wined3d: Don't allow blits with an invalid destination rectangle when a clipper is...
[wine/multimedia.git] / dlls / wined3d / context.c
blob53aeca33d53b15a3dad70c2a9e02e986592cbcfd
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
23 #include <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 static DWORD wined3d_context_tls_idx;
33 /* FBO helper functions */
35 /* GL locking is done by the caller */
36 static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
38 const struct wined3d_gl_info *gl_info = context->gl_info;
39 GLuint f;
41 if (!fbo)
43 f = 0;
45 else
47 if (!*fbo)
49 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
50 checkGLcall("glGenFramebuffers()");
51 TRACE("Created FBO %u.\n", *fbo);
53 f = *fbo;
56 switch (target)
58 case GL_READ_FRAMEBUFFER:
59 if (context->fbo_read_binding == f) return;
60 context->fbo_read_binding = f;
61 break;
63 case GL_DRAW_FRAMEBUFFER:
64 if (context->fbo_draw_binding == f) return;
65 context->fbo_draw_binding = f;
66 break;
68 case GL_FRAMEBUFFER:
69 if (context->fbo_read_binding == f
70 && context->fbo_draw_binding == f) return;
71 context->fbo_read_binding = f;
72 context->fbo_draw_binding = f;
73 break;
75 default:
76 FIXME("Unhandled target %#x.\n", target);
77 break;
80 gl_info->fbo_ops.glBindFramebuffer(target, f);
81 checkGLcall("glBindFramebuffer()");
84 /* GL locking is done by the caller */
85 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
87 unsigned int i;
89 for (i = 0; i < gl_info->limits.buffers; ++i)
91 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
97 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
98 checkGLcall("glFramebufferTexture2D()");
101 /* GL locking is done by the caller */
102 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
104 const struct wined3d_gl_info *gl_info = context->gl_info;
106 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
107 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
108 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
110 gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
111 checkGLcall("glDeleteFramebuffers()");
114 /* GL locking is done by the caller */
115 static void context_attach_depth_stencil_fbo(const struct wined3d_context *context,
116 GLenum fbo_target, struct wined3d_surface *depth_stencil)
118 const struct wined3d_gl_info *gl_info = context->gl_info;
120 TRACE("Attach depth stencil %p\n", depth_stencil);
122 if (depth_stencil)
124 DWORD format_flags = depth_stencil->resource.format->flags;
126 if (depth_stencil->current_renderbuffer)
128 if (format_flags & WINED3DFMT_FLAG_DEPTH)
130 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
131 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
132 checkGLcall("glFramebufferRenderbuffer()");
135 if (format_flags & WINED3DFMT_FLAG_STENCIL)
137 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
138 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
139 checkGLcall("glFramebufferRenderbuffer()");
142 else
144 surface_prepare_texture(depth_stencil, gl_info, FALSE);
146 if (format_flags & WINED3DFMT_FLAG_DEPTH)
148 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
149 depth_stencil->texture_target, depth_stencil->texture_name,
150 depth_stencil->texture_level);
151 checkGLcall("glFramebufferTexture2D()");
154 if (format_flags & WINED3DFMT_FLAG_STENCIL)
156 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
157 depth_stencil->texture_target, depth_stencil->texture_name,
158 depth_stencil->texture_level);
159 checkGLcall("glFramebufferTexture2D()");
163 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
165 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
166 checkGLcall("glFramebufferTexture2D()");
169 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
171 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
172 checkGLcall("glFramebufferTexture2D()");
175 else
177 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
178 checkGLcall("glFramebufferTexture2D()");
180 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
181 checkGLcall("glFramebufferTexture2D()");
185 /* GL locking is done by the caller */
186 static void context_attach_surface_fbo(const struct wined3d_context *context,
187 GLenum fbo_target, DWORD idx, struct wined3d_surface *surface, DWORD location)
189 const struct wined3d_gl_info *gl_info = context->gl_info;
191 TRACE("Attach surface %p to %u\n", surface, idx);
193 if (surface && surface->resource.format->id != WINED3DFMT_NULL)
195 BOOL srgb;
197 switch (location)
199 case SFLAG_INTEXTURE:
200 case SFLAG_INSRGBTEX:
201 srgb = location == SFLAG_INSRGBTEX;
202 surface_prepare_texture(surface, gl_info, srgb);
203 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
204 surface->texture_target, surface_get_texture_name(surface, gl_info, srgb),
205 surface->texture_level);
206 break;
208 default:
209 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
210 break;
212 checkGLcall("glFramebufferTexture2D()");
214 else
216 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
217 checkGLcall("glFramebufferTexture2D()");
221 /* GL locking is done by the caller */
222 void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
224 const struct wined3d_gl_info *gl_info = context->gl_info;
225 GLenum status;
227 if (!FIXME_ON(d3d)) return;
229 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
230 if (status == GL_FRAMEBUFFER_COMPLETE)
232 TRACE("FBO complete\n");
234 else
236 const struct wined3d_surface *attachment;
237 unsigned int i;
239 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
241 if (!context->current_fbo)
243 ERR("FBO 0 is incomplete, driver bug?\n");
244 return;
247 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
248 context->current_fbo->location);
250 /* Dump the FBO attachments */
251 for (i = 0; i < gl_info->limits.buffers; ++i)
253 attachment = context->current_fbo->render_targets[i];
254 if (attachment)
256 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
257 i, attachment, debug_d3dformat(attachment->resource.format->id),
258 attachment->pow2Width, attachment->pow2Height);
261 attachment = context->current_fbo->depth_stencil;
262 if (attachment)
264 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
265 attachment, debug_d3dformat(attachment->resource.format->id),
266 attachment->pow2Width, attachment->pow2Height);
271 static inline DWORD context_generate_rt_mask(GLenum buffer)
273 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
274 return buffer ? (1 << 31) | buffer : 0;
277 static inline DWORD context_generate_rt_mask_from_surface(const struct wined3d_surface *target)
279 return (1 << 31) | surface_get_gl_buffer(target);
282 static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
283 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
285 const struct wined3d_gl_info *gl_info = context->gl_info;
286 struct fbo_entry *entry;
288 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
289 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
290 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
291 entry->depth_stencil = depth_stencil;
292 entry->location = location;
293 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
294 entry->attached = FALSE;
295 entry->id = 0;
297 return entry;
300 /* GL locking is done by the caller */
301 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
302 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
303 DWORD location, struct fbo_entry *entry)
305 const struct wined3d_gl_info *gl_info = context->gl_info;
307 context_bind_fbo(context, target, &entry->id);
308 context_clean_fbo_attachments(gl_info, target);
310 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
311 entry->depth_stencil = depth_stencil;
312 entry->location = location;
313 entry->attached = FALSE;
316 /* GL locking is done by the caller */
317 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
319 if (entry->id)
321 TRACE("Destroy FBO %d\n", entry->id);
322 context_destroy_fbo(context, &entry->id);
324 --context->fbo_entry_count;
325 list_remove(&entry->entry);
326 HeapFree(GetProcessHeap(), 0, entry->render_targets);
327 HeapFree(GetProcessHeap(), 0, entry);
331 /* GL locking is done by the caller */
332 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
333 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
335 const struct wined3d_gl_info *gl_info = context->gl_info;
336 struct fbo_entry *entry;
338 if (depth_stencil && render_targets && render_targets[0])
340 if (depth_stencil->resource.width < render_targets[0]->resource.width ||
341 depth_stencil->resource.height < render_targets[0]->resource.height)
343 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
344 depth_stencil = NULL;
348 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
350 if (!memcmp(entry->render_targets,
351 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
352 && entry->depth_stencil == depth_stencil && entry->location == location)
354 list_remove(&entry->entry);
355 list_add_head(&context->fbo_list, &entry->entry);
356 return entry;
