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
, int numSamples
, 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 window mode (!pbuffer) we need a window drawable format and 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 but we don't want double buffering */
152 if(pbuffer
&& (!cfgs
->pbufferDrawable
|| cfgs
->doubleBuffer
))
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 EXCEPT
173 * on cards which don't offer depth formats without stencil like the i915 drivers
175 if(stencilBits
!= cfgs
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfgs
->stencilSize
))
178 /* Check multisampling support */
179 if(cfgs
->numSamples
!= numSamples
)
182 /* When we have passed all the checks then we have found a format which matches our
183 * requirements. Note that we only check for a limit number of capabilities right now,
184 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
185 * can still differ in things like multisampling, stereo, SRGB and other flags.
188 /* Exit the loop as we have found a format :) */
189 if(exactDepthMatch
) {
190 iPixelFormat
= cfgs
->iPixelFormat
;
192 } else if(!iPixelFormat
) {
193 /* In the end we might end up with a format which doesn't exactly match our depth
194 * requirements. Accept the first format we found because formats with higher iPixelFormat
195 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
196 iPixelFormat
= cfgs
->iPixelFormat
;
200 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
201 if(!iPixelFormat
&& !findCompatible
) {
202 ERR("Can't find a suitable iPixelFormat\n");
204 } else if(!iPixelFormat
) {
205 PIXELFORMATDESCRIPTOR pfd
;
207 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
208 /* PixelFormat selection */
209 ZeroMemory(&pfd
, sizeof(pfd
));
210 pfd
.nSize
= sizeof(pfd
);
212 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
213 pfd
.iPixelType
= PFD_TYPE_RGBA
;
214 pfd
.cAlphaBits
= alphaBits
;
215 pfd
.cColorBits
= colorBits
;
216 pfd
.cDepthBits
= depthBits
;
217 pfd
.cStencilBits
= stencilBits
;
218 pfd
.iLayerType
= PFD_MAIN_PLANE
;
220 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
222 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
223 ERR("Can't find a suitable iPixelFormat\n");
228 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat
, debug_d3dformat(ColorFormat
), debug_d3dformat(DepthStencilFormat
));
232 /*****************************************************************************
235 * Creates a new context for a window, or a pbuffer context.
238 * This: Device to activate the context for
239 * target: Surface this context will render to
240 * win_handle: handle to the window which we are drawing to
241 * create_pbuffer: tells whether to create a pbuffer or not
242 * pPresentParameters: contains the pixelformats to use for onscreen rendering
244 *****************************************************************************/
245 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win_handle
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
) {
246 HDC oldDrawable
, hdc
;
247 HPBUFFERARB pbuffer
= NULL
;
248 HGLRC ctx
= NULL
, oldCtx
;
249 WineD3DContext
*ret
= NULL
;
252 TRACE("(%p): Creating a %s context for render target %p\n", This
, create_pbuffer
? "offscreen" : "onscreen", target
);
255 HDC hdc_parent
= GetDC(win_handle
);
256 int iPixelFormat
= 0;
258 IWineD3DSurface
*StencilSurface
= This
->stencilBufferTarget
;
259 WINED3DFORMAT StencilBufferFormat
= (NULL
!= StencilSurface
) ? ((IWineD3DSurfaceImpl
*) StencilSurface
)->resource
.format
: 0;
261 /* Try to find a pixel format with pbuffer support. */
262 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format
, StencilBufferFormat
, FALSE
/* auxBuffers */, 0 /* numSamples */, TRUE
/* PBUFFER */, FALSE
/* findCompatible */);
264 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
266 /* For some reason we weren't able to find a format, try to find something instead of crashing.
