wined3d: Handle destruction of a context's current render target.
[wine/multimedia.git] / dlls / wined3d / context.c
blob0d04728cbc2df0386bc9251a5228166080078c1f
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
23 #include <stdio.h>
24 #ifdef HAVE_FLOAT_H
25 # include <float.h>
26 #endif
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 #define GLINFO_LOCATION (*gl_info)
33 static DWORD wined3d_context_tls_idx;
35 /* FBO helper functions */
37 /* GL locking is done by the caller */
38 void context_bind_fbo(struct WineD3DContext *context, GLenum target, GLuint *fbo)
40 const struct wined3d_gl_info *gl_info = context->gl_info;
41 GLuint f;
43 if (!fbo)
45 f = 0;
47 else
49 if (!*fbo)
51 GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
52 checkGLcall("glGenFramebuffersEXT()");
53 TRACE("Created FBO %u.\n", *fbo);
55 f = *fbo;
58 switch (target)
60 case GL_READ_FRAMEBUFFER_EXT:
61 if (context->fbo_read_binding == f) return;
62 context->fbo_read_binding = f;
63 break;
65 case GL_DRAW_FRAMEBUFFER_EXT:
66 if (context->fbo_draw_binding == f) return;
67 context->fbo_draw_binding = f;
68 break;
70 case GL_FRAMEBUFFER_EXT:
71 if (context->fbo_read_binding == f
72 && context->fbo_draw_binding == f) return;
73 context->fbo_read_binding = f;
74 context->fbo_draw_binding = f;
75 break;
77 default:
78 FIXME("Unhandled target %#x.\n", target);
79 break;
82 GL_EXTCALL(glBindFramebufferEXT(target, f));
83 checkGLcall("glBindFramebuffer()");
86 /* GL locking is done by the caller */
87 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info)
89 unsigned int i;
91 for (i = 0; i < GL_LIMITS(buffers); ++i)
93 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, 0, 0));
94 checkGLcall("glFramebufferTexture2D()");
96 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
97 checkGLcall("glFramebufferTexture2D()");
99 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
100 checkGLcall("glFramebufferTexture2D()");
103 /* GL locking is done by the caller */
104 static void context_destroy_fbo(struct WineD3DContext *context, GLuint *fbo)
106 const struct wined3d_gl_info *gl_info = context->gl_info;
108 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, fbo);
109 context_clean_fbo_attachments(gl_info);
110 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
112 GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo));
113 checkGLcall("glDeleteFramebuffers()");
116 /* GL locking is done by the caller */
117 static void context_apply_attachment_filter_states(IWineD3DSurface *surface, BOOL force_preload)
119 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
120 IWineD3DDeviceImpl *device = surface_impl->resource.wineD3DDevice;
121 IWineD3DBaseTextureImpl *texture_impl;
122 BOOL update_minfilter = FALSE;
123 BOOL update_magfilter = FALSE;
125 /* Update base texture states array */
126 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
128 if (texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
129 || texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
131 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
132 texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
133 update_minfilter = TRUE;
136 if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
138 texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
139 update_magfilter = TRUE;
142 if (texture_impl->baseTexture.bindCount)
144 WARN("Render targets should not be bound to a sampler\n");
145 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
148 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
151 if (update_minfilter || update_magfilter || force_preload)
153 GLenum target, bind_target;
154 GLint old_binding;
156 target = surface_impl->texture_target;
157 if (target == GL_TEXTURE_2D)
159 bind_target = GL_TEXTURE_2D;
160 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
161 } else if (target == GL_TEXTURE_RECTANGLE_ARB) {
162 bind_target = GL_TEXTURE_RECTANGLE_ARB;
163 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
164 } else {
165 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
166 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
169 surface_internal_preload(surface, SRGB_RGB);
171 glBindTexture(bind_target, surface_impl->texture_name);
172 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
173 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
174 glBindTexture(bind_target, old_binding);
177 checkGLcall("apply_attachment_filter_states()");
180 /* GL locking is done by the caller */
181 void context_attach_depth_stencil_fbo(struct WineD3DContext *context,
182 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
184 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
185 const struct wined3d_gl_info *gl_info = context->gl_info;
187 TRACE("Attach depth stencil %p\n", depth_stencil);
189 if (depth_stencil)
191 DWORD format_flags = depth_stencil_impl->resource.format_desc->Flags;
193 if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
195 if (format_flags & WINED3DFMT_FLAG_DEPTH)
197 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT,
198 GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
199 checkGLcall("glFramebufferRenderbufferEXT()");
202 if (format_flags & WINED3DFMT_FLAG_STENCIL)
204 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT,
205 GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
206 checkGLcall("glFramebufferRenderbufferEXT()");
209 else
211 context_apply_attachment_filter_states(depth_stencil, TRUE);
213 if (format_flags & WINED3DFMT_FLAG_DEPTH)
215 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT,
216 depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
217 depth_stencil_impl->texture_level));
218 checkGLcall("glFramebufferTexture2DEXT()");
221 if (format_flags & WINED3DFMT_FLAG_STENCIL)
223 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT,
224 depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
225 depth_stencil_impl->texture_level));
226 checkGLcall("glFramebufferTexture2DEXT()");
230 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
232 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
233 checkGLcall("glFramebufferTexture2DEXT()");
236 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
238 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
239 checkGLcall("glFramebufferTexture2DEXT()");
242 else
244 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
245 checkGLcall("glFramebufferTexture2DEXT()");
247 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
248 checkGLcall("glFramebufferTexture2DEXT()");
252 /* GL locking is done by the caller */
253 void context_attach_surface_fbo(const struct WineD3DContext *context,
254 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
256 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
257 const struct wined3d_gl_info *gl_info = context->gl_info;
259 TRACE("Attach surface %p to %u\n", surface, idx);
261 if (surface)
263 context_apply_attachment_filter_states(surface, TRUE);
265 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->texture_target,
266 surface_impl->texture_name, surface_impl->texture_level));
267 checkGLcall("glFramebufferTexture2DEXT()");
268 } else {
269 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
