2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 static DWORD wined3d_context_tls_idx;
33 /* FBO helper functions */
35 /* GL locking is done by the caller */
36 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
38 const struct wined3d_gl_info *gl_info = context->gl_info;
49 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
50 checkGLcall("glGenFramebuffers()");
51 TRACE("Created FBO %u.\n", *fbo);
58 case GL_READ_FRAMEBUFFER:
59 if (context->fbo_read_binding == f) return;
60 context->fbo_read_binding = f;
63 case GL_DRAW_FRAMEBUFFER:
64 if (context->fbo_draw_binding == f) return;
65 context->fbo_draw_binding = f;
69 if (context->fbo_read_binding == f
70 && context->fbo_draw_binding == f) return;
71 context->fbo_read_binding = f;
72 context->fbo_draw_binding = f;
76 FIXME("Unhandled target %#x.\n", target);
80 gl_info->fbo_ops.glBindFramebuffer(target, f);
81 checkGLcall("glBindFramebuffer()");
84 /* GL locking is done by the caller */
85 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
89 for (i = 0; i < gl_info->limits.buffers; ++i)
91 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
97 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
98 checkGLcall("glFramebufferTexture2D()");
101 /* GL locking is done by the caller */
102 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
104 const struct wined3d_gl_info *gl_info = context->gl_info;
106 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
107 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
108 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
110 gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
111 checkGLcall("glDeleteFramebuffers()");
114 /* GL locking is done by the caller */
115 static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface, DWORD location)
117 /* Update base texture states array */
118 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
120 IWineD3DBaseTextureImpl *texture_impl = surface->container.u.texture;
121 IWineD3DDeviceImpl *device = surface->resource.device;
122 BOOL update_minfilter = FALSE;
123 BOOL update_magfilter = FALSE;
124 struct gl_texture *gl_tex;
128 case SFLAG_INTEXTURE:
129 gl_tex = &texture_impl->baseTexture.texture_rgb;
132 case SFLAG_INSRGBTEX:
133 gl_tex = &texture_impl->baseTexture.texture_srgb;
137 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
138 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
142 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
143 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
145 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
146 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
147 update_minfilter = TRUE;
150 if (gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
152 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
153 update_magfilter = TRUE;
156 if (texture_impl->baseTexture.bindCount)
158 WARN("Render targets should not be bound to a sampler\n");
159 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
162 if (update_minfilter || update_magfilter)
164 GLenum target, bind_target;
167 target = surface->texture_target;
168 if (target == GL_TEXTURE_2D)
170 bind_target = GL_TEXTURE_2D;
171 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
173 else if (target == GL_TEXTURE_RECTANGLE_ARB)
175 bind_target = GL_TEXTURE_RECTANGLE_ARB;
176 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
180 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
181 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
184 glBindTexture(bind_target, gl_tex->name);
185 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
186 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
187 glBindTexture(bind_target, old_binding);
190 checkGLcall("apply_attachment_filter_states()");
194 /* GL locking is done by the caller */
195 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
196 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer)
198 const struct wined3d_gl_info *gl_info = context->gl_info;
200 TRACE("Attach depth stencil %p\n", depth_stencil);
204 DWORD format_flags = depth_stencil->resource.format->flags;
206 if (use_render_buffer && depth_stencil->current_renderbuffer)
208 if (format_flags & WINED3DFMT_FLAG_DEPTH)
210 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
211 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
212 checkGLcall("glFramebufferRenderbuffer()");
215 if (format_flags & WINED3DFMT_FLAG_STENCIL)
217 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
218 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
219 checkGLcall("glFramebufferRenderbuffer()");
224 surface_prepare_texture(depth_stencil, gl_info, FALSE);
225 context_apply_attachment_filter_states(depth_stencil, SFLAG_INTEXTURE);
227 if (format_flags & WINED3DFMT_FLAG_DEPTH)
229 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
230 depth_stencil->texture_target, depth_stencil->texture_name,
231 depth_stencil->texture_level);
232 checkGLcall("glFramebufferTexture2D()");
235 if (format_flags & WINED3DFMT_FLAG_STENCIL)
237 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
238 depth_stencil->texture_target, depth_stencil->texture_name,
239 depth_stencil->texture_level);
240 checkGLcall("glFramebufferTexture2D()");
244 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
246 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
247 checkGLcall("glFramebufferTexture2D()");
250 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
252 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
253 checkGLcall("glFramebufferTexture2D()");
258 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
259 checkGLcall("glFramebufferTexture2D()");
261 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
262 checkGLcall("glFramebufferTexture2D()");
266 /* GL locking is done by the caller */
267 static void context_attach_surface_fbo(const struct wined3d_context *context,
268 GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface, DWORD location)
270 const struct wined3d_gl_info *gl_info = context->gl_info;
272 TRACE("Attach surface %p to %u\n", surface, idx);
278 case SFLAG_INTEXTURE:
279 surface_prepare_texture(surface, gl_info, FALSE);
280 context_apply_attachment_filter_states(surface, location);
281 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
282 surface->texture_target, surface->texture_name, surface->texture_level);
285 case SFLAG_INSRGBTEX:
286 surface_prepare_texture(surface, gl_info, TRUE);
287 context_apply_attachment_filter_states(surface, location);
288 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
289 surface->texture_target, surface->texture_name_srgb, surface->texture_level);
293 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
296 checkGLcall("glFramebufferTexture2D()");
300 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
301 checkGLcall("glFramebufferTexture2D()");
305 /* GL locking is done by the caller */
306 static void context_check_fbo_status(struct wined3d_context *context, GLenum target)
308 const struct wined3d_gl_info *gl_info = context->gl_info;
311 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
312 if (status == GL_FRAMEBUFFER_COMPLETE)
314 TRACE("FBO complete\n");
316 IWineD3DSurfaceImpl *attachment;
318 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
320 if (!context->current_fbo)
322 ERR("FBO 0 is incomplete, driver bug?\n");
