2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
31 #define GLINFO_LOCATION (*gl_info)
33 static DWORD wined3d_context_tls_idx
;
35 /* FBO helper functions */
37 /* GL locking is done by the caller */
38 void context_bind_fbo(struct wined3d_context
*context
, GLenum target
, GLuint
*fbo
)
40 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
51 gl_info
->fbo_ops
.glGenFramebuffers(1, fbo
);
52 checkGLcall("glGenFramebuffers()");
53 TRACE("Created FBO %u.\n", *fbo
);
60 case GL_READ_FRAMEBUFFER
:
61 if (context
->fbo_read_binding
== f
) return;
62 context
->fbo_read_binding
= f
;
65 case GL_DRAW_FRAMEBUFFER
:
66 if (context
->fbo_draw_binding
== f
) return;
67 context
->fbo_draw_binding
= f
;
71 if (context
->fbo_read_binding
== f
72 && context
->fbo_draw_binding
== f
) return;
73 context
->fbo_read_binding
= f
;
74 context
->fbo_draw_binding
= f
;
78 FIXME("Unhandled target %#x.\n", target
);
82 gl_info
->fbo_ops
.glBindFramebuffer(target
, f
);
83 checkGLcall("glBindFramebuffer()");
86 /* GL locking is done by the caller */
87 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
)
91 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
93 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
94 checkGLcall("glFramebufferTexture2D()");
96 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
97 checkGLcall("glFramebufferTexture2D()");
99 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
100 checkGLcall("glFramebufferTexture2D()");
103 /* GL locking is done by the caller */
104 static void context_destroy_fbo(struct wined3d_context
*context
, GLuint
*fbo
)
106 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
108 context_bind_fbo(context
, GL_FRAMEBUFFER
, fbo
);
109 context_clean_fbo_attachments(gl_info
);
110 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
112 gl_info
->fbo_ops
.glDeleteFramebuffers(1, fbo
);
113 checkGLcall("glDeleteFramebuffers()");
116 /* GL locking is done by the caller */
117 static void context_apply_attachment_filter_states(IWineD3DSurface
*surface
, BOOL force_preload
)
119 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
120 IWineD3DDeviceImpl
*device
= surface_impl
->resource
.device
;
121 IWineD3DBaseTextureImpl
*texture_impl
;
122 BOOL update_minfilter
= FALSE
;
123 BOOL update_magfilter
= FALSE
;
125 /* Update base texture states array */
126 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface
, &IID_IWineD3DBaseTexture
, (void **)&texture_impl
)))
128 if (texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_POINT
129 || texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MIPFILTER
] != WINED3DTEXF_NONE
)
131 texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
132 texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
133 update_minfilter
= TRUE
;
136 if (texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_POINT
)
138 texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
139 update_magfilter
= TRUE
;
142 if (texture_impl
->baseTexture
.bindCount
)
144 WARN("Render targets should not be bound to a sampler\n");
145 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_SAMPLER(texture_impl
->baseTexture
.sampler
));
148 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*)texture_impl
);
151 if (update_minfilter
|| update_magfilter
|| force_preload
)
153 GLenum target
, bind_target
;
156 target
= surface_impl
->texture_target
;
157 if (target
== GL_TEXTURE_2D
)
159 bind_target
= GL_TEXTURE_2D
;
160 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
161 } else if (target
== GL_TEXTURE_RECTANGLE_ARB
) {
162 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
163 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
165 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
166 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB
, &old_binding
);
169 surface_internal_preload(surface
, SRGB_RGB
);
171 glBindTexture(bind_target
, surface_impl
->texture_name
);
172 if (update_minfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
173 if (update_magfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
174 glBindTexture(bind_target
, old_binding
);
177 checkGLcall("apply_attachment_filter_states()");
180 /* GL locking is done by the caller */
181 void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
182 GLenum fbo_target
, IWineD3DSurface
*depth_stencil
, BOOL use_render_buffer
)
184 IWineD3DSurfaceImpl
*depth_stencil_impl
= (IWineD3DSurfaceImpl
*)depth_stencil
;
185 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
187 TRACE("Attach depth stencil %p\n", depth_stencil
);
191 DWORD format_flags
= depth_stencil_impl
->resource
.format_desc
->Flags
;
193 if (use_render_buffer
&& depth_stencil_impl
->current_renderbuffer
)
195 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
197 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
,
198 GL_RENDERBUFFER
, depth_stencil_impl
->current_renderbuffer
->id
);
199 checkGLcall("glFramebufferRenderbuffer()");
202 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
204 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
,
205 GL_RENDERBUFFER
, depth_stencil_impl
->current_renderbuffer
->id
);
206 checkGLcall("glFramebufferRenderbuffer()");
211 context_apply_attachment_filter_states(depth_stencil
, TRUE
);
213 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
215 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
,
216 depth_stencil_impl
->texture_target
, depth_stencil_impl
->texture_name
,
217 depth_stencil_impl
->texture_level
);
218 checkGLcall("glFramebufferTexture2D()");
221 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
223 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
,
224 depth_stencil_impl
->texture_target
, depth_stencil_impl
->texture_name
,
225 depth_stencil_impl
->texture_level
);
226 checkGLcall("glFramebufferTexture2D()");
230 if (!(format_flags
& WINED3DFMT_FLAG_DEPTH
))
232 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
233 checkGLcall("glFramebufferTexture2D()");
236 if (!(format_flags
& WINED3DFMT_FLAG_STENCIL
))
238 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
239 checkGLcall("glFramebufferTexture2D()");
244 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
245 checkGLcall("glFramebufferTexture2D()");
247 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
248 checkGLcall("glFramebufferTexture2D()");
252 /* GL locking is done by the caller */
253 void context_attach_surface_fbo(const struct wined3d_context
*context
,
254 GLenum fbo_target
, DWORD idx
, IWineD3DSurface
*surface
)
256 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
257 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
259 TRACE("Attach surface %p to %u\n", surface
, idx
);
263 context_apply_attachment_filter_states(surface
, TRUE
);
265 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, surface_impl
->texture_target
,
266 surface_impl
->texture_name
, surface_impl
->texture_level
);
267 checkGLcall("glFramebufferTexture2D()");
271 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, GL_TEXTURE_2D
, 0, 0);
272 checkGLcall("glFramebufferTexture2D()");
276 /* GL locking is done by the caller */
277 static void context_check_fbo_status(struct wined3d_context
*context
)
279 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
282 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
283 if (status
== GL_FRAMEBUFFER_COMPLETE
)
285 TRACE("FBO complete\n");
287 IWineD3DSurfaceImpl
*attachment
;
289 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
291 if (!context
->current_fbo
)
293 ERR("FBO 0 is incomplete, driver bug?\n");
297 /* Dump the FBO attachments */
298 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
300 attachment
= (IWineD3DSurfaceImpl
*)context
->current_fbo
->render_targets
[i
];
303 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
304 i
, attachment
, debug_d3dformat(attachment
->resource
.format_desc
->format
),
305 attachment
->pow2Width
, attachment
->pow2Height
);
308 attachment
= (IWineD3DSurfaceImpl
*)context
->current_fbo
->depth_stencil
;
311 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
312 attachment
, debug_d3dformat(attachment
->resource
.format_desc
->format
),
313 attachment
->pow2Width
, attachment
->pow2Height
);
318 static struct fbo_entry
*context_create_fbo_entry(struct wined3d_context
*context
)
320 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.device
;
321 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
322 struct fbo_entry
*entry
;
324 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
325 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
326 memcpy(entry
->render_targets
, device
->render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
327 entry
->depth_stencil
= device
