kernel32: Pass completion value to ntdll layer.
[wine/wine64.git] / dlls / wined3d / context.c
blob403acdf3106381802c0c0a430528d06bee4acbce
1 /*
2 * Context and render target management in wined3d
4 * Copyright 2007 Stefan Dösinger for CodeWeavers
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 #include "config.h"
22 #include <stdio.h>
23 #ifdef HAVE_FLOAT_H
24 # include <float.h>
25 #endif
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 /*****************************************************************************
33 * Context_MarkStateDirty
35 * Marks a state in a context dirty. Only one context, opposed to
36 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
37 * contexts
39 * Params:
40 * context: Context to mark the state dirty in
41 * state: State to mark dirty
43 *****************************************************************************/
44 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state) {
45 DWORD rep = StateTable[state].representative;
46 DWORD idx;
47 BYTE shift;
49 if(!rep || isStateDirty(context, rep)) return;
51 context->dirtyArray[context->numDirtyEntries++] = rep;
52 idx = rep >> 5;
53 shift = rep & 0x1f;
54 context->isStateDirty[idx] |= (1 << shift);
57 /*****************************************************************************
58 * AddContextToArray
60 * Adds a context to the context array. Helper function for CreateContext
62 * This method is not called in performance-critical code paths, only when a
63 * new render target or swapchain is created. Thus performance is not an issue
64 * here.
66 * Params:
67 * This: Device to add the context for
68 * hdc: device context
69 * glCtx: WGL context to add
70 * pbuffer: optional pbuffer used with this context
72 *****************************************************************************/
73 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
74 WineD3DContext **oldArray = This->contexts;
75 DWORD state;
77 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
78 if(This->contexts == NULL) {
79 ERR("Unable to grow the context array\n");
80 This->contexts = oldArray;
81 return NULL;
83 if(oldArray) {
84 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
87 This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
88 if(This->contexts[This->numContexts] == NULL) {
89 ERR("Unable to allocate a new context\n");
90 HeapFree(GetProcessHeap(), 0, This->contexts);
91 This->contexts = oldArray;
92 return NULL;
95 This->contexts[This->numContexts]->hdc = hdc;
96 This->contexts[This->numContexts]->glCtx = glCtx;
97 This->contexts[This->numContexts]->pbuffer = pbuffer;
98 This->contexts[This->numContexts]->win_handle = win_handle;
99 HeapFree(GetProcessHeap(), 0, oldArray);
101 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
103 for(state = 0; state <= STATE_HIGHEST; state++) {
104 Context_MarkStateDirty(This->contexts[This->numContexts], state);
107 This->numContexts++;
108 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
109 return This->contexts[This->numContexts - 1];
112 /*****************************************************************************
113 * CreateContext
115 * Creates a new context for a window, or a pbuffer context.
117 * * Params:
118 * This: Device to activate the context for
119 * target: Surface this context will render to
120 * win_handle: handle to the window which we are drawing to
121 * create_pbuffer: tells whether to create a pbuffer or not
122 * pPresentParameters: contains the pixelformats to use for onscreen rendering
124 *****************************************************************************/
125 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
126 HDC oldDrawable, hdc;
127 HPBUFFERARB pbuffer = NULL;
128 HGLRC ctx = NULL, oldCtx;
129 WineD3DContext *ret = NULL;
130 int s;
132 TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
