gdi32: Fix lfWidth before caching the font to avoid duplicate entries in the cache.
[wine/wine-jacek.git] / dlls / wined3d / context.c
blobd20f5f20109040dd9544a0d15360cdbf4410b014
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 #include "config.h"
22 #include <stdio.h>
23 #ifdef HAVE_FLOAT_H
24 # include <float.h>
25 #endif
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 /*****************************************************************************
33 * Context_MarkStateDirty
35 * Marks a state in a context dirty. Only one context, opposed to
36 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
37 * contexts
39 * Params:
40 * context: Context to mark the state dirty in
41 * state: State to mark dirty
42 * StateTable: Pointer to the state table in use(for state grouping)
44 *****************************************************************************/
45 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) {
46 DWORD rep = StateTable[state].representative;
47 DWORD idx;
48 BYTE shift;
50 if(!rep || isStateDirty(context, rep)) return;
52 context->dirtyArray[context->numDirtyEntries++] = rep;
53 idx = rep >> 5;
54 shift = rep & 0x1f;
55 context->isStateDirty[idx] |= (1 << shift);
58 /*****************************************************************************
59 * AddContextToArray
61 * Adds a context to the context array. Helper function for CreateContext
63 * This method is not called in performance-critical code paths, only when a
64 * new render target or swapchain is created. Thus performance is not an issue
65 * here.
67 * Params:
68 * This: Device to add the context for
69 * hdc: device context
70 * glCtx: WGL context to add
71 * pbuffer: optional pbuffer used with this context
73 *****************************************************************************/
74 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
75 WineD3DContext **oldArray = This->contexts;
76 DWORD state;
78 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
79 if(This->contexts == NULL) {
80 ERR("Unable to grow the context array\n");
81 This->contexts = oldArray;
82 return NULL;
84 if(oldArray) {
85 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
88 This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
89 if(This->contexts[This->numContexts] == NULL) {
90 ERR("Unable to allocate a new context\n");
91 HeapFree(GetProcessHeap(), 0, This->contexts);
92 This->contexts = oldArray;
93 return NULL;
96 This->contexts[This->numContexts]->hdc = hdc;
97 This->contexts[This->numContexts]->glCtx = glCtx;
98 This->contexts[This->numContexts]->pbuffer = pbuffer;
99 This->contexts[This->numContexts]->win_handle = win_handle;
100 HeapFree(GetProcessHeap(), 0, oldArray);
102 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
104 for(state = 0; state <= STATE_HIGHEST; state++) {
105 Context_MarkStateDirty(This->contexts[This->numContexts], state, This->shader_backend->StateTable);
108 This->numContexts++;
109 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
110 return This->contexts[This->numContexts - 1];
113 /*****************************************************************************
114 * CreateContext
116 * Creates a new context for a window, or a pbuffer context.
118 * * Params:
119 * This: Device to activate the context for
120 * target: Surface this context will render to
121 * win_handle: handle to the window which we are drawing to
122 * create_pbuffer: tells whether to create a pbuffer or not
123 * pPresentParameters: contains the pixelformats to use for onscreen rendering
125 *****************************************************************************/
126 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
127 HDC oldDrawable, hdc;
128 HPBUFFERARB pbuffer = NULL;
129 HGLRC ctx = NULL, oldCtx;
130 WineD3DContext *ret = NULL;
131 int s;
133 TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
135 #define PUSH1(att) attribs[nAttribs++] = (att);
136 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
137 if(create_pbuffer) {
138 HDC hdc_parent = GetDC(win_handle);
139 int iPixelFormat = 0;
140 short redBits, greenBits, blueBits, alphaBits, colorBits;
141 short depthBits, stencilBits;
143 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
144 WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
146 int attribs[256];
