2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
31 static DWORD wined3d_context_tls_idx
;
33 /* FBO helper functions */
35 /* GL locking is done by the caller */
36 void context_bind_fbo(struct wined3d_context
*context
, GLenum target
, GLuint
*fbo
)
38 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
49 gl_info
->fbo_ops
.glGenFramebuffers(1, fbo
);
50 checkGLcall("glGenFramebuffers()");
51 TRACE("Created FBO %u.\n", *fbo
);
58 case GL_READ_FRAMEBUFFER
:
59 if (context
->fbo_read_binding
== f
) return;
60 context
->fbo_read_binding
= f
;
63 case GL_DRAW_FRAMEBUFFER
:
64 if (context
->fbo_draw_binding
== f
) return;
65 context
->fbo_draw_binding
= f
;
69 if (context
->fbo_read_binding
== f
70 && context
->fbo_draw_binding
== f
) return;
71 context
->fbo_read_binding
= f
;
72 context
->fbo_draw_binding
= f
;
76 FIXME("Unhandled target %#x.\n", target
);
80 gl_info
->fbo_ops
.glBindFramebuffer(target
, f
);
81 checkGLcall("glBindFramebuffer()");
84 /* GL locking is done by the caller */
85 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
89 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
91 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
97 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
98 checkGLcall("glFramebufferTexture2D()");
101 /* GL locking is done by the caller */
102 static void context_destroy_fbo(struct wined3d_context
*context
, GLuint
*fbo
)
104 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
106 context_bind_fbo(context
, GL_FRAMEBUFFER
, fbo
);
107 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
108 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
110 gl_info
->fbo_ops
.glDeleteFramebuffers(1, fbo
);
111 checkGLcall("glDeleteFramebuffers()");
114 /* GL locking is done by the caller */
115 void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
116 GLenum fbo_target
, struct wined3d_surface
*depth_stencil
, BOOL use_render_buffer
)
118 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
120 TRACE("Attach depth stencil %p\n", depth_stencil
);
124 DWORD format_flags
= depth_stencil
->resource
.format
->flags
;
126 if (use_render_buffer
&& depth_stencil
->current_renderbuffer
)
128 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
130 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
,
131 GL_RENDERBUFFER
, depth_stencil
->current_renderbuffer
->id
);
132 checkGLcall("glFramebufferRenderbuffer()");
135 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
137 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
,
138 GL_RENDERBUFFER
, depth_stencil
->current_renderbuffer
->id
);
139 checkGLcall("glFramebufferRenderbuffer()");
144 surface_prepare_texture(depth_stencil
, gl_info
, 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
->texture_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
->texture_name
,
158 depth_stencil
->texture_level
);
159 checkGLcall("glFramebufferTexture2D()");
163 if (!(format_flags
& WINED3DFMT_FLAG_DEPTH
))
165 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
166 checkGLcall("glFramebufferTexture2D()");
169 if (!(format_flags
& WINED3DFMT_FLAG_STENCIL
))
171 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
172 checkGLcall("glFramebufferTexture2D()");
177 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
178 checkGLcall("glFramebufferTexture2D()");
180 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
181 checkGLcall("glFramebufferTexture2D()");
185 /* GL locking is done by the caller */
186 static void context_attach_surface_fbo(const struct wined3d_context
*context
,
187 GLenum fbo_target
, DWORD idx
, struct wined3d_surface
*surface
, DWORD location
)
189 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
191 TRACE("Attach surface %p to %u\n", surface
, idx
);
193 if (surface
&& surface
->resource
.format
->id
!= WINED3DFMT_NULL
)
199 case SFLAG_INTEXTURE
:
200 case SFLAG_INSRGBTEX
:
201 srgb
= location
== SFLAG_INSRGBTEX
;
202 surface_prepare_texture(surface
, gl_info
, srgb
);
203 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
204 surface
->texture_target
, surface_get_texture_name(surface
, gl_info
, srgb
),
205 surface
->texture_level
);
209 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
212 checkGLcall("glFramebufferTexture2D()");
216 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, GL_TEXTURE_2D
, 0, 0);
217 checkGLcall("glFramebufferTexture2D()");
221 /* GL locking is done by the caller */
222 void context_check_fbo_status(struct wined3d_context
*context
, GLenum target
)
224 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
227 if (!FIXME_ON(d3d
)) return;
229 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
230 if (status
== GL_FRAMEBUFFER_COMPLETE
)
232 TRACE("FBO complete\n");
236 struct wined3d_surface
*attachment
;
239 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
241 if (!context
->current_fbo
)
243 ERR("FBO 0 is incomplete, driver bug?\n");
247 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context
->current_fbo
->location
),
248 context
->current_fbo
->location
);
250 /* Dump the FBO attachments */
251 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
253 attachment
= context
->current_fbo
->render_targets
[i
];
256 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
257 i
, attachment
, debug_d3dformat(attachment
->resource
.format
->id
),
258 attachment
->pow2Width
, attachment
->pow2Height
);
261 attachment
= context
->current_fbo
->depth_stencil
;
264 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
265 attachment
, debug_d3dformat(attachment
->resource
.format
->id
),
266 attachment
->pow2Width
, attachment
->pow2Height
);
271 static struct fbo_entry
*context_create_fbo_entry(struct wined3d_context
*context
,
272 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
, DWORD location
)
274 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
275 struct fbo_entry
*entry
;
277 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
278 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
279 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
280 entry
->depth_stencil
= depth_stencil
;
281 entry
->location
= location
;
282 entry
->attached
= FALSE
;
288 /* GL locking is done by the caller */
289 static void context_reuse_fbo_entry(struct wined3d_context
*context
, GLenum target
,
290 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
291 DWORD location
, struct fbo_entry
*entry
)
293 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
295 context_bind_fbo(context
, target
, &entry
->id
);
296 context_clean_fbo_attachments(gl_info
, target
);
298 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
299 entry
->depth_stencil
= depth_stencil
;
300 entry
->location
= location
;
301 entry
->attached
= FALSE
;
304 /* GL locking is done by the caller */
305 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
309 TRACE("Destroy FBO %d\n", entry
->id
);
310 context_destroy_fbo(context
, &entry
->id
);
312 --context
->fbo_entry_count
;
313 list_remove(&entry
->entry
);
314 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
315 HeapFree(GetProcessHeap(), 0, entry
);
319 /* GL locking is done by the caller */
320 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
, GLenum target
,
321 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
, DWORD location
)
323 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
324 struct fbo_entry
*entry
;
326 if (depth_stencil
&& render_targets
&& render_targets
[0])
328 if (depth_stencil
->resource
.width
< render_targets
[0]->resource
.width
||
329 depth_stencil
->resource
.height
< render_targets
[0]->resource
.height
)
331 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
332 depth_stencil
= NULL
;
336 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
338 if (!memcmp(entry
->render_targets
,
339 render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
))
340 && entry
->depth_stencil
== depth_stencil
&& entry
->location
== location
)
342 list_remove(&entry
->entry
);
343 list_add_head(&context
->fbo_list
, &entry
->entry
);
348 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
350 entry
= context_create_fbo_entry(context
, render_targets
, depth_stencil
, location
);
351 list_add_head(&context
->fbo_list
, &entry
->entry
);
352 ++context
->fbo_entry_count
