2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 /* The last used device.
34 * If the application creates multiple devices and switches between them, ActivateContext has to
35 * change the opengl context. This flag allows to keep track which device is active
37 static IWineD3DDeviceImpl
*last_device
;
39 /* FBO helper functions */
41 void context_bind_fbo(IWineD3DDevice
*iface
, GLenum target
, GLuint
*fbo
)
43 const IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
47 GL_EXTCALL(glGenFramebuffersEXT(1, fbo
));
48 checkGLcall("glGenFramebuffersEXT()");
49 TRACE("Created FBO %d\n", *fbo
);
52 GL_EXTCALL(glBindFramebufferEXT(target
, *fbo
));
53 checkGLcall("glBindFramebuffer()");
56 static void context_destroy_fbo(IWineD3DDeviceImpl
*This
, const GLuint
*fbo
)
60 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, *fbo
));
61 checkGLcall("glBindFramebuffer()");
62 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
64 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
, GL_COLOR_ATTACHMENT0_EXT
+ i
, GL_TEXTURE_2D
, 0, 0));
65 checkGLcall("glFramebufferTexture2D()");
67 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
, GL_DEPTH_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
68 checkGLcall("glFramebufferTexture2D()");
69 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
70 checkGLcall("glBindFramebuffer()");
71 GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo
));
72 checkGLcall("glDeleteFramebuffers()");
75 static void context_apply_attachment_filter_states(IWineD3DDevice
*iface
, IWineD3DSurface
*surface
, BOOL force_preload
)
77 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
78 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
79 IWineD3DBaseTextureImpl
*texture_impl
;
80 BOOL update_minfilter
= FALSE
;
81 BOOL update_magfilter
= FALSE
;
83 /* Update base texture states array */
84 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface
, &IID_IWineD3DBaseTexture
, (void **)&texture_impl
)))
86 if (texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_POINT
87 || texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] != WINED3DTEXF_NONE
)
89 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
90 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
91 update_minfilter
= TRUE
;
94 if (texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_POINT
)
96 texture_impl
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
97 update_magfilter
= TRUE
;
100 if (texture_impl
->baseTexture
.bindCount
)
102 WARN("Render targets should not be bound to a sampler\n");
103 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_SAMPLER(texture_impl
->baseTexture
.sampler
));
106 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*)texture_impl
);
109 if (update_minfilter
|| update_magfilter
|| force_preload
)
111 GLenum target
, bind_target
;
114 target
= surface_impl
->glDescription
.target
;
115 if (target
== GL_TEXTURE_2D
)
117 bind_target
= GL_TEXTURE_2D
;
118 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
119 } else if (target
== GL_TEXTURE_RECTANGLE_ARB
) {
120 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
121 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
123 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
124 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB
, &old_binding
);
127 IWineD3DSurface_PreLoad(surface
);
129 glBindTexture(bind_target
, surface_impl
->glDescription
.textureName
);
130 if (update_minfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
131 if (update_magfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
132 glBindTexture(bind_target
, old_binding
);
135 checkGLcall("apply_attachment_filter_states()");
138 /* TODO: Handle stencil attachments */
139 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl
*This
, GLenum fbo_target
, IWineD3DSurface
*depth_stencil
, BOOL use_render_buffer
)
141 IWineD3DSurfaceImpl
*depth_stencil_impl
= (IWineD3DSurfaceImpl
*)depth_stencil
;
143 TRACE("Attach depth stencil %p\n", depth_stencil
);
147 if (use_render_buffer
&& depth_stencil_impl
->current_renderbuffer
)
149 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
, GL_RENDERBUFFER_EXT
, depth_stencil_impl
->current_renderbuffer
->id
));
150 checkGLcall("glFramebufferRenderbufferEXT()");
152 context_apply_attachment_filter_states((IWineD3DDevice
*)This
, depth_stencil
, TRUE
);
154 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
, depth_stencil_impl
->glDescription
.target
,
155 depth_stencil_impl
->glDescription
.textureName
, depth_stencil_impl
->glDescription
.level
));
156 checkGLcall("glFramebufferTexture2DEXT()");
159 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_DEPTH_ATTACHMENT_EXT
, GL_TEXTURE_2D
, 0, 0));
160 checkGLcall("glFramebufferTexture2DEXT()");
164 void context_attach_surface_fbo(IWineD3DDeviceImpl
*This
, GLenum fbo_target
, DWORD idx
, IWineD3DSurface
*surface
)
166 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
168 TRACE("Attach surface %p to %u\n", surface
, idx
);
172 context_apply_attachment_filter_states((IWineD3DDevice
*)This
, surface
, TRUE
);
174 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_COLOR_ATTACHMENT0_EXT
+ idx
, surface_impl
->glDescription
.target
,
175 surface_impl
->glDescription
.textureName
, surface_impl
->glDescription
.level
));
176 checkGLcall("glFramebufferTexture2DEXT()");
178 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target
, GL_COLOR_ATTACHMENT0_EXT
+ idx
, GL_TEXTURE_2D
, 0, 0));
179 checkGLcall("glFramebufferTexture2DEXT()");
183 static void context_check_fbo_status(IWineD3DDevice
*iface
)
185 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
188 status
= GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT
));
189 if (status
== GL_FRAMEBUFFER_COMPLETE_EXT
)
191 TRACE("FBO complete\n");
193 IWineD3DSurfaceImpl
*attachment
;
195 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
197 /* Dump the FBO attachments */
198 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
200 attachment
= (IWineD3DSurfaceImpl
*)This
->activeContext
->current_fbo
->render_targets
[i
];
203 FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i
, attachment
, debug_d3dformat(attachment
->resource
.format
),
204 attachment
->pow2Width
, attachment
->pow2Height
);
207 attachment
= (IWineD3DSurfaceImpl
*)This
->activeContext
->current_fbo
->depth_stencil
;
210 FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment
, debug_d3dformat(attachment
->resource
.format
),
211 attachment
->pow2Width
, attachment
->pow2Height
);
216 static struct fbo_entry
*context_create_fbo_entry(IWineD3DDevice
*iface
)
218 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
219 struct fbo_entry
*entry
;
221 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
222 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
223 memcpy(entry
->render_targets
, This
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
224 entry
->depth_stencil
= This
->stencilBufferTarget
;
225 entry
->attached
= FALSE
;
231 static void context_destroy_fbo_entry(IWineD3DDeviceImpl
