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
23 #include "wine/port.h"
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
;
49 case GL_READ_FRAMEBUFFER
:
50 if (context
->fbo_read_binding
== fbo
) return;
51 context
->fbo_read_binding
= fbo
;
54 case GL_DRAW_FRAMEBUFFER
:
55 if (context
->fbo_draw_binding
== fbo
) return;
56 context
->fbo_draw_binding
= fbo
;
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
;
67 FIXME("Unhandled target %#x.\n", target
);
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
)
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
);
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
);
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()");
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
);
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
);
176 ERR("Unsupported location %s (%#x).\n", wined3d_debug_location(location
), location
);
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()");
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
)
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()");
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()");
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()");
242 ERR("Unsupported location %s (%#x).\n", wined3d_debug_location(location
), location
);
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
;
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");
268 const struct wined3d_surface
*attachment
;
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");
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
];
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
;
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
);
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
)
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
);
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
;
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
);
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
;
415 GLuint read_binding
, draw_binding
;
419 context_bind_fbo(context
, target
, entry
->id
);
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
);
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);
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
;
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
];
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
);
514 WARN("Occlusion queries not supported, not allocating query id.\n");
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
));
538 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
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
];
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
);
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
));
606 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
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
)
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
)
636 if (entry
->depth_stencil
== surface
)
638 callback(context
, entry
);
642 for (j
= 0; j
< gl_info
->limits
.buffers
; ++j
)
644 if (entry
->render_targets
[j
] == surface
)
646 callback(context
, entry
);
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;
667 case WINED3D_RTYPE_SURFACE
:
668 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
669 context_queue_fbo_entry_destruction
);
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
)
687 case WINED3D_RTYPE_SURFACE
:
688 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
689 context_detach_fbo_entry
);
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
;
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
;
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 void context_restore_pixel_format(struct wined3d_context
*ctx
)
724 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
726 if (ctx
->restore_pf
&& IsWindow(ctx
->restore_pf_win
))
728 if (ctx
->gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
730 HDC dc
= GetDC(ctx
->restore_pf_win
);
733 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, ctx
->restore_pf
)))
735 ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
736 ctx
->restore_pf
, ctx
->restore_pf_win
);
738 ReleaseDC(ctx
->restore_pf_win
, dc
);
743 ERR("can't restore pixel format %d on window %p\n", ctx
->restore_pf
, ctx
->restore_pf_win
);
748 ctx
->restore_pf_win
= NULL
;
751 static BOOL
context_set_pixel_format(struct wined3d_context
*context
, HDC dc
, int format
)
753 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
754 int current
= GetPixelFormat(dc
);
756 if (current
== format
) return TRUE
;
760 if (!SetPixelFormat(dc
, format
, NULL
))
762 /* This may also happen if the dc belongs to a destroyed window. */
763 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
764 format
, dc
, GetLastError());
768 context
->restore_pf
= 0;
769 context
->restore_pf_win
= WindowFromDC(dc
);
773 /* By default WGL doesn't allow pixel format adjustments but we need it
774 * here. For this reason there's a Wine specific wglSetPixelFormat()
775 * which allows us to set the pixel format multiple times. Only use it
776 * when really needed. */
777 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
781 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
)))
783 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
788 win
= WindowFromDC(dc
);
789 if (win
!= context
->restore_pf_win
)
791 context_restore_pixel_format(context
);
793 context
->restore_pf
= current
;
794 context
->restore_pf_win
= win
;
800 /* OpenGL doesn't allow pixel format adjustments. Print an error and
801 * continue using the old format. There's a big chance that the old
802 * format works although with a performance hit and perhaps rendering
804 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
805 format
, dc
, current
);
809 static BOOL
context_set_gl_context(struct wined3d_context
*ctx
)
811 struct wined3d_swapchain
*swapchain
= ctx
->swapchain
;
814 if (!context_set_pixel_format(ctx
, ctx
->hdc
, ctx
->pixel_format
))
816 WARN("Failed to set pixel format %d on device context %p.\n",
817 ctx
->pixel_format
, ctx
->hdc
);
821 if (backup
|| !wglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
825 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
826 ctx
->glCtx
, ctx
->hdc
, GetLastError());
828 WARN("Trying fallback to the backup window.\n");
830 /* FIXME: If the context is destroyed it's no longer associated with
831 * a swapchain, so we can't use the swapchain to get a backup dc. To
832 * make this work windowless contexts would need to be handled by the
836 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx
);
837 context_set_current(NULL
);
841 if (!(dc
= swapchain_get_backup_dc(swapchain
)))
843 context_set_current(NULL
);
847 if (!context_set_pixel_format(ctx
, dc
, ctx
->pixel_format
))
849 ERR("Failed to set pixel format %d on device context %p.\n",
850 ctx
->pixel_format
, dc
);
851 context_set_current(NULL
);
855 if (!wglMakeCurrent(dc
, ctx
->glCtx
))
857 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
859 context_set_current(NULL
);
869 static void context_restore_gl_context(const struct wined3d_gl_info
*gl_info
, HDC dc
, HGLRC gl_ctx
)
871 if (!wglMakeCurrent(dc
, gl_ctx
))
873 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
874 gl_ctx
, dc
, GetLastError());
875 context_set_current(NULL
);
879 static void context_update_window(struct wined3d_context
*context
)
881 if (context
->win_handle
== context
->swapchain
->win_handle
)
884 TRACE("Updating context %p window from %p to %p.\n",
885 context
, context
->win_handle
, context
->swapchain
->win_handle
);
888 wined3d_release_dc(context
->win_handle
, context
->hdc
);
890 context
->win_handle
= context
->swapchain
->win_handle
;
891 context
->needs_set
= 1;
894 if (!(context
->hdc
= GetDC(context
->win_handle
)))
896 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
901 static void context_destroy_gl_resources(struct wined3d_context
*context
)
903 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
904 struct wined3d_occlusion_query
*occlusion_query
;
905 struct wined3d_event_query
*event_query
;
906 struct fbo_entry
*entry
, *entry2
;
911 restore_ctx
= wglGetCurrentContext();
912 restore_dc
= wglGetCurrentDC();
914 if (restore_ctx
== context
->glCtx
)
916 else if (context
->valid
)
917 context_set_gl_context(context
);
919 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
921 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
922 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query
->id
));
923 occlusion_query
->context
= NULL
;
926 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
930 if (gl_info
->supported
[ARB_SYNC
])
932 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
934 else if (gl_info
->supported
[APPLE_FENCE
]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->object
.id
));
935 else if (gl_info
->supported
[NV_FENCE
]) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->object
.id
));
937 event_query
->context
= NULL
;
940 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
942 if (!context
->valid
) entry
->id
= 0;
943 context_destroy_fbo_entry(context
, entry
);
946 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
948 if (!context
->valid
) entry
->id
= 0;
949 context_destroy_fbo_entry(context