;
356 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
357 context_reuse_fbo_entry(context
, target
, render_targets
, depth_stencil
, location
, entry
);
358 list_remove(&entry
->entry
);
359 list_add_head(&context
->fbo_list
, &entry
->entry
);
365 /* GL locking is done by the caller */
366 static void context_apply_fbo_entry(struct wined3d_context
*context
, GLenum target
, struct fbo_entry
*entry
)
368 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
371 context_bind_fbo(context
, target
, &entry
->id
);
373 if (entry
->attached
) return;
375 /* Apply render targets */
376 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
378 context_attach_surface_fbo(context
, target
, i
, entry
->render_targets
[i
], entry
->location
);
381 /* Apply depth targets */
382 if (entry
->depth_stencil
)
383 surface_set_compatible_renderbuffer(entry
->depth_stencil
, entry
->render_targets
[0]);
384 context_attach_depth_stencil_fbo(context
, target
, entry
->depth_stencil
, TRUE
);
386 entry
->attached
= TRUE
;
389 /* GL locking is done by the caller */
390 static void context_apply_fbo_state(struct wined3d_context
*context
, GLenum target
,
391 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
, DWORD location
)
393 struct fbo_entry
*entry
, *entry2
;
395 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
397 context_destroy_fbo_entry(context
, entry
);
400 if (context
->rebind_fbo
)
402 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
403 context
->rebind_fbo
= FALSE
;
408 context
->current_fbo
= context_find_fbo_entry(context
, target
, render_targets
, depth_stencil
, location
);
409 context_apply_fbo_entry(context
, target
, context
->current_fbo
);
413 context
->current_fbo
= NULL
;
414 context_bind_fbo(context
, target
, NULL
);
418 /* GL locking is done by the caller */
419 void context_apply_fbo_state_blit(struct wined3d_context
*context
, GLenum target
,
420 struct wined3d_surface
*render_target
, struct wined3d_surface
*depth_stencil
, DWORD location
)
422 if (location
!= SFLAG_INDRAWABLE
|| surface_is_offscreen(render_target
))
424 UINT clear_size
= (context
->gl_info
->limits
.buffers
- 1) * sizeof(*context
->blit_targets
);
425 context
->blit_targets
[0] = render_target
;
426 if (clear_size
) memset(&context
->blit_targets
[1], 0, clear_size
);
427 context_apply_fbo_state(context
, target
, context
->blit_targets
, depth_stencil
, location
);
431 context_apply_fbo_state(context
, target
, NULL
, NULL
, location
);
435 /* Context activation is done by the caller. */
436 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
438 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
440 if (context
->free_occlusion_query_count
)
442 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
446 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
449 GL_EXTCALL(glGenQueriesARB(1, &query
->id
));
450 checkGLcall("glGenQueriesARB");
453 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
457 WARN("Occlusion queries not supported, not allocating query id.\n");
462 query
->context
= context
;
463 list_add_head(&context
->occlusion_queries
, &query
->entry
);
466 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
468 struct wined3d_context
*context
= query
->context
;
470 list_remove(&query
->entry
);
471 query
->context
= NULL
;
473 if (context
->free_occlusion_query_count
>= context
->free_occlusion_query_size
- 1)
475 UINT new_size
= context
->free_occlusion_query_size
<< 1;
476 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_occlusion_queries
,
477 new_size
* sizeof(*context
->free_occlusion_queries
));
481 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
485 context
->free_occlusion_query_size
= new_size
;
486 context
->free_occlusion_queries
= new_data
;
489 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
492 /* Context activation is done by the caller. */
493 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
)
495 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
497 if (context
->free_event_query_count
)
499 query
->object
= context
->free_event_queries
[--context
->free_event_query_count
];
503 if (gl_info
->supported
[ARB_SYNC
])
505 /* Using ARB_sync, not much to do here. */
506 query
->object
.sync
= NULL
;
507 TRACE("Allocated event query %p in context %p.\n", query
->object
.sync
, context
);
509 else if (gl_info
->supported
[APPLE_FENCE
])
512 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
513 checkGLcall("glGenFencesAPPLE");
516 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
518 else if(gl_info
->supported
[NV_FENCE
])
521 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
522 checkGLcall("glGenFencesNV");
525 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
529 WARN("Event queries not supported, not allocating query id.\n");
530 query
->object
.id
= 0;
534 query
->context
= context
;
535 list_add_head(&context
->event_queries
, &query
->entry
);
538 void context_free_event_query(struct wined3d_event_query
*query
)
540 struct wined3d_context
*context
= query
->context
;
542 list_remove(&query
->entry
);
543 query
->context
= NULL
;
545 if (context
->free_event_query_count
>= context
->free_event_query_size
- 1)
547 UINT new_size
= context
->free_event_query_size
<< 1;
548 union wined3d_gl_query_object
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_event_queries
,
549 new_size
* sizeof(*context
->free_event_queries
));
553 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
557 context
->free_event_query_size
= new_size
;
558 context
->free_event_queries
= new_data
;
561 context
->free_event_queries
[context
->free_event_query_count
++] = query
->object
;
564 typedef void (context_fbo_entry_func_t
)(struct wined3d_context
*context
, struct fbo_entry
*entry
);
566 static void context_enum_surface_fbo_entries(struct wined3d_device
*device
,
567 struct wined3d_surface
*surface
, context_fbo_entry_func_t
*callback
)
571 for (i
= 0; i
< device
->context_count
; ++i
)
573 struct wined3d_context
*context
= device
->contexts
[i
];
574 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
575 struct fbo_entry
*entry
, *entry2
;
577 if (context
->current_rt
== surface
) context
->current_rt
= NULL
;
579 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
583 if (entry
->depth_stencil
== surface
)
585 callback(context
, entry
);
589 for (j
= 0; j
< gl_info
->limits
.buffers
; ++j
)
591 if (entry
->render_targets
[j
] == surface
)
593 callback(context
, entry
);
601 static void context_queue_fbo_entry_destruction(struct wined3d_context
*context
, struct fbo_entry
*entry
)
603 list_remove(&entry
->entry
);
604 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
607 void context_resource_released(struct wined3d_device
*device
,
608 struct wined3d_resource
*resource
, WINED3DRESOURCETYPE type
)
610 if (!device
->d3d_initialized
) return;
614 case WINED3DRTYPE_SURFACE
:
615 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
616 context_queue_fbo_entry_destruction
);
624 static void context_detach_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
626 entry
->attached
= FALSE
;
629 void context_resource_unloaded(struct wined3d_device
*device
,
630 struct wined3d_resource
*resource
, WINED3DRESOURCETYPE type
)
634 case WINED3DRTYPE_SURFACE
:
635 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
636 context_detach_fbo_entry
);
644 void context_surface_update(struct wined3d_context
*context
, struct wined3d_surface
*surface
)
646 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
647 struct fbo_entry
*entry
= context
->current_fbo
;
650 if (!entry
|| context
->rebind_fbo
) return;
652 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
654 if (surface
== entry
->render_targets
[i
])
656 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface
, i
);
657 context
->rebind_fbo
= TRUE
;
662 if (surface
== entry
->depth_stencil
)
664 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface
);
665 context
->rebind_fbo
= TRUE
;
669 static BOOL
context_set_pixel_format(const struct wined3d_gl_info
*gl_info
, HDC dc
, int format
)
671 int current
= GetPixelFormat(dc
);
673 if (current
== format
) return TRUE
;
677 if (!SetPixelFormat(dc
, format
, NULL
))
679 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
680 format
