wined3d: Track if a context's private hdc has had its pixel format set, so we don...
[wine/multimedia.git] / dlls / wined3d / context.c
blob00ab25f462712348b6ae6ea7c30743643b0f9978
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2011, 2013 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 "wine/port.h"
25 #include <stdio.h>
26 #ifdef HAVE_FLOAT_H
27 # include <float.h>
28 #endif
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous);
36 #define WINED3D_MAX_FBO_ENTRIES 64
38 static DWORD wined3d_context_tls_idx;
40 /* FBO helper functions */
42 /* Context activation is done by the caller. */
43 static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint fbo)
45 const struct wined3d_gl_info *gl_info = context->gl_info;
47 switch (target)
49 case GL_READ_FRAMEBUFFER:
50 if (context->fbo_read_binding == fbo) return;
51 context->fbo_read_binding = fbo;
52 break;
54 case GL_DRAW_FRAMEBUFFER:
55 if (context->fbo_draw_binding == fbo) return;
56 context->fbo_draw_binding = fbo;
57 break;
59 case GL_FRAMEBUFFER:
60 if (context->fbo_read_binding == fbo
61 && context->fbo_draw_binding == fbo) return;
62 context->fbo_read_binding = fbo;
63 context->fbo_draw_binding = fbo;
64 break;
66 default:
67 FIXME("Unhandled target %#x.\n", target);
68 break;
71 gl_info->fbo_ops.glBindFramebuffer(target, fbo);
72 checkGLcall("glBindFramebuffer()");
75 /* Context activation is done by the caller. */
76 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
78 unsigned int i;
80 for (i = 0; i < gl_info->limits.buffers; ++i)
82 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
83 checkGLcall("glFramebufferTexture2D()");
85 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
86 checkGLcall("glFramebufferTexture2D()");
88 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
89 checkGLcall("glFramebufferTexture2D()");
92 /* Context activation is done by the caller. */
93 static void context_destroy_fbo(struct wined3d_context *context, GLuint fbo)
95 const struct wined3d_gl_info *gl_info = context->gl_info;
97 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
98 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
99 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
101 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
102 checkGLcall("glDeleteFramebuffers()");
105 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
106 GLenum fbo_target, DWORD format_flags, GLuint rb)
108 if (format_flags & WINED3DFMT_FLAG_DEPTH)
110 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
111 checkGLcall("glFramebufferRenderbuffer()");
114 if (format_flags & WINED3DFMT_FLAG_STENCIL)
116 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
117 checkGLcall("glFramebufferRenderbuffer()");
121 /* Context activation is done by the caller. */
122 static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
123 GLenum fbo_target, struct wined3d_surface *depth_stencil, DWORD location)
125 const struct wined3d_gl_info *gl_info = context->gl_info;
127 TRACE("Attach depth stencil %p\n", depth_stencil);
129 if (depth_stencil)
131 DWORD format_flags = depth_stencil->resource.format->flags;
133 if (depth_stencil->current_renderbuffer)
135 context_attach_depth_stencil_rb(gl_info, fbo_target,
136 format_flags, depth_stencil->current_renderbuffer->id);
138 else
140 switch (location)
142 case WINED3D_LOCATION_TEXTURE_RGB:
143 case WINED3D_LOCATION_TEXTURE_SRGB:
144 surface_prepare_texture(depth_stencil, context, 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->container->texture_rgb.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->container->texture_rgb.name,
158 depth_stencil->texture_level);
159 checkGLcall("glFramebufferTexture2D()");
161 break;
163 case WINED3D_LOCATION_RB_MULTISAMPLE:
164 surface_prepare_rb(depth_stencil, gl_info, TRUE);
165 context_attach_depth_stencil_rb(gl_info, fbo_target,
166 format_flags, depth_stencil->rb_multisample);
167 break;
169 case WINED3D_LOCATION_RB_RESOLVED:
170 surface_prepare_rb(depth_stencil, gl_info, FALSE);
171 context_attach_depth_stencil_rb(gl_info, fbo_target,
172 format_flags, depth_stencil->rb_resolved);
173 break;
175 default:
176 ERR("Unsupported location %s (%#x).\n", wined3d_debug_location(location), location);
177 break;
181 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
183 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
184 checkGLcall("glFramebufferTexture2D()");
187 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
189 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
190 checkGLcall("glFramebufferTexture2D()");
193 else
195 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
196 checkGLcall("glFramebufferTexture2D()");
198 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
199 checkGLcall("glFramebufferTexture2D()");
203 /* Context activation is done by the caller. */
204 static void context_attach_surface_fbo(struct wined3d_context *context,
205 GLenum fbo_target, DWORD idx, struct wined3d_surface *surface, DWORD location)
207 const struct wined3d_gl_info *gl_info = context->gl_info;
209 TRACE("Attach surface %p to %u\n", surface, idx);
211 if (surface && surface->resource.format->id != WINED3DFMT_NULL)
213 BOOL srgb;
215 switch (location)
217 case WINED3D_LOCATION_TEXTURE_RGB:
218 case WINED3D_LOCATION_TEXTURE_SRGB:
219 srgb = location == WINED3D_LOCATION_TEXTURE_SRGB;
220 surface_prepare_texture(surface, context, srgb);
221 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
222 surface->texture_target, surface_get_texture_name(surface, gl_info, srgb),
223 surface->texture_level);
224 checkGLcall("glFramebufferTexture2D()");
225 break;
227 case WINED3D_LOCATION_RB_MULTISAMPLE:
228 surface_prepare_rb(surface, gl_info, TRUE);
229 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
230 GL_RENDERBUFFER, surface->rb_multisample);
231 checkGLcall("glFramebufferRenderbuffer()");
232 break;
234 case WINED3D_LOCATION_RB_RESOLVED:
235 surface_prepare_rb(surface, gl_info, FALSE);
236 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
237 GL_RENDERBUFFER, surface->rb_resolved);
238 checkGLcall("glFramebufferRenderbuffer()");
239 break;
241 default:
242 ERR("Unsupported location %s (%#x).\n", wined3d_debug_location(location), location);
243 break;
246 else
248 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
249 checkGLcall("glFramebufferTexture2D()");
253 /* Context activation is done by the caller. */
254 void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
256 const struct wined3d_gl_info *gl_info = context->gl_info;
257 GLenum status;
259 if (!FIXME_ON(d3d)) return;
261 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
262 if (status == GL_FRAMEBUFFER_COMPLETE)
264 TRACE("FBO complete\n");
266 else
268 const struct wined3d_surface *attachment;
269 unsigned int i;
271 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
273 if (!context->current_fbo)
275 ERR("FBO 0 is incomplete, driver bug?\n");
276 return;
279 FIXME("\tLocation %s (%#x).\n", wined3d_debug_location(context->current_fbo->location),
280 context->current_fbo->location);
282 /* Dump the FBO attachments */
283 for (i = 0; i < gl_info->limits.buffers; ++i)
285 attachment = context->current_fbo->render_targets[i];
286 if (attachment)
288 FIXME("\tColor attachment %d: (%p) %s %ux%u %u samples.\n",
289 i, attachment, debug_d3dformat(attachment->resource.format->id),
290 attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
293 attachment = context->current_fbo->depth_stencil;
294 if (attachment)
296 FIXME("\tDepth attachment: (%p) %s %ux%u %u samples.\n",
297 attachment, debug_d3dformat(attachment->resource.format->id),
298 attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
303 static inline DWORD context_generate_rt_mask(GLenum buffer)
305 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
306 return buffer ? (1 << 31) | buffer : 0;
309 static inline DWORD context_generate_rt_mask_from_surface(const struct wined3d_surface *target)
311 return (1 << 31) | surface_get_gl_buffer(target);
314 static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
315 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
317 const struct wined3d_gl_info *gl_info = context->gl_info;
318 struct fbo_entry *entry;
320 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
321 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
322 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
323 entry->depth_stencil = depth_stencil;
324 entry->location = location;
325 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
326 entry->attached = FALSE;
327 gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
328 checkGLcall("glGenFramebuffers()");
329 TRACE("Created FBO %u.\n", entry->id);
331 return entry;
334 /* Context activation is done by the caller. */
335 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
336 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
337 DWORD location, struct fbo_entry *entry)
339 const struct wined3d_gl_info *gl_info = context->gl_info;
341 context_bind_fbo(context, target, entry->id);
342 context_clean_fbo_attachments(gl_info, target);
344 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
345 entry->depth_stencil = depth_stencil;
346 entry->location = location;
347 entry->attached = FALSE;
350 /* Context activation is done by the caller. */
351 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
353 if (entry->id)
355 TRACE("Destroy FBO %u.\n", entry->id);
356 context_destroy_fbo(context, entry->id);
358 --context->fbo_entry_count;
359 list_remove(&entry->entry);
360 HeapFree(GetProcessHeap(), 0, entry->render_targets);
361 HeapFree(GetProcessHeap(), 0, entry);
364 /* Context activation is done by the caller. */
365 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
366 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
368 const struct wined3d_gl_info *gl_info = context->gl_info;
369 struct fbo_entry *entry;
371 if (depth_stencil && render_targets && render_targets[0])
373 if (depth_stencil->resource.width < render_targets[0]->resource.width ||
374 depth_stencil->resource.height < render_targets[0]->resource.height)
376 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
377 depth_stencil = NULL;
381 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
383 if (!memcmp(entry->render_targets,
384 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
385 && entry->depth_stencil == depth_stencil && entry->location == location)
387 list_remove(&entry->entry);
388 list_add_head(&context->fbo_list, &entry->entry);
389 return entry;
393 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
395 entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
396 list_add_head(&context->fbo_list, &entry->entry);
397 ++context->fbo_entry_count;
399 else
401 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
402 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
403 list_remove(&entry->entry);
404 list_add_head(&context->fbo_list, &entry->entry);
407 return entry;
410 /* Context activation is done by the caller. */
411 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
