2 * Context and render target management in wined3d
4 * Copyright 2007-2008 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
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
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
;
50 if(!rep
|| isStateDirty(context
, rep
)) return;
52 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
55 context
->isStateDirty
[idx
] |= (1 << shift
);
58 /*****************************************************************************
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
68 * This: Device to add the context for
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
;
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
;
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
;
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
);
109 TRACE("Created context %p\n", This
->contexts
[This
->numContexts
- 1]);
110 return This
->contexts
[This
->numContexts
- 1];
113 /* This function takes care of WineD3D pixel format selection. */
114 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
, WINED3DFORMAT ColorFormat
, WINED3DFORMAT DepthStencilFormat
, BOOL auxBuffers
, BOOL pbuffer
, BOOL findCompatible
)
117 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
118 short depthBits
=0, stencilBits
=0;
121 int nCfgs
= This
->adapter
->nCfgs
;
122 WineD3D_PixelFormat
*cfgs
= This
->adapter
->cfgs
;
124 if(!getColorBits(ColorFormat
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
)) {
125 ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat
), ColorFormat
);
129 if(DepthStencilFormat
) {
130 getDepthStencilBits(DepthStencilFormat
, &depthBits
, &stencilBits
);
133 /* Find a pixel format which EXACTLY matches our requirements (except for depth) */
134 for(i
=0; i
<nCfgs
; i
++) {
135 BOOL exactDepthMatch
= TRUE
;
137 /* For now only accept RGBA formats. Perhaps some day we will
138 * allow floating point formats for pbuffers. */
139 if(cfgs
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
142 /* In all cases except when we are in pbuffer-mode we need a window drawable format with double buffering. */
143 if(!pbuffer
&& !cfgs
->windowDrawable
&& !cfgs
->doubleBuffer
)
146 /* We like to have aux buffers in backbuffer mode */
147 if(auxBuffers
&& !cfgs
->auxBuffers
)
150 /* In pbuffer-mode we need a pbuffer-capable format */
151 if(pbuffer
&& !cfgs
->pbufferDrawable
)
154 if(cfgs
->redSize
!= redBits
)
156 if(cfgs
->greenSize
!= greenBits
)
158 if(cfgs
->blueSize
!= blueBits
)
160 if(cfgs
->alphaSize
!= alphaBits
)
163 /* We try to locate a format which matches our requirements exactly. In case of
164 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
165 if(cfgs
->depthSize
< depthBits
)
167 else if(cfgs
->depthSize
> depthBits
)
168 exactDepthMatch
= FALSE
;
170 /* In all cases make sure the number of stencil bits matches our requirements
171 * even when we don't need stencil because it could affect performance */
172 if(!(cfgs
->stencilSize
== stencilBits
))
175 /* When we have passed all the checks then we have found a format which matches our
176 * requirements. Note that we only check for a limit number of capabilities right now,
177 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
178 * can still differ in things like multisampling, stereo, SRGB and other flags.
181 /* Exit the loop as we have found a format :) */
182 if(exactDepthMatch
) {
183 iPixelFormat
= cfgs
->iPixelFormat
;
185 } else if(!iPixelFormat
) {
186 /* In the end we might end up with a format which doesn't exactly match our depth
187 * requirements. Accept the first format we found because formats with higher iPixelFormat
188 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
189 iPixelFormat
= cfgs
->iPixelFormat
;
193 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
194 if(!iPixelFormat
&& !findCompatible
) {
195 ERR("Can't find a suitable iPixelFormat\n");
198 PIXELFORMATDESCRIPTOR pfd
;
200 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
201 /* PixelFormat selection */
202 ZeroMemory(&pfd
, sizeof(pfd
));
203 pfd
.nSize
= sizeof(pfd
);
205 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
206 pfd
.iPixelType
= PFD_TYPE_RGBA
;
207 pfd
.cAlphaBits
= alphaBits
;
208 pfd
.cColorBits
= colorBits
;
209 pfd
.cDepthBits
= depthBits
;
210 pfd
.cStencilBits
= stencilBits
;
211 pfd
.iLayerType
= PFD_MAIN_PLANE
;
213 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
215 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
216 ERR("Can't find a suitable iPixelFormat\n");
221 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", cfgs
->iPixelFormat
, debug_d3dformat(ColorFormat
), debug_d3dformat(DepthStencilFormat
));
225 /*****************************************************************************
228 * Creates a new context for a window, or a pbuffer context.