, dc
, GetLastError());
686 /* By default WGL doesn't allow pixel format adjustments but we need it
687 * here. For this reason there's a Wine specific wglSetPixelFormat()
688 * which allows us to set the pixel format multiple times. Only use it
689 * when really needed. */
690 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
692 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
, NULL
)))
694 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
701 /* OpenGL doesn't allow pixel format adjustments. Print an error and
702 * continue using the old format. There's a big chance that the old
703 * format works although with a performance hit and perhaps rendering
705 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
706 format
, dc
, current
);
710 static BOOL
context_set_gl_context(struct wined3d_context
*ctx
)
712 struct wined3d_swapchain
*swapchain
= ctx
->swapchain
;
714 if (!pwglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
716 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
717 ctx
->glCtx
, ctx
->hdc
, GetLastError());
719 WARN("Trying fallback to the backup window.\n");
721 if (!swapchain
->backup_dc
)
723 TRACE("Creating the backup window for swapchain %p.\n", swapchain
);
724 swapchain
->backup_wnd
= CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME
, "WineD3D fake window",
725 WS_OVERLAPPEDWINDOW
, 10, 10, 10, 10, NULL
, NULL
, NULL
, NULL
);
726 if (!swapchain
->backup_wnd
)
728 ERR("Failed to create a window.\n");
731 swapchain
->backup_dc
= GetDC(swapchain
->backup_wnd
);
732 if (!swapchain
->backup_dc
)
734 ERR("Failed to get a DC.\n");
737 if (!context_set_pixel_format(ctx
->gl_info
, swapchain
->backup_dc
, ctx
->pixel_format
))
739 ERR("Failed to set pixel format %d on device context %p.\n",
740 ctx
->pixel_format
, swapchain
->backup_dc
);
745 if (!pwglMakeCurrent(swapchain
->backup_dc
, ctx
->glCtx
))
747 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
748 swapchain
->backup_dc
, GetLastError());
749 context_set_current(NULL
);
756 if (swapchain
->backup_dc
)
758 ReleaseDC(swapchain
->backup_wnd
, swapchain
->backup_dc
);
759 swapchain
->backup_dc
= NULL
;
761 if (swapchain
->backup_wnd
)
763 DestroyWindow(swapchain
->backup_wnd
);
764 swapchain
->backup_wnd
= NULL
;
766 context_set_current(NULL
);
770 static void context_restore_gl_context(HDC dc
, HGLRC gl_ctx
)
772 if (!pwglMakeCurrent(dc
, gl_ctx
))
774 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
775 gl_ctx
, dc
, GetLastError());
776 context_set_current(NULL
);
780 static void context_update_window(struct wined3d_context
*context
)
782 if (context
->win_handle
== context
->swapchain
->win_handle
)
785 TRACE("Updating context %p window from %p to %p.\n",
786 context
, context
->win_handle
, context
->swapchain
->win_handle
);
790 /* You'd figure ReleaseDC() would fail if the DC doesn't match the
791 * window. However, that's not what actually happens, and there are
792 * user32 tests that confirm ReleaseDC() with the wrong window is
793 * supposed to succeed. So explicitly check that the DC belongs to
794 * the window, since we want to avoid releasing a DC that belongs to
795 * some other window if the original window was already destroyed. */
796 if (WindowFromDC(context
->hdc
) != context
->win_handle
)
798 WARN("DC %p does not belong to window %p.\n",
799 context
->hdc
, context
->win_handle
);
801 else if (!ReleaseDC(context
->win_handle
, context
->hdc
))
803 ERR("Failed to release device context %p, last error %#x.\n",
804 context
->hdc
, GetLastError());
807 else context
->valid
= 1;
809 context
->win_handle
= context
->swapchain
->win_handle
;
811 if (!(context
->hdc
= GetDC(context
->win_handle
)))
813 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
817 if (!context_set_pixel_format(context
->gl_info
, context
->hdc
, context
->pixel_format
))
819 ERR("Failed to set pixel format %d on device context %p.\n",
820 context
->pixel_format
, context
->hdc
);
824 context_set_gl_context(context
);
832 /* Do not call while under the GL lock. */
833 static void context_destroy_gl_resources(struct wined3d_context
*context
)
835 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
836 struct wined3d_occlusion_query
*occlusion_query
;
837 struct wined3d_event_query
*event_query
;
838 struct fbo_entry
*entry
, *entry2
;
843 restore_ctx
= pwglGetCurrentContext();
844 restore_dc
= pwglGetCurrentDC();
846 context_update_window(context
);
847 if (context
->valid
&& restore_ctx
!= context
->glCtx
)
848 context_set_gl_context(context
);
849 else restore_ctx
= NULL
;
853 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
855 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
856 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query
->id
));
857 occlusion_query
->context
= NULL
;
860 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
864 if (gl_info
->supported
[ARB_SYNC
])
866 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
868 else if (gl_info
->supported
[APPLE_FENCE
]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->object
.id
));
869 else if (gl_info
->supported
[NV_FENCE
]) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->object
.id
));
871 event_query
->context
= NULL
;
874 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
876 if (!context
->valid
) entry
->id
= 0;
877 context_destroy_fbo_entry(context
, entry
);
880 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
882 if (!context
->valid
) entry
->id
= 0;
883 context_destroy_fbo_entry(context
, entry
);
888 if (context
->dst_fbo
)
890 TRACE("Destroy dst FBO %d\n", context
->dst_fbo
);
891 context_destroy_fbo(context
, &context
->dst_fbo
);
893 if (context
->dummy_arbfp_prog
)
895 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
898 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
899 GL_EXTCALL(glDeleteQueriesARB(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
901 if (gl_info
->supported
[ARB_SYNC
])
903 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
905 GL_EXTCALL(glDeleteSync(context
->free_event_queries
[i
].sync
));
908 else if (gl_info
->supported
[APPLE_FENCE
])
910 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
912 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_event_queries
[i
].id
));
915 else if (gl_info
->supported
[NV_FENCE
])
917 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
919 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_event_queries
[i
].id
));
923 checkGLcall("context cleanup");
928 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
929 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
933 context_restore_gl_context(restore_dc
, restore_ctx
);
935 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL
, NULL
))
937 ERR("Failed to disable GL context.\n");
940 ReleaseDC(context
->win_handle
, context
->hdc
);
942 if (!pwglDeleteContext(context
->glCtx
))
944 DWORD err
= GetLastError();
945 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
949 DWORD
context_get_tls_idx(void)
951 return wined3d_context_tls_idx
;
954 void context_set_tls_idx(DWORD idx
)
956 wined3d_context_tls_idx
= idx
;
959 struct wined3d_context
*context_get_current(void)
961 return TlsGetValue(wined3d_context_tls_idx
);
964 /* Do not call while under the GL lock. */
965 BOOL
context_set_current(struct wined3d_context
*ctx
)
967 struct wined3d_context
*old
= context_get_current();
971 TRACE("Already using D3D context %p.\n", ctx
);
979 TRACE("Switching away from destroyed context %p.\n", old
);
980 context_destroy_gl_resources(old
);
981 HeapFree(GetProcessHeap(), 0, old
);
993 ERR("Trying to make invalid context %p current\n", ctx
);
997 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
998 if (!context_set_gl_context(ctx
))
1002 else if(pwglGetCurrentContext())
1004 TRACE("Clearing current D3D context.\n");
1005 if (!pwglMakeCurrent(NULL
, NULL
))
1007 DWORD err
= GetLastError();
1008 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1009 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1014 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
1017 void context_release(struct wined3d_context
*context
)
1019 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
1023 if (!context
->level
)
1024 WARN("Context %p is not active.\n", context
);
