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
)
117 IWineD3DBaseTextureImpl
*texture_impl
;
119 /* Update base texture states array */
120 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface
*)surface
,
121 &IID_IWineD3DBaseTexture
, (void **)&texture_impl
)))
123 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
124 BOOL update_minfilter
= FALSE
;
125 BOOL update_magfilter
= FALSE
;
127 if (texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_POINT
128 || texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MIPFILTER
] != WINED3DTEXF_NONE
)
130 texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
131 texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
132 update_minfilter
= TRUE
;
135 if (texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_POINT
)
137 texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
138 update_magfilter
= TRUE
;
141 if (texture_impl
->baseTexture
.bindCount
)
143 WARN("Render targets should not be bound to a sampler\n");
144 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_SAMPLER(texture_impl
->baseTexture
.sampler
));
147 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*)texture_impl
);
149 if (update_minfilter
|| update_magfilter
)
151 GLenum target
, bind_target
;
154 target
= surface
->texture_target
;
155 if (target
== GL_TEXTURE_2D
)
157 bind_target
= GL_TEXTURE_2D
;
158 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
160 else if (target
== GL_TEXTURE_RECTANGLE_ARB
)
162 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
163 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
167 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
168 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB
, &old_binding
);
171 glBindTexture(bind_target
, surface
->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()");
181 /* GL locking is done by the caller */
182 void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
183 GLenum fbo_target
, IWineD3DSurfaceImpl
*depth_stencil
, BOOL use_render_buffer
)
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
->resource
.format_desc
->Flags
;
193 if (use_render_buffer
&& depth_stencil
->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
->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
->current_renderbuffer
->id
);
206 checkGLcall("glFramebufferRenderbuffer()");
211 surface_prepare_texture(depth_stencil
, gl_info
, FALSE
);
212 context_apply_attachment_filter_states(depth_stencil
);
214 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
216 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
,
217 depth_stencil
->texture_target
, depth_stencil
->texture_name
,
218 depth_stencil
->texture_level
);
219 checkGLcall("glFramebufferTexture2D()");
222 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
224 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
,
225 depth_stencil
->texture_target
, depth_stencil
->texture_name
,
226 depth_stencil
->texture_level
);
227 checkGLcall("glFramebufferTexture2D()");
231 if (!(format_flags
& WINED3DFMT_FLAG_DEPTH
))
233 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
234 checkGLcall("glFramebufferTexture2D()");
237 if (!(format_flags
& WINED3DFMT_FLAG_STENCIL
))
239 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
240 checkGLcall("glFramebufferTexture2D()");
245 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
246 checkGLcall("glFramebufferTexture2D()");
248 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
249 checkGLcall("glFramebufferTexture2D()");
253 /* GL locking is done by the caller */
254 static void context_attach_surface_fbo(const struct wined3d_context
*context
,
255 GLenum fbo_target
, DWORD idx
, IWineD3DSurfaceImpl
*surface
)
257 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
259 TRACE("Attach surface %p to %u\n", surface
, idx
);
263 surface_prepare_texture(surface
, gl_info
, FALSE
);
264 context_apply_attachment_filter_states(surface
);
266 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, surface
->texture_target
,
267 surface
->texture_name
, surface
->texture_level
);
268 checkGLcall("glFramebufferTexture2D()");
272 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, GL_TEXTURE_2D
, 0, 0);
273 checkGLcall("glFramebufferTexture2D()");
277 /* GL locking is done by the caller */
278 static void context_check_fbo_status(struct wined3d_context
*context
, GLenum target
)
280 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
283 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
284 if (status
== GL_FRAMEBUFFER_COMPLETE
)
286 TRACE("FBO complete\n");
288 IWineD3DSurfaceImpl
*attachment
;
290 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
292 if (!context
->current_fbo
)
294 ERR("FBO 0 is incomplete, driver bug?\n");
298 /* Dump the FBO attachments */
299 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
301 attachment
= context
->current_fbo
->render_targets
[i
];
304 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
305 i
, attachment
, debug_d3dformat(attachment
->resource
.format_desc
->format
),
306 attachment
->pow2Width
, attachment
->pow2Height
);
309 attachment
= context
->current_fbo
->depth_stencil
;
312 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
313 attachment
, debug_d3dformat(attachment
->resource
.format_desc
->format
),
314 attachment
->pow2Width
, attachment
->pow2Height
);
319 static struct fbo_entry
*context_create_fbo_entry(struct wined3d_context
*context
,
320 IWineD3DSurfaceImpl
**render_targets
, IWineD3DSurfaceImpl
*depth_stencil
)
322 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
323 struct fbo_entry
*entry
;
325 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
326 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
327 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
328 entry
->depth_stencil
= depth_stencil
;
329 entry
->attached
= FALSE
;
335 /* GL locking is done by the caller */
336 static void context_reuse_fbo_entry(struct wined3d_context
*context
, GLenum target
,
337 IWineD3DSurfaceImpl
**render_targets
, IWineD3DSurfaceImpl
*depth_stencil
,
338 struct fbo_entry
*entry
)
340 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
342 context_bind_fbo(context
, target
, &entry
->id
);
343 context_clean_fbo_attachments(gl_info
, target
);
345 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
346 entry
->depth_stencil
= depth_stencil
;
347 entry
->attached
= FALSE
;
350 /* GL locking is done by the caller */
351 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
355 TRACE("Destroy FBO %d\n", entry
->id
);
356 context_destroy_fbo(context
, &entry
->id
);
358 --context
->fbo_entry_count
;
359 list_remove(&entry
->entry
);
360 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
361 HeapFree(GetProcessHeap(), 0, entry
);
365 /* GL locking is done by the caller */
366 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
, GLenum target
,
367 IWineD3DSurfaceImpl
**render_targets
, IWineD3DSurfaceImpl
*depth_stencil
)
369 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
370 struct fbo_entry
*entry
;
372 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
374 if (!memcmp(entry
->render_targets
,
375 render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
))
376 && entry
->depth_stencil
== depth_stencil
)
378 list_remove(&entry
->entry
);
379 list_add_head(&context
->fbo_list
, &entry
->entry
);
384 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
386 entry
= context_create_fbo_entry(context
, render_targets
, depth_stencil
);
387 list_add_head(&context
->fbo_list
, &entry
->entry
);
388 ++context
->fbo_entry_count
;
392 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
393 context_reuse_fbo_entry(context
, target
, render_targets
, depth_stencil
, entry
);
394 list_remove(&entry
->entry
);
395 list_add_head(&context
->fbo_list
, &entry
->entry
);
401 /* GL locking is done by the caller */
402 static void context_apply_fbo_entry(struct wined3d_context
*context
, GLenum target
, struct fbo_entry
*entry
)
404 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
407 context_bind_fbo(context
, target
, &entry
->id
);
409 if (!entry
->attached
)
411 /* Apply render targets */
