vbscript: Added IRegExp2_QueryInterface tests.
[wine/multimedia.git] / dlls / wined3d / context.c
blobcf6522554dc85842dec7f17f08e84d8cf0a1f48d
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
23 #include "wine/port.h"
25 #include <stdio.h>
26 #ifdef HAVE_FLOAT_H
27 # include <float.h>
28 #endif
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
34 static DWORD wined3d_context_tls_idx;
36 /* FBO helper functions */
38 /* Context activation is done by the caller. */
39 static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
41 const struct wined3d_gl_info *gl_info = context->gl_info;
42 GLuint f;
44 if (!fbo)
46 f = 0;
48 else
50 if (!*fbo)
52 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
53 checkGLcall("glGenFramebuffers()");
54 TRACE("Created FBO %u.\n", *fbo);
56 f = *fbo;
59 switch (target)
61 case GL_READ_FRAMEBUFFER:
62 if (context->fbo_read_binding == f) return;
63 context->fbo_read_binding = f;
64 break;
66 case GL_DRAW_FRAMEBUFFER:
67 if (context->fbo_draw_binding == f) return;
68 context->fbo_draw_binding = f;
69 break;
71 case GL_FRAMEBUFFER:
72 if (context->fbo_read_binding == f
73 && context->fbo_draw_binding == f) return;
74 context->fbo_read_binding = f;
75 context->fbo_draw_binding = f;
76 break;
78 default:
79 FIXME("Unhandled target %#x.\n", target);
80 break;
83 gl_info->fbo_ops.glBindFramebuffer(target, f);
84 checkGLcall("glBindFramebuffer()");
87 /* Context activation is done by the caller. */
88 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
90 unsigned int i;
92 for (i = 0; i < gl_info->limits.buffers; ++i)
94 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
97 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
98 checkGLcall("glFramebufferTexture2D()");
100 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
101 checkGLcall("glFramebufferTexture2D()");
104 /* Context activation is done by the caller. */
105 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
107 const struct wined3d_gl_info *gl_info = context->gl_info;
109 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
110 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
111 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
113 gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
114 checkGLcall("glDeleteFramebuffers()");
117 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
118 GLenum fbo_target, DWORD format_flags, GLuint rb)
120 if (format_flags & WINED3DFMT_FLAG_DEPTH)
122 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
123 checkGLcall("glFramebufferRenderbuffer()");
126 if (format_flags & WINED3DFMT_FLAG_STENCIL)
128 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
129 checkGLcall("glFramebufferRenderbuffer()");
133 /* Context activation is done by the caller. */
134 static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
135 GLenum fbo_target, struct wined3d_surface *depth_stencil, DWORD location)
137 const struct wined3d_gl_info *gl_info = context->gl_info;
139 TRACE("Attach depth stencil %p\n", depth_stencil);
141 if (depth_stencil)
143 DWORD format_flags = depth_stencil->resource.format->flags;
145 if (depth_stencil->current_renderbuffer)
147 context_attach_depth_stencil_rb(gl_info, fbo_target,
148 format_flags, depth_stencil->current_renderbuffer->id);
150 else
152 switch (location)
154 case SFLAG_INTEXTURE:
155 case SFLAG_INSRGBTEX:
156 surface_prepare_texture(depth_stencil, context, FALSE);
158 if (format_flags & WINED3DFMT_FLAG_DEPTH)
160 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
161 depth_stencil->texture_target, depth_stencil->texture_name,
162 depth_stencil->texture_level);
163 checkGLcall("glFramebufferTexture2D()");
166 if (format_flags & WINED3DFMT_FLAG_STENCIL)
168 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
169 depth_stencil->texture_target, depth_stencil->texture_name,
170 depth_stencil->texture_level);
171 checkGLcall("glFramebufferTexture2D()");
173 break;
175 case SFLAG_INRB_MULTISAMPLE:
176 surface_prepare_rb(depth_stencil, gl_info, TRUE);
177 context_attach_depth_stencil_rb(gl_info, fbo_target,
178 format_flags, depth_stencil->rb_multisample);
179 break;
181 case SFLAG_INRB_RESOLVED:
182 surface_prepare_rb(depth_stencil, gl_info, FALSE);
183 context_attach_depth_stencil_rb(gl_info, fbo_target,
184 format_flags, depth_stencil->rb_resolved);
185 break;
187 default:
188 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
189 break;
193 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
195 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
196 checkGLcall("glFramebufferTexture2D()");
199 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
201 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
202 checkGLcall("glFramebufferTexture2D()");
205 else
207 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
208 checkGLcall("glFramebufferTexture2D()");
210 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
211 checkGLcall("glFramebufferTexture2D()");
215 /* Context activation is done by the caller. */
216 static void context_attach_surface_fbo(struct wined3d_context *context,
217 GLenum fbo_target, DWORD idx, struct wined3d_surface *surface, DWORD location)
219 const struct wined3d_gl_info *gl_info = context->gl_info;
221 TRACE("Attach surface %p to %u\n", surface, idx);
223 if (surface && surface->resource.format->id != WINED3DFMT_NULL)
225 BOOL srgb;
227 switch (location)
229 case SFLAG_INTEXTURE:
230 case SFLAG_INSRGBTEX:
231 srgb = location == SFLAG_INSRGBTEX;
232 surface_prepare_texture(surface, context, srgb);
233 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
234 surface->texture_target, surface_get_texture_name(surface, gl_info, srgb),
235 surface->texture_level);
236 checkGLcall("glFramebufferTexture2D()");
237 break;
239 case SFLAG_INRB_MULTISAMPLE:
240 surface_prepare_rb(surface, gl_info, TRUE);
241 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
242 GL_RENDERBUFFER, surface->rb_multisample);
243 checkGLcall("glFramebufferRenderbuffer()");
244 break;
246 case SFLAG_INRB_RESOLVED:
247 surface_prepare_rb(surface, gl_info, FALSE);
248 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
249 GL_RENDERBUFFER, surface->rb_resolved);
250 checkGLcall("glFramebufferRenderbuffer()");
251 break;
253 default:
254 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
255 break;
258 else
260 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
261 checkGLcall("glFramebufferTexture2D()");
265 /* Context activation is done by the caller. */
266 void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
268 const struct wined3d_gl_info *gl_info = context->gl_info;
269 GLenum status;
271 if (!FIXME_ON(d3d)) return;
273 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
274 if (status == GL_FRAMEBUFFER_COMPLETE)
276 TRACE("FBO complete\n");
278 else
280 const struct wined3d_surface *attachment;
281 unsigned int i;
283 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
285 if (!context->current_fbo)
287 ERR("FBO 0 is incomplete, driver bug?\n");
288 return;
291 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
292 context->current_fbo->location);
294 /* Dump the FBO attachments */
295 for (i = 0; i < gl_info->limits.buffers; ++i)
297 attachment = context->current_fbo->render_targets[i];
298 if (attachment)
300 FIXME("\tColor attachment %d: (%p) %s %ux%u %u samples.\n",
301 i, attachment, debug_d3dformat(attachment->resource.format->id),
302 attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
305 attachment = context->current_fbo->depth_stencil;
306 if (attachment)
308 FIXME("\tDepth attachment: (%p) %s %ux%u %u samples.\n",
309 attachment, debug_d3dformat(attachment->resource.format->id),
310 attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
315 static inline DWORD context_generate_rt_mask(GLenum buffer)
317 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
318 return buffer ? (1 << 31) | buffer : 0;
321 static inline DWORD context_generate_rt_mask_from_surface(const struct wined3d_surface *target)
323 return (1 << 31) | surface_get_gl_buffer(target);
326 static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
327 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
329 const struct wined3d_gl_info *gl_info = context->gl_info;
330 struct fbo_entry *entry;
332 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
333 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
334 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
335 entry->depth_stencil = depth_stencil;
336 entry->location = location;
337 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
338 entry->attached = FALSE;
339 entry->id = 0;
341 return entry;
344 /* Context activation is done by the caller. */
345 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
346 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
347 DWORD location, struct fbo_entry *entry)
