wined3d: Construct the projection matrix directly in set_blit_dimension().
[wine/multimedia.git] / dlls / wined3d / context.c
blob31a604ce40fcd3ae27bd7c00fdf13506825dcff6
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 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 static DWORD wined3d_context_tls_idx;
33 /* FBO helper functions */
35 /* GL locking is done by the caller */
36 static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
38 const struct wined3d_gl_info *gl_info = context->gl_info;
39 GLuint f;
41 if (!fbo)
43 f = 0;
45 else
47 if (!*fbo)
49 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
50 checkGLcall("glGenFramebuffers()");
51 TRACE("Created FBO %u.\n", *fbo);
53 f = *fbo;
56 switch (target)
58 case GL_READ_FRAMEBUFFER:
59 if (context->fbo_read_binding == f) return;
60 context->fbo_read_binding = f;
61 break;
63 case GL_DRAW_FRAMEBUFFER:
64 if (context->fbo_draw_binding == f) return;
65 context->fbo_draw_binding = f;
66 break;
68 case GL_FRAMEBUFFER:
69 if (context->fbo_read_binding == f
70 && context->fbo_draw_binding == f) return;
71 context->fbo_read_binding = f;
72 context->fbo_draw_binding = f;
73 break;
75 default:
76 FIXME("Unhandled target %#x.\n", target);
77 break;
80 gl_info->fbo_ops.glBindFramebuffer(target, f);
81 checkGLcall("glBindFramebuffer()");
84 /* GL locking is done by the caller */
85 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
87 unsigned int i;
89 for (i = 0; i < gl_info->limits.buffers; ++i)
91 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
97 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
98 checkGLcall("glFramebufferTexture2D()");
101 /* GL locking is done by the caller */
102 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
104 const struct wined3d_gl_info *gl_info = context->gl_info;
106 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
107 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
108 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
110 gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
111 checkGLcall("glDeleteFramebuffers()");
114 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
115 GLenum fbo_target, DWORD format_flags, GLuint rb)
117 if (format_flags & WINED3DFMT_FLAG_DEPTH)
119 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
120 checkGLcall("glFramebufferRenderbuffer()");
123 if (format_flags & WINED3DFMT_FLAG_STENCIL)
125 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
126 checkGLcall("glFramebufferRenderbuffer()");
130 /* GL locking is done by the caller */
131 static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
132 GLenum fbo_target, struct wined3d_surface *depth_stencil, DWORD location)
134 const struct wined3d_gl_info *gl_info = context->gl_info;
136 TRACE("Attach depth stencil %p\n", depth_stencil);
138 if (depth_stencil)
140 DWORD format_flags = depth_stencil->resource.format->flags;
142 if (depth_stencil->current_renderbuffer)
144 context_attach_depth_stencil_rb(gl_info, fbo_target,
145 format_flags, depth_stencil->current_renderbuffer->id);
147 else
149 switch (location)
151 case SFLAG_INTEXTURE:
152 case SFLAG_INSRGBTEX:
153 surface_prepare_texture(depth_stencil, context, FALSE);
155 if (format_flags & WINED3DFMT_FLAG_DEPTH)
157 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
158 depth_stencil->texture_target, depth_stencil->texture_name,
159 depth_stencil->texture_level);
160 checkGLcall("glFramebufferTexture2D()");
163 if (format_flags & WINED3DFMT_FLAG_STENCIL)
165 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
166 depth_stencil->texture_target, depth_stencil->texture_name,
167 depth_stencil->texture_level);
168 checkGLcall("glFramebufferTexture2D()");
170 break;
172 case SFLAG_INRB_MULTISAMPLE:
173 surface_prepare_rb(depth_stencil, gl_info, TRUE);
174 context_attach_depth_stencil_rb(gl_info, fbo_target,
175 format_flags, depth_stencil->rb_multisample);
176 break;
178 case SFLAG_INRB_RESOLVED:
179 surface_prepare_rb(depth_stencil, gl_info, FALSE);
180 context_attach_depth_stencil_rb(gl_info, fbo_target,
181 format_flags, depth_stencil->rb_resolved);
182 break;
184 default:
185 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
186 break;
190 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
192 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
193 checkGLcall("glFramebufferTexture2D()");
196 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
198 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
199 checkGLcall("glFramebufferTexture2D()");
202 else
204 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
205 checkGLcall("glFramebufferTexture2D()");
207 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
208 checkGLcall("glFramebufferTexture2D()");
212 /* GL locking is done by the caller */
213 static void context_attach_surface_fbo(struct wined3d_context *context,
214 GLenum fbo_target, DWORD idx, struct wined3d_surface *surface, DWORD location)
216 const struct wined3d_gl_info *gl_info = context->gl_info;
218 TRACE("Attach surface %p to %u\n", surface, idx);
220 if (surface && surface->resource.format->id != WINED3DFMT_NULL)
222 BOOL srgb;
224 switch (location)
226 case SFLAG_INTEXTURE:
227 case SFLAG_INSRGBTEX:
228 srgb = location == SFLAG_INSRGBTEX;
229 surface_prepare_texture(surface, context, srgb);
230 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
231 surface->texture_target, surface_get_texture_name(surface, gl_info, srgb),
232 surface->texture_level);
233 checkGLcall("glFramebufferTexture2D()");
234 break;
236 case SFLAG_INRB_MULTISAMPLE:
237 surface_prepare_rb(surface, gl_info, TRUE);
238 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
239 GL_RENDERBUFFER, surface->rb_multisample);
240 checkGLcall("glFramebufferRenderbuffer()");
241 break;
243 case SFLAG_INRB_RESOLVED:
244 surface_prepare_rb(surface, gl_info, FALSE);
245 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
246 GL_RENDERBUFFER, surface->rb_resolved);
247 checkGLcall("glFramebufferRenderbuffer()");
248 break;
250 default:
251 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
252 break;
255 else
257 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
258 checkGLcall("glFramebufferTexture2D()");
262 /* GL locking is done by the caller */
263 void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
265 const struct wined3d_gl_info *gl_info = context->gl_info;
266 GLenum status;
268 if (!FIXME_ON(d3d)) return;
270 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
271 if (status == GL_FRAMEBUFFER_COMPLETE)
273 TRACE("FBO complete\n");
275 else
277 const struct wined3d_surface *attachment;
278 unsigned int i;
280 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
282 if (!context->current_fbo)
284 ERR("FBO 0 is incomplete, driver bug?\n");
285 return;
288 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
289 context->current_fbo->location);
291 /* Dump the FBO attachments */
292 for (i = 0; i < gl_info->limits.buffers; ++i)
294 attachment = context->current_fbo->render_targets[i];
295 if (attachment)
297 FIXME("\tColor attachment %d: (%p) %s %ux%u %u samples.\n",
298 i, attachment, debug_d3dformat(attachment->resource.format->id),
299 attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
302 attachment = context->current_fbo->depth_stencil;
303 if (attachment)
305 FIXME("\tDepth attachment: (%p) %s %ux%u %u samples.\n",
306 attachment, debug_d3dformat(attachment->resource.format->id),
307 attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
312 static inline DWORD context_generate_rt_mask(GLenum buffer)
314 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
315 return buffer ? (1 << 31) | buffer : 0;
318 static inline DWORD context_generate_rt_mask_from_surface(const struct wined3d_surface *target)
320 return (1 << 31) | surface_get_gl_buffer(target);
323 static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
324 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
326 const struct wined3d_gl_info *gl_info = context->gl_info;
327 struct fbo_entry *entry;
329 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
330 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
331 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
332 entry->depth_stencil = depth_stencil;
333 entry->location = location;
334 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
335 entry->attached = FALSE;
336 entry->id = 0;
338 return entry;
341 /* GL locking is done by the caller */
342 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
343 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
344 DWORD location, struct fbo_entry *entry)
346 const struct wined3d_gl_info *gl_info = context->gl_info;
348 context_bind_fbo(context, target, &entry->id);
349 context_clean_fbo_attachments(gl_info, target);
351 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
352 entry->depth_stencil = depth_stencil;
353 entry->location = location;
354 entry->attached = FALSE;
357 /* GL locking is done by the caller */
358 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
360 if (entry->id)
362 TRACE("Destroy FBO %d\n", entry->id);
363 context_destroy_fbo(context, &entry->id);
365 --context->fbo_entry_count;
366 list_remove(&entry->entry);
367 HeapFree(GetProcessHeap(), 0, entry->render_targets);