->stencilBufferTarget
;
328 entry
->attached
= FALSE
;
334 /* GL locking is done by the caller */
335 static void context_reuse_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
337 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.device
;
338 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
340 context_bind_fbo(context
, GL_FRAMEBUFFER
, &entry
->id
);
341 context_clean_fbo_attachments(gl_info
);
343 memcpy(entry
->render_targets
, device
->render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
344 entry
->depth_stencil
= device
->stencilBufferTarget
;
345 entry
->attached
= FALSE
;
348 /* GL locking is done by the caller */
349 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
353 TRACE("Destroy FBO %d\n", entry
->id
);
354 context_destroy_fbo(context
, &entry
->id
);
356 --context
->fbo_entry_count
;
357 list_remove(&entry
->entry
);
358 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
359 HeapFree(GetProcessHeap(), 0, entry
);
363 /* GL locking is done by the caller */
364 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
)
366 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.device
;
367 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
368 struct fbo_entry
*entry
;
370 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
372 if (!memcmp(entry
->render_targets
,
373 device
->render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
))
374 && entry
->depth_stencil
== device
->stencilBufferTarget
)
376 list_remove(&entry
->entry
);
377 list_add_head(&context
->fbo_list
, &entry
->entry
);
382 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
384 entry
= context_create_fbo_entry(context
);
385 list_add_head(&context
->fbo_list
, &entry
->entry
);
386 ++context
->fbo_entry_count
;
390 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
391 context_reuse_fbo_entry(context
, entry
);
392 list_remove(&entry
->entry
);
393 list_add_head(&context
->fbo_list
, &entry
->entry
);
399 /* GL locking is done by the caller */
400 static void context_apply_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
402 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.device
;
403 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
406 context_bind_fbo(context
, GL_FRAMEBUFFER
, &entry
->id
);
408 if (!entry
->attached
)
410 /* Apply render targets */
411 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
413 IWineD3DSurface
*render_target
= device
->render_targets
[i
];
414 context_attach_surface_fbo(context
, GL_FRAMEBUFFER
, i
, render_target
);
417 /* Apply depth targets */
418 if (device
->stencilBufferTarget
)
420 unsigned int w
= ((IWineD3DSurfaceImpl
*)device
->render_targets
[0])->pow2Width
;
421 unsigned int h
= ((IWineD3DSurfaceImpl
*)device
->render_targets
[0])->pow2Height
;
423 surface_set_compatible_renderbuffer(device
->stencilBufferTarget
, w
, h
);
425 context_attach_depth_stencil_fbo(context
, GL_FRAMEBUFFER
, device
->stencilBufferTarget
, TRUE
);
427 entry
->attached
= TRUE
;
431 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
433 if (device
->render_targets
[i
])
434 context_apply_attachment_filter_states(device
->render_targets
[i
], FALSE
);
436 if (device
->stencilBufferTarget
)
437 context_apply_attachment_filter_states(device
->stencilBufferTarget
, FALSE
);
440 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
442 if (device
->render_targets
[i
])
443 device
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
445 device
->draw_buffers
[i
] = GL_NONE
;
449 /* GL locking is done by the caller */
450 static void context_apply_fbo_state(struct wined3d_context
*context
)
452 struct fbo_entry
*entry
, *entry2
;
454 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
456 context_destroy_fbo_entry(context
, entry
);
459 if (context
->render_offscreen
)
461 context
->current_fbo
= context_find_fbo_entry(context
);
462 context_apply_fbo_entry(context
, context
->current_fbo
);
464 context
->current_fbo
= NULL
;
465 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
468 context_check_fbo_status(context
);
471 /* Context activation is done by the caller. */
472 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
474 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
476 if (context
->free_occlusion_query_count
)
478 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
482 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
485 GL_EXTCALL(glGenQueriesARB(1, &query
->id
));
486 checkGLcall("glGenQueriesARB");
489 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
493 WARN("Occlusion queries not supported, not allocating query id.\n");
498 query
->context
= context
;
499 list_add_head(&context
->occlusion_queries
, &query
->entry
);
502 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
504 struct wined3d_context
*context
= query
->context
;
506 list_remove(&query
->entry
);
507 query
->context
= NULL
;
509 if (context
->free_occlusion_query_count
>= context
->free_occlusion_query_size
- 1)
511 UINT new_size
= context
->free_occlusion_query_size
<< 1;
512 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_occlusion_queries
,
513 new_size
* sizeof(*context
->free_occlusion_queries
));
517 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
521 context
->free_occlusion_query_size
= new_size
;
522 context
->free_occlusion_queries
= new_data
;
525 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
528 /* Context activation is done by the caller. */
529 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
)
531 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
533 if (context
->free_event_query_count
)
535 query
->id
= context
->free_event_queries
[--context
->free_event_query_count
];
539 if (gl_info
->supported
[APPLE_FENCE
])
542 GL_EXTCALL(glGenFencesAPPLE(1, &query
->id
));
543 checkGLcall("glGenFencesAPPLE");
546 TRACE("Allocated event query %u in context %p.\n", query
->id
, context
);
548 else if(gl_info
->supported
[NV_FENCE
])
551 GL_EXTCALL(glGenFencesNV(1, &query
->id
));
552 checkGLcall("glGenFencesNV");
555 TRACE("Allocated event query %u in context %p.\n", query
->id
, context
);
559 WARN("Event queries not supported, not allocating query id.\n");
564 query
->context
= context
;
565 list_add_head(&context
->event_queries
, &query
->entry
);
568 void context_free_event_query(struct wined3d_event_query
*query
)
570 struct wined3d_context
*context
= query
->context
;
572 list_remove(&query
->entry
);
573 query
->context
= NULL
;
575 if (context
->free_event_query_count
>= context
->free_event_query_size
- 1)
577 UINT new_size
= context
->free_event_query_size
<< 1;
578 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_event_queries
,
579 new_size
* sizeof(*context
->free_event_queries
));
583 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
587 context
->free_event_query_size
= new_size
;
588 context
->free_event_queries
= new_data
;
591 context
->free_event_queries
[context
->free_event_query_count
++] = query
->id
;
594 void context_resource_released(IWineD3DDevice
*iface
, IWineD3DResource
*resource
, WINED3DRESOURCETYPE type
)
596 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
599 if (!This
->d3d_initialized
) return;
603 case WINED3DRTYPE_SURFACE
:
605 for (i
= 0; i
< This
->numContexts
; ++i
)
607 struct wined3d_context
*context
= This
->contexts
[i
];
608 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
609 struct fbo_entry
*entry
, *entry2
;
611 if (context
->current_rt
== (IWineD3DSurface
*)resource
) context
->current_rt
= NULL
;
613 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
617 if (entry
->depth_stencil
== (IWineD3DSurface
*)resource
)
619 list_remove(&entry
->entry
);
620 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
624 for (j
= 0; j
< gl_info
->limits
.buffers
; ++j
)
626 if (entry
->render_targets
[j
] == (IWineD3DSurface
*)resource
)
628 list_remove(&entry
->entry
);
629 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
644 static void context_validate(struct wined3d_context
*context
)
646 HWND wnd
= WindowFromDC(context
->hdc
);
648 if (wnd
!= context
->win_handle
)
650 WARN("DC %p belongs to window %p instead of %p.\n",
651 context
->hdc
, wnd
, context
->win_handle
);
656 static void context_destroy_gl_resources(struct wined3d_context
*context
)
658 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
659 struct wined3d_occlusion_query
*occlusion_query
;
660 struct wined3d_event_query
*event_query
;
661 struct fbo_entry
*entry
, *entry2
;
665 restore_ctx
= pwglGetCurrentContext();
666 restore_dc
= pwglGetCurrentDC();
668 context_validate(context
);
669 if (context
->valid
&& restore_ctx
!= context
->glCtx
) pwglMakeCurrent(context
->hdc
, context
->glCtx
);
670 else restore_ctx