147 int nAttribs = 0;
148 unsigned int nFormats;
150 /* Retrieve the specifications for the pixelformat from the backbuffer / stencilbuffer */
151 getColorBits(target->resource.format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits);
152 getDepthStencilBits(StencilBufferFormat, &depthBits, &stencilBits);
153 PUSH2(WGL_DRAW_TO_PBUFFER_ARB, 1); /* We need pbuffer support; doublebuffering isn't needed */
154 PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
155 PUSH2(WGL_COLOR_BITS_ARB, colorBits);
156 PUSH2(WGL_RED_BITS_ARB, redBits);
157 PUSH2(WGL_GREEN_BITS_ARB, greenBits);
158 PUSH2(WGL_BLUE_BITS_ARB, blueBits);
159 PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
160 PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
161 PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
162 PUSH1(0); /* end the list */
164 /* Try to find a pixelformat that matches exactly. If that fails let ChoosePixelFormat try to find a close match */
165 if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc_parent, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
167 PIXELFORMATDESCRIPTOR pfd;
169 TRACE("Falling back to ChoosePixelFormat as wglChoosePixelFormatARB failed\n");
171 ZeroMemory(&pfd, sizeof(pfd));
172 pfd.nSize = sizeof(pfd);
173 pfd.nVersion = 1;
174 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER_DONTCARE | PFD_DRAW_TO_WINDOW;
175 pfd.iPixelType = PFD_TYPE_RGBA;
176 pfd.cColorBits = colorBits;
177 pfd.cDepthBits = depthBits;
178 pfd.cStencilBits = stencilBits;
179 pfd.iLayerType = PFD_MAIN_PLANE;
181 iPixelFormat = ChoosePixelFormat(hdc_parent, &pfd);
182 if(!iPixelFormat) {
183 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
184 ERR("Can't find a suitable iPixelFormat for the pbuffer\n");
188 TRACE("Creating a pBuffer drawable for the new context\n");
189 pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
190 if(!pbuffer) {
191 ERR("Cannot create a pbuffer\n");
192 ReleaseDC(win_handle, hdc_parent);
193 goto out;
196 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
197 hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
198 if(!hdc) {
199 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
200 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
201 ReleaseDC(win_handle, hdc_parent);
202 goto out;
204 ReleaseDC(win_handle, hdc_parent);
205 } else {
206 PIXELFORMATDESCRIPTOR pfd;
207 int iPixelFormat;
208 short redBits, greenBits, blueBits, alphaBits, colorBits;
209 short depthBits=0, stencilBits=0;
210 int res;
211 int attribs[256];
212 int nAttribs = 0;
213 unsigned int nFormats;
214 WINED3DFORMAT fmt = target->resource.format;
216 hdc = GetDC(win_handle);
217 if(hdc == NULL) {
218 ERR("Cannot retrieve a device context!\n");
219 goto out;
222 /* PixelFormat selection */
223 PUSH2(WGL_DRAW_TO_WINDOW_ARB, GL_TRUE); /* We want to draw to a window */
224 PUSH2(WGL_DOUBLE_BUFFER_ARB, GL_TRUE);
225 PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
226 PUSH2(WGL_SUPPORT_OPENGL_ARB, GL_TRUE);
227 PUSH2(WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB); /* Make sure we receive an accelerated format. On windows (at least on ATI) this is not always the case */
229 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
230 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
231 if(target->resource.format == WINED3DFMT_X4R4G4B4)
232 fmt = WINED3DFMT_A4R4G4B4;
233 else if(target->resource.format == WINED3DFMT_X8R8G8B8)
234 fmt = WINED3DFMT_A8R8G8B8;
236 /* We like to have two aux buffers in backbuffer mode */
237 PUSH2(WGL_AUX_BUFFERS_ARB, 2);
240 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
241 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
242 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
243 * a format with 8bit alpha, so request A8R8G8B8. */
244 if(fmt == WINED3DFMT_P8)
245 fmt = WINED3DFMT_A8R8G8B8;
247 if(!getColorBits(fmt, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
248 ERR("Unable to get color bits for format %#x!\n", target->resource.format);
249 return FALSE;
251 PUSH2(WGL_COLOR_BITS_ARB, colorBits);
252 PUSH2(WGL_RED_BITS_ARB, redBits);
253 PUSH2(WGL_GREEN_BITS_ARB, greenBits);
254 PUSH2(WGL_BLUE_BITS_ARB, blueBits);
255 PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
257 /* Retrieve the depth stencil format from the present parameters.