360 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
362 entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
363 list_add_head(&context->fbo_list, &entry->entry);
364 ++context->fbo_entry_count;
366 else
368 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
369 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
370 list_remove(&entry->entry);
371 list_add_head(&context->fbo_list, &entry->entry);
374 return entry;
377 /* GL locking is done by the caller */
378 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
380 const struct wined3d_gl_info *gl_info = context->gl_info;
381 unsigned int i;
383 context_bind_fbo(context, target, &entry->id);
385 if (entry->attached) return;
387 /* Apply render targets */
388 for (i = 0; i < gl_info->limits.buffers; ++i)
390 context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
393 /* Apply depth targets */
394 if (entry->depth_stencil)
395 surface_set_compatible_renderbuffer(entry->depth_stencil, entry->render_targets[0]);
396 context_attach_depth_stencil_fbo(context, target, entry->depth_stencil);
398 entry->attached = TRUE;
401 /* GL locking is done by the caller */
402 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
403 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
405 struct fbo_entry *entry, *entry2;
407 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
409 context_destroy_fbo_entry(context, entry);
412 if (context->rebind_fbo)
414 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
415 context->rebind_fbo = FALSE;
418 if (render_targets)
420 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
421 context_apply_fbo_entry(context, target, context->current_fbo);
423 else
425 context->current_fbo = NULL;
426 context_bind_fbo(context, target, NULL);
430 /* GL locking is done by the caller */
431 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
432 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
434 if (location != SFLAG_INDRAWABLE || surface_is_offscreen(render_target))
436 UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
437 context->blit_targets[0] = render_target;
438 if (clear_size) memset(&context->blit_targets[1], 0, clear_size);
439 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
441 else
443 context_apply_fbo_state(context, target, NULL, NULL, location);
447 /* Context activation is done by the caller. */
448 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
450 const struct wined3d_gl_info *gl_info = context->gl_info;
452 if (context->free_occlusion_query_count)
454 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
456 else
458 if (gl_info->supported[ARB_OCCLUSION_QUERY])
460 ENTER_GL();
461 GL_EXTCALL(glGenQueriesARB(1, &query->id));
462 checkGLcall("glGenQueriesARB");
463 LEAVE_GL();
465 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
467 else
469 WARN("Occlusion queries not supported, not allocating query id.\n");
470 query->id = 0;
474 query->context = context;
475 list_add_head(&context->occlusion_queries, &query->entry);
478 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
480 struct wined3d_context *context = query->context;
482 list_remove(&query->entry);
483 query->context = NULL;
485 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
487 UINT new_size = context->free_occlusion_query_size << 1;
488 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
489 new_size * sizeof(*context->free_occlusion_queries));
491 if (!new_data)
493 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
494 return;
497 context->free_occlusion_query_size = new_size;
498 context->free_occlusion_queries = new_data;
501 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
504 /* Context activation is done by the caller. */
505 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
507 const struct wined3d_gl_info *gl_info = context->gl_info;
509 if (context->free_event_query_count)
511 query->object = context->free_event_queries[--context->free_event_query_count];
513 else
515 if (gl_info->supported[ARB_SYNC])
517 /* Using ARB_sync, not much to do here. */
518 query->object.sync = NULL;
519 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
521 else if (gl_info->supported[APPLE_FENCE])
523 ENTER_GL();
524 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
525 checkGLcall("glGenFencesAPPLE");
526 LEAVE_GL();
528 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
530 else if(gl_info->supported[NV_FENCE])
532 ENTER_GL();
533 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
534 checkGLcall("glGenFencesNV");
535 LEAVE_GL();
537 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
539 else
541 WARN("Event queries not supported, not allocating query id.\n");
542 query->object.id = 0;
546 query->context = context;
547 list_add_head(&context->event_queries, &query->entry);
550 void context_free_event_query(struct wined3d_event_query *query)
552 struct wined3d_context *context = query->context;
554 list_remove(&query->entry);
555 query->context = NULL;
557 if (context->free_event_query_count >= context->free_event_query_size - 1)
559 UINT new_size = context->free_event_query_size << 1;
560 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
561 new_size * sizeof(*context->free_event_queries));
563 if (!new_data)
565 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
566 return;
569 context->free_event_query_size = new_size;
570 context->free_event_queries = new_data;
573 context->free_event_queries[context->free_event_query_count++] = query->object;
576 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
578 static void context_enum_surface_fbo_entries(const struct wined3d_device *device,
579 const struct wined3d_surface *surface, context_fbo_entry_func_t *callback)
581 UINT i;
583 for (i = 0; i < device->context_count; ++i)
585 struct wined3d_context *context = device->contexts[i];
586 const struct wined3d_gl_info *gl_info = context->gl_info;
587 struct fbo_entry *entry, *entry2;
589 if (context->current_rt == surface) context->current_rt = NULL;
591 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
593 UINT j;
595 if (entry->depth_stencil == surface)
597 callback(context, entry);
598 continue;
601 for (j = 0; j < gl_info->limits.buffers; ++j)
603 if (entry->render_targets[j] == surface)
605 callback(context, entry);
606 break;
613 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
615 list_remove(&entry->entry);
616 list_add_head(&context->fbo_destroy_list, &entry->entry);
619 void context_resource_released(const struct wined3d_device *device,
620 struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
622 if (!device->d3d_initialized) return;
624 switch (type)
626 case WINED3DRTYPE_SURFACE:
627 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
628 context_queue_fbo_entry_destruction);
629 break;
631 default:
632 break;
636 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
638 entry->attached = FALSE;
641 void context_resource_unloaded(const struct wined3d_device *device,
642 struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
644 switch (type)
646 case WINED3DRTYPE_SURFACE:
647 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
648 context_detach_fbo_entry);
649 break;
651 default:
652 break;
656 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface)
658 const struct wined3d_gl_info *gl_info = context->gl_info;
659 struct fbo_entry *entry = context->current_fbo;
660 unsigned int i;
662 if (!entry || context->rebind_fbo) return;
664 for (i = 0; i < gl_info->limits.buffers; ++i)
666 if (surface == entry->render_targets[i])
668 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
669 context->rebind_fbo = TRUE;
670 return;
674 if (surface == entry->depth_stencil)
676 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
677 context->rebind_fbo = TRUE;
681 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
683 int current = GetPixelFormat(dc);
685 if (current == format) return TRUE;
687 if (!current)
689 if (!SetPixelFormat(dc, format, NULL))
691 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
692 format, dc, GetLastError());
693 return FALSE;
695 return TRUE;
698 /* By default WGL doesn't allow pixel format adjustments but we need it
699 * here. For this reason there's a Wine specific wglSetPixelFormat()
700 * which allows us to set the pixel format multiple times. Only use it
701 * when really needed. */
702 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
704 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
706 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
707 format, dc);
708 return FALSE;
710 return TRUE;
713 /* OpenGL doesn't allow pixel format adjustments. Print an error and
714 * continue using the old format. There's a big chance that the old
715 * format works although with a performance hit and perhaps rendering
716 * errors. */
717 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
718 format, dc, current);
719 return TRUE;
722 static BOOL context_set_gl_context(struct wined3d_context *ctx)
724 struct wined3d_swapchain *swapchain = ctx->swapchain;
