wined3d: Use FBOs when the onscreen depth stencil format isn't suitable.
[wine/multimedia.git] / dlls / wined3d / context.c
blobe21808868c6420e2c7bd016678f339ed1dd597cd
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->rebind_fbo)
466 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
467 context->rebind_fbo = FALSE;
470 if (context->render_offscreen)
472 context->current_fbo = context_find_fbo_entry(context);
473 context_apply_fbo_entry(context, context->current_fbo);
474 } else {
475 context->current_fbo = NULL;
476 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
479 context_check_fbo_status(context);
482 /* Context activation is done by the caller. */
483 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
485 const struct wined3d_gl_info *gl_info = context->gl_info;
487 if (context->free_occlusion_query_count)
489 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
491 else
493 if (gl_info->supported[ARB_OCCLUSION_QUERY])
495 ENTER_GL();
496 GL_EXTCALL(glGenQueriesARB(1, &query->id));
497 checkGLcall("glGenQueriesARB");
498 LEAVE_GL();
500 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
502 else
504 WARN("Occlusion queries not supported, not allocating query id.\n");
505 query->id = 0;
509 query->context = context;
510 list_add_head(&context->occlusion_queries, &query->entry);
513 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
515 struct wined3d_context *context = query->context;
517 list_remove(&query->entry);
518 query->context = NULL;
520 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
522 UINT new_size = context->free_occlusion_query_size << 1;
523 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
524 new_size * sizeof(*context->free_occlusion_queries));
526 if (!new_data)
528 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
529 return;
532 context->free_occlusion_query_size = new_size;
533 context->free_occlusion_queries = new_data;
536 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
539 /* Context activation is done by the caller. */
540 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
542 const struct wined3d_gl_info *gl_info = context->gl_info;
544 if (context->free_event_query_count)
546 query->object = context->free_event_queries[--context->free_event_query_count];
548 else
550 if (gl_info->supported[ARB_SYNC])
552 /* Using ARB_sync, not much to do here. */
553 query->object.sync = NULL;
554 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
556 else if (gl_info->supported[APPLE_FENCE])
558 ENTER_GL();
559 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
560 checkGLcall("glGenFencesAPPLE");
561 LEAVE_GL();
563 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
565 else if(gl_info->supported[NV_FENCE])
567 ENTER_GL();
568 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
569 checkGLcall("glGenFencesNV");
570 LEAVE_GL();
572 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
574 else
576 WARN("Event queries not supported, not allocating query id.\n");
577 query->object.id = 0;
581 query->context = context;
582 list_add_head(&context->event_queries, &query->entry);
585 void context_free_event_query(struct wined3d_event_query *query)
587 struct wined3d_context *context = query->context;
589 list_remove(&query->entry);
590 query->context = NULL;
592 if (context->free_event_query_count >= context->free_event_query_size - 1)
594 UINT new_size = context->free_event_query_size << 1;
595 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
596 new_size * sizeof(*context->free_event_queries));
598 if (!new_data)
600 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
601 return;
604 context->free_event_query_size = new_size;
605 context->free_event_queries = new_data;
608 context->free_event_queries[context->free_event_query_count++] = query->object;
611 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
613 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
614 UINT i;
616 if (!This->d3d_initialized) return;
618 switch(type)
620 case WINED3DRTYPE_SURFACE:
622 for (i = 0; i < This->numContexts; ++i)
624 struct wined3d_context *context = This->contexts[i];
625 const struct wined3d_gl_info *gl_info = context->gl_info;
626 struct fbo_entry *entry, *entry2;
628 if (context->current_rt == (IWineD3DSurface *)resource) context->current_rt = NULL;
630 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
632 UINT j;
634 if (entry->depth_stencil == (IWineD3DSurface *)resource)
636 list_remove(&entry->entry);
637 list_add_head(&context->fbo_destroy_list, &entry->entry);
638 continue;
641 for (j = 0; j < gl_info->limits.buffers; ++j)
643 if (entry->render_targets[j] == (IWineD3DSurface *)resource)
645 list_remove(&entry->entry);
646 list_add_head(&context->fbo_destroy_list, &entry->entry);
647 break;
653 break;
656 default:
657 break;
661 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface)
663 const struct wined3d_gl_info *gl_info = context->gl_info;
664 struct fbo_entry *entry = context->current_fbo;
665 unsigned int i;
667 if (!entry || context->rebind_fbo) return;
669 for (i = 0; i < gl_info->limits.buffers; ++i)
671 if (surface == (IWineD3DSurfaceImpl *)entry->render_targets[i])
673 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
674 context->rebind_fbo = TRUE;
675 return;
679 if (surface == (IWineD3DSurfaceImpl *)entry->depth_stencil)
681 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
682 context->rebind_fbo = TRUE;
686 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
688 int current = GetPixelFormat(dc);
690 if (current == format) return TRUE;
692 if (!current)
694 if (!SetPixelFormat(dc, format, NULL))
696 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
697 format, dc, GetLastError());
698 return FALSE;
700 return TRUE;
703 /* By default WGL doesn't allow pixel format adjustments but we need it
704 * here. For this reason there's a Wine specific wglSetPixelFormat()
705 * which allows us to set the pixel format multiple times. Only use it
706 * when really needed. */
707 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
