2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 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 static 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 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info
*gl_info
,
115 GLenum fbo_target
, DWORD format_flags
, GLuint rb
)
117 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
119 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
120 checkGLcall("glFramebufferRenderbuffer()");
123 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
125 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, rb
);
126 checkGLcall("glFramebufferRenderbuffer()");
130 /* GL locking is done by the caller */
131 static void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
132 GLenum fbo_target
, struct wined3d_surface
*depth_stencil
, DWORD location
)
134 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
136 TRACE("Attach depth stencil %p\n", depth_stencil
);
140 DWORD format_flags
= depth_stencil
->resource
.format
->flags
;
142 if (depth_stencil
->current_renderbuffer
)
144 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
145 format_flags
, depth_stencil
->current_renderbuffer
->id
);
151 case SFLAG_INTEXTURE
:
152 case SFLAG_INSRGBTEX
:
153 surface_prepare_texture(depth_stencil
, context
, FALSE
);
155 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
157 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
,
158 depth_stencil
->texture_target
, depth_stencil
->texture_name
,
159 depth_stencil
->texture_level
);
160 checkGLcall("glFramebufferTexture2D()");
163 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
165 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
,
166 depth_stencil
->texture_target
, depth_stencil
->texture_name
,
167 depth_stencil
->texture_level
);
168 checkGLcall("glFramebufferTexture2D()");
172 case SFLAG_INRB_MULTISAMPLE
:
173 surface_prepare_rb(depth_stencil
, gl_info
, TRUE
);
174 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
175 format_flags
, depth_stencil
->rb_multisample
);
178 case SFLAG_INRB_RESOLVED
:
179 surface_prepare_rb(depth_stencil
, gl_info
, FALSE
);
180 context_attach_depth_stencil_rb(gl_info
, fbo_target
,
181 format_flags
, depth_stencil
->rb_resolved
);
185 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
190 if (!(format_flags
& WINED3DFMT_FLAG_DEPTH
))
192 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
193 checkGLcall("glFramebufferTexture2D()");
196 if (!(format_flags
& WINED3DFMT_FLAG_STENCIL
))
198 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
199 checkGLcall("glFramebufferTexture2D()");
204 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
205 checkGLcall("glFramebufferTexture2D()");
207 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
208 checkGLcall("glFramebufferTexture2D()");
212 /* GL locking is done by the caller */
213 static void context_attach_surface_fbo(struct wined3d_context
*context
,
214 GLenum fbo_target
, DWORD idx
, struct wined3d_surface
*surface
, DWORD location
)
216 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
218 TRACE("Attach surface %p to %u\n", surface
, idx
);
220 if (surface
&& surface
->resource
.format
->id
!= WINED3DFMT_NULL
)
226 case SFLAG_INTEXTURE
:
227 case SFLAG_INSRGBTEX
:
228 srgb
= location
== SFLAG_INSRGBTEX
;
229 surface_prepare_texture(surface
, context
, srgb
);
230 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
231 surface
->texture_target
, surface_get_texture_name(surface
, gl_info
, srgb
),
232 surface
->texture_level
);
233 checkGLcall("glFramebufferTexture2D()");
236 case SFLAG_INRB_MULTISAMPLE
:
237 surface_prepare_rb(surface
, gl_info
, TRUE
);
238 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
239 GL_RENDERBUFFER
, surface
->rb_multisample
);
240 checkGLcall("glFramebufferRenderbuffer()");
243 case SFLAG_INRB_RESOLVED
:
244 surface_prepare_rb(surface
, gl_info
, FALSE
);
245 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
,
246 GL_RENDERBUFFER
, surface
->rb_resolved
);
247 checkGLcall("glFramebufferRenderbuffer()");
251 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location
), location
);
257 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, GL_TEXTURE_2D
, 0, 0);
258 checkGLcall("glFramebufferTexture2D()");
262 /* GL locking is done by the caller */
263 void context_check_fbo_status(const struct wined3d_context
*context
, GLenum target
)
265 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
268 if (!FIXME_ON(d3d
)) return;
270 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(target
);
271 if (status
== GL_FRAMEBUFFER_COMPLETE
)
273 TRACE("FBO complete\n");
277 const struct wined3d_surface
*attachment
;
280 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
282 if (!context
->current_fbo
)
284 ERR("FBO 0 is incomplete, driver bug?\n");
288 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context
->current_fbo
->location
),
289 context
->current_fbo
->location
);
291 /* Dump the FBO attachments */
292 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
294 attachment
= context
->current_fbo
->render_targets
[i
];
297 FIXME("\tColor attachment %d: (%p) %s %ux%u %u samples.\n",
298 i
, attachment
, debug_d3dformat(attachment
->resource
.format
->id
),
299 attachment
->pow2Width
, attachment
->pow2Height
, attachment
->resource
.multisample_type
);
302 attachment
= context
->current_fbo
->depth_stencil
;
305 FIXME("\tDepth attachment: (%p) %s %ux%u %u samples.\n",
306 attachment
, debug_d3dformat(attachment
->resource
.format
->id
),
307 attachment
->pow2Width
, attachment
->pow2Height
, attachment
->resource
.multisample_type
);
312 static inline DWORD
context_generate_rt_mask(GLenum buffer
)
314 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
315 return buffer
? (1 << 31) | buffer
: 0;
318 static inline DWORD
context_generate_rt_mask_from_surface(const struct wined3d_surface
*target
)
320 return (1 << 31) | surface_get_gl_buffer(target
);
323 static struct fbo_entry
*context_create_fbo_entry(const struct wined3d_context
*context
,
324 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
, DWORD location
)
326 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
327 struct fbo_entry
*entry
;
329 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
330 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
331 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
332 entry
->depth_stencil
= depth_stencil
;
333 entry
->location
= location
;
334 entry
->rt_mask
= context_generate_rt_mask(GL_COLOR_ATTACHMENT0
);
335 entry
->attached
= FALSE
;
341 /* GL locking is done by the caller */
342 static void context_reuse_fbo_entry(struct wined3d_context
*context
, GLenum target
,
343 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
,
344 DWORD location
, struct fbo_entry
*entry
)
346 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
348 context_bind_fbo(context
, target
, &entry
->id
);
349 context_clean_fbo_attachments(gl_info
, target
);
351 memcpy(entry
->render_targets
, render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
));
352 entry
->depth_stencil
= depth_stencil
;
353 entry
->location
= location
;
354 entry
->attached
= FALSE
;
357 /* GL locking is done by the caller */
358 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
362 TRACE("Destroy FBO %d\n", entry
->id
);
363 context_destroy_fbo(context
, &entry
->id
);
365 --context
->fbo_entry_count
;
366 list_remove(&entry
->entry
);
367 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
368 HeapFree(GetProcessHeap(), 0, entry
);
372 /* GL locking is done by the caller */
373 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
, GLenum target
,
374 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
, DWORD location
)
376 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
377 struct fbo_entry
*entry
;
379 if (depth_stencil
&& render_targets
&& render_targets
[0])
381 if (depth_stencil
->resource
.width
< render_targets
[0]->resource
.width
||
382 depth_stencil
->resource
.height
< render_targets
[0]->resource
.height
)
384 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
385 depth_stencil
= NULL
;
389 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
391 if (!memcmp(entry
->render_targets
,
392 render_targets
, gl_info
->limits
.buffers
* sizeof(*entry
->render_targets
))
393 && entry
->depth_stencil
== depth_stencil
&& entry
->location
== location
)
395 list_remove(&entry
->entry
);
396 list_add_head(&context
->fbo_list
, &entry
->entry
);
401 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
403 entry
= context_create_fbo_entry(context
, render_targets
, depth_stencil
, location
);
404 list_add_head(&context
->fbo_list
, &entry
->entry
);
405 ++context
->fbo_entry_count
;
409 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
410 context_reuse_fbo_entry(context
, target
, render_targets
, depth_stencil
, location
, entry
);
411 list_remove(&entry
->entry
);
412 list_add_head(&context
->fbo_list