1025 else if (context
!= context_get_current())
1026 WARN("Context %p is not the current context.\n", context
);
1029 if (!--context
->level
&& context
->restore_ctx
)
1031 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
1032 context_restore_gl_context(context
->restore_dc
, context
->restore_ctx
);
1033 context
->restore_ctx
= NULL
;
1034 context
->restore_dc
= NULL
;
1038 static void context_enter(struct wined3d_context
*context
)
1040 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
1042 if (!context
->level
++)
1044 const struct wined3d_context
*current_context
= context_get_current();
1045 HGLRC current_gl
= pwglGetCurrentContext();
1047 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
1049 TRACE("Another GL context (%p on device context %p) is already current.\n",
1050 current_gl
, pwglGetCurrentDC());
1051 context
->restore_ctx
= current_gl
;
1052 context
->restore_dc
= pwglGetCurrentDC();
1057 static void context_invalidate_state(struct wined3d_context
*context
,
1058 DWORD state
, const struct StateEntry
*state_table
)
1060 DWORD rep
= state_table
[state
].representative
;
1064 if (isStateDirty(context
, rep
)) return;
1066 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1067 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1068 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1069 context
->isStateDirty
[idx
] |= (1 << shift
);
1072 /* This function takes care of WineD3D pixel format selection. */
1073 static int WineD3D_ChoosePixelFormat(struct wined3d_device
*device
, HDC hdc
,
1074 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1075 BOOL auxBuffers
, int numSamples
, BOOL findCompatible
)
1078 unsigned int matchtry
;
1079 BYTE redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
1080 BYTE depthBits
=0, stencilBits
=0;
1090 /* First, try without alpha match buffers. MacOS supports aux buffers only
1091 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1092 * Then try without aux buffers - this is the most common cause for not
1093 * finding a pixel format. Also some drivers(the open source ones)
1094 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1095 * match, then try without an exact alpha and color match.
1097 { TRUE
, TRUE
, TRUE
},
1098 { TRUE
, FALSE
, TRUE
},
1099 { FALSE
, TRUE
, TRUE
},
1100 { FALSE
, FALSE
, TRUE
},
1101 { TRUE
, FALSE
, FALSE
},
1102 { FALSE
, FALSE
, FALSE
},
1106 int nCfgs
= device
->adapter
->nCfgs
;
1108 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1109 debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1110 auxBuffers
, numSamples
, findCompatible
);
1112 if (!getColorBits(color_format
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
1114 ERR("Unable to get color bits for format %s (%#x)!\n",
1115 debug_d3dformat(color_format
->id
), color_format
->id
);
1119 getDepthStencilBits(ds_format
, &depthBits
, &stencilBits
);
1121 for (matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(*matches
)) && !iPixelFormat
; ++matchtry
)
1123 for (i
= 0; i
< nCfgs
; ++i
)
1125 const struct wined3d_pixel_format
*cfg
= &device
->adapter
->cfgs
[i
];
1126 BOOL exactDepthMatch
= TRUE
;
1128 /* For now only accept RGBA formats. Perhaps some day we will
1129 * allow floating point formats for pbuffers. */
1130 if(cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1133 /* In window mode we need a window drawable format and double buffering. */
1134 if(!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1137 /* We like to have aux buffers in backbuffer mode */
1138 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
1141 if(matches
[matchtry
].exact_color
) {
1142 if(cfg
->redSize
!= redBits
)
1144 if(cfg
->greenSize
!= greenBits
)
1146 if(cfg
->blueSize
!= blueBits
)
1149 if(cfg
->redSize
< redBits
)
1151 if(cfg
->greenSize
< greenBits
)
1153 if(cfg
->blueSize
< blueBits
)
1156 if(matches
[matchtry
].exact_alpha
) {
1157 if(cfg
->alphaSize
!= alphaBits
)
1160 if(cfg
->alphaSize
< alphaBits
)
1164 /* We try to locate a format which matches our requirements exactly. In case of
1165 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1166 if(cfg
->depthSize
< depthBits
)
1168 else if(cfg
->depthSize
> depthBits
)
1169 exactDepthMatch
= FALSE
;
1171 /* In all cases make sure the number of stencil bits matches our requirements
1172 * even when we don't need stencil because it could affect performance EXCEPT
1173 * on cards which don't offer depth formats without stencil like the i915 drivers
1175 if (stencilBits
!= cfg
->stencilSize
1176 && !(device
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
1179 /* Check multisampling support */
1180 if(cfg
->numSamples
!= numSamples
)
1183 /* When we have passed all the checks then we have found a format which matches our
1184 * requirements. Note that we only check for a limit number of capabilities right now,
1185 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1186 * can still differ in things like multisampling, stereo, SRGB and other flags.
1189 /* Exit the loop as we have found a format :) */
1190 if(exactDepthMatch
) {
1191 iPixelFormat
= cfg
->iPixelFormat
;
1193 } else if(!iPixelFormat
) {
1194 /* In the end we might end up with a format which doesn't exactly match our depth
1195 * requirements. Accept the first format we found because formats with higher iPixelFormat
1196 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1197 iPixelFormat
= cfg
->iPixelFormat
;
1202 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1203 if(!iPixelFormat
&& !findCompatible
) {
1204 ERR("Can't find a suitable iPixelFormat\n");
1206 } else if(!iPixelFormat
) {
1207 PIXELFORMATDESCRIPTOR pfd
;
1209 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1210 /* PixelFormat selection */
1211 ZeroMemory(&pfd
, sizeof(pfd
));
1212 pfd
.nSize
= sizeof(pfd
);
1214 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1215 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1216 pfd
.cAlphaBits
= alphaBits
;
1217 pfd
.cColorBits
= colorBits
;
1218 pfd
.cDepthBits
= depthBits
;
1219 pfd
.cStencilBits
= stencilBits
;
1220 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1222 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
1224 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1225 ERR("Can't find a suitable iPixelFormat\n");
1230 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1231 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1232 return iPixelFormat
;
1235 static inline DWORD
generate_rt_mask(GLenum buffer
)
1237 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
1238 return buffer
? (1 << 31) | buffer
: 0;
1241 static inline DWORD
generate_rt_mask_from_surface(struct wined3d_surface
*target
)
1243 return (1 << 31) | surface_get_gl_buffer(target
);
1246 /* Do not call while under the GL lock. */
1247 struct wined3d_context
*context_create(struct wined3d_swapchain
*swapchain
,
1248 struct wined3d_surface
*target
, const struct wined3d_format
*ds_format
)
1250 struct wined3d_device
*device
= swapchain
->device
;
1251 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1252 const struct wined3d_format
*color_format
;
1253 struct wined3d_context
*ret
;
1254 PIXELFORMATDESCRIPTOR pfd
;
1255 BOOL auxBuffers
= FALSE
;
1264 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1266 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1269 ERR("Failed to allocate context memory.\n");
1273 if (!(hdc
= GetDC(swapchain
->win_handle
)))
1275 ERR("Failed to retrieve a device context.\n");
1279 color_format
= target
->resource
.format
;
1281 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1282 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1283 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1287 if (color_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1288 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B4G4R4A4_UNORM
);
1289 else if (color_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1290 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1293 /* DirectDraw supports 8bit paletted render targets and these are used by
1294 * old games like StarCraft and C&C. Most modern hardware doesn't support
1295 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1296 * conversion (ab)uses the alpha component for storing the palette index.
