wined3d: Unify GLINFO_LOCATION in surface.c.
[wine/multimedia.git] / dlls / wined3d / context.c
blob090f788fe9fd40f50e7ad14f052ee4615801e4ee
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
23 #include <stdio.h>
24 #ifdef HAVE_FLOAT_H
25 # include <float.h>
26 #endif
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 #define GLINFO_LOCATION (*gl_info)
33 static DWORD wined3d_context_tls_idx;
35 /* FBO helper functions */
37 /* GL locking is done by the caller */
38 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
40 const struct wined3d_gl_info *gl_info = context->gl_info;
41 GLuint f;
43 if (!fbo)
45 f = 0;
47 else
49 if (!*fbo)
51 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
52 checkGLcall("glGenFramebuffers()");
53 TRACE("Created FBO %u.\n", *fbo);
55 f = *fbo;
58 switch (target)
60 case GL_READ_FRAMEBUFFER:
61 if (context->fbo_read_binding == f) return;
62 context->fbo_read_binding = f;
63 break;
65 case GL_DRAW_FRAMEBUFFER:
66 if (context->fbo_draw_binding == f) return;
67 context->fbo_draw_binding = f;
68 break;
70 case GL_FRAMEBUFFER:
71 if (context->fbo_read_binding == f
72 && context->fbo_draw_binding == f) return;
73 context->fbo_read_binding = f;
74 context->fbo_draw_binding = f;
75 break;
77 default:
78 FIXME("Unhandled target %#x.\n", target);
79 break;
82 gl_info->fbo_ops.glBindFramebuffer(target, f);
83 checkGLcall("glBindFramebuffer()");
86 /* GL locking is done by the caller */
87 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info)
89 unsigned int i;
91 for (i = 0; i < gl_info->limits.buffers; ++i)
93 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
94 checkGLcall("glFramebufferTexture2D()");
96 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
97 checkGLcall("glFramebufferTexture2D()");
99 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
100 checkGLcall("glFramebufferTexture2D()");
103 /* GL locking is done by the caller */
104 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
106 const struct wined3d_gl_info *gl_info = context->gl_info;
108 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
109 context_clean_fbo_attachments(gl_info);
110 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
112 gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
113 checkGLcall("glDeleteFramebuffers()");
116 /* GL locking is done by the caller */
117 static void context_apply_attachment_filter_states(IWineD3DSurface *surface)
119 IWineD3DBaseTextureImpl *texture_impl;
121 /* Update base texture states array */
122 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
124 IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
125 IWineD3DDeviceImpl *device = surface_impl->resource.device;
126 BOOL update_minfilter = FALSE;
127 BOOL update_magfilter = FALSE;
129 if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
130 || texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
132 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
133 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
134 update_minfilter = TRUE;
137 if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
139 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
140 update_magfilter = TRUE;
143 if (texture_impl->baseTexture.bindCount)
145 WARN("Render targets should not be bound to a sampler\n");
146 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
149 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
151 if (update_minfilter || update_magfilter)
153 GLenum target, bind_target;
154 GLint old_binding;
156 target = surface_impl->texture_target;
157 if (target == GL_TEXTURE_2D)
159 bind_target = GL_TEXTURE_2D;
160 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
162 else if (target == GL_TEXTURE_RECTANGLE_ARB)
164 bind_target = GL_TEXTURE_RECTANGLE_ARB;
165 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
167 else
169 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
170 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
173 glBindTexture(bind_target, surface_impl->texture_name);
174 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
175 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
176 glBindTexture(bind_target, old_binding);
179 checkGLcall("apply_attachment_filter_states()");
183 /* GL locking is done by the caller */
184 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
185 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
187 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
188 const struct wined3d_gl_info *gl_info = context->gl_info;
190 TRACE("Attach depth stencil %p\n", depth_stencil);
192 if (depth_stencil)
194 DWORD format_flags = depth_stencil_impl->resource.format_desc->Flags;
196 if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
198 if (format_flags & WINED3DFMT_FLAG_DEPTH)
200 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
201 GL_RENDERBUFFER, depth_stencil_impl->current_renderbuffer->id);
202 checkGLcall("glFramebufferRenderbuffer()");
205 if (format_flags & WINED3DFMT_FLAG_STENCIL)
207 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
208 GL_RENDERBUFFER, depth_stencil_impl->current_renderbuffer->id);
209 checkGLcall("glFramebufferRenderbuffer()");
212 else
214 surface_prepare_texture(depth_stencil_impl, gl_info, FALSE);
215 context_apply_attachment_filter_states(depth_stencil);
217 if (format_flags & WINED3DFMT_FLAG_DEPTH)
219 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
220 depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
221 depth_stencil_impl->texture_level);
222 checkGLcall("glFramebufferTexture2D()");
225 if (format_flags & WINED3DFMT_FLAG_STENCIL)
227 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
228 depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
229 depth_stencil_impl->texture_level);
230 checkGLcall("glFramebufferTexture2D()");
234 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
236 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
237 checkGLcall("glFramebufferTexture2D()");
240 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
242 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
243 checkGLcall("glFramebufferTexture2D()");
246 else
248 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
249 checkGLcall("glFramebufferTexture2D()");
251 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
252 checkGLcall("glFramebufferTexture2D()");
256 /* GL locking is done by the caller */
257 void context_attach_surface_fbo(const struct wined3d_context *context,
258 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
260 IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
261 const struct wined3d_gl_info *gl_info = context->gl_info;
263 TRACE("Attach surface %p to %u\n", surface, idx);
265 if (surface)
267 surface_prepare_texture(surface_impl, gl_info, FALSE);
268 context_apply_attachment_filter_states(surface);
270 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, surface_impl->texture_target,
271 surface_impl->texture_name, surface_impl->texture_level);
272 checkGLcall("glFramebufferTexture2D()");
274 else
276 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
277 checkGLcall("glFramebufferTexture2D()");
281 /* GL locking is done by the caller */
282 static void context_check_fbo_status(struct wined3d_context *context)
284 const struct wined3d_gl_info *gl_info = context->gl_info;
285 GLenum status;
287 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
288 if (status == GL_FRAMEBUFFER_COMPLETE)
290 TRACE("FBO complete\n");
291 } else {
292 IWineD3DSurfaceImpl *attachment;
293 unsigned int i;
294 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
296 if (!context->current_fbo)
298 ERR("FBO 0 is incomplete, driver bug?\n");
299 return;
