2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 /* The last used device.
34 * If the application creates multiple devices and switches between them, ActivateContext has to
35 * change the opengl context. This flag allows to keep track which device is active
37 static IWineD3DDeviceImpl
*last_device
;
39 /* FBO helper functions */
41 /* GL locking is done by the caller */
42 void context_bind_fbo(IWineD3DDevice
*iface
, GLenum target
, GLuint
*fbo
)
44 const IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
48 GL_EXTCALL(glGenFramebuffersEXT(1, fbo
));
49 checkGLcall("glGenFramebuffersEXT()");
50 TRACE("Created FBO %d\n", *fbo
);
53 GL_EXTCALL(glBindFramebufferEXT(target
, *fbo
));
54 checkGLcall("glBindFramebuffer()");
57 /* GL locking is done by the caller */
58 static void context_clean_fbo_attachments(IWineD3DDeviceImpl
*This
)
62 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
64 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
, GL_COLOR_ATTACHMENT0_EXT
+ i
, GL_TEXTURE_2D
, 0, 0));
65 checkGLcall("glFramebufferTexture2D()");
67 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
, GL_DEPTH_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
68 checkGLcall("glFramebufferTexture2D()");
71 /* GL locking is done by the caller */
72 static void context_destroy_fbo(IWineD3DDeviceImpl
*This
, const GLuint
*fbo
)
74 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, *fbo
));
75 checkGLcall("glBindFramebuffer()");
77 context_clean_fbo_attachments(This
);
79 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
80 checkGLcall("glBindFramebuffer()");
81 GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo
));
82 checkGLcall("glDeleteFramebuffers()");
85 /* GL locking is done by the caller */
86 static void context_apply_attachment_filter_states(IWineD3DDevice
*iface
, IWineD3DSurface
*surface
, BOOL force_preload
)
88 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
89 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
90 IWineD3DBaseTextureImpl
*texture_impl
;
91 BOOL update_minfilter
= FALSE
;
92 BOOL update_magfilter
= FALSE
;
94 /* Update base texture states array */
95 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface
, &IID_IWineD3DBaseTexture
, (void **)&texture_impl
)))
97 if (texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_POINT
98 || texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] != WINED3DTEXF_NONE
)
100 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
101 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
102 update_minfilter
= TRUE
;
105 if (texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_POINT
)
107 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
108 update_magfilter
= TRUE
;
111 if (texture_impl
->baseTexture
.bindCount
)
113 WARN("Render targets should not be bound to a sampler\n");
114 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_SAMPLER(texture_impl
->baseTexture
.sampler
));
117 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*)texture_impl
);
120 if (update_minfilter
|| update_magfilter
|| force_preload
)
122 GLenum target
, bind_target
;
125 target
= surface_impl
->glDescription
.target
;
126 if (target
== GL_TEXTURE_2D
)
128 bind_target
= GL_TEXTURE_2D
;
129 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
130 } else if (target
== GL_TEXTURE_RECTANGLE_ARB
) {
131 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
132 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
134 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
135 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB
, &old_binding
);
138 surface_internal_preload(surface
, SRGB_RGB
);
140 glBindTexture(bind_target
, surface_impl
->glDescription
.textureName
);
141 if (update_minfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
142 if (update_magfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
143 glBindTexture(bind_target
, old_binding
);
146 checkGLcall("apply_attachment_filter_states()");
149 /* TODO: Handle stencil attachments */
150 /* GL locking is done by the caller */
151 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl
*This
, GLenum fbo_target
, IWineD3DSurface
*depth_stencil
, BOOL use_render_buffer
)
153 IWineD3DSurfaceImpl
*depth_stencil_impl
= (IWineD3DSurfaceImpl
*)depth_stencil
;
155 TRACE("Attach depth stencil %p\n", depth_stencil
);
159 if (use_render_buffer
&& depth_stencil_impl
->current_renderbuffer
)
161 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
, GL_RENDERBUFFER_EXT
, depth_stencil_impl
->current_renderbuffer
->id
));
162 checkGLcall("glFramebufferRenderbufferEXT()");
164 context_apply_attachment_filter_states((IWineD3DDevice
*)This
, depth_stencil
, TRUE
);
166 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
, depth_stencil_impl
->glDescription
.target
,
167 depth_stencil_impl
->glDescription
.textureName
, depth_stencil_impl
->glDescription
.level
));
168 checkGLcall("glFramebufferTexture2DEXT()");
171 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
172 checkGLcall("glFramebufferTexture2DEXT()");
176 /* GL locking is done by the caller */
177 void context_attach_surface_fbo(IWineD3DDeviceImpl
*This
, GLenum fbo_target
, DWORD idx
, IWineD3DSurface
*surface
)
179 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
181 TRACE("Attach surface %p to %u\n", surface
, idx
);
185 context_apply_attachment_filter_states((IWineD3DDevice
*)This
, surface
, TRUE
);
187 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_COLOR_ATTACHMENT0_EXT
+ idx
, surface_impl
->glDescription
.target
,
188 surface_impl
->glDescription
.textureName
, surface_impl
->glDescription
.level
));
189 checkGLcall("glFramebufferTexture2DEXT()");
191 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_COLOR_ATTACHMENT0_EXT
+ idx
, GL_TEXTURE_2D
, 0, 0));
192 checkGLcall("glFramebufferTexture2DEXT()");
196 /* GL locking is done by the caller */
197 static void context_check_fbo_status(IWineD3DDevice
*iface
)
199 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
202 status
= GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT
));
203 if (status
== GL_FRAMEBUFFER_COMPLETE_EXT
)
205 TRACE("FBO complete\n");
207 IWineD3DSurfaceImpl
*attachment
;
209 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
211 /* Dump the FBO attachments */
212 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
214 attachment
= (IWineD3DSurfaceImpl
*)This
->activeContext
->current_fbo
->render_targets
[i
];
217 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
218 i
, attachment
, debug_d3dformat(attachment
->resource
.format_desc
->format
),
219 attachment
->pow2Width
, attachment
->pow2Height
);
222 attachment
= (IWineD3DSurfaceImpl
*)This
->activeContext
->current_fbo
->depth_stencil
;
225 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
226 attachment
, debug_d3dformat(attachment
->resource
.format_desc
->format
),
227 attachment
->pow2Width
, attachment
->pow2Height
);
232 static struct fbo_entry
*context_create_fbo_entry(IWineD3DDevice
