wined3d: Don't check the FBO status if FIXMEs are off.
[wine/multimedia.git] / dlls / wined3d / context.c
blob3eb6c7d35b16f513956bf98f81d06b49848820ba
1 /*
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
22 #include "config.h"
23 #include <stdio.h>
24 #ifdef HAVE_FLOAT_H
25 # include <float.h>
26 #endif
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 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;
39 GLuint f;
41 if (!fbo)
43 f = 0;
45 else
47 if (!*fbo)
49 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
50 checkGLcall("glGenFramebuffers()");
51 TRACE("Created FBO %u.\n", *fbo);
53 f = *fbo;
56 switch (target)
58 case GL_READ_FRAMEBUFFER:
59 if (context->fbo_read_binding == f) return;
60 context->fbo_read_binding = f;
61 break;
63 case GL_DRAW_FRAMEBUFFER:
64 if (context->fbo_draw_binding == f) return;
65 context->fbo_draw_binding = f;
66 break;
68 case GL_FRAMEBUFFER:
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;
73 break;
75 default:
76 FIXME("Unhandled target %#x.\n", target);
77 break;
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)
87 unsigned int i;
89 for (i = 0; i < gl_info->limits.buffers; ++i)
91 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
97 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
98 checkGLcall("glFramebufferTexture2D()");
101 /* GL locking is done by the caller */
102 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
104 const struct wined3d_gl_info *gl_info = context->gl_info;
106 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
107 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
108 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
110 gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
111 checkGLcall("glDeleteFramebuffers()");
114 /* GL locking is done by the caller */
115 static void context_apply_attachment_filter_states(const struct wined3d_context *context,
116 struct wined3d_surface *surface, DWORD location)
118 /* Update base texture states array */
119 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
121 struct wined3d_texture *texture = surface->container.u.texture;
122 struct wined3d_device *device = surface->resource.device;
123 BOOL update_minfilter = FALSE;
124 BOOL update_magfilter = FALSE;
125 struct gl_texture *gl_tex;
127 switch (location)
129 case SFLAG_INTEXTURE:
130 case SFLAG_INSRGBTEX:
131 gl_tex = wined3d_texture_get_gl_texture(texture,
132 context->gl_info, location == SFLAG_INSRGBTEX);
133 break;
135 default:
136 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
137 return;
140 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
141 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
143 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
144 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
145 update_minfilter = TRUE;
148 if (gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
150 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
151 update_magfilter = TRUE;
154 if (texture->bind_count)
156 WARN("Render targets should not be bound to a sampler\n");
157 device_invalidate_state(device, STATE_SAMPLER(texture->sampler));
160 if (update_minfilter || update_magfilter)
162 GLenum target, bind_target;
163 GLint old_binding;
165 target = surface->texture_target;
166 if (target == GL_TEXTURE_2D)
168 bind_target = GL_TEXTURE_2D;
169 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
171 else if (target == GL_TEXTURE_RECTANGLE_ARB)
173 bind_target = GL_TEXTURE_RECTANGLE_ARB;
174 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
176 else
178 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
179 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
182 glBindTexture(bind_target, gl_tex->name);
183 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
184 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
185 glBindTexture(bind_target, old_binding);
188 checkGLcall("apply_attachment_filter_states()");
192 /* GL locking is done by the caller */
193 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
194 GLenum fbo_target, struct wined3d_surface *depth_stencil, BOOL use_render_buffer)
196 const struct wined3d_gl_info *gl_info = context->gl_info;
198 TRACE("Attach depth stencil %p\n", depth_stencil);
200 if (depth_stencil)
202 DWORD format_flags = depth_stencil->resource.format->flags;
204 if (use_render_buffer && depth_stencil->current_renderbuffer)
206 if (format_flags & WINED3DFMT_FLAG_DEPTH)
208 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
209 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
210 checkGLcall("glFramebufferRenderbuffer()");
213 if (format_flags & WINED3DFMT_FLAG_STENCIL)
215 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
216 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
217 checkGLcall("glFramebufferRenderbuffer()");
220 else
222 surface_prepare_texture(depth_stencil, gl_info, FALSE);
223 context_apply_attachment_filter_states(context, depth_stencil, SFLAG_INTEXTURE);
225 if (format_flags & WINED3DFMT_FLAG_DEPTH)
227 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
228 depth_stencil->texture_target, depth_stencil->texture_name,
229 depth_stencil->texture_level);
230 checkGLcall("glFramebufferTexture2D()");
233 if (format_flags & WINED3DFMT_FLAG_STENCIL)
235 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
236 depth_stencil->texture_target, depth_stencil->texture_name,
237 depth_stencil->texture_level);
238 checkGLcall("glFramebufferTexture2D()");
242 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
244 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
245 checkGLcall("glFramebufferTexture2D()");
248 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
250 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
251 checkGLcall("glFramebufferTexture2D()");
254 else
256 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
257 checkGLcall("glFramebufferTexture2D()");
259 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
260 checkGLcall("glFramebufferTexture2D()");
264 /* GL locking is done by the caller */
265 static void context_attach_surface_fbo(const struct wined3d_context *context,
266 GLenum fbo_target, DWORD idx, struct wined3d_surface *surface, DWORD location)
268 const struct wined3d_gl_info *gl_info = context->gl_info;
270 TRACE("Attach surface %p to %u\n", surface, idx);
272 if (surface && surface->resource.format->id != WINED3DFMT_NULL)
274 BOOL srgb;
276 switch (location)
278 case SFLAG_INTEXTURE:
279 case SFLAG_INSRGBTEX:
280 srgb = location == SFLAG_INSRGBTEX;
281 surface_prepare_texture(surface, gl_info, srgb);
282 context_apply_attachment_filter_states(context, surface, location);
283 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
284 surface->texture_target, surface_get_texture_name(surface, gl_info, srgb),
285 surface->texture_level);
286 break;
288 default:
289 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
290 break;
292 checkGLcall("glFramebufferTexture2D()");
294 else
296 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
297 checkGLcall("glFramebufferTexture2D()");
301 /* GL locking is done by the caller */
302 void context_check_fbo_status(struct wined3d_context *context, GLenum target)
304 const struct wined3d_gl_info *gl_info = context->gl_info;
305 GLenum status;
307 if (!FIXME_ON(d3d)) return;
309 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
310 if (status == GL_FRAMEBUFFER_COMPLETE)
312 TRACE("FBO complete\n");
314 else
316 struct wined3d_surface *attachment;
317 unsigned int i;
319 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
321 if (!context->current_fbo)
323 ERR("FBO 0 is incomplete, driver bug?\n");
324 return;
327 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
328 context->current_fbo->location);
330 /* Dump the FBO attachments */
331 for (i = 0; i < gl_info->limits.buffers; ++i)
333 attachment = context->current_fbo->render_targets[i];
334 if (attachment)
336 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
337 i, attachment, debug_d3dformat(attachment->resource.format->id),
338 attachment->pow2Width, attachment->pow2Height);
341 attachment = context->current_fbo->depth_stencil;
342 if (attachment)
344 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