258 * The choice of the proper format can give a nice performance boost
259 * in case of GPU limited programs. */
260 if(pPresentParms->EnableAutoDepthStencil) {
261 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
262 if(!getDepthStencilBits(pPresentParms->AutoDepthStencilFormat, &depthBits, &stencilBits)) {
263 ERR("Unable to get depth / stencil bits for AutoDepthStencilFormat %#x!\n", pPresentParms->AutoDepthStencilFormat);
264 return FALSE;
266 PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
267 PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
270 PUSH1(0); /* end the list */
272 /* In case of failure hope that standard ChoosePixelFormat will find something suitable */
273 if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
275 /* PixelFormat selection */
276 ZeroMemory(&pfd, sizeof(pfd));
277 pfd.nSize = sizeof(pfd);
278 pfd.nVersion = 1;
279 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
280 pfd.iPixelType = PFD_TYPE_RGBA;
281 pfd.cAlphaBits = alphaBits;
282 pfd.cColorBits = colorBits;
283 pfd.cDepthBits = depthBits;
284 pfd.cStencilBits = stencilBits;
285 pfd.iLayerType = PFD_MAIN_PLANE;
287 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
288 if(!iPixelFormat) {
289 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
290 ERR("Can't find a suitable iPixelFormat\n");
294 DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
295 res = SetPixelFormat(hdc, iPixelFormat, NULL);
296 if(!res) {
297 int oldPixelFormat = GetPixelFormat(hdc);
299 if(oldPixelFormat) {
300 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
301 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
302 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
304 else {
305 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
306 return FALSE;
310 #undef PUSH1
311 #undef PUSH2
313 ctx = pwglCreateContext(hdc);
314 if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
316 if(!ctx) {
317 ERR("Failed to create a WGL context\n");
318 if(create_pbuffer) {
319 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
320 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
322 goto out;
324 ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
325 if(!ret) {
326 ERR("Failed to add the newly created context to the context list\n");
327 pwglDeleteContext(ctx);
328 if(create_pbuffer) {
329 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
330 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
332 goto out;
334 ret->surface = (IWineD3DSurface *) target;
335 ret->isPBuffer = create_pbuffer;
336 ret->tid = GetCurrentThreadId();
337 if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
338 /* Create the dirty constants array and initialize them to dirty */
339 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
340 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
341 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
342 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
343 memset(ret->vshader_const_dirty, 1,
344 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
345 memset(ret->pshader_const_dirty, 1,
346 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
349 TRACE("Successfully created new context %p\n", ret);
351 /* Set up the context defaults */
352 oldCtx = pwglGetCurrentContext();
353 oldDrawable = pwglGetCurrentDC();
354 if(oldCtx && oldDrawable && GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
355 /* See comment in ActivateContext context switching */
356 glDisable(GL_FRAGMENT_SHADER_ATI);
357 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
359 if(pwglMakeCurrent(hdc, ctx) == FALSE) {
360 ERR("Cannot activate context to set up defaults\n");
361 goto out;
364 ENTER_GL();
365 TRACE("Setting up the screen\n");
366 /* Clear the screen */
367 glClearColor(1.0, 0.0, 0.0, 0.0);
368 checkGLcall("glClearColor");
369 glClearIndex(0);
370 glClearDepth(1);
371 glClearStencil(0xffff);
373 checkGLcall("glClear");
375 glColor3f(1.0, 1.0, 1.0);
376 checkGLcall("glColor3f");
378 glEnable(GL_LIGHTING);
379 checkGLcall("glEnable");
381 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
382 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
384 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
385 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
387 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
388 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
390 glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
391 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
392 glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
393 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
395 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
396 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
397 * and textures in DIB sections(due to the memory protection).
399 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
400 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
402 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
403 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
404 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
405 * GL_VERTEX_BLEND_ARB isn't enabled too
407 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
408 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
410 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
411 glEnable(GL_TEXTURE_SHADER_NV);
412 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
414 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
415 * the previous texture where to source the offset from is always unit - 1.
