2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 static DWORD wined3d_context_tls_idx;
33 /* FBO helper functions */
35 /* GL locking is done by the caller */
36 static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
38 const struct wined3d_gl_info *gl_info = context->gl_info;
49 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
50 checkGLcall("glGenFramebuffers()");
51 TRACE("Created FBO %u.\n", *fbo);
58 case GL_READ_FRAMEBUFFER:
59 if (context->fbo_read_binding == f) return;
60 context->fbo_read_binding = f;
63 case GL_DRAW_FRAMEBUFFER:
64 if (context->fbo_draw_binding == f) return;
65 context->fbo_draw_binding = f;
69 if (context->fbo_read_binding == f
70 && context->fbo_draw_binding == f) return;
71 context->fbo_read_binding = f;
72 context->fbo_draw_binding = f;
76 FIXME("Unhandled target %#x.\n", target);
80 gl_info->fbo_ops.glBindFramebuffer(target, f);
81 checkGLcall("glBindFramebuffer()");
84 /* GL locking is done by the caller */
85 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
89 for (i = 0; i < gl_info->limits.buffers; ++i)
91 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
97 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
98 checkGLcall("glFramebufferTexture2D()");
101 /* GL locking is done by the caller */
102 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
104 const struct wined3d_gl_info *gl_info = context->gl_info;
106 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
107 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
108 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
110 gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
111 checkGLcall("glDeleteFramebuffers()");
114 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
115 GLenum fbo_target, DWORD format_flags, GLuint rb)
117 if (format_flags & WINED3DFMT_FLAG_DEPTH)
119 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
120 checkGLcall("glFramebufferRenderbuffer()");
123 if (format_flags & WINED3DFMT_FLAG_STENCIL)
125 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
126 checkGLcall("glFramebufferRenderbuffer()");
130 /* GL locking is done by the caller */
131 static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
132 GLenum fbo_target, struct wined3d_surface *depth_stencil, DWORD location)
134 const struct wined3d_gl_info *gl_info = context->gl_info;
136 TRACE("Attach depth stencil %p\n", depth_stencil);
140 DWORD format_flags = depth_stencil->resource.format->flags;
142 if (depth_stencil->current_renderbuffer)
144 context_attach_depth_stencil_rb(gl_info, fbo_target,
145 format_flags, depth_stencil->current_renderbuffer->id);
151 case SFLAG_INTEXTURE:
152 case SFLAG_INSRGBTEX:
153 surface_prepare_texture(depth_stencil, context, FALSE);
155 if (format_flags & WINED3DFMT_FLAG_DEPTH)
157 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
158 depth_stencil->texture_target, depth_stencil->texture_name,
159 depth_stencil->texture_level);
160 checkGLcall("glFramebufferTexture2D()");
163 if (format_flags & WINED3DFMT_FLAG_STENCIL)
165 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
166 depth_stencil->texture_target, depth_stencil->texture_name,
167 depth_stencil->texture_level);
168 checkGLcall("glFramebufferTexture2D()");
172 case SFLAG_INRB_MULTISAMPLE:
173 surface_prepare_rb(depth_stencil, gl_info, TRUE);
174 context_attach_depth_stencil_rb(gl_info, fbo_target,
175 format_flags, depth_stencil->rb_multisample);
178 case SFLAG_INRB_RESOLVED:
179 surface_prepare_rb(depth_stencil, gl_info, FALSE);
180 context_attach_depth_stencil_rb(gl_info, fbo_target,
181 format_flags, depth_stencil->rb_resolved);
185 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
190 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
192 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
193 checkGLcall("glFramebufferTexture2D()");
196 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
198 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
199 checkGLcall("glFramebufferTexture2D()");
204 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
205 checkGLcall("glFramebufferTexture2D()");
207 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
208 checkGLcall("glFramebufferTexture2D()");
212 /* GL locking is done by the caller */
213 static void context_attach_surface_fbo(struct wined3d_context *context,
214 GLenum fbo_target, DWORD idx, struct wined3d_surface *surface, DWORD location)
216 const struct wined3d_gl_info *gl_info = context->gl_info;
218 TRACE("Attach surface %p to %u\n", surface, idx);
220 if (surface && surface->resource.format->id != WINED3DFMT_NULL)
226 case SFLAG_INTEXTURE:
227 case SFLAG_INSRGBTEX:
228 srgb = location == SFLAG_INSRGBTEX;
229 surface_prepare_texture(surface, context, srgb);
230 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
231 surface->texture_target, surface_get_texture_name(surface, gl_info, srgb),
232 surface->texture_level);
233 checkGLcall("glFramebufferTexture2D()");
236 case SFLAG_INRB_MULTISAMPLE:
237 surface_prepare_rb(surface, gl_info, TRUE);
238 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
239 GL_RENDERBUFFER, surface->rb_multisample);
240 checkGLcall("glFramebufferRenderbuffer()");
243 case SFLAG_INRB_RESOLVED:
244 surface_prepare_rb(surface, gl_info, FALSE);
245 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
246 GL_RENDERBUFFER, surface->rb_resolved);
247 checkGLcall("glFramebufferRenderbuffer()");
251 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
257 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
258 checkGLcall("glFramebufferTexture2D()");
262 /* GL locking is done by the caller */
263 void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
265 const struct wined3d_gl_info *gl_info = context->gl_info;
268 if (!FIXME_ON(d3d)) return;
270 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
271 if (status == GL_FRAMEBUFFER_COMPLETE)
273 TRACE("FBO complete\n");
277 const struct wined3d_surface *attachment;
280 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
282 if (!context->current_fbo)
284 ERR("FBO 0 is incomplete, driver bug?\n");
288 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
289 context->current_fbo->location);
291 /* Dump the FBO attachments */
292 for (i = 0; i < gl_info->limits.buffers; ++i)
294 attachment = context->current_fbo->render_targets[i];
297 FIXME("\tColor attachment %d: (%p) %s %ux%u %u samples.\n",
298 i, attachment, debug_d3dformat(attachment->resource.format->id),
299 attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
302 attachment = context->current_fbo->depth_stencil;
305 FIXME("\tDepth attachment: (%p) %s %ux%u %u samples.\n",
306 attachment, debug_d3dformat(attachment->resource.format->id),
307 attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
312 static inline DWORD context_generate_rt_mask(GLenum buffer)
314 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
315 return buffer ? (1 << 31) | buffer : 0;
318 static inline DWORD context_generate_rt_mask_from_surface(const struct wined3d_surface *target)
320 return (1 << 31) | surface_get_gl_buffer(target);
323 static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
324 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
326 const struct wined3d_gl_info *gl_info = context->gl_info;
327 struct fbo_entry *entry;
329 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
330 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
331 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
332 entry->depth_stencil = depth_stencil;
333 entry->location = location;
334 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
335 entry->attached = FALSE;
341 /* GL locking is done by the caller */
342 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
343 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
344 DWORD location, struct fbo_entry *entry)
346 const struct wined3d_gl_info *gl_info = context->gl_info;
348 context_bind_fbo(context, target, &entry->id);
349 context_clean_fbo_attachments(gl_info, target);
351 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
352 entry->depth_stencil = depth_stencil;
353 entry->location = location;