270 checkGLcall("glFramebufferTexture2DEXT()");
274 /* GL locking is done by the caller */
275 static void context_check_fbo_status(struct WineD3DContext *context)
277 const struct wined3d_gl_info *gl_info = context->gl_info;
278 GLenum status;
280 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
281 if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
283 TRACE("FBO complete\n");
284 } else {
285 IWineD3DSurfaceImpl *attachment;
286 unsigned int i;
287 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
289 /* Dump the FBO attachments */
290 for (i = 0; i < GL_LIMITS(buffers); ++i)
292 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i];
293 if (attachment)
295 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
296 i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
297 attachment->pow2Width, attachment->pow2Height);
300 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->depth_stencil;
301 if (attachment)
303 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
304 attachment, debug_d3dformat(attachment->resource.format_desc->format),
305 attachment->pow2Width, attachment->pow2Height);
310 static struct fbo_entry *context_create_fbo_entry(struct WineD3DContext *context)
312 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
313 const struct wined3d_gl_info *gl_info = context->gl_info;
314 struct fbo_entry *entry;
316 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
317 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
318 memcpy(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
319 entry->depth_stencil = device->stencilBufferTarget;
320 entry->attached = FALSE;
321 entry->id = 0;
323 return entry;
326 /* GL locking is done by the caller */
327 static void context_reuse_fbo_entry(struct WineD3DContext *context, struct fbo_entry *entry)
329 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
330 const struct wined3d_gl_info *gl_info = context->gl_info;
332 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &entry->id);
333 context_clean_fbo_attachments(gl_info);
335 memcpy(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
336 entry->depth_stencil = device->stencilBufferTarget;
337 entry->attached = FALSE;
340 /* GL locking is done by the caller */
341 static void context_destroy_fbo_entry(struct WineD3DContext *context, struct fbo_entry *entry)
343 if (entry->id)
345 TRACE("Destroy FBO %d\n", entry->id);
346 context_destroy_fbo(context, &entry->id);
348 --context->fbo_entry_count;
349 list_remove(&entry->entry);
350 HeapFree(GetProcessHeap(), 0, entry->render_targets);
351 HeapFree(GetProcessHeap(), 0, entry);
355 /* GL locking is done by the caller */
356 static struct fbo_entry *context_find_fbo_entry(struct WineD3DContext *context)
358 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
359 const struct wined3d_gl_info *gl_info = context->gl_info;
360 struct fbo_entry *entry;
362 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
364 if (!memcmp(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
365 && entry->depth_stencil == device->stencilBufferTarget)
367 list_remove(&entry->entry);
368 list_add_head(&context->fbo_list, &entry->entry);
369 return entry;
373 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
375 entry = context_create_fbo_entry(context);
376 list_add_head(&context->fbo_list, &entry->entry);
377 ++context->fbo_entry_count;
379 else
381 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
382 context_reuse_fbo_entry(context, entry);
383 list_remove(&entry->entry);
384 list_add_head(&context->fbo_list, &entry->entry);
387 return entry;
390 /* GL locking is done by the caller */
391 static void context_apply_fbo_entry(struct WineD3DContext *context, struct fbo_entry *entry)
393 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
394 const struct wined3d_gl_info *gl_info = context->gl_info;
395 unsigned int i;
397 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &entry->id);
399 if (!entry->attached)
401 /* Apply render targets */
402 for (i = 0; i < GL_LIMITS(buffers); ++i)
404 IWineD3DSurface *render_target = device->render_targets[i];
405 context_attach_surface_fbo(context, GL_FRAMEBUFFER_EXT, i, render_target);
408 /* Apply depth targets */
409 if (device->stencilBufferTarget)
411 unsigned int w = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Width;
412 unsigned int h = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Height;
414 surface_set_compatible_renderbuffer(device->stencilBufferTarget, w, h);
416 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, device->stencilBufferTarget, TRUE);
418 entry->attached = TRUE;
419 } else {
420 for (i = 0; i < GL_LIMITS(buffers); ++i)
422 if (device->render_targets[i])
423 context_apply_attachment_filter_states(device->render_targets[i], FALSE);
425 if (device->stencilBufferTarget)
426 context_apply_attachment_filter_states(device->stencilBufferTarget, FALSE);
429 for (i = 0; i < GL_LIMITS(buffers); ++i)
431 if (device->render_targets[i])
432 device->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
433 else
434 device->draw_buffers[i] = GL_NONE;
438 /* GL locking is done by the caller */
439 static void context_apply_fbo_state(struct WineD3DContext *context)
441 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
443 if (device->render_offscreen)
445 context->current_fbo = context_find_fbo_entry(context);
446 context_apply_fbo_entry(context, context->current_fbo);
447 } else {
448 context->current_fbo = NULL;
449 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
452 context_check_fbo_status(context);
455 /* Context activation is done by the caller. */
456 void context_alloc_occlusion_query(struct WineD3DContext *context, struct wined3d_occlusion_query *query)
458 const struct wined3d_gl_info *gl_info = context->gl_info;
460 if (context->free_occlusion_query_count)
462 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
464 else
466 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
468 ENTER_GL();
469 GL_EXTCALL(glGenQueriesARB(1, &query->id));
470 checkGLcall("glGenQueriesARB");
471 LEAVE_GL();
473 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
475 else
477 WARN("Occlusion queries not supported, not allocating query id.\n");
478 query->id = 0;
482 query->context = context;
483 list_add_head(&context->occlusion_queries, &query->entry);
486 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
488 struct WineD3DContext *context = query->context;
490 list_remove(&query->entry);
491 query->context = NULL;
493 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
495 UINT new_size = context->free_occlusion_query_size << 1;
496 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
497 new_size * sizeof(*context->free_occlusion_queries));
499 if (!new_data)
501 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
502 return;
505 context->free_occlusion_query_size = new_size;
506 context->free_occlusion_queries = new_data;
509 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
512 /* Context activation is done by the caller. */
513 void context_alloc_event_query(struct WineD3DContext *context, struct wined3d_event_query *query)