709 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
711 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
712 format, dc);
713 return FALSE;
715 return TRUE;
718 /* OpenGL doesn't allow pixel format adjustments. Print an error and
719 * continue using the old format. There's a big chance that the old
720 * format works although with a performance hit and perhaps rendering
721 * errors. */
722 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
723 format, dc, current);
724 return TRUE;
727 static void context_update_window(struct wined3d_context *context)
729 TRACE("Updating context %p window from %p to %p.\n",
730 context, context->win_handle, context->swapchain->win_handle);
732 if (context->valid)
734 if (!ReleaseDC(context->win_handle, context->hdc))
736 ERR("Failed to release device context %p, last error %#x.\n",
737 context->hdc, GetLastError());
740 else context->valid = 1;
742 context->win_handle = context->swapchain->win_handle;
744 if (!(context->hdc = GetDC(context->win_handle)))
746 ERR("Failed to get a device context for window %p.\n", context->win_handle);
747 goto err;
750 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
752 ERR("Failed to set pixel format %d on device context %p.\n",
753 context->pixel_format, context->hdc);
754 goto err;
757 if (!pwglMakeCurrent(context->hdc, context->glCtx))
759 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
760 context->glCtx, context->hdc, GetLastError());
761 goto err;
764 return;
766 err:
767 context->valid = 0;
770 static void context_validate(struct wined3d_context *context)
772 HWND wnd = WindowFromDC(context->hdc);
774 if (wnd != context->win_handle)
776 WARN("DC %p belongs to window %p instead of %p.\n",
777 context->hdc, wnd, context->win_handle);
778 context->valid = 0;
781 if (context->win_handle != context->swapchain->win_handle)
782 context_update_window(context);
785 static void context_destroy_gl_resources(struct wined3d_context *context)
787 const struct wined3d_gl_info *gl_info = context->gl_info;
788 struct wined3d_occlusion_query *occlusion_query;
789 struct wined3d_event_query *event_query;
790 struct fbo_entry *entry, *entry2;
791 HGLRC restore_ctx;
792 HDC restore_dc;
793 unsigned int i;
795 restore_ctx = pwglGetCurrentContext();
796 restore_dc = pwglGetCurrentDC();
798 context_validate(context);
799 if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
800 else restore_ctx = NULL;
802 ENTER_GL();
804 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
806 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
807 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
808 occlusion_query->context = NULL;
811 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
813 if (context->valid)
815 if (gl_info->supported[ARB_SYNC])
817 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
819 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
820 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
822 event_query->context = NULL;
825 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
827 if (!context->valid) entry->id = 0;
828 context_destroy_fbo_entry(context, entry);
831 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
833 if (!context->valid) entry->id = 0;
834 context_destroy_fbo_entry(context, entry);
837 if (context->valid)
839 if (context->src_fbo)
841 TRACE("Destroy src FBO %d\n", context->src_fbo);
842 context_destroy_fbo(context, &context->src_fbo);
844 if (context->dst_fbo)
846 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
847 context_destroy_fbo(context, &context->dst_fbo);
849 if (context->dummy_arbfp_prog)
851 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
854 if (gl_info->supported[ARB_OCCLUSION_QUERY])
855 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
857 if (gl_info->supported[ARB_SYNC])
859 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
861 else if (gl_info->supported[APPLE_FENCE])
863 for (i = 0; i < context->free_event_query_count; ++i)
865 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
868 else if (gl_info->supported[NV_FENCE])
870 for (i = 0; i < context->free_event_query_count; ++i)
872 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
876 checkGLcall("context cleanup");
879 LEAVE_GL();
881 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
882 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
884 if (restore_ctx)
886 if (!pwglMakeCurrent(restore_dc, restore_ctx))
888 DWORD err = GetLastError();
889 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
890 restore_ctx, restore_dc, err);
893 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
895 ERR("Failed to disable GL context.\n");
898 ReleaseDC(context->win_handle, context->hdc);
900 if (!pwglDeleteContext(context->glCtx))
902 DWORD err = GetLastError();
903 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
907 DWORD context_get_tls_idx(void)
909 return wined3d_context_tls_idx;
912 void context_set_tls_idx(DWORD idx)
914 wined3d_context_tls_idx = idx;
917 struct wined3d_context *context_get_current(void)
919 return TlsGetValue(wined3d_context_tls_idx);
922 BOOL context_set_current(struct wined3d_context *ctx)
924 struct wined3d_context *old = context_get_current();
926 if (old == ctx)
928 TRACE("Already using D3D context %p.\n", ctx);
929 return TRUE;
932 if (old)
934 if (old->destroyed)
936 TRACE("Switching away from destroyed context %p.\n", old);
937 context_destroy_gl_resources(old);
938 HeapFree(GetProcessHeap(), 0, old);
940 else
942 old->current = 0;
946 if (ctx)
948 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
949 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
951 DWORD err = GetLastError();
952 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
953 ctx->glCtx, ctx->hdc, err);
954 TlsSetValue(wined3d_context_tls_idx, NULL);
955 return FALSE;
957 ctx->current = 1;
959 else if(pwglGetCurrentContext())
961 TRACE("Clearing current D3D context.\n");
962 if (!pwglMakeCurrent(NULL, NULL))
964 DWORD err = GetLastError();
965 ERR("Failed to clear current GL context, last error %#x.\n", err);
966 TlsSetValue(wined3d_context_tls_idx, NULL);