*iface
)
234 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
235 struct fbo_entry
*entry
;
237 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
238 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
239 memcpy(entry
->render_targets
, This
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
240 entry
->depth_stencil
= This
->stencilBufferTarget
;
241 entry
->attached
= FALSE
;
247 /* GL locking is done by the caller */
248 static void context_reuse_fbo_entry(IWineD3DDevice
*iface
, struct fbo_entry
*entry
)
250 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
252 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, entry
->id
));
253 checkGLcall("glBindFramebuffer()");
254 context_clean_fbo_attachments(This
);
256 memcpy(entry
->render_targets
, This
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
257 entry
->depth_stencil
= This
->stencilBufferTarget
;
258 entry
->attached
= FALSE
;
261 /* GL locking is done by the caller */
262 static void context_destroy_fbo_entry(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
, struct fbo_entry
*entry
)
266 TRACE("Destroy FBO %d\n", entry
->id
);
267 context_destroy_fbo(This
, &entry
->id
);
269 --context
->fbo_entry_count
;
270 list_remove(&entry
->entry
);
271 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
272 HeapFree(GetProcessHeap(), 0, entry
);
276 /* GL locking is done by the caller */
277 static struct fbo_entry
*context_find_fbo_entry(IWineD3DDevice
*iface
, WineD3DContext
*context
)
279 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
280 struct fbo_entry
*entry
;
282 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
284 if (!memcmp(entry
->render_targets
, This
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
))
285 && entry
->depth_stencil
== This
->stencilBufferTarget
)
287 list_remove(&entry
->entry
);
288 list_add_head(&context
->fbo_list
, &entry
->entry
);
293 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
295 entry
= context_create_fbo_entry(iface
);
296 list_add_head(&context
->fbo_list
, &entry
->entry
);
297 ++context
->fbo_entry_count
;
301 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
302 context_reuse_fbo_entry(iface
, entry
);
303 list_remove(&entry
->entry
);
304 list_add_head(&context
->fbo_list
, &entry
->entry
);
310 /* GL locking is done by the caller */
311 static void context_apply_fbo_entry(IWineD3DDevice
*iface
, struct fbo_entry
*entry
)
313 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
316 context_bind_fbo(iface
, GL_FRAMEBUFFER_EXT
, &entry
->id
);
318 if (!entry
->attached
)
320 /* Apply render targets */
321 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
323 IWineD3DSurface
*render_target
= This
->render_targets
[i
];
324 context_attach_surface_fbo(This
, GL_FRAMEBUFFER_EXT
, i
, render_target
);
327 /* Apply depth targets */
328 if (This
->stencilBufferTarget
) {
329 unsigned int w
= ((IWineD3DSurfaceImpl
*)This
->render_targets
[0])->pow2Width
;
330 unsigned int h
= ((IWineD3DSurfaceImpl
*)This
->render_targets
[0])->pow2Height
;
332 surface_set_compatible_renderbuffer(This
->stencilBufferTarget
, w
, h
);
334 context_attach_depth_stencil_fbo(This
, GL_FRAMEBUFFER_EXT
, This
->stencilBufferTarget
, TRUE
);
336 entry
->attached
= TRUE
;
338 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
340 if (This
->render_targets
[i
])
341 context_apply_attachment_filter_states(iface
, This
->render_targets
[i
], FALSE
);
343 if (This
->stencilBufferTarget
)
344 context_apply_attachment_filter_states(iface
, This
->stencilBufferTarget
, FALSE
);
347 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
349 if (This
->render_targets
[i
])
350 This
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0_EXT
+ i
;
352 This
->draw_buffers
[i
] = GL_NONE
;
356 /* GL locking is done by the caller */
357 static void context_apply_fbo_state(IWineD3DDevice
*iface
)
359 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
360 WineD3DContext
*context
= This
->activeContext
;
362 if (This
->render_offscreen
)
364 context
->current_fbo
= context_find_fbo_entry(iface
, context
);
365 context_apply_fbo_entry(iface
, context
->current_fbo
);
367 context
->current_fbo
= NULL
;
368 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
371 context_check_fbo_status(iface
);
374 void context_resource_released(IWineD3DDevice
*iface
, IWineD3DResource
*resource
, WINED3DRESOURCETYPE type
)
376 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
381 case WINED3DRTYPE_SURFACE
:
383 for (i
= 0; i
< This
->numContexts
; ++i
)
385 WineD3DContext
*context
= This
->contexts
[i
];
386 struct fbo_entry
*entry
, *entry2
;
390 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
392 BOOL destroyed
= FALSE
;
395 for (j
= 0; !destroyed
&& j
< GL_LIMITS(buffers
); ++j
)
397 if (entry
->render_targets
[j
] == (IWineD3DSurface
*)resource
)
399 context_destroy_fbo_entry(This
, context
, entry
);
404 if (!destroyed
&& entry
->depth_stencil
== (IWineD3DSurface
*)resource
)
405 context_destroy_fbo_entry(This
, context
, entry
);
419 /*****************************************************************************
420 * Context_MarkStateDirty
422 * Marks a state in a context dirty. Only one context, opposed to
423 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
427 * context: Context to mark the state dirty in
428 * state: State to mark dirty
429 * StateTable: Pointer to the state table in use(for state grouping)
431 *****************************************************************************/
432 static void Context_MarkStateDirty(WineD3DContext
*context
, DWORD state
, const struct StateEntry
*StateTable
) {
433 DWORD rep
= StateTable
[state
].representative
;
437 if(!rep
|| isStateDirty(context
, rep
)) return;
439 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
442 context
->isStateDirty
[idx
] |= (1 << shift
);
445 /*****************************************************************************
448 * Adds a context to the context array. Helper function for CreateContext
450 * This method is not called in performance-critical code paths, only when a
451 * new render target or swapchain is created. Thus performance is not an issue
455 * This: Device to add the context for
456 * hdc: device context
457 * glCtx: WGL context to add
458 * pbuffer: optional pbuffer used with this context
460 *****************************************************************************/
461 static WineD3DContext
*AddContextToArray(IWineD3DDeviceImpl
*This
, HWND win_handle
, HDC hdc
, HGLRC glCtx
, HPBUFFERARB pbuffer
) {
462 WineD3DContext
**oldArray
= This
->contexts
;
465 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * (This
->numContexts
+ 1));
466 if(This
->contexts
== NULL
) {
467 ERR("Unable to grow the context array\n");
468 This
->contexts
= oldArray
;
472 memcpy(This
->contexts
, oldArray
, sizeof(*This
->contexts
) * This
->numContexts
);
475 This
->contexts
[This
->numContexts
] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(WineD3DContext