*This
, struct fbo_entry
*entry
)
235 TRACE("Destroy FBO %d\n", entry
->id
);
236 context_destroy_fbo(This
, &entry
->id
);
238 list_remove(&entry
->entry
);
239 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
240 HeapFree(GetProcessHeap(), 0, entry
);
244 static struct fbo_entry
*context_find_fbo_entry(IWineD3DDevice
*iface
, WineD3DContext
*context
)
246 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
247 struct fbo_entry
*entry
;
249 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
251 if (!memcmp(entry
->render_targets
, This
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
))
252 && entry
->depth_stencil
== This
->stencilBufferTarget
)
258 entry
= context_create_fbo_entry(iface
);
259 list_add_head(&context
->fbo_list
, &entry
->entry
);
263 static void context_apply_fbo_entry(IWineD3DDevice
*iface
, struct fbo_entry
*entry
)
265 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
268 context_bind_fbo(iface
, GL_FRAMEBUFFER_EXT
, &entry
->id
);
270 if (!entry
->attached
)
272 /* Apply render targets */
273 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
275 IWineD3DSurface
*render_target
= This
->render_targets
[i
];
276 context_attach_surface_fbo(This
, GL_FRAMEBUFFER_EXT
, i
, render_target
);
279 /* Apply depth targets */
280 if (This
->stencilBufferTarget
) {
281 unsigned int w
= ((IWineD3DSurfaceImpl
*)This
->render_targets
[0])->pow2Width
;
282 unsigned int h
= ((IWineD3DSurfaceImpl
*)This
->render_targets
[0])->pow2Height
;
284 surface_set_compatible_renderbuffer(This
->stencilBufferTarget
, w
, h
);
286 context_attach_depth_stencil_fbo(This
, GL_FRAMEBUFFER_EXT
, This
->stencilBufferTarget
, TRUE
);
288 entry
->attached
= TRUE
;
290 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
292 if (This
->render_targets
[i
])
293 context_apply_attachment_filter_states(iface
, This
->render_targets
[i
], FALSE
);
295 if (This
->stencilBufferTarget
)
296 context_apply_attachment_filter_states(iface
, This
->stencilBufferTarget
, FALSE
);
299 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
301 if (This
->render_targets
[i
])
302 This
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0_EXT
+ i
;
304 This
->draw_buffers
[i
] = GL_NONE
;
308 static void context_apply_fbo_state(IWineD3DDevice
*iface
)
310 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
311 WineD3DContext
*context
= This
->activeContext
;
313 if (This
->render_offscreen
)
315 context
->current_fbo
= context_find_fbo_entry(iface
, context
);
316 context_apply_fbo_entry(iface
, context
->current_fbo
);
318 context
->current_fbo
= NULL
;
319 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
322 context_check_fbo_status(iface
);
325 void context_resource_released(IWineD3DDevice
*iface
, IWineD3DResource
*resource
, WINED3DRESOURCETYPE type
)
327 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
332 case WINED3DRTYPE_SURFACE
:
334 for (i
= 0; i
< This
->numContexts
; ++i
)
336 struct fbo_entry
*entry
, *entry2
;
338 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &This
->contexts
[i
]->fbo_list
, struct fbo_entry
, entry
)
340 BOOL destroyed
= FALSE
;
343 for (j
= 0; !destroyed
&& j
< GL_LIMITS(buffers
); ++j
)
345 if (entry
->render_targets
[j
] == (IWineD3DSurface
*)resource
)
347 context_destroy_fbo_entry(This
, entry
);
352 if (!destroyed
&& entry
->depth_stencil
== (IWineD3DSurface
*)resource
)
353 context_destroy_fbo_entry(This
, entry
);
365 /*****************************************************************************
366 * Context_MarkStateDirty
368 * Marks a state in a context dirty. Only one context, opposed to
369 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
373 * context: Context to mark the state dirty in
374 * state: State to mark dirty
375 * StateTable: Pointer to the state table in use(for state grouping)
377 *****************************************************************************/
378 static void Context_MarkStateDirty(WineD3DContext
*context
, DWORD state
, const struct StateEntry
*StateTable
) {
379 DWORD rep
= StateTable
[state
].representative
;
383 if(!rep
|| isStateDirty(context
, rep
)) return;
385 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
388 context
->isStateDirty
[idx
] |= (1 << shift
);
391 /*****************************************************************************
394 * Adds a context to the context array. Helper function for CreateContext
396 * This method is not called in performance-critical code paths, only when a
397 * new render target or swapchain is created. Thus performance is not an issue
401 * This: Device to add the context for
402 * hdc: device context
403 * glCtx: WGL context to add
404 * pbuffer: optional pbuffer used with this context
406 *****************************************************************************/
407 static WineD3DContext
*AddContextToArray(IWineD3DDeviceImpl
*This
, HWND win_handle
, HDC hdc
, HGLRC glCtx
, HPBUFFERARB pbuffer
) {
408 WineD3DContext
**oldArray
= This
->contexts
;
411 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * (This
->numContexts
+ 1));
412 if(This
->contexts
== NULL
) {
413 ERR("Unable to grow the context array\n");
414 This
->contexts
= oldArray
;
418 memcpy(This
->contexts
, oldArray
, sizeof(*This
->contexts
) * This
->numContexts
);
421 This
->contexts
[This
->numContexts
] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(WineD3DContext
));
422 if(This
->contexts
[This
->numContexts
] == NULL
) {
423 ERR("Unable to allocate a new context\n");
424 HeapFree(GetProcessHeap(), 0, This
->contexts
);
425 This
->contexts
= oldArray
;
429 This
->contexts
[This
->numContexts
]->hdc
= hdc
;
430 This
->contexts
[This
->numContexts
]->glCtx
= glCtx
;
431 This
->contexts
[This
->numContexts
]->pbuffer
= pbuffer
;
432 This
->contexts
[This
->numContexts
]->win_handle
= win_handle
;
433 HeapFree(GetProcessHeap(), 0, oldArray
);
435 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
437 for(state
= 0; state
<= STATE_HIGHEST
; state
++) {
438 Context_MarkStateDirty(This
->contexts
[This
->numContexts
], state
, This
->StateTable
);
442 TRACE("Created context %p\n", This
->contexts
[This
->numContexts
- 1]);
443 return This
->contexts
[This
->numContexts
- 1];
446 /* This function takes care of WineD3D pixel format selection. */
447 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
, WINED3DFORMAT ColorFormat
, WINED3DFORMAT DepthStencilFormat
, BOOL auxBuffers
, int numSamples
, BOOL pbuffer
, BOOL findCompatible
)
449 int iPixelFormat
=0, matchtry
;
450 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
451 short depthBits
=0, stencilBits
=0;
458 /* First, try without alpha match buffers. MacOS supports aux buffers only
459 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
460 * Then try without aux buffers - this is the most common cause for not
461 * finding a pixel format. Also some drivers(the open source ones)
462 * only offer 32 bit ARB pixel formats. First try without an exact alpha
463 * match, then try without an exact alpha and color match.
