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 /* The last used device.
34 * If the application creates multiple devices and switches between them, ActivateContext has to
35 * change the opengl context. This flag allows to keep track which device is active
37 static IWineD3DDeviceImpl
*last_device
;
39 /*****************************************************************************
40 * Context_MarkStateDirty
42 * Marks a state in a context dirty. Only one context, opposed to
43 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
47 * context: Context to mark the state dirty in
48 * state: State to mark dirty
49 * StateTable: Pointer to the state table in use(for state grouping)
51 *****************************************************************************/
52 static void Context_MarkStateDirty(WineD3DContext
*context
, DWORD state
, const struct StateEntry
*StateTable
) {
53 DWORD rep
= StateTable
[state
].representative
;
57 if(!rep
|| isStateDirty(context
, rep
)) return;
59 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
62 context
->isStateDirty
[idx
] |= (1 << shift
);
65 /*****************************************************************************
68 * Adds a context to the context array. Helper function for CreateContext
70 * This method is not called in performance-critical code paths, only when a
71 * new render target or swapchain is created. Thus performance is not an issue
75 * This: Device to add the context for
77 * glCtx: WGL context to add
78 * pbuffer: optional pbuffer used with this context
80 *****************************************************************************/
81 static WineD3DContext
*AddContextToArray(IWineD3DDeviceImpl
*This
, HWND win_handle
, HDC hdc
, HGLRC glCtx
, HPBUFFERARB pbuffer
) {
82 WineD3DContext
**oldArray
= This
->contexts
;
85 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * (This
->numContexts
+ 1));
86 if(This
->contexts
== NULL
) {
87 ERR("Unable to grow the context array\n");
88 This
->contexts
= oldArray
;
92 memcpy(This
->contexts
, oldArray
, sizeof(*This
->contexts
) * This
->numContexts
);
95 This
->contexts
[This
->numContexts
] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(WineD3DContext
));
96 if(This
->contexts
[This
->numContexts
] == NULL
) {
97 ERR("Unable to allocate a new context\n");
98 HeapFree(GetProcessHeap(), 0, This
->contexts
);
99 This
->contexts
= oldArray
;
103 This
->contexts
[This
->numContexts
]->hdc
= hdc
;
104 This
->contexts
[This
->numContexts
]->glCtx
= glCtx
;
105 This
->contexts
[This
->numContexts
]->pbuffer
= pbuffer
;
106 This
->contexts
[This
->numContexts
]->win_handle
= win_handle
;
107 HeapFree(GetProcessHeap(), 0, oldArray
);
109 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
111 for(state
= 0; state
<= STATE_HIGHEST
; state
++) {
112 Context_MarkStateDirty(This
->contexts
[This
->numContexts
], state
, This
->StateTable
);
116 TRACE("Created context %p\n", This
->contexts
[This
->numContexts
- 1]);
117 return This
->contexts
[This
->numContexts
- 1];
120 /* This function takes care of WineD3D pixel format selection. */
121 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
, WINED3DFORMAT ColorFormat
, WINED3DFORMAT DepthStencilFormat
, BOOL auxBuffers
, int numSamples
, BOOL pbuffer
, BOOL findCompatible
)
123 int iPixelFormat
=0, matchtry
;
124 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
125 short depthBits
=0, stencilBits
=0;
132 /* First, try without aux buffers - this is the most common cause
133 * for not finding a pixel format. Also some drivers(the open source ones)
134 * only offer 32 bit ARB pixel formats. First try without an exact alpha
135 * match, then try without an exact alpha and color match.
137 { TRUE
, TRUE
, TRUE
},
138 { FALSE
, TRUE
, TRUE
},
139 { TRUE
, FALSE
, TRUE
},
140 { TRUE
, FALSE
, FALSE
},
141 { FALSE
, FALSE
, TRUE
},
142 { FALSE
, FALSE
, FALSE
},
146 int nCfgs
= This
->adapter
->nCfgs
;
147 WineD3D_PixelFormat
*cfgs
= This
->adapter
->cfgs
;
149 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
150 debug_d3dformat(ColorFormat
), debug_d3dformat(DepthStencilFormat
), auxBuffers
, numSamples
, pbuffer
, findCompatible
);
152 if(!getColorBits(ColorFormat
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
)) {
153 ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat
), ColorFormat
);
157 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
158 * You are able to add a depth + stencil surface at a later stage when you need it.
159 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
160 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
161 * context, need torecreate shaders, textures and other resources.
