wined3d: Make the state table a property of the shader backend.
[wine/multimedia.git] / dlls / wined3d / context.c
blobad31a488866e3abf1453339f89c000c56beca538
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007 Stefan Dösinger for CodeWeavers
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 #include "config.h"
22 #include <stdio.h>
23 #ifdef HAVE_FLOAT_H
24 # include <float.h>
25 #endif
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 /*****************************************************************************
33 * Context_MarkStateDirty
35 * Marks a state in a context dirty. Only one context, opposed to
36 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
37 * contexts
39 * Params:
40 * context: Context to mark the state dirty in
41 * state: State to mark dirty
42 * StateTable: Pointer to the state table in use(for state grouping)
44 *****************************************************************************/
45 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) {
46 DWORD rep = StateTable[state].representative;
47 DWORD idx;
48 BYTE shift;
50 if(!rep || isStateDirty(context, rep)) return;
52 context->dirtyArray[context->numDirtyEntries++] = rep;
53 idx = rep >> 5;
54 shift = rep & 0x1f;
55 context->isStateDirty[idx] |= (1 << shift);
58 /*****************************************************************************
59 * AddContextToArray
61 * Adds a context to the context array. Helper function for CreateContext
63 * This method is not called in performance-critical code paths, only when a
64 * new render target or swapchain is created. Thus performance is not an issue
65 * here.
67 * Params:
68 * This: Device to add the context for
69 * hdc: device context
70 * glCtx: WGL context to add
71 * pbuffer: optional pbuffer used with this context
73 *****************************************************************************/
74 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
75 WineD3DContext **oldArray = This->contexts;
76 DWORD state;
78 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
79 if(This->contexts == NULL) {
80 ERR("Unable to grow the context array\n");
81 This->contexts = oldArray;
82 return NULL;
84 if(oldArray) {
85 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
88 This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
89 if(This->contexts[This->numContexts] == NULL) {
90 ERR("Unable to allocate a new context\n");
91 HeapFree(GetProcessHeap(), 0, This->contexts);
92 This->contexts = oldArray;
93 return NULL;
96 This->contexts[This->numContexts]->hdc = hdc;
97 This->contexts[This->numContexts]->glCtx = glCtx;
98 This->contexts[This->numContexts]->pbuffer = pbuffer;
99 This->contexts[This->numContexts]->win_handle = win_handle;
100 HeapFree(GetProcessHeap(), 0, oldArray);
102 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
104 for(state = 0; state <= STATE_HIGHEST; state++) {
105 Context_MarkStateDirty(This->contexts[This->numContexts], state, This->shader_backend->StateTable);
108 This->numContexts++;
109 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
110 return This->contexts[This->numContexts - 1];
113 /*****************************************************************************
114 * CreateContext
116 * Creates a new context for a window, or a pbuffer context.