967 return FALSE;
971 return TlsSetValue(wined3d_context_tls_idx, ctx);
974 void context_release(struct wined3d_context *context)
976 TRACE("Releasing context %p, level %u.\n", context, context->level);
978 if (WARN_ON(d3d))
980 if (!context->level)
981 WARN("Context %p is not active.\n", context);
982 else if (context != context_get_current())
983 WARN("Context %p is not the current context.\n", context);
986 if (!--context->level && context->restore_ctx)
988 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
989 if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
991 DWORD err = GetLastError();
992 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
993 context->restore_ctx, context->restore_dc, err);
995 context->restore_ctx = NULL;
996 context->restore_dc = NULL;
1000 static void context_enter(struct wined3d_context *context)
1002 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1004 if (!context->level++)
1006 const struct wined3d_context *current_context = context_get_current();
1007 HGLRC current_gl = pwglGetCurrentContext();
1009 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1011 TRACE("Another GL context (%p on device context %p) is already current.\n",
1012 current_gl, pwglGetCurrentDC());
1013 context->restore_ctx = current_gl;
1014 context->restore_dc = pwglGetCurrentDC();
1019 /*****************************************************************************
1020 * Context_MarkStateDirty
1022 * Marks a state in a context dirty. Only one context, opposed to
1023 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1024 * contexts
1026 * Params:
1027 * context: Context to mark the state dirty in
1028 * state: State to mark dirty
1029 * StateTable: Pointer to the state table in use(for state grouping)
1031 *****************************************************************************/
1032 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
1034 DWORD rep = StateTable[state].representative;
1035 DWORD idx;
1036 BYTE shift;
1038 if (isStateDirty(context, rep)) return;
1040 context->dirtyArray[context->numDirtyEntries++] = rep;
1041 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1042 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1043 context->isStateDirty[idx] |= (1 << shift);
1046 /* This function takes care of WineD3D pixel format selection. */
1047 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
1048 const struct wined3d_format_desc *color_format_desc, const struct wined3d_format_desc *ds_format_desc,
1049 BOOL auxBuffers, int numSamples, BOOL findCompatible)
1051 int iPixelFormat=0;
1052 unsigned int matchtry;
1053 short redBits, greenBits, blueBits, alphaBits, colorBits;
1054 short depthBits=0, stencilBits=0;
1056 struct match_type {
1057 BOOL require_aux;
1058 BOOL exact_alpha;
1059 BOOL exact_color;
1060 } matches[] = {
1061 /* First, try without alpha match buffers. MacOS supports aux buffers only
1062 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1063 * Then try without aux buffers - this is the most common cause for not
1064 * finding a pixel format. Also some drivers(the open source ones)
1065 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1066 * match, then try without an exact alpha and color match.
1068 { TRUE, TRUE, TRUE },
1069 { TRUE, FALSE, TRUE },
1070 { FALSE, TRUE, TRUE },
1071 { FALSE, FALSE, TRUE },
1072 { TRUE, FALSE, FALSE },
1073 { FALSE, FALSE, FALSE },
1076 int i = 0;
1077 int nCfgs = This->adapter->nCfgs;
1079 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1080 debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
1081 auxBuffers, numSamples, findCompatible);
1083 if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1085 ERR("Unable to get color bits for format %s (%#x)!\n",
1086 debug_d3dformat(color_format_desc->format), color_format_desc->format);
1087 return 0;
1090 getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
1092 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1093 for(i=0; i<nCfgs; i++) {
1094 BOOL exactDepthMatch = TRUE;
1095 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1097 /* For now only accept RGBA formats. Perhaps some day we will
1098 * allow floating point formats for pbuffers. */
1099 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1100 continue;
1102 /* In window mode we need a window drawable format and double buffering. */
1103 if(!(cfg->windowDrawable && cfg->doubleBuffer))
1104 continue;
1106 /* We like to have aux buffers in backbuffer mode */
1107 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1108 continue;
1110 if(matches[matchtry].exact_color) {
1111 if(cfg->redSize != redBits)
1112 continue;
1113 if(cfg->greenSize != greenBits)
1114 continue;
1115 if(cfg->blueSize != blueBits)
1116 continue;
1117 } else {
1118 if(cfg->redSize < redBits)
1119 continue;
1120 if(cfg->greenSize < greenBits)
1121 continue;
1122 if(cfg->blueSize < blueBits)
1123 continue;
1125 if(matches[matchtry].exact_alpha) {
1126 if(cfg->alphaSize != alphaBits)
1127 continue;
1128 } else {
1129 if(cfg->alphaSize < alphaBits)
1130 continue;
1133 /* We try to locate a format which matches our requirements exactly. In case of
1134 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1135 if(cfg->depthSize < depthBits)
1136 continue;
1137 else if(cfg->depthSize > depthBits)
1138 exactDepthMatch = FALSE;
1140 /* In all cases make sure the number of stencil bits matches our requirements
1141 * even when we don't need stencil because it could affect performance EXCEPT
1142 * on cards which don't offer depth formats without stencil like the i915 drivers
1143 * on Linux. */
1144 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1145 continue;
1147 /* Check multisampling support */
1148 if(cfg->numSamples != numSamples)
1149 continue;
1151 /* When we have passed all the checks then we have found a format which matches our
1152 * requirements. Note that we only check for a limit number of capabilities right now,
1153 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1154 * can still differ in things like multisampling, stereo, SRGB and other flags.