163 * The context manager already takes care of the state problem and for the other tasks code from Reset
164 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
165 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
166 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
167 * issue needs to be fixed. */
168 if(DepthStencilFormat
!= WINED3DFMT_D24S8
)
169 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
171 DepthStencilFormat
= WINED3DFMT_D24S8
;
173 if(DepthStencilFormat
) {
174 getDepthStencilBits(DepthStencilFormat
, &depthBits
, &stencilBits
);
177 for(matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(matches
[0])); matchtry
++) {
178 for(i
=0; i
<nCfgs
; i
++) {
179 BOOL exactDepthMatch
= TRUE
;
180 cfgs
= &This
->adapter
->cfgs
[i
];
182 /* For now only accept RGBA formats. Perhaps some day we will
183 * allow floating point formats for pbuffers. */
184 if(cfgs
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
187 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
188 if(!pbuffer
&& !(cfgs
->windowDrawable
&& cfgs
->doubleBuffer
))
191 /* We like to have aux buffers in backbuffer mode */
192 if(auxBuffers
&& !cfgs
->auxBuffers
&& matches
[matchtry
].require_aux
)
195 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
196 if(pbuffer
&& (!cfgs
->pbufferDrawable
|| cfgs
->doubleBuffer
))
199 if(matches
[matchtry
].exact_color
) {
200 if(cfgs
->redSize
!= redBits
)
202 if(cfgs
->greenSize
!= greenBits
)
204 if(cfgs
->blueSize
!= blueBits
)
207 if(cfgs
->redSize
< redBits
)
209 if(cfgs
->greenSize
< greenBits
)
211 if(cfgs
->blueSize
< blueBits
)
214 if(matches
[matchtry
].exact_alpha
) {
215 if(cfgs
->alphaSize
!= alphaBits
)
218 if(cfgs
->alphaSize
< alphaBits
)
222 /* We try to locate a format which matches our requirements exactly. In case of
223 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
224 if(cfgs
->depthSize
< depthBits
)
226 else if(cfgs
->depthSize
> depthBits
)
227 exactDepthMatch
= FALSE
;
229 /* In all cases make sure the number of stencil bits matches our requirements
230 * even when we don't need stencil because it could affect performance EXCEPT
231 * on cards which don't offer depth formats without stencil like the i915 drivers
233 if(stencilBits
!= cfgs
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfgs
->stencilSize
))
236 /* Check multisampling support */
237 if(cfgs
->numSamples
!= numSamples
)
240 /* When we have passed all the checks then we have found a format which matches our
241 * requirements. Note that we only check for a limit number of capabilities right now,
242 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
243 * can still differ in things like multisampling, stereo, SRGB and other flags.
246 /* Exit the loop as we have found a format :) */
247 if(exactDepthMatch
) {
248 iPixelFormat
= cfgs
->iPixelFormat
;
250 } else if(!iPixelFormat
) {
251 /* In the end we might end up with a format which doesn't exactly match our depth
252 * requirements. Accept the first format we found because formats with higher iPixelFormat
253 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
254 iPixelFormat
= cfgs
->iPixelFormat
;
259 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
260 if(!iPixelFormat
&& !findCompatible
) {
261 ERR("Can't find a suitable iPixelFormat\n");
263 } else if(!iPixelFormat
) {
264 PIXELFORMATDESCRIPTOR pfd
;
266 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
267 /* PixelFormat selection */
268 ZeroMemory(&pfd
, sizeof(pfd
));
269 pfd
.nSize
= sizeof(pfd
);
271 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
272 pfd
.iPixelType
= PFD_TYPE_RGBA
;
273 pfd
.cAlphaBits
= alphaBits
;
274 pfd
.cColorBits
= colorBits
;
275 pfd
.cDepthBits
= depthBits
;
276 pfd
.cStencilBits
= stencilBits
;
277 pfd
.iLayerType
= PFD_MAIN_PLANE
;
279 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
281 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
282 ERR("Can't find a suitable iPixelFormat\n");
287 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat
, debug_d3dformat(ColorFormat
), debug_d3dformat(DepthStencilFormat
));
291 /*****************************************************************************
294 * Creates a new context for a window, or a pbuffer context.
297 * This: Device to activate the context for
298 * target: Surface this context will render to
299 * win_handle: handle to the window which we are drawing to
300 * create_pbuffer: tells whether to create a pbuffer or not
301 * pPresentParameters: contains the pixelformats to use for onscreen rendering
303 *****************************************************************************/
304 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win_handle
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
) {
305 HDC oldDrawable
, hdc
;
306 HPBUFFERARB pbuffer
= NULL
;
307 HGLRC ctx
= NULL
, oldCtx
;
308 WineD3DContext
*ret
= NULL
;
311 TRACE("(%p): Creating a %s context for render target %p\n", This
, create_pbuffer
? "offscreen" : "onscreen", target
);
314 HDC hdc_parent
= GetDC(win_handle
);
315 int iPixelFormat
= 0;
317 IWineD3DSurface
*StencilSurface
= This
->stencilBufferTarget
;
318 WINED3DFORMAT StencilBufferFormat
= (NULL
!= StencilSurface
) ? ((IWineD3DSurfaceImpl
*) StencilSurface
)->resource
.format
: 0;
320 /* Try to find a pixel format with pbuffer support. */
321 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format
, StencilBufferFormat
, FALSE
/* auxBuffers */, 0 /* numSamples */, TRUE
/* PBUFFER */, FALSE
/* findCompatible */);
323 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
325 /* For some reason we weren't able to find a format, try to find something instead of crashing.
