wined3d: Setup target if offscreen rendering setting changed.
[wine/multimedia.git] / dlls / wined3d / context.c
blob2ddb02bcac08cdc28766507e98ee69c7b01d4b05
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 static DWORD wined3d_context_tls_idx;
33 /* FBO helper functions */
35 /* GL locking is done by the caller */
36 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 /* GL locking is done by the caller */
115 static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface, DWORD location)
117 IWineD3DBaseTextureImpl *texture_impl;
119 /* Update base texture states array */
120 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
121 &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
123 IWineD3DDeviceImpl *device = surface->resource.device;
124 BOOL update_minfilter = FALSE;
125 BOOL update_magfilter = FALSE;
126 struct gl_texture *gl_tex;
128 switch (location)
130 case SFLAG_INTEXTURE:
131 gl_tex = &texture_impl->baseTexture.texture_rgb;
132 break;
134 case SFLAG_INSRGBTEX:
135 gl_tex = &texture_impl->baseTexture.texture_srgb;
136 break;
138 default:
139 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
140 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
141 return;
144 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
145 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
147 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
148 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
149 update_minfilter = TRUE;
152 if (gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
154 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
155 update_magfilter = TRUE;
158 if (texture_impl->baseTexture.bindCount)
160 WARN("Render targets should not be bound to a sampler\n");
161 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
164 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
166 if (update_minfilter || update_magfilter)
168 GLenum target, bind_target;
169 GLint old_binding;
171 target = surface->texture_target;
172 if (target == GL_TEXTURE_2D)
174 bind_target = GL_TEXTURE_2D;
175 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
177 else if (target == GL_TEXTURE_RECTANGLE_ARB)
179 bind_target = GL_TEXTURE_RECTANGLE_ARB;
180 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
182 else
184 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
185 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
188 glBindTexture(bind_target, gl_tex->name);
189 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
190 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
191 glBindTexture(bind_target, old_binding);
194 checkGLcall("apply_attachment_filter_states()");
198 /* GL locking is done by the caller */
199 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
200 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer)
202 const struct wined3d_gl_info *gl_info = context->gl_info;
204 TRACE("Attach depth stencil %p\n", depth_stencil);
206 if (depth_stencil)
208 DWORD format_flags = depth_stencil->resource.format_desc->Flags;
210 if (use_render_buffer && depth_stencil->current_renderbuffer)
212 if (format_flags & WINED3DFMT_FLAG_DEPTH)
214 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
215 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
216 checkGLcall("glFramebufferRenderbuffer()");
219 if (format_flags & WINED3DFMT_FLAG_STENCIL)
221 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
222 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
223 checkGLcall("glFramebufferRenderbuffer()");
226 else
228 surface_prepare_texture(depth_stencil, gl_info, FALSE);
229 context_apply_attachment_filter_states(depth_stencil, SFLAG_INTEXTURE);
231 if (format_flags & WINED3DFMT_FLAG_DEPTH)
233 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
234 depth_stencil->texture_target, depth_stencil->texture_name,
235 depth_stencil->texture_level);
236 checkGLcall("glFramebufferTexture2D()");
239 if (format_flags & WINED3DFMT_FLAG_STENCIL)
241 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
242 depth_stencil->texture_target, depth_stencil->texture_name,
243 depth_stencil->texture_level);
244 checkGLcall("glFramebufferTexture2D()");
248 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
250 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
251 checkGLcall("glFramebufferTexture2D()");
254 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
256 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
257 checkGLcall("glFramebufferTexture2D()");
260 else
262 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
263 checkGLcall("glFramebufferTexture2D()");
265 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
266 checkGLcall("glFramebufferTexture2D()");
270 /* GL locking is done by the caller */
271 static void context_attach_surface_fbo(const struct wined3d_context *context,
272 GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface, DWORD location)
274 const struct wined3d_gl_info *gl_info = context->gl_info;
276 TRACE("Attach surface %p to %u\n", surface, idx);
278 if (surface)
280 switch (location)
282 case SFLAG_INTEXTURE:
283 surface_prepare_texture(surface, gl_info, FALSE);
284 context_apply_attachment_filter_states(surface, location);
285 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
286 surface->texture_target, surface->texture_name, surface->texture_level);
287 break;
289 case SFLAG_INSRGBTEX:
290 surface_prepare_texture(surface, gl_info, TRUE);
291 context_apply_attachment_filter_states(surface, location);
292 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
293 surface->texture_target, surface->texture_name_srgb, surface->texture_level);
294 break;
296 default:
297 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
298 break;
300 checkGLcall("glFramebufferTexture2D()");
302 else
304 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
305 checkGLcall("glFramebufferTexture2D()");
309 /* GL locking is done by the caller */
310 static void context_check_fbo_status(struct wined3d_context *context, GLenum target)
312 const struct wined3d_gl_info *gl_info = context->gl_info;
313 GLenum status;
315 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
316 if (status == GL_FRAMEBUFFER_COMPLETE)
318 TRACE("FBO complete\n");
319 } else {
320 IWineD3DSurfaceImpl *attachment;
321 unsigned int i;
322 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
324 if (!context->current_fbo)
326 ERR("FBO 0 is incomplete, driver bug?\n");
327 return;
330 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
331 context->current_fbo->location);
333 /* Dump the FBO attachments */
334 for (i = 0; i < gl_info->limits.buffers; ++i)
336 attachment = context->current_fbo->render_targets[i];
337 if (attachment)
339 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
340 i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
341 attachment->pow2Width, attachment->pow2Height);
344 attachment = context->current_fbo->depth_stencil;
345 if (attachment)
347 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
348 attachment, debug_d3dformat(attachment->resource.format_desc->format),
349 attachment->pow2Width, attachment->pow2Height);
354 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context,
355 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
357 const struct wined3d_gl_info *gl_info = context->gl_info;
358 struct fbo_entry *entry;
360 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
361 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
362 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
363 entry->depth_stencil = depth_stencil;
364 entry->location = location;
365 entry->attached = FALSE;
366 entry->id = 0;
368 return entry;
371 /* GL locking is done by the caller */
372 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