134 #define PUSH1(att) attribs[nAttribs++] = (att);
135 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
136 if(create_pbuffer) {
137 HDC hdc_parent = GetDC(win_handle);
138 int iPixelFormat = 0;
139 short redBits, greenBits, blueBits, alphaBits, colorBits;
140 short depthBits, stencilBits;
142 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
143 WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
145 int attribs[256];
146 int nAttribs = 0;
147 unsigned int nFormats;
149 /* Retrieve the specifications for the pixelformat from the backbuffer / stencilbuffer */
150 getColorBits(target->resource.format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits);
151 getDepthStencilBits(StencilBufferFormat, &depthBits, &stencilBits);
152 PUSH2(WGL_DRAW_TO_PBUFFER_ARB, 1); /* We need pbuffer support; doublebuffering isn't needed */
153 PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
154 PUSH2(WGL_COLOR_BITS_ARB, colorBits);
155 PUSH2(WGL_RED_BITS_ARB, redBits);
156 PUSH2(WGL_GREEN_BITS_ARB, greenBits);
157 PUSH2(WGL_BLUE_BITS_ARB, blueBits);
158 PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
159 PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
160 PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
161 PUSH1(0); /* end the list */
163 /* Try to find a pixelformat that matches exactly. If that fails let ChoosePixelFormat try to find a close match */
164 if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc_parent, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
166 PIXELFORMATDESCRIPTOR pfd;
168 TRACE("Falling back to ChoosePixelFormat as wglChoosePixelFormatARB failed\n");
170 ZeroMemory(&pfd, sizeof(pfd));
171 pfd.nSize = sizeof(pfd);
172 pfd.nVersion = 1;
173 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER_DONTCARE | PFD_DRAW_TO_WINDOW;
174 pfd.iPixelType = PFD_TYPE_RGBA;
175 pfd.cColorBits = colorBits;
176 pfd.cDepthBits = depthBits;
177 pfd.cStencilBits = stencilBits;
178 pfd.iLayerType = PFD_MAIN_PLANE;
180 iPixelFormat = ChoosePixelFormat(hdc_parent, &pfd);
181 if(!iPixelFormat) {
182 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
183 ERR("Can't find a suitable iPixelFormat for the pbuffer\n");
187 TRACE("Creating a pBuffer drawable for the new context\n");
188 pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
189 if(!pbuffer) {
190 ERR("Cannot create a pbuffer\n");
191 ReleaseDC(win_handle, hdc_parent);
192 goto out;
195 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
196 hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
197 if(!hdc) {
198 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
199 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
200 ReleaseDC(win_handle, hdc_parent);
201 goto out;
203 ReleaseDC(win_handle, hdc_parent);
204 } else {
205 PIXELFORMATDESCRIPTOR pfd;
206 int iPixelFormat;
207 short redBits, greenBits, blueBits, alphaBits, colorBits;
208 short depthBits=0, stencilBits=0;
209 int res;
210 int attribs[256];
211 int nAttribs = 0;
212 unsigned int nFormats;
214 hdc = GetDC(win_handle);
215 if(hdc == NULL) {
216 ERR("Cannot retrieve a device context!\n");
217 goto out;
220 /* PixelFormat selection */
221 PUSH2(WGL_DRAW_TO_WINDOW_ARB, GL_TRUE); /* We want to draw to a window */
222 PUSH2(WGL_DOUBLE_BUFFER_ARB, GL_TRUE);
223 PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
225 if(!getColorBits(target->resource.format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
226 ERR("Unable to get color bits for format %#x!\n", target->resource.format);
227 return FALSE;
229 PUSH2(WGL_COLOR_BITS_ARB, colorBits);
230 PUSH2(WGL_RED_BITS_ARB, redBits);
231 PUSH2(WGL_GREEN_BITS_ARB, greenBits);
232 PUSH2(WGL_BLUE_BITS_ARB, blueBits);
233 PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
235 /* Retrieve the depth stencil format from the present parameters.