));
476 if(This
->contexts
[This
->numContexts
] == NULL
) {
477 ERR("Unable to allocate a new context\n");
478 HeapFree(GetProcessHeap(), 0, This
->contexts
);
479 This
->contexts
= oldArray
;
483 This
->contexts
[This
->numContexts
]->hdc
= hdc
;
484 This
->contexts
[This
->numContexts
]->glCtx
= glCtx
;
485 This
->contexts
[This
->numContexts
]->pbuffer
= pbuffer
;
486 This
->contexts
[This
->numContexts
]->win_handle
= win_handle
;
487 HeapFree(GetProcessHeap(), 0, oldArray
);
489 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
491 for(state
= 0; state
<= STATE_HIGHEST
; state
++) {
492 Context_MarkStateDirty(This
->contexts
[This
->numContexts
], state
, This
->StateTable
);
496 TRACE("Created context %p\n", This
->contexts
[This
->numContexts
- 1]);
497 return This
->contexts
[This
->numContexts
- 1];
500 /* This function takes care of WineD3D pixel format selection. */
501 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
,
502 const struct GlPixelFormatDesc
*color_format_desc
, const struct GlPixelFormatDesc
*ds_format_desc
,
503 BOOL auxBuffers
, int numSamples
, BOOL pbuffer
, BOOL findCompatible
)
506 unsigned int matchtry
;
507 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
508 short depthBits
=0, stencilBits
=0;
515 /* First, try without alpha match buffers. MacOS supports aux buffers only
516 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
517 * Then try without aux buffers - this is the most common cause for not
518 * finding a pixel format. Also some drivers(the open source ones)
519 * only offer 32 bit ARB pixel formats. First try without an exact alpha
520 * match, then try without an exact alpha and color match.
522 { TRUE
, TRUE
, TRUE
},
523 { TRUE
, FALSE
, TRUE
},
524 { FALSE
, TRUE
, TRUE
},
525 { FALSE
, FALSE
, TRUE
},
526 { TRUE
, FALSE
, FALSE
},
527 { FALSE
, FALSE
, FALSE
},
531 int nCfgs
= This
->adapter
->nCfgs
;
533 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
534 debug_d3dformat(color_format_desc
->format
), debug_d3dformat(ds_format_desc
->format
),
535 auxBuffers
, numSamples
, pbuffer
, findCompatible
);
537 if (!getColorBits(color_format_desc
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
539 ERR("Unable to get color bits for format %s (%#x)!\n",
540 debug_d3dformat(color_format_desc
->format
), color_format_desc
->format
);
544 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
545 * You are able to add a depth + stencil surface at a later stage when you need it.
546 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
547 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
548 * context, need torecreate shaders, textures and other resources.
550 * The context manager already takes care of the state problem and for the other tasks code from Reset
551 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
552 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
553 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
554 * issue needs to be fixed. */
555 if (ds_format_desc
->format
!= WINED3DFMT_D24S8
)
557 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
558 ds_format_desc
= getFormatDescEntry(WINED3DFMT_D24S8
, &This
->adapter
->gl_info
);
561 getDepthStencilBits(ds_format_desc
, &depthBits
, &stencilBits
);
563 for(matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(matches
[0])) && !iPixelFormat
; matchtry
++) {
564 for(i
=0; i
<nCfgs
; i
++) {
565 BOOL exactDepthMatch
= TRUE
;
566 WineD3D_PixelFormat
*cfg
= &This
->adapter
->cfgs
[i
];
568 /* For now only accept RGBA formats. Perhaps some day we will
569 * allow floating point formats for pbuffers. */
570 if(cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
573 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
574 if(!pbuffer
&& !(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
577 /* We like to have aux buffers in backbuffer mode */
578 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
581 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
582 if(pbuffer
&& (!cfg
->pbufferDrawable
|| cfg
->doubleBuffer
))
585 if(matches
[matchtry
].exact_color
) {
586 if(cfg
->redSize
!= redBits
)
588 if(cfg
->greenSize
!= greenBits
)
590 if(cfg
->blueSize
!= blueBits
)
593 if(cfg
->redSize
< redBits
)
595 if(cfg
->greenSize
< greenBits
)
597 if(cfg
->blueSize
< blueBits
)
600 if(matches
[matchtry
].exact_alpha
) {
601 if(cfg
->alphaSize
!= alphaBits
)
604 if(cfg
->alphaSize
< alphaBits
)
608 /* We try to locate a format which matches our requirements exactly. In case of
609 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
610 if(cfg
->depthSize
< depthBits
)
612 else if(cfg
->depthSize
> depthBits
)
613 exactDepthMatch
= FALSE
;
615 /* In all cases make sure the number of stencil bits matches our requirements
616 * even when we don't need stencil because it could affect performance EXCEPT
617 * on cards which don't offer depth formats without stencil like the i915 drivers
619 if(stencilBits
!= cfg
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
622 /* Check multisampling support */
623 if(cfg
->numSamples
!= numSamples
)
626 /* When we have passed all the checks then we have found a format which matches our
627 * requirements. Note that we only check for a limit number of capabilities right now,
628 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
629 * can still differ in things like multisampling, stereo, SRGB and other flags.
632 /* Exit the loop as we have found a format :) */
633 if(exactDepthMatch
) {
634 iPixelFormat
= cfg
->iPixelFormat
;
636 } else if(!iPixelFormat
) {
637 /* In the end we might end up with a format which doesn't exactly match our depth
638 * requirements. Accept the first format we found because formats with higher iPixelFormat
639 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
640 iPixelFormat
= cfg
->iPixelFormat
;
645 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
646 if(!iPixelFormat
&& !findCompatible
) {
647 ERR("Can't find a suitable iPixelFormat\n");
649 } else if(!iPixelFormat
) {
650 PIXELFORMATDESCRIPTOR pfd
;
652 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
653 /* PixelFormat selection */
654 ZeroMemory(&pfd
, sizeof(pfd
));
655 pfd
.nSize
= sizeof(pfd
);
657 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
658 pfd
.iPixelType
= PFD_TYPE_RGBA
;
659 pfd
.cAlphaBits
= alphaBits
;
660 pfd
.cColorBits
= colorBits
;
661 pfd
.cDepthBits
= depthBits
;
662 pfd
.cStencilBits
= stencilBits
;
663 pfd
.iLayerType
= PFD_MAIN_PLANE
;
665 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
667 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
668 ERR("Can't find a suitable iPixelFormat\n");
673 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
674 iPixelFormat
, debug_d3dformat(color_format_desc
->format
), debug_d3dformat(ds_format_desc
->format
));
678 /*****************************************************************************
681 * Creates a new context for a window, or a pbuffer context.