412 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
414 context_attach_surface_fbo(context
, target
, i
, entry
->render_targets
[i
]);
417 /* Apply depth targets */
418 if (entry
->depth_stencil
)
420 surface_set_compatible_renderbuffer(entry
->depth_stencil
,
421 entry
->render_targets
[0]->pow2Width
, entry
->render_targets
[0]->pow2Height
);
423 context_attach_depth_stencil_fbo(context
, target
, entry
->depth_stencil
, TRUE
);
425 entry
->attached
= TRUE
;
429 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
431 if (entry
->render_targets
[i
])
432 context_apply_attachment_filter_states(entry
->render_targets
[i
]);
434 if (entry
->depth_stencil
)
435 context_apply_attachment_filter_states(entry
->depth_stencil
);
439 /* GL locking is done by the caller */
440 static void context_apply_fbo_state(struct wined3d_context
*context
, GLenum target
,
441 IWineD3DSurfaceImpl
**render_targets
, IWineD3DSurfaceImpl
*depth_stencil
)
443 struct fbo_entry
*entry
, *entry2
;
445 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
447 context_destroy_fbo_entry(context
, entry
);
450 if (context
->rebind_fbo
)
452 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
453 context
->rebind_fbo
= FALSE
;
458 context
->current_fbo
= context_find_fbo_entry(context
, target
, render_targets
, depth_stencil
);
459 context_apply_fbo_entry(context
, target
, context
->current_fbo
);
463 context
->current_fbo
= NULL
;
464 context_bind_fbo(context
, target
, NULL
);
467 context_check_fbo_status(context
, target
);
470 /* GL locking is done by the caller */
471 void context_apply_fbo_state_blit(struct wined3d_context
*context
, GLenum target
,
472 IWineD3DSurfaceImpl
*render_target
, IWineD3DSurfaceImpl
*depth_stencil
)
474 if (surface_is_offscreen(render_target
))
476 context
->blit_targets
[0] = render_target
;
477 context_apply_fbo_state(context
, target
, context
->blit_targets
, depth_stencil
);
481 context_apply_fbo_state(context
, target
, NULL
, NULL
);
485 /* Context activation is done by the caller. */
486 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
488 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
490 if (context
->free_occlusion_query_count
)
492 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
496 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
499 GL_EXTCALL(glGenQueriesARB(1, &query
->id
));
500 checkGLcall("glGenQueriesARB");
503 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
507 WARN("Occlusion queries not supported, not allocating query id.\n");
512 query
->context
= context
;
513 list_add_head(&context
->occlusion_queries
, &query
->entry
);
516 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
518 struct wined3d_context
*context
= query
->context
;
520 list_remove(&query
->entry
);
521 query
->context
= NULL
;
523 if (context
->free_occlusion_query_count
>= context
->free_occlusion_query_size
- 1)
525 UINT new_size
= context
->free_occlusion_query_size
<< 1;
526 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_occlusion_queries
,
527 new_size
* sizeof(*context
->free_occlusion_queries
));
531 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
535 context
->free_occlusion_query_size
= new_size
;
536 context
->free_occlusion_queries
= new_data
;
539 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
542 /* Context activation is done by the caller. */
543 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
)
545 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
547 if (context
->free_event_query_count
)
549 query
->object
= context
->free_event_queries
[--context
->free_event_query_count
];
553 if (gl_info
->supported
[ARB_SYNC
])
555 /* Using ARB_sync, not much to do here. */
556 query
->object
.sync
= NULL
;
557 TRACE("Allocated event query %p in context %p.\n", query
->object
.sync
, context
);
559 else if (gl_info
->supported
[APPLE_FENCE
])
562 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
563 checkGLcall("glGenFencesAPPLE");
566 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
568 else if(gl_info
->supported
[NV_FENCE
])
571 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
572 checkGLcall("glGenFencesNV");
575 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
579 WARN("Event queries not supported, not allocating query id.\n");
580 query
->object
.id
= 0;
584 query
->context
= context
;
585 list_add_head(&context
->event_queries
, &query
->entry
);
588 void context_free_event_query(struct wined3d_event_query
*query
)
590 struct wined3d_context
*context
= query
->context
;
592 list_remove(&query
->entry
);
593 query
->context
= NULL
;
595 if (context
->free_event_query_count
>= context
->free_event_query_size
- 1)
597 UINT new_size
= context
->free_event_query_size
<< 1;
598 union wined3d_gl_query_object
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_event_queries
,
599 new_size
* sizeof(*context
->free_event_queries
));
603 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
607 context
->free_event_query_size
= new_size
;
608 context
->free_event_queries
= new_data
;
611 context
->free_event_queries
[context
->free_event_query_count
++] = query
->object
;
614 void context_resource_released(IWineD3DDevice
*iface
, IWineD3DResource
*resource
, WINED3DRESOURCETYPE type
)
616 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
619 if (!This
->d3d_initialized
) return;
623 case WINED3DRTYPE_SURFACE
:
625 for (i
= 0; i
< This
->numContexts
; ++i
)
627 struct wined3d_context
*context
= This
->contexts
[i
];
628 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
629 struct fbo_entry
*entry
, *entry2
;
631 if (context
->current_rt
== (IWineD3DSurfaceImpl
*)resource
) context
->current_rt
= NULL
;
633 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
637 if (entry
->depth_stencil
== (IWineD3DSurfaceImpl
*)resource
)
639 list_remove(&entry
->entry
);
640 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
644 for (j
= 0; j
< gl_info
->limits
.buffers
; ++j
)
646 if (entry
->render_targets
[j
] == (IWineD3DSurfaceImpl
*)resource
)
648 list_remove(&entry
->entry
);
649 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
664 void context_surface_update(struct wined3d_context
*context
, IWineD3DSurfaceImpl
*surface
)
666 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
667 struct fbo_entry
*entry
= context
->current_fbo
;
670 if (!entry
|| context
->rebind_fbo
) return;
672 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
674 if (surface
== entry
->render_targets
[i
])
676 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface
, i
);
677 context
->rebind_fbo
= TRUE
;
682 if (surface
== entry
->depth_stencil
)
684 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface
);
685 context
->rebind_fbo
= TRUE
;
689 static BOOL
context_set_pixel_format(const struct wined3d_gl_info
*gl_info
, HDC dc
, int format
)
691 int current
= GetPixelFormat(dc
);
693 if (current
== format
) return TRUE
;
697 if (!SetPixelFormat(dc
, format
, NULL
))
699 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
700 format
, dc
, GetLastError());
706 /* By default WGL doesn't allow pixel format adjustments but we need it
707 * here. For this reason there's a Wine specific wglSetPixelFormat()
708 * which allows us to set the pixel format multiple times. Only use it
709 * when really needed. */
710 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
712 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
, NULL
)))
714 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
721 /* OpenGL doesn't allow pixel format adjustments. Print an error and
722 * continue using the old format. There's a big chance that the old
723 * format works although with a performance hit and perhaps rendering
725 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
726 format
, dc
, current
);
730 static void context_update_window(struct wined3d_context
*context
)
732 TRACE("Updating context %p window from %p to %p.\n",
733 context
, context
->win_handle
, context
->swapchain
->win_handle
);
737 if (!ReleaseDC(context
->win_handle
, context
->hdc
))
739 ERR("Failed to release device context %p, last error %#x.\n",
740 context
