activate the context for
667 * context: Context to setup
668 * width: render target width
669 * height: render target height
671 *****************************************************************************/
672 static inline void SetupForBlit(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
, UINT width
, UINT height
) {
674 const struct StateEntry
*StateTable
= This
->StateTable
;
676 TRACE("Setting up context %p for blitting\n", context
);
677 if(context
->last_was_blit
) {
678 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
679 set_blit_dimension(width
, height
);
680 context
->blit_w
= width
; context
->blit_h
= height
;
681 /* No need to dirtify here, the states are still dirtified because they weren't
682 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
686 TRACE("Context is already set up for blitting, nothing to do\n");
689 context
->last_was_blit
= TRUE
;
691 /* TODO: Use a display list */
693 /* Disable shaders */
694 This
->shader_backend
->shader_cleanup((IWineD3DDevice
*) This
);
695 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
696 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
698 /* Disable all textures. The caller can then bind a texture it wants to blit
701 if(GL_SUPPORT(NV_REGISTER_COMBINERS
)) {
702 glDisable(GL_REGISTER_COMBINERS_NV
);
703 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
705 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
706 /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
707 * function texture unit. No need to care for higher samplers
709 for(i
= GL_LIMITS(textures
) - 1; i
> 0 ; i
--) {
710 sampler
= This
->rev_tex_unit_map
[i
];
711 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
712 checkGLcall("glActiveTextureARB");
714 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
715 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
716 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
718 glDisable(GL_TEXTURE_3D
);
719 checkGLcall("glDisable GL_TEXTURE_3D");
720 glDisable(GL_TEXTURE_2D
);
721 checkGLcall("glDisable GL_TEXTURE_2D");
723 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
724 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
727 if (sampler
< MAX_TEXTURES
) {
728 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
730 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
733 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
734 checkGLcall("glActiveTextureARB");
737 sampler
= This
->rev_tex_unit_map
[0];
739 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
740 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
741 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
743 glDisable(GL_TEXTURE_3D
);
744 checkGLcall("glDisable GL_TEXTURE_3D");
745 glDisable(GL_TEXTURE_2D
);
746 checkGLcall("glDisable GL_TEXTURE_2D");
748 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
750 glMatrixMode(GL_TEXTURE
);
751 checkGLcall("glMatrixMode(GL_TEXTURE)");
753 checkGLcall("glLoadIdentity()");
755 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS
)) {
756 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
757 GL_TEXTURE_LOD_BIAS_EXT
,
759 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
763 if (sampler
< MAX_TEXTURES
) {
764 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
), StateTable
);
765 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
767 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
770 /* Other misc states */
771 glDisable(GL_ALPHA_TEST
);
772 checkGLcall("glDisable(GL_ALPHA_TEST)");
773 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
774 glDisable(GL_LIGHTING
);
775 checkGLcall("glDisable GL_LIGHTING");
776 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
777 glDisable(GL_DEPTH_TEST
);
778 checkGLcall("glDisable GL_DEPTH_TEST");
779 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
781 checkGLcall("glDisable GL_FOG");
782 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
784 checkGLcall("glDisable GL_BLEND");
785 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
786 glDisable(GL_CULL_FACE
);
787 checkGLcall("glDisable GL_CULL_FACE");
788 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
789 glDisable(GL_STENCIL_TEST
);
790 checkGLcall("glDisable GL_STENCIL_TEST");
791 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
792 glDisable(GL_SCISSOR_TEST
);
793 checkGLcall("glDisable GL_SCISSOR_TEST");
794 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
795 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
796 glDisable(GL_POINT_SPRITE_ARB
);
797 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
798 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
800 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
801 checkGLcall("glColorMask");
802 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
803 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
804 glDisable(GL_COLOR_SUM_EXT
);
805 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
806 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
808 if (GL_SUPPORT(NV_REGISTER_COMBINERS
)) {
809 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
810 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
811 checkGLcall("glFinalCombinerInputNV");
814 /* Setup transforms */
815 glMatrixMode(GL_MODELVIEW
);
816 checkGLcall("glMatrixMode(GL_MODELVIEW)");
818 checkGLcall("glLoadIdentity()");
819 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
821 context
->last_was_rhw
= TRUE
;
822 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
824 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
825 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
826 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
827 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
828 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
829 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
830 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
832 set_blit_dimension(width
, height
);
833 context
->blit_w
= width
; context
->blit_h
= height
;
834 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
835 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
838 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
841 /*****************************************************************************
842 * findThreadContextForSwapChain
844 * Searches a swapchain for all contexts and picks one for the thread tid.
