wined3d: Don't clear the GL context if it's not the one being destroyed by context_de...
[wine/multimedia.git] / dlls / wined3d / context.c
blobc835414ae6b363c6f1d70f88531668a58ec54d9e
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
23 #include "wine/port.h"
25 #include <stdio.h>
26 #ifdef HAVE_FLOAT_H
27 # include <float.h>
28 #endif
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous);
36 #define WINED3D_MAX_FBO_ENTRIES 64
38 static DWORD wined3d_context_tls_idx;
40 /* FBO helper functions */
42 /* Context activation is done by the caller. */
43 static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint fbo)
45 const struct wined3d_gl_info *gl_info = context->gl_info;
47 switch (target)
49 case GL_READ_FRAMEBUFFER:
50 if (context->fbo_read_binding == fbo) return;
51 context->fbo_read_binding = fbo;
52 break;
54 case GL_DRAW_FRAMEBUFFER:
55 if (context->fbo_draw_binding == fbo) return;
56 context->fbo_draw_binding = fbo;
57 break;
59 case GL_FRAMEBUFFER:
60 if (context->fbo_read_binding == fbo
61 && context->fbo_draw_binding == fbo) return;
62 context->fbo_read_binding = fbo;
63 context->fbo_draw_binding = fbo;
64 break;
66 default:
67 FIXME("Unhandled target %#x.\n", target);
68 break;
71 gl_info->fbo_ops.glBindFramebuffer(target, fbo);
72 checkGLcall("glBindFramebuffer()");
75 /* Context activation is done by the caller. */
76 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
78 unsigned int i;
80 for (i = 0; i < gl_info->limits.buffers; ++i)
82 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
83 checkGLcall("glFramebufferTexture2D()");
85 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
86 checkGLcall("glFramebufferTexture2D()");
88 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
89 checkGLcall("glFramebufferTexture2D()");
92 /* Context activation is done by the caller. */
93 static void context_destroy_fbo(struct wined3d_context *context, GLuint fbo)
95 const struct wined3d_gl_info *gl_info = context->gl_info;
97 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
98 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
99 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
101 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
102 checkGLcall("glDeleteFramebuffers()");
105 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
106 GLenum fbo_target, DWORD format_flags, GLuint rb)
108 if (format_flags & WINED3DFMT_FLAG_DEPTH)
110 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
111 checkGLcall("glFramebufferRenderbuffer()");
114 if (format_flags & WINED3DFMT_FLAG_STENCIL)
116 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
117 checkGLcall("glFramebufferRenderbuffer()");
121 /* Context activation is done by the caller. */
122 static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
123 GLenum fbo_target, struct wined3d_surface *depth_stencil, DWORD location)
125 const struct wined3d_gl_info *gl_info = context->gl_info;
127 TRACE("Attach depth stencil %p\n", depth_stencil);
129 if (depth_stencil)
131 DWORD format_flags = depth_stencil->resource.format->flags;
133 if (depth_stencil->current_renderbuffer)
135 context_attach_depth_stencil_rb(gl_info, fbo_target,
136 format_flags, depth_stencil->current_renderbuffer->id);
138 else
140 switch (location)
142 case WINED3D_LOCATION_TEXTURE_RGB:
143 case WINED3D_LOCATION_TEXTURE_SRGB:
144 surface_prepare_texture(depth_stencil, context, FALSE);
146 if (format_flags & WINED3DFMT_FLAG_DEPTH)
148 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
149 depth_stencil->texture_target, depth_stencil->container->texture_rgb.name,
150 depth_stencil->texture_level);
151 checkGLcall("glFramebufferTexture2D()");
154 if (format_flags & WINED3DFMT_FLAG_STENCIL)
156 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
157 depth_stencil->texture_target, depth_stencil->container->texture_rgb.name,
158 depth_stencil->texture_level);
159 checkGLcall("glFramebufferTexture2D()");
161 break;
163 case WINED3D_LOCATION_RB_MULTISAMPLE:
164 surface_prepare_rb(depth_stencil, gl_info, TRUE);
165 context_attach_depth_stencil_rb(gl_info, fbo_target,
166 format_flags, depth_stencil->rb_multisample);
167 break;
169 case WINED3D_LOCATION_RB_RESOLVED:
170 surface_prepare_rb(depth_stencil, gl_info, FALSE);
171 context_attach_depth_stencil_rb(gl_info, fbo_target,
172 format_flags, depth_stencil->rb_resolved);
173 break;
175 default:
176 ERR("Unsupported location %s (%#x).\n", wined3d_debug_location(location), location);
177 break;
181 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
183 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
184 checkGLcall("glFramebufferTexture2D()");
187 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
189 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
190 checkGLcall("glFramebufferTexture2D()");
193 else
195 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
196 checkGLcall("glFramebufferTexture2D()");
198 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
199 checkGLcall("glFramebufferTexture2D()");
203 /* Context activation is done by the caller. */
204 static void context_attach_surface_fbo(struct wined3d_context *context,
205 GLenum fbo_target, DWORD idx, struct wined3d_surface *surface, DWORD location)
207 const struct wined3d_gl_info *gl_info = context->gl_info;
209 TRACE("Attach surface %p to %u\n", surface, idx);
211 if (surface && surface->resource.format->id != WINED3DFMT_NULL)
213 BOOL srgb;
215 switch (location)
217 case WINED3D_LOCATION_TEXTURE_RGB:
218 case WINED3D_LOCATION_TEXTURE_SRGB:
219 srgb = location == WINED3D_LOCATION_TEXTURE_SRGB;
220 surface_prepare_texture(surface, context, srgb);
221 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
222 surface->texture_target, surface_get_texture_name(surface, gl_info, srgb),
223 surface->texture_level);
224 checkGLcall("glFramebufferTexture2D()");
225 break;
227 case WINED3D_LOCATION_RB_MULTISAMPLE:
228 surface_prepare_rb(surface, gl_info, TRUE);
229 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
230 GL_RENDERBUFFER, surface->rb_multisample);
231 checkGLcall("glFramebufferRenderbuffer()");
232 break;
234 case WINED3D_LOCATION_RB_RESOLVED:
235 surface_prepare_rb(surface, gl_info, FALSE);
236 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
237 GL_RENDERBUFFER, surface->rb_resolved);
238 checkGLcall("glFramebufferRenderbuffer()");
239 break;
241 default:
242 ERR("Unsupported location %s (%#x).\n", wined3d_debug_location(location), location);
243 break;
246 else
248 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
249 checkGLcall("glFramebufferTexture2D()");
253 /* Context activation is done by the caller. */
254 void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
256 const struct wined3d_gl_info *gl_info = context->gl_info;
257 GLenum status;
259 if (!FIXME_ON(d3d)) return;
261 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
262 if (status == GL_FRAMEBUFFER_COMPLETE)
264 TRACE("FBO complete\n");
266 else
268 const struct wined3d_surface *attachment;
269 unsigned int i;
271 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
273 if (!context->current_fbo)
275 ERR("FBO 0 is incomplete, driver bug?\n");
276 return;
279 FIXME("\tLocation %s (%#x).\n", wined3d_debug_location(context->current_fbo->location),
280 context->current_fbo->location);
282 /* Dump the FBO attachments */
283 for (i = 0; i < gl_info->limits.buffers; ++i)
285 attachment = context->current_fbo->render_targets[i];
286 if (attachment)
288 FIXME("\tColor attachment %d: (%p) %s %ux%u %u samples.\n",
289 i, attachment, debug_d3dformat(attachment->resource.format->id),
290 attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
293 attachment = context->current_fbo->depth_stencil;
294 if (attachment)
296 FIXME("\tDepth attachment: (%p) %s %ux%u %u samples.\n",
297 attachment, debug_d3dformat(attachment->resource.format->id),
298 attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
303 static inline DWORD context_generate_rt_mask(GLenum buffer)
305 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
306 return buffer ? (1 << 31) | buffer : 0;
309 static inline DWORD context_generate_rt_mask_from_surface(const struct wined3d_surface *target)
311 return (1 << 31) | surface_get_gl_buffer(target);
314 static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
315 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
317 const struct wined3d_gl_info *gl_info = context->gl_info;
318 struct fbo_entry *entry;
320 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
321 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
322 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
323 entry->depth_stencil = depth_stencil;
324 entry->location = location;
325 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
326 entry->attached = FALSE;
327 gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
328 checkGLcall("glGenFramebuffers()");
329 TRACE("Created FBO %u.\n", entry->id);
331 return entry;
334 /* Context activation is done by the caller. */
335 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
336 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
337 DWORD location, struct fbo_entry *entry)
339 const struct wined3d_gl_info *gl_info = context->gl_info;
341 context_bind_fbo(context, target, entry->id);
342 context_clean_fbo_attachments(gl_info, target);
344 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
345 entry->depth_stencil = depth_stencil;
346 entry->location = location;
347 entry->attached = FALSE;
350 /* Context activation is done by the caller. */
351 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
353 if (entry->id)
355 TRACE("Destroy FBO %u.\n", entry->id);
356 context_destroy_fbo(context, entry->id);
358 --context->fbo_entry_count;
359 list_remove(&entry->entry);
360 HeapFree(GetProcessHeap(), 0, entry->render_targets);
361 HeapFree(GetProcessHeap(), 0, entry);
364 /* Context activation is done by the caller. */
365 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
366 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
368 const struct wined3d_gl_info *gl_info = context->gl_info;
369 struct fbo_entry *entry;
371 if (depth_stencil && render_targets && render_targets[0])
373 if (depth_stencil->resource.width < render_targets[0]->resource.width ||
374 depth_stencil->resource.height < render_targets[0]->resource.height)
376 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
377 depth_stencil = NULL;
381 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
383 if (!memcmp(entry->render_targets,
384 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
385 && entry->depth_stencil == depth_stencil && entry->location == location)
387 list_remove(&entry->entry);
388 list_add_head(&context->fbo_list, &entry->entry);
