2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 #define GLINFO_LOCATION (*gl_info)
33 static DWORD wined3d_context_tls_idx;
35 /* FBO helper functions */
37 /* GL locking is done by the caller */
38 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
40 const struct wined3d_gl_info *gl_info = context->gl_info;
51 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
52 checkGLcall("glGenFramebuffers()");
53 TRACE("Created FBO %u.\n", *fbo);
60 case GL_READ_FRAMEBUFFER:
61 if (context->fbo_read_binding == f) return;
62 context->fbo_read_binding = f;
65 case GL_DRAW_FRAMEBUFFER:
66 if (context->fbo_draw_binding == f) return;
67 context->fbo_draw_binding = f;
71 if (context->fbo_read_binding == f
72 && context->fbo_draw_binding == f) return;
73 context->fbo_read_binding = f;
74 context->fbo_draw_binding = f;
78 FIXME("Unhandled target %#x.\n", target);
82 gl_info->fbo_ops.glBindFramebuffer(target, f);
83 checkGLcall("glBindFramebuffer()");
86 /* GL locking is done by the caller */
87 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info)
91 for (i = 0; i < gl_info->limits.buffers; ++i)
93 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
94 checkGLcall("glFramebufferTexture2D()");
96 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
97 checkGLcall("glFramebufferTexture2D()");
99 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
100 checkGLcall("glFramebufferTexture2D()");
103 /* GL locking is done by the caller */
104 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
106 const struct wined3d_gl_info *gl_info = context->gl_info;
108 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
109 context_clean_fbo_attachments(gl_info);
110 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
112 gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
113 checkGLcall("glDeleteFramebuffers()");
116 /* GL locking is done by the caller */
117 static void context_apply_attachment_filter_states(IWineD3DSurface *surface)
119 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
120 IWineD3DDeviceImpl *device = surface_impl->resource.device;
121 IWineD3DBaseTextureImpl *texture_impl;
122 BOOL update_minfilter = FALSE;
123 BOOL update_magfilter = FALSE;
125 /* Update base texture states array */
126 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
128 if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
129 || texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
131 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
132 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
133 update_minfilter = TRUE;
136 if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
138 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
139 update_magfilter = TRUE;
142 if (texture_impl->baseTexture.bindCount)
144 WARN("Render targets should not be bound to a sampler\n");
145 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
148 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
151 if (update_minfilter || update_magfilter)
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 glBindTexture(bind_target, surface_impl->texture_name);
170 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
171 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
172 glBindTexture(bind_target, old_binding);
175 checkGLcall("apply_attachment_filter_states()");
178 /* GL locking is done by the caller */
179 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
180 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
182 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
183 const struct wined3d_gl_info *gl_info = context->gl_info;
185 TRACE("Attach depth stencil %p\n", depth_stencil);
189 DWORD format_flags = depth_stencil_impl->resource.format_desc->Flags;
191 if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
193 if (format_flags & WINED3DFMT_FLAG_DEPTH)
195 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
196 GL_RENDERBUFFER, depth_stencil_impl->current_renderbuffer->id);
197 checkGLcall("glFramebufferRenderbuffer()");
200 if (format_flags & WINED3DFMT_FLAG_STENCIL)
202 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
203 GL_RENDERBUFFER, depth_stencil_impl->current_renderbuffer->id);
204 checkGLcall("glFramebufferRenderbuffer()");
209 surface_prepare_texture(depth_stencil_impl, FALSE);
210 context_apply_attachment_filter_states(depth_stencil);
212 if (format_flags & WINED3DFMT_FLAG_DEPTH)
214 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
215 depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
216 depth_stencil_impl->texture_level);
217 checkGLcall("glFramebufferTexture2D()");
220 if (format_flags & WINED3DFMT_FLAG_STENCIL)
222 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
223 depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
224 depth_stencil_impl->texture_level);
225 checkGLcall("glFramebufferTexture2D()");
229 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
231 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
232 checkGLcall("glFramebufferTexture2D()");
235 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
237 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
238 checkGLcall("glFramebufferTexture2D()");
243 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
244 checkGLcall("glFramebufferTexture2D()");
246 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
247 checkGLcall("glFramebufferTexture2D()");
251 /* GL locking is done by the caller */
252 void context_attach_surface_fbo(const struct wined3d_context *context,
253 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
255 IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
256 const struct wined3d_gl_info *gl_info = context->gl_info;
258 TRACE("Attach surface %p to %u\n", surface, idx);
262 surface_prepare_texture(surface_impl, FALSE);
263 context_apply_attachment_filter_states(surface);
265 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, surface_impl->texture_target,
266 surface_impl->texture_name, surface_impl->texture_level);
267 checkGLcall("glFramebufferTexture2D()");
271 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
272 checkGLcall("glFramebufferTexture2D()");
276 /* GL locking is done by the caller */
277 static void context_check_fbo_status(struct wined3d_context *context)
279 const struct wined3d_gl_info *gl_info = context->gl_info;
282 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
283 if (status == GL_FRAMEBUFFER_COMPLETE)
285 TRACE("FBO complete\n");
287 IWineD3DSurfaceImpl *attachment;
289 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
291 if (!context->current_fbo)
293 ERR("FBO 0 is incomplete, driver bug?\n");
297 /* Dump the FBO attachments */
298 for (i = 0; i < gl_info->limits.buffers; ++i)
300 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i];