515 const struct wined3d_gl_info *gl_info = context->gl_info;
517 if (context->free_event_query_count)
519 query->id = context->free_event_queries[--context->free_event_query_count];
521 else
523 if (GL_SUPPORT(APPLE_FENCE))
525 ENTER_GL();
526 GL_EXTCALL(glGenFencesAPPLE(1, &query->id));
527 checkGLcall("glGenFencesAPPLE");
528 LEAVE_GL();
530 TRACE("Allocated event query %u in context %p.\n", query->id, context);
532 else if(GL_SUPPORT(NV_FENCE))
534 ENTER_GL();
535 GL_EXTCALL(glGenFencesNV(1, &query->id));
536 checkGLcall("glGenFencesNV");
537 LEAVE_GL();
539 TRACE("Allocated event query %u in context %p.\n", query->id, context);
541 else
543 WARN("Event queries not supported, not allocating query id.\n");
544 query->id = 0;
548 query->context = context;
549 list_add_head(&context->event_queries, &query->entry);
552 void context_free_event_query(struct wined3d_event_query *query)
554 struct WineD3DContext *context = query->context;
556 list_remove(&query->entry);
557 query->context = NULL;
559 if (context->free_event_query_count >= context->free_event_query_size - 1)
561 UINT new_size = context->free_event_query_size << 1;
562 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
563 new_size * sizeof(*context->free_event_queries));
565 if (!new_data)
567 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
568 return;
571 context->free_event_query_size = new_size;
572 context->free_event_queries = new_data;
575 context->free_event_queries[context->free_event_query_count++] = query->id;
578 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
580 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
581 UINT i;
583 if (!This->d3d_initialized) return;
585 switch(type)
587 case WINED3DRTYPE_SURFACE:
589 ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
591 for (i = 0; i < This->numContexts; ++i)
593 WineD3DContext *context = This->contexts[i];
594 const struct wined3d_gl_info *gl_info = context->gl_info;
595 struct fbo_entry *entry, *entry2;
597 if (context->current_rt == (IWineD3DSurface *)resource) context->current_rt = NULL;
599 ENTER_GL();
601 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
603 BOOL destroyed = FALSE;
604 UINT j;
606 for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j)
608 if (entry->render_targets[j] == (IWineD3DSurface *)resource)
610 context_destroy_fbo_entry(context, entry);
611 destroyed = TRUE;
615 if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
616 context_destroy_fbo_entry(context, entry);
619 LEAVE_GL();
622 break;
625 default:
626 break;
630 static void context_destroy_gl_resources(struct WineD3DContext *context)
632 const struct wined3d_gl_info *gl_info = context->gl_info;
633 struct wined3d_occlusion_query *occlusion_query;
634 struct wined3d_event_query *event_query;
635 struct fbo_entry *entry, *entry2;
636 BOOL has_glctx;
638 has_glctx = pwglMakeCurrent(context->hdc, context->glCtx);
639 if (!has_glctx) WARN("Failed to activate context. Window already destroyed?\n");
641 ENTER_GL();
643 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
645 if (has_glctx && GL_SUPPORT(ARB_OCCLUSION_QUERY)) GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
646 occlusion_query->context = NULL;
649 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
651 if (has_glctx)
653 if (GL_SUPPORT(APPLE_FENCE)) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->id));
654 else if (GL_SUPPORT(NV_FENCE)) GL_EXTCALL(glDeleteFencesNV(1, &event_query->id));
656 event_query->context = NULL;
659 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
660 if (!has_glctx) entry->id = 0;
661 context_destroy_fbo_entry(context, entry);
663 if (has_glctx)
665 if (context->src_fbo)
667 TRACE("Destroy src FBO %d\n", context->src_fbo);
668 context_destroy_fbo(context, &context->src_fbo);
670 if (context->dst_fbo)
672 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
673 context_destroy_fbo(context, &context->dst_fbo);
675 if (context->dummy_arbfp_prog)
677 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
680 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
682 if (GL_SUPPORT(APPLE_FENCE))
683 GL_EXTCALL(glDeleteFencesAPPLE(context->free_event_query_count, context->free_event_queries));
684 else if (GL_SUPPORT(NV_FENCE))
685 GL_EXTCALL(glDeleteFencesNV(context->free_event_query_count, context->free_event_queries));
687 checkGLcall("context cleanup");
690 LEAVE_GL();
692 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
693 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
695 if (!pwglMakeCurrent(NULL, NULL))
697 ERR("Failed to disable GL context.\n");
700 if (context->isPBuffer)
702 GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
703 GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
705 else
707 ReleaseDC(context->win_handle, context->hdc);
710 pwglDeleteContext(context->glCtx);
713 DWORD context_get_tls_idx(void)
715 return wined3d_context_tls_idx;
718 void context_set_tls_idx(DWORD idx)
720 wined3d_context_tls_idx = idx;
723 struct WineD3DContext *context_get_current(void)
725 return TlsGetValue(wined3d_context_tls_idx);
728 BOOL context_set_current(struct WineD3DContext *ctx)
730 struct WineD3DContext *old = context_get_current();
732 if (old == ctx)
734 TRACE("Already using D3D context %p.\n", ctx);
735 return TRUE;
738 if (old)
740 if (old->destroyed)
742 TRACE("Switching away from destroyed context %p.\n", old);
743 context_destroy_gl_resources(old);
744 HeapFree(GetProcessHeap(), 0, old);
746 else
748 old->current = 0;
752 if (ctx)
754 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
755 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
757 ERR("Failed to make GL context %p current on device context %p.\n", ctx->glCtx, ctx->hdc);
758 return FALSE;
760 ctx->current = 1;
762 else
764 TRACE("Clearing current D3D context.\n");
765 if (!pwglMakeCurrent(NULL, NULL))
767 ERR("Failed to clear current GL context.\n");
768 return FALSE;
772 return TlsSetValue(wined3d_context_tls_idx, ctx);
775 /*****************************************************************************
776 * Context_MarkStateDirty
778 * Marks a state in a context dirty. Only one context, opposed to
779 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
780 * contexts
782 * Params:
783 * context: Context to mark the state dirty in
784 * state: State to mark dirty
785 * StateTable: Pointer to the state table in use(for state grouping)
787 *****************************************************************************/
788 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) {
789 DWORD rep = StateTable[state].representative;
790 DWORD idx;
791 BYTE shift;
793 if(!rep || isStateDirty(context, rep)) return;
795 context->dirtyArray[context->numDirtyEntries++] = rep;
796 idx = rep >> 5;
797 shift = rep & 0x1f;
798 context->isStateDirty[idx] |= (1 << shift);
801 /*****************************************************************************
802 * AddContextToArray
804 * Adds a context to the context array. Helper function for CreateContext
806 * This method is not called in performance-critical code paths, only when a
807 * new render target or swapchain is created. Thus performance is not an issue
808 * here.
