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_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, 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 /* Dump the FBO attachments */
292 for (i = 0; i < GL_LIMITS(buffers); ++i)
294 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i];
297 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
298 i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
299 attachment->pow2Width, attachment->pow2Height);
302 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->depth_stencil;
305 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
306 attachment, debug_d3dformat(attachment->resource.format_desc->format),
307 attachment->pow2Width, attachment->pow2Height);
312 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context)
314 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
315 const struct wined3d_gl_info *gl_info = context->gl_info;
316 struct fbo_entry *entry;
318 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
319 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
320 memcpy(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
321 entry->depth_stencil = device->stencilBufferTarget;
322 entry->attached = FALSE;
328 /* GL locking is done by the caller */
329 static void context_reuse_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
331 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
332 const struct wined3d_gl_info *gl_info = context->gl_info;
334 context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
335 context_clean_fbo_attachments(gl_info);
337 memcpy(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
338 entry->depth_stencil = device->stencilBufferTarget;
339 entry->attached = FALSE;
342 /* GL locking is done by the caller */
343 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
347 TRACE("Destroy FBO %d\n", entry->id);
348 context_destroy_fbo(context, &entry->id);
350 --context->fbo_entry_count;
351 list_remove(&entry->entry);
352 HeapFree(GetProcessHeap(), 0, entry->render_targets);
353 HeapFree(GetProcessHeap(), 0, entry);
357 /* GL locking is done by the caller */
358 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
360 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
361 const struct wined3d_gl_info *gl_info = context->gl_info;
362 struct fbo_entry *entry;
364 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
366 if (!memcmp(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
367 && entry->depth_stencil == device->stencilBufferTarget)
369 list_remove(&entry->entry);
370 list_add_head(&context->fbo_list, &entry->entry);
375 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
377 entry = context_create_fbo_entry(context);
378 list_add_head(&context->fbo_list, &entry->entry);
379 ++context->fbo_entry_count;
383 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
384 context_reuse_fbo_entry(context, entry);
385 list_remove(&entry->entry);
386 list_add_head(&context->fbo_list, &entry->entry);
392 /* GL locking is done by the caller */
393 static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
395 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
396 const struct wined3d_gl_info *gl_info = context->gl_info;
399 context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
401 if (!entry->attached)
403 /* Apply render targets */
404 for (i = 0; i < GL_LIMITS(buffers); ++i)
406 IWineD3DSurface *render_target = device->render_targets[i];
407 context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, render_target);
410 /* Apply depth targets */
411 if (device->stencilBufferTarget)
413 unsigned int w = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Width;
414 unsigned int h = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Height;
416 surface_set_compatible_renderbuffer(device->stencilBufferTarget, w, h);
418 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, device->stencilBufferTarget, TRUE);
420 entry->attached = TRUE;
422 for (i = 0; i < GL_LIMITS(buffers); ++i)
424 if (device->render_targets[i])
425 context_apply_attachment_filter_states(device->render_targets[i], FALSE);
427 if (device->stencilBufferTarget)
428 context_apply_attachment_filter_states(device->stencilBufferTarget, FALSE);
431 for (i = 0; i < GL_LIMITS(buffers); ++i)
433 if (device->render_targets[i])
434 device->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
436 device->draw_buffers[i] = GL_NONE;
440 /* GL locking is done by the caller */
441 static void context_apply_fbo_state(struct wined3d_context *context)
443 if (context->render_offscreen)
445 context->current_fbo = context_find_fbo_entry(context);
446 context_apply_fbo_entry(context, context->current_fbo);
448 context->current_fbo = NULL;
449 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
452 context_check_fbo_status(context);
455 /* Context activation is done by the caller. */
456 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
458 const struct wined3d_gl_info *gl_info = context->gl_info;
460 if (context->free_occlusion_query_count)
462 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
466 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
469 GL_EXTCALL(glGenQueriesARB(1, &query->id));
470 checkGLcall("glGenQueriesARB");
473 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
477 WARN("Occlusion queries not supported, not allocating query id.\n");
482 query->context = context;
483 list_add_head(&context->occlusion_queries, &query->entry);
486 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
488 struct wined3d_context *context = query->context;
490 list_remove(&query->entry);
491 query->context = NULL;
493 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
495 UINT new_size = context->free_occlusion_query_size << 1;
496 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
497 new_size * sizeof(*context->free_occlusion_queries));
501 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
505 context->free_occlusion_query_size = new_size;
506 context->free_occlusion_queries = new_data;
509 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
512 /* Context activation is done by the caller. */
513 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
515 const struct wined3d_gl_info *gl_info = context->gl_info;
517 if (context->free_event_query_count)