373 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil,
374 DWORD location, struct fbo_entry *entry)
376 const struct wined3d_gl_info *gl_info = context->gl_info;
378 context_bind_fbo(context, target, &entry->id);
379 context_clean_fbo_attachments(gl_info, target);
381 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
382 entry->depth_stencil = depth_stencil;
383 entry->location = location;
384 entry->attached = FALSE;
387 /* GL locking is done by the caller */
388 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
390 if (entry->id)
392 TRACE("Destroy FBO %d\n", entry->id);
393 context_destroy_fbo(context, &entry->id);
395 --context->fbo_entry_count;
396 list_remove(&entry->entry);
397 HeapFree(GetProcessHeap(), 0, entry->render_targets);
398 HeapFree(GetProcessHeap(), 0, entry);
402 /* GL locking is done by the caller */
403 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
404 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
406 const struct wined3d_gl_info *gl_info = context->gl_info;
407 struct fbo_entry *entry;
409 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
411 if (!memcmp(entry->render_targets,
412 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
413 && entry->depth_stencil == depth_stencil && entry->location == location)
415 list_remove(&entry->entry);
416 list_add_head(&context->fbo_list, &entry->entry);
417 return entry;
421 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
423 entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
424 list_add_head(&context->fbo_list, &entry->entry);
425 ++context->fbo_entry_count;
427 else
429 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
430 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
431 list_remove(&entry->entry);
432 list_add_head(&context->fbo_list, &entry->entry);
435 return entry;
438 /* GL locking is done by the caller */
439 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
441 const struct wined3d_gl_info *gl_info = context->gl_info;
442 unsigned int i;
444 context_bind_fbo(context, target, &entry->id);
446 if (!entry->attached)
448 /* Apply render targets */
449 for (i = 0; i < gl_info->limits.buffers; ++i)
451 context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
454 /* Apply depth targets */
455 if (entry->depth_stencil)
457 surface_set_compatible_renderbuffer(entry->depth_stencil,
458 entry->render_targets[0]->pow2Width, entry->render_targets[0]->pow2Height);
460 context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, TRUE);
462 entry->attached = TRUE;
464 else
466 for (i = 0; i < gl_info->limits.buffers; ++i)
468 if (entry->render_targets[i])
469 context_apply_attachment_filter_states(entry->render_targets[i], entry->location);
471 if (entry->depth_stencil)
472 context_apply_attachment_filter_states(entry->depth_stencil, SFLAG_INTEXTURE);
476 /* GL locking is done by the caller */
477 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
478 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
480 struct fbo_entry *entry, *entry2;
482 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
484 context_destroy_fbo_entry(context, entry);
487 if (context->rebind_fbo)
489 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
490 context->rebind_fbo = FALSE;
493 if (render_targets)
495 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
496 context_apply_fbo_entry(context, target, context->current_fbo);
498 else
500 context->current_fbo = NULL;
501 context_bind_fbo(context, target, NULL);
504 context_check_fbo_status(context, target);
507 /* GL locking is done by the caller */
508 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
509 IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
511 if (surface_is_offscreen(render_target))
513 UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
514 context->blit_targets[0] = render_target;
515 if (clear_size) memset(&context->blit_targets[1], 0, clear_size);
516 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
518 else
520 context_apply_fbo_state(context, target, NULL, NULL, location);
524 /* Context activation is done by the caller. */
525 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
527 const struct wined3d_gl_info *gl_info = context->gl_info;
529 if (context->free_occlusion_query_count)
531 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
533 else
535 if (gl_info->supported[ARB_OCCLUSION_QUERY])
537 ENTER_GL();
538 GL_EXTCALL(glGenQueriesARB(1, &query->id));
539 checkGLcall("glGenQueriesARB");
540 LEAVE_GL();
542 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
544 else
546 WARN("Occlusion queries not supported, not allocating query id.\n");
547 query->id = 0;
551 query->context = context;
552 list_add_head(&context->occlusion_queries, &query->entry);
555 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
557 struct wined3d_context *context = query->context;
559 list_remove(&query->entry);
560 query->context = NULL;
562 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
564 UINT new_size = context->free_occlusion_query_size << 1;
565 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
566 new_size * sizeof(*context->free_occlusion_queries));
568 if (!new_data)
570 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
571 return;
574 context->free_occlusion_query_size = new_size;
575 context->free_occlusion_queries = new_data;
578 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
581 /* Context activation is done by the caller. */
582 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
584 const struct wined3d_gl_info *gl_info = context->gl_info;
586 if (context->free_event_query_count)
588 query->object = context->free_event_queries[--context->free_event_query_count];
590 else
592 if (gl_info->supported[ARB_SYNC])
594 /* Using ARB_sync, not much to do here. */
595 query->object.sync = NULL;
596 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
598 else if (gl_info->supported[APPLE_FENCE])
600 ENTER_GL();
601 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
602 checkGLcall("glGenFencesAPPLE");
603 LEAVE_GL();
605 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
607 else if(gl_info->supported[NV_FENCE])
609 ENTER_GL();
610 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
611 checkGLcall("glGenFencesNV");
612 LEAVE_GL();
614 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
616 else
618 WARN("Event queries not supported, not allocating query id.\n");
619 query->object.id = 0;
623 query->context = context;
624 list_add_head(&context->event_queries, &query->entry);
627 void context_free_event_query(struct wined3d_event_query *query)
629 struct wined3d_context *context = query->context;
631 list_remove(&query->entry);
632 query->context = NULL;
634 if (context->free_event_query_count >= context->free_event_query_size - 1)
636 UINT new_size = context->free_event_query_size << 1;
637 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
638 new_size * sizeof(*context->free_event_queries));
640 if (!new_data)
642 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
643 return;
646 context->free_event_query_size = new_size;
647 context->free_event_queries = new_data;
650 context->free_event_queries[context->free_event_query_count++] = query->object;
653 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
655 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
656 UINT i;
658 if (!This->d3d_initialized) return;
660 switch(type)
662 case WINED3DRTYPE_SURFACE:
664 for (i = 0; i < This->numContexts; ++i)
666 struct wined3d_context *context = This->contexts[i];
667 const struct wined3d_gl_info *gl_info = context->gl_info;
668 struct fbo_entry *entry, *entry2;
670 if (context->current_rt == (IWineD3DSurfaceImpl *)resource) context->current_rt = NULL;