231 * This: Device to activate the context for
232 * target: Surface this context will render to
233 * win_handle: handle to the window which we are drawing to
234 * create_pbuffer: tells whether to create a pbuffer or not
235 * pPresentParameters: contains the pixelformats to use for onscreen rendering
237 *****************************************************************************/
238 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win_handle
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
) {
239 HDC oldDrawable
, hdc
;
240 HPBUFFERARB pbuffer
= NULL
;
241 HGLRC ctx
= NULL
, oldCtx
;
242 WineD3DContext
*ret
= NULL
;
245 TRACE("(%p): Creating a %s context for render target %p\n", This
, create_pbuffer
? "offscreen" : "onscreen", target
);
247 #define PUSH1(att) attribs[nAttribs++] = (att);
248 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
250 HDC hdc_parent
= GetDC(win_handle
);
251 int iPixelFormat
= 0;
252 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
253 short depthBits
, stencilBits
;
255 IWineD3DSurface
*StencilSurface
= This
->stencilBufferTarget
;
256 WINED3DFORMAT StencilBufferFormat
= (NULL
!= StencilSurface
) ? ((IWineD3DSurfaceImpl
*) StencilSurface
)->resource
.format
: 0;
260 unsigned int nFormats
;
262 /* Retrieve the specifications for the pixelformat from the backbuffer / stencilbuffer */
263 getColorBits(target
->resource
.format
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
);
264 getDepthStencilBits(StencilBufferFormat
, &depthBits
, &stencilBits
);
265 PUSH2(WGL_DRAW_TO_PBUFFER_ARB
, 1); /* We need pbuffer support; doublebuffering isn't needed */
266 PUSH2(WGL_PIXEL_TYPE_ARB
, WGL_TYPE_RGBA_ARB
); /* Make sure we don't get a float or color index format */
267 PUSH2(WGL_COLOR_BITS_ARB
, colorBits
);
268 PUSH2(WGL_RED_BITS_ARB
, redBits
);
269 PUSH2(WGL_GREEN_BITS_ARB
, greenBits
);
270 PUSH2(WGL_BLUE_BITS_ARB
, blueBits
);
271 PUSH2(WGL_ALPHA_BITS_ARB
, alphaBits
);
272 PUSH2(WGL_DEPTH_BITS_ARB
, depthBits
);
273 PUSH2(WGL_STENCIL_BITS_ARB
, stencilBits
);
274 PUSH1(0); /* end the list */
276 /* Try to find a pixelformat that matches exactly. If that fails let ChoosePixelFormat try to find a close match */
277 if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc_parent
, (const int*)&attribs
, NULL
, 1, &iPixelFormat
, &nFormats
)))
279 PIXELFORMATDESCRIPTOR pfd
;
281 TRACE("Falling back to ChoosePixelFormat as wglChoosePixelFormatARB failed\n");
283 ZeroMemory(&pfd
, sizeof(pfd
));
284 pfd
.nSize
= sizeof(pfd
);
286 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER_DONTCARE
| PFD_DRAW_TO_WINDOW
;
287 pfd
.iPixelType
= PFD_TYPE_RGBA
;
288 pfd
.cColorBits
= colorBits
;
289 pfd
.cDepthBits
= depthBits
;
290 pfd
.cStencilBits
= stencilBits
;
291 pfd
.iLayerType
= PFD_MAIN_PLANE
;
293 iPixelFormat
= ChoosePixelFormat(hdc_parent
, &pfd
);
295 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
296 ERR("Can't find a suitable iPixelFormat for the pbuffer\n");
300 TRACE("Creating a pBuffer drawable for the new context\n");
301 pbuffer
= GL_EXTCALL(wglCreatePbufferARB(hdc_parent
, iPixelFormat
, target
->currentDesc
.Width
, target
->currentDesc
.Height
, 0));
303 ERR("Cannot create a pbuffer\n");
304 ReleaseDC(win_handle
, hdc_parent
);
308 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
309 hdc
= GL_EXTCALL(wglGetPbufferDCARB(pbuffer
));
311 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer
);
312 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
313 ReleaseDC(win_handle
, hdc_parent
);
316 ReleaseDC(win_handle
, hdc_parent
);
318 PIXELFORMATDESCRIPTOR pfd
;
321 WINED3DFORMAT ColorFormat
= target
->resource
.format
;
322 WINED3DFORMAT DepthStencilFormat
= 0;
323 BOOL auxBuffers
= FALSE
;
325 hdc
= GetDC(win_handle
);
327 ERR("Cannot retrieve a device context!\n");
331 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
332 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
335 if(target
->resource
.format
== WINED3DFMT_X4R4G4B4
)
336 ColorFormat
= WINED3DFMT_A4R4G4B4
;
337 else if(target
->resource
.format
== WINED3DFMT_X8R8G8B8
)
338 ColorFormat
= WINED3DFMT_A8R8G8B8
;
341 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
342 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
343 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
344 * a format with 8bit alpha, so request A8R8G8B8. */