354 entry->attached = FALSE;
357 /* GL locking is done by the caller */
358 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
362 TRACE("Destroy FBO %d\n", entry->id);
363 context_destroy_fbo(context, &entry->id);
365 --context->fbo_entry_count;
366 list_remove(&entry->entry);
367 HeapFree(GetProcessHeap(), 0, entry->render_targets);
368 HeapFree(GetProcessHeap(), 0, entry);
372 /* GL locking is done by the caller */
373 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
374 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
376 const struct wined3d_gl_info *gl_info = context->gl_info;
377 struct fbo_entry *entry;
379 if (depth_stencil && render_targets && render_targets[0])
381 if (depth_stencil->resource.width < render_targets[0]->resource.width ||
382 depth_stencil->resource.height < render_targets[0]->resource.height)
384 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
385 depth_stencil = NULL;
389 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
391 if (!memcmp(entry->render_targets,
392 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
393 && entry->depth_stencil == depth_stencil && entry->location == location)
395 list_remove(&entry->entry);
396 list_add_head(&context->fbo_list, &entry->entry);
401 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
403 entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
404 list_add_head(&context->fbo_list, &entry->entry);
405 ++context->fbo_entry_count;
409 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
410 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
411 list_remove(&entry->entry);
412 list_add_head(&context->fbo_list, &entry->entry);
418 /* GL locking is done by the caller */
419 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
421 const struct wined3d_gl_info *gl_info = context->gl_info;
424 context_bind_fbo(context, target, &entry->id);
426 if (entry->attached) return;
428 /* Apply render targets */
429 for (i = 0; i < gl_info->limits.buffers; ++i)
431 context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
434 /* Apply depth targets */
435 if (entry->depth_stencil)
436 surface_set_compatible_renderbuffer(entry->depth_stencil, entry->render_targets[0]);
437 context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, entry->location);
439 entry->attached = TRUE;
442 /* GL locking is done by the caller */
443 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
444 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
446 struct fbo_entry *entry, *entry2;
448 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
450 context_destroy_fbo_entry(context, entry);
453 if (context->rebind_fbo)
455 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
456 context->rebind_fbo = FALSE;
459 if (location == SFLAG_INDRAWABLE)
461 context->current_fbo = NULL;
462 context_bind_fbo(context, target, NULL);
466 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
467 context_apply_fbo_entry(context, target, context->current_fbo);
471 /* GL locking is done by the caller */
472 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
473 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
475 UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
477 context->blit_targets[0] = render_target;
479 memset(&context->blit_targets[1], 0, clear_size);
480 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
483 /* Context activation is done by the caller. */
484 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
486 const struct wined3d_gl_info *gl_info = context->gl_info;
488 if (context->free_occlusion_query_count)
490 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
494 if (gl_info->supported[ARB_OCCLUSION_QUERY])
497 GL_EXTCALL(glGenQueriesARB(1, &query->id));
498 checkGLcall("glGenQueriesARB");
501 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
505 WARN("Occlusion queries not supported, not allocating query id.\n");
510 query->context = context;
511 list_add_head(&context->occlusion_queries, &query->entry);
514 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
516 struct wined3d_context *context = query->context;
518 list_remove(&query->entry);
519 query->context = NULL;
521 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
523 UINT new_size = context->free_occlusion_query_size << 1;
524 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
525 new_size * sizeof(*context->free_occlusion_queries));
529 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
533 context->free_occlusion_query_size = new_size;
534 context->free_occlusion_queries = new_data;
537 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
540 /* Context activation is done by the caller. */
541 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
543 const struct wined3d_gl_info *gl_info = context->gl_info;
545 if (context->free_event_query_count)
547 query->object = context->free_event_queries[--context->free_event_query_count];
551 if (gl_info->supported[ARB_SYNC])
553 /* Using ARB_sync, not much to do here. */
554 query->object.sync = NULL;
555 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
557 else if (gl_info->supported[APPLE_FENCE])
560 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
561 checkGLcall("glGenFencesAPPLE");
564 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
566 else if(gl_info->supported[NV_FENCE])
569 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
570 checkGLcall("glGenFencesNV");
573 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
577 WARN("Event queries not supported, not allocating query id.\n");
578 query->object.id = 0;
582 query->context = context;
583 list_add_head(&context->event_queries, &query->entry);
586 void context_free_event_query(struct wined3d_event_query *query)
588 struct wined3d_context *context = query->context;
590 list_remove(&query->entry);
591 query->context = NULL;
593 if (context->free_event_query_count >= context->free_event_query_size - 1)
595 UINT new_size = context->free_event_query_size << 1;
596 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
597 new_size * sizeof(*context->free_event_queries));
601 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
605 context->free_event_query_size = new_size;
606 context->free_event_queries = new_data;
609 context->free_event_queries[context->free_event_query_count++] = query->object;
612 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
614 static void context_enum_surface_fbo_entries(const struct wined3d_device *device,
615 const struct wined3d_surface *surface, context_fbo_entry_func_t *callback)
619 for (i = 0; i < device->context_count; ++i)
621 struct wined3d_context *context = device->contexts[i];
622 const struct wined3d_gl_info *gl_info = context->gl_info;
623 struct fbo_entry *entry, *entry2;
625 if (context->current_rt == surface) context->current_rt = NULL;
627 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
631 if (entry->depth_stencil == surface)
633 callback(context, entry);
637 for (j = 0; j < gl_info->limits.buffers; ++j)
639 if (entry->render_targets[j] == surface)
641 callback(context, entry);
649 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
651 list_remove(&entry->entry);
652 list_add_head(&context->fbo_destroy_list, &entry->entry);
655 void context_resource_released(const struct wined3d_device *device,
656 struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
658 if (!device->d3d_initialized) return;
662 case WINED3DRTYPE_SURFACE:
663 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
664 context_queue_fbo_entry_destruction);
672 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
674 entry->attached = FALSE;
677 void context_resource_unloaded(const struct wined3d_device *device,
678 struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
682 case WINED3DRTYPE_SURFACE:
683 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
684 context_detach_fbo_entry);
692 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface)
694 const struct wined3d_gl_info *gl_info = context->gl_info;
695 struct fbo_entry *entry = context->current_fbo;
698 if (!entry || context->rebind_fbo) return;