845 * If none can be found the swapchain is requested to create a new context
847 *****************************************************************************/
848 static WineD3DContext
*findThreadContextForSwapChain(IWineD3DSwapChain
*swapchain
, DWORD tid
) {
851 for(i
= 0; i
< ((IWineD3DSwapChainImpl
*) swapchain
)->num_contexts
; i
++) {
852 if(((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
]->tid
== tid
) {
853 return ((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
];
858 /* Create a new context for the thread */
859 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain
);
862 /*****************************************************************************
865 * Finds a context for the current render target and thread
868 * target: Render target to find the context for
869 * tid: Thread to activate the context for
871 * Returns: The needed context
873 *****************************************************************************/
874 static inline WineD3DContext
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, DWORD tid
) {
875 IWineD3DSwapChain
*swapchain
= NULL
;
877 BOOL readTexture
= wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
&& This
->render_offscreen
;
878 WineD3DContext
*context
= This
->activeContext
;
879 BOOL oldRenderOffscreen
= This
->render_offscreen
;
880 const WINED3DFORMAT oldFmt
= ((IWineD3DSurfaceImpl
*) This
->lastActiveRenderTarget
)->resource
.format
;
881 const WINED3DFORMAT newFmt
= ((IWineD3DSurfaceImpl
*) target
)->resource
.format
;
882 const struct StateEntry
*StateTable
= This
->StateTable
;
884 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
885 * the alpha blend state changes with different render target formats
887 if(oldFmt
!= newFmt
) {
888 const GlPixelFormatDesc
*glDesc
;
889 const StaticPixelFormatDesc
*old
= getFormatDescEntry(oldFmt
, NULL
, NULL
);
890 const StaticPixelFormatDesc
*new = getFormatDescEntry(newFmt
, &GLINFO_LOCATION
, &glDesc
);
892 /* Disable blending when the alphaMask has changed and when a format doesn't support blending */
893 if((old
->alphaMask
&& !new->alphaMask
) || (!old
->alphaMask
&& new->alphaMask
) || !(glDesc
->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
)) {
894 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
898 hr
= IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **) &swapchain
);
899 if(hr
== WINED3D_OK
&& swapchain
) {
900 TRACE("Rendering onscreen\n");
902 context
= findThreadContextForSwapChain(swapchain
, tid
);
904 This
->render_offscreen
= FALSE
;
905 /* The context != This->activeContext will catch a NOP context change. This can occur
906 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
907 * rendering. No context change is needed in that case
910 if(wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
) {
911 if(This
->pbufferContext
&& tid
== This
->pbufferContext
->tid
) {
912 This
->pbufferContext
->tid
= 0;
915 IWineD3DSwapChain_Release(swapchain
);
917 if(oldRenderOffscreen
) {
918 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
919 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
920 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
921 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
922 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
926 TRACE("Rendering offscreen\n");
927 This
->render_offscreen
= TRUE
;
929 switch(wined3d_settings
.offscreen_rendering_mode
) {
931 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
932 if(This
->activeContext
&& tid
== This
->lastThread
) {
933 context
= This
->activeContext
;
935 /* This may happen if the app jumps straight into offscreen rendering
936 * Start using the context of the primary swapchain. tid == 0 is no problem
937 * for findThreadContextForSwapChain.
939 * Can also happen on thread switches - in that case findThreadContextForSwapChain
940 * is perfect to call.