345 if(ColorFormat
== WINED3DFMT_P8
)
346 ColorFormat
= WINED3DFMT_A8R8G8B8
;
348 /* Retrieve the depth stencil format from the present parameters.
349 * The choice of the proper format can give a nice performance boost
350 * in case of GPU limited programs. */
351 if(pPresentParms
->EnableAutoDepthStencil
) {
352 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms
->AutoDepthStencilFormat
));
353 DepthStencilFormat
= pPresentParms
->AutoDepthStencilFormat
;
356 /* Try to find a pixel format which matches our requirements */
357 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, ColorFormat
, DepthStencilFormat
, auxBuffers
, FALSE
/* PBUFFER */, FALSE
/* findCompatible */);
359 /* Try to locate a compatible format if we weren't able to find anything */
361 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
362 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, ColorFormat
, DepthStencilFormat
, auxBuffers
, FALSE
/* PBUFFER */, TRUE
/* findCompatible */ );
365 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
367 ERR("Can't find a suitable iPixelFormat\n");
371 DescribePixelFormat(hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
372 res
= SetPixelFormat(hdc
, iPixelFormat
, NULL
);
374 int oldPixelFormat
= GetPixelFormat(hdc
);
376 /* By default WGL doesn't allow pixel format adjustments but we need it here.
377 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
378 * set the pixel format multiple times. Only use it when it is really needed. */
380 if(oldPixelFormat
== iPixelFormat
) {
381 /* We don't have to do anything as the formats are the same :) */
382 } else if(oldPixelFormat
&& GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
)) {
383 res
= GL_EXTCALL(wglSetPixelFormatWINE(hdc
, iPixelFormat
, NULL
));
386 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
389 } else if(oldPixelFormat
) {
390 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
391 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
392 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc
, oldPixelFormat
);
394 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
402 ctx
= pwglCreateContext(hdc
);
403 if(This
->numContexts
) pwglShareLists(This
->contexts
[0]->glCtx
, ctx
);
406 ERR("Failed to create a WGL context\n");
408 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
409 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
413 ret
= AddContextToArray(This
, win_handle
, hdc
, ctx
, pbuffer
);
415 ERR("Failed to add the newly created context to the context list\n");
416 pwglDeleteContext(ctx
);
418 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
419 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
423 ret
->surface
= (IWineD3DSurface
*) target
;
424 ret
->isPBuffer
= create_pbuffer
;
425 ret
->tid
= GetCurrentThreadId();
426 if(This
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*) This
)) {
427 /* Create the dirty constants array and initialize them to dirty */
428 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
429 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
430 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
431 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
432 memset(ret
->vshader_const_dirty
, 1,
433 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
434 memset(ret
->pshader_const_dirty
, 1,
435 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
438 TRACE("Successfully created new context %p\n", ret
);
440 /* Set up the context defaults */
441 oldCtx
= pwglGetCurrentContext();
442 oldDrawable
= pwglGetCurrentDC();
443 if(oldCtx
&& oldDrawable
) {
444 /* See comment in ActivateContext context switching */
445 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, FALSE
);
447 if(pwglMakeCurrent(hdc
, ctx
) == FALSE
) {
448 ERR("Cannot activate context to set up defaults\n");
454 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
456 TRACE("Setting up the screen\n");
457 /* Clear the screen */
458 glClearColor(1.0, 0.0, 0.0, 0.0);
459 checkGLcall("glClearColor");
462 glClearStencil(0xffff);
464 checkGLcall("glClear");
466 glColor3f(1.0, 1.0, 1.0);
467 checkGLcall("glColor3f");
469 glEnable(GL_LIGHTING
);
470 checkGLcall("glEnable");
472 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
473 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
475 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