303 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
304 i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
305 attachment->pow2Width, attachment->pow2Height);
308 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->depth_stencil;
311 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
312 attachment, debug_d3dformat(attachment->resource.format_desc->format),
313 attachment->pow2Width, attachment->pow2Height);
318 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context)
320 const struct wined3d_gl_info *gl_info = context->gl_info;
321 IWineD3DDeviceImpl *device = context->swapchain->device;
322 struct fbo_entry *entry;
324 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
325 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
326 memcpy(entry->render_targets, device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
327 entry->depth_stencil = device->stencilBufferTarget;
328 entry->attached = FALSE;
334 /* GL locking is done by the caller */
335 static void context_reuse_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
337 const struct wined3d_gl_info *gl_info = context->gl_info;
338 IWineD3DDeviceImpl *device = context->swapchain->device;
340 context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
341 context_clean_fbo_attachments(gl_info);
343 memcpy(entry->render_targets, device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
344 entry->depth_stencil = device->stencilBufferTarget;
345 entry->attached = FALSE;
348 /* GL locking is done by the caller */
349 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
353 TRACE("Destroy FBO %d\n", entry->id);
354 context_destroy_fbo(context, &entry->id);
356 --context->fbo_entry_count;
357 list_remove(&entry->entry);
358 HeapFree(GetProcessHeap(), 0, entry->render_targets);
359 HeapFree(GetProcessHeap(), 0, entry);
363 /* GL locking is done by the caller */
364 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
366 const struct wined3d_gl_info *gl_info = context->gl_info;
367 IWineD3DDeviceImpl *device = context->swapchain->device;
368 struct fbo_entry *entry;
370 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
372 if (!memcmp(entry->render_targets,
373 device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
374 && entry->depth_stencil == device->stencilBufferTarget)
376 list_remove(&entry->entry);
377 list_add_head(&context->fbo_list, &entry->entry);
382 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
384 entry = context_create_fbo_entry(context);
385 list_add_head(&context->fbo_list, &entry->entry);
386 ++context->fbo_entry_count;
390 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
391 context_reuse_fbo_entry(context, entry);
392 list_remove(&entry->entry);
393 list_add_head(&context->fbo_list, &entry->entry);
399 /* GL locking is done by the caller */
400 static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
402 const struct wined3d_gl_info *gl_info = context->gl_info;
403 IWineD3DDeviceImpl *device = context->swapchain->device;
406 context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
408 if (!entry->attached)
410 /* Apply render targets */
411 for (i = 0; i < gl_info->limits.buffers; ++i)
413 IWineD3DSurface *render_target = device->render_targets[i];
414 context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, render_target);
417 /* Apply depth targets */
418 if (device->stencilBufferTarget)
420 unsigned int w = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Width;
421 unsigned int h = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Height;
423 surface_set_compatible_renderbuffer(device->stencilBufferTarget, w, h);
425 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, device->stencilBufferTarget, TRUE);
427 entry->attached = TRUE;
431 for (i = 0; i < gl_info->limits.buffers; ++i)
433 if (device->render_targets[i])
434 context_apply_attachment_filter_states(device->render_targets[i]);
436 if (device->stencilBufferTarget)
437 context_apply_attachment_filter_states(device->stencilBufferTarget);
440 for (i = 0; i < gl_info->limits.buffers; ++i)
442 if (device->render_targets[i])
443 device->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
445 device->draw_buffers[i] = GL_NONE;
449 /* GL locking is done by the caller */
450 static void context_apply_fbo_state(struct wined3d_context *context)
452 struct fbo_entry *entry, *entry2;
454 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
456 context_destroy_fbo_entry(context, entry);
459 if (context->render_offscreen)
461 context->current_fbo = context_find_fbo_entry(context);
462 context_apply_fbo_entry(context, context->current_fbo);
464 context->current_fbo = NULL;
465 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
468 context_check_fbo_status(context);
471 /* Context activation is done by the caller. */
472 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
474 const struct wined3d_gl_info *gl_info = context->gl_info;
476 if (context->free_occlusion_query_count)
478 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
482 if (gl_info->supported[ARB_OCCLUSION_QUERY])
485 GL_EXTCALL(glGenQueriesARB(1, &query->id));
486 checkGLcall("glGenQueriesARB");
489 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
493 WARN("Occlusion queries not supported, not allocating query id.\n");
498 query->context = context;
499 list_add_head(&context->occlusion_queries, &query->entry);
502 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
504 struct wined3d_context *context = query->context;
506 list_remove(&query->entry);
507 query->context = NULL;
509 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
511 UINT new_size = context->free_occlusion_query_size << 1;
512 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
513 new_size * sizeof(*context->free_occlusion_queries));
517 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
521 context->free_occlusion_query_size = new_size;
522 context->free_occlusion_queries = new_data;
525 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
528 /* Context activation is done by the caller. */
529 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
531 const struct wined3d_gl_info *gl_info = context->gl_info;
533 if (context->free_event_query_count)
535 query->object = context->free_event_queries[--context->free_event_query_count];
539 if (gl_info->supported[ARB_SYNC])
541 /* Using ARB_sync, not much to do here. */
542 query->object.sync = NULL;
543 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
545 else if (gl_info->supported[APPLE_FENCE])
548 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
549 checkGLcall("glGenFencesAPPLE");
552 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
554 else if(gl_info->supported[NV_FENCE])