349 const struct wined3d_gl_info *gl_info = context->gl_info;
351 context_bind_fbo(context, target, &entry->id);
352 context_clean_fbo_attachments(gl_info, target);
354 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
355 entry->depth_stencil = depth_stencil;
356 entry->location = location;
357 entry->attached = FALSE;
360 /* Context activation is done by the caller. */
361 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
363 if (entry->id)
365 TRACE("Destroy FBO %d\n", entry->id);
366 context_destroy_fbo(context, &entry->id);
368 --context->fbo_entry_count;
369 list_remove(&entry->entry);
370 HeapFree(GetProcessHeap(), 0, entry->render_targets);
371 HeapFree(GetProcessHeap(), 0, entry);
374 /* Context activation is done by the caller. */
375 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
376 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
378 const struct wined3d_gl_info *gl_info = context->gl_info;
379 struct fbo_entry *entry;
381 if (depth_stencil && render_targets && render_targets[0])
383 if (depth_stencil->resource.width < render_targets[0]->resource.width ||
384 depth_stencil->resource.height < render_targets[0]->resource.height)
386 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
387 depth_stencil = NULL;
391 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
393 if (!memcmp(entry->render_targets,
394 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
395 && entry->depth_stencil == depth_stencil && entry->location == location)
397 list_remove(&entry->entry);
398 list_add_head(&context->fbo_list, &entry->entry);
399 return entry;
403 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
405 entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
406 list_add_head(&context->fbo_list, &entry->entry);
407 ++context->fbo_entry_count;
409 else
411 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
412 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
413 list_remove(&entry->entry);
414 list_add_head(&context->fbo_list, &entry->entry);
417 return entry;
420 /* Context activation is done by the caller. */
421 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
423 const struct wined3d_gl_info *gl_info = context->gl_info;
424 unsigned int i;
426 context_bind_fbo(context, target, &entry->id);
428 if (entry->attached) return;
430 /* Apply render targets */
431 for (i = 0; i < gl_info->limits.buffers; ++i)
433 context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
436 /* Apply depth targets */
437 if (entry->depth_stencil)
438 surface_set_compatible_renderbuffer(entry->depth_stencil, entry->render_targets[0]);
439 context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, entry->location);
441 entry->attached = TRUE;
444 /* Context activation is done by the caller. */
445 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
446 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
448 struct fbo_entry *entry, *entry2;
450 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
452 context_destroy_fbo_entry(context, entry);
455 if (context->rebind_fbo)
457 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
458 context->rebind_fbo = FALSE;
461 if (location == SFLAG_INDRAWABLE)
463 context->current_fbo = NULL;
464 context_bind_fbo(context, target, NULL);
466 else
468 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
469 context_apply_fbo_entry(context, target, context->current_fbo);
473 /* Context activation is done by the caller. */
474 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
475 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
477 UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
479 context->blit_targets[0] = render_target;
480 if (clear_size)
481 memset(&context->blit_targets[1], 0, clear_size);
482 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
485 /* Context activation is done by the caller. */
486 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
488 const struct wined3d_gl_info *gl_info = context->gl_info;
490 if (context->free_occlusion_query_count)
492 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
494 else
496 if (gl_info->supported[ARB_OCCLUSION_QUERY])
498 GL_EXTCALL(glGenQueriesARB(1, &query->id));
499 checkGLcall("glGenQueriesARB");
501 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
503 else
505 WARN("Occlusion queries not supported, not allocating query id.\n");
506 query->id = 0;
510 query->context = context;
511 list_add_head(&context->occlusion_queries, &query->entry);
514 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
516 struct wined3d_context *context = query->context;
518 list_remove(&query->entry);
519 query->context = NULL;
521 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
523 UINT new_size = context->free_occlusion_query_size << 1;
524 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
525 new_size * sizeof(*context->free_occlusion_queries));
527 if (!new_data)
529 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
530 return;
533 context->free_occlusion_query_size = new_size;
534 context->free_occlusion_queries = new_data;
537 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
540 /* Context activation is done by the caller. */
541 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
543 const struct wined3d_gl_info *gl_info = context->gl_info;
545 if (context->free_event_query_count)
547 query->object = context->free_event_queries[--context->free_event_query_count];
549 else
551 if (gl_info->supported[ARB_SYNC])
553 /* Using ARB_sync, not much to do here. */
554 query->object.sync = NULL;
555 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
557 else if (gl_info->supported[APPLE_FENCE])
559 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
560 checkGLcall("glGenFencesAPPLE");
562 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
564 else if(gl_info->supported[NV_FENCE])
566 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
567 checkGLcall("glGenFencesNV");
569 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
571 else
573 WARN("Event queries not supported, not allocating query id.\n");
574 query->object.id = 0;
578 query->context = context;
579 list_add_head(&context->event_queries, &query->entry);
582 void context_free_event_query(struct wined3d_event_query *query)
584 struct wined3d_context *context = query->context;
586 list_remove(&query->entry);
587 query->context = NULL;
589 if (context->free_event_query_count >= context->free_event_query_size - 1)
591 UINT new_size = context->free_event_query_size << 1;
592 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
593 new_size * sizeof(*context->free_event_queries));
595 if (!new_data)
597 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
598 return;
601 context->free_event_query_size = new_size;
602 context->free_event_queries = new_data;
605 context->free_event_queries[context->free_event_query_count++] = query->object;
608 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
610 static void context_enum_surface_fbo_entries(const struct wined3d_device *device,
611 const struct wined3d_surface *surface, context_fbo_entry_func_t *callback)
613 UINT i;
615 for (i = 0; i < device->context_count; ++i)
617 struct wined3d_context *context = device->contexts[i];
618 const struct wined3d_gl_info *gl_info = context->gl_info;
619 struct fbo_entry *entry, *entry2;
621 if (context->current_rt == surface) context->current_rt = NULL;
623 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
625 UINT j;
627 if (entry->depth_stencil == surface)
629 callback(context, entry);
630 continue;
633 for (j = 0; j < gl_info->limits.buffers; ++j)
635 if (entry->render_targets[j] == surface)
637 callback(context, entry);
638 break;
645 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
647 list_remove(&entry->entry);
648 list_add_head(&context->fbo_destroy_list, &entry->entry);
651 void context_resource_released(const struct wined3d_device *device,
652 struct wined3d_resource *resource, enum wined3d_resource_type type)
654 if (!device->d3d_initialized) return;
656 switch (type)
658 case WINED3D_RTYPE_SURFACE:
659 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
660 context_queue_fbo_entry_destruction);
661 break;
663 default:
664 break;
668 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
670 entry->attached = FALSE;
673 void context_resource_unloaded(const struct wined3d_device *device,
674 struct wined3d_resource *resource, enum wined3d_resource_type type)
676 switch (type)
678 case WINED3D_RTYPE_SURFACE:
679 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
680 context_detach_fbo_entry);
681 break;
683 default:
684 break;
688 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface)
690 const struct wined3d_gl_info *gl_info = context->gl_info;
691 struct fbo_entry *entry = context->current_fbo;
692 unsigned int i;
694 if (!entry || context->rebind_fbo) return;