, &entry
->entry
);
418 /* GL locking is done by the caller */
419 static void context_apply_fbo_entry(struct wined3d_context
*context
, GLenum target
, struct fbo_entry
*entry
)
421 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
424 context_bind_fbo(context
, target
, &entry
->id
);
426 if (entry
->attached
) return;
428 /* Apply render targets */
429 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
431 context_attach_surface_fbo(context
, target
, i
, entry
->render_targets
[i
], entry
->location
);
434 /* Apply depth targets */
435 if (entry
->depth_stencil
)
436 surface_set_compatible_renderbuffer(entry
->depth_stencil
, entry
->render_targets
[0]);
437 context_attach_depth_stencil_fbo(context
, target
, entry
->depth_stencil
, entry
->location
);
439 entry
->attached
= TRUE
;
442 /* GL locking is done by the caller */
443 static void context_apply_fbo_state(struct wined3d_context
*context
, GLenum target
,
444 struct wined3d_surface
**render_targets
, struct wined3d_surface
*depth_stencil
, DWORD location
)
446 struct fbo_entry
*entry
, *entry2
;
448 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
450 context_destroy_fbo_entry(context
, entry
);
453 if (context
->rebind_fbo
)
455 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
456 context
->rebind_fbo
= FALSE
;
459 if (location
== SFLAG_INDRAWABLE
)
461 context
->current_fbo
= NULL
;
462 context_bind_fbo(context
, target
, NULL
);
466 context
->current_fbo
= context_find_fbo_entry(context
, target
, render_targets
, depth_stencil
, location
);
467 context_apply_fbo_entry(context
, target
, context
->current_fbo
);
471 /* GL locking is done by the caller */
472 void context_apply_fbo_state_blit(struct wined3d_context
*context
, GLenum target
,
473 struct wined3d_surface
*render_target
, struct wined3d_surface
*depth_stencil
, DWORD location
)
475 UINT clear_size
= (context
->gl_info
->limits
.buffers
- 1) * sizeof(*context
->blit_targets
);
477 context
->blit_targets
[0] = render_target
;
479 memset(&context
->blit_targets
[1], 0, clear_size
);
480 context_apply_fbo_state(context
, target
, context
->blit_targets
, depth_stencil
, location
);
483 /* Context activation is done by the caller. */
484 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
486 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
488 if (context
->free_occlusion_query_count
)
490 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
494 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
497 GL_EXTCALL(glGenQueriesARB(1, &query
->id
));
498 checkGLcall("glGenQueriesARB");
501 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
505 WARN("Occlusion queries not supported, not allocating query id.\n");
510 query
->context
= context
;
511 list_add_head(&context
->occlusion_queries
, &query
->entry
);
514 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
516 struct wined3d_context
*context
= query
->context
;
518 list_remove(&query
->entry
);
519 query
->context
= NULL
;
521 if (context
->free_occlusion_query_count
>= context
->free_occlusion_query_size
- 1)
523 UINT new_size
= context
->free_occlusion_query_size
<< 1;
524 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_occlusion_queries
,
525 new_size
* sizeof(*context
->free_occlusion_queries
));
529 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
533 context
->free_occlusion_query_size
= new_size
;
534 context
->free_occlusion_queries
= new_data
;
537 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
540 /* Context activation is done by the caller. */
541 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
)
543 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
545 if (context
->free_event_query_count
)
547 query
->object
= context
->free_event_queries
[--context
->free_event_query_count
];
551 if (gl_info
->supported
[ARB_SYNC
])
553 /* Using ARB_sync, not much to do here. */
554 query
->object
.sync
= NULL
;
555 TRACE("Allocated event query %p in context %p.\n", query
->object
.sync
, context
);
557 else if (gl_info
->supported
[APPLE_FENCE
])
560 GL_EXTCALL(glGenFencesAPPLE(1, &query
->object
.id
));
561 checkGLcall("glGenFencesAPPLE");
564 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
566 else if(gl_info
->supported
[NV_FENCE
])
569 GL_EXTCALL(glGenFencesNV(1, &query
->object
.id
));
570 checkGLcall("glGenFencesNV");
573 TRACE("Allocated event query %u in context %p.\n", query
->object
.id
, context
);
577 WARN("Event queries not supported, not allocating query id.\n");
578 query
->object
.id
= 0;
582 query
->context
= context
;
583 list_add_head(&context
->event_queries
, &query
->entry
);
586 void context_free_event_query(struct wined3d_event_query
*query
)
588 struct wined3d_context
*context
= query
->context
;
590 list_remove(&query
->entry
);
591 query
->context
= NULL
;
593 if (context
->free_event_query_count
>= context
->free_event_query_size
- 1)
595 UINT new_size
= context
->free_event_query_size
<< 1;
596 union wined3d_gl_query_object
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_event_queries
,
597 new_size
* sizeof(*context
->free_event_queries
));
601 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->object
.id
, context
);
605 context
->free_event_query_size
= new_size
;
606 context
->free_event_queries
= new_data
;
609 context
->free_event_queries
[context
->free_event_query_count
++] = query
->object
;
612 typedef void (context_fbo_entry_func_t
)(struct wined3d_context
*context
, struct fbo_entry
*entry
);
614 static void context_enum_surface_fbo_entries(const struct wined3d_device
*device
,
615 const struct wined3d_surface
*surface
, context_fbo_entry_func_t
*callback
)
619 for (i
= 0; i
< device
->context_count
; ++i
)
621 struct wined3d_context
*context
= device
->contexts
[i
];
622 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
623 struct fbo_entry
*entry
, *entry2
;
625 if (context
->current_rt
== surface
) context
->current_rt
= NULL
;
627 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
631 if (entry
->depth_stencil
== surface
)
633 callback(context
, entry
);
637 for (j
= 0; j
< gl_info
->limits
.buffers
; ++j
)
639 if (entry
->render_targets
[j
] == surface
)
641 callback(context
, entry
);
649 static void context_queue_fbo_entry_destruction(struct wined3d_context
*context
, struct fbo_entry
*entry
)
651 list_remove(&entry
->entry
);
652 list_add_head(&context
->fbo_destroy_list
, &entry
->entry
);
655 void context_resource_released(const struct wined3d_device
*device
,
656 struct wined3d_resource
*resource
, WINED3DRESOURCETYPE type
)
658 if (!device
->d3d_initialized
) return;
662 case WINED3DRTYPE_SURFACE
:
663 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
664 context_queue_fbo_entry_destruction
);
672 static void context_detach_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
674 entry
->attached
= FALSE
;
677 void context_resource_unloaded(const struct wined3d_device
*device
,
678 struct wined3d_resource
*resource
, WINED3DRESOURCETYPE type
)
682 case WINED3DRTYPE_SURFACE
:
683 context_enum_surface_fbo_entries(device
, surface_from_resource(resource
),
684 context_detach_fbo_entry
);
692 void context_surface_update(struct wined3d_context
*context
, const struct wined3d_surface
*surface
)
694 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
695 struct fbo_entry
*entry
= context
->current_fbo
;
698 if (!entry
|| context
->rebind_fbo
) return;
700 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
702 if (surface
== entry
->render_targets
[i
])
704 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface
, i
);
705 context
->rebind_fbo
= TRUE
;
710 if (surface
== entry
->depth_stencil
)
712 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface
);
713 context
->rebind_fbo
= TRUE
;
717 static BOOL
context_set_pixel_format(const struct wined3d_gl_info
*gl_info
, HDC dc
, int format
)
719 int current
= GetPixelFormat(dc
);
721 if (current
== format
) return TRUE
;
725 if (!SetPixelFormat(dc
, format
, NULL
))
727 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
728 format
, dc
, GetLastError());
734 /* By default WGL doesn't allow pixel format adjustments but we need it
735 * here. For this reason there's a Wine specific wglSetPixelFormat()
736 * which allows us to set the pixel format multiple times. Only use it
737 * when really needed. */
738 if (gl_info
->supported
[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
])
740 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc
, format
, NULL
)))
742 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
749 /* OpenGL doesn't allow pixel format adjustments. Print an error and
750 * continue using the old format. There's a big chance that the old
751 * format works although with a performance hit and perhaps rendering
753 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
754 format
, dc
, current
);
758 static BOOL
context_set_gl_context(struct wined3d_context
*ctx
)
760 struct wined3d_swapchain