672 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
674 UINT j;
676 if (entry->depth_stencil == (IWineD3DSurfaceImpl *)resource)
678 list_remove(&entry->entry);
679 list_add_head(&context->fbo_destroy_list, &entry->entry);
680 continue;
683 for (j = 0; j < gl_info->limits.buffers; ++j)
685 if (entry->render_targets[j] == (IWineD3DSurfaceImpl *)resource)
687 list_remove(&entry->entry);
688 list_add_head(&context->fbo_destroy_list, &entry->entry);
689 break;
695 break;
698 default:
699 break;
703 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface)
705 const struct wined3d_gl_info *gl_info = context->gl_info;
706 struct fbo_entry *entry = context->current_fbo;
707 unsigned int i;
709 if (!entry || context->rebind_fbo) return;
711 for (i = 0; i < gl_info->limits.buffers; ++i)
713 if (surface == entry->render_targets[i])
715 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
716 context->rebind_fbo = TRUE;
717 return;
721 if (surface == entry->depth_stencil)
723 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
724 context->rebind_fbo = TRUE;
728 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
730 int current = GetPixelFormat(dc);
732 if (current == format) return TRUE;
734 if (!current)
736 if (!SetPixelFormat(dc, format, NULL))
738 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
739 format, dc, GetLastError());
740 return FALSE;
742 return TRUE;
745 /* By default WGL doesn't allow pixel format adjustments but we need it
746 * here. For this reason there's a Wine specific wglSetPixelFormat()
747 * which allows us to set the pixel format multiple times. Only use it
748 * when really needed. */
749 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
751 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
753 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
754 format, dc);
755 return FALSE;
757 return TRUE;
760 /* OpenGL doesn't allow pixel format adjustments. Print an error and
761 * continue using the old format. There's a big chance that the old
762 * format works although with a performance hit and perhaps rendering
763 * errors. */
764 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
765 format, dc, current);
766 return TRUE;
769 static void context_update_window(struct wined3d_context *context)
771 TRACE("Updating context %p window from %p to %p.\n",
772 context, context->win_handle, context->swapchain->win_handle);
774 if (context->valid)
776 if (!ReleaseDC(context->win_handle, context->hdc))
778 ERR("Failed to release device context %p, last error %#x.\n",
779 context->hdc, GetLastError());
782 else context->valid = 1;
784 context->win_handle = context->swapchain->win_handle;
786 if (!(context->hdc = GetDC(context->win_handle)))
788 ERR("Failed to get a device context for window %p.\n", context->win_handle);
789 goto err;
792 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
794 ERR("Failed to set pixel format %d on device context %p.\n",
795 context->pixel_format, context->hdc);
796 goto err;
799 if (!pwglMakeCurrent(context->hdc, context->glCtx))
801 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
802 context->glCtx, context->hdc, GetLastError());
803 goto err;
806 return;
808 err:
809 context->valid = 0;
812 static void context_validate(struct wined3d_context *context)
814 HWND wnd = WindowFromDC(context->hdc);
816 if (wnd != context->win_handle)
818 WARN("DC %p belongs to window %p instead of %p.\n",
819 context->hdc, wnd, context->win_handle);
820 context->valid = 0;
823 if (context->win_handle != context->swapchain->win_handle)
824 context_update_window(context);
827 static void context_destroy_gl_resources(struct wined3d_context *context)
829 const struct wined3d_gl_info *gl_info = context->gl_info;
830 struct wined3d_occlusion_query *occlusion_query;
831 struct wined3d_event_query *event_query;
832 struct fbo_entry *entry, *entry2;
833 HGLRC restore_ctx;
834 HDC restore_dc;
835 unsigned int i;
837 restore_ctx = pwglGetCurrentContext();
838 restore_dc = pwglGetCurrentDC();
840 context_validate(context);
841 if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
842 else restore_ctx = NULL;
844 ENTER_GL();
846 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
848 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
849 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
850 occlusion_query->context = NULL;
853 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
855 if (context->valid)
857 if (gl_info->supported[ARB_SYNC])
859 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
861 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
862 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
864 event_query->context = NULL;
867 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
869 if (!context->valid) entry->id = 0;
870 context_destroy_fbo_entry(context, entry);
873 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
875 if (!context->valid) entry->id = 0;
876 context_destroy_fbo_entry(context, entry);
879 if (context->valid)
881 if (context->dst_fbo)
883 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
884 context_destroy_fbo(context, &context->dst_fbo);
886 if (context->dummy_arbfp_prog)
888 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
891 if (gl_info->supported[ARB_OCCLUSION_QUERY])
892 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
894 if (gl_info->supported[ARB_SYNC])
896 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
898 else if (gl_info->supported[APPLE_FENCE])
900 for (i = 0; i < context->free_event_query_count; ++i)
902 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
905 else if (gl_info->supported[NV_FENCE])
907 for (i = 0; i < context->free_event_query_count; ++i)
909 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
913 checkGLcall("context cleanup");
916 LEAVE_GL();
918 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
919 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
921 if (restore_ctx)
923 if (!pwglMakeCurrent(restore_dc, restore_ctx))
925 DWORD err = GetLastError();
926 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
927 restore_ctx, restore_dc, err);
930 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
932 ERR("Failed to disable GL context.\n");
935 ReleaseDC(context->win_handle, context->hdc);
937 if (!pwglDeleteContext(context->glCtx))
939 DWORD err = GetLastError();
940 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
944 DWORD context_get_tls_idx(void)
946 return wined3d_context_tls_idx;
949 void context_set_tls_idx(DWORD idx)
951 wined3d_context_tls_idx = idx;
954 struct wined3d_context *context_get_current(void)
956 return TlsGetValue(wined3d_context_tls_idx);
959 BOOL context_set_current(struct wined3d_context *ctx)
961 struct wined3d_context *old = context_get_current();
963 if (old == ctx)
965 TRACE("Already using D3D context %p.\n", ctx);
966 return TRUE;
969 if (old)
971 if (old->destroyed)
973 TRACE("Switching away from destroyed context %p.\n", old);
974 context_destroy_gl_resources(old);
975 HeapFree(GetProcessHeap(), 0, old);
977 else
979 old->current = 0;
983 if (ctx)
985 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
986 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
988 DWORD err = GetLastError();
989 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
990 ctx->glCtx, ctx->hdc, err);
991 TlsSetValue(wined3d_context_tls_idx, NULL);
992 return FALSE;
994 ctx->current = 1;
996 else if(pwglGetCurrentContext())
998 TRACE("Clearing current D3D context.\n");
999 if (!pwglMakeCurrent(NULL, NULL))
1001 DWORD err = GetLastError();
1002 ERR("Failed to clear current GL context, last error %#x.\n", err);
1003 TlsSetValue(wined3d_context_tls_idx, NULL);