519 query->id = context->free_event_queries[--context->free_event_query_count];
523 if (GL_SUPPORT(APPLE_FENCE))
526 GL_EXTCALL(glGenFencesAPPLE(1, &query->id));
527 checkGLcall("glGenFencesAPPLE");
530 TRACE("Allocated event query %u in context %p.\n", query->id, context);
532 else if(GL_SUPPORT(NV_FENCE))
535 GL_EXTCALL(glGenFencesNV(1, &query->id));
536 checkGLcall("glGenFencesNV");
539 TRACE("Allocated event query %u in context %p.\n", query->id, context);
543 WARN("Event queries not supported, not allocating query id.\n");
548 query->context = context;
549 list_add_head(&context->event_queries, &query->entry);
552 void context_free_event_query(struct wined3d_event_query *query)
554 struct wined3d_context *context = query->context;
556 list_remove(&query->entry);
557 query->context = NULL;
559 if (context->free_event_query_count >= context->free_event_query_size - 1)
561 UINT new_size = context->free_event_query_size << 1;
562 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
563 new_size * sizeof(*context->free_event_queries));
567 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
571 context->free_event_query_size = new_size;
572 context->free_event_queries = new_data;
575 context->free_event_queries[context->free_event_query_count++] = query->id;
578 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
580 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
583 if (!This->d3d_initialized) return;
587 case WINED3DRTYPE_SURFACE:
589 ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
591 for (i = 0; i < This->numContexts; ++i)
593 struct wined3d_context *context = This->contexts[i];
594 const struct wined3d_gl_info *gl_info = context->gl_info;
595 struct fbo_entry *entry, *entry2;
597 if (context->current_rt == (IWineD3DSurface *)resource) context->current_rt = NULL;
601 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
603 BOOL destroyed = FALSE;
606 for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j)
608 if (entry->render_targets[j] == (IWineD3DSurface *)resource)
610 context_destroy_fbo_entry(context, entry);
615 if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
616 context_destroy_fbo_entry(context, entry);
630 static void context_destroy_gl_resources(struct wined3d_context *context)
632 const struct wined3d_gl_info *gl_info = context->gl_info;
633 struct wined3d_occlusion_query *occlusion_query;
634 struct wined3d_event_query *event_query;
635 struct fbo_entry *entry, *entry2;
638 has_glctx = pwglMakeCurrent(context->hdc, context->glCtx);
639 if (!has_glctx) WARN("Failed to activate context. Window already destroyed?\n");
643 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
645 if (has_glctx && GL_SUPPORT(ARB_OCCLUSION_QUERY)) GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
646 occlusion_query->context = NULL;
649 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
653 if (GL_SUPPORT(APPLE_FENCE)) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->id));
654 else if (GL_SUPPORT(NV_FENCE)) GL_EXTCALL(glDeleteFencesNV(1, &event_query->id));
656 event_query->context = NULL;
659 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
660 if (!has_glctx) entry->id = 0;
661 context_destroy_fbo_entry(context, entry);
665 if (context->src_fbo)
667 TRACE("Destroy src FBO %d\n", context->src_fbo);
668 context_destroy_fbo(context, &context->src_fbo);
670 if (context->dst_fbo)
672 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
673 context_destroy_fbo(context, &context->dst_fbo);
675 if (context->dummy_arbfp_prog)
677 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
680 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
681 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
683 if (GL_SUPPORT(APPLE_FENCE))
684 GL_EXTCALL(glDeleteFencesAPPLE(context->free_event_query_count, context->free_event_queries));
685 else if (GL_SUPPORT(NV_FENCE))
686 GL_EXTCALL(glDeleteFencesNV(context->free_event_query_count, context->free_event_queries));
688 checkGLcall("context cleanup");
693 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
694 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
696 if (!pwglMakeCurrent(NULL, NULL))
698 ERR("Failed to disable GL context.\n");
701 if (context->isPBuffer)
703 GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
704 GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
708 ReleaseDC(context->win_handle, context->hdc);
711 if (!pwglDeleteContext(context->glCtx))
713 DWORD err = GetLastError();
714 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
718 DWORD context_get_tls_idx(void)
720 return wined3d_context_tls_idx;
723 void context_set_tls_idx(DWORD idx)
725 wined3d_context_tls_idx = idx;
728 struct wined3d_context *context_get_current(void)
730 return TlsGetValue(wined3d_context_tls_idx);
733 BOOL context_set_current(struct wined3d_context *ctx)
735 struct wined3d_context *old = context_get_current();
739 TRACE("Already using D3D context %p.\n", ctx);
747 TRACE("Switching away from destroyed context %p.\n", old);
748 context_destroy_gl_resources(old);
749 HeapFree(GetProcessHeap(), 0, old);
759 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
760 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
762 DWORD err = GetLastError();
763 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
764 ctx->glCtx, ctx->hdc, err);
765 TlsSetValue(wined3d_context_tls_idx, NULL);
770 else if(pwglGetCurrentContext())
772 TRACE("Clearing current D3D context.\n");
773 if (!pwglMakeCurrent(NULL, NULL))
775 DWORD err = GetLastError();
776 ERR("Failed to clear current GL context, last error %#x.\n", err);
777 TlsSetValue(wined3d_context_tls_idx, NULL);
782 return TlsSetValue(wined3d_context_tls_idx, ctx);
785 /*****************************************************************************
786 * Context_MarkStateDirty
788 * Marks a state in a context dirty. Only one context, opposed to
789 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
793 * context: Context to mark the state dirty in
794 * state: State to mark dirty
795 * StateTable: Pointer to the state table in use(for state grouping)
797 *****************************************************************************/
798 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
800 DWORD rep = StateTable[state].representative;
804 if (isStateDirty(context, rep)) return;