557 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
558 checkGLcall("glGenFencesNV");
561 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
565 WARN("Event queries not supported, not allocating query id.\n");
566 query->object.id = 0;
570 query->context = context;
571 list_add_head(&context->event_queries, &query->entry);
574 void context_free_event_query(struct wined3d_event_query *query)
576 struct wined3d_context *context = query->context;
578 list_remove(&query->entry);
579 query->context = NULL;
581 if (context->free_event_query_count >= context->free_event_query_size - 1)
583 UINT new_size = context->free_event_query_size << 1;
584 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
585 new_size * sizeof(*context->free_event_queries));
589 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
593 context->free_event_query_size = new_size;
594 context->free_event_queries = new_data;
597 context->free_event_queries[context->free_event_query_count++] = query->object;
600 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
602 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
605 if (!This->d3d_initialized) return;
609 case WINED3DRTYPE_SURFACE:
611 for (i = 0; i < This->numContexts; ++i)
613 struct wined3d_context *context = This->contexts[i];
614 const struct wined3d_gl_info *gl_info = context->gl_info;
615 struct fbo_entry *entry, *entry2;
617 if (context->current_rt == (IWineD3DSurface *)resource) context->current_rt = NULL;
619 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
623 if (entry->depth_stencil == (IWineD3DSurface *)resource)
625 list_remove(&entry->entry);
626 list_add_head(&context->fbo_destroy_list, &entry->entry);
630 for (j = 0; j < gl_info->limits.buffers; ++j)
632 if (entry->render_targets[j] == (IWineD3DSurface *)resource)
634 list_remove(&entry->entry);
635 list_add_head(&context->fbo_destroy_list, &entry->entry);
650 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
652 int current = GetPixelFormat(dc);
654 if (current == format) return TRUE;
658 if (!SetPixelFormat(dc, format, NULL))
660 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
661 format, dc, GetLastError());
667 /* By default WGL doesn't allow pixel format adjustments but we need it
668 * here. For this reason there's a Wine specific wglSetPixelFormat()
669 * which allows us to set the pixel format multiple times. Only use it
670 * when really needed. */
671 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
673 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
675 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
682 /* OpenGL doesn't allow pixel format adjustments. Print an error and
683 * continue using the old format. There's a big chance that the old
684 * format works although with a performance hit and perhaps rendering
686 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
687 format, dc, current);
691 static void context_validate(struct wined3d_context *context)
693 HWND wnd = WindowFromDC(context->hdc);
695 if (wnd != context->win_handle)
697 WARN("DC %p belongs to window %p instead of %p.\n",
698 context->hdc, wnd, context->win_handle);
703 static void context_destroy_gl_resources(struct wined3d_context *context)
705 const struct wined3d_gl_info *gl_info = context->gl_info;
706 struct wined3d_occlusion_query *occlusion_query;
707 struct wined3d_event_query *event_query;
708 struct fbo_entry *entry, *entry2;
713 restore_ctx = pwglGetCurrentContext();
714 restore_dc = pwglGetCurrentDC();
716 context_validate(context);
717 if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
718 else restore_ctx = NULL;
722 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
724 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
725 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
726 occlusion_query->context = NULL;
729 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
733 if (gl_info->supported[ARB_SYNC])
735 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
737 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
738 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
740 event_query->context = NULL;
743 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
745 if (!context->valid) entry->id = 0;
746 context_destroy_fbo_entry(context, entry);
749 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
751 if (!context->valid) entry->id = 0;
752 context_destroy_fbo_entry(context, entry);
757 if (context->src_fbo)
759 TRACE("Destroy src FBO %d\n", context->src_fbo);
760 context_destroy_fbo(context, &context->src_fbo);
762 if (context->dst_fbo)
764 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
765 context_destroy_fbo(context, &context->dst_fbo);
767 if (context->dummy_arbfp_prog)
769 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
772 if (gl_info->supported[ARB_OCCLUSION_QUERY])
773 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
775 if (gl_info->supported[ARB_SYNC])
777 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
779 else if (gl_info->supported[APPLE_FENCE])
781 for (i = 0; i < context->free_event_query_count; ++i)
783 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
786 else if (gl_info->supported[NV_FENCE])
788 for (i = 0; i < context->free_event_query_count; ++i)
790 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
794 checkGLcall("context cleanup");
799 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
800 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
804 if (!pwglMakeCurrent(restore_dc, restore_ctx))
806 DWORD err = GetLastError();
807 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
808 restore_ctx, restore_dc, err);
811 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
813 ERR("Failed to disable GL context.\n");
816 ReleaseDC(context->win_handle, context->hdc);
818 if (!pwglDeleteContext(context->glCtx))
820 DWORD err = GetLastError();
821 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
825 DWORD context_get_tls_idx(void)
827 return wined3d_context_tls_idx;
830 void context_set_tls_idx(DWORD idx)
832 wined3d_context_tls_idx = idx;
835 struct wined3d_context *context_get_current(void)
837 return TlsGetValue(wined3d_context_tls_idx);
840 BOOL context_set_current(struct wined3d_context *ctx)
842 struct wined3d_context *old = context_get_current();
846 TRACE("Already using D3D context %p.\n", ctx);
854 TRACE("Switching away from destroyed context %p.\n", old);
855 context_destroy_gl_resources(old);
856 HeapFree(GetProcessHeap(), 0, old);
866 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
867 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
869 DWORD err = GetLastError();
870 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
871 ctx->glCtx, ctx->hdc, err);