118 * * Params:
119 * This: Device to activate the context for
120 * target: Surface this context will render to
121 * win_handle: handle to the window which we are drawing to
122 * create_pbuffer: tells whether to create a pbuffer or not
123 * pPresentParameters: contains the pixelformats to use for onscreen rendering
125 *****************************************************************************/
126 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
127 HDC oldDrawable, hdc;
128 HPBUFFERARB pbuffer = NULL;
129 HGLRC ctx = NULL, oldCtx;
130 WineD3DContext *ret = NULL;
131 int s;
133 TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
135 #define PUSH1(att) attribs[nAttribs++] = (att);
136 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
137 if(create_pbuffer) {
138 HDC hdc_parent = GetDC(win_handle);
139 int iPixelFormat = 0;
140 short redBits, greenBits, blueBits, alphaBits, colorBits;
141 short depthBits, stencilBits;
143 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
144 WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
146 int attribs[256];
147 int nAttribs = 0;
148 unsigned int nFormats;
150 /* Retrieve the specifications for the pixelformat from the backbuffer / stencilbuffer */
151 getColorBits(target->resource.format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits);
152 getDepthStencilBits(StencilBufferFormat, &depthBits, &stencilBits);
153 PUSH2(WGL_DRAW_TO_PBUFFER_ARB, 1); /* We need pbuffer support; doublebuffering isn't needed */
154 PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
155 PUSH2(WGL_COLOR_BITS_ARB, colorBits);
156 PUSH2(WGL_RED_BITS_ARB, redBits);
157 PUSH2(WGL_GREEN_BITS_ARB, greenBits);
158 PUSH2(WGL_BLUE_BITS_ARB, blueBits);
159 PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
160 PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
161 PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
162 PUSH1(0); /* end the list */
164 /* Try to find a pixelformat that matches exactly. If that fails let ChoosePixelFormat try to find a close match */
165 if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc_parent, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
167 PIXELFORMATDESCRIPTOR pfd;
169 TRACE("Falling back to ChoosePixelFormat as wglChoosePixelFormatARB failed\n");
171 ZeroMemory(&pfd, sizeof(pfd));
172 pfd.nSize = sizeof(pfd);
173 pfd.nVersion = 1;
174 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER_DONTCARE | PFD_DRAW_TO_WINDOW;
175 pfd.iPixelType = PFD_TYPE_RGBA;
176 pfd.cColorBits = colorBits;
177 pfd.cDepthBits = depthBits;
178 pfd.cStencilBits = stencilBits;
179 pfd.iLayerType = PFD_MAIN_PLANE;
181 iPixelFormat = ChoosePixelFormat(hdc_parent, &pfd);
182 if(!iPixelFormat) {
183 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
184 ERR("Can't find a suitable iPixelFormat for the pbuffer\n");
188 TRACE("Creating a pBuffer drawable for the new context\n");
189 pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
190 if(!pbuffer) {
191 ERR("Cannot create a pbuffer\n");
192 ReleaseDC(win_handle, hdc_parent);
193 goto out;
196 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
197 hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
198 if(!hdc) {
199 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
200 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
201 ReleaseDC(win_handle, hdc_parent);
202 goto out;
204 ReleaseDC(win_handle, hdc_parent);
205 } else {
206 PIXELFORMATDESCRIPTOR pfd;
207 int iPixelFormat;
208 short redBits, greenBits, blueBits, alphaBits, colorBits;
209 short depthBits=0, stencilBits=0;
210 int res;
211 int attribs[256];
212 int nAttribs = 0;
213 unsigned int nFormats;
214 WINED3DFORMAT fmt = target->resource.format;
216 hdc = GetDC(win_handle);
217 if(hdc == NULL) {
218 ERR("Cannot retrieve a device context!\n");
219 goto out;
222 /* PixelFormat selection */
223 PUSH2(WGL_DRAW_TO_WINDOW_ARB, GL_TRUE); /* We want to draw to a window */
224 PUSH2(WGL_DOUBLE_BUFFER_ARB, GL_TRUE);
225 PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
226 PUSH2(WGL_SUPPORT_OPENGL_ARB, GL_TRUE);
227 PUSH2(WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB); /* Make sure we receive an accelerated format. On windows (at least on ATI) this is not always the case */
229 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
230 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
231 if(target->resource.format == WINED3DFMT_X4R4G4B4)
232 fmt = WINED3DFMT_A4R4G4B4;
233 else if(target->resource.format == WINED3DFMT_X8R8G8B8)
234 fmt = WINED3DFMT_A8R8G8B8;
236 /* We like to have two aux buffers in backbuffer mode */
237 PUSH2(WGL_AUX_BUFFERS_ARB, 2);
240 if(!getColorBits(fmt, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
241 ERR("Unable to get color bits for format %#x!\n", target->resource.format);
242 return FALSE;
244 PUSH2(WGL_COLOR_BITS_ARB, colorBits);
245 PUSH2(WGL_RED_BITS_ARB, redBits);
246 PUSH2(WGL_GREEN_BITS_ARB, greenBits);
247 PUSH2(WGL_BLUE_BITS_ARB, blueBits);
248 PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
250 /* Retrieve the depth stencil format from the present parameters.