726 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
728 HDC dc;
730 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
731 ctx->glCtx, ctx->hdc, GetLastError());
732 ctx->valid = 0;
733 WARN("Trying fallback to the backup window.\n");
735 if (!(dc = swapchain_get_backup_dc(swapchain)))
737 context_set_current(NULL);
738 return FALSE;
741 if (!context_set_pixel_format(ctx->gl_info, dc, ctx->pixel_format))
743 ERR("Failed to set pixel format %d on device context %p.\n",
744 ctx->pixel_format, dc);
745 context_set_current(NULL);
746 return FALSE;
749 if (!pwglMakeCurrent(dc, ctx->glCtx))
751 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
752 dc, GetLastError());
753 context_set_current(NULL);
754 return FALSE;
757 return TRUE;
760 static void context_restore_gl_context(HDC dc, HGLRC gl_ctx)
762 if (!pwglMakeCurrent(dc, gl_ctx))
764 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
765 gl_ctx, dc, GetLastError());
766 context_set_current(NULL);
770 static void context_update_window(struct wined3d_context *context)
772 if (context->win_handle == context->swapchain->win_handle)
773 return;
775 TRACE("Updating context %p window from %p to %p.\n",
776 context, context->win_handle, context->swapchain->win_handle);
778 if (context->valid)
780 /* You'd figure ReleaseDC() would fail if the DC doesn't match the
781 * window. However, that's not what actually happens, and there are
782 * user32 tests that confirm ReleaseDC() with the wrong window is
783 * supposed to succeed. So explicitly check that the DC belongs to
784 * the window, since we want to avoid releasing a DC that belongs to
785 * some other window if the original window was already destroyed. */
786 if (WindowFromDC(context->hdc) != context->win_handle)
788 WARN("DC %p does not belong to window %p.\n",
789 context->hdc, context->win_handle);
791 else if (!ReleaseDC(context->win_handle, context->hdc))
793 ERR("Failed to release device context %p, last error %#x.\n",
794 context->hdc, GetLastError());
797 else context->valid = 1;
799 context->win_handle = context->swapchain->win_handle;
801 if (!(context->hdc = GetDC(context->win_handle)))
803 ERR("Failed to get a device context for window %p.\n", context->win_handle);
804 goto err;
807 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
809 ERR("Failed to set pixel format %d on device context %p.\n",
810 context->pixel_format, context->hdc);
811 goto err;
814 context_set_gl_context(context);
816 return;
818 err:
819 context->valid = 0;
822 /* Do not call while under the GL lock. */
823 static void context_destroy_gl_resources(struct wined3d_context *context)
825 const struct wined3d_gl_info *gl_info = context->gl_info;
826 struct wined3d_occlusion_query *occlusion_query;
827 struct wined3d_event_query *event_query;
828 struct fbo_entry *entry, *entry2;
829 HGLRC restore_ctx;
830 HDC restore_dc;
831 unsigned int i;
833 restore_ctx = pwglGetCurrentContext();
834 restore_dc = pwglGetCurrentDC();
836 context_update_window(context);
837 if (context->valid && restore_ctx != context->glCtx)
838 context_set_gl_context(context);
839 else restore_ctx = NULL;
841 ENTER_GL();
843 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
845 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
846 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
847 occlusion_query->context = NULL;
850 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
852 if (context->valid)
854 if (gl_info->supported[ARB_SYNC])
856 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
858 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
859 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
861 event_query->context = NULL;
864 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
866 if (!context->valid) entry->id = 0;
867 context_destroy_fbo_entry(context, entry);
870 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
872 if (!context->valid) entry->id = 0;
873 context_destroy_fbo_entry(context, entry);
876 if (context->valid)
878 if (context->dummy_arbfp_prog)
880 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
883 if (gl_info->supported[ARB_OCCLUSION_QUERY])
884 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
886 if (gl_info->supported[ARB_SYNC])
888 for (i = 0; i < context->free_event_query_count; ++i)
890 GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
893 else if (gl_info->supported[APPLE_FENCE])
895 for (i = 0; i < context->free_event_query_count; ++i)
897 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
900 else if (gl_info->supported[NV_FENCE])
902 for (i = 0; i < context->free_event_query_count; ++i)
904 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
908 checkGLcall("context cleanup");
911 LEAVE_GL();
913 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
914 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
916 if (restore_ctx)
918 context_restore_gl_context(restore_dc, restore_ctx);
920 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
922 ERR("Failed to disable GL context.\n");
925 ReleaseDC(context->win_handle, context->hdc);
927 if (!pwglDeleteContext(context->glCtx))
929 DWORD err = GetLastError();
930 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
934 DWORD context_get_tls_idx(void)
936 return wined3d_context_tls_idx;
939 void context_set_tls_idx(DWORD idx)
941 wined3d_context_tls_idx = idx;
944 struct wined3d_context *context_get_current(void)
946 return TlsGetValue(wined3d_context_tls_idx);
949 /* Do not call while under the GL lock. */
950 BOOL context_set_current(struct wined3d_context *ctx)
952 struct wined3d_context *old = context_get_current();
954 if (old == ctx)
956 TRACE("Already using D3D context %p.\n", ctx);
957 return TRUE;
960 if (old)
962 if (old->destroyed)
964 TRACE("Switching away from destroyed context %p.\n", old);
965 context_destroy_gl_resources(old);
966 HeapFree(GetProcessHeap(), 0, old);
968 else
970 old->current = 0;
974 if (ctx)
976 if (!ctx->valid)
978 ERR("Trying to make invalid context %p current\n", ctx);
979 return FALSE;
982 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
983 if (!context_set_gl_context(ctx))
984 return FALSE;
985 ctx->current = 1;
987 else if(pwglGetCurrentContext())
989 TRACE("Clearing current D3D context.\n");
990 if (!pwglMakeCurrent(NULL, NULL))
992 DWORD err = GetLastError();
993 ERR("Failed to clear current GL context, last error %#x.\n", err);
994 TlsSetValue(wined3d_context_tls_idx, NULL);
995 return FALSE;
999 return TlsSetValue(wined3d_context_tls_idx, ctx);
1002 void context_release(struct wined3d_context *context)
1004 TRACE("Releasing context %p, level %u.\n", context, context->level);
1006 if (WARN_ON(d3d))
1008 if (!context->level)
1009 WARN("Context %p is not active.\n", context);
1010 else if (context != context_get_current())
1011 WARN("Context %p is not the current context.\n", context);
1014 if (!--context->level && context->restore_ctx)
1016 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1017 context_restore_gl_context(context->restore_dc, context->restore_ctx);
1018 context->restore_ctx = NULL;
1019 context->restore_dc = NULL;
1023 static void context_enter(struct wined3d_context *context)
1025 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1027 if (!context->level++)
1029 const struct wined3d_context *current_context = context_get_current();
1030 HGLRC current_gl = pwglGetCurrentContext();
1032 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1034 TRACE("Another GL context (%p on device context %p) is already current.\n",
1035 current_gl, pwglGetCurrentDC());
1036 context->restore_ctx = current_gl;
1037 context->restore_dc = pwglGetCurrentDC();
1042 void context_invalidate_state(struct wined3d_context *context, DWORD state)
1044 DWORD rep = context->state_table[state].representative;
1045 DWORD idx;
1046 BYTE shift;
1048 if (isStateDirty(context, rep)) return;
1050 context->dirtyArray[context->numDirtyEntries++] = rep;
1051 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1052 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1053 context->isStateDirty[idx] |= (1 << shift);
1056 /* This function takes care of WineD3D pixel format selection. */
1057 static int WineD3D_ChoosePixelFormat(struct wined3d_device *device, HDC hdc,
1058 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1059 BOOL auxBuffers, int numSamples, BOOL findCompatible)
1061 int iPixelFormat=0;
1062 unsigned int matchtry;
1063 BYTE redBits, greenBits, blueBits, alphaBits, colorBits;
1064 BYTE depthBits=0, stencilBits=0;
1066 static const struct
1068 BOOL require_aux;
1069 BOOL exact_alpha;
1070 BOOL exact_color;
1072 matches[] =
1074 /* First, try without alpha match buffers. MacOS supports aux buffers only
1075 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1076 * Then try without aux buffers - this is the most common cause for not
1077 * finding a pixel format. Also some drivers(the open source ones)
1078 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1079 * match, then try without an exact alpha and color match.