872 TlsSetValue(wined3d_context_tls_idx, NULL);
877 else if(pwglGetCurrentContext())
879 TRACE("Clearing current D3D context.\n");
880 if (!pwglMakeCurrent(NULL, NULL))
882 DWORD err = GetLastError();
883 ERR("Failed to clear current GL context, last error %#x.\n", err);
884 TlsSetValue(wined3d_context_tls_idx, NULL);
889 return TlsSetValue(wined3d_context_tls_idx, ctx);
892 void context_release(struct wined3d_context *context)
894 TRACE("Releasing context %p, level %u.\n", context, context->level);
899 WARN("Context %p is not active.\n", context);
900 else if (context != context_get_current())
901 WARN("Context %p is not the current context.\n", context);
904 if (!--context->level && context->restore_ctx)
906 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
907 if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
909 DWORD err = GetLastError();
910 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
911 context->restore_ctx, context->restore_dc, err);
913 context->restore_ctx = NULL;
914 context->restore_dc = NULL;
918 static void context_enter(struct wined3d_context *context)
920 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
922 if (!context->level++)
924 const struct wined3d_context *current_context = context_get_current();
925 HGLRC current_gl = pwglGetCurrentContext();
927 if (current_gl && (!current_context || current_context->glCtx != current_gl))
929 TRACE("Another GL context (%p on device context %p) is already current.\n",
930 current_gl, pwglGetCurrentDC());
931 context->restore_ctx = current_gl;
932 context->restore_dc = pwglGetCurrentDC();
937 /*****************************************************************************
938 * Context_MarkStateDirty
940 * Marks a state in a context dirty. Only one context, opposed to
941 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
945 * context: Context to mark the state dirty in
946 * state: State to mark dirty
947 * StateTable: Pointer to the state table in use(for state grouping)
949 *****************************************************************************/
950 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
952 DWORD rep = StateTable[state].representative;
956 if (isStateDirty(context, rep)) return;
958 context->dirtyArray[context->numDirtyEntries++] = rep;
959 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
960 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
961 context->isStateDirty[idx] |= (1 << shift);
964 /* This function takes care of WineD3D pixel format selection. */
965 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
966 const struct GlPixelFormatDesc *color_format_desc, const struct GlPixelFormatDesc *ds_format_desc,
967 BOOL auxBuffers, int numSamples, BOOL findCompatible)
970 unsigned int matchtry;
971 short redBits, greenBits, blueBits, alphaBits, colorBits;
972 short depthBits=0, stencilBits=0;
979 /* First, try without alpha match buffers. MacOS supports aux buffers only
980 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
981 * Then try without aux buffers - this is the most common cause for not
982 * finding a pixel format. Also some drivers(the open source ones)
983 * only offer 32 bit ARB pixel formats. First try without an exact alpha
984 * match, then try without an exact alpha and color match.
986 { TRUE, TRUE, TRUE },
987 { TRUE, FALSE, TRUE },
988 { FALSE, TRUE, TRUE },
989 { FALSE, FALSE, TRUE },
990 { TRUE, FALSE, FALSE },
991 { FALSE, FALSE, FALSE },
995 int nCfgs = This->adapter->nCfgs;
997 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
998 debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
999 auxBuffers, numSamples, findCompatible);
1001 if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1003 ERR("Unable to get color bits for format %s (%#x)!\n",
1004 debug_d3dformat(color_format_desc->format), color_format_desc->format);
1008 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
1009 * You are able to add a depth + stencil surface at a later stage when you need it.
1010 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
1011 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
1012 * context, need torecreate shaders, textures and other resources.
1014 * The context manager already takes care of the state problem and for the other tasks code from Reset
1015 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
1016 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
1017 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
1018 * issue needs to be fixed. */
1019 if (ds_format_desc->format != WINED3DFMT_D24_UNORM_S8_UINT)
1021 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
1022 ds_format_desc = getFormatDescEntry(WINED3DFMT_D24_UNORM_S8_UINT, &This->adapter->gl_info);
1025 getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
1027 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1028 for(i=0; i<nCfgs; i++) {
1029 BOOL exactDepthMatch = TRUE;
1030 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1032 /* For now only accept RGBA formats. Perhaps some day we will
1033 * allow floating point formats for pbuffers. */
1034 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1037 /* In window mode we need a window drawable format and double buffering. */
1038 if(!(cfg->windowDrawable && cfg->doubleBuffer))
1041 /* We like to have aux buffers in backbuffer mode */
1042 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1045 if(matches[matchtry].exact_color) {
1046 if(cfg->redSize != redBits)
1048 if(cfg->greenSize != greenBits)
1050 if(cfg->blueSize != blueBits)
1053 if(cfg->redSize < redBits)
1055 if(cfg->greenSize < greenBits)
1057 if(cfg->blueSize < blueBits)
1060 if(matches[matchtry].exact_alpha) {
1061 if(cfg->alphaSize != alphaBits)
1064 if(cfg->alphaSize < alphaBits)
1068 /* We try to locate a format which matches our requirements exactly. In case of
1069 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1070 if(cfg->depthSize < depthBits)
1072 else if(cfg->depthSize > depthBits)
1073 exactDepthMatch = FALSE;
1075 /* In all cases make sure the number of stencil bits matches our requirements
1076 * even when we don't need stencil because it could affect performance EXCEPT
1077 * on cards which don't offer depth formats without stencil like the i915 drivers
1079 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1082 /* Check multisampling support */
1083 if(cfg->numSamples != numSamples)
1086 /* When we have passed all the checks then we have found a format which matches our
1087 * requirements. Note that we only check for a limit number of capabilities right now,
1088 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1089 * can still differ in things like multisampling, stereo, SRGB and other flags.