368 HeapFree(GetProcessHeap(), 0, entry);
372 /* GL locking is done by the caller */
373 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
374 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
376 const struct wined3d_gl_info *gl_info = context->gl_info;
377 struct fbo_entry *entry;
379 if (depth_stencil && render_targets && render_targets[0])
381 if (depth_stencil->resource.width < render_targets[0]->resource.width ||
382 depth_stencil->resource.height < render_targets[0]->resource.height)
384 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
385 depth_stencil = NULL;
389 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
391 if (!memcmp(entry->render_targets,
392 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
393 && entry->depth_stencil == depth_stencil && entry->location == location)
395 list_remove(&entry->entry);
396 list_add_head(&context->fbo_list, &entry->entry);
397 return entry;
401 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
403 entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
404 list_add_head(&context->fbo_list, &entry->entry);
405 ++context->fbo_entry_count;
407 else
409 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
410 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
411 list_remove(&entry->entry);
412 list_add_head(&context->fbo_list, &entry->entry);
415 return entry;
418 /* GL locking is done by the caller */
419 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
421 const struct wined3d_gl_info *gl_info = context->gl_info;
422 unsigned int i;
424 context_bind_fbo(context, target, &entry->id);
426 if (entry->attached) return;
428 /* Apply render targets */
429 for (i = 0; i < gl_info->limits.buffers; ++i)
431 context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
434 /* Apply depth targets */
435 if (entry->depth_stencil)
436 surface_set_compatible_renderbuffer(entry->depth_stencil, entry->render_targets[0]);
437 context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, entry->location);
439 entry->attached = TRUE;
442 /* GL locking is done by the caller */
443 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
444 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
446 struct fbo_entry *entry, *entry2;
448 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
450 context_destroy_fbo_entry(context, entry);
453 if (context->rebind_fbo)
455 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
456 context->rebind_fbo = FALSE;
459 if (location == SFLAG_INDRAWABLE)
461 context->current_fbo = NULL;
462 context_bind_fbo(context, target, NULL);
464 else
466 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
467 context_apply_fbo_entry(context, target, context->current_fbo);
471 /* GL locking is done by the caller */
472 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
473 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
475 UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
477 context->blit_targets[0] = render_target;
478 if (clear_size)
479 memset(&context->blit_targets[1], 0, clear_size);
480 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
483 /* Context activation is done by the caller. */
484 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
486 const struct wined3d_gl_info *gl_info = context->gl_info;
488 if (context->free_occlusion_query_count)
490 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
492 else
494 if (gl_info->supported[ARB_OCCLUSION_QUERY])
496 ENTER_GL();
497 GL_EXTCALL(glGenQueriesARB(1, &query->id));
498 checkGLcall("glGenQueriesARB");
499 LEAVE_GL();
501 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
503 else
505 WARN("Occlusion queries not supported, not allocating query id.\n");
506 query->id = 0;
510 query->context = context;
511 list_add_head(&context->occlusion_queries, &query->entry);
514 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
516 struct wined3d_context *context = query->context;
518 list_remove(&query->entry);
519 query->context = NULL;
521 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
523 UINT new_size = context->free_occlusion_query_size << 1;
524 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
525 new_size * sizeof(*context->free_occlusion_queries));
527 if (!new_data)
529 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
530 return;
533 context->free_occlusion_query_size = new_size;
534 context->free_occlusion_queries = new_data;
537 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
540 /* Context activation is done by the caller. */
541 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
543 const struct wined3d_gl_info *gl_info = context->gl_info;
545 if (context->free_event_query_count)
547 query->object = context->free_event_queries[--context->free_event_query_count];
549 else
551 if (gl_info->supported[ARB_SYNC])
553 /* Using ARB_sync, not much to do here. */
554 query->object.sync = NULL;
555 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
557 else if (gl_info->supported[APPLE_FENCE])
559 ENTER_GL();
560 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
561 checkGLcall("glGenFencesAPPLE");
562 LEAVE_GL();
564 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
566 else if(gl_info->supported[NV_FENCE])
568 ENTER_GL();
569 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
570 checkGLcall("glGenFencesNV");
571 LEAVE_GL();
573 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
575 else
577 WARN("Event queries not supported, not allocating query id.\n");
578 query->object.id = 0;
582 query->context = context;
583 list_add_head(&context->event_queries, &query->entry);
586 void context_free_event_query(struct wined3d_event_query *query)
588 struct wined3d_context *context = query->context;
590 list_remove(&query->entry);
591 query->context = NULL;
593 if (context->free_event_query_count >= context->free_event_query_size - 1)
595 UINT new_size = context->free_event_query_size << 1;
596 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
597 new_size * sizeof(*context->free_event_queries));
599 if (!new_data)
601 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
602 return;
605 context->free_event_query_size = new_size;
606 context->free_event_queries = new_data;
609 context->free_event_queries[context->free_event_query_count++] = query->object;
612 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
614 static void context_enum_surface_fbo_entries(const struct wined3d_device *device,
615 const struct wined3d_surface *surface, context_fbo_entry_func_t *callback)
617 UINT i;
619 for (i = 0; i < device->context_count; ++i)
621 struct wined3d_context *context = device->contexts[i];
622 const struct wined3d_gl_info *gl_info = context->gl_info;
623 struct fbo_entry *entry, *entry2;
625 if (context->current_rt == surface) context->current_rt = NULL;
627 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
629 UINT j;
631 if (entry->depth_stencil == surface)
633 callback(context, entry);
634 continue;
637 for (j = 0; j < gl_info->limits.buffers; ++j)
639 if (entry->render_targets[j] == surface)
641 callback(context, entry);
642 break;
649 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
651 list_remove(&entry->entry);
652 list_add_head(&context->fbo_destroy_list, &entry->entry);
655 void context_resource_released(const struct wined3d_device *device,
656 struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
658 if (!device->d3d_initialized) return;
660 switch (type)
662 case WINED3DRTYPE_SURFACE:
663 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
664 context_queue_fbo_entry_destruction);
665 break;
667 default:
668 break;
672 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
674 entry->attached = FALSE;
677 void context_resource_unloaded(const struct wined3d_device *device,
678 struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
680 switch (type)
682 case WINED3DRTYPE_SURFACE:
683 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
684 context_detach_fbo_entry);
685 break;
687 default:
688 break;
692 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface)
694 const struct wined3d_gl_info *gl_info = context->gl_info;
695 struct fbo_entry *entry = context->current_fbo;
696 unsigned int i;
698 if (!entry || context->rebind_fbo) return;
700 for (i = 0; i < gl_info->limits.buffers; ++i)
702 if (surface == entry->render_targets[i])
704 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
705 context->rebind_fbo = TRUE;
706 return;
710 if (surface == entry->depth_stencil)
712 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
713 context->rebind_fbo = TRUE;
717 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
719 int current = GetPixelFormat(dc);
721 if (current == format) return TRUE;
723 if (!current)
725 if (!SetPixelFormat(dc, format, NULL))
727 /* This may also happen if the dc belongs to a destroyed window. */
728 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
729 format, dc, GetLastError());
730 return FALSE;
732 return TRUE;
735 /* By default WGL doesn't allow pixel format adjustments but we need it
736 * here. For this reason there's a Wine specific wglSetPixelFormat()
737 * which allows us to set the pixel format multiple times. Only use it
738 * when really needed. */
739 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