806 context->dirtyArray[context->numDirtyEntries++] = rep;
809 context->isStateDirty[idx] |= (1 << shift);
812 /*****************************************************************************
815 * Adds a context to the context array. Helper function for CreateContext
817 * This method is not called in performance-critical code paths, only when a
818 * new render target or swapchain is created. Thus performance is not an issue
822 * This: Device to add the context for
823 * hdc: device context
824 * glCtx: WGL context to add
825 * pbuffer: optional pbuffer used with this context
827 *****************************************************************************/
828 static struct wined3d_context *AddContextToArray(IWineD3DDeviceImpl *This,
829 HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer)
831 struct wined3d_context **oldArray = This->contexts;
834 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
835 if(This->contexts == NULL) {
836 ERR("Unable to grow the context array\n");
837 This->contexts = oldArray;
841 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
844 This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(**This->contexts));
845 if(This->contexts[This->numContexts] == NULL) {
846 ERR("Unable to allocate a new context\n");
847 HeapFree(GetProcessHeap(), 0, This->contexts);
848 This->contexts = oldArray;
852 This->contexts[This->numContexts]->hdc = hdc;
853 This->contexts[This->numContexts]->glCtx = glCtx;
854 This->contexts[This->numContexts]->pbuffer = pbuffer;
855 This->contexts[This->numContexts]->win_handle = win_handle;
856 HeapFree(GetProcessHeap(), 0, oldArray);
858 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
860 for(state = 0; state <= STATE_HIGHEST; state++) {
861 if (This->StateTable[state].representative)
862 Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
866 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
867 return This->contexts[This->numContexts - 1];
870 /* This function takes care of WineD3D pixel format selection. */
871 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
872 const struct GlPixelFormatDesc *color_format_desc, const struct GlPixelFormatDesc *ds_format_desc,
873 BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
876 unsigned int matchtry;
877 short redBits, greenBits, blueBits, alphaBits, colorBits;
878 short depthBits=0, stencilBits=0;
885 /* First, try without alpha match buffers. MacOS supports aux buffers only
886 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
887 * Then try without aux buffers - this is the most common cause for not
888 * finding a pixel format. Also some drivers(the open source ones)
889 * only offer 32 bit ARB pixel formats. First try without an exact alpha
890 * match, then try without an exact alpha and color match.
892 { TRUE, TRUE, TRUE },
893 { TRUE, FALSE, TRUE },
894 { FALSE, TRUE, TRUE },
895 { FALSE, FALSE, TRUE },
896 { TRUE, FALSE, FALSE },
897 { FALSE, FALSE, FALSE },
901 int nCfgs = This->adapter->nCfgs;
903 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
904 debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
905 auxBuffers, numSamples, pbuffer, findCompatible);
907 if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
909 ERR("Unable to get color bits for format %s (%#x)!\n",
910 debug_d3dformat(color_format_desc->format), color_format_desc->format);
914 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
915 * You are able to add a depth + stencil surface at a later stage when you need it.
916 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
917 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
918 * context, need torecreate shaders, textures and other resources.
920 * The context manager already takes care of the state problem and for the other tasks code from Reset
921 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
922 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
923 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
924 * issue needs to be fixed. */
925 if (ds_format_desc->format != WINED3DFMT_S8_UINT_D24_UNORM)
927 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
928 ds_format_desc = getFormatDescEntry(WINED3DFMT_S8_UINT_D24_UNORM, &This->adapter->gl_info);
931 getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
933 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
934 for(i=0; i<nCfgs; i++) {
935 BOOL exactDepthMatch = TRUE;
936 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
938 /* For now only accept RGBA formats. Perhaps some day we will
939 * allow floating point formats for pbuffers. */
940 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
943 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
944 if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
947 /* We like to have aux buffers in backbuffer mode */
948 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
951 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
952 if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
955 if(matches[matchtry].exact_color) {
956 if(cfg->redSize != redBits)
958 if(cfg->greenSize != greenBits)
960 if(cfg->blueSize != blueBits)
963 if(cfg->redSize < redBits)
965 if(cfg->greenSize < greenBits)
967 if(cfg->blueSize < blueBits)
970 if(matches[matchtry].exact_alpha) {
971 if(cfg->alphaSize != alphaBits)
974 if(cfg->alphaSize < alphaBits)
978 /* We try to locate a format which matches our requirements exactly. In case of
979 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
980 if(cfg->depthSize < depthBits)
982 else if(cfg->depthSize > depthBits)
983 exactDepthMatch = FALSE;
985 /* In all cases make sure the number of stencil bits matches our requirements
986 * even when we don't need stencil because it could affect performance EXCEPT
987 * on cards which don't offer depth formats without stencil like the i915 drivers
989 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
992 /* Check multisampling support */
993 if(cfg->numSamples != numSamples)
996 /* When we have passed all the checks then we have found a format which matches our
997 * requirements. Note that we only check for a limit number of capabilities right now,
998 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
999 * can still differ in things like multisampling, stereo, SRGB and other flags.