345 attachment, debug_d3dformat(attachment->resource.format->id),
346 attachment->pow2Width, attachment->pow2Height);
351 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context,
352 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
354 const struct wined3d_gl_info *gl_info = context->gl_info;
355 struct fbo_entry *entry;
357 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
358 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
359 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
360 entry->depth_stencil = depth_stencil;
361 entry->location = location;
362 entry->attached = FALSE;
363 entry->id = 0;
365 return entry;
368 /* GL locking is done by the caller */
369 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
370 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
371 DWORD location, struct fbo_entry *entry)
373 const struct wined3d_gl_info *gl_info = context->gl_info;
375 context_bind_fbo(context, target, &entry->id);
376 context_clean_fbo_attachments(gl_info, target);
378 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
379 entry->depth_stencil = depth_stencil;
380 entry->location = location;
381 entry->attached = FALSE;
384 /* GL locking is done by the caller */
385 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
387 if (entry->id)
389 TRACE("Destroy FBO %d\n", entry->id);
390 context_destroy_fbo(context, &entry->id);
392 --context->fbo_entry_count;
393 list_remove(&entry->entry);
394 HeapFree(GetProcessHeap(), 0, entry->render_targets);
395 HeapFree(GetProcessHeap(), 0, entry);
399 /* GL locking is done by the caller */
400 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
401 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
403 const struct wined3d_gl_info *gl_info = context->gl_info;
404 struct fbo_entry *entry;
406 if (depth_stencil && render_targets && render_targets[0])
408 if (depth_stencil->resource.width < render_targets[0]->resource.width ||
409 depth_stencil->resource.height < render_targets[0]->resource.height)
411 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
412 depth_stencil = NULL;
416 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
418 if (!memcmp(entry->render_targets,
419 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
420 && entry->depth_stencil == depth_stencil && entry->location == location)
422 list_remove(&entry->entry);
423 list_add_head(&context->fbo_list, &entry->entry);
424 return entry;
428 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
430 entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
431 list_add_head(&context->fbo_list, &entry->entry);
432 ++context->fbo_entry_count;
434 else
436 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
437 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
438 list_remove(&entry->entry);
439 list_add_head(&context->fbo_list, &entry->entry);
442 return entry;
445 /* GL locking is done by the caller */
446 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
448 const struct wined3d_gl_info *gl_info = context->gl_info;
449 unsigned int i;
451 context_bind_fbo(context, target, &entry->id);
453 if (!entry->attached)
455 /* Apply render targets */
456 for (i = 0; i < gl_info->limits.buffers; ++i)
458 context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
461 /* Apply depth targets */
462 if (entry->depth_stencil)
463 surface_set_compatible_renderbuffer(entry->depth_stencil, entry->render_targets[0]);
464 context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, TRUE);
466 entry->attached = TRUE;
468 else
470 for (i = 0; i < gl_info->limits.buffers; ++i)
472 if (entry->render_targets[i])
473 context_apply_attachment_filter_states(context, entry->render_targets[i], entry->location);
475 if (entry->depth_stencil)
476 context_apply_attachment_filter_states(context, entry->depth_stencil, SFLAG_INTEXTURE);
480 /* GL locking is done by the caller */
481 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
482 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
484 struct fbo_entry *entry, *entry2;
486 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
488 context_destroy_fbo_entry(context, entry);
491 if (context->rebind_fbo)
493 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
494 context->rebind_fbo = FALSE;
497 if (render_targets)
499 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
500 context_apply_fbo_entry(context, target, context->current_fbo);
502 else
504 context->current_fbo = NULL;
505 context_bind_fbo(context, target, NULL);
509 /* GL locking is done by the caller */
510 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
511 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
513 if (location != SFLAG_INDRAWABLE || surface_is_offscreen(render_target))
515 UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
516 context->blit_targets[0] = render_target;
517 if (clear_size) memset(&context->blit_targets[1], 0, clear_size);
518 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
520 else
522 context_apply_fbo_state(context, target, NULL, NULL, location);
526 /* Context activation is done by the caller. */
527 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
529 const struct wined3d_gl_info *gl_info = context->gl_info;
531 if (context->free_occlusion_query_count)
533 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
535 else
537 if (gl_info->supported[ARB_OCCLUSION_QUERY])
539 ENTER_GL();
540 GL_EXTCALL(glGenQueriesARB(1, &query->id));
541 checkGLcall("glGenQueriesARB");
542 LEAVE_GL();
544 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
546 else
548 WARN("Occlusion queries not supported, not allocating query id.\n");
549 query->id = 0;
553 query->context = context;
554 list_add_head(&context->occlusion_queries, &query->entry);
557 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
559 struct wined3d_context *context = query->context;
561 list_remove(&query->entry);
562 query->context = NULL;
564 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
566 UINT new_size = context->free_occlusion_query_size << 1;
567 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
568 new_size * sizeof(*context->free_occlusion_queries));
570 if (!new_data)
572 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
573 return;
576 context->free_occlusion_query_size = new_size;
577 context->free_occlusion_queries = new_data;
580 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
583 /* Context activation is done by the caller. */
584 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
586 const struct wined3d_gl_info *gl_info = context->gl_info;
588 if (context->free_event_query_count)
590 query->object = context->free_event_queries[--context->free_event_query_count];
592 else
594 if (gl_info->supported[ARB_SYNC])
596 /* Using ARB_sync, not much to do here. */
597 query->object.sync = NULL;
598 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
600 else if (gl_info->supported[APPLE_FENCE])
602 ENTER_GL();
603 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
604 checkGLcall("glGenFencesAPPLE");
605 LEAVE_GL();
607 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
609 else if(gl_info->supported[NV_FENCE])
611 ENTER_GL();
612 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
613 checkGLcall("glGenFencesNV");
614 LEAVE_GL();
616 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
618 else
620 WARN("Event queries not supported, not allocating query id.\n");
621 query->object.id = 0;
625 query->context = context;
626 list_add_head(&context->event_queries, &query->entry);
629 void context_free_event_query(struct wined3d_event_query *query)
631 struct wined3d_context *context = query->context;
633 list_remove(&query->entry);
634 query->context = NULL;
636 if (context->free_event_query_count >= context->free_event_query_size - 1)
638 UINT new_size = context->free_event_query_size << 1;
639 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
640 new_size * sizeof(*context->free_event_queries));
642 if (!new_data)
644 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
645 return;
648 context->free_event_query_size = new_size;
649 context->free_event_queries = new_data;
652 context->free_event_queries[context->free_event_query_count++] = query->object;
