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 static DWORD wined3d_context_tls_idx
;
33 /* FBO helper functions */
35 /* GL locking is done by the caller */
36 void context_bind_fbo(struct wined3d_context
*context
, GLenum target
, GLuint
*fbo
)
38 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
49 gl_info
->fbo_ops
.glGenFramebuffers(1, fbo
);
50 checkGLcall("glGenFramebuffers()");
51 TRACE("Created FBO %u.\n", *fbo
);
58 case GL_READ_FRAMEBUFFER
:
59 if (context
->fbo_read_binding
== f
) return;
60 context
->fbo_read_binding
= f
;
63 case GL_DRAW_FRAMEBUFFER
:
64 if (context
->fbo_draw_binding
== f
) return;
65 context
->fbo_draw_binding
= f
;
69 if (context
->fbo_read_binding
== f
70 && context
->fbo_draw_binding
== f
) return;
71 context
->fbo_read_binding
= f
;
72 context
->fbo_draw_binding
= f
;
76 FIXME("Unhandled target %#x.\n", target
);
80 gl_info
->fbo_ops
.glBindFramebuffer(target
, f
);
81 checkGLcall("glBindFramebuffer()");
84 /* GL locking is done by the caller */
85 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
, GLenum target
)
89 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
91 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
97 gl_info
->fbo_ops
.glFramebufferTexture2D(target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
98 checkGLcall("glFramebufferTexture2D()");
101 /* GL locking is done by the caller */
102 static void context_destroy_fbo(struct wined3d_context
*context
, GLuint
*fbo
)
104 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
106 context_bind_fbo(context
, GL_FRAMEBUFFER
, fbo
);
107 context_clean_fbo_attachments(gl_info
, GL_FRAMEBUFFER
);
108 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
110 gl_info
->fbo_ops
.glDeleteFramebuffers(1, fbo
);
111 checkGLcall("glDeleteFramebuffers()");
114 /* GL locking is done by the caller */
115 static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl
*surface
, DWORD location
)
117 /* Update base texture states array */
118 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
120 IWineD3DBaseTextureImpl
*texture_impl
= surface
->container
.u
.texture
;
121 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
122 BOOL update_minfilter
= FALSE
;
123 BOOL update_magfilter
= FALSE
;
124 struct gl_texture
*gl_tex
;
128 case SFLAG_INTEXTURE
:
129 gl_tex
= &texture_impl
->baseTexture
.texture_rgb
;
132 case SFLAG_INSRGBTEX
:
133 gl_tex
= &texture_impl
->baseTexture
.texture_srgb
;
137 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
138 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*)texture_impl
);
142 if (gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_POINT
143 || gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] != WINED3DTEXF_NONE
)
145 gl_tex
->states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
146 gl_tex
->states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
147 update_minfilter
= TRUE
;
150 if (gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_POINT
)
152 gl_tex
->states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
153 update_magfilter
= TRUE
;
156 if (texture_impl
->baseTexture
.bindCount
)
158 WARN("Render targets should not be bound to a sampler\n");
159 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_SAMPLER(texture_impl
->baseTexture
.sampler
));
162 if (update_minfilter
|| update_magfilter
)
164 GLenum target
, bind_target
;
167 target
= surface
->texture_target
;
168 if (target
== GL_TEXTURE_2D
)
170 bind_target
= GL_TEXTURE_2D
;
171 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
173 else if (target
== GL_TEXTURE_RECTANGLE_ARB
)
175 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
176 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
180 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
181 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB
, &old_binding
);
184 glBindTexture(bind_target
, gl_tex
->name
);
185 if (update_minfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
186 if (update_magfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
187 glBindTexture(bind_target
, old_binding
);
190 checkGLcall("apply_attachment_filter_states()");
194 /* GL locking is done by the caller */
195 void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
196 GLenum fbo_target
, IWineD3DSurfaceImpl
*depth_stencil
, BOOL use_render_buffer
)
198 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
200 TRACE("Attach depth stencil %p\n", depth_stencil
);
204 DWORD format_flags
= depth_stencil
->resource
.format_desc
->Flags
;
206 if (use_render_buffer
&& depth_stencil
->current_renderbuffer
)
208 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
210 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
,
211 GL_RENDERBUFFER
, depth_stencil
->current_renderbuffer
->id
);
212 checkGLcall("glFramebufferRenderbuffer()");
215 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
217 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
,
218 GL_RENDERBUFFER
, depth_stencil
->current_renderbuffer
->id
);
219 checkGLcall("glFramebufferRenderbuffer()");
224 surface_prepare_texture(depth_stencil
, gl_info
, FALSE
);
225 context_apply_attachment_filter_states(depth_stencil
, SFLAG_INTEXTURE
);
227 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
229 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
,
230 depth_stencil
->texture_target
, depth_stencil
->texture_name
,
231 depth_stencil
->texture_level
);
232 checkGLcall("glFramebufferTexture2D()");
235 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
237 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
,
238 depth_stencil
->texture_target
, depth_stencil
->texture_name
,
239 depth_stencil
->texture_level
);
240 checkGLcall("glFramebufferTexture2D()");
244 if (!(format_flags
& WINED3DFMT_FLAG_DEPTH
))
246 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
247 checkGLcall("glFramebufferTexture2D()");
250 if (!(format_flags
& WINED3DFMT_FLAG_STENCIL
))
252 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
253 checkGLcall("glFramebufferTexture2D()");
258 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
259 checkGLcall("glFramebufferTexture2D()");
261 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
262 checkGLcall("glFramebufferTexture2D()");
266 /* GL locking is done by the caller */
267 static void context_attach_surface_fbo(const struct wined3d_context
*context
,
268 GLenum fbo_target
, DWORD idx
, IWineD3DSurfaceImpl
*surface
, DWORD location
)
270 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
272 TRACE("Attach surface %p to %u\n", surface
, idx
);
278 case SFLAG_INTEXTURE
:
279 surface_prepare_texture(surface
, gl_info
, FALSE
);
280 context_apply_attachment_filter_states(surface
, location
);
281 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
282 surface
->texture_target
, surface
->texture_name
, surface
->texture_level
);
285 case SFLAG_INSRGBTEX
:
286 surface_prepare_texture(surface
, gl_info
, TRUE
);
287 context_apply_attachment_filter_states(surface
, location
);
288 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
289 surface
->texture_target
, surface
->texture_name_srgb
, surface
->texture_level
);
293 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
296 checkGLcall("glFramebufferTexture2D()");
300 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, GL_TEXTURE_2D
, 0, 0);
301 checkGLcall("glFramebufferTexture2D()");
305 /* GL locking is done by the caller */
306 static void context_check_fbo_status(struct wined3d_context
*context
, GLenum target
)
308 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
311 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
312 if (status
== GL_FRAMEBUFFER_COMPLETE
)
314 TRACE("FBO complete\n");
316 IWineD3DSurfaceImpl
*attachment
;
318 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
320 if (!context
->current_fbo
)
322 ERR("FBO 0 is incomplete, driver bug?\n");
326 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context
->current_fbo
->location
),
327 context
->current_fbo
->location
);
329 /* Dump the FBO attachments */
330 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
332 attachment
= context
->current_fbo
->render_targets
[i
];
335 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
336 i
, attachment
, debug_d3dformat(attachment
->resource
.format_desc
->id
),
337 attachment
->pow2Width