*swapchain
= ctx
->swapchain
;
762 if (!pwglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
766 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
767 ctx
->glCtx
, ctx
->hdc
, GetLastError());
769 WARN("Trying fallback to the backup window.\n");
771 if (!(dc
= swapchain_get_backup_dc(swapchain
)))
773 context_set_current(NULL
);
777 if (!context_set_pixel_format(ctx
->gl_info
, dc
, ctx
->pixel_format
))
779 ERR("Failed to set pixel format %d on device context %p.\n",
780 ctx
->pixel_format
, dc
);
781 context_set_current(NULL
);
785 if (!pwglMakeCurrent(dc
, ctx
->glCtx
))
787 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
789 context_set_current(NULL
);
796 static void context_restore_gl_context(HDC dc
, HGLRC gl_ctx
)
798 if (!pwglMakeCurrent(dc
, gl_ctx
))
800 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
801 gl_ctx
, dc
, GetLastError());
802 context_set_current(NULL
);
806 static void context_update_window(struct wined3d_context
*context
)
808 if (context
->win_handle
== context
->swapchain
->win_handle
)
811 TRACE("Updating context %p window from %p to %p.\n",
812 context
, context
->win_handle
, context
->swapchain
->win_handle
);
816 /* You'd figure ReleaseDC() would fail if the DC doesn't match the
817 * window. However, that's not what actually happens, and there are
818 * user32 tests that confirm ReleaseDC() with the wrong window is
819 * supposed to succeed. So explicitly check that the DC belongs to
820 * the window, since we want to avoid releasing a DC that belongs to
821 * some other window if the original window was already destroyed. */
822 if (WindowFromDC(context
->hdc
) != context
->win_handle
)
824 WARN("DC %p does not belong to window %p.\n",
825 context
->hdc
, context
->win_handle
);
827 else if (!ReleaseDC(context
->win_handle
, context
->hdc
))
829 ERR("Failed to release device context %p, last error %#x.\n",
830 context
->hdc
, GetLastError());
833 else context
->valid
= 1;
835 context
->win_handle
= context
->swapchain
->win_handle
;
837 if (!(context
->hdc
= GetDC(context
->win_handle
)))
839 ERR("Failed to get a device context for window %p.\n", context
->win_handle
);
843 if (!context_set_pixel_format(context
->gl_info
, context
->hdc
, context
->pixel_format
))
845 ERR("Failed to set pixel format %d on device context %p.\n",
846 context
->pixel_format
, context
->hdc
);
850 context_set_gl_context(context
);
858 /* Do not call while under the GL lock. */
859 static void context_destroy_gl_resources(struct wined3d_context
*context
)
861 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
862 struct wined3d_occlusion_query
*occlusion_query
;
863 struct wined3d_event_query
*event_query
;
864 struct fbo_entry
*entry
, *entry2
;
869 restore_ctx
= pwglGetCurrentContext();
870 restore_dc
= pwglGetCurrentDC();
872 context_update_window(context
);
873 if (context
->valid
&& restore_ctx
!= context
->glCtx
)
874 context_set_gl_context(context
);
875 else restore_ctx
= NULL
;
879 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
881 if (context
->valid
&& gl_info
->supported
[ARB_OCCLUSION_QUERY
])
882 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query
->id
));
883 occlusion_query
->context
= NULL
;
886 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
890 if (gl_info
->supported
[ARB_SYNC
])
892 if (event_query
->object
.sync
) GL_EXTCALL(glDeleteSync(event_query
->object
.sync
));
894 else if (gl_info
->supported
[APPLE_FENCE
]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->object
.id
));
895 else if (gl_info
->supported
[NV_FENCE
]) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->object
.id
));
897 event_query
->context
= NULL
;
900 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_destroy_list
, struct fbo_entry
, entry
)
902 if (!context
->valid
) entry
->id
= 0;
903 context_destroy_fbo_entry(context
, entry
);
906 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
908 if (!context
->valid
) entry
->id
= 0;
909 context_destroy_fbo_entry(context
, entry
);
914 if (context
->dummy_arbfp_prog
)
916 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
919 if (gl_info
->supported
[ARB_OCCLUSION_QUERY
])
920 GL_EXTCALL(glDeleteQueriesARB(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
922 if (gl_info
->supported
[ARB_SYNC
])
924 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
926 GL_EXTCALL(glDeleteSync(context
->free_event_queries
[i
].sync
));
929 else if (gl_info
->supported
[APPLE_FENCE
])
931 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
933 GL_EXTCALL(glDeleteFencesAPPLE(1, &context
->free_event_queries
[i
].id
));
936 else if (gl_info
->supported
[NV_FENCE
])
938 for (i
= 0; i
< context
->free_event_query_count
; ++i
)
940 GL_EXTCALL(glDeleteFencesNV(1, &context
->free_event_queries
[i
].id
));
944 checkGLcall("context cleanup");
949 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
950 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
954 context_restore_gl_context(restore_dc
, restore_ctx
);
956 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL
, NULL
))
958 ERR("Failed to disable GL context.\n");
961 ReleaseDC(context
->win_handle
, context
->hdc
);
963 if (!pwglDeleteContext(context
->glCtx
))
965 DWORD err
= GetLastError();
966 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
970 DWORD
context_get_tls_idx(void)
972 return wined3d_context_tls_idx
;
975 void context_set_tls_idx(DWORD idx
)
977 wined3d_context_tls_idx
= idx
;
980 struct wined3d_context
*context_get_current(void)
982 return TlsGetValue(wined3d_context_tls_idx
);
985 /* Do not call while under the GL lock. */
986 BOOL
context_set_current(struct wined3d_context
*ctx
)
988 struct wined3d_context
*old
= context_get_current();
992 TRACE("Already using D3D context %p.\n", ctx
);
1000 TRACE("Switching away from destroyed context %p.\n", old
);
1001 context_destroy_gl_resources(old
);
1002 HeapFree(GetProcessHeap(), 0, old
);
1014 ERR("Trying to make invalid context %p current\n", ctx
);
1018 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
1019 if (!context_set_gl_context(ctx
))
1023 else if(pwglGetCurrentContext())
1025 TRACE("Clearing current D3D context.\n");
1026 if (!pwglMakeCurrent(NULL
, NULL
))
1028 DWORD err
= GetLastError();
1029 ERR("Failed to clear current GL context, last error %#x.\n", err
);
1030 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1035 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
1038 void context_release(struct wined3d_context
*context
)
1040 TRACE("Releasing context %p, level %u.\n", context
, context
->level
);
1044 if (!context
->level
)
1045 WARN("Context %p is not active.\n", context
);
1046 else if (context
!= context_get_current())
1047 WARN("Context %p is not the current context.\n", context
);
1050 if (!--context
->level
&& context
->restore_ctx
)
1052 TRACE("Restoring GL context %p on device context %p.\n", context
->restore_ctx
, context
->restore_dc
);
1053 context_restore_gl_context(context
->restore_dc
, context
->restore_ctx
);
1054 context
->restore_ctx
= NULL
;
1055 context
->restore_dc
= NULL
;
1059 static void context_enter(struct wined3d_context
*context
)
1061 TRACE("Entering context %p, level %u.\n", context
, context
->level
+ 1);
1063 if (!context
->level
++)
1065 const struct wined3d_context
*current_context
= context_get_current();
1066 HGLRC current_gl
= pwglGetCurrentContext();
1068 if (current_gl
&& (!current_context
|| current_context
->glCtx
!= current_gl
))
1070 TRACE("Another GL context (%p on device context %p) is already current.\n",
1071 current_gl
, pwglGetCurrentDC());
1072 context
->restore_ctx
= current_gl
;
1073 context
->restore_dc
= pwglGetCurrentDC();
1078 void context_invalidate_state(struct wined3d_context
*context
, DWORD state
)
1080 DWORD rep
= context
->state_table
[state
].representative
;
1084 if (isStateDirty(context
, rep
)) return;
1086 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
1087 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
1088 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
1089 context
->isStateDirty
[idx
] |= (1 << shift
);
1092 /* This function takes care of wined3d pixel format selection. */
1093 static int context_choose_pixel_format(struct wined3d_device
*device
, HDC hdc
,
1094 const struct wined3d_format
*color_format
, const struct wined3d_format
*ds_format
,
1095 BOOL auxBuffers
, BOOL findCompatible
)
1098 unsigned int matchtry
;
1099 BYTE redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
1100 BYTE depthBits
=0, stencilBits
=0;
1110 /* First, try without alpha match buffers. MacOS supports aux buffers only
1111 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1112 * Then try without aux buffers - this is the most common cause for not
1113 * finding a pixel format. Also some drivers(the open source ones)
1114 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1115 * match, then try without an exact alpha and color match.