413 const struct wined3d_gl_info *gl_info = context->gl_info;
414 unsigned int i;
415 GLuint read_binding, draw_binding;
417 if (entry->attached)
419 context_bind_fbo(context, target, entry->id);
420 return;
423 read_binding = context->fbo_read_binding;
424 draw_binding = context->fbo_draw_binding;
425 context_bind_fbo(context, GL_FRAMEBUFFER, entry->id);
427 /* Apply render targets */
428 for (i = 0; i < gl_info->limits.buffers; ++i)
430 context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
433 /* Apply depth targets */
434 if (entry->depth_stencil)
435 surface_set_compatible_renderbuffer(entry->depth_stencil, entry->render_targets[0]);
436 context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, entry->location);
438 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
439 * GL contexts requirements. */
440 glReadBuffer(GL_NONE);
441 context_set_draw_buffer(context, GL_NONE);
442 if (target != GL_FRAMEBUFFER)
444 if (target == GL_READ_FRAMEBUFFER)
445 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, draw_binding);
446 else
447 context_bind_fbo(context, GL_READ_FRAMEBUFFER, read_binding);
450 entry->attached = TRUE;
453 /* Context activation is done by the caller. */
454 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
455 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
457 struct fbo_entry *entry, *entry2;
459 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
461 context_destroy_fbo_entry(context, entry);
464 if (context->rebind_fbo)
466 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
467 context->rebind_fbo = FALSE;
470 if (location == WINED3D_LOCATION_DRAWABLE)
472 context->current_fbo = NULL;
473 context_bind_fbo(context, target, 0);
475 else
477 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
478 context_apply_fbo_entry(context, target, context->current_fbo);
482 /* Context activation is done by the caller. */
483 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
484 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
486 UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
488 context->blit_targets[0] = render_target;
489 if (clear_size)
490 memset(&context->blit_targets[1], 0, clear_size);
491 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
494 /* Context activation is done by the caller. */
495 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
497 const struct wined3d_gl_info *gl_info = context->gl_info;
499 if (context->free_occlusion_query_count)
501 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
503 else
505 if (gl_info->supported[ARB_OCCLUSION_QUERY])
507 GL_EXTCALL(glGenQueriesARB(1, &query->id));
508 checkGLcall("glGenQueriesARB");
510 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
512 else
514 WARN("Occlusion queries not supported, not allocating query id.\n");
515 query->id = 0;
519 query->context = context;
520 list_add_head(&context->occlusion_queries, &query->entry);
523 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
525 struct wined3d_context *context = query->context;
527 list_remove(&query->entry);
528 query->context = NULL;
530 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
532 UINT new_size = context->free_occlusion_query_size << 1;
533 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
534 new_size * sizeof(*context->free_occlusion_queries));
536 if (!new_data)
538 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
539 return;
542 context->free_occlusion_query_size = new_size;
543 context->free_occlusion_queries = new_data;
546 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
549 /* Context activation is done by the caller. */
550 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
552 const struct wined3d_gl_info *gl_info = context->gl_info;
554 if (context->free_event_query_count)
556 query->object = context->free_event_queries[--context->free_event_query_count];
558 else
560 if (gl_info->supported[ARB_SYNC])
562 /* Using ARB_sync, not much to do here. */
563 query->object.sync = NULL;
564 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
566 else if (gl_info->supported[APPLE_FENCE])
568 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
569 checkGLcall("glGenFencesAPPLE");
571 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
573 else if(gl_info->supported[NV_FENCE])
575 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
576 checkGLcall("glGenFencesNV");
578 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
580 else
582 WARN("Event queries not supported, not allocating query id.\n");
583 query->object.id = 0;
587 query->context = context;
588 list_add_head(&context->event_queries, &query->entry);
591 void context_free_event_query(struct wined3d_event_query *query)
593 struct wined3d_context *context = query->context;
595 list_remove(&query->entry);
596 query->context = NULL;
598 if (context->free_event_query_count >= context->free_event_query_size - 1)
600 UINT new_size = context->free_event_query_size << 1;
601 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
602 new_size * sizeof(*context->free_event_queries));
604 if (!new_data)
606 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
607 return;
610 context->free_event_query_size = new_size;
611 context->free_event_queries = new_data;
614 context->free_event_queries[context->free_event_query_count++] = query->object;
617 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
619 static void context_enum_surface_fbo_entries(const struct wined3d_device *device,
620 const struct wined3d_surface *surface, context_fbo_entry_func_t *callback)
622 UINT i;
624 for (i = 0; i < device->context_count; ++i)
626 struct wined3d_context *context = device->contexts[i];
627 const struct wined3d_gl_info *gl_info = context->gl_info;
628 struct fbo_entry *entry, *entry2;
630 if (context->current_rt == surface) context->current_rt = NULL;
632 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
634 UINT j;
636 if (entry->depth_stencil == surface)
638 callback(context, entry);
639 continue;
642 for (j = 0; j < gl_info->limits.buffers; ++j)
644 if (entry->render_targets[j] == surface)
646 callback(context, entry);
647 break;
654 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
656 list_remove(&entry->entry);
657 list_add_head(&context->fbo_destroy_list, &entry->entry);
660 void context_resource_released(const struct wined3d_device *device,
661 struct wined3d_resource *resource, enum wined3d_resource_type type)
663 if (!device->d3d_initialized) return;
665 switch (type)
667 case WINED3D_RTYPE_SURFACE:
668 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
669 context_queue_fbo_entry_destruction);
670 break;
672 default:
673 break;
677 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
679 entry->attached = FALSE;
682 void context_resource_unloaded(const struct wined3d_device *device,
683 struct wined3d_resource *resource, enum wined3d_resource_type type)
685 switch (type)
687 case WINED3D_RTYPE_SURFACE:
688 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
689 context_detach_fbo_entry);
690 break;
692 default:
693 break;
697 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface)
699 const struct wined3d_gl_info *gl_info = context->gl_info;
700 struct fbo_entry *entry = context->current_fbo;
701 unsigned int i;
703 if (!entry || context->rebind_fbo) return;
705 for (i = 0; i < gl_info->limits.buffers; ++i)
707 if (surface == entry->render_targets[i])
709 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
710 context->rebind_fbo = TRUE;
711 return;
715 if (surface == entry->depth_stencil)
717 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
718 context->rebind_fbo = TRUE;
722 static BOOL context_restore_pixel_format(struct wined3d_context *ctx)
724 const struct wined3d_gl_info *gl_info = ctx->gl_info;
725 BOOL ret = FALSE;
727 if (ctx->restore_pf && IsWindow(ctx->restore_pf_win))
729 if (ctx->gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
731 HDC dc = GetDC(ctx->restore_pf_win);
732 if (dc)
734 if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, ctx->restore_pf))))
736 ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
737 ctx->restore_pf, ctx->restore_pf_win);
739 ReleaseDC(ctx->restore_pf_win, dc);
742 else
744 ERR("can't restore pixel format %d on window %p\n", ctx->restore_pf, ctx->restore_pf_win);
748 ctx->restore_pf = 0;
749 ctx->restore_pf_win = NULL;
750 return ret;
753 static BOOL context_set_pixel_format(struct wined3d_context *context, HDC dc, BOOL private, int format)
755 const struct wined3d_gl_info *gl_info = context->gl_info;
756 int current;
758 if (dc == context->hdc && context->hdc_is_private && context->hdc_has_format)
759 return TRUE;
761 current = GetPixelFormat(dc);
762 if (current == format) goto success;
764 if (!current)
766 if (!SetPixelFormat(dc, format, NULL))
768 /* This may also happen if the dc belongs to a destroyed window. */
769 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
770 format, dc, GetLastError());
771 return FALSE;
774 context->restore_pf = 0;
775 context->restore_pf_win = private ? NULL : WindowFromDC(dc);
776 goto success;
779 /* By default WGL doesn't allow pixel format adjustments but we need it
780 * here. For this reason there's a Wine specific wglSetPixelFormat()
781 * which allows us to set the pixel format multiple times. Only use it
782 * when really needed. */
783 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
785 HWND win;
787 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
789 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
790 format, dc);
791 return FALSE;
794 win = private ? NULL : WindowFromDC(dc);
795 if (win != context->restore_pf_win)
797 context_restore_pixel_format(context);
799 context->restore_pf = private ? 0 : current;
800 context->restore_pf_win = win;
803 goto success;
806 /* OpenGL doesn't allow pixel format adjustments. Print an error and
807 * continue using the old format. There's a big chance that the old
808 * format works although with a performance hit and perhaps rendering
809 * errors. */
810 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
811 format, dc, current);
812 return TRUE;
814 success:
815 if (dc == context->hdc && context->hdc_is_private)
816 context->hdc_has_format = TRUE;
817 return TRUE;
820 static BOOL context_set_gl_context(struct wined3d_context *ctx)
822 struct wined3d_swapchain *swapchain = ctx->swapchain;
823 BOOL backup = FALSE;
825 if (!context_set_pixel_format(ctx, ctx->hdc, ctx->hdc_is_private, ctx->pixel_format))
827 WARN("Failed to set pixel format %d on device context %p.\n",
828 ctx->pixel_format, ctx->hdc);
829 backup = TRUE;
832 if (backup || !wglMakeCurrent(ctx->hdc, ctx->glCtx))
834 HDC dc;
836 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
837 ctx->glCtx, ctx->hdc, GetLastError());
838 ctx->valid = 0;
839 WARN("Trying fallback to the backup window.\n");
841 /* FIXME: If the context is destroyed it's no longer associated with
842 * a swapchain, so we can't use the swapchain to get a backup dc. To
843 * make this work windowless contexts would need to be handled by the