267 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
268 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format
, StencilBufferFormat
, FALSE
/* auxBuffer */, 0 /* numSamples */, TRUE
/* PBUFFER */, TRUE
/* findCompatible */);
271 /* This shouldn't happen as ChoosePixelFormat always returns something */
273 ERR("Unable to locate a pixel format for a pbuffer\n");
274 ReleaseDC(win_handle
, hdc_parent
);
278 TRACE("Creating a pBuffer drawable for the new context\n");
279 pbuffer
= GL_EXTCALL(wglCreatePbufferARB(hdc_parent
, iPixelFormat
, target
->currentDesc
.Width
, target
->currentDesc
.Height
, 0));
281 ERR("Cannot create a pbuffer\n");
282 ReleaseDC(win_handle
, hdc_parent
);
286 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
287 hdc
= GL_EXTCALL(wglGetPbufferDCARB(pbuffer
));
289 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer
);
290 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
291 ReleaseDC(win_handle
, hdc_parent
);
294 ReleaseDC(win_handle
, hdc_parent
);
296 PIXELFORMATDESCRIPTOR pfd
;
299 WINED3DFORMAT ColorFormat
= target
->resource
.format
;
300 WINED3DFORMAT DepthStencilFormat
= 0;
301 BOOL auxBuffers
= FALSE
;
304 hdc
= GetDC(win_handle
);
306 ERR("Cannot retrieve a device context!\n");
310 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
311 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
314 if(target
->resource
.format
== WINED3DFMT_X4R4G4B4
)
315 ColorFormat
= WINED3DFMT_A4R4G4B4
;
316 else if(target
->resource
.format
== WINED3DFMT_X8R8G8B8
)
317 ColorFormat
= WINED3DFMT_A8R8G8B8
;
320 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
321 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
322 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
323 * a format with 8bit alpha, so request A8R8G8B8. */
324 if(ColorFormat
== WINED3DFMT_P8
)
325 ColorFormat
= WINED3DFMT_A8R8G8B8
;
327 /* Retrieve the depth stencil format from the present parameters.
328 * The choice of the proper format can give a nice performance boost
329 * in case of GPU limited programs. */
330 if(pPresentParms
->EnableAutoDepthStencil
) {
331 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms
->AutoDepthStencilFormat
));
332 DepthStencilFormat
= pPresentParms
->AutoDepthStencilFormat
;
335 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
336 if(pPresentParms
->MultiSampleType
&& (pPresentParms
->SwapEffect
== WINED3DSWAPEFFECT_DISCARD
)) {
337 if(!GL_SUPPORT(ARB_MULTISAMPLE
))
338 ERR("The program is requesting multisampling without support!\n");
340 ERR("Requesting MultiSampleType=%d\n", pPresentParms
->MultiSampleType
);
341 numSamples
= pPresentParms
->MultiSampleType
;
345 /* Try to find a pixel format which matches our requirements */
346 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, ColorFormat
, DepthStencilFormat
, auxBuffers
, numSamples
, FALSE
/* PBUFFER */, FALSE
/* findCompatible */);
348 /* Try to locate a compatible format if we weren't able to find anything */
350 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
351 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, ColorFormat
, DepthStencilFormat
, auxBuffers
, 0 /* numSamples */, FALSE
/* PBUFFER */, TRUE
/* findCompatible */ );
354 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
356 ERR("Can't find a suitable iPixelFormat\n");
360 DescribePixelFormat(hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
361 res
= SetPixelFormat(hdc
, iPixelFormat
, NULL
);
363 int oldPixelFormat
= GetPixelFormat(hdc
);
365 /* By default WGL doesn't allow pixel format adjustments but we need it here.