741 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
743 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
744 format, dc);
745 return FALSE;
747 return TRUE;
750 /* OpenGL doesn't allow pixel format adjustments. Print an error and
751 * continue using the old format. There's a big chance that the old
752 * format works although with a performance hit and perhaps rendering
753 * errors. */
754 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
755 format, dc, current);
756 return TRUE;
759 static BOOL context_set_gl_context(struct wined3d_context *ctx)
761 struct wined3d_swapchain *swapchain = ctx->swapchain;
762 BOOL backup = FALSE;
764 if (!context_set_pixel_format(ctx->gl_info, ctx->hdc, ctx->pixel_format))
766 WARN("Failed to set pixel format %d on device context %p.\n",
767 ctx->pixel_format, ctx->hdc);
768 backup = TRUE;
771 if (backup || !pwglMakeCurrent(ctx->hdc, ctx->glCtx))
773 HDC dc;
775 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
776 ctx->glCtx, ctx->hdc, GetLastError());
777 ctx->valid = 0;
778 WARN("Trying fallback to the backup window.\n");
780 /* FIXME: If the context is destroyed it's no longer associated with
781 * a swapchain, so we can't use the swapchain to get a backup dc. To
782 * make this work windowless contexts would need to be handled by the
783 * device. */
784 if (ctx->destroyed)
786 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx);
787 context_set_current(NULL);
788 return FALSE;
791 if (!(dc = swapchain_get_backup_dc(swapchain)))
793 context_set_current(NULL);
794 return FALSE;
797 if (!context_set_pixel_format(ctx->gl_info, dc, ctx->pixel_format))
799 ERR("Failed to set pixel format %d on device context %p.\n",
800 ctx->pixel_format, dc);
801 context_set_current(NULL);
802 return FALSE;
805 if (!pwglMakeCurrent(dc, ctx->glCtx))
807 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
808 dc, GetLastError());
809 context_set_current(NULL);
810 return FALSE;
813 return TRUE;
816 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx, int pf)
818 if (!context_set_pixel_format(gl_info, dc, pf))
820 ERR("Failed to restore pixel format %d on device context %p.\n", pf, dc);
821 context_set_current(NULL);
822 return;
825 if (!pwglMakeCurrent(dc, gl_ctx))
827 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
828 gl_ctx, dc, GetLastError());
829 context_set_current(NULL);
833 static void context_update_window(struct wined3d_context *context)
835 if (context->win_handle == context->swapchain->win_handle)
836 return;
838 TRACE("Updating context %p window from %p to %p.\n",
839 context, context->win_handle, context->swapchain->win_handle);
841 if (context->valid)
843 /* You'd figure ReleaseDC() would fail if the DC doesn't match the
844 * window. However, that's not what actually happens, and there are
845 * user32 tests that confirm ReleaseDC() with the wrong window is
846 * supposed to succeed. So explicitly check that the DC belongs to
847 * the window, since we want to avoid releasing a DC that belongs to
848 * some other window if the original window was already destroyed. */
849 if (WindowFromDC(context->hdc) != context->win_handle)
851 WARN("DC %p does not belong to window %p.\n",
852 context->hdc, context->win_handle);
854 else if (!ReleaseDC(context->win_handle, context->hdc))
856 ERR("Failed to release device context %p, last error %#x.\n",
857 context->hdc, GetLastError());
860 else context->valid = 1;
862 context->win_handle = context->swapchain->win_handle;
864 if (!(context->hdc = GetDC(context->win_handle)))
866 ERR("Failed to get a device context for window %p.\n", context->win_handle);
867 goto err;
870 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
872 ERR("Failed to set pixel format %d on device context %p.\n",
873 context->pixel_format, context->hdc);
874 goto err;
877 context_set_gl_context(context);
879 return;
881 err:
882 context->valid = 0;
885 /* Do not call while under the GL lock. */
886 static void context_destroy_gl_resources(struct wined3d_context *context)
888 const struct wined3d_gl_info *gl_info = context->gl_info;
889 struct wined3d_occlusion_query *occlusion_query;
890 struct wined3d_event_query *event_query;
891 struct fbo_entry *entry, *entry2;
892 HGLRC restore_ctx;
893 HDC restore_dc;
894 unsigned int i;
895 int restore_pf;
897 restore_ctx = pwglGetCurrentContext();
898 restore_dc = pwglGetCurrentDC();
899 restore_pf = GetPixelFormat(restore_dc);
901 if (context->valid && restore_ctx != context->glCtx)
902 context_set_gl_context(context);
903 else restore_ctx = NULL;
905 ENTER_GL();
907 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
909 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
910 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
911 occlusion_query->context = NULL;
914 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
916 if (context->valid)
918 if (gl_info->supported[ARB_SYNC])
920 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
922 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
923 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
925 event_query->context = NULL;
928 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
930 if (!context->valid) entry->id = 0;
931 context_destroy_fbo_entry(context, entry);
934 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
936 if (!context->valid) entry->id = 0;
937 context_destroy_fbo_entry(context, entry);
940 if (context->valid)
942 if (context->dummy_arbfp_prog)
944 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
947 if (gl_info->supported[ARB_OCCLUSION_QUERY])
948 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
950 if (gl_info->supported[ARB_SYNC])
952 for (i = 0; i < context->free_event_query_count; ++i)
954 GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
957 else if (gl_info->supported[APPLE_FENCE])
959 for (i = 0; i < context->free_event_query_count; ++i)
961 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
964 else if (gl_info->supported[NV_FENCE])
966 for (i = 0; i < context->free_event_query_count; ++i)
968 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
972 checkGLcall("context cleanup");
975 LEAVE_GL();
977 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
978 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
980 if (restore_ctx)
982 context_restore_gl_context(gl_info, restore_dc, restore_ctx, restore_pf);
984 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
986 ERR("Failed to disable GL context.\n");
989 ReleaseDC(context->win_handle, context->hdc);
991 if (!pwglDeleteContext(context->glCtx))
993 DWORD err = GetLastError();
994 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
998 DWORD context_get_tls_idx(void)
1000 return wined3d_context_tls_idx;
1003 void context_set_tls_idx(DWORD idx)
1005 wined3d_context_tls_idx = idx;
1008 struct wined3d_context *context_get_current(void)
1010 return TlsGetValue(wined3d_context_tls_idx);
1013 /* Do not call while under the GL lock. */
1014 BOOL context_set_current(struct wined3d_context *ctx)
1016 struct wined3d_context *old = context_get_current();
1018 if (old == ctx)
1020 TRACE("Already using D3D context %p.\n", ctx);
1021 return TRUE;
1024 if (old)
1026 if (old->destroyed)
1028 TRACE("Switching away from destroyed context %p.\n", old);
1029 context_destroy_gl_resources(old);
1030 HeapFree(GetProcessHeap(), 0, old);
1032 else
1034 old->current = 0;
1038 if (ctx)
1040 if (!ctx->valid)
1042 ERR("Trying to make invalid context %p current\n", ctx);
1043 return FALSE;
1046 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1047 if (!context_set_gl_context(ctx))
1048 return FALSE;
1049 ctx->current = 1;
1051 else if(pwglGetCurrentContext())
1053 TRACE("Clearing current D3D context.\n");
1054 if (!pwglMakeCurrent(NULL, NULL))
1056 DWORD err = GetLastError();
1057 ERR("Failed to clear current GL context, last error %#x.\n", err);
1058 TlsSetValue(wined3d_context_tls_idx, NULL);
1059 return FALSE;
1063 return TlsSetValue(wined3d_context_tls_idx, ctx);
1066 void context_release(struct wined3d_context *context)
1068 TRACE("Releasing context %p, level %u.\n", context, context->level);
1070 if (WARN_ON(d3d))
1072 if (!context->level)
1073 WARN("Context %p is not active.\n", context);
1074 else if (context != context_get_current())
1075 WARN("Context %p is not the current context.\n", context);
1078 if (!--context->level && context->restore_ctx)
1080 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1081 context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx, context->restore_pf);
1082 context->restore_ctx = NULL;
1083 context->restore_dc = NULL;
1087 static void context_enter(struct wined3d_context *context)
1089 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1091 if (!context->level++)
1093 const struct wined3d_context *current_context = context_get_current();
1094 HGLRC current_gl = pwglGetCurrentContext();
1096 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1098 TRACE("Another GL context (%p on device context %p) is already current.\n",
1099 current_gl, pwglGetCurrentDC());
1100 context->restore_ctx = current_gl;
1101 context->restore_dc = pwglGetCurrentDC();
1102 context->restore_pf = GetPixelFormat(context->restore_dc);
1107 void context_invalidate_state(struct wined3d_context *context, DWORD state)