684 * This: Device to activate the context for
685 * target: Surface this context will render to
686 * win_handle: handle to the window which we are drawing to
687 * create_pbuffer: tells whether to create a pbuffer or not
688 * pPresentParameters: contains the pixelformats to use for onscreen rendering
690 *****************************************************************************/
691 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win_handle
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
) {
692 HDC oldDrawable
, hdc
;
693 HPBUFFERARB pbuffer
= NULL
;
694 HGLRC ctx
= NULL
, oldCtx
;
695 WineD3DContext
*ret
= NULL
;
698 TRACE("(%p): Creating a %s context for render target %p\n", This
, create_pbuffer
? "offscreen" : "onscreen", target
);
701 HDC hdc_parent
= GetDC(win_handle
);
702 int iPixelFormat
= 0;
704 IWineD3DSurface
*StencilSurface
= This
->stencilBufferTarget
;
705 const struct GlPixelFormatDesc
*ds_format_desc
= StencilSurface
706 ? ((IWineD3DSurfaceImpl
*)StencilSurface
)->resource
.format_desc
707 : getFormatDescEntry(WINED3DFMT_UNKNOWN
, &This
->adapter
->gl_info
);
709 /* Try to find a pixel format with pbuffer support. */
710 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format_desc
,
711 ds_format_desc
, FALSE
/* auxBuffers */, 0 /* numSamples */, TRUE
/* PBUFFER */,
712 FALSE
/* findCompatible */);
714 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
716 /* For some reason we weren't able to find a format, try to find something instead of crashing.
717 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
718 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format_desc
,
719 ds_format_desc
, FALSE
/* auxBuffer */, 0 /* numSamples */, TRUE
/* PBUFFER */,
720 TRUE
/* findCompatible */);
723 /* This shouldn't happen as ChoosePixelFormat always returns something */
725 ERR("Unable to locate a pixel format for a pbuffer\n");
726 ReleaseDC(win_handle
, hdc_parent
);
730 TRACE("Creating a pBuffer drawable for the new context\n");
731 pbuffer
= GL_EXTCALL(wglCreatePbufferARB(hdc_parent
, iPixelFormat
, target
->currentDesc
.Width
, target
->currentDesc
.Height
, 0));
733 ERR("Cannot create a pbuffer\n");
734 ReleaseDC(win_handle
, hdc_parent
);
738 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
739 hdc
= GL_EXTCALL(wglGetPbufferDCARB(pbuffer
));
741 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer
);
742 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
743 ReleaseDC(win_handle
, hdc_parent
);
746 ReleaseDC(win_handle
, hdc_parent
);
748 PIXELFORMATDESCRIPTOR pfd
;
751 const struct GlPixelFormatDesc
*color_format_desc
= target
->resource
.format_desc
;
752 const struct GlPixelFormatDesc
*ds_format_desc
= getFormatDescEntry(WINED3DFMT_UNKNOWN
,
753 &This
->adapter
->gl_info
);
754 BOOL auxBuffers
= FALSE
;
757 hdc
= GetDC(win_handle
);
759 ERR("Cannot retrieve a device context!\n");
763 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
764 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
767 if (color_format_desc
->format
== WINED3DFMT_X4R4G4B4
)
768 color_format_desc
= getFormatDescEntry(WINED3DFMT_A4R4G4B4
, &This
->adapter
->gl_info
);
769 else if (color_format_desc
->format
== WINED3DFMT_X8R8G8B8
)
770 color_format_desc
= getFormatDescEntry(WINED3DFMT_A8R8G8B8
, &This
->adapter
->gl_info
);
773 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
774 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
775 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
776 * a format with 8bit alpha, so request A8R8G8B8. */
777 if (color_format_desc
->format
== WINED3DFMT_P8
)
778 color_format_desc
= getFormatDescEntry(WINED3DFMT_A8R8G8B8
, &This
->adapter
->gl_info
);
780 /* Retrieve the depth stencil format from the present parameters.
781 * The choice of the proper format can give a nice performance boost
782 * in case of GPU limited programs. */
783 if(pPresentParms
->EnableAutoDepthStencil
) {
784 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms
->AutoDepthStencilFormat
));
785 ds_format_desc
= getFormatDescEntry(pPresentParms
->AutoDepthStencilFormat
, &This
->adapter
->gl_info
);
788 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
789 if(pPresentParms
->MultiSampleType
&& (pPresentParms
->SwapEffect
== WINED3DSWAPEFFECT_DISCARD
)) {
790 if(!GL_SUPPORT(ARB_MULTISAMPLE
))
791 ERR("The program is requesting multisampling without support!\n");
793 ERR("Requesting MultiSampleType=%d\n", pPresentParms
->MultiSampleType
);
794 numSamples
= pPresentParms
->MultiSampleType
;
798 /* Try to find a pixel format which matches our requirements */
799 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, color_format_desc
, ds_format_desc
,
800 auxBuffers
, numSamples
, FALSE
/* PBUFFER */, FALSE
/* findCompatible */);
802 /* Try to locate a compatible format if we weren't able to find anything */
804 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
805 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, color_format_desc
, ds_format_desc
,
806 auxBuffers
, 0 /* numSamples */, FALSE
/* PBUFFER */, TRUE
/* findCompatible */ );
809 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
811 ERR("Can't find a suitable iPixelFormat\n");
815 DescribePixelFormat(hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
816 res
= SetPixelFormat(hdc
, iPixelFormat
, NULL
);
818 int oldPixelFormat
= GetPixelFormat(hdc
);
820 /* By default WGL doesn't allow pixel format adjustments but we need it here.