844 * device. */
845 if (ctx->destroyed)
847 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx);
848 context_set_current(NULL);
849 return FALSE;
852 if (!(dc = swapchain_get_backup_dc(swapchain)))
854 context_set_current(NULL);
855 return FALSE;
858 if (!context_set_pixel_format(ctx, dc, TRUE, ctx->pixel_format))
860 ERR("Failed to set pixel format %d on device context %p.\n",
861 ctx->pixel_format, dc);
862 context_set_current(NULL);
863 return FALSE;
866 if (!wglMakeCurrent(dc, ctx->glCtx))
868 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
869 dc, GetLastError());
870 context_set_current(NULL);
871 return FALSE;
874 ctx->valid = 1;
876 ctx->needs_set = 0;
877 return TRUE;
880 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
882 if (!wglMakeCurrent(dc, gl_ctx))
884 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
885 gl_ctx, dc, GetLastError());
886 context_set_current(NULL);
890 static void context_update_window(struct wined3d_context *context)
892 if (context->win_handle == context->swapchain->win_handle)
893 return;
895 TRACE("Updating context %p window from %p to %p.\n",
896 context, context->win_handle, context->swapchain->win_handle);
898 if (context->hdc)
899 wined3d_release_dc(context->win_handle, context->hdc);
901 context->win_handle = context->swapchain->win_handle;
902 context->hdc_is_private = FALSE;
903 context->hdc_has_format = FALSE;
904 context->needs_set = 1;
905 context->valid = 1;
907 if (!(context->hdc = GetDC(context->win_handle)))
909 ERR("Failed to get a device context for window %p.\n", context->win_handle);
910 context->valid = 0;
914 static void context_destroy_gl_resources(struct wined3d_context *context)
916 const struct wined3d_gl_info *gl_info = context->gl_info;
917 struct wined3d_occlusion_query *occlusion_query;
918 struct wined3d_event_query *event_query;
919 struct fbo_entry *entry, *entry2;
920 HGLRC restore_ctx;
921 HDC restore_dc;
922 unsigned int i;
924 restore_ctx = wglGetCurrentContext();
925 restore_dc = wglGetCurrentDC();
927 if (restore_ctx == context->glCtx)
928 restore_ctx = NULL;
929 else if (context->valid)
930 context_set_gl_context(context);
932 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
934 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
935 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
936 occlusion_query->context = NULL;
939 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
941 if (context->valid)
943 if (gl_info->supported[ARB_SYNC])
945 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
947 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
948 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
950 event_query->context = NULL;
953 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
955 if (!context->valid) entry->id = 0;
956 context_destroy_fbo_entry(context, entry);
959 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
961 if (!context->valid) entry->id = 0;
962 context_destroy_fbo_entry(context, entry);
965 if (context->valid)
967 if (context->dummy_arbfp_prog)
969 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
972 if (gl_info->supported[ARB_OCCLUSION_QUERY])
973 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
975 if (gl_info->supported[ARB_SYNC])
977 for (i = 0; i < context->free_event_query_count; ++i)
979 GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
982 else if (gl_info->supported[APPLE_FENCE])
984 for (i = 0; i < context->free_event_query_count; ++i)
986 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
989 else if (gl_info->supported[NV_FENCE])
991 for (i = 0; i < context->free_event_query_count; ++i)
993 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
997 checkGLcall("context cleanup");
1000 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
1001 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
1003 context_restore_pixel_format(context);
1004 if (restore_ctx)
1006 context_restore_gl_context(gl_info, restore_dc, restore_ctx);
1008 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
1010 ERR("Failed to disable GL context.\n");
1013 wined3d_release_dc(context->win_handle, context->hdc);
1015 if (!wglDeleteContext(context->glCtx))
1017 DWORD err = GetLastError();
1018 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
1022 DWORD context_get_tls_idx(void)
1024 return wined3d_context_tls_idx;
1027 void context_set_tls_idx(DWORD idx)
1029 wined3d_context_tls_idx = idx;
1032 struct wined3d_context *context_get_current(void)
1034 return TlsGetValue(wined3d_context_tls_idx);
1037 BOOL context_set_current(struct wined3d_context *ctx)
1039 struct wined3d_context *old = context_get_current();
1041 if (old == ctx)
1043 TRACE("Already using D3D context %p.\n", ctx);
1044 return TRUE;
1047 if (old)
1049 if (old->destroyed)
1051 TRACE("Switching away from destroyed context %p.\n", old);
1052 context_destroy_gl_resources(old);
1053 HeapFree(GetProcessHeap(), 0, (void *)old->gl_info);
1054 HeapFree(GetProcessHeap(), 0, old);
1056 else
1058 old->current = 0;
1062 if (ctx)
1064 if (!ctx->valid)
1066 ERR("Trying to make invalid context %p current\n", ctx);
1067 return FALSE;
1070 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1071 if (!context_set_gl_context(ctx))
1072 return FALSE;
1073 ctx->current = 1;
1075 else if(wglGetCurrentContext())
1077 TRACE("Clearing current D3D context.\n");
1078 if (!wglMakeCurrent(NULL, NULL))
1080 DWORD err = GetLastError();
1081 ERR("Failed to clear current GL context, last error %#x.\n", err);
1082 TlsSetValue(wined3d_context_tls_idx, NULL);
1083 return FALSE;
1087 return TlsSetValue(wined3d_context_tls_idx, ctx);
1090 void context_release(struct wined3d_context *context)
1092 TRACE("Releasing context %p, level %u.\n", context, context->level);
1094 if (WARN_ON(d3d))
1096 if (!context->level)
1097 WARN("Context %p is not active.\n", context);
1098 else if (context != context_get_current())
1099 WARN("Context %p is not the current context.\n", context);
1102 if (!--context->level)
1104 if (context_restore_pixel_format(context))
1105 context->needs_set = 1;
1106 if (context->restore_ctx)
1108 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1109 context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx);
1110 context->restore_ctx = NULL;
1111 context->restore_dc = NULL;
1116 static void context_enter(struct wined3d_context *context)
1118 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1120 if (!context->level++)
1122 const struct wined3d_context *current_context = context_get_current();
1123 HGLRC current_gl = wglGetCurrentContext();
1125 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1127 TRACE("Another GL context (%p on device context %p) is already current.\n",
1128 current_gl, wglGetCurrentDC());
1129 context->restore_ctx = current_gl;
1130 context->restore_dc = wglGetCurrentDC();
1131 context->needs_set = 1;
1133 else if (!context->needs_set && !(context->hdc_is_private && context->hdc_has_format)
1134 && context->pixel_format != GetPixelFormat(context->hdc))
1135 context->needs_set = 1;
1139 void context_invalidate_state(struct wined3d_context *context, DWORD state)
1141 DWORD rep = context->state_table[state].representative;
1142 DWORD idx;
1143 BYTE shift;
1145 if (isStateDirty(context, rep)) return;
1147 context->dirtyArray[context->numDirtyEntries++] = rep;
1148 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1149 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1150 context->isStateDirty[idx] |= (1 << shift);
1153 /* This function takes care of wined3d pixel format selection. */
1154 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1155 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1156 BOOL auxBuffers, BOOL findCompatible)
1158 int iPixelFormat=0;
1159 BYTE redBits, greenBits, blueBits, alphaBits, colorBits;
1160 BYTE depthBits=0, stencilBits=0;
1161 unsigned int current_value;
1162 unsigned int cfg_count = device->adapter->cfg_count;
1163 unsigned int i;
1165 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1166 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1167 auxBuffers, findCompatible);
1169 if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1171 ERR("Unable to get color bits for format %s (%#x)!\n",
1172 debug_d3dformat(color_format->id), color_format->id);
1173 return 0;
1176 getDepthStencilBits(ds_format, &depthBits, &stencilBits);
1178 current_value = 0;
1179 for (i = 0; i < cfg_count; ++i)
1181 const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1182 unsigned int value;
1184 /* For now only accept RGBA formats. Perhaps some day we will
1185 * allow floating point formats for pbuffers. */
1186 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1187 continue;
1188 /* In window mode we need a window drawable format and double buffering. */
1189 if (!(cfg->windowDrawable && cfg->doubleBuffer))
1190 continue;
1191 if (cfg->redSize < redBits)
1192 continue;
1193 if (cfg->greenSize < greenBits)
1194 continue;
1195 if (cfg->blueSize < blueBits)
1196 continue;
1197 if (cfg->alphaSize < alphaBits)
1198 continue;
1199 if (cfg->depthSize < depthBits)
1200 continue;
1201 if (stencilBits && cfg->stencilSize != stencilBits)
1202 continue;
1203 /* Check multisampling support. */
1204 if (cfg->numSamples)
1205 continue;
1207 value = 1;
1208 /* We try to locate a format which matches our requirements exactly. In case of
1209 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1210 if (cfg->depthSize == depthBits)
1211 value += 1;
1212 if (cfg->stencilSize == stencilBits)
1213 value += 2;
1214 if (cfg->alphaSize == alphaBits)
1215 value += 4;
1216 /* We like to have aux buffers in backbuffer mode */
1217 if (auxBuffers && cfg->auxBuffers)
1218 value += 8;
1219 if (cfg->redSize == redBits
1220 && cfg->greenSize == greenBits
1221 && cfg->blueSize == blueBits)
1222 value += 16;
1224 if (value > current_value)
1226 iPixelFormat = cfg->iPixelFormat;
1227 current_value = value;
1231 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1232 if(!iPixelFormat && !findCompatible) {
1233 ERR("Can't find a suitable iPixelFormat\n");
1234 return FALSE;
1235 } else if(!iPixelFormat) {
1236 PIXELFORMATDESCRIPTOR pfd;
1238 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1239 /* PixelFormat selection */
1240 ZeroMemory(&pfd, sizeof(pfd));
1241 pfd.nSize = sizeof(pfd);
1242 pfd.nVersion = 1;
1243 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1244 pfd.iPixelType = PFD_TYPE_RGBA;
1245 pfd.cAlphaBits = alphaBits;
1246 pfd.cColorBits = colorBits;
1247 pfd.cDepthBits = depthBits;
1248 pfd.cStencilBits = stencilBits;
1249 pfd.iLayerType = PFD_MAIN_PLANE;
1251 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1252 if(!iPixelFormat) {
1253 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1254 ERR("Can't find a suitable iPixelFormat\n");
1255 return FALSE;
1259 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1260 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1261 return iPixelFormat;
1264 /* Context activation is done by the caller. */