1157 /* Exit the loop as we have found a format :) */
1158 if(exactDepthMatch) {
1159 iPixelFormat = cfg->iPixelFormat;
1160 break;
1161 } else if(!iPixelFormat) {
1162 /* In the end we might end up with a format which doesn't exactly match our depth
1163 * requirements. Accept the first format we found because formats with higher iPixelFormat
1164 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1165 iPixelFormat = cfg->iPixelFormat;
1170 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1171 if(!iPixelFormat && !findCompatible) {
1172 ERR("Can't find a suitable iPixelFormat\n");
1173 return FALSE;
1174 } else if(!iPixelFormat) {
1175 PIXELFORMATDESCRIPTOR pfd;
1177 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1178 /* PixelFormat selection */
1179 ZeroMemory(&pfd, sizeof(pfd));
1180 pfd.nSize = sizeof(pfd);
1181 pfd.nVersion = 1;
1182 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1183 pfd.iPixelType = PFD_TYPE_RGBA;
1184 pfd.cAlphaBits = alphaBits;
1185 pfd.cColorBits = colorBits;
1186 pfd.cDepthBits = depthBits;
1187 pfd.cStencilBits = stencilBits;
1188 pfd.iLayerType = PFD_MAIN_PLANE;
1190 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1191 if(!iPixelFormat) {
1192 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1193 ERR("Can't find a suitable iPixelFormat\n");
1194 return FALSE;
1198 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1199 iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1200 return iPixelFormat;
1203 /*****************************************************************************
1204 * context_create
1206 * Creates a new context.
1208 * * Params:
1209 * This: Device to activate the context for
1210 * target: Surface this context will render to
1211 * win_handle: handle to the window which we are drawing to
1212 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1214 *****************************************************************************/
1215 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1216 const struct wined3d_format_desc *ds_format_desc)
1218 IWineD3DDeviceImpl *device = swapchain->device;
1219 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1220 const struct wined3d_format_desc *color_format_desc;
1221 struct wined3d_context *ret;
1222 PIXELFORMATDESCRIPTOR pfd;
1223 BOOL auxBuffers = FALSE;
1224 int numSamples = 0;
1225 int pixel_format;
1226 unsigned int s;
1227 DWORD state;
1228 HGLRC ctx;
1229 HDC hdc;
1231 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1233 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1234 if (!ret)
1236 ERR("Failed to allocate context memory.\n");
1237 return NULL;
1240 if (!(hdc = GetDC(swapchain->win_handle)))
1242 ERR("Failed to retrieve a device context.\n");
1243 goto out;
1246 color_format_desc = target->resource.format_desc;
1248 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1249 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1250 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1252 auxBuffers = TRUE;
1254 if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
1255 color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, gl_info);
1256 else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
1257 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1260 /* DirectDraw supports 8bit paletted render targets and these are used by
1261 * old games like Starcraft and C&C. Most modern hardware doesn't support
1262 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1263 * conversion (ab)uses the alpha component for storing the palette index.
1264 * For this reason we require a format with 8bit alpha, so request
1265 * A8R8G8B8. */
1266 if (color_format_desc->format == WINED3DFMT_P8_UINT)
1267 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1269 /* Retrieve the depth stencil format from the present parameters.
1270 * The choice of the proper format can give a nice performance boost
1271 * in case of GPU limited programs. */
1272 if (swapchain->presentParms.EnableAutoDepthStencil)
1274 TRACE("Auto depth stencil enabled, using format %s.\n",
1275 debug_d3dformat(swapchain->presentParms.AutoDepthStencilFormat));
1276 ds_format_desc = getFormatDescEntry(swapchain->presentParms.AutoDepthStencilFormat, gl_info);
1279 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1280 if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1282 if (!gl_info->supported[ARB_MULTISAMPLE])
1283 WARN("The application is requesting multisampling without support.\n");
1284 else
1286 TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1287 numSamples = swapchain->presentParms.MultiSampleType;
1291 /* Try to find a pixel format which matches our requirements. */
1292 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1293 auxBuffers, numSamples, FALSE /* findCompatible */);
1295 /* Try to locate a compatible format if we weren't able to find anything. */
1296 if (!pixel_format)
1298 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1299 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1300 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1303 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1304 if (!pixel_format)
1306 ERR("Can't find a suitable pixel format.\n");
1307 goto out;
1310 DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1311 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1313 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1314 goto out;
1317 ctx = pwglCreateContext(hdc);
1318 if (device->numContexts)
1320 if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1322 DWORD err = GetLastError();
1323 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1324 device->contexts[0]->glCtx, ctx, err);
1328 if(!ctx) {
1329 ERR("Failed to create a WGL context\n");
1330 goto out;
1333 if (!device_context_add(device, ret))
1335 ERR("Failed to add the newly created context to the context list\n");
1336 if (!pwglDeleteContext(ctx))
1338 DWORD err = GetLastError();
1339 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1341 goto out;
1344 ret->gl_info = gl_info;
1346 /* Mark all states dirty to force a proper initialization of the states
1347 * on the first use of the context. */
1348 for (state = 0; state <= STATE_HIGHEST; ++state)
1350 if (device->StateTable[state].representative)
1351 Context_MarkStateDirty(ret, state, device->StateTable);
1354 ret->swapchain = swapchain;
1355 ret->current_rt = (IWineD3DSurface *)target;
1356 ret->tid = GetCurrentThreadId();
1358 ret->render_offscreen = surface_is_offscreen((IWineD3DSurface *) target);
1359 ret->draw_buffer_dirty = TRUE;
1360 ret->valid = 1;
1362 ret->glCtx = ctx;
1363 ret->win_handle = swapchain->win_handle;
1364 ret->hdc = hdc;
1365 ret->pixel_format = pixel_format;
1367 if (device->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *)device))
1369 /* Create the dirty constants array and initialize them to dirty */
1370 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1371 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1372 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1373 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1374 memset(ret->vshader_const_dirty, 1,
1375 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1376 memset(ret->pshader_const_dirty, 1,
1377 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1380 ret->free_occlusion_query_size = 4;
1381 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1382 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1383 if (!ret->free_occlusion_queries) goto out;
1385 list_init(&ret->occlusion_queries);
1387 ret->free_event_query_size = 4;