302 /* Dump the FBO attachments */
303 for (i = 0; i < gl_info->limits.buffers; ++i)
305 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i];
306 if (attachment)
308 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
309 i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
310 attachment->pow2Width, attachment->pow2Height);
313 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->depth_stencil;
314 if (attachment)
316 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
317 attachment, debug_d3dformat(attachment->resource.format_desc->format),
318 attachment->pow2Width, attachment->pow2Height);
323 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context)
325 const struct wined3d_gl_info *gl_info = context->gl_info;
326 IWineD3DDeviceImpl *device = context->swapchain->device;
327 struct fbo_entry *entry;
329 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
330 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
331 memcpy(entry->render_targets, device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
332 entry->depth_stencil = device->stencilBufferTarget;
333 entry->attached = FALSE;
334 entry->id = 0;
336 return entry;
339 /* GL locking is done by the caller */
340 static void context_reuse_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
342 const struct wined3d_gl_info *gl_info = context->gl_info;
343 IWineD3DDeviceImpl *device = context->swapchain->device;
345 context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
346 context_clean_fbo_attachments(gl_info);
348 memcpy(entry->render_targets, device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
349 entry->depth_stencil = device->stencilBufferTarget;
350 entry->attached = FALSE;
353 /* GL locking is done by the caller */
354 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
356 if (entry->id)
358 TRACE("Destroy FBO %d\n", entry->id);
359 context_destroy_fbo(context, &entry->id);
361 --context->fbo_entry_count;
362 list_remove(&entry->entry);
363 HeapFree(GetProcessHeap(), 0, entry->render_targets);
364 HeapFree(GetProcessHeap(), 0, entry);
368 /* GL locking is done by the caller */
369 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
371 const struct wined3d_gl_info *gl_info = context->gl_info;
372 IWineD3DDeviceImpl *device = context->swapchain->device;
373 struct fbo_entry *entry;
375 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
377 if (!memcmp(entry->render_targets,
378 device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
379 && entry->depth_stencil == device->stencilBufferTarget)
381 list_remove(&entry->entry);
382 list_add_head(&context->fbo_list, &entry->entry);
383 return entry;
387 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
389 entry = context_create_fbo_entry(context);
390 list_add_head(&context->fbo_list, &entry->entry);
391 ++context->fbo_entry_count;
393 else
395 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
396 context_reuse_fbo_entry(context, entry);
397 list_remove(&entry->entry);
398 list_add_head(&context->fbo_list, &entry->entry);
401 return entry;
404 /* GL locking is done by the caller */
405 static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
407 const struct wined3d_gl_info *gl_info = context->gl_info;
408 IWineD3DDeviceImpl *device = context->swapchain->device;
409 unsigned int i;
411 context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
413 if (!entry->attached)
415 /* Apply render targets */
416 for (i = 0; i < gl_info->limits.buffers; ++i)
418 IWineD3DSurface *render_target = device->render_targets[i];
419 context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, render_target);
422 /* Apply depth targets */
423 if (device->stencilBufferTarget)
425 unsigned int w = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Width;
426 unsigned int h = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Height;
428 surface_set_compatible_renderbuffer(device->stencilBufferTarget, w, h);
430 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, device->stencilBufferTarget, TRUE);
432 entry->attached = TRUE;
434 else
436 for (i = 0; i < gl_info->limits.buffers; ++i)
438 if (device->render_targets[i])
439 context_apply_attachment_filter_states(device->render_targets[i]);
441 if (device->stencilBufferTarget)
442 context_apply_attachment_filter_states(device->stencilBufferTarget);
445 for (i = 0; i < gl_info->limits.buffers; ++i)
447 if (device->render_targets[i])
448 device->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
449 else
450 device->draw_buffers[i] = GL_NONE;
454 /* GL locking is done by the caller */
455 static void context_apply_fbo_state(struct wined3d_context *context)
457 struct fbo_entry *entry, *entry2;
459 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
461 context_destroy_fbo_entry(context, entry);
464 if (context->render_offscreen)
466 context->current_fbo = context_find_fbo_entry(context);
467 context_apply_fbo_entry(context, context->current_fbo);
468 } else {
469 context->current_fbo = NULL;
470 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
473 context_check_fbo_status(context);
476 /* Context activation is done by the caller. */
477 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
479 const struct wined3d_gl_info *gl_info = context->gl_info;
481 if (context->free_occlusion_query_count)
483 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
485 else
487 if (gl_info->supported[ARB_OCCLUSION_QUERY])
489 ENTER_GL();
490 GL_EXTCALL(glGenQueriesARB(1, &query->id));
491 checkGLcall("glGenQueriesARB");
492 LEAVE_GL();
494 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
496 else
498 WARN("Occlusion queries not supported, not allocating query id.\n");
499 query->id = 0;
503 query->context = context;
504 list_add_head(&context->occlusion_queries, &query->entry);
507 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
509 struct wined3d_context *context = query->context;
511 list_remove(&query->entry);
512 query->context = NULL;
514 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
516 UINT new_size = context->free_occlusion_query_size << 1;
517 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
518 new_size * sizeof(*context->free_occlusion_queries));
520 if (!new_data)
522 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
523 return;
526 context->free_occlusion_query_size = new_size;
527 context->free_occlusion_queries = new_data;
530 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
533 /* Context activation is done by the caller. */
534 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
536 const struct wined3d_gl_info *gl_info = context->gl_info;
538 if (context->free_event_query_count)
540 query->object = context->free_event_queries[--context->free_event_query_count];
542 else
544 if (gl_info->supported[ARB_SYNC])
546 /* Using ARB_sync, not much to do here. */
547 query->object.sync = NULL;
548 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
550 else if (gl_info->supported[APPLE_FENCE])
552 ENTER_GL();
553 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
554 checkGLcall("glGenFencesAPPLE");
555 LEAVE_GL();
557 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
559 else if(gl_info->supported[NV_FENCE])
561 ENTER_GL();
562 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
563 checkGLcall("glGenFencesNV");
564 LEAVE_GL();
566 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
568 else
570 WARN("Event queries not supported, not allocating query id.\n");
571 query->object.id = 0;
575 query->context = context;
576 list_add_head(&context->event_queries, &query->entry);
579 void context_free_event_query(struct wined3d_event_query *query)