1092 /* Exit the loop as we have found a format :) */
1093 if(exactDepthMatch) {
1094 iPixelFormat = cfg->iPixelFormat;
1096 } else if(!iPixelFormat) {
1097 /* In the end we might end up with a format which doesn't exactly match our depth
1098 * requirements. Accept the first format we found because formats with higher iPixelFormat
1099 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1100 iPixelFormat = cfg->iPixelFormat;
1105 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1106 if(!iPixelFormat && !findCompatible) {
1107 ERR("Can't find a suitable iPixelFormat\n");
1109 } else if(!iPixelFormat) {
1110 PIXELFORMATDESCRIPTOR pfd;
1112 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1113 /* PixelFormat selection */
1114 ZeroMemory(&pfd, sizeof(pfd));
1115 pfd.nSize = sizeof(pfd);
1117 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1118 pfd.iPixelType = PFD_TYPE_RGBA;
1119 pfd.cAlphaBits = alphaBits;
1120 pfd.cColorBits = colorBits;
1121 pfd.cDepthBits = depthBits;
1122 pfd.cStencilBits = stencilBits;
1123 pfd.iLayerType = PFD_MAIN_PLANE;
1125 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1127 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1128 ERR("Can't find a suitable iPixelFormat\n");
1133 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1134 iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1135 return iPixelFormat;
1138 /*****************************************************************************
1141 * Creates a new context.
1144 * This: Device to activate the context for
1145 * target: Surface this context will render to
1146 * win_handle: handle to the window which we are drawing to
1147 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1149 *****************************************************************************/
1150 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target)
1152 IWineD3DDeviceImpl *device = swapchain->device;
1153 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1154 const struct GlPixelFormatDesc *color_format_desc;
1155 const struct GlPixelFormatDesc *ds_format_desc;
1156 struct wined3d_context *ret;
1157 PIXELFORMATDESCRIPTOR pfd;
1158 BOOL auxBuffers = FALSE;
1166 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1168 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1171 ERR("Failed to allocate context memory.\n");
1175 if (!(hdc = GetDC(swapchain->win_handle)))
1177 ERR("Failed to retrieve a device context.\n");
1181 ds_format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN, gl_info);
1182 color_format_desc = target->resource.format_desc;
1184 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1185 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1186 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1190 if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
1191 color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, gl_info);
1192 else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
1193 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1196 /* DirectDraw supports 8bit paletted render targets and these are used by
1197 * old games like Starcraft and C&C. Most modern hardware doesn't support
1198 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1199 * conversion (ab)uses the alpha component for storing the palette index.
1200 * For this reason we require a format with 8bit alpha, so request
1202 if (color_format_desc->format == WINED3DFMT_P8_UINT)
1203 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1205 /* Retrieve the depth stencil format from the present parameters.
1206 * The choice of the proper format can give a nice performance boost
1207 * in case of GPU limited programs. */
1208 if (swapchain->presentParms.EnableAutoDepthStencil)
1210 TRACE("Auto depth stencil enabled, using format %s.\n",
1211 debug_d3dformat(swapchain->presentParms.AutoDepthStencilFormat));
1212 ds_format_desc = getFormatDescEntry(swapchain->presentParms.AutoDepthStencilFormat, gl_info);
1215 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1216 if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1218 if (!gl_info->supported[ARB_MULTISAMPLE])
1219 WARN("The application is requesting multisampling without support.\n");
1222 TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1223 numSamples = swapchain->presentParms.MultiSampleType;
1227 /* Try to find a pixel format which matches our requirements. */
1228 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1229 auxBuffers, numSamples, FALSE /* findCompatible */);
1231 /* Try to locate a compatible format if we weren't able to find anything. */
1234 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1235 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1236 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1239 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1242 ERR("Can't find a suitable pixel format.\n");
1246 DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1247 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1249 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1253 ctx = pwglCreateContext(hdc);
1254 if (device->numContexts)
1256 if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1258 DWORD err = GetLastError();
1259 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1260 device->contexts[0]->glCtx, ctx, err);
1265 ERR("Failed to create a WGL context\n");
1269 if (!device_context_add(device, ret))
1271 ERR("Failed to add the newly created context to the context list\n");
1272 if (!pwglDeleteContext(ctx))
1274 DWORD err = GetLastError();
1275 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1280 ret->gl_info = gl_info;
1282 /* Mark all states dirty to force a proper initialization of the states
1283 * on the first use of the context. */
1284 for (state = 0; state <= STATE_HIGHEST; ++state)
1286 if (device->StateTable[state].representative)
1287 Context_MarkStateDirty(ret, state, device->StateTable);
1290 ret->swapchain = swapchain;
1291 ret->current_rt = (IWineD3DSurface *)target;
1292 ret->tid = GetCurrentThreadId();
1294 ret->render_offscreen = surface_is_offscreen((IWineD3DSurface *) target);
1295 ret->draw_buffer_dirty = TRUE;
1299 ret->win_handle = swapchain->win_handle;
1302 if (device->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *)device))
1304 /* Create the dirty constants array and initialize them to dirty */
1305 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1306 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1307 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1308 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1309 memset(ret->vshader_const_dirty, 1,
1310 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1311 memset(ret->pshader_const_dirty, 1,
1312 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1315 ret->free_occlusion_query_size = 4;
1316 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1317 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1318 if (!ret->free_occlusion_queries) goto out;
1320 list_init(&ret->occlusion_queries);
1322 ret->free_event_query_size = 4;
1323 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1324 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1325 if (!ret->free_event_queries) goto out;
1327 list_init(&ret->event_queries);
1329 TRACE("Successfully created new context %p\n", ret);
1331 list_init(&ret->fbo_list);
1332 list_init(&ret->fbo_destroy_list);
1336 /* Set up the context defaults */
1337 if (!context_set_current(ret))
1339 ERR("Cannot activate context to set up defaults\n");
1340 context_release(ret);
1346 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1348 TRACE("Setting up the screen\n");
1349 /* Clear the screen */
1350 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1351 checkGLcall("glClearColor");
1354 glClearStencil(0xffff);
1356 checkGLcall("glClear");
1358 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1359 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1361 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1362 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1364 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1365 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1367 glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1368 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1369 glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1370 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1372 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1374 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1375 * and textures in DIB sections(due to the memory protection).