389 return entry;
393 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
395 entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
396 list_add_head(&context->fbo_list, &entry->entry);
397 ++context->fbo_entry_count;
399 else
401 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
402 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
403 list_remove(&entry->entry);
404 list_add_head(&context->fbo_list, &entry->entry);
407 return entry;
410 /* Context activation is done by the caller. */
411 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
413 const struct wined3d_gl_info *gl_info = context->gl_info;
414 unsigned int i;
415 GLuint read_binding, draw_binding;
417 if (entry->attached)
419 context_bind_fbo(context, target, entry->id);
420 return;
423 read_binding = context->fbo_read_binding;
424 draw_binding = context->fbo_draw_binding;
425 context_bind_fbo(context, GL_FRAMEBUFFER, entry->id);
427 /* Apply render targets */
428 for (i = 0; i < gl_info->limits.buffers; ++i)
430 context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
433 /* Apply depth targets */
434 if (entry->depth_stencil)
435 surface_set_compatible_renderbuffer(entry->depth_stencil, entry->render_targets[0]);
436 context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, entry->location);
438 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
439 * GL contexts requirements. */
440 glReadBuffer(GL_NONE);
441 context_set_draw_buffer(context, GL_NONE);
442 if (target != GL_FRAMEBUFFER)
444 if (target == GL_READ_FRAMEBUFFER)
445 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, draw_binding);
446 else
447 context_bind_fbo(context, GL_READ_FRAMEBUFFER, read_binding);
450 entry->attached = TRUE;
453 /* Context activation is done by the caller. */
454 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
455 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
457 struct fbo_entry *entry, *entry2;
459 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
461 context_destroy_fbo_entry(context, entry);
464 if (context->rebind_fbo)
466 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
467 context->rebind_fbo = FALSE;
470 if (location == WINED3D_LOCATION_DRAWABLE)
472 context->current_fbo = NULL;
473 context_bind_fbo(context, target, 0);
475 else
477 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
478 context_apply_fbo_entry(context, target, context->current_fbo);
482 /* Context activation is done by the caller. */
483 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
484 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
486 UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
488 context->blit_targets[0] = render_target;
489 if (clear_size)
490 memset(&context->blit_targets[1], 0, clear_size);
491 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
494 /* Context activation is done by the caller. */
495 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
497 const struct wined3d_gl_info *gl_info = context->gl_info;
499 if (context->free_occlusion_query_count)
501 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
503 else
505 if (gl_info->supported[ARB_OCCLUSION_QUERY])
507 GL_EXTCALL(glGenQueriesARB(1, &query->id));
508 checkGLcall("glGenQueriesARB");
510 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
512 else
514 WARN("Occlusion queries not supported, not allocating query id.\n");
515 query->id = 0;
519 query->context = context;
520 list_add_head(&context->occlusion_queries, &query->entry);
523 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
525 struct wined3d_context *context = query->context;
527 list_remove(&query->entry);
528 query->context = NULL;
530 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
532 UINT new_size = context->free_occlusion_query_size << 1;
533 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
534 new_size * sizeof(*context->free_occlusion_queries));
536 if (!new_data)
538 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
539 return;
542 context->free_occlusion_query_size = new_size;
543 context->free_occlusion_queries = new_data;
546 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
549 /* Context activation is done by the caller. */
550 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
552 const struct wined3d_gl_info *gl_info = context->gl_info;
554 if (context->free_event_query_count)
556 query->object = context->free_event_queries[--context->free_event_query_count];
558 else
560 if (gl_info->supported[ARB_SYNC])
562 /* Using ARB_sync, not much to do here. */
563 query->object.sync = NULL;
564 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
566 else if (gl_info->supported[APPLE_FENCE])
568 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
569 checkGLcall("glGenFencesAPPLE");
571 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
573 else if(gl_info->supported[NV_FENCE])
575 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
576 checkGLcall("glGenFencesNV");
578 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
580 else
582 WARN("Event queries not supported, not allocating query id.\n");
583 query->object.id = 0;
587 query->context = context;
588 list_add_head(&context->event_queries, &query->entry);
591 void context_free_event_query(struct wined3d_event_query *query)
593 struct wined3d_context *context = query->context;
595 list_remove(&query->entry);
596 query->context = NULL;
598 if (context->free_event_query_count >= context->free_event_query_size - 1)
600 UINT new_size = context->free_event_query_size << 1;
601 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
602 new_size * sizeof(*context->free_event_queries));
604 if (!new_data)
606 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
607 return;
610 context->free_event_query_size = new_size;
611 context->free_event_queries = new_data;
614 context->free_event_queries[context->free_event_query_count++] = query->object;
617 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
619 static void context_enum_surface_fbo_entries(const struct wined3d_device *device,
620 const struct wined3d_surface *surface, context_fbo_entry_func_t *callback)
622 UINT i;
624 for (i = 0; i < device->context_count; ++i)
626 struct wined3d_context *context = device->contexts[i];
627 const struct wined3d_gl_info *gl_info = context->gl_info;
628 struct fbo_entry *entry, *entry2;
630 if (context->current_rt == surface) context->current_rt = NULL;
632 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
634 UINT j;
636 if (entry->depth_stencil == surface)
638 callback(context, entry);
639 continue;
642 for (j = 0; j < gl_info->limits.buffers; ++j)
644 if (entry->render_targets[j] == surface)
646 callback(context, entry);
647 break;
654 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
656 list_remove(&entry->entry);
657 list_add_head(&context->fbo_destroy_list, &entry->entry);
660 void context_resource_released(const struct wined3d_device *device,
661 struct wined3d_resource *resource, enum wined3d_resource_type type)
663 if (!device->d3d_initialized) return;
665 switch (type)
667 case WINED3D_RTYPE_SURFACE:
668 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
669 context_queue_fbo_entry_destruction);
670 break;
672 default:
673 break;
677 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
679 entry->attached = FALSE;
682 void context_resource_unloaded(const struct wined3d_device *device,
683 struct wined3d_resource *resource, enum wined3d_resource_type type)
685 switch (type)
687 case WINED3D_RTYPE_SURFACE:
688 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
689 context_detach_fbo_entry);
690 break;
692 default:
693 break;
697 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface)
699 const struct wined3d_gl_info *gl_info = context->gl_info;
700 struct fbo_entry *entry = context->current_fbo;
701 unsigned int i;
703 if (!entry || context->rebind_fbo) return;
705 for (i = 0; i < gl_info->limits.buffers; ++i)
707 if (surface == entry->render_targets[i])
709 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
710 context->rebind_fbo = TRUE;
711 return;
715 if (surface == entry->depth_stencil)
717 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
718 context->rebind_fbo = TRUE;
722 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
724 int current = GetPixelFormat(dc);
726 if (current == format) return TRUE;
728 if (!current)
730 if (!SetPixelFormat(dc, format, NULL))
732 /* This may also happen if the dc belongs to a destroyed window. */
733 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
734 format, dc, GetLastError());
735 return FALSE;
737 return TRUE;
740 /* By default WGL doesn't allow pixel format adjustments but we need it
741 * here. For this reason there's a Wine specific wglSetPixelFormat()
742 * which allows us to set the pixel format multiple times. Only use it
743 * when really needed. */
744 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
746 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
748 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
749 format, dc);
750 return FALSE;
752 return TRUE;
755 /* OpenGL doesn't allow pixel format adjustments. Print an error and
756 * continue using the old format. There's a big chance that the old
757 * format works although with a performance hit and perhaps rendering
758 * errors. */
759 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
760 format, dc, current);
761 return TRUE;
764 static BOOL context_set_gl_context(struct wined3d_context *ctx)
766 struct wined3d_swapchain *swapchain = ctx->swapchain;
767 BOOL backup = FALSE;
769 if (!context_set_pixel_format(ctx->gl_info, ctx->hdc, ctx->pixel_format))
771 WARN("Failed to set pixel format %d on device context %p.\n",
772 ctx->pixel_format, ctx->hdc);
773 backup = TRUE;
776 if (backup || !wglMakeCurrent(ctx->hdc, ctx->glCtx))
778 HDC dc;
780 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
781 ctx->glCtx, ctx->hdc, GetLastError());
782 ctx->valid = 0;
783 WARN("Trying fallback to the backup window.\n");
785 /* FIXME: If the context is destroyed it's no longer associated with
786 * a swapchain, so we can't use the swapchain to get a backup dc. To
787 * make this work windowless contexts would need to be handled by the
788 * device. */
789 if (ctx->destroyed)
791 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx);
792 context_set_current(NULL);
793 return FALSE;
796 if (!(dc = swapchain_get_backup_dc(swapchain)))
798 context_set_current(NULL);
799 return FALSE;
802 if (!context_set_pixel_format(ctx->gl_info, dc, ctx->pixel_format))
804 ERR("Failed to set pixel format %d on device context %p.\n",
805 ctx->pixel_format, dc);
806 context_set_current(NULL);
807 return FALSE;
810 if (!wglMakeCurrent(dc, ctx->glCtx))