= NULL
;
674 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
676 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
677 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query
->id
));
678 occlusion_query
->context
= NULL
;
681 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
685 if (gl_info
->supported
[APPLE_FENCE
]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->id
));
686 else if (gl_info
->supported
[NV_FENCE
]) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->id
));
688 event_query
->context
= NULL
;
691 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
693 if (!context
->valid
) entry
->id
= 0;
694 context_destroy_fbo_entry(context
, entry
);
697 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
699 if (!context
->valid
) entry
->id
= 0;
700 context_destroy_fbo_entry(context
, entry
);
705 if (context
->src_fbo
)
707 TRACE("Destroy src FBO %d\n", context
->src_fbo
);
708 context_destroy_fbo(context
, &context
->src_fbo
);
710 if (context
->dst_fbo
)
712 TRACE("Destroy dst FBO %d\n", context
->dst_fbo
);
713 context_destroy_fbo(context
, &context
->dst_fbo
);
715 if (context
->dummy_arbfp_prog
)
717 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
720 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
721 GL_EXTCALL(glDeleteQueriesARB(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
723 if (gl_info
->supported
[APPLE_FENCE
])
724 GL_EXTCALL(glDeleteFencesAPPLE(context
->free_event_query_count
, context
->free_event_queries
));
725 else if (gl_info
->supported
[NV_FENCE
])
726 GL_EXTCALL(glDeleteFencesNV(context
->free_event_query_count
, context
->free_event_queries
));
728 checkGLcall("context cleanup");
733 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
734 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
738 if (!pwglMakeCurrent(restore_dc
, restore_ctx
))
740 DWORD err
= GetLastError();
741 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
742 restore_ctx
, restore_dc
, err
);
745 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL
, NULL
))
747 ERR("Failed to disable GL context.\n");
750 if (context
->pbuffer
)
752 GL_EXTCALL(wglReleasePbufferDCARB(context
->pbuffer
, context
->hdc
));
753 GL_EXTCALL(wglDestroyPbufferARB(context
->pbuffer
));
757 ReleaseDC(context
->win_handle
, context
->hdc
);
760 if (!pwglDeleteContext(context
->glCtx
))
762 DWORD err
= GetLastError();
763 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
767 DWORD
context_get_tls_idx(void)
769 return wined3d_context_tls_idx
;
772 void context_set_tls_idx(DWORD idx
)
774 wined3d_context_tls_idx
= idx
;
777 struct wined3d_context
*context_get_current(void)
779 return TlsGetValue(wined3d_context_tls_idx
);
782 BOOL
context_set_current(struct wined3d_context
*ctx
)
784 struct wined3d_context
*old
= context_get_current();
788 TRACE("Already using D3D context %p.\n", ctx
);
796 TRACE("Switching away from destroyed context %p.\n", old
);
797 context_destroy_gl_resources(old
);
798 HeapFree(GetProcessHeap(), 0, old
);
808 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
809 if (!pwglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
811 DWORD err
= GetLastError();
812 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
813 ctx
->glCtx
, ctx
->hdc
, err
);
814 TlsSetValue(wined3d_context_tls_idx
, NULL
);
819 else if(pwglGetCurrentContext())
821 TRACE("Clearing current D3D context.\n");
822 if (!pwglMakeCurrent(NULL
, NULL
))
824 DWORD err
= GetLastError();
825 ERR("Failed to clear current GL context, last error %#x.\n", err
);
826 TlsSetValue(wined3d_context_tls_idx
, NULL
);
831 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
834 void context_release(struct wined3d_context
*context
)
836 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
841 WARN("Context %p is not active.\n", context
);
842 else if (context
!= context_get_current())
843 WARN("Context %p is not the current context.\n", context
);
846 if (!--context
->level
&& context
->restore_ctx
)
848 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
849 if (!pwglMakeCurrent(context
->restore_dc
, context
->restore_ctx
))
851 DWORD err
= GetLastError();
852 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
853 context
->restore_ctx
, context
->restore_dc
, err
);
855 context
->restore_ctx
= NULL
;
856 context
->restore_dc
= NULL
;
860 static void context_enter(struct wined3d_context
*context
)
862 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
864 if (!context
->level
++)
866 const struct wined3d_context
*current_context
= context_get_current();
867 HGLRC current_gl
= pwglGetCurrentContext();
869 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
871 TRACE("Another GL context (%p on device context %p) is already current.\n",
872 current_gl
, pwglGetCurrentDC());
873 context
->restore_ctx
= current_gl
;
874 context
->restore_dc
= pwglGetCurrentDC();
879 /*****************************************************************************
880 * Context_MarkStateDirty
882 * Marks a state in a context dirty. Only one context, opposed to
883 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
887 * context: Context to mark the state dirty in
888 * state: State to mark dirty
889 * StateTable: Pointer to the state table in use(for state grouping)
891 *****************************************************************************/
892 static void Context_MarkStateDirty(struct wined3d_context
*context
, DWORD state
, const struct StateEntry
*StateTable
)
894 DWORD rep
= StateTable
[state
].representative
;
898 if (isStateDirty(context
, rep
)) return;
900 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
901 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
902 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
903 context
->isStateDirty
[idx
] |= (1 << shift
);
906 /*****************************************************************************
909 * Adds a context to the context array. Helper function for context_create().
911 * This method is not called in performance-critical code paths, only when a
912 * new render target or swapchain is created. Thus performance is not an issue
916 * This: Device to add the context for
917 * hdc: device context
918 * glCtx: WGL context to add
919 * pbuffer: optional pbuffer used with this context
921 *****************************************************************************/
922 static struct wined3d_context
*AddContextToArray(IWineD3DDeviceImpl
*This
,
923 HWND win_handle
, HDC hdc
, HGLRC glCtx
, HPBUFFERARB pbuffer
)
925 struct wined3d_context
**oldArray
= This
->contexts
;
928 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * (This
->numContexts
+ 1));
929 if(This
->contexts
== NULL
) {
930 ERR("Unable to grow the context array\n");
931 This
->contexts
= oldArray
;
935 memcpy(This
->contexts
, oldArray
, sizeof(*This
->contexts
) * This
->numContexts
);
938 This
->contexts
[This
->numContexts
] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(**This
->contexts
));
939 if(This
->contexts
[This
->numContexts
] == NULL
) {
940 ERR("Unable to allocate a new context\n");
941 HeapFree(GetProcessHeap(), 0, This
->contexts
);
942 This
->contexts
= oldArray
;
946 This
->contexts
[This
->numContexts
]->hdc
= hdc
;
947 This
->contexts
[This
->numContexts
]->glCtx
= glCtx
;
948 This
->contexts
[This
->numContexts
]->pbuffer
= pbuffer
;
949 This
->contexts
[This
->numContexts
]->win_handle
= win_handle
;
950 HeapFree(GetProcessHeap(), 0, oldArray
);
952 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
954 for(state
= 0; state
<= STATE_HIGHEST
; state
++) {
955 if (This
->StateTable
[state
].representative
)
956 Context_MarkStateDirty(This
->contexts
[This
->numContexts
], state
, This
->StateTable
);
960 TRACE("Created context %p\n", This
->contexts
[This
->numContexts
- 1]);
961 return This
->contexts
[This
->numContexts
- 1];
964 /* This function takes care of WineD3D pixel format selection. */
965 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
,
966 const struct GlPixelFormatDesc
*color_format_desc
, const struct GlPixelFormatDesc
*ds_format_desc
,
967 BOOL auxBuffers
, int numSamples
, BOOL pbuffer
, BOOL findCompatible
)
970 unsigned int matchtry
;
971 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
972 short depthBits
=0, stencilBits
=0;
979 /* First, try without alpha match buffers. MacOS supports aux buffers only
980 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
981 * Then try without aux buffers - this is the most common cause for not
982 * finding a pixel format. Also some drivers(the open source ones)
983 * only offer 32 bit ARB pixel formats. First try without an exact alpha
984 * match, then try without an exact alpha and color match.