655 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
657 static void context_enum_surface_fbo_entries(struct wined3d_device *device,
658 struct wined3d_surface *surface, context_fbo_entry_func_t *callback)
660 UINT i;
662 for (i = 0; i < device->context_count; ++i)
664 struct wined3d_context *context = device->contexts[i];
665 const struct wined3d_gl_info *gl_info = context->gl_info;
666 struct fbo_entry *entry, *entry2;
668 if (context->current_rt == surface) context->current_rt = NULL;
670 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
672 UINT j;
674 if (entry->depth_stencil == surface)
676 callback(context, entry);
677 continue;
680 for (j = 0; j < gl_info->limits.buffers; ++j)
682 if (entry->render_targets[j] == surface)
684 callback(context, entry);
685 break;
692 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
694 list_remove(&entry->entry);
695 list_add_head(&context->fbo_destroy_list, &entry->entry);
698 void context_resource_released(struct wined3d_device *device,
699 struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
701 if (!device->d3d_initialized) return;
703 switch (type)
705 case WINED3DRTYPE_SURFACE:
706 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
707 context_queue_fbo_entry_destruction);
708 break;
710 default:
711 break;
715 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
717 entry->attached = FALSE;
720 void context_resource_unloaded(struct wined3d_device *device,
721 struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
723 switch (type)
725 case WINED3DRTYPE_SURFACE:
726 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
727 context_detach_fbo_entry);
728 break;
730 default:
731 break;
735 void context_surface_update(struct wined3d_context *context, struct wined3d_surface *surface)
737 const struct wined3d_gl_info *gl_info = context->gl_info;
738 struct fbo_entry *entry = context->current_fbo;
739 unsigned int i;
741 if (!entry || context->rebind_fbo) return;
743 for (i = 0; i < gl_info->limits.buffers; ++i)
745 if (surface == entry->render_targets[i])
747 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
748 context->rebind_fbo = TRUE;
749 return;
753 if (surface == entry->depth_stencil)
755 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
756 context->rebind_fbo = TRUE;
760 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
762 int current = GetPixelFormat(dc);
764 if (current == format) return TRUE;
766 if (!current)
768 if (!SetPixelFormat(dc, format, NULL))
770 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
771 format, dc, GetLastError());
772 return FALSE;
774 return TRUE;
777 /* By default WGL doesn't allow pixel format adjustments but we need it
778 * here. For this reason there's a Wine specific wglSetPixelFormat()
779 * which allows us to set the pixel format multiple times. Only use it
780 * when really needed. */
781 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
783 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
785 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
786 format, dc);
787 return FALSE;
789 return TRUE;
792 /* OpenGL doesn't allow pixel format adjustments. Print an error and
793 * continue using the old format. There's a big chance that the old
794 * format works although with a performance hit and perhaps rendering
795 * errors. */
796 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
797 format, dc, current);
798 return TRUE;
801 static BOOL context_set_gl_context(struct wined3d_context *ctx)
803 struct wined3d_swapchain *swapchain = ctx->swapchain;
805 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
807 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
808 ctx->glCtx, ctx->hdc, GetLastError());
809 ctx->valid = 0;
810 WARN("Trying fallback to the backup window.\n");
812 if (!swapchain->backup_dc)
814 TRACE("Creating the backup window for swapchain %p.\n", swapchain);
815 swapchain->backup_wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
816 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
817 if (!swapchain->backup_wnd)
819 ERR("Failed to create a window.\n");
820 goto fail;
822 swapchain->backup_dc = GetDC(swapchain->backup_wnd);
823 if (!swapchain->backup_dc)
825 ERR("Failed to get a DC.\n");
826 goto fail;
828 if (!context_set_pixel_format(ctx->gl_info, swapchain->backup_dc, ctx->pixel_format))
830 ERR("Failed to set pixel format %d on device context %p.\n",
831 ctx->pixel_format, swapchain->backup_dc);
832 goto fail;
836 if (!pwglMakeCurrent(swapchain->backup_dc, ctx->glCtx))
838 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
839 swapchain->backup_dc, GetLastError());
840 context_set_current(NULL);
841 return FALSE;
844 return TRUE;
846 fail:
847 if (swapchain->backup_dc)
849 ReleaseDC(swapchain->backup_wnd, swapchain->backup_dc);
850 swapchain->backup_dc = NULL;
852 if (swapchain->backup_wnd)
854 DestroyWindow(swapchain->backup_wnd);
855 swapchain->backup_wnd = NULL;
857 context_set_current(NULL);
858 return FALSE;
861 static void context_restore_gl_context(HDC dc, HGLRC gl_ctx)
863 if (!pwglMakeCurrent(dc, gl_ctx))
865 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
866 gl_ctx, dc, GetLastError());
867 context_set_current(NULL);
871 static void context_update_window(struct wined3d_context *context)
873 if (context->win_handle == context->swapchain->win_handle)
874 return;
876 TRACE("Updating context %p window from %p to %p.\n",
877 context, context->win_handle, context->swapchain->win_handle);
879 if (context->valid)
881 /* You'd figure ReleaseDC() would fail if the DC doesn't match the
882 * window. However, that's not what actually happens, and there are
883 * user32 tests that confirm ReleaseDC() with the wrong window is
884 * supposed to succeed. So explicitly check that the DC belongs to
885 * the window, since we want to avoid releasing a DC that belongs to
886 * some other window if the original window was already destroyed. */
887 if (WindowFromDC(context->hdc) != context->win_handle)
889 WARN("DC %p does not belong to window %p.\n",
890 context->hdc, context->win_handle);
892 else if (!ReleaseDC(context->win_handle, context->hdc))
894 ERR("Failed to release device context %p, last error %#x.\n",
895 context->hdc, GetLastError());
898 else context->valid = 1;
900 context->win_handle = context->swapchain->win_handle;
902 if (!(context->hdc = GetDC(context->win_handle)))
904 ERR("Failed to get a device context for window %p.\n", context->win_handle);
905 goto err;
908 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
910 ERR("Failed to set pixel format %d on device context %p.\n",
911 context->pixel_format, context->hdc);
912 goto err;
915 context_set_gl_context(context);
917 return;
919 err:
920 context->valid = 0;
923 /* Do not call while under the GL lock. */
924 static void context_destroy_gl_resources(struct wined3d_context *context)
926 const struct wined3d_gl_info *gl_info = context->gl_info;
927 struct wined3d_occlusion_query *occlusion_query;
928 struct wined3d_event_query *event_query;
929 struct fbo_entry *entry, *entry2;
930 HGLRC restore_ctx;
931 HDC restore_dc;
932 unsigned int i;
934 restore_ctx = pwglGetCurrentContext();
935 restore_dc = pwglGetCurrentDC();
937 context_update_window(context);
938 if (context->valid && restore_ctx != context->glCtx)
939 context_set_gl_context(context);
940 else restore_ctx = NULL;
942 ENTER_GL();
944 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
946 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
947 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
948 occlusion_query->context = NULL;
951 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
953 if (context->valid)
955 if (gl_info->supported[ARB_SYNC])
957 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
959 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
960 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
962 event_query->context = NULL;
965 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
967 if (!context->valid) entry->id = 0;
968 context_destroy_fbo_entry(context, entry);
971 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
973 if (!context->valid) entry->id = 0;
974 context_destroy_fbo_entry(context, entry);
977 if (context->valid)