1002 /* Exit the loop as we have found a format :) */
1003 if(exactDepthMatch) {
1004 iPixelFormat = cfg->iPixelFormat;
1006 } else if(!iPixelFormat) {
1007 /* In the end we might end up with a format which doesn't exactly match our depth
1008 * requirements. Accept the first format we found because formats with higher iPixelFormat
1009 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1010 iPixelFormat = cfg->iPixelFormat;
1015 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1016 if(!iPixelFormat && !findCompatible) {
1017 ERR("Can't find a suitable iPixelFormat\n");
1019 } else if(!iPixelFormat) {
1020 PIXELFORMATDESCRIPTOR pfd;
1022 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1023 /* PixelFormat selection */
1024 ZeroMemory(&pfd, sizeof(pfd));
1025 pfd.nSize = sizeof(pfd);
1027 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1028 pfd.iPixelType = PFD_TYPE_RGBA;
1029 pfd.cAlphaBits = alphaBits;
1030 pfd.cColorBits = colorBits;
1031 pfd.cDepthBits = depthBits;
1032 pfd.cStencilBits = stencilBits;
1033 pfd.iLayerType = PFD_MAIN_PLANE;
1035 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1037 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1038 ERR("Can't find a suitable iPixelFormat\n");
1043 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1044 iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1045 return iPixelFormat;
1048 /*****************************************************************************
1051 * Creates a new context for a window, or a pbuffer context.
1054 * This: Device to activate the context for
1055 * target: Surface this context will render to
1056 * win_handle: handle to the window which we are drawing to
1057 * create_pbuffer: tells whether to create a pbuffer or not
1058 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1060 *****************************************************************************/
1061 struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target,
1062 HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms)
1064 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
1065 struct wined3d_context *ret = NULL;
1066 HPBUFFERARB pbuffer = NULL;
1071 TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
1073 if(create_pbuffer) {
1074 HDC hdc_parent = GetDC(win_handle);
1075 int iPixelFormat = 0;
1077 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
1078 const struct GlPixelFormatDesc *ds_format_desc = StencilSurface
1079 ? ((IWineD3DSurfaceImpl *)StencilSurface)->resource.format_desc
1080 : getFormatDescEntry(WINED3DFMT_UNKNOWN, &This->adapter->gl_info);
1082 /* Try to find a pixel format with pbuffer support. */
1083 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1084 ds_format_desc, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */,
1085 FALSE /* findCompatible */);
1087 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1089 /* For some reason we weren't able to find a format, try to find something instead of crashing.
1090 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
1091 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1092 ds_format_desc, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */,
1093 TRUE /* findCompatible */);
1096 /* This shouldn't happen as ChoosePixelFormat always returns something */
1098 ERR("Unable to locate a pixel format for a pbuffer\n");
1099 ReleaseDC(win_handle, hdc_parent);
1103 TRACE("Creating a pBuffer drawable for the new context\n");
1104 pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
1106 ERR("Cannot create a pbuffer\n");
1107 ReleaseDC(win_handle, hdc_parent);
1111 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
1112 hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
1114 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
1115 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1116 ReleaseDC(win_handle, hdc_parent);
1119 ReleaseDC(win_handle, hdc_parent);
1121 PIXELFORMATDESCRIPTOR pfd;
1124 const struct GlPixelFormatDesc *color_format_desc = target->resource.format_desc;
1125 const struct GlPixelFormatDesc *ds_format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN,
1126 &This->adapter->gl_info);
1127 BOOL auxBuffers = FALSE;
1130 hdc = GetDC(win_handle);
1132 ERR("Cannot retrieve a device context!\n");
1136 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1137 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
1140 if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
1141 color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, &This->adapter->gl_info);
1142 else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
1143 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->adapter->gl_info);
1146 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
1147 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
1148 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
1149 * a format with 8bit alpha, so request A8R8G8B8. */
1150 if (color_format_desc->format == WINED3DFMT_P8_UINT)
1151 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->adapter->gl_info);
1153 /* Retrieve the depth stencil format from the present parameters.