812 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
813 dc, GetLastError());
814 context_set_current(NULL);
815 return FALSE;
818 ctx->valid = 1;
820 return TRUE;
823 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx, int pf)
825 if (!context_set_pixel_format(gl_info, dc, pf))
827 ERR("Failed to restore pixel format %d on device context %p.\n", pf, dc);
828 context_set_current(NULL);
829 return;
832 if (!wglMakeCurrent(dc, gl_ctx))
834 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
835 gl_ctx, dc, GetLastError());
836 context_set_current(NULL);
840 static void context_update_window(struct wined3d_context *context)
842 if (context->win_handle == context->swapchain->win_handle)
843 return;
845 TRACE("Updating context %p window from %p to %p.\n",
846 context, context->win_handle, context->swapchain->win_handle);
848 if (context->valid)
849 wined3d_release_dc(context->win_handle, context->hdc);
850 else
851 context->valid = 1;
853 context->win_handle = context->swapchain->win_handle;
855 if (!(context->hdc = GetDC(context->win_handle)))
857 ERR("Failed to get a device context for window %p.\n", context->win_handle);
858 goto err;
861 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
863 ERR("Failed to set pixel format %d on device context %p.\n",
864 context->pixel_format, context->hdc);
865 goto err;
868 context_set_gl_context(context);
870 return;
872 err:
873 context->valid = 0;
876 static void context_destroy_gl_resources(struct wined3d_context *context)
878 const struct wined3d_gl_info *gl_info = context->gl_info;
879 struct wined3d_occlusion_query *occlusion_query;
880 struct wined3d_event_query *event_query;
881 struct fbo_entry *entry, *entry2;
882 HGLRC restore_ctx;
883 HDC restore_dc;
884 unsigned int i;
885 int restore_pf;
887 restore_ctx = wglGetCurrentContext();
888 restore_dc = wglGetCurrentDC();
889 restore_pf = GetPixelFormat(restore_dc);
891 if (restore_ctx == context->glCtx)
892 restore_ctx = NULL;
893 else if (context->valid)
894 context_set_gl_context(context);
896 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
898 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
899 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
900 occlusion_query->context = NULL;
903 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
905 if (context->valid)
907 if (gl_info->supported[ARB_SYNC])
909 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
911 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
912 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
914 event_query->context = NULL;
917 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
919 if (!context->valid) entry->id = 0;
920 context_destroy_fbo_entry(context, entry);
923 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
925 if (!context->valid) entry->id = 0;
926 context_destroy_fbo_entry(context, entry);
929 if (context->valid)
931 if (context->dummy_arbfp_prog)
933 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
936 if (gl_info->supported[ARB_OCCLUSION_QUERY])
937 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
939 if (gl_info->supported[ARB_SYNC])
941 for (i = 0; i < context->free_event_query_count; ++i)
943 GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
946 else if (gl_info->supported[APPLE_FENCE])
948 for (i = 0; i < context->free_event_query_count; ++i)
950 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
953 else if (gl_info->supported[NV_FENCE])
955 for (i = 0; i < context->free_event_query_count; ++i)
957 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
961 checkGLcall("context cleanup");
964 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
965 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
967 if (restore_ctx)
969 context_restore_gl_context(gl_info, restore_dc, restore_ctx, restore_pf);
971 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
973 ERR("Failed to disable GL context.\n");
976 wined3d_release_dc(context->win_handle, context->hdc);
978 if (!wglDeleteContext(context->glCtx))
980 DWORD err = GetLastError();
981 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
985 DWORD context_get_tls_idx(void)
987 return wined3d_context_tls_idx;
990 void context_set_tls_idx(DWORD idx)
992 wined3d_context_tls_idx = idx;
995 struct wined3d_context *context_get_current(void)
997 return TlsGetValue(wined3d_context_tls_idx);
1000 BOOL context_set_current(struct wined3d_context *ctx)
1002 struct wined3d_context *old = context_get_current();
1004 if (old == ctx)
1006 TRACE("Already using D3D context %p.\n", ctx);
1007 return TRUE;
1010 if (old)
1012 if (old->destroyed)
1014 TRACE("Switching away from destroyed context %p.\n", old);
1015 context_destroy_gl_resources(old);
1016 HeapFree(GetProcessHeap(), 0, (void *)old->gl_info);
1017 HeapFree(GetProcessHeap(), 0, old);
1019 else
1021 old->current = 0;
1025 if (ctx)
1027 if (!ctx->valid)
1029 ERR("Trying to make invalid context %p current\n", ctx);
1030 return FALSE;
1033 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1034 if (!context_set_gl_context(ctx))
1035 return FALSE;
1036 ctx->current = 1;
1038 else if(wglGetCurrentContext())
1040 TRACE("Clearing current D3D context.\n");
1041 if (!wglMakeCurrent(NULL, NULL))
1043 DWORD err = GetLastError();
1044 ERR("Failed to clear current GL context, last error %#x.\n", err);
1045 TlsSetValue(wined3d_context_tls_idx, NULL);
1046 return FALSE;
1050 return TlsSetValue(wined3d_context_tls_idx, ctx);
1053 void context_release(struct wined3d_context *context)
1055 TRACE("Releasing context %p, level %u.\n", context, context->level);
1057 if (WARN_ON(d3d))
1059 if (!context->level)
1060 WARN("Context %p is not active.\n", context);
1061 else if (context != context_get_current())
1062 WARN("Context %p is not the current context.\n", context);
1065 if (!--context->level && context->restore_ctx)
1067 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1068 context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx, context->restore_pf);
1069 context->restore_ctx = NULL;
1070 context->restore_dc = NULL;
1074 static void context_enter(struct wined3d_context *context)
1076 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1078 if (!context->level++)
1080 const struct wined3d_context *current_context = context_get_current();
1081 HGLRC current_gl = wglGetCurrentContext();
1083 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1085 TRACE("Another GL context (%p on device context %p) is already current.\n",
1086 current_gl, wglGetCurrentDC());
1087 context->restore_ctx = current_gl;
1088 context->restore_dc = wglGetCurrentDC();
1089 context->restore_pf = GetPixelFormat(context->restore_dc);
1094 void context_invalidate_state(struct wined3d_context *context, DWORD state)
1096 DWORD rep = context->state_table[state].representative;
1097 DWORD idx;
1098 BYTE shift;
1100 if (isStateDirty(context, rep)) return;
1102 context->dirtyArray[context->numDirtyEntries++] = rep;
1103 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1104 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1105 context->isStateDirty[idx] |= (1 << shift);
1108 /* This function takes care of wined3d pixel format selection. */
1109 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1110 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1111 BOOL auxBuffers, BOOL findCompatible)
1113 int iPixelFormat=0;
1114 BYTE redBits, greenBits, blueBits, alphaBits, colorBits;
1115 BYTE depthBits=0, stencilBits=0;
1116 unsigned int current_value;
1117 unsigned int cfg_count = device->adapter->cfg_count;
1118 unsigned int i;
1120 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1121 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1122 auxBuffers, findCompatible);
1124 if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1126 ERR("Unable to get color bits for format %s (%#x)!\n",
1127 debug_d3dformat(color_format->id), color_format->id);
1128 return 0;
1131 getDepthStencilBits(ds_format, &depthBits, &stencilBits);
1133 current_value = 0;
1134 for (i = 0; i < cfg_count; ++i)
1136 const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1137 unsigned int value;
1139 /* For now only accept RGBA formats. Perhaps some day we will
1140 * allow floating point formats for pbuffers. */
1141 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1142 continue;
1143 /* In window mode we need a window drawable format and double buffering. */
1144 if (!(cfg->windowDrawable && cfg->doubleBuffer))
1145 continue;
1146 if (cfg->redSize < redBits)
1147 continue;
1148 if (cfg->greenSize < greenBits)
1149 continue;
1150 if (cfg->blueSize < blueBits)
1151 continue;
1152 if (cfg->alphaSize < alphaBits)
1153 continue;
1154 if (cfg->depthSize < depthBits)
1155 continue;
1156 if (stencilBits && cfg->stencilSize != stencilBits)
1157 continue;
1158 /* Check multisampling support. */
1159 if (cfg->numSamples)
1160 continue;
1162 value = 1;
1163 /* We try to locate a format which matches our requirements exactly. In case of
1164 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1165 if (cfg->depthSize == depthBits)
1166 value += 1;
1167 if (cfg->stencilSize == stencilBits)
1168 value += 2;
1169 if (cfg->alphaSize == alphaBits)
1170 value += 4;
1171 /* We like to have aux buffers in backbuffer mode */
1172 if (auxBuffers && cfg->auxBuffers)
1173 value += 8;
1174 if (cfg->redSize == redBits
1175 && cfg->greenSize == greenBits
1176 && cfg->blueSize == blueBits)
1177 value += 16;
1179 if (value > current_value)
1181 iPixelFormat = cfg->iPixelFormat;
1182 current_value = value;
1186 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1187 if(!iPixelFormat && !findCompatible) {
1188 ERR("Can't find a suitable iPixelFormat\n");
1189 return FALSE;
1190 } else if(!iPixelFormat) {
1191 PIXELFORMATDESCRIPTOR pfd;
1193 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1194 /* PixelFormat selection */
1195 ZeroMemory(&pfd, sizeof(pfd));
1196 pfd.nSize = sizeof(pfd);
1197 pfd.nVersion = 1;
1198 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1199 pfd.iPixelType = PFD_TYPE_RGBA;
1200 pfd.cAlphaBits = alphaBits;
1201 pfd.cColorBits = colorBits;
1202 pfd.cDepthBits = depthBits;
1203 pfd.cStencilBits = stencilBits;
1204 pfd.iLayerType = PFD_MAIN_PLANE;
1206 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1207 if(!iPixelFormat) {
1208 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1209 ERR("Can't find a suitable iPixelFormat\n");
1210 return FALSE;
1214 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1215 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1216 return iPixelFormat;
1219 /* Context activation is done by the caller. */
1220 static void bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
1222 const struct wined3d_gl_info *gl_info = context->gl_info;