1377 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1378 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1380 if (gl_info->supported[ARB_VERTEX_BLEND])
1382 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1383 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1384 * GL_VERTEX_BLEND_ARB isn't enabled too
1386 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1387 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1389 if (gl_info->supported[NV_TEXTURE_SHADER2])
1391 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1392 * the previous texture where to source the offset from is always unit - 1.
1394 for (s = 1; s < gl_info->limits.textures; ++s)
1396 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1397 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1398 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1401 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1403 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1404 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1405 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1406 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1409 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1410 * program and the dummy program is destroyed when the context is destroyed.
1412 const char *dummy_program =
1414 "MOV result.color, fragment.color.primary;\n"
1416 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1417 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1418 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1421 for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1423 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1424 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1425 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1428 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1430 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1432 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1434 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1439 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
1441 TRACE("Created context %p.\n", ret);
1446 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1447 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1448 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1449 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1450 HeapFree(GetProcessHeap(), 0, ret);
1454 /*****************************************************************************
1457 * Destroys a wined3d context
1460 * This: Device to activate the context for
1461 * context: Context to destroy
1463 *****************************************************************************/
1464 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1468 TRACE("Destroying ctx %p\n", context);
1470 if (context->tid == GetCurrentThreadId() || !context->current)
1472 context_destroy_gl_resources(context);
1473 TlsSetValue(wined3d_context_tls_idx, NULL);
1478 context->destroyed = 1;
1482 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1483 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1484 device_context_remove(This, context);
1485 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1488 /* GL locking is done by the caller */
1489 static inline void set_blit_dimension(UINT width, UINT height) {
1490 glMatrixMode(GL_PROJECTION);
1491 checkGLcall("glMatrixMode(GL_PROJECTION)");
1493 checkGLcall("glLoadIdentity()");
1494 glOrtho(0, width, height, 0, 0.0, -1.0);
1495 checkGLcall("glOrtho");
1496 glViewport(0, 0, width, height);
1497 checkGLcall("glViewport");
1500 /*****************************************************************************
1503 * Sets up a context for DirectDraw blitting.
1504 * All texture units are disabled, texture unit 0 is set as current unit
1505 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1506 * color writing enabled for all channels
1507 * register combiners disabled, shaders disabled
1508 * world matrix is set to identity, texture matrix 0 too
1509 * projection matrix is setup for drawing screen coordinates
1512 * This: Device to activate the context for
1513 * context: Context to setup
1515 *****************************************************************************/
1516 /* Context activation is done by the caller. */
1517 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1520 const struct StateEntry *StateTable = This->StateTable;
1521 const struct wined3d_gl_info *gl_info = context->gl_info;
1522 UINT width = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Width;
1523 UINT height = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Height;
1526 TRACE("Setting up context %p for blitting\n", context);
1527 if(context->last_was_blit) {
1528 if(context->blit_w != width || context->blit_h != height) {
1530 set_blit_dimension(width, height);
1532 context->blit_w = width; context->blit_h = height;
1533 /* No need to dirtify here, the states are still dirtified because they weren't
1534 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1538 TRACE("Context is already set up for blitting, nothing to do\n");
1541 context->last_was_blit = TRUE;
1543 /* TODO: Use a display list */
1545 /* Disable shaders */
1547 This->shader_backend->shader_select(context, FALSE, FALSE);
1550 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1551 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1553 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1554 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1555 * which can safely be called from here, we only lock once instead locking/unlocking
1556 * after each GL call.
