2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
31 static DWORD wined3d_context_tls_idx
;
33 /* FBO helper functions */
35 /* GL locking is done by the caller */
36 void context_bind_fbo(struct wined3d_context
*context
, GLenum target
, GLuint
*fbo
)
38 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
49 gl_info
->fbo_ops
.glGenFramebuffers(1, fbo
);
50 checkGLcall("glGenFramebuffers()");
51 TRACE("Created FBO %u.\n", *fbo
);
58 case GL_READ_FRAMEBUFFER
:
59 if (context
->fbo_read_binding
== f
) return;
60 context
->fbo_read_binding
= f
;
63 case GL_DRAW_FRAMEBUFFER
:
64 if (context
->fbo_draw_binding
== f
) return;
65 context
->fbo_draw_binding
= f
;
69 if (context
->fbo_read_binding
== f
70 && context
->fbo_draw_binding
== f
) return;
71 context
->fbo_read_binding
= f
;
72 context
->fbo_draw_binding
= f
;
76 FIXME("Unhandled target %#x.\n", target
);
80 gl_info
->fbo_ops
.glBindFramebuffer(target
, f
);
81 checkGLcall("glBindFramebuffer()");
84 /* GL locking is done by the caller */
85 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
89 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
91 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
97 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
98 checkGLcall("glFramebufferTexture2D()");
101 /* GL locking is done by the caller */
102 static void context_destroy_fbo(struct wined3d_context
*context
, GLuint
*fbo
)
104 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
106 context_bind_fbo(context
, GL_FRAMEBUFFER
, fbo
);
107 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
108 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
110 gl_info
->fbo_ops
.glDeleteFramebuffers(1, fbo
);
111 checkGLcall("glDeleteFramebuffers()");
114 /* GL locking is done by the caller */
115 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
;
129 case SFLAG_INTEXTURE
:
130 case SFLAG_INSRGBTEX
:
131 gl_tex
= wined3d_texture_get_gl_texture(texture
,
132 context
->gl_info
, location
== SFLAG_INSRGBTEX
);
136 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
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
;
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
);
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
);
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()");
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()");
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
)
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
);
289 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
292 checkGLcall("glFramebufferTexture2D()");
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
;
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");
316 struct wined3d_surface
*attachment
;
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");
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
];
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
;
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
;
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
)
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
);
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
;
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
);
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
;
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
;
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
;
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
);
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
);
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
];
537 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
540 GL_EXTCALL(glGenQueriesARB(1, &query
->id
));
541 checkGLcall("glGenQueriesARB");
544 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
548 WARN("Occlusion queries not supported, not allocating query id.\n");
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
));
572 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
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
];
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
])
603 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
604 checkGLcall("glGenFencesAPPLE");
607 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
609 else if(gl_info
->supported
[NV_FENCE
])
612 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
613 checkGLcall("glGenFencesNV");
616 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
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
));
644 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
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
)
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
)
674 if (entry
->depth_stencil
== surface
)
676 callback(context
, entry
);
680 for (j
= 0; j
< gl_info
->limits
.buffers
; ++j
)
682 if (entry
->render_targets
[j
] == surface
)
684 callback(context
, entry
);
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;
705 case WINED3DRTYPE_SURFACE
:
706 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
707 context_queue_fbo_entry_destruction
);
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
)
725 case WINED3DRTYPE_SURFACE
:
726 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
727 context_detach_fbo_entry
);
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
;
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
;
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
;
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());
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",
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
796 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
797 format
, dc
, current
);
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());
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");
822 swapchain
->backup_dc
= GetDC(swapchain
->backup_wnd
);
823 if (!swapchain
->backup_dc
)
825 ERR("Failed to get a DC.\n");
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
);
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
);
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
);
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
)
876 TRACE("Updating context %p window from %p to %p.\n",
877 context
, context
->win_handle
, context
->swapchain
->win_handle
);
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
);
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
);
915 context_set_gl_context(context
);
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
;
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
;
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
)
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
);
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");
1019 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
1020 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
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();
1062 TRACE("Already using D3D context %p.\n", ctx
);
1070 TRACE("Switching away from destroyed context %p.\n", old
);
1071 context_destroy_gl_resources(old
);
1072 HeapFree(GetProcessHeap(), 0, old
);
1084 ERR("Trying to make invalid context %p current\n", ctx
);
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
))
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
);
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
);
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
;
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
)
1169 unsigned int matchtry
;
1170 BYTE redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
1171 BYTE depthBits
=0, stencilBits
=0;
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
},
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
);
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
)
1224 /* In window mode we need a window drawable format and double buffering. */
1225 if(!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1228 /* We like to have aux buffers in backbuffer mode */
1229 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
1232 if(matches
[matchtry
].exact_color
) {
1233 if(cfg
->redSize
!= redBits
)
1235 if(cfg
->greenSize
!= greenBits
)
1237 if(cfg
->blueSize
!= blueBits
)
1240 if(cfg
->redSize
< redBits
)
1242 if(cfg
->greenSize