581 struct wined3d_context *context = query->context;
583 list_remove(&query->entry);
584 query->context = NULL;
586 if (context->free_event_query_count >= context->free_event_query_size - 1)
588 UINT new_size = context->free_event_query_size << 1;
589 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
590 new_size * sizeof(*context->free_event_queries));
592 if (!new_data)
594 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
595 return;
598 context->free_event_query_size = new_size;
599 context->free_event_queries = new_data;
602 context->free_event_queries[context->free_event_query_count++] = query->object;
605 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
607 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
608 UINT i;
610 if (!This->d3d_initialized) return;
612 switch(type)
614 case WINED3DRTYPE_SURFACE:
616 for (i = 0; i < This->numContexts; ++i)
618 struct wined3d_context *context = This->contexts[i];
619 const struct wined3d_gl_info *gl_info = context->gl_info;
620 struct fbo_entry *entry, *entry2;
622 if (context->current_rt == (IWineD3DSurface *)resource) context->current_rt = NULL;
624 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
626 UINT j;
628 if (entry->depth_stencil == (IWineD3DSurface *)resource)
630 list_remove(&entry->entry);
631 list_add_head(&context->fbo_destroy_list, &entry->entry);
632 continue;
635 for (j = 0; j < gl_info->limits.buffers; ++j)
637 if (entry->render_targets[j] == (IWineD3DSurface *)resource)
639 list_remove(&entry->entry);
640 list_add_head(&context->fbo_destroy_list, &entry->entry);
641 break;
647 break;
650 default:
651 break;
655 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
657 int current = GetPixelFormat(dc);
659 if (current == format) return TRUE;
661 if (!current)
663 if (!SetPixelFormat(dc, format, NULL))
665 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
666 format, dc, GetLastError());
667 return FALSE;
669 return TRUE;
672 /* By default WGL doesn't allow pixel format adjustments but we need it
673 * here. For this reason there's a Wine specific wglSetPixelFormat()
674 * which allows us to set the pixel format multiple times. Only use it
675 * when really needed. */
676 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
678 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
680 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
681 format, dc);
682 return FALSE;
684 return TRUE;
687 /* OpenGL doesn't allow pixel format adjustments. Print an error and
688 * continue using the old format. There's a big chance that the old
689 * format works although with a performance hit and perhaps rendering
690 * errors. */
691 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
692 format, dc, current);
693 return TRUE;
696 static void context_update_window(struct wined3d_context *context)
698 TRACE("Updating context %p window from %p to %p.\n",
699 context, context->win_handle, context->swapchain->win_handle);
701 if (context->valid)
703 if (!ReleaseDC(context->win_handle, context->hdc))
705 ERR("Failed to release device context %p, last error %#x.\n",
706 context->hdc, GetLastError());
709 else context->valid = 1;
711 context->win_handle = context->swapchain->win_handle;
713 if (!(context->hdc = GetDC(context->win_handle)))
715 ERR("Failed to get a device context for window %p.\n", context->win_handle);
716 goto err;
719 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
721 ERR("Failed to set pixel format %d on device context %p.\n",
722 context->pixel_format, context->hdc);
723 goto err;
726 if (!pwglMakeCurrent(context->hdc, context->glCtx))
728 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
729 context->glCtx, context->hdc, GetLastError());
730 goto err;
733 return;
735 err:
736 context->valid = 0;
739 static void context_validate(struct wined3d_context *context)
741 HWND wnd = WindowFromDC(context->hdc);
743 if (wnd != context->win_handle)
745 WARN("DC %p belongs to window %p instead of %p.\n",
746 context->hdc, wnd, context->win_handle);
747 context->valid = 0;
750 if (context->win_handle != context->swapchain->win_handle)
751 context_update_window(context);
754 static void context_destroy_gl_resources(struct wined3d_context *context)
756 const struct wined3d_gl_info *gl_info = context->gl_info;
757 struct wined3d_occlusion_query *occlusion_query;
758 struct wined3d_event_query *event_query;
759 struct fbo_entry *entry, *entry2;
760 HGLRC restore_ctx;
761 HDC restore_dc;
762 unsigned int i;
764 restore_ctx = pwglGetCurrentContext();
765 restore_dc = pwglGetCurrentDC();
767 context_validate(context);
768 if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
769 else restore_ctx = NULL;
771 ENTER_GL();
773 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
775 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
776 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
777 occlusion_query->context = NULL;
780 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
782 if (context->valid)
784 if (gl_info->supported[ARB_SYNC])
786 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
788 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
789 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
791 event_query->context = NULL;
794 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
796 if (!context->valid) entry->id = 0;
797 context_destroy_fbo_entry(context, entry);
800 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
802 if (!context->valid) entry->id = 0;
803 context_destroy_fbo_entry(context, entry);
806 if (context->valid)
808 if (context->src_fbo)
810 TRACE("Destroy src FBO %d\n", context->src_fbo);
811 context_destroy_fbo(context, &context->src_fbo);
813 if (context->dst_fbo)
815 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
816 context_destroy_fbo(context, &context->dst_fbo);
818 if (context->dummy_arbfp_prog)
820 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
823 if (gl_info->supported[ARB_OCCLUSION_QUERY])
824 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
826 if (gl_info->supported[ARB_SYNC])
828 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
830 else if (gl_info->supported[APPLE_FENCE])
832 for (i = 0; i < context->free_event_query_count; ++i)
834 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
837 else if (gl_info->supported[NV_FENCE])
839 for (i = 0; i < context->free_event_query_count; ++i)
841 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
845 checkGLcall("context cleanup");
848 LEAVE_GL();
850 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
851 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
853 if (restore_ctx)
855 if (!pwglMakeCurrent(restore_dc, restore_ctx))
857 DWORD err = GetLastError();
858 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
859 restore_ctx, restore_dc, err);
862 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
864 ERR("Failed to disable GL context.\n");
867 ReleaseDC(context->win_handle, context->hdc);
869 if (!pwglDeleteContext(context->glCtx))
871 DWORD err = GetLastError();
872 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
876 DWORD context_get_tls_idx(void)
878 return wined3d_context_tls_idx;
881 void context_set_tls_idx(DWORD idx)
883 wined3d_context_tls_idx = idx;
886 struct wined3d_context *context_get_current(void)
888 return TlsGetValue(wined3d_context_tls_idx);
891 BOOL context_set_current(struct wined3d_context *ctx)
893 struct wined3d_context *old = context_get_current();
895 if (old == ctx)
897 TRACE("Already using D3D context %p.\n", ctx);
898 return TRUE;
901 if (old)
903 if (old->destroyed)
905 TRACE("Switching away from destroyed context %p.\n", old);
906 context_destroy_gl_resources(old);