326 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
327 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format
, StencilBufferFormat
, FALSE
/* auxBuffer */, 0 /* numSamples */, TRUE
/* PBUFFER */, TRUE
/* findCompatible */);
330 /* This shouldn't happen as ChoosePixelFormat always returns something */
332 ERR("Unable to locate a pixel format for a pbuffer\n");
333 ReleaseDC(win_handle
, hdc_parent
);
337 TRACE("Creating a pBuffer drawable for the new context\n");
338 pbuffer
= GL_EXTCALL(wglCreatePbufferARB(hdc_parent
, iPixelFormat
, target
->currentDesc
.Width
, target
->currentDesc
.Height
, 0));
340 ERR("Cannot create a pbuffer\n");
341 ReleaseDC(win_handle
, hdc_parent
);
345 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
346 hdc
= GL_EXTCALL(wglGetPbufferDCARB(pbuffer
));
348 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer
);
349 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
350 ReleaseDC(win_handle
, hdc_parent
);
353 ReleaseDC(win_handle
, hdc_parent
);
355 PIXELFORMATDESCRIPTOR pfd
;
358 WINED3DFORMAT ColorFormat
= target
->resource
.format
;
359 WINED3DFORMAT DepthStencilFormat
= 0;
360 BOOL auxBuffers
= FALSE
;
363 hdc
= GetDC(win_handle
);
365 ERR("Cannot retrieve a device context!\n");
369 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
370 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
373 if(target
->resource
.format
== WINED3DFMT_X4R4G4B4
)
374 ColorFormat
= WINED3DFMT_A4R4G4B4
;
375 else if(target
->resource
.format
== WINED3DFMT_X8R8G8B8
)
376 ColorFormat
= WINED3DFMT_A8R8G8B8
;
379 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
380 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
381 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
382 * a format with 8bit alpha, so request A8R8G8B8. */
383 if(ColorFormat
== WINED3DFMT_P8
)
384 ColorFormat
= WINED3DFMT_A8R8G8B8
;
386 /* Retrieve the depth stencil format from the present parameters.
387 * The choice of the proper format can give a nice performance boost
388 * in case of GPU limited programs. */
389 if(pPresentParms
->EnableAutoDepthStencil
) {
390 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms
->AutoDepthStencilFormat
));
391 DepthStencilFormat
= pPresentParms
->AutoDepthStencilFormat
;
394 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
395 if(pPresentParms
->MultiSampleType
&& (pPresentParms
->SwapEffect
== WINED3DSWAPEFFECT_DISCARD
)) {
396 if(!GL_SUPPORT(ARB_MULTISAMPLE
))
397 ERR("The program is requesting multisampling without support!\n");
399 ERR("Requesting MultiSampleType=%d\n", pPresentParms
->MultiSampleType
);
400 numSamples
= pPresentParms
->MultiSampleType
;
404 /* Try to find a pixel format which matches our requirements */
405 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, ColorFormat
, DepthStencilFormat
, auxBuffers
, numSamples
, FALSE
/* PBUFFER */, FALSE
/* findCompatible */);
407 /* Try to locate a compatible format if we weren't able to find anything */
409 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
410 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, ColorFormat
, DepthStencilFormat
, auxBuffers
, 0 /* numSamples */, FALSE
/* PBUFFER */, TRUE
/* findCompatible */ );
413 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
415 ERR("Can't find a suitable iPixelFormat\n");
419 DescribePixelFormat(hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
420 res
= SetPixelFormat(hdc
, iPixelFormat
, NULL
);
422 int oldPixelFormat
= GetPixelFormat(hdc
);
424 /* By default WGL doesn't allow pixel format adjustments but we need it here.