986 { TRUE
, TRUE
, TRUE
},
987 { TRUE
, FALSE
, TRUE
},
988 { FALSE
, TRUE
, TRUE
},
989 { FALSE
, FALSE
, TRUE
},
990 { TRUE
, FALSE
, FALSE
},
991 { FALSE
, FALSE
, FALSE
},
995 int nCfgs
= This
->adapter
->nCfgs
;
997 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
998 debug_d3dformat(color_format_desc
->format
), debug_d3dformat(ds_format_desc
->format
),
999 auxBuffers
, numSamples
, pbuffer
, findCompatible
);
1001 if (!getColorBits(color_format_desc
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
1003 ERR("Unable to get color bits for format %s (%#x)!\n",
1004 debug_d3dformat(color_format_desc
->format
), color_format_desc
->format
);
1008 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
1009 * You are able to add a depth + stencil surface at a later stage when you need it.
1010 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
1011 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
1012 * context, need torecreate shaders, textures and other resources.
1014 * The context manager already takes care of the state problem and for the other tasks code from Reset
1015 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
1016 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
1017 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
1018 * issue needs to be fixed. */
1019 if (ds_format_desc
->format
!= WINED3DFMT_D24_UNORM_S8_UINT
)
1021 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
1022 ds_format_desc
= getFormatDescEntry(WINED3DFMT_D24_UNORM_S8_UINT
, &This
->adapter
->gl_info
);
1025 getDepthStencilBits(ds_format_desc
, &depthBits
, &stencilBits
);
1027 for(matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(matches
[0])) && !iPixelFormat
; matchtry
++) {
1028 for(i
=0; i
<nCfgs
; i
++) {
1029 BOOL exactDepthMatch
= TRUE
;
1030 WineD3D_PixelFormat
*cfg
= &This
->adapter
->cfgs
[i
];
1032 /* For now only accept RGBA formats. Perhaps some day we will
1033 * allow floating point formats for pbuffers. */
1034 if(cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1037 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
1038 if(!pbuffer
&& !(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1041 /* We like to have aux buffers in backbuffer mode */
1042 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
1045 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
1046 if(pbuffer
&& (!cfg
->pbufferDrawable
|| cfg
->doubleBuffer
))
1049 if(matches
[matchtry
].exact_color
) {
1050 if(cfg
->redSize
!= redBits
)
1052 if(cfg
->greenSize
!= greenBits
)
1054 if(cfg
->blueSize
!= blueBits
)
1057 if(cfg
->redSize
< redBits
)
1059 if(cfg
->greenSize
< greenBits
)
1061 if(cfg
->blueSize
< blueBits
)
1064 if(matches
[matchtry
].exact_alpha
) {
1065 if(cfg
->alphaSize
!= alphaBits
)
1068 if(cfg
->alphaSize
< alphaBits
)
1072 /* We try to locate a format which matches our requirements exactly. In case of
1073 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1074 if(cfg
->depthSize
< depthBits
)
1076 else if(cfg
->depthSize
> depthBits
)
1077 exactDepthMatch
= FALSE
;
1079 /* In all cases make sure the number of stencil bits matches our requirements
1080 * even when we don't need stencil because it could affect performance EXCEPT
1081 * on cards which don't offer depth formats without stencil like the i915 drivers
1083 if(stencilBits
!= cfg
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
1086 /* Check multisampling support */
1087 if(cfg
->numSamples
!= numSamples
)
1090 /* When we have passed all the checks then we have found a format which matches our
1091 * requirements. Note that we only check for a limit number of capabilities right now,
1092 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1093 * can still differ in things like multisampling, stereo, SRGB and other flags.
1096 /* Exit the loop as we have found a format :) */
1097 if(exactDepthMatch
) {
1098 iPixelFormat
= cfg
->iPixelFormat
;
1100 } else if(!iPixelFormat
) {
1101 /* In the end we might end up with a format which doesn't exactly match our depth
1102 * requirements. Accept the first format we found because formats with higher iPixelFormat
1103 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1104 iPixelFormat
= cfg
->iPixelFormat
;
1109 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1110 if(!iPixelFormat
&& !findCompatible
) {
1111 ERR("Can't find a suitable iPixelFormat\n");
1113 } else if(!iPixelFormat
) {
1114 PIXELFORMATDESCRIPTOR pfd
;
1116 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1117 /* PixelFormat selection */
1118 ZeroMemory(&pfd
, sizeof(pfd
));
1119 pfd
.nSize
= sizeof(pfd
);
1121 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1122 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1123 pfd
.cAlphaBits
= alphaBits
;
1124 pfd
.cColorBits
= colorBits
;
1125 pfd
.cDepthBits
= depthBits
;
1126 pfd
.cStencilBits
= stencilBits
;
1127 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1129 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
1131 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1132 ERR("Can't find a suitable iPixelFormat\n");
1137 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1138 iPixelFormat
, debug_d3dformat(color_format_desc
->format
), debug_d3dformat(ds_format_desc
->format
));
1139 return iPixelFormat
;
1142 /*****************************************************************************
1145 * Creates a new context for a window, or a pbuffer context.
1148 * This: Device to activate the context for
1149 * target: Surface this context will render to
1150 * win_handle: handle to the window which we are drawing to
1151 * create_pbuffer: tells whether to create a pbuffer or not
1152 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1154 *****************************************************************************/
1155 struct wined3d_context
*context_create(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
,
1156 HWND win_handle
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
)
1158 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
1159 struct wined3d_context
*ret
= NULL
;
1160 HPBUFFERARB pbuffer
= NULL
;
1165 TRACE("(%p): Creating a %s context for render target %p\n", This
, create_pbuffer
? "offscreen" : "onscreen", target
);
1167 if(create_pbuffer
) {
1168 HDC hdc_parent
= GetDC(win_handle
);
1169 int iPixelFormat
= 0;
1171 IWineD3DSurface
*StencilSurface
= This
->stencilBufferTarget
;
1172 const struct GlPixelFormatDesc
*ds_format_desc
= StencilSurface
1173 ? ((IWineD3DSurfaceImpl
*)StencilSurface
)->resource
.format_desc
1174 : getFormatDescEntry(WINED3DFMT_UNKNOWN
, &This
->adapter
->gl_info
);
1176 /* Try to find a pixel format with pbuffer support. */
1177 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format_desc
,
1178 ds_format_desc
, FALSE
/* auxBuffers */, 0 /* numSamples */, TRUE
/* PBUFFER */,
1179 FALSE
/* findCompatible */);
1181 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1183 /* For some reason we weren't able to find a format, try to find something instead of crashing.