251 * The choice of the proper format can give a nice performance boost
252 * in case of GPU limited programs. */
253 if(pPresentParms->EnableAutoDepthStencil) {
254 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
255 if(!getDepthStencilBits(pPresentParms->AutoDepthStencilFormat, &depthBits, &stencilBits)) {
256 ERR("Unable to get depth / stencil bits for AutoDepthStencilFormat %#x!\n", pPresentParms->AutoDepthStencilFormat);
257 return FALSE;
259 PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
260 PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
263 PUSH1(0); /* end the list */
265 /* In case of failure hope that standard ChoosePixelFormat will find something suitable */
266 if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
268 /* PixelFormat selection */
269 ZeroMemory(&pfd, sizeof(pfd));
270 pfd.nSize = sizeof(pfd);
271 pfd.nVersion = 1;
272 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
273 pfd.iPixelType = PFD_TYPE_RGBA;
274 pfd.cAlphaBits = alphaBits;
275 pfd.cColorBits = colorBits;
276 pfd.cDepthBits = depthBits;
277 pfd.cStencilBits = stencilBits;
278 pfd.iLayerType = PFD_MAIN_PLANE;
280 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
281 if(!iPixelFormat) {
282 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
283 ERR("Can't find a suitable iPixelFormat\n");
287 DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
288 res = SetPixelFormat(hdc, iPixelFormat, NULL);
289 if(!res) {
290 int oldPixelFormat = GetPixelFormat(hdc);
292 if(oldPixelFormat) {
293 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
294 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
295 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
297 else {
298 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
299 return FALSE;
303 #undef PUSH1
304 #undef PUSH2
306 ctx = pwglCreateContext(hdc);
307 if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
309 if(!ctx) {
310 ERR("Failed to create a WGL context\n");
311 if(create_pbuffer) {
312 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
313 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
315 goto out;
317 ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
318 if(!ret) {
319 ERR("Failed to add the newly created context to the context list\n");
320 pwglDeleteContext(ctx);
321 if(create_pbuffer) {
322 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
323 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
325 goto out;
327 ret->surface = (IWineD3DSurface *) target;
328 ret->isPBuffer = create_pbuffer;
329 ret->tid = GetCurrentThreadId();
330 if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
331 /* Create the dirty constants array and initialize them to dirty */
332 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
333 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
334 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
335 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
336 memset(ret->vshader_const_dirty, 1,
337 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
338 memset(ret->pshader_const_dirty, 1,
339 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
342 TRACE("Successfully created new context %p\n", ret);
344 /* Set up the context defaults */
345 oldCtx = pwglGetCurrentContext();
346 oldDrawable = pwglGetCurrentDC();
347 if(pwglMakeCurrent(hdc, ctx) == FALSE) {
348 ERR("Cannot activate context to set up defaults\n");
349 goto out;
352 ENTER_GL();
353 TRACE("Setting up the screen\n");
354 /* Clear the screen */
355 glClearColor(1.0, 0.0, 0.0, 0.0);
356 checkGLcall("glClearColor");
357 glClearIndex(0);
358 glClearDepth(1);
359 glClearStencil(0xffff);
361 checkGLcall("glClear");
363 glColor3f(1.0, 1.0, 1.0);
364 checkGLcall("glColor3f");
366 glEnable(GL_LIGHTING);
367 checkGLcall("glEnable");
369 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
370 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
372 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
373 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
375 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
376 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
378 glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
379 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
380 glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
381 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
383 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
384 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
385 * and textures in DIB sections(due to the memory protection).