425 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
426 * set the pixel format multiple times. Only use it when it is really needed. */
428 if(oldPixelFormat
== iPixelFormat
) {
429 /* We don't have to do anything as the formats are the same :) */
430 } else if(oldPixelFormat
&& GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
)) {
431 res
= GL_EXTCALL(wglSetPixelFormatWINE(hdc
, iPixelFormat
, NULL
));
434 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
437 } else if(oldPixelFormat
) {
438 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
439 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
440 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc
, oldPixelFormat
);
442 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
448 ctx
= pwglCreateContext(hdc
);
449 if(This
->numContexts
) pwglShareLists(This
->contexts
[0]->glCtx
, ctx
);
452 ERR("Failed to create a WGL context\n");
454 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
455 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
459 ret
= AddContextToArray(This
, win_handle
, hdc
, ctx
, pbuffer
);
461 ERR("Failed to add the newly created context to the context list\n");
462 pwglDeleteContext(ctx
);
464 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
465 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
469 ret
->surface
= (IWineD3DSurface
*) target
;
470 ret
->isPBuffer
= create_pbuffer
;
471 ret
->tid
= GetCurrentThreadId();
472 if(This
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*) This
)) {
473 /* Create the dirty constants array and initialize them to dirty */
474 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
475 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
476 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
477 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
478 memset(ret
->vshader_const_dirty
, 1,
479 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
480 memset(ret
->pshader_const_dirty
, 1,
481 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
484 TRACE("Successfully created new context %p\n", ret
);
486 /* Set up the context defaults */
487 oldCtx
= pwglGetCurrentContext();
488 oldDrawable
= pwglGetCurrentDC();
489 if(oldCtx
&& oldDrawable
) {
490 /* See comment in ActivateContext context switching */
491 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
493 if(pwglMakeCurrent(hdc
, ctx
) == FALSE
) {
494 ERR("Cannot activate context to set up defaults\n");
500 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
502 TRACE("Setting up the screen\n");
503 /* Clear the screen */
504 glClearColor(1.0, 0.0, 0.0, 0.0);
505 checkGLcall("glClearColor");
508 glClearStencil(0xffff);
510 checkGLcall("glClear");
512 glColor3f(1.0, 1.0, 1.0);
513 checkGLcall("glColor3f");
515 glEnable(GL_LIGHTING
);
516 checkGLcall("glEnable");
518 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
519 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
521 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
522 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
524 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
525 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
527 glPixelStorei(GL_PACK_ALIGNMENT
, This
->surface_alignment
);
528 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
529 glPixelStorei(GL_UNPACK_ALIGNMENT
, This
->surface_alignment
);
530 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
532 if(GL_SUPPORT(APPLE_CLIENT_STORAGE
)) {
533 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
534 * and textures in DIB sections(due to the memory protection).
536 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
537 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
539 if(GL_SUPPORT(ARB_VERTEX_BLEND
)) {
540 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
541 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
542 * GL_VERTEX_BLEND_ARB isn't enabled too
544 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
545 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
547 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
548 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
549 * the previous texture where to source the offset from is always unit - 1.
551 for(s
= 1; s
< GL_LIMITS(textures
); s
++) {
552 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
553 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
554 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
558 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
559 for(s
= 0; s
< GL_LIMITS(textures
); s
++) {
560 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
561 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
562 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
567 /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
568 * but enable it for the first context we create, and reenable it on the old context
570 if(oldDrawable
&& oldCtx
) {
571 pwglMakeCurrent(oldDrawable
, oldCtx
);
575 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
581 /*****************************************************************************
582 * RemoveContextFromArray
584 * Removes a context from the context manager. The opengl context is not
585 * destroyed or unset. context is not a valid pointer after that call.
587 * Similar to the former call this isn't a performance critical function. A
588 * helper function for DestroyContext.
591 * This: Device to activate the context for
592 * context: Context to remove
594 *****************************************************************************/
595 static void RemoveContextFromArray(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
597 WineD3DContext
**oldArray
= This
->contexts
;
599 TRACE("Removing ctx %p\n", context
);
603 if(This
->numContexts
) {
604 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * This
->numContexts
);
605 if(!This
->contexts
) {
606 ERR("Cannot allocate a new context array, PANIC!!!\n");
609 /* Note that we decreased numContexts a few lines up, so use '<=' instead of '<' */
610 for(s
= 0; s
<= This
->numContexts
; s
++) {
611 if(oldArray
[s
] == context
) continue;
612 This
->contexts
[t
] = oldArray
[s
];
616 This
->contexts
= NULL
;
619 HeapFree(GetProcessHeap(), 0, context
);
620 HeapFree(GetProcessHeap(), 0, oldArray
);
623 /*****************************************************************************
626 * Destroys a wineD3DContext
629 * This: Device to activate the context for
630 * context: Context to destroy
632 *****************************************************************************/
633 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
) {
635 /* check that we are the current context first */
636 TRACE("Destroying ctx %p\n", context
);
637 if(pwglGetCurrentContext() == context
->glCtx
){
638 pwglMakeCurrent(NULL
, NULL
);
643 if(context
->isPBuffer
) {
644 GL_EXTCALL(wglReleasePbufferDCARB(context
->pbuffer
, context
->hdc
));
645 GL_EXTCALL(wglDestroyPbufferARB(context
->pbuffer
));
646 } else ReleaseDC(context
->win_handle
, context
->hdc
);
647 pwglDeleteContext(context
->glCtx
);
649 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
650 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
651 RemoveContextFromArray(This
, context
);
654 static inline void set_blit_dimension(UINT width
, UINT height
) {
655 glMatrixMode(GL_PROJECTION
);
656 checkGLcall("glMatrixMode(GL_PROJECTION)");
658 checkGLcall("glLoadIdentity()");
659 glOrtho(0, width
, height
, 0, 0.0, -1.0);
660 checkGLcall("glOrtho");
661 glViewport(0, 0, width
, height
);
662 checkGLcall("glViewport");
665 /*****************************************************************************
668 * Sets up a context for DirectDraw blitting.