1184 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
1185 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format_desc
,
1186 ds_format_desc
, FALSE
/* auxBuffer */, 0 /* numSamples */, TRUE
/* PBUFFER */,
1187 TRUE
/* findCompatible */);
1190 /* This shouldn't happen as ChoosePixelFormat always returns something */
1192 ERR("Unable to locate a pixel format for a pbuffer\n");
1193 ReleaseDC(win_handle
, hdc_parent
);
1197 TRACE("Creating a pBuffer drawable for the new context\n");
1198 pbuffer
= GL_EXTCALL(wglCreatePbufferARB(hdc_parent
, iPixelFormat
, target
->currentDesc
.Width
, target
->currentDesc
.Height
, 0));
1200 ERR("Cannot create a pbuffer\n");
1201 ReleaseDC(win_handle
, hdc_parent
);
1205 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
1206 hdc
= GL_EXTCALL(wglGetPbufferDCARB(pbuffer
));
1208 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer
);
1209 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
1210 ReleaseDC(win_handle
, hdc_parent
);
1213 ReleaseDC(win_handle
, hdc_parent
);
1215 PIXELFORMATDESCRIPTOR pfd
;
1218 const struct GlPixelFormatDesc
*color_format_desc
= target
->resource
.format_desc
;
1219 const struct GlPixelFormatDesc
*ds_format_desc
= getFormatDescEntry(WINED3DFMT_UNKNOWN
,
1220 &This
->adapter
->gl_info
);
1221 BOOL auxBuffers
= FALSE
;
1224 hdc
= GetDC(win_handle
);
1226 ERR("Cannot retrieve a device context!\n");
1230 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1231 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
1234 if (color_format_desc
->format
== WINED3DFMT_B4G4R4X4_UNORM
)
1235 color_format_desc
= getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM
, &This
->adapter
->gl_info
);
1236 else if (color_format_desc
->format
== WINED3DFMT_B8G8R8X8_UNORM
)
1237 color_format_desc
= getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM
, &This
->adapter
->gl_info
);
1240 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
1241 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
1242 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
1243 * a format with 8bit alpha, so request A8R8G8B8. */
1244 if (color_format_desc
->format
== WINED3DFMT_P8_UINT
)
1245 color_format_desc
= getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM
, &This
->adapter
->gl_info
);
1247 /* Retrieve the depth stencil format from the present parameters.
1248 * The choice of the proper format can give a nice performance boost
1249 * in case of GPU limited programs. */
1250 if(pPresentParms
->EnableAutoDepthStencil
) {
1251 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms
->AutoDepthStencilFormat
));
1252 ds_format_desc
= getFormatDescEntry(pPresentParms
->AutoDepthStencilFormat
, &This
->adapter
->gl_info
);
1255 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
1256 if(pPresentParms
->MultiSampleType
&& (pPresentParms
->SwapEffect
== WINED3DSWAPEFFECT_DISCARD
)) {
1257 if (!gl_info
->supported
[ARB_MULTISAMPLE
])
1258 ERR("The program is requesting multisampling without support!\n");
1261 TRACE("Requesting multisample type %#x.\n", pPresentParms
->MultiSampleType
);
1262 numSamples
= pPresentParms
->MultiSampleType
;
1266 /* Try to find a pixel format which matches our requirements */
1267 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, color_format_desc
, ds_format_desc
,
1268 auxBuffers
, numSamples
, FALSE
/* PBUFFER */, FALSE
/* findCompatible */);
1270 /* Try to locate a compatible format if we weren't able to find anything */
1272 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1273 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, color_format_desc
, ds_format_desc
,
1274 auxBuffers
, 0 /* numSamples */, FALSE
/* PBUFFER */, TRUE
/* findCompatible */ );
1277 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1279 ERR("Can't find a suitable iPixelFormat\n");
1283 DescribePixelFormat(hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
1284 res
= SetPixelFormat(hdc
, iPixelFormat
, NULL
);
1286 int oldPixelFormat
= GetPixelFormat(hdc
);
1288 /* By default WGL doesn't allow pixel format adjustments but we need it here.
1289 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
1290 * set the pixel format multiple times. Only use it when it is really needed. */
1292 if(oldPixelFormat
== iPixelFormat
) {
1293 /* We don't have to do anything as the formats are the same :) */
1295 else if (oldPixelFormat
&& gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
1297 res
= GL_EXTCALL(wglSetPixelFormatWINE(hdc
, iPixelFormat
, NULL
));
1300 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
1303 } else if(oldPixelFormat
) {
1304 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
1305 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
1306 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc
, oldPixelFormat
);
1308 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
1314 ctx
= pwglCreateContext(hdc
);
1315 if (This
->numContexts
)
1317 if (!pwglShareLists(This
->contexts
[0]->glCtx
, ctx
))
1319 DWORD err
= GetLastError();
1320 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1321 This
->contexts
[0]->glCtx
, ctx
, err
);
1326 ERR("Failed to create a WGL context\n");
1327 if(create_pbuffer
) {
1328 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
1329 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
1333 ret
= AddContextToArray(This
, win_handle
, hdc
, ctx
, pbuffer
);
1335 ERR("Failed to add the newly created context to the context list\n");
1336 if (!pwglDeleteContext(ctx
))
1338 DWORD err
= GetLastError();
1339 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, err
);
1341 if(create_pbuffer
) {
1342 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
1343 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
1348 ret
->gl_info
= &This
->adapter
->gl_info
;
1349 ret
->surface
= (IWineD3DSurface
*) target
;
1350 ret
->current_rt
= (IWineD3DSurface
*)target
;
1351 ret
->render_offscreen
= surface_is_offscreen((IWineD3DSurface
*) target
);
1352 ret
->draw_buffer_dirty
= TRUE
;
1353 ret
->tid
= GetCurrentThreadId();
1354 if(This
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*) This
)) {
1355 /* Create the dirty constants array and initialize them to dirty */
1356 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1357 sizeof(*ret
->vshader_const_dirty
) * This
->d3d_vshader_constantF
);
1358 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1359 sizeof(*ret
->pshader_const_dirty
) * This
->d3d_pshader_constantF
);
1360 memset(ret
->vshader_const_dirty
, 1,
1361 sizeof(*ret
->vshader_const_dirty
) * This
->d3d_vshader_constantF
);
1362 memset(ret
->pshader_const_dirty
, 1,
1363 sizeof(*ret
->pshader_const_dirty
) * This
->d3d_pshader_constantF
);
1366 ret
->free_occlusion_query_size
= 4;
1367 ret
->free_occlusion_queries
= HeapAlloc(GetProcessHeap(), 0,
1368 ret
->free_occlusion_query_size
* sizeof(*ret
->free_occlusion_queries
));
1369 if (!ret
->free_occlusion_queries
) goto out
;
1371 list_init(&ret
->occlusion_queries
);
1373 ret
->free_event_query_size
= 4;
1374 ret
->free_event_queries
= HeapAlloc(GetProcessHeap(), 0,
1375 ret
->free_event_query_size
* sizeof(*ret
->free_event_queries
));
1376 if (!ret
->free_event_queries
) goto out
;
1378 list_init(&ret
->event_queries
);
1380 TRACE("Successfully created new context %p\n", ret
);
1382 list_init(&ret
->fbo_list
);
1383 list_init(&ret
->fbo_destroy_list
);
1387 /* Set up the context defaults */
1388 if (!context_set_current(ret
))
1390 ERR("Cannot activate context to set up defaults\n");
1391 context_release(ret
);
1397 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1399 TRACE("Setting up the screen\n");
1400 /* Clear the screen */
1401 glClearColor(1.0f
, 0.0f
, 0.0f
, 0.0f
);
1402 checkGLcall("glClearColor");
1405 glClearStencil(0xffff);
1407 checkGLcall("glClear");
1409 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1410 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1412 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1413 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1415 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1416 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1418 glPixelStorei(GL_PACK_ALIGNMENT
, This
->surface_alignment
);
1419 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
1420 glPixelStorei(GL_UNPACK_ALIGNMENT
, This
->surface_alignment
);
1421 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
1423 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1425 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1426 * and textures in DIB sections(due to the memory protection).