476 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
478 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
479 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
481 glPixelStorei(GL_PACK_ALIGNMENT
, This
->surface_alignment
);
482 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
483 glPixelStorei(GL_UNPACK_ALIGNMENT
, This
->surface_alignment
);
484 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
486 if(GL_SUPPORT(APPLE_CLIENT_STORAGE
)) {
487 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
488 * and textures in DIB sections(due to the memory protection).
490 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
491 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
493 if(GL_SUPPORT(ARB_VERTEX_BLEND
)) {
494 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
495 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
496 * GL_VERTEX_BLEND_ARB isn't enabled too
498 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
499 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
501 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
502 glEnable(GL_TEXTURE_SHADER_NV
);
503 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
505 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
506 * the previous texture where to source the offset from is always unit - 1.
508 for(s
= 1; s
< GL_LIMITS(textures
); s
++) {
509 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
510 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
511 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
515 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
516 for(s
= 0; s
< GL_LIMITS(textures
); s
++) {
517 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
518 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
519 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
524 /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
525 * but enable it for the first context we create, and reenable it on the old context
527 if(oldDrawable
&& oldCtx
) {
528 pwglMakeCurrent(oldDrawable
, oldCtx
);
530 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, TRUE
);
536 /*****************************************************************************
537 * RemoveContextFromArray
539 * Removes a context from the context manager. The opengl context is not
540 * destroyed or unset. context is not a valid pointer after that call.
542 * Similar to the former call this isn't a performance critical function. A
543 * helper function for DestroyContext.
546 * This: Device to activate the context for
547 * context: Context to remove
549 *****************************************************************************/
550 static void RemoveContextFromArray(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
552 WineD3DContext
**oldArray
= This
->contexts
;
554 TRACE("Removing ctx %p\n", context
);
558 if(This
->numContexts
) {
559 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * This
->numContexts
);
560 if(!This
->contexts
) {
561 ERR("Cannot allocate a new context array, PANIC!!!\n");
564 for(s
= 0; s
< This
->numContexts
; s
++) {
565 if(oldArray
[s
] == context
) continue;
566 This
->contexts
[t
] = oldArray
[s
];
570 This
->contexts
= NULL
;
573 HeapFree(GetProcessHeap(), 0, context
);
574 HeapFree(GetProcessHeap(), 0, oldArray
);
577 /*****************************************************************************
580 * Destroys a wineD3DContext
583 * This: Device to activate the context for
584 * context: Context to destroy
586 *****************************************************************************/
587 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
589 /* check that we are the current context first */
590 TRACE("Destroying ctx %p\n", context
);
591 if(pwglGetCurrentContext() == context
->glCtx
){
592 pwglMakeCurrent(NULL
, NULL
);
595 if(context
->isPBuffer
) {
596 GL_EXTCALL(wglReleasePbufferDCARB(context
->pbuffer
, context
->hdc
));
597 GL_EXTCALL(wglDestroyPbufferARB(context
->pbuffer
));
598 } else ReleaseDC(context
->win_handle
, context
->hdc
);
599 pwglDeleteContext(context
->glCtx
);
601 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
602 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
603 RemoveContextFromArray(This
, context
);
606 /*****************************************************************************
609 * Sets up a context for DirectDraw blitting.