1081 { TRUE, TRUE, TRUE },
1082 { TRUE, FALSE, TRUE },
1083 { FALSE, TRUE, TRUE },
1084 { FALSE, FALSE, TRUE },
1085 { TRUE, FALSE, FALSE },
1086 { FALSE, FALSE, FALSE },
1089 int i = 0;
1090 int nCfgs = device->adapter->nCfgs;
1092 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1093 debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1094 auxBuffers, numSamples, findCompatible);
1096 if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1098 ERR("Unable to get color bits for format %s (%#x)!\n",
1099 debug_d3dformat(color_format->id), color_format->id);
1100 return 0;
1103 getDepthStencilBits(ds_format, &depthBits, &stencilBits);
1105 for (matchtry = 0; matchtry < (sizeof(matches) / sizeof(*matches)) && !iPixelFormat; ++matchtry)
1107 for (i = 0; i < nCfgs; ++i)
1109 const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1110 BOOL exactDepthMatch = TRUE;
1112 /* For now only accept RGBA formats. Perhaps some day we will
1113 * allow floating point formats for pbuffers. */
1114 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1115 continue;
1117 /* In window mode we need a window drawable format and double buffering. */
1118 if(!(cfg->windowDrawable && cfg->doubleBuffer))
1119 continue;
1121 /* We like to have aux buffers in backbuffer mode */
1122 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1123 continue;
1125 if(matches[matchtry].exact_color) {
1126 if(cfg->redSize != redBits)
1127 continue;
1128 if(cfg->greenSize != greenBits)
1129 continue;
1130 if(cfg->blueSize != blueBits)
1131 continue;
1132 } else {
1133 if(cfg->redSize < redBits)
1134 continue;
1135 if(cfg->greenSize < greenBits)
1136 continue;
1137 if(cfg->blueSize < blueBits)
1138 continue;
1140 if(matches[matchtry].exact_alpha) {
1141 if(cfg->alphaSize != alphaBits)
1142 continue;
1143 } else {
1144 if(cfg->alphaSize < alphaBits)
1145 continue;
1148 /* We try to locate a format which matches our requirements exactly. In case of
1149 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1150 if(cfg->depthSize < depthBits)
1151 continue;
1152 else if(cfg->depthSize > depthBits)
1153 exactDepthMatch = FALSE;
1155 /* In all cases make sure the number of stencil bits matches our requirements
1156 * even when we don't need stencil because it could affect performance EXCEPT
1157 * on cards which don't offer depth formats without stencil like the i915 drivers
1158 * on Linux. */
1159 if (stencilBits != cfg->stencilSize
1160 && !(device->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1161 continue;
1163 /* Check multisampling support */
1164 if(cfg->numSamples != numSamples)
1165 continue;
1167 /* When we have passed all the checks then we have found a format which matches our
1168 * requirements. Note that we only check for a limit number of capabilities right now,
1169 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1170 * can still differ in things like multisampling, stereo, SRGB and other flags.
1173 /* Exit the loop as we have found a format :) */
1174 if(exactDepthMatch) {
1175 iPixelFormat = cfg->iPixelFormat;
1176 break;
1177 } else if(!iPixelFormat) {
1178 /* In the end we might end up with a format which doesn't exactly match our depth
1179 * requirements. Accept the first format we found because formats with higher iPixelFormat
1180 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1181 iPixelFormat = cfg->iPixelFormat;
1186 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1187 if(!iPixelFormat && !findCompatible) {
1188 ERR("Can't find a suitable iPixelFormat\n");
1189 return FALSE;
1190 } else if(!iPixelFormat) {
1191 PIXELFORMATDESCRIPTOR pfd;
1193 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1194 /* PixelFormat selection */
1195 ZeroMemory(&pfd, sizeof(pfd));
1196 pfd.nSize = sizeof(pfd);
1197 pfd.nVersion = 1;
1198 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1199 pfd.iPixelType = PFD_TYPE_RGBA;
1200 pfd.cAlphaBits = alphaBits;
1201 pfd.cColorBits = colorBits;
1202 pfd.cDepthBits = depthBits;
1203 pfd.cStencilBits = stencilBits;
1204 pfd.iLayerType = PFD_MAIN_PLANE;
1206 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1207 if(!iPixelFormat) {
1208 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1209 ERR("Can't find a suitable iPixelFormat\n");
1210 return FALSE;
1214 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1215 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1216 return iPixelFormat;
1219 /* Do not call while under the GL lock. */
1220 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1221 struct wined3d_surface *target, const struct wined3d_format *ds_format)
1223 struct wined3d_device *device = swapchain->device;
1224 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1225 const struct wined3d_format *color_format;
1226 struct wined3d_context *ret;
1227 PIXELFORMATDESCRIPTOR pfd;
1228 BOOL auxBuffers = FALSE;
1229 int numSamples = 0;
1230 int pixel_format;
1231 unsigned int s;
1232 int swap_interval;
1233 DWORD state;
1234 HGLRC ctx;
1235 HDC hdc;
1237 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1239 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1240 if (!ret)
1242 ERR("Failed to allocate context memory.\n");
1243 return NULL;
1246 if (!(hdc = GetDC(swapchain->win_handle)))
1248 WARN("Failed to retireve device context, trying swapchain backup.\n");
1250 if (!(hdc = swapchain_get_backup_dc(swapchain)))
1252 ERR("Failed to retrieve a device context.\n");
1253 goto out;
1257 color_format = target->resource.format;
1259 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1260 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1261 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1263 auxBuffers = TRUE;
1265 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1266 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1267 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1268 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1271 /* DirectDraw supports 8bit paletted render targets and these are used by
1272 * old games like StarCraft and C&C. Most modern hardware doesn't support
1273 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1274 * conversion (ab)uses the alpha component for storing the palette index.