465 { TRUE
, TRUE
, TRUE
},
466 { TRUE
, FALSE
, TRUE
},
467 { FALSE
, TRUE
, TRUE
},
468 { FALSE
, FALSE
, TRUE
},
469 { TRUE
, FALSE
, FALSE
},
470 { FALSE
, FALSE
, FALSE
},
474 int nCfgs
= This
->adapter
->nCfgs
;
476 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
477 debug_d3dformat(ColorFormat
), debug_d3dformat(DepthStencilFormat
), auxBuffers
, numSamples
, pbuffer
, findCompatible
);
479 if(!getColorBits(ColorFormat
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
)) {
480 ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat
), ColorFormat
);
484 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
485 * You are able to add a depth + stencil surface at a later stage when you need it.
486 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
487 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
488 * context, need torecreate shaders, textures and other resources.
490 * The context manager already takes care of the state problem and for the other tasks code from Reset
491 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
492 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
493 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
494 * issue needs to be fixed. */
495 if(DepthStencilFormat
!= WINED3DFMT_D24S8
)
496 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
498 DepthStencilFormat
= WINED3DFMT_D24S8
;
500 if(DepthStencilFormat
) {
501 getDepthStencilBits(DepthStencilFormat
, &depthBits
, &stencilBits
);
504 for(matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(matches
[0])) && !iPixelFormat
; matchtry
++) {
505 for(i
=0; i
<nCfgs
; i
++) {
506 BOOL exactDepthMatch
= TRUE
;
507 WineD3D_PixelFormat
*cfg
= &This
->adapter
->cfgs
[i
];
509 /* For now only accept RGBA formats. Perhaps some day we will
510 * allow floating point formats for pbuffers. */
511 if(cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
514 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
515 if(!pbuffer
&& !(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
518 /* We like to have aux buffers in backbuffer mode */
519 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
522 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
523 if(pbuffer
&& (!cfg
->pbufferDrawable
|| cfg
->doubleBuffer
))
526 if(matches
[matchtry
].exact_color
) {
527 if(cfg
->redSize
!= redBits
)
529 if(cfg
->greenSize
!= greenBits
)
531 if(cfg
->blueSize
!= blueBits
)
534 if(cfg
->redSize
< redBits
)
536 if(cfg
->greenSize
< greenBits
)
538 if(cfg
->blueSize
< blueBits
)
541 if(matches
[matchtry
].exact_alpha
) {
542 if(cfg
->alphaSize
!= alphaBits
)
545 if(cfg
->alphaSize
< alphaBits
)
549 /* We try to locate a format which matches our requirements exactly. In case of
550 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
551 if(cfg
->depthSize
< depthBits
)
553 else if(cfg
->depthSize
> depthBits
)
554 exactDepthMatch
= FALSE
;
556 /* In all cases make sure the number of stencil bits matches our requirements
557 * even when we don't need stencil because it could affect performance EXCEPT
558 * on cards which don't offer depth formats without stencil like the i915 drivers
560 if(stencilBits
!= cfg
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
563 /* Check multisampling support */
564 if(cfg
->numSamples
!= numSamples
)
567 /* When we have passed all the checks then we have found a format which matches our
568 * requirements. Note that we only check for a limit number of capabilities right now,
569 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
570 * can still differ in things like multisampling, stereo, SRGB and other flags.
573 /* Exit the loop as we have found a format :) */
574 if(exactDepthMatch
) {
575 iPixelFormat
= cfg
->iPixelFormat
;
577 } else if(!iPixelFormat
) {
578 /* In the end we might end up with a format which doesn't exactly match our depth
579 * requirements. Accept the first format we found because formats with higher iPixelFormat
580 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
581 iPixelFormat
= cfg
->iPixelFormat
;
586 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
587 if(!iPixelFormat
&& !findCompatible
) {
588 ERR("Can't find a suitable iPixelFormat\n");
590 } else if(!iPixelFormat
) {
591 PIXELFORMATDESCRIPTOR pfd
;
593 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
594 /* PixelFormat selection */
595 ZeroMemory(&pfd
, sizeof(pfd
));
596 pfd
.nSize
= sizeof(pfd
);
598 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
599 pfd
.iPixelType
= PFD_TYPE_RGBA
;
600 pfd
.cAlphaBits
= alphaBits
;
601 pfd
.cColorBits
= colorBits
;
602 pfd
.cDepthBits
= depthBits
;
603 pfd
.cStencilBits
= stencilBits
;
604 pfd
.iLayerType
= PFD_MAIN_PLANE
;
606 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
608 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
609 ERR("Can't find a suitable iPixelFormat\n");
614 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat
, debug_d3dformat(ColorFormat
), debug_d3dformat(DepthStencilFormat
));
618 /*****************************************************************************
621 * Creates a new context for a window, or a pbuffer context.