1265 static void bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
1267 const struct wined3d_gl_info *gl_info = context->gl_info;
1268 unsigned int i, count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1270 for (i = 0; i < count; ++i)
1272 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1273 checkGLcall("glActiveTextureARB");
1275 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1276 checkGLcall("glBindTexture");
1278 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1280 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1281 checkGLcall("glBindTexture");
1284 if (gl_info->supported[EXT_TEXTURE3D])
1286 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1287 checkGLcall("glBindTexture");
1290 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1292 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1293 checkGLcall("glBindTexture");
1298 BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
1300 return gl_info->supported[ARB_DEBUG_OUTPUT]
1301 && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
1304 static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
1305 GLenum severity, GLsizei length, const char *message, void *ctx)
1307 switch (type)
1309 case GL_DEBUG_TYPE_ERROR_ARB:
1310 ERR("%p: %s.\n", ctx, debugstr_an(message, length));
1311 break;
1313 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
1314 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
1315 case GL_DEBUG_TYPE_PORTABILITY_ARB:
1316 FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
1317 break;
1319 case GL_DEBUG_TYPE_PERFORMANCE_ARB:
1320 WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
1321 break;
1323 default:
1324 FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
1325 break;
1329 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1330 struct wined3d_surface *target, const struct wined3d_format *ds_format)
1332 struct wined3d_device *device = swapchain->device;
1333 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1334 const struct wined3d_format *color_format;
1335 struct wined3d_context *ret;
1336 BOOL auxBuffers = FALSE;
1337 HGLRC ctx, share_ctx;
1338 int pixel_format;
1339 unsigned int s;
1340 int swap_interval;
1341 DWORD state;
1342 HDC hdc;
1343 BOOL hdc_is_private = FALSE;
1345 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1347 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1348 if (!ret)
1349 return NULL;
1351 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1352 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1353 if (!ret->blit_targets)
1354 goto out;
1356 ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1357 gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1358 if (!ret->draw_buffers)
1359 goto out;
1361 ret->free_occlusion_query_size = 4;
1362 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1363 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1364 if (!ret->free_occlusion_queries)
1365 goto out;
1367 list_init(&ret->occlusion_queries);
1369 ret->free_event_query_size = 4;
1370 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1371 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1372 if (!ret->free_event_queries)
1373 goto out;
1375 list_init(&ret->event_queries);
1376 list_init(&ret->fbo_list);
1377 list_init(&ret->fbo_destroy_list);
1379 if (!device->shader_backend->shader_allocate_context_data(ret))
1381 ERR("Failed to allocate shader backend context data.\n");
1382 goto out;
1385 /* Initialize the texture unit mapping to a 1:1 mapping */
1386 for (s = 0; s < MAX_COMBINED_SAMPLERS; ++s)
1388 if (s < gl_info->limits.fragment_samplers)
1390 ret->tex_unit_map[s] = s;
1391 ret->rev_tex_unit_map[s] = s;
1393 else
1395 ret->tex_unit_map[s] = WINED3D_UNMAPPED_STAGE;
1396 ret->rev_tex_unit_map[s] = WINED3D_UNMAPPED_STAGE;
1400 if (!(hdc = GetDC(swapchain->win_handle)))
1402 WARN("Failed to retireve device context, trying swapchain backup.\n");
1404 if ((hdc = swapchain_get_backup_dc(swapchain)))
1405 hdc_is_private = TRUE;
1406 else
1408 ERR("Failed to retrieve a device context.\n");
1409 goto out;
1413 color_format = target->resource.format;
1415 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1416 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1417 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1419 auxBuffers = TRUE;
1421 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1422 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1423 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1424 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1427 /* DirectDraw supports 8bit paletted render targets and these are used by
1428 * old games like StarCraft and C&C. Most modern hardware doesn't support
1429 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1430 * conversion (ab)uses the alpha component for storing the palette index.
1431 * For this reason we require a format with 8bit alpha, so request
1432 * A8R8G8B8. */
1433 if (color_format->id == WINED3DFMT_P8_UINT)
1434 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1436 /* Try to find a pixel format which matches our requirements. */
1437 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, FALSE);
1439 /* Try to locate a compatible format if we weren't able to find anything. */
1440 if (!pixel_format)
1442 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1443 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, TRUE);
1446 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1447 if (!pixel_format)
1449 ERR("Can't find a suitable pixel format.\n");
1450 goto out;
1453 context_enter(ret);
1455 ret->gl_info = gl_info;
1457 if (!context_set_pixel_format(ret, hdc, hdc_is_private, pixel_format))
1459 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1460 context_release(ret);
1461 goto out;
1464 share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL;
1465 if (gl_info->p_wglCreateContextAttribsARB)
1467 unsigned int ctx_attrib_idx = 0;
1468 GLint ctx_attribs[3];
1470 if (context_debug_output_enabled(gl_info))
1472 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1473 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_DEBUG_BIT_ARB;
1475 ctx_attribs[ctx_attrib_idx] = 0;
1477 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1479 ERR("Failed to create a WGL context.\n");
1480 context_release(ret);
1481 goto out;
1484 else
1486 if (!(ctx = wglCreateContext(hdc)))
1488 ERR("Failed to create a WGL context.\n");
1489 context_release(ret);
1490 goto out;
1493 if (share_ctx && !wglShareLists(share_ctx, ctx))
1495 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
1496 context_release(ret);
1497 if (!wglDeleteContext(ctx))
1498 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1499 goto out;
1503 if (!device_context_add(device, ret))
1505 ERR("Failed to add the newly created context to the context list\n");
1506 context_release(ret);
1507 if (!wglDeleteContext(ctx))
1508 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1509 goto out;
1512 ret->d3d_info = &device->adapter->d3d_info;
1513 ret->state_table = device->StateTable;
1515 /* Mark all states dirty to force a proper initialization of the states
1516 * on the first use of the context. */
1517 for (state = 0; state <= STATE_HIGHEST; ++state)
1519 if (ret->state_table[state].representative)
1520 context_invalidate_state(ret, state);
1523 ret->swapchain = swapchain;
1524 ret->current_rt = target;
1525 ret->tid = GetCurrentThreadId();
1527 ret->render_offscreen = surface_is_offscreen(target);
1528 ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
1529 ret->valid = 1;
1531 ret->glCtx = ctx;
1532 ret->win_handle = swapchain->win_handle;
1533 ret->hdc = hdc;
1534 ret->hdc_is_private = hdc_is_private;
1535 ret->hdc_has_format = TRUE;
1536 ret->pixel_format = pixel_format;
1537 ret->needs_set = 1;
1539 /* Set up the context defaults */
1540 if (!context_set_current(ret))
1542 ERR("Cannot activate context to set up defaults.\n");
1543 device_context_remove(device, ret);
1544 context_release(ret);
1545 if (!wglDeleteContext(ctx))
1546 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1547 goto out;
1550 if (context_debug_output_enabled(gl_info))
1552 GL_EXTCALL(glDebugMessageCallbackARB(wined3d_debug_callback, ret));
1553 if (TRACE_ON(d3d_synchronous))
1554 gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
1555 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
1556 if (ERR_ON(d3d))
1558 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR_ARB,
1559 GL_DONT_CARE, 0, NULL, GL_TRUE));
1561 if (FIXME_ON(d3d))
1563 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB,
1564 GL_DONT_CARE, 0, NULL, GL_TRUE));
1565 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB,
1566 GL_DONT_CARE, 0, NULL, GL_TRUE));
1567 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY_ARB,
1568 GL_DONT_CARE, 0, NULL, GL_TRUE));
1570 if (WARN_ON(d3d_perf))
1572 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE_ARB,
1573 GL_DONT_CARE, 0, NULL, GL_TRUE));
1577 switch (swapchain->desc.swap_interval)
1579 case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1580 swap_interval = 0;
1581 break;
1582 case WINED3DPRESENT_INTERVAL_DEFAULT:
1583 case WINED3DPRESENT_INTERVAL_ONE:
1584 swap_interval = 1;
1585 break;
1586 case WINED3DPRESENT_INTERVAL_TWO:
1587 swap_interval = 2;
1588 break;
1589 case WINED3DPRESENT_INTERVAL_THREE:
1590 swap_interval = 3;
1591 break;
1592 case WINED3DPRESENT_INTERVAL_FOUR:
1593 swap_interval = 4;
1594 break;
1595 default:
1596 FIXME("Unknown swap interval %#x.\n", swapchain->desc.swap_interval);
1597 swap_interval = 1;
1600 if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1602 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1603 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1604 swap_interval, ret, GetLastError());
1607 gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1609 TRACE("Setting up the screen\n");
1611 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1612 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1614 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1615 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1617 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1618 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1620 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1621 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1622 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1623 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1625 if (gl_info->supported[ARB_VERTEX_BLEND])
1627 /* Direct3D always uses n-1 weights for n world matrices and uses
1628 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
1629 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
1630 * enabled as well. */
1631 gl_info->gl_ops.gl.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1632 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1634 if (gl_info->supported[NV_TEXTURE_SHADER2])
1636 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1637 * the previous texture where to source the offset from is always unit - 1.