1275 * For this reason we require a format with 8bit alpha, so request
1276 * A8R8G8B8. */
1277 if (color_format->id == WINED3DFMT_P8_UINT)
1278 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1280 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1281 if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1283 if (!gl_info->supported[ARB_MULTISAMPLE])
1284 WARN("The application is requesting multisampling without support.\n");
1285 else
1287 TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1288 numSamples = swapchain->presentParms.MultiSampleType;
1292 /* Try to find a pixel format which matches our requirements. */
1293 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1294 auxBuffers, numSamples, FALSE /* findCompatible */);
1296 /* Try to locate a compatible format if we weren't able to find anything. */
1297 if (!pixel_format)
1299 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1300 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1301 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1304 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1305 if (!pixel_format)
1307 ERR("Can't find a suitable pixel format.\n");
1308 goto out;
1311 DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1312 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1314 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1315 goto out;
1318 ctx = pwglCreateContext(hdc);
1319 if (device->context_count)
1321 if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1323 DWORD err = GetLastError();
1324 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1325 device->contexts[0]->glCtx, ctx, err);
1329 if(!ctx) {
1330 ERR("Failed to create a WGL context\n");
1331 goto out;
1334 if (!device_context_add(device, ret))
1336 ERR("Failed to add the newly created context to the context list\n");
1337 if (!pwglDeleteContext(ctx))
1339 DWORD err = GetLastError();
1340 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1342 goto out;
1345 ret->gl_info = gl_info;
1346 ret->state_table = device->StateTable;
1348 /* Mark all states dirty to force a proper initialization of the states
1349 * on the first use of the context. */
1350 for (state = 0; state <= STATE_HIGHEST; ++state)
1352 if (ret->state_table[state].representative)
1353 context_invalidate_state(ret, state);
1356 ret->swapchain = swapchain;
1357 ret->current_rt = target;
1358 ret->tid = GetCurrentThreadId();
1360 ret->render_offscreen = surface_is_offscreen(target);
1361 ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
1362 ret->valid = 1;
1364 ret->glCtx = ctx;
1365 ret->win_handle = swapchain->win_handle;
1366 ret->hdc = hdc;
1367 ret->pixel_format = pixel_format;
1369 if (device->shader_backend->shader_dirtifyable_constants())
1371 /* Create the dirty constants array and initialize them to dirty */
1372 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1373 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1374 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1375 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1376 memset(ret->vshader_const_dirty, 1,
1377 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1378 memset(ret->pshader_const_dirty, 1,
1379 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1382 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1383 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1384 if (!ret->blit_targets) goto out;
1386 ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1387 gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1388 if (!ret->draw_buffers) goto out;
1390 ret->free_occlusion_query_size = 4;
1391 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1392 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1393 if (!ret->free_occlusion_queries) goto out;
1395 list_init(&ret->occlusion_queries);
1397 ret->free_event_query_size = 4;
1398 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1399 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1400 if (!ret->free_event_queries) goto out;
1402 list_init(&ret->event_queries);
1404 TRACE("Successfully created new context %p\n", ret);
1406 list_init(&ret->fbo_list);
1407 list_init(&ret->fbo_destroy_list);
1409 context_enter(ret);
1411 /* Set up the context defaults */
1412 if (!context_set_current(ret))
1414 ERR("Cannot activate context to set up defaults\n");
1415 context_release(ret);
1416 goto out;
1419 switch (swapchain->presentParms.PresentationInterval)
1421 case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1422 swap_interval = 0;
1423 break;
1424 case WINED3DPRESENT_INTERVAL_DEFAULT:
1425 case WINED3DPRESENT_INTERVAL_ONE:
1426 swap_interval = 1;
1427 break;
1428 case WINED3DPRESENT_INTERVAL_TWO:
1429 swap_interval = 2;
1430 break;
1431 case WINED3DPRESENT_INTERVAL_THREE:
1432 swap_interval = 3;
1433 break;
1434 case WINED3DPRESENT_INTERVAL_FOUR:
1435 swap_interval = 4;
1436 break;
1437 default:
1438 FIXME("Unknown presentation interval %08x\n", swapchain->presentParms.PresentationInterval);
1439 swap_interval = 1;
1442 if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1444 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1445 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1446 swap_interval, ret, GetLastError());
1449 ENTER_GL();
1451 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1453 TRACE("Setting up the screen\n");
1454 /* Clear the screen */
1455 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1456 checkGLcall("glClearColor");
1457 glClearIndex(0);
1458 glClearDepth(1);
1459 glClearStencil(0xffff);
1461 checkGLcall("glClear");
1463 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1464 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1466 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1467 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1469 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1470 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1472 glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1473 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1474 glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1475 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1477 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1479 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1480 * and textures in DIB sections(due to the memory protection).
1482 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1483 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1485 if (gl_info->supported[ARB_VERTEX_BLEND])
1487 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1488 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1489 * GL_VERTEX_BLEND_ARB isn't enabled too
1491 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1492 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1494 if (gl_info->supported[NV_TEXTURE_SHADER2])
1496 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1497 * the previous texture where to source the offset from is always unit - 1.
1499 for (s = 1; s < gl_info->limits.textures; ++s)
1501 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1502 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1503 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1506 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1508 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1509 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1510 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1511 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1512 * is ever assigned.
1514 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1515 * program and the dummy program is destroyed when the context is destroyed.
1517 const char *dummy_program =
1518 "!!ARBfp1.0\n"
1519 "MOV result.color, fragment.color.primary;\n"
1520 "END\n";
1521 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1522 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1523 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1526 if (gl_info->supported[ARB_POINT_SPRITE])
1528 for (s = 0; s < gl_info->limits.textures; ++s)
1530 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1531 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1532 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1536 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1538 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1540 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1542 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1544 device->frag_pipe->enable_extension(TRUE);
1546 LEAVE_GL();
1548 TRACE("Created context %p.\n", ret);
1550 return ret;
1552 out:
1553 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1554 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1555 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1556 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1557 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1558 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1559 HeapFree(GetProcessHeap(), 0, ret);
1560 return NULL;
1563 /* Do not call while under the GL lock. */
1564 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
1566 BOOL destroy;
1568 TRACE("Destroying ctx %p\n", context);
1570 if (context->tid == GetCurrentThreadId() || !context->current)
1572 context_destroy_gl_resources(context);
1573 TlsSetValue(wined3d_context_tls_idx, NULL);
1574 destroy = TRUE;
1576 else
1578 context->destroyed = 1;
1579 destroy = FALSE;
1582 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1583 HeapFree(GetProcessHeap(), 0, context->blit_targets);
1584 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1585 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1586 device_context_remove(device, context);
1587 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1590 /* GL locking is done by the caller */
1591 static inline void set_blit_dimension(UINT width, UINT height) {
1592 glMatrixMode(GL_PROJECTION);
1593 checkGLcall("glMatrixMode(GL_PROJECTION)");
1594 glLoadIdentity();
1595 checkGLcall("glLoadIdentity()");
1596 glOrtho(0, width, 0, height, 0.0, -1.0);
1597 checkGLcall("glOrtho");
1598 glViewport(0, 0, width, height);
1599 checkGLcall("glViewport");
1602 /*****************************************************************************
1603 * SetupForBlit
1605 * Sets up a context for DirectDraw blitting.