1117 { TRUE
, TRUE
, TRUE
},
1118 { TRUE
, FALSE
, TRUE
},
1119 { FALSE
, TRUE
, TRUE
},
1120 { FALSE
, FALSE
, TRUE
},
1121 { TRUE
, FALSE
, FALSE
},
1122 { FALSE
, FALSE
, FALSE
},
1126 int nCfgs
= device
->adapter
->nCfgs
;
1128 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1129 device
, hdc
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
),
1130 auxBuffers
, findCompatible
);
1132 if (!getColorBits(color_format
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
1134 ERR("Unable to get color bits for format %s (%#x)!\n",
1135 debug_d3dformat(color_format
->id
), color_format
->id
);
1139 getDepthStencilBits(ds_format
, &depthBits
, &stencilBits
);
1141 for (matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(*matches
)) && !iPixelFormat
; ++matchtry
)
1143 for (i
= 0; i
< nCfgs
; ++i
)
1145 const struct wined3d_pixel_format
*cfg
= &device
->adapter
->cfgs
[i
];
1146 BOOL exactDepthMatch
= TRUE
;
1148 /* For now only accept RGBA formats. Perhaps some day we will
1149 * allow floating point formats for pbuffers. */
1150 if(cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
1153 /* In window mode we need a window drawable format and double buffering. */
1154 if(!(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
1157 /* We like to have aux buffers in backbuffer mode */
1158 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
1161 if(matches
[matchtry
].exact_color
) {
1162 if(cfg
->redSize
!= redBits
)
1164 if(cfg
->greenSize
!= greenBits
)
1166 if(cfg
->blueSize
!= blueBits
)
1169 if(cfg
->redSize
< redBits
)
1171 if(cfg
->greenSize
< greenBits
)
1173 if(cfg
->blueSize
< blueBits
)
1176 if(matches
[matchtry
].exact_alpha
) {
1177 if(cfg
->alphaSize
!= alphaBits
)
1180 if(cfg
->alphaSize
< alphaBits
)
1184 /* We try to locate a format which matches our requirements exactly. In case of
1185 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1186 if(cfg
->depthSize
< depthBits
)
1188 else if(cfg
->depthSize
> depthBits
)
1189 exactDepthMatch
= FALSE
;
1191 /* In all cases make sure the number of stencil bits matches our requirements
1192 * even when we don't need stencil because it could affect performance EXCEPT
1193 * on cards which don't offer depth formats without stencil like the i915 drivers
1195 if (stencilBits
!= cfg
->stencilSize
1196 && !(device
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
1199 /* Check multisampling support */
1200 if (cfg
->numSamples
)
1203 /* When we have passed all the checks then we have found a format which matches our
1204 * requirements. Note that we only check for a limit number of capabilities right now,
1205 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1206 * can still differ in things like multisampling, stereo, SRGB and other flags.
1209 /* Exit the loop as we have found a format :) */
1210 if(exactDepthMatch
) {
1211 iPixelFormat
= cfg
->iPixelFormat
;
1213 } else if(!iPixelFormat
) {
1214 /* In the end we might end up with a format which doesn't exactly match our depth
1215 * requirements. Accept the first format we found because formats with higher iPixelFormat
1216 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1217 iPixelFormat
= cfg
->iPixelFormat
;
1222 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1223 if(!iPixelFormat
&& !findCompatible
) {
1224 ERR("Can't find a suitable iPixelFormat\n");
1226 } else if(!iPixelFormat
) {
1227 PIXELFORMATDESCRIPTOR pfd
;
1229 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1230 /* PixelFormat selection */
1231 ZeroMemory(&pfd
, sizeof(pfd
));
1232 pfd
.nSize
= sizeof(pfd
);
1234 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1235 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1236 pfd
.cAlphaBits
= alphaBits
;
1237 pfd
.cColorBits
= colorBits
;
1238 pfd
.cDepthBits
= depthBits
;
1239 pfd
.cStencilBits
= stencilBits
;
1240 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1242 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
1244 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1245 ERR("Can't find a suitable iPixelFormat\n");
1250 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1251 iPixelFormat
, debug_d3dformat(color_format
->id
), debug_d3dformat(ds_format
->id
));
1252 return iPixelFormat
;
1255 /* GL locking is done by the caller */
1256 static void bind_dummy_textures(const struct wined3d_device
*device
, struct wined3d_context
*context
)
1258 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1259 unsigned int i
, count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1261 for (i
= 0; i
< count
; ++i
)
1263 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1264 checkGLcall("glActiveTextureARB");
1266 glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1267 checkGLcall("glBindTexture");
1269 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1271 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1272 checkGLcall("glBindTexture");
1275 if (gl_info
->supported
[EXT_TEXTURE3D
])
1277 glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1278 checkGLcall("glBindTexture");
1281 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1283 glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1284 checkGLcall("glBindTexture");
1289 /* Do not call while under the GL lock. */
1290 struct wined3d_context
*context_create(struct wined3d_swapchain
*swapchain
,
1291 struct wined3d_surface
*target
, const struct wined3d_format
*ds_format
)
1293 struct wined3d_device
*device
= swapchain
->device
;
1294 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1295 const struct wined3d_format
*color_format
;
1296 struct wined3d_context
*ret
;
1297 PIXELFORMATDESCRIPTOR pfd
;
1298 BOOL auxBuffers
= FALSE
;
1306 TRACE("swapchain %p, target %p, window %p.\n", swapchain
, target
, swapchain
->win_handle
);
1308 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ret
));
1311 ERR("Failed to allocate context memory.\n");
1315 if (!(hdc
= GetDC(swapchain
->win_handle
)))
1317 WARN("Failed to retireve device context, trying swapchain backup.\n");
1319 if (!(hdc
= swapchain_get_backup_dc(swapchain
)))
1321 ERR("Failed to retrieve a device context.\n");
1326 color_format
= target
->resource
.format
;
1328 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1329 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1330 if (wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
)
1334 if (color_format
->id
== WINED3DFMT_B4G4R4X4_UNORM
)
1335 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B4G4R4A4_UNORM
);
1336 else if (color_format
->id
== WINED3DFMT_B8G8R8X8_UNORM
)
1337 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1340 /* DirectDraw supports 8bit paletted render targets and these are used by
1341 * old games like StarCraft and C&C. Most modern hardware doesn't support
1342 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1343 * conversion (ab)uses the alpha component for storing the palette index.