, entry
);
954 if (context
->dummy_arbfp_prog
)
956 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
959 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
960 GL_EXTCALL(glDeleteQueriesARB(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
962 if (gl_info
->supported
[ARB_SYNC
])
964 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
966 GL_EXTCALL(glDeleteSync(context
->free_event_queries
[i
].sync
));
969 else if (gl_info
->supported
[APPLE_FENCE
])
971 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
973 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_event_queries
[i
].id
));
976 else if (gl_info
->supported
[NV_FENCE
])
978 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
980 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_event_queries
[i
].id
));
984 checkGLcall("context cleanup");
987 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
988 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
990 context_restore_pixel_format(context
);
993 context_restore_gl_context(gl_info
, restore_dc
, restore_ctx
);
995 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL
, NULL
))
997 ERR("Failed to disable GL context.\n");
1000 wined3d_release_dc(context
->win_handle
, context
->hdc
);
1002 if (!wglDeleteContext(context
->glCtx
))
1004 DWORD err
= GetLastError();
1005 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
1009 DWORD
context_get_tls_idx(void)
1011 return wined3d_context_tls_idx
;
1014 void context_set_tls_idx(DWORD idx
)
1016 wined3d_context_tls_idx
= idx
;
1019 struct wined3d_context
*context_get_current(void)
1021 return TlsGetValue(wined3d_context_tls_idx
);
1024 BOOL
context_set_current(struct wined3d_context
*ctx
)
1026 struct wined3d_context
*old
= context_get_current();
1030 TRACE("Already using D3D context %p.\n", ctx
);
1038 TRACE("Switching away from destroyed context %p.\n", old
);
1039 context_destroy_gl_resources(old
);
1040 HeapFree(GetProcessHeap(), 0, (void *)old
->gl_info
);
1041 HeapFree(GetProcessHeap(), 0, old
);
1053 ERR("Trying to make invalid context %p current\n", ctx
);
1057 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
1058 if (!context_set_gl_context(ctx
))
1062 else if(wglGetCurrentContext())
1064 TRACE("Clearing current D3D context.\n");
1065 if (!wglMakeCurrent(NULL
, NULL
))
1067 DWORD err
= GetLastError();
1068 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1069 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1074 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
1077 void context_release(struct wined3d_context
*context
)
1079 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
1083 if (!context
->level
)
1084 WARN("Context %p is not active.\n", context
);
1085 else if (context
!= context_get_current())
1086 WARN("Context %p is not the current context.\n", context
);
1089 if (!--context
->level
)
1091 context_restore_pixel_format(context
);
1092 if (context
->restore_ctx
)
1094 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
1095 context_restore_gl_context(context
->gl_info
, context
->restore_dc
, context
->restore_ctx
);
1096 context
->restore_ctx
= NULL
;
1097 context
->restore_dc
= NULL
;
1102 static void context_enter(struct wined3d_context
*context
)
1104 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
1106 if (!context
->level
++)
1108 const struct wined3d_context
*current_context
= context_get_current();
1109 HGLRC current_gl
= wglGetCurrentContext();
1111 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
1113 TRACE("Another GL context (%p on device context %p) is already current.\n",
1114 current_gl
, wglGetCurrentDC());
1115 context
->restore_ctx
= current_gl
;
1116 context
->restore_dc
= wglGetCurrentDC();
1117 context
->needs_set
= 1;
1119 else if (!context
->needs_set
&& context
->pixel_format
!= GetPixelFormat(context
->hdc
))
1120 context
->needs_set
= 1;
1124 void context_invalidate_state(struct wined3d_context
*context
, DWORD state
)
1126 DWORD rep
= context
->state_table
[state
].representative
;
1130 if (isStateDirty(context
, rep
)) return;
1132 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1133 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1134 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1135 context
->isStateDirty
[idx
] |= (1 << shift
);
1138 /* This function takes care of wined3d pixel format selection. */
1139 static int context_choose_pixel_format(const struct wined3d_device
*device
, HDC hdc
,
1140 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1141 BOOL auxBuffers
, BOOL findCompatible
)
1144 BYTE redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
1145 BYTE depthBits
=0, stencilBits
=0;
1146 unsigned int current_value
;
1147 unsigned int cfg_count
= device
->adapter
->cfg_count
;
1150 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1151 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1152 auxBuffers
, findCompatible
);
1154 if (!getColorBits(color_format
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
1156 ERR("Unable to get color bits for format %s (%#x)!\n",
1157 debug_d3dformat(color_format
->id
), color_format
->id
);
1161 getDepthStencilBits(ds_format
, &depthBits
, &stencilBits
);
1164 for (i
= 0; i
< cfg_count
; ++i
)
1166 const struct wined3d_pixel_format
*cfg
= &device
->adapter
->cfgs
[i
];
1169 /* For now only accept RGBA formats. Perhaps some day we will
1170 * allow floating point formats for pbuffers. */
1171 if (cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1173 /* In window mode we need a window drawable format and double buffering. */
1174 if (!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1176 if (cfg
->redSize
< redBits
)
1178 if (cfg
->greenSize
< greenBits
)
1180 if (cfg
->blueSize
< blueBits
)
1182 if (cfg
->alphaSize
< alphaBits
)
1184 if (cfg
->depthSize
< depthBits
)
1186 if (stencilBits
&& cfg
->stencilSize
!= stencilBits
)
1188 /* Check multisampling support. */
1189 if (cfg
->numSamples
)
1193 /* We try to locate a format which matches our requirements exactly. In case of
1194 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1195 if (cfg
->depthSize
== depthBits
)
1197 if (cfg
->stencilSize
== stencilBits
)
1199 if (cfg
->alphaSize
== alphaBits
)
1201 /* We like to have aux buffers in backbuffer mode */
1202 if (auxBuffers
&& cfg
->auxBuffers
)
1204 if (cfg
->redSize
== redBits
1205 && cfg
->greenSize
== greenBits
1206 && cfg
->blueSize
== blueBits
)
1209 if (value
> current_value
)
1211 iPixelFormat
= cfg
->iPixelFormat
;
1212 current_value
= value
;
1216 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1217 if(!iPixelFormat
&& !findCompatible
) {
1218 ERR("Can't find a suitable iPixelFormat\n");
1220 } else if(!iPixelFormat
) {
1221 PIXELFORMATDESCRIPTOR pfd
;
1223 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1224 /* PixelFormat selection */
1225 ZeroMemory(&pfd
, sizeof(pfd
));
1226 pfd
.nSize
= sizeof(pfd
);
1228 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1229 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1230 pfd
.cAlphaBits
= alphaBits
;
1231 pfd
.cColorBits
= colorBits
;
1232 pfd
.cDepthBits
= depthBits
;
1233 pfd
.cStencilBits
= stencilBits
;
1234 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1236 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
1238 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1239 ERR("Can't find a suitable iPixelFormat\n");
1244 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1245 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1246 return iPixelFormat
;
1249 /* Context activation is done by the caller. */
1250 static void bind_dummy_textures(const struct wined3d_device
*device
, const struct wined3d_context
*context
)
1252 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1253 unsigned int i
, count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1255 for (i
= 0; i
< count
; ++i
)
1257 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1258 checkGLcall("glActiveTextureARB");
1260 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1261 checkGLcall("glBindTexture");
1263 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1265 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1266 checkGLcall("glBindTexture");
1269 if (gl_info
->supported
[EXT_TEXTURE3D
])
1271 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1272 checkGLcall("glBindTexture");
1275 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1277 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1278 checkGLcall("glBindTexture");
1283 BOOL
context_debug_output_enabled(const struct wined3d_gl_info
*gl_info
)
1285 return gl_info
->supported
[ARB_DEBUG_OUTPUT
]
1286 && (ERR_ON(d3d
) || FIXME_ON(d3d
) || WARN_ON(d3d_perf
));
1289 static void WINE_GLAPI
wined3d_debug_callback(GLenum source
, GLenum type
, GLuint id
,
1290 GLenum severity
, GLsizei length
, const char *message
, void *ctx
)
1294 case GL_DEBUG_TYPE_ERROR_ARB
:
1295 ERR("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1298 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
:
1299 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
:
1300 case GL_DEBUG_TYPE_PORTABILITY_ARB
:
1301 FIXME("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1304 case GL_DEBUG_TYPE_PERFORMANCE_ARB