979 if (context->dst_fbo)
981 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
982 context_destroy_fbo(context, &context->dst_fbo);
984 if (context->dummy_arbfp_prog)
986 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
989 if (gl_info->supported[ARB_OCCLUSION_QUERY])
990 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
992 if (gl_info->supported[ARB_SYNC])
994 for (i = 0; i < context->free_event_query_count; ++i)
996 GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
999 else if (gl_info->supported[APPLE_FENCE])
1001 for (i = 0; i < context->free_event_query_count; ++i)
1003 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
1006 else if (gl_info->supported[NV_FENCE])
1008 for (i = 0; i < context->free_event_query_count; ++i)
1010 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
1014 checkGLcall("context cleanup");
1017 LEAVE_GL();
1019 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
1020 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
1022 if (restore_ctx)
1024 context_restore_gl_context(restore_dc, restore_ctx);
1026 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
1028 ERR("Failed to disable GL context.\n");
1031 ReleaseDC(context->win_handle, context->hdc);
1033 if (!pwglDeleteContext(context->glCtx))
1035 DWORD err = GetLastError();
1036 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
1040 DWORD context_get_tls_idx(void)
1042 return wined3d_context_tls_idx;
1045 void context_set_tls_idx(DWORD idx)
1047 wined3d_context_tls_idx = idx;
1050 struct wined3d_context *context_get_current(void)
1052 return TlsGetValue(wined3d_context_tls_idx);
1055 /* Do not call while under the GL lock. */
1056 BOOL context_set_current(struct wined3d_context *ctx)
1058 struct wined3d_context *old = context_get_current();
1060 if (old == ctx)
1062 TRACE("Already using D3D context %p.\n", ctx);
1063 return TRUE;
1066 if (old)
1068 if (old->destroyed)
1070 TRACE("Switching away from destroyed context %p.\n", old);
1071 context_destroy_gl_resources(old);
1072 HeapFree(GetProcessHeap(), 0, old);
1074 else
1076 old->current = 0;
1080 if (ctx)
1082 if (!ctx->valid)
1084 ERR("Trying to make invalid context %p current\n", ctx);
1085 return FALSE;
1088 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1089 if (!context_set_gl_context(ctx))
1090 return FALSE;
1091 ctx->current = 1;
1093 else if(pwglGetCurrentContext())
1095 TRACE("Clearing current D3D context.\n");
1096 if (!pwglMakeCurrent(NULL, NULL))
1098 DWORD err = GetLastError();
1099 ERR("Failed to clear current GL context, last error %#x.\n", err);
1100 TlsSetValue(wined3d_context_tls_idx, NULL);
1101 return FALSE;
1105 return TlsSetValue(wined3d_context_tls_idx, ctx);
1108 void context_release(struct wined3d_context *context)
1110 TRACE("Releasing context %p, level %u.\n", context, context->level);
1112 if (WARN_ON(d3d))
1114 if (!context->level)
1115 WARN("Context %p is not active.\n", context);
1116 else if (context != context_get_current())
1117 WARN("Context %p is not the current context.\n", context);
1120 if (!--context->level && context->restore_ctx)
1122 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1123 context_restore_gl_context(context->restore_dc, context->restore_ctx);
1124 context->restore_ctx = NULL;
1125 context->restore_dc = NULL;
1129 static void context_enter(struct wined3d_context *context)
1131 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1133 if (!context->level++)
1135 const struct wined3d_context *current_context = context_get_current();
1136 HGLRC current_gl = pwglGetCurrentContext();
1138 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1140 TRACE("Another GL context (%p on device context %p) is already current.\n",
1141 current_gl, pwglGetCurrentDC());
1142 context->restore_ctx = current_gl;
1143 context->restore_dc = pwglGetCurrentDC();
1148 static void context_invalidate_state(struct wined3d_context *context,
1149 DWORD state, const struct StateEntry *state_table)
1151 DWORD rep = state_table[state].representative;
1152 DWORD idx;
1153 BYTE shift;
1155 if (isStateDirty(context, rep)) return;
1157 context->dirtyArray[context->numDirtyEntries++] = rep;
1158 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1159 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1160 context->isStateDirty[idx] |= (1 << shift);
1163 /* This function takes care of WineD3D pixel format selection. */
1164 static int WineD3D_ChoosePixelFormat(struct wined3d_device *device, HDC hdc,
1165 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1166 BOOL auxBuffers, int numSamples, BOOL findCompatible)
1168 int iPixelFormat=0;
1169 unsigned int matchtry;
1170 BYTE redBits, greenBits, blueBits, alphaBits, colorBits;
1171 BYTE depthBits=0, stencilBits=0;
1173 static const struct
1175 BOOL require_aux;
1176 BOOL exact_alpha;
1177 BOOL exact_color;
1179 matches[] =
1181 /* First, try without alpha match buffers. MacOS supports aux buffers only
1182 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1183 * Then try without aux buffers - this is the most common cause for not
1184 * finding a pixel format. Also some drivers(the open source ones)
1185 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1186 * match, then try without an exact alpha and color match.
1188 { TRUE, TRUE, TRUE },
1189 { TRUE, FALSE, TRUE },
1190 { FALSE, TRUE, TRUE },
1191 { FALSE, FALSE, TRUE },
1192 { TRUE, FALSE, FALSE },
1193 { FALSE, FALSE, FALSE },
1196 int i = 0;
1197 int nCfgs = device->adapter->nCfgs;
1199 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1200 debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1201 auxBuffers, numSamples, findCompatible);
1203 if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1205 ERR("Unable to get color bits for format %s (%#x)!\n",
1206 debug_d3dformat(color_format->id), color_format->id);
1207 return 0;
1210 getDepthStencilBits(ds_format, &depthBits, &stencilBits);
1212 for (matchtry = 0; matchtry < (sizeof(matches) / sizeof(*matches)) && !iPixelFormat; ++matchtry)
1214 for (i = 0; i < nCfgs; ++i)
1216 const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1217 BOOL exactDepthMatch = TRUE;
1219 /* For now only accept RGBA formats. Perhaps some day we will
1220 * allow floating point formats for pbuffers. */
1221 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1222 continue;
1224 /* In window mode we need a window drawable format and double buffering. */
1225 if(!(cfg->windowDrawable && cfg->doubleBuffer))
1226 continue;
1228 /* We like to have aux buffers in backbuffer mode */
1229 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1230 continue;
1232 if(matches[matchtry].exact_color) {
1233 if(cfg->redSize != redBits)
1234 continue;
1235 if(cfg->greenSize != greenBits)
1236 continue;
1237 if(cfg->blueSize != blueBits)
1238 continue;
1239 } else {
1240 if(cfg->redSize < redBits)
1241 continue;
1242 if(cfg->greenSize < greenBits)
1243 continue;
1244 if(cfg->blueSize < blueBits)
1245 continue;
1247 if(matches[matchtry].exact_alpha) {
1248 if(cfg->alphaSize != alphaBits)
1249 continue;
1250 } else {
1251 if(cfg->alphaSize < alphaBits)
1252 continue;
1255 /* We try to locate a format which matches our requirements exactly. In case of
1256 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1257 if(cfg->depthSize < depthBits)
1258 continue;
1259 else if(cfg->depthSize > depthBits)
1260 exactDepthMatch = FALSE;
1262 /* In all cases make sure the number of stencil bits matches our requirements
1263 * even when we don't need stencil because it could affect performance EXCEPT
1264 * on cards which don't offer depth formats without stencil like the i915 drivers
1265 * on Linux. */
1266 if (stencilBits != cfg->stencilSize
1267 && !(device->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1268 continue;
1270 /* Check multisampling support */
1271 if(cfg->numSamples != numSamples)
1272 continue;
1274 /* When we have passed all the checks then we have found a format which matches our
1275 * requirements. Note that we only check for a limit number of capabilities right now,
1276 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1277 * can still differ in things like multisampling, stereo, SRGB and other flags.