669 * All texture units are disabled, texture unit 0 is set as current unit
670 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
671 * color writing enabled for all channels
672 * register combiners disabled, shaders disabled
673 * world matrix is set to identity, texture matrix 0 too
674 * projection matrix is setup for drawing screen coordinates
677 * This: Device to activate the context for
678 * context: Context to setup
679 * width: render target width
680 * height: render target height
682 *****************************************************************************/
683 static inline void SetupForBlit(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
, UINT width
, UINT height
) {
685 const struct StateEntry
*StateTable
= This
->StateTable
;
687 TRACE("Setting up context %p for blitting\n", context
);
688 if(context
->last_was_blit
) {
689 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
690 set_blit_dimension(width
, height
);
691 context
->blit_w
= width
; context
->blit_h
= height
;
692 /* No need to dirtify here, the states are still dirtified because they weren't
693 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
697 TRACE("Context is already set up for blitting, nothing to do\n");
700 context
->last_was_blit
= TRUE
;
702 /* TODO: Use a display list */
704 /* Disable shaders */
705 This
->shader_backend
->shader_cleanup((IWineD3DDevice
*) This
);
706 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
707 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
709 /* Disable all textures. The caller can then bind a texture it wants to blit
712 if(GL_SUPPORT(NV_REGISTER_COMBINERS
)) {
713 glDisable(GL_REGISTER_COMBINERS_NV
);
714 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
716 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
717 /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
718 * function texture unit. No need to care for higher samplers
720 for(i
= GL_LIMITS(textures
) - 1; i
> 0 ; i
--) {
721 sampler
= This
->rev_tex_unit_map
[i
];
722 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
723 checkGLcall("glActiveTextureARB");
725 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
726 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
727 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
729 glDisable(GL_TEXTURE_3D
);
730 checkGLcall("glDisable GL_TEXTURE_3D");
731 glDisable(GL_TEXTURE_2D
);
732 checkGLcall("glDisable GL_TEXTURE_2D");
734 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
735 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
738 if (sampler
< MAX_TEXTURES
) {
739 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
741 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
744 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
745 checkGLcall("glActiveTextureARB");
748 sampler
= This
->rev_tex_unit_map
[0];
750 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
751 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
752 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
754 glDisable(GL_TEXTURE_3D
);
755 checkGLcall("glDisable GL_TEXTURE_3D");
756 glDisable(GL_TEXTURE_2D
);
757 checkGLcall("glDisable GL_TEXTURE_2D");
759 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
761 glMatrixMode(GL_TEXTURE
);
762 checkGLcall("glMatrixMode(GL_TEXTURE)");
764 checkGLcall("glLoadIdentity()");
766 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS
)) {
767 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
768 GL_TEXTURE_LOD_BIAS_EXT
,
770 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
774 if (sampler
< MAX_TEXTURES
) {
775 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
), StateTable
);
776 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
778 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
781 /* Other misc states */
782 glDisable(GL_ALPHA_TEST
);
783 checkGLcall("glDisable(GL_ALPHA_TEST)");
784 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
785 glDisable(GL_LIGHTING
);
786 checkGLcall("glDisable GL_LIGHTING");
787 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
788 glDisable(GL_DEPTH_TEST
);
789 checkGLcall("glDisable GL_DEPTH_TEST");
790 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
792 checkGLcall("glDisable GL_FOG");
793 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
795 checkGLcall("glDisable GL_BLEND");
796 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
797 glDisable(GL_CULL_FACE
);
798 checkGLcall("glDisable GL_CULL_FACE");
799 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
800 glDisable(GL_STENCIL_TEST
);
801 checkGLcall("glDisable GL_STENCIL_TEST");
802 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
803 glDisable(GL_SCISSOR_TEST
);
804 checkGLcall("glDisable GL_SCISSOR_TEST");
805 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
806 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
807 glDisable(GL_POINT_SPRITE_ARB
);
808 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
809 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
811 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
812 checkGLcall("glColorMask");
813 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
814 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
815 glDisable(GL_COLOR_SUM_EXT
);
816 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
817 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
819 if (GL_SUPPORT(NV_REGISTER_COMBINERS
)) {
820 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
821 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
822 checkGLcall("glFinalCombinerInputNV");
825 /* Setup transforms */
826 glMatrixMode(GL_MODELVIEW
);
827 checkGLcall("glMatrixMode(GL_MODELVIEW)");
829 checkGLcall("glLoadIdentity()");
830 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
832 context
->last_was_rhw
= TRUE
;
833 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
835 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
836 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
837 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
838 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
839 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
840 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
841 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
843 set_blit_dimension(width
, height
);
844 context
->blit_w
= width
; context
->blit_h
= height
;
845 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
846 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
849 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
852 /*****************************************************************************
853 * findThreadContextForSwapChain
855 * Searches a swapchain for all contexts and picks one for the thread tid.