1344 * For this reason we require a format with 8bit alpha, so request
1346 if (color_format
->id
== WINED3DFMT_P8_UINT
)
1347 color_format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
1349 /* Try to find a pixel format which matches our requirements. */
1350 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
, auxBuffers
, FALSE
);
1352 /* Try to locate a compatible format if we weren't able to find anything. */
1355 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1356 pixel_format
= context_choose_pixel_format(device
, hdc
, color_format
, ds_format
, auxBuffers
, TRUE
);
1359 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1362 ERR("Can't find a suitable pixel format.\n");
1366 DescribePixelFormat(hdc
, pixel_format
, sizeof(pfd
), &pfd
);
1367 if (!context_set_pixel_format(gl_info
, hdc
, pixel_format
))
1369 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format
, hdc
);
1373 ctx
= pwglCreateContext(hdc
);
1374 if (device
->context_count
)
1376 if (!pwglShareLists(device
->contexts
[0]->glCtx
, ctx
))
1378 DWORD err
= GetLastError();
1379 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1380 device
->contexts
[0]->glCtx
, ctx
, err
);
1385 ERR("Failed to create a WGL context\n");
1389 if (!device_context_add(device
, ret
))
1391 ERR("Failed to add the newly created context to the context list\n");
1392 if (!pwglDeleteContext(ctx
))
1394 DWORD err
= GetLastError();
1395 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, err
);
1400 ret
->gl_info
= gl_info
;
1401 ret
->state_table
= device
->StateTable
;
1403 /* Mark all states dirty to force a proper initialization of the states
1404 * on the first use of the context. */
1405 for (state
= 0; state
<= STATE_HIGHEST
; ++state
)
1407 if (ret
->state_table
[state
].representative
)
1408 context_invalidate_state(ret
, state
);
1411 ret
->swapchain
= swapchain
;
1412 ret
->current_rt
= target
;
1413 ret
->tid
= GetCurrentThreadId();
1415 ret
->render_offscreen
= surface_is_offscreen(target
);
1416 ret
->draw_buffers_mask
= context_generate_rt_mask(GL_BACK
);
1420 ret
->win_handle
= swapchain
->win_handle
;
1422 ret
->pixel_format
= pixel_format
;
1424 if (device
->shader_backend
->shader_dirtifyable_constants())
1426 /* Create the dirty constants array and initialize them to dirty */
1427 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1428 sizeof(*ret
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
1429 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1430 sizeof(*ret
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
1431 memset(ret
->vshader_const_dirty
, 1,
1432 sizeof(*ret
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
1433 memset(ret
->pshader_const_dirty
, 1,
1434 sizeof(*ret
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
1437 ret
->blit_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1438 gl_info
->limits
.buffers
* sizeof(*ret
->blit_targets
));
1439 if (!ret
->blit_targets
) goto out
;
1441 ret
->draw_buffers
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1442 gl_info
->limits
.buffers
* sizeof(*ret
->draw_buffers
));
1443 if (!ret
->draw_buffers
) goto out
;
1445 ret
->free_occlusion_query_size
= 4;
1446 ret
->free_occlusion_queries
= HeapAlloc(GetProcessHeap(), 0,
1447 ret
->free_occlusion_query_size
* sizeof(*ret
->free_occlusion_queries
));
1448 if (!ret
->free_occlusion_queries
) goto out
;
1450 list_init(&ret
->occlusion_queries
);
1452 ret
->free_event_query_size
= 4;
1453 ret
->free_event_queries
= HeapAlloc(GetProcessHeap(), 0,
1454 ret
->free_event_query_size
* sizeof(*ret
->free_event_queries
));
1455 if (!ret
->free_event_queries
) goto out
;
1457 list_init(&ret
->event_queries
);
1459 TRACE("Successfully created new context %p\n", ret
);
1461 list_init(&ret
->fbo_list
);
1462 list_init(&ret
->fbo_destroy_list
);
1466 /* Set up the context defaults */
1467 if (!context_set_current(ret
))
1469 ERR("Cannot activate context to set up defaults\n");
1470 context_release(ret
);
1474 switch (swapchain
->presentParms
.PresentationInterval
)
1476 case WINED3DPRESENT_INTERVAL_IMMEDIATE
:
1479 case WINED3DPRESENT_INTERVAL_DEFAULT
:
1480 case WINED3DPRESENT_INTERVAL_ONE
:
1483 case WINED3DPRESENT_INTERVAL_TWO
:
1486 case WINED3DPRESENT_INTERVAL_THREE
:
1489 case WINED3DPRESENT_INTERVAL_FOUR
:
1493 FIXME("Unknown presentation interval %08x\n", swapchain
->presentParms
.PresentationInterval
);
1497 if (gl_info
->supported
[WGL_EXT_SWAP_CONTROL
])
1499 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval
)))
1500 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1501 swap_interval
, ret
, GetLastError());
1506 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1508 TRACE("Setting up the screen\n");
1509 /* Clear the screen */
1510 glClearColor(1.0f
, 0.0f
, 0.0f
, 0.0f
);
1511 checkGLcall("glClearColor");
1514 glClearStencil(0xffff);
1516 checkGLcall("glClear");
1518 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1519 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1521 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1522 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1524 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1525 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1527 glPixelStorei(GL_PACK_ALIGNMENT
, device
->surface_alignment
);
1528 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1529 glPixelStorei(GL_UNPACK_ALIGNMENT
, device
->surface_alignment
);
1530 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1532 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1534 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1535 * and textures in DIB sections(due to the memory protection).
1537 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1538 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1540 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
1542 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1543 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1544 * GL_VERTEX_BLEND_ARB isn't enabled too
1546 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1547 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1549 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
1551 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1552 * the previous texture where to source the offset from is always unit - 1.
1554 for (s
= 1; s
< gl_info
->limits
.textures
; ++s
)
1556 context_active_texture(ret
, gl_info
, s
);
1557 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1558 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1561 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
1563 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1564 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1565 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1566 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1569 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1570 * program and the dummy program is destroyed when the context is destroyed.
1572 const char *dummy_program
=
1574 "MOV result.color, fragment.color.primary;\n"
1576 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1577 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1578 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1581 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1583 for (s
= 0; s
< gl_info
->limits
.textures
; ++s
)
1585 context_active_texture(ret
, gl_info
, s
);
1586 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1587 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1591 if (gl_info
->supported
[ARB_PROVOKING_VERTEX
])
1593 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1595 else if (gl_info
->supported
[EXT_PROVOKING_VERTEX
])
1597 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1599 device
->frag_pipe
->enable_extension(TRUE
);
1601 /* If this happens to be the first context for the device, dummy textures
1602 * are not created yet. In that case, they will be created (and bound) by
1603 * create_dummy_textures right after this context is initialized. */
1604 if (device
->dummy_texture_2d
[0])
1605 bind_dummy_textures(device
, ret
);
1609 TRACE("Created context %p.\n", ret
);
1614 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
1615 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
1616 HeapFree(GetProcessHeap(), 0, ret
->draw_buffers
);
1617 HeapFree(GetProcessHeap(), 0, ret
->blit_targets
);
1618 HeapFree(GetProcessHeap(), 0, ret
->pshader_const_dirty
);
1619 HeapFree(GetProcessHeap(), 0, ret
->vshader_const_dirty
);
1620 HeapFree(GetProcessHeap(), 0, ret
);
1624 /* Do not call while under the GL lock. */
1625 void context_destroy(struct wined3d_device
*device
, struct wined3d_context
*context
)
1629 TRACE("Destroying ctx %p\n", context
);
1631 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
1633 context_destroy_gl_resources(context
);
1634 TlsSetValue(wined3d_context_tls_idx
, NULL
);
1639 context
->destroyed
= 1;
1643 HeapFree(GetProcessHeap(), 0, context
->draw_buffers
);
1644 HeapFree(GetProcessHeap(), 0, context
->blit_targets
);
1645 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
1646 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
1647 device_context_remove(device
, context
);
1648 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
1651 /* GL locking is done by the caller */
1652 static inline void set_blit_dimension(UINT width
, UINT height
) {
1653 glMatrixMode(GL_PROJECTION
);
1654 checkGLcall("glMatrixMode(GL_PROJECTION)");
1656 checkGLcall("glLoadIdentity()");
1657 glOrtho(0, width
, 0, height
, 0.0, -1.0);
1658 checkGLcall("glOrtho");
1659 glViewport(0, 0, width
, height
);
1660 checkGLcall("glViewport");
1663 /*****************************************************************************
1666 * Sets up a context for DirectDraw blitting.