810 * Params:
811 * This: Device to add the context for
812 * hdc: device context
813 * glCtx: WGL context to add
814 * pbuffer: optional pbuffer used with this context
816 *****************************************************************************/
817 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
818 WineD3DContext **oldArray = This->contexts;
819 DWORD state;
821 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
822 if(This->contexts == NULL) {
823 ERR("Unable to grow the context array\n");
824 This->contexts = oldArray;
825 return NULL;
827 if(oldArray) {
828 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
831 This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
832 if(This->contexts[This->numContexts] == NULL) {
833 ERR("Unable to allocate a new context\n");
834 HeapFree(GetProcessHeap(), 0, This->contexts);
835 This->contexts = oldArray;
836 return NULL;
839 This->contexts[This->numContexts]->hdc = hdc;
840 This->contexts[This->numContexts]->glCtx = glCtx;
841 This->contexts[This->numContexts]->pbuffer = pbuffer;
842 This->contexts[This->numContexts]->win_handle = win_handle;
843 HeapFree(GetProcessHeap(), 0, oldArray);
845 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
847 for(state = 0; state <= STATE_HIGHEST; state++) {
848 Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
851 This->numContexts++;
852 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
853 return This->contexts[This->numContexts - 1];
856 /* This function takes care of WineD3D pixel format selection. */
857 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
858 const struct GlPixelFormatDesc *color_format_desc, const struct GlPixelFormatDesc *ds_format_desc,
859 BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
861 int iPixelFormat=0;
862 unsigned int matchtry;
863 short redBits, greenBits, blueBits, alphaBits, colorBits;
864 short depthBits=0, stencilBits=0;
866 struct match_type {
867 BOOL require_aux;
868 BOOL exact_alpha;
869 BOOL exact_color;
870 } matches[] = {
871 /* First, try without alpha match buffers. MacOS supports aux buffers only
872 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
873 * Then try without aux buffers - this is the most common cause for not
874 * finding a pixel format. Also some drivers(the open source ones)
875 * only offer 32 bit ARB pixel formats. First try without an exact alpha
876 * match, then try without an exact alpha and color match.
878 { TRUE, TRUE, TRUE },
879 { TRUE, FALSE, TRUE },
880 { FALSE, TRUE, TRUE },
881 { FALSE, FALSE, TRUE },
882 { TRUE, FALSE, FALSE },
883 { FALSE, FALSE, FALSE },
886 int i = 0;
887 int nCfgs = This->adapter->nCfgs;
889 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
890 debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
891 auxBuffers, numSamples, pbuffer, findCompatible);
893 if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
895 ERR("Unable to get color bits for format %s (%#x)!\n",
896 debug_d3dformat(color_format_desc->format), color_format_desc->format);
897 return 0;
900 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
901 * You are able to add a depth + stencil surface at a later stage when you need it.
902 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
903 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
904 * context, need torecreate shaders, textures and other resources.
906 * The context manager already takes care of the state problem and for the other tasks code from Reset
907 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
908 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
909 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
910 * issue needs to be fixed. */
911 if (ds_format_desc->format != WINED3DFMT_D24S8)
913 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
914 ds_format_desc = getFormatDescEntry(WINED3DFMT_D24S8, &This->adapter->gl_info);
917 getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
919 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
920 for(i=0; i<nCfgs; i++) {
921 BOOL exactDepthMatch = TRUE;
922 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
924 /* For now only accept RGBA formats. Perhaps some day we will
925 * allow floating point formats for pbuffers. */
926 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
927 continue;
929 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
930 if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
931 continue;
933 /* We like to have aux buffers in backbuffer mode */
934 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
935 continue;
937 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
938 if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
939 continue;
941 if(matches[matchtry].exact_color) {
942 if(cfg->redSize != redBits)
943 continue;
944 if(cfg->greenSize != greenBits)
945 continue;
946 if(cfg->blueSize != blueBits)
947 continue;
948 } else {
949 if(cfg->redSize < redBits)
950 continue;
951 if(cfg->greenSize < greenBits)
952 continue;
953 if(cfg->blueSize < blueBits)
954 continue;
956 if(matches[matchtry].exact_alpha) {
957 if(cfg->alphaSize != alphaBits)
958 continue;
959 } else {
960 if(cfg->alphaSize < alphaBits)
961 continue;
964 /* We try to locate a format which matches our requirements exactly. In case of
965 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
966 if(cfg->depthSize < depthBits)
967 continue;
968 else if(cfg->depthSize > depthBits)
969 exactDepthMatch = FALSE;
971 /* In all cases make sure the number of stencil bits matches our requirements
972 * even when we don't need stencil because it could affect performance EXCEPT
973 * on cards which don't offer depth formats without stencil like the i915 drivers
974 * on Linux. */
975 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
976 continue;
978 /* Check multisampling support */
979 if(cfg->numSamples != numSamples)
980 continue;
982 /* When we have passed all the checks then we have found a format which matches our
983 * requirements. Note that we only check for a limit number of capabilities right now,
984 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
985 * can still differ in things like multisampling, stereo, SRGB and other flags.
988 /* Exit the loop as we have found a format :) */
989 if(exactDepthMatch) {
990 iPixelFormat = cfg->iPixelFormat;
991 break;
992 } else if(!iPixelFormat) {
993 /* In the end we might end up with a format which doesn't exactly match our depth
994 * requirements. Accept the first format we found because formats with higher iPixelFormat
995 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
996 iPixelFormat = cfg->iPixelFormat;
1001 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1002 if(!iPixelFormat && !findCompatible) {
1003 ERR("Can't find a suitable iPixelFormat\n");
1004 return FALSE;
1005 } else if(!iPixelFormat) {
1006 PIXELFORMATDESCRIPTOR pfd;
1008 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1009 /* PixelFormat selection */
1010 ZeroMemory(&pfd, sizeof(pfd));
1011 pfd.nSize = sizeof(pfd);
1012 pfd.nVersion = 1;
1013 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1014 pfd.iPixelType = PFD_TYPE_RGBA;
1015 pfd.cAlphaBits = alphaBits;
1016 pfd.cColorBits = colorBits;
1017 pfd.cDepthBits = depthBits;
1018 pfd.cStencilBits = stencilBits;
1019 pfd.iLayerType = PFD_MAIN_PLANE;
1021 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1022 if(!iPixelFormat) {
1023 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1024 ERR("Can't find a suitable iPixelFormat\n");
1025 return FALSE;
1029 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1030 iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1031 return iPixelFormat;
1034 /*****************************************************************************
1035 * CreateContext
1037 * Creates a new context for a window, or a pbuffer context.
1039 * * Params:
1040 * This: Device to activate the context for
1041 * target: Surface this context will render to
1042 * win_handle: handle to the window which we are drawing to
1043 * create_pbuffer: tells whether to create a pbuffer or not
1044 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1046 *****************************************************************************/
1047 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
1048 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
1049 HPBUFFERARB pbuffer = NULL;
1050 WineD3DContext *ret = NULL;
1051 unsigned int s;
1052 HGLRC ctx;
1053 HDC hdc;
1055 TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
1057 if(create_pbuffer) {
1058 HDC hdc_parent = GetDC(win_handle);
1059 int iPixelFormat = 0;
1061 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
1062 const struct GlPixelFormatDesc *ds_format_desc = StencilSurface
1063 ? ((IWineD3DSurfaceImpl *)StencilSurface)->resource.format_desc
1064 : getFormatDescEntry(WINED3DFMT_UNKNOWN, &This->adapter->gl_info);
1066 /* Try to find a pixel format with pbuffer support. */
1067 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1068 ds_format_desc, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */,
1069 FALSE /* findCompatible */);
1070 if(!iPixelFormat) {
1071 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1073 /* For some reason we weren't able to find a format, try to find something instead of crashing.