1606 * All texture units are disabled, texture unit 0 is set as current unit
1607 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1608 * color writing enabled for all channels
1609 * register combiners disabled, shaders disabled
1610 * world matrix is set to identity, texture matrix 0 too
1611 * projection matrix is setup for drawing screen coordinates
1613 * Params:
1614 * This: Device to activate the context for
1615 * context: Context to setup
1617 *****************************************************************************/
1618 /* Context activation is done by the caller. */
1619 static void SetupForBlit(struct wined3d_device *device, struct wined3d_context *context)
1621 int i;
1622 const struct wined3d_gl_info *gl_info = context->gl_info;
1623 UINT width = context->current_rt->resource.width;
1624 UINT height = context->current_rt->resource.height;
1625 DWORD sampler;
1627 TRACE("Setting up context %p for blitting\n", context);
1628 if(context->last_was_blit) {
1629 if(context->blit_w != width || context->blit_h != height) {
1630 ENTER_GL();
1631 set_blit_dimension(width, height);
1632 LEAVE_GL();
1633 context->blit_w = width; context->blit_h = height;
1634 /* No need to dirtify here, the states are still dirtified because they weren't
1635 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1636 * be set
1639 TRACE("Context is already set up for blitting, nothing to do\n");
1640 return;
1642 context->last_was_blit = TRUE;
1644 /* TODO: Use a display list */
1646 /* Disable shaders */
1647 ENTER_GL();
1648 device->shader_backend->shader_select(context, FALSE, FALSE);
1649 LEAVE_GL();
1651 context_invalidate_state(context, STATE_VSHADER);
1652 context_invalidate_state(context, STATE_PIXELSHADER);
1654 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1655 * helper functions in between gl calls. This function is full of context_invalidate_state
1656 * which can safely be called from here, we only lock once instead locking/unlocking
1657 * after each GL call.
1659 ENTER_GL();
1661 /* Disable all textures. The caller can then bind a texture it wants to blit
1662 * from
1664 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1665 * function texture unit. No need to care for higher samplers
1667 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1669 sampler = device->rev_tex_unit_map[i];
1670 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1671 checkGLcall("glActiveTextureARB");
1673 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1675 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1676 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1678 glDisable(GL_TEXTURE_3D);
1679 checkGLcall("glDisable GL_TEXTURE_3D");
1680 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1682 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1683 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1685 glDisable(GL_TEXTURE_2D);
1686 checkGLcall("glDisable GL_TEXTURE_2D");
1688 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1689 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1691 if (sampler != WINED3D_UNMAPPED_STAGE)
1693 if (sampler < MAX_TEXTURES)
1694 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP));
1695 context_invalidate_state(context, STATE_SAMPLER(sampler));
1698 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1699 checkGLcall("glActiveTextureARB");
1701 sampler = device->rev_tex_unit_map[0];
1703 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1705 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1706 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1708 glDisable(GL_TEXTURE_3D);
1709 checkGLcall("glDisable GL_TEXTURE_3D");
1710 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1712 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1713 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1715 glDisable(GL_TEXTURE_2D);
1716 checkGLcall("glDisable GL_TEXTURE_2D");
1718 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1720 glMatrixMode(GL_TEXTURE);
1721 checkGLcall("glMatrixMode(GL_TEXTURE)");
1722 glLoadIdentity();
1723 checkGLcall("glLoadIdentity()");
1725 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1727 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1728 GL_TEXTURE_LOD_BIAS_EXT,
1729 0.0f);
1730 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1733 if (sampler != WINED3D_UNMAPPED_STAGE)
1735 if (sampler < MAX_TEXTURES)
1737 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler));
1738 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP));
1740 context_invalidate_state(context, STATE_SAMPLER(sampler));
1743 /* Other misc states */
1744 glDisable(GL_ALPHA_TEST);
1745 checkGLcall("glDisable(GL_ALPHA_TEST)");
1746 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
1747 glDisable(GL_LIGHTING);
1748 checkGLcall("glDisable GL_LIGHTING");
1749 context_invalidate_state(context, STATE_RENDER(WINED3DRS_LIGHTING));
1750 glDisable(GL_DEPTH_TEST);
1751 checkGLcall("glDisable GL_DEPTH_TEST");
1752 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZENABLE));
1753 glDisableWINE(GL_FOG);
1754 checkGLcall("glDisable GL_FOG");
1755 context_invalidate_state(context, STATE_RENDER(WINED3DRS_FOGENABLE));
1756 glDisable(GL_BLEND);
1757 checkGLcall("glDisable GL_BLEND");
1758 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
1759 glDisable(GL_CULL_FACE);
1760 checkGLcall("glDisable GL_CULL_FACE");
1761 context_invalidate_state(context, STATE_RENDER(WINED3DRS_CULLMODE));
1762 glDisable(GL_STENCIL_TEST);
1763 checkGLcall("glDisable GL_STENCIL_TEST");
1764 context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
1765 glDisable(GL_SCISSOR_TEST);
1766 checkGLcall("glDisable GL_SCISSOR_TEST");
1767 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
1768 if (gl_info->supported[ARB_POINT_SPRITE])
1770 glDisable(GL_POINT_SPRITE_ARB);
1771 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1772 context_invalidate_state(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
1774 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1775 checkGLcall("glColorMask");
1776 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
1777 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
1778 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
1779 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
1780 if (gl_info->supported[EXT_SECONDARY_COLOR])
1782 glDisable(GL_COLOR_SUM_EXT);
1783 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SPECULARENABLE));
1784 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1787 /* Setup transforms */
1788 glMatrixMode(GL_MODELVIEW);
1789 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1790 glLoadIdentity();
1791 checkGLcall("glLoadIdentity()");
1792 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
1794 context->last_was_rhw = TRUE;
1795 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
1797 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1798 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1799 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1800 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1801 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1802 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1803 context_invalidate_state(context, STATE_RENDER(WINED3DRS_CLIPPING));
1805 set_blit_dimension(width, height);
1806 device->frag_pipe->enable_extension(FALSE);
1808 LEAVE_GL();
1810 context->blit_w = width; context->blit_h = height;
1811 context_invalidate_state(context, STATE_VIEWPORT);
1812 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
1815 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
1817 return rt_mask & (1 << 31);
1820 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
1822 return rt_mask & ~(1 << 31);
1825 /* Context activation and GL locking are done by the caller. */
1826 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
1828 if (!rt_mask)
1830 glDrawBuffer(GL_NONE);
1831 checkGLcall("glDrawBuffer()");
1833 else if (is_rt_mask_onscreen(rt_mask))
1835 glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
1836 checkGLcall("glDrawBuffer()");
1838 else