624 * This: Device to activate the context for
625 * target: Surface this context will render to
626 * win_handle: handle to the window which we are drawing to
627 * create_pbuffer: tells whether to create a pbuffer or not
628 * pPresentParameters: contains the pixelformats to use for onscreen rendering
630 *****************************************************************************/
631 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win_handle
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
) {
632 HDC oldDrawable
, hdc
;
633 HPBUFFERARB pbuffer
= NULL
;
634 HGLRC ctx
= NULL
, oldCtx
;
635 WineD3DContext
*ret
= NULL
;
638 TRACE("(%p): Creating a %s context for render target %p\n", This
, create_pbuffer
? "offscreen" : "onscreen", target
);
641 HDC hdc_parent
= GetDC(win_handle
);
642 int iPixelFormat
= 0;
644 IWineD3DSurface
*StencilSurface
= This
->stencilBufferTarget
;
645 WINED3DFORMAT StencilBufferFormat
= (NULL
!= StencilSurface
) ? ((IWineD3DSurfaceImpl
*) StencilSurface
)->resource
.format
: 0;
647 /* Try to find a pixel format with pbuffer support. */
648 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format
, StencilBufferFormat
, FALSE
/* auxBuffers */, 0 /* numSamples */, TRUE
/* PBUFFER */, FALSE
/* findCompatible */);
650 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
652 /* For some reason we weren't able to find a format, try to find something instead of crashing.
653 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
654 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format
, StencilBufferFormat
, FALSE
/* auxBuffer */, 0 /* numSamples */, TRUE
/* PBUFFER */, TRUE
/* findCompatible */);
657 /* This shouldn't happen as ChoosePixelFormat always returns something */
659 ERR("Unable to locate a pixel format for a pbuffer\n");
660 ReleaseDC(win_handle
, hdc_parent
);
664 TRACE("Creating a pBuffer drawable for the new context\n");
665 pbuffer
= GL_EXTCALL(wglCreatePbufferARB(hdc_parent
, iPixelFormat
, target
->currentDesc
.Width
, target
->currentDesc
.Height
, 0));
667 ERR("Cannot create a pbuffer\n");
668 ReleaseDC(win_handle
, hdc_parent
);
672 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
673 hdc
= GL_EXTCALL(wglGetPbufferDCARB(pbuffer
));
675 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer
);
676 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
677 ReleaseDC(win_handle
, hdc_parent
);
680 ReleaseDC(win_handle
, hdc_parent
);
682 PIXELFORMATDESCRIPTOR pfd
;
685 WINED3DFORMAT ColorFormat
= target
->resource
.format
;
686 WINED3DFORMAT DepthStencilFormat
= 0;
687 BOOL auxBuffers
= FALSE
;
690 hdc
= GetDC(win_handle
);
692 ERR("Cannot retrieve a device context!\n");
696 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
697 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
700 if(target
->resource
.format
== WINED3DFMT_X4R4G4B4
)
701 ColorFormat
= WINED3DFMT_A4R4G4B4
;
702 else if(target
->resource
.format
== WINED3DFMT_X8R8G8B8
)
703 ColorFormat
= WINED3DFMT_A8R8G8B8
;
706 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
707 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
708 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
709 * a format with 8bit alpha, so request A8R8G8B8. */
710 if(ColorFormat
== WINED3DFMT_P8
)
711 ColorFormat
= WINED3DFMT_A8R8G8B8
;
713 /* Retrieve the depth stencil format from the present parameters.
714 * The choice of the proper format can give a nice performance boost
715 * in case of GPU limited programs. */
716 if(pPresentParms
->EnableAutoDepthStencil
) {
717 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms
->AutoDepthStencilFormat
));
718 DepthStencilFormat
= pPresentParms
->AutoDepthStencilFormat
;
721 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
722 if(pPresentParms
->MultiSampleType
&& (pPresentParms
->SwapEffect
== WINED3DSWAPEFFECT_DISCARD
)) {
723 if(!GL_SUPPORT(ARB_MULTISAMPLE
))
724 ERR("The program is requesting multisampling without support!\n");
726 ERR("Requesting MultiSampleType=%d\n", pPresentParms
->MultiSampleType
);
727 numSamples
= pPresentParms
->MultiSampleType
;
731 /* Try to find a pixel format which matches our requirements */
732 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, ColorFormat
, DepthStencilFormat
, auxBuffers
, numSamples
, FALSE
/* PBUFFER */, FALSE
/* findCompatible */);
734 /* Try to locate a compatible format if we weren't able to find anything */
736 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
737 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, ColorFormat
, DepthStencilFormat
, auxBuffers
, 0 /* numSamples */, FALSE
/* PBUFFER */, TRUE
/* findCompatible */ );
740 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
742 ERR("Can't find a suitable iPixelFormat\n");
746 DescribePixelFormat(hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
747 res
= SetPixelFormat(hdc
, iPixelFormat
, NULL
);
749 int oldPixelFormat
= GetPixelFormat(hdc
);
751 /* By default WGL doesn't allow pixel format adjustments but we need it here.