696 for (i = 0; i < gl_info->limits.buffers; ++i)
698 if (surface == entry->render_targets[i])
700 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
701 context->rebind_fbo = TRUE;
702 return;
706 if (surface == entry->depth_stencil)
708 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
709 context->rebind_fbo = TRUE;
713 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
715 int current = GetPixelFormat(dc);
717 if (current == format) return TRUE;
719 if (!current)
721 if (!SetPixelFormat(dc, format, NULL))
723 /* This may also happen if the dc belongs to a destroyed window. */
724 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
725 format, dc, GetLastError());
726 return FALSE;
728 return TRUE;
731 /* By default WGL doesn't allow pixel format adjustments but we need it
732 * here. For this reason there's a Wine specific wglSetPixelFormat()
733 * which allows us to set the pixel format multiple times. Only use it
734 * when really needed. */
735 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
737 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
739 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
740 format, dc);
741 return FALSE;
743 return TRUE;
746 /* OpenGL doesn't allow pixel format adjustments. Print an error and
747 * continue using the old format. There's a big chance that the old
748 * format works although with a performance hit and perhaps rendering
749 * errors. */
750 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
751 format, dc, current);
752 return TRUE;
755 static BOOL context_set_gl_context(struct wined3d_context *ctx)
757 struct wined3d_swapchain *swapchain = ctx->swapchain;
758 BOOL backup = FALSE;
760 if (!context_set_pixel_format(ctx->gl_info, ctx->hdc, ctx->pixel_format))
762 WARN("Failed to set pixel format %d on device context %p.\n",
763 ctx->pixel_format, ctx->hdc);
764 backup = TRUE;
767 if (backup || !wglMakeCurrent(ctx->hdc, ctx->glCtx))
769 HDC dc;
771 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
772 ctx->glCtx, ctx->hdc, GetLastError());
773 ctx->valid = 0;
774 WARN("Trying fallback to the backup window.\n");
776 /* FIXME: If the context is destroyed it's no longer associated with
777 * a swapchain, so we can't use the swapchain to get a backup dc. To
778 * make this work windowless contexts would need to be handled by the
779 * device. */
780 if (ctx->destroyed)
782 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx);
783 context_set_current(NULL);
784 return FALSE;
787 if (!(dc = swapchain_get_backup_dc(swapchain)))
789 context_set_current(NULL);
790 return FALSE;
793 if (!context_set_pixel_format(ctx->gl_info, dc, ctx->pixel_format))
795 ERR("Failed to set pixel format %d on device context %p.\n",
796 ctx->pixel_format, dc);
797 context_set_current(NULL);
798 return FALSE;
801 if (!wglMakeCurrent(dc, ctx->glCtx))
803 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
804 dc, GetLastError());
805 context_set_current(NULL);
806 return FALSE;
809 return TRUE;
812 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx, int pf)
814 if (!context_set_pixel_format(gl_info, dc, pf))
816 ERR("Failed to restore pixel format %d on device context %p.\n", pf, dc);
817 context_set_current(NULL);
818 return;
821 if (!wglMakeCurrent(dc, gl_ctx))
823 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
824 gl_ctx, dc, GetLastError());
825 context_set_current(NULL);
829 static void context_update_window(struct wined3d_context *context)
831 if (context->win_handle == context->swapchain->win_handle)
832 return;
834 TRACE("Updating context %p window from %p to %p.\n",
835 context, context->win_handle, context->swapchain->win_handle);
837 if (context->valid)
839 /* You'd figure ReleaseDC() would fail if the DC doesn't match the
840 * window. However, that's not what actually happens, and there are
841 * user32 tests that confirm ReleaseDC() with the wrong window is
842 * supposed to succeed. So explicitly check that the DC belongs to
843 * the window, since we want to avoid releasing a DC that belongs to
844 * some other window if the original window was already destroyed. */
845 if (WindowFromDC(context->hdc) != context->win_handle)
847 WARN("DC %p does not belong to window %p.\n",
848 context->hdc, context->win_handle);
850 else if (!ReleaseDC(context->win_handle, context->hdc))
852 ERR("Failed to release device context %p, last error %#x.\n",
853 context->hdc, GetLastError());
856 else context->valid = 1;
858 context->win_handle = context->swapchain->win_handle;
860 if (!(context->hdc = GetDC(context->win_handle)))
862 ERR("Failed to get a device context for window %p.\n", context->win_handle);
863 goto err;
866 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
868 ERR("Failed to set pixel format %d on device context %p.\n",
869 context->pixel_format, context->hdc);
870 goto err;
873 context_set_gl_context(context);
875 return;
877 err:
878 context->valid = 0;
881 /* Do not call while under the GL lock. */
882 static void context_destroy_gl_resources(struct wined3d_context *context)
884 const struct wined3d_gl_info *gl_info = context->gl_info;
885 struct wined3d_occlusion_query *occlusion_query;
886 struct wined3d_event_query *event_query;
887 struct fbo_entry *entry, *entry2;
888 HGLRC restore_ctx;
889 HDC restore_dc;
890 unsigned int i;
891 int restore_pf;
893 restore_ctx = wglGetCurrentContext();
894 restore_dc = wglGetCurrentDC();
895 restore_pf = GetPixelFormat(restore_dc);
897 if (context->valid && restore_ctx != context->glCtx)
898 context_set_gl_context(context);
899 else
900 restore_ctx = NULL;
902 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
904 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
905 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
906 occlusion_query->context = NULL;
909 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
911 if (context->valid)
913 if (gl_info->supported[ARB_SYNC])
915 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
917 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
918 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
920 event_query->context = NULL;
923 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
925 if (!context->valid) entry->id = 0;
926 context_destroy_fbo_entry(context, entry);
929 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
931 if (!context->valid) entry->id = 0;
932 context_destroy_fbo_entry(context, entry);
935 if (context->valid)
937 if (context->dummy_arbfp_prog)
939 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
942 if (gl_info->supported[ARB_OCCLUSION_QUERY])
943 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
945 if (gl_info->supported[ARB_SYNC])
947 for (i = 0; i < context->free_event_query_count; ++i)
949 GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
952 else if (gl_info->supported[APPLE_FENCE])
954 for (i = 0; i < context->free_event_query_count; ++i)
956 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
959 else if (gl_info->supported[NV_FENCE])
961 for (i = 0; i < context->free_event_query_count; ++i)
963 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
967 checkGLcall("context cleanup");
970 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
971 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
973 if (restore_ctx)
975 context_restore_gl_context(gl_info, restore_dc, restore_ctx, restore_pf);
977 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
979 ERR("Failed to disable GL context.\n");
982 ReleaseDC(context->win_handle, context->hdc);
984 if (!wglDeleteContext(context->glCtx))
986 DWORD err = GetLastError();
987 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
991 DWORD context_get_tls_idx(void)
993 return wined3d_context_tls_idx;
996 void context_set_tls_idx(DWORD idx)
998 wined3d_context_tls_idx = idx;
1001 struct wined3d_context *context_get_current(void)
1003 return TlsGetValue(wined3d_context_tls_idx);
1006 /* Do not call while under the GL lock. */
1007 BOOL context_set_current(struct wined3d_context *ctx)
1009 struct wined3d_context *old = context_get_current();
1011 if (old == ctx)
1013 TRACE("Already using D3D context %p.\n", ctx);
1014 return TRUE;
1017 if (old)
1019 if (old->destroyed)
1021 TRACE("Switching away from destroyed context %p.\n", old);
1022 context_destroy_gl_resources(old);
1023 HeapFree(GetProcessHeap(), 0, (void *)old->gl_info);
1024 HeapFree(GetProcessHeap(), 0, old);
1026 else
1028 old->current = 0;
1032 if (ctx)
1034 if (!ctx->valid)
1036 ERR("Trying to make invalid context %p current\n", ctx);
1037 return FALSE;
1040 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1041 if (!context_set_gl_context(ctx))
1042 return FALSE;
1043 ctx->current = 1;
1045 else if(wglGetCurrentContext())
1047 TRACE("Clearing current D3D context.\n");
1048 if (!wglMakeCurrent(NULL, NULL))
1050 DWORD err = GetLastError();