366 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
367 * set the pixel format multiple times. Only use it when it is really needed. */
369 if(oldPixelFormat
== iPixelFormat
) {
370 /* We don't have to do anything as the formats are the same :) */
371 } else if(oldPixelFormat
&& GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
)) {
372 res
= GL_EXTCALL(wglSetPixelFormatWINE(hdc
, iPixelFormat
, NULL
));
375 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
378 } else if(oldPixelFormat
) {
379 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
380 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
381 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc
, oldPixelFormat
);
383 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
389 ctx
= pwglCreateContext(hdc
);
390 if(This
->numContexts
) pwglShareLists(This
->contexts
[0]->glCtx
, ctx
);
393 ERR("Failed to create a WGL context\n");
395 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
396 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
400 ret
= AddContextToArray(This
, win_handle
, hdc
, ctx
, pbuffer
);
402 ERR("Failed to add the newly created context to the context list\n");
403 pwglDeleteContext(ctx
);
405 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
406 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
410 ret
->surface
= (IWineD3DSurface
*) target
;
411 ret
->isPBuffer
= create_pbuffer
;
412 ret
->tid
= GetCurrentThreadId();
413 if(This
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*) This
)) {
414 /* Create the dirty constants array and initialize them to dirty */
415 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
416 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
417 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
418 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
419 memset(ret
->vshader_const_dirty
, 1,
420 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
421 memset(ret
->pshader_const_dirty
, 1,
422 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
425 TRACE("Successfully created new context %p\n", ret
);
427 /* Set up the context defaults */
428 oldCtx
= pwglGetCurrentContext();
429 oldDrawable
= pwglGetCurrentDC();
430 if(oldCtx
&& oldDrawable
) {
431 /* See comment in ActivateContext context switching */
432 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, FALSE
);
434 if(pwglMakeCurrent(hdc
, ctx
) == FALSE
) {
435 ERR("Cannot activate context to set up defaults\n");
441 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
443 TRACE("Setting up the screen\n");
444 /* Clear the screen */
445 glClearColor(1.0, 0.0, 0.0, 0.0);
446 checkGLcall("glClearColor");
449 glClearStencil(0xffff);
451 checkGLcall("glClear");
453 glColor3f(1.0, 1.0, 1.0);
454 checkGLcall("glColor3f");
456 glEnable(GL_LIGHTING
);
457 checkGLcall("glEnable");
459 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
460 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
462 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
463 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
465 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
466 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
468 glPixelStorei(GL_PACK_ALIGNMENT
, This
->surface_alignment
);
469 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
470 glPixelStorei(GL_UNPACK_ALIGNMENT
, This
->surface_alignment
);
471 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
473 if(GL_SUPPORT(APPLE_CLIENT_STORAGE
)) {
474 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
475 * and textures in DIB sections(due to the memory protection).
477 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
478 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
480 if(GL_SUPPORT(ARB_VERTEX_BLEND
)) {
481 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
482 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
483 * GL_VERTEX_BLEND_ARB isn't enabled too
485 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
486 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
488 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
489 glEnable(GL_TEXTURE_SHADER_NV
);
490 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
492 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
493 * the previous texture where to source the offset from is always unit - 1.
495 for(s
= 1; s
< GL_LIMITS(textures
); s
++) {
496 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
497 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
498 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
502 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
503 for(s
= 0; s
< GL_LIMITS(textures
); s
++) {
504 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
505 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
506 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
511 /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
512 * but enable it for the first context we create, and reenable it on the old context
514 if(oldDrawable
&& oldCtx
) {
515 pwglMakeCurrent(oldDrawable
, oldCtx
);
517 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, TRUE
);
523 /*****************************************************************************
524 * RemoveContextFromArray
526 * Removes a context from the context manager. The opengl context is not
527 * destroyed or unset. context is not a valid pointer after that call.
529 * Similar to the former call this isn't a performance critical function. A
530 * helper function for DestroyContext.
533 * This: Device to activate the context for
534 * context: Context to remove
536 *****************************************************************************/
537 static void RemoveContextFromArray(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
539 WineD3DContext
**oldArray
= This
->contexts
;
541 TRACE("Removing ctx %p\n", context
);
545 if(This
->numContexts
) {
546 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * This
->numContexts
);
547 if(!This
->contexts
) {
548 ERR("Cannot allocate a new context array, PANIC!!!\n");
551 /* Note that we decreased numContexts a few lines up, so use '<=' instead of '<' */
552 for(s
= 0; s
<= This
->numContexts
; s
++) {
553 if(oldArray
[s
] == context
) continue;
554 This
->contexts
[t
] = oldArray
[s
];
558 This
->contexts
= NULL
;
561 HeapFree(GetProcessHeap(), 0, context
);
562 HeapFree(GetProcessHeap(), 0, oldArray
);
565 /*****************************************************************************
568 * Destroys a wineD3DContext
571 * This: Device to activate the context for
572 * context: Context to destroy
574 *****************************************************************************/
575 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
577 /* check that we are the current context first */
578 TRACE("Destroying ctx %p\n", context
);
579 if(pwglGetCurrentContext() == context
->glCtx
){
580 pwglMakeCurrent(NULL
, NULL
);
583 if(context
->isPBuffer
) {
584 GL_EXTCALL(wglReleasePbufferDCARB(context
->pbuffer
, context
->hdc
));
585 GL_EXTCALL(wglDestroyPbufferARB(context
->pbuffer
));
586 } else ReleaseDC(context
->win_handle
, context
->hdc
);
587 pwglDeleteContext(context
->glCtx
);
589 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
590 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
591 RemoveContextFromArray(This
, context
);
594 /*****************************************************************************
597 * Sets up a context for DirectDraw blitting.
