tools: Modified the ICO render script to also render BMPs.
[wine/multimedia.git] / dlls / wined3d / context.c
blobd240686381f48e315638dcef341817669c8605eb
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
23 #include <stdio.h>
24 #ifdef HAVE_FLOAT_H
25 # include <float.h>
26 #endif
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 #define GLINFO_LOCATION (*gl_info)
33 static DWORD wined3d_context_tls_idx;
35 /* FBO helper functions */
37 /* GL locking is done by the caller */
38 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
40 const struct wined3d_gl_info *gl_info = context->gl_info;
41 GLuint f;
43 if (!fbo)
45 f = 0;
47 else
49 if (!*fbo)
51 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
52 checkGLcall("glGenFramebuffers()");
53 TRACE("Created FBO %u.\n", *fbo);
55 f = *fbo;
58 switch (target)
60 case GL_READ_FRAMEBUFFER:
61 if (context->fbo_read_binding == f) return;
62 context->fbo_read_binding = f;
63 break;
65 case GL_DRAW_FRAMEBUFFER:
66 if (context->fbo_draw_binding == f) return;
67 context->fbo_draw_binding = f;
68 break;
70 case GL_FRAMEBUFFER:
71 if (context->fbo_read_binding == f
72 && context->fbo_draw_binding == f) return;
73 context->fbo_read_binding = f;
74 context->fbo_draw_binding = f;
75 break;
77 default:
78 FIXME("Unhandled target %#x.\n", target);
79 break;
82 gl_info->fbo_ops.glBindFramebuffer(target, f);
83 checkGLcall("glBindFramebuffer()");
86 /* GL locking is done by the caller */
87 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info)
89 unsigned int i;
91 for (i = 0; i < gl_info->limits.buffers; ++i)
93 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
94 checkGLcall("glFramebufferTexture2D()");
96 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
97 checkGLcall("glFramebufferTexture2D()");
99 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
100 checkGLcall("glFramebufferTexture2D()");
103 /* GL locking is done by the caller */
104 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
106 const struct wined3d_gl_info *gl_info = context->gl_info;
108 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
109 context_clean_fbo_attachments(gl_info);
110 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
112 gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
113 checkGLcall("glDeleteFramebuffers()");
116 /* GL locking is done by the caller */
117 static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface)
119 IWineD3DBaseTextureImpl *texture_impl;
121 /* Update base texture states array */
122 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
123 &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
125 IWineD3DDeviceImpl *device = surface->resource.device;
126 BOOL update_minfilter = FALSE;
127 BOOL update_magfilter = FALSE;
129 if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
130 || texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
132 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
133 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
134 update_minfilter = TRUE;
137 if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
139 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
140 update_magfilter = TRUE;
143 if (texture_impl->baseTexture.bindCount)
145 WARN("Render targets should not be bound to a sampler\n");
146 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
149 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
151 if (update_minfilter || update_magfilter)
153 GLenum target, bind_target;
154 GLint old_binding;
156 target = surface->texture_target;
157 if (target == GL_TEXTURE_2D)
159 bind_target = GL_TEXTURE_2D;
160 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
162 else if (target == GL_TEXTURE_RECTANGLE_ARB)
164 bind_target = GL_TEXTURE_RECTANGLE_ARB;
165 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
167 else
169 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
170 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
173 glBindTexture(bind_target, surface->texture_name);
174 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
175 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
176 glBindTexture(bind_target, old_binding);
179 checkGLcall("apply_attachment_filter_states()");
183 /* GL locking is done by the caller */
184 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
185 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer)
187 const struct wined3d_gl_info *gl_info = context->gl_info;
189 TRACE("Attach depth stencil %p\n", depth_stencil);
191 if (depth_stencil)
193 DWORD format_flags = depth_stencil->resource.format_desc->Flags;
195 if (use_render_buffer && depth_stencil->current_renderbuffer)
197 if (format_flags & WINED3DFMT_FLAG_DEPTH)
199 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
200 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
201 checkGLcall("glFramebufferRenderbuffer()");
204 if (format_flags & WINED3DFMT_FLAG_STENCIL)
206 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
207 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
208 checkGLcall("glFramebufferRenderbuffer()");
211 else
213 surface_prepare_texture(depth_stencil, gl_info, FALSE);
214 context_apply_attachment_filter_states(depth_stencil);
216 if (format_flags & WINED3DFMT_FLAG_DEPTH)
218 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
219 depth_stencil->texture_target, depth_stencil->texture_name,
220 depth_stencil->texture_level);
221 checkGLcall("glFramebufferTexture2D()");
224 if (format_flags & WINED3DFMT_FLAG_STENCIL)
226 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
227 depth_stencil->texture_target, depth_stencil->texture_name,
228 depth_stencil->texture_level);
229 checkGLcall("glFramebufferTexture2D()");
233 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
235 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
236 checkGLcall("glFramebufferTexture2D()");
239 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
241 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
242 checkGLcall("glFramebufferTexture2D()");
245 else
247 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
248 checkGLcall("glFramebufferTexture2D()");
250 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
251 checkGLcall("glFramebufferTexture2D()");
255 /* GL locking is done by the caller */
256 void context_attach_surface_fbo(const struct wined3d_context *context,
257 GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface)
259 const struct wined3d_gl_info *gl_info = context->gl_info;
261 TRACE("Attach surface %p to %u\n", surface, idx);
263 if (surface)
265 surface_prepare_texture(surface, gl_info, FALSE);
266 context_apply_attachment_filter_states(surface);
268 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, surface->texture_target,
269 surface->texture_name, surface->texture_level);
270 checkGLcall("glFramebufferTexture2D()");
272 else
274 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
275 checkGLcall("glFramebufferTexture2D()");
279 /* GL locking is done by the caller */
280 static void context_check_fbo_status(struct wined3d_context *context, GLenum target)
282 const struct wined3d_gl_info *gl_info = context->gl_info;
283 GLenum status;
285 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
286 if (status == GL_FRAMEBUFFER_COMPLETE)
288 TRACE("FBO complete\n");
289 } else {
290 IWineD3DSurfaceImpl *attachment;
291 unsigned int i;
292 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
294 if (!context->current_fbo)
296 ERR("FBO 0 is incomplete, driver bug?\n");
