2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 #define GLINFO_LOCATION (*gl_info)
33 static DWORD wined3d_context_tls_idx;
35 /* FBO helper functions */
37 /* GL locking is done by the caller */
38 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
40 const struct wined3d_gl_info *gl_info = context->gl_info;
51 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
52 checkGLcall("glGenFramebuffers()");
53 TRACE("Created FBO %u.\n", *fbo);
60 case GL_READ_FRAMEBUFFER:
61 if (context->fbo_read_binding == f) return;
62 context->fbo_read_binding = f;
65 case GL_DRAW_FRAMEBUFFER:
66 if (context->fbo_draw_binding == f) return;
67 context->fbo_draw_binding = f;
71 if (context->fbo_read_binding == f
72 && context->fbo_draw_binding == f) return;
73 context->fbo_read_binding = f;
74 context->fbo_draw_binding = f;
78 FIXME("Unhandled target %#x.\n", target);
82 gl_info->fbo_ops.glBindFramebuffer(target, f);
83 checkGLcall("glBindFramebuffer()");
86 /* GL locking is done by the caller */
87 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info)
91 for (i = 0; i < gl_info->max_buffers; ++i)
93 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
94 checkGLcall("glFramebufferTexture2D()");
96 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
97 checkGLcall("glFramebufferTexture2D()");
99 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
100 checkGLcall("glFramebufferTexture2D()");
103 /* GL locking is done by the caller */
104 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
106 const struct wined3d_gl_info *gl_info = context->gl_info;
108 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
109 context_clean_fbo_attachments(gl_info);
110 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
112 gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
113 checkGLcall("glDeleteFramebuffers()");
116 /* GL locking is done by the caller */
117 static void context_apply_attachment_filter_states(IWineD3DSurface *surface, BOOL force_preload)
119 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
120 IWineD3DDeviceImpl *device = surface_impl->resource.wineD3DDevice;
121 IWineD3DBaseTextureImpl *texture_impl;
122 BOOL update_minfilter = FALSE;
123 BOOL update_magfilter = FALSE;
125 /* Update base texture states array */
126 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
128 if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
129 || texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
131 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
132 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
133 update_minfilter = TRUE;
136 if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
138 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
139 update_magfilter = TRUE;
142 if (texture_impl->baseTexture.bindCount)
144 WARN("Render targets should not be bound to a sampler\n");
145 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
148 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
151 if (update_minfilter || update_magfilter || force_preload)
153 GLenum target, bind_target;
156 target = surface_impl->texture_target;
157 if (target == GL_TEXTURE_2D)
159 bind_target = GL_TEXTURE_2D;
160 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
161 } else if (target == GL_TEXTURE_RECTANGLE_ARB) {
162 bind_target = GL_TEXTURE_RECTANGLE_ARB;
163 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
165 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
166 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
169 surface_internal_preload(surface, SRGB_RGB);
171 glBindTexture(bind_target, surface_impl->texture_name);
172 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
173 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
174 glBindTexture(bind_target, old_binding);
177 checkGLcall("apply_attachment_filter_states()");
180 /* GL locking is done by the caller */
181 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
182 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
184 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
185 const struct wined3d_gl_info *gl_info = context->gl_info;
187 TRACE("Attach depth stencil %p\n", depth_stencil);
191 DWORD format_flags = depth_stencil_impl->resource.format_desc->Flags;
193 if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
195 if (format_flags & WINED3DFMT_FLAG_DEPTH)
197 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
198 GL_RENDERBUFFER, depth_stencil_impl->current_renderbuffer->id);
199 checkGLcall("glFramebufferRenderbuffer()");
202 if (format_flags & WINED3DFMT_FLAG_STENCIL)
204 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
205 GL_RENDERBUFFER, depth_stencil_impl->current_renderbuffer->id);
206 checkGLcall("glFramebufferRenderbuffer()");
211 context_apply_attachment_filter_states(depth_stencil, TRUE);
213 if (format_flags & WINED3DFMT_FLAG_DEPTH)
215 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
216 depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
217 depth_stencil_impl->texture_level);
218 checkGLcall("glFramebufferTexture2D()");
221 if (format_flags & WINED3DFMT_FLAG_STENCIL)
223 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
224 depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
225 depth_stencil_impl->texture_level);
226 checkGLcall("glFramebufferTexture2D()");
230 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
232 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
233 checkGLcall("glFramebufferTexture2D()");
236 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
238 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
239 checkGLcall("glFramebufferTexture2D()");
244 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
245 checkGLcall("glFramebufferTexture2D()");
247 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
248 checkGLcall("glFramebufferTexture2D()");
252 /* GL locking is done by the caller */
253 void context_attach_surface_fbo(const struct wined3d_context *context,
254 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
256 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
257 const struct wined3d_gl_info *gl_info = context->gl_info;
259 TRACE("Attach surface %p to %u\n", surface, idx);
263 context_apply_attachment_filter_states(surface, TRUE);
265 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, surface_impl->texture_target,
266 surface_impl->texture_name, surface_impl->texture_level);
267 checkGLcall("glFramebufferTexture2D()");
271 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
272 checkGLcall("glFramebufferTexture2D()");
276 /* GL locking is done by the caller */
277 static void context_check_fbo_status(struct wined3d_context *context)
279 const struct wined3d_gl_info *gl_info = context->gl_info;
282 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
283 if (status == GL_FRAMEBUFFER_COMPLETE)
285 TRACE("FBO complete\n");
287 IWineD3DSurfaceImpl *attachment;
289 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
291 if (!context->current_fbo)
293 ERR("FBO 0 is incomplete, driver bug?\n");
297 /* Dump the FBO attachments */
298 for (i = 0; i < gl_info->max_buffers; ++i)
300 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i];
303 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
304 i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
305 attachment->pow2Width, attachment->pow2Height);
308 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->depth_stencil;
311 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
312 attachment, debug_d3dformat(attachment->resource.format_desc->format),
313 attachment->pow2Width, attachment->pow2Height);
