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
23 #include "wine/port.h"
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
34 static DWORD wined3d_context_tls_idx
;
36 /* FBO helper functions */
38 /* GL locking 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
;
52 gl_info
->fbo_ops
.glGenFramebuffers(1, fbo
);
53 checkGLcall("glGenFramebuffers()");
54 TRACE("Created FBO %u.\n", *fbo
);
61 case GL_READ_FRAMEBUFFER
:
62 if (context
->fbo_read_binding
== f
) return;
63 context
->fbo_read_binding
= f
;
66 case GL_DRAW_FRAMEBUFFER
:
67 if (context
->fbo_draw_binding
== f
) return;
68 context
->fbo_draw_binding
= f
;
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
;
79 FIXME("Unhandled target %#x.\n", target
);
83 gl_info
->fbo_ops
.glBindFramebuffer(target
, f
);
84 checkGLcall("glBindFramebuffer()");
87 /* GL locking is done by the caller */
88 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
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 /* GL locking 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 /* GL locking 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
);
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
);
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()");
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
);
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
);
188 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
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()");
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 /* GL locking 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
)
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()");
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()");
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()");
254 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
260 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, GL_TEXTURE_2D
, 0, 0);
261 checkGLcall("glFramebufferTexture2D()");
265 /* GL locking 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
;
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");
280 const struct wined3d_surface
*attachment
;
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");
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
];
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
;
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
;
344 /* GL locking 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 /* GL locking is done by the caller */
361 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
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
);
375 /* GL locking is done by the caller */
376 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
, GLenum target
,
377 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
, DWORD location
)
379 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
380 struct fbo_entry
*entry
;
382 if (depth_stencil
&& render_targets
&& render_targets
[0])
384 if (depth_stencil
->resource
.width
< render_targets
[0]->resource
.width
||
385 depth_stencil
->resource
.height
< render_targets
[0]->resource
.height
)
387 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
388 depth_stencil
= NULL
;
392 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
394 if (!memcmp(entry
->render_targets
,
395 render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
))
396 && entry
->depth_stencil
== depth_stencil
&& entry
->location
== location
)
398 list_remove(&entry
->entry
);
399 list_add_head(&context
->fbo_list
, &entry
->entry
);
404 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
406 entry
= context_create_fbo_entry(context
, render_targets
, depth_stencil
, location
);
407 list_add_head(&context
->fbo_list
, &entry
->entry
);
408 ++context
->fbo_entry_count
;
412 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
413 context_reuse_fbo_entry(context
, target
, render_targets
, depth_stencil
, location
, entry
);
414 list_remove(&entry
->entry
);
415 list_add_head(&context
->fbo_list
, &entry
->entry
);
421 /* GL locking is done by the caller */
422 static void context_apply_fbo_entry(struct wined3d_context
*context
, GLenum target
, struct fbo_entry
*entry
)
424 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
427 context_bind_fbo(context
, target
, &entry
->id
);
429 if (entry
->attached
) return;
431 /* Apply render targets */
432 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
434 context_attach_surface_fbo(context
, target
, i
, entry
->render_targets
[i
], entry
->location
);
437 /* Apply depth targets */
438 if (entry
->depth_stencil
)
439 surface_set_compatible_renderbuffer(entry
->depth_stencil
, entry
->render_targets
[0]);
440 context_attach_depth_stencil_fbo(context
, target
, entry
->depth_stencil
, entry
->location
);
442 entry
->attached
= TRUE
;
445 /* GL locking is done by the caller */
446 static void context_apply_fbo_state(struct wined3d_context
*context
, GLenum target
,
447 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
, DWORD location
)
449 struct fbo_entry
*entry
, *entry2
;
451 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
453 context_destroy_fbo_entry(context
, entry
);
456 if (context
->rebind_fbo
)
458 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
459 context
->rebind_fbo
= FALSE
;
462 if (location
== SFLAG_INDRAWABLE
)
464 context
->current_fbo
= NULL
;
465 context_bind_fbo(context
, target
, NULL
);
469 context
->current_fbo
= context_find_fbo_entry(context
, target
, render_targets
, depth_stencil
, location
);
470 context_apply_fbo_entry(context
, target
, context
->current_fbo
);
474 /* GL locking is done by the caller */
475 void context_apply_fbo_state_blit(struct wined3d_context
*context
, GLenum target
,
476 struct wined3d_surface
*render_target
, struct wined3d_surface
*depth_stencil
, DWORD location
)
478 UINT clear_size
= (context
->gl_info
->limits
.buffers
- 1) * sizeof(*context
->blit_targets
);
480 context
->blit_targets
[0] = render_target
;
482 memset(&context
->blit_targets
[1], 0, clear_size
);
483 context_apply_fbo_state(context
, target
, context
->blit_targets
, depth_stencil
, location
);
486 /* Context activation is done by the caller. */
487 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
489 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
491 if (context
->free_occlusion_query_count
)
493 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
497 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
500 GL_EXTCALL(glGenQueriesARB(1, &query
->id
));
501 checkGLcall("glGenQueriesARB");
504 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
508 WARN("Occlusion queries not supported, not allocating query id.\n");
513 query
->context
= context
;
514 list_add_head(&context
->occlusion_queries
, &query
->entry
);
517 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
519 struct wined3d_context
*context
= query
->context
;
521 list_remove(&query
->entry
);
522 query
->context
= NULL
;
524 if (context
->free_occlusion_query_count
>= context
->free_occlusion_query_size
- 1)
526 UINT new_size
= context
->free_occlusion_query_size
<< 1;
527 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_occlusion_queries
,
528 new_size
* sizeof(*context
->free_occlusion_queries
));
532 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
536 context
->free_occlusion_query_size
= new_size
;
537 context
->free_occlusion_queries
= new_data
;
540 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
543 /* Context activation is done by the caller. */
544 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
)
546 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
548 if (context
->free_event_query_count
)
550 query
->object
= context
->free_event_queries
[--context
->free_event_query_count
];
554 if (gl_info
->supported
[ARB_SYNC
])
556 /* Using ARB_sync, not much to do here. */
557 query
->object
.sync
= NULL
;
558 TRACE("Allocated event query %p in context %p.\n", query
->object
.sync
, context
);
560 else if (gl_info
->supported
[APPLE_FENCE
])
563 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
564 checkGLcall("glGenFencesAPPLE");
567 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