1223 unsigned int i, count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1225 for (i = 0; i < count; ++i)
1227 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1228 checkGLcall("glActiveTextureARB");
1230 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1231 checkGLcall("glBindTexture");
1233 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1235 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1236 checkGLcall("glBindTexture");
1239 if (gl_info->supported[EXT_TEXTURE3D])
1241 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1242 checkGLcall("glBindTexture");
1245 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1247 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1248 checkGLcall("glBindTexture");
1253 BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
1255 return gl_info->supported[ARB_DEBUG_OUTPUT]
1256 && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
1259 static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
1260 GLenum severity, GLsizei length, const char *message, void *ctx)
1262 switch (type)
1264 case GL_DEBUG_TYPE_ERROR_ARB:
1265 ERR("%p: %s.\n", ctx, debugstr_an(message, length));
1266 break;
1268 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
1269 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
1270 case GL_DEBUG_TYPE_PORTABILITY_ARB:
1271 FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
1272 break;
1274 case GL_DEBUG_TYPE_PERFORMANCE_ARB:
1275 WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
1276 break;
1278 default:
1279 FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
1280 break;
1284 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1285 struct wined3d_surface *target, const struct wined3d_format *ds_format)
1287 struct wined3d_device *device = swapchain->device;
1288 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1289 const struct wined3d_format *color_format;
1290 struct wined3d_context *ret;
1291 BOOL auxBuffers = FALSE;
1292 HGLRC ctx, share_ctx;
1293 int pixel_format;
1294 unsigned int s;
1295 int swap_interval;
1296 DWORD state;
1297 HDC hdc;
1299 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1301 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1302 if (!ret)
1303 return NULL;
1305 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1306 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1307 if (!ret->blit_targets)
1308 goto out;
1310 ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1311 gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1312 if (!ret->draw_buffers)
1313 goto out;
1315 ret->free_occlusion_query_size = 4;
1316 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1317 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1318 if (!ret->free_occlusion_queries)
1319 goto out;
1321 list_init(&ret->occlusion_queries);
1323 ret->free_event_query_size = 4;
1324 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1325 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1326 if (!ret->free_event_queries)
1327 goto out;
1329 list_init(&ret->event_queries);
1330 list_init(&ret->fbo_list);
1331 list_init(&ret->fbo_destroy_list);
1333 if (!device->shader_backend->shader_allocate_context_data(ret))
1335 ERR("Failed to allocate shader backend context data.\n");
1336 goto out;
1339 /* Initialize the texture unit mapping to a 1:1 mapping */
1340 for (s = 0; s < MAX_COMBINED_SAMPLERS; ++s)
1342 if (s < gl_info->limits.fragment_samplers)
1344 ret->tex_unit_map[s] = s;
1345 ret->rev_tex_unit_map[s] = s;
1347 else
1349 ret->tex_unit_map[s] = WINED3D_UNMAPPED_STAGE;
1350 ret->rev_tex_unit_map[s] = WINED3D_UNMAPPED_STAGE;
1354 if (!(hdc = GetDC(swapchain->win_handle)))
1356 WARN("Failed to retireve device context, trying swapchain backup.\n");
1358 if (!(hdc = swapchain_get_backup_dc(swapchain)))
1360 ERR("Failed to retrieve a device context.\n");
1361 goto out;
1365 color_format = target->resource.format;
1367 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1368 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1369 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1371 auxBuffers = TRUE;
1373 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1374 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1375 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1376 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1379 /* DirectDraw supports 8bit paletted render targets and these are used by
1380 * old games like StarCraft and C&C. Most modern hardware doesn't support
1381 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1382 * conversion (ab)uses the alpha component for storing the palette index.
1383 * For this reason we require a format with 8bit alpha, so request
1384 * A8R8G8B8. */
1385 if (color_format->id == WINED3DFMT_P8_UINT)
1386 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1388 /* Try to find a pixel format which matches our requirements. */
1389 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, FALSE);
1391 /* Try to locate a compatible format if we weren't able to find anything. */
1392 if (!pixel_format)
1394 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1395 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, TRUE);
1398 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1399 if (!pixel_format)
1401 ERR("Can't find a suitable pixel format.\n");
1402 goto out;
1405 context_enter(ret);
1407 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1409 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1410 context_release(ret);
1411 goto out;
1414 share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL;
1415 if (gl_info->p_wglCreateContextAttribsARB)
1417 unsigned int ctx_attrib_idx = 0;
1418 GLint ctx_attribs[3];
1420 if (context_debug_output_enabled(gl_info))
1422 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1423 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_DEBUG_BIT_ARB;
1425 ctx_attribs[ctx_attrib_idx] = 0;
1427 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1429 ERR("Failed to create a WGL context.\n");
1430 context_release(ret);
1431 goto out;
1434 else
1436 if (!(ctx = wglCreateContext(hdc)))
1438 ERR("Failed to create a WGL context.\n");
1439 context_release(ret);
1440 goto out;
1443 if (share_ctx && !wglShareLists(share_ctx, ctx))
1445 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
1446 context_release(ret);
1447 if (!wglDeleteContext(ctx))
1448 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1449 goto out;
1453 if (!device_context_add(device, ret))
1455 ERR("Failed to add the newly created context to the context list\n");
1456 context_release(ret);
1457 if (!wglDeleteContext(ctx))
1458 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1459 goto out;
1462 ret->gl_info = gl_info;
1463 ret->d3d_info = &device->adapter->d3d_info;
1464 ret->state_table = device->StateTable;
1466 /* Mark all states dirty to force a proper initialization of the states
1467 * on the first use of the context. */
1468 for (state = 0; state <= STATE_HIGHEST; ++state)
1470 if (ret->state_table[state].representative)
1471 context_invalidate_state(ret, state);
1474 ret->swapchain = swapchain;
1475 ret->current_rt = target;
1476 ret->tid = GetCurrentThreadId();
1478 ret->render_offscreen = surface_is_offscreen(target);
1479 ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
1480 ret->valid = 1;
1482 ret->glCtx = ctx;
1483 ret->win_handle = swapchain->win_handle;
1484 ret->hdc = hdc;
1485 ret->pixel_format = pixel_format;
1487 /* Set up the context defaults */
1488 if (!context_set_current(ret))
1490 ERR("Cannot activate context to set up defaults.\n");
1491 device_context_remove(device, ret);
1492 context_release(ret);
1493 if (!wglDeleteContext(ctx))
1494 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1495 goto out;
1498 if (context_debug_output_enabled(gl_info))
1500 GL_EXTCALL(glDebugMessageCallbackARB(wined3d_debug_callback, ret));
1501 if (TRACE_ON(d3d_synchronous))
1502 gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
1503 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
1504 if (ERR_ON(d3d))
1506 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR_ARB,
1507 GL_DONT_CARE, 0, NULL, GL_TRUE));
1509 if (FIXME_ON(d3d))
1511 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB,
1512 GL_DONT_CARE, 0, NULL, GL_TRUE));
1513 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB,
1514 GL_DONT_CARE, 0, NULL, GL_TRUE));
1515 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY_ARB,
1516 GL_DONT_CARE, 0, NULL, GL_TRUE));
1518 if (WARN_ON(d3d_perf))
1520 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE_ARB,
1521 GL_DONT_CARE, 0, NULL, GL_TRUE));
1525 switch (swapchain->desc.swap_interval)
1527 case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1528 swap_interval = 0;
1529 break;
1530 case WINED3DPRESENT_INTERVAL_DEFAULT:
1531 case WINED3DPRESENT_INTERVAL_ONE:
1532 swap_interval = 1;
1533 break;
1534 case WINED3DPRESENT_INTERVAL_TWO:
1535 swap_interval = 2;
1536 break;
1537 case WINED3DPRESENT_INTERVAL_THREE:
1538 swap_interval = 3;
1539 break;
1540 case WINED3DPRESENT_INTERVAL_FOUR:
1541 swap_interval = 4;
1542 break;
1543 default:
1544 FIXME("Unknown swap interval %#x.\n", swapchain->desc.swap_interval);
1545 swap_interval = 1;
1548 if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1550 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1551 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1552 swap_interval, ret, GetLastError());
1555 gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1557 TRACE("Setting up the screen\n");
1559 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1560 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1562 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1563 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1565 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1566 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1568 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1569 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1570 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1571 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1573 if (gl_info->supported[ARB_VERTEX_BLEND])
1575 /* Direct3D always uses n-1 weights for n world matrices and uses
1576 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
1577 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
1578 * enabled as well. */
1579 gl_info->gl_ops.gl.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1580 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1582 if (gl_info->supported[NV_TEXTURE_SHADER2])
1584 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1585 * the previous texture where to source the offset from is always unit - 1.