1074 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
1075 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1076 ds_format_desc, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */,
1077 TRUE /* findCompatible */);
1080 /* This shouldn't happen as ChoosePixelFormat always returns something */
1081 if(!iPixelFormat) {
1082 ERR("Unable to locate a pixel format for a pbuffer\n");
1083 ReleaseDC(win_handle, hdc_parent);
1084 goto out;
1087 TRACE("Creating a pBuffer drawable for the new context\n");
1088 pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
1089 if(!pbuffer) {
1090 ERR("Cannot create a pbuffer\n");
1091 ReleaseDC(win_handle, hdc_parent);
1092 goto out;
1095 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
1096 hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
1097 if(!hdc) {
1098 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
1099 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1100 ReleaseDC(win_handle, hdc_parent);
1101 goto out;
1103 ReleaseDC(win_handle, hdc_parent);
1104 } else {
1105 PIXELFORMATDESCRIPTOR pfd;
1106 int iPixelFormat;
1107 int res;
1108 const struct GlPixelFormatDesc *color_format_desc = target->resource.format_desc;
1109 const struct GlPixelFormatDesc *ds_format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN,
1110 &This->adapter->gl_info);
1111 BOOL auxBuffers = FALSE;
1112 int numSamples = 0;
1114 hdc = GetDC(win_handle);
1115 if(hdc == NULL) {
1116 ERR("Cannot retrieve a device context!\n");
1117 goto out;
1120 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1121 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
1122 auxBuffers = TRUE;
1124 if (color_format_desc->format == WINED3DFMT_X4R4G4B4)
1125 color_format_desc = getFormatDescEntry(WINED3DFMT_A4R4G4B4, &This->adapter->gl_info);
1126 else if (color_format_desc->format == WINED3DFMT_X8R8G8B8)
1127 color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info);
1130 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
1131 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
1132 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
1133 * a format with 8bit alpha, so request A8R8G8B8. */
1134 if (color_format_desc->format == WINED3DFMT_P8)
1135 color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info);
1137 /* Retrieve the depth stencil format from the present parameters.
1138 * The choice of the proper format can give a nice performance boost
1139 * in case of GPU limited programs. */
1140 if(pPresentParms->EnableAutoDepthStencil) {
1141 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
1142 ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, &This->adapter->gl_info);
1145 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
1146 if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
1147 if(!GL_SUPPORT(ARB_MULTISAMPLE))
1148 ERR("The program is requesting multisampling without support!\n");
1149 else {
1150 ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
1151 numSamples = pPresentParms->MultiSampleType;
1155 /* Try to find a pixel format which matches our requirements */
1156 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1157 auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
1159 /* Try to locate a compatible format if we weren't able to find anything */
1160 if(!iPixelFormat) {
1161 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1162 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1163 auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
1166 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1167 if(!iPixelFormat) {
1168 ERR("Can't find a suitable iPixelFormat\n");
1169 return NULL;
1172 DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
1173 res = SetPixelFormat(hdc, iPixelFormat, NULL);
1174 if(!res) {
1175 int oldPixelFormat = GetPixelFormat(hdc);
1177 /* By default WGL doesn't allow pixel format adjustments but we need it here.
1178 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
1179 * set the pixel format multiple times. Only use it when it is really needed. */
1181 if(oldPixelFormat == iPixelFormat) {
1182 /* We don't have to do anything as the formats are the same :) */
1183 } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
1184 res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
1186 if(!res) {
1187 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1188 return NULL;
1190 } else if(oldPixelFormat) {
1191 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
1192 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
1193 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
1194 } else {
1195 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1196 return NULL;
1201 ctx = pwglCreateContext(hdc);
1202 if (This->numContexts)
1204 if (!pwglShareLists(This->contexts[0]->glCtx, ctx))
1206 DWORD err = GetLastError();
1207 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1208 This->contexts[0]->glCtx, ctx, err);
1212 if(!ctx) {
1213 ERR("Failed to create a WGL context\n");
1214 if(create_pbuffer) {
1215 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1216 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1218 goto out;
1220 ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
1221 if(!ret) {
1222 ERR("Failed to add the newly created context to the context list\n");
1223 if (!pwglDeleteContext(ctx))
1225 DWORD err = GetLastError();
1226 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1228 if(create_pbuffer) {
1229 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1230 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1232 goto out;
1234 ret->gl_info = &This->adapter->gl_info;
1235 ret->surface = (IWineD3DSurface *) target;
1236 ret->current_rt = (IWineD3DSurface *)target;
1237 ret->isPBuffer = create_pbuffer;
1238 ret->tid = GetCurrentThreadId();
1239 if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
1240 /* Create the dirty constants array and initialize them to dirty */
1241 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1242 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1243 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1244 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1245 memset(ret->vshader_const_dirty, 1,
1246 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1247 memset(ret->pshader_const_dirty, 1,
1248 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1251 ret->free_occlusion_query_size = 4;
1252 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1253 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1254 if (!ret->free_occlusion_queries) goto out;
1256 list_init(&ret->occlusion_queries);
1258 ret->free_event_query_size = 4;
1259 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1260 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1261 if (!ret->free_event_queries) goto out;
1263 list_init(&ret->event_queries);
1265 TRACE("Successfully created new context %p\n", ret);
1267 list_init(&ret->fbo_list);
1269 /* Set up the context defaults */
1270 if (!context_set_current(ret))
1272 ERR("Cannot activate context to set up defaults\n");
1273 goto out;
1276 ENTER_GL();
1278 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1280 TRACE("Setting up the screen\n");
1281 /* Clear the screen */
1282 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1283 checkGLcall("glClearColor");
1284 glClearIndex(0);
1285 glClearDepth(1);
1286 glClearStencil(0xffff);
1288 checkGLcall("glClear");
1290 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1291 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1293 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1294 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1296 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1297 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1299 glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
1300 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
1301 glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
1302 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
1304 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
1305 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1306 * and textures in DIB sections(due to the memory protection).
1308 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1309 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1311 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
1312 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1313 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1314 * GL_VERTEX_BLEND_ARB isn't enabled too
1316 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1317 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1319 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1320 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1321 * the previous texture where to source the offset from is always unit - 1.
1323 for(s = 1; s < GL_LIMITS(textures); s++) {
1324 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1325 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1326 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1329 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1330 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1331 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1332 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1333 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1334 * is ever assigned.
1336 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1337 * program and the dummy program is destroyed when the context is destroyed.