1840 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1842 const struct wined3d_gl_info *gl_info = context->gl_info;
1843 unsigned int i = 0;
1845 while (rt_mask)
1847 if (rt_mask & 1)
1848 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1849 else
1850 context->draw_buffers[i] = GL_NONE;
1852 rt_mask >>= 1;
1853 ++i;
1856 if (gl_info->supported[ARB_DRAW_BUFFERS])
1858 GL_EXTCALL(glDrawBuffersARB(i, context->draw_buffers));
1859 checkGLcall("glDrawBuffers()");
1861 else
1863 glDrawBuffer(context->draw_buffers[0]);
1864 checkGLcall("glDrawBuffer()");
1867 else
1869 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
1874 /* GL locking is done by the caller. */
1875 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1877 glDrawBuffer(buffer);
1878 checkGLcall("glDrawBuffer()");
1879 if (context->current_fbo)
1880 context->current_fbo->rt_mask = context_generate_rt_mask(buffer);
1881 else
1882 context->draw_buffers_mask = context_generate_rt_mask(buffer);
1885 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
1887 if (context->render_offscreen == offscreen) return;
1889 context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
1890 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
1891 context_invalidate_state(context, STATE_VIEWPORT);
1892 context_invalidate_state(context, STATE_SCISSORRECT);
1893 context_invalidate_state(context, STATE_FRONTFACE);
1894 context->render_offscreen = offscreen;
1897 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
1898 const struct wined3d_format *required)
1900 BYTE existing_depth, existing_stencil, required_depth, required_stencil;
1902 if (existing == required) return TRUE;
1903 if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
1905 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
1906 getDepthStencilBits(required, &required_depth, &required_stencil);
1908 if(existing_depth < required_depth) return FALSE;
1909 /* If stencil bits are used the exact amount is required - otherwise wrapping
1910 * won't work correctly */
1911 if(required_stencil && required_stencil != existing_stencil) return FALSE;
1912 return TRUE;
1915 /* The caller provides a context */
1916 static void context_validate_onscreen_formats(struct wined3d_context *context,
1917 const struct wined3d_surface *depth_stencil)
1919 /* Onscreen surfaces are always in a swapchain */
1920 struct wined3d_swapchain *swapchain = context->current_rt->container.u.swapchain;
1922 if (context->render_offscreen || !depth_stencil) return;
1923 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
1925 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
1926 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
1927 * format. */
1928 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
1930 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
1931 surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
1932 swapchain->render_to_fbo = TRUE;
1933 context_set_render_offscreen(context, TRUE);
1936 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device, const struct wined3d_surface *rt)
1938 if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
1939 return 0;
1940 else if (rt->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1941 return context_generate_rt_mask_from_surface(rt);
1942 else
1943 return context_generate_rt_mask(device->offscreenBuffer);
1946 /* Context activation is done by the caller. */
1947 void context_apply_blit_state(struct wined3d_context *context, struct wined3d_device *device)
1949 DWORD rt_mask, old_mask;
1951 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1953 context_validate_onscreen_formats(context, NULL);
1955 if (context->render_offscreen)
1957 surface_internal_preload(context->current_rt, SRGB_RGB);
1959 ENTER_GL();
1960 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->current_rt, NULL, SFLAG_INTEXTURE);
1961 LEAVE_GL();
1962 if (context->current_rt && context->current_rt->resource.format->id != WINED3DFMT_NULL)
1963 rt_mask = 1;
1964 else
1965 rt_mask = 0;
1967 else
1969 ENTER_GL();
1970 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
1971 LEAVE_GL();
1972 rt_mask = context_generate_rt_mask_from_surface(context->current_rt);
1975 else
1977 rt_mask = context_generate_rt_mask_no_fbo(device, context->current_rt);
1980 old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
1982 ENTER_GL();
1983 if (rt_mask != old_mask)
1985 context_apply_draw_buffers(context, rt_mask);
1986 context->draw_buffers_mask = rt_mask;
1989 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1991 context_check_fbo_status(context, GL_FRAMEBUFFER);
1993 LEAVE_GL();
1995 SetupForBlit(device, context);
1996 context_invalidate_state(context, STATE_FRAMEBUFFER);
1999 static BOOL context_validate_rt_config(UINT rt_count,
2000 struct wined3d_surface * const *rts, const struct wined3d_surface *ds)
2002 unsigned int i;
2004 if (ds) return TRUE;
2006 for (i = 0; i < rt_count; ++i)
2008 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2009 return TRUE;
2012 WARN("Invalid render target config, need at least one attachment.\n");
2013 return FALSE;
2016 /* Context activation is done by the caller. */
2017 BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_device *device,
2018 UINT rt_count, const struct wined3d_fb_state *fb)
2020 DWORD rt_mask = 0, old_mask;
2021 UINT i;
2022 struct wined3d_surface **rts = fb->render_targets;
2024 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb
2025 || rt_count != context->gl_info->limits.buffers)
2027 if (!context_validate_rt_config(rt_count, rts, fb->depth_stencil))
2028 return FALSE;
2030 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2032 context_validate_onscreen_formats(context, fb->depth_stencil);
2034 ENTER_GL();
2036 if (!rt_count || surface_is_offscreen(rts[0]))
2038 for (i = 0; i < rt_count; ++i)
2040 context->blit_targets[i] = rts[i];
2041 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2042 rt_mask |= (1 << i);
2044 while (i < context->gl_info->limits.buffers)
2046 context->blit_targets[i] = NULL;
2047 ++i;
2049 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil, SFLAG_INTEXTURE);
2050 glReadBuffer(GL_NONE);
2051 checkGLcall("glReadBuffer");
2053 else
2055 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2056 rt_mask = context_generate_rt_mask_from_surface(rts[0]);
2059 LEAVE_GL();
2061 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2062 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2063 * state management allows this */
2064 context_invalidate_state(context, STATE_FRAMEBUFFER);
2066 else
2068 rt_mask = context_generate_rt_mask_no_fbo(device, rts[0]);
2071 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
2072 && (!rt_count || surface_is_offscreen(rts[0])))
2074 for (i = 0; i < rt_count; ++i)
2076 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL) rt_mask |= (1 << i);
2079 else
2081 rt_mask = context_generate_rt_mask_no_fbo(device, rts[0]);
2084 old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
2086 ENTER_GL();
2087 if (rt_mask != old_mask)
2089 context_apply_draw_buffers(context, rt_mask);
2090 context->draw_buffers_mask = rt_mask;
2091 context_invalidate_state(context, STATE_FRAMEBUFFER);
2094 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2096 context_check_fbo_status(context, GL_FRAMEBUFFER);
2099 if (context->last_was_blit)
2101 device->frag_pipe->enable_extension(TRUE);
2102 context->last_was_blit = FALSE;
2105 /* Blending and clearing should be orthogonal, but tests on the nvidia
2106 * driver show that disabling blending when clearing improves the clearing
2107 * performance incredibly. */
2108 glDisable(GL_BLEND);
2109 glEnable(GL_SCISSOR_TEST);
2110 checkGLcall("glEnable GL_SCISSOR_TEST");
2111 LEAVE_GL();
2113 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
2114 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
2115 context_invalidate_state(context, STATE_SCISSORRECT);
2117 return TRUE;
2120 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_device *device)
2122 const struct wined3d_state *state = &device->stateBlock->state;
2123 struct wined3d_surface **rts = state->fb->render_targets;