1004 return FALSE;
1008 return TlsSetValue(wined3d_context_tls_idx, ctx);
1011 void context_release(struct wined3d_context *context)
1013 TRACE("Releasing context %p, level %u.\n", context, context->level);
1015 if (WARN_ON(d3d))
1017 if (!context->level)
1018 WARN("Context %p is not active.\n", context);
1019 else if (context != context_get_current())
1020 WARN("Context %p is not the current context.\n", context);
1023 if (!--context->level && context->restore_ctx)
1025 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1026 if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
1028 DWORD err = GetLastError();
1029 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1030 context->restore_ctx, context->restore_dc, err);
1032 context->restore_ctx = NULL;
1033 context->restore_dc = NULL;
1037 static void context_enter(struct wined3d_context *context)
1039 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1041 if (!context->level++)
1043 const struct wined3d_context *current_context = context_get_current();
1044 HGLRC current_gl = pwglGetCurrentContext();
1046 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1048 TRACE("Another GL context (%p on device context %p) is already current.\n",
1049 current_gl, pwglGetCurrentDC());
1050 context->restore_ctx = current_gl;
1051 context->restore_dc = pwglGetCurrentDC();
1056 /*****************************************************************************
1057 * Context_MarkStateDirty
1059 * Marks a state in a context dirty. Only one context, opposed to
1060 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1061 * contexts
1063 * Params:
1064 * context: Context to mark the state dirty in
1065 * state: State to mark dirty
1066 * StateTable: Pointer to the state table in use(for state grouping)
1068 *****************************************************************************/
1069 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
1071 DWORD rep = StateTable[state].representative;
1072 DWORD idx;
1073 BYTE shift;
1075 if (isStateDirty(context, rep)) return;
1077 context->dirtyArray[context->numDirtyEntries++] = rep;
1078 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1079 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1080 context->isStateDirty[idx] |= (1 << shift);
1083 /* This function takes care of WineD3D pixel format selection. */
1084 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
1085 const struct wined3d_format_desc *color_format_desc, const struct wined3d_format_desc *ds_format_desc,
1086 BOOL auxBuffers, int numSamples, BOOL findCompatible)
1088 int iPixelFormat=0;
1089 unsigned int matchtry;
1090 short redBits, greenBits, blueBits, alphaBits, colorBits;
1091 short depthBits=0, stencilBits=0;
1093 struct match_type {
1094 BOOL require_aux;
1095 BOOL exact_alpha;
1096 BOOL exact_color;
1097 } matches[] = {
1098 /* First, try without alpha match buffers. MacOS supports aux buffers only
1099 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1100 * Then try without aux buffers - this is the most common cause for not
1101 * finding a pixel format. Also some drivers(the open source ones)
1102 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1103 * match, then try without an exact alpha and color match.
1105 { TRUE, TRUE, TRUE },
1106 { TRUE, FALSE, TRUE },
1107 { FALSE, TRUE, TRUE },
1108 { FALSE, FALSE, TRUE },
1109 { TRUE, FALSE, FALSE },
1110 { FALSE, FALSE, FALSE },
1113 int i = 0;
1114 int nCfgs = This->adapter->nCfgs;
1116 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1117 debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
1118 auxBuffers, numSamples, findCompatible);
1120 if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1122 ERR("Unable to get color bits for format %s (%#x)!\n",
1123 debug_d3dformat(color_format_desc->format), color_format_desc->format);
1124 return 0;
1127 getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
1129 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1130 for(i=0; i<nCfgs; i++) {
1131 BOOL exactDepthMatch = TRUE;
1132 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1134 /* For now only accept RGBA formats. Perhaps some day we will
1135 * allow floating point formats for pbuffers. */
1136 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1137 continue;
1139 /* In window mode we need a window drawable format and double buffering. */
1140 if(!(cfg->windowDrawable && cfg->doubleBuffer))
1141 continue;
1143 /* We like to have aux buffers in backbuffer mode */
1144 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1145 continue;
1147 if(matches[matchtry].exact_color) {
1148 if(cfg->redSize != redBits)
1149 continue;
1150 if(cfg->greenSize != greenBits)
1151 continue;
1152 if(cfg->blueSize != blueBits)
1153 continue;
1154 } else {
1155 if(cfg->redSize < redBits)
1156 continue;
1157 if(cfg->greenSize < greenBits)
1158 continue;
1159 if(cfg->blueSize < blueBits)
1160 continue;
1162 if(matches[matchtry].exact_alpha) {
1163 if(cfg->alphaSize != alphaBits)
1164 continue;
1165 } else {
1166 if(cfg->alphaSize < alphaBits)
1167 continue;
1170 /* We try to locate a format which matches our requirements exactly. In case of
1171 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1172 if(cfg->depthSize < depthBits)
1173 continue;
1174 else if(cfg->depthSize > depthBits)
1175 exactDepthMatch = FALSE;
1177 /* In all cases make sure the number of stencil bits matches our requirements
1178 * even when we don't need stencil because it could affect performance EXCEPT
1179 * on cards which don't offer depth formats without stencil like the i915 drivers
1180 * on Linux. */
1181 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1182 continue;
1184 /* Check multisampling support */
1185 if(cfg->numSamples != numSamples)
1186 continue;
1188 /* When we have passed all the checks then we have found a format which matches our
1189 * requirements. Note that we only check for a limit number of capabilities right now,
1190 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1191 * can still differ in things like multisampling, stereo, SRGB and other flags.
1194 /* Exit the loop as we have found a format :) */
1195 if(exactDepthMatch) {
1196 iPixelFormat = cfg->iPixelFormat;
1197 break;
1198 } else if(!iPixelFormat) {
1199 /* In the end we might end up with a format which doesn't exactly match our depth
1200 * requirements. Accept the first format we found because formats with higher iPixelFormat
1201 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1202 iPixelFormat = cfg->iPixelFormat;
1207 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1208 if(!iPixelFormat && !findCompatible) {
1209 ERR("Can't find a suitable iPixelFormat\n");
1210 return FALSE;
1211 } else if(!iPixelFormat) {
1212 PIXELFORMATDESCRIPTOR pfd;
1214 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1215 /* PixelFormat selection */
1216 ZeroMemory(&pfd, sizeof(pfd));
1217 pfd.nSize = sizeof(pfd);
1218 pfd.nVersion = 1;
1219 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1220 pfd.iPixelType = PFD_TYPE_RGBA;
1221 pfd.cAlphaBits = alphaBits;
1222 pfd.cColorBits = colorBits;
1223 pfd.cDepthBits = depthBits;
1224 pfd.cStencilBits = stencilBits;
1225 pfd.iLayerType = PFD_MAIN_PLANE;
1227 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1228 if(!iPixelFormat) {
1229 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1230 ERR("Can't find a suitable iPixelFormat\n");
1231 return FALSE;
1235 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1236 iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1237 return iPixelFormat;
1240 /*****************************************************************************
1241 * context_create
1243 * Creates a new context.