1051 ERR("Failed to clear current GL context, last error %#x.\n", err);
1052 TlsSetValue(wined3d_context_tls_idx, NULL);
1053 return FALSE;
1057 return TlsSetValue(wined3d_context_tls_idx, ctx);
1060 void context_release(struct wined3d_context *context)
1062 TRACE("Releasing context %p, level %u.\n", context, context->level);
1064 if (WARN_ON(d3d))
1066 if (!context->level)
1067 WARN("Context %p is not active.\n", context);
1068 else if (context != context_get_current())
1069 WARN("Context %p is not the current context.\n", context);
1072 if (!--context->level && context->restore_ctx)
1074 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1075 context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx, context->restore_pf);
1076 context->restore_ctx = NULL;
1077 context->restore_dc = NULL;
1081 static void context_enter(struct wined3d_context *context)
1083 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1085 if (!context->level++)
1087 const struct wined3d_context *current_context = context_get_current();
1088 HGLRC current_gl = wglGetCurrentContext();
1090 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1092 TRACE("Another GL context (%p on device context %p) is already current.\n",
1093 current_gl, wglGetCurrentDC());
1094 context->restore_ctx = current_gl;
1095 context->restore_dc = wglGetCurrentDC();
1096 context->restore_pf = GetPixelFormat(context->restore_dc);
1101 void context_invalidate_state(struct wined3d_context *context, DWORD state)
1103 DWORD rep = context->state_table[state].representative;
1104 DWORD idx;
1105 BYTE shift;
1107 if (isStateDirty(context, rep)) return;
1109 context->dirtyArray[context->numDirtyEntries++] = rep;
1110 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1111 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1112 context->isStateDirty[idx] |= (1 << shift);
1115 /* This function takes care of wined3d pixel format selection. */
1116 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1117 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1118 BOOL auxBuffers, BOOL findCompatible)
1120 int iPixelFormat=0;
1121 BYTE redBits, greenBits, blueBits, alphaBits, colorBits;
1122 BYTE depthBits=0, stencilBits=0;
1123 unsigned int current_value;
1124 unsigned int cfg_count = device->adapter->cfg_count;
1125 unsigned int i;
1127 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1128 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1129 auxBuffers, findCompatible);
1131 if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1133 ERR("Unable to get color bits for format %s (%#x)!\n",
1134 debug_d3dformat(color_format->id), color_format->id);
1135 return 0;
1138 getDepthStencilBits(ds_format, &depthBits, &stencilBits);
1140 current_value = 0;
1141 for (i = 0; i < cfg_count; ++i)
1143 const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1144 unsigned int value;
1146 /* For now only accept RGBA formats. Perhaps some day we will
1147 * allow floating point formats for pbuffers. */
1148 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1149 continue;
1150 /* In window mode we need a window drawable format and double buffering. */
1151 if (!(cfg->windowDrawable && cfg->doubleBuffer))
1152 continue;
1153 if (cfg->redSize < redBits)
1154 continue;
1155 if (cfg->greenSize < greenBits)
1156 continue;
1157 if (cfg->blueSize < blueBits)
1158 continue;
1159 if (cfg->alphaSize < alphaBits)
1160 continue;
1161 if (cfg->depthSize < depthBits)
1162 continue;
1163 if (stencilBits && cfg->stencilSize != stencilBits)
1164 continue;
1165 /* Check multisampling support. */
1166 if (cfg->numSamples)
1167 continue;
1169 value = 1;
1170 /* We try to locate a format which matches our requirements exactly. In case of
1171 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1172 if (cfg->depthSize == depthBits)
1173 value += 1;
1174 if (cfg->stencilSize == stencilBits)
1175 value += 2;
1176 if (cfg->alphaSize == alphaBits)
1177 value += 4;
1178 /* We like to have aux buffers in backbuffer mode */
1179 if (auxBuffers && cfg->auxBuffers)
1180 value += 8;
1181 if (cfg->redSize == redBits
1182 && cfg->greenSize == greenBits
1183 && cfg->blueSize == blueBits)
1184 value += 16;
1186 if (value > current_value)
1188 iPixelFormat = cfg->iPixelFormat;
1189 current_value = value;
1193 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1194 if(!iPixelFormat && !findCompatible) {
1195 ERR("Can't find a suitable iPixelFormat\n");
1196 return FALSE;
1197 } else if(!iPixelFormat) {
1198 PIXELFORMATDESCRIPTOR pfd;
1200 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1201 /* PixelFormat selection */
1202 ZeroMemory(&pfd, sizeof(pfd));
1203 pfd.nSize = sizeof(pfd);
1204 pfd.nVersion = 1;
1205 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1206 pfd.iPixelType = PFD_TYPE_RGBA;
1207 pfd.cAlphaBits = alphaBits;
1208 pfd.cColorBits = colorBits;
1209 pfd.cDepthBits = depthBits;
1210 pfd.cStencilBits = stencilBits;
1211 pfd.iLayerType = PFD_MAIN_PLANE;
1213 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1214 if(!iPixelFormat) {
1215 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1216 ERR("Can't find a suitable iPixelFormat\n");
1217 return FALSE;
1221 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1222 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1223 return iPixelFormat;
1226 /* Context activation is done by the caller. */
1227 static void bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
1229 const struct wined3d_gl_info *gl_info = context->gl_info;
1230 unsigned int i, count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1232 for (i = 0; i < count; ++i)
1234 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1235 checkGLcall("glActiveTextureARB");
1237 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1238 checkGLcall("glBindTexture");
1240 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1242 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1243 checkGLcall("glBindTexture");
1246 if (gl_info->supported[EXT_TEXTURE3D])
1248 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1249 checkGLcall("glBindTexture");
1252 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1254 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1255 checkGLcall("glBindTexture");
1260 /* Do not call while under the GL lock. */
1261 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1262 struct wined3d_surface *target, const struct wined3d_format *ds_format)
1264 struct wined3d_device *device = swapchain->device;
1265 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1266 const struct wined3d_format *color_format;
1267 struct wined3d_context *ret;
1268 BOOL auxBuffers = FALSE;
1269 int pixel_format;
1270 unsigned int s;
1271 int swap_interval;
1272 DWORD state;
1273 HGLRC ctx;
1274 HDC hdc;
1276 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1278 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1279 if (!ret)
1280 return NULL;
1282 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1283 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1284 if (!ret->blit_targets)
1285 goto out;
1287 ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1288 gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1289 if (!ret->draw_buffers)
1290 goto out;
1292 ret->free_occlusion_query_size = 4;
1293 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1294 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1295 if (!ret->free_occlusion_queries)
1296 goto out;
1298 list_init(&ret->occlusion_queries);
1300 ret->free_event_query_size = 4;
1301 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1302 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1303 if (!ret->free_event_queries)
1304 goto out;
1306 list_init(&ret->event_queries);
1307 list_init(&ret->fbo_list);
1308 list_init(&ret->fbo_destroy_list);
1310 if (!(hdc = GetDC(swapchain->win_handle)))
1312 WARN("Failed to retireve device context, trying swapchain backup.\n");
1314 if (!(hdc = swapchain_get_backup_dc(swapchain)))
1316 ERR("Failed to retrieve a device context.\n");
1317 goto out;
1321 color_format = target->resource.format;
1323 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1324 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1325 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1327 auxBuffers = TRUE;
1329 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1330 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1331 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1332 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1335 /* DirectDraw supports 8bit paletted render targets and these are used by
1336 * old games like StarCraft and C&C. Most modern hardware doesn't support
1337 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1338 * conversion (ab)uses the alpha component for storing the palette index.