569 else if(gl_info
->supported
[NV_FENCE
])
572 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
573 checkGLcall("glGenFencesNV");
576 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
580 WARN("Event queries not supported, not allocating query id.\n");
581 query
->object
.id
= 0;
585 query
->context
= context
;
586 list_add_head(&context
->event_queries
, &query
->entry
);
589 void context_free_event_query(struct wined3d_event_query
*query
)
591 struct wined3d_context
*context
= query
->context
;
593 list_remove(&query
->entry
);
594 query
->context
= NULL
;
596 if (context
->free_event_query_count
>= context
->free_event_query_size
- 1)
598 UINT new_size
= context
->free_event_query_size
<< 1;
599 union wined3d_gl_query_object
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_event_queries
,
600 new_size
* sizeof(*context
->free_event_queries
));
604 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
608 context
->free_event_query_size
= new_size
;
609 context
->free_event_queries
= new_data
;
612 context
->free_event_queries
[context
->free_event_query_count
++] = query
->object
;
615 typedef void (context_fbo_entry_func_t
)(struct wined3d_context
*context
, struct fbo_entry
*entry
);
617 static void context_enum_surface_fbo_entries(const struct wined3d_device
*device
,
618 const struct wined3d_surface
*surface
, context_fbo_entry_func_t
*callback
)
622 for (i
= 0; i
< device
->context_count
; ++i
)
624 struct wined3d_context
*context
= device
->contexts
[i
];
625 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
626 struct fbo_entry
*entry
, *entry2
;
628 if (context
->current_rt
== surface
) context
->current_rt
= NULL
;
630 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
634 if (entry
->depth_stencil
== surface
)
636 callback(context
, entry
);
640 for (j
= 0; j
< gl_info
->limits
.buffers
; ++j
)
642 if (entry
->render_targets
[j
] == surface
)
644 callback(context
, entry
);
652 static void context_queue_fbo_entry_destruction(struct wined3d_context
*context
, struct fbo_entry
*entry
)
654 list_remove(&entry
->entry
);
655 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
658 void context_resource_released(const struct wined3d_device
*device
,
659 struct wined3d_resource
*resource
, enum wined3d_resource_type type
)
661 if (!device
->d3d_initialized
) return;
665 case WINED3D_RTYPE_SURFACE
:
666 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
667 context_queue_fbo_entry_destruction
);
675 static void context_detach_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
677 entry
->attached
= FALSE
;
680 void context_resource_unloaded(const struct wined3d_device
*device
,
681 struct wined3d_resource
*resource
, enum wined3d_resource_type type
)
685 case WINED3D_RTYPE_SURFACE
:
686 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
687 context_detach_fbo_entry
);
695 void context_surface_update(struct wined3d_context
*context
, const struct wined3d_surface
*surface
)
697 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
698 struct fbo_entry
*entry
= context
->current_fbo
;
701 if (!entry
|| context
->rebind_fbo
) return;
703 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
705 if (surface
== entry
->render_targets
[i
])
707 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface
, i
);
708 context
->rebind_fbo
= TRUE
;
713 if (surface
== entry
->depth_stencil
)
715 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface
);
716 context
->rebind_fbo
= TRUE
;
720 static BOOL
context_set_pixel_format(const struct wined3d_gl_info
*gl_info
, HDC dc
, int format
)
722 int current
= GetPixelFormat(dc
);
724 if (current
== format
) return TRUE
;
728 if (!SetPixelFormat(dc
, format
, NULL
))
730 /* This may also happen if the dc belongs to a destroyed window. */
731 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
732 format
, dc
, GetLastError());
738 /* By default WGL doesn't allow pixel format adjustments but we need it
739 * here. For this reason there's a Wine specific wglSetPixelFormat()
740 * which allows us to set the pixel format multiple times. Only use it
741 * when really needed. */
742 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
744 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
, NULL
)))
746 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
753 /* OpenGL doesn't allow pixel format adjustments. Print an error and
754 * continue using the old format. There's a big chance that the old
755 * format works although with a performance hit and perhaps rendering
757 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
758 format
, dc
, current
);
762 static BOOL
context_set_gl_context(struct wined3d_context
*ctx
)
764 struct wined3d_swapchain
*swapchain
= ctx
->swapchain
;
767 if (!context_set_pixel_format(ctx
->gl_info
, ctx
->hdc
, ctx
->pixel_format
))
769 WARN("Failed to set pixel format %d on device context %p.\n",
770 ctx
->pixel_format
, ctx
->hdc
);
774 if (backup
|| !pwglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
778 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
779 ctx
->glCtx
, ctx
->hdc
, GetLastError());
781 WARN("Trying fallback to the backup window.\n");
783 /* FIXME: If the context is destroyed it's no longer associated with
784 * a swapchain, so we can't use the swapchain to get a backup dc. To
785 * make this work windowless contexts would need to be handled by the
789 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx
);
790 context_set_current(NULL
);
794 if (!(dc
= swapchain_get_backup_dc(swapchain
)))
796 context_set_current(NULL
);
800 if (!context_set_pixel_format(ctx
->gl_info
, dc
, ctx
->pixel_format
))
802 ERR("Failed to set pixel format %d on device context %p.\n",
803 ctx
->pixel_format
, dc
);
804 context_set_current(NULL
);
808 if (!pwglMakeCurrent(dc
, ctx
->glCtx
))
810 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
812 context_set_current(NULL
);
819 static void context_restore_gl_context(const struct wined3d_gl_info
*gl_info
, HDC dc
, HGLRC gl_ctx
, int pf
)
821 if (!context_set_pixel_format(gl_info
, dc
, pf
))
823 ERR("Failed to restore pixel format %d on device context %p.\n", pf
, dc
);
824 context_set_current(NULL
);
828 if (!pwglMakeCurrent(dc
, gl_ctx
))
830 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
831 gl_ctx
, dc
, GetLastError());
832 context_set_current(NULL
);
836 static void context_update_window(struct wined3d_context
*context
)
838 if (context
->win_handle
== context
->swapchain
->win_handle
)
841 TRACE("Updating context %p window from %p to %p.\n",
842 context
, context
->win_handle
, context
->swapchain
->win_handle
);
846 /* You'd figure ReleaseDC() would fail if the DC doesn't match the
847 * window. However, that's not what actually happens, and there are
848 * user32 tests that confirm ReleaseDC() with the wrong window is
849 * supposed to succeed. So explicitly check that the DC belongs to
850 * the window, since we want to avoid releasing a DC that belongs to
851 * some other window if the original window was already destroyed. */
852 if (WindowFromDC(context
->hdc
) != context
->win_handle
)
854 WARN("DC %p does not belong to window %p.\n",
855 context
->hdc
, context
->win_handle
);
857 else if (!ReleaseDC(context
->win_handle
, context
->hdc
))
859 ERR("Failed to release device context %p, last error %#x.\n",
860 context
->hdc
, GetLastError());
863 else context
->valid
= 1;
865 context
->win_handle
= context
->swapchain
->win_handle
;
867 if (!(context
->hdc
= GetDC(context
->win_handle
)))
869 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
873 if (!context_set_pixel_format(context
->gl_info
, context
->hdc
, context
->pixel_format
))
875 ERR("Failed to set pixel format %d on device context %p.\n",
876 context
->pixel_format
, context
->hdc
);
880 context_set_gl_context(context
);
888 /* Do not call while under the GL lock. */
889 static void context_destroy_gl_resources(struct wined3d_context
*context
)
891 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
892 struct wined3d_occlusion_query
*occlusion_query
;
893 struct wined3d_event_query
*event_query
;
894 struct fbo_entry
*entry