1587 for (s = 1; s < gl_info->limits.textures; ++s)
1589 context_active_texture(ret, gl_info, s);
1590 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
1591 GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1592 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1595 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1597 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1598 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1599 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1600 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1601 * is ever assigned.
1603 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1604 * program and the dummy program is destroyed when the context is destroyed.
1606 const char *dummy_program =
1607 "!!ARBfp1.0\n"
1608 "MOV result.color, fragment.color.primary;\n"
1609 "END\n";
1610 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1611 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1612 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1615 if (gl_info->supported[ARB_POINT_SPRITE])
1617 for (s = 0; s < gl_info->limits.textures; ++s)
1619 context_active_texture(ret, gl_info, s);
1620 gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1621 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1625 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1627 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1629 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1631 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1633 ret->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
1634 | (1 << WINED3D_SHADER_TYPE_VERTEX)
1635 | (1 << WINED3D_SHADER_TYPE_GEOMETRY);
1637 /* If this happens to be the first context for the device, dummy textures
1638 * are not created yet. In that case, they will be created (and bound) by
1639 * create_dummy_textures right after this context is initialized. */
1640 if (device->dummy_texture_2d[0])
1641 bind_dummy_textures(device, ret);
1643 TRACE("Created context %p.\n", ret);
1645 return ret;
1647 out:
1648 device->shader_backend->shader_free_context_data(ret);
1649 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1650 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1651 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1652 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1653 HeapFree(GetProcessHeap(), 0, ret);
1654 return NULL;
1657 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
1659 BOOL destroy;
1661 TRACE("Destroying ctx %p\n", context);
1663 if (context->tid == GetCurrentThreadId() || !context->current)
1665 context_destroy_gl_resources(context);
1666 TlsSetValue(wined3d_context_tls_idx, NULL);
1667 destroy = TRUE;
1669 else
1671 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
1672 in wined3d_adapter may go away in the meantime */
1673 struct wined3d_gl_info *gl_info = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info));
1674 *gl_info = *context->gl_info;
1675 context->gl_info = gl_info;
1676 context->destroyed = 1;
1677 destroy = FALSE;
1680 device->shader_backend->shader_free_context_data(context);
1681 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1682 HeapFree(GetProcessHeap(), 0, context->blit_targets);
1683 device_context_remove(device, context);
1684 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1687 /* Context activation is done by the caller. */
1688 static void set_blit_dimension(const struct wined3d_gl_info *gl_info, UINT width, UINT height)
1690 const GLdouble projection[] =
1692 2.0 / width, 0.0, 0.0, 0.0,
1693 0.0, 2.0 / height, 0.0, 0.0,
1694 0.0, 0.0, 2.0, 0.0,
1695 -1.0, -1.0, -1.0, 1.0,
1698 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1699 checkGLcall("glMatrixMode(GL_PROJECTION)");
1700 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
1701 checkGLcall("glLoadMatrixd");
1702 gl_info->gl_ops.gl.p_glViewport(0, 0, width, height);
1703 checkGLcall("glViewport");
1706 static void context_get_rt_size(const struct wined3d_context *context, SIZE *size)
1708 const struct wined3d_surface *rt = context->current_rt;
1710 if (rt->swapchain && rt->swapchain->front_buffer == rt)
1712 RECT window_size;
1714 GetClientRect(context->win_handle, &window_size);
1715 size->cx = window_size.right - window_size.left;
1716 size->cy = window_size.bottom - window_size.top;
1718 return;
1721 size->cx = rt->resource.width;
1722 size->cy = rt->resource.height;
1725 /*****************************************************************************
1726 * SetupForBlit
1728 * Sets up a context for DirectDraw blitting.
1729 * All texture units are disabled, texture unit 0 is set as current unit
1730 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1731 * color writing enabled for all channels
1732 * register combiners disabled, shaders disabled
1733 * world matrix is set to identity, texture matrix 0 too
1734 * projection matrix is setup for drawing screen coordinates
1736 * Params:
1737 * This: Device to activate the context for
1738 * context: Context to setup
1740 *****************************************************************************/
1741 /* Context activation is done by the caller. */
1742 static void SetupForBlit(const struct wined3d_device *device, struct wined3d_context *context)
1744 int i;
1745 const struct wined3d_gl_info *gl_info = context->gl_info;
1746 DWORD sampler;
1747 SIZE rt_size;
1749 TRACE("Setting up context %p for blitting\n", context);
1751 context_get_rt_size(context, &rt_size);
1753 if (context->last_was_blit)
1755 if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
1757 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
1758 context->blit_w = rt_size.cx;
1759 context->blit_h = rt_size.cy;
1760 /* No need to dirtify here, the states are still dirtified because
1761 * they weren't applied since the last SetupForBlit() call. */
1763 TRACE("Context is already set up for blitting, nothing to do\n");
1764 return;
1766 context->last_was_blit = TRUE;
1768 /* Disable all textures. The caller can then bind a texture it wants to blit
1769 * from
1771 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1772 * function texture unit. No need to care for higher samplers
1774 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1776 sampler = context->rev_tex_unit_map[i];
1777 context_active_texture(context, gl_info, i);
1779 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1781 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1782 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1784 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
1785 checkGLcall("glDisable GL_TEXTURE_3D");
1786 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1788 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
1789 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1791 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
1792 checkGLcall("glDisable GL_TEXTURE_2D");
1794 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1795 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1797 if (sampler != WINED3D_UNMAPPED_STAGE)
1799 if (sampler < MAX_TEXTURES)
1800 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
1801 context_invalidate_state(context, STATE_SAMPLER(sampler));
1804 context_active_texture(context, gl_info, 0);
1806 sampler = context->rev_tex_unit_map[0];
1808 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1810 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1811 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1813 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
1814 checkGLcall("glDisable GL_TEXTURE_3D");
1815 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1817 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
1818 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1820 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
1821 checkGLcall("glDisable GL_TEXTURE_2D");
1823 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1825 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
1826 checkGLcall("glMatrixMode(GL_TEXTURE)");
1827 gl_info->gl_ops.gl.p_glLoadIdentity();
1828 checkGLcall("glLoadIdentity()");
1830 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1832 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1833 GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
1834 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1837 if (sampler != WINED3D_UNMAPPED_STAGE)
1839 if (sampler < MAX_TEXTURES)
1841 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
1842 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
1844 context_invalidate_state(context, STATE_SAMPLER(sampler));
1847 /* Other misc states */
1848 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
1849 checkGLcall("glDisable(GL_ALPHA_TEST)");
1850 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
1851 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1852 checkGLcall("glDisable GL_LIGHTING");
1853 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
1854 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
1855 checkGLcall("glDisable GL_DEPTH_TEST");
1856 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
1857 glDisableWINE(GL_FOG);
1858 checkGLcall("glDisable GL_FOG");
1859 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
1860 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1861 checkGLcall("glDisable GL_BLEND");
1862 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
1863 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
1864 checkGLcall("glDisable GL_CULL_FACE");
1865 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE));
1866 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
1867 checkGLcall("glDisable GL_STENCIL_TEST");
1868 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
1869 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1870 checkGLcall("glDisable GL_SCISSOR_TEST");
1871 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
1872 if (gl_info->supported[ARB_POINT_SPRITE])
1874 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1875 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1876 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
1878 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1879 checkGLcall("glColorMask");
1880 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
1881 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
1882 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
1883 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
1884 if (gl_info->supported[EXT_SECONDARY_COLOR])
1886 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
1887 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
1888 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1891 /* Setup transforms */
1892 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
1893 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1894 gl_info->gl_ops.gl.p_glLoadIdentity();
1895 checkGLcall("glLoadIdentity()");
1896 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
1898 context->last_was_rhw = TRUE;
1899 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