417 for(s = 1; s < GL_LIMITS(textures); s++) {
418 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
419 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
420 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
424 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
425 for(s = 0; s < GL_LIMITS(textures); s++) {
426 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
427 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
428 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
431 LEAVE_GL();
433 /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
434 * but enable it for the first context we create, and reenable it on the old context
436 if(oldDrawable && oldCtx) {
437 pwglMakeCurrent(oldDrawable, oldCtx);
439 if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
440 glEnable(GL_FRAGMENT_SHADER_ATI);
441 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
444 out:
445 return ret;
448 /*****************************************************************************
449 * RemoveContextFromArray
451 * Removes a context from the context manager. The opengl context is not
452 * destroyed or unset. context is not a valid pointer after that call.
454 * Similar to the former call this isn't a performance critical function. A
455 * helper function for DestroyContext.
457 * Params:
458 * This: Device to activate the context for
459 * context: Context to remove
461 *****************************************************************************/
462 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
463 UINT t, s;
464 WineD3DContext **oldArray = This->contexts;
466 TRACE("Removing ctx %p\n", context);
468 This->numContexts--;
470 if(This->numContexts) {
471 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
472 if(!This->contexts) {
473 ERR("Cannot allocate a new context array, PANIC!!!\n");
475 t = 0;
476 for(s = 0; s < This->numContexts; s++) {
477 if(oldArray[s] == context) continue;
478 This->contexts[t] = oldArray[s];
479 t++;
481 } else {
482 This->contexts = NULL;
485 HeapFree(GetProcessHeap(), 0, context);
486 HeapFree(GetProcessHeap(), 0, oldArray);
489 /*****************************************************************************
490 * DestroyContext
492 * Destroys a wineD3DContext
494 * Params:
495 * This: Device to activate the context for
496 * context: Context to destroy
498 *****************************************************************************/
499 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
501 /* check that we are the current context first */
502 TRACE("Destroying ctx %p\n", context);
503 if(pwglGetCurrentContext() == context->glCtx){
504 pwglMakeCurrent(NULL, NULL);
507 if(context->isPBuffer) {
508 GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
509 GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
510 } else ReleaseDC(context->win_handle, context->hdc);
511 pwglDeleteContext(context->glCtx);
513 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
514 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
515 RemoveContextFromArray(This, context);
518 /*****************************************************************************
519 * SetupForBlit
521 * Sets up a context for DirectDraw blitting.
522 * All texture units are disabled, texture unit 0 is set as current unit
523 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
524 * color writing enabled for all channels
525 * register combiners disabled, shaders disabled
526 * world matrix is set to identity, texture matrix 0 too
527 * projection matrix is setup for drawing screen coordinates
529 * Params:
530 * This: Device to activate the context for
531 * context: Context to setup
532 * width: render target width
533 * height: render target height
535 *****************************************************************************/
536 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
537 int i;
538 const struct StateEntry *StateTable = This->shader_backend->StateTable;
540 TRACE("Setting up context %p for blitting\n", context);
541 if(context->last_was_blit) {
542 TRACE("Context is already set up for blitting, nothing to do\n");
543 return;
545 context->last_was_blit = TRUE;
547 /* TODO: Use a display list */
549 /* Disable shaders */
550 This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
551 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
552 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
554 /* Disable all textures. The caller can then bind a texture it wants to blit
555 * from
557 if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
558 glDisable(GL_REGISTER_COMBINERS_NV);
559 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
561 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
562 /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
563 * function texture unit. No need to care for higher samplers
565 for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
566 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
567 checkGLcall("glActiveTextureARB");
569 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