:
1305 WARN_(d3d_perf
)("%p: %s.\n", ctx
, debugstr_an(message
, length
));
1309 FIXME("ctx %p, type %#x: %s.\n", ctx
, type
, debugstr_an(message
, length
));
1314 struct wined3d_context
*context_create(struct wined3d_swapchain
*swapchain
,
1315 struct wined3d_surface
*target
, const struct wined3d_format
*ds_format
)
1317 struct wined3d_device
*device
= swapchain
->device
;
1318 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1319 const struct wined3d_format
*color_format
;
1320 struct wined3d_context
*ret
;
1321 BOOL auxBuffers
= FALSE
;
1322 HGLRC ctx
, share_ctx
;
1329 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1331 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1335 ret
->blit_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1336 gl_info
->limits
.buffers
* sizeof(*ret
->blit_targets
));
1337 if (!ret
->blit_targets
)
1340 ret
->draw_buffers
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1341 gl_info
->limits
.buffers
* sizeof(*ret
->draw_buffers
));
1342 if (!ret
->draw_buffers
)
1345 ret
->free_occlusion_query_size
= 4;
1346 ret
->free_occlusion_queries
= HeapAlloc(GetProcessHeap(), 0,
1347 ret
->free_occlusion_query_size
* sizeof(*ret
->free_occlusion_queries
));
1348 if (!ret
->free_occlusion_queries
)
1351 list_init(&ret
->occlusion_queries
);
1353 ret
->free_event_query_size
= 4;
1354 ret
->free_event_queries
= HeapAlloc(GetProcessHeap(), 0,
1355 ret
->free_event_query_size
* sizeof(*ret
->free_event_queries
));
1356 if (!ret
->free_event_queries
)
1359 list_init(&ret
->event_queries
);
1360 list_init(&ret
->fbo_list
);
1361 list_init(&ret
->fbo_destroy_list
);
1363 if (!device
->shader_backend
->shader_allocate_context_data(ret
))
1365 ERR("Failed to allocate shader backend context data.\n");
1369 /* Initialize the texture unit mapping to a 1:1 mapping */
1370 for (s
= 0; s
< MAX_COMBINED_SAMPLERS
; ++s
)
1372 if (s
< gl_info
->limits
.fragment_samplers
)
1374 ret
->tex_unit_map
[s
] = s
;
1375 ret
->rev_tex_unit_map
[s
] = s
;
1379 ret
->tex_unit_map
[s
] = WINED3D_UNMAPPED_STAGE
;
1380 ret
->rev_tex_unit_map
[s
] = WINED3D_UNMAPPED_STAGE
;
1384 if (!(hdc
= GetDC(swapchain
->win_handle
)))
1386 WARN("Failed to retireve device context, trying swapchain backup.\n");
1388 if (!(hdc
= swapchain_get_backup_dc(swapchain
)))
1390 ERR("Failed to retrieve a device context.\n");
1395 color_format
= target
->resource
.format
;
1397 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1398 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1399 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1403 if (color_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1404 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B4G4R4A4_UNORM
);
1405 else if (color_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1406 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1409 /* DirectDraw supports 8bit paletted render targets and these are used by
1410 * old games like StarCraft and C&C. Most modern hardware doesn't support
1411 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1412 * conversion (ab)uses the alpha component for storing the palette index.
1413 * For this reason we require a format with 8bit alpha, so request
1415 if (color_format
->id
== WINED3DFMT_P8_UINT
)
1416 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1418 /* Try to find a pixel format which matches our requirements. */
1419 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
, auxBuffers
, FALSE
);
1421 /* Try to locate a compatible format if we weren't able to find anything. */
1424 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1425 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
, auxBuffers
, TRUE
);
1428 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1431 ERR("Can't find a suitable pixel format.\n");
1437 ret
->gl_info
= gl_info
;
1439 if (!context_set_pixel_format(ret
, hdc
, pixel_format
))
1441 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format
, hdc
);
1442 context_release(ret
);
1446 share_ctx
= device
->context_count
? device
->contexts
[0]->glCtx
: NULL
;
1447 if (gl_info
->p_wglCreateContextAttribsARB
)
1449 unsigned int ctx_attrib_idx
= 0;
1450 GLint ctx_attribs
[3];
1452 if (context_debug_output_enabled(gl_info
))
1454 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_FLAGS_ARB
;
1455 ctx_attribs
[ctx_attrib_idx
++] = WGL_CONTEXT_DEBUG_BIT_ARB
;
1457 ctx_attribs
[ctx_attrib_idx
] = 0;
1459 if (!(ctx
= gl_info
->p_wglCreateContextAttribsARB(hdc
, share_ctx
, ctx_attribs
)))
1461 ERR("Failed to create a WGL context.\n");
1462 context_release(ret
);
1468 if (!(ctx
= wglCreateContext(hdc
)))
1470 ERR("Failed to create a WGL context.\n");
1471 context_release(ret
);
1475 if (share_ctx
&& !wglShareLists(share_ctx
, ctx
))
1477 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx
, ctx
, GetLastError());
1478 context_release(ret
);
1479 if (!wglDeleteContext(ctx
))
1480 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1485 if (!device_context_add(device
, ret
))
1487 ERR("Failed to add the newly created context to the context list\n");
1488 context_release(ret
);
1489 if (!wglDeleteContext(ctx
))
1490 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1494 ret
->d3d_info
= &device
->adapter
->d3d_info
;
1495 ret
->state_table
= device
->StateTable
;
1497 /* Mark all states dirty to force a proper initialization of the states
1498 * on the first use of the context. */
1499 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
1501 if (ret
->state_table
[state
].representative
)
1502 context_invalidate_state(ret
, state
);
1505 ret
->swapchain
= swapchain
;
1506 ret
->current_rt
= target
;
1507 ret
->tid
= GetCurrentThreadId();
1509 ret
->render_offscreen
= surface_is_offscreen(target
);
1510 ret
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
1514 ret
->win_handle
= swapchain
->win_handle
;
1516 ret
->pixel_format
= pixel_format
;
1519 /* Set up the context defaults */
1520 if (!context_set_current(ret
))
1522 ERR("Cannot activate context to set up defaults.\n");
1523 device_context_remove(device
, ret
);
1524 context_release(ret
);
1525 if (!wglDeleteContext(ctx
))
1526 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, GetLastError());
1530 if (context_debug_output_enabled(gl_info
))
1532 GL_EXTCALL(glDebugMessageCallbackARB(wined3d_debug_callback
, ret
));
1533 if (TRACE_ON(d3d_synchronous
))
1534 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB
);
1535 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DONT_CARE
, GL_DONT_CARE
, 0, NULL
, GL_FALSE
));
1538 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_ERROR_ARB
,
1539 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1543 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB
,
1544 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1545 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB
,
1546 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1547 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_PORTABILITY_ARB
,
1548 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1550 if (WARN_ON(d3d_perf
))
1552 GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE
, GL_DEBUG_TYPE_PERFORMANCE_ARB
,
1553 GL_DONT_CARE
, 0, NULL
, GL_TRUE
));
1557 switch (swapchain
->desc
.swap_interval
)
1559 case WINED3DPRESENT_INTERVAL_IMMEDIATE
:
1562 case WINED3DPRESENT_INTERVAL_DEFAULT
:
1563 case WINED3DPRESENT_INTERVAL_ONE
:
1566 case WINED3DPRESENT_INTERVAL_TWO
:
1569 case WINED3DPRESENT_INTERVAL_THREE
:
1572 case WINED3DPRESENT_INTERVAL_FOUR
:
1576 FIXME("Unknown swap interval %#x.\n", swapchain
->desc
.swap_interval
);
1580 if (gl_info
->supported
[WGL_EXT_SWAP_CONTROL
])
1582 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval
)))
1583 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1584 swap_interval
, ret
, GetLastError());
1587 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1589 TRACE("Setting up the screen\n");
1591 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1592 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1594 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1595 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1597 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1598 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1600 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
1601 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1602 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_ALIGNMENT
, device
->surface_alignment
);
1603 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1605 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
1607 /* Direct3D always uses n-1 weights for n world matrices and uses
1608 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
1609 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
1610 * enabled as well. */
1611 gl_info
->gl_ops
.gl
.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1612 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1614 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
1616 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1617 * the previous texture where to source the offset from is always unit - 1.