326 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
327 context->current_fbo->location);
329 /* Dump the FBO attachments */
330 for (i = 0; i < gl_info->limits.buffers; ++i)
332 attachment = context->current_fbo->render_targets[i];
335 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
336 i, attachment, debug_d3dformat(attachment->resource.format->id),
337 attachment->pow2Width, attachment->pow2Height);
340 attachment = context->current_fbo->depth_stencil;
343 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
344 attachment, debug_d3dformat(attachment->resource.format->id),
345 attachment->pow2Width, attachment->pow2Height);
350 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context,
351 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
353 const struct wined3d_gl_info *gl_info = context->gl_info;
354 struct fbo_entry *entry;
356 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
357 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
358 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
359 entry->depth_stencil = depth_stencil;
360 entry->location = location;
361 entry->attached = FALSE;
367 /* GL locking is done by the caller */
368 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
369 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil,
370 DWORD location, struct fbo_entry *entry)
372 const struct wined3d_gl_info *gl_info = context->gl_info;
374 context_bind_fbo(context, target, &entry->id);
375 context_clean_fbo_attachments(gl_info, target);
377 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
378 entry->depth_stencil = depth_stencil;
379 entry->location = location;
380 entry->attached = FALSE;
383 /* GL locking is done by the caller */
384 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
388 TRACE("Destroy FBO %d\n", entry->id);
389 context_destroy_fbo(context, &entry->id);
391 --context->fbo_entry_count;
392 list_remove(&entry->entry);
393 HeapFree(GetProcessHeap(), 0, entry->render_targets);
394 HeapFree(GetProcessHeap(), 0, entry);
398 /* GL locking is done by the caller */
399 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
400 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
402 const struct wined3d_gl_info *gl_info = context->gl_info;
403 struct fbo_entry *entry;
405 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
407 if (!memcmp(entry->render_targets,
408 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
409 && entry->depth_stencil == depth_stencil && entry->location == location)
411 list_remove(&entry->entry);
412 list_add_head(&context->fbo_list, &entry->entry);
417 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
419 entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
420 list_add_head(&context->fbo_list, &entry->entry);
421 ++context->fbo_entry_count;
425 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
426 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
427 list_remove(&entry->entry);
428 list_add_head(&context->fbo_list, &entry->entry);
434 /* GL locking is done by the caller */
435 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
437 const struct wined3d_gl_info *gl_info = context->gl_info;
440 context_bind_fbo(context, target, &entry->id);
442 if (!entry->attached)
444 /* Apply render targets */
445 for (i = 0; i < gl_info->limits.buffers; ++i)
447 context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
450 /* Apply depth targets */
451 if (entry->depth_stencil)
453 surface_set_compatible_renderbuffer(entry->depth_stencil,
454 entry->render_targets[0]->pow2Width, entry->render_targets[0]->pow2Height);
456 context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, TRUE);
458 entry->attached = TRUE;
462 for (i = 0; i < gl_info->limits.buffers; ++i)
464 if (entry->render_targets[i])
465 context_apply_attachment_filter_states(entry->render_targets[i], entry->location);
467 if (entry->depth_stencil)
468 context_apply_attachment_filter_states(entry->depth_stencil, SFLAG_INTEXTURE);
472 /* GL locking is done by the caller */
473 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
474 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
476 struct fbo_entry *entry, *entry2;
478 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
480 context_destroy_fbo_entry(context, entry);
483 if (context->rebind_fbo)
485 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
486 context->rebind_fbo = FALSE;
491 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
492 context_apply_fbo_entry(context, target, context->current_fbo);
496 context->current_fbo = NULL;
497 context_bind_fbo(context, target, NULL);
500 context_check_fbo_status(context, target);
503 /* GL locking is done by the caller */
504 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
505 IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
507 if (location != SFLAG_INDRAWABLE || surface_is_offscreen(render_target))
509 UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
510 context->blit_targets[0] = render_target;
511 if (clear_size) memset(&context->blit_targets[1], 0, clear_size);
512 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
516 context_apply_fbo_state(context, target, NULL, NULL, location);
520 /* Context activation is done by the caller. */
521 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
523 const struct wined3d_gl_info *gl_info = context->gl_info;
525 if (context->free_occlusion_query_count)
527 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
531 if (gl_info->supported[ARB_OCCLUSION_QUERY])
534 GL_EXTCALL(glGenQueriesARB(1, &query->id));
535 checkGLcall("glGenQueriesARB");
538 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
542 WARN("Occlusion queries not supported, not allocating query id.\n");
547 query->context = context;
548 list_add_head(&context->occlusion_queries, &query->entry);
551 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
553 struct wined3d_context *context = query->context;
555 list_remove(&query->entry);
556 query->context = NULL;
558 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
560 UINT new_size = context->free_occlusion_query_size << 1;
561 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
562 new_size * sizeof(*context->free_occlusion_queries));
566 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
570 context->free_occlusion_query_size = new_size;
571 context->free_occlusion_queries = new_data;
574 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
577 /* Context activation is done by the caller. */
578 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
580 const struct wined3d_gl_info *gl_info = context->gl_info;
582 if (context->free_event_query_count)
584 query->object = context->free_event_queries[--context->free_event_query_count];
588 if (gl_info->supported[ARB_SYNC])
590 /* Using ARB_sync, not much to do here. */
591 query->object.sync = NULL;
592 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
594 else if (gl_info->supported[APPLE_FENCE])
597 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
598 checkGLcall("glGenFencesAPPLE");
601 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
603 else if(gl_info->supported[NV_FENCE])
606 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
607 checkGLcall("glGenFencesNV");
610 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