->hdc
, GetLastError());
743 else context
->valid
= 1;
745 context
->win_handle
= context
->swapchain
->win_handle
;
747 if (!(context
->hdc
= GetDC(context
->win_handle
)))
749 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
753 if (!context_set_pixel_format(context
->gl_info
, context
->hdc
, context
->pixel_format
))
755 ERR("Failed to set pixel format %d on device context %p.\n",
756 context
->pixel_format
, context
->hdc
);
760 if (!pwglMakeCurrent(context
->hdc
, context
->glCtx
))
762 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
763 context
->glCtx
, context
->hdc
, GetLastError());
773 static void context_validate(struct wined3d_context
*context
)
775 HWND wnd
= WindowFromDC(context
->hdc
);
777 if (wnd
!= context
->win_handle
)
779 WARN("DC %p belongs to window %p instead of %p.\n",
780 context
->hdc
, wnd
, context
->win_handle
);
784 if (context
->win_handle
!= context
->swapchain
->win_handle
)
785 context_update_window(context
);
788 static void context_destroy_gl_resources(struct wined3d_context
*context
)
790 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
791 struct wined3d_occlusion_query
*occlusion_query
;
792 struct wined3d_event_query
*event_query
;
793 struct fbo_entry
*entry
, *entry2
;
798 restore_ctx
= pwglGetCurrentContext();
799 restore_dc
= pwglGetCurrentDC();
801 context_validate(context
);
802 if (context
->valid
&& restore_ctx
!= context
->glCtx
) pwglMakeCurrent(context
->hdc
, context
->glCtx
);
803 else restore_ctx
= NULL
;
807 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
809 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
810 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query
->id
));
811 occlusion_query
->context
= NULL
;
814 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
818 if (gl_info
->supported
[ARB_SYNC
])
820 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
822 else if (gl_info
->supported
[APPLE_FENCE
]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->object
.id
));
823 else if (gl_info
->supported
[NV_FENCE
]) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->object
.id
));
825 event_query
->context
= NULL
;
828 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
830 if (!context
->valid
) entry
->id
= 0;
831 context_destroy_fbo_entry(context
, entry
);
834 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
836 if (!context
->valid
) entry
->id
= 0;
837 context_destroy_fbo_entry(context
, entry
);
842 if (context
->dst_fbo
)
844 TRACE("Destroy dst FBO %d\n", context
->dst_fbo
);
845 context_destroy_fbo(context
, &context
->dst_fbo
);
847 if (context
->dummy_arbfp_prog
)
849 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
852 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
853 GL_EXTCALL(glDeleteQueriesARB(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
855 if (gl_info
->supported
[ARB_SYNC
])
857 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
859 else if (gl_info
->supported
[APPLE_FENCE
])
861 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
863 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_event_queries
[i
].id
));
866 else if (gl_info
->supported
[NV_FENCE
])
868 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
870 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_event_queries
[i
].id
));
874 checkGLcall("context cleanup");
879 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
880 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
884 if (!pwglMakeCurrent(restore_dc
, restore_ctx
))
886 DWORD err
= GetLastError();
887 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
888 restore_ctx
, restore_dc
, err
);
891 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL
, NULL
))
893 ERR("Failed to disable GL context.\n");
896 ReleaseDC(context
->win_handle
, context
->hdc
);
898 if (!pwglDeleteContext(context
->glCtx
))
900 DWORD err
= GetLastError();
901 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
905 DWORD
context_get_tls_idx(void)
907 return wined3d_context_tls_idx
;
910 void context_set_tls_idx(DWORD idx
)
912 wined3d_context_tls_idx
= idx
;
915 struct wined3d_context
*context_get_current(void)
917 return TlsGetValue(wined3d_context_tls_idx
);
920 BOOL
context_set_current(struct wined3d_context
*ctx
)
922 struct wined3d_context
*old
= context_get_current();
926 TRACE("Already using D3D context %p.\n", ctx
);
934 TRACE("Switching away from destroyed context %p.\n", old
);
935 context_destroy_gl_resources(old
);
936 HeapFree(GetProcessHeap(), 0, old
);
946 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
947 if (!pwglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
949 DWORD err
= GetLastError();
950 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
951 ctx
->glCtx
, ctx
->hdc
, err
);
952 TlsSetValue(wined3d_context_tls_idx
, NULL
);
957 else if(pwglGetCurrentContext())
959 TRACE("Clearing current D3D context.\n");
960 if (!pwglMakeCurrent(NULL
, NULL
))
962 DWORD err
= GetLastError();
963 ERR("Failed to clear current GL context, last error %#x.\n", err
);
964 TlsSetValue(wined3d_context_tls_idx
, NULL
);
969 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
972 void context_release(struct wined3d_context
*context
)
974 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
979 WARN("Context %p is not active.\n", context
);
980 else if (context
!= context_get_current())
981 WARN("Context %p is not the current context.\n", context
);
984 if (!--context
->level
&& context
->restore_ctx
)
986 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
987 if (!pwglMakeCurrent(context
->restore_dc
, context
->restore_ctx
))
989 DWORD err
= GetLastError();
990 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
991 context
->restore_ctx
, context
->restore_dc
, err
);
993 context
->restore_ctx
= NULL
;
994 context
->restore_dc
= NULL
;
998 static void context_enter(struct wined3d_context
*context
)
1000 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
1002 if (!context
->level
++)
1004 const struct wined3d_context
*current_context
= context_get_current();
1005 HGLRC current_gl
= pwglGetCurrentContext();
1007 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
1009 TRACE("Another GL context (%p on device context %p) is already current.\n",
1010 current_gl
, pwglGetCurrentDC());
1011 context
->restore_ctx
= current_gl
;
1012 context
->restore_dc
= pwglGetCurrentDC();
1017 /*****************************************************************************
1018 * Context_MarkStateDirty
1020 * Marks a state in a context dirty. Only one context, opposed to
1021 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1025 * context: Context to mark the state dirty in
1026 * state: State to mark dirty
1027 * StateTable: Pointer to the state table in use(for state grouping)
1029 *****************************************************************************/
1030 static void Context_MarkStateDirty(struct wined3d_context
*context
, DWORD state
, const struct StateEntry
*StateTable
)
1032 DWORD rep
= StateTable
[state
].representative
;
1036 if (isStateDirty(context
, rep
)) return;
1038 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1039 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1040 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1041 context
->isStateDirty
[idx
] |= (1 << shift
);
1044 /* This function takes care of WineD3D pixel format selection. */
1045 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
,
1046 const struct wined3d_format_desc
*color_format_desc
, const struct wined3d_format_desc
*ds_format_desc
,
1047 BOOL auxBuffers
, int numSamples
, BOOL findCompatible
)
1050 unsigned int matchtry
;
1051 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
1052 short depthBits
=0, stencilBits
=0;
1059 /* First, try without alpha match buffers. MacOS supports aux buffers only
1060 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1061 * Then try without aux buffers - this is the most common cause for not
1062 * finding a pixel format. Also some drivers(the open source ones)
1063 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1064 * match, then try without an exact alpha and color match.