1339 * For this reason we require a format with 8bit alpha, so request
1340 * A8R8G8B8. */
1341 if (color_format->id == WINED3DFMT_P8_UINT)
1342 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1344 /* Try to find a pixel format which matches our requirements. */
1345 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, FALSE);
1347 /* Try to locate a compatible format if we weren't able to find anything. */
1348 if (!pixel_format)
1350 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1351 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, TRUE);
1354 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1355 if (!pixel_format)
1357 ERR("Can't find a suitable pixel format.\n");
1358 goto out;
1361 context_enter(ret);
1363 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1365 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1366 context_release(ret);
1367 goto out;
1370 if (!(ctx = wglCreateContext(hdc)))
1372 ERR("Failed to create a WGL context.\n");
1373 context_release(ret);
1374 goto out;
1377 if (device->context_count)
1379 if (!wglShareLists(device->contexts[0]->glCtx, ctx))
1381 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1382 device->contexts[0]->glCtx, ctx, GetLastError());
1383 context_release(ret);
1384 if (!wglDeleteContext(ctx))
1385 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1386 goto out;
1390 if (!device_context_add(device, ret))
1392 ERR("Failed to add the newly created context to the context list\n");
1393 context_release(ret);
1394 if (!wglDeleteContext(ctx))
1395 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1396 goto out;
1399 ret->gl_info = gl_info;
1400 ret->state_table = device->StateTable;
1402 /* Mark all states dirty to force a proper initialization of the states
1403 * on the first use of the context. */
1404 for (state = 0; state <= STATE_HIGHEST; ++state)
1406 if (ret->state_table[state].representative)
1407 context_invalidate_state(ret, state);
1410 ret->swapchain = swapchain;
1411 ret->current_rt = target;
1412 ret->tid = GetCurrentThreadId();
1414 ret->render_offscreen = surface_is_offscreen(target);
1415 ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
1416 ret->valid = 1;
1418 ret->glCtx = ctx;
1419 ret->win_handle = swapchain->win_handle;
1420 ret->hdc = hdc;
1421 ret->pixel_format = pixel_format;
1423 /* Set up the context defaults */
1424 if (!context_set_current(ret))
1426 ERR("Cannot activate context to set up defaults.\n");
1427 device_context_remove(device, ret);
1428 context_release(ret);
1429 if (!wglDeleteContext(ctx))
1430 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1431 goto out;
1434 switch (swapchain->desc.swap_interval)
1436 case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1437 swap_interval = 0;
1438 break;
1439 case WINED3DPRESENT_INTERVAL_DEFAULT:
1440 case WINED3DPRESENT_INTERVAL_ONE:
1441 swap_interval = 1;
1442 break;
1443 case WINED3DPRESENT_INTERVAL_TWO:
1444 swap_interval = 2;
1445 break;
1446 case WINED3DPRESENT_INTERVAL_THREE:
1447 swap_interval = 3;
1448 break;
1449 case WINED3DPRESENT_INTERVAL_FOUR:
1450 swap_interval = 4;
1451 break;
1452 default:
1453 FIXME("Unknown swap interval %#x.\n", swapchain->desc.swap_interval);
1454 swap_interval = 1;
1457 if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1459 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1460 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1461 swap_interval, ret, GetLastError());
1464 gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1466 TRACE("Setting up the screen\n");
1467 /* Clear the screen */
1468 gl_info->gl_ops.gl.p_glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1469 checkGLcall("glClearColor");
1470 gl_info->gl_ops.gl.p_glClearIndex(0);
1471 gl_info->gl_ops.gl.p_glClearDepth(1);
1472 gl_info->gl_ops.gl.p_glClearStencil(0xffff);
1474 checkGLcall("glClear");
1476 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1477 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1479 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1480 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1482 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1483 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1485 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1486 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1487 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1488 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1490 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1492 /* Most textures will use client storage if supported. Exceptions are
1493 * non-native power of 2 textures and textures in DIB sections. */
1494 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1495 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1497 if (gl_info->supported[ARB_VERTEX_BLEND])
1499 /* Direct3D always uses n-1 weights for n world matrices and uses
1500 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
1501 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
1502 * enabled as well. */
1503 gl_info->gl_ops.gl.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1504 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1506 if (gl_info->supported[NV_TEXTURE_SHADER2])
1508 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1509 * the previous texture where to source the offset from is always unit - 1.
1511 for (s = 1; s < gl_info->limits.textures; ++s)
1513 context_active_texture(ret, gl_info, s);
1514 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
1515 GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1516 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1519 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1521 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1522 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1523 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1524 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1525 * is ever assigned.
1527 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1528 * program and the dummy program is destroyed when the context is destroyed.