1388 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1389 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1390 if (!ret->free_event_queries) goto out;
1392 list_init(&ret->event_queries);
1394 TRACE("Successfully created new context %p\n", ret);
1396 list_init(&ret->fbo_list);
1397 list_init(&ret->fbo_destroy_list);
1399 context_enter(ret);
1401 /* Set up the context defaults */
1402 if (!context_set_current(ret))
1404 ERR("Cannot activate context to set up defaults\n");
1405 context_release(ret);
1406 goto out;
1409 ENTER_GL();
1411 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1413 TRACE("Setting up the screen\n");
1414 /* Clear the screen */
1415 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1416 checkGLcall("glClearColor");
1417 glClearIndex(0);
1418 glClearDepth(1);
1419 glClearStencil(0xffff);
1421 checkGLcall("glClear");
1423 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1424 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1426 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1427 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1429 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1430 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1432 glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1433 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1434 glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1435 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1437 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1439 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1440 * and textures in DIB sections(due to the memory protection).
1442 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1443 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1445 if (gl_info->supported[ARB_VERTEX_BLEND])
1447 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1448 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1449 * GL_VERTEX_BLEND_ARB isn't enabled too
1451 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1452 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1454 if (gl_info->supported[NV_TEXTURE_SHADER2])
1456 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1457 * the previous texture where to source the offset from is always unit - 1.
1459 for (s = 1; s < gl_info->limits.textures; ++s)
1461 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1462 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1463 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1466 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1468 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1469 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1470 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1471 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1472 * is ever assigned.
1474 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1475 * program and the dummy program is destroyed when the context is destroyed.
1477 const char *dummy_program =
1478 "!!ARBfp1.0\n"
1479 "MOV result.color, fragment.color.primary;\n"
1480 "END\n";
1481 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1482 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1483 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1486 for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1488 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1489 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1490 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1493 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1495 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1497 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1499 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1502 LEAVE_GL();
1504 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
1506 TRACE("Created context %p.\n", ret);
1508 return ret;
1510 out:
1511 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1512 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1513 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1514 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1515 HeapFree(GetProcessHeap(), 0, ret);
1516 return NULL;
1519 /*****************************************************************************
1520 * context_destroy
1522 * Destroys a wined3d context
1524 * Params:
1525 * This: Device to activate the context for
1526 * context: Context to destroy
1528 *****************************************************************************/
1529 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1531 BOOL destroy;
1533 TRACE("Destroying ctx %p\n", context);
1535 if (context->tid == GetCurrentThreadId() || !context->current)
1537 context_destroy_gl_resources(context);
1538 TlsSetValue(wined3d_context_tls_idx, NULL);
1539 destroy = TRUE;
1541 else
1543 context->destroyed = 1;
1544 destroy = FALSE;
1547 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1548 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1549 device_context_remove(This, context);
1550 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1553 /* GL locking is done by the caller */
1554 static inline void set_blit_dimension(UINT width, UINT height) {
1555 glMatrixMode(GL_PROJECTION);
1556 checkGLcall("glMatrixMode(GL_PROJECTION)");
1557 glLoadIdentity();
1558 checkGLcall("glLoadIdentity()");
1559 glOrtho(0, width, height, 0, 0.0, -1.0);
1560 checkGLcall("glOrtho");
1561 glViewport(0, 0, width, height);
1562 checkGLcall("glViewport");
1565 /*****************************************************************************
1566 * SetupForBlit
1568 * Sets up a context for DirectDraw blitting.
1569 * All texture units are disabled, texture unit 0 is set as current unit
1570 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1571 * color writing enabled for all channels
1572 * register combiners disabled, shaders disabled
1573 * world matrix is set to identity, texture matrix 0 too
1574 * projection matrix is setup for drawing screen coordinates
1576 * Params:
1577 * This: Device to activate the context for
1578 * context: Context to setup
1580 *****************************************************************************/
1581 /* Context activation is done by the caller. */
1582 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1584 int i;
1585 const struct StateEntry *StateTable = This->StateTable;
1586 const struct wined3d_gl_info *gl_info = context->gl_info;
1587 UINT width = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Width;
1588 UINT height = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Height;
1589 DWORD sampler;
1591 TRACE("Setting up context %p for blitting\n", context);
1592 if(context->last_was_blit) {
1593 if(context->blit_w != width || context->blit_h != height) {
1594 ENTER_GL();
1595 set_blit_dimension(width, height);
1596 LEAVE_GL();
1597 context->blit_w = width; context->blit_h = height;
1598 /* No need to dirtify here, the states are still dirtified because they weren't
1599 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1600 * be set
1603 TRACE("Context is already set up for blitting, nothing to do\n");
1604 return;
1606 context->last_was_blit = TRUE;
1608 /* TODO: Use a display list */
1610 /* Disable shaders */
1611 ENTER_GL();
1612 This->shader_backend->shader_select(context, FALSE, FALSE);
1613 LEAVE_GL();
1615 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1616 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1618 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1619 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1620 * which can safely be called from here, we only lock once instead locking/unlocking
1621 * after each GL call.