1619 for (s
= 1; s
< gl_info
->limits
.textures
; ++s
)
1621 context_active_texture(ret
, gl_info
, s
);
1622 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_SHADER_NV
,
1623 GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1624 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1627 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
1629 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1630 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1631 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1632 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1635 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1636 * program and the dummy program is destroyed when the context is destroyed.
1638 const char *dummy_program
=
1640 "MOV result.color, fragment.color.primary;\n"
1642 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1643 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1644 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1647 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1649 for (s
= 0; s
< gl_info
->limits
.textures
; ++s
)
1651 context_active_texture(ret
, gl_info
, s
);
1652 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1653 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1657 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
1659 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1661 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
1663 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1665 ret
->shader_update_mask
= (1 << WINED3D_SHADER_TYPE_PIXEL
)
1666 | (1 << WINED3D_SHADER_TYPE_VERTEX
)
1667 | (1 << WINED3D_SHADER_TYPE_GEOMETRY
);
1669 /* If this happens to be the first context for the device, dummy textures
1670 * are not created yet. In that case, they will be created (and bound) by
1671 * create_dummy_textures right after this context is initialized. */
1672 if (device
->dummy_texture_2d
[0])
1673 bind_dummy_textures(device
, ret
);
1675 TRACE("Created context %p.\n", ret
);
1680 device
->shader_backend
->shader_free_context_data(ret
);
1681 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
1682 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
1683 HeapFree(GetProcessHeap(), 0, ret
->draw_buffers
);
1684 HeapFree(GetProcessHeap(), 0, ret
->blit_targets
);
1685 HeapFree(GetProcessHeap(), 0, ret
);
1689 void context_destroy(struct wined3d_device
*device
, struct wined3d_context
*context
)
1693 TRACE("Destroying ctx %p\n", context
);
1695 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
1697 context_destroy_gl_resources(context
);
1698 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1703 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
1704 in wined3d_adapter may go away in the meantime */
1705 struct wined3d_gl_info
*gl_info
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info
));
1706 *gl_info
= *context
->gl_info
;
1707 context
->gl_info
= gl_info
;
1708 context
->destroyed
= 1;
1712 device
->shader_backend
->shader_free_context_data(context
);
1713 HeapFree(GetProcessHeap(), 0, context
->draw_buffers
);
1714 HeapFree(GetProcessHeap(), 0, context
->blit_targets
);
1715 device_context_remove(device
, context
);
1716 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
1719 /* Context activation is done by the caller. */
1720 static void set_blit_dimension(const struct wined3d_gl_info
*gl_info
, UINT width
, UINT height
)
1722 const GLdouble projection
[] =
1724 2.0 / width
, 0.0, 0.0, 0.0,
1725 0.0, 2.0 / height
, 0.0, 0.0,
1727 -1.0, -1.0, -1.0, 1.0,
1730 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
1731 checkGLcall("glMatrixMode(GL_PROJECTION)");
1732 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
1733 checkGLcall("glLoadMatrixd");
1734 gl_info
->gl_ops
.gl
.p_glViewport(0, 0, width
, height
);
1735 checkGLcall("glViewport");
1738 static void context_get_rt_size(const struct wined3d_context
*context
, SIZE
*size
)
1740 const struct wined3d_surface
*rt
= context
->current_rt
;
1742 if (rt
->swapchain
&& rt
->swapchain
->front_buffer
== rt
)
1746 GetClientRect(context
->win_handle
, &window_size
);
1747 size
->cx
= window_size
.right
- window_size
.left
;
1748 size
->cy
= window_size
.bottom
- window_size
.top
;
1753 size
->cx
= rt
->resource
.width
;
1754 size
->cy
= rt
->resource
.height
;
1757 /*****************************************************************************
1760 * Sets up a context for DirectDraw blitting.
1761 * All texture units are disabled, texture unit 0 is set as current unit
1762 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1763 * color writing enabled for all channels
1764 * register combiners disabled, shaders disabled
1765 * world matrix is set to identity, texture matrix 0 too
1766 * projection matrix is setup for drawing screen coordinates
1769 * This: Device to activate the context for
1770 * context: Context to setup
1772 *****************************************************************************/
1773 /* Context activation is done by the caller. */
1774 static void SetupForBlit(const struct wined3d_device
*device
, struct wined3d_context
*context
)
1777 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1781 TRACE("Setting up context %p for blitting\n", context
);
1783 context_get_rt_size(context
, &rt_size
);
1785 if (context
->last_was_blit
)
1787 if (context
->blit_w
!= rt_size
.cx
|| context
->blit_h
!= rt_size
.cy
)
1789 set_blit_dimension(gl_info
, rt_size
.cx
, rt_size
.cy
);
1790 context
->blit_w
= rt_size
.cx
;
1791 context
->blit_h
= rt_size
.cy
;
1792 /* No need to dirtify here, the states are still dirtified because
1793 * they weren't applied since the last SetupForBlit() call. */
1795 TRACE("Context is already set up for blitting, nothing to do\n");
1798 context
->last_was_blit
= TRUE
;
1800 /* Disable all textures. The caller can then bind a texture it wants to blit
1803 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1804 * function texture unit. No need to care for higher samplers
1806 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
1808 sampler
= context
->rev_tex_unit_map
[i
];
1809 context_active_texture(context
, gl_info
, i
);
1811 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1813 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1814 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1816 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
1817 checkGLcall("glDisable GL_TEXTURE_3D");
1818 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1820 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1821 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1823 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
1824 checkGLcall("glDisable GL_TEXTURE_2D");
1826 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1827 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1829 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1831 if (sampler
< MAX_TEXTURES
)
1832 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
1833 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
1836 context_active_texture(context
, gl_info
, 0);
1838 sampler
= context
->rev_tex_unit_map
[0];
1840 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1842 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1843 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1845 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
1846 checkGLcall("glDisable GL_TEXTURE_3D");
1847 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1849 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1850 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1852 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
1853 checkGLcall("glDisable GL_TEXTURE_2D");
1855 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1857 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
1858 checkGLcall("glMatrixMode(GL_TEXTURE)");
1859 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1860 checkGLcall("glLoadIdentity()");
1862 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
1864 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1865 GL_TEXTURE_LOD_BIAS_EXT
, 0.0f
);
1866 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1869 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1871 if (sampler
< MAX_TEXTURES
)
1873 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ sampler
));
1874 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_COLOR_OP
));
1876 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
1879 /* Other misc states */
1880 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
1881 checkGLcall("glDisable(GL_ALPHA_TEST)");
1882 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
));
1883 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
1884 checkGLcall("glDisable GL_LIGHTING");
1885 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_LIGHTING
));
1886 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
1887 checkGLcall("glDisable GL_DEPTH_TEST");