1560 /* Disable all textures. The caller can then bind a texture it wants to blit
1563 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1564 * function texture unit. No need to care for higher samplers
1566 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1568 sampler = This->rev_tex_unit_map[i];
1569 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1570 checkGLcall("glActiveTextureARB");
1572 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1574 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1575 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1577 glDisable(GL_TEXTURE_3D);
1578 checkGLcall("glDisable GL_TEXTURE_3D");
1579 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1581 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1582 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1584 glDisable(GL_TEXTURE_2D);
1585 checkGLcall("glDisable GL_TEXTURE_2D");
1587 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1588 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1590 if (sampler != WINED3D_UNMAPPED_STAGE)
1592 if (sampler < MAX_TEXTURES) {
1593 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1595 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1598 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1599 checkGLcall("glActiveTextureARB");
1601 sampler = This->rev_tex_unit_map[0];
1603 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1605 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1606 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1608 glDisable(GL_TEXTURE_3D);
1609 checkGLcall("glDisable GL_TEXTURE_3D");
1610 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1612 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1613 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1615 glDisable(GL_TEXTURE_2D);
1616 checkGLcall("glDisable GL_TEXTURE_2D");
1618 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1620 glMatrixMode(GL_TEXTURE);
1621 checkGLcall("glMatrixMode(GL_TEXTURE)");
1623 checkGLcall("glLoadIdentity()");
1625 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1627 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1628 GL_TEXTURE_LOD_BIAS_EXT,
1630 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1633 if (sampler != WINED3D_UNMAPPED_STAGE)
1635 if (sampler < MAX_TEXTURES) {
1636 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1637 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1639 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1642 /* Other misc states */
1643 glDisable(GL_ALPHA_TEST);
1644 checkGLcall("glDisable(GL_ALPHA_TEST)");
1645 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1646 glDisable(GL_LIGHTING);
1647 checkGLcall("glDisable GL_LIGHTING");
1648 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1649 glDisable(GL_DEPTH_TEST);
1650 checkGLcall("glDisable GL_DEPTH_TEST");
1651 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1652 glDisableWINE(GL_FOG);
1653 checkGLcall("glDisable GL_FOG");
1654 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1655 glDisable(GL_BLEND);
1656 checkGLcall("glDisable GL_BLEND");
1657 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1658 glDisable(GL_CULL_FACE);
1659 checkGLcall("glDisable GL_CULL_FACE");
1660 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1661 glDisable(GL_STENCIL_TEST);
1662 checkGLcall("glDisable GL_STENCIL_TEST");
1663 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1664 glDisable(GL_SCISSOR_TEST);
1665 checkGLcall("glDisable GL_SCISSOR_TEST");
1666 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1667 if (gl_info->supported[ARB_POINT_SPRITE])
1669 glDisable(GL_POINT_SPRITE_ARB);
1670 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1671 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1673 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1674 checkGLcall("glColorMask");
1675 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1676 if (gl_info->supported[EXT_SECONDARY_COLOR])
1678 glDisable(GL_COLOR_SUM_EXT);
1679 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1680 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1683 /* Setup transforms */
1684 glMatrixMode(GL_MODELVIEW);
1685 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1687 checkGLcall("glLoadIdentity()");
1688 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1690 context->last_was_rhw = TRUE;
1691 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1693 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1694 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1695 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1696 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1697 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1698 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1699 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1701 set_blit_dimension(width, height);
1705 context->blit_w = width; context->blit_h = height;
1706 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1707 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1710 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1713 /*****************************************************************************
1714 * findThreadContextForSwapChain
1716 * Searches a swapchain for all contexts and picks one for the thread tid.
1717 * If none can be found the swapchain is requested to create a new context
1719 *****************************************************************************/
1720 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1724 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1725 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1726 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1731 /* Create a new context for the thread */
1732 return swapchain_create_context_for_thread(swapchain);
1735 /*****************************************************************************
1738 * Finds a context for the current render target and thread
1741 * target: Render target to find the context for
1742 * tid: Thread to activate the context for
1744 * Returns: The needed context
1746 *****************************************************************************/
1747 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target)
1749 IWineD3DSwapChain *swapchain = NULL;
1750 struct wined3d_context *current_context = context_get_current();
1751 const struct StateEntry *StateTable = This->StateTable;
1752 DWORD tid = GetCurrentThreadId();
1753 struct wined3d_context *context;
1754 BOOL old_render_offscreen;
1756 if (current_context && current_context->destroyed) current_context = NULL;
1761 && current_context->current_rt
1762 && current_context->swapchain->device == This)
1764 target = current_context->current_rt;
1768 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1769 if (swapchain->backBuffer) target = swapchain->backBuffer[0];
1770 else target = swapchain->frontBuffer;
1774 if (current_context && current_context->current_rt == target)
1776 context_validate(current_context);
1777 return current_context;
1780 if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1781 TRACE("Rendering onscreen\n");
1783 context = findThreadContextForSwapChain(swapchain, tid);
1785 old_render_offscreen = context->render_offscreen;
1786 context->render_offscreen = surface_is_offscreen(target);
1787 IWineD3DSwapChain_Release(swapchain);
1791 TRACE("Rendering offscreen\n");
1793 /* Stay with the currently active context. */
1794 if (current_context && current_context->swapchain->device == This)
1796 context = current_context;
1800 /* This may happen if the app jumps straight into offscreen rendering
1801 * Start using the context of the primary swapchain. tid == 0 is no problem
1802 * for findThreadContextForSwapChain.