236 * The choice of the proper format can give a nice performance boost
237 * in case of GPU limited programs. */
238 if(pPresentParms->EnableAutoDepthStencil) {
239 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
240 if(!getDepthStencilBits(pPresentParms->AutoDepthStencilFormat, &depthBits, &stencilBits)) {
241 ERR("Unable to get depth / stencil bits for AutoDepthStencilFormat %#x!\n", pPresentParms->AutoDepthStencilFormat);
242 return FALSE;
244 PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
245 PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
248 PUSH1(0); /* end the list */
249 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
251 /* In case of failure hope that standard ChooosePixelFormat will find something suitable */
252 if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
254 /* PixelFormat selection */
255 ZeroMemory(&pfd, sizeof(pfd));
256 pfd.nSize = sizeof(pfd);
257 pfd.nVersion = 1;
258 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
259 pfd.iPixelType = PFD_TYPE_RGBA;
260 pfd.cAlphaBits = alphaBits;
261 pfd.cColorBits = colorBits;
262 pfd.cDepthBits = depthBits;
263 pfd.cStencilBits = stencilBits;
264 pfd.iLayerType = PFD_MAIN_PLANE;
266 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
267 if(!iPixelFormat) {
268 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
269 ERR("Can't find a suitable iPixelFormat\n");
273 DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
274 res = SetPixelFormat(hdc, iPixelFormat, NULL);
275 if(!res) {
276 int oldPixelFormat = GetPixelFormat(hdc);
278 if(oldPixelFormat) {
279 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
280 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
281 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
283 else {
284 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
285 return FALSE;
289 #undef PUSH1
290 #undef PUSH2
292 ctx = pwglCreateContext(hdc);
293 if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
295 if(!ctx) {
296 ERR("Failed to create a WGL context\n");
297 if(create_pbuffer) {
298 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
299 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
301 goto out;
303 ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
304 if(!ret) {
305 ERR("Failed to add the newly created context to the context list\n");
306 pwglDeleteContext(ctx);
307 if(create_pbuffer) {
308 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
309 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
311 goto out;
313 ret->surface = (IWineD3DSurface *) target;
314 ret->isPBuffer = create_pbuffer;
315 ret->tid = GetCurrentThreadId();
317 TRACE("Successfully created new context %p\n", ret);
319 /* Set up the context defaults */
320 oldCtx = pwglGetCurrentContext();
321 oldDrawable = pwglGetCurrentDC();
322 if(pwglMakeCurrent(hdc, ctx) == FALSE) {
323 ERR("Cannot activate context to set up defaults\n");
324 goto out;
327 TRACE("Setting up the screen\n");
328 /* Clear the screen */
329 glClearColor(1.0, 0.0, 0.0, 0.0);
330 checkGLcall("glClearColor");
331 glClearIndex(0);
332 glClearDepth(1);
333 glClearStencil(0xffff);
335 checkGLcall("glClear");
337 glColor3f(1.0, 1.0, 1.0);
338 checkGLcall("glColor3f");
340 glEnable(GL_LIGHTING);
341 checkGLcall("glEnable");
343 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
344 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
346 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
347 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
349 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
350 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
352 glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
353 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
354 glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
355 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
357 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
358 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
359 * and textures in DIB sections(due to the memory protection).
361 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
362 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
364 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
365 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
366 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
367 * GL_VERTEX_BLEND_ARB isn't enabled too
369 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
370 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
372 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
373 glEnable(GL_TEXTURE_SHADER_NV);
374 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
376 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
377 * the previous texture where to source the offset from is always unit - 1.
379 for(s = 1; s < GL_LIMITS(textures); s++) {
380 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
381 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
382 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
385 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
386 for(s = 0; s < GL_LIMITS(textures); s++) {
387 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
388 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
389 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
393 if(oldDrawable && oldCtx) {
394 pwglMakeCurrent(oldDrawable, oldCtx);
397 out:
398 return ret;
401 /*****************************************************************************
402 * RemoveContextFromArray
404 * Removes a context from the context manager. The opengl context is not
405 * destroyed or unset. context is not a valid pointer after that call.
407 * Similar to the former call this isn't a performance critical function. A
408 * helper function for DestroyContext.
410 * Params:
411 * This: Device to activate the context for
412 * context: Context to remove
414 *****************************************************************************/
415 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
416 UINT t, s;
417 WineD3DContext **oldArray = This->contexts;
419 TRACE("Removing ctx %p\n", context);
421 This->numContexts--;
423 if(This->numContexts) {
424 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
425 if(!This->contexts) {
426 ERR("Cannot allocate a new context array, PANIC!!!\n");
428 t = 0;
429 for(s = 0; s < This->numContexts; s++) {
430 if(oldArray[s] == context) continue;
431 This->contexts[t] = oldArray[s];
432 t++;
434 } else {
435 This->contexts = NULL;
438 HeapFree(GetProcessHeap(), 0, context);
439 HeapFree(GetProcessHeap(), 0, oldArray);
442 /*****************************************************************************
443 * DestroyContext
445 * Destroys a wineD3DContext
447 * Params:
448 * This: Device to activate the context for
449 * context: Context to destroy
451 *****************************************************************************/
452 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
454 /* check that we are the current context first */
455 TRACE("Destroying ctx %p\n", context);
456 if(pwglGetCurrentContext() == context->glCtx){
457 pwglMakeCurrent(NULL, NULL);
460 if(context->isPBuffer) {
461 GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
462 GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
463 } else ReleaseDC(context->win_handle, context->hdc);
464 pwglDeleteContext(context->glCtx);
466 RemoveContextFromArray(This, context);
469 /*****************************************************************************
470 * SetupForBlit
472 * Sets up a context for DirectDraw blitting.