700 for (i = 0; i < gl_info->limits.buffers; ++i)
702 if (surface == entry->render_targets[i])
704 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
705 context->rebind_fbo = TRUE;
710 if (surface == entry->depth_stencil)
712 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
713 context->rebind_fbo = TRUE;
717 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
719 int current = GetPixelFormat(dc);
721 if (current == format) return TRUE;
725 if (!SetPixelFormat(dc, format, NULL))
727 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
728 format, dc, GetLastError());
734 /* By default WGL doesn't allow pixel format adjustments but we need it
735 * here. For this reason there's a Wine specific wglSetPixelFormat()
736 * which allows us to set the pixel format multiple times. Only use it
737 * when really needed. */
738 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
740 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
742 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
749 /* OpenGL doesn't allow pixel format adjustments. Print an error and
750 * continue using the old format. There's a big chance that the old
751 * format works although with a performance hit and perhaps rendering
753 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
754 format, dc, current);
758 static BOOL context_set_gl_context(struct wined3d_context *ctx)
760 struct wined3d_swapchain *swapchain = ctx->swapchain;
762 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
766 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
767 ctx->glCtx, ctx->hdc, GetLastError());
769 WARN("Trying fallback to the backup window.\n");
771 if (!(dc = swapchain_get_backup_dc(swapchain)))
773 context_set_current(NULL);
777 if (!context_set_pixel_format(ctx->gl_info, dc, ctx->pixel_format))
779 ERR("Failed to set pixel format %d on device context %p.\n",
780 ctx->pixel_format, dc);
781 context_set_current(NULL);
785 if (!pwglMakeCurrent(dc, ctx->glCtx))
787 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
789 context_set_current(NULL);
796 static void context_restore_gl_context(HDC dc, HGLRC gl_ctx)
798 if (!pwglMakeCurrent(dc, gl_ctx))
800 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
801 gl_ctx, dc, GetLastError());
802 context_set_current(NULL);
806 static void context_update_window(struct wined3d_context *context)
808 if (context->win_handle == context->swapchain->win_handle)
811 TRACE("Updating context %p window from %p to %p.\n",
812 context, context->win_handle, context->swapchain->win_handle);
816 /* You'd figure ReleaseDC() would fail if the DC doesn't match the
817 * window. However, that's not what actually happens, and there are
818 * user32 tests that confirm ReleaseDC() with the wrong window is
819 * supposed to succeed. So explicitly check that the DC belongs to
820 * the window, since we want to avoid releasing a DC that belongs to
821 * some other window if the original window was already destroyed. */
822 if (WindowFromDC(context->hdc) != context->win_handle)
824 WARN("DC %p does not belong to window %p.\n",
825 context->hdc, context->win_handle);
827 else if (!ReleaseDC(context->win_handle, context->hdc))
829 ERR("Failed to release device context %p, last error %#x.\n",
830 context->hdc, GetLastError());
833 else context->valid = 1;
835 context->win_handle = context->swapchain->win_handle;
837 if (!(context->hdc = GetDC(context->win_handle)))
839 ERR("Failed to get a device context for window %p.\n", context->win_handle);
843 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
845 ERR("Failed to set pixel format %d on device context %p.\n",
846 context->pixel_format, context->hdc);
850 context_set_gl_context(context);
858 /* Do not call while under the GL lock. */
859 static void context_destroy_gl_resources(struct wined3d_context *context)
861 const struct wined3d_gl_info *gl_info = context->gl_info;
862 struct wined3d_occlusion_query *occlusion_query;
863 struct wined3d_event_query *event_query;
864 struct fbo_entry *entry, *entry2;
869 restore_ctx = pwglGetCurrentContext();
870 restore_dc = pwglGetCurrentDC();
872 context_update_window(context);
873 if (context->valid && restore_ctx != context->glCtx)
874 context_set_gl_context(context);
875 else restore_ctx = NULL;
879 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
881 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
882 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
883 occlusion_query->context = NULL;
886 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
890 if (gl_info->supported[ARB_SYNC])
892 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
894 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
895 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
897 event_query->context = NULL;
900 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
902 if (!context->valid) entry->id = 0;
903 context_destroy_fbo_entry(context, entry);
906 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
908 if (!context->valid) entry->id = 0;
909 context_destroy_fbo_entry(context, entry);
914 if (context->dummy_arbfp_prog)
916 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
919 if (gl_info->supported[ARB_OCCLUSION_QUERY])
920 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
922 if (gl_info->supported[ARB_SYNC])
924 for (i = 0; i < context->free_event_query_count; ++i)
926 GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
929 else if (gl_info->supported[APPLE_FENCE])
931 for (i = 0; i < context->free_event_query_count; ++i)
933 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
936 else if (gl_info->supported[NV_FENCE])
938 for (i = 0; i < context->free_event_query_count; ++i)
940 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
944 checkGLcall("context cleanup");
949 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
950 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
954 context_restore_gl_context(restore_dc, restore_ctx);
956 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
958 ERR("Failed to disable GL context.\n");
961 ReleaseDC(context->win_handle, context->hdc);
963 if (!pwglDeleteContext(context->glCtx))
965 DWORD err = GetLastError();
966 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
970 DWORD context_get_tls_idx(void)
972 return wined3d_context_tls_idx;
975 void context_set_tls_idx(DWORD idx)
977 wined3d_context_tls_idx = idx;
980 struct wined3d_context *context_get_current(void)
982 return TlsGetValue(wined3d_context_tls_idx);
985 /* Do not call while under the GL lock. */
986 BOOL context_set_current(struct wined3d_context *ctx)
988 struct wined3d_context *old = context_get_current();
992 TRACE("Already using D3D context %p.\n", ctx);
1000 TRACE("Switching away from destroyed context %p.\n", old);
1001 context_destroy_gl_resources(old);
1002 HeapFree(GetProcessHeap(), 0, old);
1014 ERR("Trying to make invalid context %p current\n", ctx);
1018 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1019 if (!context_set_gl_context(ctx))
1023 else if(pwglGetCurrentContext())
1025 TRACE("Clearing current D3D context.\n");
1026 if (!pwglMakeCurrent(NULL, NULL))
1028 DWORD err = GetLastError();
1029 ERR("Failed to clear current GL context, last error %#x.\n", err);
1030 TlsSetValue(wined3d_context_tls_idx, NULL);
1035 return TlsSetValue(wined3d_context_tls_idx, ctx);
1038 void context_release(struct wined3d_context *context)
1040 TRACE("Releasing context %p, level %u.\n", context, context->level);
1044 if (!context->level)
1045 WARN("Context %p is not active.\n", context);
1046 else if (context != context_get_current())
1047 WARN("Context %p is not the current context.\n", context);
1050 if (!--context->level && context->restore_ctx)
1052 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1053 context_restore_gl_context(context->restore_dc, context->restore_ctx);
1054 context->restore_ctx = NULL;
1055 context->restore_dc = NULL;
1059 static void context_enter(struct wined3d_context *context)
1061 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1063 if (!context->level++)
1065 const struct wined3d_context *current_context = context_get_current();