1623 ENTER_GL();
1625 /* Disable all textures. The caller can then bind a texture it wants to blit
1626 * from
1628 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1629 * function texture unit. No need to care for higher samplers
1631 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1633 sampler = This->rev_tex_unit_map[i];
1634 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1635 checkGLcall("glActiveTextureARB");
1637 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1639 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1640 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1642 glDisable(GL_TEXTURE_3D);
1643 checkGLcall("glDisable GL_TEXTURE_3D");
1644 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1646 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1647 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1649 glDisable(GL_TEXTURE_2D);
1650 checkGLcall("glDisable GL_TEXTURE_2D");
1652 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1653 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1655 if (sampler != WINED3D_UNMAPPED_STAGE)
1657 if (sampler < MAX_TEXTURES) {
1658 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1660 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1663 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1664 checkGLcall("glActiveTextureARB");
1666 sampler = This->rev_tex_unit_map[0];
1668 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1670 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1671 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1673 glDisable(GL_TEXTURE_3D);
1674 checkGLcall("glDisable GL_TEXTURE_3D");
1675 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1677 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1678 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1680 glDisable(GL_TEXTURE_2D);
1681 checkGLcall("glDisable GL_TEXTURE_2D");
1683 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1685 glMatrixMode(GL_TEXTURE);
1686 checkGLcall("glMatrixMode(GL_TEXTURE)");
1687 glLoadIdentity();
1688 checkGLcall("glLoadIdentity()");
1690 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1692 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1693 GL_TEXTURE_LOD_BIAS_EXT,
1694 0.0f);
1695 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1698 if (sampler != WINED3D_UNMAPPED_STAGE)
1700 if (sampler < MAX_TEXTURES) {
1701 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1702 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1704 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1707 /* Other misc states */
1708 glDisable(GL_ALPHA_TEST);
1709 checkGLcall("glDisable(GL_ALPHA_TEST)");
1710 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1711 glDisable(GL_LIGHTING);
1712 checkGLcall("glDisable GL_LIGHTING");
1713 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1714 glDisable(GL_DEPTH_TEST);
1715 checkGLcall("glDisable GL_DEPTH_TEST");
1716 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1717 glDisableWINE(GL_FOG);
1718 checkGLcall("glDisable GL_FOG");
1719 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1720 glDisable(GL_BLEND);
1721 checkGLcall("glDisable GL_BLEND");
1722 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1723 glDisable(GL_CULL_FACE);
1724 checkGLcall("glDisable GL_CULL_FACE");
1725 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1726 glDisable(GL_STENCIL_TEST);
1727 checkGLcall("glDisable GL_STENCIL_TEST");
1728 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1729 glDisable(GL_SCISSOR_TEST);
1730 checkGLcall("glDisable GL_SCISSOR_TEST");
1731 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1732 if (gl_info->supported[ARB_POINT_SPRITE])
1734 glDisable(GL_POINT_SPRITE_ARB);
1735 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1736 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1738 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1739 checkGLcall("glColorMask");
1740 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1741 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
1742 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
1743 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
1744 if (gl_info->supported[EXT_SECONDARY_COLOR])
1746 glDisable(GL_COLOR_SUM_EXT);
1747 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1748 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1751 /* Setup transforms */
1752 glMatrixMode(GL_MODELVIEW);
1753 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1754 glLoadIdentity();
1755 checkGLcall("glLoadIdentity()");
1756 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1758 context->last_was_rhw = TRUE;
1759 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1761 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1762 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1763 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1764 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1765 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1766 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1767 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1769 set_blit_dimension(width, height);
1771 LEAVE_GL();
1773 context->blit_w = width; context->blit_h = height;
1774 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1775 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1778 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1781 /*****************************************************************************
1782 * findThreadContextForSwapChain
1784 * Searches a swapchain for all contexts and picks one for the thread tid.