2124 struct wined3d_shader *ps = state->pixel_shader;
2125 DWORD rt_mask, rt_mask_bits;
2126 unsigned int i;
2128 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return context_generate_rt_mask_no_fbo(device, rts[0]);
2129 else if (!context->render_offscreen) return context_generate_rt_mask_from_surface(rts[0]);
2131 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
2132 rt_mask &= device->valid_rt_mask;
2133 rt_mask_bits = rt_mask;
2134 i = 0;
2135 while (rt_mask_bits)
2137 rt_mask_bits &= ~(1 << i);
2138 if (!rts[i] || rts[i]->resource.format->id == WINED3DFMT_NULL)
2139 rt_mask &= ~(1 << i);
2141 i++;
2144 return rt_mask;
2147 /* GL locking and context activation are done by the caller */
2148 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2150 const struct wined3d_device *device = context->swapchain->device;
2151 const struct wined3d_fb_state *fb = state->fb;
2152 DWORD rt_mask = find_draw_buffers_mask(context, device);
2153 DWORD old_mask;
2155 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2157 if (!context->render_offscreen)
2159 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2161 else
2163 context_apply_fbo_state(context, GL_FRAMEBUFFER, fb->render_targets, fb->depth_stencil, SFLAG_INTEXTURE);
2164 glReadBuffer(GL_NONE);
2165 checkGLcall("glReadBuffer");
2169 old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
2170 if (rt_mask != old_mask)
2172 context_apply_draw_buffers(context, rt_mask);
2173 context->draw_buffers_mask = rt_mask;
2177 /* GL locking and context activation are done by the caller */
2178 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2180 const struct wined3d_device *device = context->swapchain->device;
2181 DWORD rt_mask, old_mask;
2183 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
2185 old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
2186 rt_mask = find_draw_buffers_mask(context, device);
2187 if (rt_mask != old_mask)
2189 context_apply_draw_buffers(context, rt_mask);
2190 context->draw_buffers_mask = rt_mask;
2194 /* Context activation is done by the caller. */
2195 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device)
2197 const struct wined3d_state *state = &device->stateBlock->state;
2198 const struct StateEntry *state_table = context->state_table;
2199 const struct wined3d_fb_state *fb = state->fb;
2200 unsigned int i;
2202 if (!context_validate_rt_config(context->gl_info->limits.buffers,
2203 fb->render_targets, fb->depth_stencil))
2204 return FALSE;
2206 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
2208 context_validate_onscreen_formats(context, fb->depth_stencil);
2211 /* Preload resources before FBO setup. Texture preload in particular may
2212 * result in changes to the current FBO, due to using e.g. FBO blits for
2213 * updating a resource location. */
2214 device_update_tex_unit_map(device);
2215 device_preload_textures(device);
2216 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC))
2217 device_update_stream_info(device, context->gl_info);
2219 ENTER_GL();
2220 if (context->last_was_blit)
2222 device->frag_pipe->enable_extension(TRUE);
2225 for (i = 0; i < context->numDirtyEntries; ++i)
2227 DWORD rep = context->dirtyArray[i];
2228 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2229 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2230 context->isStateDirty[idx] &= ~(1 << shift);
2231 state_table[rep].apply(context, state, rep);
2234 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2236 context_check_fbo_status(context, GL_FRAMEBUFFER);
2239 LEAVE_GL();
2240 context->numDirtyEntries = 0; /* This makes the whole list clean */
2241 context->last_was_blit = FALSE;
2243 return TRUE;
2246 static void context_setup_target(struct wined3d_device *device,
2247 struct wined3d_context *context, struct wined3d_surface *target)
2249 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2251 render_offscreen = surface_is_offscreen(target);
2252 if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2254 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2255 * the alpha blend state changes with different render target formats. */
2256 if (!context->current_rt)
2258 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
2260 else
2262 const struct wined3d_format *old = context->current_rt->resource.format;
2263 const struct wined3d_format *new = target->resource.format;
2265 if (old->id != new->id)
2267 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2268 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2269 || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2270 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
2272 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2273 if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
2274 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE));
2277 /* When switching away from an offscreen render target, and we're not
2278 * using FBOs, we have to read the drawable into the texture. This is
2279 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2280 * are some things that need care though. PreLoad needs a GL context,
2281 * and FindContext is called before the context is activated. It also
2282 * has to be called with the old rendertarget active, otherwise a
2283 * wrong drawable is read. */
2284 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2285 && old_render_offscreen && context->current_rt != target)
2287 /* Read the back buffer of the old drawable into the destination texture. */
2288 if (context->current_rt->texture_name_srgb)
2289 surface_internal_preload(context->current_rt, SRGB_SRGB);
2290 surface_internal_preload(context->current_rt, SRGB_RGB);
2291 surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2295 context->current_rt = target;
2296 context_set_render_offscreen(context, render_offscreen);
2299 /* Do not call while under the GL lock. */
2300 struct wined3d_context *context_acquire(struct wined3d_device *device, struct wined3d_surface *target)
2302 struct wined3d_context *current_context = context_get_current();
2303 struct wined3d_context *context;
2305 TRACE("device %p, target %p.\n", device, target);
2307 if (current_context && current_context->destroyed)
2308 current_context = NULL;
2310 if (!target)
2312 if (current_context
2313 && current_context->current_rt
2314 && current_context->swapchain->device == device)
2316 target = current_context->current_rt;
2318 else
2320 struct wined3d_swapchain *swapchain = device->swapchains[0];
2321 if (swapchain->back_buffers)
2322 target = swapchain->back_buffers[0];
2323 else
2324 target = swapchain->front_buffer;
2328 if (current_context && current_context->current_rt == target)
2330 context = current_context;
2332 else if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
2334 TRACE("Rendering onscreen.\n");
2336 context = swapchain_get_context(target->container.u.swapchain);
2338 else
2340 TRACE("Rendering offscreen.\n");
2342 /* Stay with the current context if possible. Otherwise use the
2343 * context for the primary swapchain. */
2344 if (current_context && current_context->swapchain->device == device)
2345 context = current_context;
2346 else
2347 context = swapchain_get_context(device->swapchains[0]);
2350 context_update_window(context);
2351 context_setup_target(device, context, target);
2352 context_enter(context);
2353 if (!context->valid) return context;
2355 if (context != current_context)
2357 if (!context_set_current(context))
2359 ERR("Failed to activate the new context.\n");
2361 else
2363 ENTER_GL();
2364 device->frag_pipe->enable_extension(!context->last_was_blit);
2365 LEAVE_GL();
2368 if (context->vshader_const_dirty)
2370 memset(context->vshader_const_dirty, 1,
2371 sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2372 device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2374 if (context->pshader_const_dirty)
2376 memset(context->pshader_const_dirty, 1,
2377 sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2378 device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2381 else if (context->restore_ctx)
2383 context_set_gl_context(context);
2386 return context;