907 HeapFree(GetProcessHeap(), 0, old);
909 else
911 old->current = 0;
915 if (ctx)
917 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
918 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
920 DWORD err = GetLastError();
921 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
922 ctx->glCtx, ctx->hdc, err);
923 TlsSetValue(wined3d_context_tls_idx, NULL);
924 return FALSE;
926 ctx->current = 1;
928 else if(pwglGetCurrentContext())
930 TRACE("Clearing current D3D context.\n");
931 if (!pwglMakeCurrent(NULL, NULL))
933 DWORD err = GetLastError();
934 ERR("Failed to clear current GL context, last error %#x.\n", err);
935 TlsSetValue(wined3d_context_tls_idx, NULL);
936 return FALSE;
940 return TlsSetValue(wined3d_context_tls_idx, ctx);
943 void context_release(struct wined3d_context *context)
945 TRACE("Releasing context %p, level %u.\n", context, context->level);
947 if (WARN_ON(d3d))
949 if (!context->level)
950 WARN("Context %p is not active.\n", context);
951 else if (context != context_get_current())
952 WARN("Context %p is not the current context.\n", context);
955 if (!--context->level && context->restore_ctx)
957 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
958 if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
960 DWORD err = GetLastError();
961 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
962 context->restore_ctx, context->restore_dc, err);
964 context->restore_ctx = NULL;
965 context->restore_dc = NULL;
969 static void context_enter(struct wined3d_context *context)
971 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
973 if (!context->level++)
975 const struct wined3d_context *current_context = context_get_current();
976 HGLRC current_gl = pwglGetCurrentContext();
978 if (current_gl && (!current_context || current_context->glCtx != current_gl))
980 TRACE("Another GL context (%p on device context %p) is already current.\n",
981 current_gl, pwglGetCurrentDC());
982 context->restore_ctx = current_gl;
983 context->restore_dc = pwglGetCurrentDC();
988 /*****************************************************************************
989 * Context_MarkStateDirty
991 * Marks a state in a context dirty. Only one context, opposed to
992 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
993 * contexts
995 * Params:
996 * context: Context to mark the state dirty in
997 * state: State to mark dirty
998 * StateTable: Pointer to the state table in use(for state grouping)
1000 *****************************************************************************/
1001 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
1003 DWORD rep = StateTable[state].representative;
1004 DWORD idx;
1005 BYTE shift;
1007 if (isStateDirty(context, rep)) return;
1009 context->dirtyArray[context->numDirtyEntries++] = rep;
1010 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1011 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1012 context->isStateDirty[idx] |= (1 << shift);
1015 /* This function takes care of WineD3D pixel format selection. */
1016 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
1017 const struct GlPixelFormatDesc *color_format_desc, const struct GlPixelFormatDesc *ds_format_desc,
1018 BOOL auxBuffers, int numSamples, BOOL findCompatible)
1020 int iPixelFormat=0;
1021 unsigned int matchtry;
1022 short redBits, greenBits, blueBits, alphaBits, colorBits;
1023 short depthBits=0, stencilBits=0;
1025 struct match_type {
1026 BOOL require_aux;
1027 BOOL exact_alpha;
1028 BOOL exact_color;
1029 } matches[] = {
1030 /* First, try without alpha match buffers. MacOS supports aux buffers only
1031 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1032 * Then try without aux buffers - this is the most common cause for not
1033 * finding a pixel format. Also some drivers(the open source ones)
1034 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1035 * match, then try without an exact alpha and color match.
1037 { TRUE, TRUE, TRUE },
1038 { TRUE, FALSE, TRUE },
1039 { FALSE, TRUE, TRUE },
1040 { FALSE, FALSE, TRUE },
1041 { TRUE, FALSE, FALSE },
1042 { FALSE, FALSE, FALSE },
1045 int i = 0;
1046 int nCfgs = This->adapter->nCfgs;
1048 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1049 debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
1050 auxBuffers, numSamples, findCompatible);
1052 if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1054 ERR("Unable to get color bits for format %s (%#x)!\n",
1055 debug_d3dformat(color_format_desc->format), color_format_desc->format);
1056 return 0;
1059 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
1060 * You are able to add a depth + stencil surface at a later stage when you need it.
1061 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
1062 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
1063 * context, need torecreate shaders, textures and other resources.
1065 * The context manager already takes care of the state problem and for the other tasks code from Reset
1066 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
1067 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
1068 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
1069 * issue needs to be fixed. */
1070 if (ds_format_desc->format != WINED3DFMT_D24_UNORM_S8_UINT)
1072 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
1073 ds_format_desc = getFormatDescEntry(WINED3DFMT_D24_UNORM_S8_UINT, &This->adapter->gl_info);
1076 getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
1078 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1079 for(i=0; i<nCfgs; i++) {
1080 BOOL exactDepthMatch = TRUE;
1081 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1083 /* For now only accept RGBA formats. Perhaps some day we will
1084 * allow floating point formats for pbuffers. */
1085 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1086 continue;
1088 /* In window mode we need a window drawable format and double buffering. */
1089 if(!(cfg->windowDrawable && cfg->doubleBuffer))
1090 continue;
1092 /* We like to have aux buffers in backbuffer mode */
1093 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1094 continue;
1096 if(matches[matchtry].exact_color) {
1097 if(cfg->redSize != redBits)
1098 continue;
1099 if(cfg->greenSize != greenBits)
1100 continue;
1101 if(cfg->blueSize != blueBits)
1102 continue;
1103 } else {
1104 if(cfg->redSize < redBits)
1105 continue;
1106 if(cfg->greenSize < greenBits)
1107 continue;
1108 if(cfg->blueSize < blueBits)
1109 continue;
1111 if(matches[matchtry].exact_alpha) {
1112 if(cfg->alphaSize != alphaBits)
1113 continue;
1114 } else {
1115 if(cfg->alphaSize < alphaBits)
1116 continue;
1119 /* We try to locate a format which matches our requirements exactly. In case of
1120 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1121 if(cfg->depthSize < depthBits)
1122 continue;
1123 else if(cfg->depthSize > depthBits)
1124 exactDepthMatch = FALSE;
1126 /* In all cases make sure the number of stencil bits matches our requirements
1127 * even when we don't need stencil because it could affect performance EXCEPT
1128 * on cards which don't offer depth formats without stencil like the i915 drivers
1129 * on Linux. */
1130 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1131 continue;
1133 /* Check multisampling support */
1134 if(cfg->numSamples != numSamples)
1135 continue;
1137 /* When we have passed all the checks then we have found a format which matches our
1138 * requirements. Note that we only check for a limit number of capabilities right now,
1139 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1140 * can still differ in things like multisampling, stereo, SRGB and other flags.