1154 * The choice of the proper format can give a nice performance boost
1155 * in case of GPU limited programs. */
1156 if(pPresentParms->EnableAutoDepthStencil) {
1157 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
1158 ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, &This->adapter->gl_info);
1161 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
1162 if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
1163 if(!GL_SUPPORT(ARB_MULTISAMPLE))
1164 ERR("The program is requesting multisampling without support!\n");
1166 ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
1167 numSamples = pPresentParms->MultiSampleType;
1171 /* Try to find a pixel format which matches our requirements */
1172 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1173 auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
1175 /* Try to locate a compatible format if we weren't able to find anything */
1177 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1178 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1179 auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
1182 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1184 ERR("Can't find a suitable iPixelFormat\n");
1188 DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
1189 res = SetPixelFormat(hdc, iPixelFormat, NULL);
1191 int oldPixelFormat = GetPixelFormat(hdc);
1193 /* By default WGL doesn't allow pixel format adjustments but we need it here.
1194 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
1195 * set the pixel format multiple times. Only use it when it is really needed. */
1197 if(oldPixelFormat == iPixelFormat) {
1198 /* We don't have to do anything as the formats are the same :) */
1199 } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
1200 res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
1203 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1206 } else if(oldPixelFormat) {
1207 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
1208 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
1209 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
1211 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1217 ctx = pwglCreateContext(hdc);
1218 if (This->numContexts)
1220 if (!pwglShareLists(This->contexts[0]->glCtx, ctx))
1222 DWORD err = GetLastError();
1223 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1224 This->contexts[0]->glCtx, ctx, err);
1229 ERR("Failed to create a WGL context\n");
1230 if(create_pbuffer) {
1231 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1232 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1236 ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
1238 ERR("Failed to add the newly created context to the context list\n");
1239 if (!pwglDeleteContext(ctx))
1241 DWORD err = GetLastError();
1242 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1244 if(create_pbuffer) {
1245 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1246 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1250 ret->gl_info = &This->adapter->gl_info;
1251 ret->surface = (IWineD3DSurface *) target;
1252 ret->current_rt = (IWineD3DSurface *)target;
1253 ret->isPBuffer = create_pbuffer;
1254 ret->tid = GetCurrentThreadId();
1255 if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
1256 /* Create the dirty constants array and initialize them to dirty */
1257 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1258 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1259 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1260 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1261 memset(ret->vshader_const_dirty, 1,
1262 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1263 memset(ret->pshader_const_dirty, 1,
1264 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1267 ret->free_occlusion_query_size = 4;
1268 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1269 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1270 if (!ret->free_occlusion_queries) goto out;
1272 list_init(&ret->occlusion_queries);
1274 ret->free_event_query_size = 4;
1275 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1276 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1277 if (!ret->free_event_queries) goto out;
1279 list_init(&ret->event_queries);
1281 TRACE("Successfully created new context %p\n", ret);
1283 list_init(&ret->fbo_list);
1285 /* Set up the context defaults */
1286 if (!context_set_current(ret))
1288 ERR("Cannot activate context to set up defaults\n");
1294 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1296 TRACE("Setting up the screen\n");
1297 /* Clear the screen */
1298 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1299 checkGLcall("glClearColor");
1302 glClearStencil(0xffff);
1304 checkGLcall("glClear");
1306 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1307 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1309 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1310 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1312 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1313 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1315 glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
1316 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
1317 glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
1318 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
1320 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
1321 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1322 * and textures in DIB sections(due to the memory protection).
1324 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1325 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1327 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
1328 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1329 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1330 * GL_VERTEX_BLEND_ARB isn't enabled too
1332 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1333 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1335 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1336 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1337 * the previous texture where to source the offset from is always unit - 1.
1339 for(s = 1; s < GL_LIMITS(textures); s++) {
1340 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1341 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1342 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1345 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1346 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1347 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1348 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1349 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1352 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1353 * program and the dummy program is destroyed when the context is destroyed.
1355 const char *dummy_program =
1357 "MOV result.color, fragment.color.primary;\n"
1359 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1360 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1361 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1364 for(s = 0; s < GL_LIMITS(point_sprite_units); s++) {
1365 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1366 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1367 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1370 if (GL_SUPPORT(ARB_PROVOKING_VERTEX))
1372 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1374 else if (GL_SUPPORT(EXT_PROVOKING_VERTEX))
1376 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1381 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1388 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1389 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1390 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1391 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1392 HeapFree(GetProcessHeap(), 0, ret);
1397 /*****************************************************************************
1398 * RemoveContextFromArray
1400 * Removes a context from the context manager. The opengl context is not
1401 * destroyed or unset. context is not a valid pointer after that call.
1403 * Similar to the former call this isn't a performance critical function. A
1404 * helper function for DestroyContext.