942 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
948 IWineD3DSurfaceImpl
*targetimpl
= (IWineD3DSurfaceImpl
*) target
;
949 if(This
->pbufferContext
== NULL
||
950 This
->pbufferWidth
< targetimpl
->currentDesc
.Width
||
951 This
->pbufferHeight
< targetimpl
->currentDesc
.Height
) {
952 if(This
->pbufferContext
) {
953 DestroyContext(This
, This
->pbufferContext
);
956 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
957 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
959 This
->pbufferContext
= CreateContext(This
, targetimpl
,
960 ((IWineD3DSwapChainImpl
*) This
->swapchains
[0])->context
[0]->win_handle
,
961 TRUE
/* pbuffer */, &((IWineD3DSwapChainImpl
*)This
->swapchains
[0])->presentParms
);
962 This
->pbufferWidth
= targetimpl
->currentDesc
.Width
;
963 This
->pbufferHeight
= targetimpl
->currentDesc
.Height
;
966 if(This
->pbufferContext
) {
967 if(This
->pbufferContext
->tid
!= 0 && This
->pbufferContext
->tid
!= tid
) {
968 FIXME("The PBuffr context is only supported for one thread for now!\n");
970 This
->pbufferContext
->tid
= tid
;
971 context
= This
->pbufferContext
;
974 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
975 wined3d_settings
.offscreen_rendering_mode
= ORM_BACKBUFFER
;
980 /* Stay with the currently active context for back buffer rendering */
981 if(This
->activeContext
&& tid
== This
->lastThread
) {
982 context
= This
->activeContext
;
984 /* This may happen if the app jumps straight into offscreen rendering
985 * Start using the context of the primary swapchain. tid == 0 is no problem
986 * for findThreadContextForSwapChain.
988 * Can also happen on thread switches - in that case findThreadContextForSwapChain
989 * is perfect to call.
991 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
996 if(!oldRenderOffscreen
) {
997 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
998 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
999 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1000 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1001 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1005 /* When switching away from an offscreen render target, and we're not using FBOs,
1006 * we have to read the drawable into the texture. This is done via PreLoad(and
1007 * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1008 * PreLoad needs a GL context, and FindContext is called before the context is activated.
1009 * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1010 * is read. This leads to these possible situations:
1012 * 0) lastActiveRenderTarget == target && oldTid == newTid:
1013 * Nothing to do, we don't even reach this code in this case...
1015 * 1) lastActiveRenderTarget != target && oldTid == newTid:
1016 * The currently active context is OK for readback. Call PreLoad, and it
1019 * 2) lastActiveRenderTarget == target && oldTid != newTid:
1020 * Nothing to do - the drawable is unchanged
1022 * 3) lastActiveRenderTarget != target && oldTid != newTid:
1023 * This is tricky. We have to get a context with the old drawable from somewhere
1024 * before we can switch to the new context. In this case, PreLoad calls
1025 * ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1026 * is case (2) then. The old drawable is activated for the new thread, and the
1027 * readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1028 * After that, the outer ActivateContext(which calls PreLoad) can activate the new
1029 * target for the new thread
1031 if (readTexture
&& This
->lastActiveRenderTarget
!= target
) {
1032 BOOL oldInDraw
= This
->isInDraw
;
1034 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1035 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1036 * when using offscreen rendering with multithreading
1038 This
->isInDraw
= TRUE
;
1040 /* Do that before switching the context:
1041 * Read the back buffer of the old drawable into the destination texture
1043 IWineD3DSurface_PreLoad(This
->lastActiveRenderTarget
);
1045 /* Assume that the drawable will be modified by some other things now */
1046 IWineD3DSurface_ModifyLocation(This
->lastActiveRenderTarget
, SFLAG_INDRAWABLE
, FALSE
);
1048 This
->isInDraw
= oldInDraw
;
1054 static void apply_draw_buffer(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, BOOL blit
)
1057 IWineD3DSwapChain
*swapchain
;
1059 hr
= IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
);
1062 IWineD3DSwapChain_Release((IUnknown
*)swapchain
);
1063 glDrawBuffer(surface_get_gl_buffer(target
, swapchain
));
1064 checkGLcall("glDrawBuffers()");
1068 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1072 if (GL_SUPPORT(ARB_DRAW_BUFFERS
))
1074 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers
), This
->draw_buffers
));
1075 checkGLcall("glDrawBuffers()");
1079 glDrawBuffer(This
->draw_buffers
[0]);
1080 checkGLcall("glDrawBuffer()");
1083 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
1084 checkGLcall("glDrawBuffer()");
1089 glDrawBuffer(This
->offscreenBuffer