1066 { TRUE
, TRUE
, TRUE
},
1067 { TRUE
, FALSE
, TRUE
},
1068 { FALSE
, TRUE
, TRUE
},
1069 { FALSE
, FALSE
, TRUE
},
1070 { TRUE
, FALSE
, FALSE
},
1071 { FALSE
, FALSE
, FALSE
},
1075 int nCfgs
= This
->adapter
->nCfgs
;
1077 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1078 debug_d3dformat(color_format_desc
->format
), debug_d3dformat(ds_format_desc
->format
),
1079 auxBuffers
, numSamples
, findCompatible
);
1081 if (!getColorBits(color_format_desc
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
1083 ERR("Unable to get color bits for format %s (%#x)!\n",
1084 debug_d3dformat(color_format_desc
->format
), color_format_desc
->format
);
1088 getDepthStencilBits(ds_format_desc
, &depthBits
, &stencilBits
);
1090 for(matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(matches
[0])) && !iPixelFormat
; matchtry
++) {
1091 for(i
=0; i
<nCfgs
; i
++) {
1092 BOOL exactDepthMatch
= TRUE
;
1093 WineD3D_PixelFormat
*cfg
= &This
->adapter
->cfgs
[i
];
1095 /* For now only accept RGBA formats. Perhaps some day we will
1096 * allow floating point formats for pbuffers. */
1097 if(cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1100 /* In window mode we need a window drawable format and double buffering. */
1101 if(!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1104 /* We like to have aux buffers in backbuffer mode */
1105 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
1108 if(matches
[matchtry
].exact_color
) {
1109 if(cfg
->redSize
!= redBits
)
1111 if(cfg
->greenSize
!= greenBits
)
1113 if(cfg
->blueSize
!= blueBits
)
1116 if(cfg
->redSize
< redBits
)
1118 if(cfg
->greenSize
< greenBits
)
1120 if(cfg
->blueSize
< blueBits
)
1123 if(matches
[matchtry
].exact_alpha
) {
1124 if(cfg
->alphaSize
!= alphaBits
)
1127 if(cfg
->alphaSize
< alphaBits
)
1131 /* We try to locate a format which matches our requirements exactly. In case of
1132 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1133 if(cfg
->depthSize
< depthBits
)
1135 else if(cfg
->depthSize
> depthBits
)
1136 exactDepthMatch
= FALSE
;
1138 /* In all cases make sure the number of stencil bits matches our requirements
1139 * even when we don't need stencil because it could affect performance EXCEPT
1140 * on cards which don't offer depth formats without stencil like the i915 drivers
1142 if(stencilBits
!= cfg
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
1145 /* Check multisampling support */
1146 if(cfg
->numSamples
!= numSamples
)
1149 /* When we have passed all the checks then we have found a format which matches our
1150 * requirements. Note that we only check for a limit number of capabilities right now,
1151 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1152 * can still differ in things like multisampling, stereo, SRGB and other flags.
1155 /* Exit the loop as we have found a format :) */
1156 if(exactDepthMatch
) {
1157 iPixelFormat
= cfg
->iPixelFormat
;
1159 } else if(!iPixelFormat
) {
1160 /* In the end we might end up with a format which doesn't exactly match our depth
1161 * requirements. Accept the first format we found because formats with higher iPixelFormat
1162 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1163 iPixelFormat
= cfg
->iPixelFormat
;
1168 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1169 if(!iPixelFormat
&& !findCompatible
) {
1170 ERR("Can't find a suitable iPixelFormat\n");
1172 } else if(!iPixelFormat
) {
1173 PIXELFORMATDESCRIPTOR pfd
;
1175 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1176 /* PixelFormat selection */
1177 ZeroMemory(&pfd
, sizeof(pfd
));
1178 pfd
.nSize
= sizeof(pfd
);
1180 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1181 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1182 pfd
.cAlphaBits
= alphaBits
;
1183 pfd
.cColorBits
= colorBits
;
1184 pfd
.cDepthBits
= depthBits
;
1185 pfd
.cStencilBits
= stencilBits
;
1186 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1188 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
1190 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1191 ERR("Can't find a suitable iPixelFormat\n");
1196 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1197 iPixelFormat
, debug_d3dformat(color_format_desc
->format
), debug_d3dformat(ds_format_desc
->format
));
1198 return iPixelFormat
;
1201 /*****************************************************************************
1204 * Creates a new context.
1207 * This: Device to activate the context for
1208 * target: Surface this context will render to
1209 * win_handle: handle to the window which we are drawing to
1210 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1212 *****************************************************************************/
1213 struct wined3d_context
*context_create(IWineD3DSwapChainImpl
*swapchain
, IWineD3DSurfaceImpl
*target
,
1214 const struct wined3d_format_desc
*ds_format_desc
)
1216 IWineD3DDeviceImpl
*device
= swapchain
->device
;
1217 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1218 const struct wined3d_format_desc
*color_format_desc
;
1219 struct wined3d_context
*ret
;
1220 PIXELFORMATDESCRIPTOR pfd
;
1221 BOOL auxBuffers
= FALSE
;
1229 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1231 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1234 ERR("Failed to allocate context memory.\n");
1238 if (!(hdc
= GetDC(swapchain
->win_handle
)))
1240 ERR("Failed to retrieve a device context.\n");
1244 color_format_desc
= target
->resource
.format_desc
;
1246 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1247 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1248 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1252 if (color_format_desc
->format
== WINED3DFMT_B4G4R4X4_UNORM
)
1253 color_format_desc
= getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM
, gl_info
);
1254 else if (color_format_desc
->format
== WINED3DFMT_B8G8R8X8_UNORM
)
1255 color_format_desc
= getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM
, gl_info
);
1258 /* DirectDraw supports 8bit paletted render targets and these are used by
1259 * old games like Starcraft and C&C. Most modern hardware doesn't support
1260 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1261 * conversion (ab)uses the alpha component for storing the palette index.