821 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
822 * set the pixel format multiple times. Only use it when it is really needed. */
824 if(oldPixelFormat
== iPixelFormat
) {
825 /* We don't have to do anything as the formats are the same :) */
826 } else if(oldPixelFormat
&& GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
)) {
827 res
= GL_EXTCALL(wglSetPixelFormatWINE(hdc
, iPixelFormat
, NULL
));
830 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
833 } else if(oldPixelFormat
) {
834 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
835 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
836 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc
, oldPixelFormat
);
838 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
844 ctx
= pwglCreateContext(hdc
);
845 if(This
->numContexts
) pwglShareLists(This
->contexts
[0]->glCtx
, ctx
);
848 ERR("Failed to create a WGL context\n");
850 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
851 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
855 ret
= AddContextToArray(This
, win_handle
, hdc
, ctx
, pbuffer
);
857 ERR("Failed to add the newly created context to the context list\n");
858 pwglDeleteContext(ctx
);
860 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
861 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
865 ret
->surface
= (IWineD3DSurface
*) target
;
866 ret
->isPBuffer
= create_pbuffer
;
867 ret
->tid
= GetCurrentThreadId();
868 if(This
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*) This
)) {
869 /* Create the dirty constants array and initialize them to dirty */
870 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
871 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
872 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
873 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
874 memset(ret
->vshader_const_dirty
, 1,
875 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
876 memset(ret
->pshader_const_dirty
, 1,
877 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
880 TRACE("Successfully created new context %p\n", ret
);
882 list_init(&ret
->fbo_list
);
884 /* Set up the context defaults */
885 oldCtx
= pwglGetCurrentContext();
886 oldDrawable
= pwglGetCurrentDC();
887 if(oldCtx
&& oldDrawable
) {
888 /* See comment in ActivateContext context switching */
889 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
891 if(pwglMakeCurrent(hdc
, ctx
) == FALSE
) {
892 ERR("Cannot activate context to set up defaults\n");
898 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
900 TRACE("Setting up the screen\n");
901 /* Clear the screen */
902 glClearColor(1.0, 0.0, 0.0, 0.0);
903 checkGLcall("glClearColor");
906 glClearStencil(0xffff);
908 checkGLcall("glClear");
910 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
911 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
913 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
914 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
916 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
917 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
919 glPixelStorei(GL_PACK_ALIGNMENT
, This
->surface_alignment
);
920 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
921 glPixelStorei(GL_UNPACK_ALIGNMENT
, This
->surface_alignment
);
922 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
924 if(GL_SUPPORT(APPLE_CLIENT_STORAGE
)) {
925 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
926 * and textures in DIB sections(due to the memory protection).
928 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
929 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
931 if(GL_SUPPORT(ARB_VERTEX_BLEND
)) {
932 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
933 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
934 * GL_VERTEX_BLEND_ARB isn't enabled too
936 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
937 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
939 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
940 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
941 * the previous texture where to source the offset from is always unit - 1.
943 for(s
= 1; s
< GL_LIMITS(textures
); s
++) {
944 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
945 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
946 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
949 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
950 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
951 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
952 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
953 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
956 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
957 * program and the dummy program is destroyed when the context is destroyed.
959 const char *dummy_program
=
961 "MOV result.color, fragment.color.primary;\n"
963 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
964 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
965 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
968 for(s
= 0; s
< GL_LIMITS(point_sprite_units
); s
++) {
969 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
970 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
971 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
975 /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
976 * but enable it for the first context we create, and reenable it on the old context
978 if(oldDrawable
&& oldCtx
) {
979 pwglMakeCurrent(oldDrawable
, oldCtx
);
983 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
991 /*****************************************************************************
992 * RemoveContextFromArray
994 * Removes a context from the context manager. The opengl context is not
995 * destroyed or unset. context is not a valid pointer after that call.
997 * Similar to the former call this isn't a performance critical function. A
998 * helper function for DestroyContext.
1001 * This: Device to activate the context for
1002 * context: Context to remove
1004 *****************************************************************************/
1005 static void RemoveContextFromArray(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
1006 WineD3DContext
**new_array
;
1010 TRACE("Removing ctx %p\n", context
);
1012 for (i
= 0; i
< This
->numContexts
; ++i
)
1014 if (This
->contexts
[i
] == context
)
1016 HeapFree(GetProcessHeap(), 0, context
);
1024 ERR("Context %p doesn't exist in context array\n", context
);
1028 while (i
< This
->numContexts
- 1)
1030 This
->contexts
[i
] = This
->contexts
[i
+ 1];
1034 --This
->numContexts
;
1035 if (!This
->numContexts
)
1037 HeapFree(GetProcessHeap(), 0, This
->contexts
);
1038 This
->contexts
= NULL
;
1042 new_array
= HeapReAlloc(GetProcessHeap(), 0, This
->contexts
, This
->numContexts
* sizeof(*This
->contexts
));
1045 ERR("Failed to shrink context array. Oh well.\n");
1049 This
->contexts
= new_array
;
1052 /*****************************************************************************
1055 * Destroys a wineD3DContext
1058 * This: Device to activate the context for
1059 * context: Context to destroy
1061 *****************************************************************************/
1062 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
1063 struct fbo_entry
*entry
, *entry2
;
1065 TRACE("Destroying ctx %p\n", context
);
1067 /* The correct GL context needs to be active to cleanup the GL resources below */
1068 if(pwglGetCurrentContext() != context
->glCtx
){
1069 pwglMakeCurrent(context
->hdc
, context
->glCtx
);
1075 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
) {
1076 context_destroy_fbo_entry(This
, context
, entry
);
1078 if (context
->src_fbo
) {
1079 TRACE("Destroy src FBO %d\n", context
->src_fbo
);
1080 context_destroy_fbo(This
, &context
->src_fbo
);
1082 if (context
->dst_fbo
) {
1083 TRACE("Destroy dst FBO %d\n", context
->dst_fbo
);
1084 context_destroy_fbo(This
, &context
->dst_fbo
);
1086 if(context
->dummy_arbfp_prog
) {
1087 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
1092 if (This
->activeContext
== context
)
1094 This
->activeContext
= NULL
;
1095 TRACE("Destroying the active context.\n");
1098 /* Cleanup the GL context */
1099 pwglMakeCurrent(NULL
, NULL
);
1100 if(context
->isPBuffer
) {
1101 GL_EXTCALL(wglReleasePbufferDCARB(context
->pbuffer
, context
->hdc
));
1102 GL_EXTCALL(wglDestroyPbufferARB(context
->pbuffer
));
1103 } else ReleaseDC(context
->win_handle
, context
->hdc
);
1104 pwglDeleteContext(context
->glCtx
);
1106 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
1107 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
1108 RemoveContextFromArray(This
, context
);
1111 /* GL locking is done by the caller */
1112 static inline void set_blit_dimension(UINT width
, UINT height
) {
1113 glMatrixMode(GL_PROJECTION
);
1114 checkGLcall("glMatrixMode(GL_PROJECTION)");
1116 checkGLcall("glLoadIdentity()");
1117 glOrtho(0, width
, height
, 0, 0.0, -1.0);
1118 checkGLcall("glOrtho");
1119 glViewport(0, 0, width
, height
);
1120 checkGLcall("glViewport");
1123 /*****************************************************************************
1126 * Sets up a context for DirectDraw blitting.