1888 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZENABLE
));
1889 glDisableWINE(GL_FOG
);
1890 checkGLcall("glDisable GL_FOG");
1891 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
));
1892 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
1893 checkGLcall("glDisable GL_BLEND");
1894 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
1895 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
1896 checkGLcall("glDisable GL_CULL_FACE");
1897 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CULLMODE
));
1898 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
1899 checkGLcall("glDisable GL_STENCIL_TEST");
1900 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
1901 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
1902 checkGLcall("glDisable GL_SCISSOR_TEST");
1903 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
1904 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1906 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
1907 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1908 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
));
1910 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1911 checkGLcall("glColorMask");
1912 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
1913 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
1914 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
1915 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
1916 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
1918 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
1919 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
1920 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1923 /* Setup transforms */
1924 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
1925 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1926 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
1927 checkGLcall("glLoadIdentity()");
1928 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
1930 context
->last_was_rhw
= TRUE
;
1931 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
1933 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1934 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1935 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1936 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1937 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1938 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1939 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_CLIPPING
));
1941 set_blit_dimension(gl_info
, rt_size
.cx
, rt_size
.cy
);
1943 /* Disable shaders */
1944 device
->shader_backend
->shader_disable(device
->shader_priv
, context
);
1946 context
->blit_w
= rt_size
.cx
;
1947 context
->blit_h
= rt_size
.cy
;
1948 context_invalidate_state(context
, STATE_VIEWPORT
);
1949 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
1952 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
1954 return rt_mask
& (1 << 31);
1957 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
1959 return rt_mask
& ~(1 << 31);
1962 /* Context activation is done by the caller. */
1963 static void context_apply_draw_buffers(struct wined3d_context
*context
, DWORD rt_mask
)
1965 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1969 gl_info
->gl_ops
.gl
.p_glDrawBuffer(GL_NONE
);
1970 checkGLcall("glDrawBuffer()");
1972 else if (is_rt_mask_onscreen(rt_mask
))
1974 gl_info
->gl_ops
.gl
.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
1975 checkGLcall("glDrawBuffer()");
1979 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1986 context
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
1988 context
->draw_buffers
[i
] = GL_NONE
;
1994 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
1996 GL_EXTCALL(glDrawBuffersARB(i
, context
->draw_buffers
));
1997 checkGLcall("glDrawBuffers()");
2001 gl_info
->gl_ops
.gl
.p_glDrawBuffer(context
->draw_buffers
[0]);
2002 checkGLcall("glDrawBuffer()");
2007 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2012 /* Context activation is done by the caller. */
2013 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
2015 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2016 DWORD
*current_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2017 DWORD new_mask
= context_generate_rt_mask(buffer
);
2019 if (new_mask
== *current_mask
)
2022 gl_info
->gl_ops
.gl
.p_glDrawBuffer(buffer
);
2023 checkGLcall("glDrawBuffer()");
2025 *current_mask
= new_mask
;
2028 /* Context activation is done by the caller. */
2029 void context_active_texture(struct wined3d_context
*context
, const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
2031 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0
+ unit
));
2032 checkGLcall("glActiveTextureARB");
2033 context
->active_texture
= unit
;
2036 void context_bind_texture(struct wined3d_context
*context
, GLenum target
, GLuint name
)
2038 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2039 DWORD unit
= context
->active_texture
;
2040 DWORD old_texture_type
= context
->texture_type
[unit
];
2044 gl_info
->gl_ops
.gl
.p_glBindTexture(target
, name
);
2045 checkGLcall("glBindTexture");
2052 if (old_texture_type
!= target
)
2054 const struct wined3d_device
*device
= context
->swapchain
->device
;
2056 switch (old_texture_type
)
2062 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[unit
]);
2063 checkGLcall("glBindTexture");
2065 case GL_TEXTURE_RECTANGLE_ARB
:
2066 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[unit
]);
2067 checkGLcall("glBindTexture");
2069 case GL_TEXTURE_CUBE_MAP
:
2070 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[unit
]);
2071 checkGLcall("glBindTexture");
2074 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[unit
]);
2075 checkGLcall("glBindTexture");
2078 ERR("Unexpected texture target %#x\n", old_texture_type
);
2081 context
->texture_type
[unit
] = target
;
2085 static void context_set_render_offscreen(struct wined3d_context
*context
, BOOL offscreen
)
2087 if (context
->render_offscreen
== offscreen
) return;
2089 context_invalidate_state(context
, STATE_POINTSPRITECOORDORIGIN
);
2090 context_invalidate_state(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
2091 context_invalidate_state(context
, STATE_VIEWPORT
);
2092 context_invalidate_state(context
, STATE_SCISSORRECT
);
2093 context_invalidate_state(context
, STATE_FRONTFACE
);
2094 context
->render_offscreen
= offscreen
;
2097 static BOOL
match_depth_stencil_format(const struct wined3d_format
*existing
,
2098 const struct wined3d_format
*required
)
2100 BYTE existing_depth
, existing_stencil
, required_depth
, required_stencil
;
2102 if (existing
== required
) return TRUE
;
2103 if ((existing
->flags
& WINED3DFMT_FLAG_FLOAT
) != (required
->flags
& WINED3DFMT_FLAG_FLOAT
)) return FALSE
;
2105 getDepthStencilBits(existing
, &existing_depth
, &existing_stencil
);
2106 getDepthStencilBits(required
, &required_depth
, &required_stencil
);
2108 if(existing_depth
< required_depth
) return FALSE
;
2109 /* If stencil bits are used the exact amount is required - otherwise wrapping
2110 * won't work correctly */
2111 if(required_stencil
&& required_stencil
!= existing_stencil
) return FALSE
;
2115 /* The caller provides a context */
2116 static void context_validate_onscreen_formats(struct wined3d_context
*context
,
2117 const struct wined3d_surface
*depth_stencil
)
2119 /* Onscreen surfaces are always in a swapchain */
2120 struct wined3d_swapchain
*swapchain
= context
->current_rt
->swapchain
;
2122 if (context
->render_offscreen
|| !depth_stencil
) return;
2123 if (match_depth_stencil_format(swapchain
->ds_format
, depth_stencil
->resource
.format
)) return;
2125 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2126 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2128 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2130 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2131 surface_load_location(context
->current_rt
, WINED3D_LOCATION_TEXTURE_RGB
);
2132 swapchain
->render_to_fbo
= TRUE
;
2133 swapchain_update_draw_bindings(swapchain
);
2134 context_set_render_offscreen(context
, TRUE
);
2137 static DWORD
context_generate_rt_mask_no_fbo(const struct wined3d_device
*device
, const struct wined3d_surface
*rt
)
2139 if (!rt
|| rt
->resource
.format
->id
== WINED3DFMT_NULL
)
2141 else if (rt
->swapchain
)
2142 return context_generate_rt_mask_from_surface(rt
);
2144 return context_generate_rt_mask(device
->offscreenBuffer
);
2147 /* Context activation is done by the caller. */
2148 void context_apply_blit_state(struct wined3d_context
*context
, const struct wined3d_device
*device
)
2150 struct wined3d_surface
*rt
= context
->current_rt
;
2151 DWORD rt_mask
, *cur_mask
;
2153 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2155 context_validate_onscreen_formats(context
, NULL
);
2157 if (context
->render_offscreen
)
2159 wined3d_texture_load(rt
->container
, context
, FALSE
);
2161 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, rt