1667 * All texture units are disabled, texture unit 0 is set as current unit
1668 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1669 * color writing enabled for all channels
1670 * register combiners disabled, shaders disabled
1671 * world matrix is set to identity, texture matrix 0 too
1672 * projection matrix is setup for drawing screen coordinates
1675 * This: Device to activate the context for
1676 * context: Context to setup
1678 *****************************************************************************/
1679 /* Context activation is done by the caller. */
1680 static void SetupForBlit(struct wined3d_device
*device
, struct wined3d_context
*context
)
1683 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1684 UINT width
= context
->current_rt
->resource
.width
;
1685 UINT height
= context
->current_rt
->resource
.height
;
1688 TRACE("Setting up context %p for blitting\n", context
);
1689 if(context
->last_was_blit
) {
1690 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
1692 set_blit_dimension(width
, height
);
1694 context
->blit_w
= width
; context
->blit_h
= height
;
1695 /* No need to dirtify here, the states are still dirtified because they weren't
1696 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1700 TRACE("Context is already set up for blitting, nothing to do\n");
1703 context
->last_was_blit
= TRUE
;
1705 /* TODO: Use a display list */
1707 /* Disable shaders */
1709 device
->shader_backend
->shader_select(context
, FALSE
, FALSE
);
1712 context_invalidate_state(context
, STATE_VSHADER
);
1713 context_invalidate_state(context
, STATE_PIXELSHADER
);
1715 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1716 * helper functions in between gl calls. This function is full of context_invalidate_state
1717 * which can safely be called from here, we only lock once instead locking/unlocking
1718 * after each GL call.
1722 /* Disable all textures. The caller can then bind a texture it wants to blit
1725 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1726 * function texture unit. No need to care for higher samplers
1728 for (i
= gl_info
->limits
.textures
- 1; i
> 0 ; --i
)
1730 sampler
= device
->rev_tex_unit_map
[i
];
1731 context_active_texture(context
, gl_info
, i
);
1733 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1735 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1736 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1738 glDisable(GL_TEXTURE_3D
);
1739 checkGLcall("glDisable GL_TEXTURE_3D");
1740 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1742 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1743 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1745 glDisable(GL_TEXTURE_2D
);
1746 checkGLcall("glDisable GL_TEXTURE_2D");
1748 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1749 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1751 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1753 if (sampler
< MAX_TEXTURES
)
1754 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
));
1755 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
1758 context_active_texture(context
, gl_info
, 0);
1760 sampler
= device
->rev_tex_unit_map
[0];
1762 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1764 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1765 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1767 glDisable(GL_TEXTURE_3D
);
1768 checkGLcall("glDisable GL_TEXTURE_3D");
1769 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1771 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1772 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1774 glDisable(GL_TEXTURE_2D
);
1775 checkGLcall("glDisable GL_TEXTURE_2D");
1777 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1779 glMatrixMode(GL_TEXTURE
);
1780 checkGLcall("glMatrixMode(GL_TEXTURE)");
1782 checkGLcall("glLoadIdentity()");
1784 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
1786 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1787 GL_TEXTURE_LOD_BIAS_EXT
,
1789 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1792 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1794 if (sampler
< MAX_TEXTURES
)
1796 context_invalidate_state(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
));
1797 context_invalidate_state(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
));
1799 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
1802 /* Other misc states */
1803 glDisable(GL_ALPHA_TEST
);
1804 checkGLcall("glDisable(GL_ALPHA_TEST)");
1805 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
));
1806 glDisable(GL_LIGHTING
);
1807 checkGLcall("glDisable GL_LIGHTING");
1808 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_LIGHTING
));
1809 glDisable(GL_DEPTH_TEST
);
1810 checkGLcall("glDisable GL_DEPTH_TEST");
1811 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ZENABLE
));
1812 glDisableWINE(GL_FOG
);
1813 checkGLcall("glDisable GL_FOG");
1814 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_FOGENABLE
));
1815 glDisable(GL_BLEND
);
1816 checkGLcall("glDisable GL_BLEND");
1817 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
));
1818 glDisable(GL_CULL_FACE
);
1819 checkGLcall("glDisable GL_CULL_FACE");
1820 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_CULLMODE
));
1821 glDisable(GL_STENCIL_TEST
);
1822 checkGLcall("glDisable GL_STENCIL_TEST");
1823 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
));
1824 glDisable(GL_SCISSOR_TEST
);
1825 checkGLcall("glDisable GL_SCISSOR_TEST");
1826 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
));
1827 if (gl_info
->supported
[ARB_POINT_SPRITE
])
1829 glDisable(GL_POINT_SPRITE_ARB
);
1830 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1831 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
));
1833 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1834 checkGLcall("glColorMask");
1835 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
));
1836 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1
));
1837 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2
));
1838 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3
));
1839 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
1841 glDisable(GL_COLOR_SUM_EXT
);
1842 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
));
1843 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1846 /* Setup transforms */
1847 glMatrixMode(GL_MODELVIEW
);
1848 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1850 checkGLcall("glLoadIdentity()");
1851 context_invalidate_state(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
1853 context
->last_was_rhw
= TRUE
;
1854 context_invalidate_state(context
, STATE_VDECL
); /* because of last_was_rhw = TRUE */
1856 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1857 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1858 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1859 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1860 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1861 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1862 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_CLIPPING
));
1864 set_blit_dimension(width
, height
);
1865 device
->frag_pipe
->enable_extension(FALSE
);
1869 context
->blit_w
= width
; context
->blit_h
= height
;
1870 context_invalidate_state(context
, STATE_VIEWPORT
);
1871 context_invalidate_state(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
));
1874 static inline BOOL
is_rt_mask_onscreen(DWORD rt_mask
)
1876 return rt_mask
& (1 << 31);
1879 static inline GLenum
draw_buffer_from_rt_mask(DWORD rt_mask
)
1881 return rt_mask
& ~(1 << 31);
1884 /* Context activation and GL locking are done by the caller. */
1885 static void context_apply_draw_buffers(struct wined3d_context
*context
, DWORD rt_mask
)
1889 glDrawBuffer(GL_NONE
);
1890 checkGLcall("glDrawBuffer()");
1892 else if (is_rt_mask_onscreen(rt_mask
))
1894 glDrawBuffer(draw_buffer_from_rt_mask(rt_mask
));
1895 checkGLcall("glDrawBuffer()");
1899 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1901 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1907 context
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
1909 context
->draw_buffers
[i
] = GL_NONE
;
1915 if (gl_info
->supported
[ARB_DRAW_BUFFERS
])
1917 GL_EXTCALL(glDrawBuffersARB(i
, context
->draw_buffers
));
1918 checkGLcall("glDrawBuffers()");
1922 glDrawBuffer(context
->draw_buffers
[0]);
1923 checkGLcall("glDrawBuffer()");
1928 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
1933 /* GL locking is done by the caller. */
1934 void context_set_draw_buffer(struct wined3d_context
*context
, GLenum buffer
)
1936 glDrawBuffer(buffer
);
1937 checkGLcall("glDrawBuffer()");