1262 * For this reason we require a format with 8bit alpha, so request
1264 if (color_format_desc
->format
== WINED3DFMT_P8_UINT
)
1265 color_format_desc
= getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM
, gl_info
);
1267 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1268 if (swapchain
->presentParms
.MultiSampleType
&& (swapchain
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_DISCARD
))
1270 if (!gl_info
->supported
[ARB_MULTISAMPLE
])
1271 WARN("The application is requesting multisampling without support.\n");
1274 TRACE("Requesting multisample type %#x.\n", swapchain
->presentParms
.MultiSampleType
);
1275 numSamples
= swapchain
->presentParms
.MultiSampleType
;
1279 /* Try to find a pixel format which matches our requirements. */
1280 pixel_format
= WineD3D_ChoosePixelFormat(device
, hdc
, color_format_desc
, ds_format_desc
,
1281 auxBuffers
, numSamples
, FALSE
/* findCompatible */);
1283 /* Try to locate a compatible format if we weren't able to find anything. */
1286 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1287 pixel_format
= WineD3D_ChoosePixelFormat(device
, hdc
, color_format_desc
, ds_format_desc
,
1288 auxBuffers
, 0 /* numSamples */, TRUE
/* findCompatible */);
1291 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1294 ERR("Can't find a suitable pixel format.\n");
1298 DescribePixelFormat(hdc
, pixel_format
, sizeof(pfd
), &pfd
);
1299 if (!context_set_pixel_format(gl_info
, hdc
, pixel_format
))
1301 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format
, hdc
);
1305 ctx
= pwglCreateContext(hdc
);
1306 if (device
->numContexts
)
1308 if (!pwglShareLists(device
->contexts
[0]->glCtx
, ctx
))
1310 DWORD err
= GetLastError();
1311 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1312 device
->contexts
[0]->glCtx
, ctx
, err
);
1317 ERR("Failed to create a WGL context\n");
1321 if (!device_context_add(device
, ret
))
1323 ERR("Failed to add the newly created context to the context list\n");
1324 if (!pwglDeleteContext(ctx
))
1326 DWORD err
= GetLastError();
1327 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, err
);
1332 ret
->gl_info
= gl_info
;
1334 /* Mark all states dirty to force a proper initialization of the states
1335 * on the first use of the context. */
1336 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
1338 if (device
->StateTable
[state
].representative
)
1339 Context_MarkStateDirty(ret
, state
, device
->StateTable
);
1342 ret
->swapchain
= swapchain
;
1343 ret
->current_rt
= target
;
1344 ret
->tid
= GetCurrentThreadId();
1346 ret
->render_offscreen
= surface_is_offscreen(target
);
1347 ret
->draw_buffer_dirty
= TRUE
;
1351 ret
->win_handle
= swapchain
->win_handle
;
1353 ret
->pixel_format
= pixel_format
;
1355 if (device
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*)device
))
1357 /* Create the dirty constants array and initialize them to dirty */
1358 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1359 sizeof(*ret
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
1360 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1361 sizeof(*ret
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
1362 memset(ret
->vshader_const_dirty
, 1,
1363 sizeof(*ret
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
1364 memset(ret
->pshader_const_dirty
, 1,
1365 sizeof(*ret
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
1368 ret
->blit_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1369 gl_info
->limits
.buffers
* sizeof(*ret
->blit_targets
));
1370 if (!ret
->blit_targets
) goto out
;
1372 ret
->free_occlusion_query_size
= 4;
1373 ret
->free_occlusion_queries
= HeapAlloc(GetProcessHeap(), 0,
1374 ret
->free_occlusion_query_size
* sizeof(*ret
->free_occlusion_queries
));
1375 if (!ret
->free_occlusion_queries
) goto out
;
1377 list_init(&ret
->occlusion_queries
);
1379 ret
->free_event_query_size
= 4;
1380 ret
->free_event_queries
= HeapAlloc(GetProcessHeap(), 0,
1381 ret
->free_event_query_size
* sizeof(*ret
->free_event_queries
));
1382 if (!ret
->free_event_queries
) goto out
;
1384 list_init(&ret
->event_queries
);
1386 TRACE("Successfully created new context %p\n", ret
);
1388 list_init(&ret
->fbo_list
);
1389 list_init(&ret
->fbo_destroy_list
);
1393 /* Set up the context defaults */
1394 if (!context_set_current(ret
))
1396 ERR("Cannot activate context to set up defaults\n");
1397 context_release(ret
);
1403 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1405 TRACE("Setting up the screen\n");
1406 /* Clear the screen */
1407 glClearColor(1.0f
, 0.0f
, 0.0f
, 0.0f
);
1408 checkGLcall("glClearColor");
1411 glClearStencil(0xffff);
1413 checkGLcall("glClear");
1415 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1416 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1418 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1419 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1421 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1422 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1424 glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
1425 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1426 glPixelStorei(GL_UNPACK_ALIGNMENT
, device
->surface_alignment
);
1427 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1429 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1431 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1432 * and textures in DIB sections(due to the memory protection).
1434 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1435 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1437 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
1439 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1440 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1441 * GL_VERTEX_BLEND_ARB isn't enabled too
1443 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1444 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1446 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
1448 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1449 * the previous texture where to source the offset from is always unit - 1.
1451 for (s
= 1; s
< gl_info
->limits
.textures
; ++s
)
1453 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1454 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1455 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1458 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
1460 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1461 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1462 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1463 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1466 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1467 * program and the dummy program is destroyed when the context is destroyed.
