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 static 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 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info
*gl_info
,
115 GLenum fbo_target
, DWORD format_flags
, GLuint rb
)
117 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
119 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
120 checkGLcall("glFramebufferRenderbuffer()");
123 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
125 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
126 checkGLcall("glFramebufferRenderbuffer()");
130 /* GL locking is done by the caller */
131 static void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
132 GLenum fbo_target
, struct wined3d_surface
*depth_stencil
, DWORD location
)
134 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
136 TRACE("Attach depth stencil %p\n", depth_stencil
);
140 DWORD format_flags
= depth_stencil
->resource
.format
->flags
;
142 if (depth_stencil
->current_renderbuffer
)
144 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
145 format_flags
, depth_stencil
->current_renderbuffer
->id
);
151 case SFLAG_INTEXTURE
:
152 case SFLAG_INSRGBTEX
:
153 surface_prepare_texture(depth_stencil
, context
, FALSE
);
155 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
157 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
,
158 depth_stencil
->texture_target
, depth_stencil
->texture_name
,
159 depth_stencil
->texture_level
);
160 checkGLcall("glFramebufferTexture2D()");
163 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
165 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
,
166 depth_stencil
->texture_target
, depth_stencil
->texture_name
,
167 depth_stencil
->texture_level
);
168 checkGLcall("glFramebufferTexture2D()");
172 case SFLAG_INRB_MULTISAMPLE
:
173 surface_prepare_rb(depth_stencil
, gl_info
, TRUE
);
174 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
175 format_flags
, depth_stencil
->rb_multisample
);
178 case SFLAG_INRB_RESOLVED
:
179 surface_prepare_rb(depth_stencil
, gl_info
, FALSE
);
180 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
181 format_flags
, depth_stencil
->rb_resolved
);
185 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
190 if (!(format_flags
& WINED3DFMT_FLAG_DEPTH
))
192 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
193 checkGLcall("glFramebufferTexture2D()");
196 if (!(format_flags
& WINED3DFMT_FLAG_STENCIL
))
198 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
199 checkGLcall("glFramebufferTexture2D()");
204 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
205 checkGLcall("glFramebufferTexture2D()");
207 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
208 checkGLcall("glFramebufferTexture2D()");
212 /* GL locking is done by the caller */
213 static void context_attach_surface_fbo(struct wined3d_context
*context
,
214 GLenum fbo_target
, DWORD idx
, struct wined3d_surface
*surface
, DWORD location
)
216 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
218 TRACE("Attach surface %p to %u\n", surface
, idx
);
220 if (surface
&& surface
->resource
.format
->id
!= WINED3DFMT_NULL
)
226 case SFLAG_INTEXTURE
:
227 case SFLAG_INSRGBTEX
:
228 srgb
= location
== SFLAG_INSRGBTEX
;
229 surface_prepare_texture(surface
, context
, srgb
);
230 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
231 surface
->texture_target
, surface_get_texture_name(surface
, gl_info
, srgb
),
232 surface
->texture_level
);
233 checkGLcall("glFramebufferTexture2D()");
236 case SFLAG_INRB_MULTISAMPLE
:
237 surface_prepare_rb(surface
, gl_info
, TRUE
);
238 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
239 GL_RENDERBUFFER
, surface
->rb_multisample
);
240 checkGLcall("glFramebufferRenderbuffer()");
243 case SFLAG_INRB_RESOLVED
:
244 surface_prepare_rb(surface
, gl_info
, FALSE
);
245 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
246 GL_RENDERBUFFER
, surface
->rb_resolved
);
247 checkGLcall("glFramebufferRenderbuffer()");
251 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
257 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, GL_TEXTURE_2D
, 0, 0);
258 checkGLcall("glFramebufferTexture2D()");
262 /* GL locking is done by the caller */
263 void context_check_fbo_status(const struct wined3d_context
*context
, GLenum target
)
265 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
268 if (!FIXME_ON(d3d
)) return;
270 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
271 if (status
== GL_FRAMEBUFFER_COMPLETE
)
273 TRACE("FBO complete\n");
277 const struct wined3d_surface
*attachment
;
280 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
282 if (!context
->current_fbo
)
284 ERR("FBO 0 is incomplete, driver bug?\n");
288 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context
->current_fbo
->location
),
289 context
->current_fbo
->location
);
291 /* Dump the FBO attachments */
292 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
294 attachment
= context
->current_fbo
->render_targets
[i
];
297 FIXME("\tColor attachment %d: (%p) %s %ux%u %u samples.\n",
298 i
, attachment
, debug_d3dformat(attachment
->resource
.format
->id
),
299 attachment
->pow2Width
, attachment
->pow2Height
, attachment
->resource
.multisample_type
);
302 attachment
= context
->current_fbo
->depth_stencil
;
305 FIXME("\tDepth attachment: (%p) %s %ux%u %u samples.\n",
306 attachment
, debug_d3dformat(attachment
->resource
.format
->id
),
307 attachment
->pow2Width
, attachment
->pow2Height
, attachment
->resource
.multisample_type
);
312 static inline DWORD
context_generate_rt_mask(GLenum buffer
)
314 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
315 return buffer
? (1 << 31) | buffer
: 0;
318 static inline DWORD
context_generate_rt_mask_from_surface(const struct wined3d_surface
*target
)
320 return (1 << 31) | surface_get_gl_buffer(target
);
323 static struct fbo_entry
*context_create_fbo_entry(const struct wined3d_context
*context
,
324 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
, DWORD location
)
326 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
327 struct fbo_entry
*entry
;
329 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
330 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
331 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
332 entry
->depth_stencil
= depth_stencil
;
333 entry
->location
= location
;
334 entry
->rt_mask
= context_generate_rt_mask(GL_COLOR_ATTACHMENT0
);
335 entry
->attached
= FALSE
;
341 /* GL locking is done by the caller */
342 static void context_reuse_fbo_entry(struct wined3d_context
*context
, GLenum target
,
343 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
344 DWORD location
, struct fbo_entry
*entry
)
346 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
348 context_bind_fbo(context
, target
, &entry
->id
);
349 context_clean_fbo_attachments(gl_info
, target
);
351 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
352 entry
->depth_stencil
= depth_stencil
;
353 entry
->location
= location
;
354 entry
->attached
= FALSE
;
357 /* GL locking is done by the caller */
358 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
362 TRACE("Destroy FBO %d\n", entry
->id
);
363 context_destroy_fbo(context
, &entry
->id
);
365 --context
->fbo_entry_count
;
366 list_remove(&entry
->entry
);
367 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
368 HeapFree(GetProcessHeap(), 0, entry
);
372 /* GL locking is done by the caller */
373 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
, GLenum target
,
374 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
, DWORD location
)
376 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
377 struct fbo_entry
*entry
;
379 if (depth_stencil
&& render_targets
&& render_targets
[0])
381 if (depth_stencil
->resource
.width
< render_targets
[0]->resource
.width
||
382 depth_stencil
->resource
.height
< render_targets
[0]->resource
.height
)
384 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
385 depth_stencil
= NULL
;
389 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
391 if (!memcmp(entry
->render_targets
,
392 render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
))
393 && entry
->depth_stencil
== depth_stencil
&& entry
->location
== location
)
395 list_remove(&entry
->entry
);
396 list_add_head(&context
->fbo_list
, &entry
->entry
);