297 return;
300 /* Dump the FBO attachments */
301 for (i = 0; i < gl_info->limits.buffers; ++i)
303 attachment = context->current_fbo->render_targets[i];
304 if (attachment)
306 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
307 i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
308 attachment->pow2Width, attachment->pow2Height);
311 attachment = context->current_fbo->depth_stencil;
312 if (attachment)
314 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
315 attachment, debug_d3dformat(attachment->resource.format_desc->format),
316 attachment->pow2Width, attachment->pow2Height);
321 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context,
322 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil)
324 const struct wined3d_gl_info *gl_info = context->gl_info;
325 struct fbo_entry *entry;
327 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
328 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
329 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
330 entry->depth_stencil = depth_stencil;
331 entry->attached = FALSE;
332 entry->id = 0;
334 return entry;
337 /* GL locking is done by the caller */
338 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
339 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil,
340 struct fbo_entry *entry)
342 const struct wined3d_gl_info *gl_info = context->gl_info;
344 context_bind_fbo(context, target, &entry->id);
345 context_clean_fbo_attachments(gl_info);
347 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
348 entry->depth_stencil = depth_stencil;
349 entry->attached = FALSE;
352 /* GL locking is done by the caller */
353 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
355 if (entry->id)
357 TRACE("Destroy FBO %d\n", entry->id);
358 context_destroy_fbo(context, &entry->id);
360 --context->fbo_entry_count;
361 list_remove(&entry->entry);
362 HeapFree(GetProcessHeap(), 0, entry->render_targets);
363 HeapFree(GetProcessHeap(), 0, entry);
367 /* GL locking is done by the caller */
368 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
369 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil)
371 const struct wined3d_gl_info *gl_info = context->gl_info;
372 struct fbo_entry *entry;
374 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
376 if (!memcmp(entry->render_targets,
377 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
378 && entry->depth_stencil == depth_stencil)
380 list_remove(&entry->entry);
381 list_add_head(&context->fbo_list, &entry->entry);
382 return entry;
386 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
388 entry = context_create_fbo_entry(context, render_targets, depth_stencil);
389 list_add_head(&context->fbo_list, &entry->entry);
390 ++context->fbo_entry_count;
392 else
394 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
395 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, entry);
396 list_remove(&entry->entry);
397 list_add_head(&context->fbo_list, &entry->entry);
400 return entry;
403 /* GL locking is done by the caller */
404 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
406 const struct wined3d_gl_info *gl_info = context->gl_info;
407 unsigned int i;
409 context_bind_fbo(context, target, &entry->id);
411 if (!entry->attached)
413 /* Apply render targets */
414 for (i = 0; i < gl_info->limits.buffers; ++i)
416 context_attach_surface_fbo(context, target, i, entry->render_targets[i]);
419 /* Apply depth targets */
420 if (entry->depth_stencil)
422 surface_set_compatible_renderbuffer(entry->depth_stencil,
423 entry->render_targets[0]->pow2Width, entry->render_targets[0]->pow2Height);
425 context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, TRUE);
427 entry->attached = TRUE;
429 else
431 for (i = 0; i < gl_info->limits.buffers; ++i)
433 if (entry->render_targets[i])
434 context_apply_attachment_filter_states(entry->render_targets[i]);
436 if (entry->depth_stencil)
437 context_apply_attachment_filter_states(entry->depth_stencil);
441 /* GL locking is done by the caller */
442 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
443 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil)
445 struct fbo_entry *entry, *entry2;
447 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
449 context_destroy_fbo_entry(context, entry);
452 if (context->rebind_fbo)
454 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
455 context->rebind_fbo = FALSE;
458 if (render_targets)
460 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil);
461 context_apply_fbo_entry(context, target, context->current_fbo);
463 else
465 context->current_fbo = NULL;
466 context_bind_fbo(context, target, NULL);
469 context_check_fbo_status(context, target);
472 /* GL locking is done by the caller */
473 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
474 IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil)
476 if (surface_is_offscreen(render_target))
478 context->blit_targets[0] = render_target;
479 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil);
481 else
483 context_apply_fbo_state(context, target, NULL, NULL);
487 /* Context activation is done by the caller. */
488 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
490 const struct wined3d_gl_info *gl_info = context->gl_info;
492 if (context->free_occlusion_query_count)
494 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
496 else
498 if (gl_info->supported[ARB_OCCLUSION_QUERY])
500 ENTER_GL();
501 GL_EXTCALL(glGenQueriesARB(1, &query->id));
502 checkGLcall("glGenQueriesARB");
503 LEAVE_GL();
505 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
507 else
509 WARN("Occlusion queries not supported, not allocating query id.\n");
510 query->id = 0;
514 query->context = context;
515 list_add_head(&context->occlusion_queries, &query->entry);
518 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
520 struct wined3d_context *context = query->context;
522 list_remove(&query->entry);
523 query->context = NULL;
525 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
527 UINT new_size = context->free_occlusion_query_size << 1;
528 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
529 new_size * sizeof(*context->free_occlusion_queries));
531 if (!new_data)
533 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
534 return;
537 context->free_occlusion_query_size = new_size;
538 context->free_occlusion_queries = new_data;
541 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
544 /* Context activation is done by the caller. */
545 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
547 const struct wined3d_gl_info *gl_info = context->gl_info;
549 if (context->free_event_query_count)
551 query->object = context->free_event_queries[--context->free_event_query_count];
553 else
555 if (gl_info->supported[ARB_SYNC])
557 /* Using ARB_sync, not much to do here. */
558 query->object.sync = NULL;
559 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
561 else if (gl_info->supported[APPLE_FENCE])
563 ENTER_GL();
564 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
565 checkGLcall("glGenFencesAPPLE");
566 LEAVE_GL();
568 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
570 else if(gl_info->supported[NV_FENCE])
572 ENTER_GL();
573 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
574 checkGLcall("glGenFencesNV");
575 LEAVE_GL();
577 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
579 else
581 WARN("Event queries not supported, not allocating query id.\n");
582 query->object.id = 0;
586 query->context = context;