598 * All texture units are disabled, texture unit 0 is set as current unit
599 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
600 * color writing enabled for all channels
601 * register combiners disabled, shaders disabled
602 * world matrix is set to identity, texture matrix 0 too
603 * projection matrix is setup for drawing screen coordinates
606 * This: Device to activate the context for
607 * context: Context to setup
608 * width: render target width
609 * height: render target height
611 *****************************************************************************/
612 static inline void SetupForBlit(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
, UINT width
, UINT height
) {
614 const struct StateEntry
*StateTable
= This
->shader_backend
->StateTable
;
616 TRACE("Setting up context %p for blitting\n", context
);
617 if(context
->last_was_blit
) {
618 TRACE("Context is already set up for blitting, nothing to do\n");
621 context
->last_was_blit
= TRUE
;
623 /* TODO: Use a display list */
625 /* Disable shaders */
626 This
->shader_backend
->shader_cleanup((IWineD3DDevice
*) This
);
627 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
628 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
630 /* Disable all textures. The caller can then bind a texture it wants to blit
633 if(GL_SUPPORT(NV_REGISTER_COMBINERS
)) {
634 glDisable(GL_REGISTER_COMBINERS_NV
);
635 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
637 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
638 /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
639 * function texture unit. No need to care for higher samplers
641 for(i
= GL_LIMITS(textures
) - 1; i
> 0 ; i
--) {
642 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
643 checkGLcall("glActiveTextureARB");
645 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
646 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
647 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
649 glDisable(GL_TEXTURE_3D
);
650 checkGLcall("glDisable GL_TEXTURE_3D");
651 glDisable(GL_TEXTURE_2D
);
652 checkGLcall("glDisable GL_TEXTURE_2D");
654 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
655 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
657 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
), StateTable
);
658 Context_MarkStateDirty(context
, STATE_SAMPLER(i
), StateTable
);
660 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
661 checkGLcall("glActiveTextureARB");
663 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
664 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
665 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
667 glDisable(GL_TEXTURE_3D
);
668 checkGLcall("glDisable GL_TEXTURE_3D");
669 glDisable(GL_TEXTURE_2D
);
670 checkGLcall("glDisable GL_TEXTURE_2D");
672 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
674 glMatrixMode(GL_TEXTURE
);
675 checkGLcall("glMatrixMode(GL_TEXTURE)");
677 checkGLcall("glLoadIdentity()");
678 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
), StateTable
);
680 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS
)) {
681 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
682 GL_TEXTURE_LOD_BIAS_EXT
,
684 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
686 Context_MarkStateDirty(context
, STATE_SAMPLER(0), StateTable
);
687 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), StateTable
);
689 /* Other misc states */
690 glDisable(GL_ALPHA_TEST
);
691 checkGLcall("glDisable(GL_ALPHA_TEST)");
692 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
693 glDisable(GL_LIGHTING
);
694 checkGLcall("glDisable GL_LIGHTING");
695 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
696 glDisable(GL_DEPTH_TEST
);
697 checkGLcall("glDisable GL_DEPTH_TEST");
698 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
700 checkGLcall("glDisable GL_FOG");
701 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
703 checkGLcall("glDisable GL_BLEND");
704 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
705 glDisable(GL_CULL_FACE
);
706 checkGLcall("glDisable GL_CULL_FACE");
707 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
708 glDisable(GL_STENCIL_TEST
);
709 checkGLcall("glDisable GL_STENCIL_TEST");
710 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
711 glDisable(GL_SCISSOR_TEST
);
712 checkGLcall("glDisable GL_SCISSOR_TEST");
713 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
714 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
715 glDisable(GL_POINT_SPRITE_ARB
);
716 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
717 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
719 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
720 checkGLcall("glColorMask");
721 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
722 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
723 glDisable(GL_COLOR_SUM_EXT
);
724 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
725 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
727 if (GL_SUPPORT(NV_REGISTER_COMBINERS
)) {
728 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
729 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
730 checkGLcall("glFinalCombinerInputNV");
733 /* Setup transforms */