, attachment
->pow2Height
);
340 attachment
= context
->current_fbo
->depth_stencil
;
343 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
344 attachment
, debug_d3dformat(attachment
->resource
.format_desc
->id
),
345 attachment
->pow2Width
, attachment
->pow2Height
);
350 static struct fbo_entry
*context_create_fbo_entry(struct wined3d_context
*context
,
351 IWineD3DSurfaceImpl
**render_targets
, IWineD3DSurfaceImpl
*depth_stencil
, DWORD location
)
353 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
354 struct fbo_entry
*entry
;
356 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
357 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
358 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
359 entry
->depth_stencil
= depth_stencil
;
360 entry
->location
= location
;
361 entry
->attached
= FALSE
;
367 /* GL locking is done by the caller */
368 static void context_reuse_fbo_entry(struct wined3d_context
*context
, GLenum target
,
369 IWineD3DSurfaceImpl
**render_targets
, IWineD3DSurfaceImpl
*depth_stencil
,
370 DWORD location
, struct fbo_entry
*entry
)
372 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
374 context_bind_fbo(context
, target
, &entry
->id
);
375 context_clean_fbo_attachments(gl_info
, target
);
377 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
378 entry
->depth_stencil
= depth_stencil
;
379 entry
->location
= location
;
380 entry
->attached
= FALSE
;
383 /* GL locking is done by the caller */
384 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
388 TRACE("Destroy FBO %d\n", entry
->id
);
389 context_destroy_fbo(context
, &entry
->id
);
391 --context
->fbo_entry_count
;
392 list_remove(&entry
->entry
);
393 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
394 HeapFree(GetProcessHeap(), 0, entry
);
398 /* GL locking is done by the caller */
399 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
, GLenum target
,
400 IWineD3DSurfaceImpl
**render_targets
, IWineD3DSurfaceImpl
*depth_stencil
, DWORD location
)
402 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
403 struct fbo_entry
*entry
;
405 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
407 if (!memcmp(entry
->render_targets
,
408 render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
))
409 && entry
->depth_stencil
== depth_stencil
&& entry
->location
== location
)
411 list_remove(&entry
->entry
);
412 list_add_head(&context
->fbo_list
, &entry
->entry
);
417 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
419 entry
= context_create_fbo_entry(context
, render_targets
, depth_stencil
, location
);
420 list_add_head(&context
->fbo_list
, &entry
->entry
);
421 ++context
->fbo_entry_count
;
425 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
426 context_reuse_fbo_entry(context
, target
, render_targets
, depth_stencil
, location
, entry
);
427 list_remove(&entry
->entry
);
428 list_add_head(&context
->fbo_list
, &entry
->entry
);
434 /* GL locking is done by the caller */
435 static void context_apply_fbo_entry(struct wined3d_context
*context
, GLenum target
, struct fbo_entry
*entry
)
437 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
440 context_bind_fbo(context
, target
, &entry
->id
);
442 if (!entry
->attached
)
444 /* Apply render targets */
445 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
447 context_attach_surface_fbo(context
, target
, i
, entry
->render_targets
[i
], entry
->location
);
450 /* Apply depth targets */
451 if (entry
->depth_stencil
)
453 surface_set_compatible_renderbuffer(entry
->depth_stencil
,
454 entry
->render_targets
[0]->pow2Width
, entry
->render_targets
[0]->pow2Height
);
456 context_attach_depth_stencil_fbo(context
, target
, entry
->depth_stencil
, TRUE
);
458 entry
->attached
= TRUE
;
462 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
464 if (entry
->render_targets
[i
])
465 context_apply_attachment_filter_states(entry
->render_targets
[i
], entry
->location
);
467 if (entry
->depth_stencil
)
468 context_apply_attachment_filter_states(entry
->depth_stencil
, SFLAG_INTEXTURE
);
472 /* GL locking is done by the caller */
473 static void context_apply_fbo_state(struct wined3d_context
*context
, GLenum target
,
474 IWineD3DSurfaceImpl
**render_targets
, IWineD3DSurfaceImpl
*depth_stencil
, DWORD location
)
476 struct fbo_entry
*entry
, *entry2
;
478 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
480 context_destroy_fbo_entry(context
, entry
);
483 if (context
->rebind_fbo
)
485 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
486 context
->rebind_fbo
= FALSE
;
491 context
->current_fbo
= context_find_fbo_entry(context
, target
, render_targets
, depth_stencil
, location
);
492 context_apply_fbo_entry(context
, target
, context
->current_fbo
);
496 context
->current_fbo
= NULL
;
497 context_bind_fbo(context
, target
, NULL
);
500 context_check_fbo_status(context
, target
);
503 /* GL locking is done by the caller */
504 void context_apply_fbo_state_blit(struct wined3d_context
*context
, GLenum target
,
505 IWineD3DSurfaceImpl
*render_target
, IWineD3DSurfaceImpl
*depth_stencil
, DWORD location
)
507 if (surface_is_offscreen(render_target
))
509 UINT clear_size
= (context
->gl_info
->limits
.buffers
- 1) * sizeof(*context
->blit_targets
);
510 context
->blit_targets
[0] = render_target
;
511 if (clear_size
) memset(&context
->blit_targets
[1], 0, clear_size
);
512 context_apply_fbo_state(context
, target
, context
->blit_targets
, depth_stencil
, location
);
516 context_apply_fbo_state(context
, target
, NULL
, NULL
, location
);
520 /* Context activation is done by the caller. */
521 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
523 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
525 if (context
->free_occlusion_query_count
)
527 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
531 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
534 GL_EXTCALL(glGenQueriesARB(1, &query
->id
));
535 checkGLcall("glGenQueriesARB");
538 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
542 WARN("Occlusion queries not supported, not allocating query id.\n");
547 query
->context
= context
;
548 list_add_head(&context
->occlusion_queries
, &query
->entry
);
551 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
553 struct wined3d_context
*context
= query
->context
;
555 list_remove(&query
->entry
);
556 query
->context
= NULL
;
558 if (context
->free_occlusion_query_count
>= context
->free_occlusion_query_size
- 1)
560 UINT new_size
= context
->free_occlusion_query_size
<< 1;
561 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_occlusion_queries
,
562 new_size
* sizeof(*context
->free_occlusion_queries
));
566 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
570 context
->free_occlusion_query_size
= new_size
;
571 context
->free_occlusion_queries
= new_data
;
574 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
577 /* Context activation is done by the caller. */
578 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
)
580 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
582 if (context
->free_event_query_count
)
584 query
->object
= context
->free_event_queries
[--context
->free_event_query_count
];
588 if (gl_info
->supported
[ARB_SYNC
])
590 /* Using ARB_sync, not much to do here. */
591 query
->object
.sync
= NULL
;
592 TRACE("Allocated event query %p in context %p.\n", query
->object
.sync
, context
);
594 else if (gl_info
->supported
[APPLE_FENCE
])
597 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
598 checkGLcall("glGenFencesAPPLE");
601 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
603 else if(gl_info
->supported
[NV_FENCE
])
606 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
607 checkGLcall("glGenFencesNV");
610 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
614 WARN("Event queries not supported, not allocating query id.\n");
615 query
->object
.id
= 0;
619 query
->context
= context
;
620 list_add_head(&context
->event_queries
, &query
->entry
);
623 void context_free_event_query(struct wined3d_event_query
*query
)
625 struct wined3d_context
*context
= query
->context
;
627 list_remove(&query
->entry
);
628 query
->context
= NULL
;
630 if (context
->free_event_query_count
>= context
->free_event_query_size
- 1)
632 UINT new_size
= context
->free_event_query_size
<< 1;
633 union wined3d_gl_query_object