, NULL
, rt
->draw_binding
);
2162 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
2169 context
->current_fbo
= NULL
;
2170 context_bind_fbo(context
, GL_FRAMEBUFFER
, 0);
2171 rt_mask
= context_generate_rt_mask_from_surface(rt
);
2176 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt
);
2179 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2181 if (rt_mask
!= *cur_mask
)
2183 context_apply_draw_buffers(context
, rt_mask
);
2184 *cur_mask
= rt_mask
;
2187 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2189 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2192 SetupForBlit(device
, context
);
2193 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2196 static BOOL
context_validate_rt_config(UINT rt_count
,
2197 struct wined3d_surface
* const *rts
, const struct wined3d_surface
*ds
)
2201 if (ds
) return TRUE
;
2203 for (i
= 0; i
< rt_count
; ++i
)
2205 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
2209 WARN("Invalid render target config, need at least one attachment.\n");
2213 /* Context activation is done by the caller. */
2214 BOOL
context_apply_clear_state(struct wined3d_context
*context
, const struct wined3d_device
*device
,
2215 UINT rt_count
, const struct wined3d_fb_state
*fb
)
2217 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2218 DWORD rt_mask
= 0, *cur_mask
;
2220 struct wined3d_surface
**rts
= fb
->render_targets
;
2222 if (isStateDirty(context
, STATE_FRAMEBUFFER
) || fb
!= &device
->fb
2223 || rt_count
!= context
->gl_info
->limits
.buffers
)
2225 if (!context_validate_rt_config(rt_count
, rts
, fb
->depth_stencil
))
2228 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2230 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
2232 if (!rt_count
|| surface_is_offscreen(rts
[0]))
2234 for (i
= 0; i
< rt_count
; ++i
)
2236 context
->blit_targets
[i
] = rts
[i
];
2237 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
2238 rt_mask
|= (1 << i
);
2240 while (i
< context
->gl_info
->limits
.buffers
)
2242 context
->blit_targets
[i
] = NULL
;
2245 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
, fb
->depth_stencil
,
2246 rt_count
? rts
[0]->draw_binding
: WINED3D_LOCATION_TEXTURE_RGB
);
2250 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, WINED3D_LOCATION_DRAWABLE
);
2251 rt_mask
= context_generate_rt_mask_from_surface(rts
[0]);
2254 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2255 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2256 * state management allows this */
2257 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2261 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt_count
? rts
[0] : NULL
);
2264 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
2265 && (!rt_count
|| surface_is_offscreen(rts
[0])))
2267 for (i
= 0; i
< rt_count
; ++i
)
2269 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
) rt_mask
|= (1 << i
);
2274 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt_count
? rts
[0] : NULL
);
2277 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2279 if (rt_mask
!= *cur_mask
)
2281 context_apply_draw_buffers(context
, rt_mask
);
2282 *cur_mask
= rt_mask
;
2283 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2286 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2288 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2291 if (context
->last_was_blit
)
2292 context
->last_was_blit
= FALSE
;
2294 /* Blending and clearing should be orthogonal, but tests on the nvidia
2295 * driver show that disabling blending when clearing improves the clearing
2296 * performance incredibly. */
2297 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
2298 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
2299 checkGLcall("glEnable GL_SCISSOR_TEST");
2301 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2302 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
2303 context_invalidate_state(context
, STATE_SCISSORRECT
);
2308 static DWORD
find_draw_buffers_mask(const struct wined3d_context
*context
, const struct wined3d_device
*device
)
2310 const struct wined3d_state
*state
= &device
->state
;
2311 struct wined3d_surface
**rts
= state
->fb
->render_targets
;
2312 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2313 DWORD rt_mask
, rt_mask_bits
;
2316 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) return context_generate_rt_mask_no_fbo(device
, rts
[0]);
2317 else if (!context
->render_offscreen
) return context_generate_rt_mask_from_surface(rts
[0]);
2319 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
2320 rt_mask
&= context
->d3d_info
->valid_rt_mask
;
2321 rt_mask_bits
= rt_mask
;
2323 while (rt_mask_bits
)
2325 rt_mask_bits
&= ~(1 << i
);
2326 if (!rts
[i
] || rts
[i
]->resource
.format
->id
== WINED3DFMT_NULL
)
2327 rt_mask
&= ~(1 << i
);
2335 /* Context activation is done by the caller. */
2336 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2338 const struct wined3d_device
*device
= context
->swapchain
->device
;
2339 const struct wined3d_fb_state
*fb
= state
->fb
;
2340 DWORD rt_mask
= find_draw_buffers_mask(context
, device
);
2343 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2345 if (!context
->render_offscreen
)
2347 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, WINED3D_LOCATION_DRAWABLE
);
2351 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, fb
->render_targets
, fb
->depth_stencil
,
2352 fb
->render_targets
[0]->draw_binding
);
2356 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2357 if (rt_mask
!= *cur_mask
)
2359 context_apply_draw_buffers(context
, rt_mask
);
2360 *cur_mask
= rt_mask
;
2364 static void context_map_stage(struct wined3d_context
*context
, DWORD stage
, DWORD unit
)
2366 DWORD i
= context
->rev_tex_unit_map
[unit
];
2367 DWORD j
= context
->tex_unit_map
[stage
];
2369 context
->tex_unit_map
[stage
] = unit
;
2370 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2371 context
->tex_unit_map
[i
] = WINED3D_UNMAPPED_STAGE
;
2373 context
->rev_tex_unit_map
[unit
] = stage
;
2374 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2375 context
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2378 static void context_invalidate_texture_stage(struct wined3d_context
*context
, DWORD stage
)
2382 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2383 context_invalidate_state(context
, STATE_TEXTURESTAGE(stage
, i
));
2386 static void context_update_fixed_function_usage_map(struct wined3d_context
*context
,
2387 const struct wined3d_state
*state
)
2391 context
->fixed_function_usage_map
= 0;
2392 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2394 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
2395 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
2396 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
2397 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
2398 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
2399 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
2400 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
2401 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
2403 /* Not used, and disable higher stages. */
2404 if (color_op
== WINED3D_TOP_DISABLE
)
2407 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
2408 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
2409 || ((color_arg3
== WINED3DTA_TEXTURE
)
2410 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
2411 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
2412 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
2413 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2414 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
2415 context
->fixed_function_usage_map
|= (1 << i
);
2417 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
2418 && i
< MAX_TEXTURES
- 1)
2419 context
->fixed_function_usage_map
|= (1 << (i
+ 1));
2422 if (i
< context
->lowest_disabled_stage
)
2425 end
= context
->lowest_disabled_stage
;
2429 start
= context
->lowest_disabled_stage
;
2433 context
->lowest_disabled_stage
= i
;
2434 for (i
= start
+ 1; i
< end
; ++i
)
2436 context_invalidate_state(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
2440 static void context_map_fixed_function_samplers(struct wined3d_context
*context
,
2441 const struct wined3d_state
*state
)
2443 unsigned int i
, tex
;
2445 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2447 context_update_fixed_function_usage_map(context
, state
);
2448 ffu_map
= context
->fixed_function_usage_map
;
2450 if (d3d_info
->limits
.ffp_textures
== d3d_info
->limits
.ffp_blend_stages
2451 || context
->lowest_disabled_stage
<= d3d_info
->limits
.ffp_textures
)
2453 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2458 if (context
->tex_unit_map
[i
] != i
)
2460 context_map_stage(context
, i
, i
);
2461 context_invalidate_state(context
, STATE_SAMPLER(i
));
2462 context_invalidate_texture_stage(context
, i
);
2468 /* Now work out the mapping */