856 * If none can be found the swapchain is requested to create a new context
858 *****************************************************************************/
859 static WineD3DContext
*findThreadContextForSwapChain(IWineD3DSwapChain
*swapchain
, DWORD tid
) {
862 for(i
= 0; i
< ((IWineD3DSwapChainImpl
*) swapchain
)->num_contexts
; i
++) {
863 if(((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
]->tid
== tid
) {
864 return ((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
];
869 /* Create a new context for the thread */
870 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain
);
873 /*****************************************************************************
876 * Finds a context for the current render target and thread
879 * target: Render target to find the context for
880 * tid: Thread to activate the context for
882 * Returns: The needed context
884 *****************************************************************************/
885 static inline WineD3DContext
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, DWORD tid
) {
886 IWineD3DSwapChain
*swapchain
= NULL
;
888 BOOL readTexture
= wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
&& This
->render_offscreen
;
889 WineD3DContext
*context
= This
->activeContext
;
890 BOOL oldRenderOffscreen
= This
->render_offscreen
;
891 const WINED3DFORMAT oldFmt
= ((IWineD3DSurfaceImpl
*) This
->lastActiveRenderTarget
)->resource
.format
;
892 const WINED3DFORMAT newFmt
= ((IWineD3DSurfaceImpl
*) target
)->resource
.format
;
893 const struct StateEntry
*StateTable
= This
->StateTable
;
895 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
896 * the alpha blend state changes with different render target formats
898 if(oldFmt
!= newFmt
) {
899 const GlPixelFormatDesc
*glDesc
;
900 const StaticPixelFormatDesc
*old
= getFormatDescEntry(oldFmt
, NULL
, NULL
);
901 const StaticPixelFormatDesc
*new = getFormatDescEntry(newFmt
, &GLINFO_LOCATION
, &glDesc
);
903 /* Disable blending when the alphaMask has changed and when a format doesn't support blending */
904 if((old
->alphaMask
&& !new->alphaMask
) || (!old
->alphaMask
&& new->alphaMask
) || !(glDesc
->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
)) {
905 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
909 hr
= IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **) &swapchain
);
910 if(hr
== WINED3D_OK
&& swapchain
) {
911 TRACE("Rendering onscreen\n");
913 context
= findThreadContextForSwapChain(swapchain
, tid
);
915 This
->render_offscreen
= FALSE
;
916 /* The context != This->activeContext will catch a NOP context change. This can occur
917 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
918 * rendering. No context change is needed in that case
921 if(wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
) {
922 if(This
->pbufferContext
&& tid
== This
->pbufferContext
->tid
) {
923 This
->pbufferContext
->tid
= 0;
926 IWineD3DSwapChain_Release(swapchain
);
928 if(oldRenderOffscreen
) {
929 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
930 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
931 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
932 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
933 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
937 TRACE("Rendering offscreen\n");
938 This
->render_offscreen
= TRUE
;
940 switch(wined3d_settings
.offscreen_rendering_mode
) {
942 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
943 if(This
->activeContext
&& tid
== This
->lastThread
) {
944 context
= This
->activeContext
;
946 /* This may happen if the app jumps straight into offscreen rendering
947 * Start using the context of the primary swapchain. tid == 0 is no problem
948 * for findThreadContextForSwapChain.
950 * Can also happen on thread switches - in that case findThreadContextForSwapChain
951 * is perfect to call.