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_event_queries
,
634 new_size
* sizeof(*context
->free_event_queries
));
638 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
642 context
->free_event_query_size
= new_size
;
643 context
->free_event_queries
= new_data
;
646 context
->free_event_queries
[context
->free_event_query_count
++] = query
->object
;
649 typedef void (context_fbo_entry_func_t
)(struct wined3d_context
*context
, struct fbo_entry
*entry
);
651 static void context_enum_surface_fbo_entries(IWineD3DDeviceImpl
*device
,
652 IWineD3DSurfaceImpl
*surface
, context_fbo_entry_func_t
*callback
)
656 for (i
= 0; i
< device
->numContexts
; ++i
)
658 struct wined3d_context
*context
= device
->contexts
[i
];
659 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
660 struct fbo_entry
*entry
, *entry2
;
662 if (context
->current_rt
== surface
) context
->current_rt
= NULL
;
664 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
668 if (entry
->depth_stencil
== surface
)
670 callback(context
, entry
);
674 for (j
= 0; j
< gl_info
->limits
.buffers
; ++j
)
676 if (entry
->render_targets
[j
] == surface
)
678 callback(context
, entry
);
686 static void context_queue_fbo_entry_destruction(struct wined3d_context
*context
, struct fbo_entry
*entry
)
688 list_remove(&entry
->entry
);
689 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
692 void context_resource_released(IWineD3DDeviceImpl
*device
, IWineD3DResource
*resource
, WINED3DRESOURCETYPE type
)
694 if (!device
->d3d_initialized
) return;
698 case WINED3DRTYPE_SURFACE
:
699 context_enum_surface_fbo_entries(device
, (IWineD3DSurfaceImpl
*)resource
,
700 context_queue_fbo_entry_destruction
);
708 static void context_detach_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
710 entry
->attached
= FALSE
;
713 void context_resource_unloaded(IWineD3DDeviceImpl
*device
, IWineD3DResource
*resource
, WINED3DRESOURCETYPE type
)
717 case WINED3DRTYPE_SURFACE
:
718 context_enum_surface_fbo_entries(device
, (IWineD3DSurfaceImpl
*)resource
,
719 context_detach_fbo_entry
);
727 void context_surface_update(struct wined3d_context
*context
, IWineD3DSurfaceImpl
*surface
)
729 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
730 struct fbo_entry
*entry
= context
->current_fbo
;
733 if (!entry
|| context
->rebind_fbo
) return;
735 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
737 if (surface
== entry
->render_targets
[i
])
739 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface
, i
);
740 context
->rebind_fbo
= TRUE
;
745 if (surface
== entry
->depth_stencil
)
747 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface
);
748 context
->rebind_fbo
= TRUE
;
752 static BOOL
context_set_pixel_format(const struct wined3d_gl_info
*gl_info
, HDC dc
, int format
)
754 int current
= GetPixelFormat(dc
);
756 if (current
== format
) return TRUE
;
760 if (!SetPixelFormat(dc
, format
, NULL
))
762 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
763 format
, dc
, GetLastError());
769 /* By default WGL doesn't allow pixel format adjustments but we need it
770 * here. For this reason there's a Wine specific wglSetPixelFormat()
771 * which allows us to set the pixel format multiple times. Only use it
772 * when really needed. */
773 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
775 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
, NULL
)))
777 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
784 /* OpenGL doesn't allow pixel format adjustments. Print an error and
785 * continue using the old format. There's a big chance that the old
786 * format works although with a performance hit and perhaps rendering
788 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
789 format
, dc
, current
);
793 static void context_update_window(struct wined3d_context
*context
)
795 TRACE("Updating context %p window from %p to %p.\n",
796 context
, context
->win_handle
, context
->swapchain
->win_handle
);
800 if (!ReleaseDC(context
->win_handle
, context
->hdc
))
802 ERR("Failed to release device context %p, last error %#x.\n",
803 context
->hdc
, GetLastError());
806 else context
->valid
= 1;
808 context
->win_handle
= context
->swapchain
->win_handle
;
810 if (!(context
->hdc
= GetDC(context
->win_handle
)))
812 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
816 if (!context_set_pixel_format(context
->gl_info
, context
->hdc
, context
->pixel_format
))
818 ERR("Failed to set pixel format %d on device context %p.\n",
819 context
->pixel_format
, context
->hdc
);
823 if (!pwglMakeCurrent(context
->hdc
, context
->glCtx
))
825 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
826 context
->glCtx
, context
->hdc
, GetLastError());
836 static void context_validate(struct wined3d_context
*context
)
838 HWND wnd
= WindowFromDC(context
->hdc
);
840 if (wnd
!= context
->win_handle
)
842 WARN("DC %p belongs to window %p instead of %p.\n",
843 context
->hdc
, wnd
, context
->win_handle
);
847 if (context
->win_handle
!= context
->swapchain
->win_handle
)
848 context_update_window(context
);
851 static void context_destroy_gl_resources(struct wined3d_context
*context
)
853 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
854 struct wined3d_occlusion_query
*occlusion_query
;
855 struct wined3d_event_query
*event_query
;
856 struct fbo_entry
*entry
, *entry2
;
861 restore_ctx
= pwglGetCurrentContext();
862 restore_dc
= pwglGetCurrentDC();
864 context_validate(context
);
865 if (context
->valid
&& restore_ctx
!= context
->glCtx
) pwglMakeCurrent(context
->hdc
, context
->glCtx
);
866 else restore_ctx
= NULL
;
870 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
872 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
873 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query
->id
));
874 occlusion_query
->context
= NULL
;
877 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
881 if (gl_info
->supported
[ARB_SYNC
])
883 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
885 else if (gl_info
->supported
[APPLE_FENCE
]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->object
.id
));
886 else if (gl_info
->supported
[NV_FENCE
]) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->object
.id
));
888 event_query
->context
= NULL
;
891 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
893 if (!context
->valid
) entry
->id
= 0;
894 context_destroy_fbo_entry(context
, entry
);
897 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
899 if (!context
->valid
) entry
->id
= 0;
900 context_destroy_fbo_entry(context
, entry
);
905 if (context
->dst_fbo
)
907 TRACE("Destroy dst FBO %d\n", context
->dst_fbo
);
908 context_destroy_fbo(context
, &context
->dst_fbo
);
910 if (context
->dummy_arbfp_prog
)
912 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
915 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
916 GL_EXTCALL(glDeleteQueriesARB(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
918 if (gl_info
->supported
[ARB_SYNC
])
920 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
922 else if (gl_info
->supported
[APPLE_FENCE
])
924 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
926 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_event_queries
[i
].id
));
929 else if (gl_info
->supported
[NV_FENCE
])
931 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
933 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_event_queries
[i
].id
));
937 checkGLcall("context cleanup");
942 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
943 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
947 if (!pwglMakeCurrent(restore_dc
, restore_ctx
))
949 DWORD err
= GetLastError();
950 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
951 restore_ctx
, restore_dc
, err
);
954 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL
, NULL
))
956 ERR("Failed to disable GL context.\n");
959 ReleaseDC(context
->win_handle
, context
->hdc
);
961 if (!pwglDeleteContext(context
->glCtx
))
963 DWORD err
= GetLastError();
964 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
968 DWORD
context_get_tls_idx(void)
970 return wined3d_context_tls_idx
;
973 void context_set_tls_idx(DWORD idx
)
975 wined3d_context_tls_idx
= idx
;
978 struct wined3d_context
*context_get_current(void)
980 return TlsGetValue(wined3d_context_tls_idx
);
983 BOOL
context_set_current(struct wined3d_context