1901 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1902 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1903 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1904 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1905 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1906 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1907 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
1909 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
1911 /* Disable shaders */
1912 device->shader_backend->shader_disable(device->shader_priv, context);
1914 context->blit_w = rt_size.cx;
1915 context->blit_h = rt_size.cy;
1916 context_invalidate_state(context, STATE_VIEWPORT);
1917 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
1920 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
1922 return rt_mask & (1 << 31);
1925 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
1927 return rt_mask & ~(1 << 31);
1930 /* Context activation is done by the caller. */
1931 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
1933 const struct wined3d_gl_info *gl_info = context->gl_info;
1935 if (!rt_mask)
1937 gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
1938 checkGLcall("glDrawBuffer()");
1940 else if (is_rt_mask_onscreen(rt_mask))
1942 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
1943 checkGLcall("glDrawBuffer()");
1945 else
1947 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1949 unsigned int i = 0;
1951 while (rt_mask)
1953 if (rt_mask & 1)
1954 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1955 else
1956 context->draw_buffers[i] = GL_NONE;
1958 rt_mask >>= 1;
1959 ++i;
1962 if (gl_info->supported[ARB_DRAW_BUFFERS])
1964 GL_EXTCALL(glDrawBuffersARB(i, context->draw_buffers));
1965 checkGLcall("glDrawBuffers()");
1967 else
1969 gl_info->gl_ops.gl.p_glDrawBuffer(context->draw_buffers[0]);
1970 checkGLcall("glDrawBuffer()");
1973 else
1975 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
1980 /* Context activation is done by the caller. */
1981 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1983 const struct wined3d_gl_info *gl_info = context->gl_info;
1984 DWORD *current_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
1985 DWORD new_mask = context_generate_rt_mask(buffer);
1987 if (new_mask == *current_mask)
1988 return;
1990 gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
1991 checkGLcall("glDrawBuffer()");
1993 *current_mask = new_mask;
1996 /* Context activation is done by the caller. */
1997 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
1999 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0 + unit));
2000 checkGLcall("glActiveTextureARB");
2001 context->active_texture = unit;
2004 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
2006 const struct wined3d_gl_info *gl_info = context->gl_info;
2007 DWORD unit = context->active_texture;
2008 DWORD old_texture_type = context->texture_type[unit];
2010 if (name)
2012 gl_info->gl_ops.gl.p_glBindTexture(target, name);
2013 checkGLcall("glBindTexture");
2015 else
2017 target = GL_NONE;
2020 if (old_texture_type != target)
2022 const struct wined3d_device *device = context->swapchain->device;
2024 switch (old_texture_type)
2026 case GL_NONE:
2027 /* nothing to do */
2028 break;
2029 case GL_TEXTURE_2D:
2030 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[unit]);
2031 checkGLcall("glBindTexture");
2032 break;
2033 case GL_TEXTURE_RECTANGLE_ARB:
2034 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[unit]);
2035 checkGLcall("glBindTexture");
2036 break;
2037 case GL_TEXTURE_CUBE_MAP:
2038 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[unit]);
2039 checkGLcall("glBindTexture");
2040 break;
2041 case GL_TEXTURE_3D:
2042 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[unit]);
2043 checkGLcall("glBindTexture");
2044 break;
2045 default:
2046 ERR("Unexpected texture target %#x\n", old_texture_type);
2049 context->texture_type[unit] = target;
2053 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
2055 if (context->render_offscreen == offscreen) return;
2057 context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
2058 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2059 context_invalidate_state(context, STATE_VIEWPORT);
2060 context_invalidate_state(context, STATE_SCISSORRECT);
2061 context_invalidate_state(context, STATE_FRONTFACE);
2062 context->render_offscreen = offscreen;
2065 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
2066 const struct wined3d_format *required)
2068 BYTE existing_depth, existing_stencil, required_depth, required_stencil;
2070 if (existing == required) return TRUE;
2071 if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
2073 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
2074 getDepthStencilBits(required, &required_depth, &required_stencil);
2076 if(existing_depth < required_depth) return FALSE;
2077 /* If stencil bits are used the exact amount is required - otherwise wrapping
2078 * won't work correctly */
2079 if(required_stencil && required_stencil != existing_stencil) return FALSE;
2080 return TRUE;
2083 /* The caller provides a context */
2084 static void context_validate_onscreen_formats(struct wined3d_context *context,
2085 const struct wined3d_surface *depth_stencil)
2087 /* Onscreen surfaces are always in a swapchain */
2088 struct wined3d_swapchain *swapchain = context->current_rt->swapchain;
2090 if (context->render_offscreen || !depth_stencil) return;
2091 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
2093 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2094 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2095 * format. */
2096 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2098 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2099 surface_load_location(context->current_rt, WINED3D_LOCATION_TEXTURE_RGB);
2100 swapchain->render_to_fbo = TRUE;
2101 swapchain_update_draw_bindings(swapchain);
2102 context_set_render_offscreen(context, TRUE);
2105 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device, const struct wined3d_surface *rt)
2107 if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
2108 return 0;
2109 else if (rt->swapchain)
2110 return context_generate_rt_mask_from_surface(rt);
2111 else
2112 return context_generate_rt_mask(device->offscreenBuffer);
2115 /* Context activation is done by the caller. */
2116 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
2118 struct wined3d_surface *rt = context->current_rt;
2119 DWORD rt_mask, *cur_mask;
2121 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2123 context_validate_onscreen_formats(context, NULL);
2125 if (context->render_offscreen)
2127 wined3d_texture_load(rt->container, context, FALSE);
2129 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->draw_binding);
2130 if (rt->resource.format->id != WINED3DFMT_NULL)
2131 rt_mask = 1;
2132 else
2133 rt_mask = 0;
2135 else
2137 context->current_fbo = NULL;
2138 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
2139 rt_mask = context_generate_rt_mask_from_surface(rt);
2142 else
2144 rt_mask = context_generate_rt_mask_no_fbo(device, rt);
2147 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2149 if (rt_mask != *cur_mask)
2151 context_apply_draw_buffers(context, rt_mask);
2152 *cur_mask = rt_mask;
2155 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2157 context_check_fbo_status(context, GL_FRAMEBUFFER);
2160 SetupForBlit(device, context);
2161 context_invalidate_state(context, STATE_FRAMEBUFFER);
2164 static BOOL context_validate_rt_config(UINT rt_count,
2165 struct wined3d_surface * const *rts, const struct wined3d_surface *ds)
2167 unsigned int i;
2169 if (ds) return TRUE;
2171 for (i = 0; i < rt_count; ++i)
2173 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2174 return TRUE;
2177 WARN("Invalid render target config, need at least one attachment.\n");
2178 return FALSE;
2181 /* Context activation is done by the caller. */
2182 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
2183 UINT rt_count, const struct wined3d_fb_state *fb)
2185 const struct wined3d_gl_info *gl_info = context->gl_info;
2186 DWORD rt_mask = 0, *cur_mask;
2187 UINT i;
2188 struct wined3d_surface **rts = fb->render_targets;
2190 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb
2191 || rt_count != context->gl_info->limits.buffers)
2193 if (!context_validate_rt_config(rt_count, rts, fb->depth_stencil))
2194 return FALSE;
2196 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2198 context_validate_onscreen_formats(context, fb->depth_stencil);
2200 if (!rt_count || surface_is_offscreen(rts[0]))
2202 for (i = 0; i < rt_count; ++i)
2204 context->blit_targets[i] = rts[i];
2205 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2206 rt_mask |= (1 << i);
2208 while (i < context->gl_info->limits.buffers)
2210 context->blit_targets[i] = NULL;
2211 ++i;
2213 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil,
2214 rt_count ? rts[0]->draw_binding : WINED3D_LOCATION_TEXTURE_RGB);
2216 else
2218 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, WINED3D_LOCATION_DRAWABLE);
2219 rt_mask = context_generate_rt_mask_from_surface(rts[0]);
2222 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2223 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2224 * state management allows this */
2225 context_invalidate_state(context, STATE_FRAMEBUFFER);
2227 else
2229 rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
2232 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
2233 && (!rt_count || surface_is_offscreen(rts[0])))
2235 for (i = 0; i < rt_count; ++i)
2237 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL) rt_mask |= (1 << i);
2240 else
2242 rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
2245 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2247 if (rt_mask != *cur_mask)
2249 context_apply_draw_buffers(context, rt_mask);
2250 *cur_mask = rt_mask;
2251 context_invalidate_state(context, STATE_FRAMEBUFFER);
2254 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2256 context_check_fbo_status(context, GL_FRAMEBUFFER);
2259 if (context->last_was_blit)
2260 context->last_was_blit = FALSE;
2262 /* Blending and clearing should be orthogonal, but tests on the nvidia
2263 * driver show that disabling blending when clearing improves the clearing
2264 * performance incredibly. */
2265 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2266 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
2267 checkGLcall("glEnable GL_SCISSOR_TEST");
2269 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2270 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
2271 context_invalidate_state(context, STATE_SCISSORRECT);
2273 return TRUE;
2276 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_device *device)
2278 const struct wined3d_state *state = &device->state;
2279 struct wined3d_surface **rts = state->fb->render_targets;
2280 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
2281 DWORD rt_mask, rt_mask_bits;
2282 unsigned int i;
2284 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return context_generate_rt_mask_no_fbo(device, rts[0]);
2285 else if (!context->render_offscreen) return context_generate_rt_mask_from_surface(rts[0]);