1280 /* Exit the loop as we have found a format :) */
1281 if(exactDepthMatch) {
1282 iPixelFormat = cfg->iPixelFormat;
1283 break;
1284 } else if(!iPixelFormat) {
1285 /* In the end we might end up with a format which doesn't exactly match our depth
1286 * requirements. Accept the first format we found because formats with higher iPixelFormat
1287 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1288 iPixelFormat = cfg->iPixelFormat;
1293 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1294 if(!iPixelFormat && !findCompatible) {
1295 ERR("Can't find a suitable iPixelFormat\n");
1296 return FALSE;
1297 } else if(!iPixelFormat) {
1298 PIXELFORMATDESCRIPTOR pfd;
1300 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1301 /* PixelFormat selection */
1302 ZeroMemory(&pfd, sizeof(pfd));
1303 pfd.nSize = sizeof(pfd);
1304 pfd.nVersion = 1;
1305 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1306 pfd.iPixelType = PFD_TYPE_RGBA;
1307 pfd.cAlphaBits = alphaBits;
1308 pfd.cColorBits = colorBits;
1309 pfd.cDepthBits = depthBits;
1310 pfd.cStencilBits = stencilBits;
1311 pfd.iLayerType = PFD_MAIN_PLANE;
1313 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1314 if(!iPixelFormat) {
1315 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1316 ERR("Can't find a suitable iPixelFormat\n");
1317 return FALSE;
1321 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1322 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1323 return iPixelFormat;
1326 static inline DWORD generate_rt_mask(GLenum buffer)
1328 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
1329 return buffer ? (1 << 31) | buffer : 0;
1332 static inline DWORD generate_rt_mask_from_surface(struct wined3d_surface *target)
1334 return (1 << 31) | surface_get_gl_buffer(target);
1337 /* Do not call while under the GL lock. */
1338 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1339 struct wined3d_surface *target, const struct wined3d_format *ds_format)
1341 struct wined3d_device *device = swapchain->device;
1342 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1343 const struct wined3d_format *color_format;
1344 struct wined3d_context *ret;
1345 PIXELFORMATDESCRIPTOR pfd;
1346 BOOL auxBuffers = FALSE;
1347 int numSamples = 0;
1348 int pixel_format;
1349 unsigned int s;
1350 int swap_interval;
1351 DWORD state;
1352 HGLRC ctx;
1353 HDC hdc;
1355 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1357 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1358 if (!ret)
1360 ERR("Failed to allocate context memory.\n");
1361 return NULL;
1364 if (!(hdc = GetDC(swapchain->win_handle)))
1366 ERR("Failed to retrieve a device context.\n");
1367 goto out;
1370 color_format = target->resource.format;
1372 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1373 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1374 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1376 auxBuffers = TRUE;
1378 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1379 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1380 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1381 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1384 /* DirectDraw supports 8bit paletted render targets and these are used by
1385 * old games like StarCraft and C&C. Most modern hardware doesn't support
1386 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1387 * conversion (ab)uses the alpha component for storing the palette index.
1388 * For this reason we require a format with 8bit alpha, so request
1389 * A8R8G8B8. */
1390 if (color_format->id == WINED3DFMT_P8_UINT)
1391 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1393 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1394 if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1396 if (!gl_info->supported[ARB_MULTISAMPLE])
1397 WARN("The application is requesting multisampling without support.\n");
1398 else
1400 TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1401 numSamples = swapchain->presentParms.MultiSampleType;
1405 /* Try to find a pixel format which matches our requirements. */
1406 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1407 auxBuffers, numSamples, FALSE /* findCompatible */);
1409 /* Try to locate a compatible format if we weren't able to find anything. */
1410 if (!pixel_format)
1412 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1413 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1414 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1417 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1418 if (!pixel_format)
1420 ERR("Can't find a suitable pixel format.\n");
1421 goto out;
1424 DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1425 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1427 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1428 goto out;
1431 ctx = pwglCreateContext(hdc);
1432 if (device->context_count)
1434 if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1436 DWORD err = GetLastError();
1437 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1438 device->contexts[0]->glCtx, ctx, err);
1442 if(!ctx) {
1443 ERR("Failed to create a WGL context\n");
1444 goto out;
1447 if (!device_context_add(device, ret))
1449 ERR("Failed to add the newly created context to the context list\n");
1450 if (!pwglDeleteContext(ctx))
1452 DWORD err = GetLastError();
1453 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1455 goto out;
1458 ret->gl_info = gl_info;
1460 /* Mark all states dirty to force a proper initialization of the states
1461 * on the first use of the context. */
1462 for (state = 0; state <= STATE_HIGHEST; ++state)
1464 if (device->StateTable[state].representative)
1465 context_invalidate_state(ret, state, device->StateTable);
1468 ret->swapchain = swapchain;
1469 ret->current_rt = target;
1470 ret->tid = GetCurrentThreadId();
1472 ret->render_offscreen = surface_is_offscreen(target);
1473 ret->draw_buffers_mask = generate_rt_mask(GL_BACK);
1474 ret->valid = 1;
1476 ret->glCtx = ctx;
1477 ret->win_handle = swapchain->win_handle;
1478 ret->hdc = hdc;
1479 ret->pixel_format = pixel_format;
1481 if (device->shader_backend->shader_dirtifyable_constants())
1483 /* Create the dirty constants array and initialize them to dirty */
1484 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1485 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1486 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1487 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1488 memset(ret->vshader_const_dirty, 1,
1489 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1490 memset(ret->pshader_const_dirty, 1,
1491 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1494 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1495 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1496 if (!ret->blit_targets) goto out;
1498 ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1499 gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1500 if (!ret->draw_buffers) goto out;
1502 ret->free_occlusion_query_size = 4;
1503 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1504 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1505 if (!ret->free_occlusion_queries) goto out;
1507 list_init(&ret->occlusion_queries);
1509 ret->free_event_query_size = 4;
1510 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1511 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1512 if (!ret->free_event_queries) goto out;
1514 list_init(&ret->event_queries);
1516 TRACE("Successfully created new context %p\n", ret);
1518 list_init(&ret->fbo_list);
1519 list_init(&ret->fbo_destroy_list);
1521 context_enter(ret);
1523 /* Set up the context defaults */
1524 if (!context_set_current(ret))
1526 ERR("Cannot activate context to set up defaults\n");
1527 context_release(ret);
1528 goto out;
1531 switch (swapchain->presentParms.PresentationInterval)
1533 case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1534 swap_interval = 0;
1535 break;
1536 case WINED3DPRESENT_INTERVAL_DEFAULT:
1537 case WINED3DPRESENT_INTERVAL_ONE:
1538 swap_interval = 1;
1539 break;
1540 case WINED3DPRESENT_INTERVAL_TWO:
1541 swap_interval = 2;
1542 break;
1543 case WINED3DPRESENT_INTERVAL_THREE:
1544 swap_interval = 3;
1545 break;
1546 case WINED3DPRESENT_INTERVAL_FOUR:
1547 swap_interval = 4;
1548 break;
1549 default:
1550 FIXME("Unknown presentation interval %08x\n", swapchain->presentParms.PresentationInterval);
1551 swap_interval = 1;
1554 if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1556 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1557 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1558 swap_interval, ret, GetLastError());
1561 ENTER_GL();
1563 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1565 TRACE("Setting up the screen\n");
1566 /* Clear the screen */
1567 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1568 checkGLcall("glClearColor");
1569 glClearIndex(0);
1570 glClearDepth(1);
1571 glClearStencil(0xffff);
1573 checkGLcall("glClear");
1575 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1576 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1578 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1579 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1581 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1582 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1584 glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1585 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1586 glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1587 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1589 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1591 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1592 * and textures in DIB sections(due to the memory protection).