587 list_add_head(&context->event_queries, &query->entry);
590 void context_free_event_query(struct wined3d_event_query *query)
592 struct wined3d_context *context = query->context;
594 list_remove(&query->entry);
595 query->context = NULL;
597 if (context->free_event_query_count >= context->free_event_query_size - 1)
599 UINT new_size = context->free_event_query_size << 1;
600 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
601 new_size * sizeof(*context->free_event_queries));
603 if (!new_data)
605 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
606 return;
609 context->free_event_query_size = new_size;
610 context->free_event_queries = new_data;
613 context->free_event_queries[context->free_event_query_count++] = query->object;
616 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
618 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
619 UINT i;
621 if (!This->d3d_initialized) return;
623 switch(type)
625 case WINED3DRTYPE_SURFACE:
627 for (i = 0; i < This->numContexts; ++i)
629 struct wined3d_context *context = This->contexts[i];
630 const struct wined3d_gl_info *gl_info = context->gl_info;
631 struct fbo_entry *entry, *entry2;
633 if (context->current_rt == (IWineD3DSurfaceImpl *)resource) context->current_rt = NULL;
635 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
637 UINT j;
639 if (entry->depth_stencil == (IWineD3DSurfaceImpl *)resource)
641 list_remove(&entry->entry);
642 list_add_head(&context->fbo_destroy_list, &entry->entry);
643 continue;
646 for (j = 0; j < gl_info->limits.buffers; ++j)
648 if (entry->render_targets[j] == (IWineD3DSurfaceImpl *)resource)
650 list_remove(&entry->entry);
651 list_add_head(&context->fbo_destroy_list, &entry->entry);
652 break;
658 break;
661 default:
662 break;
666 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface)
668 const struct wined3d_gl_info *gl_info = context->gl_info;
669 struct fbo_entry *entry = context->current_fbo;
670 unsigned int i;
672 if (!entry || context->rebind_fbo) return;
674 for (i = 0; i < gl_info->limits.buffers; ++i)
676 if (surface == entry->render_targets[i])
678 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
679 context->rebind_fbo = TRUE;
680 return;
684 if (surface == entry->depth_stencil)
686 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
687 context->rebind_fbo = TRUE;
691 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
693 int current = GetPixelFormat(dc);
695 if (current == format) return TRUE;
697 if (!current)
699 if (!SetPixelFormat(dc, format, NULL))
701 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
702 format, dc, GetLastError());
703 return FALSE;
705 return TRUE;
708 /* By default WGL doesn't allow pixel format adjustments but we need it
709 * here. For this reason there's a Wine specific wglSetPixelFormat()
710 * which allows us to set the pixel format multiple times. Only use it
711 * when really needed. */
712 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
714 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
716 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
717 format, dc);
718 return FALSE;
720 return TRUE;
723 /* OpenGL doesn't allow pixel format adjustments. Print an error and
724 * continue using the old format. There's a big chance that the old
725 * format works although with a performance hit and perhaps rendering
726 * errors. */
727 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
728 format, dc, current);
729 return TRUE;
732 static void context_update_window(struct wined3d_context *context)
734 TRACE("Updating context %p window from %p to %p.\n",
735 context, context->win_handle, context->swapchain->win_handle);
737 if (context->valid)
739 if (!ReleaseDC(context->win_handle, context->hdc))
741 ERR("Failed to release device context %p, last error %#x.\n",
742 context->hdc, GetLastError());
745 else context->valid = 1;
747 context->win_handle = context->swapchain->win_handle;
749 if (!(context->hdc = GetDC(context->win_handle)))
751 ERR("Failed to get a device context for window %p.\n", context->win_handle);
752 goto err;
755 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
757 ERR("Failed to set pixel format %d on device context %p.\n",
758 context->pixel_format, context->hdc);
759 goto err;
762 if (!pwglMakeCurrent(context->hdc, context->glCtx))
764 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
765 context->glCtx, context->hdc, GetLastError());
766 goto err;
769 return;
771 err:
772 context->valid = 0;
775 static void context_validate(struct wined3d_context *context)
777 HWND wnd = WindowFromDC(context->hdc);
779 if (wnd != context->win_handle)
781 WARN("DC %p belongs to window %p instead of %p.\n",
782 context->hdc, wnd, context->win_handle);
783 context->valid = 0;
786 if (context->win_handle != context->swapchain->win_handle)
787 context_update_window(context);
790 static void context_destroy_gl_resources(struct wined3d_context *context)
792 const struct wined3d_gl_info *gl_info = context->gl_info;
793 struct wined3d_occlusion_query *occlusion_query;
794 struct wined3d_event_query *event_query;
795 struct fbo_entry *entry, *entry2;
796 HGLRC restore_ctx;
797 HDC restore_dc;
798 unsigned int i;
800 restore_ctx = pwglGetCurrentContext();
801 restore_dc = pwglGetCurrentDC();
803 context_validate(context);
804 if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
805 else restore_ctx = NULL;
807 ENTER_GL();
809 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
811 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
812 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
813 occlusion_query->context = NULL;
816 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
818 if (context->valid)
820 if (gl_info->supported[ARB_SYNC])
822 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
824 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
825 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
827 event_query->context = NULL;
830 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
832 if (!context->valid) entry->id = 0;
833 context_destroy_fbo_entry(context, entry);
836 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
838 if (!context->valid) entry->id = 0;
839 context_destroy_fbo_entry(context, entry);
842 if (context->valid)
844 if (context->dst_fbo)
846 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
847 context_destroy_fbo(context, &context->dst_fbo);
849 if (context->dummy_arbfp_prog)
851 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
854 if (gl_info->supported[ARB_OCCLUSION_QUERY])
855 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
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])
863 for (i = 0; i < context->free_event_query_count; ++i)
865 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
868 else if (gl_info->supported[NV_FENCE])
870 for (i = 0; i < context->free_event_query_count; ++i)
872 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
876 checkGLcall("context cleanup");
879 LEAVE_GL();
881 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
882 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
884 if (restore_ctx)
886 if (!pwglMakeCurrent(restore_dc, restore_ctx))
888 DWORD err = GetLastError();
889 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
890 restore_ctx, restore_dc, err);
893 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
895 ERR("Failed to disable GL context.\n");
898 ReleaseDC(context->win_handle, context->hdc);