1245 * * Params:
1246 * This: Device to activate the context for
1247 * target: Surface this context will render to
1248 * win_handle: handle to the window which we are drawing to
1249 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1251 *****************************************************************************/
1252 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1253 const struct wined3d_format_desc *ds_format_desc)
1255 IWineD3DDeviceImpl *device = swapchain->device;
1256 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1257 const struct wined3d_format_desc *color_format_desc;
1258 struct wined3d_context *ret;
1259 PIXELFORMATDESCRIPTOR pfd;
1260 BOOL auxBuffers = FALSE;
1261 int numSamples = 0;
1262 int pixel_format;
1263 unsigned int s;
1264 DWORD state;
1265 HGLRC ctx;
1266 HDC hdc;
1268 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1270 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1271 if (!ret)
1273 ERR("Failed to allocate context memory.\n");
1274 return NULL;
1277 if (!(hdc = GetDC(swapchain->win_handle)))
1279 ERR("Failed to retrieve a device context.\n");
1280 goto out;
1283 color_format_desc = target->resource.format_desc;
1285 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1286 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1287 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1289 auxBuffers = TRUE;
1291 if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
1292 color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, gl_info);
1293 else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
1294 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1297 /* DirectDraw supports 8bit paletted render targets and these are used by
1298 * old games like Starcraft and C&C. Most modern hardware doesn't support
1299 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1300 * conversion (ab)uses the alpha component for storing the palette index.
1301 * For this reason we require a format with 8bit alpha, so request
1302 * A8R8G8B8. */
1303 if (color_format_desc->format == WINED3DFMT_P8_UINT)
1304 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1306 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1307 if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1309 if (!gl_info->supported[ARB_MULTISAMPLE])
1310 WARN("The application is requesting multisampling without support.\n");
1311 else
1313 TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1314 numSamples = swapchain->presentParms.MultiSampleType;
1318 /* Try to find a pixel format which matches our requirements. */
1319 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1320 auxBuffers, numSamples, FALSE /* findCompatible */);
1322 /* Try to locate a compatible format if we weren't able to find anything. */
1323 if (!pixel_format)
1325 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1326 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1327 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1330 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1331 if (!pixel_format)
1333 ERR("Can't find a suitable pixel format.\n");
1334 goto out;
1337 DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1338 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1340 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1341 goto out;
1344 ctx = pwglCreateContext(hdc);
1345 if (device->numContexts)
1347 if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1349 DWORD err = GetLastError();
1350 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1351 device->contexts[0]->glCtx, ctx, err);
1355 if(!ctx) {
1356 ERR("Failed to create a WGL context\n");
1357 goto out;
1360 if (!device_context_add(device, ret))
1362 ERR("Failed to add the newly created context to the context list\n");
1363 if (!pwglDeleteContext(ctx))
1365 DWORD err = GetLastError();
1366 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1368 goto out;
1371 ret->gl_info = gl_info;
1373 /* Mark all states dirty to force a proper initialization of the states
1374 * on the first use of the context. */
1375 for (state = 0; state <= STATE_HIGHEST; ++state)
1377 if (device->StateTable[state].representative)
1378 Context_MarkStateDirty(ret, state, device->StateTable);
1381 ret->swapchain = swapchain;
1382 ret->current_rt = target;
1383 ret->tid = GetCurrentThreadId();
1385 ret->render_offscreen = surface_is_offscreen(target);
1386 ret->draw_buffer_dirty = TRUE;
1387 ret->valid = 1;
1389 ret->glCtx = ctx;
1390 ret->win_handle = swapchain->win_handle;
1391 ret->hdc = hdc;
1392 ret->pixel_format = pixel_format;
1394 if (device->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *)device))
1396 /* Create the dirty constants array and initialize them to dirty */
1397 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1398 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1399 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1400 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1401 memset(ret->vshader_const_dirty, 1,
1402 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1403 memset(ret->pshader_const_dirty, 1,
1404 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1407 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1408 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1409 if (!ret->blit_targets) goto out;
1411 ret->free_occlusion_query_size = 4;
1412 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1413 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1414 if (!ret->free_occlusion_queries) goto out;
1416 list_init(&ret->occlusion_queries);
1418 ret->free_event_query_size = 4;
1419 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1420 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1421 if (!ret->free_event_queries) goto out;
1423 list_init(&ret->event_queries);
1425 TRACE("Successfully created new context %p\n", ret);
1427 list_init(&ret->fbo_list);
1428 list_init(&ret->fbo_destroy_list);
1430 context_enter(ret);
1432 /* Set up the context defaults */
1433 if (!context_set_current(ret))
1435 ERR("Cannot activate context to set up defaults\n");
1436 context_release(ret);
1437 goto out;
1440 ENTER_GL();
1442 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1444 TRACE("Setting up the screen\n");
1445 /* Clear the screen */
1446 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1447 checkGLcall("glClearColor");
1448 glClearIndex(0);
1449 glClearDepth(1);
1450 glClearStencil(0xffff);
1452 checkGLcall("glClear");
1454 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1455 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1457 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1458 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1460 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1461 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1463 glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1464 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1465 glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1466 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1468 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1470 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1471 * and textures in DIB sections(due to the memory protection).
1473 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1474 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1476 if (gl_info->supported[ARB_VERTEX_BLEND])
1478 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1479 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1480 * GL_VERTEX_BLEND_ARB isn't enabled too
1482 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1483 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1485 if (gl_info->supported[NV_TEXTURE_SHADER2])
1487 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1488 * the previous texture where to source the offset from is always unit - 1.
1490 for (s = 1; s < gl_info->limits.textures; ++s)
1492 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1493 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1494 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1497 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1499 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1500 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1501 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1502 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1503 * is ever assigned.
1505 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1506 * program and the dummy program is destroyed when the context is destroyed.
1508 const char *dummy_program =
1509 "!!ARBfp1.0\n"
1510 "MOV result.color, fragment.color.primary;\n"
1511 "END\n";
1512 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1513 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1514 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1517 for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1519 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1520 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1521 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1524 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
1526 /* Windows doesn't support to query the glPointParameteri function pointer, so use the
1527 * NV_POINT_SPRITE extension.