318 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context)
320 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
321 const struct wined3d_gl_info *gl_info = context->gl_info;
322 struct fbo_entry *entry;
324 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
325 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->max_buffers * sizeof(*entry->render_targets));
326 memcpy(entry->render_targets, device->render_targets, gl_info->max_buffers * sizeof(*entry->render_targets));
327 entry->depth_stencil = device->stencilBufferTarget;
328 entry->attached = FALSE;
334 /* GL locking is done by the caller */
335 static void context_reuse_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
337 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
338 const struct wined3d_gl_info *gl_info = context->gl_info;
340 context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
341 context_clean_fbo_attachments(gl_info);
343 memcpy(entry->render_targets, device->render_targets, gl_info->max_buffers * sizeof(*entry->render_targets));
344 entry->depth_stencil = device->stencilBufferTarget;
345 entry->attached = FALSE;
348 /* GL locking is done by the caller */
349 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
353 TRACE("Destroy FBO %d\n", entry->id);
354 context_destroy_fbo(context, &entry->id);
356 --context->fbo_entry_count;
357 list_remove(&entry->entry);
358 HeapFree(GetProcessHeap(), 0, entry->render_targets);
359 HeapFree(GetProcessHeap(), 0, entry);
363 /* GL locking is done by the caller */
364 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
366 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
367 const struct wined3d_gl_info *gl_info = context->gl_info;
368 struct fbo_entry *entry;
370 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
372 if (!memcmp(entry->render_targets,
373 device->render_targets, gl_info->max_buffers * sizeof(*entry->render_targets))
374 && entry->depth_stencil == device->stencilBufferTarget)
376 list_remove(&entry->entry);
377 list_add_head(&context->fbo_list, &entry->entry);
382 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
384 entry = context_create_fbo_entry(context);
385 list_add_head(&context->fbo_list, &entry->entry);
386 ++context->fbo_entry_count;
390 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
391 context_reuse_fbo_entry(context, entry);
392 list_remove(&entry->entry);
393 list_add_head(&context->fbo_list, &entry->entry);
399 /* GL locking is done by the caller */
400 static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
402 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
403 const struct wined3d_gl_info *gl_info = context->gl_info;
406 context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
408 if (!entry->attached)
410 /* Apply render targets */
411 for (i = 0; i < gl_info->max_buffers; ++i)
413 IWineD3DSurface *render_target = device->render_targets[i];
414 context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, render_target);
417 /* Apply depth targets */
418 if (device->stencilBufferTarget)
420 unsigned int w = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Width;
421 unsigned int h = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Height;
423 surface_set_compatible_renderbuffer(device->stencilBufferTarget, w, h);
425 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, device->stencilBufferTarget, TRUE);
427 entry->attached = TRUE;
431 for (i = 0; i < gl_info->max_buffers; ++i)
433 if (device->render_targets[i])
434 context_apply_attachment_filter_states(device->render_targets[i], FALSE);
436 if (device->stencilBufferTarget)
437 context_apply_attachment_filter_states(device->stencilBufferTarget, FALSE);
440 for (i = 0; i < gl_info->max_buffers; ++i)
442 if (device->render_targets[i])
443 device->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
445 device->draw_buffers[i] = GL_NONE;
449 /* GL locking is done by the caller */
450 static void context_apply_fbo_state(struct wined3d_context *context)
452 struct fbo_entry *entry, *entry2;
454 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
456 context_destroy_fbo_entry(context, entry);
459 if (context->render_offscreen)
461 context->current_fbo = context_find_fbo_entry(context);
462 context_apply_fbo_entry(context, context->current_fbo);
464 context->current_fbo = NULL;
465 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
468 context_check_fbo_status(context);
471 /* Context activation is done by the caller. */
472 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
474 const struct wined3d_gl_info *gl_info = context->gl_info;
476 if (context->free_occlusion_query_count)
478 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
482 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
485 GL_EXTCALL(glGenQueriesARB(1, &query->id));
486 checkGLcall("glGenQueriesARB");
489 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
493 WARN("Occlusion queries not supported, not allocating query id.\n");
498 query->context = context;
499 list_add_head(&context->occlusion_queries, &query->entry);
502 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
504 struct wined3d_context *context = query->context;
506 list_remove(&query->entry);
507 query->context = NULL;
509 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
511 UINT new_size = context->free_occlusion_query_size << 1;
512 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
513 new_size * sizeof(*context->free_occlusion_queries));
517 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
521 context->free_occlusion_query_size = new_size;
522 context->free_occlusion_queries = new_data;
525 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
528 /* Context activation is done by the caller. */
529 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
531 const struct wined3d_gl_info *gl_info = context->gl_info;
533 if (context->free_event_query_count)
535 query->id = context->free_event_queries[--context->free_event_query_count];
539 if (GL_SUPPORT(APPLE_FENCE))
542 GL_EXTCALL(glGenFencesAPPLE(1, &query->id));
543 checkGLcall("glGenFencesAPPLE");
546 TRACE("Allocated event query %u in context %p.\n", query->id, context);
548 else if(GL_SUPPORT(NV_FENCE))
551 GL_EXTCALL(glGenFencesNV(1, &query->id));
552 checkGLcall("glGenFencesNV");
555 TRACE("Allocated event query %u in context %p.\n", query->id, context);
559 WARN("Event queries not supported, not allocating query id.\n");
564 query->context = context;
565 list_add_head(&context->event_queries, &query->entry);
568 void context_free_event_query(struct wined3d_event_query *query)
570 struct wined3d_context *context = query->context;
572 list_remove(&query->entry);
573 query->context = NULL;
575 if (context->free_event_query_count >= context->free_event_query_size - 1)
577 UINT new_size = context->free_event_query_size << 1;
578 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
579 new_size * sizeof(*context->free_event_queries));
583 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
587 context->free_event_query_size = new_size;
588 context->free_event_queries = new_data;
591 context->free_event_queries[context->free_event_query_count++] = query->id;
594 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
596 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
599 if (!This->d3d_initialized) return;
603 case WINED3DRTYPE_SURFACE:
605 for (i = 0; i < This->numContexts; ++i)
607 struct wined3d_context *context = This->contexts[i];
608 const struct wined3d_gl_info *gl_info = context->gl_info;
609 struct fbo_entry *entry, *entry2;
611 if (context->current_rt == (IWineD3DSurface *)resource) context->current_rt = NULL;