1469 const char *dummy_program
=
1471 "MOV result.color, fragment.color.primary;\n"
1473 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1474 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1475 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1478 for (s
= 0; s
< gl_info
->limits
.point_sprite_units
; ++s
)
1480 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1481 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1482 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1485 if (gl_info
->supported
[WINED3D_GL_VERSION_2_0
])
1487 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, GL_UPPER_LEFT
);
1488 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT)");
1491 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
1493 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1495 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
1497 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1502 device
->frag_pipe
->enable_extension((IWineD3DDevice
*)device
, TRUE
);
1504 TRACE("Created context %p.\n", ret
);
1509 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
1510 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
1511 HeapFree(GetProcessHeap(), 0, ret
->blit_targets
);
1512 HeapFree(GetProcessHeap(), 0, ret
->pshader_const_dirty
);
1513 HeapFree(GetProcessHeap(), 0, ret
->vshader_const_dirty
);
1514 HeapFree(GetProcessHeap(), 0, ret
);
1518 /*****************************************************************************
1521 * Destroys a wined3d context
1524 * This: Device to activate the context for
1525 * context: Context to destroy
1527 *****************************************************************************/
1528 void context_destroy(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
)
1532 TRACE("Destroying ctx %p\n", context
);
1534 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
1536 context_destroy_gl_resources(context
);
1537 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1542 context
->destroyed
= 1;
1546 HeapFree(GetProcessHeap(), 0, context
->blit_targets
);
1547 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
1548 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
1549 device_context_remove(This
, context
);
1550 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
1553 /* GL locking is done by the caller */
1554 static inline void set_blit_dimension(UINT width
, UINT height
) {
1555 glMatrixMode(GL_PROJECTION
);
1556 checkGLcall("glMatrixMode(GL_PROJECTION)");
1558 checkGLcall("glLoadIdentity()");
1559 glOrtho(0, width
, height
, 0, 0.0, -1.0);
1560 checkGLcall("glOrtho");
1561 glViewport(0, 0, width
, height
);
1562 checkGLcall("glViewport");
1565 /*****************************************************************************
1568 * Sets up a context for DirectDraw blitting.
1569 * All texture units are disabled, texture unit 0 is set as current unit
1570 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1571 * color writing enabled for all channels
1572 * register combiners disabled, shaders disabled
1573 * world matrix is set to identity, texture matrix 0 too
1574 * projection matrix is setup for drawing screen coordinates
1577 * This: Device to activate the context for
1578 * context: Context to setup
1580 *****************************************************************************/
1581 /* Context activation is done by the caller. */
1582 static void SetupForBlit(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
)
1585 const struct StateEntry
*StateTable
= This
->StateTable
;
1586 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1587 UINT width
= context
->current_rt
->currentDesc
.Width
;
1588 UINT height
= context
->current_rt
->currentDesc
.Height
;
1591 TRACE("Setting up context %p for blitting\n", context
);
1592 if(context
->last_was_blit
) {
1593 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
1595 set_blit_dimension(width
, height
);
1597 context
->blit_w
= width
; context
->blit_h
= height
;
1598 /* No need to dirtify here, the states are still dirtified because they weren't
1599 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1603 TRACE("Context is already set up for blitting, nothing to do\n");
1606 context
->last_was_blit
= TRUE
;
1608 /* TODO: Use a display list */
1610 /* Disable shaders */
1612 This
->shader_backend
->shader_select(context
, FALSE
, FALSE
);
1615 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
1616 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
1618 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1619 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1620 * which can safely be called from here, we only lock once instead locking/unlocking
1621 * after each GL call.
1625 /* Disable all textures. The caller can then bind a texture it wants to blit
1628 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1629 * function texture unit. No need to care for higher samplers
1631 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
1633 sampler
= This
->rev_tex_unit_map
[i
];
1634 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1635 checkGLcall("glActiveTextureARB");
1637 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1639 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1640 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1642 glDisable(GL_TEXTURE_3D
);
1643 checkGLcall("glDisable GL_TEXTURE_3D");
1644 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1646 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1647 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1649 glDisable(GL_TEXTURE_2D
);
1650 checkGLcall("glDisable GL_TEXTURE_2D");
1652 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1653 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1655 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1657 if (sampler
< MAX_TEXTURES
) {
1658 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1660 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1663 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
1664 checkGLcall("glActiveTextureARB");
1666 sampler
= This
->rev_tex_unit_map
[0];
1668 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1670 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1671 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1673 glDisable(GL_TEXTURE_3D
);
1674 checkGLcall("glDisable GL_TEXTURE_3D");
1675 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1677 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1678 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1680 glDisable(GL_TEXTURE_2D
);
1681 checkGLcall("glDisable GL_TEXTURE_2D");
1683 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1685 glMatrixMode(GL_TEXTURE
);
1686 checkGLcall("glMatrixMode(GL_TEXTURE)");
1688 checkGLcall("glLoadIdentity()");
1690 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
1692 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1693 GL_TEXTURE_LOD_BIAS_EXT
,
1695 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1698 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1700 if (sampler
< MAX_TEXTURES
) {
1701 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
), StateTable
);
1702 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1704 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1707 /* Other misc states */
1708 glDisable(GL_ALPHA_TEST
);
1709 checkGLcall("glDisable(GL_ALPHA_TEST)");
1710 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
1711 glDisable(GL_LIGHTING
);
1712 checkGLcall("glDisable GL_LIGHTING");
1713 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
1714 glDisable(GL_DEPTH_TEST
);
1715 checkGLcall("glDisable GL_DEPTH_TEST");
1716 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
1717 glDisableWINE(GL_FOG
);
1718 checkGLcall("glDisable GL_FOG");
1719 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
1720 glDisable(GL_BLEND
);
1721 checkGLcall("glDisable GL_BLEND");
1722 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1723 glDisable(GL_CULL_FACE
);
1724 checkGLcall("glDisable GL_CULL_FACE");
1725 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
1726 glDisable(GL_STENCIL_TEST
);
1727 checkGLcall("glDisable GL_STENCIL_TEST");
1728 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
1729 glDisable(GL_SCISSOR_TEST
);
1730 checkGLcall("glDisable GL_SCISSOR_TEST");
1731 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1732 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1734 glDisable(GL_POINT_SPRITE_ARB
);
1735 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1736 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
1738 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1739 checkGLcall("glColorMask");
1740 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
), StateTable
);
1741 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1
), StateTable
);
1742 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2
), StateTable
);
1743 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3
), StateTable
);
1744 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
1746 glDisable(GL_COLOR_SUM_EXT
);
1747 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
1748 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1751 /* Setup transforms */
1752 glMatrixMode(GL_MODELVIEW
);
1753 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1755 checkGLcall("glLoadIdentity()");
1756 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
1758 context
->last_was_rhw
= TRUE
;
1759 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
1761 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1762 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1763 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1764 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1765 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1766 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1767 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1769 set_blit_dimension(width
, height
);
1773 context
->blit_w
= width
; context
->blit_h
= height
;
1774 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1775 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1778 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1781 /*****************************************************************************
1782 * findThreadContextForSwapChain
1784 * Searches a swapchain for all contexts and picks one for the thread tid.