387 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
388 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
390 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
391 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
392 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
393 * GL_VERTEX_BLEND_ARB isn't enabled too
395 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
396 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
398 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
399 glEnable(GL_TEXTURE_SHADER_NV);
400 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
402 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
403 * the previous texture where to source the offset from is always unit - 1.
405 for(s = 1; s < GL_LIMITS(textures); s++) {
406 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
407 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
408 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
411 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
412 for(s = 0; s < GL_LIMITS(textures); s++) {
413 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
414 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
415 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
418 LEAVE_GL();
420 if(oldDrawable && oldCtx) {
421 pwglMakeCurrent(oldDrawable, oldCtx);
424 out:
425 return ret;
428 /*****************************************************************************
429 * RemoveContextFromArray
431 * Removes a context from the context manager. The opengl context is not
432 * destroyed or unset. context is not a valid pointer after that call.
434 * Similar to the former call this isn't a performance critical function. A
435 * helper function for DestroyContext.
437 * Params:
438 * This: Device to activate the context for
439 * context: Context to remove
441 *****************************************************************************/
442 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
443 UINT t, s;
444 WineD3DContext **oldArray = This->contexts;
446 TRACE("Removing ctx %p\n", context);
448 This->numContexts--;
450 if(This->numContexts) {
451 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
452 if(!This->contexts) {
453 ERR("Cannot allocate a new context array, PANIC!!!\n");
455 t = 0;
456 for(s = 0; s < This->numContexts; s++) {
457 if(oldArray[s] == context) continue;
458 This->contexts[t] = oldArray[s];
459 t++;
461 } else {
462 This->contexts = NULL;
465 HeapFree(GetProcessHeap(), 0, context);
466 HeapFree(GetProcessHeap(), 0, oldArray);
469 /*****************************************************************************
470 * DestroyContext
472 * Destroys a wineD3DContext
474 * Params:
475 * This: Device to activate the context for
476 * context: Context to destroy
478 *****************************************************************************/
479 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
481 /* check that we are the current context first */
482 TRACE("Destroying ctx %p\n", context);
483 if(pwglGetCurrentContext() == context->glCtx){
484 pwglMakeCurrent(NULL, NULL);
487 if(context->isPBuffer) {
488 GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
489 GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
490 } else ReleaseDC(context->win_handle, context->hdc);
491 pwglDeleteContext(context->glCtx);
493 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
494 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
495 RemoveContextFromArray(This, context);
498 /*****************************************************************************
499 * SetupForBlit
501 * Sets up a context for DirectDraw blitting.
502 * All texture units are disabled, texture unit 0 is set as current unit
503 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
504 * color writing enabled for all channels
505 * register combiners disabled, shaders disabled
506 * world matrix is set to identity, texture matrix 0 too
507 * projection matrix is setup for drawing screen coordinates
509 * Params:
510 * This: Device to activate the context for
511 * context: Context to setup
512 * width: render target width
513 * height: render target height
515 *****************************************************************************/
516 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
517 int i;
518 const struct StateEntry *StateTable = This->shader_backend->StateTable;
520 TRACE("Setting up context %p for blitting\n", context);
521 if(context->last_was_blit) {
522 TRACE("Context is already set up for blitting, nothing to do\n");
523 return;
525 context->last_was_blit = TRUE;
527 /* TODO: Use a display list */
529 /* Disable shaders */
530 This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
531 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
532 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
534 /* Disable all textures. The caller can then bind a texture it wants to blit
535 * from
537 if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
538 glDisable(GL_REGISTER_COMBINERS_NV);
539 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
541 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