734 glMatrixMode(GL_MODELVIEW
);
735 checkGLcall("glMatrixMode(GL_MODELVIEW)");
737 checkGLcall("glLoadIdentity()");
738 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
740 glMatrixMode(GL_PROJECTION
);
741 checkGLcall("glMatrixMode(GL_PROJECTION)");
743 checkGLcall("glLoadIdentity()");
744 glOrtho(0, width
, height
, 0, 0.0, -1.0);
745 checkGLcall("glOrtho");
746 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
748 context
->last_was_rhw
= TRUE
;
749 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
751 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
752 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
753 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
754 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
755 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
756 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
757 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
759 glViewport(0, 0, width
, height
);
760 checkGLcall("glViewport");
761 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
763 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, FALSE
);
766 /*****************************************************************************
767 * findThreadContextForSwapChain
769 * Searches a swapchain for all contexts and picks one for the thread tid.
770 * If none can be found the swapchain is requested to create a new context
772 *****************************************************************************/
773 static WineD3DContext
*findThreadContextForSwapChain(IWineD3DSwapChain
*swapchain
, DWORD tid
) {
776 for(i
= 0; i
< ((IWineD3DSwapChainImpl
*) swapchain
)->num_contexts
; i
++) {
777 if(((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
]->tid
== tid
) {
778 return ((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
];
783 /* Create a new context for the thread */
784 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain
);
787 /*****************************************************************************
790 * Finds a context for the current render target and thread
793 * target: Render target to find the context for
794 * tid: Thread to activate the context for
796 * Returns: The needed context
798 *****************************************************************************/
799 static inline WineD3DContext
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, DWORD tid
, GLint
*buffer
) {
800 IWineD3DSwapChain
*swapchain
= NULL
;
802 BOOL readTexture
= wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
&& This
->render_offscreen
;
803 WineD3DContext
*context
= This
->activeContext
;
804 BOOL oldRenderOffscreen
= This
->render_offscreen
;
805 const WINED3DFORMAT oldFmt
= ((IWineD3DSurfaceImpl
*) This
->lastActiveRenderTarget
)->resource
.format
;
806 const WINED3DFORMAT newFmt
= ((IWineD3DSurfaceImpl
*) target
)->resource
.format
;
807 const struct StateEntry
*StateTable
= This
->shader_backend
->StateTable
;
809 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
810 * the alpha blend state changes with different render target formats
812 if(oldFmt
!= newFmt
) {
813 const GlPixelFormatDesc
*glDesc
;
814 const StaticPixelFormatDesc
*old
= getFormatDescEntry(oldFmt
, NULL
, NULL
);
815 const StaticPixelFormatDesc
*new = getFormatDescEntry(newFmt
, &GLINFO_LOCATION
, &glDesc
);
817 /* Disable blending when the alphaMask has changed and when a format doesn't support blending */
818 if((old
->alphaMask
&& !new->alphaMask
) || (!old
->alphaMask
&& new->alphaMask
) || !(glDesc
->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
)) {
819 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
823 hr
= IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **) &swapchain
);
824 if(hr
== WINED3D_OK
&& swapchain
) {
825 TRACE("Rendering onscreen\n");
827 context
= findThreadContextForSwapChain(swapchain
, tid
);
829 This
->render_offscreen
= FALSE
;
830 /* The context != This->activeContext will catch a NOP context change. This can occur
831 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
832 * rendering. No context change is needed in that case
835 if(((IWineD3DSwapChainImpl
*) swapchain
)->frontBuffer
== target
) {
840 if(wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
) {
841 if(This
->pbufferContext
&& tid
== This
->pbufferContext
->tid
) {
842 This
->pbufferContext
->tid
= 0;
845 IWineD3DSwapChain_Release(swapchain
);
847 if(oldRenderOffscreen
) {
848 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
849 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
850 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
851 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
852 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
856 TRACE("Rendering offscreen\n");
857 This
->render_offscreen
= TRUE
;
858 *buffer
= This
->offscreenBuffer
;
860 switch(wined3d_settings
.offscreen_rendering_mode
) {
862 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
863 if(This
->activeContext
&& tid
== This
->lastThread
) {
864 context
= This
->activeContext
;
866 /* This may happen if the app jumps straight into offscreen rendering
867 * Start using the context of the primary swapchain. tid == 0 is no problem
868 * for findThreadContextForSwapChain.