< greenBits
)
1244 if(cfg
->blueSize
< blueBits
)
1247 if(matches
[matchtry
].exact_alpha
) {
1248 if(cfg
->alphaSize
!= alphaBits
)
1251 if(cfg
->alphaSize
< alphaBits
)
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
)
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
1266 if (stencilBits
!= cfg
->stencilSize
1267 && !(device
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
1270 /* Check multisampling support */
1271 if(cfg
->numSamples
!= numSamples
)
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
;
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");
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
);
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
);
1315 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1316 ERR("Can't find a suitable iPixelFormat\n");
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
;
1355 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1357 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1360 ERR("Failed to allocate context memory.\n");
1364 if (!(hdc
= GetDC(swapchain
->win_handle
)))
1366 ERR("Failed to retrieve a device context.\n");
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
)
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
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");
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. */
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 */
1420 ERR("Can't find a suitable pixel format.\n");
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
);
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
);
1443 ERR("Failed to create a WGL context\n");
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
);
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
);
1477 ret
->win_handle
= swapchain
->win_handle
;
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
);
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
);
1531 switch (swapchain
->presentParms
.PresentationInterval
)
1533 case WINED3DPRESENT_INTERVAL_IMMEDIATE
:
1536 case WINED3DPRESENT_INTERVAL_DEFAULT
:
1537 case WINED3DPRESENT_INTERVAL_ONE
:
1540 case WINED3DPRESENT_INTERVAL_TWO
:
1543 case WINED3DPRESENT_INTERVAL_THREE
:
1546 case WINED3DPRESENT_INTERVAL_FOUR
:
1550 FIXME("Unknown presentation interval %08x\n", swapchain
->presentParms
.PresentationInterval
);
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());
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");
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
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
=
1631 "MOV result.color, fragment.color.primary;\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
);
1657 TRACE("Created context %p.\n", ret
);
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
);
1672 /* Do not call while under the GL lock. */
1673 void context_destroy(struct wined3d_device
*device
, struct wined3d_context
*context
)
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
);
1687 context
->destroyed
= 1;
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)");
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 /*****************************************************************************
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
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
)
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
;
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
) {
1741 set_blit_dimension(width
, height
);
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
1749 TRACE("Context is already set up for blitting, nothing to do\n");
1752 context
->last_was_blit
= TRUE
;
1754 /* TODO: Use a display list */
1756 /* Disable shaders */
1758 device
->shader_backend
->shader_select(context
, FALSE
, FALSE
);
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.
1771 /* Disable all textures. The caller can then bind a texture it wants to blit
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)");
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
,
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)");
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
);
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
;
1936 && current_context
->current_rt
1937 && current_context
->swapchain
->device
== device
)
1939 target
= current_context
->current_rt
;
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
);
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
;
1970 context
= swapchain_get_context(device
->swapchains
[0]);
1973 context_update_window(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
)
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()");
2003 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2005 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2010 if ((rt_mask
& 1) && rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
2011 context
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
2013 context
->draw_buffers
[i
] = GL_NONE
;
2019 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
2021 GL_EXTCALL(glDrawBuffersARB(i
, context
->draw_buffers
));
2022 checkGLcall("glDrawBuffers()");
2026 glDrawBuffer(context
->draw_buffers
[0]);
2027 checkGLcall("glDrawBuffer()");
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
,
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
;
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
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
)
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
);
2112 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, context
->current_rt
, NULL
, SFLAG_INTEXTURE
);
2119 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
2121 rt_mask
= generate_rt_mask_from_surface(context
->current_rt
);
2126 rt_mask
= generate_rt_mask_from_surface(context
->current_rt
);
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
);
2142 SetupForBlit(device
, context
);
2145 static BOOL
context_validate_rt_config(UINT rt_count
,
2146 struct wined3d_surface
**rts
, struct wined3d_surface
*ds
)
2150 if (ds
) return TRUE
;
2152 for (i
= 0; i
< rt_count
; ++i
)
2154 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
2158 WARN("Invalid render target config, need at least one attachment.\n");
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
;
2170 if (!context_validate_rt_config(rt_count
, rts
, depth_stencil
))
2174 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2176 context_validate_onscreen_formats(device
, context
, depth_stencil
);
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
;
2192 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
, depth_stencil
, SFLAG_INTEXTURE
);
2193 glReadBuffer(GL_NONE
);
2194 checkGLcall("glReadBuffer");
2198 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2199 rt_mask
= generate_rt_mask_from_surface(rts
[0]);
2206 rt_mask
= generate_rt_mask_from_surface(rts
[0]);
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");
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
);
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
;
2250 if (!context_validate_rt_config(context
->gl_info
->limits
.buffers
,
2251 fb
->render_targets
, fb
->depth_stencil
))
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
)
2269 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2271 rt_mask
= generate_rt_mask_from_surface(fb
->render_targets
[0]);
2275 const struct wined3d_shader
*ps
= device
->stateBlock
->state
.pixel_shader
;
2278 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, fb
->render_targets
, fb
->depth_stencil
, SFLAG_INTEXTURE
);
2279 glReadBuffer(GL_NONE
);
2280 checkGLcall("glReadBuffer");
2282 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
2283 rt_mask
&= device
->valid_rt_mask
;
2288 rt_mask
= generate_rt_mask_from_surface(fb
->render_targets
[0]);
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
);
2317 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
2318 context
->last_was_blit
= FALSE
;
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
);
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");
2400 device
->frag_pipe
->enable_extension(!context
->last_was_blit
);
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
);