1339 const char *dummy_program =
1340 "!!ARBfp1.0\n"
1341 "MOV result.color, fragment.color.primary;\n"
1342 "END\n";
1343 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1344 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1345 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1348 for(s = 0; s < GL_LIMITS(point_sprite_units); s++) {
1349 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1350 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1351 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1353 LEAVE_GL();
1355 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1357 return ret;
1359 out:
1360 if (ret)
1362 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1363 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1364 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1365 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1366 HeapFree(GetProcessHeap(), 0, ret);
1368 return NULL;
1371 /*****************************************************************************
1372 * RemoveContextFromArray
1374 * Removes a context from the context manager. The opengl context is not
1375 * destroyed or unset. context is not a valid pointer after that call.
1377 * Similar to the former call this isn't a performance critical function. A
1378 * helper function for DestroyContext.
1380 * Params:
1381 * This: Device to activate the context for
1382 * context: Context to remove
1384 *****************************************************************************/
1385 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
1386 WineD3DContext **new_array;
1387 BOOL found = FALSE;
1388 UINT i;
1390 TRACE("Removing ctx %p\n", context);
1392 for (i = 0; i < This->numContexts; ++i)
1394 if (This->contexts[i] == context)
1396 found = TRUE;
1397 break;
1401 if (!found)
1403 ERR("Context %p doesn't exist in context array\n", context);
1404 return;
1407 while (i < This->numContexts - 1)
1409 This->contexts[i] = This->contexts[i + 1];
1410 ++i;
1413 --This->numContexts;
1414 if (!This->numContexts)
1416 HeapFree(GetProcessHeap(), 0, This->contexts);
1417 This->contexts = NULL;
1418 return;
1421 new_array = HeapReAlloc(GetProcessHeap(), 0, This->contexts, This->numContexts * sizeof(*This->contexts));
1422 if (!new_array)
1424 ERR("Failed to shrink context array. Oh well.\n");
1425 return;
1428 This->contexts = new_array;
1431 /*****************************************************************************
1432 * DestroyContext
1434 * Destroys a wineD3DContext
1436 * Params:
1437 * This: Device to activate the context for
1438 * context: Context to destroy
1440 *****************************************************************************/
1441 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context)
1443 BOOL destroy;
1445 TRACE("Destroying ctx %p\n", context);
1447 if (context->tid == GetCurrentThreadId() || !context->current)
1449 context_destroy_gl_resources(context);
1450 destroy = TRUE;
1452 if (!context_set_current(NULL))
1454 ERR("Failed to clear current D3D context.\n");
1457 else
1459 context->destroyed = 1;
1460 destroy = FALSE;
1463 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1464 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1465 RemoveContextFromArray(This, context);
1466 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1469 /* GL locking is done by the caller */
1470 static inline void set_blit_dimension(UINT width, UINT height) {
1471 glMatrixMode(GL_PROJECTION);
1472 checkGLcall("glMatrixMode(GL_PROJECTION)");
1473 glLoadIdentity();
1474 checkGLcall("glLoadIdentity()");
1475 glOrtho(0, width, height, 0, 0.0, -1.0);
1476 checkGLcall("glOrtho");
1477 glViewport(0, 0, width, height);
1478 checkGLcall("glViewport");
1481 /*****************************************************************************
1482 * SetupForBlit
1484 * Sets up a context for DirectDraw blitting.
1485 * All texture units are disabled, texture unit 0 is set as current unit
1486 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1487 * color writing enabled for all channels
1488 * register combiners disabled, shaders disabled
1489 * world matrix is set to identity, texture matrix 0 too
1490 * projection matrix is setup for drawing screen coordinates
1492 * Params:
1493 * This: Device to activate the context for
1494 * context: Context to setup
1495 * width: render target width
1496 * height: render target height
1498 *****************************************************************************/
1499 /* Context activation is done by the caller. */
1500 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
1501 int i, sampler;
1502 const struct StateEntry *StateTable = This->StateTable;
1503 const struct wined3d_gl_info *gl_info = context->gl_info;
1505 TRACE("Setting up context %p for blitting\n", context);
1506 if(context->last_was_blit) {
1507 if(context->blit_w != width || context->blit_h != height) {
1508 ENTER_GL();
1509 set_blit_dimension(width, height);
1510 LEAVE_GL();
1511 context->blit_w = width; context->blit_h = height;
1512 /* No need to dirtify here, the states are still dirtified because they weren't
1513 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1514 * be set
1517 TRACE("Context is already set up for blitting, nothing to do\n");
1518 return;
1520 context->last_was_blit = TRUE;
1522 /* TODO: Use a display list */
1524 /* Disable shaders */
1525 ENTER_GL();
1526 This->shader_backend->shader_select((IWineD3DDevice *)This, FALSE, FALSE);
1527 LEAVE_GL();
1529 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1530 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1532 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1533 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1534 * which can safely be called from here, we only lock once instead locking/unlocking
1535 * after each GL call.