1407 * This: Device to activate the context for
1408 * context: Context to remove
1410 *****************************************************************************/
1411 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1413 struct wined3d_context **new_array;
1417 TRACE("Removing ctx %p\n", context);
1419 for (i = 0; i < This->numContexts; ++i)
1421 if (This->contexts[i] == context)
1430 ERR("Context %p doesn't exist in context array\n", context);
1434 while (i < This->numContexts - 1)
1436 This->contexts[i] = This->contexts[i + 1];
1440 --This->numContexts;
1441 if (!This->numContexts)
1443 HeapFree(GetProcessHeap(), 0, This->contexts);
1444 This->contexts = NULL;
1448 new_array = HeapReAlloc(GetProcessHeap(), 0, This->contexts, This->numContexts * sizeof(*This->contexts));
1451 ERR("Failed to shrink context array. Oh well.\n");
1455 This->contexts = new_array;
1458 /*****************************************************************************
1461 * Destroys a wineD3DContext
1464 * This: Device to activate the context for
1465 * context: Context to destroy
1467 *****************************************************************************/
1468 void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1472 TRACE("Destroying ctx %p\n", context);
1474 if (context->tid == GetCurrentThreadId() || !context->current)
1476 context_destroy_gl_resources(context);
1479 if (!context_set_current(NULL))
1481 ERR("Failed to clear current D3D context.\n");
1486 context->destroyed = 1;
1490 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1491 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1492 RemoveContextFromArray(This, context);
1493 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1496 /* GL locking is done by the caller */
1497 static inline void set_blit_dimension(UINT width, UINT height) {
1498 glMatrixMode(GL_PROJECTION);
1499 checkGLcall("glMatrixMode(GL_PROJECTION)");
1501 checkGLcall("glLoadIdentity()");
1502 glOrtho(0, width, height, 0, 0.0, -1.0);
1503 checkGLcall("glOrtho");
1504 glViewport(0, 0, width, height);
1505 checkGLcall("glViewport");
1508 /*****************************************************************************
1511 * Sets up a context for DirectDraw blitting.
1512 * All texture units are disabled, texture unit 0 is set as current unit
1513 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1514 * color writing enabled for all channels
1515 * register combiners disabled, shaders disabled
1516 * world matrix is set to identity, texture matrix 0 too
1517 * projection matrix is setup for drawing screen coordinates
1520 * This: Device to activate the context for
1521 * context: Context to setup
1522 * width: render target width
1523 * height: render target height
1525 *****************************************************************************/
1526 /* Context activation is done by the caller. */
1527 static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context, UINT width, UINT height)
1530 const struct StateEntry *StateTable = This->StateTable;
1531 const struct wined3d_gl_info *gl_info = context->gl_info;
1534 TRACE("Setting up context %p for blitting\n", context);
1535 if(context->last_was_blit) {
1536 if(context->blit_w != width || context->blit_h != height) {
1538 set_blit_dimension(width, height);
1540 context->blit_w = width; context->blit_h = height;
1541 /* No need to dirtify here, the states are still dirtified because they weren't
1542 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1546 TRACE("Context is already set up for blitting, nothing to do\n");
1549 context->last_was_blit = TRUE;
1551 /* TODO: Use a display list */
1553 /* Disable shaders */
1555 This->shader_backend->shader_select(context, FALSE, FALSE);
1558 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1559 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1561 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1562 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1563 * which can safely be called from here, we only lock once instead locking/unlocking
1564 * after each GL call.
1568 /* Disable all textures. The caller can then bind a texture it wants to blit
1571 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1572 * function texture unit. No need to care for higher samplers
1574 for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
1575 sampler = This->rev_tex_unit_map[i];
1576 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1577 checkGLcall("glActiveTextureARB");
1579 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1580 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1581 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1583 glDisable(GL_TEXTURE_3D);
1584 checkGLcall("glDisable GL_TEXTURE_3D");
1585 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1586 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1587 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1589 glDisable(GL_TEXTURE_2D);
1590 checkGLcall("glDisable GL_TEXTURE_2D");
1592 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1593 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1595 if (sampler != WINED3D_UNMAPPED_STAGE)
1597 if (sampler < MAX_TEXTURES) {
1598 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1600 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1603 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1604 checkGLcall("glActiveTextureARB");
1606 sampler = This->rev_tex_unit_map[0];
1608 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1609 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1610 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1612 glDisable(GL_TEXTURE_3D);
1613 checkGLcall("glDisable GL_TEXTURE_3D");
1614 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1615 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1616 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1618 glDisable(GL_TEXTURE_2D);
1619 checkGLcall("glDisable GL_TEXTURE_2D");
1621 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1623 glMatrixMode(GL_TEXTURE);
1624 checkGLcall("glMatrixMode(GL_TEXTURE)");
1626 checkGLcall("glLoadIdentity()");
1628 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1629 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1630 GL_TEXTURE_LOD_BIAS_EXT,
1632 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1635 if (sampler != WINED3D_UNMAPPED_STAGE)
1637 if (sampler < MAX_TEXTURES) {