900 if (!pwglDeleteContext(context->glCtx))
902 DWORD err = GetLastError();
903 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
907 DWORD context_get_tls_idx(void)
909 return wined3d_context_tls_idx;
912 void context_set_tls_idx(DWORD idx)
914 wined3d_context_tls_idx = idx;
917 struct wined3d_context *context_get_current(void)
919 return TlsGetValue(wined3d_context_tls_idx);
922 BOOL context_set_current(struct wined3d_context *ctx)
924 struct wined3d_context *old = context_get_current();
926 if (old == ctx)
928 TRACE("Already using D3D context %p.\n", ctx);
929 return TRUE;
932 if (old)
934 if (old->destroyed)
936 TRACE("Switching away from destroyed context %p.\n", old);
937 context_destroy_gl_resources(old);
938 HeapFree(GetProcessHeap(), 0, old);
940 else
942 old->current = 0;
946 if (ctx)
948 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
949 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
951 DWORD err = GetLastError();
952 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
953 ctx->glCtx, ctx->hdc, err);
954 TlsSetValue(wined3d_context_tls_idx, NULL);
955 return FALSE;
957 ctx->current = 1;
959 else if(pwglGetCurrentContext())
961 TRACE("Clearing current D3D context.\n");
962 if (!pwglMakeCurrent(NULL, NULL))
964 DWORD err = GetLastError();
965 ERR("Failed to clear current GL context, last error %#x.\n", err);
966 TlsSetValue(wined3d_context_tls_idx, NULL);
967 return FALSE;
971 return TlsSetValue(wined3d_context_tls_idx, ctx);
974 void context_release(struct wined3d_context *context)
976 TRACE("Releasing context %p, level %u.\n", context, context->level);
978 if (WARN_ON(d3d))
980 if (!context->level)
981 WARN("Context %p is not active.\n", context);
982 else if (context != context_get_current())
983 WARN("Context %p is not the current context.\n", context);
986 if (!--context->level && context->restore_ctx)
988 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
989 if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
991 DWORD err = GetLastError();
992 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
993 context->restore_ctx, context->restore_dc, err);
995 context->restore_ctx = NULL;
996 context->restore_dc = NULL;
1000 static void context_enter(struct wined3d_context *context)
1002 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1004 if (!context->level++)
1006 const struct wined3d_context *current_context = context_get_current();
1007 HGLRC current_gl = pwglGetCurrentContext();
1009 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1011 TRACE("Another GL context (%p on device context %p) is already current.\n",
1012 current_gl, pwglGetCurrentDC());
1013 context->restore_ctx = current_gl;
1014 context->restore_dc = pwglGetCurrentDC();
1019 /*****************************************************************************
1020 * Context_MarkStateDirty
1022 * Marks a state in a context dirty. Only one context, opposed to
1023 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1024 * contexts
1026 * Params:
1027 * context: Context to mark the state dirty in
1028 * state: State to mark dirty
1029 * StateTable: Pointer to the state table in use(for state grouping)
1031 *****************************************************************************/
1032 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
1034 DWORD rep = StateTable[state].representative;
1035 DWORD idx;
1036 BYTE shift;
1038 if (isStateDirty(context, rep)) return;
1040 context->dirtyArray[context->numDirtyEntries++] = rep;
1041 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1042 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1043 context->isStateDirty[idx] |= (1 << shift);
1046 /* This function takes care of WineD3D pixel format selection. */
1047 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
1048 const struct wined3d_format_desc *color_format_desc, const struct wined3d_format_desc *ds_format_desc,
1049 BOOL auxBuffers, int numSamples, BOOL findCompatible)
1051 int iPixelFormat=0;
1052 unsigned int matchtry;
1053 short redBits, greenBits, blueBits, alphaBits, colorBits;
1054 short depthBits=0, stencilBits=0;
1056 struct match_type {
1057 BOOL require_aux;
1058 BOOL exact_alpha;
1059 BOOL exact_color;
1060 } matches[] = {
1061 /* First, try without alpha match buffers. MacOS supports aux buffers only
1062 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1063 * Then try without aux buffers - this is the most common cause for not
1064 * finding a pixel format. Also some drivers(the open source ones)
1065 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1066 * match, then try without an exact alpha and color match.
1068 { TRUE, TRUE, TRUE },
1069 { TRUE, FALSE, TRUE },
1070 { FALSE, TRUE, TRUE },
1071 { FALSE, FALSE, TRUE },
1072 { TRUE, FALSE, FALSE },
1073 { FALSE, FALSE, FALSE },
1076 int i = 0;
1077 int nCfgs = This->adapter->nCfgs;
1079 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1080 debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
1081 auxBuffers, numSamples, findCompatible);
1083 if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1085 ERR("Unable to get color bits for format %s (%#x)!\n",
1086 debug_d3dformat(color_format_desc->format), color_format_desc->format);
1087 return 0;
1090 getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
1092 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1093 for(i=0; i<nCfgs; i++) {
1094 BOOL exactDepthMatch = TRUE;
1095 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1097 /* For now only accept RGBA formats. Perhaps some day we will
1098 * allow floating point formats for pbuffers. */
1099 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1100 continue;
1102 /* In window mode we need a window drawable format and double buffering. */
1103 if(!(cfg->windowDrawable && cfg->doubleBuffer))
1104 continue;
1106 /* We like to have aux buffers in backbuffer mode */
1107 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1108 continue;
1110 if(matches[matchtry].exact_color) {
1111 if(cfg->redSize != redBits)
1112 continue;
1113 if(cfg->greenSize != greenBits)
1114 continue;
1115 if(cfg->blueSize != blueBits)
1116 continue;
1117 } else {
1118 if(cfg->redSize < redBits)
1119 continue;
1120 if(cfg->greenSize < greenBits)
1121 continue;
1122 if(cfg->blueSize < blueBits)
1123 continue;
1125 if(matches[matchtry].exact_alpha) {
1126 if(cfg->alphaSize != alphaBits)
1127 continue;
1128 } else {
1129 if(cfg->alphaSize < alphaBits)
1130 continue;
1133 /* We try to locate a format which matches our requirements exactly. In case of
1134 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1135 if(cfg->depthSize < depthBits)
1136 continue;
1137 else if(cfg->depthSize > depthBits)
1138 exactDepthMatch = FALSE;
1140 /* In all cases make sure the number of stencil bits matches our requirements
1141 * even when we don't need stencil because it could affect performance EXCEPT
1142 * on cards which don't offer depth formats without stencil like the i915 drivers
1143 * on Linux. */
1144 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1145 continue;
1147 /* Check multisampling support */
1148 if(cfg->numSamples != numSamples)
1149 continue;
1151 /* When we have passed all the checks then we have found a format which matches our
1152 * requirements. Note that we only check for a limit number of capabilities right now,
1153 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1154 * can still differ in things like multisampling, stereo, SRGB and other flags.