614 WARN("Event queries not supported, not allocating query id.\n");
615 query->object.id = 0;
619 query->context = context;
620 list_add_head(&context->event_queries, &query->entry);
623 void context_free_event_query(struct wined3d_event_query *query)
625 struct wined3d_context *context = query->context;
627 list_remove(&query->entry);
628 query->context = NULL;
630 if (context->free_event_query_count >= context->free_event_query_size - 1)
632 UINT new_size = context->free_event_query_size << 1;
633 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
634 new_size * sizeof(*context->free_event_queries));
638 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
642 context->free_event_query_size = new_size;
643 context->free_event_queries = new_data;
646 context->free_event_queries[context->free_event_query_count++] = query->object;
649 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
651 static void context_enum_surface_fbo_entries(IWineD3DDeviceImpl *device,
652 IWineD3DSurfaceImpl *surface, context_fbo_entry_func_t *callback)
656 for (i = 0; i < device->numContexts; ++i)
658 struct wined3d_context *context = device->contexts[i];
659 const struct wined3d_gl_info *gl_info = context->gl_info;
660 struct fbo_entry *entry, *entry2;
662 if (context->current_rt == surface) context->current_rt = NULL;
664 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
668 if (entry->depth_stencil == surface)
670 callback(context, entry);
674 for (j = 0; j < gl_info->limits.buffers; ++j)
676 if (entry->render_targets[j] == surface)
678 callback(context, entry);
686 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
688 list_remove(&entry->entry);
689 list_add_head(&context->fbo_destroy_list, &entry->entry);
692 void context_resource_released(struct IWineD3DDeviceImpl *device,
693 struct IWineD3DResourceImpl *resource, WINED3DRESOURCETYPE type)
695 if (!device->d3d_initialized) return;
699 case WINED3DRTYPE_SURFACE:
700 context_enum_surface_fbo_entries(device, (IWineD3DSurfaceImpl *)resource,
701 context_queue_fbo_entry_destruction);
709 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
711 entry->attached = FALSE;
714 void context_resource_unloaded(struct IWineD3DDeviceImpl *device,
715 struct IWineD3DResourceImpl *resource, WINED3DRESOURCETYPE type)
719 case WINED3DRTYPE_SURFACE:
720 context_enum_surface_fbo_entries(device, (IWineD3DSurfaceImpl *)resource,
721 context_detach_fbo_entry);
729 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface)
731 const struct wined3d_gl_info *gl_info = context->gl_info;
732 struct fbo_entry *entry = context->current_fbo;
735 if (!entry || context->rebind_fbo) return;
737 for (i = 0; i < gl_info->limits.buffers; ++i)
739 if (surface == entry->render_targets[i])
741 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
742 context->rebind_fbo = TRUE;
747 if (surface == entry->depth_stencil)
749 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
750 context->rebind_fbo = TRUE;
754 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
756 int current = GetPixelFormat(dc);
758 if (current == format) return TRUE;
762 if (!SetPixelFormat(dc, format, NULL))
764 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
765 format, dc, GetLastError());
771 /* By default WGL doesn't allow pixel format adjustments but we need it
772 * here. For this reason there's a Wine specific wglSetPixelFormat()
773 * which allows us to set the pixel format multiple times. Only use it
774 * when really needed. */
775 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
777 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
779 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
786 /* OpenGL doesn't allow pixel format adjustments. Print an error and
787 * continue using the old format. There's a big chance that the old
788 * format works although with a performance hit and perhaps rendering
790 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
791 format, dc, current);
795 static void context_update_window(struct wined3d_context *context)
797 TRACE("Updating context %p window from %p to %p.\n",
798 context, context->win_handle, context->swapchain->win_handle);
802 if (!ReleaseDC(context->win_handle, context->hdc))
804 ERR("Failed to release device context %p, last error %#x.\n",
805 context->hdc, GetLastError());
808 else context->valid = 1;
810 context->win_handle = context->swapchain->win_handle;
812 if (!(context->hdc = GetDC(context->win_handle)))
814 ERR("Failed to get a device context for window %p.\n", context->win_handle);
818 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
820 ERR("Failed to set pixel format %d on device context %p.\n",
821 context->pixel_format, context->hdc);
825 if (!pwglMakeCurrent(context->hdc, context->glCtx))
827 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
828 context->glCtx, context->hdc, GetLastError());
838 /* Do not call while under the GL lock. */
839 static void context_validate(struct wined3d_context *context)
841 HWND wnd = WindowFromDC(context->hdc);
843 if (wnd != context->win_handle)
845 WARN("DC %p belongs to window %p instead of %p.\n",
846 context->hdc, wnd, context->win_handle);
850 if (context->win_handle != context->swapchain->win_handle)
851 context_update_window(context);
854 /* Do not call while under the GL lock. */
855 static void context_destroy_gl_resources(struct wined3d_context *context)
857 const struct wined3d_gl_info *gl_info = context->gl_info;
858 struct wined3d_occlusion_query *occlusion_query;
859 struct wined3d_event_query *event_query;
860 struct fbo_entry *entry, *entry2;
865 restore_ctx = pwglGetCurrentContext();
866 restore_dc = pwglGetCurrentDC();
868 context_validate(context);
869 if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
870 else restore_ctx = NULL;
874 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
876 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
877 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
878 occlusion_query->context = NULL;
881 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
885 if (gl_info->supported[ARB_SYNC])
887 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
889 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
890 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
892 event_query->context = NULL;
895 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
897 if (!context->valid) entry->id = 0;
898 context_destroy_fbo_entry(context, entry);
901 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
903 if (!context->valid) entry->id = 0;
904 context_destroy_fbo_entry(context, entry);
909 if (context->dst_fbo)
911 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
912 context_destroy_fbo(context, &context->dst_fbo);
914 if (context->dummy_arbfp_prog)
916 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
919 if (gl_info->supported[ARB_OCCLUSION_QUERY])
920 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
922 if (gl_info->supported[ARB_SYNC])
924 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
926 else if (gl_info->supported[APPLE_FENCE])
928 for (i = 0; i < context->free_event_query_count; ++i)
930 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
933 else if (gl_info->supported[NV_FENCE])
935 for (i = 0; i < context->free_event_query_count; ++i)