401 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
403 entry
= context_create_fbo_entry(context
, render_targets
, depth_stencil
, location
);
404 list_add_head(&context
->fbo_list
, &entry
->entry
);
405 ++context
->fbo_entry_count
;
409 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
410 context_reuse_fbo_entry(context
, target
, render_targets
, depth_stencil
, location
, entry
);
411 list_remove(&entry
->entry
);
412 list_add_head(&context
->fbo_list
, &entry
->entry
);
418 /* GL locking is done by the caller */
419 static void context_apply_fbo_entry(struct wined3d_context
*context
, GLenum target
, struct fbo_entry
*entry
)
421 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
424 context_bind_fbo(context
, target
, &entry
->id
);
426 if (entry
->attached
) return;
428 /* Apply render targets */
429 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
431 context_attach_surface_fbo(context
, target
, i
, entry
->render_targets
[i
], entry
->location
);
434 /* Apply depth targets */
435 if (entry
->depth_stencil
)
436 surface_set_compatible_renderbuffer(entry
->depth_stencil
, entry
->render_targets
[0]);
437 context_attach_depth_stencil_fbo(context
, target
, entry
->depth_stencil
, entry
->location
);
439 entry
->attached
= TRUE
;
442 /* GL locking is done by the caller */
443 static void context_apply_fbo_state(struct wined3d_context
*context
, GLenum target
,
444 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
, DWORD location
)
446 struct fbo_entry
*entry
, *entry2
;
448 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
450 context_destroy_fbo_entry(context
, entry
);
453 if (context
->rebind_fbo
)
455 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
456 context
->rebind_fbo
= FALSE
;
459 if (location
== SFLAG_INDRAWABLE
)
461 context
->current_fbo
= NULL
;
462 context_bind_fbo(context
, target
, NULL
);
466 context
->current_fbo
= context_find_fbo_entry(context
, target
, render_targets
, depth_stencil
, location
);
467 context_apply_fbo_entry(context
, target
, context
->current_fbo
);
471 /* GL locking is done by the caller */
472 void context_apply_fbo_state_blit(struct wined3d_context
*context
, GLenum target
,
473 struct wined3d_surface
*render_target
, struct wined3d_surface
*depth_stencil
, DWORD location
)
475 UINT clear_size
= (context
->gl_info
->limits
.buffers
- 1) * sizeof(*context
->blit_targets
);
477 context
->blit_targets
[0] = render_target
;
479 memset(&context
->blit_targets
[1], 0, clear_size
);
480 context_apply_fbo_state(context
, target
, context
->blit_targets
, depth_stencil
, location
);
483 /* Context activation is done by the caller. */
484 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
486 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
488 if (context
->free_occlusion_query_count
)
490 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
494 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
497 GL_EXTCALL(glGenQueriesARB(1, &query
->id
));
498 checkGLcall("glGenQueriesARB");
501 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
505 WARN("Occlusion queries not supported, not allocating query id.\n");
510 query
->context
= context
;
511 list_add_head(&context
->occlusion_queries
, &query
->entry
);
514 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
516 struct wined3d_context
*context
= query
->context
;
518 list_remove(&query
->entry
);
519 query
->context
= NULL
;
521 if (context
->free_occlusion_query_count
>= context
->free_occlusion_query_size
- 1)
523 UINT new_size
= context
->free_occlusion_query_size
<< 1;
524 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_occlusion_queries
,
525 new_size
* sizeof(*context
->free_occlusion_queries
));
529 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
533 context
->free_occlusion_query_size
= new_size
;
534 context
->free_occlusion_queries
= new_data
;
537 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
540 /* Context activation is done by the caller. */
541 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
)
543 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
545 if (context
->free_event_query_count
)
547 query
->object
= context
->free_event_queries
[--context
->free_event_query_count
];
551 if (gl_info
->supported
[ARB_SYNC
])
553 /* Using ARB_sync, not much to do here. */
554 query
->object
.sync
= NULL
;
555 TRACE("Allocated event query %p in context %p.\n", query
->object
.sync
, context
);
557 else if (gl_info
->supported
[APPLE_FENCE
])
560 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
561 checkGLcall("glGenFencesAPPLE");
564 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
566 else if(gl_info
->supported
[NV_FENCE
])
569 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
570 checkGLcall("glGenFencesNV");
573 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
577 WARN("Event queries not supported, not allocating query id.\n");
578 query
->object
.id
= 0;
582 query
->context
= context
;
583 list_add_head(&context
->event_queries
, &query
->entry
);
586 void context_free_event_query(struct wined3d_event_query
*query
)
588 struct wined3d_context
*context
= query
->context
;
590 list_remove(&query
->entry
);
591 query
->context
= NULL
;
593 if (context
->free_event_query_count
>= context
->free_event_query_size
- 1)
595 UINT new_size
= context
->free_event_query_size
<< 1;
596 union wined3d_gl_query_object
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_event_queries
,
597 new_size
* sizeof(*context
->free_event_queries
));
601 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
605 context
->free_event_query_size
= new_size
;
606 context
->free_event_queries
= new_data
;
609 context
->free_event_queries
[context
->free_event_query_count
++] = query
->object
;
612 typedef void (context_fbo_entry_func_t
)(struct wined3d_context
*context
, struct fbo_entry
*entry
);
614 static void context_enum_surface_fbo_entries(const struct wined3d_device
*device
,
615 const struct wined3d_surface
*surface
, context_fbo_entry_func_t
*callback
)
619 for (i
= 0; i
< device
->context_count
; ++i
)
621 struct wined3d_context
*context
= device
->contexts
[i
];
622 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
623 struct fbo_entry
*entry
, *entry2
;
625 if (context
->current_rt
== surface
) context
->current_rt
= NULL
;
627 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
631 if (entry
->depth_stencil
== surface
)
633 callback(context
, entry
);
637 for (j
= 0; j
< gl_info
->limits
.buffers
; ++j
)
639 if (entry
->render_targets
[j
] == surface
)
641 callback(context
, entry
);
649 static void context_queue_fbo_entry_destruction(struct wined3d_context
*context
, struct fbo_entry
*entry
)
651 list_remove(&entry
->entry
);
652 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
655 void context_resource_released(const struct wined3d_device
*device
,
656 struct wined3d_resource
*resource
, enum wined3d_resource_type type
)
658 if (!device
->d3d_initialized
) return;
662 case WINED3D_RTYPE_SURFACE
:
663 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
664 context_queue_fbo_entry_destruction
);
672 static void context_detach_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
674 entry
->attached
= FALSE
;
677 void context_resource_unloaded(const struct wined3d_device
*device
,
678 struct wined3d_resource
*resource
, enum wined3d_resource_type type
)
682 case WINED3D_RTYPE_SURFACE
:
683 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
684 context_detach_fbo_entry
);
692 void context_surface_update(struct wined3d_context
*context
, const struct wined3d_surface
*surface
)
694 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
695 struct fbo_entry
*entry
= context
->current_fbo
;
698 if (!entry
|| context
->rebind_fbo
) return;
700 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
702 if (surface
== entry
->render_targets
[i
])
704 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface
, i
);
705 context
->rebind_fbo
= TRUE
;
710 if (surface
== entry
->depth_stencil
)
712 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface
);
713 context
->rebind_fbo
= TRUE
;
717 static BOOL
context_set_pixel_format(const struct wined3d_gl_info
*gl_info
, HDC dc
, int format
)
719 int current
= GetPixelFormat(dc
);
721 if (current
== format
) return TRUE
;