1143 /* Exit the loop as we have found a format :) */
1144 if(exactDepthMatch) {
1145 iPixelFormat = cfg->iPixelFormat;
1146 break;
1147 } else if(!iPixelFormat) {
1148 /* In the end we might end up with a format which doesn't exactly match our depth
1149 * requirements. Accept the first format we found because formats with higher iPixelFormat
1150 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1151 iPixelFormat = cfg->iPixelFormat;
1156 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1157 if(!iPixelFormat && !findCompatible) {
1158 ERR("Can't find a suitable iPixelFormat\n");
1159 return FALSE;
1160 } else if(!iPixelFormat) {
1161 PIXELFORMATDESCRIPTOR pfd;
1163 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1164 /* PixelFormat selection */
1165 ZeroMemory(&pfd, sizeof(pfd));
1166 pfd.nSize = sizeof(pfd);
1167 pfd.nVersion = 1;
1168 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1169 pfd.iPixelType = PFD_TYPE_RGBA;
1170 pfd.cAlphaBits = alphaBits;
1171 pfd.cColorBits = colorBits;
1172 pfd.cDepthBits = depthBits;
1173 pfd.cStencilBits = stencilBits;
1174 pfd.iLayerType = PFD_MAIN_PLANE;
1176 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1177 if(!iPixelFormat) {
1178 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1179 ERR("Can't find a suitable iPixelFormat\n");
1180 return FALSE;
1184 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1185 iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1186 return iPixelFormat;
1189 /*****************************************************************************
1190 * context_create
1192 * Creates a new context.
1194 * * Params:
1195 * This: Device to activate the context for
1196 * target: Surface this context will render to
1197 * win_handle: handle to the window which we are drawing to
1198 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1200 *****************************************************************************/
1201 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target)
1203 IWineD3DDeviceImpl *device = swapchain->device;
1204 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1205 const struct GlPixelFormatDesc *color_format_desc;
1206 const struct GlPixelFormatDesc *ds_format_desc;
1207 struct wined3d_context *ret;
1208 PIXELFORMATDESCRIPTOR pfd;
1209 BOOL auxBuffers = FALSE;
1210 int numSamples = 0;
1211 int pixel_format;
1212 unsigned int s;
1213 DWORD state;
1214 HGLRC ctx;
1215 HDC hdc;
1217 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1219 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1220 if (!ret)
1222 ERR("Failed to allocate context memory.\n");
1223 return NULL;
1226 if (!(hdc = GetDC(swapchain->win_handle)))
1228 ERR("Failed to retrieve a device context.\n");
1229 goto out;
1232 ds_format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN, gl_info);
1233 color_format_desc = target->resource.format_desc;
1235 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1236 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1237 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1239 auxBuffers = TRUE;
1241 if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
1242 color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, gl_info);
1243 else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
1244 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1247 /* DirectDraw supports 8bit paletted render targets and these are used by
1248 * old games like Starcraft and C&C. Most modern hardware doesn't support
1249 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1250 * conversion (ab)uses the alpha component for storing the palette index.
1251 * For this reason we require a format with 8bit alpha, so request
1252 * A8R8G8B8. */
1253 if (color_format_desc->format == WINED3DFMT_P8_UINT)
1254 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1256 /* Retrieve the depth stencil format from the present parameters.
1257 * The choice of the proper format can give a nice performance boost
1258 * in case of GPU limited programs. */
1259 if (swapchain->presentParms.EnableAutoDepthStencil)
1261 TRACE("Auto depth stencil enabled, using format %s.\n",
1262 debug_d3dformat(swapchain->presentParms.AutoDepthStencilFormat));
1263 ds_format_desc = getFormatDescEntry(swapchain->presentParms.AutoDepthStencilFormat, gl_info);
1266 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1267 if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1269 if (!gl_info->supported[ARB_MULTISAMPLE])
1270 WARN("The application is requesting multisampling without support.\n");
1271 else
1273 TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1274 numSamples = swapchain->presentParms.MultiSampleType;
1278 /* Try to find a pixel format which matches our requirements. */
1279 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1280 auxBuffers, numSamples, FALSE /* findCompatible */);
1282 /* Try to locate a compatible format if we weren't able to find anything. */
1283 if (!pixel_format)
1285 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1286 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1287 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1290 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1291 if (!pixel_format)
1293 ERR("Can't find a suitable pixel format.\n");
1294 goto out;
1297 DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1298 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1300 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1301 goto out;
1304 ctx = pwglCreateContext(hdc);
1305 if (device->numContexts)
1307 if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1309 DWORD err = GetLastError();
1310 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1311 device->contexts[0]->glCtx, ctx, err);
1315 if(!ctx) {
1316 ERR("Failed to create a WGL context\n");
1317 goto out;
1320 if (!device_context_add(device, ret))
1322 ERR("Failed to add the newly created context to the context list\n");
1323 if (!pwglDeleteContext(ctx))
1325 DWORD err = GetLastError();
1326 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1328 goto out;
1331 ret->gl_info = gl_info;
1333 /* Mark all states dirty to force a proper initialization of the states
1334 * on the first use of the context. */
1335 for (state = 0; state <= STATE_HIGHEST; ++state)
1337 if (device->StateTable[state].representative)
1338 Context_MarkStateDirty(ret, state, device->StateTable);
1341 ret->swapchain = swapchain;
1342 ret->current_rt = (IWineD3DSurface *)target;
1343 ret->tid = GetCurrentThreadId();
1345 ret->render_offscreen = surface_is_offscreen((IWineD3DSurface *) target);
1346 ret->draw_buffer_dirty = TRUE;
1347 ret->valid = 1;
1349 ret->glCtx = ctx;
1350 ret->win_handle = swapchain->win_handle;
1351 ret->hdc = hdc;
1352 ret->pixel_format = pixel_format;
1354 if (device->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *)device))
1356 /* Create the dirty constants array and initialize them to dirty */
1357 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1358 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1359 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1360 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1361 memset(ret->vshader_const_dirty, 1,
1362 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1363 memset(ret->pshader_const_dirty, 1,
1364 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1367 ret->free_occlusion_query_size = 4;
1368 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1369 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1370 if (!ret->free_occlusion_queries) goto out;
1372 list_init(&ret->occlusion_queries);
1374 ret->free_event_query_size = 4;
1375 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1376 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1377 if (!ret->free_event_queries) goto out;
1379 list_init(&ret->event_queries);
1381 TRACE("Successfully created new context %p\n", ret);
1383 list_init(&ret->fbo_list);
1384 list_init(&ret->fbo_destroy_list);
1386 context_enter(ret);
1388 /* Set up the context defaults */
1389 if (!context_set_current(ret))
1391 ERR("Cannot activate context to set up defaults\n");
1392 context_release(ret);
1393 goto out;
1396 ENTER_GL();
1398 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1400 TRACE("Setting up the screen\n");
1401 /* Clear the screen */
1402 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1403 checkGLcall("glClearColor");
1404 glClearIndex(0);
1405 glClearDepth(1);
1406 glClearStencil(0xffff);
1408 checkGLcall("glClear");
1410 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1411 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1413 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1414 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1416 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1417 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1419 glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1420 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1421 glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1422 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1424 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1426 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1427 * and textures in DIB sections(due to the memory protection).