1530 const char *dummy_program =
1531 "!!ARBfp1.0\n"
1532 "MOV result.color, fragment.color.primary;\n"
1533 "END\n";
1534 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1535 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1536 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1539 if (gl_info->supported[ARB_POINT_SPRITE])
1541 for (s = 0; s < gl_info->limits.textures; ++s)
1543 context_active_texture(ret, gl_info, s);
1544 gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1545 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1549 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1551 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1553 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1555 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1557 ret->select_shader = 1;
1559 /* If this happens to be the first context for the device, dummy textures
1560 * are not created yet. In that case, they will be created (and bound) by
1561 * create_dummy_textures right after this context is initialized. */
1562 if (device->dummy_texture_2d[0])
1563 bind_dummy_textures(device, ret);
1565 TRACE("Created context %p.\n", ret);
1567 return ret;
1569 out:
1570 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1571 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1572 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1573 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1574 HeapFree(GetProcessHeap(), 0, ret);
1575 return NULL;
1578 /* Do not call while under the GL lock. */
1579 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
1581 BOOL destroy;
1583 TRACE("Destroying ctx %p\n", context);
1585 if (context->tid == GetCurrentThreadId() || !context->current)
1587 context_destroy_gl_resources(context);
1588 TlsSetValue(wined3d_context_tls_idx, NULL);
1589 destroy = TRUE;
1591 else
1593 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
1594 in wined3d_adapter may go away in the meantime */
1595 struct wined3d_gl_info *gl_info = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info));
1596 *gl_info = *context->gl_info;
1597 context->gl_info = gl_info;
1598 context->destroyed = 1;
1599 destroy = FALSE;
1602 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1603 HeapFree(GetProcessHeap(), 0, context->blit_targets);
1604 device_context_remove(device, context);
1605 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1608 /* Context activation is done by the caller. */
1609 static void set_blit_dimension(const struct wined3d_gl_info *gl_info, UINT width, UINT height)
1611 const GLdouble projection[] =
1613 2.0 / width, 0.0, 0.0, 0.0,
1614 0.0, 2.0 / height, 0.0, 0.0,
1615 0.0, 0.0, 2.0, 0.0,
1616 -1.0, -1.0, -1.0, 1.0,
1619 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1620 checkGLcall("glMatrixMode(GL_PROJECTION)");
1621 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
1622 checkGLcall("glLoadMatrixd");
1623 gl_info->gl_ops.gl.p_glViewport(0, 0, width, height);
1624 checkGLcall("glViewport");
1627 static void context_get_rt_size(const struct wined3d_context *context, SIZE *size)
1629 const struct wined3d_surface *rt = context->current_rt;
1631 if (rt->container.type == WINED3D_CONTAINER_SWAPCHAIN
1632 && rt->container.u.swapchain->front_buffer == rt)
1634 RECT window_size;
1636 GetClientRect(context->win_handle, &window_size);
1637 size->cx = window_size.right - window_size.left;
1638 size->cy = window_size.bottom - window_size.top;
1640 return;
1643 size->cx = rt->resource.width;
1644 size->cy = rt->resource.height;
1647 /*****************************************************************************
1648 * SetupForBlit
1650 * Sets up a context for DirectDraw blitting.
1651 * All texture units are disabled, texture unit 0 is set as current unit
1652 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1653 * color writing enabled for all channels
1654 * register combiners disabled, shaders disabled
1655 * world matrix is set to identity, texture matrix 0 too
1656 * projection matrix is setup for drawing screen coordinates
1658 * Params:
1659 * This: Device to activate the context for
1660 * context: Context to setup
1662 *****************************************************************************/
1663 /* Context activation is done by the caller. */
1664 static void SetupForBlit(const struct wined3d_device *device, struct wined3d_context *context)
1666 int i;
1667 const struct wined3d_gl_info *gl_info = context->gl_info;
1668 DWORD sampler;
1669 SIZE rt_size;
1671 TRACE("Setting up context %p for blitting\n", context);
1673 context_get_rt_size(context, &rt_size);
1675 if (context->last_was_blit)
1677 if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
1679 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
1680 context->blit_w = rt_size.cx;
1681 context->blit_h = rt_size.cy;
1682 /* No need to dirtify here, the states are still dirtified because
1683 * they weren't applied since the last SetupForBlit() call. */
1685 TRACE("Context is already set up for blitting, nothing to do\n");
1686 return;
1688 context->last_was_blit = TRUE;
1690 /* Disable all textures. The caller can then bind a texture it wants to blit
1691 * from
1693 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1694 * function texture unit. No need to care for higher samplers
1696 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1698 sampler = device->rev_tex_unit_map[i];
1699 context_active_texture(context, gl_info, i);
1701 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1703 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1704 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1706 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
1707 checkGLcall("glDisable GL_TEXTURE_3D");
1708 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1710 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
1711 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1713 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
1714 checkGLcall("glDisable GL_TEXTURE_2D");
1716 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1717 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1719 if (sampler != WINED3D_UNMAPPED_STAGE)
1721 if (sampler < MAX_TEXTURES)
1722 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
1723 context_invalidate_state(context, STATE_SAMPLER(sampler));
1726 context_active_texture(context, gl_info, 0);
1728 sampler = device->rev_tex_unit_map[0];
1730 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1732 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1733 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1735 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
1736 checkGLcall("glDisable GL_TEXTURE_3D");
1737 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1739 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
1740 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1742 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
1743 checkGLcall("glDisable GL_TEXTURE_2D");
1745 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1747 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
1748 checkGLcall("glMatrixMode(GL_TEXTURE)");
1749 gl_info->gl_ops.gl.p_glLoadIdentity();
1750 checkGLcall("glLoadIdentity()");
1752 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1754 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1755 GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
1756 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1759 if (sampler != WINED3D_UNMAPPED_STAGE)
1761 if (sampler < MAX_TEXTURES)
1763 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
1764 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
1766 context_invalidate_state(context, STATE_SAMPLER(sampler));
1769 /* Other misc states */
1770 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
1771 checkGLcall("glDisable(GL_ALPHA_TEST)");
1772 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
1773 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1774 checkGLcall("glDisable GL_LIGHTING");
1775 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
1776 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
1777 checkGLcall("glDisable GL_DEPTH_TEST");
1778 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
1779 glDisableWINE(GL_FOG);
1780 checkGLcall("glDisable GL_FOG");
1781 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
1782 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1783 checkGLcall("glDisable GL_BLEND");
1784 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
1785 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
1786 checkGLcall("glDisable GL_CULL_FACE");
1787 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE));
1788 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
1789 checkGLcall("glDisable GL_STENCIL_TEST");
1790 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
1791 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1792 checkGLcall("glDisable GL_SCISSOR_TEST");
1793 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
1794 if (gl_info->supported[ARB_POINT_SPRITE])
1796 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1797 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1798 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
1800 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1801 checkGLcall("glColorMask");
1802 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
1803 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
1804 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
1805 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
1806 if (gl_info->supported[EXT_SECONDARY_COLOR])
1808 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
1809 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
