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
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
;
49 gl_info
->fbo_ops
.glGenFramebuffers(1, fbo
);
50 checkGLcall("glGenFramebuffers()");
51 TRACE("Created FBO %u.\n", *fbo
);
58 case GL_READ_FRAMEBUFFER
:
59 if (context
->fbo_read_binding
== f
) return;
60 context
->fbo_read_binding
= f
;
63 case GL_DRAW_FRAMEBUFFER
:
64 if (context
->fbo_draw_binding
== f
) return;
65 context
->fbo_draw_binding
= f
;
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
;
76 FIXME("Unhandled target %#x.\n", target
);
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
)
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
);
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()");
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()");
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
)
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
);
209 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
212 checkGLcall("glFramebufferTexture2D()");
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
;
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");
236 const struct wined3d_surface
*attachment
;
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");
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
];
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
;
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
;
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
)
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
);
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
;
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
);
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
;
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
;
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
);
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
);
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
];
458 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
461 GL_EXTCALL(glGenQueriesARB(1, &query
->id
));
462 checkGLcall("glGenQueriesARB");
465 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
469 WARN("Occlusion queries not supported, not allocating query id.\n");
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
));
493 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
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
];
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
])
524 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
525 checkGLcall("glGenFencesAPPLE");
528 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
530 else if(gl_info
->supported
[NV_FENCE
])
533 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
534 checkGLcall("glGenFencesNV");
537 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
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
));
565 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
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
)
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
)
595 if (entry
->depth_stencil
== surface
)
597 callback(context
, entry
);
601 for (j
= 0; j
< gl_info
->limits
.buffers
; ++j
)
603 if (entry
->render_targets
[j
] == surface
)
605 callback(context
, entry
);
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;
626 case WINED3DRTYPE_SURFACE
:
627 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
628 context_queue_fbo_entry_destruction
);
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
)
646 case WINED3DRTYPE_SURFACE
:
647 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
648 context_detach_fbo_entry
);
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
;
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
;
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
;
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());
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",
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
717 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
718 format
, dc
, current
);
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
))
730 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
731 ctx
->glCtx
, ctx
->hdc
, GetLastError());
733 WARN("Trying fallback to the backup window.\n");
735 if (!(dc
= swapchain_get_backup_dc(swapchain
)))
737 context_set_current(NULL
);
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
);
749 if (!pwglMakeCurrent(dc
, ctx
->glCtx
))
751 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
753 context_set_current(NULL
);
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
)
775 TRACE("Updating context %p window from %p to %p.\n",
776 context
, context
->win_handle
, context
->swapchain
->win_handle
);
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
);
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
);
814 context_set_gl_context(context
);
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
;
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
;
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
)
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
);
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");
913 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
914 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
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();
956 TRACE("Already using D3D context %p.\n", ctx
);
964 TRACE("Switching away from destroyed context %p.\n", old
);
965 context_destroy_gl_resources(old
);
966 HeapFree(GetProcessHeap(), 0, old
);
978 ERR("Trying to make invalid context %p current\n", ctx
);
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
))
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
);
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
);
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
;
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
)
1062 unsigned int matchtry
;
1063 BYTE redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
1064 BYTE depthBits
=0, stencilBits
=0;
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
},
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
);
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
)
1117 /* In window mode we need a window drawable format and double buffering. */
1118 if(!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1121 /* We like to have aux buffers in backbuffer mode */
1122 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
1125 if(matches
[matchtry
].exact_color
) {
1126 if(cfg
->redSize
!= redBits
)
1128 if(cfg
->greenSize
!= greenBits
)
1130 if(cfg
->blueSize
!= blueBits
)
1133 if(cfg
->redSize
< redBits
)
1135 if(cfg
->greenSize
< greenBits
)
1137 if(cfg
->blueSize
< blueBits
)
1140 if(matches
[matchtry
].exact_alpha
) {
1141 if(cfg
->alphaSize
!= alphaBits
)
1144 if(cfg
->alphaSize
< alphaBits
)
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
)
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
1159 if (stencilBits
!= cfg
->stencilSize
1160 && !(device
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
1163 /* Check multisampling support */
1164 if(cfg
->numSamples
!= numSamples
)
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
;
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");
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
);
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
