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 /* This function takes care of WineD3D pixel format selection. */
114 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
, WINED3DFORMAT ColorFormat
, WINED3DFORMAT DepthStencilFormat
, BOOL auxBuffers
, BOOL pbuffer
, BOOL findCompatible
)
117 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
118 short depthBits
=0, stencilBits
=0;
121 int nCfgs
= This
->adapter
->nCfgs
;
122 WineD3D_PixelFormat
*cfgs
= This
->adapter
->cfgs
;
124 if(!getColorBits(ColorFormat
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
)) {
125 ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat
), ColorFormat
);
129 if(DepthStencilFormat
) {
130 getDepthStencilBits(DepthStencilFormat
, &depthBits
, &stencilBits
);
133 /* Find a pixel format which EXACTLY matches our requirements (except for depth) */
134 for(i
=0; i
<nCfgs
; i
++) {
135 BOOL exactDepthMatch
= TRUE
;
136 cfgs
= &This
->adapter
->cfgs
[i
];
138 /* For now only accept RGBA formats. Perhaps some day we will
139 * allow floating point formats for pbuffers. */
140 if(cfgs
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
143 /* In all cases except when we are in pbuffer-mode we need a window drawable format with double buffering. */
144 if(!pbuffer
&& !cfgs
->windowDrawable
&& !cfgs
->doubleBuffer
)
147 /* We like to have aux buffers in backbuffer mode */
148 if(auxBuffers
&& !cfgs
->auxBuffers
)
151 /* In pbuffer-mode we need a pbuffer-capable format */
152 if(pbuffer
&& !cfgs
->pbufferDrawable
)
155 if(cfgs
->redSize
!= redBits
)
157 if(cfgs
->greenSize
!= greenBits
)
159 if(cfgs
->blueSize
!= blueBits
)
161 if(cfgs
->alphaSize
!= alphaBits
)
164 /* We try to locate a format which matches our requirements exactly. In case of
165 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
166 if(cfgs
->depthSize
< depthBits
)
168 else if(cfgs
->depthSize
> depthBits
)
169 exactDepthMatch
= FALSE
;
171 /* In all cases make sure the number of stencil bits matches our requirements
172 * even when we don't need stencil because it could affect performance */
173 if(!(cfgs
->stencilSize
== stencilBits
))
176 /* When we have passed all the checks then we have found a format which matches our
177 * requirements. Note that we only check for a limit number of capabilities right now,
178 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
179 * can still differ in things like multisampling, stereo, SRGB and other flags.
182 /* Exit the loop as we have found a format :) */
183 if(exactDepthMatch
) {
184 iPixelFormat
= cfgs
->iPixelFormat
;
186 } else if(!iPixelFormat
) {
187 /* In the end we might end up with a format which doesn't exactly match our depth
188 * requirements. Accept the first format we found because formats with higher iPixelFormat
189 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
190 iPixelFormat
= cfgs
->iPixelFormat
;
194 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
195 if(!iPixelFormat
&& !findCompatible
) {
196 ERR("Can't find a suitable iPixelFormat\n");
198 } else if(!iPixelFormat
) {
199 PIXELFORMATDESCRIPTOR pfd
;
201 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
202 /* PixelFormat selection */
203 ZeroMemory(&pfd
, sizeof(pfd
));
204 pfd
.nSize
= sizeof(pfd
);
206 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
207 pfd
.iPixelType
= PFD_TYPE_RGBA
;
208 pfd
.cAlphaBits
= alphaBits
;
209 pfd
.cColorBits
= colorBits
;
210 pfd
.cDepthBits
= depthBits
;
211 pfd
.cStencilBits
= stencilBits
;
212 pfd
.iLayerType
= PFD_MAIN_PLANE
;
214 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
216 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
217 ERR("Can't find a suitable iPixelFormat\n");
222 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat
, debug_d3dformat(ColorFormat
), debug_d3dformat(DepthStencilFormat
));
226 /*****************************************************************************
229 * Creates a new context for a window, or a pbuffer context.