1810 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1813 /* Setup transforms */
1814 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
1815 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1816 gl_info->gl_ops.gl.p_glLoadIdentity();
1817 checkGLcall("glLoadIdentity()");
1818 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
1820 context->last_was_rhw = TRUE;
1821 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
1823 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1824 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1825 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1826 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1827 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1828 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1829 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
1831 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
1833 /* Disable shaders */
1834 device->shader_backend->shader_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
1835 context->select_shader = 1;
1836 context->load_constants = 1;
1838 context->blit_w = rt_size.cx;
1839 context->blit_h = rt_size.cy;
1840 context_invalidate_state(context, STATE_VIEWPORT);
1841 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
1844 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
1846 return rt_mask & (1 << 31);
1849 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
1851 return rt_mask & ~(1 << 31);
1854 /* Context activation is done by the caller. */
1855 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
1857 const struct wined3d_gl_info *gl_info = context->gl_info;
1859 if (!rt_mask)
1861 gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
1862 checkGLcall("glDrawBuffer()");
1864 else if (is_rt_mask_onscreen(rt_mask))
1866 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
1867 checkGLcall("glDrawBuffer()");
1869 else
1871 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1873 unsigned int i = 0;
1875 while (rt_mask)
1877 if (rt_mask & 1)
1878 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1879 else
1880 context->draw_buffers[i] = GL_NONE;
1882 rt_mask >>= 1;
1883 ++i;
1886 if (gl_info->supported[ARB_DRAW_BUFFERS])
1888 GL_EXTCALL(glDrawBuffersARB(i, context->draw_buffers));
1889 checkGLcall("glDrawBuffers()");
1891 else
1893 gl_info->gl_ops.gl.p_glDrawBuffer(context->draw_buffers[0]);
1894 checkGLcall("glDrawBuffer()");
1897 else
1899 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
1904 /* Context activation is done by the caller. */
1905 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1907 const struct wined3d_gl_info *gl_info = context->gl_info;
1909 gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
1910 checkGLcall("glDrawBuffer()");
1911 if (context->current_fbo)
1912 context->current_fbo->rt_mask = context_generate_rt_mask(buffer);
1913 else
1914 context->draw_buffers_mask = context_generate_rt_mask(buffer);
1917 /* Context activation is done by the caller. */
1918 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
1920 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0 + unit));
1921 checkGLcall("glActiveTextureARB");
1922 context->active_texture = unit;
1925 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
1927 const struct wined3d_gl_info *gl_info = context->gl_info;
1928 DWORD unit = context->active_texture;
1929 DWORD old_texture_type = context->texture_type[unit];
1931 if (name)
1933 gl_info->gl_ops.gl.p_glBindTexture(target, name);
1934 checkGLcall("glBindTexture");
1936 else
1938 target = GL_NONE;
1941 if (old_texture_type != target)
1943 const struct wined3d_device *device = context->swapchain->device;
1945 switch (old_texture_type)
1947 case GL_NONE:
1948 /* nothing to do */
1949 break;
1950 case GL_TEXTURE_2D:
1951 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[unit]);
1952 checkGLcall("glBindTexture");
1953 break;
1954 case GL_TEXTURE_RECTANGLE_ARB:
1955 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[unit]);
1956 checkGLcall("glBindTexture");
1957 break;
1958 case GL_TEXTURE_CUBE_MAP:
1959 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[unit]);
1960 checkGLcall("glBindTexture");
1961 break;
1962 case GL_TEXTURE_3D:
1963 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[unit]);
1964 checkGLcall("glBindTexture");
1965 break;
1966 default:
1967 ERR("Unexpected texture target %#x\n", old_texture_type);
1970 context->texture_type[unit] = target;
1974 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
1976 if (context->render_offscreen == offscreen) return;
1978 context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
1979 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
1980 context_invalidate_state(context, STATE_VIEWPORT);
1981 context_invalidate_state(context, STATE_SCISSORRECT);
1982 context_invalidate_state(context, STATE_FRONTFACE);
1983 context->render_offscreen = offscreen;
1986 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
1987 const struct wined3d_format *required)
1989 BYTE existing_depth, existing_stencil, required_depth, required_stencil;
1991 if (existing == required) return TRUE;
1992 if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
1994 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
1995 getDepthStencilBits(required, &required_depth, &required_stencil);
1997 if(existing_depth < required_depth) return FALSE;
1998 /* If stencil bits are used the exact amount is required - otherwise wrapping
1999 * won't work correctly */
2000 if(required_stencil && required_stencil != existing_stencil) return FALSE;
2001 return TRUE;
2004 /* The caller provides a context */
2005 static void context_validate_onscreen_formats(struct wined3d_context *context,
2006 const struct wined3d_surface *depth_stencil)
2008 /* Onscreen surfaces are always in a swapchain */
2009 struct wined3d_swapchain *swapchain = context->current_rt->container.u.swapchain;
2011 if (context->render_offscreen || !depth_stencil) return;
2012 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
2014 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2015 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2016 * format. */
2017 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2019 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2020 surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
2021 swapchain->render_to_fbo = TRUE;
2022 swapchain_update_draw_bindings(swapchain);
2023 context_set_render_offscreen(context, TRUE);
2026 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device, const struct wined3d_surface *rt)
2028 if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
2029 return 0;
2030 else if (rt->container.type == WINED3D_CONTAINER_SWAPCHAIN)
2031 return context_generate_rt_mask_from_surface(rt);
2032 else
2033 return context_generate_rt_mask(device->offscreenBuffer);
2036 /* Context activation is done by the caller. */
2037 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
2039 struct wined3d_surface *rt = context->current_rt;
2040 DWORD rt_mask, *cur_mask;
2042 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2044 context_validate_onscreen_formats(context, NULL);
2046 if (context->render_offscreen)
2048 surface_internal_preload(rt, SRGB_RGB);
2050 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->draw_binding);
2051 if (rt->resource.format->id != WINED3DFMT_NULL)
2052 rt_mask = 1;
2053 else
2054 rt_mask = 0;
2056 else
2058 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2059 rt_mask = context_generate_rt_mask_from_surface(rt);
2062 else
2064 rt_mask = context_generate_rt_mask_no_fbo(device, rt);
2067 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2069 if (rt_mask != *cur_mask)
2071 context_apply_draw_buffers(context, rt_mask);
2072 *cur_mask = rt_mask;
2075 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2077 context_check_fbo_status(context, GL_FRAMEBUFFER);
2080 SetupForBlit(device, context);
2081 context_invalidate_state(context, STATE_FRAMEBUFFER);
2084 static BOOL context_validate_rt_config(UINT rt_count,
2085 struct wined3d_surface * const *rts, const struct wined3d_surface *ds)
2087 unsigned int i;
2089 if (ds) return TRUE;
2091 for (i = 0; i < rt_count; ++i)
2093 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2094 return TRUE;
2097 WARN("Invalid render target config, need at least one attachment.\n");
2098 return FALSE;
2101 /* Context activation is done by the caller. */
2102 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
2103 UINT rt_count, const struct wined3d_fb_state *fb)
2105 const struct wined3d_gl_info *gl_info = context->gl_info;
2106 DWORD rt_mask = 0, *cur_mask;
2107 UINT i;
2108 struct wined3d_surface **rts = fb->render_targets;
2110 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb
2111 || rt_count != context->gl_info->limits.buffers)
2113 if (!context_validate_rt_config(rt_count, rts, fb->depth_stencil))
2114 return FALSE;
2116 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2118 context_validate_onscreen_formats(context, fb->depth_stencil);
2120 if (!rt_count || surface_is_offscreen(rts[0]))
2122 for (i = 0; i < rt_count; ++i)
2124 context->blit_targets[i] = rts[i];
2125 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2126 rt_mask |= (1 << i);
2128 while (i < context->gl_info->limits.buffers)
2130 context->blit_targets[i] = NULL;
2131 ++i;
2133 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil,
2134 rt_count ? rts[0]->draw_binding : SFLAG_INTEXTURE);
2135 gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
2136 checkGLcall("glReadBuffer");
2138 else
2140 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2141 rt_mask = context_generate_rt_mask_from_surface(rts[0]);