1066 HGLRC current_gl = pwglGetCurrentContext();
1068 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1070 TRACE("Another GL context (%p on device context %p) is already current.\n",
1071 current_gl, pwglGetCurrentDC());
1072 context->restore_ctx = current_gl;
1073 context->restore_dc = pwglGetCurrentDC();
1078 void context_invalidate_state(struct wined3d_context *context, DWORD state)
1080 DWORD rep = context->state_table[state].representative;
1084 if (isStateDirty(context, rep)) return;
1086 context->dirtyArray[context->numDirtyEntries++] = rep;
1087 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1088 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1089 context->isStateDirty[idx] |= (1 << shift);
1092 /* This function takes care of wined3d pixel format selection. */
1093 static int context_choose_pixel_format(struct wined3d_device *device, HDC hdc,
1094 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1095 BOOL auxBuffers, BOOL findCompatible)
1098 unsigned int matchtry;
1099 BYTE redBits, greenBits, blueBits, alphaBits, colorBits;
1100 BYTE depthBits=0, stencilBits=0;
1110 /* First, try without alpha match buffers. MacOS supports aux buffers only
1111 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1112 * Then try without aux buffers - this is the most common cause for not
1113 * finding a pixel format. Also some drivers(the open source ones)
1114 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1115 * match, then try without an exact alpha and color match.
1117 { TRUE, TRUE, TRUE },
1118 { TRUE, FALSE, TRUE },
1119 { FALSE, TRUE, TRUE },
1120 { FALSE, FALSE, TRUE },
1121 { TRUE, FALSE, FALSE },
1122 { FALSE, FALSE, FALSE },
1126 int nCfgs = device->adapter->nCfgs;
1128 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1129 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1130 auxBuffers, findCompatible);
1132 if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1134 ERR("Unable to get color bits for format %s (%#x)!\n",
1135 debug_d3dformat(color_format->id), color_format->id);
1139 getDepthStencilBits(ds_format, &depthBits, &stencilBits);
1141 for (matchtry = 0; matchtry < (sizeof(matches) / sizeof(*matches)) && !iPixelFormat; ++matchtry)
1143 for (i = 0; i < nCfgs; ++i)
1145 const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1146 BOOL exactDepthMatch = TRUE;
1148 /* For now only accept RGBA formats. Perhaps some day we will
1149 * allow floating point formats for pbuffers. */
1150 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1153 /* In window mode we need a window drawable format and double buffering. */
1154 if(!(cfg->windowDrawable && cfg->doubleBuffer))
1157 /* We like to have aux buffers in backbuffer mode */
1158 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1161 if(matches[matchtry].exact_color) {
1162 if(cfg->redSize != redBits)
1164 if(cfg->greenSize != greenBits)
1166 if(cfg->blueSize != blueBits)
1169 if(cfg->redSize < redBits)
1171 if(cfg->greenSize < greenBits)
1173 if(cfg->blueSize < blueBits)
1176 if(matches[matchtry].exact_alpha) {
1177 if(cfg->alphaSize != alphaBits)
1180 if(cfg->alphaSize < alphaBits)
1184 /* We try to locate a format which matches our requirements exactly. In case of
1185 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1186 if(cfg->depthSize < depthBits)
1188 else if(cfg->depthSize > depthBits)
1189 exactDepthMatch = FALSE;
1191 /* In all cases make sure the number of stencil bits matches our requirements
1192 * even when we don't need stencil because it could affect performance EXCEPT
1193 * on cards which don't offer depth formats without stencil like the i915 drivers
1195 if (stencilBits != cfg->stencilSize
1196 && !(device->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1199 /* Check multisampling support */
1200 if (cfg->numSamples)
1203 /* When we have passed all the checks then we have found a format which matches our
1204 * requirements. Note that we only check for a limit number of capabilities right now,
1205 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1206 * can still differ in things like multisampling, stereo, SRGB and other flags.
1209 /* Exit the loop as we have found a format :) */
1210 if(exactDepthMatch) {
1211 iPixelFormat = cfg->iPixelFormat;
1213 } else if(!iPixelFormat) {
1214 /* In the end we might end up with a format which doesn't exactly match our depth
1215 * requirements. Accept the first format we found because formats with higher iPixelFormat
1216 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1217 iPixelFormat = cfg->iPixelFormat;
1222 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1223 if(!iPixelFormat && !findCompatible) {
1224 ERR("Can't find a suitable iPixelFormat\n");
1226 } else if(!iPixelFormat) {
1227 PIXELFORMATDESCRIPTOR pfd;
1229 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1230 /* PixelFormat selection */
1231 ZeroMemory(&pfd, sizeof(pfd));
1232 pfd.nSize = sizeof(pfd);
1234 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1235 pfd.iPixelType = PFD_TYPE_RGBA;
1236 pfd.cAlphaBits = alphaBits;
1237 pfd.cColorBits = colorBits;
1238 pfd.cDepthBits = depthBits;
1239 pfd.cStencilBits = stencilBits;
1240 pfd.iLayerType = PFD_MAIN_PLANE;
1242 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1244 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1245 ERR("Can't find a suitable iPixelFormat\n");
1250 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1251 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1252 return iPixelFormat;
1255 /* GL locking is done by the caller */
1256 static void bind_dummy_textures(const struct wined3d_device *device, struct wined3d_context *context)
1258 const struct wined3d_gl_info *gl_info = context->gl_info;
1259 unsigned int i, count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1261 for (i = 0; i < count; ++i)
1263 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1264 checkGLcall("glActiveTextureARB");
1266 glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1267 checkGLcall("glBindTexture");
1269 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1271 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1272 checkGLcall("glBindTexture");
1275 if (gl_info->supported[EXT_TEXTURE3D])
1277 glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1278 checkGLcall("glBindTexture");
1281 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1283 glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1284 checkGLcall("glBindTexture");
1289 /* Do not call while under the GL lock. */
1290 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1291 struct wined3d_surface *target, const struct wined3d_format *ds_format)
1293 struct wined3d_device *device = swapchain->device;
1294 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1295 const struct wined3d_format *color_format;
1296 struct wined3d_context *ret;
1297 PIXELFORMATDESCRIPTOR pfd;
1298 BOOL auxBuffers = FALSE;
1306 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1308 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1311 ERR("Failed to allocate context memory.\n");
1315 if (!(hdc = GetDC(swapchain->win_handle)))
1317 WARN("Failed to retireve device context, trying swapchain backup.\n");
1319 if (!(hdc = swapchain_get_backup_dc(swapchain)))
1321 ERR("Failed to retrieve a device context.\n");
1326 color_format = target->resource.format;
1328 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1329 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1330 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1334 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1335 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1336 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1337 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1340 /* DirectDraw supports 8bit paletted render targets and these are used by
1341 * old games like StarCraft and C&C. Most modern hardware doesn't support
1342 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1343 * conversion (ab)uses the alpha component for storing the palette index.