725 if (!SetPixelFormat(dc
, format
, NULL
))
727 /* This may also happen if the dc belongs to a destroyed window. */
728 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
729 format
, dc
, GetLastError());
735 /* By default WGL doesn't allow pixel format adjustments but we need it
736 * here. For this reason there's a Wine specific wglSetPixelFormat()
737 * which allows us to set the pixel format multiple times. Only use it
738 * when really needed. */
739 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
741 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
, NULL
)))
743 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
750 /* OpenGL doesn't allow pixel format adjustments. Print an error and
751 * continue using the old format. There's a big chance that the old
752 * format works although with a performance hit and perhaps rendering
754 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
755 format
, dc
, current
);
759 static BOOL
context_set_gl_context(struct wined3d_context
*ctx
)
761 struct wined3d_swapchain
*swapchain
= ctx
->swapchain
;
764 if (!context_set_pixel_format(ctx
->gl_info
, ctx
->hdc
, ctx
->pixel_format
))
766 WARN("Failed to set pixel format %d on device context %p.\n",
767 ctx
->pixel_format
, ctx
->hdc
);
771 if (backup
|| !pwglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
775 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
776 ctx
->glCtx
, ctx
->hdc
, GetLastError());
778 WARN("Trying fallback to the backup window.\n");
780 /* FIXME: If the context is destroyed it's no longer associated with
781 * a swapchain, so we can't use the swapchain to get a backup dc. To
782 * make this work windowless contexts would need to be handled by the
786 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx
);
787 context_set_current(NULL
);
791 if (!(dc
= swapchain_get_backup_dc(swapchain
)))
793 context_set_current(NULL
);
797 if (!context_set_pixel_format(ctx
->gl_info
, dc
, ctx
->pixel_format
))
799 ERR("Failed to set pixel format %d on device context %p.\n",
800 ctx
->pixel_format
, dc
);
801 context_set_current(NULL
);
805 if (!pwglMakeCurrent(dc
, ctx
->glCtx
))
807 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
809 context_set_current(NULL
);
816 static void context_restore_gl_context(const struct wined3d_gl_info
*gl_info
, HDC dc
, HGLRC gl_ctx
, int pf
)
818 if (!context_set_pixel_format(gl_info
, dc
, pf
))
820 ERR("Failed to restore pixel format %d on device context %p.\n", pf
, dc
);
821 context_set_current(NULL
);
825 if (!pwglMakeCurrent(dc
, gl_ctx
))
827 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
828 gl_ctx
, dc
, GetLastError());
829 context_set_current(NULL
);
833 static void context_update_window(struct wined3d_context
*context
)
835 if (context
->win_handle
== context
->swapchain
->win_handle
)
838 TRACE("Updating context %p window from %p to %p.\n",
839 context
, context
->win_handle
, context
->swapchain
->win_handle
);
843 /* You'd figure ReleaseDC() would fail if the DC doesn't match the
844 * window. However, that's not what actually happens, and there are
845 * user32 tests that confirm ReleaseDC() with the wrong window is
846 * supposed to succeed. So explicitly check that the DC belongs to
847 * the window, since we want to avoid releasing a DC that belongs to
848 * some other window if the original window was already destroyed. */
849 if (WindowFromDC(context
->hdc
) != context
->win_handle
)
851 WARN("DC %p does not belong to window %p.\n",
852 context
->hdc
, context
->win_handle
);
854 else if (!ReleaseDC(context
->win_handle
, context
->hdc
))
856 ERR("Failed to release device context %p, last error %#x.\n",
857 context
->hdc
, GetLastError());
860 else context
->valid
= 1;
862 context
->win_handle
= context
->swapchain
->win_handle
;
864 if (!(context
->hdc
= GetDC(context
->win_handle
)))
866 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
870 if (!context_set_pixel_format(context
->gl_info
, context
->hdc
, context
->pixel_format
))
872 ERR("Failed to set pixel format %d on device context %p.\n",
873 context
->pixel_format
, context
->hdc
);
877 context_set_gl_context(context
);
885 /* Do not call while under the GL lock. */
886 static void context_destroy_gl_resources(struct wined3d_context
*context
)
888 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
889 struct wined3d_occlusion_query
*occlusion_query
;
890 struct wined3d_event_query
*event_query
;
891 struct fbo_entry
*entry
, *entry2
;
897 restore_ctx
= pwglGetCurrentContext();
898 restore_dc
= pwglGetCurrentDC();
899 restore_pf
= GetPixelFormat(restore_dc
);
901 if (context
->valid
&& restore_ctx
!= context
->glCtx
)
902 context_set_gl_context(context
);
903 else restore_ctx
= NULL
;
907 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
909 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
910 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query
->id
));
911 occlusion_query
->context
= NULL
;
914 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
918 if (gl_info
->supported
[ARB_SYNC
])
920 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
922 else if (gl_info
->supported
[APPLE_FENCE
]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->object
.id
));
923 else if (gl_info
->supported
[NV_FENCE
]) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->object
.id
));
925 event_query
->context
= NULL
;
928 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
930 if (!context
->valid
) entry
->id
= 0;
931 context_destroy_fbo_entry(context
, entry
);
934 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
936 if (!context
->valid
) entry
->id
= 0;
937 context_destroy_fbo_entry(context
, entry
);
942 if (context
->dummy_arbfp_prog
)
944 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
947 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
948 GL_EXTCALL(glDeleteQueriesARB(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
950 if (gl_info
->supported
[ARB_SYNC
])
952 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
954 GL_EXTCALL(glDeleteSync(context
->free_event_queries
[i
].sync
));
957 else if (gl_info
->supported
[APPLE_FENCE
])
959 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
961 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_event_queries
[i
].id
));
964 else if (gl_info
->supported
[NV_FENCE
])
966 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
968 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_event_queries
[i
].id
));
972 checkGLcall("context cleanup");
977 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
978 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
982 context_restore_gl_context(gl_info
, restore_dc
, restore_ctx
, restore_pf
);
984 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL
, NULL
))
986 ERR("Failed to disable GL context.\n");
989 ReleaseDC(context
->win_handle
, context
->hdc
);
991 if (!pwglDeleteContext(context
->glCtx
))
993 DWORD err
= GetLastError();
994 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
998 DWORD
context_get_tls_idx(void)
1000 return wined3d_context_tls_idx
;
1003 void context_set_tls_idx(DWORD idx
)
1005 wined3d_context_tls_idx
= idx
;
1008 struct wined3d_context
*context_get_current(void)
1010 return TlsGetValue(wined3d_context_tls_idx
);
1013 /* Do not call while under the GL lock. */
1014 BOOL
context_set_current(struct wined3d_context
*ctx
)
1016 struct wined3d_context
*old
= context_get_current();
1020 TRACE("Already using D3D context %p.\n", ctx
);
1028 TRACE("Switching away from destroyed context %p.\n", old
);
1029 context_destroy_gl_resources(old
);
1030 HeapFree(GetProcessHeap(), 0, (void *)old
->gl_info
);
1031 HeapFree(GetProcessHeap(), 0, old
);
1043 ERR("Trying to make invalid context %p current\n", ctx
);
1047 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
1048 if (!context_set_gl_context(ctx
))
1052 else if(pwglGetCurrentContext())
1054 TRACE("Clearing current D3D context.\n");
1055 if (!pwglMakeCurrent(NULL
, NULL
))
1057 DWORD err
= GetLastError();
1058 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1059 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1064 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
1067 void context_release(struct wined3d_context
*context
)
1069 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