870 * Can also happen on thread switches - in that case findThreadContextForSwapChain
871 * is perfect to call.
873 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
879 IWineD3DSurfaceImpl
*targetimpl
= (IWineD3DSurfaceImpl
*) target
;
880 if(This
->pbufferContext
== NULL
||
881 This
->pbufferWidth
< targetimpl
->currentDesc
.Width
||
882 This
->pbufferHeight
< targetimpl
->currentDesc
.Height
) {
883 if(This
->pbufferContext
) {
884 DestroyContext(This
, This
->pbufferContext
);
887 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
888 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
890 This
->pbufferContext
= CreateContext(This
, targetimpl
,
891 ((IWineD3DSwapChainImpl
*) This
->swapchains
[0])->context
[0]->win_handle
,
892 TRUE
/* pbuffer */, &((IWineD3DSwapChainImpl
*)This
->swapchains
[0])->presentParms
);
893 This
->pbufferWidth
= targetimpl
->currentDesc
.Width
;
894 This
->pbufferHeight
= targetimpl
->currentDesc
.Height
;
897 if(This
->pbufferContext
) {
898 if(This
->pbufferContext
->tid
!= 0 && This
->pbufferContext
->tid
!= tid
) {
899 FIXME("The PBuffr context is only supported for one thread for now!\n");
901 This
->pbufferContext
->tid
= tid
;
902 context
= This
->pbufferContext
;
905 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
906 wined3d_settings
.offscreen_rendering_mode
= ORM_BACKBUFFER
;
911 /* Stay with the currently active context for back buffer rendering */
912 if(This
->activeContext
&& tid
== This
->lastThread
) {
913 context
= This
->activeContext
;
915 /* This may happen if the app jumps straight into offscreen rendering
916 * Start using the context of the primary swapchain. tid == 0 is no problem
917 * for findThreadContextForSwapChain.
919 * Can also happen on thread switches - in that case findThreadContextForSwapChain
920 * is perfect to call.
922 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
927 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
928 /* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
929 * back when we are done won't mark us dirty.