1429 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1430 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1432 if (gl_info->supported[ARB_VERTEX_BLEND])
1434 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1435 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1436 * GL_VERTEX_BLEND_ARB isn't enabled too
1438 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1439 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1441 if (gl_info->supported[NV_TEXTURE_SHADER2])
1443 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1444 * the previous texture where to source the offset from is always unit - 1.
1446 for (s = 1; s < gl_info->limits.textures; ++s)
1448 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1449 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1450 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1453 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1455 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1456 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1457 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1458 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1459 * is ever assigned.
1461 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1462 * program and the dummy program is destroyed when the context is destroyed.
1464 const char *dummy_program =
1465 "!!ARBfp1.0\n"
1466 "MOV result.color, fragment.color.primary;\n"
1467 "END\n";
1468 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1469 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1470 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1473 for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1475 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1476 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1477 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1480 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1482 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1484 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1486 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1489 LEAVE_GL();
1491 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
1493 TRACE("Created context %p.\n", ret);
1495 return ret;
1497 out:
1498 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1499 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1500 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1501 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1502 HeapFree(GetProcessHeap(), 0, ret);
1503 return NULL;
1506 /*****************************************************************************
1507 * context_destroy
1509 * Destroys a wined3d context
1511 * Params:
1512 * This: Device to activate the context for
1513 * context: Context to destroy
1515 *****************************************************************************/
1516 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1518 BOOL destroy;
1520 TRACE("Destroying ctx %p\n", context);
1522 if (context->tid == GetCurrentThreadId() || !context->current)
1524 context_destroy_gl_resources(context);
1525 TlsSetValue(wined3d_context_tls_idx, NULL);
1526 destroy = TRUE;
1528 else
1530 context->destroyed = 1;
1531 destroy = FALSE;
1534 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1535 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1536 device_context_remove(This, context);
1537 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1540 /* GL locking is done by the caller */
1541 static inline void set_blit_dimension(UINT width, UINT height) {
1542 glMatrixMode(GL_PROJECTION);
1543 checkGLcall("glMatrixMode(GL_PROJECTION)");
1544 glLoadIdentity();
1545 checkGLcall("glLoadIdentity()");
1546 glOrtho(0, width, height, 0, 0.0, -1.0);
1547 checkGLcall("glOrtho");
1548 glViewport(0, 0, width, height);
1549 checkGLcall("glViewport");
1552 /*****************************************************************************
1553 * SetupForBlit
1555 * Sets up a context for DirectDraw blitting.
1556 * All texture units are disabled, texture unit 0 is set as current unit
1557 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1558 * color writing enabled for all channels
1559 * register combiners disabled, shaders disabled
1560 * world matrix is set to identity, texture matrix 0 too
1561 * projection matrix is setup for drawing screen coordinates
1563 * Params:
1564 * This: Device to activate the context for
1565 * context: Context to setup
1567 *****************************************************************************/
1568 /* Context activation is done by the caller. */
1569 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1571 int i;
1572 const struct StateEntry *StateTable = This->StateTable;
1573 const struct wined3d_gl_info *gl_info = context->gl_info;
1574 UINT width = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Width;
1575 UINT height = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Height;
1576 DWORD sampler;
1578 TRACE("Setting up context %p for blitting\n", context);
1579 if(context->last_was_blit) {
1580 if(context->blit_w != width || context->blit_h != height) {
1581 ENTER_GL();
1582 set_blit_dimension(width, height);
1583 LEAVE_GL();
1584 context->blit_w = width; context->blit_h = height;
1585 /* No need to dirtify here, the states are still dirtified because they weren't
1586 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1587 * be set
1590 TRACE("Context is already set up for blitting, nothing to do\n");
1591 return;
1593 context->last_was_blit = TRUE;
1595 /* TODO: Use a display list */
1597 /* Disable shaders */
1598 ENTER_GL();
1599 This->shader_backend->shader_select(context, FALSE, FALSE);
1600 LEAVE_GL();
1602 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1603 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1605 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1606 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1607 * which can safely be called from here, we only lock once instead locking/unlocking
1608 * after each GL call.