542 /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
543 * function texture unit. No need to care for higher samplers
545 for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
546 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
547 checkGLcall("glActiveTextureARB");
549 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
550 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
551 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
553 glDisable(GL_TEXTURE_3D);
554 checkGLcall("glDisable GL_TEXTURE_3D");
555 glDisable(GL_TEXTURE_2D);
556 checkGLcall("glDisable GL_TEXTURE_2D");
558 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
559 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
561 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), StateTable);
562 Context_MarkStateDirty(context, STATE_SAMPLER(i), StateTable);
564 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
565 checkGLcall("glActiveTextureARB");
567 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
568 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
569 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
571 glDisable(GL_TEXTURE_3D);
572 checkGLcall("glDisable GL_TEXTURE_3D");
573 glDisable(GL_TEXTURE_2D);
574 checkGLcall("glDisable GL_TEXTURE_2D");
576 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
578 glMatrixMode(GL_TEXTURE);
579 checkGLcall("glMatrixMode(GL_TEXTURE)");
580 glLoadIdentity();
581 checkGLcall("glLoadIdentity()");
582 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0), StateTable);
584 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
585 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
586 GL_TEXTURE_LOD_BIAS_EXT,
587 0.0);
588 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
590 Context_MarkStateDirty(context, STATE_SAMPLER(0), StateTable);
591 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), StateTable);
593 /* Other misc states */
594 glDisable(GL_ALPHA_TEST);
595 checkGLcall("glDisable(GL_ALPHA_TEST)");
596 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
597 glDisable(GL_LIGHTING);
598 checkGLcall("glDisable GL_LIGHTING");
599 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
600 glDisable(GL_DEPTH_TEST);
601 checkGLcall("glDisable GL_DEPTH_TEST");
602 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
603 glDisable(GL_FOG);
604 checkGLcall("glDisable GL_FOG");
605 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
606 glDisable(GL_BLEND);
607 checkGLcall("glDisable GL_BLEND");
608 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
609 glDisable(GL_CULL_FACE);
610 checkGLcall("glDisable GL_CULL_FACE");
611 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
612 glDisable(GL_STENCIL_TEST);
613 checkGLcall("glDisable GL_STENCIL_TEST");
614 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
615 glDisable(GL_SCISSOR_TEST);
616 checkGLcall("glDisable GL_SCISSOR_TEST");
617 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
618 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
619 glDisable(GL_POINT_SPRITE_ARB);
620 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
621 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
623 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
624 checkGLcall("glColorMask");
625 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
626 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
627 glDisable(GL_COLOR_SUM_EXT);
628 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
629 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
631 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
632 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
633 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
634 checkGLcall("glFinalCombinerInputNV");
637 /* Setup transforms */
638 glMatrixMode(GL_MODELVIEW);
639 checkGLcall("glMatrixMode(GL_MODELVIEW)");
640 glLoadIdentity();
641 checkGLcall("glLoadIdentity()");
642 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
644 glMatrixMode(GL_PROJECTION);
645 checkGLcall("glMatrixMode(GL_PROJECTION)");
646 glLoadIdentity();
647 checkGLcall("glLoadIdentity()");
648 glOrtho(0, width, height, 0, 0.0, -1.0);
649 checkGLcall("glOrtho");
650 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
652 context->last_was_rhw = TRUE;
653 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
655 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
656 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
657 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
658 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
659 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
660 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
661 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
663 glViewport(0, 0, width, height);
664 checkGLcall("glViewport");
665 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
667 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
668 glDisable(GL_TEXTURE_SHADER_NV);
669 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
673 /*****************************************************************************
674 * findThreadContextForSwapChain
676 * Searches a swapchain for all contexts and picks one for the thread tid.