1109 DWORD rep = context->state_table[state].representative;
1110 DWORD idx;
1111 BYTE shift;
1113 if (isStateDirty(context, rep)) return;
1115 context->dirtyArray[context->numDirtyEntries++] = rep;
1116 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1117 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1118 context->isStateDirty[idx] |= (1 << shift);
1121 /* This function takes care of wined3d pixel format selection. */
1122 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1123 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1124 BOOL auxBuffers, BOOL findCompatible)
1126 int iPixelFormat=0;
1127 unsigned int matchtry;
1128 BYTE redBits, greenBits, blueBits, alphaBits, colorBits;
1129 BYTE depthBits=0, stencilBits=0;
1131 static const struct
1133 BOOL require_aux;
1134 BOOL exact_alpha;
1135 BOOL exact_color;
1137 matches[] =
1139 /* First, try without alpha match buffers. MacOS supports aux buffers only
1140 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1141 * Then try without aux buffers - this is the most common cause for not
1142 * finding a pixel format. Also some drivers(the open source ones)
1143 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1144 * match, then try without an exact alpha and color match.
1146 { TRUE, TRUE, TRUE },
1147 { TRUE, FALSE, TRUE },
1148 { FALSE, TRUE, TRUE },
1149 { FALSE, FALSE, TRUE },
1150 { TRUE, FALSE, FALSE },
1151 { FALSE, FALSE, FALSE },
1154 unsigned int cfg_count = device->adapter->cfg_count;
1155 unsigned int i;
1157 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1158 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1159 auxBuffers, findCompatible);
1161 if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1163 ERR("Unable to get color bits for format %s (%#x)!\n",
1164 debug_d3dformat(color_format->id), color_format->id);
1165 return 0;
1168 getDepthStencilBits(ds_format, &depthBits, &stencilBits);
1170 for (matchtry = 0; matchtry < (sizeof(matches) / sizeof(*matches)) && !iPixelFormat; ++matchtry)
1172 for (i = 0; i < cfg_count; ++i)
1174 const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1175 BOOL exactDepthMatch = TRUE;
1177 /* For now only accept RGBA formats. Perhaps some day we will
1178 * allow floating point formats for pbuffers. */
1179 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1180 continue;
1182 /* In window mode we need a window drawable format and double buffering. */
1183 if(!(cfg->windowDrawable && cfg->doubleBuffer))
1184 continue;
1186 /* We like to have aux buffers in backbuffer mode */
1187 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1188 continue;
1190 if(matches[matchtry].exact_color) {
1191 if(cfg->redSize != redBits)
1192 continue;
1193 if(cfg->greenSize != greenBits)
1194 continue;
1195 if(cfg->blueSize != blueBits)
1196 continue;
1197 } else {
1198 if(cfg->redSize < redBits)
1199 continue;
1200 if(cfg->greenSize < greenBits)
1201 continue;
1202 if(cfg->blueSize < blueBits)
1203 continue;
1205 if(matches[matchtry].exact_alpha) {
1206 if(cfg->alphaSize != alphaBits)
1207 continue;
1208 } else {
1209 if(cfg->alphaSize < alphaBits)
1210 continue;
1213 /* We try to locate a format which matches our requirements exactly. In case of
1214 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1215 if(cfg->depthSize < depthBits)
1216 continue;
1217 else if(cfg->depthSize > depthBits)
1218 exactDepthMatch = FALSE;
1220 /* In all cases make sure the number of stencil bits matches our requirements
1221 * even when we don't need stencil because it could affect performance EXCEPT
1222 * on cards which don't offer depth formats without stencil like the i915 drivers
1223 * on Linux. */
1224 if (stencilBits != cfg->stencilSize
1225 && !(device->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1226 continue;
1228 /* Check multisampling support */
1229 if (cfg->numSamples)
1230 continue;
1232 /* When we have passed all the checks then we have found a format which matches our
1233 * requirements. Note that we only check for a limit number of capabilities right now,
1234 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1235 * can still differ in things like multisampling, stereo, SRGB and other flags.
1238 /* Exit the loop as we have found a format :) */
1239 if(exactDepthMatch) {
1240 iPixelFormat = cfg->iPixelFormat;
1241 break;
1242 } else if(!iPixelFormat) {
1243 /* In the end we might end up with a format which doesn't exactly match our depth
1244 * requirements. Accept the first format we found because formats with higher iPixelFormat
1245 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1246 iPixelFormat = cfg->iPixelFormat;
1251 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1252 if(!iPixelFormat && !findCompatible) {
1253 ERR("Can't find a suitable iPixelFormat\n");
1254 return FALSE;
1255 } else if(!iPixelFormat) {
1256 PIXELFORMATDESCRIPTOR pfd;
1258 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1259 /* PixelFormat selection */
1260 ZeroMemory(&pfd, sizeof(pfd));
1261 pfd.nSize = sizeof(pfd);
1262 pfd.nVersion = 1;
1263 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1264 pfd.iPixelType = PFD_TYPE_RGBA;
1265 pfd.cAlphaBits = alphaBits;
1266 pfd.cColorBits = colorBits;
1267 pfd.cDepthBits = depthBits;
1268 pfd.cStencilBits = stencilBits;
1269 pfd.iLayerType = PFD_MAIN_PLANE;
1271 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1272 if(!iPixelFormat) {
1273 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1274 ERR("Can't find a suitable iPixelFormat\n");
1275 return FALSE;
1279 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1280 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1281 return iPixelFormat;
1284 /* GL locking is done by the caller */
1285 static void bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
1287 const struct wined3d_gl_info *gl_info = context->gl_info;
1288 unsigned int i, count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1290 for (i = 0; i < count; ++i)
1292 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1293 checkGLcall("glActiveTextureARB");
1295 glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1296 checkGLcall("glBindTexture");
1298 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1300 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1301 checkGLcall("glBindTexture");
1304 if (gl_info->supported[EXT_TEXTURE3D])
1306 glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1307 checkGLcall("glBindTexture");
1310 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1312 glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1313 checkGLcall("glBindTexture");
1318 /* Do not call while under the GL lock. */
1319 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1320 struct wined3d_surface *target, const struct wined3d_format *ds_format)
1322 struct wined3d_device *device = swapchain->device;
1323 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1324 const struct wined3d_format *color_format;
1325 struct wined3d_context *ret;
1326 BOOL auxBuffers = FALSE;
1327 int pixel_format;
1328 unsigned int s;
1329 int swap_interval;
1330 DWORD state;
1331 HGLRC ctx;
1332 HDC hdc;
1334 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1336 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1337 if (!ret)
1339 ERR("Failed to allocate context memory.\n");
1340 return NULL;
1343 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1344 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1345 if (!ret->blit_targets)
1346 goto out;
1348 ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1349 gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1350 if (!ret->draw_buffers)
1351 goto out;
1353 ret->free_occlusion_query_size = 4;
1354 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1355 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1356 if (!ret->free_occlusion_queries)
1357 goto out;
1359 list_init(&ret->occlusion_queries);
1361 ret->free_event_query_size = 4;
1362 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1363 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1364 if (!ret->free_event_queries)
1365 goto out;
1367 list_init(&ret->event_queries);
1368 list_init(&ret->fbo_list);
1369 list_init(&ret->fbo_destroy_list);
1371 if (!(hdc = GetDC(swapchain->win_handle)))
1373 WARN("Failed to retireve device context, trying swapchain backup.\n");
1375 if (!(hdc = swapchain_get_backup_dc(swapchain)))
1377 ERR("Failed to retrieve a device context.\n");
1378 goto out;
1382 color_format = target->resource.format;
1384 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1385 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1386 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1388 auxBuffers = TRUE;
1390 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1391 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1392 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1393 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1396 /* DirectDraw supports 8bit paletted render targets and these are used by
1397 * old games like StarCraft and C&C. Most modern hardware doesn't support
1398 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1399 * conversion (ab)uses the alpha component for storing the palette index.