1297 * For this reason we require a format with 8bit alpha, so request
1299 if (color_format
->id
== WINED3DFMT_P8_UINT
)
1300 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1302 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1303 if (swapchain
->presentParms
.MultiSampleType
&& (swapchain
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_DISCARD
))
1305 if (!gl_info
->supported
[ARB_MULTISAMPLE
])
1306 WARN("The application is requesting multisampling without support.\n");
1309 TRACE("Requesting multisample type %#x.\n", swapchain
->presentParms
.MultiSampleType
);
1310 numSamples
= swapchain
->presentParms
.MultiSampleType
;
1314 /* Try to find a pixel format which matches our requirements. */
1315 pixel_format
= WineD3D_ChoosePixelFormat(device
, hdc
, color_format
, ds_format
,
1316 auxBuffers
, numSamples
, FALSE
/* findCompatible */);
1318 /* Try to locate a compatible format if we weren't able to find anything. */
1321 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1322 pixel_format
= WineD3D_ChoosePixelFormat(device
, hdc
, color_format
, ds_format
,
1323 auxBuffers
, 0 /* numSamples */, TRUE
/* findCompatible */);
1326 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1329 ERR("Can't find a suitable pixel format.\n");
1333 DescribePixelFormat(hdc
, pixel_format
, sizeof(pfd
), &pfd
);
1334 if (!context_set_pixel_format(gl_info
, hdc
, pixel_format
))
1336 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format
, hdc
);
1340 ctx
= pwglCreateContext(hdc
);
1341 if (device
->context_count
)
1343 if (!pwglShareLists(device
->contexts
[0]->glCtx
, ctx
))
1345 DWORD err
= GetLastError();
1346 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1347 device
->contexts
[0]->glCtx
, ctx
, err
);
1352 ERR("Failed to create a WGL context\n");
1356 if (!device_context_add(device
, ret
))
1358 ERR("Failed to add the newly created context to the context list\n");
1359 if (!pwglDeleteContext(ctx
))
1361 DWORD err
= GetLastError();
1362 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, err
);
1367 ret
->gl_info
= gl_info
;
1369 /* Mark all states dirty to force a proper initialization of the states
1370 * on the first use of the context. */
1371 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
1373 if (device
->StateTable
[state
].representative
)
1374 context_invalidate_state(ret
, state
, device
->StateTable
);
1377 ret
->swapchain
= swapchain
;
1378 ret
->current_rt
= target
;
1379 ret
->tid
= GetCurrentThreadId();
1381 ret
->render_offscreen
= surface_is_offscreen(target
);
1382 ret
->draw_buffers_mask
= generate_rt_mask(GL_BACK
);
1386 ret
->win_handle
= swapchain
->win_handle
;
1388 ret
->pixel_format
= pixel_format
;
1390 if (device
->shader_backend
->shader_dirtifyable_constants())
1392 /* Create the dirty constants array and initialize them to dirty */
1393 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1394 sizeof(*ret
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
1395 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1396 sizeof(*ret
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
1397 memset(ret
->vshader_const_dirty
, 1,
1398 sizeof(*ret
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
1399 memset(ret
->pshader_const_dirty
, 1,
1400 sizeof(*ret
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
1403 ret
->blit_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1404 gl_info
->limits
.buffers
* sizeof(*ret
->blit_targets
));
1405 if (!ret
->blit_targets
) goto out
;
1407 ret
->draw_buffers
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1408 gl_info
->limits
.buffers
* sizeof(*ret
->draw_buffers
));
1409 if (!ret
->draw_buffers
) goto out
;
1411 ret
->free_occlusion_query_size
= 4;
1412 ret
->free_occlusion_queries
= HeapAlloc(GetProcessHeap(), 0,
1413 ret
->free_occlusion_query_size
* sizeof(*ret
->free_occlusion_queries
));
1414 if (!ret
->free_occlusion_queries
) goto out
;
1416 list_init(&ret
->occlusion_queries
);
1418 ret
->free_event_query_size
= 4;
1419 ret
->free_event_queries
= HeapAlloc(GetProcessHeap(), 0,
1420 ret
->free_event_query_size
* sizeof(*ret
->free_event_queries
));
1421 if (!ret
->free_event_queries
) goto out
;
1423 list_init(&ret
->event_queries
);
1425 TRACE("Successfully created new context %p\n", ret
);
1427 list_init(&ret
->fbo_list
);
1428 list_init(&ret
->fbo_destroy_list
);
1432 /* Set up the context defaults */
1433 if (!context_set_current(ret
))
1435 ERR("Cannot activate context to set up defaults\n");
1436 context_release(ret
);
1440 switch (swapchain
->presentParms
.PresentationInterval
)
1442 case WINED3DPRESENT_INTERVAL_IMMEDIATE
:
1445 case WINED3DPRESENT_INTERVAL_DEFAULT
:
1446 case WINED3DPRESENT_INTERVAL_ONE
:
1449 case WINED3DPRESENT_INTERVAL_TWO
:
1452 case WINED3DPRESENT_INTERVAL_THREE
:
1455 case WINED3DPRESENT_INTERVAL_FOUR
:
1459 FIXME("Unknown presentation interval %08x\n", swapchain
->presentParms
.PresentationInterval
);
1463 if (gl_info
->supported
[WGL_EXT_SWAP_CONTROL
])
1465 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval
)))
1466 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1467 swap_interval
, ret
, GetLastError());
1472 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1474 TRACE("Setting up the screen\n");
1475 /* Clear the screen */
1476 glClearColor(1.0f
, 0.0f
, 0.0f
, 0.0f
);
1477 checkGLcall("glClearColor");
1480 glClearStencil(0xffff);
1482 checkGLcall("glClear");
1484 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1485 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1487 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1488 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1490 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1491 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1493 glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
1494 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1495 glPixelStorei(GL_UNPACK_ALIGNMENT
, device
->surface_alignment
);
1496 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1498 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1500 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1501 * and textures in DIB sections(due to the memory protection).
1503 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1504 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1506 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
1508 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1509 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1510 * GL_VERTEX_BLEND_ARB isn't enabled too
1512 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1513 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1515 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
1517 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1518 * the previous texture where to source the offset from is always unit - 1.
1520 for (s
= 1; s
< gl_info
->limits
.textures
; ++s
)
1522 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1523 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1524 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1527 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
1529 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1530 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1531 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1532 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1535 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1536 * program and the dummy program is destroyed when the context is destroyed.