677 * If none can be found the swapchain is requested to create a new context
679 *****************************************************************************/
680 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
681 int i;
683 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
684 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
685 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
690 /* Create a new context for the thread */
691 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
694 /*****************************************************************************
695 * FindContext
697 * Finds a context for the current render target and thread
699 * Parameters:
700 * target: Render target to find the context for
701 * tid: Thread to activate the context for
703 * Returns: The needed context
705 *****************************************************************************/
706 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid, GLint *buffer) {
707 IWineD3DSwapChain *swapchain = NULL;
708 HRESULT hr;
709 BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
710 WineD3DContext *context = This->activeContext;
711 BOOL oldRenderOffscreen = This->render_offscreen;
712 const WINED3DFORMAT oldFmt = ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->resource.format;
713 const WINED3DFORMAT newFmt = ((IWineD3DSurfaceImpl *) target)->resource.format;
714 const struct StateEntry *StateTable = This->shader_backend->StateTable;
716 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
717 * the alpha blend state changes with different render target formats
719 if(oldFmt != newFmt) {
720 const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL);
721 const StaticPixelFormatDesc *new = getFormatDescEntry(newFmt, NULL, NULL);
723 if((old->alphaMask && !new->alphaMask) || (!old->alphaMask && new->alphaMask)) {
724 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
728 hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
729 if(hr == WINED3D_OK && swapchain) {
730 TRACE("Rendering onscreen\n");
732 context = findThreadContextForSwapChain(swapchain, tid);
734 This->render_offscreen = FALSE;
735 /* The context != This->activeContext will catch a NOP context change. This can occur
736 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
737 * rendering. No context change is needed in that case
740 if(((IWineD3DSwapChainImpl *) swapchain)->frontBuffer == target) {
741 *buffer = GL_FRONT;
742 } else {
743 *buffer = GL_BACK;
745 if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
746 if(This->pbufferContext && tid == This->pbufferContext->tid) {
747 This->pbufferContext->tid = 0;
750 IWineD3DSwapChain_Release(swapchain);
752 if(oldRenderOffscreen) {
753 Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
754 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
755 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
756 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
757 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
760 } else {
761 TRACE("Rendering offscreen\n");
762 This->render_offscreen = TRUE;
763 *buffer = This->offscreenBuffer;
765 switch(wined3d_settings.offscreen_rendering_mode) {
766 case ORM_FBO:
767 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
768 if(This->activeContext && tid == This->lastThread) {
769 context = This->activeContext;
770 } else {
771 /* This may happen if the app jumps straight into offscreen rendering
772 * Start using the context of the primary swapchain. tid == 0 is no problem
773 * for findThreadContextForSwapChain.
775 * Can also happen on thread switches - in that case findThreadContextForSwapChain
776 * is perfect to call.
778 context = findThreadContextForSwapChain(This->swapchains[0], tid);
780 break;
782 case ORM_PBUFFER:
784 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
785 if(This->pbufferContext == NULL ||
786 This->pbufferWidth < targetimpl->currentDesc.Width ||
787 This->pbufferHeight < targetimpl->currentDesc.Height) {
788 if(This->pbufferContext) {
789 DestroyContext(This, This->pbufferContext);
792 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
793 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
795 This->pbufferContext = CreateContext(This, targetimpl,
796 ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
797 TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
798 This->pbufferWidth = targetimpl->currentDesc.Width;
799 This->pbufferHeight = targetimpl->currentDesc.Height;
802 if(This->pbufferContext) {
803 if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
804 FIXME("The PBuffr context is only supported for one thread for now!\n");
806 This->pbufferContext->tid = tid;
807 context = This->pbufferContext;
808 break;
809 } else {
810 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
811 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
815 case ORM_BACKBUFFER:
816 /* Stay with the currently active context for back buffer rendering */
817 if(This->activeContext && tid == This->lastThread) {
818 context = This->activeContext;
819 } else {
820 /* This may happen if the app jumps straight into offscreen rendering
821 * Start using the context of the primary swapchain. tid == 0 is no problem
822 * for findThreadContextForSwapChain.
824 * Can also happen on thread switches - in that case findThreadContextForSwapChain
825 * is perfect to call.
827 context = findThreadContextForSwapChain(This->swapchains[0], tid);
829 break;
832 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
833 /* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
834 * back when we are done won't mark us dirty.