1804 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1805 * is perfect to call. */
1806 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1809 old_render_offscreen = context->render_offscreen;
1810 context->render_offscreen = TRUE;
1813 context_validate(context);
1815 if (context->render_offscreen != old_render_offscreen)
1817 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1818 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1819 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1820 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1821 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1824 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1825 * the alpha blend state changes with different render target formats. */
1826 if (!context->current_rt)
1828 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1832 const struct GlPixelFormatDesc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
1833 const struct GlPixelFormatDesc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
1835 if (old->format != new->format)
1837 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
1838 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
1839 || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
1841 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1845 /* When switching away from an offscreen render target, and we're not
1846 * using FBOs, we have to read the drawable into the texture. This is
1847 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
1848 * are some things that need care though. PreLoad needs a GL context,
1849 * and FindContext is called before the context is activated. It also
1850 * has to be called with the old rendertarget active, otherwise a
1851 * wrong drawable is read. */
1852 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
1853 && old_render_offscreen && context->current_rt != target)
1855 BOOL oldInDraw = This->isInDraw;
1857 /* surface_internal_preload() requires a context to load the
1858 * texture, so it will call context_acquire(). Set isInDraw to true
1859 * to signal surface_internal_preload() that it has a context. */
1861 /* FIXME: This is just broken. There's no guarantee whatsoever
1862 * that the currently active context, if any, is appropriate for
1863 * reading back the render target. We should probably call
1864 * context_set_current(context) here and then rely on
1865 * context_acquire() doing the right thing. */
1866 This->isInDraw = TRUE;
1868 /* Read the back buffer of the old drawable into the destination texture. */
1869 if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
1871 surface_internal_preload(context->current_rt, SRGB_BOTH);
1875 surface_internal_preload(context->current_rt, SRGB_RGB);
1878 IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
1880 This->isInDraw = oldInDraw;
1884 context->draw_buffer_dirty = TRUE;
1885 context->current_rt = target;
1890 /* Context activation is done by the caller. */
1891 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
1893 const struct wined3d_gl_info *gl_info = context->gl_info;
1894 IWineD3DSurface *rt = context->current_rt;
1895 IWineD3DDeviceImpl *device;
1897 device = ((IWineD3DSurfaceImpl *)rt)->resource.device;
1898 if (!surface_is_offscreen(rt))
1901 glDrawBuffer(surface_get_gl_buffer(rt));
1902 checkGLcall("glDrawBuffers()");
1908 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1912 if (gl_info->supported[ARB_DRAW_BUFFERS])
1914 GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, device->draw_buffers));
1915 checkGLcall("glDrawBuffers()");
1919 glDrawBuffer(device->draw_buffers[0]);
1920 checkGLcall("glDrawBuffer()");
1923 glDrawBuffer(GL_COLOR_ATTACHMENT0);
1924 checkGLcall("glDrawBuffer()");
1929 glDrawBuffer(device->offscreenBuffer);
1930 checkGLcall("glDrawBuffer()");
1936 /* GL locking is done by the caller. */
1937 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1939 glDrawBuffer(buffer);
1940 checkGLcall("glDrawBuffer()");
1941 context->draw_buffer_dirty = TRUE;
1944 /* Context activation is done by the caller. */
1945 static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceImpl *device, enum ContextUsage usage)
1947 const struct StateEntry *state_table = device->StateTable;
1951 case CTXUSAGE_CLEAR:
1952 case CTXUSAGE_DRAWPRIM:
1953 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1955 context_apply_fbo_state(context);
1958 if (context->draw_buffer_dirty) {
1959 context_apply_draw_buffer(context, FALSE);
1960 context->draw_buffer_dirty = FALSE;
1965 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1966 if (context->render_offscreen)
1968 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
1969 surface_internal_preload(context->current_rt, SRGB_RGB);
1972 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
1973 context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, context->current_rt);
1974 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
1978 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
1981 context->draw_buffer_dirty = TRUE;
1983 if (context->draw_buffer_dirty) {
1984 context_apply_draw_buffer(context, TRUE);
1985 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1986 context->draw_buffer_dirty = FALSE;
1996 case CTXUSAGE_RESOURCELOAD:
1997 /* This does not require any special states to be set up */
2000 case CTXUSAGE_CLEAR:
2001 if(context->last_was_blit) {
2002 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2005 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
2006 * blending when clearing improves the clearing performance incredibly.
2009 glDisable(GL_BLEND);
2011 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2014 glEnable(GL_SCISSOR_TEST);
2015 checkGLcall("glEnable GL_SCISSOR_TEST");
2017 context->last_was_blit = FALSE;
2018 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2019 Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2022 case CTXUSAGE_DRAWPRIM:
2023 /* This needs all dirty states applied */
2024 if(context->last_was_blit) {
2025 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2028 IWineD3DDeviceImpl_FindTexUnitMap(device);
2029 device_preload_textures(device);
2030 if (isStateDirty(context, STATE_VDECL))
2031 device_update_stream_info(device, context->gl_info);
2034 for (i = 0; i < context->numDirtyEntries; ++i)
2036 DWORD rep = context->dirtyArray[i];
2037 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2038 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2039 context->isStateDirty[idx] &= ~(1 << shift);
2040 state_table[rep].apply(rep, device->stateBlock, context);
2043 context->numDirtyEntries = 0; /* This makes the whole list clean */
2044 context->last_was_blit = FALSE;
2048 SetupForBlit(device, context);
2052 FIXME("Unexpected context usage requested\n");
2056 /*****************************************************************************
2059 * Finds a rendering context and drawable matching the device and render
2060 * target for the current thread, activates them and puts them into the
2064 * This: Device to activate the context for
2065 * target: Requested render target
2066 * usage: Prepares the context for blitting, drawing or other actions
2068 *****************************************************************************/
2069 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurface *target, enum ContextUsage usage)
2071 struct wined3d_context *current_context = context_get_current();
2072 struct wined3d_context *context;
2074 TRACE("device %p, target %p, usage %#x.\n", device, target, usage);
2076 context = FindContext(device, target);
2077 context_enter(context);
2078 if (!context->valid) return context;
2080 if (context != current_context)
2082 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2083 else device->frag_pipe->enable_extension((IWineD3DDevice *)device, !context->last_was_blit);
2085 if (context->vshader_const_dirty)
2087 memset(context->vshader_const_dirty, 1,
2088 sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2089 device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2091 if (context->pshader_const_dirty)
2093 memset(context->pshader_const_dirty, 1,
2094 sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2095 device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2098 else if (context->restore_ctx)
2100 if (!pwglMakeCurrent(context->hdc, context->glCtx))
2102 DWORD err = GetLastError();
2103 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2104 context->hdc, context->glCtx, err);
2108 context_apply_state(context, device, usage);