1785 * If none can be found the swapchain is requested to create a new context
1787 *****************************************************************************/
1788 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1790 unsigned int i;
1792 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1793 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1794 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1799 /* Create a new context for the thread */
1800 return swapchain_create_context_for_thread(swapchain);
1803 /*****************************************************************************
1804 * FindContext
1806 * Finds a context for the current render target and thread
1808 * Parameters:
1809 * target: Render target to find the context for
1810 * tid: Thread to activate the context for
1812 * Returns: The needed context
1814 *****************************************************************************/
1815 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target)
1817 IWineD3DSwapChain *swapchain = NULL;
1818 struct wined3d_context *current_context = context_get_current();
1819 DWORD tid = GetCurrentThreadId();
1820 struct wined3d_context *context;
1822 if (current_context && current_context->destroyed) current_context = NULL;
1824 if (!target)
1826 if (current_context
1827 && current_context->current_rt
1828 && current_context->swapchain->device == This)
1830 target = current_context->current_rt;
1832 else
1834 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1835 if (swapchain->backBuffer) target = swapchain->backBuffer[0];
1836 else target = swapchain->frontBuffer;
1840 if (current_context && current_context->current_rt == target)
1842 context_validate(current_context);
1843 return current_context;
1846 if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1847 TRACE("Rendering onscreen\n");
1849 context = findThreadContextForSwapChain(swapchain, tid);
1850 IWineD3DSwapChain_Release(swapchain);
1852 else
1854 TRACE("Rendering offscreen\n");
1856 /* Stay with the currently active context. */
1857 if (current_context && current_context->swapchain->device == This)
1859 context = current_context;
1861 else
1863 /* This may happen if the app jumps straight into offscreen rendering
1864 * Start using the context of the primary swapchain. tid == 0 is no problem
1865 * for findThreadContextForSwapChain.
1867 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1868 * is perfect to call. */
1869 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1873 context_validate(context);
1875 return context;
1878 /* Context activation is done by the caller. */
1879 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
1881 const struct wined3d_gl_info *gl_info = context->gl_info;
1882 IWineD3DSurface *rt = context->current_rt;
1883 IWineD3DDeviceImpl *device;
1885 device = ((IWineD3DSurfaceImpl *)rt)->resource.device;
1886 if (!surface_is_offscreen(rt))
1888 ENTER_GL();
1889 glDrawBuffer(surface_get_gl_buffer(rt));
1890 checkGLcall("glDrawBuffers()");
1891 LEAVE_GL();
1893 else
1895 ENTER_GL();
1896 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1898 if (!blit)
1900 if (gl_info->supported[ARB_DRAW_BUFFERS])
1902 GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, device->draw_buffers));
1903 checkGLcall("glDrawBuffers()");
1905 else
1907 glDrawBuffer(device->draw_buffers[0]);
1908 checkGLcall("glDrawBuffer()");
1910 } else {
1911 glDrawBuffer(GL_COLOR_ATTACHMENT0);
1912 checkGLcall("glDrawBuffer()");
1915 else
1917 glDrawBuffer(device->offscreenBuffer);
1918 checkGLcall("glDrawBuffer()");
1920 LEAVE_GL();
1924 /* GL locking is done by the caller. */
1925 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1927 glDrawBuffer(buffer);
1928 checkGLcall("glDrawBuffer()");
1929 context->draw_buffer_dirty = TRUE;
1932 static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
1933 BOOL offscreen)
1935 if (context->render_offscreen == offscreen) return;
1937 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1938 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1939 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1940 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1941 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1942 context->render_offscreen = offscreen;
1945 static BOOL match_depth_stencil_format(const struct wined3d_format_desc *existing,
1946 const struct wined3d_format_desc *required)
1948 short existing_depth, existing_stencil, required_depth, required_stencil;
1950 if(existing == required) return TRUE;
1951 if((existing->Flags & WINED3DFMT_FLAG_FLOAT) != (required->Flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
1953 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
1954 getDepthStencilBits(required, &required_depth, &required_stencil);
1956 if(existing_depth < required_depth) return FALSE;
1957 /* If stencil bits are used the exact amount is required - otherwise wrapping
1958 * won't work correctly */
1959 if(required_stencil && required_stencil != existing_stencil) return FALSE;
1960 return TRUE;
1962 /* The caller provides a context */
1963 static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device, struct wined3d_context *context)
1965 /* Onscreen surfaces are always in a swapchain */
1966 IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *) device->stencilBufferTarget;
1967 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) ((IWineD3DSurfaceImpl *)context->current_rt)->container;
1969 if (!depth_stencil) return;
1970 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format_desc)) return;
1972 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
1973 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
1974 * format. */
1975 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
1977 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
1978 IWineD3DSurface_LoadLocation(context->current_rt, SFLAG_INTEXTURE, NULL);
1979 swapchain->render_to_fbo = TRUE;
1980 context_set_render_offscreen(context, device->StateTable, TRUE);
1983 /* Context activation is done by the caller. */
1984 static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceImpl *device, enum ContextUsage usage)
1986 const struct StateEntry *state_table = device->StateTable;
1987 unsigned int i;
1989 switch (usage) {
1990 case CTXUSAGE_CLEAR:
1991 case CTXUSAGE_DRAWPRIM:
1992 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1993 if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
1994 ENTER_GL();
1995 context_apply_fbo_state(context);
1996 LEAVE_GL();
1998 if (context->draw_buffer_dirty) {
1999 context_apply_draw_buffer(context, FALSE);
2000 context->draw_buffer_dirty = FALSE;
2002 break;
2004 case CTXUSAGE_BLIT:
2005 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2006 if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
2007 if (context->render_offscreen)
2009 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
2010 surface_internal_preload(context->current_rt, SRGB_RGB);
2012 ENTER_GL();
2013 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
2014 context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, context->current_rt);
2015 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
2016 LEAVE_GL();
2017 } else {
2018 ENTER_GL();
2019 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2020 LEAVE_GL();
2022 context->draw_buffer_dirty = TRUE;
2024 if (context->draw_buffer_dirty) {
2025 context_apply_draw_buffer(context, TRUE);
2026 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
2027 context->draw_buffer_dirty = FALSE;
2030 break;
2032 default:
2033 break;
2036 switch(usage) {
2037 case CTXUSAGE_RESOURCELOAD:
2038 /* This does not require any special states to be set up */
2039 break;
2041 case CTXUSAGE_CLEAR:
2042 if(context->last_was_blit) {
2043 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2046 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
2047 * blending when clearing improves the clearing performance incredibly.