953 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
959 IWineD3DSurfaceImpl
*targetimpl
= (IWineD3DSurfaceImpl
*) target
;
960 if(This
->pbufferContext
== NULL
||
961 This
->pbufferWidth
< targetimpl
->currentDesc
.Width
||
962 This
->pbufferHeight
< targetimpl
->currentDesc
.Height
) {
963 if(This
->pbufferContext
) {
964 DestroyContext(This
, This
->pbufferContext
);
967 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
968 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
970 This
->pbufferContext
= CreateContext(This
, targetimpl
,
971 ((IWineD3DSwapChainImpl
*) This
->swapchains
[0])->context
[0]->win_handle
,
972 TRUE
/* pbuffer */, &((IWineD3DSwapChainImpl
*)This
->swapchains
[0])->presentParms
);
973 This
->pbufferWidth
= targetimpl
->currentDesc
.Width
;
974 This
->pbufferHeight
= targetimpl
->currentDesc
.Height
;
977 if(This
->pbufferContext
) {
978 if(This
->pbufferContext
->tid
!= 0 && This
->pbufferContext
->tid
!= tid
) {
979 FIXME("The PBuffr context is only supported for one thread for now!\n");
981 This
->pbufferContext
->tid
= tid
;
982 context
= This
->pbufferContext
;
985 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
986 wined3d_settings
.offscreen_rendering_mode
= ORM_BACKBUFFER
;
991 /* Stay with the currently active context for back buffer rendering */
992 if(This
->activeContext
&& tid
== This
->lastThread
) {
993 context
= This
->activeContext
;
995 /* This may happen if the app jumps straight into offscreen rendering
996 * Start using the context of the primary swapchain. tid == 0 is no problem
997 * for findThreadContextForSwapChain.
999 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1000 * is perfect to call.
1002 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1007 if(!oldRenderOffscreen
) {
1008 Context_MarkStateDirty(context
, WINED3DTS_PROJECTION
, StateTable
);
1009 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
1010 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1011 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1012 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1016 /* When switching away from an offscreen render target, and we're not using FBOs,
1017 * we have to read the drawable into the texture. This is done via PreLoad(and
1018 * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1019 * PreLoad needs a GL context, and FindContext is called before the context is activated.
1020 * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1021 * is read. This leads to these possible situations:
1023 * 0) lastActiveRenderTarget == target && oldTid == newTid:
1024 * Nothing to do, we don't even reach this code in this case...
1026 * 1) lastActiveRenderTarget != target && oldTid == newTid:
1027 * The currently active context is OK for readback. Call PreLoad, and it
1030 * 2) lastActiveRenderTarget == target && oldTid != newTid:
1031 * Nothing to do - the drawable is unchanged
1033 * 3) lastActiveRenderTarget != target && oldTid != newTid:
1034 * This is tricky. We have to get a context with the old drawable from somewhere
1035 * before we can switch to the new context. In this case, PreLoad calls
1036 * ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1037 * is case (2) then. The old drawable is activated for the new thread, and the
1038 * readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1039 * After that, the outer ActivateContext(which calls PreLoad) can activate the new
1040 * target for the new thread
1042 if (readTexture
&& This
->lastActiveRenderTarget
!= target
) {
1043 BOOL oldInDraw
= This
->isInDraw
;
1045 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1046 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1047 * when using offscreen rendering with multithreading
1049 This
->isInDraw
= TRUE
;
1051 /* Do that before switching the context:
1052 * Read the back buffer of the old drawable into the destination texture
1054 IWineD3DSurface_PreLoad(This
->lastActiveRenderTarget
);
1056 /* Assume that the drawable will be modified by some other things now */
1057 IWineD3DSurface_ModifyLocation(This
->lastActiveRenderTarget
, SFLAG_INDRAWABLE
, FALSE
);
1059 This
->isInDraw
= oldInDraw
;
1065 static void apply_draw_buffer(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, BOOL blit
)
1068 IWineD3DSwapChain
*swapchain
;
1070 hr
= IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
);
1073 IWineD3DSwapChain_Release((IUnknown
*)swapchain
);
1074 glDrawBuffer(surface_get_gl_buffer(target
, swapchain
));
1075 checkGLcall("glDrawBuffers()");
1079 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1083 if (GL_SUPPORT(ARB_DRAW_BUFFERS
))
1085 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers
), This
->draw_buffers
));
1086 checkGLcall("glDrawBuffers()");
1090 glDrawBuffer(This
->draw_buffers
[0]);
1091 checkGLcall("glDrawBuffer()");
1094 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
1095 checkGLcall("glDrawBuffer()");
1100 glDrawBuffer(This
->offscreenBuffer
);