937 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
941 checkGLcall("context cleanup");
946 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
947 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
951 if (!pwglMakeCurrent(restore_dc, restore_ctx))
953 DWORD err = GetLastError();
954 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
955 restore_ctx, restore_dc, err);
958 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
960 ERR("Failed to disable GL context.\n");
963 ReleaseDC(context->win_handle, context->hdc);
965 if (!pwglDeleteContext(context->glCtx))
967 DWORD err = GetLastError();
968 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
972 DWORD context_get_tls_idx(void)
974 return wined3d_context_tls_idx;
977 void context_set_tls_idx(DWORD idx)
979 wined3d_context_tls_idx = idx;
982 struct wined3d_context *context_get_current(void)
984 return TlsGetValue(wined3d_context_tls_idx);
987 /* Do not call while under the GL lock. */
988 BOOL context_set_current(struct wined3d_context *ctx)
990 struct wined3d_context *old = context_get_current();
994 TRACE("Already using D3D context %p.\n", ctx);
1002 TRACE("Switching away from destroyed context %p.\n", old);
1003 context_destroy_gl_resources(old);
1004 HeapFree(GetProcessHeap(), 0, old);
1014 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1015 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
1017 DWORD err = GetLastError();
1018 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
1019 ctx->glCtx, ctx->hdc, err);
1020 TlsSetValue(wined3d_context_tls_idx, NULL);
1025 else if(pwglGetCurrentContext())
1027 TRACE("Clearing current D3D context.\n");
1028 if (!pwglMakeCurrent(NULL, NULL))
1030 DWORD err = GetLastError();
1031 ERR("Failed to clear current GL context, last error %#x.\n", err);
1032 TlsSetValue(wined3d_context_tls_idx, NULL);
1037 return TlsSetValue(wined3d_context_tls_idx, ctx);
1040 void context_release(struct wined3d_context *context)
1042 TRACE("Releasing context %p, level %u.\n", context, context->level);
1046 if (!context->level)
1047 WARN("Context %p is not active.\n", context);
1048 else if (context != context_get_current())
1049 WARN("Context %p is not the current context.\n", context);
1052 if (!--context->level && context->restore_ctx)
1054 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1055 if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
1057 DWORD err = GetLastError();
1058 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1059 context->restore_ctx, context->restore_dc, err);
1061 context->restore_ctx = NULL;
1062 context->restore_dc = NULL;
1066 static void context_enter(struct wined3d_context *context)
1068 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1070 if (!context->level++)
1072 const struct wined3d_context *current_context = context_get_current();
1073 HGLRC current_gl = pwglGetCurrentContext();
1075 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1077 TRACE("Another GL context (%p on device context %p) is already current.\n",
1078 current_gl, pwglGetCurrentDC());
1079 context->restore_ctx = current_gl;
1080 context->restore_dc = pwglGetCurrentDC();
1085 /*****************************************************************************
1086 * Context_MarkStateDirty
1088 * Marks a state in a context dirty. Only one context, opposed to
1089 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1093 * context: Context to mark the state dirty in
1094 * state: State to mark dirty
1095 * StateTable: Pointer to the state table in use(for state grouping)
1097 *****************************************************************************/
1098 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
1100 DWORD rep = StateTable[state].representative;
1104 if (isStateDirty(context, rep)) return;
1106 context->dirtyArray[context->numDirtyEntries++] = rep;
1107 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1108 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1109 context->isStateDirty[idx] |= (1 << shift);
1112 /* This function takes care of WineD3D pixel format selection. */
1113 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
1114 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1115 BOOL auxBuffers, int numSamples, BOOL findCompatible)
1118 unsigned int matchtry;
1119 short redBits, greenBits, blueBits, alphaBits, colorBits;
1120 short depthBits=0, stencilBits=0;
1130 /* First, try without alpha match buffers. MacOS supports aux buffers only
1131 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1132 * Then try without aux buffers - this is the most common cause for not
1133 * finding a pixel format. Also some drivers(the open source ones)
1134 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1135 * match, then try without an exact alpha and color match.
1137 { TRUE, TRUE, TRUE },
1138 { TRUE, FALSE, TRUE },
1139 { FALSE, TRUE, TRUE },
1140 { FALSE, FALSE, TRUE },
1141 { TRUE, FALSE, FALSE },
1142 { FALSE, FALSE, FALSE },
1146 int nCfgs = This->adapter->nCfgs;
1148 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1149 debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1150 auxBuffers, numSamples, findCompatible);
1152 if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1154 ERR("Unable to get color bits for format %s (%#x)!\n",
1155 debug_d3dformat(color_format->id), color_format->id);
1159 getDepthStencilBits(ds_format, &depthBits, &stencilBits);
1161 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1162 for(i=0; i<nCfgs; i++) {
1163 BOOL exactDepthMatch = TRUE;
1164 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1166 /* For now only accept RGBA formats. Perhaps some day we will
1167 * allow floating point formats for pbuffers. */
1168 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1171 /* In window mode we need a window drawable format and double buffering. */
1172 if(!(cfg->windowDrawable && cfg->doubleBuffer))
1175 /* We like to have aux buffers in backbuffer mode */
1176 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1179 if(matches[matchtry].exact_color) {
1180 if(cfg->redSize != redBits)
1182 if(cfg->greenSize != greenBits)
1184 if(cfg->blueSize != blueBits)
1187 if(cfg->redSize < redBits)
1189 if(cfg->greenSize < greenBits)
1191 if(cfg->blueSize < blueBits)
1194 if(matches[matchtry].exact_alpha) {
1195 if(cfg->alphaSize != alphaBits)
1198 if(cfg->alphaSize < alphaBits)
1202 /* We try to locate a format which matches our requirements exactly. In case of
1203 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1204 if(cfg->depthSize < depthBits)
1206 else if(cfg->depthSize > depthBits)
1207 exactDepthMatch = FALSE;
1209 /* In all cases make sure the number of stencil bits matches our requirements
1210 * even when we don't need stencil because it could affect performance EXCEPT
1211 * on cards which don't offer depth formats without stencil like the i915 drivers
1213 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1216 /* Check multisampling support */
1217 if(cfg->numSamples != numSamples)
1220 /* When we have passed all the checks then we have found a format which matches our
1221 * requirements. Note that we only check for a limit number of capabilities right now,
1222 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1223 * can still differ in things like multisampling, stereo, SRGB and other flags.