1073 if (!context
->level
)
1074 WARN("Context %p is not active.\n", context
);
1075 else if (context
!= context_get_current())
1076 WARN("Context %p is not the current context.\n", context
);
1079 if (!--context
->level
&& context
->restore_ctx
)
1081 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
1082 context_restore_gl_context(context
->gl_info
, context
->restore_dc
, context
->restore_ctx
, context
->restore_pf
);
1083 context
->restore_ctx
= NULL
;
1084 context
->restore_dc
= NULL
;
1088 static void context_enter(struct wined3d_context
*context
)
1090 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
1092 if (!context
->level
++)
1094 const struct wined3d_context
*current_context
= context_get_current();
1095 HGLRC current_gl
= pwglGetCurrentContext();
1097 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
1099 TRACE("Another GL context (%p on device context %p) is already current.\n",
1100 current_gl
, pwglGetCurrentDC());
1101 context
->restore_ctx
= current_gl
;
1102 context
->restore_dc
= pwglGetCurrentDC();
1103 context
->restore_pf
= GetPixelFormat(context
->restore_dc
);
1108 void context_invalidate_state(struct wined3d_context
*context
, DWORD state
)
1110 DWORD rep
= context
->state_table
[state
].representative
;
1114 if (isStateDirty(context
, rep
)) return;
1116 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1117 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1118 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1119 context
->isStateDirty
[idx
] |= (1 << shift
);
1122 /* This function takes care of wined3d pixel format selection. */
1123 static int context_choose_pixel_format(const struct wined3d_device
*device
, HDC hdc
,
1124 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1125 BOOL auxBuffers
, BOOL findCompatible
)
1128 BYTE redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
1129 BYTE depthBits
=0, stencilBits
=0;
1130 unsigned int current_value
;
1131 unsigned int cfg_count
= device
->adapter
->cfg_count
;
1134 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1135 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1136 auxBuffers
, findCompatible
);
1138 if (!getColorBits(color_format
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
1140 ERR("Unable to get color bits for format %s (%#x)!\n",
1141 debug_d3dformat(color_format
->id
), color_format
->id
);
1145 getDepthStencilBits(ds_format
, &depthBits
, &stencilBits
);
1148 for (i
= 0; i
< cfg_count
; ++i
)
1150 const struct wined3d_pixel_format
*cfg
= &device
->adapter
->cfgs
[i
];
1153 /* For now only accept RGBA formats. Perhaps some day we will
1154 * allow floating point formats for pbuffers. */
1155 if (cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1157 /* In window mode we need a window drawable format and double buffering. */
1158 if (!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1160 if (cfg
->redSize
< redBits
)
1162 if (cfg
->greenSize
< greenBits
)
1164 if (cfg
->blueSize
< blueBits
)
1166 if (cfg
->alphaSize
< alphaBits
)
1168 if (cfg
->depthSize
< depthBits
)
1170 if (stencilBits
&& cfg
->stencilSize
!= stencilBits
)
1172 /* Check multisampling support. */
1173 if (cfg
->numSamples
)
1177 /* We try to locate a format which matches our requirements exactly. In case of
1178 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1179 if (cfg
->depthSize
== depthBits
)
1181 if (cfg
->stencilSize
== stencilBits
)
1183 if (cfg
->alphaSize
== alphaBits
)
1185 /* We like to have aux buffers in backbuffer mode */
1186 if (auxBuffers
&& cfg
->auxBuffers
)
1188 if (cfg
->redSize
== redBits
1189 && cfg
->greenSize
== greenBits
1190 && cfg
->blueSize
== blueBits
)
1193 if (value
> current_value
)
1195 iPixelFormat
= cfg
->iPixelFormat
;
1196 current_value
= value
;
1200 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1201 if(!iPixelFormat
&& !findCompatible
) {
1202 ERR("Can't find a suitable iPixelFormat\n");
1204 } else if(!iPixelFormat
) {
1205 PIXELFORMATDESCRIPTOR pfd
;
1207 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1208 /* PixelFormat selection */
1209 ZeroMemory(&pfd
, sizeof(pfd
));
1210 pfd
.nSize
= sizeof(pfd
);
1212 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1213 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1214 pfd
.cAlphaBits
= alphaBits
;
1215 pfd
.cColorBits
= colorBits
;
1216 pfd
.cDepthBits
= depthBits
;
1217 pfd
.cStencilBits
= stencilBits
;
1218 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1220 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
1222 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1223 ERR("Can't find a suitable iPixelFormat\n");
1228 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1229 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1230 return iPixelFormat
;
1233 /* GL locking is done by the caller */
1234 static void bind_dummy_textures(const struct wined3d_device
*device
, const struct wined3d_context
*context
)
1236 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1237 unsigned int i
, count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1239 for (i
= 0; i
< count
; ++i
)
1241 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1242 checkGLcall("glActiveTextureARB");
1244 glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1245 checkGLcall("glBindTexture");
1247 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1249 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1250 checkGLcall("glBindTexture");
1253 if (gl_info
->supported
[EXT_TEXTURE3D
])
1255 glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1256 checkGLcall("glBindTexture");
1259 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1261 glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1262 checkGLcall("glBindTexture");
1267 /* Do not call while under the GL lock. */
1268 struct wined3d_context
*context_create(struct wined3d_swapchain
*swapchain
,
1269 struct wined3d_surface
*target
, const struct wined3d_format
*ds_format
)
1271 struct wined3d_device
*device
= swapchain
->device
;
1272 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1273 const struct wined3d_format
*color_format
;
1274 struct wined3d_context
*ret
;
1275 BOOL auxBuffers
= FALSE
;
1283 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1285 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1288 ERR("Failed to allocate context memory.\n");
1292 ret
->blit_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1293 gl_info
->limits
.buffers
* sizeof(*ret
->blit_targets
));
1294 if (!ret
->blit_targets
)
1297 ret
->draw_buffers
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1298 gl_info
->limits
.buffers
* sizeof(*ret
->draw_buffers
));
1299 if (!ret
->draw_buffers
)
1302 ret
->free_occlusion_query_size
= 4;
1303 ret
->free_occlusion_queries
= HeapAlloc(GetProcessHeap(), 0,
1304 ret
->free_occlusion_query_size
* sizeof(*ret
->free_occlusion_queries
));
1305 if (!ret
->free_occlusion_queries
)
1308 list_init(&ret
->occlusion_queries
);
1310 ret
->free_event_query_size
= 4;
1311 ret
->free_event_queries
= HeapAlloc(GetProcessHeap(), 0,
1312 ret
->free_event_query_size
* sizeof(*ret
->free_event_queries
));
1313 if (!ret
->free_event_queries
)
1316 list_init(&ret
->event_queries
);
1317 list_init(&ret
->fbo_list
);
1318 list_init(&ret
->fbo_destroy_list
);
1320 if (!(hdc
= GetDC(swapchain
->win_handle
)))
1322 WARN("Failed to retireve device context, trying swapchain backup.\n");
1324 if (!(hdc
= swapchain_get_backup_dc(swapchain
)))
1326 ERR("Failed to retrieve a device context.\n");
1331 color_format
= target
->resource
.format
;
1333 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1334 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1335 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1339 if (color_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1340 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B4G4R4A4_UNORM
);
1341 else if (color_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1342 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1345 /* DirectDraw supports 8bit paletted render targets and these are used by
1346 * old games like StarCraft and C&C. Most modern hardware doesn't support
1347 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1348 * conversion (ab)uses the alpha component for storing the palette index.