1538 const char *dummy_program
=
1540 "MOV result.color, fragment.color.primary;\n"
1542 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1543 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1544 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1547 for (s
= 0; s
< gl_info
->limits
.point_sprite_units
; ++s
)
1549 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1550 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1551 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1554 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
1556 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1558 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
1560 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1562 device
->frag_pipe
->enable_extension(TRUE
);
1566 TRACE("Created context %p.\n", ret
);
1571 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
1572 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
1573 HeapFree(GetProcessHeap(), 0, ret
->draw_buffers
);
1574 HeapFree(GetProcessHeap(), 0, ret
->blit_targets
);
1575 HeapFree(GetProcessHeap(), 0, ret
->pshader_const_dirty
);
1576 HeapFree(GetProcessHeap(), 0, ret
->vshader_const_dirty
);
1577 HeapFree(GetProcessHeap(), 0, ret
);
1581 /* Do not call while under the GL lock. */
1582 void context_destroy(struct wined3d_device
*device
, struct wined3d_context
*context
)
1586 TRACE("Destroying ctx %p\n", context
);
1588 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
1590 context_destroy_gl_resources(context
);
1591 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1596 context
->destroyed
= 1;
1600 HeapFree(GetProcessHeap(), 0, context
->draw_buffers
);
1601 HeapFree(GetProcessHeap(), 0, context
->blit_targets
);
1602 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
1603 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
1604 device_context_remove(device
, context
);
1605 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
1608 /* GL locking is done by the caller */
1609 static inline void set_blit_dimension(UINT width
, UINT height
) {
1610 glMatrixMode(GL_PROJECTION
);
1611 checkGLcall("glMatrixMode(GL_PROJECTION)");
1613 checkGLcall("glLoadIdentity()");
1614 glOrtho(0, width
, 0, height
, 0.0, -1.0);
1615 checkGLcall("glOrtho");
1616 glViewport(0, 0, width
, height
);
1617 checkGLcall("glViewport");
1620 /*****************************************************************************
1623 * Sets up a context for DirectDraw blitting.
1624 * All texture units are disabled, texture unit 0 is set as current unit
1625 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1626 * color writing enabled for all channels
1627 * register combiners disabled, shaders disabled
1628 * world matrix is set to identity, texture matrix 0 too
1629 * projection matrix is setup for drawing screen coordinates
1632 * This: Device to activate the context for
1633 * context: Context to setup
1635 *****************************************************************************/
1636 /* Context activation is done by the caller. */
1637 static void SetupForBlit(struct wined3d_device
*device
, struct wined3d_context
*context
)
1640 const struct StateEntry
*StateTable
= device
->StateTable
;
1641 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1642 UINT width
= context
->current_rt
->resource
.width
;
1643 UINT height
= context
->current_rt
->resource
.height
;
1646 TRACE("Setting up context %p for blitting\n", context
);
1647 if(context
->last_was_blit
) {
1648 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
1650 set_blit_dimension(width
, height
);
1652 context
->blit_w
= width
; context
->blit_h
= height
;
1653 /* No need to dirtify here, the states are still dirtified because they weren't
1654 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1658 TRACE("Context is already set up for blitting, nothing to do\n");
1661 context
->last_was_blit
= TRUE
;
1663 /* TODO: Use a display list */
1665 /* Disable shaders */
1667 device
->shader_backend
->shader_select(context
, FALSE
, FALSE
);
1670 context_invalidate_state(context
, STATE_VSHADER
, StateTable
);
1671 context_invalidate_state(context
, STATE_PIXELSHADER
, StateTable
);
1673 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1674 * helper functions in between gl calls. This function is full of context_invalidate_state
1675 * which can safely be called from here, we only lock once instead locking/unlocking
1676 * after each GL call.
1680 /* Disable all textures. The caller can then bind a texture it wants to blit
1683 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1684 * function texture unit. No need to care for higher samplers
1686 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
1688 sampler
= device
->rev_tex_unit_map
[i
];
1689 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1690 checkGLcall("glActiveTextureARB");
1692 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1694 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1695 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1697 glDisable(GL_TEXTURE_3D
);
1698 checkGLcall("glDisable GL_TEXTURE_3D");
1699 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1701 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1702 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1704 glDisable(GL_TEXTURE_2D
);
1705 checkGLcall("glDisable GL_TEXTURE_2D");
1707 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1708 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1710 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1712 if (sampler
< MAX_TEXTURES
)
1713 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1714 context_invalidate_state(context
, STATE_SAMPLER(sampler
), StateTable
);
1717 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
1718 checkGLcall("glActiveTextureARB");
1720 sampler
= device
->rev_tex_unit_map
[0];
1722 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1724 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1725 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1727 glDisable(GL_TEXTURE_3D
);
1728 checkGLcall("glDisable GL_TEXTURE_3D");
1729 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1731 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1732 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1734 glDisable(GL_TEXTURE_2D
);
1735 checkGLcall("glDisable GL_TEXTURE_2D");
1737 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1739 glMatrixMode(GL_TEXTURE
);
1740 checkGLcall("glMatrixMode(GL_TEXTURE)");
1742 checkGLcall("glLoadIdentity()");
1744 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
1746 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1747 GL_TEXTURE_LOD_BIAS_EXT
,
1749 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1752 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1754 if (sampler
< MAX_TEXTURES
)
1756 context_invalidate_state(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
), StateTable
);
1757 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1759 context_invalidate_state(context
, STATE_SAMPLER(sampler
), StateTable
);
1762 /* Other misc states */
1763 glDisable(GL_ALPHA_TEST
);
1764 checkGLcall("glDisable(GL_ALPHA_TEST)");
1765 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
1766 glDisable(GL_LIGHTING
);
1767 checkGLcall("glDisable GL_LIGHTING");
1768 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
1769 glDisable(GL_DEPTH_TEST
);
1770 checkGLcall("glDisable GL_DEPTH_TEST");
1771 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
1772 glDisableWINE(GL_FOG
);
1773 checkGLcall("glDisable GL_FOG");
1774 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
1775 glDisable(GL_BLEND
);
1776 checkGLcall("glDisable GL_BLEND");
1777 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1778 glDisable(GL_CULL_FACE
);
1779 checkGLcall("glDisable GL_CULL_FACE");
1780 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
1781 glDisable(GL_STENCIL_TEST
);
1782 checkGLcall("glDisable GL_STENCIL_TEST");
1783 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
1784 glDisable(GL_SCISSOR_TEST
);
1785 checkGLcall("glDisable GL_SCISSOR_TEST");
1786 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1787 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1789 glDisable(GL_POINT_SPRITE_ARB
);
1790 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1791 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