1226 /* Exit the loop as we have found a format :) */
1227 if(exactDepthMatch) {
1228 iPixelFormat = cfg->iPixelFormat;
1230 } else if(!iPixelFormat) {
1231 /* In the end we might end up with a format which doesn't exactly match our depth
1232 * requirements. Accept the first format we found because formats with higher iPixelFormat
1233 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1234 iPixelFormat = cfg->iPixelFormat;
1239 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1240 if(!iPixelFormat && !findCompatible) {
1241 ERR("Can't find a suitable iPixelFormat\n");
1243 } else if(!iPixelFormat) {
1244 PIXELFORMATDESCRIPTOR pfd;
1246 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1247 /* PixelFormat selection */
1248 ZeroMemory(&pfd, sizeof(pfd));
1249 pfd.nSize = sizeof(pfd);
1251 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1252 pfd.iPixelType = PFD_TYPE_RGBA;
1253 pfd.cAlphaBits = alphaBits;
1254 pfd.cColorBits = colorBits;
1255 pfd.cDepthBits = depthBits;
1256 pfd.cStencilBits = stencilBits;
1257 pfd.iLayerType = PFD_MAIN_PLANE;
1259 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1261 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1262 ERR("Can't find a suitable iPixelFormat\n");
1267 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1268 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1269 return iPixelFormat;
1272 /* Do not call while under the GL lock. */
1273 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain,
1274 IWineD3DSurfaceImpl *target, const struct wined3d_format *ds_format)
1276 IWineD3DDeviceImpl *device = swapchain->device;
1277 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1278 const struct wined3d_format *color_format;
1279 struct wined3d_context *ret;
1280 PIXELFORMATDESCRIPTOR pfd;
1281 BOOL auxBuffers = FALSE;
1290 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1292 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1295 ERR("Failed to allocate context memory.\n");
1299 if (!(hdc = GetDC(swapchain->win_handle)))
1301 ERR("Failed to retrieve a device context.\n");
1305 color_format = target->resource.format;
1307 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1308 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1309 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1313 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1314 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1315 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1316 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1319 /* DirectDraw supports 8bit paletted render targets and these are used by
1320 * old games like Starcraft and C&C. Most modern hardware doesn't support
1321 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1322 * conversion (ab)uses the alpha component for storing the palette index.
1323 * For this reason we require a format with 8bit alpha, so request
1325 if (color_format->id == WINED3DFMT_P8_UINT)
1326 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1328 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1329 if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1331 if (!gl_info->supported[ARB_MULTISAMPLE])
1332 WARN("The application is requesting multisampling without support.\n");
1335 TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1336 numSamples = swapchain->presentParms.MultiSampleType;
1340 /* Try to find a pixel format which matches our requirements. */
1341 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1342 auxBuffers, numSamples, FALSE /* findCompatible */);
1344 /* Try to locate a compatible format if we weren't able to find anything. */
1347 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1348 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1349 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1352 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1355 ERR("Can't find a suitable pixel format.\n");
1359 DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1360 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1362 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1366 ctx = pwglCreateContext(hdc);
1367 if (device->numContexts)
1369 if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1371 DWORD err = GetLastError();
1372 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1373 device->contexts[0]->glCtx, ctx, err);
1378 ERR("Failed to create a WGL context\n");
1382 if (!device_context_add(device, ret))
1384 ERR("Failed to add the newly created context to the context list\n");
1385 if (!pwglDeleteContext(ctx))
1387 DWORD err = GetLastError();
1388 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1393 ret->gl_info = gl_info;
1395 /* Mark all states dirty to force a proper initialization of the states
1396 * on the first use of the context. */
1397 for (state = 0; state <= STATE_HIGHEST; ++state)
1399 if (device->StateTable[state].representative)
1400 Context_MarkStateDirty(ret, state, device->StateTable);
1403 ret->swapchain = swapchain;
1404 ret->current_rt = target;
1405 ret->tid = GetCurrentThreadId();
1407 ret->render_offscreen = surface_is_offscreen(target);
1408 ret->draw_buffer_dirty = TRUE;
1412 ret->win_handle = swapchain->win_handle;
1414 ret->pixel_format = pixel_format;
1416 if (device->shader_backend->shader_dirtifyable_constants())
1418 /* Create the dirty constants array and initialize them to dirty */
1419 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1420 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1421 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1422 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1423 memset(ret->vshader_const_dirty, 1,
1424 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1425 memset(ret->pshader_const_dirty, 1,
1426 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1429 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1430 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1431 if (!ret->blit_targets) goto out;
1433 ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1434 gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1435 if (!ret->draw_buffers) goto out;
1437 ret->free_occlusion_query_size = 4;
1438 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1439 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1440 if (!ret->free_occlusion_queries) goto out;
1442 list_init(&ret->occlusion_queries);
1444 ret->free_event_query_size = 4;
1445 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1446 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1447 if (!ret->free_event_queries) goto out;
1449 list_init(&ret->event_queries);
1451 TRACE("Successfully created new context %p\n", ret);
1453 list_init(&ret->fbo_list);
1454 list_init(&ret->fbo_destroy_list);
1458 /* Set up the context defaults */
1459 if (!context_set_current(ret))
1461 ERR("Cannot activate context to set up defaults\n");
1462 context_release(ret);
1466 switch (swapchain->presentParms.PresentationInterval)
1468 case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1471 case WINED3DPRESENT_INTERVAL_DEFAULT:
1472 case WINED3DPRESENT_INTERVAL_ONE:
1475 case WINED3DPRESENT_INTERVAL_TWO:
1478 case WINED3DPRESENT_INTERVAL_THREE:
1481 case WINED3DPRESENT_INTERVAL_FOUR:
1485 FIXME("Unknown presentation interval %08x\n", swapchain->presentParms.PresentationInterval);
1489 if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1491 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1492 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1493 swap_interval, ret, GetLastError());
1498 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1500 TRACE("Setting up the screen\n");
1501 /* Clear the screen */
1502 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1503 checkGLcall("glClearColor");
1506 glClearStencil(0xffff);
1508 checkGLcall("glClear");
1510 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1511 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1513 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1514 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1516 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1517 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1519 glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1520 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1521 glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1522 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1524 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1526 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1527 * and textures in DIB sections(due to the memory protection).