1349 * For this reason we require a format with 8bit alpha, so request
1351 if (color_format
->id
== WINED3DFMT_P8_UINT
)
1352 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1354 /* Try to find a pixel format which matches our requirements. */
1355 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
, auxBuffers
, FALSE
);
1357 /* Try to locate a compatible format if we weren't able to find anything. */
1360 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1361 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
, auxBuffers
, TRUE
);
1364 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1367 ERR("Can't find a suitable pixel format.\n");
1373 if (!context_set_pixel_format(gl_info
, hdc
, pixel_format
))
1375 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format
, hdc
);
1376 context_release(ret
);
1380 if (!(ctx
= pwglCreateContext(hdc
)))
1382 ERR("Failed to create a WGL context.\n");
1383 context_release(ret
);
1387 if (device
->context_count
)
1389 if (!pwglShareLists(device
->contexts
[0]->glCtx
, ctx
))
1391 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1392 device
->contexts
[0]->glCtx
, ctx
, GetLastError());
1393 context_release(ret
);
1394 if (!pwglDeleteContext(ctx
))
1395 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1400 if (!device_context_add(device
, ret
))
1402 ERR("Failed to add the newly created context to the context list\n");
1403 context_release(ret
);
1404 if (!pwglDeleteContext(ctx
))
1405 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1409 ret
->gl_info
= gl_info
;
1410 ret
->state_table
= device
->StateTable
;
1412 /* Mark all states dirty to force a proper initialization of the states
1413 * on the first use of the context. */
1414 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
1416 if (ret
->state_table
[state
].representative
)
1417 context_invalidate_state(ret
, state
);
1420 ret
->swapchain
= swapchain
;
1421 ret
->current_rt
= target
;
1422 ret
->tid
= GetCurrentThreadId();
1424 ret
->render_offscreen
= surface_is_offscreen(target
);
1425 ret
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
1429 ret
->win_handle
= swapchain
->win_handle
;
1431 ret
->pixel_format
= pixel_format
;
1433 /* Set up the context defaults */
1434 if (!context_set_current(ret
))
1436 ERR("Cannot activate context to set up defaults.\n");
1437 device_context_remove(device
, ret
);
1438 context_release(ret
);
1439 if (!pwglDeleteContext(ctx
))
1440 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1444 switch (swapchain
->desc
.swap_interval
)
1446 case WINED3DPRESENT_INTERVAL_IMMEDIATE
:
1449 case WINED3DPRESENT_INTERVAL_DEFAULT
:
1450 case WINED3DPRESENT_INTERVAL_ONE
:
1453 case WINED3DPRESENT_INTERVAL_TWO
:
1456 case WINED3DPRESENT_INTERVAL_THREE
:
1459 case WINED3DPRESENT_INTERVAL_FOUR
:
1463 FIXME("Unknown swap interval %#x.\n", swapchain
->desc
.swap_interval
);
1467 if (gl_info
->supported
[WGL_EXT_SWAP_CONTROL
])
1469 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval
)))
1470 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1471 swap_interval
, ret
, GetLastError());
1476 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1478 TRACE("Setting up the screen\n");
1479 /* Clear the screen */
1480 glClearColor(1.0f
, 0.0f
, 0.0f
, 0.0f
);
1481 checkGLcall("glClearColor");
1484 glClearStencil(0xffff);
1486 checkGLcall("glClear");
1488 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1489 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1491 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1492 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1494 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1495 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1497 glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
1498 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1499 glPixelStorei(GL_UNPACK_ALIGNMENT
, device
->surface_alignment
);
1500 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1502 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1504 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1505 * and textures in DIB sections(due to the memory protection).
1507 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1508 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1510 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
1512 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1513 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1514 * GL_VERTEX_BLEND_ARB isn't enabled too
1516 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1517 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1519 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
1521 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1522 * the previous texture where to source the offset from is always unit - 1.
1524 for (s
= 1; s
< gl_info
->limits
.textures
; ++s
)
1526 context_active_texture(ret
, gl_info
, s
);
1527 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1528 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1531 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
1533 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1534 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1535 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1536 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1539 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1540 * program and the dummy program is destroyed when the context is destroyed.
1542 const char *dummy_program
=
1544 "MOV result.color, fragment.color.primary;\n"
1546 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1547 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1548 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1551 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1553 for (s
= 0; s
< gl_info
->limits
.textures
; ++s
)
1555 context_active_texture(ret
, gl_info
, s
);
1556 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1557 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1561 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
1563 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1565 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
1567 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1569 device
->frag_pipe
->enable_extension(TRUE
);
1571 /* If this happens to be the first context for the device, dummy textures
1572 * are not created yet. In that case, they will be created (and bound) by
1573 * create_dummy_textures right after this context is initialized. */
1574 if (device
->dummy_texture_2d
[0])
1575 bind_dummy_textures(device
, ret
);
1579 TRACE("Created context %p.\n", ret
);
1584 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
1585 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
1586 HeapFree(GetProcessHeap(), 0, ret
->draw_buffers
);
1587 HeapFree(GetProcessHeap(), 0, ret
->blit_targets
);
1588 HeapFree(GetProcessHeap(), 0, ret
);
1592 /* Do not call while under the GL lock. */
1593 void context_destroy(struct wined3d_device
*device
, struct wined3d_context
*context
)
1597 TRACE("Destroying ctx %p\n", context
);
1599 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
1601 context_destroy_gl_resources(context
);
1602 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1607 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
1608 in wined3d_adapter may go away in the meantime */
1609 struct wined3d_gl_info
*gl_info
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info
));
1610 *gl_info
= *context
->gl_info
;
1611 context
->gl_info
= gl_info
;
1612 context
->destroyed
= 1;
1616 HeapFree(GetProcessHeap(), 0, context
->draw_buffers
);
1617 HeapFree(GetProcessHeap(), 0, context
->blit_targets
);
1618 device_context_remove(device
, context
);
1619 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
1622 /* GL locking is done by the caller */
1623 static void set_blit_dimension(UINT width
, UINT height
)
1625 const GLdouble projection
[] =
1627 2.0 / width
, 0.0, 0.0, 0.0,
1628 0.0, 2.0 / height
, 0.0, 0.0,
1630 -1.0, -1.0, -1.0, 1.0,
1633 glMatrixMode(GL_PROJECTION
);
1634 checkGLcall("glMatrixMode(GL_PROJECTION)");
1635 glLoadMatrixd(projection
);
1636 checkGLcall("glLoadMatrixd");
1637 glViewport(0, 0, width
, height
);
1638 checkGLcall("glViewport");
1641 static void context_get_rt_size(const struct wined3d_context
*context
, SIZE
*size
)
1643 const struct wined3d_surface
*rt
= context
->current_rt
;
1645 if (rt
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
1646 && rt
->container
.u
.swapchain
->front_buffer
== rt
)
1650 GetClientRect(context
->win_handle
, &window_size
);
1651 size
->cx
= window_size
.right
- window_size
.left
;
1652 size
->cy
= window_size
.bottom
- window_size
.top
;
1657 size
->cx
= rt
->resource
.width
;
1658 size
->cy
= rt
->resource
.height
;
1661 /*****************************************************************************
1664 * Sets up a context for DirectDraw blitting.