1529 if (glPointParameteri)
1531 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT);
1532 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT)");
1534 else if (gl_info->supported[NV_POINT_SPRITE])
1536 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT));
1537 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT)");
1541 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1543 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1545 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1547 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1550 LEAVE_GL();
1552 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
1554 TRACE("Created context %p.\n", ret);
1556 return ret;
1558 out:
1559 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1560 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1561 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1562 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1563 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1564 HeapFree(GetProcessHeap(), 0, ret);
1565 return NULL;
1568 /*****************************************************************************
1569 * context_destroy
1571 * Destroys a wined3d context
1573 * Params:
1574 * This: Device to activate the context for
1575 * context: Context to destroy
1577 *****************************************************************************/
1578 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1580 BOOL destroy;
1582 TRACE("Destroying ctx %p\n", context);
1584 if (context->tid == GetCurrentThreadId() || !context->current)
1586 context_destroy_gl_resources(context);
1587 TlsSetValue(wined3d_context_tls_idx, NULL);
1588 destroy = TRUE;
1590 else
1592 context->destroyed = 1;
1593 destroy = FALSE;
1596 HeapFree(GetProcessHeap(), 0, context->blit_targets);
1597 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1598 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1599 device_context_remove(This, context);
1600 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1603 /* GL locking is done by the caller */
1604 static inline void set_blit_dimension(UINT width, UINT height) {
1605 glMatrixMode(GL_PROJECTION);
1606 checkGLcall("glMatrixMode(GL_PROJECTION)");
1607 glLoadIdentity();
1608 checkGLcall("glLoadIdentity()");
1609 glOrtho(0, width, height, 0, 0.0, -1.0);
1610 checkGLcall("glOrtho");
1611 glViewport(0, 0, width, height);
1612 checkGLcall("glViewport");
1615 /*****************************************************************************
1616 * SetupForBlit
1618 * Sets up a context for DirectDraw blitting.
1619 * All texture units are disabled, texture unit 0 is set as current unit
1620 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1621 * color writing enabled for all channels
1622 * register combiners disabled, shaders disabled
1623 * world matrix is set to identity, texture matrix 0 too
1624 * projection matrix is setup for drawing screen coordinates
1626 * Params:
1627 * This: Device to activate the context for
1628 * context: Context to setup
1630 *****************************************************************************/
1631 /* Context activation is done by the caller. */
1632 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1634 int i;
1635 const struct StateEntry *StateTable = This->StateTable;
1636 const struct wined3d_gl_info *gl_info = context->gl_info;
1637 UINT width = context->current_rt->currentDesc.Width;
1638 UINT height = context->current_rt->currentDesc.Height;
1639 DWORD sampler;
1641 TRACE("Setting up context %p for blitting\n", context);
1642 if(context->last_was_blit) {
1643 if(context->blit_w != width || context->blit_h != height) {
1644 ENTER_GL();
1645 set_blit_dimension(width, height);
1646 LEAVE_GL();
1647 context->blit_w = width; context->blit_h = height;
1648 /* No need to dirtify here, the states are still dirtified because they weren't
1649 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1650 * be set
1653 TRACE("Context is already set up for blitting, nothing to do\n");
1654 return;
1656 context->last_was_blit = TRUE;
1658 /* TODO: Use a display list */
1660 /* Disable shaders */
1661 ENTER_GL();
1662 This->shader_backend->shader_select(context, FALSE, FALSE);
1663 LEAVE_GL();
1665 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1666 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1668 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1669 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1670 * which can safely be called from here, we only lock once instead locking/unlocking
1671 * after each GL call.
1673 ENTER_GL();
1675 /* Disable all textures. The caller can then bind a texture it wants to blit
1676 * from
1678 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1679 * function texture unit. No need to care for higher samplers
1681 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1683 sampler = This->rev_tex_unit_map[i];
1684 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1685 checkGLcall("glActiveTextureARB");
1687 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1689 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1690 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1692 glDisable(GL_TEXTURE_3D);
1693 checkGLcall("glDisable GL_TEXTURE_3D");
1694 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1696 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1697 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1699 glDisable(GL_TEXTURE_2D);
1700 checkGLcall("glDisable GL_TEXTURE_2D");
1702 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1703 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1705 if (sampler != WINED3D_UNMAPPED_STAGE)
1707 if (sampler < MAX_TEXTURES) {
1708 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1710 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1713 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1714 checkGLcall("glActiveTextureARB");
1716 sampler = This->rev_tex_unit_map[0];
1718 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1720 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1721 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1723 glDisable(GL_TEXTURE_3D);
1724 checkGLcall("glDisable GL_TEXTURE_3D");
1725 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1727 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1728 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1730 glDisable(GL_TEXTURE_2D);
1731 checkGLcall("glDisable GL_TEXTURE_2D");
1733 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1735 glMatrixMode(GL_TEXTURE);
1736 checkGLcall("glMatrixMode(GL_TEXTURE)");
1737 glLoadIdentity();
1738 checkGLcall("glLoadIdentity()");
1740 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1742 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1743 GL_TEXTURE_LOD_BIAS_EXT,
1744 0.0f);
1745 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1748 if (sampler != WINED3D_UNMAPPED_STAGE)
1750 if (sampler < MAX_TEXTURES) {
1751 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1752 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1754 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1757 /* Other misc states */
1758 glDisable(GL_ALPHA_TEST);
1759 checkGLcall("glDisable(GL_ALPHA_TEST)");
1760 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1761 glDisable(GL_LIGHTING);
1762 checkGLcall("glDisable GL_LIGHTING");
1763 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1764 glDisable(GL_DEPTH_TEST);
1765 checkGLcall("glDisable GL_DEPTH_TEST");
1766 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1767 glDisableWINE(GL_FOG);
1768 checkGLcall("glDisable GL_FOG");
1769 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1770 glDisable(GL_BLEND);
1771 checkGLcall("glDisable GL_BLEND");
1772 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1773 glDisable(GL_CULL_FACE);
1774 checkGLcall("glDisable GL_CULL_FACE");
1775 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1776 glDisable(GL_STENCIL_TEST);
1777 checkGLcall("glDisable GL_STENCIL_TEST");
1778 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1779 glDisable(GL_SCISSOR_TEST);
1780 checkGLcall("glDisable GL_SCISSOR_TEST");
1781 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1782 if (gl_info->supported[ARB_POINT_SPRITE])
1784 glDisable(GL_POINT_SPRITE_ARB);
1785 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1786 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1788 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1789 checkGLcall("glColorMask");
1790 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1791 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
1792 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
1793 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
1794 if (gl_info->supported[EXT_SECONDARY_COLOR])
1796 glDisable(GL_COLOR_SUM_EXT);
1797 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1798 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1801 /* Setup transforms */
1802 glMatrixMode(GL_MODELVIEW);
1803 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1804 glLoadIdentity();
1805 checkGLcall("glLoadIdentity()");
1806 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1808 context->last_was_rhw = TRUE;
1809 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1811 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1812 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1813 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1814 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1815 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1816 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1817 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1819 set_blit_dimension(width, height);
1821 LEAVE_GL();
1823 context->blit_w = width; context->blit_h = height;
1824 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1825 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1828 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1831 /*****************************************************************************
1832 * findThreadContextForSwapChain
1834 * Searches a swapchain for all contexts and picks one for the thread tid.