1344 * For this reason we require a format with 8bit alpha, so request
1346 if (color_format->id == WINED3DFMT_P8_UINT)
1347 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1349 /* Try to find a pixel format which matches our requirements. */
1350 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, FALSE);
1352 /* Try to locate a compatible format if we weren't able to find anything. */
1355 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1356 pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, TRUE);
1359 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1362 ERR("Can't find a suitable pixel format.\n");
1366 DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1367 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1369 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1373 ctx = pwglCreateContext(hdc);
1374 if (device->context_count)
1376 if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1378 DWORD err = GetLastError();
1379 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1380 device->contexts[0]->glCtx, ctx, err);
1385 ERR("Failed to create a WGL context\n");
1389 if (!device_context_add(device, ret))
1391 ERR("Failed to add the newly created context to the context list\n");
1392 if (!pwglDeleteContext(ctx))
1394 DWORD err = GetLastError();
1395 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1400 ret->gl_info = gl_info;
1401 ret->state_table = device->StateTable;
1403 /* Mark all states dirty to force a proper initialization of the states
1404 * on the first use of the context. */
1405 for (state = 0; state <= STATE_HIGHEST; ++state)
1407 if (ret->state_table[state].representative)
1408 context_invalidate_state(ret, state);
1411 ret->swapchain = swapchain;
1412 ret->current_rt = target;
1413 ret->tid = GetCurrentThreadId();
1415 ret->render_offscreen = surface_is_offscreen(target);
1416 ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
1420 ret->win_handle = swapchain->win_handle;
1422 ret->pixel_format = pixel_format;
1424 if (device->shader_backend->shader_dirtifyable_constants())
1426 /* Create the dirty constants array and initialize them to dirty */
1427 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1428 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1429 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1430 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1431 memset(ret->vshader_const_dirty, 1,
1432 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1433 memset(ret->pshader_const_dirty, 1,
1434 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1437 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1438 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1439 if (!ret->blit_targets) goto out;
1441 ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1442 gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1443 if (!ret->draw_buffers) goto out;
1445 ret->free_occlusion_query_size = 4;
1446 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1447 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1448 if (!ret->free_occlusion_queries) goto out;
1450 list_init(&ret->occlusion_queries);
1452 ret->free_event_query_size = 4;
1453 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1454 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1455 if (!ret->free_event_queries) goto out;
1457 list_init(&ret->event_queries);
1459 TRACE("Successfully created new context %p\n", ret);
1461 list_init(&ret->fbo_list);
1462 list_init(&ret->fbo_destroy_list);
1466 /* Set up the context defaults */
1467 if (!context_set_current(ret))
1469 ERR("Cannot activate context to set up defaults\n");
1470 context_release(ret);
1474 switch (swapchain->presentParms.PresentationInterval)
1476 case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1479 case WINED3DPRESENT_INTERVAL_DEFAULT:
1480 case WINED3DPRESENT_INTERVAL_ONE:
1483 case WINED3DPRESENT_INTERVAL_TWO:
1486 case WINED3DPRESENT_INTERVAL_THREE:
1489 case WINED3DPRESENT_INTERVAL_FOUR:
1493 FIXME("Unknown presentation interval %08x\n", swapchain->presentParms.PresentationInterval);
1497 if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1499 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1500 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1501 swap_interval, ret, GetLastError());
1506 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1508 TRACE("Setting up the screen\n");
1509 /* Clear the screen */
1510 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1511 checkGLcall("glClearColor");
1514 glClearStencil(0xffff);
1516 checkGLcall("glClear");
1518 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1519 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1521 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1522 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1524 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1525 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1527 glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1528 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1529 glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1530 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1532 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1534 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1535 * and textures in DIB sections(due to the memory protection).
1537 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1538 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1540 if (gl_info->supported[ARB_VERTEX_BLEND])
1542 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1543 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1544 * GL_VERTEX_BLEND_ARB isn't enabled too
1546 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1547 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1549 if (gl_info->supported[NV_TEXTURE_SHADER2])
1551 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1552 * the previous texture where to source the offset from is always unit - 1.
1554 for (s = 1; s < gl_info->limits.textures; ++s)
1556 context_active_texture(ret, gl_info, s);
1557 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1558 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1561 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1563 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1564 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1565 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1566 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1569 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1570 * program and the dummy program is destroyed when the context is destroyed.