1127 * All texture units are disabled, texture unit 0 is set as current unit
1128 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1129 * color writing enabled for all channels
1130 * register combiners disabled, shaders disabled
1131 * world matrix is set to identity, texture matrix 0 too
1132 * projection matrix is setup for drawing screen coordinates
1135 * This: Device to activate the context for
1136 * context: Context to setup
1137 * width: render target width
1138 * height: render target height
1140 *****************************************************************************/
1141 static inline void SetupForBlit(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
, UINT width
, UINT height
) {
1143 const struct StateEntry
*StateTable
= This
->StateTable
;
1145 TRACE("Setting up context %p for blitting\n", context
);
1146 if(context
->last_was_blit
) {
1147 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
1149 set_blit_dimension(width
, height
);
1151 context
->blit_w
= width
; context
->blit_h
= height
;
1152 /* No need to dirtify here, the states are still dirtified because they weren't
1153 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1157 TRACE("Context is already set up for blitting, nothing to do\n");
1160 context
->last_was_blit
= TRUE
;
1162 /* TODO: Use a display list */
1164 /* Disable shaders */
1166 This
->shader_backend
->shader_select((IWineD3DDevice
*)This
, FALSE
, FALSE
);
1169 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
1170 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
1172 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1173 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1174 * which can safely be called from here, we only lock once instead locking/unlocking
1175 * after each GL call.
1179 /* Disable all textures. The caller can then bind a texture it wants to blit
1182 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1183 * function texture unit. No need to care for higher samplers
1185 for(i
= GL_LIMITS(textures
) - 1; i
> 0 ; i
--) {
1186 sampler
= This
->rev_tex_unit_map
[i
];
1187 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1188 checkGLcall("glActiveTextureARB");
1190 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
1191 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1192 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1194 glDisable(GL_TEXTURE_3D
);
1195 checkGLcall("glDisable GL_TEXTURE_3D");
1196 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
1197 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1198 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1200 glDisable(GL_TEXTURE_2D
);
1201 checkGLcall("glDisable GL_TEXTURE_2D");
1203 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1204 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1206 if (sampler
!= -1) {
1207 if (sampler
< MAX_TEXTURES
) {
1208 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1210 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1213 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
1214 checkGLcall("glActiveTextureARB");
1216 sampler
= This
->rev_tex_unit_map
[0];
1218 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
1219 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1220 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1222 glDisable(GL_TEXTURE_3D
);
1223 checkGLcall("glDisable GL_TEXTURE_3D");
1224 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
1225 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1226 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1228 glDisable(GL_TEXTURE_2D
);
1229 checkGLcall("glDisable GL_TEXTURE_2D");
1231 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1233 glMatrixMode(GL_TEXTURE
);
1234 checkGLcall("glMatrixMode(GL_TEXTURE)");
1236 checkGLcall("glLoadIdentity()");
1238 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS
)) {
1239 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1240 GL_TEXTURE_LOD_BIAS_EXT
,
1242 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1245 if (sampler
!= -1) {
1246 if (sampler
< MAX_TEXTURES
) {
1247 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
), StateTable
);
1248 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1250 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1253 /* Other misc states */
1254 glDisable(GL_ALPHA_TEST
);
1255 checkGLcall("glDisable(GL_ALPHA_TEST)");
1256 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
1257 glDisable(GL_LIGHTING
);
1258 checkGLcall("glDisable GL_LIGHTING");
1259 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
1260 glDisable(GL_DEPTH_TEST
);
1261 checkGLcall("glDisable GL_DEPTH_TEST");
1262 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
1263 glDisableWINE(GL_FOG
);
1264 checkGLcall("glDisable GL_FOG");
1265 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
1266 glDisable(GL_BLEND
);
1267 checkGLcall("glDisable GL_BLEND");
1268 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1269 glDisable(GL_CULL_FACE
);
1270 checkGLcall("glDisable GL_CULL_FACE");
1271 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
1272 glDisable(GL_STENCIL_TEST
);
1273 checkGLcall("glDisable GL_STENCIL_TEST");
1274 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
1275 glDisable(GL_SCISSOR_TEST
);
1276 checkGLcall("glDisable GL_SCISSOR_TEST");
1277 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1278 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
1279 glDisable(GL_POINT_SPRITE_ARB
);
1280 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1281 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
1283 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1284 checkGLcall("glColorMask");
1285 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1286 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
1287 glDisable(GL_COLOR_SUM_EXT
);
1288 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
1289 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1292 /* Setup transforms */
1293 glMatrixMode(GL_MODELVIEW
);
1294 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1296 checkGLcall("glLoadIdentity()");
1297 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
1299 context
->last_was_rhw
= TRUE
;
1300 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
1302 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1303 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1304 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1305 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1306 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1307 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1308 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1310 set_blit_dimension(width
, height
);
1314 context
->blit_w
= width
; context
->blit_h
= height
;
1315 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1316 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1319 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1322 /*****************************************************************************
1323 * findThreadContextForSwapChain
1325 * Searches a swapchain for all contexts and picks one for the thread tid.