570 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
571 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
573 glDisable(GL_TEXTURE_3D);
574 checkGLcall("glDisable GL_TEXTURE_3D");
575 glDisable(GL_TEXTURE_2D);
576 checkGLcall("glDisable GL_TEXTURE_2D");
578 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
579 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
581 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), StateTable);
582 Context_MarkStateDirty(context, STATE_SAMPLER(i), StateTable);
584 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
585 checkGLcall("glActiveTextureARB");
587 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
588 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
589 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
591 glDisable(GL_TEXTURE_3D);
592 checkGLcall("glDisable GL_TEXTURE_3D");
593 glDisable(GL_TEXTURE_2D);
594 checkGLcall("glDisable GL_TEXTURE_2D");
596 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
598 glMatrixMode(GL_TEXTURE);
599 checkGLcall("glMatrixMode(GL_TEXTURE)");
600 glLoadIdentity();
601 checkGLcall("glLoadIdentity()");
602 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0), StateTable);
604 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
605 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
606 GL_TEXTURE_LOD_BIAS_EXT,
607 0.0);
608 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
610 Context_MarkStateDirty(context, STATE_SAMPLER(0), StateTable);
611 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), StateTable);
613 /* Other misc states */
614 glDisable(GL_ALPHA_TEST);
615 checkGLcall("glDisable(GL_ALPHA_TEST)");
616 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
617 glDisable(GL_LIGHTING);
618 checkGLcall("glDisable GL_LIGHTING");
619 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
620 glDisable(GL_DEPTH_TEST);
621 checkGLcall("glDisable GL_DEPTH_TEST");
622 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
623 glDisable(GL_FOG);
624 checkGLcall("glDisable GL_FOG");
625 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
626 glDisable(GL_BLEND);
627 checkGLcall("glDisable GL_BLEND");
628 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
629 glDisable(GL_CULL_FACE);
630 checkGLcall("glDisable GL_CULL_FACE");
631 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
632 glDisable(GL_STENCIL_TEST);
633 checkGLcall("glDisable GL_STENCIL_TEST");
634 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
635 glDisable(GL_SCISSOR_TEST);
636 checkGLcall("glDisable GL_SCISSOR_TEST");
637 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
638 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
639 glDisable(GL_POINT_SPRITE_ARB);
640 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
641 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
643 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
644 checkGLcall("glColorMask");
645 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
646 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
647 glDisable(GL_COLOR_SUM_EXT);
648 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
649 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
651 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
652 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
653 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
654 checkGLcall("glFinalCombinerInputNV");
657 /* Setup transforms */
658 glMatrixMode(GL_MODELVIEW);
659 checkGLcall("glMatrixMode(GL_MODELVIEW)");
660 glLoadIdentity();
661 checkGLcall("glLoadIdentity()");
662 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
664 glMatrixMode(GL_PROJECTION);
665 checkGLcall("glMatrixMode(GL_PROJECTION)");
666 glLoadIdentity();
667 checkGLcall("glLoadIdentity()");
668 glOrtho(0, width, height, 0, 0.0, -1.0);
669 checkGLcall("glOrtho");
670 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
672 context->last_was_rhw = TRUE;
673 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
675 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
676 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
677 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
678 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
679 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
680 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
681 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
683 glViewport(0, 0, width, height);
684 checkGLcall("glViewport");
685 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
687 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
688 glDisable(GL_TEXTURE_SHADER_NV);
689 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
690 } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
691 glDisable(GL_FRAGMENT_SHADER_ATI);
692 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
696 /*****************************************************************************
697 * findThreadContextForSwapChain
699 * Searches a swapchain for all contexts and picks one for the thread tid.