1572 const char *dummy_program =
1574 "MOV result.color, fragment.color.primary;\n"
1576 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1577 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1578 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1581 if (gl_info->supported[ARB_POINT_SPRITE])
1583 for (s = 0; s < gl_info->limits.textures; ++s)
1585 context_active_texture(ret, gl_info, s);
1586 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1587 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1591 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1593 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1595 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1597 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1599 device->frag_pipe->enable_extension(TRUE);
1601 /* If this happens to be the first context for the device, dummy textures
1602 * are not created yet. In that case, they will be created (and bound) by
1603 * create_dummy_textures right after this context is initialized. */
1604 if (device->dummy_texture_2d[0])
1605 bind_dummy_textures(device, ret);
1609 TRACE("Created context %p.\n", ret);
1614 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1615 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1616 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1617 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1618 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1619 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1620 HeapFree(GetProcessHeap(), 0, ret);
1624 /* Do not call while under the GL lock. */
1625 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
1629 TRACE("Destroying ctx %p\n", context);
1631 if (context->tid == GetCurrentThreadId() || !context->current)
1633 context_destroy_gl_resources(context);
1634 TlsSetValue(wined3d_context_tls_idx, NULL);
1639 context->destroyed = 1;
1643 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1644 HeapFree(GetProcessHeap(), 0, context->blit_targets);
1645 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1646 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1647 device_context_remove(device, context);
1648 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1651 /* GL locking is done by the caller */
1652 static inline void set_blit_dimension(UINT width, UINT height) {
1653 glMatrixMode(GL_PROJECTION);
1654 checkGLcall("glMatrixMode(GL_PROJECTION)");
1656 checkGLcall("glLoadIdentity()");
1657 glOrtho(0, width, 0, height, 0.0, -1.0);
1658 checkGLcall("glOrtho");
1659 glViewport(0, 0, width, height);
1660 checkGLcall("glViewport");
1663 /*****************************************************************************
1666 * Sets up a context for DirectDraw blitting.
1667 * All texture units are disabled, texture unit 0 is set as current unit
1668 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1669 * color writing enabled for all channels
1670 * register combiners disabled, shaders disabled
1671 * world matrix is set to identity, texture matrix 0 too
1672 * projection matrix is setup for drawing screen coordinates
1675 * This: Device to activate the context for
1676 * context: Context to setup
1678 *****************************************************************************/
1679 /* Context activation is done by the caller. */
1680 static void SetupForBlit(struct wined3d_device *device, struct wined3d_context *context)
1683 const struct wined3d_gl_info *gl_info = context->gl_info;
1684 UINT width = context->current_rt->resource.width;
1685 UINT height = context->current_rt->resource.height;
1688 TRACE("Setting up context %p for blitting\n", context);
1689 if(context->last_was_blit) {
1690 if(context->blit_w != width || context->blit_h != height) {
1692 set_blit_dimension(width, height);
1694 context->blit_w = width; context->blit_h = height;
1695 /* No need to dirtify here, the states are still dirtified because they weren't
1696 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1700 TRACE("Context is already set up for blitting, nothing to do\n");
1703 context->last_was_blit = TRUE;
1705 /* TODO: Use a display list */
1707 /* Disable shaders */
1709 device->shader_backend->shader_select(context, FALSE, FALSE);
1712 context_invalidate_state(context, STATE_VSHADER);
1713 context_invalidate_state(context, STATE_PIXELSHADER);
1715 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1716 * helper functions in between gl calls. This function is full of context_invalidate_state
1717 * which can safely be called from here, we only lock once instead locking/unlocking
1718 * after each GL call.
1722 /* Disable all textures. The caller can then bind a texture it wants to blit
1725 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1726 * function texture unit. No need to care for higher samplers
1728 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1730 sampler = device->rev_tex_unit_map[i];
1731 context_active_texture(context, gl_info, i);
1733 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1735 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1736 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1738 glDisable(GL_TEXTURE_3D);
1739 checkGLcall("glDisable GL_TEXTURE_3D");
1740 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1742 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1743 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1745 glDisable(GL_TEXTURE_2D);
1746 checkGLcall("glDisable GL_TEXTURE_2D");
1748 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1749 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1751 if (sampler != WINED3D_UNMAPPED_STAGE)
1753 if (sampler < MAX_TEXTURES)
1754 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP));
1755 context_invalidate_state(context, STATE_SAMPLER(sampler));
1758 context_active_texture(context, gl_info, 0);
1760 sampler = device->rev_tex_unit_map[0];
1762 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1764 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1765 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1767 glDisable(GL_TEXTURE_3D);
1768 checkGLcall("glDisable GL_TEXTURE_3D");
1769 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1771 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1772 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1774 glDisable(GL_TEXTURE_2D);
1775 checkGLcall("glDisable GL_TEXTURE_2D");
1777 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1779 glMatrixMode(GL_TEXTURE);
1780 checkGLcall("glMatrixMode(GL_TEXTURE)");
1782 checkGLcall("glLoadIdentity()");
1784 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1786 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1787 GL_TEXTURE_LOD_BIAS_EXT,
1789 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1792 if (sampler != WINED3D_UNMAPPED_STAGE)
1794 if (sampler < MAX_TEXTURES)
1796 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler));
1797 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP));
1799 context_invalidate_state(context, STATE_SAMPLER(sampler));
1802 /* Other misc states */
1803 glDisable(GL_ALPHA_TEST);
1804 checkGLcall("glDisable(GL_ALPHA_TEST)");
1805 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
1806 glDisable(GL_LIGHTING);
1807 checkGLcall("glDisable GL_LIGHTING");
1808 context_invalidate_state(context, STATE_RENDER(WINED3DRS_LIGHTING));
1809 glDisable(GL_DEPTH_TEST);
1810 checkGLcall("glDisable GL_DEPTH_TEST");
1811 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZENABLE));
1812 glDisableWINE(GL_FOG);
1813 checkGLcall("glDisable GL_FOG");
1814 context_invalidate_state(context, STATE_RENDER(WINED3DRS_FOGENABLE));
1815 glDisable(GL_BLEND);
1816 checkGLcall("glDisable GL_BLEND");
1817 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
1818 glDisable(GL_CULL_FACE);
1819 checkGLcall("glDisable GL_CULL_FACE");
1820 context_invalidate_state(context, STATE_RENDER(WINED3DRS_CULLMODE));
1821 glDisable(GL_STENCIL_TEST);
1822 checkGLcall("glDisable GL_STENCIL_TEST");
1823 context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
1824 glDisable(GL_SCISSOR_TEST);
1825 checkGLcall("glDisable GL_SCISSOR_TEST");
1826 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
1827 if (gl_info->supported[ARB_POINT_SPRITE])
1829 glDisable(GL_POINT_SPRITE_ARB);
1830 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1831 context_invalidate_state(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