1638 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1639 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1641 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1644 /* Other misc states */
1645 glDisable(GL_ALPHA_TEST);
1646 checkGLcall("glDisable(GL_ALPHA_TEST)");
1647 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1648 glDisable(GL_LIGHTING);
1649 checkGLcall("glDisable GL_LIGHTING");
1650 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1651 glDisable(GL_DEPTH_TEST);
1652 checkGLcall("glDisable GL_DEPTH_TEST");
1653 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1654 glDisableWINE(GL_FOG);
1655 checkGLcall("glDisable GL_FOG");
1656 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1657 glDisable(GL_BLEND);
1658 checkGLcall("glDisable GL_BLEND");
1659 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1660 glDisable(GL_CULL_FACE);
1661 checkGLcall("glDisable GL_CULL_FACE");
1662 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1663 glDisable(GL_STENCIL_TEST);
1664 checkGLcall("glDisable GL_STENCIL_TEST");
1665 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1666 glDisable(GL_SCISSOR_TEST);
1667 checkGLcall("glDisable GL_SCISSOR_TEST");
1668 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1669 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
1670 glDisable(GL_POINT_SPRITE_ARB);
1671 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1672 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1674 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1675 checkGLcall("glColorMask");
1676 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1677 if (GL_SUPPORT(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 IWineD3DSwapChainImpl_CreateContextForThread(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 inline struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid)
1749 IWineD3DSwapChain *swapchain = NULL;
1750 struct wined3d_context *current_context = context_get_current();
1751 const struct StateEntry *StateTable = This->StateTable;
1752 struct wined3d_context *context;
1753 BOOL old_render_offscreen;
1755 if (current_context && current_context->destroyed) current_context = NULL;
1760 && current_context->current_rt
1761 && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1763 target = current_context->current_rt;
1767 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1768 if (swapchain->backBuffer) target = swapchain->backBuffer[0];
1769 else target = swapchain->frontBuffer;
1773 if (current_context && current_context->current_rt == target)
1775 return current_context;
1778 if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1779 TRACE("Rendering onscreen\n");
1781 context = findThreadContextForSwapChain(swapchain, tid);
1783 old_render_offscreen = context->render_offscreen;
1784 context->render_offscreen = FALSE;
1785 /* The context != This->activeContext will catch a NOP context change. This can occur
1786 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1787 * rendering. No context change is needed in that case
1790 if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1791 if(This->pbufferContext && tid == This->pbufferContext->tid) {
1792 This->pbufferContext->tid = 0;
1795 IWineD3DSwapChain_Release(swapchain);
1799 TRACE("Rendering offscreen\n");
1802 if (wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER)
1804 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *)target;
1805 if (!This->pbufferContext
1806 || This->pbufferWidth < targetimpl->currentDesc.Width
1807 || This->pbufferHeight < targetimpl->currentDesc.Height)
1809 if (This->pbufferContext) DestroyContext(This, This->pbufferContext);
1811 /* The display is irrelevant here, the window is 0. But
1812 * CreateContext needs a valid X connection. Create the context
1813 * on the same server as the primary swapchain. The primary
1814 * swapchain is exists at this point. */
1815 This->pbufferContext = CreateContext(This, targetimpl,
1816 ((IWineD3DSwapChainImpl *)This->swapchains[0])->context[0]->win_handle,
1817 TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
1818 This->pbufferWidth = targetimpl->currentDesc.Width;
1819 This->pbufferHeight = targetimpl->currentDesc.Height;
1822 if (This->pbufferContext)
1824 if (This->pbufferContext->tid && This->pbufferContext->tid != tid)
1826 FIXME("The PBuffer context is only supported for one thread for now!\n");
1828 This->pbufferContext->tid = tid;
1829 context = This->pbufferContext;
1833 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering.\n");
1834 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1840 /* Stay with the currently active context. */
1842 && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1844 context = current_context;
1848 /* This may happen if the app jumps straight into offscreen rendering
1849 * Start using the context of the primary swapchain. tid == 0 is no problem
1850 * for findThreadContextForSwapChain.
1852 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1853 * is perfect to call. */
1854 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1858 old_render_offscreen = context->render_offscreen;
1859 context->render_offscreen = TRUE;
1862 if (context->render_offscreen != old_render_offscreen)
1864 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1865 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1866 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1867 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1868 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1871 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1872 * the alpha blend state changes with different render target formats. */
1873 if (!context->current_rt)
1875 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1879 const struct GlPixelFormatDesc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
1880 const struct GlPixelFormatDesc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
1882 if (old->format != new->format)
1884 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
1885 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
1886 || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
1888 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1892 /* When switching away from an offscreen render target, and we're not
1893 * using FBOs, we have to read the drawable into the texture. This is
1894 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
1895 * are some things that need care though. PreLoad needs a GL context,