1537 ENTER_GL();
1539 /* Disable all textures. The caller can then bind a texture it wants to blit
1540 * from
1542 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1543 * function texture unit. No need to care for higher samplers
1545 for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
1546 sampler = This->rev_tex_unit_map[i];
1547 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1548 checkGLcall("glActiveTextureARB");
1550 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1551 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1552 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1554 glDisable(GL_TEXTURE_3D);
1555 checkGLcall("glDisable GL_TEXTURE_3D");
1556 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1557 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1558 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1560 glDisable(GL_TEXTURE_2D);
1561 checkGLcall("glDisable GL_TEXTURE_2D");
1563 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1564 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1566 if (sampler != -1) {
1567 if (sampler < MAX_TEXTURES) {
1568 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1570 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1573 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1574 checkGLcall("glActiveTextureARB");
1576 sampler = This->rev_tex_unit_map[0];
1578 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1579 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1580 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1582 glDisable(GL_TEXTURE_3D);
1583 checkGLcall("glDisable GL_TEXTURE_3D");
1584 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1585 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1586 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1588 glDisable(GL_TEXTURE_2D);
1589 checkGLcall("glDisable GL_TEXTURE_2D");
1591 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1593 glMatrixMode(GL_TEXTURE);
1594 checkGLcall("glMatrixMode(GL_TEXTURE)");
1595 glLoadIdentity();
1596 checkGLcall("glLoadIdentity()");
1598 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1599 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1600 GL_TEXTURE_LOD_BIAS_EXT,
1601 0.0f);
1602 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1605 if (sampler != -1) {
1606 if (sampler < MAX_TEXTURES) {
1607 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1608 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1610 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1613 /* Other misc states */
1614 glDisable(GL_ALPHA_TEST);
1615 checkGLcall("glDisable(GL_ALPHA_TEST)");
1616 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1617 glDisable(GL_LIGHTING);
1618 checkGLcall("glDisable GL_LIGHTING");
1619 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1620 glDisable(GL_DEPTH_TEST);
1621 checkGLcall("glDisable GL_DEPTH_TEST");
1622 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1623 glDisableWINE(GL_FOG);
1624 checkGLcall("glDisable GL_FOG");
1625 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1626 glDisable(GL_BLEND);
1627 checkGLcall("glDisable GL_BLEND");
1628 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1629 glDisable(GL_CULL_FACE);
1630 checkGLcall("glDisable GL_CULL_FACE");
1631 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1632 glDisable(GL_STENCIL_TEST);
1633 checkGLcall("glDisable GL_STENCIL_TEST");
1634 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1635 glDisable(GL_SCISSOR_TEST);
1636 checkGLcall("glDisable GL_SCISSOR_TEST");
1637 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1638 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
1639 glDisable(GL_POINT_SPRITE_ARB);
1640 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1641 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1643 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1644 checkGLcall("glColorMask");
1645 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1646 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
1647 glDisable(GL_COLOR_SUM_EXT);
1648 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1649 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1652 /* Setup transforms */
1653 glMatrixMode(GL_MODELVIEW);
1654 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1655 glLoadIdentity();
1656 checkGLcall("glLoadIdentity()");
1657 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1659 context->last_was_rhw = TRUE;
1660 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1662 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1663 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1664 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1665 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1666 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1667 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1668 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1670 set_blit_dimension(width, height);
1672 LEAVE_GL();
1674 context->blit_w = width; context->blit_h = height;
1675 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1676 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1679 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1682 /*****************************************************************************
1683 * findThreadContextForSwapChain
1685 * Searches a swapchain for all contexts and picks one for the thread tid.
1686 * If none can be found the swapchain is requested to create a new context
1688 *****************************************************************************/
1689 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
1690 unsigned int i;
1692 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1693 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1694 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1699 /* Create a new context for the thread */
1700 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
1703 /*****************************************************************************
1704 * FindContext
1706 * Finds a context for the current render target and thread
1708 * Parameters:
1709 * target: Render target to find the context for
1710 * tid: Thread to activate the context for
1712 * Returns: The needed context
1714 *****************************************************************************/
1715 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
1716 IWineD3DSwapChain *swapchain = NULL;
1717 BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
1718 struct WineD3DContext *current_context = context_get_current();
1719 BOOL oldRenderOffscreen = This->render_offscreen;
1720 const struct StateEntry *StateTable = This->StateTable;
1721 struct WineD3DContext *context;
1723 if (current_context && current_context->destroyed) current_context = NULL;
1725 if (!target)
1727 if (current_context
1728 && current_context->current_rt
1729 && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1731 target = current_context->current_rt;
1733 else
1735 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1736 if (swapchain->backBuffer) target = swapchain->backBuffer[0];
1737 else target = swapchain->frontBuffer;
1741 if (current_context && current_context->current_rt == target)
1743 return current_context;
1746 if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1747 TRACE("Rendering onscreen\n");
1749 context = findThreadContextForSwapChain(swapchain, tid);
1751 This->render_offscreen = FALSE;
1752 /* The context != This->activeContext will catch a NOP context change. This can occur
1753 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1754 * rendering. No context change is needed in that case
1757 if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1758 if(This->pbufferContext && tid == This->pbufferContext->tid) {
1759 This->pbufferContext->tid = 0;
1762 IWineD3DSwapChain_Release(swapchain);
1764 else
1766 TRACE("Rendering offscreen\n");
1767 This->render_offscreen = TRUE;
1769 retry:
1770 if (wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER)
1772 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *)target;
1773 if (!This->pbufferContext
1774 || This->pbufferWidth < targetimpl->currentDesc.Width
1775 || This->pbufferHeight < targetimpl->currentDesc.Height)
1777 if (This->pbufferContext) DestroyContext(This, This->pbufferContext);
1779 /* The display is irrelevant here, the window is 0. But
1780 * CreateContext needs a valid X connection. Create the context
1781 * on the same server as the primary swapchain. The primary
1782 * swapchain is exists at this point. */
1783 This->pbufferContext = CreateContext(This, targetimpl,
1784 ((IWineD3DSwapChainImpl *)This->swapchains[0])->context[0]->win_handle,
1785 TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
1786 This->pbufferWidth = targetimpl->currentDesc.Width;
1787 This->pbufferHeight = targetimpl->currentDesc.Height;
1790 if (This->pbufferContext)
1792 if (This->pbufferContext->tid && This->pbufferContext->tid != tid)
1794 FIXME("The PBuffer context is only supported for one thread for now!\n");
1796 This->pbufferContext->tid = tid;
1797 context = This->pbufferContext;
1799 else
1801 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering.\n");
1802 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1803 goto retry;
1806 else
1808 /* Stay with the currently active context. */
1809 if (current_context
1810 && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1812 context = current_context;
1814 else
1816 /* This may happen if the app jumps straight into offscreen rendering
1817 * Start using the context of the primary swapchain. tid == 0 is no problem
1818 * for findThreadContextForSwapChain.
1820 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1821 * is perfect to call. */
1822 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1827 if (This->render_offscreen != oldRenderOffscreen)
1829 Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1830 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1831 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1832 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1833 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1836 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1837 * the alpha blend state changes with different render target formats. */
1838 if (!context->current_rt)
1840 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1842 else
1844 const struct GlPixelFormatDesc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
1845 const struct GlPixelFormatDesc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
1847 if (old->format != new->format)
1849 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
1850 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
1851 || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
1853 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1858 /* When switching away from an offscreen render target, and we're not using FBOs,
1859 * we have to read the drawable into the texture. This is done via PreLoad(and
1860 * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1861 * PreLoad needs a GL context, and FindContext is called before the context is activated.
1862 * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1863 * is read. This leads to these possible situations:
1865 * 0) lastActiveRenderTarget == target && oldTid == newTid:
1866 * Nothing to do, we don't even reach this code in this case...