232 * This: Device to activate the context for
233 * target: Surface this context will render to
234 * win_handle: handle to the window which we are drawing to
235 * create_pbuffer: tells whether to create a pbuffer or not
236 * pPresentParameters: contains the pixelformats to use for onscreen rendering
238 *****************************************************************************/
239 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win_handle
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
) {
240 HDC oldDrawable
, hdc
;
241 HPBUFFERARB pbuffer
= NULL
;
242 HGLRC ctx
= NULL
, oldCtx
;
243 WineD3DContext
*ret
= NULL
;
246 TRACE("(%p): Creating a %s context for render target %p\n", This
, create_pbuffer
? "offscreen" : "onscreen", target
);
248 #define PUSH1(att) attribs[nAttribs++] = (att);
249 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
251 HDC hdc_parent
= GetDC(win_handle
);
252 int iPixelFormat
= 0;
254 IWineD3DSurface
*StencilSurface
= This
->stencilBufferTarget
;
255 WINED3DFORMAT StencilBufferFormat
= (NULL
!= StencilSurface
) ? ((IWineD3DSurfaceImpl
*) StencilSurface
)->resource
.format
: 0;
257 /* Try to find a pixel format with pbuffer support. */
258 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format
, StencilBufferFormat
, FALSE
/* auxBuffers */, TRUE
/* PBUFFER */, FALSE
/* findCompatible */);
260 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
262 /* For some reason we weren't able to find a format, try to find something instead of crashing.
263 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
264 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format
, StencilBufferFormat
, FALSE
/* auxBuffer */, TRUE
/* PBUFFER */, TRUE
/* findCompatible */);
267 /* This shouldn't happen as ChoosePixelFormat always returns something */
269 ERR("Unable to locate a pixel format for a pbuffer\n");
270 ReleaseDC(win_handle
, hdc_parent
);
274 TRACE("Creating a pBuffer drawable for the new context\n");
275 pbuffer
= GL_EXTCALL(wglCreatePbufferARB(hdc_parent
, iPixelFormat
, target
->currentDesc
.Width
, target
->currentDesc
.Height
, 0));
277 ERR("Cannot create a pbuffer\n");
278 ReleaseDC(win_handle
, hdc_parent
);
282 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
283 hdc
= GL_EXTCALL(wglGetPbufferDCARB(pbuffer
));
285 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer
);
286 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
287 ReleaseDC(win_handle
, hdc_parent
);
290 ReleaseDC(win_handle
, hdc_parent
);
292 PIXELFORMATDESCRIPTOR pfd
;
295 WINED3DFORMAT ColorFormat
= target
->resource
.format
;
296 WINED3DFORMAT DepthStencilFormat
= 0;
297 BOOL auxBuffers
= FALSE
;
299 hdc
= GetDC(win_handle
);
301 ERR("Cannot retrieve a device context!\n");
305 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
306 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
309 if(target
->resource
.format
== WINED3DFMT_X4R4G4B4
)
310 ColorFormat
= WINED3DFMT_A4R4G4B4
;
311 else if(target
->resource
.format
== WINED3DFMT_X8R8G8B8
)
312 ColorFormat
= WINED3DFMT_A8R8G8B8
;
315 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
316 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
317 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
318 * a format with 8bit alpha, so request A8R8G8B8. */
319 if(ColorFormat
== WINED3DFMT_P8
)
320 ColorFormat
= WINED3DFMT_A8R8G8B8
;
322 /* Retrieve the depth stencil format from the present parameters.
323 * The choice of the proper format can give a nice performance boost
324 * in case of GPU limited programs. */
325 if(pPresentParms
->EnableAutoDepthStencil
) {
326 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms
->AutoDepthStencilFormat
));
327 DepthStencilFormat
= pPresentParms
->AutoDepthStencilFormat
;
330 /* Try to find a pixel format which matches our requirements */
331 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, ColorFormat
, DepthStencilFormat
, auxBuffers
, FALSE
/* PBUFFER */, FALSE
/* findCompatible */);
333 /* Try to locate a compatible format if we weren't able to find anything */
335 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
336 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, ColorFormat
, DepthStencilFormat
, auxBuffers
, FALSE
/* PBUFFER */, TRUE
/* findCompatible */ );
339 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
341 ERR("Can't find a suitable iPixelFormat\n");
345 DescribePixelFormat(hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
346 res
= SetPixelFormat(hdc
, iPixelFormat
, NULL
);
348 int oldPixelFormat
= GetPixelFormat(hdc
);
350 /* By default WGL doesn't allow pixel format adjustments but we need it here.