1665 * All texture units are disabled, texture unit 0 is set as current unit
1666 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1667 * color writing enabled for all channels
1668 * register combiners disabled, shaders disabled
1669 * world matrix is set to identity, texture matrix 0 too
1670 * projection matrix is setup for drawing screen coordinates
1673 * This: Device to activate the context for
1674 * context: Context to setup
1676 *****************************************************************************/
1677 /* Context activation is done by the caller. */
1678 static void SetupForBlit(const struct wined3d_device
*device
, struct wined3d_context
*context
)
1681 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1685 TRACE("Setting up context %p for blitting\n", context
);
1687 context_get_rt_size(context
, &rt_size
);
1689 if (context
->last_was_blit
)
1691 if (context
->blit_w
!= rt_size
.cx
|| context
->blit_h
!= rt_size
.cy
)
1694 set_blit_dimension(rt_size
.cx
, rt_size
.cy
);
1696 context
->blit_w
= rt_size
.cx
;
1697 context
->blit_h
= rt_size
.cy
;
1698 /* No need to dirtify here, the states are still dirtified because
1699 * they weren't applied since the last SetupForBlit() call. */
1701 TRACE("Context is already set up for blitting, nothing to do\n");
1704 context
->last_was_blit
= TRUE
;
1706 /* TODO: Use a display list */
1708 /* Disable shaders */
1710 device
->shader_backend
->shader_select(context
, FALSE
, FALSE
);
1713 context_invalidate_state(context
, STATE_VSHADER
);
1714 context_invalidate_state(context
, STATE_PIXELSHADER
);
1716 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1717 * helper functions in between gl calls. This function is full of context_invalidate_state
1718 * which can safely be called from here, we only lock once instead locking/unlocking
1719 * after each GL call.
1723 /* Disable all textures. The caller can then bind a texture it wants to blit
1726 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1727 * function texture unit. No need to care for higher samplers
1729 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
1731 sampler
= device
->rev_tex_unit_map
[i
];
1732 context_active_texture(context
, gl_info
, i
);
1734 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1736 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1737 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1739 glDisable(GL_TEXTURE_3D
);
1740 checkGLcall("glDisable GL_TEXTURE_3D");
1741 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1743 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1744 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1746 glDisable(GL_TEXTURE_2D
);
1747 checkGLcall("glDisable GL_TEXTURE_2D");
1749 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1750 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1752 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1754 if (sampler
< MAX_TEXTURES
)
1755 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
1756 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
1759 context_active_texture(context
, gl_info
, 0);
1761 sampler
= device
->rev_tex_unit_map
[0];
1763 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1765 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1766 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1768 glDisable(GL_TEXTURE_3D
);
1769 checkGLcall("glDisable GL_TEXTURE_3D");
1770 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1772 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1773 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1775 glDisable(GL_TEXTURE_2D
);
1776 checkGLcall("glDisable GL_TEXTURE_2D");
1778 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1780 glMatrixMode(GL_TEXTURE
);
1781 checkGLcall("glMatrixMode(GL_TEXTURE)");
1783 checkGLcall("glLoadIdentity()");
1785 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
1787 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1788 GL_TEXTURE_LOD_BIAS_EXT
,
1790 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1793 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1795 if (sampler
< MAX_TEXTURES
)
1797 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ sampler
));
1798 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
1800 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
1803 /* Other misc states */
1804 glDisable(GL_ALPHA_TEST
);
1805 checkGLcall("glDisable(GL_ALPHA_TEST)");
1806 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
));
1807 glDisable(GL_LIGHTING
);
1808 checkGLcall("glDisable GL_LIGHTING");
1809 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_LIGHTING
));
1810 glDisable(GL_DEPTH_TEST
);
1811 checkGLcall("glDisable GL_DEPTH_TEST");
1812 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZENABLE
));
1813 glDisableWINE(GL_FOG
);
1814 checkGLcall("glDisable GL_FOG");
1815 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
));
1816 glDisable(GL_BLEND
);
1817 checkGLcall("glDisable GL_BLEND");
1818 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
1819 glDisable(GL_CULL_FACE
);
1820 checkGLcall("glDisable GL_CULL_FACE");
1821 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CULLMODE
));
1822 glDisable(GL_STENCIL_TEST
);
1823 checkGLcall("glDisable GL_STENCIL_TEST");
1824 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
1825 glDisable(GL_SCISSOR_TEST
);
1826 checkGLcall("glDisable GL_SCISSOR_TEST");
1827 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
1828 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1830 glDisable(GL_POINT_SPRITE_ARB
);
1831 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1832 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
));
1834 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1835 checkGLcall("glColorMask");
1836 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
1837 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
1838 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
1839 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
1840 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
1842 glDisable(GL_COLOR_SUM_EXT
);
1843 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
1844 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1847 /* Setup transforms */
1848 glMatrixMode(GL_MODELVIEW
);
1849 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1851 checkGLcall("glLoadIdentity()");
1852 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
1854 context
->last_was_rhw
= TRUE
;
1855 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
1857 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1858 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1859 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1860 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1861 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1862 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1863 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CLIPPING
));
1865 set_blit_dimension(rt_size
.cx
, rt_size
.cy
);
1866 device
->frag_pipe
->enable_extension(FALSE
);
1870 context
->blit_w
= rt_size
.cx
;
1871 context
->blit_h
= rt_size
.cy
;
1872 context_invalidate_state(context
, STATE_VIEWPORT
);
1873 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
1876 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
1878 return rt_mask
& (1 << 31);
1881 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
1883 return rt_mask
& ~(1 << 31);
1886 /* Context activation and GL locking are done by the caller. */
1887 static void context_apply_draw_buffers(struct wined3d_context
*context
, DWORD rt_mask
)
1891 glDrawBuffer(GL_NONE
);
1892 checkGLcall("glDrawBuffer()");
1894 else if (is_rt_mask_onscreen(rt_mask
))
1896 glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
1897 checkGLcall("glDrawBuffer()");
1901 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1903 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1909 context
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
1911 context
->draw_buffers
[i
] = GL_NONE
;
1917 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
1919 GL_EXTCALL(glDrawBuffersARB(i
, context
->draw_buffers
));
1920 checkGLcall("glDrawBuffers()");
1924 glDrawBuffer(context
->draw_buffers
[0]);
1925 checkGLcall("glDrawBuffer()");