610 * All texture units are disabled, texture unit 0 is set as current unit
611 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
612 * color writing enabled for all channels
613 * register combiners disabled, shaders disabled
614 * world matrix is set to identity, texture matrix 0 too
615 * projection matrix is setup for drawing screen coordinates
618 * This: Device to activate the context for
619 * context: Context to setup
620 * width: render target width
621 * height: render target height
623 *****************************************************************************/
624 static inline void SetupForBlit(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
, UINT width
, UINT height
) {
626 const struct StateEntry
*StateTable
= This
->shader_backend
->StateTable
;
628 TRACE("Setting up context %p for blitting\n", context
);
629 if(context
->last_was_blit
) {
630 TRACE("Context is already set up for blitting, nothing to do\n");
633 context
->last_was_blit
= TRUE
;
635 /* TODO: Use a display list */
637 /* Disable shaders */
638 This
->shader_backend
->shader_cleanup((IWineD3DDevice
*) This
);
639 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
640 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
642 /* Disable all textures. The caller can then bind a texture it wants to blit
645 if(GL_SUPPORT(NV_REGISTER_COMBINERS
)) {
646 glDisable(GL_REGISTER_COMBINERS_NV
);
647 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
649 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
650 /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
651 * function texture unit. No need to care for higher samplers
653 for(i
= GL_LIMITS(textures
) - 1; i
> 0 ; i
--) {
654 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
655 checkGLcall("glActiveTextureARB");
657 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
658 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
659 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
661 glDisable(GL_TEXTURE_3D
);
662 checkGLcall("glDisable GL_TEXTURE_3D");
663 glDisable(GL_TEXTURE_2D
);
664 checkGLcall("glDisable GL_TEXTURE_2D");
666 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
667 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
669 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
), StateTable
);
670 Context_MarkStateDirty(context
, STATE_SAMPLER(i
), StateTable
);
672 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
673 checkGLcall("glActiveTextureARB");
675 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
676 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
677 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
679 glDisable(GL_TEXTURE_3D
);
680 checkGLcall("glDisable GL_TEXTURE_3D");
681 glDisable(GL_TEXTURE_2D
);
682 checkGLcall("glDisable GL_TEXTURE_2D");
684 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
686 glMatrixMode(GL_TEXTURE
);
687 checkGLcall("glMatrixMode(GL_TEXTURE)");
689 checkGLcall("glLoadIdentity()");
690 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
), StateTable
);
692 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS
)) {
693 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
694 GL_TEXTURE_LOD_BIAS_EXT
,
696 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
698 Context_MarkStateDirty(context
, STATE_SAMPLER(0), StateTable
);
699 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), StateTable
);
701 /* Other misc states */
702 glDisable(GL_ALPHA_TEST
);
703 checkGLcall("glDisable(GL_ALPHA_TEST)");
704 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
705 glDisable(GL_LIGHTING
);
706 checkGLcall("glDisable GL_LIGHTING");
707 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
708 glDisable(GL_DEPTH_TEST
);
709 checkGLcall("glDisable GL_DEPTH_TEST");
710 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
712 checkGLcall("glDisable GL_FOG");
713 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
715 checkGLcall("glDisable GL_BLEND");
716 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
717 glDisable(GL_CULL_FACE
);
718 checkGLcall("glDisable GL_CULL_FACE");
719 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
720 glDisable(GL_STENCIL_TEST
);
721 checkGLcall("glDisable GL_STENCIL_TEST");
722 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
723 glDisable(GL_SCISSOR_TEST
);
724 checkGLcall("glDisable GL_SCISSOR_TEST");
725 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
726 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
727 glDisable(GL_POINT_SPRITE_ARB
);
728 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
729 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
731 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
732 checkGLcall("glColorMask");
733 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
734 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
735 glDisable(GL_COLOR_SUM_EXT
);
736 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
737 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
739 if (GL_SUPPORT(NV_REGISTER_COMBINERS
)) {
740 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
741 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
742 checkGLcall("glFinalCombinerInputNV");
745 /* Setup transforms */