1326 * If none can be found the swapchain is requested to create a new context
1328 *****************************************************************************/
1329 static WineD3DContext
*findThreadContextForSwapChain(IWineD3DSwapChain
*swapchain
, DWORD tid
) {
1332 for(i
= 0; i
< ((IWineD3DSwapChainImpl
*) swapchain
)->num_contexts
; i
++) {
1333 if(((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
]->tid
== tid
) {
1334 return ((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
];
1339 /* Create a new context for the thread */
1340 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain
);
1343 /*****************************************************************************
1346 * Finds a context for the current render target and thread
1349 * target: Render target to find the context for
1350 * tid: Thread to activate the context for
1352 * Returns: The needed context
1354 *****************************************************************************/
1355 static inline WineD3DContext
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, DWORD tid
) {
1356 IWineD3DSwapChain
*swapchain
= NULL
;
1357 BOOL readTexture
= wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
&& This
->render_offscreen
;
1358 WineD3DContext
*context
= This
->activeContext
;
1359 BOOL oldRenderOffscreen
= This
->render_offscreen
;
1360 const struct GlPixelFormatDesc
*old
= ((IWineD3DSurfaceImpl
*)This
->lastActiveRenderTarget
)->resource
.format_desc
;
1361 const struct GlPixelFormatDesc
*new = ((IWineD3DSurfaceImpl
*)target
)->resource
.format_desc
;
1362 const struct StateEntry
*StateTable
= This
->StateTable
;
1364 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1365 * the alpha blend state changes with different render target formats
1367 if (old
->format
!= new->format
)
1369 /* Disable blending when the alpha mask has changed and when a format doesn't support blending */
1370 if ((old
->alpha_mask
&& !new->alpha_mask
) || (!old
->alpha_mask
&& new->alpha_mask
)
1371 || !(new->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
1373 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1377 if (SUCCEEDED(IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
))) {
1378 TRACE("Rendering onscreen\n");
1380 context
= findThreadContextForSwapChain(swapchain
, tid
);
1382 This
->render_offscreen
= FALSE
;
1383 /* The context != This->activeContext will catch a NOP context change. This can occur
1384 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1385 * rendering. No context change is needed in that case
1388 if(wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
) {
1389 if(This
->pbufferContext
&& tid
== This
->pbufferContext
->tid
) {
1390 This
->pbufferContext
->tid
= 0;
1393 IWineD3DSwapChain_Release(swapchain
);
1395 if(oldRenderOffscreen
) {
1396 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
1397 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
1398 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1399 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1400 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1404 TRACE("Rendering offscreen\n");
1405 This
->render_offscreen
= TRUE
;
1407 switch(wined3d_settings
.offscreen_rendering_mode
) {
1409 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
1410 if(This
->activeContext
&& tid
== This
->lastThread
) {
1411 context
= This
->activeContext
;
1413 /* This may happen if the app jumps straight into offscreen rendering
1414 * Start using the context of the primary swapchain. tid == 0 is no problem
1415 * for findThreadContextForSwapChain.
1417 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1418 * is perfect to call.
1420 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1426 IWineD3DSurfaceImpl
*targetimpl
= (IWineD3DSurfaceImpl
*) target
;
1427 if(This
->pbufferContext
== NULL
||
1428 This
->pbufferWidth
< targetimpl
->currentDesc
.Width
||
1429 This
->pbufferHeight
< targetimpl
->currentDesc
.Height
) {
1430 if(This
->pbufferContext
) {
1431 DestroyContext(This
, This
->pbufferContext
);
1434 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
1435 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
1437 This
->pbufferContext
= CreateContext(This
, targetimpl
,
1438 ((IWineD3DSwapChainImpl
*) This
->swapchains
[0])->context
[0]->win_handle
,
1439 TRUE
/* pbuffer */, &((IWineD3DSwapChainImpl
*)This
->swapchains
[0])->presentParms
);
1440 This
->pbufferWidth
= targetimpl
->currentDesc
.Width
;
1441 This
->pbufferHeight
= targetimpl
->currentDesc
.Height
;
1444 if(This
->pbufferContext
) {
1445 if(This
->pbufferContext
->tid
!= 0 && This
->pbufferContext
->tid
!= tid
) {
1446 FIXME("The PBuffr context is only supported for one thread for now!\n");
1448 This
->pbufferContext
->tid
= tid
;
1449 context
= This
->pbufferContext
;
1452 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
1453 wined3d_settings
.offscreen_rendering_mode
= ORM_BACKBUFFER
;
1457 case ORM_BACKBUFFER
:
1458 /* Stay with the currently active context for back buffer rendering */
1459 if(This
->activeContext
&& tid
== This
->lastThread
) {
1460 context
= This
->activeContext
;
1462 /* This may happen if the app jumps straight into offscreen rendering
1463 * Start using the context of the primary swapchain. tid == 0 is no problem
1464 * for findThreadContextForSwapChain.
1466 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1467 * is perfect to call.
1469 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1474 if(!oldRenderOffscreen
) {
1475 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
1476 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
1477 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1478 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1479 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1483 /* When switching away from an offscreen render target, and we're not using FBOs,
1484 * we have to read the drawable into the texture. This is done via PreLoad(and
1485 * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1486 * PreLoad needs a GL context, and FindContext is called before the context is activated.
1487 * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1488 * is read. This leads to these possible situations:
1490 * 0) lastActiveRenderTarget == target && oldTid == newTid:
1491 * Nothing to do, we don't even reach this code in this case...