1400 * For this reason we require a format with 8bit alpha, so request
1401 * A8R8G8B8. */
1402 if (color_format->id == WINED3DFMT_P8_UINT)
1403 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1405 /* Try to find a pixel format which matches our requirements. */
1406 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, FALSE);
1408 /* Try to locate a compatible format if we weren't able to find anything. */
1409 if (!pixel_format)
1411 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1412 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, TRUE);
1415 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1416 if (!pixel_format)
1418 ERR("Can't find a suitable pixel format.\n");
1419 goto out;
1422 context_enter(ret);
1424 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1426 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1427 context_release(ret);
1428 goto out;
1431 if (!(ctx = pwglCreateContext(hdc)))
1433 ERR("Failed to create a WGL context.\n");
1434 context_release(ret);
1435 goto out;
1438 if (device->context_count)
1440 if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1442 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1443 device->contexts[0]->glCtx, ctx, GetLastError());
1444 context_release(ret);
1445 if (!pwglDeleteContext(ctx))
1446 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1447 goto out;
1451 if (!device_context_add(device, ret))
1453 ERR("Failed to add the newly created context to the context list\n");
1454 context_release(ret);
1455 if (!pwglDeleteContext(ctx))
1456 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1457 goto out;
1460 ret->gl_info = gl_info;
1461 ret->state_table = device->StateTable;
1463 /* Mark all states dirty to force a proper initialization of the states
1464 * on the first use of the context. */
1465 for (state = 0; state <= STATE_HIGHEST; ++state)
1467 if (ret->state_table[state].representative)
1468 context_invalidate_state(ret, state);
1471 ret->swapchain = swapchain;
1472 ret->current_rt = target;
1473 ret->tid = GetCurrentThreadId();
1475 ret->render_offscreen = surface_is_offscreen(target);
1476 ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
1477 ret->valid = 1;
1479 ret->glCtx = ctx;
1480 ret->win_handle = swapchain->win_handle;
1481 ret->hdc = hdc;
1482 ret->pixel_format = pixel_format;
1484 /* Set up the context defaults */
1485 if (!context_set_current(ret))
1487 ERR("Cannot activate context to set up defaults.\n");
1488 device_context_remove(device, ret);
1489 context_release(ret);
1490 if (!pwglDeleteContext(ctx))
1491 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1492 goto out;
1495 switch (swapchain->presentParms.PresentationInterval)
1497 case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1498 swap_interval = 0;
1499 break;
1500 case WINED3DPRESENT_INTERVAL_DEFAULT:
1501 case WINED3DPRESENT_INTERVAL_ONE:
1502 swap_interval = 1;
1503 break;
1504 case WINED3DPRESENT_INTERVAL_TWO:
1505 swap_interval = 2;
1506 break;
1507 case WINED3DPRESENT_INTERVAL_THREE:
1508 swap_interval = 3;
1509 break;
1510 case WINED3DPRESENT_INTERVAL_FOUR:
1511 swap_interval = 4;
1512 break;
1513 default:
1514 FIXME("Unknown presentation interval %08x\n", swapchain->presentParms.PresentationInterval);
1515 swap_interval = 1;
1518 if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1520 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1521 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1522 swap_interval, ret, GetLastError());
1525 ENTER_GL();
1527 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1529 TRACE("Setting up the screen\n");
1530 /* Clear the screen */
1531 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1532 checkGLcall("glClearColor");
1533 glClearIndex(0);
1534 glClearDepth(1);
1535 glClearStencil(0xffff);
1537 checkGLcall("glClear");
1539 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1540 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1542 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1543 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1545 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1546 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1548 glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1549 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1550 glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1551 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1553 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1555 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1556 * and textures in DIB sections(due to the memory protection).
1558 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1559 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1561 if (gl_info->supported[ARB_VERTEX_BLEND])
1563 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1564 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1565 * GL_VERTEX_BLEND_ARB isn't enabled too
1567 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1568 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1570 if (gl_info->supported[NV_TEXTURE_SHADER2])
1572 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1573 * the previous texture where to source the offset from is always unit - 1.
1575 for (s = 1; s < gl_info->limits.textures; ++s)
1577 context_active_texture(ret, gl_info, s);
1578 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1579 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1582 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1584 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1585 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1586 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1587 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1588 * is ever assigned.
1590 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1591 * program and the dummy program is destroyed when the context is destroyed.
1593 const char *dummy_program =
1594 "!!ARBfp1.0\n"
1595 "MOV result.color, fragment.color.primary;\n"
1596 "END\n";
1597 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1598 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1599 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1602 if (gl_info->supported[ARB_POINT_SPRITE])
1604 for (s = 0; s < gl_info->limits.textures; ++s)
1606 context_active_texture(ret, gl_info, s);
1607 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1608 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1612 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1614 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1616 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1618 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1620 device->frag_pipe->enable_extension(TRUE);
1622 /* If this happens to be the first context for the device, dummy textures
1623 * are not created yet. In that case, they will be created (and bound) by
1624 * create_dummy_textures right after this context is initialized. */
1625 if (device->dummy_texture_2d[0])
1626 bind_dummy_textures(device, ret);
1628 LEAVE_GL();
1630 TRACE("Created context %p.\n", ret);
1632 return ret;
1634 out:
1635 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1636 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1637 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1638 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1639 HeapFree(GetProcessHeap(), 0, ret);
1640 return NULL;
1643 /* Do not call while under the GL lock. */
1644 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
1646 BOOL destroy;
1648 TRACE("Destroying ctx %p\n", context);
1650 if (context->tid == GetCurrentThreadId() || !context->current)
1652 context_destroy_gl_resources(context);
1653 TlsSetValue(wined3d_context_tls_idx, NULL);
1654 destroy = TRUE;
1656 else
1658 context->destroyed = 1;
1659 destroy = FALSE;
1662 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1663 HeapFree(GetProcessHeap(), 0, context->blit_targets);
1664 device_context_remove(device, context);
1665 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1668 /* GL locking is done by the caller */
1669 static void set_blit_dimension(UINT width, UINT height)
1671 const GLdouble projection[] =
1673 2.0 / width, 0.0, 0.0, 0.0,
1674 0.0, 2.0 / height, 0.0, 0.0,
1675 0.0, 0.0, 2.0, 0.0,
1676 -1.0, -1.0, -1.0, 1.0,
1679 glMatrixMode(GL_PROJECTION);
1680 checkGLcall("glMatrixMode(GL_PROJECTION)");
1681 glLoadMatrixd(projection);
1682 checkGLcall("glLoadMatrixd");
1683 glViewport(0, 0, width, height);
1684 checkGLcall("glViewport");
1687 /*****************************************************************************
1688 * SetupForBlit
1690 * Sets up a context for DirectDraw blitting.