1428 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1429 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1431 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
1433 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1434 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1435 * GL_VERTEX_BLEND_ARB isn't enabled too
1437 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1438 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1440 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
1442 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1443 * the previous texture where to source the offset from is always unit - 1.
1445 for (s
= 1; s
< gl_info
->limits
.textures
; ++s
)
1447 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1448 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1449 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1452 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
1454 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1455 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1456 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1457 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1460 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1461 * program and the dummy program is destroyed when the context is destroyed.
1463 const char *dummy_program
=
1465 "MOV result.color, fragment.color.primary;\n"
1467 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1468 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1469 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1472 for (s
= 0; s
< gl_info
->limits
.point_sprite_units
; ++s
)
1474 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1475 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1476 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1479 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
1481 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1483 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
1485 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1490 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1497 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
1498 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
1499 HeapFree(GetProcessHeap(), 0, ret
->pshader_const_dirty
);
1500 HeapFree(GetProcessHeap(), 0, ret
->vshader_const_dirty
);
1501 HeapFree(GetProcessHeap(), 0, ret
);
1506 /*****************************************************************************
1507 * RemoveContextFromArray
1509 * Removes a context from the context manager. The opengl context is not
1510 * destroyed or unset. context is not a valid pointer after that call.
1512 * Similar to the former call this isn't a performance critical function. A
1513 * helper function for context_destroy().
1516 * This: Device to activate the context for
1517 * context: Context to remove
1519 *****************************************************************************/
1520 static void RemoveContextFromArray(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
)
1522 struct wined3d_context
**new_array
;
1526 TRACE("Removing ctx %p\n", context
);
1528 for (i
= 0; i
< This
->numContexts
; ++i
)
1530 if (This
->contexts
[i
] == context
)
1539 ERR("Context %p doesn't exist in context array\n", context
);
1543 while (i
< This
->numContexts
- 1)
1545 This
->contexts
[i
] = This
->contexts
[i
+ 1];
1549 --This
->numContexts
;
1550 if (!This
->numContexts
)
1552 HeapFree(GetProcessHeap(), 0, This
->contexts
);
1553 This
->contexts
= NULL
;
1557 new_array
= HeapReAlloc(GetProcessHeap(), 0, This
->contexts
, This
->numContexts
* sizeof(*This
->contexts
));
1560 ERR("Failed to shrink context array. Oh well.\n");
1564 This
->contexts
= new_array
;
1567 /*****************************************************************************
1570 * Destroys a wined3d context
1573 * This: Device to activate the context for
1574 * context: Context to destroy
1576 *****************************************************************************/
1577 void context_destroy(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
)
1581 TRACE("Destroying ctx %p\n", context
);
1583 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
1585 context_destroy_gl_resources(context
);
1586 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1591 context
->destroyed
= 1;
1595 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
1596 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
1597 RemoveContextFromArray(This
, context
);
1598 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
1601 /* GL locking is done by the caller */
1602 static inline void set_blit_dimension(UINT width
, UINT height
) {
1603 glMatrixMode(GL_PROJECTION
);
1604 checkGLcall("glMatrixMode(GL_PROJECTION)");
1606 checkGLcall("glLoadIdentity()");
1607 glOrtho(0, width
, height
, 0, 0.0, -1.0);
1608 checkGLcall("glOrtho");
1609 glViewport(0, 0, width
, height
);
1610 checkGLcall("glViewport");
1613 /*****************************************************************************
1616 * Sets up a context for DirectDraw blitting.
1617 * All texture units are disabled, texture unit 0 is set as current unit
1618 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1619 * color writing enabled for all channels
1620 * register combiners disabled, shaders disabled
1621 * world matrix is set to identity, texture matrix 0 too
1622 * projection matrix is setup for drawing screen coordinates
1625 * This: Device to activate the context for
1626 * context: Context to setup
1628 *****************************************************************************/
1629 /* Context activation is done by the caller. */
1630 static void SetupForBlit(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
)
1633 const struct StateEntry
*StateTable
= This
->StateTable
;
1634 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1635 UINT width
= ((IWineD3DSurfaceImpl
*)context
->current_rt
)->currentDesc
.Width
;
1636 UINT height
= ((IWineD3DSurfaceImpl
*)context
->current_rt
)->currentDesc
.Height
;
1639 TRACE("Setting up context %p for blitting\n", context
);
1640 if(context
->last_was_blit
) {
1641 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
1643 set_blit_dimension(width
, height
);
1645 context
->blit_w
= width
; context
->blit_h
= height
;
1646 /* No need to dirtify here, the states are still dirtified because they weren't
1647 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1651 TRACE("Context is already set up for blitting, nothing to do\n");
1654 context
->last_was_blit
= TRUE
;
1656 /* TODO: Use a display list */
1658 /* Disable shaders */
1660 This
->shader_backend
->shader_select(context
, FALSE
, FALSE
);
1663 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
1664 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
1666 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1667 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1668 * which can safely be called from here, we only lock once instead locking/unlocking
1669 * after each GL call.