1930 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
1935 /* GL locking is done by the caller. */
1936 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
1938 glDrawBuffer(buffer
);
1939 checkGLcall("glDrawBuffer()");
1940 if (context
->current_fbo
)
1941 context
->current_fbo
->rt_mask
= context_generate_rt_mask(buffer
);
1943 context
->draw_buffers_mask
= context_generate_rt_mask(buffer
);
1946 /* GL locking is done by the caller. */
1947 void context_active_texture(struct wined3d_context
*context
, const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
1949 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0
+ unit
));
1950 checkGLcall("glActiveTextureARB");
1951 context
->active_texture
= unit
;
1954 void context_bind_texture(struct wined3d_context
*context
, GLenum target
, GLuint name
)
1956 DWORD unit
= context
->active_texture
;
1957 DWORD old_texture_type
= context
->texture_type
[unit
];
1961 glBindTexture(target
, name
);
1962 checkGLcall("glBindTexture");
1969 if (old_texture_type
!= target
)
1971 const struct wined3d_device
*device
= context
->swapchain
->device
;
1973 switch (old_texture_type
)
1979 glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[unit
]);
1980 checkGLcall("glBindTexture");
1982 case GL_TEXTURE_RECTANGLE_ARB
:
1983 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[unit
]);
1984 checkGLcall("glBindTexture");
1986 case GL_TEXTURE_CUBE_MAP
:
1987 glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[unit
]);
1988 checkGLcall("glBindTexture");
1991 glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[unit
]);
1992 checkGLcall("glBindTexture");
1995 ERR("Unexpected texture target %#x\n", old_texture_type
);
1998 context
->texture_type
[unit
] = target
;
2002 static void context_set_render_offscreen(struct wined3d_context
*context
, BOOL offscreen
)
2004 if (context
->render_offscreen
== offscreen
) return;
2006 context_invalidate_state(context
, STATE_POINTSPRITECOORDORIGIN
);
2007 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2008 context_invalidate_state(context
, STATE_VIEWPORT
);
2009 context_invalidate_state(context
, STATE_SCISSORRECT
);
2010 context_invalidate_state(context
, STATE_FRONTFACE
);
2011 context
->render_offscreen
= offscreen
;
2014 static BOOL
match_depth_stencil_format(const struct wined3d_format
*existing
,
2015 const struct wined3d_format
*required
)
2017 BYTE existing_depth
, existing_stencil
, required_depth
, required_stencil
;
2019 if (existing
== required
) return TRUE
;
2020 if ((existing
->flags
& WINED3DFMT_FLAG_FLOAT
) != (required
->flags
& WINED3DFMT_FLAG_FLOAT
)) return FALSE
;
2022 getDepthStencilBits(existing
, &existing_depth
, &existing_stencil
);
2023 getDepthStencilBits(required
, &required_depth
, &required_stencil
);
2025 if(existing_depth
< required_depth
) return FALSE
;
2026 /* If stencil bits are used the exact amount is required - otherwise wrapping
2027 * won't work correctly */
2028 if(required_stencil
&& required_stencil
!= existing_stencil
) return FALSE
;
2032 /* The caller provides a context */
2033 static void context_validate_onscreen_formats(struct wined3d_context
*context
,
2034 const struct wined3d_surface
*depth_stencil
)
2036 /* Onscreen surfaces are always in a swapchain */
2037 struct wined3d_swapchain
*swapchain
= context
->current_rt
->container
.u
.swapchain
;
2039 if (context
->render_offscreen
|| !depth_stencil
) return;
2040 if (match_depth_stencil_format(swapchain
->ds_format
, depth_stencil
->resource
.format
)) return;
2042 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2043 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2045 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2047 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2048 surface_load_location(context
->current_rt
, SFLAG_INTEXTURE
, NULL
);
2049 swapchain
->render_to_fbo
= TRUE
;
2050 swapchain_update_draw_bindings(swapchain
);
2051 context_set_render_offscreen(context
, TRUE
);
2054 static DWORD
context_generate_rt_mask_no_fbo(const struct wined3d_device
*device
, const struct wined3d_surface
*rt
)
2056 if (!rt
|| rt
->resource
.format
->id
== WINED3DFMT_NULL
)
2058 else if (rt
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
2059 return context_generate_rt_mask_from_surface(rt
);
2061 return context_generate_rt_mask(device
->offscreenBuffer
);
2064 /* Context activation is done by the caller. */
2065 void context_apply_blit_state(struct wined3d_context
*context
, const struct wined3d_device
*device
)
2067 struct wined3d_surface
*rt
= context
->current_rt
;
2068 DWORD rt_mask
, *cur_mask
;
2070 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2072 context_validate_onscreen_formats(context
, NULL
);
2074 if (context
->render_offscreen
)
2076 surface_internal_preload(rt
, SRGB_RGB
);
2079 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, rt
, NULL
, rt
->draw_binding
);
2081 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
2089 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
2091 rt_mask
= context_generate_rt_mask_from_surface(rt
);
2096 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt
);
2099 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2102 if (rt_mask
!= *cur_mask
)
2104 context_apply_draw_buffers(context
, rt_mask
);
2105 *cur_mask
= rt_mask
;
2108 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2110 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2114 SetupForBlit(device
, context
);
2115 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2118 static BOOL
context_validate_rt_config(UINT rt_count
,
2119 struct wined3d_surface
* const *rts
, const struct wined3d_surface
*ds
)
2123 if (ds
) return TRUE
;
2125 for (i
= 0; i
< rt_count
; ++i
)
2127 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
2131 WARN("Invalid render target config, need at least one attachment.\n");
2135 /* Context activation is done by the caller. */
2136 BOOL
context_apply_clear_state(struct wined3d_context
*context
, const struct wined3d_device
*device
,
2137 UINT rt_count
, const struct wined3d_fb_state
*fb
)
2139 DWORD rt_mask
= 0, *cur_mask
;
2141 struct wined3d_surface
**rts
= fb
->render_targets
;
2143 if (isStateDirty(context
, STATE_FRAMEBUFFER
) || fb
!= &device
->fb
2144 || rt_count
!= context
->gl_info
->limits
.buffers
)
2146 if (!context_validate_rt_config(rt_count
, rts
, fb
->depth_stencil
))
2149 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2151 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
2155 if (!rt_count
|| surface_is_offscreen(rts
[0]))
2157 for (i
= 0; i
< rt_count
; ++i
)
2159 context
->blit_targets
[i
] = rts
[i
];
2160 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
2161 rt_mask
|= (1 << i
);
2163 while (i
< context
->gl_info
->limits
.buffers
)
2165 context
->blit_targets
[i
] = NULL
;
2168 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
, fb
->depth_stencil
,
2169 rt_count
? rts
[0]->draw_binding
: SFLAG_INTEXTURE
);
2170 glReadBuffer(GL_NONE
);
2171 checkGLcall("glReadBuffer");
2175 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2176 rt_mask
= context_generate_rt_mask_from_surface(rts
[0]);
2181 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2182 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2183 * state management allows this */
2184 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2188 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt_count
? rts
[0] : NULL
);
2191 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
2192 && (!rt_count
|| surface_is_offscreen(rts
[0])))
2194 for (i
= 0; i
< rt_count
; ++i
)
2196 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
) rt_mask
|= (1 << i
);
2201 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt_count
? rts
[0] : NULL
);
2204 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2207 if (rt_mask
!= *cur_mask
)
2209 context_apply_draw_buffers(context
, rt_mask
);
2210 *cur_mask
= rt_mask
;
2211 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2214 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2216 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2219 if (context
->last_was_blit
)
2221 device
->frag_pipe
->enable_extension(TRUE
);
2222 context
->last_was_blit
= FALSE
;
2225 /* Blending and clearing should be orthogonal, but tests on the nvidia