1793 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1794 checkGLcall("glColorMask");
1795 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
), StateTable
);
1796 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1
), StateTable
);
1797 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2
), StateTable
);
1798 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3
), StateTable
);
1799 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
1801 glDisable(GL_COLOR_SUM_EXT
);
1802 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
1803 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1806 /* Setup transforms */
1807 glMatrixMode(GL_MODELVIEW
);
1808 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1810 checkGLcall("glLoadIdentity()");
1811 context_invalidate_state(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
1813 context
->last_was_rhw
= TRUE
;
1814 context_invalidate_state(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
1816 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1817 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1818 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1819 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1820 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1821 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1822 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1824 set_blit_dimension(width
, height
);
1825 device
->frag_pipe
->enable_extension(FALSE
);
1829 context
->blit_w
= width
; context
->blit_h
= height
;
1830 context_invalidate_state(context
, STATE_VIEWPORT
, StateTable
);
1831 context_invalidate_state(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1834 /* Do not call while under the GL lock. */
1835 static struct wined3d_context
*FindContext(const struct wined3d_device
*device
, const struct wined3d_surface
*target
)
1837 struct wined3d_context
*current_context
= context_get_current();
1838 struct wined3d_context
*context
;
1840 if (current_context
&& current_context
->destroyed
) current_context
= NULL
;
1845 && current_context
->current_rt
1846 && current_context
->swapchain
->device
== device
)
1848 target
= current_context
->current_rt
;
1852 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
1853 if (swapchain
->back_buffers
) target
= swapchain
->back_buffers
[0];
1854 else target
= swapchain
->front_buffer
;
1858 if (current_context
&& current_context
->current_rt
== target
)
1860 context_update_window(current_context
);
1861 return current_context
;
1864 if (target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
1866 TRACE("Rendering onscreen\n");
1868 context
= swapchain_get_context(target
->container
.u
.swapchain
);
1872 TRACE("Rendering offscreen\n");
1874 /* Stay with the current context if possible. Otherwise use the
1875 * context for the primary swapchain. */
1876 if (current_context
&& current_context
->swapchain
->device
== device
)
1877 context
= current_context
;
1879 context
= swapchain_get_context(device
->swapchains
[0]);
1882 context_update_window(context
);
1887 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
1889 return rt_mask
& (1 << 31);
1892 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
1894 return rt_mask
& ~(1 << 31);
1897 /* Context activation and GL locking are done by the caller. */
1898 static void context_apply_draw_buffers(struct wined3d_context
*context
, DWORD rt_mask
)
1902 glDrawBuffer(GL_NONE
);
1903 checkGLcall("glDrawBuffer()");
1905 else if (is_rt_mask_onscreen(rt_mask
))
1907 glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
1908 checkGLcall("glDrawBuffer()");
1912 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1914 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1920 context
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
1922 context
->draw_buffers
[i
] = GL_NONE
;
1928 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
1930 GL_EXTCALL(glDrawBuffersARB(i
, context
->draw_buffers
));
1931 checkGLcall("glDrawBuffers()");
1935 glDrawBuffer(context
->draw_buffers
[0]);
1936 checkGLcall("glDrawBuffer()");
1941 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
1946 /* GL locking is done by the caller. */
1947 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
1949 glDrawBuffer(buffer
);
1950 checkGLcall("glDrawBuffer()");
1951 context
->draw_buffers_mask
= generate_rt_mask(buffer
);
1954 static inline void context_set_render_offscreen(struct wined3d_context
*context
, const struct StateEntry
*StateTable
,
1957 if (context
->render_offscreen
== offscreen
) return;
1959 context_invalidate_state(context
, STATE_POINTSPRITECOORDORIGIN
, StateTable
);
1960 context_invalidate_state(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1961 context_invalidate_state(context
, STATE_VIEWPORT
, StateTable
);
1962 context_invalidate_state(context
, STATE_SCISSORRECT
, StateTable
);
1963 context_invalidate_state(context
, STATE_FRONTFACE
, StateTable
);
1964 context
->render_offscreen
= offscreen
;
1967 static BOOL
match_depth_stencil_format(const struct wined3d_format
*existing
,
1968 const struct wined3d_format
*required
)
1970 BYTE existing_depth
, existing_stencil
, required_depth
, required_stencil
;
1972 if (existing
== required
) return TRUE
;
1973 if ((existing
->flags
& WINED3DFMT_FLAG_FLOAT
) != (required
->flags
& WINED3DFMT_FLAG_FLOAT
)) return FALSE
;
1975 getDepthStencilBits(existing
, &existing_depth
, &existing_stencil
);
1976 getDepthStencilBits(required
, &required_depth
, &required_stencil
);
1978 if(existing_depth
< required_depth
) return FALSE
;
1979 /* If stencil bits are used the exact amount is required - otherwise wrapping
1980 * won't work correctly */
1981 if(required_stencil
&& required_stencil
!= existing_stencil
) return FALSE
;
1985 /* The caller provides a context */
1986 static void context_validate_onscreen_formats(struct wined3d_device
*device
,
1987 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
1989 /* Onscreen surfaces are always in a swapchain */
1990 struct wined3d_swapchain
*swapchain
= context
->current_rt
->container
.u
.swapchain
;
1992 if (context
->render_offscreen
|| !depth_stencil
) return;
1993 if (match_depth_stencil_format(swapchain
->ds_format
, depth_stencil
->resource
.format
)) return;
1995 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
1996 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
1998 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2000 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2001 surface_load_location(context
->current_rt
, SFLAG_INTEXTURE
, NULL
);
2002 swapchain
->render_to_fbo
= TRUE
;
2003 context_set_render_offscreen(context
, device
->StateTable
, TRUE
);
2006 static DWORD
generate_rt_mask_no_fbo(struct wined3d_device
*device
, struct wined3d_surface
*rt
)
2008 if (!rt
|| rt
->resource
.format
->id
== WINED3DFMT_NULL
)
2010 else if (rt
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
2011 return generate_rt_mask_from_surface(rt
);
2013 return generate_rt_mask(device
->offscreenBuffer
);
2016 /* Context activation is done by the caller. */
2017 void context_apply_blit_state(struct wined3d_context
*context
, struct wined3d_device
*device
)
2021 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2023 context_validate_onscreen_formats(device
, context
, NULL
);
2025 if (context
->render_offscreen
)
2027 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
2030 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, context
->current_rt
, NULL
, SFLAG_INTEXTURE
);
2032 if (context
->current_rt
&& context
->current_rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
2040 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
2042 rt_mask
= generate_rt_mask_from_surface(context
->current_rt
);
2047 rt_mask
= generate_rt_mask_no_fbo(device
, context
->current_rt
);
2051 if (rt_mask
!= context
->draw_buffers_mask
)
2053 context_apply_draw_buffers(context
, rt_mask
);
2054 context
->draw_buffers_mask
= rt_mask
;
2057 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2059 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2063 SetupForBlit(device
, context
);
2066 static BOOL
context_validate_rt_config(UINT rt_count
,
2067 struct wined3d_surface
**rts
, struct wined3d_surface
*ds
)
2071 if (ds
) return TRUE
;
2073 for (i
= 0; i
< rt_count
; ++i
)
2075 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
2079 WARN("Invalid render target config, need at least one attachment.\n");