1529 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1530 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1532 if (gl_info->supported[ARB_VERTEX_BLEND])
1534 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1535 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1536 * GL_VERTEX_BLEND_ARB isn't enabled too
1538 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1539 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1541 if (gl_info->supported[NV_TEXTURE_SHADER2])
1543 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1544 * the previous texture where to source the offset from is always unit - 1.
1546 for (s = 1; s < gl_info->limits.textures; ++s)
1548 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1549 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1550 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1553 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1555 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1556 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1557 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1558 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1561 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1562 * program and the dummy program is destroyed when the context is destroyed.
1564 const char *dummy_program =
1566 "MOV result.color, fragment.color.primary;\n"
1568 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1569 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1570 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1573 for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1575 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1576 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1577 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1580 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1582 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1584 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1586 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1591 device->frag_pipe->enable_extension(TRUE);
1593 TRACE("Created context %p.\n", ret);
1598 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1599 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1600 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1601 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1602 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1603 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1604 HeapFree(GetProcessHeap(), 0, ret);
1608 /* Do not call while under the GL lock. */
1609 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1613 TRACE("Destroying ctx %p\n", context);
1615 if (context->tid == GetCurrentThreadId() || !context->current)
1617 context_destroy_gl_resources(context);
1618 TlsSetValue(wined3d_context_tls_idx, NULL);
1623 context->destroyed = 1;
1627 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1628 HeapFree(GetProcessHeap(), 0, context->blit_targets);
1629 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1630 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1631 device_context_remove(This, context);
1632 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1635 /* GL locking is done by the caller */
1636 static inline void set_blit_dimension(UINT width, UINT height) {
1637 glMatrixMode(GL_PROJECTION);
1638 checkGLcall("glMatrixMode(GL_PROJECTION)");
1640 checkGLcall("glLoadIdentity()");
1641 glOrtho(0, width, 0, height, 0.0, -1.0);
1642 checkGLcall("glOrtho");
1643 glViewport(0, 0, width, height);
1644 checkGLcall("glViewport");
1647 /*****************************************************************************
1650 * Sets up a context for DirectDraw blitting.
1651 * All texture units are disabled, texture unit 0 is set as current unit
1652 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1653 * color writing enabled for all channels
1654 * register combiners disabled, shaders disabled
1655 * world matrix is set to identity, texture matrix 0 too
1656 * projection matrix is setup for drawing screen coordinates
1659 * This: Device to activate the context for
1660 * context: Context to setup
1662 *****************************************************************************/
1663 /* Context activation is done by the caller. */
1664 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1667 const struct StateEntry *StateTable = This->StateTable;
1668 const struct wined3d_gl_info *gl_info = context->gl_info;
1669 UINT width = context->current_rt->currentDesc.Width;
1670 UINT height = context->current_rt->currentDesc.Height;
1673 TRACE("Setting up context %p for blitting\n", context);
1674 if(context->last_was_blit) {
1675 if(context->blit_w != width || context->blit_h != height) {
1677 set_blit_dimension(width, height);
1679 context->blit_w = width; context->blit_h = height;
1680 /* No need to dirtify here, the states are still dirtified because they weren't
1681 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1685 TRACE("Context is already set up for blitting, nothing to do\n");
1688 context->last_was_blit = TRUE;
1690 /* TODO: Use a display list */
1692 /* Disable shaders */
1694 This->shader_backend->shader_select(context, FALSE, FALSE);
1697 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1698 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1700 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1701 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1702 * which can safely be called from here, we only lock once instead locking/unlocking
1703 * after each GL call.