613 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
617 if (entry->depth_stencil == (IWineD3DSurface *)resource)
619 list_remove(&entry->entry);
620 list_add_head(&context->fbo_destroy_list, &entry->entry);
624 for (j = 0; j < gl_info->max_buffers; ++j)
626 if (entry->render_targets[j] == (IWineD3DSurface *)resource)
628 list_remove(&entry->entry);
629 list_add_head(&context->fbo_destroy_list, &entry->entry);
644 static void context_destroy_gl_resources(struct wined3d_context *context)
646 const struct wined3d_gl_info *gl_info = context->gl_info;
647 struct wined3d_occlusion_query *occlusion_query;
648 struct wined3d_event_query *event_query;
649 struct fbo_entry *entry, *entry2;
653 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
655 if (context->valid && GL_SUPPORT(ARB_OCCLUSION_QUERY))
656 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
657 occlusion_query->context = NULL;
660 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
664 if (GL_SUPPORT(APPLE_FENCE)) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->id));
665 else if (GL_SUPPORT(NV_FENCE)) GL_EXTCALL(glDeleteFencesNV(1, &event_query->id));
667 event_query->context = NULL;
670 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
672 if (!context->valid) entry->id = 0;
673 context_destroy_fbo_entry(context, entry);
676 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
678 if (!context->valid) entry->id = 0;
679 context_destroy_fbo_entry(context, entry);
684 if (context->src_fbo)
686 TRACE("Destroy src FBO %d\n", context->src_fbo);
687 context_destroy_fbo(context, &context->src_fbo);
689 if (context->dst_fbo)
691 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
692 context_destroy_fbo(context, &context->dst_fbo);
694 if (context->dummy_arbfp_prog)
696 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
699 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
700 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
702 if (GL_SUPPORT(APPLE_FENCE))
703 GL_EXTCALL(glDeleteFencesAPPLE(context->free_event_query_count, context->free_event_queries));
704 else if (GL_SUPPORT(NV_FENCE))
705 GL_EXTCALL(glDeleteFencesNV(context->free_event_query_count, context->free_event_queries));
707 checkGLcall("context cleanup");
712 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
713 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
715 if (!pwglMakeCurrent(NULL, NULL))
717 ERR("Failed to disable GL context.\n");
720 if (context->pbuffer)
722 GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
723 GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
727 ReleaseDC(context->win_handle, context->hdc);
730 if (!pwglDeleteContext(context->glCtx))
732 DWORD err = GetLastError();
733 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
737 DWORD context_get_tls_idx(void)
739 return wined3d_context_tls_idx;
742 void context_set_tls_idx(DWORD idx)
744 wined3d_context_tls_idx = idx;
747 struct wined3d_context *context_get_current(void)
749 return TlsGetValue(wined3d_context_tls_idx);
752 BOOL context_set_current(struct wined3d_context *ctx)
754 struct wined3d_context *old = context_get_current();
758 TRACE("Already using D3D context %p.\n", ctx);
766 TRACE("Switching away from destroyed context %p.\n", old);
767 context_destroy_gl_resources(old);
768 HeapFree(GetProcessHeap(), 0, old);
778 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
779 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
781 DWORD err = GetLastError();
782 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
783 ctx->glCtx, ctx->hdc, err);
784 TlsSetValue(wined3d_context_tls_idx, NULL);
789 else if(pwglGetCurrentContext())
791 TRACE("Clearing current D3D context.\n");
792 if (!pwglMakeCurrent(NULL, NULL))
794 DWORD err = GetLastError();
795 ERR("Failed to clear current GL context, last error %#x.\n", err);
796 TlsSetValue(wined3d_context_tls_idx, NULL);
801 return TlsSetValue(wined3d_context_tls_idx, ctx);
804 static void context_validate(struct wined3d_context *context)
806 HWND wnd = WindowFromDC(context->hdc);
808 if (wnd != context->win_handle)
810 WARN("DC %p belongs to window %p instead of %p.\n",
811 context->hdc, wnd, context->win_handle);
816 /*****************************************************************************
817 * Context_MarkStateDirty
819 * Marks a state in a context dirty. Only one context, opposed to
820 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
824 * context: Context to mark the state dirty in
825 * state: State to mark dirty
826 * StateTable: Pointer to the state table in use(for state grouping)
828 *****************************************************************************/
829 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
831 DWORD rep = StateTable[state].representative;
835 if (isStateDirty(context, rep)) return;
837 context->dirtyArray[context->numDirtyEntries++] = rep;
840 context->isStateDirty[idx] |= (1 << shift);
843 /*****************************************************************************
846 * Adds a context to the context array. Helper function for CreateContext
848 * This method is not called in performance-critical code paths, only when a
849 * new render target or swapchain is created. Thus performance is not an issue
853 * This: Device to add the context for
854 * hdc: device context
855 * glCtx: WGL context to add
856 * pbuffer: optional pbuffer used with this context
858 *****************************************************************************/
859 static struct wined3d_context *AddContextToArray(IWineD3DDeviceImpl *This,
860 HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer)
862 struct wined3d_context **oldArray = This->contexts;
865 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
866 if(This->contexts == NULL) {
867 ERR("Unable to grow the context array\n");
868 This->contexts = oldArray;
872 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
875 This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(**This->contexts));
876 if(This->contexts[This->numContexts] == NULL) {
877 ERR("Unable to allocate a new context\n");
878 HeapFree(GetProcessHeap(), 0, This->contexts);
879 This->contexts = oldArray;
883 This->contexts[This->numContexts]->hdc = hdc;
884 This->contexts[This->numContexts]->glCtx = glCtx;
885 This->contexts[This->numContexts]->pbuffer = pbuffer;
886 This->contexts[This->numContexts]->win_handle = win_handle;
887 HeapFree(GetProcessHeap(), 0, oldArray);
889 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
891 for(state = 0; state <= STATE_HIGHEST; state++) {
892 if (This->StateTable[state].representative)
893 Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
897 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
898 return This->contexts[This->numContexts - 1];
901 /* This function takes care of WineD3D pixel format selection. */
902 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
903 const struct GlPixelFormatDesc *color_format_desc, const struct GlPixelFormatDesc *ds_format_desc,
904 BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
907 unsigned int matchtry;
908 short redBits, greenBits, blueBits, alphaBits, colorBits;
909 short depthBits=0, stencilBits=0;
916 /* First, try without alpha match buffers. MacOS supports aux buffers only
917 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
918 * Then try without aux buffers - this is the most common cause for not
919 * finding a pixel format. Also some drivers(the open source ones)
920 * only offer 32 bit ARB pixel formats. First try without an exact alpha
921 * match, then try without an exact alpha and color match.