2049 ENTER_GL();
2050 glDisable(GL_BLEND);
2051 LEAVE_GL();
2052 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2054 ENTER_GL();
2055 glEnable(GL_SCISSOR_TEST);
2056 checkGLcall("glEnable GL_SCISSOR_TEST");
2057 LEAVE_GL();
2058 context->last_was_blit = FALSE;
2059 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2060 Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2061 break;
2063 case CTXUSAGE_DRAWPRIM:
2064 /* This needs all dirty states applied */
2065 if(context->last_was_blit) {
2066 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2069 IWineD3DDeviceImpl_FindTexUnitMap(device);
2070 device_preload_textures(device);
2071 if (isStateDirty(context, STATE_VDECL))
2072 device_update_stream_info(device, context->gl_info);
2074 ENTER_GL();
2075 for (i = 0; i < context->numDirtyEntries; ++i)
2077 DWORD rep = context->dirtyArray[i];
2078 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2079 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2080 context->isStateDirty[idx] &= ~(1 << shift);
2081 state_table[rep].apply(rep, device->stateBlock, context);
2083 LEAVE_GL();
2084 context->numDirtyEntries = 0; /* This makes the whole list clean */
2085 context->last_was_blit = FALSE;
2086 break;
2088 case CTXUSAGE_BLIT:
2089 SetupForBlit(device, context);
2090 break;
2092 default:
2093 FIXME("Unexpected context usage requested\n");
2097 static void context_setup_target(IWineD3DDeviceImpl *device, struct wined3d_context *context, IWineD3DSurface *target)
2099 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2100 const struct StateEntry *StateTable = device->StateTable;
2102 if (!target) return;
2103 else if (context->current_rt == target) return;
2104 render_offscreen = surface_is_offscreen(target);
2106 context_set_render_offscreen(context, StateTable, render_offscreen);
2108 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2109 * the alpha blend state changes with different render target formats. */
2110 if (!context->current_rt)
2112 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2114 else
2116 const struct wined3d_format_desc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
2117 const struct wined3d_format_desc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
2119 if (old->format != new->format)
2121 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2122 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2123 || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2125 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2129 /* When switching away from an offscreen render target, and we're not
2130 * using FBOs, we have to read the drawable into the texture. This is
2131 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2132 * are some things that need care though. PreLoad needs a GL context,
2133 * and FindContext is called before the context is activated. It also
2134 * has to be called with the old rendertarget active, otherwise a
2135 * wrong drawable is read. */
2136 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2137 && old_render_offscreen && context->current_rt != target)
2139 BOOL oldInDraw = device->isInDraw;
2141 /* surface_internal_preload() requires a context to load the
2142 * texture, so it will call context_acquire(). Set isInDraw to true
2143 * to signal surface_internal_preload() that it has a context. */
2145 /* FIXME: This is just broken. There's no guarantee whatsoever
2146 * that the currently active context, if any, is appropriate for
2147 * reading back the render target. We should probably call
2148 * context_set_current(context) here and then rely on
2149 * context_acquire() doing the right thing. */
2150 device->isInDraw = TRUE;
2152 /* Read the back buffer of the old drawable into the destination texture. */
2153 if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
2155 surface_internal_preload(context->current_rt, SRGB_BOTH);
2157 else
2159 surface_internal_preload(context->current_rt, SRGB_RGB);
2162 IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2164 device->isInDraw = oldInDraw;
2168 context->draw_buffer_dirty = TRUE;
2169 context->current_rt = target;
2172 /*****************************************************************************
2173 * context_acquire
2175 * Finds a rendering context and drawable matching the device and render
2176 * target for the current thread, activates them and puts them into the
2177 * requested state.
2179 * Params:
2180 * This: Device to activate the context for
2181 * target: Requested render target
2182 * usage: Prepares the context for blitting, drawing or other actions
2184 *****************************************************************************/
2185 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurface *target, enum ContextUsage usage)
2187 struct wined3d_context *current_context = context_get_current();
2188 struct wined3d_context *context;
2190 TRACE("device %p, target %p, usage %#x.\n", device, target, usage);
2192 context = FindContext(device, target);
2193 context_setup_target(device, context, target);
2194 context_enter(context);
2195 if (!context->valid) return context;
2197 if (context != current_context)
2199 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2200 else device->frag_pipe->enable_extension((IWineD3DDevice *)device, !context->last_was_blit);
2202 if (context->vshader_const_dirty)
2204 memset(context->vshader_const_dirty, 1,
2205 sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2206 device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2208 if (context->pshader_const_dirty)
2210 memset(context->pshader_const_dirty, 1,
2211 sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2212 device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2215 else if (context->restore_ctx)
2217 if (!pwglMakeCurrent(context->hdc, context->glCtx))
2219 DWORD err = GetLastError();
2220 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2221 context->hdc, context->glCtx, err);
2225 context_apply_state(context, device, usage);
2227 return context;