1673 /* Disable all textures. The caller can then bind a texture it wants to blit
1676 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1677 * function texture unit. No need to care for higher samplers
1679 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
1681 sampler
= This
->rev_tex_unit_map
[i
];
1682 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1683 checkGLcall("glActiveTextureARB");
1685 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1687 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1688 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1690 glDisable(GL_TEXTURE_3D
);
1691 checkGLcall("glDisable GL_TEXTURE_3D");
1692 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1694 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1695 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1697 glDisable(GL_TEXTURE_2D
);
1698 checkGLcall("glDisable GL_TEXTURE_2D");
1700 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1701 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1703 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1705 if (sampler
< MAX_TEXTURES
) {
1706 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1708 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1711 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
1712 checkGLcall("glActiveTextureARB");
1714 sampler
= This
->rev_tex_unit_map
[0];
1716 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1718 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1719 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1721 glDisable(GL_TEXTURE_3D
);
1722 checkGLcall("glDisable GL_TEXTURE_3D");
1723 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1725 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1726 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1728 glDisable(GL_TEXTURE_2D
);
1729 checkGLcall("glDisable GL_TEXTURE_2D");
1731 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1733 glMatrixMode(GL_TEXTURE
);
1734 checkGLcall("glMatrixMode(GL_TEXTURE)");
1736 checkGLcall("glLoadIdentity()");
1738 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
1740 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1741 GL_TEXTURE_LOD_BIAS_EXT
,
1743 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1746 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1748 if (sampler
< MAX_TEXTURES
) {
1749 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
), StateTable
);
1750 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1752 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1755 /* Other misc states */
1756 glDisable(GL_ALPHA_TEST
);
1757 checkGLcall("glDisable(GL_ALPHA_TEST)");
1758 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
1759 glDisable(GL_LIGHTING
);
1760 checkGLcall("glDisable GL_LIGHTING");
1761 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
1762 glDisable(GL_DEPTH_TEST
);
1763 checkGLcall("glDisable GL_DEPTH_TEST");
1764 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
1765 glDisableWINE(GL_FOG
);
1766 checkGLcall("glDisable GL_FOG");
1767 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
1768 glDisable(GL_BLEND
);
1769 checkGLcall("glDisable GL_BLEND");
1770 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1771 glDisable(GL_CULL_FACE
);
1772 checkGLcall("glDisable GL_CULL_FACE");
1773 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
1774 glDisable(GL_STENCIL_TEST
);
1775 checkGLcall("glDisable GL_STENCIL_TEST");
1776 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
1777 glDisable(GL_SCISSOR_TEST
);
1778 checkGLcall("glDisable GL_SCISSOR_TEST");
1779 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1780 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1782 glDisable(GL_POINT_SPRITE_ARB
);
1783 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1784 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
1786 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1787 checkGLcall("glColorMask");
1788 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
), StateTable
);
1789 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
1791 glDisable(GL_COLOR_SUM_EXT
);
1792 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
1793 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1796 /* Setup transforms */
1797 glMatrixMode(GL_MODELVIEW
);
1798 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1800 checkGLcall("glLoadIdentity()");
1801 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
1803 context
->last_was_rhw
= TRUE
;
1804 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
1806 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1807 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1808 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1809 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1810 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1811 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1812 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1814 set_blit_dimension(width
, height
);
1818 context
->blit_w
= width
; context
->blit_h
= height
;
1819 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1820 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1823 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1826 /*****************************************************************************
1827 * findThreadContextForSwapChain
1829 * Searches a swapchain for all contexts and picks one for the thread tid.
1830 * If none can be found the swapchain is requested to create a new context
1832 *****************************************************************************/
1833 static struct wined3d_context
*findThreadContextForSwapChain(IWineD3DSwapChain
*swapchain
, DWORD tid
)
1837 for(i
= 0; i
< ((IWineD3DSwapChainImpl
*) swapchain
)->num_contexts
; i
++) {
1838 if(((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
]->tid
== tid
) {
1839 return ((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
];
1844 /* Create a new context for the thread */
1845 return swapchain_create_context_for_thread(swapchain
);
1848 /*****************************************************************************
1851 * Finds a context for the current render target and thread
1854 * target: Render target to find the context for
1855 * tid: Thread to activate the context for
1857 * Returns: The needed context
1859 *****************************************************************************/
1860 static struct wined3d_context
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
)
1862 IWineD3DSwapChain
*swapchain
= NULL
;
1863 struct wined3d_context
*current_context
= context_get_current();
1864 const struct StateEntry
*StateTable
= This
->StateTable
;
1865 DWORD tid
= GetCurrentThreadId();
1866 struct wined3d_context
*context
;
1867 BOOL old_render_offscreen
;
1869 if (current_context
&& current_context
->destroyed
) current_context
= NULL
;
1874 && current_context
->current_rt
1875 && ((IWineD3DSurfaceImpl
*)current_context
->surface
)->resource
.device
== This
)
1877 target
= current_context
->current_rt
;
1881 IWineD3DSwapChainImpl
*swapchain
= (IWineD3DSwapChainImpl
*)This
->swapchains
[0];
1882 if (swapchain
->backBuffer
) target
= swapchain
->backBuffer
[0];
1883 else target
= swapchain
->frontBuffer
;
1887 if (current_context
&& current_context
->current_rt
== target
)
1889 context_validate(current_context
);
1890 return current_context
;
1893 if (SUCCEEDED(IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
))) {
1894 TRACE("Rendering onscreen\n");
1896 context
= findThreadContextForSwapChain(swapchain
, tid
);
1898 old_render_offscreen
= context
->render_offscreen
;
1899 context
->render_offscreen
= surface_is_offscreen(target
);
1900 /* The context != This->activeContext will catch a NOP context change. This can occur
1901 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1902 * rendering. No context change is needed in that case
1905 if(wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
) {
1906 if(This
->pbufferContext
&& tid
== This
->pbufferContext
->tid
) {
1907 This
->pbufferContext
->tid
= 0;
1910 IWineD3DSwapChain_Release(swapchain
);
1914 TRACE("Rendering offscreen\n");
1917 if (wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
)
1919 IWineD3DSurfaceImpl
*targetimpl
= (IWineD3DSurfaceImpl
*)target
;
1920 if (!This
->pbufferContext
1921 || This
->pbufferWidth
< targetimpl
->currentDesc
.Width
1922 || This
->pbufferHeight
< targetimpl
->currentDesc
.Height
)
1924 if (This
->pbufferContext
) context_destroy(This
, This
->pbufferContext
);
1926 /* The display is irrelevant here, the window is 0. But
1927 * context_create() needs a valid X connection. Create the context
1928 * on the same server as the primary swapchain. The primary
1929 * swapchain is exists at this point. */
1930 This
->pbufferContext
= context_create(This
, targetimpl
,
1931 ((IWineD3DSwapChainImpl
*)This
->swapchains
[0])->context
[0]->win_handle
,
1932 TRUE
/* pbuffer */, &((IWineD3DSwapChainImpl
*)This
->swapchains
[0])->presentParms
);
1933 This
->pbufferWidth
= targetimpl
->currentDesc
.Width
;
1934 This
->pbufferHeight
= targetimpl
->currentDesc
.Height
;
1935 if (This
->pbufferContext
) context_release(This
->pbufferContext
);
1938 if (This
->pbufferContext
)
1940 if (This
->pbufferContext
->tid
&& This
->pbufferContext
->tid
!= tid
)
1942 FIXME("The PBuffer context is only supported for one thread for now!\n");
1944 This
->pbufferContext
->tid
= tid
;
1945 context
= This
->pbufferContext
;
1949 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering.\n");
1950 wined3d_settings
.offscreen_rendering_mode
= ORM_BACKBUFFER
;
1956 /* Stay with the currently active context. */
1958 && ((IWineD3DSurfaceImpl
*)current_context
->surface
)->resource
.device
== This
)
1960 context
= current_context
;
1964 /* This may happen if the app jumps straight into offscreen rendering
1965 * Start using the context of the primary swapchain. tid == 0 is no problem
1966 * for findThreadContextForSwapChain.