1707 /* Disable all textures. The caller can then bind a texture it wants to blit
1710 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1711 * function texture unit. No need to care for higher samplers
1713 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1715 sampler = This->rev_tex_unit_map[i];
1716 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1717 checkGLcall("glActiveTextureARB");
1719 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1721 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1722 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1724 glDisable(GL_TEXTURE_3D);
1725 checkGLcall("glDisable GL_TEXTURE_3D");
1726 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1728 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1729 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1731 glDisable(GL_TEXTURE_2D);
1732 checkGLcall("glDisable GL_TEXTURE_2D");
1734 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1735 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1737 if (sampler != WINED3D_UNMAPPED_STAGE)
1739 if (sampler < MAX_TEXTURES) {
1740 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1742 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1745 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1746 checkGLcall("glActiveTextureARB");
1748 sampler = This->rev_tex_unit_map[0];
1750 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1752 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1753 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1755 glDisable(GL_TEXTURE_3D);
1756 checkGLcall("glDisable GL_TEXTURE_3D");
1757 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1759 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1760 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1762 glDisable(GL_TEXTURE_2D);
1763 checkGLcall("glDisable GL_TEXTURE_2D");
1765 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1767 glMatrixMode(GL_TEXTURE);
1768 checkGLcall("glMatrixMode(GL_TEXTURE)");
1770 checkGLcall("glLoadIdentity()");
1772 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1774 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1775 GL_TEXTURE_LOD_BIAS_EXT,
1777 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1780 if (sampler != WINED3D_UNMAPPED_STAGE)
1782 if (sampler < MAX_TEXTURES) {
1783 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1784 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1786 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1789 /* Other misc states */
1790 glDisable(GL_ALPHA_TEST);
1791 checkGLcall("glDisable(GL_ALPHA_TEST)");
1792 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1793 glDisable(GL_LIGHTING);
1794 checkGLcall("glDisable GL_LIGHTING");
1795 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1796 glDisable(GL_DEPTH_TEST);
1797 checkGLcall("glDisable GL_DEPTH_TEST");
1798 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1799 glDisableWINE(GL_FOG);
1800 checkGLcall("glDisable GL_FOG");
1801 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1802 glDisable(GL_BLEND);
1803 checkGLcall("glDisable GL_BLEND");
1804 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1805 glDisable(GL_CULL_FACE);
1806 checkGLcall("glDisable GL_CULL_FACE");
1807 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1808 glDisable(GL_STENCIL_TEST);
1809 checkGLcall("glDisable GL_STENCIL_TEST");
1810 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1811 glDisable(GL_SCISSOR_TEST);
1812 checkGLcall("glDisable GL_SCISSOR_TEST");
1813 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1814 if (gl_info->supported[ARB_POINT_SPRITE])
1816 glDisable(GL_POINT_SPRITE_ARB);
1817 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1818 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1820 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1821 checkGLcall("glColorMask");
1822 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1823 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
1824 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
1825 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
1826 if (gl_info->supported[EXT_SECONDARY_COLOR])
1828 glDisable(GL_COLOR_SUM_EXT);
1829 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1830 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1833 /* Setup transforms */
1834 glMatrixMode(GL_MODELVIEW);
1835 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1837 checkGLcall("glLoadIdentity()");
1838 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1840 context->last_was_rhw = TRUE;
1841 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1843 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1844 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1845 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1846 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1847 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1848 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1849 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1851 set_blit_dimension(width, height);
1855 context->blit_w = width; context->blit_h = height;
1856 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1857 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1859 This->frag_pipe->enable_extension(FALSE);
1862 /* Do not call while under the GL lock. */
1863 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target)
1865 struct wined3d_context *current_context = context_get_current();
1866 struct wined3d_context *context;
1868 if (current_context && current_context->destroyed) current_context = NULL;
1873 && current_context->current_rt
1874 && current_context->swapchain->device == This)
1876 target = current_context->current_rt;
1880 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1881 if (swapchain->back_buffers) target = swapchain->back_buffers[0];
1882 else target = swapchain->front_buffer;
1886 if (current_context && current_context->current_rt == target)
1888 context_validate(current_context);
1889 return current_context;
1892 if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1894 TRACE("Rendering onscreen\n");
1896 context = swapchain_get_context(target->container.u.swapchain);
1900 TRACE("Rendering offscreen\n");
1902 /* Stay with the current context if possible. Otherwise use the
1903 * context for the primary swapchain. */
1904 if (current_context && current_context->swapchain->device == This)
1905 context = current_context;
1907 context = swapchain_get_context((IWineD3DSwapChainImpl *)This->swapchains[0]);
1910 context_validate(context);
1915 /* Context activation is done by the caller. */
1916 static void context_apply_draw_buffers(struct wined3d_context *context, UINT rt_count, IWineD3DSurfaceImpl **rts)
1918 if (!surface_is_offscreen(rts[0]))
1921 glDrawBuffer(surface_get_gl_buffer(rts[0]));
1922 checkGLcall("glDrawBuffer()");
1928 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1930 const struct wined3d_gl_info *gl_info = context->gl_info;
1933 for (i = 0; i < gl_info->limits.buffers; ++i)
1935 if (i < rt_count && rts[i])
1936 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1938 context->draw_buffers[i] = GL_NONE;
1941 if (gl_info->supported[ARB_DRAW_BUFFERS])
1943 GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, context->draw_buffers));
1944 checkGLcall("glDrawBuffers()");
1948 glDrawBuffer(context->draw_buffers[0]);
1949 checkGLcall("glDrawBuffer()");
1954 glDrawBuffer(rts[0]->resource.device->offscreenBuffer);
1955 checkGLcall("glDrawBuffer()");
1961 /* GL locking is done by the caller. */
1962 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1964 glDrawBuffer(buffer);
1965 checkGLcall("glDrawBuffer()");
1966 context->draw_buffer_dirty = TRUE;
1969 static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
1972 if (context->render_offscreen == offscreen) return;
1974 Context_MarkStateDirty(context, STATE_POINTSPRITECOORDORIGIN, StateTable);
1975 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1976 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1977 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1978 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1979 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1980 context->render_offscreen = offscreen;
1983 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
1984 const struct wined3d_format *required)
1986 short existing_depth, existing_stencil, required_depth, required_stencil;
1988 if (existing == required) return TRUE;
1989 if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