, *entry2
;
900 restore_ctx
= pwglGetCurrentContext();
901 restore_dc
= pwglGetCurrentDC();
902 restore_pf
= GetPixelFormat(restore_dc
);
904 if (context
->valid
&& restore_ctx
!= context
->glCtx
)
905 context_set_gl_context(context
);
906 else restore_ctx
= NULL
;
910 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
912 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
913 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query
->id
));
914 occlusion_query
->context
= NULL
;
917 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
921 if (gl_info
->supported
[ARB_SYNC
])
923 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
925 else if (gl_info
->supported
[APPLE_FENCE
]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->object
.id
));
926 else if (gl_info
->supported
[NV_FENCE
]) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->object
.id
));
928 event_query
->context
= NULL
;
931 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
933 if (!context
->valid
) entry
->id
= 0;
934 context_destroy_fbo_entry(context
, entry
);
937 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
939 if (!context
->valid
) entry
->id
= 0;
940 context_destroy_fbo_entry(context
, entry
);
945 if (context
->dummy_arbfp_prog
)
947 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
950 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
951 GL_EXTCALL(glDeleteQueriesARB(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
953 if (gl_info
->supported
[ARB_SYNC
])
955 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
957 GL_EXTCALL(glDeleteSync(context
->free_event_queries
[i
].sync
));
960 else if (gl_info
->supported
[APPLE_FENCE
])
962 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
964 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_event_queries
[i
].id
));
967 else if (gl_info
->supported
[NV_FENCE
])
969 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
971 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_event_queries
[i
].id
));
975 checkGLcall("context cleanup");
980 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
981 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
985 context_restore_gl_context(gl_info
, restore_dc
, restore_ctx
, restore_pf
);
987 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL
, NULL
))
989 ERR("Failed to disable GL context.\n");
992 ReleaseDC(context
->win_handle
, context
->hdc
);
994 if (!pwglDeleteContext(context
->glCtx
))
996 DWORD err
= GetLastError();
997 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
1001 DWORD
context_get_tls_idx(void)
1003 return wined3d_context_tls_idx
;
1006 void context_set_tls_idx(DWORD idx
)
1008 wined3d_context_tls_idx
= idx
;
1011 struct wined3d_context
*context_get_current(void)
1013 return TlsGetValue(wined3d_context_tls_idx
);
1016 /* Do not call while under the GL lock. */
1017 BOOL
context_set_current(struct wined3d_context
*ctx
)
1019 struct wined3d_context
*old
= context_get_current();
1023 TRACE("Already using D3D context %p.\n", ctx
);
1031 TRACE("Switching away from destroyed context %p.\n", old
);
1032 context_destroy_gl_resources(old
);
1033 HeapFree(GetProcessHeap(), 0, (void *)old
->gl_info
);
1034 HeapFree(GetProcessHeap(), 0, old
);
1046 ERR("Trying to make invalid context %p current\n", ctx
);
1050 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
1051 if (!context_set_gl_context(ctx
))
1055 else if(pwglGetCurrentContext())
1057 TRACE("Clearing current D3D context.\n");
1058 if (!pwglMakeCurrent(NULL
, NULL
))
1060 DWORD err
= GetLastError();
1061 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1062 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1067 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
1070 void context_release(struct wined3d_context
*context
)
1072 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
1076 if (!context
->level
)
1077 WARN("Context %p is not active.\n", context
);
1078 else if (context
!= context_get_current())
1079 WARN("Context %p is not the current context.\n", context
);
1082 if (!--context
->level
&& context
->restore_ctx
)
1084 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
1085 context_restore_gl_context(context
->gl_info
, context
->restore_dc
, context
->restore_ctx
, context
->restore_pf
);
1086 context
->restore_ctx
= NULL
;
1087 context
->restore_dc
= NULL
;
1091 static void context_enter(struct wined3d_context
*context
)
1093 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
1095 if (!context
->level
++)
1097 const struct wined3d_context
*current_context
= context_get_current();
1098 HGLRC current_gl
= pwglGetCurrentContext();
1100 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
1102 TRACE("Another GL context (%p on device context %p) is already current.\n",
1103 current_gl
, pwglGetCurrentDC());
1104 context
->restore_ctx
= current_gl
;
1105 context
->restore_dc
= pwglGetCurrentDC();
1106 context
->restore_pf
= GetPixelFormat(context
->restore_dc
);
1111 void context_invalidate_state(struct wined3d_context
*context
, DWORD state
)
1113 DWORD rep
= context
->state_table
[state
].representative
;
1117 if (isStateDirty(context
, rep
)) return;
1119 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1120 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1121 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1122 context
->isStateDirty
[idx
] |= (1 << shift
);
1125 /* This function takes care of wined3d pixel format selection. */
1126 static int context_choose_pixel_format(const struct wined3d_device
*device
, HDC hdc
,
1127 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1128 BOOL auxBuffers
, BOOL findCompatible
)
1131 BYTE redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
1132 BYTE depthBits
=0, stencilBits
=0;
1133 unsigned int current_value
;
1134 unsigned int cfg_count
= device
->adapter
->cfg_count
;
1137 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1138 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1139 auxBuffers
, findCompatible
);
1141 if (!getColorBits(color_format
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
1143 ERR("Unable to get color bits for format %s (%#x)!\n",
1144 debug_d3dformat(color_format
->id
), color_format
->id
);
1148 getDepthStencilBits(ds_format
, &depthBits
, &stencilBits
);
1151 for (i
= 0; i
< cfg_count
; ++i
)
1153 const struct wined3d_pixel_format
*cfg
= &device
->adapter
->cfgs
[i
];
1156 /* For now only accept RGBA formats. Perhaps some day we will
1157 * allow floating point formats for pbuffers. */
1158 if (cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1160 /* In window mode we need a window drawable format and double buffering. */
1161 if (!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1163 if (cfg
->redSize
< redBits
)
1165 if (cfg
->greenSize
< greenBits
)
1167 if (cfg
->blueSize
< blueBits
)
1169 if (cfg
->alphaSize
< alphaBits
)
1171 if (cfg
->depthSize
< depthBits
)
1173 if (stencilBits
&& cfg
->stencilSize
!= stencilBits
)
1175 /* Check multisampling support. */
1176 if (cfg
->numSamples
)
1180 /* We try to locate a format which matches our requirements exactly. In case of
1181 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1182 if (cfg
->depthSize
== depthBits
)
1184 if (cfg
->stencilSize
== stencilBits
)
1186 if (cfg
->alphaSize
== alphaBits
)
1188 /* We like to have aux buffers in backbuffer mode */
1189 if (auxBuffers
&& cfg
->auxBuffers
)
1191 if (cfg
->redSize
== redBits
1192 && cfg
->greenSize
== greenBits
1193 && cfg
->blueSize
== blueBits
)
1196 if (value
> current_value
)
1198 iPixelFormat
= cfg
->iPixelFormat
;
1199 current_value
= value
;
1203 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1204 if(!iPixelFormat
&& !findCompatible
) {
1205 ERR("Can't find a suitable iPixelFormat\n");
1207 } else if(!iPixelFormat
) {
1208 PIXELFORMATDESCRIPTOR pfd
;
1210 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1211 /* PixelFormat selection */
1212 ZeroMemory(&pfd
, sizeof(pfd
));
1213 pfd
.nSize
= sizeof(pfd
);
1215 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1216 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1217 pfd
.cAlphaBits
= alphaBits
;
1218 pfd