1835 * If none can be found the swapchain is requested to create a new context
1837 *****************************************************************************/
1838 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1840 unsigned int i;
1842 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1843 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1844 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1849 /* Create a new context for the thread */
1850 return swapchain_create_context_for_thread(swapchain);
1853 /*****************************************************************************
1854 * FindContext
1856 * Finds a context for the current render target and thread
1858 * Parameters:
1859 * target: Render target to find the context for
1860 * tid: Thread to activate the context for
1862 * Returns: The needed context
1864 *****************************************************************************/
1865 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target)
1867 IWineD3DSwapChain *swapchain = NULL;
1868 struct wined3d_context *current_context = context_get_current();
1869 DWORD tid = GetCurrentThreadId();
1870 struct wined3d_context *context;
1872 if (current_context && current_context->destroyed) current_context = NULL;
1874 if (!target)
1876 if (current_context
1877 && current_context->current_rt
1878 && current_context->swapchain->device == This)
1880 target = current_context->current_rt;
1882 else
1884 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1885 if (swapchain->back_buffers) target = swapchain->back_buffers[0];
1886 else target = swapchain->front_buffer;
1890 if (current_context && current_context->current_rt == target)
1892 context_validate(current_context);
1893 return current_context;
1896 if (target->Flags & SFLAG_SWAPCHAIN)
1898 TRACE("Rendering onscreen\n");
1900 swapchain = (IWineD3DSwapChain *)target->container;
1901 context = findThreadContextForSwapChain(swapchain, tid);
1903 else
1905 TRACE("Rendering offscreen\n");
1907 /* Stay with the currently active context. */
1908 if (current_context && current_context->swapchain->device == This)
1910 context = current_context;
1912 else
1914 /* This may happen if the app jumps straight into offscreen rendering
1915 * Start using the context of the primary swapchain. tid == 0 is no problem
1916 * for findThreadContextForSwapChain.
1918 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1919 * is perfect to call. */
1920 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1924 context_validate(context);
1926 return context;
1929 /* Context activation is done by the caller. */
1930 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
1932 const struct wined3d_gl_info *gl_info = context->gl_info;
1933 IWineD3DSurfaceImpl *rt = context->current_rt;
1934 IWineD3DDeviceImpl *device;
1936 device = rt->resource.device;
1937 if (!surface_is_offscreen(rt))
1939 ENTER_GL();
1940 glDrawBuffer(surface_get_gl_buffer(rt));
1941 checkGLcall("glDrawBuffers()");
1942 LEAVE_GL();
1944 else
1946 ENTER_GL();
1947 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1949 if (!blit)
1951 unsigned int i;
1953 for (i = 0; i < gl_info->limits.buffers; ++i)
1955 if (device->render_targets[i])
1956 device->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1957 else
1958 device->draw_buffers[i] = GL_NONE;
1961 if (gl_info->supported[ARB_DRAW_BUFFERS])
1963 GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, device->draw_buffers));
1964 checkGLcall("glDrawBuffers()");
1966 else
1968 glDrawBuffer(device->draw_buffers[0]);
1969 checkGLcall("glDrawBuffer()");
1971 } else {
1972 glDrawBuffer(GL_COLOR_ATTACHMENT0);
1973 checkGLcall("glDrawBuffer()");
1976 else
1978 glDrawBuffer(device->offscreenBuffer);
1979 checkGLcall("glDrawBuffer()");
1981 LEAVE_GL();
1985 /* GL locking is done by the caller. */
1986 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1988 glDrawBuffer(buffer);
1989 checkGLcall("glDrawBuffer()");
1990 context->draw_buffer_dirty = TRUE;
1993 static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
1994 BOOL offscreen)
1996 const struct wined3d_gl_info *gl_info = context->gl_info;
1998 if (context->render_offscreen == offscreen) return;
2000 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
2002 /* Windows doesn't support to query the glPointParameteri function pointer, so use the
2003 * NV_POINT_SPRITE extension.
2005 if (glPointParameteri)
2007 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT);
2008 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
2010 else if (gl_info->supported[NV_POINT_SPRITE])
2012 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT));
2013 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
2017 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
2018 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
2019 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
2020 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
2021 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
2022 context->render_offscreen = offscreen;
2025 static BOOL match_depth_stencil_format(const struct wined3d_format_desc *existing,
2026 const struct wined3d_format_desc *required)
2028 short existing_depth, existing_stencil, required_depth, required_stencil;
2030 if(existing == required) return TRUE;
2031 if((existing->Flags & WINED3DFMT_FLAG_FLOAT) != (required->Flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
2033 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
2034 getDepthStencilBits(required, &required_depth, &required_stencil);
2036 if(existing_depth < required_depth) return FALSE;
2037 /* If stencil bits are used the exact amount is required - otherwise wrapping
2038 * won't work correctly */
2039 if(required_stencil && required_stencil != existing_stencil) return FALSE;
2040 return TRUE;
2042 /* The caller provides a context */
2043 static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device,
2044 struct wined3d_context *context, IWineD3DSurfaceImpl *depth_stencil)
2046 /* Onscreen surfaces are always in a swapchain */
2047 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)context->current_rt->container;
2049 if (context->render_offscreen || !depth_stencil) return;
2050 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format_desc)) return;
2052 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2053 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2054 * format. */
2055 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2057 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2058 surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
2059 swapchain->render_to_fbo = TRUE;
2060 context_set_render_offscreen(context, device->StateTable, TRUE);
2063 /* Context activation is done by the caller. */
2064 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2066 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2068 context_validate_onscreen_formats(device, context, NULL);
2070 if (context->render_offscreen)
2072 FIXME("Applying blit state for an offscreen target with ORM_FBO. This should be avoided.\n");
2073 surface_internal_preload(context->current_rt, SRGB_RGB);
2075 ENTER_GL();
2076 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->current_rt, NULL, SFLAG_INTEXTURE);
2077 LEAVE_GL();
2079 else
2081 ENTER_GL();
2082 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2083 LEAVE_GL();
2086 context->draw_buffer_dirty = TRUE;
2089 if (context->draw_buffer_dirty)
2091 context_apply_draw_buffer(context, TRUE);
2092 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2093 context->draw_buffer_dirty = FALSE;
2096 SetupForBlit(device, context);
2099 /* Context activation is done by the caller. */
2100 void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
2101 UINT rt_count, IWineD3DSurfaceImpl **rts, IWineD3DSurfaceImpl *depth_stencil)
2103 const struct StateEntry *state_table = device->StateTable;
2104 UINT i;
2106 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2108 context_validate_onscreen_formats(device, context, depth_stencil);
2110 ENTER_GL();
2112 if (surface_is_offscreen(rts[0]))