351 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
352 * set the pixel format multiple times. Only use it when it is really needed. */
354 if(oldPixelFormat
== iPixelFormat
) {
355 /* We don't have to do anything as the formats are the same :) */
356 } else if(oldPixelFormat
&& GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
)) {
357 res
= GL_EXTCALL(wglSetPixelFormatWINE(hdc
, iPixelFormat
, NULL
));
360 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
363 } else if(oldPixelFormat
) {
364 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
365 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
366 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc
, oldPixelFormat
);
368 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
376 ctx
= pwglCreateContext(hdc
);
377 if(This
->numContexts
) pwglShareLists(This
->contexts
[0]->glCtx
, ctx
);
380 ERR("Failed to create a WGL context\n");
382 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
383 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
387 ret
= AddContextToArray(This
, win_handle
, hdc
, ctx
, pbuffer
);
389 ERR("Failed to add the newly created context to the context list\n");
390 pwglDeleteContext(ctx
);
392 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
393 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
397 ret
->surface
= (IWineD3DSurface
*) target
;
398 ret
->isPBuffer
= create_pbuffer
;
399 ret
->tid
= GetCurrentThreadId();
400 if(This
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*) This
)) {
401 /* Create the dirty constants array and initialize them to dirty */
402 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
403 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
404 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
405 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
406 memset(ret
->vshader_const_dirty
, 1,
407 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
408 memset(ret
->pshader_const_dirty
, 1,
409 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
412 TRACE("Successfully created new context %p\n", ret
);
414 /* Set up the context defaults */
415 oldCtx
= pwglGetCurrentContext();
416 oldDrawable
= pwglGetCurrentDC();
417 if(oldCtx
&& oldDrawable
) {
418 /* See comment in ActivateContext context switching */
419 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, FALSE
);
421 if(pwglMakeCurrent(hdc
, ctx
) == FALSE
) {
422 ERR("Cannot activate context to set up defaults\n");
428 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
430 TRACE("Setting up the screen\n");
431 /* Clear the screen */
432 glClearColor(1.0, 0.0, 0.0, 0.0);
433 checkGLcall("glClearColor");
436 glClearStencil(0xffff);
438 checkGLcall("glClear");
440 glColor3f(1.0, 1.0, 1.0);
441 checkGLcall("glColor3f");
443 glEnable(GL_LIGHTING
);
444 checkGLcall("glEnable");
446 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
447 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
449 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
450 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
452 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
453 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
455 glPixelStorei(GL_PACK_ALIGNMENT
, This
->surface_alignment
);
456 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
457 glPixelStorei(GL_UNPACK_ALIGNMENT
, This
->surface_alignment
);
458 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
460 if(GL_SUPPORT(APPLE_CLIENT_STORAGE
)) {
461 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
462 * and textures in DIB sections(due to the memory protection).
464 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
465 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
467 if(GL_SUPPORT(ARB_VERTEX_BLEND
)) {
468 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
469 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
470 * GL_VERTEX_BLEND_ARB isn't enabled too
472 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
473 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
475 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
476 glEnable(GL_TEXTURE_SHADER_NV
);
477 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
479 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
480 * the previous texture where to source the offset from is always unit - 1.
482 for(s
= 1; s
< GL_LIMITS(textures
); s
++) {
483 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
484 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
485 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
489 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
490 for(s
= 0; s
< GL_LIMITS(textures
); s
++) {
491 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
492 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
493 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
498 /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
499 * but enable it for the first context we create, and reenable it on the old context
501 if(oldDrawable
&& oldCtx
) {
502 pwglMakeCurrent(oldDrawable
, oldCtx
);
504 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, TRUE
);
510 /*****************************************************************************
511 * RemoveContextFromArray
513 * Removes a context from the context manager. The opengl context is not
514 * destroyed or unset. context is not a valid pointer after that call.
516 * Similar to the former call this isn't a performance critical function. A
517 * helper function for DestroyContext.