.cColorBits
= colorBits
;
1219 pfd
.cDepthBits
= depthBits
;
1220 pfd
.cStencilBits
= stencilBits
;
1221 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1223 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
1225 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1226 ERR("Can't find a suitable iPixelFormat\n");
1231 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1232 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1233 return iPixelFormat
;
1236 /* GL locking is done by the caller */
1237 static void bind_dummy_textures(const struct wined3d_device
*device
, const struct wined3d_context
*context
)
1239 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1240 unsigned int i
, count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1242 for (i
= 0; i
< count
; ++i
)
1244 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1245 checkGLcall("glActiveTextureARB");
1247 glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1248 checkGLcall("glBindTexture");
1250 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1252 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1253 checkGLcall("glBindTexture");
1256 if (gl_info
->supported
[EXT_TEXTURE3D
])
1258 glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1259 checkGLcall("glBindTexture");
1262 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1264 glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1265 checkGLcall("glBindTexture");
1270 /* Do not call while under the GL lock. */
1271 struct wined3d_context
*context_create(struct wined3d_swapchain
*swapchain
,
1272 struct wined3d_surface
*target
, const struct wined3d_format
*ds_format
)
1274 struct wined3d_device
*device
= swapchain
->device
;
1275 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1276 const struct wined3d_format
*color_format
;
1277 struct wined3d_context
*ret
;
1278 BOOL auxBuffers
= FALSE
;
1286 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1288 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1291 ERR("Failed to allocate context memory.\n");
1295 ret
->blit_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1296 gl_info
->limits
.buffers
* sizeof(*ret
->blit_targets
));
1297 if (!ret
->blit_targets
)
1300 ret
->draw_buffers
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1301 gl_info
->limits
.buffers
* sizeof(*ret
->draw_buffers
));
1302 if (!ret
->draw_buffers
)
1305 ret
->free_occlusion_query_size
= 4;
1306 ret
->free_occlusion_queries
= HeapAlloc(GetProcessHeap(), 0,
1307 ret
->free_occlusion_query_size
* sizeof(*ret
->free_occlusion_queries
));
1308 if (!ret
->free_occlusion_queries
)
1311 list_init(&ret
->occlusion_queries
);
1313 ret
->free_event_query_size
= 4;
1314 ret
->free_event_queries
= HeapAlloc(GetProcessHeap(), 0,
1315 ret
->free_event_query_size
* sizeof(*ret
->free_event_queries
));
1316 if (!ret
->free_event_queries
)
1319 list_init(&ret
->event_queries
);
1320 list_init(&ret
->fbo_list
);
1321 list_init(&ret
->fbo_destroy_list
);
1323 if (!(hdc
= GetDC(swapchain
->win_handle
)))
1325 WARN("Failed to retireve device context, trying swapchain backup.\n");
1327 if (!(hdc
= swapchain_get_backup_dc(swapchain
)))
1329 ERR("Failed to retrieve a device context.\n");
1334 color_format
= target
->resource
.format
;
1336 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1337 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1338 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1342 if (color_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1343 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B4G4R4A4_UNORM
);
1344 else if (color_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1345 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1348 /* DirectDraw supports 8bit paletted render targets and these are used by
1349 * old games like StarCraft and C&C. Most modern hardware doesn't support
1350 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1351 * conversion (ab)uses the alpha component for storing the palette index.
1352 * For this reason we require a format with 8bit alpha, so request
1354 if (color_format
->id
== WINED3DFMT_P8_UINT
)
1355 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1357 /* Try to find a pixel format which matches our requirements. */
1358 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
, auxBuffers
, FALSE
);
1360 /* Try to locate a compatible format if we weren't able to find anything. */
1363 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1364 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
, auxBuffers
, TRUE
);
1367 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1370 ERR("Can't find a suitable pixel format.\n");
1376 if (!context_set_pixel_format(gl_info
, hdc
, pixel_format
))
1378 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format
, hdc
);
1379 context_release(ret
);
1383 if (!(ctx
= pwglCreateContext(hdc
)))
1385 ERR("Failed to create a WGL context.\n");
1386 context_release(ret
);
1390 if (device
->context_count
)
1392 if (!pwglShareLists(device
->contexts
[0]->glCtx
, ctx
))
1394 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1395 device
->contexts
[0]->glCtx
, ctx
, GetLastError());
1396 context_release(ret
);
1397 if (!pwglDeleteContext(ctx
))
1398 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1403 if (!device_context_add(device
, ret
))
1405 ERR("Failed to add the newly created context to the context list\n");
1406 context_release(ret
);
1407 if (!pwglDeleteContext(ctx
))
1408 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1412 ret
->gl_info
= gl_info
;
1413 ret
->state_table
= device
->StateTable
;
1415 /* Mark all states dirty to force a proper initialization of the states
1416 * on the first use of the context. */
1417 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
1419 if (ret
->state_table
[state
].representative
)
1420 context_invalidate_state(ret
, state
);
1423 ret
->swapchain
= swapchain
;
1424 ret
->current_rt
= target
;
1425 ret
->tid
= GetCurrentThreadId();
1427 ret
->render_offscreen
= surface_is_offscreen(target
);
1428 ret
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
1432 ret
->win_handle
= swapchain
->win_handle
;
1434 ret
->pixel_format
= pixel_format
;
1436 /* Set up the context defaults */
1437 if (!context_set_current(ret
))
1439 ERR("Cannot activate context to set up defaults.\n");
1440 device_context_remove(device
, ret
);
1441 context_release(ret
);
1442 if (!pwglDeleteContext(ctx
))
1443 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1447 switch (swapchain
->desc
.swap_interval
)
1449 case WINED3DPRESENT_INTERVAL_IMMEDIATE
:
1452 case WINED3DPRESENT_INTERVAL_DEFAULT
:
1453 case WINED3DPRESENT_INTERVAL_ONE
:
1456 case WINED3DPRESENT_INTERVAL_TWO
:
1459 case WINED3DPRESENT_INTERVAL_THREE
:
1462 case WINED3DPRESENT_INTERVAL_FOUR
:
1466 FIXME("Unknown swap interval %#x.\n", swapchain
->desc
.swap_interval
);
1470 if (gl_info
->supported
[WGL_EXT_SWAP_CONTROL
])
1472 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval
)))
1473 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1474 swap_interval
, ret
, GetLastError());
1479 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1481 TRACE("Setting up the screen\n");
1482 /* Clear the screen */
1483 glClearColor(1.0f
, 0.0f
, 0.0f
, 0.0f
);
1484 checkGLcall("glClearColor");
1487 glClearStencil(0xffff);
1489 checkGLcall("glClear");
1491 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1492 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1494 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1495 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1497 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1498 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1500 glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
1501 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1502 glPixelStorei(GL_UNPACK_ALIGNMENT
, device
->surface_alignment
);
1503 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1505 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1507 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1508 * and textures in DIB sections(due to the memory protection).