746 glMatrixMode(GL_MODELVIEW
);
747 checkGLcall("glMatrixMode(GL_MODELVIEW)");
749 checkGLcall("glLoadIdentity()");
750 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
752 glMatrixMode(GL_PROJECTION
);
753 checkGLcall("glMatrixMode(GL_PROJECTION)");
755 checkGLcall("glLoadIdentity()");
756 glOrtho(0, width
, height
, 0, 0.0, -1.0);
757 checkGLcall("glOrtho");
758 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
760 context
->last_was_rhw
= TRUE
;
761 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
763 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
764 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
765 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
766 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
767 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
768 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
769 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
771 glViewport(0, 0, width
, height
);
772 checkGLcall("glViewport");
773 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
775 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, FALSE
);
778 /*****************************************************************************
779 * findThreadContextForSwapChain
781 * Searches a swapchain for all contexts and picks one for the thread tid.
782 * If none can be found the swapchain is requested to create a new context
784 *****************************************************************************/
785 static WineD3DContext
*findThreadContextForSwapChain(IWineD3DSwapChain
*swapchain
, DWORD tid
) {
788 for(i
= 0; i
< ((IWineD3DSwapChainImpl
*) swapchain
)->num_contexts
; i
++) {
789 if(((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
]->tid
== tid
) {
790 return ((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
];
795 /* Create a new context for the thread */
796 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain
);
799 /*****************************************************************************
802 * Finds a context for the current render target and thread
805 * target: Render target to find the context for
806 * tid: Thread to activate the context for
808 * Returns: The needed context
810 *****************************************************************************/
811 static inline WineD3DContext
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, DWORD tid
, GLint
*buffer
) {
812 IWineD3DSwapChain
*swapchain
= NULL
;
814 BOOL readTexture
= wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
&& This
->render_offscreen
;
815 WineD3DContext
*context
= This
->activeContext
;
816 BOOL oldRenderOffscreen
= This
->render_offscreen
;
817 const WINED3DFORMAT oldFmt
= ((IWineD3DSurfaceImpl
*) This
->lastActiveRenderTarget
)->resource
.format
;
818 const WINED3DFORMAT newFmt
= ((IWineD3DSurfaceImpl
*) target
)->resource
.format
;
819 const struct StateEntry
*StateTable
= This
->shader_backend
->StateTable
;
821 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
822 * the alpha blend state changes with different render target formats
824 if(oldFmt
!= newFmt
) {
825 const GlPixelFormatDesc
*glDesc
;
826 const StaticPixelFormatDesc
*old
= getFormatDescEntry(oldFmt
, NULL
, NULL
);
827 const StaticPixelFormatDesc
*new = getFormatDescEntry(newFmt
, &GLINFO_LOCATION
, &glDesc
);
829 /* Disable blending when the alphaMask has changed and when a format doesn't support blending */
830 if((old
->alphaMask
&& !new->alphaMask
) || (!old
->alphaMask
&& new->alphaMask
) || !(glDesc
->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
)) {
831 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
835 hr
= IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **) &swapchain
);
836 if(hr
== WINED3D_OK
&& swapchain
) {
837 TRACE("Rendering onscreen\n");
839 context
= findThreadContextForSwapChain(swapchain
, tid
);
841 This
->render_offscreen
= FALSE
;
842 /* The context != This->activeContext will catch a NOP context change. This can occur
843 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
844 * rendering. No context change is needed in that case
847 if(((IWineD3DSwapChainImpl
*) swapchain
)->frontBuffer
== target
) {
852 if(wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
) {
853 if(This
->pbufferContext
&& tid
== This
->pbufferContext
->tid
) {
854 This
->pbufferContext
->tid
= 0;
857 IWineD3DSwapChain_Release(swapchain
);
859 if(oldRenderOffscreen
) {
860 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
861 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
862 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
863 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
864 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
868 TRACE("Rendering offscreen\n");
869 This
->render_offscreen
= TRUE
;
870 *buffer
= This
->offscreenBuffer
;
872 switch(wined3d_settings
.offscreen_rendering_mode
) {
874 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
875 if(This
->activeContext
&& tid
== This
->lastThread
) {
876 context
= This
->activeContext
;
878 /* This may happen if the app jumps straight into offscreen rendering
879 * Start using the context of the primary swapchain. tid == 0 is no problem
880 * for findThreadContextForSwapChain.