1938 if (context
->current_fbo
)
1939 context
->current_fbo
->rt_mask
= context_generate_rt_mask(buffer
);
1941 context
->draw_buffers_mask
= context_generate_rt_mask(buffer
);
1944 /* GL locking is done by the caller. */
1945 void context_active_texture(struct wined3d_context
*context
, const struct wined3d_gl_info
*gl_info
, unsigned int unit
)
1947 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0
+ unit
));
1948 checkGLcall("glActiveTextureARB");
1949 context
->active_texture
= unit
;
1952 void context_bind_texture(struct wined3d_context
*context
, GLenum target
, GLuint name
)
1954 DWORD unit
= context
->active_texture
;
1955 DWORD old_texture_type
= context
->texture_type
[unit
];
1959 glBindTexture(target
, name
);
1960 checkGLcall("glBindTexture");
1967 if (old_texture_type
!= target
)
1969 const struct wined3d_device
*device
= context
->swapchain
->device
;
1971 switch (old_texture_type
)
1977 glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[unit
]);
1978 checkGLcall("glBindTexture");
1980 case GL_TEXTURE_RECTANGLE_ARB
:
1981 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[unit
]);
1982 checkGLcall("glBindTexture");
1984 case GL_TEXTURE_CUBE_MAP
:
1985 glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[unit
]);
1986 checkGLcall("glBindTexture");
1989 glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[unit
]);
1990 checkGLcall("glBindTexture");
1993 ERR("Unexpected texture target %#x\n", old_texture_type
);
1996 context
->texture_type
[unit
] = target
;
2000 static void context_set_render_offscreen(struct wined3d_context
*context
, BOOL offscreen
)
2002 if (context
->render_offscreen
== offscreen
) return;
2004 context_invalidate_state(context
, STATE_POINTSPRITECOORDORIGIN
);
2005 context_invalidate_state(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
));
2006 context_invalidate_state(context
, STATE_VIEWPORT
);
2007 context_invalidate_state(context
, STATE_SCISSORRECT
);
2008 context_invalidate_state(context
, STATE_FRONTFACE
);
2009 context
->render_offscreen
= offscreen
;
2012 static BOOL
match_depth_stencil_format(const struct wined3d_format
*existing
,
2013 const struct wined3d_format
*required
)
2015 BYTE existing_depth
, existing_stencil
, required_depth
, required_stencil
;
2017 if (existing
== required
) return TRUE
;
2018 if ((existing
->flags
& WINED3DFMT_FLAG_FLOAT
) != (required
->flags
& WINED3DFMT_FLAG_FLOAT
)) return FALSE
;
2020 getDepthStencilBits(existing
, &existing_depth
, &existing_stencil
);
2021 getDepthStencilBits(required
, &required_depth
, &required_stencil
);
2023 if(existing_depth
< required_depth
) return FALSE
;
2024 /* If stencil bits are used the exact amount is required - otherwise wrapping
2025 * won't work correctly */
2026 if(required_stencil
&& required_stencil
!= existing_stencil
) return FALSE
;
2030 /* The caller provides a context */
2031 static void context_validate_onscreen_formats(struct wined3d_context
*context
,
2032 const struct wined3d_surface
*depth_stencil
)
2034 /* Onscreen surfaces are always in a swapchain */
2035 struct wined3d_swapchain
*swapchain
= context
->current_rt
->container
.u
.swapchain
;
2037 if (context
->render_offscreen
|| !depth_stencil
) return;
2038 if (match_depth_stencil_format(swapchain
->ds_format
, depth_stencil
->resource
.format
)) return;
2040 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2041 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2043 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2045 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2046 surface_load_location(context
->current_rt
, SFLAG_INTEXTURE
, NULL
);
2047 swapchain
->render_to_fbo
= TRUE
;
2048 swapchain_update_draw_bindings(swapchain
);
2049 context_set_render_offscreen(context
, TRUE
);
2052 static DWORD
context_generate_rt_mask_no_fbo(const struct wined3d_device
*device
, const struct wined3d_surface
*rt
)
2054 if (!rt
|| rt
->resource
.format
->id
== WINED3DFMT_NULL
)
2056 else if (rt
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
2057 return context_generate_rt_mask_from_surface(rt
);
2059 return context_generate_rt_mask(device
->offscreenBuffer
);
2062 /* Context activation is done by the caller. */
2063 void context_apply_blit_state(struct wined3d_context
*context
, struct wined3d_device
*device
)
2065 struct wined3d_surface
*rt
= context
->current_rt
;
2066 DWORD rt_mask
, old_mask
;
2068 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2070 context_validate_onscreen_formats(context
, NULL
);
2072 if (context
->render_offscreen
)
2074 surface_internal_preload(rt
, SRGB_RGB
);
2077 context_apply_fbo_state_blit(context
, GL_FRAMEBUFFER
, rt
, NULL
, rt
->draw_binding
);
2079 if (rt
->resource
.format
->id
!= WINED3DFMT_NULL
)
2087 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
2089 rt_mask
= context_generate_rt_mask_from_surface(rt
);
2094 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt
);
2097 old_mask
= context
->current_fbo
? context
->current_fbo
->rt_mask
: context
->draw_buffers_mask
;
2100 if (rt_mask
!= old_mask
)
2102 context_apply_draw_buffers(context
, rt_mask
);
2103 context
->draw_buffers_mask
= rt_mask
;
2106 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2108 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2112 SetupForBlit(device
, context
);
2113 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2116 static BOOL
context_validate_rt_config(UINT rt_count
,
2117 struct wined3d_surface
* const *rts
, const struct wined3d_surface
*ds
)
2121 if (ds
) return TRUE
;
2123 for (i
= 0; i
< rt_count
; ++i
)
2125 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
2129 WARN("Invalid render target config, need at least one attachment.\n");
2133 /* Context activation is done by the caller. */
2134 BOOL
context_apply_clear_state(struct wined3d_context
*context
, struct wined3d_device
*device
,
2135 UINT rt_count
, const struct wined3d_fb_state
*fb
)
2137 DWORD rt_mask
= 0, old_mask
;
2139 struct wined3d_surface
**rts
= fb
->render_targets
;
2141 if (isStateDirty(context
, STATE_FRAMEBUFFER
) || fb
!= &device
->fb
2142 || rt_count
!= context
->gl_info
->limits
.buffers
)
2144 if (!context_validate_rt_config(rt_count
, rts
, fb
->depth_stencil
))
2147 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2149 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
2153 if (!rt_count
|| surface_is_offscreen(rts
[0]))
2155 for (i
= 0; i
< rt_count
; ++i
)
2157 context
->blit_targets
[i
] = rts
[i
];
2158 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
)
2159 rt_mask
|= (1 << i
);
2161 while (i
< context
->gl_info
->limits
.buffers
)
2163 context
->blit_targets
[i
] = NULL
;
2166 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, context
->blit_targets
, fb
->depth_stencil
,
2167 rt_count
? rts
[0]->draw_binding
: SFLAG_INTEXTURE
);
2168 glReadBuffer(GL_NONE
);
2169 checkGLcall("glReadBuffer");
2173 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2174 rt_mask
= context_generate_rt_mask_from_surface(rts
[0]);
2179 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2180 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2181 * state management allows this */
2182 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2186 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt_count
? rts
[0] : NULL
);
2189 else if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
2190 && (!rt_count
|| surface_is_offscreen(rts
[0])))
2192 for (i
= 0; i
< rt_count
; ++i
)
2194 if (rts
[i
] && rts
[i
]->resource
.format
->id
!= WINED3DFMT_NULL
) rt_mask
|= (1 << i
);
2199 rt_mask
= context_generate_rt_mask_no_fbo(device
, rt_count
? rts
[0] : NULL
);
2202 old_mask
= context
->current_fbo
? context
->current_fbo
->rt_mask
: context
->draw_buffers_mask
;
2205 if (rt_mask
!= old_mask
)
2207 context_apply_draw_buffers(context
, rt_mask
);
2208 context
->draw_buffers_mask
= rt_mask
;
2209 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
2212 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2214 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2217 if (context
->last_was_blit
)
2219 device
->frag_pipe
->enable_extension(TRUE
);
2220 context
->last_was_blit
= FALSE
;
2223 /* Blending and clearing should be orthogonal, but tests on the nvidia
2224 * driver show that disabling blending when clearing improves the clearing
2225 * performance incredibly. */
2226 glDisable(GL_BLEND
);
2227 glEnable(GL_SCISSOR_TEST
);
2228 checkGLcall("glEnable GL_SCISSOR_TEST");
2231 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
));
2232 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
));
2233 context_invalidate_state(context
, STATE_SCISSORRECT
);
2238 static DWORD