1639 for (s = 1; s < gl_info->limits.textures; ++s)
1641 context_active_texture(ret, gl_info, s);
1642 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
1643 GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1644 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1647 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1649 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1650 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1651 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1652 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1653 * is ever assigned.
1655 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1656 * program and the dummy program is destroyed when the context is destroyed.
1658 const char *dummy_program =
1659 "!!ARBfp1.0\n"
1660 "MOV result.color, fragment.color.primary;\n"
1661 "END\n";
1662 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1663 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1664 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1667 if (gl_info->supported[ARB_POINT_SPRITE])
1669 for (s = 0; s < gl_info->limits.textures; ++s)
1671 context_active_texture(ret, gl_info, s);
1672 gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1673 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1677 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1679 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1681 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1683 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1685 ret->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
1686 | (1 << WINED3D_SHADER_TYPE_VERTEX)
1687 | (1 << WINED3D_SHADER_TYPE_GEOMETRY);
1689 /* If this happens to be the first context for the device, dummy textures
1690 * are not created yet. In that case, they will be created (and bound) by
1691 * create_dummy_textures right after this context is initialized. */
1692 if (device->dummy_texture_2d[0])
1693 bind_dummy_textures(device, ret);
1695 TRACE("Created context %p.\n", ret);
1697 return ret;
1699 out:
1700 device->shader_backend->shader_free_context_data(ret);
1701 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1702 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1703 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1704 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1705 HeapFree(GetProcessHeap(), 0, ret);
1706 return NULL;
1709 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
1711 BOOL destroy;
1713 TRACE("Destroying ctx %p\n", context);
1715 if (context->tid == GetCurrentThreadId() || !context->current)
1717 context_destroy_gl_resources(context);
1718 TlsSetValue(wined3d_context_tls_idx, NULL);
1719 destroy = TRUE;
1721 else
1723 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
1724 in wined3d_adapter may go away in the meantime */
1725 struct wined3d_gl_info *gl_info = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info));
1726 *gl_info = *context->gl_info;
1727 context->gl_info = gl_info;
1728 context->destroyed = 1;
1729 destroy = FALSE;
1732 device->shader_backend->shader_free_context_data(context);
1733 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1734 HeapFree(GetProcessHeap(), 0, context->blit_targets);
1735 device_context_remove(device, context);
1736 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1739 /* Context activation is done by the caller. */
1740 static void set_blit_dimension(const struct wined3d_gl_info *gl_info, UINT width, UINT height)
1742 const GLdouble projection[] =
1744 2.0 / width, 0.0, 0.0, 0.0,
1745 0.0, 2.0 / height, 0.0, 0.0,
1746 0.0, 0.0, 2.0, 0.0,
1747 -1.0, -1.0, -1.0, 1.0,
1750 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1751 checkGLcall("glMatrixMode(GL_PROJECTION)");
1752 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
1753 checkGLcall("glLoadMatrixd");
1754 gl_info->gl_ops.gl.p_glViewport(0, 0, width, height);
1755 checkGLcall("glViewport");
1758 static void context_get_rt_size(const struct wined3d_context *context, SIZE *size)
1760 const struct wined3d_surface *rt = context->current_rt;
1762 if (rt->swapchain && rt->swapchain->front_buffer == rt)
1764 RECT window_size;
1766 GetClientRect(context->win_handle, &window_size);
1767 size->cx = window_size.right - window_size.left;
1768 size->cy = window_size.bottom - window_size.top;
1770 return;
1773 size->cx = rt->resource.width;
1774 size->cy = rt->resource.height;
1777 /*****************************************************************************
1778 * SetupForBlit
1780 * Sets up a context for DirectDraw blitting.
1781 * All texture units are disabled, texture unit 0 is set as current unit
1782 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1783 * color writing enabled for all channels
1784 * register combiners disabled, shaders disabled
1785 * world matrix is set to identity, texture matrix 0 too
1786 * projection matrix is setup for drawing screen coordinates
1788 * Params:
1789 * This: Device to activate the context for
1790 * context: Context to setup
1792 *****************************************************************************/
1793 /* Context activation is done by the caller. */
1794 static void SetupForBlit(const struct wined3d_device *device, struct wined3d_context *context)
1796 int i;
1797 const struct wined3d_gl_info *gl_info = context->gl_info;
1798 DWORD sampler;
1799 SIZE rt_size;
1801 TRACE("Setting up context %p for blitting\n", context);
1803 context_get_rt_size(context, &rt_size);
1805 if (context->last_was_blit)
1807 if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
1809 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
1810 context->blit_w = rt_size.cx;
1811 context->blit_h = rt_size.cy;
1812 /* No need to dirtify here, the states are still dirtified because
1813 * they weren't applied since the last SetupForBlit() call. */
1815 TRACE("Context is already set up for blitting, nothing to do\n");
1816 return;
1818 context->last_was_blit = TRUE;
1820 /* Disable all textures. The caller can then bind a texture it wants to blit
1821 * from
1823 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1824 * function texture unit. No need to care for higher samplers
1826 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1828 sampler = context->rev_tex_unit_map[i];
1829 context_active_texture(context, gl_info, i);
1831 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1833 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1834 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1836 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
1837 checkGLcall("glDisable GL_TEXTURE_3D");
1838 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1840 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
1841 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1843 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
1844 checkGLcall("glDisable GL_TEXTURE_2D");
1846 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1847 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1849 if (sampler != WINED3D_UNMAPPED_STAGE)
1851 if (sampler < MAX_TEXTURES)
1852 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
1853 context_invalidate_state(context, STATE_SAMPLER(sampler));
1856 context_active_texture(context, gl_info, 0);
1858 sampler = context->rev_tex_unit_map[0];
1860 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1862 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1863 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1865 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
1866 checkGLcall("glDisable GL_TEXTURE_3D");
1867 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1869 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
1870 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1872 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
1873 checkGLcall("glDisable GL_TEXTURE_2D");
1875 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1877 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
1878 checkGLcall("glMatrixMode(GL_TEXTURE)");
1879 gl_info->gl_ops.gl.p_glLoadIdentity();
1880 checkGLcall("glLoadIdentity()");
1882 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1884 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1885 GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
1886 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1889 if (sampler != WINED3D_UNMAPPED_STAGE)
1891 if (sampler < MAX_TEXTURES)
1893 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
1894 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
1896 context_invalidate_state(context, STATE_SAMPLER(sampler));
1899 /* Other misc states */
1900 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
1901 checkGLcall("glDisable(GL_ALPHA_TEST)");
1902 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
1903 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1904 checkGLcall("glDisable GL_LIGHTING");
1905 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
1906 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
1907 checkGLcall("glDisable GL_DEPTH_TEST");
1908 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
1909 glDisableWINE(GL_FOG);
1910 checkGLcall("glDisable GL_FOG");
1911 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
1912 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
1913 checkGLcall("glDisable GL_BLEND");
1914 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
1915 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
1916 checkGLcall("glDisable GL_CULL_FACE");
1917 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE));
1918 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
1919 checkGLcall("glDisable GL_STENCIL_TEST");
1920 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
1921 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1922 checkGLcall("glDisable GL_SCISSOR_TEST");
1923 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
1924 if (gl_info->supported[ARB_POINT_SPRITE])
1926 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1927 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1928 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
1930 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1931 checkGLcall("glColorMask");
1932 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
1933 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
1934 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
1935 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
1936 if (gl_info->supported[EXT_SECONDARY_COLOR])
1938 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
1939 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
1940 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1943 /* Setup transforms */
1944 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
1945 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1946 gl_info->gl_ops.gl.p_glLoadIdentity();
1947 checkGLcall("glLoadIdentity()");
1948 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
1950 context->last_was_rhw = TRUE;
1951 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