1896 * and FindContext is called before the context is activated. It also
1897 * has to be called with the old rendertarget active, otherwise a
1898 * wrong drawable is read. */
1899 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
1900 && old_render_offscreen && context->current_rt != target)
1902 BOOL oldInDraw = This->isInDraw;
1904 /* surface_internal_preload() requires a context to load the
1905 * texture, so it will call ActivateContext. Set isInDraw to true
1906 * to signal surface_internal_preload() that it has a context. */
1908 /* FIXME: This is just broken. There's no guarantee whatsoever
1909 * that the currently active context, if any, is appropriate for
1910 * reading back the render target. We should probably call
1911 * context_set_current(context) here and then rely on
1912 * ActivateContext() doing the right thing. */
1913 This->isInDraw = TRUE;
1915 /* Read the back buffer of the old drawable into the destination texture. */
1916 if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
1918 surface_internal_preload(context->current_rt, SRGB_BOTH);
1922 surface_internal_preload(context->current_rt, SRGB_RGB);
1925 IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
1927 This->isInDraw = oldInDraw;
1931 context->draw_buffer_dirty = TRUE;
1932 context->current_rt = target;
1937 /* Context activation is done by the caller. */
1938 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
1940 const struct wined3d_gl_info *gl_info = context->gl_info;
1941 IWineD3DSurface *rt = context->current_rt;
1942 IWineD3DSwapChain *swapchain;
1943 IWineD3DDeviceImpl *device;
1945 device = ((IWineD3DSurfaceImpl *)rt)->resource.wineD3DDevice;
1946 if (SUCCEEDED(IWineD3DSurface_GetContainer(rt, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1948 IWineD3DSwapChain_Release((IUnknown *)swapchain);
1950 glDrawBuffer(surface_get_gl_buffer(rt, swapchain));
1951 checkGLcall("glDrawBuffers()");
1957 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1961 if (GL_SUPPORT(ARB_DRAW_BUFFERS))
1963 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), device->draw_buffers));
1964 checkGLcall("glDrawBuffers()");
1968 glDrawBuffer(device->draw_buffers[0]);
1969 checkGLcall("glDrawBuffer()");
1972 glDrawBuffer(GL_COLOR_ATTACHMENT0);
1973 checkGLcall("glDrawBuffer()");
1978 glDrawBuffer(device->offscreenBuffer);
1979 checkGLcall("glDrawBuffer()");
1985 /*****************************************************************************
1988 * Finds a rendering context and drawable matching the device and render
1989 * target for the current thread, activates them and puts them into the
1993 * This: Device to activate the context for
1994 * target: Requested render target
1995 * usage: Prepares the context for blitting, drawing or other actions
1997 *****************************************************************************/
1998 struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage)
2000 struct wined3d_context *current_context = context_get_current();
2001 DWORD tid = GetCurrentThreadId();
2002 DWORD i, dirtyState, idx;
2004 const struct StateEntry *StateTable = This->StateTable;
2005 const struct wined3d_gl_info *gl_info;
2006 struct wined3d_context *context;
2008 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
2010 context = FindContext(This, target, tid);
2012 gl_info = context->gl_info;
2014 /* Activate the opengl context */
2015 if (context != current_context)
2017 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2018 else This->frag_pipe->enable_extension((IWineD3DDevice *)This, !context->last_was_blit);
2020 if (context->vshader_const_dirty)
2022 memset(context->vshader_const_dirty, 1,
2023 sizeof(*context->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
2024 This->highest_dirty_vs_const = GL_LIMITS(vshader_constantsF);
2026 if (context->pshader_const_dirty)
2028 memset(context->pshader_const_dirty, 1,
2029 sizeof(*context->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
2030 This->highest_dirty_ps_const = GL_LIMITS(pshader_constantsF);
2035 case CTXUSAGE_CLEAR:
2036 case CTXUSAGE_DRAWPRIM:
2037 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2039 context_apply_fbo_state(context);
2042 if (context->draw_buffer_dirty) {
2043 context_apply_draw_buffer(context, FALSE);
2044 context->draw_buffer_dirty = FALSE;
2049 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2050 if (context->render_offscreen)
2052 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
2054 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
2055 context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, target);
2056 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
2060 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2063 context->draw_buffer_dirty = TRUE;
2065 if (context->draw_buffer_dirty) {
2066 context_apply_draw_buffer(context, TRUE);
2067 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
2068 context->draw_buffer_dirty = FALSE;
2078 case CTXUSAGE_RESOURCELOAD:
2079 /* This does not require any special states to be set up */
2082 case CTXUSAGE_CLEAR:
2083 if(context->last_was_blit) {
2084 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
2087 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
2088 * blending when clearing improves the clearing performance incredibly.
2091 glDisable(GL_BLEND);
2093 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2096 glEnable(GL_SCISSOR_TEST);
2097 checkGLcall("glEnable GL_SCISSOR_TEST");
2099 context->last_was_blit = FALSE;
2100 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
2101 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
2104 case CTXUSAGE_DRAWPRIM:
2105 /* This needs all dirty states applied */
2106 if(context->last_was_blit) {
2107 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
2110 IWineD3DDeviceImpl_FindTexUnitMap(This);
2113 for(i=0; i < context->numDirtyEntries; i++) {
2114 dirtyState = context->dirtyArray[i];
2115 idx = dirtyState >> 5;
2116 shift = dirtyState & 0x1f;
2117 context->isStateDirty[idx] &= ~(1 << shift);
2118 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
2121 context->numDirtyEntries = 0; /* This makes the whole list clean */
2122 context->last_was_blit = FALSE;
2126 SetupForBlit(This, context,
2127 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
2128 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
2132 FIXME("Unexpected context usage requested\n");