931 IWineD3DSurface_PreLoad(target
);
934 if(!oldRenderOffscreen
) {
935 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
936 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
937 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
938 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
939 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
943 BOOL oldInDraw
= This
->isInDraw
;
945 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
946 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
947 * when using offscreen rendering with multithreading
949 This
->isInDraw
= TRUE
;
951 /* Do that before switching the context:
952 * Read the back buffer of the old drawable into the destination texture
954 IWineD3DSurface_PreLoad(This
->lastActiveRenderTarget
);
956 /* Assume that the drawable will be modified by some other things now */
957 IWineD3DSurface_ModifyLocation(This
->lastActiveRenderTarget
, SFLAG_INDRAWABLE
, FALSE
);
959 This
->isInDraw
= oldInDraw
;
962 if(oldRenderOffscreen
!= This
->render_offscreen
&& This
->depth_copy_state
!= WINED3D_DCS_NO_COPY
) {
963 This
->depth_copy_state
= WINED3D_DCS_COPY
;
968 /*****************************************************************************
971 * Finds a rendering context and drawable matching the device and render
972 * target for the current thread, activates them and puts them into the
976 * This: Device to activate the context for
977 * target: Requested render target
978 * usage: Prepares the context for blitting, drawing or other actions
980 *****************************************************************************/
981 void ActivateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, ContextUsage usage
) {
982 DWORD tid
= GetCurrentThreadId();
984 DWORD dirtyState
, idx
;
986 WineD3DContext
*context
;
988 const struct StateEntry
*StateTable
= This
->shader_backend
->StateTable
;
990 TRACE("(%p): Selecting context for render target %p, thread %d\n", This
, target
, tid
);
991 if(This
->lastActiveRenderTarget
!= target
|| tid
!= This
->lastThread
) {
992 context
= FindContext(This
, target
, tid
, &drawBuffer
);
993 This
->lastActiveRenderTarget
= target
;
994 This
->lastThread
= tid
;
996 /* Stick to the old context */
997 context
= This
->activeContext
;
1000 /* Activate the opengl context */
1001 if(context
!= This
->activeContext
) {
1004 /* Prevent an unneeded context switch as those are expensive */
1005 if(context
->glCtx
&& (context
->glCtx
== pwglGetCurrentContext())) {
1006 TRACE("Already using gl context %p\n", context
->glCtx
);
1009 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context
, context
->hdc
, context
->glCtx
);
1011 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, FALSE
);
1012 ret
= pwglMakeCurrent(context
->hdc
, context
->glCtx
);
1014 ERR("Failed to activate the new context\n");
1015 } else if(!context
->last_was_blit
) {
1016 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, TRUE
);
1019 if(This
->activeContext
->vshader_const_dirty
) {
1020 memset(This
->activeContext
->vshader_const_dirty
, 1,
1021 sizeof(*This
->activeContext
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
1023 if(This
->activeContext
->pshader_const_dirty
) {
1024 memset(This
->activeContext
->pshader_const_dirty
, 1,
1025 sizeof(*This
->activeContext
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
1027 This
->activeContext
= context
;
1030 /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
1032 /* Select the right draw buffer. It is selected in FindContext. */
1033 if(drawBuffer
&& context
->last_draw_buffer
!= drawBuffer
) {
1034 TRACE("Drawing to buffer: %#x\n", drawBuffer
);
1035 context
->last_draw_buffer
= drawBuffer
;
1037 glDrawBuffer(drawBuffer
);
1038 checkGLcall("glDrawBuffer");
1042 case CTXUSAGE_RESOURCELOAD
:
1043 /* This does not require any special states to be set up */
1046 case CTXUSAGE_CLEAR
:
1047 if(context
->last_was_blit
) {
1048 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, TRUE
);
1051 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1052 * blending when clearing improves the clearing performance incredibly.
1054 glDisable(GL_BLEND
);
1055 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1057 glEnable(GL_SCISSOR_TEST
);
1058 checkGLcall("glEnable GL_SCISSOR_TEST");
1059 context
->last_was_blit
= FALSE
;
1060 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1061 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1064 case CTXUSAGE_DRAWPRIM
:
1065 /* This needs all dirty states applied */
1066 if(context
->last_was_blit
) {
1067 This
->shader_backend
->shader_fragment_enable((IWineD3DDevice
*) This
, TRUE
);
1070 IWineD3DDeviceImpl_FindTexUnitMap(This
);
1072 for(i
=0; i
< context
->numDirtyEntries
; i
++) {
1073 dirtyState
= context
->dirtyArray
[i
];
1074 idx
= dirtyState
>> 5;
1075 shift
= dirtyState
& 0x1f;
1076 context
->isStateDirty
[idx
] &= ~(1 << shift
);
1077 StateTable
[dirtyState
].apply(dirtyState
, This
->stateBlock
, context
);
1079 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
1080 context
->last_was_blit
= FALSE
;
1084 SetupForBlit(This
, context
,
1085 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Width
,
1086 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Height
);
1090 FIXME("Unexpected context usage requested\n");