2083 /* Context activation is done by the caller. */
2084 BOOL
context_apply_clear_state(struct wined3d_context
*context
, struct wined3d_device
*device
,
2085 UINT rt_count
, struct wined3d_surface
**rts
, struct wined3d_surface
*depth_stencil
)
2087 const struct StateEntry
*state_table
= device
->StateTable
;
2091 if (!context_validate_rt_config(rt_count
, rts
, depth_stencil
))
2095 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2097 context_validate_onscreen_formats(device
, context
, depth_stencil
);
2101 if (!rt_count
|| surface_is_offscreen(rts
[0]))
2103 for (i
= 0; i
< rt_count
; ++i
)
2105 context
->blit_targets
[i
] = rts
[i
];
2106 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
2107 rt_mask
|= (1 << i
);
2109 while (i
< context
->gl_info
->limits
.buffers
)
2111 context
->blit_targets
[i
] = NULL
;
2114 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
, depth_stencil
, SFLAG_INTEXTURE
);
2115 glReadBuffer(GL_NONE
);
2116 checkGLcall("glReadBuffer");
2120 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2121 rt_mask
= generate_rt_mask_from_surface(rts
[0]);
2128 rt_mask
= generate_rt_mask_no_fbo(device
, rts
[0]);
2132 if (rt_mask
!= context
->draw_buffers_mask
)
2134 context_apply_draw_buffers(context
, rt_mask
);
2135 context
->draw_buffers_mask
= rt_mask
;
2138 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2140 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2143 if (context
->last_was_blit
)
2145 device
->frag_pipe
->enable_extension(TRUE
);
2146 context
->last_was_blit
= FALSE
;
2149 /* Blending and clearing should be orthogonal, but tests on the nvidia
2150 * driver show that disabling blending when clearing improves the clearing
2151 * performance incredibly. */
2152 glDisable(GL_BLEND
);
2153 glEnable(GL_SCISSOR_TEST
);
2154 checkGLcall("glEnable GL_SCISSOR_TEST");
2157 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), state_table
);
2158 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), state_table
);
2159 context_invalidate_state(context
, STATE_SCISSORRECT
, state_table
);
2164 /* Context activation is done by the caller. */
2165 BOOL
context_apply_draw_state(struct wined3d_context
*context
, struct wined3d_device
*device
)
2167 const struct StateEntry
*state_table
= device
->StateTable
;
2168 const struct wined3d_fb_state
*fb
= &device
->fb
;
2172 if (!context_validate_rt_config(context
->gl_info
->limits
.buffers
,
2173 fb
->render_targets
, fb
->depth_stencil
))
2176 /* Preload resources before FBO setup. Texture preload in particular may
2177 * result in changes to the current FBO, due to using e.g. FBO blits for
2178 * updating a resource location. */
2179 device_update_tex_unit_map(device
);
2180 device_preload_textures(device
);
2181 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
))
2182 device_update_stream_info(device
, context
->gl_info
);
2184 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2186 context_validate_onscreen_formats(device
, context
, fb
->depth_stencil
);
2188 if (!context
->render_offscreen
)
2191 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2193 rt_mask
= generate_rt_mask_from_surface(fb
->render_targets
[0]);
2197 const struct wined3d_shader
*ps
= device
->stateBlock
->state
.pixel_shader
;
2199 struct wined3d_surface
**rts
= fb
->render_targets
;
2202 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, fb
->render_targets
, fb
->depth_stencil
, SFLAG_INTEXTURE
);
2203 glReadBuffer(GL_NONE
);
2204 checkGLcall("glReadBuffer");
2206 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
2207 rt_mask
&= device
->valid_rt_mask
;
2208 rt_mask_bits
= rt_mask
;
2210 while (rt_mask_bits
)
2212 rt_mask_bits
&= ~(1 << i
);
2213 if (!rts
[i
] || rts
[i
]->resource
.format
->id
== WINED3DFMT_NULL
)
2214 rt_mask
&= ~(1 << i
);
2222 rt_mask
= generate_rt_mask_no_fbo(device
, fb
->render_targets
[0]);
2226 if (context
->draw_buffers_mask
!= rt_mask
)
2228 context_apply_draw_buffers(context
, rt_mask
);
2229 context
->draw_buffers_mask
= rt_mask
;
2232 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2234 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2237 if (context
->last_was_blit
)
2239 device
->frag_pipe
->enable_extension(TRUE
);
2242 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
2244 DWORD rep
= context
->dirtyArray
[i
];
2245 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
2246 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
2247 context
->isStateDirty
[idx
] &= ~(1 << shift
);
2248 state_table
[rep
].apply(rep
, device
->stateBlock
, context
);
2251 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
2252 context
->last_was_blit
= FALSE
;
2257 static void context_setup_target(struct wined3d_device
*device
,
2258 struct wined3d_context
*context
, struct wined3d_surface
*target
)
2260 BOOL old_render_offscreen
= context
->render_offscreen
, render_offscreen
;
2261 const struct StateEntry
*StateTable
= device
->StateTable
;
2263 if (!target
) return;
2264 render_offscreen
= surface_is_offscreen(target
);
2265 if (context
->current_rt
== target
&& render_offscreen
== old_render_offscreen
) return;
2267 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2268 * the alpha blend state changes with different render target formats. */
2269 if (!context
->current_rt
)
2271 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
2275 const struct wined3d_format
*old
= context
->current_rt
->resource
.format
;
2276 const struct wined3d_format
*new = target
->resource
.format
;
2278 if (old
->id
!= new->id
)
2280 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2281 if ((old
->alpha_mask
&& !new->alpha_mask
) || (!old
->alpha_mask
&& new->alpha_mask
)
2282 || !(new->flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
2283 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
2285 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2286 if ((old
->flags
& WINED3DFMT_FLAG_SRGB_WRITE
) != (new->flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
2287 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), StateTable
);
2290 /* When switching away from an offscreen render target, and we're not
2291 * using FBOs, we have to read the drawable into the texture. This is
2292 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2293 * are some things that need care though. PreLoad needs a GL context,
2294 * and FindContext is called before the context is activated. It also
2295 * has to be called with the old rendertarget active, otherwise a
2296 * wrong drawable is read. */
2297 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2298 && old_render_offscreen
&& context
->current_rt
!= target
)
2300 /* Read the back buffer of the old drawable into the destination texture. */
2301 if (context
->current_rt
->texture_name_srgb
)
2302 surface_internal_preload(context
->current_rt
, SRGB_SRGB
);
2303 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
2304 surface_modify_location(context
->current_rt
, SFLAG_INDRAWABLE
, FALSE
);
2308 context
->current_rt
= target
;
2309 context_set_render_offscreen(context
, StateTable
, render_offscreen
);
2312 /* Do not call while under the GL lock. */
2313 struct wined3d_context
*context_acquire(struct wined3d_device
*device
, struct wined3d_surface
*target
)
2315 struct wined3d_context
*current_context
= context_get_current();
2316 struct wined3d_context
*context
;
2318 TRACE("device %p, target %p.\n", device
, target
);
2320 context
= FindContext(device
, target
);
2321 context_setup_target(device
, context
, target
);
2322 context_enter(context
);
2323 if (!context
->valid
) return context
;
2325 if (context
!= current_context
)
2327 if (!context_set_current(context
))
2329 ERR("Failed to activate the new context.\n");
2334 device
->frag_pipe
->enable_extension(!context
->last_was_blit
);
2338 if (context
->vshader_const_dirty
)
2340 memset(context
->vshader_const_dirty
, 1,
2341 sizeof(*context
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
2342 device
->highest_dirty_vs_const
= device
->d3d_vshader_constantF
;
2344 if (context
->pshader_const_dirty
)
2346 memset(context
->pshader_const_dirty
, 1,
2347 sizeof(*context
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
2348 device
->highest_dirty_ps_const
= device
->d3d_pshader_constantF
;
2351 else if (context
->restore_ctx
)
2353 context_set_gl_context(context
);