923 { TRUE, TRUE, TRUE },
924 { TRUE, FALSE, TRUE },
925 { FALSE, TRUE, TRUE },
926 { FALSE, FALSE, TRUE },
927 { TRUE, FALSE, FALSE },
928 { FALSE, FALSE, FALSE },
932 int nCfgs = This->adapter->nCfgs;
934 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
935 debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
936 auxBuffers, numSamples, pbuffer, findCompatible);
938 if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
940 ERR("Unable to get color bits for format %s (%#x)!\n",
941 debug_d3dformat(color_format_desc->format), color_format_desc->format);
945 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
946 * You are able to add a depth + stencil surface at a later stage when you need it.
947 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
948 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
949 * context, need torecreate shaders, textures and other resources.
951 * The context manager already takes care of the state problem and for the other tasks code from Reset
952 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
953 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
954 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
955 * issue needs to be fixed. */
956 if (ds_format_desc->format != WINED3DFMT_S8_UINT_D24_UNORM)
958 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
959 ds_format_desc = getFormatDescEntry(WINED3DFMT_S8_UINT_D24_UNORM, &This->adapter->gl_info);
962 getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
964 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
965 for(i=0; i<nCfgs; i++) {
966 BOOL exactDepthMatch = TRUE;
967 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
969 /* For now only accept RGBA formats. Perhaps some day we will
970 * allow floating point formats for pbuffers. */
971 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
974 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
975 if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
978 /* We like to have aux buffers in backbuffer mode */
979 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
982 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
983 if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
986 if(matches[matchtry].exact_color) {
987 if(cfg->redSize != redBits)
989 if(cfg->greenSize != greenBits)
991 if(cfg->blueSize != blueBits)
994 if(cfg->redSize < redBits)
996 if(cfg->greenSize < greenBits)
998 if(cfg->blueSize < blueBits)
1001 if(matches[matchtry].exact_alpha) {
1002 if(cfg->alphaSize != alphaBits)
1005 if(cfg->alphaSize < alphaBits)
1009 /* We try to locate a format which matches our requirements exactly. In case of
1010 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1011 if(cfg->depthSize < depthBits)
1013 else if(cfg->depthSize > depthBits)
1014 exactDepthMatch = FALSE;
1016 /* In all cases make sure the number of stencil bits matches our requirements
1017 * even when we don't need stencil because it could affect performance EXCEPT
1018 * on cards which don't offer depth formats without stencil like the i915 drivers
1020 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1023 /* Check multisampling support */
1024 if(cfg->numSamples != numSamples)
1027 /* When we have passed all the checks then we have found a format which matches our
1028 * requirements. Note that we only check for a limit number of capabilities right now,
1029 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1030 * can still differ in things like multisampling, stereo, SRGB and other flags.
1033 /* Exit the loop as we have found a format :) */
1034 if(exactDepthMatch) {
1035 iPixelFormat = cfg->iPixelFormat;
1037 } else if(!iPixelFormat) {
1038 /* In the end we might end up with a format which doesn't exactly match our depth
1039 * requirements. Accept the first format we found because formats with higher iPixelFormat
1040 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1041 iPixelFormat = cfg->iPixelFormat;
1046 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1047 if(!iPixelFormat && !findCompatible) {
1048 ERR("Can't find a suitable iPixelFormat\n");
1050 } else if(!iPixelFormat) {
1051 PIXELFORMATDESCRIPTOR pfd;
1053 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1054 /* PixelFormat selection */
1055 ZeroMemory(&pfd, sizeof(pfd));
1056 pfd.nSize = sizeof(pfd);
1058 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1059 pfd.iPixelType = PFD_TYPE_RGBA;
1060 pfd.cAlphaBits = alphaBits;
1061 pfd.cColorBits = colorBits;
1062 pfd.cDepthBits = depthBits;
1063 pfd.cStencilBits = stencilBits;
1064 pfd.iLayerType = PFD_MAIN_PLANE;
1066 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1068 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1069 ERR("Can't find a suitable iPixelFormat\n");
1074 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1075 iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1076 return iPixelFormat;
1079 /*****************************************************************************
1082 * Creates a new context for a window, or a pbuffer context.
1085 * This: Device to activate the context for
1086 * target: Surface this context will render to
1087 * win_handle: handle to the window which we are drawing to
1088 * create_pbuffer: tells whether to create a pbuffer or not
1089 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1091 *****************************************************************************/
1092 struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target,
1093 HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms)
1095 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
1096 struct wined3d_context *ret = NULL;
1097 HPBUFFERARB pbuffer = NULL;
1102 TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
1104 if(create_pbuffer) {
1105 HDC hdc_parent = GetDC(win_handle);
1106 int iPixelFormat = 0;
1108 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
1109 const struct GlPixelFormatDesc *ds_format_desc = StencilSurface
1110 ? ((IWineD3DSurfaceImpl *)StencilSurface)->resource.format_desc
1111 : getFormatDescEntry(WINED3DFMT_UNKNOWN, &This->adapter->gl_info);
1113 /* Try to find a pixel format with pbuffer support. */
1114 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1115 ds_format_desc, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */,
1116 FALSE /* findCompatible */);
1118 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1120 /* For some reason we weren't able to find a format, try to find something instead of crashing.