*ctx
)
985 struct wined3d_context
*old
= context_get_current();
989 TRACE("Already using D3D context %p.\n", ctx
);
997 TRACE("Switching away from destroyed context %p.\n", old
);
998 context_destroy_gl_resources(old
);
999 HeapFree(GetProcessHeap(), 0, old
);
1009 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
1010 if (!pwglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
1012 DWORD err
= GetLastError();
1013 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
1014 ctx
->glCtx
, ctx
->hdc
, err
);
1015 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1020 else if(pwglGetCurrentContext())
1022 TRACE("Clearing current D3D context.\n");
1023 if (!pwglMakeCurrent(NULL
, NULL
))
1025 DWORD err
= GetLastError();
1026 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1027 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1032 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
1035 void context_release(struct wined3d_context
*context
)
1037 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
1041 if (!context
->level
)
1042 WARN("Context %p is not active.\n", context
);
1043 else if (context
!= context_get_current())
1044 WARN("Context %p is not the current context.\n", context
);
1047 if (!--context
->level
&& context
->restore_ctx
)
1049 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
1050 if (!pwglMakeCurrent(context
->restore_dc
, context
->restore_ctx
))
1052 DWORD err
= GetLastError();
1053 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1054 context
->restore_ctx
, context
->restore_dc
, err
);
1056 context
->restore_ctx
= NULL
;
1057 context
->restore_dc
= NULL
;
1061 static void context_enter(struct wined3d_context
*context
)
1063 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
1065 if (!context
->level
++)
1067 const struct wined3d_context
*current_context
= context_get_current();
1068 HGLRC current_gl
= pwglGetCurrentContext();
1070 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
1072 TRACE("Another GL context (%p on device context %p) is already current.\n",
1073 current_gl
, pwglGetCurrentDC());
1074 context
->restore_ctx
= current_gl
;
1075 context
->restore_dc
= pwglGetCurrentDC();
1080 /*****************************************************************************
1081 * Context_MarkStateDirty
1083 * Marks a state in a context dirty. Only one context, opposed to
1084 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1088 * context: Context to mark the state dirty in
1089 * state: State to mark dirty
1090 * StateTable: Pointer to the state table in use(for state grouping)
1092 *****************************************************************************/
1093 static void Context_MarkStateDirty(struct wined3d_context
*context
, DWORD state
, const struct StateEntry
*StateTable
)
1095 DWORD rep
= StateTable
[state
].representative
;
1099 if (isStateDirty(context
, rep
)) return;
1101 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1102 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1103 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1104 context
->isStateDirty
[idx
] |= (1 << shift
);
1107 /* This function takes care of WineD3D pixel format selection. */
1108 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
,
1109 const struct wined3d_format_desc
*color_format_desc
, const struct wined3d_format_desc
*ds_format_desc
,
1110 BOOL auxBuffers
, int numSamples
, BOOL findCompatible
)
1113 unsigned int matchtry
;
1114 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
1115 short depthBits
=0, stencilBits
=0;
1125 /* First, try without alpha match buffers. MacOS supports aux buffers only
1126 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1127 * Then try without aux buffers - this is the most common cause for not
1128 * finding a pixel format. Also some drivers(the open source ones)
1129 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1130 * match, then try without an exact alpha and color match.
1132 { TRUE
, TRUE
, TRUE
},
1133 { TRUE
, FALSE
, TRUE
},
1134 { FALSE
, TRUE
, TRUE
},
1135 { FALSE
, FALSE
, TRUE
},
1136 { TRUE
, FALSE
, FALSE
},
1137 { FALSE
, FALSE
, FALSE
},
1141 int nCfgs
= This
->adapter
->nCfgs
;
1143 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1144 debug_d3dformat(color_format_desc
->id
), debug_d3dformat(ds_format_desc
->id
),
1145 auxBuffers
, numSamples
, findCompatible
);
1147 if (!getColorBits(color_format_desc
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
1149 ERR("Unable to get color bits for format %s (%#x)!\n",
1150 debug_d3dformat(color_format_desc
->id
), color_format_desc
->id
);
1154 getDepthStencilBits(ds_format_desc
, &depthBits
, &stencilBits
);
1156 for(matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(matches
[0])) && !iPixelFormat
; matchtry
++) {
1157 for(i
=0; i
<nCfgs
; i
++) {
1158 BOOL exactDepthMatch
= TRUE
;
1159 WineD3D_PixelFormat
*cfg
= &This
->adapter
->cfgs
[i
];
1161 /* For now only accept RGBA formats. Perhaps some day we will
1162 * allow floating point formats for pbuffers. */
1163 if(cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1166 /* In window mode we need a window drawable format and double buffering. */
1167 if(!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1170 /* We like to have aux buffers in backbuffer mode */
1171 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
1174 if(matches
[matchtry
].exact_color
) {
1175 if(cfg
->redSize
!= redBits
)
1177 if(cfg
->greenSize
!= greenBits
)
1179 if(cfg
->blueSize
!= blueBits
)
1182 if(cfg
->redSize
< redBits
)
1184 if(cfg
->greenSize
< greenBits
)
1186 if(cfg
->blueSize
< blueBits
)
1189 if(matches
[matchtry
].exact_alpha
) {
1190 if(cfg
->alphaSize
!= alphaBits
)
1193 if(cfg
->alphaSize
< alphaBits
)
1197 /* We try to locate a format which matches our requirements exactly. In case of
1198 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1199 if(cfg
->depthSize
< depthBits
)
1201 else if(cfg
->depthSize
> depthBits
)
1202 exactDepthMatch
= FALSE
;
1204 /* In all cases make sure the number of stencil bits matches our requirements
1205 * even when we don't need stencil because it could affect performance EXCEPT
1206 * on cards which don't offer depth formats without stencil like the i915 drivers
1208 if(stencilBits
!= cfg
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
1211 /* Check multisampling support */
1212 if(cfg
->numSamples
!= numSamples
)
1215 /* When we have passed all the checks then we have found a format which matches our
1216 * requirements. Note that we only check for a limit number of capabilities right now,
1217 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1218 * can still differ in things like multisampling, stereo, SRGB and other flags.
1221 /* Exit the loop as we have found a format :) */
1222 if(exactDepthMatch
) {
1223 iPixelFormat
= cfg
->iPixelFormat
;
1225 } else if(!iPixelFormat
) {
1226 /* In the end we might end up with a format which doesn't exactly match our depth
1227 * requirements. Accept the first format we found because formats with higher iPixelFormat
1228 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1229 iPixelFormat
= cfg
->iPixelFormat
;
1234 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1235 if(!iPixelFormat
&& !findCompatible
) {
1236 ERR("Can't find a suitable iPixelFormat\n");
1238 } else if(!iPixelFormat
) {
1239 PIXELFORMATDESCRIPTOR pfd
;
1241 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1242 /* PixelFormat selection */
1243 ZeroMemory(&pfd
, sizeof(pfd
));
1244 pfd
.nSize
= sizeof(pfd
);
1246 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1247 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1248 pfd
.cAlphaBits
= alphaBits
;
1249 pfd
.cColorBits
= colorBits
;
1250 pfd
.cDepthBits
= depthBits
;
1251 pfd
.cStencilBits
= stencilBits
;
1252 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1254 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
1256 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1257 ERR("Can't find a suitable iPixelFormat\n");
1262 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1263 iPixelFormat
, debug_d3dformat(color_format_desc
->id
), debug_d3dformat(ds_format_desc
->id
));
1264 return iPixelFormat
;
1267 /*****************************************************************************
1270 * Creates a new context.