2114 for (i = 0; i < rt_count; ++i)
2116 context->blit_targets[i] = rts[i];
2118 while (i < context->gl_info->limits.buffers)
2120 context->blit_targets[i] = NULL;
2121 ++i;
2123 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, depth_stencil, SFLAG_INTEXTURE);
2125 else
2127 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2130 LEAVE_GL();
2133 if (!surface_is_offscreen(rts[0]))
2135 ENTER_GL();
2136 context_set_draw_buffer(context, surface_get_gl_buffer(rts[0]));
2137 LEAVE_GL();
2139 else
2141 const struct wined3d_gl_info *gl_info = context->gl_info;
2142 GLenum buffers[gl_info->limits.buffers];
2144 for (i = 0; i < gl_info->limits.buffers; ++i)
2146 if (i < rt_count && rts[i])
2147 buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2148 else
2149 buffers[i] = GL_NONE;
2152 ENTER_GL();
2153 GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, buffers));
2154 checkGLcall("glDrawBuffers()");
2155 LEAVE_GL();
2157 context->draw_buffer_dirty = TRUE;
2160 if (context->last_was_blit)
2162 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2165 /* Blending and clearing should be orthogonal, but tests on the nvidia
2166 * driver show that disabling blending when clearing improves the clearing
2167 * performance incredibly. */
2168 ENTER_GL();
2169 glDisable(GL_BLEND);
2170 glEnable(GL_SCISSOR_TEST);
2171 checkGLcall("glEnable GL_SCISSOR_TEST");
2172 LEAVE_GL();
2174 context->last_was_blit = FALSE;
2175 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2176 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2177 Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2180 /* Context activation is done by the caller. */
2181 void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2183 const struct StateEntry *state_table = device->StateTable;
2184 unsigned int i;
2186 /* Preload resources before FBO setup. Texture preload in particular may
2187 * result in changes to the current FBO, due to using e.g. FBO blits for
2188 * updating a resource location. */
2189 IWineD3DDeviceImpl_FindTexUnitMap(device);
2190 device_preload_textures(device);
2191 if (isStateDirty(context, STATE_VDECL))
2192 device_update_stream_info(device, context->gl_info);
2194 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2196 context_validate_onscreen_formats(device, context, device->depth_stencil);
2198 if (!context->render_offscreen)
2200 ENTER_GL();
2201 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2202 LEAVE_GL();
2204 else
2206 ENTER_GL();
2207 context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets,
2208 device->depth_stencil, SFLAG_INTEXTURE);
2209 LEAVE_GL();
2213 if (context->draw_buffer_dirty)
2215 context_apply_draw_buffer(context, FALSE);
2216 context->draw_buffer_dirty = FALSE;
2219 if (context->last_was_blit)
2221 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2224 ENTER_GL();
2225 for (i = 0; i < context->numDirtyEntries; ++i)
2227 DWORD rep = context->dirtyArray[i];
2228 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2229 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2230 context->isStateDirty[idx] &= ~(1 << shift);
2231 state_table[rep].apply(rep, device->stateBlock, context);
2233 LEAVE_GL();
2234 context->numDirtyEntries = 0; /* This makes the whole list clean */
2235 context->last_was_blit = FALSE;
2238 static void context_setup_target(IWineD3DDeviceImpl *device,
2239 struct wined3d_context *context, IWineD3DSurfaceImpl *target)
2241 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2242 const struct StateEntry *StateTable = device->StateTable;
2244 if (!target) return;
2245 render_offscreen = surface_is_offscreen(target);
2246 if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2248 context_set_render_offscreen(context, StateTable, render_offscreen);
2250 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2251 * the alpha blend state changes with different render target formats. */
2252 if (!context->current_rt)
2254 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2256 else
2258 const struct wined3d_format_desc *old = context->current_rt->resource.format_desc;
2259 const struct wined3d_format_desc *new = target->resource.format_desc;
2261 if (old->format != new->format)
2263 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2264 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2265 || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2267 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2269 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2270 if ((old->Flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->Flags & WINED3DFMT_FLAG_SRGB_WRITE))
2272 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), StateTable);
2276 /* When switching away from an offscreen render target, and we're not
2277 * using FBOs, we have to read the drawable into the texture. This is
2278 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2279 * are some things that need care though. PreLoad needs a GL context,
2280 * and FindContext is called before the context is activated. It also
2281 * has to be called with the old rendertarget active, otherwise a
2282 * wrong drawable is read. */
2283 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2284 && old_render_offscreen && context->current_rt != target)
2286 BOOL oldInDraw = device->isInDraw;
2288 /* surface_internal_preload() requires a context to load the
2289 * texture, so it will call context_acquire(). Set isInDraw to true
2290 * to signal surface_internal_preload() that it has a context. */
2292 /* FIXME: This is just broken. There's no guarantee whatsoever
2293 * that the currently active context, if any, is appropriate for
2294 * reading back the render target. We should probably call
2295 * context_set_current(context) here and then rely on
2296 * context_acquire() doing the right thing. */
2297 device->isInDraw = TRUE;
2299 /* Read the back buffer of the old drawable into the destination texture. */
2300 if (context->current_rt->texture_name_srgb)
2302 surface_internal_preload(context->current_rt, SRGB_BOTH);
2304 else
2306 surface_internal_preload(context->current_rt, SRGB_RGB);
2309 surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2311 device->isInDraw = oldInDraw;
2315 context->draw_buffer_dirty = TRUE;
2316 context->current_rt = target;
2319 /*****************************************************************************
2320 * context_acquire
2322 * Finds a rendering context and drawable matching the device and render
2323 * target for the current thread, activates them and puts them into the
2324 * requested state.
2326 * Params:
2327 * This: Device to activate the context for
2328 * target: Requested render target
2329 * usage: Prepares the context for blitting, drawing or other actions
2331 *****************************************************************************/
2332 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *target)
2334 struct wined3d_context *current_context = context_get_current();
2335 struct wined3d_context *context;
2337 TRACE("device %p, target %p.\n", device, target);
2339 context = FindContext(device, target);
2340 context_setup_target(device, context, target);
2341 context_enter(context);
2342 if (!context->valid) return context;
2344 if (context != current_context)
2346 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2347 else device->frag_pipe->enable_extension((IWineD3DDevice *)device, !context->last_was_blit);
2349 if (context->vshader_const_dirty)
2351 memset(context->vshader_const_dirty, 1,
2352 sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2353 device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2355 if (context->pshader_const_dirty)
2357 memset(context->pshader_const_dirty, 1,
2358 sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2359 device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2362 else if (context->restore_ctx)
2364 if (!pwglMakeCurrent(context->hdc, context->glCtx))
2366 DWORD err = GetLastError();
2367 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2368 context->hdc, context->glCtx, err);
2372 return context;