752 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
753 * set the pixel format multiple times. Only use it when it is really needed. */
755 if(oldPixelFormat
== iPixelFormat
) {
756 /* We don't have to do anything as the formats are the same :) */
757 } else if(oldPixelFormat
&& GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
)) {
758 res
= GL_EXTCALL(wglSetPixelFormatWINE(hdc
, iPixelFormat
, NULL
));
761 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
764 } else if(oldPixelFormat
) {
765 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
766 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
767 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc
, oldPixelFormat
);
769 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
775 ctx
= pwglCreateContext(hdc
);
776 if(This
->numContexts
) pwglShareLists(This
->contexts
[0]->glCtx
, ctx
);
779 ERR("Failed to create a WGL context\n");
781 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
782 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
786 ret
= AddContextToArray(This
, win_handle
, hdc
, ctx
, pbuffer
);
788 ERR("Failed to add the newly created context to the context list\n");
789 pwglDeleteContext(ctx
);
791 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
792 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
796 ret
->surface
= (IWineD3DSurface
*) target
;
797 ret
->isPBuffer
= create_pbuffer
;
798 ret
->tid
= GetCurrentThreadId();
799 if(This
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*) This
)) {
800 /* Create the dirty constants array and initialize them to dirty */
801 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
802 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
803 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
804 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
805 memset(ret
->vshader_const_dirty
, 1,
806 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
807 memset(ret
->pshader_const_dirty
, 1,
808 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
811 TRACE("Successfully created new context %p\n", ret
);
813 list_init(&ret
->fbo_list
);
815 /* Set up the context defaults */
816 oldCtx
= pwglGetCurrentContext();
817 oldDrawable
= pwglGetCurrentDC();
818 if(oldCtx
&& oldDrawable
) {
819 /* See comment in ActivateContext context switching */
820 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
822 if(pwglMakeCurrent(hdc
, ctx
) == FALSE
) {
823 ERR("Cannot activate context to set up defaults\n");
829 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
831 TRACE("Setting up the screen\n");
832 /* Clear the screen */
833 glClearColor(1.0, 0.0, 0.0, 0.0);
834 checkGLcall("glClearColor");
837 glClearStencil(0xffff);
839 checkGLcall("glClear");
841 glColor3f(1.0, 1.0, 1.0);
842 checkGLcall("glColor3f");
844 glEnable(GL_LIGHTING
);
845 checkGLcall("glEnable");
847 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
848 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
850 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
851 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
853 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
854 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
856 glPixelStorei(GL_PACK_ALIGNMENT
, This
->surface_alignment
);
857 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
858 glPixelStorei(GL_UNPACK_ALIGNMENT
, This
->surface_alignment
);
859 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
861 if(GL_SUPPORT(APPLE_CLIENT_STORAGE
)) {
862 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
863 * and textures in DIB sections(due to the memory protection).
865 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
866 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
868 if(GL_SUPPORT(ARB_VERTEX_BLEND
)) {
869 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
870 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
871 * GL_VERTEX_BLEND_ARB isn't enabled too
873 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
874 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
876 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
877 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
878 * the previous texture where to source the offset from is always unit - 1.
880 for(s
= 1; s
< GL_LIMITS(textures
); s
++) {
881 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
882 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
883 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
887 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
888 for(s
= 0; s
< GL_LIMITS(textures
); s
++) {
889 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
890 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
891 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
896 /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
897 * but enable it for the first context we create, and reenable it on the old context
899 if(oldDrawable
&& oldCtx
) {
900 pwglMakeCurrent(oldDrawable
, oldCtx
);
904 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
912 /*****************************************************************************
913 * RemoveContextFromArray
915 * Removes a context from the context manager. The opengl context is not
916 * destroyed or unset. context is not a valid pointer after that call.
918 * Similar to the former call this isn't a performance critical function. A
919 * helper function for DestroyContext.
922 * This: Device to activate the context for
923 * context: Context to remove
925 *****************************************************************************/
926 static void RemoveContextFromArray(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
928 WineD3DContext
**oldArray
= This
->contexts
;
930 TRACE("Removing ctx %p\n", context
);
934 if(This
->numContexts
) {
935 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * This
->numContexts
);
936 if(!This
->contexts
) {
937 ERR("Cannot allocate a new context array, PANIC!!!\n");
940 /* Note that we decreased numContexts a few lines up, so use '<=' instead of '<' */
941 for(s
= 0; s
<= This
->numContexts
; s
++) {
942 if(oldArray
[s
] == context
) continue;
943 This
->contexts
[t
] = oldArray
[s
];
947 This
->contexts
= NULL
;
950 HeapFree(GetProcessHeap(), 0, context
);
951 HeapFree(GetProcessHeap(), 0, oldArray
);
954 /*****************************************************************************
957 * Destroys a wineD3DContext
960 * This: Device to activate the context for
961 * context: Context to destroy
963 *****************************************************************************/
964 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
965 struct fbo_entry
*entry
, *entry2
;
967 TRACE("Destroying ctx %p\n", context
);
969 /* The correct GL context needs to be active to cleanup the GL resources below */
970 if(pwglGetCurrentContext() != context
->glCtx
){
971 pwglMakeCurrent(context
->hdc
, context
->glCtx
);
977 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
) {
978 context_destroy_fbo_entry(This
, entry
);
980 if (context
->src_fbo
) {
981 TRACE("Destroy src FBO %d\n", context
->src_fbo
);
982 context_destroy_fbo(This
, &context
->src_fbo
);
984 if (context
->dst_fbo
) {
985 TRACE("Destroy dst FBO %d\n", context
->dst_fbo
);
986 context_destroy_fbo(This
, &context
->dst_fbo
);
991 /* Cleanup the GL context */
992 pwglMakeCurrent(NULL
, NULL
);
993 if(context
->isPBuffer
) {
994 GL_EXTCALL(wglReleasePbufferDCARB(context
->pbuffer
, context
->hdc
));
995 GL_EXTCALL(wglDestroyPbufferARB(context
->pbuffer
));
996 } else ReleaseDC(context
->win_handle
, context
->hdc
);
997 pwglDeleteContext(context
->glCtx
);
999 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
1000 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
1001 RemoveContextFromArray(This
, context
);
1004 static inline void set_blit_dimension(UINT width
, UINT height
) {
1005 glMatrixMode(GL_PROJECTION
);
1006 checkGLcall("glMatrixMode(GL_PROJECTION)");
1008 checkGLcall("glLoadIdentity()");
1009 glOrtho(0, width
, height
, 0, 0.0, -1.0);
1010 checkGLcall("glOrtho");
1011 glViewport(0, 0, width
, height
);
1012 checkGLcall("glViewport");
1015 /*****************************************************************************
1018 * Sets up a context for DirectDraw blitting.