1833 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1834 checkGLcall("glColorMask");
1835 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
1836 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
1837 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
1838 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
1839 if (gl_info->supported[EXT_SECONDARY_COLOR])
1841 glDisable(GL_COLOR_SUM_EXT);
1842 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SPECULARENABLE));
1843 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1846 /* Setup transforms */
1847 glMatrixMode(GL_MODELVIEW);
1848 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1850 checkGLcall("glLoadIdentity()");
1851 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
1853 context->last_was_rhw = TRUE;
1854 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
1856 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1857 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1858 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1859 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1860 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1861 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1862 context_invalidate_state(context, STATE_RENDER(WINED3DRS_CLIPPING));
1864 set_blit_dimension(width, height);
1865 device->frag_pipe->enable_extension(FALSE);
1869 context->blit_w = width; context->blit_h = height;
1870 context_invalidate_state(context, STATE_VIEWPORT);
1871 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
1874 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
1876 return rt_mask & (1 << 31);
1879 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
1881 return rt_mask & ~(1 << 31);
1884 /* Context activation and GL locking are done by the caller. */
1885 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
1889 glDrawBuffer(GL_NONE);
1890 checkGLcall("glDrawBuffer()");
1892 else if (is_rt_mask_onscreen(rt_mask))
1894 glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
1895 checkGLcall("glDrawBuffer()");
1899 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1901 const struct wined3d_gl_info *gl_info = context->gl_info;
1907 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1909 context->draw_buffers[i] = GL_NONE;
1915 if (gl_info->supported[ARB_DRAW_BUFFERS])
1917 GL_EXTCALL(glDrawBuffersARB(i, context->draw_buffers));
1918 checkGLcall("glDrawBuffers()");
1922 glDrawBuffer(context->draw_buffers[0]);
1923 checkGLcall("glDrawBuffer()");
1928 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
1933 /* GL locking is done by the caller. */
1934 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1936 glDrawBuffer(buffer);
1937 checkGLcall("glDrawBuffer()");
1938 if (context->current_fbo)
1939 context->current_fbo->rt_mask = context_generate_rt_mask(buffer);
1941 context->draw_buffers_mask = context_generate_rt_mask(buffer);
1944 /* GL locking is done by the caller. */
1945 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
1947 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0 + unit));
1948 checkGLcall("glActiveTextureARB");
1949 context->active_texture = unit;
1952 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
1954 DWORD unit = context->active_texture;
1955 DWORD old_texture_type = context->texture_type[unit];
1959 glBindTexture(target, name);
1960 checkGLcall("glBindTexture");
1967 if (old_texture_type != target)
1969 const struct wined3d_device *device = context->swapchain->device;
1971 switch (old_texture_type)
1977 glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[unit]);
1978 checkGLcall("glBindTexture");
1980 case GL_TEXTURE_RECTANGLE_ARB:
1981 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[unit]);
1982 checkGLcall("glBindTexture");
1984 case GL_TEXTURE_CUBE_MAP:
1985 glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[unit]);
1986 checkGLcall("glBindTexture");
1989 glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[unit]);
1990 checkGLcall("glBindTexture");
1993 ERR("Unexpected texture target %#x\n", old_texture_type);
1996 context->texture_type[unit] = target;
2000 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
2002 if (context->render_offscreen == offscreen) return;
2004 context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
2005 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
2006 context_invalidate_state(context, STATE_VIEWPORT);
2007 context_invalidate_state(context, STATE_SCISSORRECT);
2008 context_invalidate_state(context, STATE_FRONTFACE);
2009 context->render_offscreen = offscreen;
2012 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
2013 const struct wined3d_format *required)
2015 BYTE existing_depth, existing_stencil, required_depth, required_stencil;
2017 if (existing == required) return TRUE;
2018 if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
2020 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
2021 getDepthStencilBits(required, &required_depth, &required_stencil);
2023 if(existing_depth < required_depth) return FALSE;
2024 /* If stencil bits are used the exact amount is required - otherwise wrapping
2025 * won't work correctly */
2026 if(required_stencil && required_stencil != existing_stencil) return FALSE;
2030 /* The caller provides a context */
2031 static void context_validate_onscreen_formats(struct wined3d_context *context,
2032 const struct wined3d_surface *depth_stencil)
2034 /* Onscreen surfaces are always in a swapchain */
2035 struct wined3d_swapchain *swapchain = context->current_rt->container.u.swapchain;
2037 if (context->render_offscreen || !depth_stencil) return;
2038 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
2040 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2041 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2043 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2045 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2046 surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
2047 swapchain->render_to_fbo = TRUE;
2048 swapchain_update_draw_bindings(swapchain);
2049 context_set_render_offscreen(context, TRUE);
2052 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device, const struct wined3d_surface *rt)
2054 if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
2056 else if (rt->container.type == WINED3D_CONTAINER_SWAPCHAIN)
2057 return context_generate_rt_mask_from_surface(rt);
2059 return context_generate_rt_mask(device->offscreenBuffer);
2062 /* Context activation is done by the caller. */
2063 void context_apply_blit_state(struct wined3d_context *context, struct wined3d_device *device)
2065 struct wined3d_surface *rt = context->current_rt;
2066 DWORD rt_mask, old_mask;
2068 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2070 context_validate_onscreen_formats(context, NULL);
2072 if (context->render_offscreen)
2074 surface_internal_preload(rt, SRGB_RGB);
2077 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->draw_binding);
2079 if (rt && rt->resource.format->id != WINED3DFMT_NULL)
2087 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2089 rt_mask = context_generate_rt_mask_from_surface(rt);
2094 rt_mask = context_generate_rt_mask_no_fbo(device, rt);
2097 old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
2100 if (rt_mask != old_mask)
2102 context_apply_draw_buffers(context, rt_mask);
2103 context->draw_buffers_mask = rt_mask;
2106 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2108 context_check_fbo_status(context, GL_FRAMEBUFFER);
2112 SetupForBlit(device, context);
2113 context_invalidate_state(context, STATE_FRAMEBUFFER);
2116 static BOOL context_validate_rt_config(UINT rt_count,
2117 struct wined3d_surface * const *rts, const struct wined3d_surface *ds)
2121 if (ds) return TRUE;
2123 for (i = 0; i < rt_count; ++i)
2125 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2129 WARN("Invalid render target config, need at least one attachment.\n");
2133 /* Context activation is done by the caller. */
2134 BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_device *device,
2135 UINT rt_count, const struct wined3d_fb_state *fb)
2137 DWORD rt_mask = 0, old_mask;
2139 struct wined3d_surface **rts = fb->render_targets;
2141 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb
2142 || rt_count != context->gl_info->limits.buffers)