1594 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1595 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1597 if (gl_info->supported[ARB_VERTEX_BLEND])
1599 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1600 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1601 * GL_VERTEX_BLEND_ARB isn't enabled too
1603 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1604 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1606 if (gl_info->supported[NV_TEXTURE_SHADER2])
1608 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1609 * the previous texture where to source the offset from is always unit - 1.
1611 for (s = 1; s < gl_info->limits.textures; ++s)
1613 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1614 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1615 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1618 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1620 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1621 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1622 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1623 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1624 * is ever assigned.
1626 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1627 * program and the dummy program is destroyed when the context is destroyed.
1629 const char *dummy_program =
1630 "!!ARBfp1.0\n"
1631 "MOV result.color, fragment.color.primary;\n"
1632 "END\n";
1633 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1634 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1635 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1638 for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1640 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1641 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1642 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1645 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1647 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1649 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1651 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1653 device->frag_pipe->enable_extension(TRUE);
1655 LEAVE_GL();
1657 TRACE("Created context %p.\n", ret);
1659 return ret;
1661 out:
1662 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1663 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1664 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1665 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1666 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1667 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1668 HeapFree(GetProcessHeap(), 0, ret);
1669 return NULL;
1672 /* Do not call while under the GL lock. */
1673 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
1675 BOOL destroy;
1677 TRACE("Destroying ctx %p\n", context);
1679 if (context->tid == GetCurrentThreadId() || !context->current)
1681 context_destroy_gl_resources(context);
1682 TlsSetValue(wined3d_context_tls_idx, NULL);
1683 destroy = TRUE;
1685 else
1687 context->destroyed = 1;
1688 destroy = FALSE;
1691 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1692 HeapFree(GetProcessHeap(), 0, context->blit_targets);
1693 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1694 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1695 device_context_remove(device, context);
1696 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1699 /* GL locking is done by the caller */
1700 static inline void set_blit_dimension(UINT width, UINT height) {
1701 glMatrixMode(GL_PROJECTION);
1702 checkGLcall("glMatrixMode(GL_PROJECTION)");
1703 glLoadIdentity();
1704 checkGLcall("glLoadIdentity()");
1705 glOrtho(0, width, 0, height, 0.0, -1.0);
1706 checkGLcall("glOrtho");
1707 glViewport(0, 0, width, height);
1708 checkGLcall("glViewport");
1711 /*****************************************************************************
1712 * SetupForBlit
1714 * Sets up a context for DirectDraw blitting.
1715 * All texture units are disabled, texture unit 0 is set as current unit
1716 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1717 * color writing enabled for all channels
1718 * register combiners disabled, shaders disabled
1719 * world matrix is set to identity, texture matrix 0 too
1720 * projection matrix is setup for drawing screen coordinates
1722 * Params:
1723 * This: Device to activate the context for
1724 * context: Context to setup
1726 *****************************************************************************/
1727 /* Context activation is done by the caller. */
1728 static void SetupForBlit(struct wined3d_device *device, struct wined3d_context *context)
1730 int i;
1731 const struct StateEntry *StateTable = device->StateTable;
1732 const struct wined3d_gl_info *gl_info = context->gl_info;
1733 UINT width = context->current_rt->resource.width;
1734 UINT height = context->current_rt->resource.height;
1735 DWORD sampler;
1737 TRACE("Setting up context %p for blitting\n", context);
1738 if(context->last_was_blit) {
1739 if(context->blit_w != width || context->blit_h != height) {
1740 ENTER_GL();
1741 set_blit_dimension(width, height);
1742 LEAVE_GL();
1743 context->blit_w = width; context->blit_h = height;
1744 /* No need to dirtify here, the states are still dirtified because they weren't
1745 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1746 * be set
1749 TRACE("Context is already set up for blitting, nothing to do\n");
1750 return;
1752 context->last_was_blit = TRUE;
1754 /* TODO: Use a display list */
1756 /* Disable shaders */
1757 ENTER_GL();
1758 device->shader_backend->shader_select(context, FALSE, FALSE);
1759 LEAVE_GL();
1761 context_invalidate_state(context, STATE_VSHADER, StateTable);
1762 context_invalidate_state(context, STATE_PIXELSHADER, StateTable);
1764 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1765 * helper functions in between gl calls. This function is full of context_invalidate_state
1766 * which can safely be called from here, we only lock once instead locking/unlocking
1767 * after each GL call.
1769 ENTER_GL();
1771 /* Disable all textures. The caller can then bind a texture it wants to blit
1772 * from
1774 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1775 * function texture unit. No need to care for higher samplers
1777 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1779 sampler = device->rev_tex_unit_map[i];
1780 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1781 checkGLcall("glActiveTextureARB");
1783 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1785 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1786 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1788 glDisable(GL_TEXTURE_3D);
1789 checkGLcall("glDisable GL_TEXTURE_3D");
1790 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1792 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1793 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1795 glDisable(GL_TEXTURE_2D);
1796 checkGLcall("glDisable GL_TEXTURE_2D");
1798 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1799 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1801 if (sampler != WINED3D_UNMAPPED_STAGE)
1803 if (sampler < MAX_TEXTURES)
1804 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1805 context_invalidate_state(context, STATE_SAMPLER(sampler), StateTable);
1808 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1809 checkGLcall("glActiveTextureARB");
1811 sampler = device->rev_tex_unit_map[0];
1813 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1815 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1816 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1818 glDisable(GL_TEXTURE_3D);
1819 checkGLcall("glDisable GL_TEXTURE_3D");
1820 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1822 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1823 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1825 glDisable(GL_TEXTURE_2D);
1826 checkGLcall("glDisable GL_TEXTURE_2D");
1828 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1830 glMatrixMode(GL_TEXTURE);
1831 checkGLcall("glMatrixMode(GL_TEXTURE)");
1832 glLoadIdentity();
1833 checkGLcall("glLoadIdentity()");
1835 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1837 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1838 GL_TEXTURE_LOD_BIAS_EXT,
1839 0.0f);
1840 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1843 if (sampler != WINED3D_UNMAPPED_STAGE)
1845 if (sampler < MAX_TEXTURES)
1847 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1848 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1850 context_invalidate_state(context, STATE_SAMPLER(sampler), StateTable);
1853 /* Other misc states */
1854 glDisable(GL_ALPHA_TEST);
1855 checkGLcall("glDisable(GL_ALPHA_TEST)");