1510 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1511 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1513 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
1515 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1516 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1517 * GL_VERTEX_BLEND_ARB isn't enabled too
1519 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1520 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1522 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
1524 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1525 * the previous texture where to source the offset from is always unit - 1.
1527 for (s
= 1; s
< gl_info
->limits
.textures
; ++s
)
1529 context_active_texture(ret
, gl_info
, s
);
1530 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1531 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1534 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
1536 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1537 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1538 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1539 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1542 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1543 * program and the dummy program is destroyed when the context is destroyed.
1545 const char *dummy_program
=
1547 "MOV result.color, fragment.color.primary;\n"
1549 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1550 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1551 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1554 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1556 for (s
= 0; s
< gl_info
->limits
.textures
; ++s
)
1558 context_active_texture(ret
, gl_info
, s
);
1559 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1560 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1564 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
1566 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1568 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
1570 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1572 device
->frag_pipe
->enable_extension(TRUE
);
1574 /* If this happens to be the first context for the device, dummy textures
1575 * are not created yet. In that case, they will be created (and bound) by
1576 * create_dummy_textures right after this context is initialized. */
1577 if (device
->dummy_texture_2d
[0])
1578 bind_dummy_textures(device
, ret
);
1582 TRACE("Created context %p.\n", ret
);
1587 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
1588 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
1589 HeapFree(GetProcessHeap(), 0, ret
->draw_buffers
);
1590 HeapFree(GetProcessHeap(), 0, ret
->blit_targets
);
1591 HeapFree(GetProcessHeap(), 0, ret
);
1595 /* Do not call while under the GL lock. */
1596 void context_destroy(struct wined3d_device
*device
, struct wined3d_context
*context
)
1600 TRACE("Destroying ctx %p\n", context
);
1602 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
1604 context_destroy_gl_resources(context
);
1605 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1610 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
1611 in wined3d_adapter may go away in the meantime */
1612 struct wined3d_gl_info
*gl_info
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info
));
1613 *gl_info
= *context
->gl_info
;
1614 context
->gl_info
= gl_info
;
1615 context
->destroyed
= 1;
1619 HeapFree(GetProcessHeap(), 0, context
->draw_buffers
);
1620 HeapFree(GetProcessHeap(), 0, context
->blit_targets
);
1621 device_context_remove(device
, context
);
1622 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
1625 /* GL locking is done by the caller */
1626 static void set_blit_dimension(UINT width
, UINT height
)
1628 const GLdouble projection
[] =
1630 2.0 / width
, 0.0, 0.0, 0.0,
1631 0.0, 2.0 / height
, 0.0, 0.0,
1633 -1.0, -1.0, -1.0, 1.0,
1636 glMatrixMode(GL_PROJECTION
);
1637 checkGLcall("glMatrixMode(GL_PROJECTION)");
1638 glLoadMatrixd(projection
);
1639 checkGLcall("glLoadMatrixd");
1640 glViewport(0, 0, width
, height
);
1641 checkGLcall("glViewport");
1644 static void context_get_rt_size(const struct wined3d_context
*context
, SIZE
*size
)
1646 const struct wined3d_surface
*rt
= context
->current_rt
;
1648 if (rt
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
1649 && rt
->container
.u
.swapchain
->front_buffer
== rt
)
1653 GetClientRect(context
->win_handle
, &window_size
);
1654 size
->cx
= window_size
.right
- window_size
.left
;
1655 size
->cy
= window_size
.bottom
- window_size
.top
;
1660 size
->cx
= rt
->resource
.width
;
1661 size
->cy
= rt
->resource
.height
;
1664 /*****************************************************************************
1667 * Sets up a context for DirectDraw blitting.
1668 * All texture units are disabled, texture unit 0 is set as current unit
1669 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1670 * color writing enabled for all channels
1671 * register combiners disabled, shaders disabled
1672 * world matrix is set to identity, texture matrix 0 too
1673 * projection matrix is setup for drawing screen coordinates
1676 * This: Device to activate the context for
1677 * context: Context to setup
1679 *****************************************************************************/
1680 /* Context activation is done by the caller. */
1681 static void SetupForBlit(const struct wined3d_device
*device
, struct wined3d_context
*context
)
1684 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1688 TRACE("Setting up context %p for blitting\n", context
);
1690 context_get_rt_size(context
, &rt_size
);
1692 if (context
->last_was_blit
)
1694 if (context
->blit_w
!= rt_size
.cx
|| context
->blit_h
!= rt_size
.cy
)
1697 set_blit_dimension(rt_size
.cx
, rt_size
.cy
);
1699 context
->blit_w
= rt_size
.cx
;
1700 context
->blit_h
= rt_size
.cy
;
1701 /* No need to dirtify here, the states are still dirtified because
1702 * they weren't applied since the last SetupForBlit() call. */
1704 TRACE("Context is already set up for blitting, nothing to do\n");
1707 context
->last_was_blit
= TRUE
;
1709 /* TODO: Use a display list */
1711 /* Disable shaders */
1713 device
->shader_backend
->shader_select(context
, FALSE
, FALSE
);
1716 context_invalidate_state(context
, STATE_VSHADER
);
1717 context_invalidate_state(context
, STATE_PIXELSHADER
);
1719 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1720 * helper functions in between gl calls. This function is full of context_invalidate_state
1721 * which can safely be called from here, we only lock once instead locking/unlocking
1722 * after each GL call.