1953 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1954 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1955 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1956 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1957 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1958 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1959 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
1961 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
1963 /* Disable shaders */
1964 device->shader_backend->shader_disable(device->shader_priv, context);
1966 context->blit_w = rt_size.cx;
1967 context->blit_h = rt_size.cy;
1968 context_invalidate_state(context, STATE_VIEWPORT);
1969 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
1972 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
1974 return rt_mask & (1 << 31);
1977 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
1979 return rt_mask & ~(1 << 31);
1982 /* Context activation is done by the caller. */
1983 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
1985 const struct wined3d_gl_info *gl_info = context->gl_info;
1987 if (!rt_mask)
1989 gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
1990 checkGLcall("glDrawBuffer()");
1992 else if (is_rt_mask_onscreen(rt_mask))
1994 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
1995 checkGLcall("glDrawBuffer()");
1997 else
1999 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2001 unsigned int i = 0;
2003 while (rt_mask)
2005 if (rt_mask & 1)
2006 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2007 else
2008 context->draw_buffers[i] = GL_NONE;
2010 rt_mask >>= 1;
2011 ++i;
2014 if (gl_info->supported[ARB_DRAW_BUFFERS])
2016 GL_EXTCALL(glDrawBuffersARB(i, context->draw_buffers));
2017 checkGLcall("glDrawBuffers()");
2019 else
2021 gl_info->gl_ops.gl.p_glDrawBuffer(context->draw_buffers[0]);
2022 checkGLcall("glDrawBuffer()");
2025 else
2027 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2032 /* Context activation is done by the caller. */
2033 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
2035 const struct wined3d_gl_info *gl_info = context->gl_info;
2036 DWORD *current_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2037 DWORD new_mask = context_generate_rt_mask(buffer);
2039 if (new_mask == *current_mask)
2040 return;
2042 gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
2043 checkGLcall("glDrawBuffer()");
2045 *current_mask = new_mask;
2048 /* Context activation is done by the caller. */
2049 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
2051 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0 + unit));
2052 checkGLcall("glActiveTextureARB");
2053 context->active_texture = unit;
2056 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
2058 const struct wined3d_gl_info *gl_info = context->gl_info;
2059 DWORD unit = context->active_texture;
2060 DWORD old_texture_type = context->texture_type[unit];
2062 if (name)
2064 gl_info->gl_ops.gl.p_glBindTexture(target, name);
2065 checkGLcall("glBindTexture");
2067 else
2069 target = GL_NONE;
2072 if (old_texture_type != target)
2074 const struct wined3d_device *device = context->swapchain->device;
2076 switch (old_texture_type)
2078 case GL_NONE:
2079 /* nothing to do */
2080 break;
2081 case GL_TEXTURE_2D:
2082 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[unit]);
2083 checkGLcall("glBindTexture");
2084 break;
2085 case GL_TEXTURE_RECTANGLE_ARB:
2086 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[unit]);
2087 checkGLcall("glBindTexture");
2088 break;
2089 case GL_TEXTURE_CUBE_MAP:
2090 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[unit]);
2091 checkGLcall("glBindTexture");
2092 break;
2093 case GL_TEXTURE_3D:
2094 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[unit]);
2095 checkGLcall("glBindTexture");
2096 break;
2097 default:
2098 ERR("Unexpected texture target %#x\n", old_texture_type);
2101 context->texture_type[unit] = target;
2105 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
2107 if (context->render_offscreen == offscreen) return;
2109 context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
2110 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2111 context_invalidate_state(context, STATE_VIEWPORT);
2112 context_invalidate_state(context, STATE_SCISSORRECT);
2113 context_invalidate_state(context, STATE_FRONTFACE);
2114 context->render_offscreen = offscreen;
2117 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
2118 const struct wined3d_format *required)
2120 BYTE existing_depth, existing_stencil, required_depth, required_stencil;
2122 if (existing == required) return TRUE;
2123 if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
2125 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
2126 getDepthStencilBits(required, &required_depth, &required_stencil);
2128 if(existing_depth < required_depth) return FALSE;
2129 /* If stencil bits are used the exact amount is required - otherwise wrapping
2130 * won't work correctly */
2131 if(required_stencil && required_stencil != existing_stencil) return FALSE;
2132 return TRUE;
2135 /* The caller provides a context */
2136 static void context_validate_onscreen_formats(struct wined3d_context *context,
2137 const struct wined3d_surface *depth_stencil)
2139 /* Onscreen surfaces are always in a swapchain */
2140 struct wined3d_swapchain *swapchain = context->current_rt->swapchain;
2142 if (context->render_offscreen || !depth_stencil) return;
2143 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
2145 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2146 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2147 * format. */
2148 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2150 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2151 surface_load_location(context->current_rt, WINED3D_LOCATION_TEXTURE_RGB);
2152 swapchain->render_to_fbo = TRUE;
2153 swapchain_update_draw_bindings(swapchain);
2154 context_set_render_offscreen(context, TRUE);
2157 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device, const struct wined3d_surface *rt)
2159 if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
2160 return 0;
2161 else if (rt->swapchain)
2162 return context_generate_rt_mask_from_surface(rt);
2163 else
2164 return context_generate_rt_mask(device->offscreenBuffer);
2167 /* Context activation is done by the caller. */
2168 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
2170 struct wined3d_surface *rt = context->current_rt;
2171 DWORD rt_mask, *cur_mask;
2173 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2175 context_validate_onscreen_formats(context, NULL);
2177 if (context->render_offscreen)
2179 wined3d_texture_load(rt->container, context, FALSE);
2181 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->draw_binding);
2182 if (rt->resource.format->id != WINED3DFMT_NULL)
2183 rt_mask = 1;
2184 else
2185 rt_mask = 0;
2187 else
2189 context->current_fbo = NULL;
2190 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
2191 rt_mask = context_generate_rt_mask_from_surface(rt);
2194 else
2196 rt_mask = context_generate_rt_mask_no_fbo(device, rt);
2199 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2201 if (rt_mask != *cur_mask)
2203 context_apply_draw_buffers(context, rt_mask);
2204 *cur_mask = rt_mask;
2207 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2209 context_check_fbo_status(context, GL_FRAMEBUFFER);
2212 SetupForBlit(device, context);
2213 context_invalidate_state(context, STATE_FRAMEBUFFER);
2216 static BOOL context_validate_rt_config(UINT rt_count,
2217 struct wined3d_surface * const *rts, const struct wined3d_surface *ds)
2219 unsigned int i;
2221 if (ds) return TRUE;
2223 for (i = 0; i < rt_count; ++i)
2225 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2226 return TRUE;
2229 WARN("Invalid render target config, need at least one attachment.\n");
2230 return FALSE;
2233 /* Context activation is done by the caller. */
2234 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
2235 UINT rt_count, const struct wined3d_fb_state *fb)
2237 const struct wined3d_gl_info *gl_info = context->gl_info;
2238 DWORD rt_mask = 0, *cur_mask;
2239 UINT i;
2240 struct wined3d_surface **rts = fb->render_targets;
2242 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb
2243 || rt_count != context->gl_info->limits.buffers)
2245 if (!context_validate_rt_config(rt_count, rts, fb->depth_stencil))
2246 return FALSE;
2248 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2250 context_validate_onscreen_formats(context, fb->depth_stencil);
2252 if (!rt_count || surface_is_offscreen(rts[0]))
2254 for (i = 0; i < rt_count; ++i)
2256 context->blit_targets[i] = rts[i];
2257 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2258 rt_mask |= (1 << i);
2260 while (i < context->gl_info->limits.buffers)
2262 context->blit_targets[i] = NULL;
2263 ++i;
2265 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil,
2266 rt_count ? rts[0]->draw_binding : WINED3D_LOCATION_TEXTURE_RGB);
2268 else
2270 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, WINED3D_LOCATION_DRAWABLE);
2271 rt_mask = context_generate_rt_mask_from_surface(rts[0]);
2274 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2275 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2276 * state management allows this */
2277 context_invalidate_state(context, STATE_FRAMEBUFFER);
2279 else
2281 rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
2284 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
2285 && (!rt_count || surface_is_offscreen(rts[0])))
2287 for (i = 0; i < rt_count; ++i)
2289 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL) rt_mask |= (1 << i);
2292 else
2294 rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
2297 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2299 if (rt_mask != *cur_mask)
2301 context_apply_draw_buffers(context, rt_mask);
2302 *cur_mask = rt_mask;
2303 context_invalidate_state(context, STATE_FRAMEBUFFER);
2306 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2308 context_check_fbo_status(context, GL_FRAMEBUFFER);
2311 if (context->last_was_blit)
2312 context->last_was_blit = FALSE;
2314 /* Blending and clearing should be orthogonal, but tests on the nvidia
2315 * driver show that disabling blending when clearing improves the clearing
2316 * performance incredibly. */
2317 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2318 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
2319 checkGLcall("glEnable GL_SCISSOR_TEST");
2321 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2322 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
2323 context_invalidate_state(context, STATE_SCISSORRECT);
2325 return TRUE;
2328 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_device *device)
2330 const struct wined3d_state *state = &device->state;
2331 struct wined3d_surface **rts = state->fb->render_targets;
2332 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
2333 DWORD rt_mask, rt_mask_bits;
2334 unsigned int i;
2336 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return context_generate_rt_mask_no_fbo(device, rts[0]);
2337 else if (!context->render_offscreen) return context_generate_rt_mask_from_surface(rts[0]);