473 * All texture units are disabled, except unit 0
474 * Texture unit 0 is activted where GL_TEXTURE_2D is activated
475 * fog, lighting, blending, alpha test, z test, scissor test, culling diabled
476 * color writing enabled for all channels
477 * register combiners disabled, shaders disabled
478 * world matris is set to identity, texture matrix 0 too
479 * projection matrix is setup for drawing screen coordinates
481 * Params:
482 * This: Device to activate the context for
483 * context: Context to setup
484 * width: render target width
485 * height: render target height
487 *****************************************************************************/
488 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
489 int i;
491 TRACE("Setting up context %p for blitting\n", context);
492 if(context->last_was_blit) {
493 TRACE("Context is already set up for blitting, nothing to do\n");
494 return;
496 context->last_was_blit = TRUE;
498 /* TODO: Use a display list */
500 /* Disable shaders */
501 This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
502 Context_MarkStateDirty(context, STATE_VSHADER);
503 Context_MarkStateDirty(context, STATE_PIXELSHADER);
505 /* Disable all textures. The caller can then bind a texture it wants to blit
506 * from
508 if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
509 glDisable(GL_REGISTER_COMBINERS_NV);
510 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
512 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
513 /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
514 * function texture unit. No need to care for higher samplers
516 for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
517 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
518 checkGLcall("glActiveTextureARB");
520 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
521 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
522 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
524 glDisable(GL_TEXTURE_3D);
525 checkGLcall("glDisable GL_TEXTURE_3D");
526 glDisable(GL_TEXTURE_2D);
527 checkGLcall("glDisable GL_TEXTURE_2D");
529 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
530 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
532 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
533 Context_MarkStateDirty(context, STATE_SAMPLER(i));
535 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
536 checkGLcall("glActiveTextureARB");
538 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
539 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
540 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
542 glDisable(GL_TEXTURE_3D);
543 checkGLcall("glDisable GL_TEXTURE_3D");
544 glEnable(GL_TEXTURE_2D);
545 checkGLcall("glEnable GL_TEXTURE_2D");
547 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
549 glMatrixMode(GL_TEXTURE);
550 checkGLcall("glMatrixMode(GL_TEXTURE)");
551 glLoadIdentity();
552 checkGLcall("glLoadIdentity()");
553 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0));
555 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
556 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
557 GL_TEXTURE_LOD_BIAS_EXT,
558 0.0);
559 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
561 Context_MarkStateDirty(context, STATE_SAMPLER(0));
562 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP));
564 /* Other misc states */
565 glDisable(GL_ALPHA_TEST);
566 checkGLcall("glDisable(GL_ALPHA_TEST)");
567 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
568 glDisable(GL_LIGHTING);
569 checkGLcall("glDisable GL_LIGHTING");
570 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING));
571 glDisable(GL_DEPTH_TEST);
572 checkGLcall("glDisable GL_DEPTH_TEST");
573 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE));
574 glDisable(GL_FOG);
575 checkGLcall("glDisable GL_FOG");
576 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE));
577 glDisable(GL_BLEND);
578 checkGLcall("glDisable GL_BLEND");
579 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
580 glDisable(GL_CULL_FACE);
581 checkGLcall("glDisable GL_CULL_FACE");
582 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE));
583 glDisable(GL_STENCIL_TEST);
584 checkGLcall("glDisable GL_STENCIL_TEST");
585 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
586 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
587 glDisable(GL_POINT_SPRITE_ARB);
588 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
589 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
591 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
592 checkGLcall("glColorMask");
593 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
594 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
595 glDisable(GL_COLOR_SUM_EXT);
596 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE));
597 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
599 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
600 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
601 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE));
602 checkGLcall("glFinalCombinerInputNV");
605 /* Setup transforms */
606 glMatrixMode(GL_MODELVIEW);
607 checkGLcall("glMatrixMode(GL_MODELVIEW)");
608 glLoadIdentity();
609 checkGLcall("glLoadIdentity()");
610 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
612 glMatrixMode(GL_PROJECTION);
613 checkGLcall("glMatrixMode(GL_PROJECTION)");
614 glLoadIdentity();
615 checkGLcall("glLoadIdentity()");
616 glOrtho(0, width, height, 0, 0.0, -1.0);
617 checkGLcall("glOrtho");
618 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
620 context->last_was_rhw = TRUE;
621 Context_MarkStateDirty(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
623 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
624 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
625 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
626 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
627 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
628 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
629 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
631 glViewport(0, 0, width, height);
632 checkGLcall("glViewport");
633 Context_MarkStateDirty(context, STATE_VIEWPORT);
635 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
636 glDisable(GL_TEXTURE_SHADER_NV);
637 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
641 /*****************************************************************************
642 * findThreadContextForSwapChain
644 * Searches a swapchain for all contexts and picks one for the thread tid.