1726 /* Disable all textures. The caller can then bind a texture it wants to blit
1729 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1730 * function texture unit. No need to care for higher samplers
1732 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
1734 sampler
= device
->rev_tex_unit_map
[i
];
1735 context_active_texture(context
, gl_info
, i
);
1737 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1739 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1740 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1742 glDisable(GL_TEXTURE_3D
);
1743 checkGLcall("glDisable GL_TEXTURE_3D");
1744 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1746 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1747 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1749 glDisable(GL_TEXTURE_2D
);
1750 checkGLcall("glDisable GL_TEXTURE_2D");
1752 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1753 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1755 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1757 if (sampler
< MAX_TEXTURES
)
1758 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
1759 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
1762 context_active_texture(context
, gl_info
, 0);
1764 sampler
= device
->rev_tex_unit_map
[0];
1766 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1768 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1769 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1771 glDisable(GL_TEXTURE_3D
);
1772 checkGLcall("glDisable GL_TEXTURE_3D");
1773 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1775 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1776 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1778 glDisable(GL_TEXTURE_2D
);
1779 checkGLcall("glDisable GL_TEXTURE_2D");
1781 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1783 glMatrixMode(GL_TEXTURE
);
1784 checkGLcall("glMatrixMode(GL_TEXTURE)");
1786 checkGLcall("glLoadIdentity()");
1788 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
1790 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1791 GL_TEXTURE_LOD_BIAS_EXT
,
1793 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1796 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1798 if (sampler
< MAX_TEXTURES
)
1800 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ sampler
));
1801 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
1803 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
1806 /* Other misc states */
1807 glDisable(GL_ALPHA_TEST
);
1808 checkGLcall("glDisable(GL_ALPHA_TEST)");
1809 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
));
1810 glDisable(GL_LIGHTING
);
1811 checkGLcall("glDisable GL_LIGHTING");
1812 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_LIGHTING
));
1813 glDisable(GL_DEPTH_TEST
);
1814 checkGLcall("glDisable GL_DEPTH_TEST");
1815 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZENABLE
));
1816 glDisableWINE(GL_FOG
);
1817 checkGLcall("glDisable GL_FOG");
1818 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
));
1819 glDisable(GL_BLEND
);
1820 checkGLcall("glDisable GL_BLEND");
1821 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
1822 glDisable(GL_CULL_FACE
);
1823 checkGLcall("glDisable GL_CULL_FACE");
1824 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CULLMODE
));
1825 glDisable(GL_STENCIL_TEST
);
1826 checkGLcall("glDisable GL_STENCIL_TEST");
1827 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
1828 glDisable(GL_SCISSOR_TEST
);
1829 checkGLcall("glDisable GL_SCISSOR_TEST");
1830 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
1831 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1833 glDisable(GL_POINT_SPRITE_ARB
);
1834 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1835 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
));
1837 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1838 checkGLcall("glColorMask");
1839 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
1840 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
1841 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
1842 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
1843 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
1845 glDisable(GL_COLOR_SUM_EXT
);
1846 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
1847 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1850 /* Setup transforms */
1851 glMatrixMode(GL_MODELVIEW
);
1852 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1854 checkGLcall("glLoadIdentity()");
1855 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
1857 context
->last_was_rhw
= TRUE
;
1858 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
1860 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1861 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1862 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1863 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1864 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1865 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1866 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CLIPPING
));
1868 set_blit_dimension(rt_size
.cx
, rt_size
.cy
);
1869 device
->frag_pipe
->enable_extension(FALSE
);
1873 context
->blit_w
= rt_size
.cx
;
1874 context
->blit_h
= rt_size
.cy
;
1875 context_invalidate_state(context
, STATE_VIEWPORT
);
1876 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
1879 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
1881 return rt_mask
& (1 << 31);
1884 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
1886 return rt_mask
& ~(1 << 31);
1889 /* Context activation and GL locking are done by the caller. */
1890 static void context_apply_draw_buffers(struct wined3d_context
*context
, DWORD rt_mask
)
1894 glDrawBuffer(GL_NONE
);
1895 checkGLcall("glDrawBuffer()");
1897 else if (is_rt_mask_onscreen(rt_mask
))
1899 glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
1900 checkGLcall("glDrawBuffer()");
1904 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1906 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1912 context
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
1914 context
->draw_buffers
[i
] = GL_NONE
;
1920 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
1922 GL_EXTCALL(glDrawBuffersARB(i
, context
->draw_buffers
));
1923 checkGLcall("glDrawBuffers()");
1927 glDrawBuffer(context
->draw_buffers
[0]);
1928 checkGLcall("glDrawBuffer()");
1933 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
1938 /* GL locking is done by the caller. */
1939 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
1941 glDrawBuffer(buffer
);
1942 checkGLcall("glDrawBuffer()");
1943 if (context
->current_fbo
)
1944 context
->current_fbo
->rt_mask
= context_generate_rt_mask(buffer
);
1946 context
->draw_buffers_mask
= context_generate_rt_mask(buffer
);
1949 /* GL locking is done by the caller. */
1950 void context_active_texture(struct wined3d_context
*context
, const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
1952 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0
+ unit
));
1953 checkGLcall("glActiveTextureARB");
1954 context
->active_texture
= unit
;
1957 void context_bind_texture(struct wined3d_context
*context
, GLenum target
, GLuint name
)
1959 DWORD unit
= context
->active_texture
;
1960 DWORD old_texture_type
= context
->texture_type
[unit
];
1964 glBindTexture(target
, name
);
1965 checkGLcall("glBindTexture");
1972 if (old_texture_type
!= target
)
1974 const struct wined3d_device
*device
= context
->swapchain
->device
;
1976 switch (old_texture_type
)
1982 glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[unit
]);
1983 checkGLcall("glBindTexture");
1985 case GL_TEXTURE_RECTANGLE_ARB
:
1986 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[unit