1101 checkGLcall("glDrawBuffer()");
1106 /*****************************************************************************
1109 * Finds a rendering context and drawable matching the device and render
1110 * target for the current thread, activates them and puts them into the
1114 * This: Device to activate the context for
1115 * target: Requested render target
1116 * usage: Prepares the context for blitting, drawing or other actions
1118 *****************************************************************************/
1119 void ActivateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, ContextUsage usage
) {
1120 DWORD tid
= GetCurrentThreadId();
1122 DWORD dirtyState
, idx
;
1124 WineD3DContext
*context
;
1125 const struct StateEntry
*StateTable
= This
->StateTable
;
1127 TRACE("(%p): Selecting context for render target %p, thread %d\n", This
, target
, tid
);
1128 if(This
->lastActiveRenderTarget
!= target
|| tid
!= This
->lastThread
) {
1129 context
= FindContext(This
, target
, tid
);
1130 context
->draw_buffer_dirty
= TRUE
;
1131 This
->lastActiveRenderTarget
= target
;
1132 This
->lastThread
= tid
;
1134 /* Stick to the old context */
1135 context
= This
->activeContext
;
1138 /* Activate the opengl context */
1139 if(last_device
!= This
|| context
!= This
->activeContext
) {
1142 /* Prevent an unneeded context switch as those are expensive */
1143 if(context
->glCtx
&& (context
->glCtx
== pwglGetCurrentContext())) {
1144 TRACE("Already using gl context %p\n", context
->glCtx
);
1147 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context
, context
->hdc
, context
->glCtx
);
1149 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1150 ret
= pwglMakeCurrent(context
->hdc
, context
->glCtx
);
1152 ERR("Failed to activate the new context\n");
1153 } else if(!context
->last_was_blit
) {
1154 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1157 if(This
->activeContext
->vshader_const_dirty
) {
1158 memset(This
->activeContext
->vshader_const_dirty
, 1,
1159 sizeof(*This
->activeContext
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
1161 if(This
->activeContext
->pshader_const_dirty
) {
1162 memset(This
->activeContext
->pshader_const_dirty
, 1,
1163 sizeof(*This
->activeContext
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
1165 This
->activeContext
= context
;
1169 /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
1173 case CTXUSAGE_CLEAR
:
1174 case CTXUSAGE_DRAWPRIM
:
1175 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1176 apply_fbo_state((IWineD3DDevice
*)This
);
1178 if (context
->draw_buffer_dirty
) {
1179 apply_draw_buffer(This
, target
, FALSE
);
1180 context
->draw_buffer_dirty
= FALSE
;
1185 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1186 if (This
->render_offscreen
) {
1187 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
1188 bind_fbo((IWineD3DDevice
*)This
, GL_FRAMEBUFFER_EXT
, &This
->dst_fbo
);
1189 attach_surface_fbo(This
, GL_FRAMEBUFFER_EXT
, 0, target
);
1190 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT
, GL_DEPTH_ATTACHMENT_EXT
, GL_RENDERBUFFER_EXT
, 0));
1191 checkGLcall("glFramebufferRenderbufferEXT");
1193 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
1194 checkGLcall("glFramebufferRenderbufferEXT");
1196 context
->draw_buffer_dirty
= TRUE
;
1198 if (context
->draw_buffer_dirty
) {
1199 apply_draw_buffer(This
, target
, TRUE
);
1200 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
1201 context
->draw_buffer_dirty
= FALSE
;
1211 case CTXUSAGE_RESOURCELOAD
:
1212 /* This does not require any special states to be set up */
1215 case CTXUSAGE_CLEAR
:
1216 if(context
->last_was_blit
) {
1217 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1220 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1221 * blending when clearing improves the clearing performance incredibly.
1223 glDisable(GL_BLEND
);
1224 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1226 glEnable(GL_SCISSOR_TEST
);
1227 checkGLcall("glEnable GL_SCISSOR_TEST");
1228 context
->last_was_blit
= FALSE
;
1229 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1230 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1233 case CTXUSAGE_DRAWPRIM
:
1234 /* This needs all dirty states applied */
1235 if(context
->last_was_blit
) {
1236 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1239 IWineD3DDeviceImpl_FindTexUnitMap(This
);
1241 for(i
=0; i
< context
->numDirtyEntries
; i
++) {
1242 dirtyState
= context
->dirtyArray
[i
];
1243 idx
= dirtyState
>> 5;
1244 shift
= dirtyState
& 0x1f;
1245 context
->isStateDirty
[idx
] &= ~(1 << shift
);
1246 StateTable
[dirtyState
].apply(dirtyState
, This
->stateBlock
, context
);
1248 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
1249 context
->last_was_blit
= FALSE
;
1253 SetupForBlit(This
, context
,
1254 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Width
,
1255 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Height
);
1259 FIXME("Unexpected context usage requested\n");