1273 * This: Device to activate the context for
1274 * target: Surface this context will render to
1275 * win_handle: handle to the window which we are drawing to
1276 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1278 *****************************************************************************/
1279 struct wined3d_context
*context_create(IWineD3DSwapChainImpl
*swapchain
, IWineD3DSurfaceImpl
*target
,
1280 const struct wined3d_format_desc
*ds_format_desc
)
1282 IWineD3DDeviceImpl
*device
= swapchain
->device
;
1283 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1284 const struct wined3d_format_desc
*color_format_desc
;
1285 struct wined3d_context
*ret
;
1286 PIXELFORMATDESCRIPTOR pfd
;
1287 BOOL auxBuffers
= FALSE
;
1295 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1297 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1300 ERR("Failed to allocate context memory.\n");
1304 if (!(hdc
= GetDC(swapchain
->win_handle
)))
1306 ERR("Failed to retrieve a device context.\n");
1310 color_format_desc
= target
->resource
.format_desc
;
1312 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1313 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1314 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1318 if (color_format_desc
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1319 color_format_desc
= getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM
, gl_info
);
1320 else if (color_format_desc
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1321 color_format_desc
= getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM
, gl_info
);
1324 /* DirectDraw supports 8bit paletted render targets and these are used by
1325 * old games like Starcraft and C&C. Most modern hardware doesn't support
1326 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1327 * conversion (ab)uses the alpha component for storing the palette index.
1328 * For this reason we require a format with 8bit alpha, so request
1330 if (color_format_desc
->id
== WINED3DFMT_P8_UINT
)
1331 color_format_desc
= getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM
, gl_info
);
1333 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1334 if (swapchain
->presentParms
.MultiSampleType
&& (swapchain
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_DISCARD
))
1336 if (!gl_info
->supported
[ARB_MULTISAMPLE
])
1337 WARN("The application is requesting multisampling without support.\n");
1340 TRACE("Requesting multisample type %#x.\n", swapchain
->presentParms
.MultiSampleType
);
1341 numSamples
= swapchain
->presentParms
.MultiSampleType
;
1345 /* Try to find a pixel format which matches our requirements. */
1346 pixel_format
= WineD3D_ChoosePixelFormat(device
, hdc
, color_format_desc
, ds_format_desc
,
1347 auxBuffers
, numSamples
, FALSE
/* findCompatible */);
1349 /* Try to locate a compatible format if we weren't able to find anything. */
1352 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1353 pixel_format
= WineD3D_ChoosePixelFormat(device
, hdc
, color_format_desc
, ds_format_desc
,
1354 auxBuffers
, 0 /* numSamples */, TRUE
/* findCompatible */);
1357 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1360 ERR("Can't find a suitable pixel format.\n");
1364 DescribePixelFormat(hdc
, pixel_format
, sizeof(pfd
), &pfd
);
1365 if (!context_set_pixel_format(gl_info
, hdc
, pixel_format
))
1367 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format
, hdc
);
1371 ctx
= pwglCreateContext(hdc
);
1372 if (device
->numContexts
)
1374 if (!pwglShareLists(device
->contexts
[0]->glCtx
, ctx
))
1376 DWORD err
= GetLastError();
1377 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1378 device
->contexts
[0]->glCtx
, ctx
, err
);
1383 ERR("Failed to create a WGL context\n");
1387 if (!device_context_add(device
, ret
))
1389 ERR("Failed to add the newly created context to the context list\n");
1390 if (!pwglDeleteContext(ctx
))
1392 DWORD err
= GetLastError();
1393 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, err
);
1398 ret
->gl_info
= gl_info
;
1400 /* Mark all states dirty to force a proper initialization of the states
1401 * on the first use of the context. */
1402 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
1404 if (device
->StateTable
[state
].representative
)
1405 Context_MarkStateDirty(ret
, state
, device
->StateTable
);
1408 ret
->swapchain
= swapchain
;
1409 ret
->current_rt
= target
;
1410 ret
->tid
= GetCurrentThreadId();
1412 ret
->render_offscreen
= surface_is_offscreen(target
);
1413 ret
->draw_buffer_dirty
= TRUE
;
1417 ret
->win_handle
= swapchain
->win_handle
;
1419 ret
->pixel_format
= pixel_format
;
1421 if (device
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*)device
))
1423 /* Create the dirty constants array and initialize them to dirty */
1424 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1425 sizeof(*ret
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
1426 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1427 sizeof(*ret
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
1428 memset(ret
->vshader_const_dirty
, 1,
1429 sizeof(*ret
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
1430 memset(ret
->pshader_const_dirty
, 1,
1431 sizeof(*ret
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
1434 ret
->blit_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1435 gl_info
->limits
.buffers
* sizeof(*ret
->blit_targets
));
1436 if (!ret
->blit_targets
) goto out
;
1438 ret
->draw_buffers
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1439 gl_info
->limits
.buffers
* sizeof(*ret
->draw_buffers
));
1440 if (!ret
->draw_buffers
) goto out
;
1442 ret
->free_occlusion_query_size
= 4;
1443 ret
->free_occlusion_queries
= HeapAlloc(GetProcessHeap(), 0,
1444 ret
->free_occlusion_query_size
* sizeof(*ret
->free_occlusion_queries
));
1445 if (!ret
->free_occlusion_queries
) goto out
;
1447 list_init(&ret
->occlusion_queries
);
1449 ret
->free_event_query_size
= 4;
1450 ret
->free_event_queries
= HeapAlloc(GetProcessHeap(), 0,
1451 ret
->free_event_query_size
* sizeof(*ret
->free_event_queries
));
1452 if (!ret
->free_event_queries
) goto out
;
1454 list_init(&ret
->event_queries
);
1456 TRACE("Successfully created new context %p\n", ret
);
1458 list_init(&ret
->fbo_list
);
1459 list_init(&ret
->fbo_destroy_list
);
1463 /* Set up the context defaults */
1464 if (!context_set_current(ret
))
1466 ERR("Cannot activate context to set up defaults\n");
1467 context_release(ret
);
1473 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1475 TRACE("Setting up the screen\n");
1476 /* Clear the screen */
1477 glClearColor(1.0f
, 0.0f
, 0.0f
, 0.0f
);
1478 checkGLcall("glClearColor");
1481 glClearStencil(0xffff);
1483 checkGLcall("glClear");
1485 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1486 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1488 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1489 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1491 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1492 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1494 glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
1495 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1496 glPixelStorei(GL_UNPACK_ALIGNMENT
, device
->surface_alignment
);
1497 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1499 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1501 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1502 * and textures in DIB sections(due to the memory protection).
1504 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1505 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1507 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
1509 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1510 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1511 * GL_VERTEX_BLEND_ARB isn't enabled too
1513 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1514 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1516 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
1518 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1519 * the previous texture where to source the offset from is always unit - 1.
1521 for (s
= 1; s
< gl_info
->limits
.textures
; ++s
)
1523 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1524 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1525 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1528 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
1530 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1531 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1532 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1533 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1536 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1537 * program and the dummy program is destroyed when the context is destroyed.