1157 /* Exit the loop as we have found a format :) */
1158 if(exactDepthMatch) {
1159 iPixelFormat = cfg->iPixelFormat;
1160 break;
1161 } else if(!iPixelFormat) {
1162 /* In the end we might end up with a format which doesn't exactly match our depth
1163 * requirements. Accept the first format we found because formats with higher iPixelFormat
1164 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1165 iPixelFormat = cfg->iPixelFormat;
1170 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1171 if(!iPixelFormat && !findCompatible) {
1172 ERR("Can't find a suitable iPixelFormat\n");
1173 return FALSE;
1174 } else if(!iPixelFormat) {
1175 PIXELFORMATDESCRIPTOR pfd;
1177 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1178 /* PixelFormat selection */
1179 ZeroMemory(&pfd, sizeof(pfd));
1180 pfd.nSize = sizeof(pfd);
1181 pfd.nVersion = 1;
1182 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1183 pfd.iPixelType = PFD_TYPE_RGBA;
1184 pfd.cAlphaBits = alphaBits;
1185 pfd.cColorBits = colorBits;
1186 pfd.cDepthBits = depthBits;
1187 pfd.cStencilBits = stencilBits;
1188 pfd.iLayerType = PFD_MAIN_PLANE;
1190 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1191 if(!iPixelFormat) {
1192 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1193 ERR("Can't find a suitable iPixelFormat\n");
1194 return FALSE;
1198 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1199 iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1200 return iPixelFormat;
1203 /*****************************************************************************
1204 * context_create
1206 * Creates a new context.
1208 * * Params:
1209 * This: Device to activate the context for
1210 * target: Surface this context will render to
1211 * win_handle: handle to the window which we are drawing to
1212 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1214 *****************************************************************************/
1215 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1216 const struct wined3d_format_desc *ds_format_desc)
1218 IWineD3DDeviceImpl *device = swapchain->device;
1219 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1220 const struct wined3d_format_desc *color_format_desc;
1221 struct wined3d_context *ret;
1222 PIXELFORMATDESCRIPTOR pfd;
1223 BOOL auxBuffers = FALSE;
1224 int numSamples = 0;
1225 int pixel_format;
1226 unsigned int s;
1227 DWORD state;
1228 HGLRC ctx;
1229 HDC hdc;
1231 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1233 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1234 if (!ret)
1236 ERR("Failed to allocate context memory.\n");
1237 return NULL;
1240 if (!(hdc = GetDC(swapchain->win_handle)))
1242 ERR("Failed to retrieve a device context.\n");
1243 goto out;
1246 color_format_desc = target->resource.format_desc;
1248 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1249 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1250 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1252 auxBuffers = TRUE;
1254 if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
1255 color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, gl_info);
1256 else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
1257 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1260 /* DirectDraw supports 8bit paletted render targets and these are used by
1261 * old games like Starcraft and C&C. Most modern hardware doesn't support
1262 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1263 * conversion (ab)uses the alpha component for storing the palette index.
1264 * For this reason we require a format with 8bit alpha, so request
1265 * A8R8G8B8. */
1266 if (color_format_desc->format == WINED3DFMT_P8_UINT)
1267 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1269 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1270 if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1272 if (!gl_info->supported[ARB_MULTISAMPLE])
1273 WARN("The application is requesting multisampling without support.\n");
1274 else
1276 TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1277 numSamples = swapchain->presentParms.MultiSampleType;
1281 /* Try to find a pixel format which matches our requirements. */
1282 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1283 auxBuffers, numSamples, FALSE /* findCompatible */);
1285 /* Try to locate a compatible format if we weren't able to find anything. */
1286 if (!pixel_format)
1288 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1289 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1290 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1293 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1294 if (!pixel_format)
1296 ERR("Can't find a suitable pixel format.\n");
1297 goto out;
1300 DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1301 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1303 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1304 goto out;
1307 ctx = pwglCreateContext(hdc);
1308 if (device->numContexts)
1310 if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1312 DWORD err = GetLastError();
1313 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1314 device->contexts[0]->glCtx, ctx, err);
1318 if(!ctx) {
1319 ERR("Failed to create a WGL context\n");
1320 goto out;
1323 if (!device_context_add(device, ret))
1325 ERR("Failed to add the newly created context to the context list\n");
1326 if (!pwglDeleteContext(ctx))
1328 DWORD err = GetLastError();
1329 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1331 goto out;
1334 ret->gl_info = gl_info;
1336 /* Mark all states dirty to force a proper initialization of the states
1337 * on the first use of the context. */
1338 for (state = 0; state <= STATE_HIGHEST; ++state)
1340 if (device->StateTable[state].representative)
1341 Context_MarkStateDirty(ret, state, device->StateTable);
1344 ret->swapchain = swapchain;
1345 ret->current_rt = target;
1346 ret->tid = GetCurrentThreadId();
1348 ret->render_offscreen = surface_is_offscreen(target);
1349 ret->draw_buffer_dirty = TRUE;
1350 ret->valid = 1;
1352 ret->glCtx = ctx;
1353 ret->win_handle = swapchain->win_handle;
1354 ret->hdc = hdc;
1355 ret->pixel_format = pixel_format;
1357 if (device->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *)device))
1359 /* Create the dirty constants array and initialize them to dirty */
1360 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1361 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1362 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1363 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1364 memset(ret->vshader_const_dirty, 1,
1365 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1366 memset(ret->pshader_const_dirty, 1,
1367 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1370 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1371 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1372 if (!ret->blit_targets) goto out;
1374 ret->free_occlusion_query_size = 4;
1375 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1376 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1377 if (!ret->free_occlusion_queries) goto out;
1379 list_init(&ret->occlusion_queries);
1381 ret->free_event_query_size = 4;
1382 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1383 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1384 if (!ret->free_event_queries) goto out;
1386 list_init(&ret->event_queries);
1388 TRACE("Successfully created new context %p\n", ret);
1390 list_init(&ret->fbo_list);
1391 list_init(&ret->fbo_destroy_list);
1393 context_enter(ret);
1395 /* Set up the context defaults */
1396 if (!context_set_current(ret))
1398 ERR("Cannot activate context to set up defaults\n");
1399 context_release(ret);
1400 goto out;
1403 ENTER_GL();
1405 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1407 TRACE("Setting up the screen\n");
1408 /* Clear the screen */
1409 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1410 checkGLcall("glClearColor");
1411 glClearIndex(0);
1412 glClearDepth(1);
1413 glClearStencil(0xffff);
1415 checkGLcall("glClear");
1417 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1418 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1420 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1421 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1423 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1424 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1426 glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1427 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1428 glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1429 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1431 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1433 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1434 * and textures in DIB sections(due to the memory protection).
1436 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1437 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1439 if (gl_info->supported[ARB_VERTEX_BLEND])
1441 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1442 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1443 * GL_VERTEX_BLEND_ARB isn't enabled too
1445 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1446 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1448 if (gl_info->supported[NV_TEXTURE_SHADER2])
1450 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1451 * the previous texture where to source the offset from is always unit - 1.
1453 for (s = 1; s < gl_info->limits.textures; ++s)
1455 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1456 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1457 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1460 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1462 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1463 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1464 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1465 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1466 * is ever assigned.