1019 * All texture units are disabled, texture unit 0 is set as current unit
1020 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1021 * color writing enabled for all channels
1022 * register combiners disabled, shaders disabled
1023 * world matrix is set to identity, texture matrix 0 too
1024 * projection matrix is setup for drawing screen coordinates
1027 * This: Device to activate the context for
1028 * context: Context to setup
1029 * width: render target width
1030 * height: render target height
1032 *****************************************************************************/
1033 static inline void SetupForBlit(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
, UINT width
, UINT height
) {
1035 const struct StateEntry
*StateTable
= This
->StateTable
;
1037 TRACE("Setting up context %p for blitting\n", context
);
1038 if(context
->last_was_blit
) {
1039 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
1040 set_blit_dimension(width
, height
);
1041 context
->blit_w
= width
; context
->blit_h
= height
;
1042 /* No need to dirtify here, the states are still dirtified because they weren't
1043 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1047 TRACE("Context is already set up for blitting, nothing to do\n");
1050 context
->last_was_blit
= TRUE
;
1052 /* TODO: Use a display list */
1054 /* Disable shaders */
1055 This
->shader_backend
->shader_cleanup((IWineD3DDevice
*) This
);
1056 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
1057 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
1059 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1060 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1061 * which can safely be called from here, we only lock once instead locking/unlocking
1062 * after each GL call.
1066 /* Disable all textures. The caller can then bind a texture it wants to blit
1069 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
1070 /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1071 * function texture unit. No need to care for higher samplers
1073 for(i
= GL_LIMITS(textures
) - 1; i
> 0 ; i
--) {
1074 sampler
= This
->rev_tex_unit_map
[i
];
1075 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1076 checkGLcall("glActiveTextureARB");
1078 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
1079 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1080 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1082 glDisable(GL_TEXTURE_3D
);
1083 checkGLcall("glDisable GL_TEXTURE_3D");
1084 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
1085 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1086 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1088 glDisable(GL_TEXTURE_2D
);
1089 checkGLcall("glDisable GL_TEXTURE_2D");
1091 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1092 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1094 if (sampler
!= -1) {
1095 if (sampler
< MAX_TEXTURES
) {
1096 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1098 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1101 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
1102 checkGLcall("glActiveTextureARB");
1105 sampler
= This
->rev_tex_unit_map
[0];
1107 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
1108 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1109 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1111 glDisable(GL_TEXTURE_3D
);
1112 checkGLcall("glDisable GL_TEXTURE_3D");
1113 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
1114 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1115 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1117 glDisable(GL_TEXTURE_2D
);
1118 checkGLcall("glDisable GL_TEXTURE_2D");
1120 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1122 glMatrixMode(GL_TEXTURE
);
1123 checkGLcall("glMatrixMode(GL_TEXTURE)");
1125 checkGLcall("glLoadIdentity()");
1127 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS
)) {
1128 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1129 GL_TEXTURE_LOD_BIAS_EXT
,
1131 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1134 if (sampler
!= -1) {
1135 if (sampler
< MAX_TEXTURES
) {
1136 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
), StateTable
);
1137 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1139 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1142 /* Other misc states */
1143 glDisable(GL_ALPHA_TEST
);
1144 checkGLcall("glDisable(GL_ALPHA_TEST)");
1145 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
1146 glDisable(GL_LIGHTING
);
1147 checkGLcall("glDisable GL_LIGHTING");
1148 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
1149 glDisable(GL_DEPTH_TEST
);
1150 checkGLcall("glDisable GL_DEPTH_TEST");
1151 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
1153 checkGLcall("glDisable GL_FOG");
1154 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
1155 glDisable(GL_BLEND
);
1156 checkGLcall("glDisable GL_BLEND");
1157 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1158 glDisable(GL_CULL_FACE
);
1159 checkGLcall("glDisable GL_CULL_FACE");
1160 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
1161 glDisable(GL_STENCIL_TEST
);
1162 checkGLcall("glDisable GL_STENCIL_TEST");
1163 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
1164 glDisable(GL_SCISSOR_TEST
);
1165 checkGLcall("glDisable GL_SCISSOR_TEST");
1166 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1167 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
1168 glDisable(GL_POINT_SPRITE_ARB
);
1169 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1170 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
1172 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1173 checkGLcall("glColorMask");
1174 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1175 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
1176 glDisable(GL_COLOR_SUM_EXT
);
1177 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
1178 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1181 /* Setup transforms */
1182 glMatrixMode(GL_MODELVIEW
);
1183 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1185 checkGLcall("glLoadIdentity()");
1186 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
1188 context
->last_was_rhw
= TRUE
;
1189 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
1191 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1192 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1193 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1194 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1195 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1196 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1197 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1200 set_blit_dimension(width
, height
);
1201 context
->blit_w
= width
; context
->blit_h
= height
;
1202 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1203 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1206 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1209 /*****************************************************************************
1210 * findThreadContextForSwapChain
1212 * Searches a swapchain for all contexts and picks one for the thread tid.