1691 * All texture units are disabled, texture unit 0 is set as current unit
1692 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1693 * color writing enabled for all channels
1694 * register combiners disabled, shaders disabled
1695 * world matrix is set to identity, texture matrix 0 too
1696 * projection matrix is setup for drawing screen coordinates
1698 * Params:
1699 * This: Device to activate the context for
1700 * context: Context to setup
1702 *****************************************************************************/
1703 /* Context activation is done by the caller. */
1704 static void SetupForBlit(const struct wined3d_device *device, struct wined3d_context *context)
1706 int i;
1707 const struct wined3d_gl_info *gl_info = context->gl_info;
1708 UINT width = context->current_rt->resource.width;
1709 UINT height = context->current_rt->resource.height;
1710 DWORD sampler;
1712 TRACE("Setting up context %p for blitting\n", context);
1713 if(context->last_was_blit) {
1714 if(context->blit_w != width || context->blit_h != height) {
1715 ENTER_GL();
1716 set_blit_dimension(width, height);
1717 LEAVE_GL();
1718 context->blit_w = width; context->blit_h = height;
1719 /* No need to dirtify here, the states are still dirtified because they weren't
1720 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1721 * be set
1724 TRACE("Context is already set up for blitting, nothing to do\n");
1725 return;
1727 context->last_was_blit = TRUE;
1729 /* TODO: Use a display list */
1731 /* Disable shaders */
1732 ENTER_GL();
1733 device->shader_backend->shader_select(context, FALSE, FALSE);
1734 LEAVE_GL();
1736 context_invalidate_state(context, STATE_VSHADER);
1737 context_invalidate_state(context, STATE_PIXELSHADER);
1739 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1740 * helper functions in between gl calls. This function is full of context_invalidate_state
1741 * which can safely be called from here, we only lock once instead locking/unlocking
1742 * after each GL call.
1744 ENTER_GL();
1746 /* Disable all textures. The caller can then bind a texture it wants to blit
1747 * from
1749 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1750 * function texture unit. No need to care for higher samplers
1752 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1754 sampler = device->rev_tex_unit_map[i];
1755 context_active_texture(context, gl_info, i);
1757 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1759 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1760 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1762 glDisable(GL_TEXTURE_3D);
1763 checkGLcall("glDisable GL_TEXTURE_3D");
1764 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1766 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1767 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1769 glDisable(GL_TEXTURE_2D);
1770 checkGLcall("glDisable GL_TEXTURE_2D");
1772 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1773 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1775 if (sampler != WINED3D_UNMAPPED_STAGE)
1777 if (sampler < MAX_TEXTURES)
1778 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP));
1779 context_invalidate_state(context, STATE_SAMPLER(sampler));
1782 context_active_texture(context, gl_info, 0);
1784 sampler = device->rev_tex_unit_map[0];
1786 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1788 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1789 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1791 glDisable(GL_TEXTURE_3D);
1792 checkGLcall("glDisable GL_TEXTURE_3D");
1793 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1795 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1796 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1798 glDisable(GL_TEXTURE_2D);
1799 checkGLcall("glDisable GL_TEXTURE_2D");
1801 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1803 glMatrixMode(GL_TEXTURE);
1804 checkGLcall("glMatrixMode(GL_TEXTURE)");
1805 glLoadIdentity();
1806 checkGLcall("glLoadIdentity()");
1808 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1810 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1811 GL_TEXTURE_LOD_BIAS_EXT,
1812 0.0f);
1813 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1816 if (sampler != WINED3D_UNMAPPED_STAGE)
1818 if (sampler < MAX_TEXTURES)
1820 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler));
1821 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP));
1823 context_invalidate_state(context, STATE_SAMPLER(sampler));
1826 /* Other misc states */
1827 glDisable(GL_ALPHA_TEST);
1828 checkGLcall("glDisable(GL_ALPHA_TEST)");
1829 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
1830 glDisable(GL_LIGHTING);
1831 checkGLcall("glDisable GL_LIGHTING");
1832 context_invalidate_state(context, STATE_RENDER(WINED3DRS_LIGHTING));
1833 glDisable(GL_DEPTH_TEST);
1834 checkGLcall("glDisable GL_DEPTH_TEST");
1835 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZENABLE));
1836 glDisableWINE(GL_FOG);
1837 checkGLcall("glDisable GL_FOG");
1838 context_invalidate_state(context, STATE_RENDER(WINED3DRS_FOGENABLE));
1839 glDisable(GL_BLEND);
1840 checkGLcall("glDisable GL_BLEND");
1841 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
1842 glDisable(GL_CULL_FACE);
1843 checkGLcall("glDisable GL_CULL_FACE");
1844 context_invalidate_state(context, STATE_RENDER(WINED3DRS_CULLMODE));
1845 glDisable(GL_STENCIL_TEST);
1846 checkGLcall("glDisable GL_STENCIL_TEST");
1847 context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
1848 glDisable(GL_SCISSOR_TEST);
1849 checkGLcall("glDisable GL_SCISSOR_TEST");
1850 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
1851 if (gl_info->supported[ARB_POINT_SPRITE])
1853 glDisable(GL_POINT_SPRITE_ARB);
1854 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1855 context_invalidate_state(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
1857 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1858 checkGLcall("glColorMask");
1859 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
1860 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
1861 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
1862 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
1863 if (gl_info->supported[EXT_SECONDARY_COLOR])
1865 glDisable(GL_COLOR_SUM_EXT);
1866 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SPECULARENABLE));
1867 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1870 /* Setup transforms */
1871 glMatrixMode(GL_MODELVIEW);
1872 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1873 glLoadIdentity();
1874 checkGLcall("glLoadIdentity()");
1875 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
1877 context->last_was_rhw = TRUE;
1878 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
1880 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1881 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1882 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1883 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1884 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1885 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1886 context_invalidate_state(context, STATE_RENDER(WINED3DRS_CLIPPING));
1888 set_blit_dimension(width, height);
1889 device->frag_pipe->enable_extension(FALSE);
1891 LEAVE_GL();
1893 context->blit_w = width; context->blit_h = height;
1894 context_invalidate_state(context, STATE_VIEWPORT);
1895 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
1898 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
1900 return rt_mask & (1 << 31);
1903 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
1905 return rt_mask & ~(1 << 31);
1908 /* Context activation and GL locking are done by the caller. */
1909 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
1911 if (!rt_mask)
1913 glDrawBuffer(GL_NONE);
1914 checkGLcall("glDrawBuffer()");
1916 else if (is_rt_mask_onscreen(rt_mask))
1918 glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
1919 checkGLcall("glDrawBuffer()");
1921 else
1923 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1925 const struct wined3d_gl_info *gl_info = context->gl_info;
1926 unsigned int i = 0;
1928 while (rt_mask)
1930 if (rt_mask & 1)
1931 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1932 else
1933 context->draw_buffers[i] = GL_NONE;
1935 rt_mask >>= 1;
1936 ++i;
1939 if (gl_info->supported[ARB_DRAW_BUFFERS])