2339 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
2340 rt_mask &= context->d3d_info->valid_rt_mask;
2341 rt_mask_bits = rt_mask;
2342 i = 0;
2343 while (rt_mask_bits)
2345 rt_mask_bits &= ~(1 << i);
2346 if (!rts[i] || rts[i]->resource.format->id == WINED3DFMT_NULL)
2347 rt_mask &= ~(1 << i);
2349 i++;
2352 return rt_mask;
2355 /* Context activation is done by the caller. */
2356 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2358 const struct wined3d_device *device = context->swapchain->device;
2359 const struct wined3d_fb_state *fb = state->fb;
2360 DWORD rt_mask = find_draw_buffers_mask(context, device);
2361 DWORD *cur_mask;
2363 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2365 if (!context->render_offscreen)
2367 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, WINED3D_LOCATION_DRAWABLE);
2369 else
2371 context_apply_fbo_state(context, GL_FRAMEBUFFER, fb->render_targets, fb->depth_stencil,
2372 fb->render_targets[0]->draw_binding);
2376 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2377 if (rt_mask != *cur_mask)
2379 context_apply_draw_buffers(context, rt_mask);
2380 *cur_mask = rt_mask;
2384 static void context_map_stage(struct wined3d_context *context, DWORD stage, DWORD unit)
2386 DWORD i = context->rev_tex_unit_map[unit];
2387 DWORD j = context->tex_unit_map[stage];
2389 context->tex_unit_map[stage] = unit;
2390 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2391 context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
2393 context->rev_tex_unit_map[unit] = stage;
2394 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2395 context->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2398 static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
2400 DWORD i;
2402 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2403 context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
2406 static void context_update_fixed_function_usage_map(struct wined3d_context *context,
2407 const struct wined3d_state *state)
2409 UINT i, start, end;
2411 context->fixed_function_usage_map = 0;
2412 for (i = 0; i < MAX_TEXTURES; ++i)
2414 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2415 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2416 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2417 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2418 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2419 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2420 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2421 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2423 /* Not used, and disable higher stages. */
2424 if (color_op == WINED3D_TOP_DISABLE)
2425 break;
2427 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2428 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2429 || ((color_arg3 == WINED3DTA_TEXTURE)
2430 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2431 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2432 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2433 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2434 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2435 context->fixed_function_usage_map |= (1 << i);
2437 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2438 && i < MAX_TEXTURES - 1)
2439 context->fixed_function_usage_map |= (1 << (i + 1));
2442 if (i < context->lowest_disabled_stage)
2444 start = i;
2445 end = context->lowest_disabled_stage;
2447 else
2449 start = context->lowest_disabled_stage;
2450 end = i;
2453 context->lowest_disabled_stage = i;
2454 for (i = start + 1; i < end; ++i)
2456 context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
2460 static void context_map_fixed_function_samplers(struct wined3d_context *context,
2461 const struct wined3d_state *state)
2463 unsigned int i, tex;
2464 WORD ffu_map;
2465 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
2467 context_update_fixed_function_usage_map(context, state);
2468 ffu_map = context->fixed_function_usage_map;
2470 if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
2471 || context->lowest_disabled_stage <= d3d_info->limits.ffp_textures)
2473 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2475 if (!(ffu_map & 1))
2476 continue;
2478 if (context->tex_unit_map[i] != i)
2480 context_map_stage(context, i, i);
2481 context_invalidate_state(context, STATE_SAMPLER(i));
2482 context_invalidate_texture_stage(context, i);
2485 return;
2488 /* Now work out the mapping */
2489 tex = 0;
2490 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2492 if (!(ffu_map & 1))
2493 continue;
2495 if (context->tex_unit_map[i] != tex)
2497 context_map_stage(context, i, tex);
2498 context_invalidate_state(context, STATE_SAMPLER(i));
2499 context_invalidate_texture_stage(context, i);
2502 ++tex;
2506 static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
2508 const enum wined3d_sampler_texture_type *sampler_type =
2509 state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.sampler_type;
2510 unsigned int i;
2511 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
2513 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2515 if (sampler_type[i] && context->tex_unit_map[i] != i)
2517 context_map_stage(context, i, i);
2518 context_invalidate_state(context, STATE_SAMPLER(i));
2519 if (i < d3d_info->limits.ffp_blend_stages)
2520 context_invalidate_texture_stage(context, i);
2525 static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
2526 const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2527 const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2529 DWORD current_mapping = context->rev_tex_unit_map[unit];
2531 /* Not currently used */
2532 if (current_mapping == WINED3D_UNMAPPED_STAGE)
2533 return TRUE;
2535 if (current_mapping < MAX_FRAGMENT_SAMPLERS)
2537 /* Used by a fragment sampler */
2539 if (!pshader_sampler_tokens)
2541 /* No pixel shader, check fixed function */
2542 return current_mapping >= MAX_TEXTURES || !(context->fixed_function_usage_map & (1 << current_mapping));
2545 /* Pixel shader, check the shader's sampler map */
2546 return !pshader_sampler_tokens[current_mapping];
2549 /* Used by a vertex sampler */
2550 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2553 static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state)
2555 const enum wined3d_sampler_texture_type *vshader_sampler_type =
2556 state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.sampler_type;
2557 const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2558 const struct wined3d_gl_info *gl_info = context->gl_info;
2559 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2560 int i;
2562 if (ps)
2564 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2565 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2566 pshader_sampler_type = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.sampler_type;
2569 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2570 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2571 if (vshader_sampler_type[i])
2573 if (context->tex_unit_map[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2575 /* Already mapped somewhere */
2576 continue;
2579 while (start >= 0)
2581 if (context_unit_free_for_vs(context, pshader_sampler_type, vshader_sampler_type, start))
2583 context_map_stage(context, vsampler_idx, start);
2584 context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
2586 --start;
2587 break;
2590 --start;
2596 static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state)
2598 BOOL vs = use_vs(state);
2599 BOOL ps = use_ps(state);
2601 * Rules are:
2602 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2603 * that would be really messy and require shader recompilation
2604 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2605 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2607 if (ps)
2608 context_map_psamplers(context, state);
2609 else
2610 context_map_fixed_function_samplers(context, state);
2612 if (vs)
2613 context_map_vsamplers(context, ps, state);
2616 /* Context activation is done by the caller. */
2617 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2619 const struct wined3d_device *device = context->swapchain->device;
2620 DWORD rt_mask, *cur_mask;
2622 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
2624 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2625 rt_mask = find_draw_buffers_mask(context, device);
2626 if (rt_mask != *cur_mask)
2628 context_apply_draw_buffers(context, rt_mask);
2629 *cur_mask = rt_mask;
2633 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
2635 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
2636 *regnum = WINED3D_FFP_POSITION;
2637 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
2638 *regnum = WINED3D_FFP_BLENDWEIGHT;
2639 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
2640 *regnum = WINED3D_FFP_BLENDINDICES;
2641 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
2642 *regnum = WINED3D_FFP_NORMAL;
2643 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
2644 *regnum = WINED3D_FFP_PSIZE;
2645 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
2646 *regnum = WINED3D_FFP_DIFFUSE;
2647 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
2648 *regnum = WINED3D_FFP_SPECULAR;
2649 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
2650 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
2651 else
2653 FIXME("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
2654 *regnum = ~0U;
2655 return FALSE;
2658 return TRUE;
2661 /* FIXME: Separate buffer loading from declaration decoding */
2662 /* Context activation is done by the caller. */
2663 void context_stream_info_from_declaration(struct wined3d_context *context,
2664 const struct wined3d_state *state, struct wined3d_stream_info *stream_info)
2666 /* We need to deal with frequency data! */
2667 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
2668 BOOL use_vshader = use_vs(state);
2669 unsigned int i;
2670 WORD map;
2672 stream_info->use_map = 0;
2673 stream_info->swizzle_map = 0;
2674 stream_info->all_vbo = 1;
2675 stream_info->position_transformed = declaration->position_transformed;
2677 /* Translate the declaration into strided data. */
2678 for (i = 0; i < declaration->element_count; ++i)
2680 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
2681 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
2682 struct wined3d_buffer *buffer = stream->buffer;
2683 struct wined3d_bo_address data;
2684 BOOL stride_used;
2685 unsigned int idx;
2686 DWORD stride;
2688 TRACE("%p Element %p (%u of %u).\n", declaration->elements,
2689 element, i + 1, declaration->element_count);
2691 if (!buffer) continue;
2693 stride = stream->stride;
2694 TRACE("Stream %u in buffer %p.\n", element->input_slot, buffer);
2695 buffer_get_memory(buffer, context, &data);
2697 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
2698 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
2699 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
2700 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
2701 * not, drawStridedSlow is needed, including a vertex buffer path. */