1121 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
1122 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1123 ds_format_desc, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */,
1124 TRUE /* findCompatible */);
1127 /* This shouldn't happen as ChoosePixelFormat always returns something */
1129 ERR("Unable to locate a pixel format for a pbuffer\n");
1130 ReleaseDC(win_handle, hdc_parent);
1134 TRACE("Creating a pBuffer drawable for the new context\n");
1135 pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
1137 ERR("Cannot create a pbuffer\n");
1138 ReleaseDC(win_handle, hdc_parent);
1142 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
1143 hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
1145 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
1146 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1147 ReleaseDC(win_handle, hdc_parent);
1150 ReleaseDC(win_handle, hdc_parent);
1152 PIXELFORMATDESCRIPTOR pfd;
1155 const struct GlPixelFormatDesc *color_format_desc = target->resource.format_desc;
1156 const struct GlPixelFormatDesc *ds_format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN,
1157 &This->adapter->gl_info);
1158 BOOL auxBuffers = FALSE;
1161 hdc = GetDC(win_handle);
1163 ERR("Cannot retrieve a device context!\n");
1167 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1168 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
1171 if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
1172 color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, &This->adapter->gl_info);
1173 else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
1174 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->adapter->gl_info);
1177 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
1178 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
1179 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
1180 * a format with 8bit alpha, so request A8R8G8B8. */
1181 if (color_format_desc->format == WINED3DFMT_P8_UINT)
1182 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->adapter->gl_info);
1184 /* Retrieve the depth stencil format from the present parameters.
1185 * The choice of the proper format can give a nice performance boost
1186 * in case of GPU limited programs. */
1187 if(pPresentParms->EnableAutoDepthStencil) {
1188 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
1189 ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, &This->adapter->gl_info);
1192 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
1193 if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
1194 if(!GL_SUPPORT(ARB_MULTISAMPLE))
1195 ERR("The program is requesting multisampling without support!\n");
1197 ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
1198 numSamples = pPresentParms->MultiSampleType;
1202 /* Try to find a pixel format which matches our requirements */
1203 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1204 auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
1206 /* Try to locate a compatible format if we weren't able to find anything */
1208 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1209 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1210 auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
1213 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1215 ERR("Can't find a suitable iPixelFormat\n");
1219 DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
1220 res = SetPixelFormat(hdc, iPixelFormat, NULL);
1222 int oldPixelFormat = GetPixelFormat(hdc);
1224 /* By default WGL doesn't allow pixel format adjustments but we need it here.
1225 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
1226 * set the pixel format multiple times. Only use it when it is really needed. */
1228 if(oldPixelFormat == iPixelFormat) {
1229 /* We don't have to do anything as the formats are the same :) */
1230 } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
1231 res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
1234 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1237 } else if(oldPixelFormat) {
1238 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
1239 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
1240 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
1242 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1248 ctx = pwglCreateContext(hdc);
1249 if (This->numContexts)
1251 if (!pwglShareLists(This->contexts[0]->glCtx, ctx))
1253 DWORD err = GetLastError();
1254 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1255 This->contexts[0]->glCtx, ctx, err);
1260 ERR("Failed to create a WGL context\n");
1261 if(create_pbuffer) {
1262 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1263 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1267 ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
1269 ERR("Failed to add the newly created context to the context list\n");
1270 if (!pwglDeleteContext(ctx))
1272 DWORD err = GetLastError();
1273 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1275 if(create_pbuffer) {
1276 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1277 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1282 ret->gl_info = &This->adapter->gl_info;
1283 ret->surface = (IWineD3DSurface *) target;
1284 ret->current_rt = (IWineD3DSurface *)target;
1285 ret->tid = GetCurrentThreadId();
1286 if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
1287 /* Create the dirty constants array and initialize them to dirty */
1288 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1289 sizeof(*ret->vshader_const_dirty) * This->d3d_vshader_constantF);
1290 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1291 sizeof(*ret->pshader_const_dirty) * This->d3d_pshader_constantF);
1292 memset(ret->vshader_const_dirty, 1,
1293 sizeof(*ret->vshader_const_dirty) * This->d3d_vshader_constantF);
1294 memset(ret->pshader_const_dirty, 1,
1295 sizeof(*ret->pshader_const_dirty) * This->d3d_pshader_constantF);
1298 ret->free_occlusion_query_size = 4;
1299 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1300 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1301 if (!ret->free_occlusion_queries) goto out;
1303 list_init(&ret->occlusion_queries);
1305 ret->free_event_query_size = 4;
1306 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1307 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1308 if (!ret->free_event_queries) goto out;
1310 list_init(&ret->event_queries);
1312 TRACE("Successfully created new context %p\n", ret);
1314 list_init(&ret->fbo_list);
1315 list_init(&ret->fbo_destroy_list);
1317 /* Set up the context defaults */
1318 if (!context_set_current(ret))
1320 ERR("Cannot activate context to set up defaults\n");
1326 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1328 TRACE("Setting up the screen\n");
1329 /* Clear the screen */
1330 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1331 checkGLcall("glClearColor");
1334 glClearStencil(0xffff);
1336 checkGLcall("glClear");
1338 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1339 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1341 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1342 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1344 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1345 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1347 glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
1348 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
1349 glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
1350 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
1352 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
1353 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1354 * and textures in DIB sections(due to the memory protection).
1356 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1357 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1359 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
1360 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1361 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1362 * GL_VERTEX_BLEND_ARB isn't enabled too
1364 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1365 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1367 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1368 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1369 * the previous texture where to source the offset from is always unit - 1.