1610 ENTER_GL();
1612 /* Disable all textures. The caller can then bind a texture it wants to blit
1613 * from
1615 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1616 * function texture unit. No need to care for higher samplers
1618 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1620 sampler = This->rev_tex_unit_map[i];
1621 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1622 checkGLcall("glActiveTextureARB");
1624 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1626 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1627 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1629 glDisable(GL_TEXTURE_3D);
1630 checkGLcall("glDisable GL_TEXTURE_3D");
1631 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1633 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1634 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1636 glDisable(GL_TEXTURE_2D);
1637 checkGLcall("glDisable GL_TEXTURE_2D");
1639 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1640 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1642 if (sampler != WINED3D_UNMAPPED_STAGE)
1644 if (sampler < MAX_TEXTURES) {
1645 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1647 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1650 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1651 checkGLcall("glActiveTextureARB");
1653 sampler = This->rev_tex_unit_map[0];
1655 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1657 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1658 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1660 glDisable(GL_TEXTURE_3D);
1661 checkGLcall("glDisable GL_TEXTURE_3D");
1662 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1664 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1665 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1667 glDisable(GL_TEXTURE_2D);
1668 checkGLcall("glDisable GL_TEXTURE_2D");
1670 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1672 glMatrixMode(GL_TEXTURE);
1673 checkGLcall("glMatrixMode(GL_TEXTURE)");
1674 glLoadIdentity();
1675 checkGLcall("glLoadIdentity()");
1677 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1679 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1680 GL_TEXTURE_LOD_BIAS_EXT,
1681 0.0f);
1682 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1685 if (sampler != WINED3D_UNMAPPED_STAGE)
1687 if (sampler < MAX_TEXTURES) {
1688 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1689 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1691 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1694 /* Other misc states */
1695 glDisable(GL_ALPHA_TEST);
1696 checkGLcall("glDisable(GL_ALPHA_TEST)");
1697 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1698 glDisable(GL_LIGHTING);
1699 checkGLcall("glDisable GL_LIGHTING");
1700 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1701 glDisable(GL_DEPTH_TEST);
1702 checkGLcall("glDisable GL_DEPTH_TEST");
1703 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1704 glDisableWINE(GL_FOG);
1705 checkGLcall("glDisable GL_FOG");
1706 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1707 glDisable(GL_BLEND);
1708 checkGLcall("glDisable GL_BLEND");
1709 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1710 glDisable(GL_CULL_FACE);
1711 checkGLcall("glDisable GL_CULL_FACE");
1712 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1713 glDisable(GL_STENCIL_TEST);
1714 checkGLcall("glDisable GL_STENCIL_TEST");
1715 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1716 glDisable(GL_SCISSOR_TEST);
1717 checkGLcall("glDisable GL_SCISSOR_TEST");
1718 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1719 if (gl_info->supported[ARB_POINT_SPRITE])
1721 glDisable(GL_POINT_SPRITE_ARB);
1722 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1723 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1725 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1726 checkGLcall("glColorMask");
1727 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1728 if (gl_info->supported[EXT_SECONDARY_COLOR])
1730 glDisable(GL_COLOR_SUM_EXT);
1731 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1732 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1735 /* Setup transforms */
1736 glMatrixMode(GL_MODELVIEW);
1737 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1738 glLoadIdentity();
1739 checkGLcall("glLoadIdentity()");
1740 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1742 context->last_was_rhw = TRUE;
1743 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1745 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1746 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1747 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1748 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1749 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1750 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1751 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1753 set_blit_dimension(width, height);
1755 LEAVE_GL();
1757 context->blit_w = width; context->blit_h = height;
1758 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1759 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1762 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1765 /*****************************************************************************
1766 * findThreadContextForSwapChain
1768 * Searches a swapchain for all contexts and picks one for the thread tid.
1769 * If none can be found the swapchain is requested to create a new context
1771 *****************************************************************************/
1772 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1774 unsigned int i;
1776 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1777 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1778 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1783 /* Create a new context for the thread */
1784 return swapchain_create_context_for_thread(swapchain);
1787 /*****************************************************************************
1788 * FindContext
1790 * Finds a context for the current render target and thread
1792 * Parameters:
1793 * target: Render target to find the context for
1794 * tid: Thread to activate the context for
1796 * Returns: The needed context
1798 *****************************************************************************/
1799 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target)
1801 IWineD3DSwapChain *swapchain = NULL;
1802 struct wined3d_context *current_context = context_get_current();
1803 const struct StateEntry *StateTable = This->StateTable;
1804 DWORD tid = GetCurrentThreadId();
1805 struct wined3d_context *context;
1806 BOOL old_render_offscreen;
1808 if (current_context && current_context->destroyed) current_context = NULL;
1810 if (!target)
1812 if (current_context
1813 && current_context->current_rt
1814 && current_context->swapchain->device == This)
1816 target = current_context->current_rt;
1818 else
1820 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1821 if (swapchain->backBuffer) target = swapchain->backBuffer[0];
1822 else target = swapchain->frontBuffer;
1826 if (current_context && current_context->current_rt == target)
1828 context_validate(current_context);
1829 return current_context;
1832 if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1833 TRACE("Rendering onscreen\n");
1835 context = findThreadContextForSwapChain(swapchain, tid);
1837 old_render_offscreen = context->render_offscreen;
1838 context->render_offscreen = surface_is_offscreen(target);
1839 IWineD3DSwapChain_Release(swapchain);
1841 else
1843 TRACE("Rendering offscreen\n");
1845 /* Stay with the currently active context. */
1846 if (current_context && current_context->swapchain->device == This)
1848 context = current_context;
1850 else
1852 /* This may happen if the app jumps straight into offscreen rendering
1853 * Start using the context of the primary swapchain. tid == 0 is no problem
1854 * for findThreadContextForSwapChain.