520 * This: Device to activate the context for
521 * context: Context to remove
523 *****************************************************************************/
524 static void RemoveContextFromArray(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
526 WineD3DContext
**oldArray
= This
->contexts
;
528 TRACE("Removing ctx %p\n", context
);
532 if(This
->numContexts
) {
533 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * This
->numContexts
);
534 if(!This
->contexts
) {
535 ERR("Cannot allocate a new context array, PANIC!!!\n");
538 for(s
= 0; s
< This
->numContexts
; s
++) {
539 if(oldArray
[s
] == context
) continue;
540 This
->contexts
[t
] = oldArray
[s
];
544 This
->contexts
= NULL
;
547 HeapFree(GetProcessHeap(), 0, context
);
548 HeapFree(GetProcessHeap(), 0, oldArray
);
551 /*****************************************************************************
554 * Destroys a wineD3DContext
557 * This: Device to activate the context for
558 * context: Context to destroy
560 *****************************************************************************/
561 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
563 /* check that we are the current context first */
564 TRACE("Destroying ctx %p\n", context
);
565 if(pwglGetCurrentContext() == context
->glCtx
){
566 pwglMakeCurrent(NULL
, NULL
);
569 if(context
->isPBuffer
) {
570 GL_EXTCALL(wglReleasePbufferDCARB(context
->pbuffer
, context
->hdc
));
571 GL_EXTCALL(wglDestroyPbufferARB(context
->pbuffer
));
572 } else ReleaseDC(context
->win_handle
, context
->hdc
);
573 pwglDeleteContext(context
->glCtx
);
575 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
576 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
577 RemoveContextFromArray(This
, context
);
580 /*****************************************************************************
583 * Sets up a context for DirectDraw blitting.
584 * All texture units are disabled, texture unit 0 is set as current unit
585 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
586 * color writing enabled for all channels
587 * register combiners disabled, shaders disabled
588 * world matrix is set to identity, texture matrix 0 too
589 * projection matrix is setup for drawing screen coordinates
592 * This: Device to activate the context for
593 * context: Context to setup
594 * width: render target width
595 * height: render target height
597 *****************************************************************************/
598 static inline void SetupForBlit(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
, UINT width
, UINT height
) {
600 const struct StateEntry
*StateTable
= This
->shader_backend
->StateTable
;
602 TRACE("Setting up context %p for blitting\n", context
);
603 if(context
->last_was_blit
) {
604 TRACE("Context is already set up for blitting, nothing to do\n");
607 context
->last_was_blit
= TRUE
;
609 /* TODO: Use a display list */
611 /* Disable shaders */
612 This
->shader_backend
->shader_cleanup((IWineD3DDevice
*) This
);
613 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
614 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
616 /* Disable all textures. The caller can then bind a texture it wants to blit
619 if(GL_SUPPORT(NV_REGISTER_COMBINERS
)) {
620 glDisable(GL_REGISTER_COMBINERS_NV
);
621 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
623 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
624 /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
625 * function texture unit. No need to care for higher samplers
627 for(i
= GL_LIMITS(textures
) - 1; i
> 0 ; i
--) {
628 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
629 checkGLcall("glActiveTextureARB");
631 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
632 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
633 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
635 glDisable(GL_TEXTURE_3D
);
636 checkGLcall("glDisable GL_TEXTURE_3D");
637 glDisable(GL_TEXTURE_2D
);
638 checkGLcall("glDisable GL_TEXTURE_2D");
640 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
641 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
643 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
), StateTable
);
644 Context_MarkStateDirty(context
, STATE_SAMPLER(i
), StateTable
);
646 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
647 checkGLcall("glActiveTextureARB");
649 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
650 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
651 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
653 glDisable(GL_TEXTURE_3D
);
654 checkGLcall("glDisable GL_TEXTURE_3D");
655 glDisable(GL_TEXTURE_2D
);
656 checkGLcall("glDisable GL_TEXTURE_2D");
658 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
660 glMatrixMode(GL_TEXTURE
);
661 checkGLcall("glMatrixMode(GL_TEXTURE)");