1371 for (s = 1; s < gl_info->max_textures; ++s)
1373 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1374 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1375 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1378 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1379 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1380 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1381 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1382 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1385 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1386 * program and the dummy program is destroyed when the context is destroyed.
1388 const char *dummy_program =
1390 "MOV result.color, fragment.color.primary;\n"
1392 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1393 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1394 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1397 for (s = 0; s < gl_info->max_point_sprite_units; ++s)
1399 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1400 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1401 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1404 if (GL_SUPPORT(ARB_PROVOKING_VERTEX))
1406 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1408 else if (GL_SUPPORT(EXT_PROVOKING_VERTEX))
1410 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1415 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1422 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1423 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1424 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1425 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1426 HeapFree(GetProcessHeap(), 0, ret);
1431 /*****************************************************************************
1432 * RemoveContextFromArray
1434 * Removes a context from the context manager. The opengl context is not
1435 * destroyed or unset. context is not a valid pointer after that call.
1437 * Similar to the former call this isn't a performance critical function. A
1438 * helper function for DestroyContext.
1441 * This: Device to activate the context for
1442 * context: Context to remove
1444 *****************************************************************************/
1445 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1447 struct wined3d_context **new_array;
1451 TRACE("Removing ctx %p\n", context);
1453 for (i = 0; i < This->numContexts; ++i)
1455 if (This->contexts[i] == context)
1464 ERR("Context %p doesn't exist in context array\n", context);
1468 while (i < This->numContexts - 1)
1470 This->contexts[i] = This->contexts[i + 1];
1474 --This->numContexts;
1475 if (!This->numContexts)
1477 HeapFree(GetProcessHeap(), 0, This->contexts);
1478 This->contexts = NULL;
1482 new_array = HeapReAlloc(GetProcessHeap(), 0, This->contexts, This->numContexts * sizeof(*This->contexts));
1485 ERR("Failed to shrink context array. Oh well.\n");
1489 This->contexts = new_array;
1492 /*****************************************************************************
1495 * Destroys a wineD3DContext
1498 * This: Device to activate the context for
1499 * context: Context to destroy
1501 *****************************************************************************/
1502 void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1506 TRACE("Destroying ctx %p\n", context);
1508 if (context->tid == GetCurrentThreadId() || !context->current)
1510 context_destroy_gl_resources(context);
1513 if (!context_set_current(NULL))
1515 ERR("Failed to clear current D3D context.\n");
1520 context->destroyed = 1;
1524 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1525 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1526 RemoveContextFromArray(This, context);
1527 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1530 /* GL locking is done by the caller */
1531 static inline void set_blit_dimension(UINT width, UINT height) {
1532 glMatrixMode(GL_PROJECTION);
1533 checkGLcall("glMatrixMode(GL_PROJECTION)");
1535 checkGLcall("glLoadIdentity()");
1536 glOrtho(0, width, height, 0, 0.0, -1.0);
1537 checkGLcall("glOrtho");
1538 glViewport(0, 0, width, height);
1539 checkGLcall("glViewport");
1542 /*****************************************************************************
1545 * Sets up a context for DirectDraw blitting.
1546 * All texture units are disabled, texture unit 0 is set as current unit
1547 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1548 * color writing enabled for all channels
1549 * register combiners disabled, shaders disabled
1550 * world matrix is set to identity, texture matrix 0 too
1551 * projection matrix is setup for drawing screen coordinates
1554 * This: Device to activate the context for
1555 * context: Context to setup
1556 * width: render target width
1557 * height: render target height
1559 *****************************************************************************/
1560 /* Context activation is done by the caller. */
1561 static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context, UINT width, UINT height)
1564 const struct StateEntry *StateTable = This->StateTable;
1565 const struct wined3d_gl_info *gl_info = context->gl_info;
1568 TRACE("Setting up context %p for blitting\n", context);
1569 if(context->last_was_blit) {
1570 if(context->blit_w != width || context->blit_h != height) {
1572 set_blit_dimension(width, height);
1574 context->blit_w = width; context->blit_h = height;
1575 /* No need to dirtify here, the states are still dirtified because they weren't
1576 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1580 TRACE("Context is already set up for blitting, nothing to do\n");
1583 context->last_was_blit = TRUE;
1585 /* TODO: Use a display list */
1587 /* Disable shaders */
1589 This->shader_backend->shader_select(context, FALSE, FALSE);
1592 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1593 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1595 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1596 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1597 * which can safely be called from here, we only lock once instead locking/unlocking
1598 * after each GL call.