1785 * If none can be found the swapchain is requested to create a new context
1787 *****************************************************************************/
1788 static struct wined3d_context
*findThreadContextForSwapChain(IWineD3DSwapChain
*swapchain
, DWORD tid
)
1792 for(i
= 0; i
< ((IWineD3DSwapChainImpl
*) swapchain
)->num_contexts
; i
++) {
1793 if(((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
]->tid
== tid
) {
1794 return ((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
];
1799 /* Create a new context for the thread */
1800 return swapchain_create_context_for_thread(swapchain
);
1803 /*****************************************************************************
1806 * Finds a context for the current render target and thread
1809 * target: Render target to find the context for
1810 * tid: Thread to activate the context for
1812 * Returns: The needed context
1814 *****************************************************************************/
1815 static struct wined3d_context
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
)
1817 IWineD3DSwapChain
*swapchain
= NULL
;
1818 struct wined3d_context
*current_context
= context_get_current();
1819 DWORD tid
= GetCurrentThreadId();
1820 struct wined3d_context
*context
;
1822 if (current_context
&& current_context
->destroyed
) current_context
= NULL
;
1827 && current_context
->current_rt
1828 && current_context
->swapchain
->device
== This
)
1830 target
= current_context
->current_rt
;
1834 IWineD3DSwapChainImpl
*swapchain
= (IWineD3DSwapChainImpl
*)This
->swapchains
[0];
1835 if (swapchain
->back_buffers
) target
= swapchain
->back_buffers
[0];
1836 else target
= swapchain
->front_buffer
;
1840 if (current_context
&& current_context
->current_rt
== target
)
1842 context_validate(current_context
);
1843 return current_context
;
1846 if (target
->Flags
& SFLAG_SWAPCHAIN
)
1848 TRACE("Rendering onscreen\n");
1850 swapchain
= (IWineD3DSwapChain
*)target
->container
;
1851 context
= findThreadContextForSwapChain(swapchain
, tid
);
1855 TRACE("Rendering offscreen\n");
1857 /* Stay with the currently active context. */
1858 if (current_context
&& current_context
->swapchain
->device
== This
)
1860 context
= current_context
;
1864 /* This may happen if the app jumps straight into offscreen rendering
1865 * Start using the context of the primary swapchain. tid == 0 is no problem
1866 * for findThreadContextForSwapChain.
1868 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1869 * is perfect to call. */
1870 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1874 context_validate(context
);
1879 /* Context activation is done by the caller. */
1880 static void context_apply_draw_buffer(struct wined3d_context
*context
, BOOL blit
)
1882 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1883 IWineD3DSurfaceImpl
*rt
= context
->current_rt
;
1884 IWineD3DDeviceImpl
*device
;
1886 device
= rt
->resource
.device
;
1887 if (!surface_is_offscreen(rt
))
1890 glDrawBuffer(surface_get_gl_buffer(rt
));
1891 checkGLcall("glDrawBuffers()");
1897 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1903 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1905 if (device
->render_targets
[i
])
1906 device
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
1908 device
->draw_buffers
[i
] = GL_NONE
;
1911 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
1913 GL_EXTCALL(glDrawBuffersARB(gl_info
->limits
.buffers
, device
->draw_buffers
));
1914 checkGLcall("glDrawBuffers()");
1918 glDrawBuffer(device
->draw_buffers
[0]);
1919 checkGLcall("glDrawBuffer()");
1922 glDrawBuffer(GL_COLOR_ATTACHMENT0
);
1923 checkGLcall("glDrawBuffer()");
1928 glDrawBuffer(device
->offscreenBuffer
);
1929 checkGLcall("glDrawBuffer()");
1935 /* GL locking is done by the caller. */
1936 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
1938 glDrawBuffer(buffer
);
1939 checkGLcall("glDrawBuffer()");
1940 context
->draw_buffer_dirty
= TRUE
;
1943 static inline void context_set_render_offscreen(struct wined3d_context
*context
, const struct StateEntry
*StateTable
,
1946 if (context
->render_offscreen
== offscreen
) return;
1948 if (context
->gl_info
->supported
[WINED3D_GL_VERSION_2_0
])
1950 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, offscreen
? GL_LOWER_LEFT
: GL_UPPER_LEFT
);
1951 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
1954 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1955 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
1956 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1957 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1958 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1959 context
->render_offscreen
= offscreen
;
1962 static BOOL
match_depth_stencil_format(const struct wined3d_format_desc
*existing
,
1963 const struct wined3d_format_desc
*required
)
1965 short existing_depth
, existing_stencil
, required_depth
, required_stencil
;
1967 if(existing
== required
) return TRUE
;
1968 if((existing
->Flags
& WINED3DFMT_FLAG_FLOAT
) != (required
->Flags
& WINED3DFMT_FLAG_FLOAT
)) return FALSE
;
1970 getDepthStencilBits(existing
, &existing_depth
, &existing_stencil
);
1971 getDepthStencilBits(required
, &required_depth
, &required_stencil
);
1973 if(existing_depth
< required_depth
) return FALSE
;
1974 /* If stencil bits are used the exact amount is required - otherwise wrapping
1975 * won't work correctly */
1976 if(required_stencil
&& required_stencil
!= existing_stencil
) return FALSE
;
1979 /* The caller provides a context */
1980 static void context_validate_onscreen_formats(IWineD3DDeviceImpl
*device
,
1981 struct wined3d_context
*context
, IWineD3DSurfaceImpl
*depth_stencil
)
1983 /* Onscreen surfaces are always in a swapchain */
1984 IWineD3DSwapChainImpl
*swapchain
= (IWineD3DSwapChainImpl
*)context
->current_rt
->container
;
1986 if (context
->render_offscreen
|| !depth_stencil
) return;
1987 if (match_depth_stencil_format(swapchain
->ds_format
, depth_stencil
->resource
.format_desc
)) return;
1989 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
1990 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
1992 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
1994 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
1995 IWineD3DSurface_LoadLocation((IWineD3DSurface
*)context
->current_rt
, SFLAG_INTEXTURE
, NULL
);
1996 swapchain
->render_to_fbo
= TRUE
;
1997 context_set_render_offscreen(context
, device
->StateTable
, TRUE
);
2000 /* Context activation is done by the caller. */
2001 void context_apply_blit_state(struct wined3d_context
*context
, IWineD3DDeviceImpl
*device
)
2003 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2005 context_validate_onscreen_formats(device
, context
, NULL
);
2007 if (context
->render_offscreen
)
2009 FIXME("Applying blit state for an offscreen target with ORM_FBO. This should be avoided.\n");
2010 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
2013 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, context
->current_rt
, NULL
);
2019 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
2023 context
->draw_buffer_dirty
= TRUE
;
2026 if (context
->draw_buffer_dirty
)
2028 context_apply_draw_buffer(context
, TRUE
);
2029 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
2030 context
->draw_buffer_dirty
= FALSE
;
2033 SetupForBlit(device
, context
);
2036 /* Context activation is done by the caller. */
2037 void context_apply_clear_state(struct wined3d_context
*context
, IWineD3DDeviceImpl
*device
,