]);
1987 checkGLcall("glBindTexture");
1989 case GL_TEXTURE_CUBE_MAP
:
1990 glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[unit
]);
1991 checkGLcall("glBindTexture");
1994 glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[unit
]);
1995 checkGLcall("glBindTexture");
1998 ERR("Unexpected texture target %#x\n", old_texture_type
);
2001 context
->texture_type
[unit
] = target
;
2005 static void context_set_render_offscreen(struct wined3d_context
*context
, BOOL offscreen
)
2007 if (context
->render_offscreen
== offscreen
) return;
2009 context_invalidate_state(context
, STATE_POINTSPRITECOORDORIGIN
);
2010 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2011 context_invalidate_state(context
, STATE_VIEWPORT
);
2012 context_invalidate_state(context
, STATE_SCISSORRECT
);
2013 context_invalidate_state(context
, STATE_FRONTFACE
);
2014 context
->render_offscreen
= offscreen
;
2017 static BOOL
match_depth_stencil_format(const struct wined3d_format
*existing
,
2018 const struct wined3d_format
*required
)
2020 BYTE existing_depth
, existing_stencil
, required_depth
, required_stencil
;
2022 if (existing
== required
) return TRUE
;
2023 if ((existing
->flags
& WINED3DFMT_FLAG_FLOAT
) != (required
->flags
& WINED3DFMT_FLAG_FLOAT
)) return FALSE
;
2025 getDepthStencilBits(existing
, &existing_depth
, &existing_stencil
);
2026 getDepthStencilBits(required
, &required_depth
, &required_stencil
);
2028 if(existing_depth
< required_depth
) return FALSE
;
2029 /* If stencil bits are used the exact amount is required - otherwise wrapping
2030 * won't work correctly */
2031 if(required_stencil
&& required_stencil
!= existing_stencil
) return FALSE
;
2035 /* The caller provides a context */
2036 static void context_validate_onscreen_formats(struct wined3d_context
*context
,
2037 const struct wined3d_surface
*depth_stencil
)
2039 /* Onscreen surfaces are always in a swapchain */
2040 struct wined3d_swapchain
*swapchain
= context
->current_rt
->container
.u
.swapchain
;
2042 if (context
->render_offscreen
|| !depth_stencil
) return;
2043 if (match_depth_stencil_format(swapchain
->ds_format
, depth_stencil
->resource
.format
)) return;
2045 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2046 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2048 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2050 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2051 surface_load_location(context
->current_rt
, SFLAG_INTEXTURE
, NULL
);
2052 swapchain
->render_to_fbo
= TRUE
;
2053 swapchain_update_draw_bindings(swapchain
);
2054 context_set_render_offscreen(context
, TRUE
);
2057 static DWORD
context_generate_rt_mask_no_fbo(const struct wined3d_device
*device
, const struct wined3d_surface
*rt
)
2059 if (!rt
|| rt
->resource
.format
->id
== WINED3DFMT_NULL
)
2061 else if (rt
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
2062 return context_generate_rt_mask_from_surface(rt
);
2064 return context_generate_rt_mask(device
->offscreenBuffer
);
2067 /* Context activation is done by the caller. */
2068 void context_apply_blit_state(struct wined3d_context
*context
, const struct wined3d_device
*device
)
2070 struct wined3d_surface
*rt
= context
->current_rt
;
2071 DWORD rt_mask
, *cur_mask
;
2073 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2075 context_validate_onscreen_formats(context
, NULL
);
2077 if (context
->render_offscreen
)
2079 surface_internal_preload(rt
, SRGB_RGB
);
2082 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, rt
, NULL
, rt
->draw_binding
);
2084 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
2092 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
2094 rt_mask
= context_generate_rt_mask_from_surface(rt
);
2099 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt
);
2102 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2105 if (rt_mask
!= *cur_mask
)
2107 context_apply_draw_buffers(context
, rt_mask
);
2108 *cur_mask
= rt_mask
;
2111 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2113 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2117 SetupForBlit(device
, context
);
2118 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2121 static BOOL
context_validate_rt_config(UINT rt_count
,
2122 struct wined3d_surface
* const *rts
, const struct wined3d_surface
*ds
)
2126 if (ds
) return TRUE
;
2128 for (i
= 0; i
< rt_count
; ++i
)
2130 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
2134 WARN("Invalid render target config, need at least one attachment.\n");
2138 /* Context activation is done by the caller. */
2139 BOOL
context_apply_clear_state(struct wined3d_context
*context
, const struct wined3d_device
*device
,
2140 UINT rt_count
, const struct wined3d_fb_state
*fb
)
2142 DWORD rt_mask
= 0, *cur_mask
;
2144 struct wined3d_surface
**rts
= fb
->render_targets
;
2146 if (isStateDirty(context
, STATE_FRAMEBUFFER
) || fb
!= &device
->fb
2147 || rt_count
!= context
->gl_info
->limits
.buffers
)
2149 if (!context_validate_rt_config(rt_count
, rts
, fb
->depth_stencil
))
2152 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2154 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
2158 if (!rt_count
|| surface_is_offscreen(rts
[0]))
2160 for (i
= 0; i
< rt_count
; ++i
)
2162 context
->blit_targets
[i
] = rts
[i
];
2163 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
2164 rt_mask
|= (1 << i
);
2166 while (i
< context
->gl_info
->limits
.buffers
)
2168 context
->blit_targets
[i
] = NULL
;
2171 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
, fb
->depth_stencil
,
2172 rt_count
? rts
[0]->draw_binding
: SFLAG_INTEXTURE
);
2173 glReadBuffer(GL_NONE
);
2174 checkGLcall("glReadBuffer");
2178 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2179 rt_mask
= context_generate_rt_mask_from_surface(rts
[0]);
2184 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2185 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2186 * state management allows this */
2187 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2191 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt_count
? rts
[0] : NULL
);
2194 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
2195 && (!rt_count
|| surface_is_offscreen(rts
[0])))
2197 for (i
= 0; i
< rt_count
; ++i
)
2199 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
) rt_mask
|= (1 << i
);
2204 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt_count
? rts
[0] : NULL
);
2207 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2210 if (rt_mask
!= *cur_mask
)
2212 context_apply_draw_buffers(context
, rt_mask
);
2213 *cur_mask
= rt_mask
;
2214 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2217 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2219 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2222 if (context
->last_was_blit
)
2224 device
->frag_pipe
->enable_extension(TRUE
);
2225 context
->last_was_blit
= FALSE
;
2228 /* Blending and clearing should be orthogonal, but tests on the nvidia
2229 * driver show that disabling blending when clearing improves the clearing
2230 * performance incredibly. */
2231 glDisable(GL_BLEND
);
2232 glEnable(GL_SCISSOR_TEST
);
2233 checkGLcall("glEnable GL_SCISSOR_TEST");
2236 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2237 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
2238 context_invalidate_state(context
, STATE_SCISSORRECT
);
2243 static DWORD
find_draw_buffers_mask(const struct wined3d_context
*context
, const struct wined3d_device
*device
)
2245 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2246 struct wined3d_surface
**rts
= state
->fb
->render_targets
;
2247 struct wined3d_shader
*ps
= state
->pixel_shader
;
2248 DWORD rt_mask
, rt_mask_bits
;
2251 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) return context_generate_rt_mask_no_fbo(device