645 * If none can be found the swapchain is requested to create a new context
647 *****************************************************************************/
648 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
649 int i;
651 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
652 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
653 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
658 /* Create a new context for the thread */
659 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
662 /*****************************************************************************
663 * FindContext
665 * Finds a context for the current render target and thread
667 * Parameters:
668 * target: Render target to find the context for
669 * tid: Thread to activate the context for
671 * Returns: The needed context
673 *****************************************************************************/
674 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
675 IWineD3DSwapChain *swapchain = NULL;
676 HRESULT hr;
677 BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
678 WineD3DContext *context = This->activeContext;
679 BOOL oldRenderOffscreen = This->render_offscreen;
681 hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
682 if(hr == WINED3D_OK && swapchain) {
683 TRACE("Rendering onscreen\n");
685 context = findThreadContextForSwapChain(swapchain, tid);
687 This->render_offscreen = FALSE;
688 /* The context != This->activeContext will catch a NOP context change. This can occur
689 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
690 * rendering. No context change is needed in that case
693 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
694 if(((IWineD3DSwapChainImpl *) swapchain)->backBuffer) {
695 glDrawBuffer(GL_BACK);
696 checkGLcall("glDrawBuffer(GL_BACK)");
697 } else {
698 glDrawBuffer(GL_FRONT);
699 checkGLcall("glDrawBuffer(GL_FRONT)");
701 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
702 if(This->pbufferContext && tid == This->pbufferContext->tid) {
703 This->pbufferContext->tid = 0;
706 IWineD3DSwapChain_Release(swapchain);
708 if(oldRenderOffscreen) {
709 Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
710 Context_MarkStateDirty(context, STATE_VDECL);
711 Context_MarkStateDirty(context, STATE_VIEWPORT);
712 Context_MarkStateDirty(context, STATE_SCISSORRECT);
713 Context_MarkStateDirty(context, STATE_FRONTFACE);
716 } else {
717 TRACE("Rendering offscreen\n");
718 This->render_offscreen = TRUE;
720 switch(wined3d_settings.offscreen_rendering_mode) {
721 case ORM_FBO:
722 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
723 if(This->activeContext && tid == This->lastThread) {
724 context = This->activeContext;
725 } else {
726 /* This may happen if the app jumps streight into offscreen rendering
727 * Start using the context of the primary swapchain. tid == 0 is no problem
728 * for findThreadContextForSwapChain.
730 * Can also happen on thread switches - in that case findThreadContextForSwapChain
731 * is perfect to call.
733 context = findThreadContextForSwapChain(This->swapchains[0], tid);
735 break;
737 case ORM_PBUFFER:
739 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
740 if(This->pbufferContext == NULL ||
741 This->pbufferWidth < targetimpl->currentDesc.Width ||
742 This->pbufferHeight < targetimpl->currentDesc.Height) {
743 if(This->pbufferContext) {
744 DestroyContext(This, This->pbufferContext);
747 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
748 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
750 This->pbufferContext = CreateContext(This, targetimpl,
751 ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
752 TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
753 This->pbufferWidth = targetimpl->currentDesc.Width;
754 This->pbufferHeight = targetimpl->currentDesc.Height;
757 if(This->pbufferContext) {
758 if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
759 FIXME("The PBuffr context is only supported for one thread for now!\n");
761 This->pbufferContext->tid = tid;
762 context = This->pbufferContext;
763 break;
764 } else {
765 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
766 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
770 case ORM_BACKBUFFER:
771 /* Stay with the currently active context for back buffer rendering */
772 if(This->activeContext && tid == This->lastThread) {
773 context = This->activeContext;
774 } else {
775 /* This may happen if the app jumps streight into offscreen rendering
776 * Start using the context of the primary swapchain. tid == 0 is no problem
777 * for findThreadContextForSwapChain.