1539 const char *dummy_program
=
1541 "MOV result.color, fragment.color.primary;\n"
1543 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1544 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1545 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1548 for (s
= 0; s
< gl_info
->limits
.point_sprite_units
; ++s
)
1550 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1551 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1552 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1555 if (gl_info
->supported
[WINED3D_GL_VERSION_2_0
])
1557 /* Windows doesn't support to query the glPointParameteri function pointer, so use the
1558 * NV_POINT_SPRITE extension.
1560 if (glPointParameteri
)
1562 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, GL_UPPER_LEFT
);
1563 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT)");
1565 else if (gl_info
->supported
[NV_POINT_SPRITE
])
1567 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN
, GL_UPPER_LEFT
));
1568 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT)");
1572 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
1574 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1576 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
1578 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1583 device
->frag_pipe
->enable_extension((IWineD3DDevice
*)device
, TRUE
);
1585 TRACE("Created context %p.\n", ret
);
1590 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
1591 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
1592 HeapFree(GetProcessHeap(), 0, ret
->draw_buffers
);
1593 HeapFree(GetProcessHeap(), 0, ret
->blit_targets
);
1594 HeapFree(GetProcessHeap(), 0, ret
->pshader_const_dirty
);
1595 HeapFree(GetProcessHeap(), 0, ret
->vshader_const_dirty
);
1596 HeapFree(GetProcessHeap(), 0, ret
);
1600 /*****************************************************************************
1603 * Destroys a wined3d context
1606 * This: Device to activate the context for
1607 * context: Context to destroy
1609 *****************************************************************************/
1610 void context_destroy(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
)
1614 TRACE("Destroying ctx %p\n", context
);
1616 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
1618 context_destroy_gl_resources(context
);
1619 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1624 context
->destroyed
= 1;
1628 HeapFree(GetProcessHeap(), 0, context
->draw_buffers
);
1629 HeapFree(GetProcessHeap(), 0, context
->blit_targets
);
1630 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
1631 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
1632 device_context_remove(This
, context
);
1633 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
1636 /* GL locking is done by the caller */
1637 static inline void set_blit_dimension(UINT width
, UINT height
) {
1638 glMatrixMode(GL_PROJECTION
);
1639 checkGLcall("glMatrixMode(GL_PROJECTION)");
1641 checkGLcall("glLoadIdentity()");
1642 glOrtho(0, width
, height
, 0, 0.0, -1.0);
1643 checkGLcall("glOrtho");
1644 glViewport(0, 0, width
, height
);
1645 checkGLcall("glViewport");
1648 /*****************************************************************************
1651 * Sets up a context for DirectDraw blitting.
1652 * All texture units are disabled, texture unit 0 is set as current unit
1653 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1654 * color writing enabled for all channels
1655 * register combiners disabled, shaders disabled
1656 * world matrix is set to identity, texture matrix 0 too
1657 * projection matrix is setup for drawing screen coordinates
1660 * This: Device to activate the context for
1661 * context: Context to setup
1663 *****************************************************************************/
1664 /* Context activation is done by the caller. */
1665 static void SetupForBlit(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
)
1668 const struct StateEntry
*StateTable
= This
->StateTable
;
1669 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1670 UINT width
= context
->current_rt
->currentDesc
.Width
;
1671 UINT height
= context
->current_rt
->currentDesc
.Height
;
1674 TRACE("Setting up context %p for blitting\n", context
);
1675 if(context
->last_was_blit
) {
1676 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
1678 set_blit_dimension(width
, height
);
1680 context
->blit_w
= width
; context
->blit_h
= height
;
1681 /* No need to dirtify here, the states are still dirtified because they weren't
1682 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1686 TRACE("Context is already set up for blitting, nothing to do\n");
1689 context
->last_was_blit
= TRUE
;
1691 /* TODO: Use a display list */
1693 /* Disable shaders */
1695 This
->shader_backend
->shader_select(context
, FALSE
, FALSE
);
1698 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
1699 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
1701 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1702 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1703 * which can safely be called from here, we only lock once instead locking/unlocking
1704 * after each GL call.
1708 /* Disable all textures. The caller can then bind a texture it wants to blit
1711 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1712 * function texture unit. No need to care for higher samplers
1714 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
1716 sampler
= This
->rev_tex_unit_map
[i
];
1717 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1718 checkGLcall("glActiveTextureARB");
1720 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1722 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1723 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1725 glDisable(GL_TEXTURE_3D
);
1726 checkGLcall("glDisable GL_TEXTURE_3D");
1727 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1729 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1730 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1732 glDisable(GL_TEXTURE_2D
);
1733 checkGLcall("glDisable GL_TEXTURE_2D");
1735 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1736 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1738 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1740 if (sampler
< MAX_TEXTURES
) {
1741 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1743 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1746 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
1747 checkGLcall("glActiveTextureARB");
1749 sampler
= This
->rev_tex_unit_map
[0];
1751 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1753 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1754 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1756 glDisable(GL_TEXTURE_3D
);
1757 checkGLcall("glDisable GL_TEXTURE_3D");
1758 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1760 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1761 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1763 glDisable(GL_TEXTURE_2D
);
1764 checkGLcall("glDisable GL_TEXTURE_2D");
1766 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1768 glMatrixMode(GL_TEXTURE
);
1769 checkGLcall("glMatrixMode(GL_TEXTURE)");
1771 checkGLcall("glLoadIdentity()");
1773 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
1775 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1776 GL_TEXTURE_LOD_BIAS_EXT
,
1778 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1781 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1783 if (sampler
< MAX_TEXTURES
) {
1784 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
), StateTable
);
1785 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1787 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1790 /* Other misc states */
1791 glDisable(GL_ALPHA_TEST
);
1792 checkGLcall("glDisable(GL_ALPHA_TEST)");
1793 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
1794 glDisable(GL_LIGHTING
);
1795 checkGLcall("glDisable GL_LIGHTING");
1796 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
1797 glDisable(GL_DEPTH_TEST
);
1798 checkGLcall("glDisable GL_DEPTH_TEST");
1799 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
1800 glDisableWINE(GL_FOG
);
1801 checkGLcall("glDisable GL_FOG");
1802 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
1803 glDisable(GL_BLEND
);
1804 checkGLcall("glDisable GL_BLEND");
1805 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1806 glDisable(GL_CULL_FACE
);
1807 checkGLcall("glDisable GL_CULL_FACE");
1808 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
1809 glDisable(GL_STENCIL_TEST
);
1810 checkGLcall("glDisable GL_STENCIL_TEST");
1811 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
1812 glDisable(GL_SCISSOR_TEST
);
1813 checkGLcall("glDisable GL_SCISSOR_TEST");
1814 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1815 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1817 glDisable(GL_POINT_SPRITE_ARB
);
1818 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1819 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
1821 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1822 checkGLcall("glColorMask");
1823 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
), StateTable
);
1824 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1
), StateTable
);
1825 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2
), StateTable
);
1826 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3
), StateTable
);
1827 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
1829 glDisable(GL_COLOR_SUM_EXT
);
1830 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
1831 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1834 /* Setup transforms */
1835 glMatrixMode(GL_MODELVIEW
);
1836 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1838 checkGLcall("glLoadIdentity()");
1839 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
1841 context
->last_was_rhw
= TRUE
;
1842 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
1844 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1845 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1846 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1847 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1848 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1849 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1850 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1852 set_blit_dimension(width
, height
);
1856 context
->blit_w
= width
; context
->blit_h
= height
;
1857 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1858 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1861 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1864 /*****************************************************************************
1865 * findThreadContextForSwapChain
1867 * Searches a swapchain for all contexts and picks one for the thread tid.