882 * Can also happen on thread switches - in that case findThreadContextForSwapChain
883 * is perfect to call.
885 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
891 IWineD3DSurfaceImpl
*targetimpl
= (IWineD3DSurfaceImpl
*) target
;
892 if(This
->pbufferContext
== NULL
||
893 This
->pbufferWidth
< targetimpl
->currentDesc
.Width
||
894 This
->pbufferHeight
< targetimpl
->currentDesc
.Height
) {
895 if(This
->pbufferContext
) {
896 DestroyContext(This
, This
->pbufferContext
);
899 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
900 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
902 This
->pbufferContext
= CreateContext(This
, targetimpl
,
903 ((IWineD3DSwapChainImpl
*) This
->swapchains
[0])->context
[0]->win_handle
,
904 TRUE
/* pbuffer */, &((IWineD3DSwapChainImpl
*)This
->swapchains
[0])->presentParms
);
905 This
->pbufferWidth
= targetimpl
->currentDesc
.Width
;
906 This
->pbufferHeight
= targetimpl
->currentDesc
.Height
;
909 if(This
->pbufferContext
) {
910 if(This
->pbufferContext
->tid
!= 0 && This
->pbufferContext
->tid
!= tid
) {
911 FIXME("The PBuffr context is only supported for one thread for now!\n");
913 This
->pbufferContext
->tid
= tid
;
914 context
= This
->pbufferContext
;
917 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
918 wined3d_settings
.offscreen_rendering_mode
= ORM_BACKBUFFER
;
923 /* Stay with the currently active context for back buffer rendering */
924 if(This
->activeContext
&& tid
== This
->lastThread
) {
925 context
= This
->activeContext
;
927 /* This may happen if the app jumps straight into offscreen rendering
928 * Start using the context of the primary swapchain. tid == 0 is no problem
929 * for findThreadContextForSwapChain.
931 * Can also happen on thread switches - in that case findThreadContextForSwapChain
932 * is perfect to call.
934 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
939 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
940 /* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
941 * back when we are done won't mark us dirty.