2470 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2475 if (context
->tex_unit_map
[i
] != tex
)
2477 context_map_stage(context
, i
, tex
);
2478 context_invalidate_state(context
, STATE_SAMPLER(i
));
2479 context_invalidate_texture_stage(context
, i
);
2486 static void context_map_psamplers(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2488 const enum wined3d_sampler_texture_type
*sampler_type
=
2489 state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.sampler_type
;
2491 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2493 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2495 if (sampler_type
[i
] && context
->tex_unit_map
[i
] != i
)
2497 context_map_stage(context
, i
, i
);
2498 context_invalidate_state(context
, STATE_SAMPLER(i
));
2499 if (i
< d3d_info
->limits
.ffp_blend_stages
)
2500 context_invalidate_texture_stage(context
, i
);
2505 static BOOL
context_unit_free_for_vs(const struct wined3d_context
*context
,
2506 const enum wined3d_sampler_texture_type
*pshader_sampler_tokens
,
2507 const enum wined3d_sampler_texture_type
*vshader_sampler_tokens
, DWORD unit
)
2509 DWORD current_mapping
= context
->rev_tex_unit_map
[unit
];
2511 /* Not currently used */
2512 if (current_mapping
== WINED3D_UNMAPPED_STAGE
)
2515 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
)
2517 /* Used by a fragment sampler */
2519 if (!pshader_sampler_tokens
)
2521 /* No pixel shader, check fixed function */
2522 return current_mapping
>= MAX_TEXTURES
|| !(context
->fixed_function_usage_map
& (1 << current_mapping
));
2525 /* Pixel shader, check the shader's sampler map */
2526 return !pshader_sampler_tokens
[current_mapping
];
2529 /* Used by a vertex sampler */
2530 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2533 static void context_map_vsamplers(struct wined3d_context
*context
, BOOL ps
, const struct wined3d_state
*state
)
2535 const enum wined3d_sampler_texture_type
*vshader_sampler_type
=
2536 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.sampler_type
;
2537 const enum wined3d_sampler_texture_type
*pshader_sampler_type
= NULL
;
2538 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2539 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2544 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2545 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2546 pshader_sampler_type
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.sampler_type
;
2549 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
2550 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2551 if (vshader_sampler_type
[i
])
2553 if (context
->tex_unit_map
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2555 /* Already mapped somewhere */
2561 if (context_unit_free_for_vs(context
, pshader_sampler_type
, vshader_sampler_type
, start
))
2563 context_map_stage(context
, vsampler_idx
, start
);
2564 context_invalidate_state(context
, STATE_SAMPLER(vsampler_idx
));
2576 static void context_update_tex_unit_map(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2578 BOOL vs
= use_vs(state
);
2579 BOOL ps
= use_ps(state
);
2582 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2583 * that would be really messy and require shader recompilation
2584 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2585 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2588 context_map_psamplers(context
, state
);
2590 context_map_fixed_function_samplers(context
, state
);
2593 context_map_vsamplers(context
, ps
, state
);
2596 /* Context activation is done by the caller. */
2597 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2599 const struct wined3d_device
*device
= context
->swapchain
->device
;
2600 DWORD rt_mask
, *cur_mask
;
2602 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
2604 cur_mask
= context
->current_fbo
? &context
->current_fbo
->rt_mask
: &context
->draw_buffers_mask
;
2605 rt_mask
= find_draw_buffers_mask(context
, device
);
2606 if (rt_mask
!= *cur_mask
)
2608 context_apply_draw_buffers(context
, rt_mask
);
2609 *cur_mask
= rt_mask
;
2613 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
2615 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
2616 *regnum
= WINED3D_FFP_POSITION
;
2617 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
2618 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
2619 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
2620 *regnum
= WINED3D_FFP_BLENDINDICES
;
2621 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
2622 *regnum
= WINED3D_FFP_NORMAL
;
2623 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
2624 *regnum
= WINED3D_FFP_PSIZE
;
2625 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
2626 *regnum
= WINED3D_FFP_DIFFUSE
;
2627 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
2628 *regnum
= WINED3D_FFP_SPECULAR
;
2629 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
2630 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
2633 FIXME("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage
), usage_idx
);
2641 /* FIXME: Separate buffer loading from declaration decoding */
2642 /* Context activation is done by the caller. */
2643 void context_stream_info_from_declaration(struct wined3d_context
*context
,
2644 const struct wined3d_state
*state
, struct wined3d_stream_info
*stream_info
)
2646 /* We need to deal with frequency data! */
2647 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
2648 BOOL use_vshader
= use_vs(state
);
2652 stream_info
->use_map
= 0;
2653 stream_info
->swizzle_map
= 0;
2654 stream_info
->all_vbo
= 1;
2655 stream_info
->position_transformed
= declaration
->position_transformed
;
2657 /* Translate the declaration into strided data. */
2658 for (i
= 0; i
< declaration
->element_count
; ++i
)
2660 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
2661 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
2662 struct wined3d_buffer
*buffer
= stream
->buffer
;
2663 struct wined3d_bo_address data
;
2668 TRACE("%p Element %p (%u of %u).\n", declaration
->elements
,
2669 element
, i
+ 1, declaration
->element_count
);
2671 if (!buffer
) continue;
2673 stride
= stream
->stride
;
2674 TRACE("Stream %u in buffer %p.\n", element
->input_slot
, buffer
);
2675 buffer_get_memory(buffer
, context
, &data
);
2677 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
2678 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
2679 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
2680 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
2681 * not, drawStridedSlow is needed, including a vertex buffer path. */
2682 if (state
->load_base_vertex_index
< 0)
2684 WARN_(d3d_perf
)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
2685 state
->load_base_vertex_index
);
2686 data
.buffer_object
= 0;
2687 data
.addr
= buffer_get_sysmem(buffer
, context
);
2688 if ((UINT_PTR
)data
.addr
< -state
->load_base_vertex_index
* stride
)
2690 FIXME("System memory vertex data load offset is negative!\n");
2693 data
.addr
+= element
->offset
;
2695 TRACE("offset %u input_slot %u usage_idx %d.\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
2699 if (element
->output_slot
== ~0U)
2701 /* TODO: Assuming vertexdeclarations are usually used with the
2702 * same or a similar shader, it might be worth it to store the
2703 * last used output slot and try that one first. */
2704 stride_used
= vshader_get_input(state
->shader
[WINED3D_SHADER_TYPE_VERTEX
],
2705 element
->usage
, element
->usage_idx
, &idx
);
2709 idx
= element
->output_slot
;
2715 if (!element
->ffp_valid
)
2717 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
2718 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
2719 stride_used
= FALSE
;
2723 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
2729 TRACE("Load %s array %u [usage %s, usage_idx %u, "
2730 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u].\n",
2731 use_vshader
? "shader": "fixed function", idx
,
2732 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
2733 element
->offset
, stride
, debug_d3dformat(element
->format
->id
), data
.buffer_object
);
2735 data
.addr
+= stream
->offset
;
2737 stream_info
->elements
[idx
].format
= element
->format
;
2738 stream_info
->elements
[idx
].data
= data
;
2739 stream_info
->elements
[idx
].stride
= stride
;
2740 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
2742 if (!context
->gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
2743 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
2745 stream_info
->swizzle_map
|= 1 << idx
;
2747 stream_info
->use_map
|= 1 << idx
;
2751 /* Preload the vertex buffers. */
2752 context
->num_buffer_queries
= 0;
2753 for (i
= 0, map
= stream_info
->use_map
; map
; map
>>= 1, ++i
)
2755 struct wined3d_stream_info_element
*element
;
2756 struct wined3d_buffer
*buffer
;
2761 element
= &stream_info
->elements
[i
];
2762 buffer
= state
->streams
[element
->stream_idx
].buffer
;
2763 buffer_internal_preload(buffer
, context
, state
);