1868 * If none can be found the swapchain is requested to create a new context
1870 *****************************************************************************/
1871 static struct wined3d_context
*findThreadContextForSwapChain(IWineD3DSwapChain
*swapchain
, DWORD tid
)
1875 for(i
= 0; i
< ((IWineD3DSwapChainImpl
*) swapchain
)->num_contexts
; i
++) {
1876 if(((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
]->tid
== tid
) {
1877 return ((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
];
1882 /* Create a new context for the thread */
1883 return swapchain_create_context_for_thread(swapchain
);
1886 /*****************************************************************************
1889 * Finds a context for the current render target and thread
1892 * target: Render target to find the context for
1893 * tid: Thread to activate the context for
1895 * Returns: The needed context
1897 *****************************************************************************/
1898 static struct wined3d_context
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
)
1900 struct wined3d_context
*current_context
= context_get_current();
1901 DWORD tid
= GetCurrentThreadId();
1902 struct wined3d_context
*context
;
1904 if (current_context
&& current_context
->destroyed
) current_context
= NULL
;
1909 && current_context
->current_rt
1910 && current_context
->swapchain
->device
== This
)
1912 target
= current_context
->current_rt
;
1916 IWineD3DSwapChainImpl
*swapchain
= (IWineD3DSwapChainImpl
*)This
->swapchains
[0];
1917 if (swapchain
->back_buffers
) target
= swapchain
->back_buffers
[0];
1918 else target
= swapchain
->front_buffer
;
1922 if (current_context
&& current_context
->current_rt
== target
)
1924 context_validate(current_context
);
1925 return current_context
;
1928 if (target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
1930 IWineD3DSwapChain
*swapchain
;
1932 TRACE("Rendering onscreen\n");
1934 swapchain
= (IWineD3DSwapChain
*)target
->container
.u
.swapchain
;
1935 context
= findThreadContextForSwapChain(swapchain
, tid
);
1939 TRACE("Rendering offscreen\n");
1941 /* Stay with the currently active context. */
1942 if (current_context
&& current_context
->swapchain
->device
== This
)
1944 context
= current_context
;
1948 /* This may happen if the app jumps straight into offscreen rendering
1949 * Start using the context of the primary swapchain. tid == 0 is no problem
1950 * for findThreadContextForSwapChain.
1952 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1953 * is perfect to call. */
1954 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1958 context_validate(context
);
1963 /* Context activation is done by the caller. */
1964 static void context_apply_draw_buffer(struct wined3d_context
*context
, BOOL blit
)
1966 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1967 IWineD3DSurfaceImpl
*rt
= context
->current_rt
;
1968 IWineD3DDeviceImpl
*device
;
1970 device
= rt
->resource
.device
;
1971 if (!surface_is_offscreen(rt
))
1974 glDrawBuffer(surface_get_gl_buffer(rt
));
1975 checkGLcall("glDrawBuffer()");
1981 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1987 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1989 if (device
->render_targets
[i
])
1990 context
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
1992 context
->draw_buffers
[i
] = GL_NONE
;
1995 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
1997 GL_EXTCALL(glDrawBuffersARB(gl_info
->limits
.buffers
, context
->draw_buffers
));
1998 checkGLcall("glDrawBuffers()");
2002 glDrawBuffer(context
->draw_buffers
[0]);
2003 checkGLcall("glDrawBuffer()");
2006 glDrawBuffer(GL_COLOR_ATTACHMENT0
);
2007 checkGLcall("glDrawBuffer()");
2012 glDrawBuffer(device
->offscreenBuffer
);
2013 checkGLcall("glDrawBuffer()");
2019 /* GL locking is done by the caller. */
2020 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
2022 glDrawBuffer(buffer
);
2023 checkGLcall("glDrawBuffer()");
2024 context
->draw_buffer_dirty
= TRUE
;
2027 static inline void context_set_render_offscreen(struct wined3d_context
*context
, const struct StateEntry
*StateTable
,
2030 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2032 if (context
->render_offscreen
== offscreen
) return;
2034 if (gl_info
->supported
[WINED3D_GL_VERSION_2_0
])
2036 /* Windows doesn't support to query the glPointParameteri function pointer, so use the
2037 * NV_POINT_SPRITE extension.
2039 if (glPointParameteri
)
2041 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, offscreen
? GL_LOWER_LEFT
: GL_UPPER_LEFT
);
2042 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
2044 else if (gl_info
->supported
[NV_POINT_SPRITE
])
2046 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN
, offscreen
? GL_LOWER_LEFT
: GL_UPPER_LEFT
));
2047 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
2051 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
2052 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
2053 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
2054 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
2055 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
2056 context
->render_offscreen
= offscreen
;
2059 static BOOL
match_depth_stencil_format(const struct wined3d_format_desc
*existing
,
2060 const struct wined3d_format_desc
*required
)
2062 short existing_depth
, existing_stencil
, required_depth
, required_stencil
;
2064 if(existing
== required
) return TRUE
;
2065 if((existing
->Flags
& WINED3DFMT_FLAG_FLOAT
) != (required
->Flags
& WINED3DFMT_FLAG_FLOAT
)) return FALSE
;
2067 getDepthStencilBits(existing
, &existing_depth
, &existing_stencil
);
2068 getDepthStencilBits(required
, &required_depth
, &required_stencil
);
2070 if(existing_depth
< required_depth
) return FALSE
;
2071 /* If stencil bits are used the exact amount is required - otherwise wrapping
2072 * won't work correctly */
2073 if(required_stencil
&& required_stencil
!= existing_stencil
) return FALSE
;
2076 /* The caller provides a context */
2077 static void context_validate_onscreen_formats(IWineD3DDeviceImpl
*device
,
2078 struct wined3d_context
*context
, IWineD3DSurfaceImpl
*depth_stencil
)
2080 /* Onscreen surfaces are always in a swapchain */
2081 IWineD3DSwapChainImpl
*swapchain
= context
->current_rt
->container
.u
.swapchain
;
2083 if (context
->render_offscreen
|| !depth_stencil
) return;
2084 if (match_depth_stencil_format(swapchain
->ds_format
, depth_stencil
->resource
.format_desc
)) return;
2086 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2087 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2089 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2091 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2092 surface_load_location(context
->current_rt
, SFLAG_INTEXTURE
, NULL
);
2093 swapchain
->render_to_fbo
= TRUE
;
2094 context_set_render_offscreen(context
, device
->StateTable
, TRUE
);
2097 /* Context activation is done by the caller. */
2098 void context_apply_blit_state(struct wined3d_context
*context
, IWineD3DDeviceImpl
*device
)
2100 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2102 context_validate_onscreen_formats(device
, context
, NULL
);
2104 if (context
->render_offscreen
)
2106 FIXME("Applying blit state for an offscreen target with ORM_FBO. This should be avoided.\n");
2107 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
2110 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, context
->current_rt
, NULL
, SFLAG_INTEXTURE
);
2116 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
2120 context
->draw_buffer_dirty
= TRUE
;
2123 if (context
->draw_buffer_dirty
)
2125 context_apply_draw_buffer(context
, TRUE
);
2126 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
2127 context
->draw_buffer_dirty
= FALSE
;
2130 SetupForBlit(device
, context
);
2133 /* Context activation is done by the caller. */
2134 void context_apply_clear_state(struct wined3d_context
*context
, IWineD3DDeviceImpl
*device
,
2135 UINT rt_count
, IWineD3DSurfaceImpl
