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
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
;
49 gl_info
->fbo_ops
.glGenFramebuffers(1, fbo
);
50 checkGLcall("glGenFramebuffers()");
51 TRACE("Created FBO %u.\n", *fbo
);
58 case GL_READ_FRAMEBUFFER
:
59 if (context
->fbo_read_binding
== f
) return;
60 context
->fbo_read_binding
= f
;
63 case GL_DRAW_FRAMEBUFFER
:
64 if (context
->fbo_draw_binding
== f
) return;
65 context
->fbo_draw_binding
= f
;
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
;
76 FIXME("Unhandled target %#x.\n", target
);
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
)
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
;
130 case SFLAG_INTEXTURE
:
131 gl_tex
= &texture_impl
->baseTexture
.texture_rgb
;
134 case SFLAG_INSRGBTEX
:
135 gl_tex
= &texture_impl
->baseTexture
.texture_srgb
;
139 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
140 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*)texture_impl
);
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
;
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
);
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
);
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()");
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()");
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
);
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
);
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
);
297 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
300 checkGLcall("glFramebufferTexture2D()");
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
;
315 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
316 if (status
== GL_FRAMEBUFFER_COMPLETE
)
318 TRACE("FBO complete\n");
320 IWineD3DSurfaceImpl
*attachment
;
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");
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
];
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
;
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
;
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
)
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
);
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
;
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
);
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
;
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
;
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
;
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
);
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
);
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
];
535 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
538 GL_EXTCALL(glGenQueriesARB(1, &query
->id
));
539 checkGLcall("glGenQueriesARB");
542 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
546 WARN("Occlusion queries not supported, not allocating query id.\n");
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
));
570 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
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
];
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
])
601 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
602 checkGLcall("glGenFencesAPPLE");
605 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
607 else if(gl_info
->supported
[NV_FENCE
])
610 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
611 checkGLcall("glGenFencesNV");
614 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
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
));
642 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
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
;
658 if (!This
->d3d_initialized
) return;
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
)
676 if (entry
->depth_stencil
== (IWineD3DSurfaceImpl
*)resource
)
678 list_remove(&entry
->entry
);
679 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
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
);
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
;
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
;
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
;
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());
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",
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
764 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
765 format
, dc
, current
);
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
);
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
);
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
);
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());
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
);
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
;
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
;
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
)
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
);
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");
918 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
919 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
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();
965 TRACE("Already using D3D context %p.\n", ctx
);
973 TRACE("Switching away from destroyed context %p.\n", old
);
974 context_destroy_gl_resources(old
);
975 HeapFree(GetProcessHeap(), 0, old
);
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
);
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
);
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
);
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
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
;
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
)
1089 unsigned int matchtry
;
1090 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
1091 short depthBits
=0, stencilBits
=0;
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
},
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
);
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
)
1139 /* In window mode we need a window drawable format and double buffering. */
1140 if(!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1143 /* We like to have aux buffers in backbuffer mode */
1144 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
1147 if(matches
[matchtry
].exact_color
) {
1148 if(cfg
->redSize
!= redBits
)
1150 if(cfg
->greenSize
!= greenBits
)
1152 if(cfg
->blueSize
!= blueBits
)
1155 if(cfg
->redSize
< redBits
)
1157 if(cfg
->greenSize
< greenBits
)
1159 if(cfg
->blueSize
< blueBits
)
1162 if(matches
[matchtry
].exact_alpha
) {
1163 if(cfg
->alphaSize
!= alphaBits
)
1166 if(cfg
->alphaSize
< alphaBits
)
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
)
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
1181 if(stencilBits
!= cfg
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
1184 /* Check multisampling support */
1185 if(cfg
->numSamples
!= numSamples
)
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
;
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");
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
);
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
);
1229 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1230 ERR("Can't find a suitable iPixelFormat\n");
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 /*****************************************************************************
1243 * Creates a new context.
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
;
1268 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1270 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1273 ERR("Failed to allocate context memory.\n");
1277 if (!(hdc
= GetDC(swapchain
->win_handle
)))
1279 ERR("Failed to retrieve a device context.\n");
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
)
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
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");
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. */
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 */
1333 ERR("Can't find a suitable pixel format.\n");
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
);
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
);
1356 ERR("Failed to create a WGL context\n");
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
);
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
;
1390 ret
->win_handle
= swapchain
->win_handle
;
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
);
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
);
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");
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
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
=
1510 "MOV result.color, fragment.color.primary;\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
));
1552 device
->frag_pipe
->enable_extension((IWineD3DDevice
*)device
, TRUE
);
1554 TRACE("Created context %p.\n", ret
);
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
);
1568 /*****************************************************************************
1571 * Destroys a wined3d context
1574 * This: Device to activate the context for
1575 * context: Context to destroy
1577 *****************************************************************************/
1578 void context_destroy(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
)
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
);
1592 context
->destroyed
= 1;
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)");
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 /*****************************************************************************
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
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
)
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
;
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
) {
1645 set_blit_dimension(width
, height
);
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
1653 TRACE("Context is already set up for blitting, nothing to do\n");
1656 context
->last_was_blit
= TRUE
;
1658 /* TODO: Use a display list */
1660 /* Disable shaders */
1662 This
->shader_backend
->shader_select(context
, FALSE
, FALSE
);
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.
1675 /* Disable all textures. The caller can then bind a texture it wants to blit
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)");
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
,
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)");
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
);
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
)
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 /*****************************************************************************
1856 * Finds a context for the current render target and thread
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
;
1877 && current_context
->current_rt
1878 && current_context
->swapchain
->device
== This
)
1880 target
= current_context
->current_rt
;
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
);
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
;
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
);
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
))
1940 glDrawBuffer(surface_get_gl_buffer(rt
));
1941 checkGLcall("glDrawBuffers()");
1947 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
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
;
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()");
1968 glDrawBuffer(device
->draw_buffers
[0]);
1969 checkGLcall("glDrawBuffer()");
1972 glDrawBuffer(GL_COLOR_ATTACHMENT0
);
1973 checkGLcall("glDrawBuffer()");
1978 glDrawBuffer(device
->offscreenBuffer
);
1979 checkGLcall("glDrawBuffer()");
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
,
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
;
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
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
);
2076 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, context
->current_rt
, NULL
, SFLAG_INTEXTURE
);
2082 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
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
;
2106 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2108 context_validate_onscreen_formats(device
, context
, depth_stencil
);
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
;
2123 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
, depth_stencil
, SFLAG_INTEXTURE
);
2127 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2133 if (!surface_is_offscreen(rts
[0]))
2136 context_set_draw_buffer(context
, surface_get_gl_buffer(rts
[0]));
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
;
2149 buffers
[i
] = GL_NONE
;
2153 GL_EXTCALL(glDrawBuffersARB(gl_info
->limits
.buffers
, buffers
));
2154 checkGLcall("glDrawBuffers()");
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. */
2169 glDisable(GL_BLEND
);
2170 glEnable(GL_SCISSOR_TEST
);
2171 checkGLcall("glEnable GL_SCISSOR_TEST");
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
;
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
)
2201 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2207 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, device
->render_targets
,
2208 device
->depth_stencil
, SFLAG_INTEXTURE
);
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
);
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
);
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
);
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
);
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 /*****************************************************************************
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
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
);