1468 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1469 * program and the dummy program is destroyed when the context is destroyed.
1471 const char *dummy_program =
1472 "!!ARBfp1.0\n"
1473 "MOV result.color, fragment.color.primary;\n"
1474 "END\n";
1475 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1476 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1477 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1480 for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1482 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1483 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1484 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1487 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1489 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1491 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1493 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1496 LEAVE_GL();
1498 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
1500 TRACE("Created context %p.\n", ret);
1502 return ret;
1504 out:
1505 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1506 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1507 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1508 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1509 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1510 HeapFree(GetProcessHeap(), 0, ret);
1511 return NULL;
1514 /*****************************************************************************
1515 * context_destroy
1517 * Destroys a wined3d context
1519 * Params:
1520 * This: Device to activate the context for
1521 * context: Context to destroy
1523 *****************************************************************************/
1524 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1526 BOOL destroy;
1528 TRACE("Destroying ctx %p\n", context);
1530 if (context->tid == GetCurrentThreadId() || !context->current)
1532 context_destroy_gl_resources(context);
1533 TlsSetValue(wined3d_context_tls_idx, NULL);
1534 destroy = TRUE;
1536 else
1538 context->destroyed = 1;
1539 destroy = FALSE;
1542 HeapFree(GetProcessHeap(), 0, context->blit_targets);
1543 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1544 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1545 device_context_remove(This, context);
1546 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1549 /* GL locking is done by the caller */
1550 static inline void set_blit_dimension(UINT width, UINT height) {
1551 glMatrixMode(GL_PROJECTION);
1552 checkGLcall("glMatrixMode(GL_PROJECTION)");
1553 glLoadIdentity();
1554 checkGLcall("glLoadIdentity()");
1555 glOrtho(0, width, height, 0, 0.0, -1.0);
1556 checkGLcall("glOrtho");
1557 glViewport(0, 0, width, height);
1558 checkGLcall("glViewport");
1561 /*****************************************************************************
1562 * SetupForBlit
1564 * Sets up a context for DirectDraw blitting.
1565 * All texture units are disabled, texture unit 0 is set as current unit
1566 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1567 * color writing enabled for all channels
1568 * register combiners disabled, shaders disabled
1569 * world matrix is set to identity, texture matrix 0 too
1570 * projection matrix is setup for drawing screen coordinates
1572 * Params:
1573 * This: Device to activate the context for
1574 * context: Context to setup
1576 *****************************************************************************/
1577 /* Context activation is done by the caller. */
1578 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1580 int i;
1581 const struct StateEntry *StateTable = This->StateTable;
1582 const struct wined3d_gl_info *gl_info = context->gl_info;
1583 UINT width = context->current_rt->currentDesc.Width;
1584 UINT height = context->current_rt->currentDesc.Height;
1585 DWORD sampler;
1587 TRACE("Setting up context %p for blitting\n", context);
1588 if(context->last_was_blit) {
1589 if(context->blit_w != width || context->blit_h != height) {
1590 ENTER_GL();
1591 set_blit_dimension(width, height);
1592 LEAVE_GL();
1593 context->blit_w = width; context->blit_h = height;
1594 /* No need to dirtify here, the states are still dirtified because they weren't
1595 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1596 * be set
1599 TRACE("Context is already set up for blitting, nothing to do\n");
1600 return;
1602 context->last_was_blit = TRUE;
1604 /* TODO: Use a display list */
1606 /* Disable shaders */
1607 ENTER_GL();
1608 This->shader_backend->shader_select(context, FALSE, FALSE);
1609 LEAVE_GL();
1611 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1612 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1614 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1615 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1616 * which can safely be called from here, we only lock once instead locking/unlocking
1617 * after each GL call.
1619 ENTER_GL();
1621 /* Disable all textures. The caller can then bind a texture it wants to blit
1622 * from
1624 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1625 * function texture unit. No need to care for higher samplers
1627 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1629 sampler = This->rev_tex_unit_map[i];
1630 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1631 checkGLcall("glActiveTextureARB");
1633 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1635 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1636 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1638 glDisable(GL_TEXTURE_3D);
1639 checkGLcall("glDisable GL_TEXTURE_3D");
1640 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1642 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1643 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1645 glDisable(GL_TEXTURE_2D);
1646 checkGLcall("glDisable GL_TEXTURE_2D");
1648 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1649 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1651 if (sampler != WINED3D_UNMAPPED_STAGE)
1653 if (sampler < MAX_TEXTURES) {
1654 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1656 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1659 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1660 checkGLcall("glActiveTextureARB");
1662 sampler = This->rev_tex_unit_map[0];
1664 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1666 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1667 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1669 glDisable(GL_TEXTURE_3D);
1670 checkGLcall("glDisable GL_TEXTURE_3D");
1671 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1673 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1674 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1676 glDisable(GL_TEXTURE_2D);
1677 checkGLcall("glDisable GL_TEXTURE_2D");
1679 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1681 glMatrixMode(GL_TEXTURE);
1682 checkGLcall("glMatrixMode(GL_TEXTURE)");
1683 glLoadIdentity();
1684 checkGLcall("glLoadIdentity()");
1686 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1688 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1689 GL_TEXTURE_LOD_BIAS_EXT,
1690 0.0f);
1691 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1694 if (sampler != WINED3D_UNMAPPED_STAGE)
1696 if (sampler < MAX_TEXTURES) {
1697 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1698 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1700 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1703 /* Other misc states */
1704 glDisable(GL_ALPHA_TEST);
1705 checkGLcall("glDisable(GL_ALPHA_TEST)");
1706 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1707 glDisable(GL_LIGHTING);
1708 checkGLcall("glDisable GL_LIGHTING");
1709 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1710 glDisable(GL_DEPTH_TEST);
1711 checkGLcall("glDisable GL_DEPTH_TEST");
1712 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1713 glDisableWINE(GL_FOG);
1714 checkGLcall("glDisable GL_FOG");
1715 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1716 glDisable(GL_BLEND);
1717 checkGLcall("glDisable GL_BLEND");
1718 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1719 glDisable(GL_CULL_FACE);
1720 checkGLcall("glDisable GL_CULL_FACE");
1721 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1722 glDisable(GL_STENCIL_TEST);
1723 checkGLcall("glDisable GL_STENCIL_TEST");
1724 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1725 glDisable(GL_SCISSOR_TEST);
1726 checkGLcall("glDisable GL_SCISSOR_TEST");
1727 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1728 if (gl_info->supported[ARB_POINT_SPRITE])
1730 glDisable(GL_POINT_SPRITE_ARB);
1731 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1732 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1734 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1735 checkGLcall("glColorMask");
1736 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1737 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
1738 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
1739 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
1740 if (gl_info->supported[EXT_SECONDARY_COLOR])
1742 glDisable(GL_COLOR_SUM_EXT);
1743 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1744 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1747 /* Setup transforms */
1748 glMatrixMode(GL_MODELVIEW);
1749 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1750 glLoadIdentity();
1751 checkGLcall("glLoadIdentity()");
1752 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1754 context->last_was_rhw = TRUE;
1755 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1757 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1758 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1759 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1760 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1761 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1762 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1763 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1765 set_blit_dimension(width, height);
1767 LEAVE_GL();
1769 context->blit_w = width; context->blit_h = height;
1770 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1771 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1774 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1777 /*****************************************************************************
1778 * findThreadContextForSwapChain
1780 * Searches a swapchain for all contexts and picks one for the thread tid.