1856 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1857 * is perfect to call. */
1858 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1861 old_render_offscreen = context->render_offscreen;
1862 context->render_offscreen = TRUE;
1865 context_validate(context);
1867 if (context->render_offscreen != old_render_offscreen)
1869 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1870 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1871 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1872 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1873 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1876 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1877 * the alpha blend state changes with different render target formats. */
1878 if (!context->current_rt)
1880 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1882 else
1884 const struct GlPixelFormatDesc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
1885 const struct GlPixelFormatDesc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
1887 if (old->format != new->format)
1889 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
1890 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
1891 || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
1893 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1897 /* When switching away from an offscreen render target, and we're not
1898 * using FBOs, we have to read the drawable into the texture. This is
1899 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
1900 * are some things that need care though. PreLoad needs a GL context,
1901 * and FindContext is called before the context is activated. It also
1902 * has to be called with the old rendertarget active, otherwise a
1903 * wrong drawable is read. */
1904 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
1905 && old_render_offscreen && context->current_rt != target)
1907 BOOL oldInDraw = This->isInDraw;
1909 /* surface_internal_preload() requires a context to load the
1910 * texture, so it will call context_acquire(). Set isInDraw to true
1911 * to signal surface_internal_preload() that it has a context. */
1913 /* FIXME: This is just broken. There's no guarantee whatsoever
1914 * that the currently active context, if any, is appropriate for
1915 * reading back the render target. We should probably call
1916 * context_set_current(context) here and then rely on
1917 * context_acquire() doing the right thing. */
1918 This->isInDraw = TRUE;
1920 /* Read the back buffer of the old drawable into the destination texture. */
1921 if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
1923 surface_internal_preload(context->current_rt, SRGB_BOTH);
1925 else
1927 surface_internal_preload(context->current_rt, SRGB_RGB);
1930 IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
1932 This->isInDraw = oldInDraw;
1936 context->draw_buffer_dirty = TRUE;
1937 context->current_rt = target;
1939 return context;
1942 /* Context activation is done by the caller. */
1943 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
1945 const struct wined3d_gl_info *gl_info = context->gl_info;
1946 IWineD3DSurface *rt = context->current_rt;
1947 IWineD3DDeviceImpl *device;
1949 device = ((IWineD3DSurfaceImpl *)rt)->resource.device;
1950 if (!surface_is_offscreen(rt))
1952 ENTER_GL();
1953 glDrawBuffer(surface_get_gl_buffer(rt));
1954 checkGLcall("glDrawBuffers()");
1955 LEAVE_GL();
1957 else
1959 ENTER_GL();
1960 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1962 if (!blit)
1964 if (gl_info->supported[ARB_DRAW_BUFFERS])
1966 GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, device->draw_buffers));
1967 checkGLcall("glDrawBuffers()");
1969 else
1971 glDrawBuffer(device->draw_buffers[0]);
1972 checkGLcall("glDrawBuffer()");
1974 } else {
1975 glDrawBuffer(GL_COLOR_ATTACHMENT0);
1976 checkGLcall("glDrawBuffer()");
1979 else
1981 glDrawBuffer(device->offscreenBuffer);
1982 checkGLcall("glDrawBuffer()");
1984 LEAVE_GL();
1988 /* GL locking is done by the caller. */
1989 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1991 glDrawBuffer(buffer);
1992 checkGLcall("glDrawBuffer()");
1993 context->draw_buffer_dirty = TRUE;
1996 /* Context activation is done by the caller. */
1997 static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceImpl *device, enum ContextUsage usage)
1999 const struct StateEntry *state_table = device->StateTable;
2000 unsigned int i;
2002 switch (usage) {
2003 case CTXUSAGE_CLEAR:
2004 case CTXUSAGE_DRAWPRIM:
2005 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2006 ENTER_GL();
2007 context_apply_fbo_state(context);
2008 LEAVE_GL();
2010 if (context->draw_buffer_dirty) {
2011 context_apply_draw_buffer(context, FALSE);
2012 context->draw_buffer_dirty = FALSE;
2014 break;
2016 case CTXUSAGE_BLIT:
2017 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2018 if (context->render_offscreen)
2020 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
2021 surface_internal_preload(context->current_rt, SRGB_RGB);
2023 ENTER_GL();
2024 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
2025 context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, context->current_rt);
2026 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
2027 LEAVE_GL();
2028 } else {
2029 ENTER_GL();
2030 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2031 LEAVE_GL();
2033 context->draw_buffer_dirty = TRUE;
2035 if (context->draw_buffer_dirty) {
2036 context_apply_draw_buffer(context, TRUE);
2037 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
2038 context->draw_buffer_dirty = FALSE;
2041 break;
2043 default:
2044 break;
2047 switch(usage) {
2048 case CTXUSAGE_RESOURCELOAD:
2049 /* This does not require any special states to be set up */
2050 break;
2052 case CTXUSAGE_CLEAR:
2053 if(context->last_was_blit) {
2054 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2057 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
2058 * blending when clearing improves the clearing performance incredibly.
2060 ENTER_GL();
2061 glDisable(GL_BLEND);
2062 LEAVE_GL();
2063 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2065 ENTER_GL();
2066 glEnable(GL_SCISSOR_TEST);
2067 checkGLcall("glEnable GL_SCISSOR_TEST");
2068 LEAVE_GL();
2069 context->last_was_blit = FALSE;
2070 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2071 Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2072 break;
2074 case CTXUSAGE_DRAWPRIM:
2075 /* This needs all dirty states applied */
2076 if(context->last_was_blit) {
2077 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2080 IWineD3DDeviceImpl_FindTexUnitMap(device);
2081 device_preload_textures(device);
2082 if (isStateDirty(context, STATE_VDECL))
2083 device_update_stream_info(device, context->gl_info);
2085 ENTER_GL();
2086 for (i = 0; i < context->numDirtyEntries; ++i)
2088 DWORD rep = context->dirtyArray[i];
2089 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2090 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2091 context->isStateDirty[idx] &= ~(1 << shift);
2092 state_table[rep].apply(rep, device->stateBlock, context);
2094 LEAVE_GL();
2095 context->numDirtyEntries = 0; /* This makes the whole list clean */
2096 context->last_was_blit = FALSE;
2097 break;
2099 case CTXUSAGE_BLIT:
2100 SetupForBlit(device, context);
2101 break;
2103 default:
2104 FIXME("Unexpected context usage requested\n");
2108 /*****************************************************************************
2109 * context_acquire
2111 * Finds a rendering context and drawable matching the device and render
2112 * target for the current thread, activates them and puts them into the
2113 * requested state.
2115 * Params:
2116 * This: Device to activate the context for
2117 * target: Requested render target
2118 * usage: Prepares the context for blitting, drawing or other actions
2120 *****************************************************************************/
2121 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurface *target, enum ContextUsage usage)
2123 struct wined3d_context *current_context = context_get_current();
2124 struct wined3d_context *context;
2126 TRACE("device %p, target %p, usage %#x.\n", device, target, usage);
2128 context = FindContext(device, target);
2129 context_enter(context);
2130 if (!context->valid) return context;
2132 if (context != current_context)
2134 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2135 else device->frag_pipe->enable_extension((IWineD3DDevice *)device, !context->last_was_blit);
2137 if (context->vshader_const_dirty)
2139 memset(context->vshader_const_dirty, 1,
2140 sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2141 device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2143 if (context->pshader_const_dirty)
2145 memset(context->pshader_const_dirty, 1,
2146 sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2147 device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2150 else if (context->restore_ctx)
2152 if (!pwglMakeCurrent(context->hdc, context->glCtx))
2154 DWORD err = GetLastError();
2155 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2156 context->hdc, context->glCtx, err);
2160 context_apply_state(context, device, usage);
2162 return context;