1493 * 1) lastActiveRenderTarget != target && oldTid == newTid:
1494 * The currently active context is OK for readback. Call PreLoad, and it
1497 * 2) lastActiveRenderTarget == target && oldTid != newTid:
1498 * Nothing to do - the drawable is unchanged
1500 * 3) lastActiveRenderTarget != target && oldTid != newTid:
1501 * This is tricky. We have to get a context with the old drawable from somewhere
1502 * before we can switch to the new context. In this case, PreLoad calls
1503 * ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1504 * is case (2) then. The old drawable is activated for the new thread, and the
1505 * readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1506 * After that, the outer ActivateContext(which calls PreLoad) can activate the new
1507 * target for the new thread
1509 if (readTexture
&& This
->lastActiveRenderTarget
!= target
) {
1510 BOOL oldInDraw
= This
->isInDraw
;
1512 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1513 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1514 * when using offscreen rendering with multithreading
1516 This
->isInDraw
= TRUE
;
1518 /* Do that before switching the context:
1519 * Read the back buffer of the old drawable into the destination texture
1521 if(((IWineD3DSurfaceImpl
*)This
->lastActiveRenderTarget
)->glDescription
.srgbTextureName
) {
1522 surface_internal_preload(This
->lastActiveRenderTarget
, SRGB_BOTH
);
1524 surface_internal_preload(This
->lastActiveRenderTarget
, SRGB_RGB
);
1527 /* Assume that the drawable will be modified by some other things now */
1528 IWineD3DSurface_ModifyLocation(This
->lastActiveRenderTarget
, SFLAG_INDRAWABLE
, FALSE
);
1530 This
->isInDraw
= oldInDraw
;
1536 static void apply_draw_buffer(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, BOOL blit
)
1538 IWineD3DSwapChain
*swapchain
;
1540 if (SUCCEEDED(IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
)))
1542 IWineD3DSwapChain_Release((IUnknown
*)swapchain
);
1544 glDrawBuffer(surface_get_gl_buffer(target
, swapchain
));
1545 checkGLcall("glDrawBuffers()");
1551 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1555 if (GL_SUPPORT(ARB_DRAW_BUFFERS
))
1557 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers
), This
->draw_buffers
));
1558 checkGLcall("glDrawBuffers()");
1562 glDrawBuffer(This
->draw_buffers
[0]);
1563 checkGLcall("glDrawBuffer()");
1566 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
1567 checkGLcall("glDrawBuffer()");
1572 glDrawBuffer(This
->offscreenBuffer
);
1573 checkGLcall("glDrawBuffer()");
1579 /*****************************************************************************
1582 * Finds a rendering context and drawable matching the device and render
1583 * target for the current thread, activates them and puts them into the
1587 * This: Device to activate the context for
1588 * target: Requested render target
1589 * usage: Prepares the context for blitting, drawing or other actions
1591 *****************************************************************************/
1592 void ActivateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, ContextUsage usage
) {
1593 DWORD tid
= GetCurrentThreadId();
1594 DWORD i
, dirtyState
, idx
;
1596 WineD3DContext
*context
;
1597 const struct StateEntry
*StateTable
= This
->StateTable
;
1599 TRACE("(%p): Selecting context for render target %p, thread %d\n", This
, target
, tid
);
1600 if(This
->lastActiveRenderTarget
!= target
|| tid
!= This
->lastThread
) {
1601 context
= FindContext(This
, target
, tid
);
1602 context
->draw_buffer_dirty
= TRUE
;
1603 This
->lastActiveRenderTarget
= target
;
1604 This
->lastThread
= tid
;
1606 /* Stick to the old context */
1607 context
= This
->activeContext
;
1610 /* Activate the opengl context */
1611 if(last_device
!= This
|| context
!= This
->activeContext
) {
1614 /* Prevent an unneeded context switch as those are expensive */
1615 if(context
->glCtx
&& (context
->glCtx
== pwglGetCurrentContext())) {
1616 TRACE("Already using gl context %p\n", context
->glCtx
);
1619 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context
, context
->hdc
, context
->glCtx
);
1621 ret
= pwglMakeCurrent(context
->hdc
, context
->glCtx
);
1623 ERR("Failed to activate the new context\n");
1624 } else if(!context
->last_was_blit
) {
1625 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1627 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1630 if(This
->activeContext
->vshader_const_dirty
) {
1631 memset(This
->activeContext
->vshader_const_dirty
, 1,
1632 sizeof(*This
->activeContext
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
1634 if(This
->activeContext
->pshader_const_dirty
) {
1635 memset(This
->activeContext
->pshader_const_dirty
, 1,
1636 sizeof(*This
->activeContext
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
1638 This
->activeContext
= context
;
1643 case CTXUSAGE_CLEAR
:
1644 case CTXUSAGE_DRAWPRIM
:
1645 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1647 context_apply_fbo_state((IWineD3DDevice
*)This
);
1650 if (context
->draw_buffer_dirty
) {
1651 apply_draw_buffer(This
, target
, FALSE
);
1652 context
->draw_buffer_dirty
= FALSE
;
1657 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1658 if (This
->render_offscreen
) {
1659 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
1661 context_bind_fbo((IWineD3DDevice
*)This
, GL_FRAMEBUFFER_EXT
, &context
->dst_fbo
);
1662 context_attach_surface_fbo(This
, GL_FRAMEBUFFER_EXT
, 0, target
);
1663 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT
, GL_DEPTH_ATTACHMENT_EXT
, GL_RENDERBUFFER_EXT
, 0));
1664 checkGLcall("glFramebufferRenderbufferEXT");
1668 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
1669 checkGLcall("glFramebufferRenderbufferEXT");
1672 context
->draw_buffer_dirty
= TRUE
;
1674 if (context
->draw_buffer_dirty
) {
1675 apply_draw_buffer(This
, target
, TRUE
);
1676 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
1677 context
->draw_buffer_dirty
= FALSE
;
1687 case CTXUSAGE_RESOURCELOAD
:
1688 /* This does not require any special states to be set up */
1691 case CTXUSAGE_CLEAR
:
1692 if(context
->last_was_blit
) {
1693 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1696 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1697 * blending when clearing improves the clearing performance incredibly.
1700 glDisable(GL_BLEND
);
1702 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1705 glEnable(GL_SCISSOR_TEST
);
1706 checkGLcall("glEnable GL_SCISSOR_TEST");
1708 context
->last_was_blit
= FALSE
;
1709 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1710 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1713 case CTXUSAGE_DRAWPRIM
:
1714 /* This needs all dirty states applied */
1715 if(context
->last_was_blit
) {
1716 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1719 IWineD3DDeviceImpl_FindTexUnitMap(This
);
1722 for(i
=0; i
< context
->numDirtyEntries
; i
++) {
1723 dirtyState
= context
->dirtyArray
[i
];
1724 idx
= dirtyState
>> 5;
1725 shift
= dirtyState
& 0x1f;
1726 context
->isStateDirty
[idx
] &= ~(1 << shift
);
1727 StateTable
[dirtyState
].apply(dirtyState
, This
->stateBlock
, context
);
1730 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
1731 context
->last_was_blit
= FALSE
;
1735 SetupForBlit(This
, context
,
1736 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Width
,
1737 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Height
);
1741 FIXME("Unexpected context usage requested\n");
1745 WineD3DContext
*getActiveContext(void) {
1746 return last_device
->activeContext
;