700 * If none can be found the swapchain is requested to create a new context
702 *****************************************************************************/
703 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
704 int i;
706 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
707 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
708 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
713 /* Create a new context for the thread */
714 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
717 /*****************************************************************************
718 * FindContext
720 * Finds a context for the current render target and thread
722 * Parameters:
723 * target: Render target to find the context for
724 * tid: Thread to activate the context for
726 * Returns: The needed context
728 *****************************************************************************/
729 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid, GLint *buffer) {
730 IWineD3DSwapChain *swapchain = NULL;
731 HRESULT hr;
732 BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
733 WineD3DContext *context = This->activeContext;
734 BOOL oldRenderOffscreen = This->render_offscreen;
735 const WINED3DFORMAT oldFmt = ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->resource.format;
736 const WINED3DFORMAT newFmt = ((IWineD3DSurfaceImpl *) target)->resource.format;
737 const struct StateEntry *StateTable = This->shader_backend->StateTable;
739 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
740 * the alpha blend state changes with different render target formats
742 if(oldFmt != newFmt) {
743 const GlPixelFormatDesc *glDesc;
744 const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL);
745 const StaticPixelFormatDesc *new = getFormatDescEntry(newFmt, &GLINFO_LOCATION, &glDesc);
747 /* Disable blending when the alphaMask has changed and when a format doesn't support blending */
748 if((old->alphaMask && !new->alphaMask) || (!old->alphaMask && new->alphaMask) || !(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
749 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
753 hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
754 if(hr == WINED3D_OK && swapchain) {
755 TRACE("Rendering onscreen\n");
757 context = findThreadContextForSwapChain(swapchain, tid);
759 This->render_offscreen = FALSE;
760 /* The context != This->activeContext will catch a NOP context change. This can occur
761 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
762 * rendering. No context change is needed in that case
765 if(((IWineD3DSwapChainImpl *) swapchain)->frontBuffer == target) {
766 *buffer = GL_FRONT;
767 } else {
768 *buffer = GL_BACK;
770 if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
771 if(This->pbufferContext && tid == This->pbufferContext->tid) {
772 This->pbufferContext->tid = 0;
775 IWineD3DSwapChain_Release(swapchain);
777 if(oldRenderOffscreen) {
778 Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
779 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
780 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
781 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
782 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
785 } else {
786 TRACE("Rendering offscreen\n");
787 This->render_offscreen = TRUE;
788 *buffer = This->offscreenBuffer;
790 switch(wined3d_settings.offscreen_rendering_mode) {
791 case ORM_FBO:
792 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
793 if(This->activeContext && tid == This->lastThread) {
794 context = This->activeContext;
795 } else {
796 /* This may happen if the app jumps straight into offscreen rendering
797 * Start using the context of the primary swapchain. tid == 0 is no problem
798 * for findThreadContextForSwapChain.
800 * Can also happen on thread switches - in that case findThreadContextForSwapChain
801 * is perfect to call.
803 context = findThreadContextForSwapChain(This->swapchains[0], tid);
805 break;
807 case ORM_PBUFFER:
809 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
810 if(This->pbufferContext == NULL ||
811 This->pbufferWidth < targetimpl->currentDesc.Width ||
812 This->pbufferHeight < targetimpl->currentDesc.Height) {
813 if(This->pbufferContext) {
814 DestroyContext(This, This->pbufferContext);
817 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
818 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
820 This->pbufferContext = CreateContext(This, targetimpl,
821 ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
822 TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
823 This->pbufferWidth = targetimpl->currentDesc.Width;
824 This->pbufferHeight = targetimpl->currentDesc.Height;
827 if(This->pbufferContext) {
828 if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
829 FIXME("The PBuffr context is only supported for one thread for now!\n");
831 This->pbufferContext->tid = tid;
832 context = This->pbufferContext;
833 break;
834 } else {
835 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
836 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
840 case ORM_BACKBUFFER:
841 /* Stay with the currently active context for back buffer rendering */
842 if(This->activeContext && tid == This->lastThread) {
843 context = This->activeContext;
844 } else {
845 /* This may happen if the app jumps straight into offscreen rendering
846 * Start using the context of the primary swapchain. tid == 0 is no problem
847 * for findThreadContextForSwapChain.
849 * Can also happen on thread switches - in that case findThreadContextForSwapChain
850 * is perfect to call.
852 context = findThreadContextForSwapChain(This->swapchains[0], tid);
854 break;
857 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
858 /* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
859 * back when we are done won't mark us dirty.
861 IWineD3DSurface_PreLoad(target);
864 if(!oldRenderOffscreen) {
865 Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
866 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
867 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
868 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
869 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
872 if (readTexture) {
873 BOOL oldInDraw = This->isInDraw;
875 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
876 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
877 * when using offscreen rendering with multithreading
879 This->isInDraw = TRUE;
881 /* Do that before switching the context:
882 * Read the back buffer of the old drawable into the destination texture
884 IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
886 /* Assume that the drawable will be modified by some other things now */
887 IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
889 This->isInDraw = oldInDraw;
892 if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
893 This->depth_copy_state = WINED3D_DCS_COPY;
895 return context;
898 /*****************************************************************************
899 * ActivateContext
901 * Finds a rendering context and drawable matching the device and render
902 * target for the current thread, activates them and puts them into the
903 * requested state.