1602 /* Disable all textures. The caller can then bind a texture it wants to blit
1605 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1606 * function texture unit. No need to care for higher samplers
1608 for (i = gl_info->max_textures - 1; i > 0 ; --i)
1610 sampler = This->rev_tex_unit_map[i];
1611 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1612 checkGLcall("glActiveTextureARB");
1614 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1615 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1616 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1618 glDisable(GL_TEXTURE_3D);
1619 checkGLcall("glDisable GL_TEXTURE_3D");
1620 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1621 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1622 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1624 glDisable(GL_TEXTURE_2D);
1625 checkGLcall("glDisable GL_TEXTURE_2D");
1627 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1628 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1630 if (sampler != WINED3D_UNMAPPED_STAGE)
1632 if (sampler < MAX_TEXTURES) {
1633 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1635 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1638 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1639 checkGLcall("glActiveTextureARB");
1641 sampler = This->rev_tex_unit_map[0];
1643 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1644 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1645 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1647 glDisable(GL_TEXTURE_3D);
1648 checkGLcall("glDisable GL_TEXTURE_3D");
1649 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1650 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1651 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1653 glDisable(GL_TEXTURE_2D);
1654 checkGLcall("glDisable GL_TEXTURE_2D");
1656 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1658 glMatrixMode(GL_TEXTURE);
1659 checkGLcall("glMatrixMode(GL_TEXTURE)");
1661 checkGLcall("glLoadIdentity()");
1663 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1664 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1665 GL_TEXTURE_LOD_BIAS_EXT,
1667 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1670 if (sampler != WINED3D_UNMAPPED_STAGE)
1672 if (sampler < MAX_TEXTURES) {
1673 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1674 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1676 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1679 /* Other misc states */
1680 glDisable(GL_ALPHA_TEST);
1681 checkGLcall("glDisable(GL_ALPHA_TEST)");
1682 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1683 glDisable(GL_LIGHTING);
1684 checkGLcall("glDisable GL_LIGHTING");
1685 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1686 glDisable(GL_DEPTH_TEST);
1687 checkGLcall("glDisable GL_DEPTH_TEST");
1688 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1689 glDisableWINE(GL_FOG);
1690 checkGLcall("glDisable GL_FOG");
1691 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1692 glDisable(GL_BLEND);
1693 checkGLcall("glDisable GL_BLEND");
1694 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1695 glDisable(GL_CULL_FACE);
1696 checkGLcall("glDisable GL_CULL_FACE");
1697 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1698 glDisable(GL_STENCIL_TEST);
1699 checkGLcall("glDisable GL_STENCIL_TEST");
1700 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1701 glDisable(GL_SCISSOR_TEST);
1702 checkGLcall("glDisable GL_SCISSOR_TEST");
1703 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1704 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
1705 glDisable(GL_POINT_SPRITE_ARB);
1706 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1707 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1709 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1710 checkGLcall("glColorMask");
1711 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1712 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
1713 glDisable(GL_COLOR_SUM_EXT);
1714 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1715 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1718 /* Setup transforms */
1719 glMatrixMode(GL_MODELVIEW);
1720 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1722 checkGLcall("glLoadIdentity()");
1723 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1725 context->last_was_rhw = TRUE;
1726 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1728 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1729 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1730 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1731 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1732 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1733 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1734 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1736 set_blit_dimension(width, height);
1740 context->blit_w = width; context->blit_h = height;
1741 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1742 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1745 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1748 /*****************************************************************************
1749 * findThreadContextForSwapChain
1751 * Searches a swapchain for all contexts and picks one for the thread tid.
1752 * If none can be found the swapchain is requested to create a new context
1754 *****************************************************************************/
1755 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1759 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1760 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1761 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1766 /* Create a new context for the thread */
1767 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
1770 /*****************************************************************************
1773 * Finds a context for the current render target and thread
1776 * target: Render target to find the context for
1777 * tid: Thread to activate the context for
1779 * Returns: The needed context
1781 *****************************************************************************/
1782 static inline struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid)
1784 IWineD3DSwapChain *swapchain = NULL;
1785 struct wined3d_context *current_context = context_get_current();
1786 const struct StateEntry *StateTable = This->StateTable;
1787 struct wined3d_context *context;
1788 BOOL old_render_offscreen;
1790 if (current_context && current_context->destroyed) current_context = NULL;
1795 && current_context->current_rt
1796 && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1798 target = current_context->current_rt;
1802 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1803 if (swapchain->backBuffer) target = swapchain->backBuffer[0];
1804 else target = swapchain->frontBuffer;
1808 if (current_context && current_context->current_rt == target)
1810 context_validate(current_context);
1811 return current_context;
1814 if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1815 TRACE("Rendering onscreen\n");
1817 context = findThreadContextForSwapChain(swapchain, tid);
1819 old_render_offscreen = context->render_offscreen;
1820 context->render_offscreen = FALSE;
1821 /* The context != This->activeContext will catch a NOP context change. This can occur
1822 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1823 * rendering. No context change is needed in that case
1826 if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1827 if(This->pbufferContext && tid == This->pbufferContext->tid) {
1828 This->pbufferContext->tid = 0;
1831 IWineD3DSwapChain_Release(swapchain);
1835 TRACE("Rendering offscreen\n");
1838 if (wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER)
1840 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *)target;
1841 if (!This->pbufferContext
1842 || This->pbufferWidth < targetimpl->currentDesc.Width
1843 || This->pbufferHeight < targetimpl->currentDesc.Height)
1845 if (This->pbufferContext) DestroyContext(This, This->pbufferContext);
1847 /* The display is irrelevant here, the window is 0. But
1848 * CreateContext needs a valid X connection. Create the context
1849 * on the same server as the primary swapchain. The primary
1850 * swapchain is exists at this point. */
1851 This->pbufferContext = CreateContext(This, targetimpl,
1852 ((IWineD3DSwapChainImpl *)This->swapchains[0])->context[0]->win_handle,
1853 TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
1854 This->pbufferWidth = targetimpl->currentDesc.Width;
1855 This->pbufferHeight = targetimpl->currentDesc.Height;
1858 if (This->pbufferContext)
1860 if (This->pbufferContext->tid && This->pbufferContext->tid != tid)
1862 FIXME("The PBuffer context is only supported for one thread for now!\n");
1864 This->pbufferContext->tid = tid;
1865 context = This->pbufferContext;
1869 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering.\n");
1870 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1876 /* Stay with the currently active context. */
1878 && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1880 context = current_context;
1884 /* This may happen if the app jumps straight into offscreen rendering
1885 * Start using the context of the primary swapchain. tid == 0 is no problem
1886 * for findThreadContextForSwapChain.