836 IWineD3DSurface_PreLoad(target);
839 if(!oldRenderOffscreen) {
840 Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
841 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
842 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
843 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
844 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
847 if (readTexture) {
848 BOOL oldInDraw = This->isInDraw;
850 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
851 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
852 * when using offscreen rendering with multithreading
854 This->isInDraw = TRUE;
856 /* Do that before switching the context:
857 * Read the back buffer of the old drawable into the destination texture
859 IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
861 /* Assume that the drawable will be modified by some other things now */
862 IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
864 This->isInDraw = oldInDraw;
867 if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
868 This->depth_copy_state = WINED3D_DCS_COPY;
870 return context;
873 /*****************************************************************************
874 * ActivateContext
876 * Finds a rendering context and drawable matching the device and render
877 * target for the current thread, activates them and puts them into the
878 * requested state.
880 * Params:
881 * This: Device to activate the context for
882 * target: Requested render target
883 * usage: Prepares the context for blitting, drawing or other actions
885 *****************************************************************************/
886 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
887 DWORD tid = GetCurrentThreadId();
888 int i;
889 DWORD dirtyState, idx;
890 BYTE shift;
891 WineD3DContext *context;
892 GLint drawBuffer=0;
893 const struct StateEntry *StateTable = This->shader_backend->StateTable;
895 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
896 if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
897 context = FindContext(This, target, tid, &drawBuffer);
898 This->lastActiveRenderTarget = target;
899 This->lastThread = tid;
900 } else {
901 /* Stick to the old context */
902 context = This->activeContext;
905 /* Activate the opengl context */
906 if(context != This->activeContext) {
907 BOOL ret;
909 /* Prevent an unneeded context switch as those are expensive */
910 if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) {
911 TRACE("Already using gl context %p\n", context->glCtx);
913 else {
914 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
915 ret = pwglMakeCurrent(context->hdc, context->glCtx);
916 if(ret == FALSE) {
917 ERR("Failed to activate the new context\n");
920 if(This->activeContext->vshader_const_dirty) {
921 memset(This->activeContext->vshader_const_dirty, 1,
922 sizeof(*This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
924 if(This->activeContext->pshader_const_dirty) {
925 memset(This->activeContext->pshader_const_dirty, 1,
926 sizeof(*This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
928 This->activeContext = context;
931 /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
932 ENTER_GL();
933 /* Select the right draw buffer. It is selected in FindContext. */
934 if(drawBuffer && context->last_draw_buffer != drawBuffer) {
935 TRACE("Drawing to buffer: %#x\n", drawBuffer);
936 context->last_draw_buffer = drawBuffer;
938 glDrawBuffer(drawBuffer);
939 checkGLcall("glDrawBuffer");
942 switch(usage) {
943 case CTXUSAGE_RESOURCELOAD:
944 /* This does not require any special states to be set up */
945 break;
947 case CTXUSAGE_CLEAR:
948 if(context->last_was_blit && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
949 glEnable(GL_TEXTURE_SHADER_NV);
950 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
953 glEnable(GL_SCISSOR_TEST);
954 checkGLcall("glEnable GL_SCISSOR_TEST");
955 context->last_was_blit = FALSE;
956 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
957 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
958 break;
960 case CTXUSAGE_DRAWPRIM:
961 /* This needs all dirty states applied */
962 if(context->last_was_blit && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
963 glEnable(GL_TEXTURE_SHADER_NV);
964 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
967 IWineD3DDeviceImpl_FindTexUnitMap(This);
969 for(i=0; i < context->numDirtyEntries; i++) {
970 dirtyState = context->dirtyArray[i];
971 idx = dirtyState >> 5;
972 shift = dirtyState & 0x1f;
973 context->isStateDirty[idx] &= ~(1 << shift);
974 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
976 context->numDirtyEntries = 0; /* This makes the whole list clean */
977 context->last_was_blit = FALSE;
978 break;
980 case CTXUSAGE_BLIT:
981 SetupForBlit(This, context,
982 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
983 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
984 break;
986 default:
987 FIXME("Unexpected context usage requested\n");
989 LEAVE_GL();