1941 GL_EXTCALL(glDrawBuffersARB(i, context->draw_buffers));
1942 checkGLcall("glDrawBuffers()");
1944 else
1946 glDrawBuffer(context->draw_buffers[0]);
1947 checkGLcall("glDrawBuffer()");
1950 else
1952 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
1957 /* GL locking is done by the caller. */
1958 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1960 glDrawBuffer(buffer);
1961 checkGLcall("glDrawBuffer()");
1962 if (context->current_fbo)
1963 context->current_fbo->rt_mask = context_generate_rt_mask(buffer);
1964 else
1965 context->draw_buffers_mask = context_generate_rt_mask(buffer);
1968 /* GL locking is done by the caller. */
1969 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
1971 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0 + unit));
1972 checkGLcall("glActiveTextureARB");
1973 context->active_texture = unit;
1976 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
1978 DWORD unit = context->active_texture;
1979 DWORD old_texture_type = context->texture_type[unit];
1981 if (name)
1983 glBindTexture(target, name);
1984 checkGLcall("glBindTexture");
1986 else
1988 target = GL_NONE;
1991 if (old_texture_type != target)
1993 const struct wined3d_device *device = context->swapchain->device;
1995 switch (old_texture_type)
1997 case GL_NONE:
1998 /* nothing to do */
1999 break;
2000 case GL_TEXTURE_2D:
2001 glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[unit]);
2002 checkGLcall("glBindTexture");
2003 break;
2004 case GL_TEXTURE_RECTANGLE_ARB:
2005 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[unit]);
2006 checkGLcall("glBindTexture");
2007 break;
2008 case GL_TEXTURE_CUBE_MAP:
2009 glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[unit]);
2010 checkGLcall("glBindTexture");
2011 break;
2012 case GL_TEXTURE_3D:
2013 glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[unit]);
2014 checkGLcall("glBindTexture");
2015 break;
2016 default:
2017 ERR("Unexpected texture target %#x\n", old_texture_type);
2020 context->texture_type[unit] = target;
2024 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
2026 if (context->render_offscreen == offscreen) return;
2028 context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
2029 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
2030 context_invalidate_state(context, STATE_VIEWPORT);
2031 context_invalidate_state(context, STATE_SCISSORRECT);
2032 context_invalidate_state(context, STATE_FRONTFACE);
2033 context->render_offscreen = offscreen;
2036 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
2037 const struct wined3d_format *required)
2039 BYTE existing_depth, existing_stencil, required_depth, required_stencil;
2041 if (existing == required) return TRUE;
2042 if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
2044 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
2045 getDepthStencilBits(required, &required_depth, &required_stencil);
2047 if(existing_depth < required_depth) return FALSE;
2048 /* If stencil bits are used the exact amount is required - otherwise wrapping
2049 * won't work correctly */
2050 if(required_stencil && required_stencil != existing_stencil) return FALSE;
2051 return TRUE;
2054 /* The caller provides a context */
2055 static void context_validate_onscreen_formats(struct wined3d_context *context,
2056 const struct wined3d_surface *depth_stencil)
2058 /* Onscreen surfaces are always in a swapchain */
2059 struct wined3d_swapchain *swapchain = context->current_rt->container.u.swapchain;
2061 if (context->render_offscreen || !depth_stencil) return;
2062 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
2064 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2065 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2066 * format. */
2067 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2069 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2070 surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
2071 swapchain->render_to_fbo = TRUE;
2072 swapchain_update_draw_bindings(swapchain);
2073 context_set_render_offscreen(context, TRUE);
2076 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device, const struct wined3d_surface *rt)
2078 if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
2079 return 0;
2080 else if (rt->container.type == WINED3D_CONTAINER_SWAPCHAIN)
2081 return context_generate_rt_mask_from_surface(rt);
2082 else
2083 return context_generate_rt_mask(device->offscreenBuffer);
2086 /* Context activation is done by the caller. */
2087 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
2089 struct wined3d_surface *rt = context->current_rt;
2090 DWORD rt_mask, old_mask;
2092 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2094 context_validate_onscreen_formats(context, NULL);
2096 if (context->render_offscreen)
2098 surface_internal_preload(rt, SRGB_RGB);
2100 ENTER_GL();
2101 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->draw_binding);
2102 LEAVE_GL();
2103 if (rt->resource.format->id != WINED3DFMT_NULL)
2104 rt_mask = 1;
2105 else
2106 rt_mask = 0;
2108 else
2110 ENTER_GL();
2111 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2112 LEAVE_GL();
2113 rt_mask = context_generate_rt_mask_from_surface(rt);
2116 else
2118 rt_mask = context_generate_rt_mask_no_fbo(device, rt);
2121 old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
2123 ENTER_GL();
2124 if (rt_mask != old_mask)
2126 context_apply_draw_buffers(context, rt_mask);
2127 context->draw_buffers_mask = rt_mask;
2130 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2132 context_check_fbo_status(context, GL_FRAMEBUFFER);
2134 LEAVE_GL();
2136 SetupForBlit(device, context);
2137 context_invalidate_state(context, STATE_FRAMEBUFFER);
2140 static BOOL context_validate_rt_config(UINT rt_count,
2141 struct wined3d_surface * const *rts, const struct wined3d_surface *ds)
2143 unsigned int i;
2145 if (ds) return TRUE;
2147 for (i = 0; i < rt_count; ++i)
2149 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2150 return TRUE;
2153 WARN("Invalid render target config, need at least one attachment.\n");
2154 return FALSE;
2157 /* Context activation is done by the caller. */
2158 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
2159 UINT rt_count, const struct wined3d_fb_state *fb)
2161 DWORD rt_mask = 0, old_mask;
2162 UINT i;
2163 struct wined3d_surface **rts = fb->render_targets;
2165 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb
2166 || rt_count != context->gl_info->limits.buffers)
2168 if (!context_validate_rt_config(rt_count, rts, fb->depth_stencil))
2169 return FALSE;
2171 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2173 context_validate_onscreen_formats(context, fb->depth_stencil);
2175 ENTER_GL();
2177 if (!rt_count || surface_is_offscreen(rts[0]))
2179 for (i = 0; i < rt_count; ++i)
2181 context->blit_targets[i] = rts[i];
2182 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2183 rt_mask |= (1 << i);
2185 while (i < context->gl_info->limits.buffers)
2187 context->blit_targets[i] = NULL;
2188 ++i;
2190 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil,
2191 rt_count ? rts[0]->draw_binding : SFLAG_INTEXTURE);
2192 glReadBuffer(GL_NONE);
2193 checkGLcall("glReadBuffer");
2195 else
2197 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2198 rt_mask = context_generate_rt_mask_from_surface(rts[0]);
2201 LEAVE_GL();
2203 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2204 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2205 * state management allows this */
2206 context_invalidate_state(context, STATE_FRAMEBUFFER);
2208 else
2210 rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
2213 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
2214 && (!rt_count || surface_is_offscreen(rts[0])))
2216 for (i = 0; i < rt_count; ++i)
2218 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL) rt_mask |= (1 << i);
2221 else
2223 rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
2226 old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
2228 ENTER_GL();
2229 if (rt_mask != old_mask)
2231 context_apply_draw_buffers(context, rt_mask);
2232 context->draw_buffers_mask = rt_mask;
2233 context_invalidate_state(context, STATE_FRAMEBUFFER);
2236 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2238 context_check_fbo_status(context, GL_FRAMEBUFFER);
2241 if (context->last_was_blit)
2243 device->frag_pipe->enable_extension(TRUE);
2244 context->last_was_blit = FALSE;