2226 * driver show that disabling blending when clearing improves the clearing
2227 * performance incredibly. */
2228 glDisable(GL_BLEND
);
2229 glEnable(GL_SCISSOR_TEST
);
2230 checkGLcall("glEnable GL_SCISSOR_TEST");
2233 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2234 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
2235 context_invalidate_state(context
, STATE_SCISSORRECT
);
2240 static DWORD
find_draw_buffers_mask(const struct wined3d_context
*context
, const struct wined3d_device
*device
)
2242 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2243 struct wined3d_surface
**rts
= state
->fb
->render_targets
;
2244 struct wined3d_shader
*ps
= state
->pixel_shader
;
2245 DWORD rt_mask
, rt_mask_bits
;
2248 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) return context_generate_rt_mask_no_fbo(device
, rts
[0]);
2249 else if (!context
->render_offscreen
) return context_generate_rt_mask_from_surface(rts
[0]);
2251 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
2252 rt_mask
&= device
->valid_rt_mask
;
2253 rt_mask_bits
= rt_mask
;
2255 while (rt_mask_bits
)
2257 rt_mask_bits
&= ~(1 << i
);
2258 if (!rts
[i
] || rts
[i
]->resource
.format
->id
== WINED3DFMT_NULL
)
2259 rt_mask
&= ~(1 << i
);
2267 /* GL locking and context activation are done by the caller */
2268 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2270 const struct wined3d_device
*device
= context
->swapchain
->device
;
2271 const struct wined3d_fb_state
*fb
= state
->fb
;
2272 DWORD rt_mask
= find_draw_buffers_mask(context
, device
);
2275 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2277 if (!context
->render_offscreen
)
2279 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2283 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, fb
->render_targets
, fb
->depth_stencil
,
2284 fb
->render_targets
[0]->draw_binding
);
2285 glReadBuffer(GL_NONE
);
2286 checkGLcall("glReadBuffer");
2290 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2291 if (rt_mask
!= *cur_mask
)
2293 context_apply_draw_buffers(context
, rt_mask
);
2294 *cur_mask
= rt_mask
;
2298 /* GL locking and context activation are done by the caller */
2299 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2301 const struct wined3d_device
*device
= context
->swapchain
->device
;
2302 DWORD rt_mask
, *cur_mask
;
2304 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
2306 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2307 rt_mask
= find_draw_buffers_mask(context
, device
);
2308 if (rt_mask
!= *cur_mask
)
2310 context_apply_draw_buffers(context
, rt_mask
);
2311 *cur_mask
= rt_mask
;
2315 /* Context activation is done by the caller. */
2316 BOOL
context_apply_draw_state(struct wined3d_context
*context
, struct wined3d_device
*device
)
2318 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2319 const struct StateEntry
*state_table
= context
->state_table
;
2320 const struct wined3d_fb_state
*fb
= state
->fb
;
2323 if (!context_validate_rt_config(context
->gl_info
->limits
.buffers
,
2324 fb
->render_targets
, fb
->depth_stencil
))
2327 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& isStateDirty(context
, STATE_FRAMEBUFFER
))
2329 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
2332 /* Preload resources before FBO setup. Texture preload in particular may
2333 * result in changes to the current FBO, due to using e.g. FBO blits for
2334 * updating a resource location. */
2335 device_update_tex_unit_map(device
);
2336 device_preload_textures(device
);
2337 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
))
2338 device_update_stream_info(device
, context
->gl_info
);
2341 if (context
->last_was_blit
)
2343 device
->frag_pipe
->enable_extension(TRUE
);
2346 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
2348 DWORD rep
= context
->dirtyArray
[i
];
2349 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
2350 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
2351 context
->isStateDirty
[idx
] &= ~(1 << shift
);
2352 state_table
[rep
].apply(context
, state
, rep
);
2355 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2357 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2361 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
2362 context
->last_was_blit
= FALSE
;
2367 static void context_setup_target(struct wined3d_context
*context
, struct wined3d_surface
*target
)
2369 BOOL old_render_offscreen
= context
->render_offscreen
, render_offscreen
;
2371 render_offscreen
= surface_is_offscreen(target
);
2372 if (context
->current_rt
== target
&& render_offscreen
== old_render_offscreen
) return;
2374 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2375 * the alpha blend state changes with different render target formats. */
2376 if (!context
->current_rt
)
2378 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2382 const struct wined3d_format
*old
= context
->current_rt
->resource
.format
;
2383 const struct wined3d_format
*new = target
->resource
.format
;
2385 if (old
->id
!= new->id
)
2387 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2388 if ((old
->alpha_mask
&& !new->alpha_mask
) || (!old
->alpha_mask
&& new->alpha_mask
)
2389 || !(new->flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
2390 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2392 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2393 if ((old
->flags
& WINED3DFMT_FLAG_SRGB_WRITE
) != (new->flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
2394 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
2397 /* When switching away from an offscreen render target, and we're not
2398 * using FBOs, we have to read the drawable into the texture. This is
2399 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2400 * are some things that need care though. PreLoad needs a GL context,
2401 * and FindContext is called before the context is activated. It also
2402 * has to be called with the old rendertarget active, otherwise a
2403 * wrong drawable is read. */
2404 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2405 && old_render_offscreen
&& context
->current_rt
!= target
)
2407 /* Read the back buffer of the old drawable into the destination texture. */
2408 if (context
->current_rt
->texture_name_srgb
)
2409 surface_internal_preload(context
->current_rt
, SRGB_SRGB
);
2410 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
2411 surface_modify_location(context
->current_rt
, SFLAG_INDRAWABLE
, FALSE
);
2415 context
->current_rt
= target
;
2416 context_set_render_offscreen(context
, render_offscreen
);
2419 /* Do not call while under the GL lock. */
2420 struct wined3d_context
*context_acquire(const struct wined3d_device
*device
, struct wined3d_surface
*target
)
2422 struct wined3d_context
*current_context
= context_get_current();
2423 struct wined3d_context
*context
;
2425 TRACE("device %p, target %p.\n", device
, target
);
2427 if (current_context
&& current_context
->destroyed
)
2428 current_context
= NULL
;
2433 && current_context
->current_rt
2434 && current_context
->swapchain
->device
== device
)
2436 target
= current_context
->current_rt
;
2440 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
2441 if (swapchain
->back_buffers
)
2442 target
= swapchain
->back_buffers
[0];
2444 target
= swapchain
->front_buffer
;
2448 if (current_context
&& current_context
->current_rt
== target
)
2450 context
= current_context
;
2452 else if (target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
2454 TRACE("Rendering onscreen.\n");
2456 context
= swapchain_get_context(target
->container
.u
.swapchain
);
2460 TRACE("Rendering offscreen.\n");
2462 /* Stay with the current context if possible. Otherwise use the
2463 * context for the primary swapchain. */
2464 if (current_context
&& current_context
->swapchain
->device
== device
)
2465 context
= current_context
;
2467 context
= swapchain_get_context(device
->swapchains
[0]);
2470 context_update_window(context
);
2471 context_setup_target(context
, target
);
2472 context_enter(context
);
2473 if (!context
->valid
) return context
;
2475 if (context
!= current_context
)
2477 if (!context_set_current(context
))
2479 ERR("Failed to activate the new context.\n");
2484 device
->frag_pipe
->enable_extension(!context
->last_was_blit
);
2488 else if (context
->restore_ctx
)
2490 context_set_gl_context(context
);