779 * Can also happen on thread switches - in that case findThreadContextForSwapChain
780 * is perfect to call.
782 context = findThreadContextForSwapChain(This->swapchains[0], tid);
784 glDrawBuffer(This->offscreenBuffer);
785 checkGLcall("glDrawBuffer(This->offscreenBuffer)");
786 break;
789 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
790 /* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
791 * back when we are done won't mark us dirty.
793 IWineD3DSurface_PreLoad(target);
796 if(!oldRenderOffscreen) {
797 Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
798 Context_MarkStateDirty(context, STATE_VDECL);
799 Context_MarkStateDirty(context, STATE_VIEWPORT);
800 Context_MarkStateDirty(context, STATE_SCISSORRECT);
801 Context_MarkStateDirty(context, STATE_FRONTFACE);
804 if (readTexture) {
805 BOOL oldInDraw = This->isInDraw;
807 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
808 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
809 * when using offscreen rendering with multithreading
811 This->isInDraw = TRUE;
813 /* Do that before switching the context:
814 * Read the back buffer of the old drawable into the destination texture
816 IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
818 /* Assume that the drawable will be modified by some other things now */
819 ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->Flags &= ~SFLAG_INDRAWABLE;
821 This->isInDraw = oldInDraw;
824 if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
825 This->depth_copy_state = WINED3D_DCS_COPY;
827 return context;
830 /*****************************************************************************
831 * ActivateContext
833 * Finds a rendering context and drawable matching the device and render
834 * target for the current thread, activates them and puts them into the
835 * requested state.
837 * Params:
838 * This: Device to activate the context for
839 * target: Requested render target
840 * usage: Prepares the context for blitting, drawing or other actions
842 *****************************************************************************/
843 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
844 DWORD tid = GetCurrentThreadId();
845 int i;
846 DWORD dirtyState, idx;
847 BYTE shift;
848 WineD3DContext *context;
850 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
852 ENTER_GL();
853 if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
854 context = FindContext(This, target, tid);
855 This->lastActiveRenderTarget = target;
856 This->lastThread = tid;
857 } else {
858 /* Stick to the old context */
859 context = This->activeContext;
862 /* Activate the opengl context */
863 if(context != This->activeContext) {
864 BOOL ret;
865 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
866 LEAVE_GL();
867 ret = pwglMakeCurrent(context->hdc, context->glCtx);
868 ENTER_GL();
869 if(ret == FALSE) {
870 ERR("Failed to activate the new context\n");
872 This->activeContext = context;
875 switch(usage) {
876 case CTXUSAGE_RESOURCELOAD:
877 /* This does not require any special states to be set up */
878 break;
880 case CTXUSAGE_CLEAR:
881 if(context->last_was_blit && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
882 glEnable(GL_TEXTURE_SHADER_NV);
883 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
886 glEnable(GL_SCISSOR_TEST);
887 checkGLcall("glEnable GL_SCISSOR_TEST");
888 context->last_was_blit = FALSE;
889 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
890 Context_MarkStateDirty(context, STATE_SCISSORRECT);
891 break;
893 case CTXUSAGE_DRAWPRIM:
894 /* This needs all dirty states applied */
895 if(context->last_was_blit && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
896 glEnable(GL_TEXTURE_SHADER_NV);
897 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
900 IWineD3DDeviceImpl_FindTexUnitMap(This);
902 for(i=0; i < context->numDirtyEntries; i++) {
903 dirtyState = context->dirtyArray[i];
904 idx = dirtyState >> 5;
905 shift = dirtyState & 0x1f;
906 context->isStateDirty[idx] &= ~(1 << shift);
907 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
909 context->numDirtyEntries = 0; /* This makes the whole list clean */
910 context->last_was_blit = FALSE;
911 break;
913 case CTXUSAGE_BLIT:
914 SetupForBlit(This, context,
915 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
916 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
917 break;
919 default:
920 FIXME("Unexpected context usage requested\n");
922 LEAVE_GL();