905 * Params:
906 * This: Device to activate the context for
907 * target: Requested render target
908 * usage: Prepares the context for blitting, drawing or other actions
910 *****************************************************************************/
911 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
912 DWORD tid = GetCurrentThreadId();
913 int i;
914 DWORD dirtyState, idx;
915 BYTE shift;
916 WineD3DContext *context;
917 GLint drawBuffer=0;
918 const struct StateEntry *StateTable = This->shader_backend->StateTable;
920 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
921 if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
922 context = FindContext(This, target, tid, &drawBuffer);
923 This->lastActiveRenderTarget = target;
924 This->lastThread = tid;
925 } else {
926 /* Stick to the old context */
927 context = This->activeContext;
930 /* Activate the opengl context */
931 if(context != This->activeContext) {
932 BOOL ret;
934 /* Prevent an unneeded context switch as those are expensive */
935 if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) {
936 TRACE("Already using gl context %p\n", context->glCtx);
938 else {
939 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
941 if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
942 /* Mesa crashes when enabling a context with GL_FRAGMENT_SHADER_ATI enabled.
943 * Thus we disable it before deactivating any context, and re-enable it afterwards.
945 * This bug is filed as bug #15269 on bugs.freedesktop.org
947 glDisable(GL_FRAGMENT_SHADER_ATI);
948 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
951 ret = pwglMakeCurrent(context->hdc, context->glCtx);
952 if(ret == FALSE) {
953 ERR("Failed to activate the new context\n");
954 } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER) && !context->last_was_blit) {
955 glEnable(GL_FRAGMENT_SHADER_ATI);
956 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
959 if(This->activeContext->vshader_const_dirty) {
960 memset(This->activeContext->vshader_const_dirty, 1,
961 sizeof(*This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
963 if(This->activeContext->pshader_const_dirty) {
964 memset(This->activeContext->pshader_const_dirty, 1,
965 sizeof(*This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
967 This->activeContext = context;
970 /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
971 ENTER_GL();
972 /* Select the right draw buffer. It is selected in FindContext. */
973 if(drawBuffer && context->last_draw_buffer != drawBuffer) {
974 TRACE("Drawing to buffer: %#x\n", drawBuffer);
975 context->last_draw_buffer = drawBuffer;
977 glDrawBuffer(drawBuffer);
978 checkGLcall("glDrawBuffer");
981 switch(usage) {
982 case CTXUSAGE_RESOURCELOAD:
983 /* This does not require any special states to be set up */
984 break;
986 case CTXUSAGE_CLEAR:
987 if(context->last_was_blit) {
988 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
989 glEnable(GL_TEXTURE_SHADER_NV);
990 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
991 } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
992 glEnable(GL_FRAGMENT_SHADER_ATI);
993 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
997 glEnable(GL_SCISSOR_TEST);
998 checkGLcall("glEnable GL_SCISSOR_TEST");
999 context->last_was_blit = FALSE;
1000 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1001 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1002 break;
1004 case CTXUSAGE_DRAWPRIM:
1005 /* This needs all dirty states applied */
1006 if(context->last_was_blit) {
1007 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1008 glEnable(GL_TEXTURE_SHADER_NV);
1009 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
1010 } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
1011 glEnable(GL_FRAGMENT_SHADER_ATI);
1012 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1016 IWineD3DDeviceImpl_FindTexUnitMap(This);
1018 for(i=0; i < context->numDirtyEntries; i++) {
1019 dirtyState = context->dirtyArray[i];
1020 idx = dirtyState >> 5;
1021 shift = dirtyState & 0x1f;
1022 context->isStateDirty[idx] &= ~(1 << shift);
1023 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
1025 context->numDirtyEntries = 0; /* This makes the whole list clean */
1026 context->last_was_blit = FALSE;
1027 break;
1029 case CTXUSAGE_BLIT:
1030 SetupForBlit(This, context,
1031 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
1032 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
1033 break;
1035 default:
1036 FIXME("Unexpected context usage requested\n");
1038 LEAVE_GL();