2287 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
2288 rt_mask &= context->d3d_info->valid_rt_mask;
2289 rt_mask_bits = rt_mask;
2290 i = 0;
2291 while (rt_mask_bits)
2293 rt_mask_bits &= ~(1 << i);
2294 if (!rts[i] || rts[i]->resource.format->id == WINED3DFMT_NULL)
2295 rt_mask &= ~(1 << i);
2297 i++;
2300 return rt_mask;
2303 /* Context activation is done by the caller. */
2304 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2306 const struct wined3d_device *device = context->swapchain->device;
2307 const struct wined3d_fb_state *fb = state->fb;
2308 DWORD rt_mask = find_draw_buffers_mask(context, device);
2309 DWORD *cur_mask;
2311 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2313 if (!context->render_offscreen)
2315 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, WINED3D_LOCATION_DRAWABLE);
2317 else
2319 context_apply_fbo_state(context, GL_FRAMEBUFFER, fb->render_targets, fb->depth_stencil,
2320 fb->render_targets[0]->draw_binding);
2324 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2325 if (rt_mask != *cur_mask)
2327 context_apply_draw_buffers(context, rt_mask);
2328 *cur_mask = rt_mask;
2332 static void context_map_stage(struct wined3d_context *context, DWORD stage, DWORD unit)
2334 DWORD i = context->rev_tex_unit_map[unit];
2335 DWORD j = context->tex_unit_map[stage];
2337 context->tex_unit_map[stage] = unit;
2338 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2339 context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
2341 context->rev_tex_unit_map[unit] = stage;
2342 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2343 context->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2346 static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
2348 DWORD i;
2350 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2351 context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
2354 static void context_update_fixed_function_usage_map(struct wined3d_context *context,
2355 const struct wined3d_state *state)
2357 UINT i, start, end;
2359 context->fixed_function_usage_map = 0;
2360 for (i = 0; i < MAX_TEXTURES; ++i)
2362 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2363 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2364 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2365 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2366 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2367 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2368 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2369 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2371 /* Not used, and disable higher stages. */
2372 if (color_op == WINED3D_TOP_DISABLE)
2373 break;
2375 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2376 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2377 || ((color_arg3 == WINED3DTA_TEXTURE)
2378 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2379 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2380 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2381 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2382 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2383 context->fixed_function_usage_map |= (1 << i);
2385 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2386 && i < MAX_TEXTURES - 1)
2387 context->fixed_function_usage_map |= (1 << (i + 1));
2390 if (i < context->lowest_disabled_stage)
2392 start = i;
2393 end = context->lowest_disabled_stage;
2395 else
2397 start = context->lowest_disabled_stage;
2398 end = i;
2401 context->lowest_disabled_stage = i;
2402 for (i = start + 1; i < end; ++i)
2404 context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
2408 static void context_map_fixed_function_samplers(struct wined3d_context *context,
2409 const struct wined3d_state *state)
2411 unsigned int i, tex;
2412 WORD ffu_map;
2413 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
2415 context_update_fixed_function_usage_map(context, state);
2416 ffu_map = context->fixed_function_usage_map;
2418 if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
2419 || context->lowest_disabled_stage <= d3d_info->limits.ffp_textures)
2421 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2423 if (!(ffu_map & 1))
2424 continue;
2426 if (context->tex_unit_map[i] != i)
2428 context_map_stage(context, i, i);
2429 context_invalidate_state(context, STATE_SAMPLER(i));
2430 context_invalidate_texture_stage(context, i);
2433 return;
2436 /* Now work out the mapping */
2437 tex = 0;
2438 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2440 if (!(ffu_map & 1))
2441 continue;
2443 if (context->tex_unit_map[i] != tex)
2445 context_map_stage(context, i, tex);
2446 context_invalidate_state(context, STATE_SAMPLER(i));
2447 context_invalidate_texture_stage(context, i);
2450 ++tex;
2454 static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
2456 const enum wined3d_sampler_texture_type *sampler_type =
2457 state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.sampler_type;
2458 unsigned int i;
2459 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
2461 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2463 if (sampler_type[i] && context->tex_unit_map[i] != i)
2465 context_map_stage(context, i, i);
2466 context_invalidate_state(context, STATE_SAMPLER(i));
2467 if (i < d3d_info->limits.ffp_blend_stages)
2468 context_invalidate_texture_stage(context, i);
2473 static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
2474 const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2475 const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2477 DWORD current_mapping = context->rev_tex_unit_map[unit];
2479 /* Not currently used */
2480 if (current_mapping == WINED3D_UNMAPPED_STAGE)
2481 return TRUE;
2483 if (current_mapping < MAX_FRAGMENT_SAMPLERS)
2485 /* Used by a fragment sampler */
2487 if (!pshader_sampler_tokens)
2489 /* No pixel shader, check fixed function */
2490 return current_mapping >= MAX_TEXTURES || !(context->fixed_function_usage_map & (1 << current_mapping));
2493 /* Pixel shader, check the shader's sampler map */
2494 return !pshader_sampler_tokens[current_mapping];
2497 /* Used by a vertex sampler */
2498 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2501 static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state)
2503 const enum wined3d_sampler_texture_type *vshader_sampler_type =
2504 state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.sampler_type;
2505 const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2506 const struct wined3d_gl_info *gl_info = context->gl_info;
2507 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2508 int i;
2510 if (ps)
2512 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2513 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2514 pshader_sampler_type = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.sampler_type;
2517 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2518 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2519 if (vshader_sampler_type[i])
2521 if (context->tex_unit_map[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2523 /* Already mapped somewhere */
2524 continue;
2527 while (start >= 0)
2529 if (context_unit_free_for_vs(context, pshader_sampler_type, vshader_sampler_type, start))
2531 context_map_stage(context, vsampler_idx, start);
2532 context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
2534 --start;
2535 break;
2538 --start;
2544 static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state)
2546 BOOL vs = use_vs(state);
2547 BOOL ps = use_ps(state);
2549 * Rules are:
2550 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2551 * that would be really messy and require shader recompilation
2552 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2553 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2555 if (ps)
2556 context_map_psamplers(context, state);
2557 else
2558 context_map_fixed_function_samplers(context, state);
2560 if (vs)
2561 context_map_vsamplers(context, ps, state);
2564 /* Context activation is done by the caller. */
2565 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2567 const struct wined3d_device *device = context->swapchain->device;
2568 DWORD rt_mask, *cur_mask;
2570 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
2572 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2573 rt_mask = find_draw_buffers_mask(context, device);
2574 if (rt_mask != *cur_mask)
2576 context_apply_draw_buffers(context, rt_mask);
2577 *cur_mask = rt_mask;
2581 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
2583 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
2584 *regnum = WINED3D_FFP_POSITION;
2585 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
2586 *regnum = WINED3D_FFP_BLENDWEIGHT;
2587 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
2588 *regnum = WINED3D_FFP_BLENDINDICES;
2589 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
2590 *regnum = WINED3D_FFP_NORMAL;
2591 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
2592 *regnum = WINED3D_FFP_PSIZE;
2593 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
2594 *regnum = WINED3D_FFP_DIFFUSE;
2595 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
2596 *regnum = WINED3D_FFP_SPECULAR;
2597 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
2598 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
2599 else
2601 FIXME("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
2602 *regnum = ~0U;
2603 return FALSE;
2606 return TRUE;
2609 /* FIXME: Separate buffer loading from declaration decoding */
2610 /* Context activation is done by the caller. */
2611 void context_stream_info_from_declaration(struct wined3d_context *context,
2612 const struct wined3d_state *state, struct wined3d_stream_info *stream_info)
2614 /* We need to deal with frequency data! */
2615 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
2616 BOOL use_vshader = use_vs(state);
2617 unsigned int i;
2618 WORD map;
2620 stream_info->use_map = 0;
2621 stream_info->swizzle_map = 0;
2622 stream_info->all_vbo = 1;
2623 stream_info->position_transformed = declaration->position_transformed;
2625 /* Translate the declaration into strided data. */
2626 for (i = 0; i < declaration->element_count; ++i)
2628 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
2629 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
2630 struct wined3d_buffer *buffer = stream->buffer;
2631 struct wined3d_bo_address data;
2632 BOOL stride_used;
2633 unsigned int idx;
2634 DWORD stride;
2636 TRACE("%p Element %p (%u of %u).\n", declaration->elements,
2637 element, i + 1, declaration->element_count);
2639 if (!buffer) continue;
2641 stride = stream->stride;
2642 TRACE("Stream %u in buffer %p.\n", element->input_slot, buffer);
2643 buffer_get_memory(buffer, context, &data);
2645 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
2646 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
2647 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
2648 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
2649 * not, drawStridedSlow is needed, including a vertex buffer path. */