663 checkGLcall("glLoadIdentity()");
664 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
), StateTable
);
666 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS
)) {
667 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
668 GL_TEXTURE_LOD_BIAS_EXT
,
670 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
672 Context_MarkStateDirty(context
, STATE_SAMPLER(0), StateTable
);
673 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), StateTable
);
675 /* Other misc states */
676 glDisable(GL_ALPHA_TEST
);
677 checkGLcall("glDisable(GL_ALPHA_TEST)");
678 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
679 glDisable(GL_LIGHTING
);
680 checkGLcall("glDisable GL_LIGHTING");
681 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
682 glDisable(GL_DEPTH_TEST
);
683 checkGLcall("glDisable GL_DEPTH_TEST");
684 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
686 checkGLcall("glDisable GL_FOG");
687 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
689 checkGLcall("glDisable GL_BLEND");
690 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
691 glDisable(GL_CULL_FACE
);
692 checkGLcall("glDisable GL_CULL_FACE");
693 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
694 glDisable(GL_STENCIL_TEST
);
695 checkGLcall("glDisable GL_STENCIL_TEST");
696 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
697 glDisable(GL_SCISSOR_TEST
);
698 checkGLcall("glDisable GL_SCISSOR_TEST");
699 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
700 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
701 glDisable(GL_POINT_SPRITE_ARB
);
702 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
703 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
705 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
706 checkGLcall("glColorMask");
707 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
708 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
709 glDisable(GL_COLOR_SUM_EXT
);
710 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
711 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
713 if (GL_SUPPORT(NV_REGISTER_COMBINERS
)) {
714 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
715 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
716 checkGLcall("glFinalCombinerInputNV");
719 /* Setup transforms */
720 glMatrixMode(GL_MODELVIEW
);
721 checkGLcall("glMatrixMode(GL_MODELVIEW)");
723 checkGLcall("glLoadIdentity()");
724 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
726 glMatrixMode(GL_PROJECTION
);
727 checkGLcall("glMatrixMode(GL_PROJECTION)");
729 checkGLcall("glLoadIdentity()");
730 glOrtho(0, width
, height
, 0, 0.0, -1.0);
731 checkGLcall("glOrtho");
732 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
734 context
->last_was_rhw
= TRUE
;
735 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
737 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
738 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
739 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
740 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
741 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
742 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
743 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
745 glViewport(0, 0, width
, height
);
746 checkGLcall("glViewport");
747 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
749 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, FALSE
);
752 /*****************************************************************************
753 * findThreadContextForSwapChain
755 * Searches a swapchain for all contexts and picks one for the thread tid.
756 * If none can be found the swapchain is requested to create a new context
758 *****************************************************************************/
759 static WineD3DContext
*findThreadContextForSwapChain(IWineD3DSwapChain
*swapchain
, DWORD tid
) {
762 for(i
= 0; i
< ((IWineD3DSwapChainImpl
*) swapchain
)->num_contexts
; i
++) {
763 if(((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
]->tid
== tid
) {
764 return ((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
];
769 /* Create a new context for the thread */
770 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain
);
773 /*****************************************************************************
776 * Finds a context for the current render target and thread
779 * target: Render target to find the context for
780 * tid: Thread to activate the context for
782 * Returns: The needed context
784 *****************************************************************************/
785 static inline WineD3DContext
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, DWORD tid
, GLint
*buffer
) {
786 IWineD3DSwapChain
*swapchain
= NULL
;
788 BOOL readTexture
= wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
&& This
->render_offscreen
;
789 WineD3DContext
*context
= This
->activeContext
;
790 BOOL oldRenderOffscreen
= This
->render_offscreen
;
791 const WINED3DFORMAT oldFmt
= ((IWineD3DSurfaceImpl
*) This
->lastActiveRenderTarget
)->resource
.format
;
792 const WINED3DFORMAT newFmt
= ((IWineD3DSurfaceImpl
*) target
)->resource
.format
;
793 const struct StateEntry
*StateTable
= This
->shader_backend
->StateTable
;
795 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
796 * the alpha blend state changes with different render target formats
798 if(oldFmt
!= newFmt
) {
799 const GlPixelFormatDesc
*glDesc
;
800 const StaticPixelFormatDesc
*old
= getFormatDescEntry(oldFmt
, NULL
, NULL
);
801 const StaticPixelFormatDesc
*new = getFormatDescEntry(newFmt
, &GLINFO_LOCATION
, &glDesc
);
803 /* Disable blending when the alphaMask has changed and when a format doesn't support blending */
804 if((old
->alphaMask
&& !new->alphaMask
) || (!old
->alphaMask
&& new->alphaMask
) || !(glDesc
->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
)) {
805 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
809 hr
= IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **) &swapchain
);
810 if(hr
== WINED3D_OK
&& swapchain
) {
811 TRACE("Rendering onscreen\n");
813 context
= findThreadContextForSwapChain(swapchain
, tid
);
815 This
->render_offscreen
= FALSE
;
816 /* The context != This->activeContext will catch a NOP context change. This can occur
817 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
818 * rendering. No context change is needed in that case
821 if(((IWineD3DSwapChainImpl
*) swapchain
)->frontBuffer
== target
) {
826 if(wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
) {
827 if(This
->pbufferContext
&& tid
== This
->pbufferContext
->tid
) {
828 This
->pbufferContext
->tid
= 0;
831 IWineD3DSwapChain_Release(swapchain
);
833 if(oldRenderOffscreen
) {
834 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
835 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
836 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
837 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
838 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
842 TRACE("Rendering offscreen\n");
843 This
->render_offscreen
= TRUE
;
844 *buffer
= This
->offscreenBuffer
;
846 switch(wined3d_settings
.offscreen_rendering_mode
) {
848 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
849 if(This
->activeContext
&& tid
== This
->lastThread
) {
850 context
= This
->activeContext
;
852 /* This may happen if the app jumps straight into offscreen rendering
853 * Start using the context of the primary swapchain. tid == 0 is no problem
854 * for findThreadContextForSwapChain.
856 * Can also happen on thread switches - in that case findThreadContextForSwapChain
857 * is perfect to call.
859 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
865 IWineD3DSurfaceImpl
*targetimpl
= (IWineD3DSurfaceImpl
*) target
;
866 if(This
->pbufferContext
== NULL
||
867 This
->pbufferWidth
< targetimpl
->currentDesc
.Width
||
868 This
->pbufferHeight
< targetimpl
->currentDesc
.Height
) {
869 if(This
->pbufferContext
) {
870 DestroyContext(This
, This
->pbufferContext
);
873 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
874 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
876 This
->pbufferContext
= CreateContext(This
, targetimpl
,
877 ((IWineD3DSwapChainImpl
*) This
->swapchains
[0])->context
[0]->win_handle
,
878 TRUE
/* pbuffer */, &((IWineD3DSwapChainImpl
*)This
->swapchains
[0])->presentParms
);
879 This
->pbufferWidth
= targetimpl
->currentDesc
.Width
;
880 This
->pbufferHeight
= targetimpl
->currentDesc
.Height
;
883 if(This
->pbufferContext
) {
884 if(This
->pbufferContext
->tid
!= 0 && This
->pbufferContext
->tid
!= tid
) {
885 FIXME("The PBuffr context is only supported for one thread for now!\n");
887 This
->pbufferContext
->tid
= tid
;
888 context
= This
->pbufferContext
;
891 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
892 wined3d_settings
.offscreen_rendering_mode
= ORM_BACKBUFFER
;
897 /* Stay with the currently active context for back buffer rendering */
898 if(This
->activeContext
&& tid
== This
->lastThread
) {
899 context
= This
->activeContext
;
901 /* This may happen if the app jumps straight into offscreen rendering
902 * Start using the context of the primary swapchain. tid == 0 is no problem
903 * for findThreadContextForSwapChain.
905 * Can also happen on thread switches - in that case findThreadContextForSwapChain
906 * is perfect to call.
908 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
913 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
914 /* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
915 * back when we are done won't mark us dirty.