1856 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1857 glDisable(GL_LIGHTING);
1858 checkGLcall("glDisable GL_LIGHTING");
1859 context_invalidate_state(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1860 glDisable(GL_DEPTH_TEST);
1861 checkGLcall("glDisable GL_DEPTH_TEST");
1862 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1863 glDisableWINE(GL_FOG);
1864 checkGLcall("glDisable GL_FOG");
1865 context_invalidate_state(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1866 glDisable(GL_BLEND);
1867 checkGLcall("glDisable GL_BLEND");
1868 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1869 glDisable(GL_CULL_FACE);
1870 checkGLcall("glDisable GL_CULL_FACE");
1871 context_invalidate_state(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1872 glDisable(GL_STENCIL_TEST);
1873 checkGLcall("glDisable GL_STENCIL_TEST");
1874 context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1875 glDisable(GL_SCISSOR_TEST);
1876 checkGLcall("glDisable GL_SCISSOR_TEST");
1877 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1878 if (gl_info->supported[ARB_POINT_SPRITE])
1880 glDisable(GL_POINT_SPRITE_ARB);
1881 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1882 context_invalidate_state(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1884 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1885 checkGLcall("glColorMask");
1886 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1887 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
1888 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
1889 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
1890 if (gl_info->supported[EXT_SECONDARY_COLOR])
1892 glDisable(GL_COLOR_SUM_EXT);
1893 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1894 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1897 /* Setup transforms */
1898 glMatrixMode(GL_MODELVIEW);
1899 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1900 glLoadIdentity();
1901 checkGLcall("glLoadIdentity()");
1902 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1904 context->last_was_rhw = TRUE;
1905 context_invalidate_state(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1907 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1908 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1909 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1910 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1911 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1912 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1913 context_invalidate_state(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1915 set_blit_dimension(width, height);
1916 device->frag_pipe->enable_extension(FALSE);
1918 LEAVE_GL();
1920 context->blit_w = width; context->blit_h = height;
1921 context_invalidate_state(context, STATE_VIEWPORT, StateTable);
1922 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1925 /* Do not call while under the GL lock. */
1926 static struct wined3d_context *FindContext(struct wined3d_device *device, struct wined3d_surface *target)
1928 struct wined3d_context *current_context = context_get_current();
1929 struct wined3d_context *context;
1931 if (current_context && current_context->destroyed) current_context = NULL;
1933 if (!target)
1935 if (current_context
1936 && current_context->current_rt
1937 && current_context->swapchain->device == device)
1939 target = current_context->current_rt;
1941 else
1943 struct wined3d_swapchain *swapchain = device->swapchains[0];
1944 if (swapchain->back_buffers) target = swapchain->back_buffers[0];
1945 else target = swapchain->front_buffer;
1949 if (current_context && current_context->current_rt == target)
1951 context_update_window(current_context);
1952 return current_context;
1955 if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1957 TRACE("Rendering onscreen\n");
1959 context = swapchain_get_context(target->container.u.swapchain);
1961 else
1963 TRACE("Rendering offscreen\n");
1965 /* Stay with the current context if possible. Otherwise use the
1966 * context for the primary swapchain. */
1967 if (current_context && current_context->swapchain->device == device)
1968 context = current_context;
1969 else
1970 context = swapchain_get_context(device->swapchains[0]);
1973 context_update_window(context);
1975 return context;
1978 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
1980 return rt_mask & (1 << 31);
1983 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
1985 return rt_mask & ~(1 << 31);
1988 /* Context activation and GL locking are done by the caller. */
1989 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask, struct wined3d_surface **rts)
1991 if (!rt_mask)
1993 glDrawBuffer(GL_NONE);
1994 checkGLcall("glDrawBuffer()");
1996 else if (is_rt_mask_onscreen(rt_mask))
1998 glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
1999 checkGLcall("glDrawBuffer()");
2001 else
2003 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2005 const struct wined3d_gl_info *gl_info = context->gl_info;
2006 unsigned int i = 0;
2008 while (rt_mask)
2010 if ((rt_mask & 1) && rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2011 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2012 else
2013 context->draw_buffers[i] = GL_NONE;
2015 rt_mask >>= 1;
2016 ++i;
2019 if (gl_info->supported[ARB_DRAW_BUFFERS])
2021 GL_EXTCALL(glDrawBuffersARB(i, context->draw_buffers));
2022 checkGLcall("glDrawBuffers()");
2024 else
2026 glDrawBuffer(context->draw_buffers[0]);
2027 checkGLcall("glDrawBuffer()");
2030 else
2032 glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
2033 checkGLcall("glDrawBuffer()");
2038 /* GL locking is done by the caller. */
2039 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
2041 glDrawBuffer(buffer);
2042 checkGLcall("glDrawBuffer()");
2043 context->draw_buffers_mask = generate_rt_mask(buffer);
2046 static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
2047 BOOL offscreen)
2049 if (context->render_offscreen == offscreen) return;
2051 context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN, StateTable);
2052 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
2053 context_invalidate_state(context, STATE_VIEWPORT, StateTable);
2054 context_invalidate_state(context, STATE_SCISSORRECT, StateTable);
2055 context_invalidate_state(context, STATE_FRONTFACE, StateTable);
2056 context->render_offscreen = offscreen;
2059 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
2060 const struct wined3d_format *required)
2062 BYTE existing_depth, existing_stencil, required_depth, required_stencil;
2064 if (existing == required) return TRUE;
2065 if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
2067 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
2068 getDepthStencilBits(required, &required_depth, &required_stencil);
2070 if(existing_depth < required_depth) return FALSE;
2071 /* If stencil bits are used the exact amount is required - otherwise wrapping
2072 * won't work correctly */
2073 if(required_stencil && required_stencil != existing_stencil) return FALSE;
2074 return TRUE;
2077 /* The caller provides a context */
2078 static void context_validate_onscreen_formats(struct wined3d_device *device,
2079 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
2081 /* Onscreen surfaces are always in a swapchain */
2082 struct wined3d_swapchain *swapchain = context->current_rt->container.u.swapchain;
2084 if (context->render_offscreen || !depth_stencil) return;
2085 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
2087 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2088 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2089 * format. */
2090 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2092 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2093 surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
2094 swapchain->render_to_fbo = TRUE;
2095 context_set_render_offscreen(context, device->StateTable, TRUE);
2098 /* Context activation is done by the caller. */
2099 void context_apply_blit_state(struct wined3d_context *context, struct wined3d_device *device)
2101 DWORD rt_mask;
2103 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2105 context_validate_onscreen_formats(device, context, NULL);
2107 if (context->render_offscreen)
2109 surface_internal_preload(context->current_rt, SRGB_RGB);
2111 ENTER_GL();
2112 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->current_rt, NULL, SFLAG_INTEXTURE);
2113 LEAVE_GL();
2114 rt_mask = 1;
2116 else
2118 ENTER_GL();
2119 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2120 LEAVE_GL();
2121 rt_mask = generate_rt_mask_from_surface(context->current_rt);
2124 else
2126 rt_mask = generate_rt_mask_from_surface(context->current_rt);