);
1208 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1209 ERR("Can't find a suitable iPixelFormat\n");
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
;
1237 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1239 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1242 ERR("Failed to allocate context memory.\n");
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");
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
)
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
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");
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. */
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 */
1307 ERR("Can't find a suitable pixel format.\n");
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
);
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
);
1330 ERR("Failed to create a WGL context\n");
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
);
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
);
1365 ret
->win_handle
= swapchain
->win_handle
;
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
);
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
);
1419 switch (swapchain
->presentParms
.PresentationInterval
)
1421 case WINED3DPRESENT_INTERVAL_IMMEDIATE
:
1424 case WINED3DPRESENT_INTERVAL_DEFAULT
:
1425 case WINED3DPRESENT_INTERVAL_ONE
:
1428 case WINED3DPRESENT_INTERVAL_TWO
:
1431 case WINED3DPRESENT_INTERVAL_THREE
:
1434 case WINED3DPRESENT_INTERVAL_FOUR
:
1438 FIXME("Unknown presentation interval %08x\n", swapchain
->presentParms
.PresentationInterval
);
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());
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");
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
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
=
1519 "MOV result.color, fragment.color.primary;\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
);
1548 TRACE("Created context %p.\n", ret
);
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
);
1563 /* Do not call while under the GL lock. */
1564 void context_destroy(struct wined3d_device
*device
, struct wined3d_context
*context
)
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
);
1578 context
->destroyed
= 1;
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)");
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 /*****************************************************************************
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
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
)
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
;
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
) {
1631 set_blit_dimension(width
, height
);
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
1639 TRACE("Context is already set up for blitting, nothing to do\n");
1642 context
->last_was_blit
= TRUE
;
1644 /* TODO: Use a display list */
1646 /* Disable shaders */
1648 device
->shader_backend
->shader_select(context
, FALSE
, FALSE
);
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.
1661 /* Disable all textures. The caller can then bind a texture it wants to blit
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)");
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
,
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)");
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
);
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
)
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()");
1840 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1842 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1848 context
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
1850 context
->draw_buffers
[i
] = GL_NONE
;
1856 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
1858 GL_EXTCALL(glDrawBuffersARB(i
, context
->draw_buffers
));
1859 checkGLcall("glDrawBuffers()");
1863 glDrawBuffer(context
->draw_buffers
[0]);
1864 checkGLcall("glDrawBuffer()");
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
);
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
;
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
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
)
1940 else if (rt
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
1941 return context_generate_rt_mask_from_surface(rt
);
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
);
1960 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, context
->current_rt
, NULL
, SFLAG_INTEXTURE
);
1962 if (context
->current_rt
&& context
->current_rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
1970 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
1972 rt_mask
= context_generate_rt_mask_from_surface(context
->current_rt
);
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
;
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
);
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
)
2004 if (ds
) return TRUE
;
2006 for (i
= 0; i
< rt_count
; ++i
)
2008 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
2012 WARN("Invalid render target config, need at least one attachment.\n");
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
;
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
))
2030 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2032 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
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
;
2049 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
, fb
->depth_stencil
, SFLAG_INTEXTURE
);
2050 glReadBuffer(GL_NONE
);
2051 checkGLcall("glReadBuffer");
2055 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2056 rt_mask
= context_generate_rt_mask_from_surface(rts
[0]);
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
);
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
);
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
;
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");
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
);
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
;
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
;
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
);
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
);
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
);
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
;
2202 if (!context_validate_rt_config(context
->gl_info
->limits
.buffers
,
2203 fb
->render_targets
, fb
->depth_stencil
))
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
);
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
);
2240 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
2241 context
->last_was_blit
= FALSE
;
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
));
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
;
2313 && current_context
->current_rt
2314 && current_context
->swapchain
->device
== device
)
2316 target
= current_context
->current_rt
;
2320 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
2321 if (swapchain
->back_buffers
)
2322 target
= swapchain
->back_buffers
[0];
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
);
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
;
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");
2364 device
->frag_pipe
->enable_extension(!context
->last_was_blit
);
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
);