917 IWineD3DSurface_PreLoad(target
);
920 if(!oldRenderOffscreen
) {
921 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
922 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
923 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
924 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
925 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
929 BOOL oldInDraw
= This
->isInDraw
;
931 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
932 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
933 * when using offscreen rendering with multithreading
935 This
->isInDraw
= TRUE
;
937 /* Do that before switching the context:
938 * Read the back buffer of the old drawable into the destination texture
940 IWineD3DSurface_PreLoad(This
->lastActiveRenderTarget
);
942 /* Assume that the drawable will be modified by some other things now */
943 IWineD3DSurface_ModifyLocation(This
->lastActiveRenderTarget
, SFLAG_INDRAWABLE
, FALSE
);
945 This
->isInDraw
= oldInDraw
;
948 if(oldRenderOffscreen
!= This
->render_offscreen
&& This
->depth_copy_state
!= WINED3D_DCS_NO_COPY
) {
949 This
->depth_copy_state
= WINED3D_DCS_COPY
;
954 /*****************************************************************************
957 * Finds a rendering context and drawable matching the device and render
958 * target for the current thread, activates them and puts them into the
962 * This: Device to activate the context for
963 * target: Requested render target
964 * usage: Prepares the context for blitting, drawing or other actions
966 *****************************************************************************/
967 void ActivateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, ContextUsage usage
) {
968 DWORD tid
= GetCurrentThreadId();
970 DWORD dirtyState
, idx
;
972 WineD3DContext
*context
;
974 const struct StateEntry
*StateTable
= This
->shader_backend
->StateTable
;
976 TRACE("(%p): Selecting context for render target %p, thread %d\n", This
, target
, tid
);
977 if(This
->lastActiveRenderTarget
!= target
|| tid
!= This
->lastThread
) {
978 context
= FindContext(This
, target
, tid
, &drawBuffer
);
979 This
->lastActiveRenderTarget
= target
;
980 This
->lastThread
= tid
;
982 /* Stick to the old context */
983 context
= This
->activeContext
;
986 /* Activate the opengl context */
987 if(context
!= This
->activeContext
) {
990 /* Prevent an unneeded context switch as those are expensive */
991 if(context
->glCtx
&& (context
->glCtx
== pwglGetCurrentContext())) {
992 TRACE("Already using gl context %p\n", context
->glCtx
);
995 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context
, context
->hdc
, context
->glCtx
);
997 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, FALSE
);
998 ret
= pwglMakeCurrent(context
->hdc
, context
->glCtx
);
1000 ERR("Failed to activate the new context\n");
1001 } else if(!context
->last_was_blit
) {
1002 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, TRUE
);
1005 if(This
->activeContext
->vshader_const_dirty
) {
1006 memset(This
->activeContext
->vshader_const_dirty
, 1,
1007 sizeof(*This
->activeContext
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
1009 if(This
->activeContext
->pshader_const_dirty
) {
1010 memset(This
->activeContext
->pshader_const_dirty
, 1,
1011 sizeof(*This
->activeContext
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
1013 This
->activeContext
= context
;
1016 /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
1018 /* Select the right draw buffer. It is selected in FindContext. */
1019 if(drawBuffer
&& context
->last_draw_buffer
!= drawBuffer
) {
1020 TRACE("Drawing to buffer: %#x\n", drawBuffer
);
1021 context
->last_draw_buffer
= drawBuffer
;
1023 glDrawBuffer(drawBuffer
);
1024 checkGLcall("glDrawBuffer");
1028 case CTXUSAGE_RESOURCELOAD
:
1029 /* This does not require any special states to be set up */
1032 case CTXUSAGE_CLEAR
:
1033 if(context
->last_was_blit
) {
1034 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, TRUE
);
1037 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1038 * blending when clearing improves the clearing performance incredibly.
1040 glDisable(GL_BLEND
);
1041 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1043 glEnable(GL_SCISSOR_TEST
);
1044 checkGLcall("glEnable GL_SCISSOR_TEST");
1045 context
->last_was_blit
= FALSE
;
1046 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1047 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1050 case CTXUSAGE_DRAWPRIM
:
1051 /* This needs all dirty states applied */
1052 if(context
->last_was_blit
) {
1053 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, TRUE
);
1056 IWineD3DDeviceImpl_FindTexUnitMap(This
);
1058 for(i
=0; i
< context
->numDirtyEntries
; i
++) {
1059 dirtyState
= context
->dirtyArray
[i
];
1060 idx
= dirtyState
>> 5;
1061 shift
= dirtyState
& 0x1f;
1062 context
->isStateDirty
[idx
] &= ~(1 << shift
);
1063 StateTable
[dirtyState
].apply(dirtyState
, This
->stateBlock
, context
);
1065 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
1066 context
->last_was_blit
= FALSE
;
1070 SetupForBlit(This
, context
,
1071 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Width
,
1072 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Height
);
1076 FIXME("Unexpected context usage requested\n");