, rts
[0]);
2252 else if (!context
->render_offscreen
) return context_generate_rt_mask_from_surface(rts
[0]);
2254 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
2255 rt_mask
&= device
->valid_rt_mask
;
2256 rt_mask_bits
= rt_mask
;
2258 while (rt_mask_bits
)
2260 rt_mask_bits
&= ~(1 << i
);
2261 if (!rts
[i
] || rts
[i
]->resource
.format
->id
== WINED3DFMT_NULL
)
2262 rt_mask
&= ~(1 << i
);
2270 /* GL locking and context activation are done by the caller */
2271 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2273 const struct wined3d_device
*device
= context
->swapchain
->device
;
2274 const struct wined3d_fb_state
*fb
= state
->fb
;
2275 DWORD rt_mask
= find_draw_buffers_mask(context
, device
);
2278 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2280 if (!context
->render_offscreen
)
2282 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2286 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, fb
->render_targets
, fb
->depth_stencil
,
2287 fb
->render_targets
[0]->draw_binding
);
2288 glReadBuffer(GL_NONE
);
2289 checkGLcall("glReadBuffer");
2293 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2294 if (rt_mask
!= *cur_mask
)
2296 context_apply_draw_buffers(context
, rt_mask
);
2297 *cur_mask
= rt_mask
;
2301 /* GL locking and context activation are done by the caller */
2302 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2304 const struct wined3d_device
*device
= context
->swapchain
->device
;
2305 DWORD rt_mask
, *cur_mask
;
2307 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
2309 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2310 rt_mask
= find_draw_buffers_mask(context
, device
);
2311 if (rt_mask
!= *cur_mask
)
2313 context_apply_draw_buffers(context
, rt_mask
);
2314 *cur_mask
= rt_mask
;
2318 /* Context activation is done by the caller. */
2319 BOOL
context_apply_draw_state(struct wined3d_context
*context
, struct wined3d_device
*device
)
2321 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2322 const struct StateEntry
*state_table
= context
->state_table
;
2323 const struct wined3d_fb_state
*fb
= state
->fb
;
2326 if (!context_validate_rt_config(context
->gl_info
->limits
.buffers
,
2327 fb
->render_targets
, fb
->depth_stencil
))
2330 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& isStateDirty(context
, STATE_FRAMEBUFFER
))
2332 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
2335 /* Preload resources before FBO setup. Texture preload in particular may
2336 * result in changes to the current FBO, due to using e.g. FBO blits for
2337 * updating a resource location. */
2338 device_update_tex_unit_map(device
);
2339 device_preload_textures(device
);
2340 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
))
2341 device_update_stream_info(device
, context
->gl_info
);
2342 if (state
->index_buffer
&& !state
->user_stream
)
2344 if (device
->strided_streams
.all_vbo
)
2345 wined3d_buffer_preload(state
->index_buffer
);
2347 buffer_get_sysmem(state
->index_buffer
, context
->gl_info
);
2351 if (context
->last_was_blit
)
2353 device
->frag_pipe
->enable_extension(TRUE
);
2356 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
2358 DWORD rep
= context
->dirtyArray
[i
];
2359 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
2360 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
2361 context
->isStateDirty
[idx
] &= ~(1 << shift
);
2362 state_table
[rep
].apply(context
, state
, rep
);
2365 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2367 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2371 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
2372 context
->last_was_blit
= FALSE
;
2377 static void context_setup_target(struct wined3d_context
*context
, struct wined3d_surface
*target
)
2379 BOOL old_render_offscreen
= context
->render_offscreen
, render_offscreen
;
2381 render_offscreen
= surface_is_offscreen(target
);
2382 if (context
->current_rt
== target
&& render_offscreen
== old_render_offscreen
) return;
2384 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2385 * the alpha blend state changes with different render target formats. */
2386 if (!context
->current_rt
)
2388 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2392 const struct wined3d_format
*old
= context
->current_rt
->resource
.format
;
2393 const struct wined3d_format
*new = target
->resource
.format
;
2395 if (old
->id
!= new->id
)
2397 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2398 if ((old
->alpha_mask
&& !new->alpha_mask
) || (!old
->alpha_mask
&& new->alpha_mask
)
2399 || !(new->flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
2400 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2402 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2403 if ((old
->flags
& WINED3DFMT_FLAG_SRGB_WRITE
) != (new->flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
2404 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
2407 /* When switching away from an offscreen render target, and we're not
2408 * using FBOs, we have to read the drawable into the texture. This is
2409 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2410 * are some things that need care though. PreLoad needs a GL context,
2411 * and FindContext is called before the context is activated. It also
2412 * has to be called with the old rendertarget active, otherwise a
2413 * wrong drawable is read. */
2414 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2415 && old_render_offscreen
&& context
->current_rt
!= target
)
2417 /* Read the back buffer of the old drawable into the destination texture. */
2418 if (context
->current_rt
->texture_name_srgb
)
2419 surface_internal_preload(context
->current_rt
, SRGB_SRGB
);
2420 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
2421 surface_modify_location(context
->current_rt
, SFLAG_INDRAWABLE
, FALSE
);
2425 context
->current_rt
= target
;
2426 context_set_render_offscreen(context
, render_offscreen
);
2429 /* Do not call while under the GL lock. */
2430 struct wined3d_context
*context_acquire(const struct wined3d_device
*device
, struct wined3d_surface
*target
)
2432 struct wined3d_context
*current_context
= context_get_current();
2433 struct wined3d_context
*context
;
2435 TRACE("device %p, target %p.\n", device
, target
);
2437 if (current_context
&& current_context
->destroyed
)
2438 current_context
= NULL
;
2443 && current_context
->current_rt
2444 && current_context
->swapchain
->device
== device
)
2446 target
= current_context
->current_rt
;
2450 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
2451 if (swapchain
->back_buffers
)
2452 target
= swapchain
->back_buffers
[0];
2454 target
= swapchain
->front_buffer
;
2458 if (current_context
&& current_context
->current_rt
== target
)
2460 context
= current_context
;
2462 else if (target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
2464 TRACE("Rendering onscreen.\n");
2466 context
= swapchain_get_context(target
->container
.u
.swapchain
);
2470 TRACE("Rendering offscreen.\n");
2472 /* Stay with the current context if possible. Otherwise use the
2473 * context for the primary swapchain. */
2474 if (current_context
&& current_context
->swapchain
->device
== device
)
2475 context
= current_context
;
2477 context
= swapchain_get_context(device
->swapchains
[0]);
2480 context_update_window(context
);
2481 context_setup_target(context
, target
);
2482 context_enter(context
);
2483 if (!context
->valid
) return context
;
2485 if (context
!= current_context
)
2487 if (!context_set_current(context
))
2489 ERR("Failed to activate the new context.\n");
2494 device
->frag_pipe
->enable_extension(!context
->last_was_blit
);
2498 else if (context
->restore_ctx
)
2500 context_set_gl_context(context
);