1968 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1969 * is perfect to call. */
1970 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1974 old_render_offscreen
= context
->render_offscreen
;
1975 context
->render_offscreen
= TRUE
;
1978 context_validate(context
);
1980 if (context
->render_offscreen
!= old_render_offscreen
)
1982 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1983 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
1984 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1985 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1986 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1989 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1990 * the alpha blend state changes with different render target formats. */
1991 if (!context
->current_rt
)
1993 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1997 const struct GlPixelFormatDesc
*old
= ((IWineD3DSurfaceImpl
*)context
->current_rt
)->resource
.format_desc
;
1998 const struct GlPixelFormatDesc
*new = ((IWineD3DSurfaceImpl
*)target
)->resource
.format_desc
;
2000 if (old
->format
!= new->format
)
2002 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2003 if ((old
->alpha_mask
&& !new->alpha_mask
) || (!old
->alpha_mask
&& new->alpha_mask
)
2004 || !(new->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
2006 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
2010 /* When switching away from an offscreen render target, and we're not
2011 * using FBOs, we have to read the drawable into the texture. This is
2012 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2013 * are some things that need care though. PreLoad needs a GL context,
2014 * and FindContext is called before the context is activated. It also
2015 * has to be called with the old rendertarget active, otherwise a
2016 * wrong drawable is read. */
2017 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2018 && old_render_offscreen
&& context
->current_rt
!= target
)
2020 BOOL oldInDraw
= This
->isInDraw
;
2022 /* surface_internal_preload() requires a context to load the
2023 * texture, so it will call context_acquire(). Set isInDraw to true
2024 * to signal surface_internal_preload() that it has a context. */
2026 /* FIXME: This is just broken. There's no guarantee whatsoever
2027 * that the currently active context, if any, is appropriate for
2028 * reading back the render target. We should probably call
2029 * context_set_current(context) here and then rely on
2030 * context_acquire() doing the right thing. */
2031 This
->isInDraw
= TRUE
;
2033 /* Read the back buffer of the old drawable into the destination texture. */
2034 if (((IWineD3DSurfaceImpl
*)context
->current_rt
)->texture_name_srgb
)
2036 surface_internal_preload(context
->current_rt
, SRGB_BOTH
);
2040 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
2043 IWineD3DSurface_ModifyLocation(context
->current_rt
, SFLAG_INDRAWABLE
, FALSE
);
2045 This
->isInDraw
= oldInDraw
;
2049 context
->draw_buffer_dirty
= TRUE
;
2050 context
->current_rt
= target
;
2055 /* Context activation is done by the caller. */
2056 static void context_apply_draw_buffer(struct wined3d_context
*context
, BOOL blit
)
2058 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2059 IWineD3DSurface
*rt
= context
->current_rt
;
2060 IWineD3DDeviceImpl
*device
;
2062 device
= ((IWineD3DSurfaceImpl
*)rt
)->resource
.device
;
2063 if (!surface_is_offscreen(rt
))
2066 glDrawBuffer(surface_get_gl_buffer(rt
));
2067 checkGLcall("glDrawBuffers()");
2073 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2077 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
2079 GL_EXTCALL(glDrawBuffersARB(gl_info
->limits
.buffers
, device
->draw_buffers
));
2080 checkGLcall("glDrawBuffers()");
2084 glDrawBuffer(device
->draw_buffers
[0]);
2085 checkGLcall("glDrawBuffer()");
2088 glDrawBuffer(GL_COLOR_ATTACHMENT0
);
2089 checkGLcall("glDrawBuffer()");
2094 glDrawBuffer(device
->offscreenBuffer
);
2095 checkGLcall("glDrawBuffer()");
2101 /* GL locking is done by the caller. */
2102 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
2104 glDrawBuffer(buffer
);
2105 checkGLcall("glDrawBuffer()");
2106 context
->draw_buffer_dirty
= TRUE
;
2109 /* Context activation is done by the caller. */
2110 static void context_apply_state(struct wined3d_context
*context
, IWineD3DDeviceImpl
*device
, enum ContextUsage usage
)
2112 const struct StateEntry
*state_table
= device
->StateTable
;
2116 case CTXUSAGE_CLEAR
:
2117 case CTXUSAGE_DRAWPRIM
:
2118 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
2120 context_apply_fbo_state(context
);
2123 if (context
->draw_buffer_dirty
) {
2124 context_apply_draw_buffer(context
, FALSE
);
2125 context
->draw_buffer_dirty
= FALSE
;
2130 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
2131 if (context
->render_offscreen
)
2133 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
2135 context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->dst_fbo
);
2136 context_attach_surface_fbo(context
, GL_FRAMEBUFFER
, 0, context
->current_rt
);
2137 context_attach_depth_stencil_fbo(context
, GL_FRAMEBUFFER
, NULL
, FALSE
);
2141 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
2144 context
->draw_buffer_dirty
= TRUE
;
2146 if (context
->draw_buffer_dirty
) {
2147 context_apply_draw_buffer(context
, TRUE
);
2148 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
2149 context
->draw_buffer_dirty
= FALSE
;
2159 case CTXUSAGE_RESOURCELOAD
:
2160 /* This does not require any special states to be set up */
2163 case CTXUSAGE_CLEAR
:
2164 if(context
->last_was_blit
) {
2165 device
->frag_pipe
->enable_extension((IWineD3DDevice
*)device
, TRUE
);
2168 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
2169 * blending when clearing improves the clearing performance incredibly.
2172 glDisable(GL_BLEND
);
2174 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), state_table
);
2177 glEnable(GL_SCISSOR_TEST
);
2178 checkGLcall("glEnable GL_SCISSOR_TEST");
2180 context
->last_was_blit
= FALSE
;
2181 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), state_table
);
2182 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, state_table
);
2185 case CTXUSAGE_DRAWPRIM
:
2186 /* This needs all dirty states applied */
2187 if(context
->last_was_blit
) {
2188 device
->frag_pipe
->enable_extension((IWineD3DDevice
*)device
, TRUE
);
2191 IWineD3DDeviceImpl_FindTexUnitMap(device
);
2194 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
2196 DWORD rep
= context
->dirtyArray
[i
];
2197 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
2198 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
2199 context
->isStateDirty
[idx
] &= ~(1 << shift
);
2200 state_table
[rep
].apply(rep
, device
->stateBlock
, context
);
2203 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
2204 context
->last_was_blit
= FALSE
;
2208 SetupForBlit(device
, context
);
2212 FIXME("Unexpected context usage requested\n");
2216 /*****************************************************************************
2219 * Finds a rendering context and drawable matching the device and render
2220 * target for the current thread, activates them and puts them into the
2224 * This: Device to activate the context for
2225 * target: Requested render target
2226 * usage: Prepares the context for blitting, drawing or other actions
2228 *****************************************************************************/
2229 struct wined3d_context
*context_acquire(IWineD3DDeviceImpl
*device
, IWineD3DSurface
*target
, enum ContextUsage usage
)
2231 struct wined3d_context
*current_context
= context_get_current();
2232 struct wined3d_context
*context
;
2234 TRACE("device %p, target %p, usage %#x.\n", device
, target
, usage
);
2236 context
= FindContext(device
, target
);
2237 context_enter(context
);
2238 if (!context
->valid
) return context
;
2240 if (context
!= current_context
)
2242 if (!context_set_current(context
)) ERR("Failed to activate the new context.\n");
2243 else device
->frag_pipe
->enable_extension((IWineD3DDevice
*)device
, !context
->last_was_blit
);
2245 if (context
->vshader_const_dirty
)
2247 memset(context
->vshader_const_dirty
, 1,
2248 sizeof(*context
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
2249 device
->highest_dirty_vs_const
= device
->d3d_vshader_constantF
;
2251 if (context
->pshader_const_dirty
)
2253 memset(context
->pshader_const_dirty
, 1,
2254 sizeof(*context
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
2255 device
->highest_dirty_ps_const
= device
->d3d_pshader_constantF
;
2258 else if (context
->restore_ctx
)
2260 if (!pwglMakeCurrent(context
->hdc
, context
->glCtx
))
2262 DWORD err
= GetLastError();
2263 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2264 context
->hdc
, context
->glCtx
, err
);
2268 context_apply_state(context
, device
, usage
);