1991 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
1992 getDepthStencilBits(required, &required_depth, &required_stencil);
1994 if(existing_depth < required_depth) return FALSE;
1995 /* If stencil bits are used the exact amount is required - otherwise wrapping
1996 * won't work correctly */
1997 if(required_stencil && required_stencil != existing_stencil) return FALSE;
2000 /* The caller provides a context */
2001 static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device,
2002 struct wined3d_context *context, IWineD3DSurfaceImpl *depth_stencil)
2004 /* Onscreen surfaces are always in a swapchain */
2005 IWineD3DSwapChainImpl *swapchain = context->current_rt->container.u.swapchain;
2007 if (context->render_offscreen || !depth_stencil) return;
2008 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
2010 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2011 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2013 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2015 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2016 surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
2017 swapchain->render_to_fbo = TRUE;
2018 context_set_render_offscreen(context, device->StateTable, TRUE);
2021 /* Context activation is done by the caller. */
2022 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2024 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2026 context_validate_onscreen_formats(device, context, NULL);
2028 if (context->render_offscreen)
2030 surface_internal_preload(context->current_rt, SRGB_RGB);
2033 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->current_rt, NULL, SFLAG_INTEXTURE);
2039 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2043 context->draw_buffer_dirty = TRUE;
2046 if (context->draw_buffer_dirty)
2048 context_apply_draw_buffers(context, 1, &context->current_rt);
2049 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2050 context->draw_buffer_dirty = FALSE;
2053 SetupForBlit(device, context);
2056 /* Context activation is done by the caller. */
2057 void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
2058 UINT rt_count, IWineD3DSurfaceImpl **rts, IWineD3DSurfaceImpl *depth_stencil)
2060 const struct StateEntry *state_table = device->StateTable;
2063 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2065 context_validate_onscreen_formats(device, context, depth_stencil);
2069 if (surface_is_offscreen(rts[0]))
2071 for (i = 0; i < rt_count; ++i)
2073 context->blit_targets[i] = rts[i];
2075 while (i < context->gl_info->limits.buffers)
2077 context->blit_targets[i] = NULL;
2080 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, depth_stencil, SFLAG_INTEXTURE);
2084 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2090 context_apply_draw_buffers(context, rt_count, rts);
2091 context->draw_buffer_dirty = TRUE;
2093 if (context->last_was_blit)
2095 device->frag_pipe->enable_extension(TRUE);
2098 /* Blending and clearing should be orthogonal, but tests on the nvidia
2099 * driver show that disabling blending when clearing improves the clearing
2100 * performance incredibly. */
2102 glDisable(GL_BLEND);
2103 glEnable(GL_SCISSOR_TEST);
2104 checkGLcall("glEnable GL_SCISSOR_TEST");
2107 context->last_was_blit = FALSE;
2108 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2109 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2110 Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2113 /* Context activation is done by the caller. */
2114 void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2116 const struct StateEntry *state_table = device->StateTable;
2119 /* Preload resources before FBO setup. Texture preload in particular may
2120 * result in changes to the current FBO, due to using e.g. FBO blits for
2121 * updating a resource location. */
2122 IWineD3DDeviceImpl_FindTexUnitMap(device);
2123 device_preload_textures(device);
2124 if (isStateDirty(context, STATE_VDECL))
2125 device_update_stream_info(device, context->gl_info);
2127 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2129 context_validate_onscreen_formats(device, context, device->depth_stencil);
2131 if (!context->render_offscreen)
2134 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2140 context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets,
2141 device->depth_stencil, SFLAG_INTEXTURE);
2146 if (context->draw_buffer_dirty)
2148 context_apply_draw_buffers(context, context->gl_info->limits.buffers, device->render_targets);
2149 context->draw_buffer_dirty = FALSE;
2152 if (context->last_was_blit)
2154 device->frag_pipe->enable_extension(TRUE);
2158 for (i = 0; i < context->numDirtyEntries; ++i)
2160 DWORD rep = context->dirtyArray[i];
2161 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2162 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2163 context->isStateDirty[idx] &= ~(1 << shift);
2164 state_table[rep].apply(rep, device->stateBlock, context);
2167 context->numDirtyEntries = 0; /* This makes the whole list clean */
2168 context->last_was_blit = FALSE;
2171 static void context_setup_target(IWineD3DDeviceImpl *device,
2172 struct wined3d_context *context, IWineD3DSurfaceImpl *target)
2174 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2175 const struct StateEntry *StateTable = device->StateTable;
2177 if (!target) return;
2178 render_offscreen = surface_is_offscreen(target);
2179 if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2181 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2182 * the alpha blend state changes with different render target formats. */
2183 if (!context->current_rt)
2185 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2189 const struct wined3d_format *old = context->current_rt->resource.format;
2190 const struct wined3d_format *new = target->resource.format;
2192 if (old->id != new->id)
2194 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2195 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2196 || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2198 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2200 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2201 if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
2203 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), StateTable);
2207 /* When switching away from an offscreen render target, and we're not
2208 * using FBOs, we have to read the drawable into the texture. This is
2209 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2210 * are some things that need care though. PreLoad needs a GL context,
2211 * and FindContext is called before the context is activated. It also
2212 * has to be called with the old rendertarget active, otherwise a
2213 * wrong drawable is read. */
2214 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2215 && old_render_offscreen && context->current_rt != target)
2217 /* Read the back buffer of the old drawable into the destination texture. */
2218 if (context->current_rt->texture_name_srgb)
2220 surface_internal_preload(context->current_rt, SRGB_BOTH);
2224 surface_internal_preload(context->current_rt, SRGB_RGB);
2227 surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2231 context->draw_buffer_dirty = TRUE;
2232 context->current_rt = target;
2233 context_set_render_offscreen(context, StateTable, render_offscreen);
2236 /* Do not call while under the GL lock. */
2237 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *target)
2239 struct wined3d_context *current_context = context_get_current();
2240 struct wined3d_context *context;
2242 TRACE("device %p, target %p.\n", device, target);
2244 context = FindContext(device, target);
2245 context_setup_target(device, context, target);
2246 context_enter(context);
2247 if (!context->valid) return context;
2249 if (context != current_context)
2251 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2252 else device->frag_pipe->enable_extension(!context->last_was_blit);
2254 if (context->vshader_const_dirty)
2256 memset(context->vshader_const_dirty, 1,
2257 sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2258 device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2260 if (context->pshader_const_dirty)
2262 memset(context->pshader_const_dirty, 1,
2263 sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2264 device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2267 else if (context->restore_ctx)
2269 if (!pwglMakeCurrent(context->hdc, context->glCtx))
2271 DWORD err = GetLastError();
2272 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2273 context->hdc, context->glCtx, err);