1213 * If none can be found the swapchain is requested to create a new context
1215 *****************************************************************************/
1216 static WineD3DContext
*findThreadContextForSwapChain(IWineD3DSwapChain
*swapchain
, DWORD tid
) {
1219 for(i
= 0; i
< ((IWineD3DSwapChainImpl
*) swapchain
)->num_contexts
; i
++) {
1220 if(((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
]->tid
== tid
) {
1221 return ((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
];
1226 /* Create a new context for the thread */
1227 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain
);
1230 /*****************************************************************************
1233 * Finds a context for the current render target and thread
1236 * target: Render target to find the context for
1237 * tid: Thread to activate the context for
1239 * Returns: The needed context
1241 *****************************************************************************/
1242 static inline WineD3DContext
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, DWORD tid
) {
1243 IWineD3DSwapChain
*swapchain
= NULL
;
1244 BOOL readTexture
= wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
&& This
->render_offscreen
;
1245 WineD3DContext
*context
= This
->activeContext
;
1246 BOOL oldRenderOffscreen
= This
->render_offscreen
;
1247 const WINED3DFORMAT oldFmt
= ((IWineD3DSurfaceImpl
*) This
->lastActiveRenderTarget
)->resource
.format
;
1248 const WINED3DFORMAT newFmt
= ((IWineD3DSurfaceImpl
*) target
)->resource
.format
;
1249 const struct StateEntry
*StateTable
= This
->StateTable
;
1251 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1252 * the alpha blend state changes with different render target formats
1254 if(oldFmt
!= newFmt
) {
1255 const GlPixelFormatDesc
*glDesc
;
1256 const StaticPixelFormatDesc
*old
= getFormatDescEntry(oldFmt
, NULL
, NULL
);
1257 const StaticPixelFormatDesc
*new = getFormatDescEntry(newFmt
, &GLINFO_LOCATION
, &glDesc
);
1259 /* Disable blending when the alphaMask has changed and when a format doesn't support blending */
1260 if((old
->alphaMask
&& !new->alphaMask
) || (!old
->alphaMask
&& new->alphaMask
) || !(glDesc
->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
)) {
1261 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1265 if (SUCCEEDED(IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
))) {
1266 TRACE("Rendering onscreen\n");
1268 context
= findThreadContextForSwapChain(swapchain
, tid
);
1270 This
->render_offscreen
= FALSE
;
1271 /* The context != This->activeContext will catch a NOP context change. This can occur
1272 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1273 * rendering. No context change is needed in that case
1276 if(wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
) {
1277 if(This
->pbufferContext
&& tid
== This
->pbufferContext
->tid
) {
1278 This
->pbufferContext
->tid
= 0;
1281 IWineD3DSwapChain_Release(swapchain
);
1283 if(oldRenderOffscreen
) {
1284 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
1285 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
1286 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1287 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1288 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1292 TRACE("Rendering offscreen\n");
1293 This
->render_offscreen
= TRUE
;
1295 switch(wined3d_settings
.offscreen_rendering_mode
) {
1297 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
1298 if(This
->activeContext
&& tid
== This
->lastThread
) {
1299 context
= This
->activeContext
;
1301 /* This may happen if the app jumps straight into offscreen rendering
1302 * Start using the context of the primary swapchain. tid == 0 is no problem
1303 * for findThreadContextForSwapChain.
1305 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1306 * is perfect to call.
1308 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1314 IWineD3DSurfaceImpl
*targetimpl
= (IWineD3DSurfaceImpl
*) target
;
1315 if(This
->pbufferContext
== NULL
||
1316 This
->pbufferWidth
< targetimpl
->currentDesc
.Width
||
1317 This
->pbufferHeight
< targetimpl
->currentDesc
.Height
) {
1318 if(This
->pbufferContext
) {
1319 DestroyContext(This
, This
->pbufferContext
);
1322 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
1323 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
1325 This
->pbufferContext
= CreateContext(This
, targetimpl
,
1326 ((IWineD3DSwapChainImpl
*) This
->swapchains
[0])->context
[0]->win_handle
,
1327 TRUE
/* pbuffer */, &((IWineD3DSwapChainImpl
*)This
->swapchains
[0])->presentParms
);
1328 This
->pbufferWidth
= targetimpl
->currentDesc
.Width
;
1329 This
->pbufferHeight
= targetimpl
->currentDesc
.Height
;
1332 if(This
->pbufferContext
) {
1333 if(This
->pbufferContext
->tid
!= 0 && This
->pbufferContext
->tid
!= tid
) {
1334 FIXME("The PBuffr context is only supported for one thread for now!\n");
1336 This
->pbufferContext
->tid
= tid
;
1337 context
= This
->pbufferContext
;
1340 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
1341 wined3d_settings
.offscreen_rendering_mode
= ORM_BACKBUFFER
;
1345 case ORM_BACKBUFFER
:
1346 /* Stay with the currently active context for back buffer rendering */
1347 if(This
->activeContext
&& tid
== This
->lastThread
) {
1348 context
= This
->activeContext
;
1350 /* This may happen if the app jumps straight into offscreen rendering
1351 * Start using the context of the primary swapchain. tid == 0 is no problem
1352 * for findThreadContextForSwapChain.
1354 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1355 * is perfect to call.
1357 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1362 if(!oldRenderOffscreen
) {
1363 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
1364 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
1365 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1366 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1367 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1371 /* When switching away from an offscreen render target, and we're not using FBOs,
1372 * we have to read the drawable into the texture. This is done via PreLoad(and
1373 * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1374 * PreLoad needs a GL context, and FindContext is called before the context is activated.
1375 * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1376 * is read. This leads to these possible situations:
1378 * 0) lastActiveRenderTarget == target && oldTid == newTid:
1379 * Nothing to do, we don't even reach this code in this case...