943 IWineD3DSurface_PreLoad(target
);
946 if(!oldRenderOffscreen
) {
947 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
948 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
949 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
950 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
951 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
955 BOOL oldInDraw
= This
->isInDraw
;
957 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
958 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
959 * when using offscreen rendering with multithreading
961 This
->isInDraw
= TRUE
;
963 /* Do that before switching the context:
964 * Read the back buffer of the old drawable into the destination texture
966 IWineD3DSurface_PreLoad(This
->lastActiveRenderTarget
);
968 /* Assume that the drawable will be modified by some other things now */
969 IWineD3DSurface_ModifyLocation(This
->lastActiveRenderTarget
, SFLAG_INDRAWABLE
, FALSE
);
971 This
->isInDraw
= oldInDraw
;
974 if(oldRenderOffscreen
!= This
->render_offscreen
&& This
->depth_copy_state
!= WINED3D_DCS_NO_COPY
) {
975 This
->depth_copy_state
= WINED3D_DCS_COPY
;
980 /*****************************************************************************
983 * Finds a rendering context and drawable matching the device and render
984 * target for the current thread, activates them and puts them into the
988 * This: Device to activate the context for
989 * target: Requested render target
990 * usage: Prepares the context for blitting, drawing or other actions
992 *****************************************************************************/
993 void ActivateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, ContextUsage usage
) {
994 DWORD tid
= GetCurrentThreadId();
996 DWORD dirtyState
, idx
;
998 WineD3DContext
*context
;
1000 const struct StateEntry
*StateTable
= This
->shader_backend
->StateTable
;
1002 TRACE("(%p): Selecting context for render target %p, thread %d\n", This
, target
, tid
);
1003 if(This
->lastActiveRenderTarget
!= target
|| tid
!= This
->lastThread
) {
1004 context
= FindContext(This
, target
, tid
, &drawBuffer
);
1005 This
->lastActiveRenderTarget
= target
;
1006 This
->lastThread
= tid
;
1008 /* Stick to the old context */
1009 context
= This
->activeContext
;
1012 /* Activate the opengl context */
1013 if(context
!= This
->activeContext
) {
1016 /* Prevent an unneeded context switch as those are expensive */
1017 if(context
->glCtx
&& (context
->glCtx
== pwglGetCurrentContext())) {
1018 TRACE("Already using gl context %p\n", context
->glCtx
);
1021 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context
, context
->hdc
, context
->glCtx
);
1023 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, FALSE
);
1024 ret
= pwglMakeCurrent(context
->hdc
, context
->glCtx
);
1026 ERR("Failed to activate the new context\n");
1027 } else if(!context
->last_was_blit
) {
1028 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, TRUE
);
1031 if(This
->activeContext
->vshader_const_dirty
) {
1032 memset(This
->activeContext
->vshader_const_dirty
, 1,
1033 sizeof(*This
->activeContext
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
1035 if(This
->activeContext
->pshader_const_dirty
) {
1036 memset(This
->activeContext
->pshader_const_dirty
, 1,
1037 sizeof(*This
->activeContext
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
1039 This
->activeContext
= context
;
1042 /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
1044 /* Select the right draw buffer. It is selected in FindContext. */
1045 if(drawBuffer
&& context
->last_draw_buffer
!= drawBuffer
) {
1046 TRACE("Drawing to buffer: %#x\n", drawBuffer
);
1047 context
->last_draw_buffer
= drawBuffer
;
1049 glDrawBuffer(drawBuffer
);
1050 checkGLcall("glDrawBuffer");
1054 case CTXUSAGE_RESOURCELOAD
:
1055 /* This does not require any special states to be set up */
1058 case CTXUSAGE_CLEAR
:
1059 if(context
->last_was_blit
) {
1060 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, TRUE
);
1063 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1064 * blending when clearing improves the clearing performance incredibly.
1066 glDisable(GL_BLEND
);
1067 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1069 glEnable(GL_SCISSOR_TEST
);
1070 checkGLcall("glEnable GL_SCISSOR_TEST");
1071 context
->last_was_blit
= FALSE
;
1072 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1073 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1076 case CTXUSAGE_DRAWPRIM
:
1077 /* This needs all dirty states applied */
1078 if(context
->last_was_blit
) {
1079 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, TRUE
);
1082 IWineD3DDeviceImpl_FindTexUnitMap(This
);
1084 for(i
=0; i
< context
->numDirtyEntries
; i
++) {
1085 dirtyState
= context
->dirtyArray
[i
];
1086 idx
= dirtyState
>> 5;
1087 shift
= dirtyState
& 0x1f;
1088 context
->isStateDirty
[idx
] &= ~(1 << shift
);
1089 StateTable
[dirtyState
].apply(dirtyState
, This
->stateBlock
, context
);
1091 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
1092 context
->last_was_blit
= FALSE
;
1096 SetupForBlit(This
, context
,
1097 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Width
,
1098 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Height
);
1102 FIXME("Unexpected context usage requested\n");