2038 IWineD3DSurfaceImpl
*render_target
, IWineD3DSurfaceImpl
*depth_stencil
)
2040 const struct StateEntry
*state_table
= device
->StateTable
;
2043 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2045 context_validate_onscreen_formats(device
, context
, depth_stencil
);
2048 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, render_target
, depth_stencil
);
2052 if (!surface_is_offscreen(render_target
))
2053 buffer
= surface_get_gl_buffer(render_target
);
2054 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2055 buffer
= GL_COLOR_ATTACHMENT0
;
2057 buffer
= device
->offscreenBuffer
;
2060 context_set_draw_buffer(context
, buffer
);
2063 if (context
->last_was_blit
)
2065 device
->frag_pipe
->enable_extension((IWineD3DDevice
*)device
, TRUE
);
2068 /* Blending and clearing should be orthogonal, but tests on the nvidia
2069 * driver show that disabling blending when clearing improves the clearing
2070 * performance incredibly. */
2072 glDisable(GL_BLEND
);
2073 glEnable(GL_SCISSOR_TEST
);
2074 checkGLcall("glEnable GL_SCISSOR_TEST");
2077 context
->last_was_blit
= FALSE
;
2078 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), state_table
);
2079 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), state_table
);
2080 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, state_table
);
2083 /* Context activation is done by the caller. */
2084 void context_apply_draw_state(struct wined3d_context
*context
, IWineD3DDeviceImpl
*device
)
2086 const struct StateEntry
*state_table
= device
->StateTable
;
2089 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2091 context_validate_onscreen_formats(device
, context
, device
->depth_stencil
);
2093 if (!context
->render_offscreen
)
2096 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
);
2102 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, device
->render_targets
, device
->depth_stencil
);
2107 if (context
->draw_buffer_dirty
)
2109 context_apply_draw_buffer(context
, FALSE
);
2110 context
->draw_buffer_dirty
= FALSE
;
2113 if (context
->last_was_blit
)
2115 device
->frag_pipe
->enable_extension((IWineD3DDevice
*)device
, TRUE
);
2118 IWineD3DDeviceImpl_FindTexUnitMap(device
);
2119 device_preload_textures(device
);
2120 if (isStateDirty(context
, STATE_VDECL
))
2121 device_update_stream_info(device
, context
->gl_info
);
2124 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
2126 DWORD rep
= context
->dirtyArray
[i
];
2127 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
2128 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
2129 context
->isStateDirty
[idx
] &= ~(1 << shift
);
2130 state_table
[rep
].apply(rep
, device
->stateBlock
, context
);
2133 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
2134 context
->last_was_blit
= FALSE
;
2137 static void context_setup_target(IWineD3DDeviceImpl
*device
,
2138 struct wined3d_context
*context
, IWineD3DSurfaceImpl
*target
)
2140 BOOL old_render_offscreen
= context
->render_offscreen
, render_offscreen
;
2141 const struct StateEntry
*StateTable
= device
->StateTable
;
2143 if (!target
) return;
2144 else if (context
->current_rt
== target
) return;
2145 render_offscreen
= surface_is_offscreen(target
);
2147 context_set_render_offscreen(context
, StateTable
, render_offscreen
);
2149 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2150 * the alpha blend state changes with different render target formats. */
2151 if (!context
->current_rt
)
2153 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
2157 const struct wined3d_format_desc
*old
= context
->current_rt
->resource
.format_desc
;
2158 const struct wined3d_format_desc
*new = target
->resource
.format_desc
;
2160 if (old
->format
!= new->format
)
2162 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2163 if ((old
->alpha_mask
&& !new->alpha_mask
) || (!old
->alpha_mask
&& new->alpha_mask
)
2164 || !(new->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
2166 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
2170 /* When switching away from an offscreen render target, and we're not
2171 * using FBOs, we have to read the drawable into the texture. This is
2172 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2173 * are some things that need care though. PreLoad needs a GL context,
2174 * and FindContext is called before the context is activated. It also
2175 * has to be called with the old rendertarget active, otherwise a
2176 * wrong drawable is read. */
2177 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2178 && old_render_offscreen
&& context
->current_rt
!= target
)
2180 BOOL oldInDraw
= device
->isInDraw
;
2182 /* surface_internal_preload() requires a context to load the
2183 * texture, so it will call context_acquire(). Set isInDraw to true
2184 * to signal surface_internal_preload() that it has a context. */
2186 /* FIXME: This is just broken. There's no guarantee whatsoever
2187 * that the currently active context, if any, is appropriate for
2188 * reading back the render target. We should probably call
2189 * context_set_current(context) here and then rely on
2190 * context_acquire() doing the right thing. */
2191 device
->isInDraw
= TRUE
;
2193 /* Read the back buffer of the old drawable into the destination texture. */
2194 if (context
->current_rt
->texture_name_srgb
)
2196 surface_internal_preload(context
->current_rt
, SRGB_BOTH
);
2200 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
2203 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)context
->current_rt
, SFLAG_INDRAWABLE
, FALSE
);
2205 device
->isInDraw
= oldInDraw
;
2209 context
->draw_buffer_dirty
= TRUE
;
2210 context
->current_rt
= target
;
2213 /*****************************************************************************
2216 * Finds a rendering context and drawable matching the device and render
2217 * target for the current thread, activates them and puts them into the
2221 * This: Device to activate the context for
2222 * target: Requested render target
2223 * usage: Prepares the context for blitting, drawing or other actions
2225 *****************************************************************************/
2226 struct wined3d_context
*context_acquire(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*target
)
2228 struct wined3d_context
*current_context
= context_get_current();
2229 struct wined3d_context
*context
;
2231 TRACE("device %p, target %p.\n", device
, target
);
2233 context
= FindContext(device
, target
);
2234 context_setup_target(device
, context
, target
);
2235 context_enter(context
);
2236 if (!context
->valid
) return context
;
2238 if (context
!= current_context
)
2240 if (!context_set_current(context
)) ERR("Failed to activate the new context.\n");
2241 else device
->frag_pipe
->enable_extension((IWineD3DDevice
*)device
, !context
->last_was_blit
);
2243 if (context
->vshader_const_dirty
)
2245 memset(context
->vshader_const_dirty
, 1,
2246 sizeof(*context
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
2247 device
->highest_dirty_vs_const
= device
->d3d_vshader_constantF
;
2249 if (context
->pshader_const_dirty
)
2251 memset(context
->pshader_const_dirty
, 1,
2252 sizeof(*context
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
2253 device
->highest_dirty_ps_const
= device
->d3d_pshader_constantF
;
2256 else if (context
->restore_ctx
)
2258 if (!pwglMakeCurrent(context
->hdc
, context
->glCtx
))
2260 DWORD err
= GetLastError();
2261 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2262 context
->hdc
, context
->glCtx
, err
);