2144 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2145 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2146 * state management allows this */
2147 context_invalidate_state(context, STATE_FRAMEBUFFER);
2149 else
2151 rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
2154 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
2155 && (!rt_count || surface_is_offscreen(rts[0])))
2157 for (i = 0; i < rt_count; ++i)
2159 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL) rt_mask |= (1 << i);
2162 else
2164 rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
2167 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2169 if (rt_mask != *cur_mask)
2171 context_apply_draw_buffers(context, rt_mask);
2172 *cur_mask = rt_mask;
2173 context_invalidate_state(context, STATE_FRAMEBUFFER);
2176 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2178 context_check_fbo_status(context, GL_FRAMEBUFFER);
2181 if (context->last_was_blit)
2182 context->last_was_blit = FALSE;
2184 /* Blending and clearing should be orthogonal, but tests on the nvidia
2185 * driver show that disabling blending when clearing improves the clearing
2186 * performance incredibly. */
2187 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2188 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
2189 checkGLcall("glEnable GL_SCISSOR_TEST");
2191 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2192 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
2193 context_invalidate_state(context, STATE_SCISSORRECT);
2195 return TRUE;
2198 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_device *device)
2200 const struct wined3d_state *state = &device->stateBlock->state;
2201 struct wined3d_surface **rts = state->fb->render_targets;
2202 struct wined3d_shader *ps = state->pixel_shader;
2203 DWORD rt_mask, rt_mask_bits;
2204 unsigned int i;
2206 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return context_generate_rt_mask_no_fbo(device, rts[0]);
2207 else if (!context->render_offscreen) return context_generate_rt_mask_from_surface(rts[0]);
2209 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
2210 rt_mask &= device->valid_rt_mask;
2211 rt_mask_bits = rt_mask;
2212 i = 0;
2213 while (rt_mask_bits)
2215 rt_mask_bits &= ~(1 << i);
2216 if (!rts[i] || rts[i]->resource.format->id == WINED3DFMT_NULL)
2217 rt_mask &= ~(1 << i);
2219 i++;
2222 return rt_mask;
2225 /* Context activation is done by the caller. */
2226 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2228 const struct wined3d_device *device = context->swapchain->device;
2229 const struct wined3d_gl_info *gl_info = context->gl_info;
2230 const struct wined3d_fb_state *fb = state->fb;
2231 DWORD rt_mask = find_draw_buffers_mask(context, device);
2232 DWORD *cur_mask;
2234 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2236 if (!context->render_offscreen)
2238 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2240 else
2242 context_apply_fbo_state(context, GL_FRAMEBUFFER, fb->render_targets, fb->depth_stencil,
2243 fb->render_targets[0]->draw_binding);
2244 gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
2245 checkGLcall("glReadBuffer");
2249 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2250 if (rt_mask != *cur_mask)
2252 context_apply_draw_buffers(context, rt_mask);
2253 *cur_mask = rt_mask;
2257 /* Context activation is done by the caller. */
2258 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2260 const struct wined3d_device *device = context->swapchain->device;
2261 DWORD rt_mask, *cur_mask;
2263 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
2265 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2266 rt_mask = find_draw_buffers_mask(context, device);
2267 if (rt_mask != *cur_mask)
2269 context_apply_draw_buffers(context, rt_mask);
2270 *cur_mask = rt_mask;
2274 /* Context activation is done by the caller. */
2275 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device)
2277 const struct wined3d_state *state = &device->stateBlock->state;
2278 const struct StateEntry *state_table = context->state_table;
2279 const struct wined3d_fb_state *fb = state->fb;
2280 unsigned int i;
2282 if (!context_validate_rt_config(context->gl_info->limits.buffers,
2283 fb->render_targets, fb->depth_stencil))
2284 return FALSE;
2286 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
2288 context_validate_onscreen_formats(context, fb->depth_stencil);
2291 /* Preload resources before FBO setup. Texture preload in particular may
2292 * result in changes to the current FBO, due to using e.g. FBO blits for
2293 * updating a resource location. */
2294 device_update_tex_unit_map(device);
2295 device_preload_textures(device);
2296 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC))
2297 device_update_stream_info(device, context->gl_info);
2298 if (state->index_buffer)
2300 if (device->strided_streams.all_vbo)
2301 wined3d_buffer_preload(state->index_buffer);
2302 else
2303 buffer_get_sysmem(state->index_buffer, context->gl_info);
2306 for (i = 0; i < context->numDirtyEntries; ++i)
2308 DWORD rep = context->dirtyArray[i];
2309 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2310 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2311 context->isStateDirty[idx] &= ~(1 << shift);
2312 state_table[rep].apply(context, state, rep);
2315 if (context->select_shader)
2317 device->shader_backend->shader_select(context,
2318 use_vs(state) ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
2319 use_ps(state) ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP);
2320 context->select_shader = 0;
2323 if (context->load_constants)
2325 device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
2326 context->load_constants = 0;
2329 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2331 context_check_fbo_status(context, GL_FRAMEBUFFER);
2334 context->numDirtyEntries = 0; /* This makes the whole list clean */
2335 context->last_was_blit = FALSE;
2337 return TRUE;
2340 static void context_setup_target(struct wined3d_context *context, struct wined3d_surface *target)
2342 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2344 render_offscreen = surface_is_offscreen(target);
2345 if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2347 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2348 * the alpha blend state changes with different render target formats. */
2349 if (!context->current_rt)
2351 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2353 else
2355 const struct wined3d_format *old = context->current_rt->resource.format;
2356 const struct wined3d_format *new = target->resource.format;
2358 if (old->id != new->id)
2360 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2361 if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
2362 || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2363 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2365 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2366 if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
2367 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
2370 /* When switching away from an offscreen render target, and we're not
2371 * using FBOs, we have to read the drawable into the texture. This is
2372 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2373 * are some things that need care though. PreLoad needs a GL context,
2374 * and FindContext is called before the context is activated. It also
2375 * has to be called with the old rendertarget active, otherwise a
2376 * wrong drawable is read. */
2377 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2378 && old_render_offscreen && context->current_rt != target)
2380 /* Read the back buffer of the old drawable into the destination texture. */
2381 if (context->current_rt->texture_name_srgb)
2382 surface_internal_preload(context->current_rt, SRGB_SRGB);
2383 surface_internal_preload(context->current_rt, SRGB_RGB);
2384 surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2388 context->current_rt = target;
2389 context_set_render_offscreen(context, render_offscreen);
2392 /* Do not call while under the GL lock. */
2393 struct wined3d_context *context_acquire(const struct wined3d_device *device, struct wined3d_surface *target)
2395 struct wined3d_context *current_context = context_get_current();
2396 struct wined3d_context *context;
2398 TRACE("device %p, target %p.\n", device, target);
2400 if (current_context && current_context->destroyed)
2401 current_context = NULL;
2403 if (!target)
2405 if (current_context
2406 && current_context->current_rt
2407 && current_context->swapchain->device == device)
2409 target = current_context->current_rt;
2411 else
2413 struct wined3d_swapchain *swapchain = device->swapchains[0];
2414 if (swapchain->back_buffers)
2415 target = swapchain->back_buffers[0];
2416 else
2417 target = swapchain->front_buffer;
2421 if (current_context && current_context->current_rt == target)
2423 context = current_context;
2425 else if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
2427 TRACE("Rendering onscreen.\n");
2429 context = swapchain_get_context(target->container.u.swapchain);
2431 else
2433 TRACE("Rendering offscreen.\n");
2435 /* Stay with the current context if possible. Otherwise use the
2436 * context for the primary swapchain. */
2437 if (current_context && current_context->swapchain->device == device)
2438 context = current_context;
2439 else
2440 context = swapchain_get_context(device->swapchains[0]);
2443 context_update_window(context);
2444 context_setup_target(context, target);
2445 context_enter(context);
2446 if (!context->valid) return context;
2448 if (context != current_context)
2450 if (!context_set_current(context))
2451 ERR("Failed to activate the new context.\n");
2453 else if (context->restore_ctx)
2455 context_set_gl_context(context);
2458 return context;