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
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
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
;
50 if(!rep
|| isStateDirty(context
, rep
)) return;
52 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
55 context
->isStateDirty
[idx
] |= (1 << shift
);
58 /*****************************************************************************
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
68 * This: Device to add the context for
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
;
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
;
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
;
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
);
109 TRACE("Created context %p\n", This
->contexts
[This
->numContexts
- 1]);
110 return This
->contexts
[This
->numContexts
- 1];
113 /*****************************************************************************
116 * Creates a new context for a window, or a pbuffer context.
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
;
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);
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;
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
);
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
);
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));
191 ERR("Cannot create a pbuffer\n");
192 ReleaseDC(win_handle
, hdc_parent
);
196 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
197 hdc
= GL_EXTCALL(wglGetPbufferDCARB(pbuffer
));
199 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer
);
200 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
201 ReleaseDC(win_handle
, hdc_parent
);
204 ReleaseDC(win_handle
, hdc_parent
);
206 PIXELFORMATDESCRIPTOR pfd
;
208 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
209 short depthBits
=0, stencilBits
=0;
213 unsigned int nFormats
;
214 WINED3DFORMAT fmt
= target
->resource
.format
;
216 hdc
= GetDC(win_handle
);
218 ERR("Cannot retrieve a device context!\n");
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
);
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
);
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
);
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
);
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
);
297 int oldPixelFormat
= GetPixelFormat(hdc
);
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
);
305 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
313 ctx
= pwglCreateContext(hdc
);
314 if(This
->numContexts
) pwglShareLists(This
->contexts
[0]->glCtx
, ctx
);
317 ERR("Failed to create a WGL context\n");
319 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
320 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
324 ret
= AddContextToArray(This
, win_handle
, hdc
, ctx
, pbuffer
);
326 ERR("Failed to add the newly created context to the context list\n");
327 pwglDeleteContext(ctx
);
329 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
330 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
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");
365 TRACE("Setting up the screen\n");
366 /* Clear the screen */
367 glClearColor(1.0, 0.0, 0.0, 0.0);
368 checkGLcall("glClearColor");
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");
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)");
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.
458 * This: Device to activate the context for
459 * context: Context to remove
461 *****************************************************************************/
462 static void RemoveContextFromArray(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
464 WineD3DContext
**oldArray
= This
->contexts
;
466 TRACE("Removing ctx %p\n", context
);
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");
476 for(s
= 0; s
< This
->numContexts
; s
++) {
477 if(oldArray
[s
] == context
) continue;
478 This
->contexts
[t
] = oldArray
[s
];
482 This
->contexts
= NULL
;
485 HeapFree(GetProcessHeap(), 0, context
);
486 HeapFree(GetProcessHeap(), 0, oldArray
);
489 /*****************************************************************************
492 * Destroys a wineD3DContext
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 /*****************************************************************************
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
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
) {
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");
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
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)");
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
,
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
);
624 checkGLcall("glDisable GL_FOG");
625 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
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)");
661 checkGLcall("glLoadIdentity()");
662 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
664 glMatrixMode(GL_PROJECTION
);
665 checkGLcall("glMatrixMode(GL_PROJECTION)");
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
) {
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 /*****************************************************************************
720 * Finds a context for the current render target and thread
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
;
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
) {
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
);
786 TRACE("Rendering offscreen\n");
787 This
->render_offscreen
= TRUE
;
788 *buffer
= This
->offscreenBuffer
;
790 switch(wined3d_settings
.offscreen_rendering_mode
) {
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
;
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
);
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
;
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
;
841 /* Stay with the currently active context for back buffer rendering */
842 if(This
->activeContext
&& tid
== This
->lastThread
) {
843 context
= This
->activeContext
;
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
);
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
);
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
;
898 /*****************************************************************************
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
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();
914 DWORD dirtyState
, idx
;
916 WineD3DContext
*context
;
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
;
926 /* Stick to the old context */
927 context
= This
->activeContext
;
930 /* Activate the opengl context */
931 if(context
!= This
->activeContext
) {
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
);
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
);
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 */
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");
982 case CTXUSAGE_RESOURCELOAD
:
983 /* This does not require any special states to be set up */
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
);
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
;
1030 SetupForBlit(This
, context
,
1031 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Width
,
1032 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Height
);
1036 FIXME("Unexpected context usage requested\n");