2702 if (state->load_base_vertex_index < 0)
2704 WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
2705 state->load_base_vertex_index);
2706 data.buffer_object = 0;
2707 data.addr = buffer_get_sysmem(buffer, context);
2708 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
2710 FIXME("System memory vertex data load offset is negative!\n");
2713 data.addr += element->offset;
2715 TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
2717 if (use_vshader)
2719 if (element->output_slot == ~0U)
2721 /* TODO: Assuming vertexdeclarations are usually used with the
2722 * same or a similar shader, it might be worth it to store the
2723 * last used output slot and try that one first. */
2724 stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX],
2725 element->usage, element->usage_idx, &idx);
2727 else
2729 idx = element->output_slot;
2730 stride_used = TRUE;
2733 else
2735 if (!element->ffp_valid)
2737 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
2738 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
2739 stride_used = FALSE;
2741 else
2743 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
2747 if (stride_used)
2749 TRACE("Load %s array %u [usage %s, usage_idx %u, "
2750 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u].\n",
2751 use_vshader ? "shader": "fixed function", idx,
2752 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
2753 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
2755 data.addr += stream->offset;
2757 stream_info->elements[idx].format = element->format;
2758 stream_info->elements[idx].data = data;
2759 stream_info->elements[idx].stride = stride;
2760 stream_info->elements[idx].stream_idx = element->input_slot;
2762 if (!context->gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
2763 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
2765 stream_info->swizzle_map |= 1 << idx;
2767 stream_info->use_map |= 1 << idx;
2771 /* Preload the vertex buffers. */
2772 context->num_buffer_queries = 0;
2773 for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
2775 struct wined3d_stream_info_element *element;
2776 struct wined3d_buffer *buffer;
2778 if (!(map & 1))
2779 continue;
2781 element = &stream_info->elements[i];
2782 buffer = state->streams[element->stream_idx].buffer;
2783 buffer_internal_preload(buffer, context, state);
2785 /* If the preload dropped the buffer object, update the stream info. */
2786 if (buffer->buffer_object != element->data.buffer_object)
2788 element->data.buffer_object = 0;
2789 element->data.addr = buffer_get_sysmem(buffer, context)
2790 + (ptrdiff_t)element->data.addr;
2793 if (!buffer->buffer_object)
2794 stream_info->all_vbo = 0;
2796 if (buffer->query)
2797 context->buffer_queries[context->num_buffer_queries++] = buffer->query;
2801 /* Context activation is done by the caller. */
2802 static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
2804 const struct wined3d_gl_info *gl_info = context->gl_info;
2805 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
2806 struct wined3d_stream_info *stream_info = &context->stream_info;
2807 DWORD prev_all_vbo = stream_info->all_vbo;
2809 TRACE("============================= Vertex Declaration =============================\n");
2810 context_stream_info_from_declaration(context, state, stream_info);
2812 if (use_vs(state))
2814 if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
2816 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
2817 context->use_immediate_mode_draw = TRUE;
2819 else
2821 context->use_immediate_mode_draw = FALSE;
2824 else
2826 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
2827 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
2828 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
2830 if (((stream_info->position_transformed && !d3d_info->xyzrhw)
2831 || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
2832 context->use_immediate_mode_draw = TRUE;
2833 else
2834 context->use_immediate_mode_draw = FALSE;
2837 if (prev_all_vbo != stream_info->all_vbo)
2838 context_invalidate_state(context, STATE_INDEXBUFFER);
2841 /* Context activation is done by the caller. */
2842 static void context_preload_texture(struct wined3d_context *context,
2843 const struct wined3d_state *state, unsigned int idx)
2845 struct wined3d_texture *texture;
2847 if (!(texture = state->textures[idx]))
2848 return;
2850 wined3d_texture_load(texture, context, state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE]);
2853 /* Context activation is done by the caller. */
2854 static void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
2856 unsigned int i;
2858 if (use_vs(state))
2860 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
2862 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.sampler_type[i])
2863 context_preload_texture(context, state, MAX_FRAGMENT_SAMPLERS + i);
2867 if (use_ps(state))
2869 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2871 if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.sampler_type[i])
2872 context_preload_texture(context, state, i);
2875 else
2877 WORD ffu_map = context->fixed_function_usage_map;
2879 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2881 if (ffu_map & 1)
2882 context_preload_texture(context, state, i);
2887 /* Context activation is done by the caller. */
2888 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device)
2890 const struct wined3d_state *state = &device->state;
2891 const struct StateEntry *state_table = context->state_table;
2892 const struct wined3d_fb_state *fb = state->fb;
2893 unsigned int i;
2895 if (!context_validate_rt_config(context->gl_info->limits.buffers,
2896 fb->render_targets, fb->depth_stencil))
2897 return FALSE;
2899 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
2901 context_validate_onscreen_formats(context, fb->depth_stencil);
2904 /* Preload resources before FBO setup. Texture preload in particular may
2905 * result in changes to the current FBO, due to using e.g. FBO blits for
2906 * updating a resource location. */
2907 context_update_tex_unit_map(context, state);
2908 context_preload_textures(context, state);
2909 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC))
2910 context_update_stream_info(context, state);
2911 if (state->index_buffer)
2913 if (context->stream_info.all_vbo)
2914 buffer_internal_preload(state->index_buffer, context, state);
2915 else
2916 buffer_get_sysmem(state->index_buffer, context);
2919 for (i = 0; i < context->numDirtyEntries; ++i)
2921 DWORD rep = context->dirtyArray[i];
2922 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2923 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2924 context->isStateDirty[idx] &= ~(1 << shift);
2925 state_table[rep].apply(context, state, rep);
2928 if (context->shader_update_mask)
2930 device->shader_backend->shader_select(device->shader_priv, context, state);
2931 context->shader_update_mask = 0;
2934 if (context->constant_update_mask)
2936 device->shader_backend->shader_load_constants(device->shader_priv, context, state);
2937 context->constant_update_mask = 0;
2940 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2942 context_check_fbo_status(context, GL_FRAMEBUFFER);
2945 context->numDirtyEntries = 0; /* This makes the whole list clean */
2946 context->last_was_blit = FALSE;
2948 return TRUE;
2951 static void context_setup_target(struct wined3d_context *context, struct wined3d_surface *target)
2953 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2955 render_offscreen = surface_is_offscreen(target);
2956 if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2958 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2959 * the alpha blend state changes with different render target formats. */
2960 if (!context->current_rt)
2962 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2964 else
2966 const struct wined3d_format *old = context->current_rt->resource.format;
2967 const struct wined3d_format *new = target->resource.format;
2969 if (old->id != new->id)
2971 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2972 if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
2973 || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2974 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2976 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2977 if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
2978 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
2981 /* When switching away from an offscreen render target, and we're not
2982 * using FBOs, we have to read the drawable into the texture. This is
2983 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
2984 * There are some things that need care though. PreLoad needs a GL context,
2985 * and FindContext is called before the context is activated. It also
2986 * has to be called with the old rendertarget active, otherwise a
2987 * wrong drawable is read. */
2988 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2989 && old_render_offscreen && context->current_rt != target)
2991 struct wined3d_texture *texture = context->current_rt->container;
2993 /* Read the back buffer of the old drawable into the destination texture. */
2994 if (texture->texture_srgb.name)
2995 wined3d_texture_load(texture, context, TRUE);
2996 wined3d_texture_load(texture, context, FALSE);
2997 surface_invalidate_location(context->current_rt, WINED3D_LOCATION_DRAWABLE);
3001 context->current_rt = target;
3002 context_set_render_offscreen(context, render_offscreen);
3005 struct wined3d_context *context_acquire(const struct wined3d_device *device, struct wined3d_surface *target)
3007 struct wined3d_context *current_context = context_get_current();
3008 struct wined3d_context *context;
3010 TRACE("device %p, target %p.\n", device, target);
3012 if (current_context && current_context->destroyed)
3013 current_context = NULL;
3015 if (!target)
3017 if (current_context
3018 && current_context->current_rt
3019 && current_context->swapchain->device == device)
3021 target = current_context->current_rt;
3023 else
3025 struct wined3d_swapchain *swapchain = device->swapchains[0];
3026 if (swapchain->back_buffers)
3027 target = swapchain->back_buffers[0];
3028 else
3029 target = swapchain->front_buffer;
3033 if (current_context && current_context->current_rt == target)
3035 context = current_context;
3037 else if (target->swapchain)
3039 TRACE("Rendering onscreen.\n");
3041 context = swapchain_get_context(target->swapchain);
3043 else
3045 TRACE("Rendering offscreen.\n");
3047 /* Stay with the current context if possible. Otherwise use the
3048 * context for the primary swapchain. */
3049 if (current_context && current_context->swapchain->device == device)
3050 context = current_context;
3051 else
3052 context = swapchain_get_context(device->swapchains[0]);
3055 context_enter(context);
3056 context_update_window(context);
3057 context_setup_target(context, target);
3058 if (!context->valid) return context;
3060 if (context != current_context)
3062 if (!context_set_current(context))
3063 ERR("Failed to activate the new context.\n");
3065 else if (context->needs_set)
3067 context_set_gl_context(context);
3070 return context;