find_draw_buffers_mask(const struct wined3d_context
*context
, const struct wined3d_device
*device
)
2240 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2241 struct wined3d_surface
**rts
= state
->fb
->render_targets
;
2242 struct wined3d_shader
*ps
= state
->pixel_shader
;
2243 DWORD rt_mask
, rt_mask_bits
;
2246 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) return context_generate_rt_mask_no_fbo(device
, rts
[0]);
2247 else if (!context
->render_offscreen
) return context_generate_rt_mask_from_surface(rts
[0]);
2249 rt_mask
= ps
? ps
->reg_maps
.rt_mask
: 1;
2250 rt_mask
&= device
->valid_rt_mask
;
2251 rt_mask_bits
= rt_mask
;
2253 while (rt_mask_bits
)
2255 rt_mask_bits
&= ~(1 << i
);
2256 if (!rts
[i
] || rts
[i
]->resource
.format
->id
== WINED3DFMT_NULL
)
2257 rt_mask
&= ~(1 << i
);
2265 /* GL locking and context activation are done by the caller */
2266 void context_state_fb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2268 const struct wined3d_device
*device
= context
->swapchain
->device
;
2269 const struct wined3d_fb_state
*fb
= state
->fb
;
2270 DWORD rt_mask
= find_draw_buffers_mask(context
, device
);
2273 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2275 if (!context
->render_offscreen
)
2277 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, NULL
, NULL
, SFLAG_INDRAWABLE
);
2281 context_apply_fbo_state(context
, GL_FRAMEBUFFER
, fb
->render_targets
, fb
->depth_stencil
,
2282 fb
->render_targets
[0]->draw_binding
);
2283 glReadBuffer(GL_NONE
);
2284 checkGLcall("glReadBuffer");
2288 old_mask
= context
->current_fbo
? context
->current_fbo
->rt_mask
: context
->draw_buffers_mask
;
2289 if (rt_mask
!= old_mask
)
2291 context_apply_draw_buffers(context
, rt_mask
);
2292 context
->draw_buffers_mask
= rt_mask
;
2296 /* GL locking and context activation are done by the caller */
2297 void context_state_drawbuf(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2299 const struct wined3d_device
*device
= context
->swapchain
->device
;
2300 DWORD rt_mask
, old_mask
;
2302 if (isStateDirty(context
, STATE_FRAMEBUFFER
)) return;
2304 old_mask
= context
->current_fbo
? context
->current_fbo
->rt_mask
: context
->draw_buffers_mask
;
2305 rt_mask
= find_draw_buffers_mask(context
, device
);
2306 if (rt_mask
!= old_mask
)
2308 context_apply_draw_buffers(context
, rt_mask
);
2309 context
->draw_buffers_mask
= rt_mask
;
2313 /* Context activation is done by the caller. */
2314 BOOL
context_apply_draw_state(struct wined3d_context
*context
, struct wined3d_device
*device
)
2316 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2317 const struct StateEntry
*state_table
= context
->state_table
;
2318 const struct wined3d_fb_state
*fb
= state
->fb
;
2321 if (!context_validate_rt_config(context
->gl_info
->limits
.buffers
,
2322 fb
->render_targets
, fb
->depth_stencil
))
2325 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
&& isStateDirty(context
, STATE_FRAMEBUFFER
))
2327 context_validate_onscreen_formats(context
, fb
->depth_stencil
);
2330 /* Preload resources before FBO setup. Texture preload in particular may
2331 * result in changes to the current FBO, due to using e.g. FBO blits for
2332 * updating a resource location. */
2333 device_update_tex_unit_map(device
);
2334 device_preload_textures(device
);
2335 if (isStateDirty(context
, STATE_VDECL
) || isStateDirty(context
, STATE_STREAMSRC
))
2336 device_update_stream_info(device
, context
->gl_info
);
2339 if (context
->last_was_blit
)
2341 device
->frag_pipe
->enable_extension(TRUE
);
2344 for (i
= 0; i
< context
->numDirtyEntries
; ++i
)
2346 DWORD rep
= context
->dirtyArray
[i
];
2347 DWORD idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
2348 BYTE shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
2349 context
->isStateDirty
[idx
] &= ~(1 << shift
);
2350 state_table
[rep
].apply(context
, state
, rep
);
2353 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
2355 context_check_fbo_status(context
, GL_FRAMEBUFFER
);
2359 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
2360 context
->last_was_blit
= FALSE
;
2365 static void context_setup_target(struct wined3d_device
*device
,
2366 struct wined3d_context
*context
, struct wined3d_surface
*target
)
2368 BOOL old_render_offscreen
= context
->render_offscreen
, render_offscreen
;
2370 render_offscreen
= surface_is_offscreen(target
);
2371 if (context
->current_rt
== target
&& render_offscreen
== old_render_offscreen
) return;
2373 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2374 * the alpha blend state changes with different render target formats. */
2375 if (!context
->current_rt
)
2377 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
));
2381 const struct wined3d_format
*old
= context
->current_rt
->resource
.format
;
2382 const struct wined3d_format
*new = target
->resource
.format
;
2384 if (old
->id
!= new->id
)
2386 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2387 if ((old
->alpha_mask
&& !new->alpha_mask
) || (!old
->alpha_mask
&& new->alpha_mask
)
2388 || !(new->flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
2389 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
));
2391 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2392 if ((old
->flags
& WINED3DFMT_FLAG_SRGB_WRITE
) != (new->flags
& WINED3DFMT_FLAG_SRGB_WRITE
))
2393 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
));
2396 /* When switching away from an offscreen render target, and we're not
2397 * using FBOs, we have to read the drawable into the texture. This is
2398 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2399 * are some things that need care though. PreLoad needs a GL context,
2400 * and FindContext is called before the context is activated. It also
2401 * has to be called with the old rendertarget active, otherwise a
2402 * wrong drawable is read. */
2403 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
2404 && old_render_offscreen
&& context
->current_rt
!= target
)
2406 /* Read the back buffer of the old drawable into the destination texture. */
2407 if (context
->current_rt
->texture_name_srgb
)
2408 surface_internal_preload(context
->current_rt
, SRGB_SRGB
);
2409 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
2410 surface_modify_location(context
->current_rt
, SFLAG_INDRAWABLE
, FALSE
);
2414 context
->current_rt
= target
;
2415 context_set_render_offscreen(context
, render_offscreen
);
2418 /* Do not call while under the GL lock. */
2419 struct wined3d_context
*context_acquire(struct wined3d_device
*device
, struct wined3d_surface
*target
)
2421 struct wined3d_context
*current_context
= context_get_current();
2422 struct wined3d_context
*context
;
2424 TRACE("device %p, target %p.\n", device
, target
);
2426 if (current_context
&& current_context
->destroyed
)
2427 current_context
= NULL
;
2432 && current_context
->current_rt
2433 && current_context
->swapchain
->device
== device
)
2435 target
= current_context
->current_rt
;
2439 struct wined3d_swapchain
*swapchain
= device
->swapchains
[0];
2440 if (swapchain
->back_buffers
)
2441 target
= swapchain
->back_buffers
[0];
2443 target
= swapchain
->front_buffer
;
2447 if (current_context
&& current_context
->current_rt
== target
)
2449 context
= current_context
;
2451 else if (target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
2453 TRACE("Rendering onscreen.\n");
2455 context
= swapchain_get_context(target
->container
.u
.swapchain
);
2459 TRACE("Rendering offscreen.\n");
2461 /* Stay with the current context if possible. Otherwise use the
2462 * context for the primary swapchain. */
2463 if (current_context
&& current_context
->swapchain
->device
== device
)
2464 context
= current_context
;
2466 context
= swapchain_get_context(device
->swapchains
[0]);
2469 context_update_window(context
);
2470 context_setup_target(device
, context
, target
);
2471 context_enter(context
);
2472 if (!context
->valid
) return context
;
2474 if (context
!= current_context
)
2476 if (!context_set_current(context
))
2478 ERR("Failed to activate the new context.\n");
2483 device
->frag_pipe
->enable_extension(!context
->last_was_blit
);
2487 if (context
->vshader_const_dirty
)
2489 memset(context
->vshader_const_dirty
, 1,
2490 sizeof(*context
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
2491 device
->highest_dirty_vs_const
= device
->d3d_vshader_constantF
;
2493 if (context
->pshader_const_dirty
)
2495 memset(context
->pshader_const_dirty
, 1,
2496 sizeof(*context
->pshader_const_dirty
) * device
->d3d_pshader_constantF
);
2497 device
->highest_dirty_ps_const
= device
->d3d_pshader_constantF
;
2500 else if (context
->restore_ctx
)
2502 context_set_gl_context(context
);