2765 /* If the preload dropped the buffer object, update the stream info. */
2766 if (buffer
->buffer_object
!= element
->data
.buffer_object
)
2768 element
->data
.buffer_object
= 0;
2769 element
->data
.addr
= buffer_get_sysmem(buffer
, context
)
2770 + (ptrdiff_t)element
->data
.addr
;
2773 if (!buffer
->buffer_object
)
2774 stream_info
->all_vbo
= 0;
2777 context
->buffer_queries
[context
->num_buffer_queries
++] = buffer
->query
;
2781 /* Context activation is done by the caller. */
2782 static void context_update_stream_info(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2784 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2785 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
2786 struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
2787 DWORD prev_all_vbo
= stream_info
->all_vbo
;
2789 TRACE("============================= Vertex Declaration =============================\n");
2790 context_stream_info_from_declaration(context
, state
, stream_info
);
2794 if (state
->vertex_declaration
->half_float_conv_needed
&& !stream_info
->all_vbo
)
2796 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
2797 context
->use_immediate_mode_draw
= TRUE
;
2801 context
->use_immediate_mode_draw
= FALSE
;
2806 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
2807 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
2808 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
2810 if (((stream_info
->position_transformed
&& !d3d_info
->xyzrhw
)
2811 || (stream_info
->use_map
& slow_mask
)) && !stream_info
->all_vbo
)
2812 context
->use_immediate_mode_draw
= TRUE
;
2814 context
->use_immediate_mode_draw
= FALSE
;
2817 if (prev_all_vbo
!= stream_info
->all_vbo
)
2818 context_invalidate_state(context
, STATE_INDEXBUFFER
);
2821 /* Context activation is done by the caller. */
2822 static void context_preload_texture(struct wined3d_context
*context
,
2823 const struct wined3d_state
*state
, unsigned int idx
)
2825 struct wined3d_texture
*texture
;
2827 if (!(texture
= state
->textures
[idx
]))
2830 wined3d_texture_load(texture
, context
, state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
]);
2833 /* Context activation is done by the caller. */
2834 static void context_preload_textures(struct wined3d_context
*context
, const struct wined3d_state
*state
)
2840 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
2842 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.sampler_type
[i
])
2843 context_preload_texture(context
, state
, MAX_FRAGMENT_SAMPLERS
+ i
);
2849 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2851 if (state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.sampler_type
[i
])
2852 context_preload_texture(context
, state
, i
);
2857 WORD ffu_map
= context
->fixed_function_usage_map
;
2859 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2862 context_preload_texture(context
, state
, i
);
2867 /* Context activation is done by the caller. */
2868 BOOL
context_apply_draw_state(struct wined3d_context
*context
, struct wined3d_device
*device
)
2870 const struct wined3d_state
*state
= &device
->state
;
2871 const struct StateEntry
*state_table
= context
->state_table
;
2872 const struct wined3d_fb_state
*fb
= state
->fb
;
2875 if (!context_validate_rt_config(context
->gl_info
->limits
.buffers
,
2876 fb
->render_targets
, fb
->depth_stencil
))
2879 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& isStateDirty(context
, STATE_FRAMEBUFFER
))
2881 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
2884 /* Preload resources before FBO setup. Texture preload in particular may
2885 * result in changes to the current FBO, due to using e.g. FBO blits for
2886 * updating a resource location. */
2887 context_update_tex_unit_map(context
, state
);
2888 context_preload_textures(context
, state
);
2889 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
))
2890 context_update_stream_info(context
, state
);
2891 if (state
->index_buffer
)
2893 if (context
->stream_info
.all_vbo
)
2894 buffer_internal_preload(state
->index_buffer
, context
, state
);
2896 buffer_get_sysmem(state
->index_buffer
, context
);
2899 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
2901 DWORD rep
= context
->dirtyArray
[i
];
2902 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
2903 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
2904 context
->isStateDirty
[idx
] &= ~(1 << shift
);
2905 state_table
[rep
].apply(context
, state
, rep
);
2908 if (context
->shader_update_mask
)
2910 device
->shader_backend
->shader_select(device
->shader_priv
, context
, state
);
2911 context
->shader_update_mask
= 0;
2914 if (context
->constant_update_mask
)
2916 device
->shader_backend
->shader_load_constants(device
->shader_priv
, context
, state
);
2917 context
->constant_update_mask
= 0;
2920 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2922 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2925 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
2926 context
->last_was_blit
= FALSE
;
2931 static void context_setup_target(struct wined3d_context
*context
, struct wined3d_surface
*target
)
2933 BOOL old_render_offscreen
= context
->render_offscreen
, render_offscreen
;
2935 render_offscreen
= surface_is_offscreen(target
);
2936 if (context
->current_rt
== target
&& render_offscreen
== old_render_offscreen
) return;
2938 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2939 * the alpha blend state changes with different render target formats. */
2940 if (!context
->current_rt
)
2942 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2946 const struct wined3d_format
*old
= context
->current_rt
->resource
.format
;
2947 const struct wined3d_format
*new = target
->resource
.format
;
2949 if (old
->id
!= new->id
)
2951 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2952 if ((old
->alpha_size
&& !new->alpha_size
) || (!old
->alpha_size
&& new->alpha_size
)
2953 || !(new->flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
2954 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
));
2956 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2957 if ((old
->flags
& WINED3DFMT_FLAG_SRGB_WRITE
) != (new->flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
2958 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
));
2961 /* When switching away from an offscreen render target, and we're not
2962 * using FBOs, we have to read the drawable into the texture. This is
2963 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
2964 * There are some things that need care though. PreLoad needs a GL context,
2965 * and FindContext is called before the context is activated. It also
2966 * has to be called with the old rendertarget active, otherwise a
2967 * wrong drawable is read. */
2968 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2969 && old_render_offscreen
&& context
->current_rt
!= target
)
2971 struct wined3d_texture
*texture
= context
->current_rt
->container
;
2973 /* Read the back buffer of the old drawable into the destination texture. */
2974 if (texture
->texture_srgb
.name
)
2975 wined3d_texture_load(texture
, context
, TRUE
);
2976 wined3d_texture_load(texture
, context
, FALSE
);
2977 surface_invalidate_location(context
->current_rt
, WINED3D_LOCATION_DRAWABLE
);
2981 context
->current_rt
= target
;
2982 context_set_render_offscreen(context
, render_offscreen
);
2985 struct wined3d_context
*context_acquire(const struct wined3d_device
*device
, struct wined3d_surface
*target
)
2987 struct wined3d_context
*current_context
= context_get_current();
2988 struct wined3d_context
*context
;
2990 TRACE("device %p, target %p.\n", device
, target
);
2992 if (current_context
&& current_context
->destroyed
)
2993 current_context
= NULL
;
2998 && current_context
->current_rt
2999 && current_context
->swapchain
->device
== device
)
3001 target
= current_context
->current_rt
;
3005 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
3006 if (swapchain
->back_buffers
)
3007 target
= swapchain
->back_buffers
[0];
3009 target
= swapchain
->front_buffer
;
3013 if (current_context
&& current_context
->current_rt
== target
)
3015 context
= current_context
;
3017 else if (target
->swapchain
)
3019 TRACE("Rendering onscreen.\n");
3021 context
= swapchain_get_context(target
->swapchain
);
3025 TRACE("Rendering offscreen.\n");
3027 /* Stay with the current context if possible. Otherwise use the
3028 * context for the primary swapchain. */
3029 if (current_context
&& current_context
->swapchain
->device
== device
)
3030 context
= current_context
;
3032 context
= swapchain_get_context(device
->swapchains
[0]);
3035 context_enter(context
);
3036 context_update_window(context
);
3037 context_setup_target(context
, target
);
3038 if (!context
->valid
) return context
;
3040 if (context
!= current_context
)
3042 if (!context_set_current(context
))
3043 ERR("Failed to activate the new context.\n");
3045 else if (context
->needs_set
)
3047 context_set_gl_context(context
);