2650 if (state->load_base_vertex_index < 0)
2652 WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
2653 state->load_base_vertex_index);
2654 data.buffer_object = 0;
2655 data.addr = buffer_get_sysmem(buffer, context);
2656 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
2658 FIXME("System memory vertex data load offset is negative!\n");
2661 data.addr += element->offset;
2663 TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
2665 if (use_vshader)
2667 if (element->output_slot == ~0U)
2669 /* TODO: Assuming vertexdeclarations are usually used with the
2670 * same or a similar shader, it might be worth it to store the
2671 * last used output slot and try that one first. */
2672 stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX],
2673 element->usage, element->usage_idx, &idx);
2675 else
2677 idx = element->output_slot;
2678 stride_used = TRUE;
2681 else
2683 if (!element->ffp_valid)
2685 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
2686 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
2687 stride_used = FALSE;
2689 else
2691 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
2695 if (stride_used)
2697 TRACE("Load %s array %u [usage %s, usage_idx %u, "
2698 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u].\n",
2699 use_vshader ? "shader": "fixed function", idx,
2700 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
2701 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
2703 data.addr += stream->offset;
2705 stream_info->elements[idx].format = element->format;
2706 stream_info->elements[idx].data = data;
2707 stream_info->elements[idx].stride = stride;
2708 stream_info->elements[idx].stream_idx = element->input_slot;
2710 if (!context->gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
2711 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
2713 stream_info->swizzle_map |= 1 << idx;
2715 stream_info->use_map |= 1 << idx;
2719 /* Preload the vertex buffers. */
2720 context->num_buffer_queries = 0;
2721 for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
2723 struct wined3d_stream_info_element *element;
2724 struct wined3d_buffer *buffer;
2726 if (!(map & 1))
2727 continue;
2729 element = &stream_info->elements[i];
2730 buffer = state->streams[element->stream_idx].buffer;
2731 buffer_internal_preload(buffer, context, state);
2733 /* If the preload dropped the buffer object, update the stream info. */
2734 if (buffer->buffer_object != element->data.buffer_object)
2736 element->data.buffer_object = 0;
2737 element->data.addr = buffer_get_sysmem(buffer, context)
2738 + (ptrdiff_t)element->data.addr;
2741 if (!buffer->buffer_object)
2742 stream_info->all_vbo = 0;
2744 if (buffer->query)
2745 context->buffer_queries[context->num_buffer_queries++] = buffer->query;
2749 /* Context activation is done by the caller. */
2750 static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
2752 const struct wined3d_gl_info *gl_info = context->gl_info;
2753 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
2754 struct wined3d_stream_info *stream_info = &context->stream_info;
2755 DWORD prev_all_vbo = stream_info->all_vbo;
2757 TRACE("============================= Vertex Declaration =============================\n");
2758 context_stream_info_from_declaration(context, state, stream_info);
2760 if (use_vs(state))
2762 if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
2764 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
2765 context->use_immediate_mode_draw = TRUE;
2767 else
2769 context->use_immediate_mode_draw = FALSE;
2772 else
2774 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
2775 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
2776 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
2778 if (((stream_info->position_transformed && !d3d_info->xyzrhw)
2779 || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
2780 context->use_immediate_mode_draw = TRUE;
2781 else
2782 context->use_immediate_mode_draw = FALSE;
2785 if (prev_all_vbo != stream_info->all_vbo)
2786 context_invalidate_state(context, STATE_INDEXBUFFER);
2789 /* Context activation is done by the caller. */
2790 static void context_preload_texture(struct wined3d_context *context,
2791 const struct wined3d_state *state, unsigned int idx)
2793 struct wined3d_texture *texture;
2795 if (!(texture = state->textures[idx]))
2796 return;
2798 wined3d_texture_load(texture, context, state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE]);
2801 /* Context activation is done by the caller. */
2802 static void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
2804 unsigned int i;
2806 if (use_vs(state))
2808 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
2810 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.sampler_type[i])
2811 context_preload_texture(context, state, MAX_FRAGMENT_SAMPLERS + i);
2815 if (use_ps(state))
2817 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2819 if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.sampler_type[i])
2820 context_preload_texture(context, state, i);
2823 else
2825 WORD ffu_map = context->fixed_function_usage_map;
2827 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2829 if (ffu_map & 1)
2830 context_preload_texture(context, state, i);
2835 /* Context activation is done by the caller. */
2836 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device)
2838 const struct wined3d_state *state = &device->state;
2839 const struct StateEntry *state_table = context->state_table;
2840 const struct wined3d_fb_state *fb = state->fb;
2841 unsigned int i;
2843 if (!context_validate_rt_config(context->gl_info->limits.buffers,
2844 fb->render_targets, fb->depth_stencil))
2845 return FALSE;
2847 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
2849 context_validate_onscreen_formats(context, fb->depth_stencil);
2852 /* Preload resources before FBO setup. Texture preload in particular may
2853 * result in changes to the current FBO, due to using e.g. FBO blits for
2854 * updating a resource location. */
2855 context_update_tex_unit_map(context, state);
2856 context_preload_textures(context, state);
2857 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC))
2858 context_update_stream_info(context, state);
2859 if (state->index_buffer)
2861 if (context->stream_info.all_vbo)
2862 buffer_internal_preload(state->index_buffer, context, state);
2863 else
2864 buffer_get_sysmem(state->index_buffer, context);
2867 for (i = 0; i < context->numDirtyEntries; ++i)
2869 DWORD rep = context->dirtyArray[i];
2870 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2871 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2872 context->isStateDirty[idx] &= ~(1 << shift);
2873 state_table[rep].apply(context, state, rep);
2876 if (context->shader_update_mask)
2878 device->shader_backend->shader_select(device->shader_priv, context, state);
2879 context->shader_update_mask = 0;
2882 if (context->constant_update_mask)
2884 device->shader_backend->shader_load_constants(device->shader_priv, context, state);
2885 context->constant_update_mask = 0;
2888 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2890 context_check_fbo_status(context, GL_FRAMEBUFFER);
2893 context->numDirtyEntries = 0; /* This makes the whole list clean */
2894 context->last_was_blit = FALSE;
2896 return TRUE;
2899 static void context_setup_target(struct wined3d_context *context, struct wined3d_surface *target)
2901 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2903 render_offscreen = surface_is_offscreen(target);
2904 if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2906 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2907 * the alpha blend state changes with different render target formats. */
2908 if (!context->current_rt)
2910 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2912 else
2914 const struct wined3d_format *old = context->current_rt->resource.format;
2915 const struct wined3d_format *new = target->resource.format;
2917 if (old->id != new->id)
2919 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2920 if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
2921 || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2922 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2924 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2925 if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
2926 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
2929 /* When switching away from an offscreen render target, and we're not
2930 * using FBOs, we have to read the drawable into the texture. This is
2931 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
2932 * There are some things that need care though. PreLoad needs a GL context,
2933 * and FindContext is called before the context is activated. It also
2934 * has to be called with the old rendertarget active, otherwise a
2935 * wrong drawable is read. */
2936 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2937 && old_render_offscreen && context->current_rt != target)
2939 struct wined3d_texture *texture = context->current_rt->container;
2941 /* Read the back buffer of the old drawable into the destination texture. */
2942 if (texture->texture_srgb.name)
2943 wined3d_texture_load(texture, context, TRUE);
2944 wined3d_texture_load(texture, context, FALSE);
2945 surface_invalidate_location(context->current_rt, WINED3D_LOCATION_DRAWABLE);
2949 context->current_rt = target;
2950 context_set_render_offscreen(context, render_offscreen);
2953 struct wined3d_context *context_acquire(const struct wined3d_device *device, struct wined3d_surface *target)
2955 struct wined3d_context *current_context = context_get_current();
2956 struct wined3d_context *context;
2958 TRACE("device %p, target %p.\n", device, target);
2960 if (current_context && current_context->destroyed)
2961 current_context = NULL;
2963 if (!target)
2965 if (current_context
2966 && current_context->current_rt
2967 && current_context->swapchain->device == device)
2969 target = current_context->current_rt;
2971 else
2973 struct wined3d_swapchain *swapchain = device->swapchains[0];
2974 if (swapchain->back_buffers)
2975 target = swapchain->back_buffers[0];
2976 else
2977 target = swapchain->front_buffer;
2981 if (current_context && current_context->current_rt == target)
2983 context = current_context;
2985 else if (target->swapchain)
2987 TRACE("Rendering onscreen.\n");
2989 context = swapchain_get_context(target->swapchain);
2991 else
2993 TRACE("Rendering offscreen.\n");
2995 /* Stay with the current context if possible. Otherwise use the
2996 * context for the primary swapchain. */
2997 if (current_context && current_context->swapchain->device == device)
2998 context = current_context;
2999 else
3000 context = swapchain_get_context(device->swapchains[0]);
3003 context_update_window(context);
3004 context_setup_target(context, target);
3005 context_enter(context);
3006 if (!context->valid) return context;
3008 if (context != current_context)
3010 if (!context_set_current(context))
3011 ERR("Failed to activate the new context.\n");
3013 else if (context->restore_ctx)
3015 context_set_gl_context(context);
3018 return context;