1781 * If none can be found the swapchain is requested to create a new context
1783 *****************************************************************************/
1784 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1786 unsigned int i;
1788 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1789 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1790 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1795 /* Create a new context for the thread */
1796 return swapchain_create_context_for_thread(swapchain);
1799 /*****************************************************************************
1800 * FindContext
1802 * Finds a context for the current render target and thread
1804 * Parameters:
1805 * target: Render target to find the context for
1806 * tid: Thread to activate the context for
1808 * Returns: The needed context
1810 *****************************************************************************/
1811 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target)
1813 IWineD3DSwapChain *swapchain = NULL;
1814 struct wined3d_context *current_context = context_get_current();
1815 DWORD tid = GetCurrentThreadId();
1816 struct wined3d_context *context;
1818 if (current_context && current_context->destroyed) current_context = NULL;
1820 if (!target)
1822 if (current_context
1823 && current_context->current_rt
1824 && current_context->swapchain->device == This)
1826 target = current_context->current_rt;
1828 else
1830 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1831 if (swapchain->back_buffers) target = swapchain->back_buffers[0];
1832 else target = swapchain->front_buffer;
1836 if (current_context && current_context->current_rt == target)
1838 context_validate(current_context);
1839 return current_context;
1842 if (target->Flags & SFLAG_SWAPCHAIN)
1844 TRACE("Rendering onscreen\n");
1846 swapchain = (IWineD3DSwapChain *)target->container;
1847 context = findThreadContextForSwapChain(swapchain, tid);
1849 else
1851 TRACE("Rendering offscreen\n");
1853 /* Stay with the currently active context. */
1854 if (current_context && current_context->swapchain->device == This)
1856 context = current_context;
1858 else
1860 /* This may happen if the app jumps straight into offscreen rendering
1861 * Start using the context of the primary swapchain. tid == 0 is no problem
1862 * for findThreadContextForSwapChain.
1864 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1865 * is perfect to call. */
1866 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1870 context_validate(context);
1872 return context;
1875 /* Context activation is done by the caller. */
1876 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
1878 const struct wined3d_gl_info *gl_info = context->gl_info;
1879 IWineD3DSurfaceImpl *rt = context->current_rt;
1880 IWineD3DDeviceImpl *device;
1882 device = rt->resource.device;
1883 if (!surface_is_offscreen(rt))
1885 ENTER_GL();
1886 glDrawBuffer(surface_get_gl_buffer(rt));
1887 checkGLcall("glDrawBuffers()");
1888 LEAVE_GL();
1890 else
1892 ENTER_GL();
1893 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1895 if (!blit)
1897 unsigned int i;
1899 for (i = 0; i < gl_info->limits.buffers; ++i)
1901 if (device->render_targets[i])
1902 device->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1903 else
1904 device->draw_buffers[i] = GL_NONE;
1907 if (gl_info->supported[ARB_DRAW_BUFFERS])
1909 GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, device->draw_buffers));
1910 checkGLcall("glDrawBuffers()");
1912 else
1914 glDrawBuffer(device->draw_buffers[0]);
1915 checkGLcall("glDrawBuffer()");
1917 } else {
1918 glDrawBuffer(GL_COLOR_ATTACHMENT0);
1919 checkGLcall("glDrawBuffer()");
1922 else
1924 glDrawBuffer(device->offscreenBuffer);
1925 checkGLcall("glDrawBuffer()");
1927 LEAVE_GL();
1931 /* GL locking is done by the caller. */
1932 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1934 glDrawBuffer(buffer);
1935 checkGLcall("glDrawBuffer()");
1936 context->draw_buffer_dirty = TRUE;
1939 static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
1940 BOOL offscreen)
1942 if (context->render_offscreen == offscreen) return;
1944 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1945 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1946 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1947 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1948 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1949 context->render_offscreen = offscreen;
1952 static BOOL match_depth_stencil_format(const struct wined3d_format_desc *existing,
1953 const struct wined3d_format_desc *required)
1955 short existing_depth, existing_stencil, required_depth, required_stencil;
1957 if(existing == required) return TRUE;
1958 if((existing->Flags & WINED3DFMT_FLAG_FLOAT) != (required->Flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
1960 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
1961 getDepthStencilBits(required, &required_depth, &required_stencil);
1963 if(existing_depth < required_depth) return FALSE;
1964 /* If stencil bits are used the exact amount is required - otherwise wrapping
1965 * won't work correctly */
1966 if(required_stencil && required_stencil != existing_stencil) return FALSE;
1967 return TRUE;
1969 /* The caller provides a context */
1970 static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device, struct wined3d_context *context)
1972 /* Onscreen surfaces are always in a swapchain */
1973 IWineD3DSurfaceImpl *depth_stencil = device->depth_stencil;
1974 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)context->current_rt->container;
1976 if (!depth_stencil) return;
1977 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format_desc)) return;
1979 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
1980 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
1981 * format. */
1982 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
1984 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
1985 IWineD3DSurface_LoadLocation((IWineD3DSurface *)context->current_rt, SFLAG_INTEXTURE, NULL);
1986 swapchain->render_to_fbo = TRUE;
1987 context_set_render_offscreen(context, device->StateTable, TRUE);
1990 /* Context activation is done by the caller. */
1991 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
1993 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1995 if (context->render_offscreen)
1997 FIXME("Applying blit state for an offscreen target with ORM_FBO. This should be avoided.\n");
1998 surface_internal_preload(context->current_rt, SRGB_RGB);
2000 ENTER_GL();
2001 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->current_rt, NULL);
2002 LEAVE_GL();
2004 else
2006 context_validate_onscreen_formats(device, context);
2008 ENTER_GL();
2009 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2010 LEAVE_GL();
2013 context->draw_buffer_dirty = TRUE;
2016 if (context->draw_buffer_dirty)
2018 context_apply_draw_buffer(context, TRUE);
2019 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2020 context->draw_buffer_dirty = FALSE;
2023 SetupForBlit(device, context);
2026 /* Context activation is done by the caller. */
2027 void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
2028 IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil)