1888 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1889 * is perfect to call. */
1890 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1894 old_render_offscreen = context->render_offscreen;
1895 context->render_offscreen = TRUE;
1898 context_validate(context);
1900 if (context->render_offscreen != old_render_offscreen)
1902 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1903 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1904 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1905 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1906 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1909 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1910 * the alpha blend state changes with different render target formats. */
1911 if (!context->current_rt)
1913 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1917 const struct GlPixelFormatDesc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
1918 const struct GlPixelFormatDesc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
1920 if (old->format != new->format)
1922 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
1923 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
1924 || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
1926 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1930 /* When switching away from an offscreen render target, and we're not
1931 * using FBOs, we have to read the drawable into the texture. This is
1932 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
1933 * are some things that need care though. PreLoad needs a GL context,
1934 * and FindContext is called before the context is activated. It also
1935 * has to be called with the old rendertarget active, otherwise a
1936 * wrong drawable is read. */
1937 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
1938 && old_render_offscreen && context->current_rt != target)
1940 BOOL oldInDraw = This->isInDraw;
1942 /* surface_internal_preload() requires a context to load the
1943 * texture, so it will call ActivateContext. Set isInDraw to true
1944 * to signal surface_internal_preload() that it has a context. */
1946 /* FIXME: This is just broken. There's no guarantee whatsoever
1947 * that the currently active context, if any, is appropriate for
1948 * reading back the render target. We should probably call
1949 * context_set_current(context) here and then rely on
1950 * ActivateContext() doing the right thing. */
1951 This->isInDraw = TRUE;
1953 /* Read the back buffer of the old drawable into the destination texture. */
1954 if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
1956 surface_internal_preload(context->current_rt, SRGB_BOTH);
1960 surface_internal_preload(context->current_rt, SRGB_RGB);
1963 IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
1965 This->isInDraw = oldInDraw;
1969 context->draw_buffer_dirty = TRUE;
1970 context->current_rt = target;
1975 /* Context activation is done by the caller. */
1976 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
1978 const struct wined3d_gl_info *gl_info = context->gl_info;
1979 IWineD3DSurface *rt = context->current_rt;
1980 IWineD3DSwapChain *swapchain;
1981 IWineD3DDeviceImpl *device;
1983 device = ((IWineD3DSurfaceImpl *)rt)->resource.wineD3DDevice;
1984 if (SUCCEEDED(IWineD3DSurface_GetContainer(rt, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1986 IWineD3DSwapChain_Release((IUnknown *)swapchain);
1988 glDrawBuffer(surface_get_gl_buffer(rt, swapchain));
1989 checkGLcall("glDrawBuffers()");
1995 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1999 if (GL_SUPPORT(ARB_DRAW_BUFFERS))
2001 GL_EXTCALL(glDrawBuffersARB(gl_info->max_buffers, device->draw_buffers));
2002 checkGLcall("glDrawBuffers()");
2006 glDrawBuffer(device->draw_buffers[0]);
2007 checkGLcall("glDrawBuffer()");
2010 glDrawBuffer(GL_COLOR_ATTACHMENT0);
2011 checkGLcall("glDrawBuffer()");
2016 glDrawBuffer(device->offscreenBuffer);
2017 checkGLcall("glDrawBuffer()");
2023 /*****************************************************************************
2026 * Finds a rendering context and drawable matching the device and render
2027 * target for the current thread, activates them and puts them into the
2031 * This: Device to activate the context for
2032 * target: Requested render target
2033 * usage: Prepares the context for blitting, drawing or other actions
2035 *****************************************************************************/
2036 struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage)
2038 struct wined3d_context *current_context = context_get_current();
2039 DWORD tid = GetCurrentThreadId();
2040 DWORD i, dirtyState, idx;
2042 const struct StateEntry *StateTable = This->StateTable;
2043 const struct wined3d_gl_info *gl_info;
2044 struct wined3d_context *context;
2046 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
2048 context = FindContext(This, target, tid);
2049 if (!context->valid) return context;
2051 gl_info = context->gl_info;
2053 /* Activate the opengl context */
2054 if (context != current_context)
2056 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2057 else This->frag_pipe->enable_extension((IWineD3DDevice *)This, !context->last_was_blit);
2059 if (context->vshader_const_dirty)
2061 memset(context->vshader_const_dirty, 1,
2062 sizeof(*context->vshader_const_dirty) * This->d3d_vshader_constantF);
2063 This->highest_dirty_vs_const = This->d3d_vshader_constantF;
2065 if (context->pshader_const_dirty)
2067 memset(context->pshader_const_dirty, 1,
2068 sizeof(*context->pshader_const_dirty) * This->d3d_pshader_constantF);
2069 This->highest_dirty_ps_const = This->d3d_pshader_constantF;
2074 case CTXUSAGE_CLEAR:
2075 case CTXUSAGE_DRAWPRIM:
2076 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2078 context_apply_fbo_state(context);
2081 if (context->draw_buffer_dirty) {
2082 context_apply_draw_buffer(context, FALSE);
2083 context->draw_buffer_dirty = FALSE;
2088 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2089 if (context->render_offscreen)
2091 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
2093 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
2094 context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, target);
2095 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
2099 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2102 context->draw_buffer_dirty = TRUE;
2104 if (context->draw_buffer_dirty) {
2105 context_apply_draw_buffer(context, TRUE);
2106 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
2107 context->draw_buffer_dirty = FALSE;
2117 case CTXUSAGE_RESOURCELOAD:
2118 /* This does not require any special states to be set up */
2121 case CTXUSAGE_CLEAR:
2122 if(context->last_was_blit) {
2123 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
2126 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
2127 * blending when clearing improves the clearing performance incredibly.
2130 glDisable(GL_BLEND);
2132 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2135 glEnable(GL_SCISSOR_TEST);
2136 checkGLcall("glEnable GL_SCISSOR_TEST");
2138 context->last_was_blit = FALSE;
2139 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
2140 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
2143 case CTXUSAGE_DRAWPRIM:
2144 /* This needs all dirty states applied */
2145 if(context->last_was_blit) {
2146 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
2149 IWineD3DDeviceImpl_FindTexUnitMap(This);
2152 for(i=0; i < context->numDirtyEntries; i++) {
2153 dirtyState = context->dirtyArray[i];
2154 idx = dirtyState >> 5;
2155 shift = dirtyState & 0x1f;
2156 context->isStateDirty[idx] &= ~(1 << shift);
2157 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
2160 context->numDirtyEntries = 0; /* This makes the whole list clean */
2161 context->last_was_blit = FALSE;
2165 SetupForBlit(This, context,
2166 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
2167 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
2171 FIXME("Unexpected context usage requested\n");