);
1090 checkGLcall("glDrawBuffer()");
1095 /*****************************************************************************
1098 * Finds a rendering context and drawable matching the device and render
1099 * target for the current thread, activates them and puts them into the
1103 * This: Device to activate the context for
1104 * target: Requested render target
1105 * usage: Prepares the context for blitting, drawing or other actions
1107 *****************************************************************************/
1108 void ActivateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, ContextUsage usage
) {
1109 DWORD tid
= GetCurrentThreadId();
1111 DWORD dirtyState
, idx
;
1113 WineD3DContext
*context
;
1114 const struct StateEntry
*StateTable
= This
->StateTable
;
1116 TRACE("(%p): Selecting context for render target %p, thread %d\n", This
, target
, tid
);
1117 if(This
->lastActiveRenderTarget
!= target
|| tid
!= This
->lastThread
) {
1118 context
= FindContext(This
, target
, tid
);
1119 context
->draw_buffer_dirty
= TRUE
;
1120 This
->lastActiveRenderTarget
= target
;
1121 This
->lastThread
= tid
;
1123 /* Stick to the old context */
1124 context
= This
->activeContext
;
1127 /* Activate the opengl context */
1128 if(context
!= This
->activeContext
) {
1131 /* Prevent an unneeded context switch as those are expensive */
1132 if(context
->glCtx
&& (context
->glCtx
== pwglGetCurrentContext())) {
1133 TRACE("Already using gl context %p\n", context
->glCtx
);
1136 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context
, context
->hdc
, context
->glCtx
);
1138 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1139 ret
= pwglMakeCurrent(context
->hdc
, context
->glCtx
);
1141 ERR("Failed to activate the new context\n");
1142 } else if(!context
->last_was_blit
) {
1143 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1146 if(This
->activeContext
->vshader_const_dirty
) {
1147 memset(This
->activeContext
->vshader_const_dirty
, 1,
1148 sizeof(*This
->activeContext
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
1150 if(This
->activeContext
->pshader_const_dirty
) {
1151 memset(This
->activeContext
->pshader_const_dirty
, 1,
1152 sizeof(*This
->activeContext
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
1154 This
->activeContext
= context
;
1157 /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
1161 case CTXUSAGE_CLEAR
:
1162 case CTXUSAGE_DRAWPRIM
:
1163 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1164 apply_fbo_state((IWineD3DDevice
*)This
);
1166 if (context
->draw_buffer_dirty
) {
1167 apply_draw_buffer(This
, target
, FALSE
);
1168 context
->draw_buffer_dirty
= FALSE
;
1173 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1174 if (This
->render_offscreen
) {
1175 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
1176 bind_fbo((IWineD3DDevice
*)This
, GL_FRAMEBUFFER_EXT
, &This
->dst_fbo
);
1177 attach_surface_fbo(This
, GL_FRAMEBUFFER_EXT
, 0, target
);
1178 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT
, GL_DEPTH_ATTACHMENT_EXT
, GL_RENDERBUFFER_EXT
, 0));
1179 checkGLcall("glFramebufferRenderbufferEXT");
1181 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
1182 checkGLcall("glFramebufferRenderbufferEXT");
1184 context
->draw_buffer_dirty
= TRUE
;
1186 if (context
->draw_buffer_dirty
) {
1187 apply_draw_buffer(This
, target
, TRUE
);
1188 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
1189 context
->draw_buffer_dirty
= FALSE
;
1199 case CTXUSAGE_RESOURCELOAD
:
1200 /* This does not require any special states to be set up */
1203 case CTXUSAGE_CLEAR
:
1204 if(context
->last_was_blit
) {
1205 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1208 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1209 * blending when clearing improves the clearing performance incredibly.
1211 glDisable(GL_BLEND
);
1212 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1214 glEnable(GL_SCISSOR_TEST
);
1215 checkGLcall("glEnable GL_SCISSOR_TEST");
1216 context
->last_was_blit
= FALSE
;
1217 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1218 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1221 case CTXUSAGE_DRAWPRIM
:
1222 /* This needs all dirty states applied */
1223 if(context
->last_was_blit
) {
1224 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1227 IWineD3DDeviceImpl_FindTexUnitMap(This
);
1229 for(i
=0; i
< context
->numDirtyEntries
; i
++) {
1230 dirtyState
= context
->dirtyArray
[i
];
1231 idx
= dirtyState
>> 5;
1232 shift
= dirtyState
& 0x1f;
1233 context
->isStateDirty
[idx
] &= ~(1 << shift
);
1234 StateTable
[dirtyState
].apply(dirtyState
, This
->stateBlock
, context
);
1236 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
1237 context
->last_was_blit
= FALSE
;
1241 SetupForBlit(This
, context
,
1242 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Width
,
1243 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Height
);
1247 FIXME("Unexpected context usage requested\n");