2247 /* Blending and clearing should be orthogonal, but tests on the nvidia
2248 * driver show that disabling blending when clearing improves the clearing
2249 * performance incredibly. */
2250 glDisable(GL_BLEND);
2251 glEnable(GL_SCISSOR_TEST);
2252 checkGLcall("glEnable GL_SCISSOR_TEST");
2253 LEAVE_GL();
2255 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
2256 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
2257 context_invalidate_state(context, STATE_SCISSORRECT);
2259 return TRUE;
2262 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_device *device)
2264 const struct wined3d_state *state = &device->stateBlock->state;
2265 struct wined3d_surface **rts = state->fb->render_targets;
2266 struct wined3d_shader *ps = state->pixel_shader;
2267 DWORD rt_mask, rt_mask_bits;
2268 unsigned int i;
2270 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return context_generate_rt_mask_no_fbo(device, rts[0]);
2271 else if (!context->render_offscreen) return context_generate_rt_mask_from_surface(rts[0]);
2273 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
2274 rt_mask &= device->valid_rt_mask;
2275 rt_mask_bits = rt_mask;
2276 i = 0;
2277 while (rt_mask_bits)
2279 rt_mask_bits &= ~(1 << i);
2280 if (!rts[i] || rts[i]->resource.format->id == WINED3DFMT_NULL)
2281 rt_mask &= ~(1 << i);
2283 i++;
2286 return rt_mask;
2289 /* GL locking and context activation are done by the caller */
2290 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2292 const struct wined3d_device *device = context->swapchain->device;
2293 const struct wined3d_fb_state *fb = state->fb;
2294 DWORD rt_mask = find_draw_buffers_mask(context, device);
2295 DWORD old_mask;
2297 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2299 if (!context->render_offscreen)
2301 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2303 else
2305 context_apply_fbo_state(context, GL_FRAMEBUFFER, fb->render_targets, fb->depth_stencil,
2306 fb->render_targets[0]->draw_binding);
2307 glReadBuffer(GL_NONE);
2308 checkGLcall("glReadBuffer");
2312 old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
2313 if (rt_mask != old_mask)
2315 context_apply_draw_buffers(context, rt_mask);
2316 context->draw_buffers_mask = rt_mask;
2320 /* GL locking and context activation are done by the caller */
2321 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2323 const struct wined3d_device *device = context->swapchain->device;
2324 DWORD rt_mask, old_mask;
2326 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
2328 old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
2329 rt_mask = find_draw_buffers_mask(context, device);
2330 if (rt_mask != old_mask)
2332 context_apply_draw_buffers(context, rt_mask);
2333 context->draw_buffers_mask = rt_mask;
2337 /* Context activation is done by the caller. */
2338 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device)
2340 const struct wined3d_state *state = &device->stateBlock->state;
2341 const struct StateEntry *state_table = context->state_table;
2342 const struct wined3d_fb_state *fb = state->fb;
2343 unsigned int i;
2345 if (!context_validate_rt_config(context->gl_info->limits.buffers,
2346 fb->render_targets, fb->depth_stencil))
2347 return FALSE;
2349 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
2351 context_validate_onscreen_formats(context, fb->depth_stencil);
2354 /* Preload resources before FBO setup. Texture preload in particular may
2355 * result in changes to the current FBO, due to using e.g. FBO blits for
2356 * updating a resource location. */
2357 device_update_tex_unit_map(device);
2358 device_preload_textures(device);
2359 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC))
2360 device_update_stream_info(device, context->gl_info);
2362 ENTER_GL();
2363 if (context->last_was_blit)
2365 device->frag_pipe->enable_extension(TRUE);
2368 for (i = 0; i < context->numDirtyEntries; ++i)
2370 DWORD rep = context->dirtyArray[i];
2371 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2372 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2373 context->isStateDirty[idx] &= ~(1 << shift);
2374 state_table[rep].apply(context, state, rep);
2377 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2379 context_check_fbo_status(context, GL_FRAMEBUFFER);
2382 LEAVE_GL();
2383 context->numDirtyEntries = 0; /* This makes the whole list clean */
2384 context->last_was_blit = FALSE;
2386 return TRUE;
2389 static void context_setup_target(struct wined3d_context *context, struct wined3d_surface *target)
2391 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2393 render_offscreen = surface_is_offscreen(target);
2394 if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2396 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2397 * the alpha blend state changes with different render target formats. */
2398 if (!context->current_rt)
2400 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
2402 else
2404 const struct wined3d_format *old = context->current_rt->resource.format;
2405 const struct wined3d_format *new = target->resource.format;
2407 if (old->id != new->id)
2409 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2410 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2411 || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2412 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
2414 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2415 if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
2416 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE));
2419 /* When switching away from an offscreen render target, and we're not
2420 * using FBOs, we have to read the drawable into the texture. This is
2421 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2422 * are some things that need care though. PreLoad needs a GL context,
2423 * and FindContext is called before the context is activated. It also
2424 * has to be called with the old rendertarget active, otherwise a
2425 * wrong drawable is read. */
2426 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2427 && old_render_offscreen && context->current_rt != target)
2429 /* Read the back buffer of the old drawable into the destination texture. */
2430 if (context->current_rt->texture_name_srgb)
2431 surface_internal_preload(context->current_rt, SRGB_SRGB);
2432 surface_internal_preload(context->current_rt, SRGB_RGB);
2433 surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2437 context->current_rt = target;
2438 context_set_render_offscreen(context, render_offscreen);
2441 /* Do not call while under the GL lock. */
2442 struct wined3d_context *context_acquire(const struct wined3d_device *device, struct wined3d_surface *target)
2444 struct wined3d_context *current_context = context_get_current();
2445 struct wined3d_context *context;
2447 TRACE("device %p, target %p.\n", device, target);
2449 if (current_context && current_context->destroyed)
2450 current_context = NULL;
2452 if (!target)
2454 if (current_context
2455 && current_context->current_rt
2456 && current_context->swapchain->device == device)
2458 target = current_context->current_rt;
2460 else
2462 struct wined3d_swapchain *swapchain = device->swapchains[0];
2463 if (swapchain->back_buffers)
2464 target = swapchain->back_buffers[0];
2465 else
2466 target = swapchain->front_buffer;
2470 if (current_context && current_context->current_rt == target)
2472 context = current_context;
2474 else if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
2476 TRACE("Rendering onscreen.\n");
2478 context = swapchain_get_context(target->container.u.swapchain);
2480 else
2482 TRACE("Rendering offscreen.\n");
2484 /* Stay with the current context if possible. Otherwise use the
2485 * context for the primary swapchain. */
2486 if (current_context && current_context->swapchain->device == device)
2487 context = current_context;
2488 else
2489 context = swapchain_get_context(device->swapchains[0]);
2492 context_update_window(context);
2493 context_setup_target(context, target);
2494 context_enter(context);
2495 if (!context->valid) return context;
2497 if (context != current_context)
2499 if (!context_set_current(context))
2501 ERR("Failed to activate the new context.\n");
2503 else
2505 ENTER_GL();
2506 device->frag_pipe->enable_extension(!context->last_was_blit);
2507 LEAVE_GL();
2510 else if (context->restore_ctx)
2512 context_set_gl_context(context);
2515 return context;