1868 * 1) lastActiveRenderTarget != target && oldTid == newTid:
1869 * The currently active context is OK for readback. Call PreLoad, and it
1870 * performs the read
1872 * 2) lastActiveRenderTarget == target && oldTid != newTid:
1873 * Nothing to do - the drawable is unchanged
1875 * 3) lastActiveRenderTarget != target && oldTid != newTid:
1876 * This is tricky. We have to get a context with the old drawable from somewhere
1877 * before we can switch to the new context. In this case, PreLoad calls
1878 * ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1879 * is case (2) then. The old drawable is activated for the new thread, and the
1880 * readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1881 * After that, the outer ActivateContext(which calls PreLoad) can activate the new
1882 * target for the new thread
1884 if (readTexture && context->current_rt && context->current_rt != target)
1886 BOOL oldInDraw = This->isInDraw;
1888 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1889 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1890 * when using offscreen rendering with multithreading
1892 This->isInDraw = TRUE;
1894 /* Do that before switching the context:
1895 * Read the back buffer of the old drawable into the destination texture
1897 if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
1899 surface_internal_preload(context->current_rt, SRGB_BOTH);
1900 } else {
1901 surface_internal_preload(context->current_rt, SRGB_RGB);
1904 /* Assume that the drawable will be modified by some other things now */
1905 IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
1907 This->isInDraw = oldInDraw;
1910 context->draw_buffer_dirty = TRUE;
1911 context->current_rt = target;
1913 return context;
1916 /* Context activation is done by the caller. */
1917 static void context_apply_draw_buffer(struct WineD3DContext *context, BOOL blit)
1919 const struct wined3d_gl_info *gl_info = context->gl_info;
1920 IWineD3DSurface *rt = context->current_rt;
1921 IWineD3DSwapChain *swapchain;
1922 IWineD3DDeviceImpl *device;
1924 device = ((IWineD3DSurfaceImpl *)rt)->resource.wineD3DDevice;
1925 if (SUCCEEDED(IWineD3DSurface_GetContainer(rt, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1927 IWineD3DSwapChain_Release((IUnknown *)swapchain);
1928 ENTER_GL();
1929 glDrawBuffer(surface_get_gl_buffer(rt, swapchain));
1930 checkGLcall("glDrawBuffers()");
1931 LEAVE_GL();
1933 else
1935 ENTER_GL();
1936 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1938 if (!blit)
1940 if (GL_SUPPORT(ARB_DRAW_BUFFERS))
1942 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), device->draw_buffers));
1943 checkGLcall("glDrawBuffers()");
1945 else
1947 glDrawBuffer(device->draw_buffers[0]);
1948 checkGLcall("glDrawBuffer()");
1950 } else {
1951 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
1952 checkGLcall("glDrawBuffer()");
1955 else
1957 glDrawBuffer(device->offscreenBuffer);
1958 checkGLcall("glDrawBuffer()");
1960 LEAVE_GL();
1964 /*****************************************************************************
1965 * ActivateContext
1967 * Finds a rendering context and drawable matching the device and render
1968 * target for the current thread, activates them and puts them into the
1969 * requested state.
1971 * Params:
1972 * This: Device to activate the context for
1973 * target: Requested render target
1974 * usage: Prepares the context for blitting, drawing or other actions
1976 *****************************************************************************/
1977 struct WineD3DContext *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage)
1979 struct WineD3DContext *current_context = context_get_current();
1980 DWORD tid = GetCurrentThreadId();
1981 DWORD i, dirtyState, idx;
1982 BYTE shift;
1983 WineD3DContext *context;
1984 const struct StateEntry *StateTable = This->StateTable;
1985 const struct wined3d_gl_info *gl_info;
1987 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
1989 context = FindContext(This, target, tid);
1991 gl_info = context->gl_info;
1993 /* Activate the opengl context */
1994 if (context != current_context)
1996 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
1997 else This->frag_pipe->enable_extension((IWineD3DDevice *)This, !context->last_was_blit);
1999 if (context->vshader_const_dirty)
2001 memset(context->vshader_const_dirty, 1,
2002 sizeof(*context->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
2003 This->highest_dirty_vs_const = GL_LIMITS(vshader_constantsF);
2005 if (context->pshader_const_dirty)
2007 memset(context->pshader_const_dirty, 1,
2008 sizeof(*context->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
2009 This->highest_dirty_ps_const = GL_LIMITS(pshader_constantsF);
2013 switch (usage) {
2014 case CTXUSAGE_CLEAR:
2015 case CTXUSAGE_DRAWPRIM:
2016 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2017 ENTER_GL();
2018 context_apply_fbo_state(context);
2019 LEAVE_GL();
2021 if (context->draw_buffer_dirty) {
2022 context_apply_draw_buffer(context, FALSE);
2023 context->draw_buffer_dirty = FALSE;
2025 break;
2027 case CTXUSAGE_BLIT:
2028 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2029 if (This->render_offscreen) {
2030 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
2031 ENTER_GL();
2032 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
2033 context_attach_surface_fbo(context, GL_FRAMEBUFFER_EXT, 0, target);
2034 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, NULL, FALSE);
2035 LEAVE_GL();
2036 } else {
2037 ENTER_GL();
2038 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
2039 LEAVE_GL();
2041 context->draw_buffer_dirty = TRUE;
2043 if (context->draw_buffer_dirty) {
2044 context_apply_draw_buffer(context, TRUE);
2045 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
2046 context->draw_buffer_dirty = FALSE;
2049 break;
2051 default:
2052 break;
2055 switch(usage) {
2056 case CTXUSAGE_RESOURCELOAD:
2057 /* This does not require any special states to be set up */
2058 break;
2060 case CTXUSAGE_CLEAR:
2061 if(context->last_was_blit) {
2062 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
2065 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
2066 * blending when clearing improves the clearing performance incredibly.
2068 ENTER_GL();
2069 glDisable(GL_BLEND);
2070 LEAVE_GL();
2071 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2073 ENTER_GL();
2074 glEnable(GL_SCISSOR_TEST);
2075 checkGLcall("glEnable GL_SCISSOR_TEST");
2076 LEAVE_GL();
2077 context->last_was_blit = FALSE;
2078 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
2079 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
2080 break;
2082 case CTXUSAGE_DRAWPRIM:
2083 /* This needs all dirty states applied */
2084 if(context->last_was_blit) {
2085 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
2088 IWineD3DDeviceImpl_FindTexUnitMap(This);
2090 ENTER_GL();
2091 for(i=0; i < context->numDirtyEntries; i++) {
2092 dirtyState = context->dirtyArray[i];
2093 idx = dirtyState >> 5;
2094 shift = dirtyState & 0x1f;
2095 context->isStateDirty[idx] &= ~(1 << shift);
2096 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
2098 LEAVE_GL();
2099 context->numDirtyEntries = 0; /* This makes the whole list clean */
2100 context->last_was_blit = FALSE;
2101 break;
2103 case CTXUSAGE_BLIT:
2104 SetupForBlit(This, context,
2105 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
2106 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
2107 break;
2109 default:
2110 FIXME("Unexpected context usage requested\n");
2113 return context;