**rts
, IWineD3DSurfaceImpl
*depth_stencil
)
2137 const struct StateEntry
*state_table
= device
->StateTable
;
2140 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2142 context_validate_onscreen_formats(device
, context
, depth_stencil
);
2146 if (surface_is_offscreen(rts
[0]))
2148 for (i
= 0; i
< rt_count
; ++i
)
2150 context
->blit_targets
[i
] = rts
[i
];
2152 while (i
< context
->gl_info
->limits
.buffers
)
2154 context
->blit_targets
[i
] = NULL
;
2157 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
, depth_stencil
, SFLAG_INTEXTURE
);
2161 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2167 if (!surface_is_offscreen(rts
[0]))
2170 context_set_draw_buffer(context
, surface_get_gl_buffer(rts
[0]));
2177 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2179 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2180 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
2182 if (i
< rt_count
&& rts
[i
])
2183 context
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
2185 context
->draw_buffers
[i
] = GL_NONE
;
2187 GL_EXTCALL(glDrawBuffersARB(gl_info
->limits
.buffers
, context
->draw_buffers
));
2188 checkGLcall("glDrawBuffers()");
2189 context
->draw_buffer_dirty
= TRUE
;
2193 glDrawBuffer(device
->offscreenBuffer
);
2194 checkGLcall("glDrawBuffer()");
2200 if (context
->last_was_blit
)
2202 device
->frag_pipe
->enable_extension((IWineD3DDevice
*)device
, TRUE
);
2205 /* Blending and clearing should be orthogonal, but tests on the nvidia
2206 * driver show that disabling blending when clearing improves the clearing
2207 * performance incredibly. */
2209 glDisable(GL_BLEND
);
2210 glEnable(GL_SCISSOR_TEST
);
2211 checkGLcall("glEnable GL_SCISSOR_TEST");
2214 context
->last_was_blit
= FALSE
;
2215 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), state_table
);
2216 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), state_table
);
2217 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, state_table
);
2220 /* Context activation is done by the caller. */
2221 void context_apply_draw_state(struct wined3d_context
*context
, IWineD3DDeviceImpl
*device
)
2223 const struct StateEntry
*state_table
= device
->StateTable
;
2226 /* Preload resources before FBO setup. Texture preload in particular may
2227 * result in changes to the current FBO, due to using e.g. FBO blits for
2228 * updating a resource location. */
2229 IWineD3DDeviceImpl_FindTexUnitMap(device
);
2230 device_preload_textures(device
);
2231 if (isStateDirty(context
, STATE_VDECL
))
2232 device_update_stream_info(device
, context
->gl_info
);
2234 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2236 context_validate_onscreen_formats(device
, context
, device
->depth_stencil
);
2238 if (!context
->render_offscreen
)
2241 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2247 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, device
->render_targets
,
2248 device
->depth_stencil
, SFLAG_INTEXTURE
);
2253 if (context
->draw_buffer_dirty
)
2255 context_apply_draw_buffer(context
, FALSE
);
2256 context
->draw_buffer_dirty
= FALSE
;
2259 if (context
->last_was_blit
)
2261 device
->frag_pipe
->enable_extension((IWineD3DDevice
*)device
, TRUE
);
2265 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
2267 DWORD rep
= context
->dirtyArray
[i
];
2268 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
2269 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
2270 context
->isStateDirty
[idx
] &= ~(1 << shift
);
2271 state_table
[rep
].apply(rep
, device
->stateBlock
, context
);
2274 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
2275 context
->last_was_blit
= FALSE
;
2278 static void context_setup_target(IWineD3DDeviceImpl
*device
,
2279 struct wined3d_context
*context
, IWineD3DSurfaceImpl
*target
)
2281 BOOL old_render_offscreen
= context
->render_offscreen
, render_offscreen
;
2282 const struct StateEntry
*StateTable
= device
->StateTable
;
2284 if (!target
) return;
2285 render_offscreen
= surface_is_offscreen(target
);
2286 if (context
->current_rt
== target
&& render_offscreen
== old_render_offscreen
) return;
2288 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2289 * the alpha blend state changes with different render target formats. */
2290 if (!context
->current_rt
)
2292 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
2296 const struct wined3d_format_desc
*old
= context
->current_rt
->resource
.format_desc
;
2297 const struct wined3d_format_desc
*new = target
->resource
.format_desc
;
2299 if (old
->id
!= new->id
)
2301 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2302 if ((old
->alpha_mask
&& !new->alpha_mask
) || (!old
->alpha_mask
&& new->alpha_mask
)
2303 || !(new->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
2305 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
2307 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2308 if ((old
->Flags
& WINED3DFMT_FLAG_SRGB_WRITE
) != (new->Flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
2310 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), StateTable
);
2314 /* When switching away from an offscreen render target, and we're not
2315 * using FBOs, we have to read the drawable into the texture. This is
2316 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2317 * are some things that need care though. PreLoad needs a GL context,
2318 * and FindContext is called before the context is activated. It also
2319 * has to be called with the old rendertarget active, otherwise a
2320 * wrong drawable is read. */
2321 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2322 && old_render_offscreen
&& context
->current_rt
!= target
)
2324 /* Read the back buffer of the old drawable into the destination texture. */
2325 if (context
->current_rt
->texture_name_srgb
)
2327 surface_internal_preload(context
->current_rt
, SRGB_BOTH
);
2331 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
2334 surface_modify_location(context
->current_rt
, SFLAG_INDRAWABLE
, FALSE
);
2338 context
->draw_buffer_dirty
= TRUE
;
2339 context
->current_rt
= target
;
2340 context_set_render_offscreen(context
, StateTable
, render_offscreen
);
2343 /*****************************************************************************
2346 * Finds a rendering context and drawable matching the device and render
2347 * target for the current thread, activates them and puts them into the
2351 * This: Device to activate the context for
2352 * target: Requested render target
2353 * usage: Prepares the context for blitting, drawing or other actions
2355 *****************************************************************************/
2356 struct wined3d_context
*context_acquire(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*target
)
2358 struct wined3d_context
*current_context
= context_get_current();
2359 struct wined3d_context
*context
;
2361 TRACE("device %p, target %p.\n", device
, target
);
2363 context
= FindContext(device
, target
);
2364 context_setup_target(device
, context
, target
);
2365 context_enter(context
);
2366 if (!context
->valid
) return context
;
2368 if (context
!= current_context
)
2370 if (!context_set_current(context
)) ERR("Failed to activate the new context.\n");
2371 else device
->frag_pipe
->enable_extension((IWineD3DDevice
*)device
, !context
->last_was_blit
);
2373 if (context
->vshader_const_dirty
)
2375 memset(context
->vshader_const_dirty
, 1,
2376 sizeof(*context
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
2377 device
->highest_dirty_vs_const
= device
->d3d_vshader_constantF
;
2379 if (context
->pshader_const_dirty
)
2381 memset(context
->pshader_const_dirty
, 1,
2382 sizeof(*context
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
2383 device
->highest_dirty_ps_const
= device
->d3d_pshader_constantF
;
2386 else if (context
->restore_ctx
)
2388 if (!pwglMakeCurrent(context
->hdc
, context
->glCtx
))
2390 DWORD err
= GetLastError();
2391 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2392 context
->hdc
, context
->glCtx
, err
);