2129 ENTER_GL();
2130 if (rt_mask != context->draw_buffers_mask)
2132 context_apply_draw_buffers(context, 1, &context->current_rt);
2133 context->draw_buffers_mask = rt_mask;
2136 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2138 context_check_fbo_status(context, GL_FRAMEBUFFER);
2140 LEAVE_GL();
2142 SetupForBlit(device, context);
2145 static BOOL context_validate_rt_config(UINT rt_count,
2146 struct wined3d_surface **rts, struct wined3d_surface *ds)
2148 unsigned int i;
2150 if (ds) return TRUE;
2152 for (i = 0; i < rt_count; ++i)
2154 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2155 return TRUE;
2158 WARN("Invalid render target config, need at least one attachment.\n");
2159 return FALSE;
2162 /* Context activation is done by the caller. */
2163 BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_device *device,
2164 UINT rt_count, struct wined3d_surface **rts, struct wined3d_surface *depth_stencil)
2166 const struct StateEntry *state_table = device->StateTable;
2167 DWORD rt_mask = 0;
2168 UINT i;
2170 if (!context_validate_rt_config(rt_count, rts, depth_stencil))
2171 return FALSE;
2174 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2176 context_validate_onscreen_formats(device, context, depth_stencil);
2178 ENTER_GL();
2180 if (!rt_count || surface_is_offscreen(rts[0]))
2182 for (i = 0; i < rt_count; ++i)
2184 context->blit_targets[i] = rts[i];
2185 rt_mask |= (1 << i);
2187 while (i < context->gl_info->limits.buffers)
2189 context->blit_targets[i] = NULL;
2190 ++i;
2192 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, depth_stencil, SFLAG_INTEXTURE);
2193 glReadBuffer(GL_NONE);
2194 checkGLcall("glReadBuffer");
2196 else
2198 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2199 rt_mask = generate_rt_mask_from_surface(rts[0]);
2202 LEAVE_GL();
2204 else
2206 rt_mask = generate_rt_mask_from_surface(rts[0]);
2209 ENTER_GL();
2210 if (rt_mask != context->draw_buffers_mask)
2212 context_apply_draw_buffers(context, rt_mask, rts);
2213 context->draw_buffers_mask = rt_mask;
2216 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2218 context_check_fbo_status(context, GL_FRAMEBUFFER);
2221 if (context->last_was_blit)
2223 device->frag_pipe->enable_extension(TRUE);
2226 /* Blending and clearing should be orthogonal, but tests on the nvidia
2227 * driver show that disabling blending when clearing improves the clearing
2228 * performance incredibly. */
2229 glDisable(GL_BLEND);
2230 glEnable(GL_SCISSOR_TEST);
2231 checkGLcall("glEnable GL_SCISSOR_TEST");
2232 LEAVE_GL();
2234 context->last_was_blit = FALSE;
2235 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2236 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2237 context_invalidate_state(context, STATE_SCISSORRECT, state_table);
2239 return TRUE;
2242 /* Context activation is done by the caller. */
2243 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device)
2245 const struct StateEntry *state_table = device->StateTable;
2246 const struct wined3d_fb_state *fb = &device->fb;
2247 unsigned int i;
2248 DWORD rt_mask;
2250 if (!context_validate_rt_config(context->gl_info->limits.buffers,
2251 fb->render_targets, fb->depth_stencil))
2252 return FALSE;
2254 /* Preload resources before FBO setup. Texture preload in particular may
2255 * result in changes to the current FBO, due to using e.g. FBO blits for
2256 * updating a resource location. */
2257 device_update_tex_unit_map(device);
2258 device_preload_textures(device);
2259 if (isStateDirty(context, STATE_VDECL))
2260 device_update_stream_info(device, context->gl_info);
2262 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2264 context_validate_onscreen_formats(device, context, fb->depth_stencil);
2266 if (!context->render_offscreen)
2268 ENTER_GL();
2269 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2270 LEAVE_GL();
2271 rt_mask = generate_rt_mask_from_surface(fb->render_targets[0]);
2273 else
2275 const struct wined3d_shader *ps = device->stateBlock->state.pixel_shader;
2277 ENTER_GL();
2278 context_apply_fbo_state(context, GL_FRAMEBUFFER, fb->render_targets, fb->depth_stencil, SFLAG_INTEXTURE);
2279 glReadBuffer(GL_NONE);
2280 checkGLcall("glReadBuffer");
2281 LEAVE_GL();
2282 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
2283 rt_mask &= device->valid_rt_mask;
2286 else
2288 rt_mask = generate_rt_mask_from_surface(fb->render_targets[0]);
2291 ENTER_GL();
2292 if (context->draw_buffers_mask != rt_mask)
2294 context_apply_draw_buffers(context, rt_mask, fb->render_targets);
2295 context->draw_buffers_mask = rt_mask;
2298 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2300 context_check_fbo_status(context, GL_FRAMEBUFFER);
2303 if (context->last_was_blit)
2305 device->frag_pipe->enable_extension(TRUE);
2308 for (i = 0; i < context->numDirtyEntries; ++i)
2310 DWORD rep = context->dirtyArray[i];
2311 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2312 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2313 context->isStateDirty[idx] &= ~(1 << shift);
2314 state_table[rep].apply(rep, device->stateBlock, context);
2316 LEAVE_GL();
2317 context->numDirtyEntries = 0; /* This makes the whole list clean */
2318 context->last_was_blit = FALSE;
2320 return TRUE;
2323 static void context_setup_target(struct wined3d_device *device,
2324 struct wined3d_context *context, struct wined3d_surface *target)
2326 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2327 const struct StateEntry *StateTable = device->StateTable;
2329 if (!target) return;
2330 render_offscreen = surface_is_offscreen(target);
2331 if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2333 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2334 * the alpha blend state changes with different render target formats. */
2335 if (!context->current_rt)
2337 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2339 else
2341 const struct wined3d_format *old = context->current_rt->resource.format;
2342 const struct wined3d_format *new = target->resource.format;
2344 if (old->id != new->id)
2346 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2347 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2348 || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2349 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2351 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2352 if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
2353 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), StateTable);
2356 /* When switching away from an offscreen render target, and we're not
2357 * using FBOs, we have to read the drawable into the texture. This is
2358 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2359 * are some things that need care though. PreLoad needs a GL context,
2360 * and FindContext is called before the context is activated. It also
2361 * has to be called with the old rendertarget active, otherwise a
2362 * wrong drawable is read. */
2363 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2364 && old_render_offscreen && context->current_rt != target)
2366 /* Read the back buffer of the old drawable into the destination texture. */
2367 if (context->current_rt->texture_name_srgb)
2368 surface_internal_preload(context->current_rt, SRGB_SRGB);
2369 surface_internal_preload(context->current_rt, SRGB_RGB);
2370 surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2374 context->current_rt = target;
2375 context_set_render_offscreen(context, StateTable, render_offscreen);
2378 /* Do not call while under the GL lock. */
2379 struct wined3d_context *context_acquire(struct wined3d_device *device, struct wined3d_surface *target)
2381 struct wined3d_context *current_context = context_get_current();
2382 struct wined3d_context *context;
2384 TRACE("device %p, target %p.\n", device, target);
2386 context = FindContext(device, target);
2387 context_setup_target(device, context, target);
2388 context_enter(context);
2389 if (!context->valid) return context;
2391 if (context != current_context)
2393 if (!context_set_current(context))
2395 ERR("Failed to activate the new context.\n");
2397 else
2399 ENTER_GL();
2400 device->frag_pipe->enable_extension(!context->last_was_blit);
2401 LEAVE_GL();
2404 if (context->vshader_const_dirty)
2406 memset(context->vshader_const_dirty, 1,
2407 sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2408 device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2410 if (context->pshader_const_dirty)
2412 memset(context->pshader_const_dirty, 1,
2413 sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2414 device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2417 else if (context->restore_ctx)
2419 context_set_gl_context(context);
2422 return context;