2030 const struct StateEntry *state_table = device->StateTable;
2031 GLenum buffer;
2033 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2035 if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
2036 ENTER_GL();
2037 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, render_target, depth_stencil);
2038 LEAVE_GL();
2041 if (!surface_is_offscreen(render_target))
2042 buffer = surface_get_gl_buffer(render_target);
2043 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2044 buffer = GL_COLOR_ATTACHMENT0;
2045 else
2046 buffer = device->offscreenBuffer;
2048 ENTER_GL();
2049 context_set_draw_buffer(context, buffer);
2050 LEAVE_GL();
2052 if (context->last_was_blit)
2054 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2057 /* Blending and clearing should be orthogonal, but tests on the nvidia
2058 * driver show that disabling blending when clearing improves the clearing
2059 * performance incredibly. */
2060 ENTER_GL();
2061 glDisable(GL_BLEND);
2062 glEnable(GL_SCISSOR_TEST);
2063 checkGLcall("glEnable GL_SCISSOR_TEST");
2064 LEAVE_GL();
2066 context->last_was_blit = FALSE;
2067 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2068 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2069 Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2072 /* Context activation is done by the caller. */
2073 void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2075 const struct StateEntry *state_table = device->StateTable;
2076 unsigned int i;
2078 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2080 if (!context->render_offscreen)
2082 context_validate_onscreen_formats(device, context);
2083 ENTER_GL();
2084 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL);
2085 LEAVE_GL();
2087 else
2089 ENTER_GL();
2090 context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets, device->depth_stencil);
2091 LEAVE_GL();
2095 if (context->draw_buffer_dirty)
2097 context_apply_draw_buffer(context, FALSE);
2098 context->draw_buffer_dirty = FALSE;
2101 if (context->last_was_blit)
2103 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2106 IWineD3DDeviceImpl_FindTexUnitMap(device);
2107 device_preload_textures(device);
2108 if (isStateDirty(context, STATE_VDECL))
2109 device_update_stream_info(device, context->gl_info);
2111 ENTER_GL();
2112 for (i = 0; i < context->numDirtyEntries; ++i)
2114 DWORD rep = context->dirtyArray[i];
2115 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2116 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2117 context->isStateDirty[idx] &= ~(1 << shift);
2118 state_table[rep].apply(rep, device->stateBlock, context);
2120 LEAVE_GL();
2121 context->numDirtyEntries = 0; /* This makes the whole list clean */
2122 context->last_was_blit = FALSE;
2125 static void context_setup_target(IWineD3DDeviceImpl *device,
2126 struct wined3d_context *context, IWineD3DSurfaceImpl *target)
2128 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2129 const struct StateEntry *StateTable = device->StateTable;
2131 if (!target) return;
2132 else if (context->current_rt == target) return;
2133 render_offscreen = surface_is_offscreen(target);
2135 context_set_render_offscreen(context, StateTable, render_offscreen);
2137 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2138 * the alpha blend state changes with different render target formats. */
2139 if (!context->current_rt)
2141 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2143 else
2145 const struct wined3d_format_desc *old = context->current_rt->resource.format_desc;
2146 const struct wined3d_format_desc *new = target->resource.format_desc;
2148 if (old->format != new->format)
2150 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2151 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2152 || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2154 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2158 /* When switching away from an offscreen render target, and we're not
2159 * using FBOs, we have to read the drawable into the texture. This is
2160 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2161 * are some things that need care though. PreLoad needs a GL context,
2162 * and FindContext is called before the context is activated. It also
2163 * has to be called with the old rendertarget active, otherwise a
2164 * wrong drawable is read. */
2165 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2166 && old_render_offscreen && context->current_rt != target)
2168 BOOL oldInDraw = device->isInDraw;
2170 /* surface_internal_preload() requires a context to load the
2171 * texture, so it will call context_acquire(). Set isInDraw to true
2172 * to signal surface_internal_preload() that it has a context. */
2174 /* FIXME: This is just broken. There's no guarantee whatsoever
2175 * that the currently active context, if any, is appropriate for
2176 * reading back the render target. We should probably call
2177 * context_set_current(context) here and then rely on
2178 * context_acquire() doing the right thing. */
2179 device->isInDraw = TRUE;
2181 /* Read the back buffer of the old drawable into the destination texture. */
2182 if (context->current_rt->texture_name_srgb)
2184 surface_internal_preload(context->current_rt, SRGB_BOTH);
2186 else
2188 surface_internal_preload(context->current_rt, SRGB_RGB);
2191 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)context->current_rt, SFLAG_INDRAWABLE, FALSE);
2193 device->isInDraw = oldInDraw;
2197 context->draw_buffer_dirty = TRUE;
2198 context->current_rt = target;
2201 /*****************************************************************************
2202 * context_acquire
2204 * Finds a rendering context and drawable matching the device and render
2205 * target for the current thread, activates them and puts them into the
2206 * requested state.
2208 * Params:
2209 * This: Device to activate the context for
2210 * target: Requested render target
2211 * usage: Prepares the context for blitting, drawing or other actions
2213 *****************************************************************************/
2214 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *target)
2216 struct wined3d_context *current_context = context_get_current();
2217 struct wined3d_context *context;
2219 TRACE("device %p, target %p.\n", device, target);
2221 context = FindContext(device, target);
2222 context_setup_target(device, context, target);
2223 context_enter(context);
2224 if (!context->valid) return context;
2226 if (context != current_context)
2228 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2229 else device->frag_pipe->enable_extension((IWineD3DDevice *)device, !context->last_was_blit);
2231 if (context->vshader_const_dirty)
2233 memset(context->vshader_const_dirty, 1,
2234 sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2235 device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2237 if (context->pshader_const_dirty)
2239 memset(context->pshader_const_dirty, 1,
2240 sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2241 device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2244 else if (context->restore_ctx)
2246 if (!pwglMakeCurrent(context->hdc, context->glCtx))
2248 DWORD err = GetLastError();
2249 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2250 context->hdc, context->glCtx, err);
2254 return context;