1381 * 1) lastActiveRenderTarget != target && oldTid == newTid:
1382 * The currently active context is OK for readback. Call PreLoad, and it
1385 * 2) lastActiveRenderTarget == target && oldTid != newTid:
1386 * Nothing to do - the drawable is unchanged
1388 * 3) lastActiveRenderTarget != target && oldTid != newTid:
1389 * This is tricky. We have to get a context with the old drawable from somewhere
1390 * before we can switch to the new context. In this case, PreLoad calls
1391 * ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1392 * is case (2) then. The old drawable is activated for the new thread, and the
1393 * readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1394 * After that, the outer ActivateContext(which calls PreLoad) can activate the new
1395 * target for the new thread
1397 if (readTexture
&& This
->lastActiveRenderTarget
!= target
) {
1398 BOOL oldInDraw
= This
->isInDraw
;
1400 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1401 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1402 * when using offscreen rendering with multithreading
1404 This
->isInDraw
= TRUE
;
1406 /* Do that before switching the context:
1407 * Read the back buffer of the old drawable into the destination texture
1409 IWineD3DSurface_PreLoad(This
->lastActiveRenderTarget
);
1411 /* Assume that the drawable will be modified by some other things now */
1412 IWineD3DSurface_ModifyLocation(This
->lastActiveRenderTarget
, SFLAG_INDRAWABLE
, FALSE
);
1414 This
->isInDraw
= oldInDraw
;
1420 static void apply_draw_buffer(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, BOOL blit
)
1422 IWineD3DSwapChain
*swapchain
;
1424 if (SUCCEEDED(IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
)))
1426 IWineD3DSwapChain_Release((IUnknown
*)swapchain
);
1428 glDrawBuffer(surface_get_gl_buffer(target
, swapchain
));
1429 checkGLcall("glDrawBuffers()");
1435 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1439 if (GL_SUPPORT(ARB_DRAW_BUFFERS
))
1441 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers
), This
->draw_buffers
));
1442 checkGLcall("glDrawBuffers()");
1446 glDrawBuffer(This
->draw_buffers
[0]);
1447 checkGLcall("glDrawBuffer()");
1450 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
1451 checkGLcall("glDrawBuffer()");
1456 glDrawBuffer(This
->offscreenBuffer
);
1457 checkGLcall("glDrawBuffer()");
1463 /*****************************************************************************
1466 * Finds a rendering context and drawable matching the device and render
1467 * target for the current thread, activates them and puts them into the
1471 * This: Device to activate the context for
1472 * target: Requested render target
1473 * usage: Prepares the context for blitting, drawing or other actions
1475 *****************************************************************************/
1476 void ActivateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, ContextUsage usage
) {
1477 DWORD tid
= GetCurrentThreadId();
1479 DWORD dirtyState
, idx
;
1481 WineD3DContext
*context
;
1482 const struct StateEntry
*StateTable
= This
->StateTable
;
1484 TRACE("(%p): Selecting context for render target %p, thread %d\n", This
, target
, tid
);
1485 if(This
->lastActiveRenderTarget
!= target
|| tid
!= This
->lastThread
) {
1486 context
= FindContext(This
, target
, tid
);
1487 context
->draw_buffer_dirty
= TRUE
;
1488 This
->lastActiveRenderTarget
= target
;
1489 This
->lastThread
= tid
;
1491 /* Stick to the old context */
1492 context
= This
->activeContext
;
1495 /* Activate the opengl context */
1496 if(last_device
!= This
|| context
!= This
->activeContext
) {
1499 /* Prevent an unneeded context switch as those are expensive */
1500 if(context
->glCtx
&& (context
->glCtx
== pwglGetCurrentContext())) {
1501 TRACE("Already using gl context %p\n", context
->glCtx
);
1504 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context
, context
->hdc
, context
->glCtx
);
1506 ret
= pwglMakeCurrent(context
->hdc
, context
->glCtx
);
1508 ERR("Failed to activate the new context\n");
1509 } else if(!context
->last_was_blit
) {
1510 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1512 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1515 if(This
->activeContext
->vshader_const_dirty
) {
1516 memset(This
->activeContext
->vshader_const_dirty
, 1,
1517 sizeof(*This
->activeContext
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
1519 if(This
->activeContext
->pshader_const_dirty
) {
1520 memset(This
->activeContext
->pshader_const_dirty
, 1,
1521 sizeof(*This
->activeContext
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
1523 This
->activeContext
= context
;
1528 case CTXUSAGE_CLEAR
:
1529 case CTXUSAGE_DRAWPRIM
:
1530 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1531 context_apply_fbo_state((IWineD3DDevice
*)This
);
1533 if (context
->draw_buffer_dirty
) {
1534 apply_draw_buffer(This
, target
, FALSE
);
1535 context
->draw_buffer_dirty
= FALSE
;
1540 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1541 if (This
->render_offscreen
) {
1542 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
1543 context_bind_fbo((IWineD3DDevice
*)This
, GL_FRAMEBUFFER_EXT
, &context
->dst_fbo
);
1544 context_attach_surface_fbo(This
, GL_FRAMEBUFFER_EXT
, 0, target
);
1547 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT
, GL_DEPTH_ATTACHMENT_EXT
, GL_RENDERBUFFER_EXT
, 0));
1548 checkGLcall("glFramebufferRenderbufferEXT");
1552 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
1553 checkGLcall("glFramebufferRenderbufferEXT");
1556 context
->draw_buffer_dirty
= TRUE
;
1558 if (context
->draw_buffer_dirty
) {
1559 apply_draw_buffer(This
, target
, TRUE
);
1560 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
1561 context
->draw_buffer_dirty
= FALSE
;
1571 case CTXUSAGE_RESOURCELOAD
:
1572 /* This does not require any special states to be set up */
1575 case CTXUSAGE_CLEAR
:
1576 if(context
->last_was_blit
) {
1577 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1580 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1581 * blending when clearing improves the clearing performance incredibly.
1584 glDisable(GL_BLEND
);
1586 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1589 glEnable(GL_SCISSOR_TEST
);
1590 checkGLcall("glEnable GL_SCISSOR_TEST");
1592 context
->last_was_blit
= FALSE
;
1593 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1594 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1597 case CTXUSAGE_DRAWPRIM
:
1598 /* This needs all dirty states applied */
1599 if(context
->last_was_blit
) {
1600 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1603 IWineD3DDeviceImpl_FindTexUnitMap(This
);
1605 for(i
=0; i
< context
->numDirtyEntries
; i
++) {
1606 dirtyState
= context
->dirtyArray
[i
];
1607 idx
= dirtyState
>> 5;
1608 shift
= dirtyState
& 0x1f;
1609 context
->isStateDirty
[idx
] &= ~(1 << shift
);
1610 StateTable
[dirtyState
].apply(dirtyState
, This
->stateBlock
, context
);
1612 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
1613 context
->last_was_blit
= FALSE
;
1617 SetupForBlit(This
, context
,
1618 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Width
,
1619 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Height
);
1623 FIXME("Unexpected context usage requested\n");