2144 if (!context_validate_rt_config(rt_count, rts, fb->depth_stencil))
2147 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2149 context_validate_onscreen_formats(context, fb->depth_stencil);
2153 if (!rt_count || surface_is_offscreen(rts[0]))
2155 for (i = 0; i < rt_count; ++i)
2157 context->blit_targets[i] = rts[i];
2158 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2159 rt_mask |= (1 << i);
2161 while (i < context->gl_info->limits.buffers)
2163 context->blit_targets[i] = NULL;
2166 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil,
2167 rt_count ? rts[0]->draw_binding : SFLAG_INTEXTURE);
2168 glReadBuffer(GL_NONE);
2169 checkGLcall("glReadBuffer");
2173 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2174 rt_mask = context_generate_rt_mask_from_surface(rts[0]);
2179 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2180 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2181 * state management allows this */
2182 context_invalidate_state(context, STATE_FRAMEBUFFER);
2186 rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
2189 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
2190 && (!rt_count || surface_is_offscreen(rts[0])))
2192 for (i = 0; i < rt_count; ++i)
2194 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL) rt_mask |= (1 << i);
2199 rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
2202 old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
2205 if (rt_mask != old_mask)
2207 context_apply_draw_buffers(context, rt_mask);
2208 context->draw_buffers_mask = rt_mask;
2209 context_invalidate_state(context, STATE_FRAMEBUFFER);
2212 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2214 context_check_fbo_status(context, GL_FRAMEBUFFER);
2217 if (context->last_was_blit)
2219 device->frag_pipe->enable_extension(TRUE);
2220 context->last_was_blit = FALSE;
2223 /* Blending and clearing should be orthogonal, but tests on the nvidia
2224 * driver show that disabling blending when clearing improves the clearing
2225 * performance incredibly. */
2226 glDisable(GL_BLEND);
2227 glEnable(GL_SCISSOR_TEST);
2228 checkGLcall("glEnable GL_SCISSOR_TEST");
2231 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
2232 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
2233 context_invalidate_state(context, STATE_SCISSORRECT);
2238 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_device *device)
2240 const struct wined3d_state *state = &device->stateBlock->state;
2241 struct wined3d_surface **rts = state->fb->render_targets;
2242 struct wined3d_shader *ps = state->pixel_shader;
2243 DWORD rt_mask, rt_mask_bits;
2246 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return context_generate_rt_mask_no_fbo(device, rts[0]);
2247 else if (!context->render_offscreen) return context_generate_rt_mask_from_surface(rts[0]);
2249 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
2250 rt_mask &= device->valid_rt_mask;
2251 rt_mask_bits = rt_mask;
2253 while (rt_mask_bits)
2255 rt_mask_bits &= ~(1 << i);
2256 if (!rts[i] || rts[i]->resource.format->id == WINED3DFMT_NULL)
2257 rt_mask &= ~(1 << i);
2265 /* GL locking and context activation are done by the caller */
2266 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2268 const struct wined3d_device *device = context->swapchain->device;
2269 const struct wined3d_fb_state *fb = state->fb;
2270 DWORD rt_mask = find_draw_buffers_mask(context, device);
2273 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2275 if (!context->render_offscreen)
2277 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2281 context_apply_fbo_state(context, GL_FRAMEBUFFER, fb->render_targets, fb->depth_stencil,
2282 fb->render_targets[0]->draw_binding);
2283 glReadBuffer(GL_NONE);
2284 checkGLcall("glReadBuffer");
2288 old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
2289 if (rt_mask != old_mask)
2291 context_apply_draw_buffers(context, rt_mask);
2292 context->draw_buffers_mask = rt_mask;
2296 /* GL locking and context activation are done by the caller */
2297 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2299 const struct wined3d_device *device = context->swapchain->device;
2300 DWORD rt_mask, old_mask;
2302 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
2304 old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
2305 rt_mask = find_draw_buffers_mask(context, device);
2306 if (rt_mask != old_mask)
2308 context_apply_draw_buffers(context, rt_mask);
2309 context->draw_buffers_mask = rt_mask;
2313 /* Context activation is done by the caller. */
2314 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device)
2316 const struct wined3d_state *state = &device->stateBlock->state;
2317 const struct StateEntry *state_table = context->state_table;
2318 const struct wined3d_fb_state *fb = state->fb;
2321 if (!context_validate_rt_config(context->gl_info->limits.buffers,
2322 fb->render_targets, fb->depth_stencil))
2325 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
2327 context_validate_onscreen_formats(context, fb->depth_stencil);
2330 /* Preload resources before FBO setup. Texture preload in particular may
2331 * result in changes to the current FBO, due to using e.g. FBO blits for
2332 * updating a resource location. */
2333 device_update_tex_unit_map(device);
2334 device_preload_textures(device);
2335 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC))
2336 device_update_stream_info(device, context->gl_info);
2339 if (context->last_was_blit)
2341 device->frag_pipe->enable_extension(TRUE);
2344 for (i = 0; i < context->numDirtyEntries; ++i)
2346 DWORD rep = context->dirtyArray[i];
2347 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2348 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2349 context->isStateDirty[idx] &= ~(1 << shift);
2350 state_table[rep].apply(context, state, rep);
2353 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2355 context_check_fbo_status(context, GL_FRAMEBUFFER);
2359 context->numDirtyEntries = 0; /* This makes the whole list clean */
2360 context->last_was_blit = FALSE;
2365 static void context_setup_target(struct wined3d_device *device,
2366 struct wined3d_context *context, struct wined3d_surface *target)
2368 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2370 render_offscreen = surface_is_offscreen(target);
2371 if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2373 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2374 * the alpha blend state changes with different render target formats. */
2375 if (!context->current_rt)
2377 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
2381 const struct wined3d_format *old = context->current_rt->resource.format;
2382 const struct wined3d_format *new = target->resource.format;
2384 if (old->id != new->id)
2386 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2387 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2388 || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2389 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
2391 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2392 if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
2393 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE));
2396 /* When switching away from an offscreen render target, and we're not
2397 * using FBOs, we have to read the drawable into the texture. This is
2398 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2399 * are some things that need care though. PreLoad needs a GL context,
2400 * and FindContext is called before the context is activated. It also
2401 * has to be called with the old rendertarget active, otherwise a
2402 * wrong drawable is read. */
2403 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2404 && old_render_offscreen && context->current_rt != target)
2406 /* Read the back buffer of the old drawable into the destination texture. */
2407 if (context->current_rt->texture_name_srgb)
2408 surface_internal_preload(context->current_rt, SRGB_SRGB);
2409 surface_internal_preload(context->current_rt, SRGB_RGB);
2410 surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2414 context->current_rt = target;
2415 context_set_render_offscreen(context, render_offscreen);
2418 /* Do not call while under the GL lock. */
2419 struct wined3d_context *context_acquire(struct wined3d_device *device, struct wined3d_surface *target)
2421 struct wined3d_context *current_context = context_get_current();
2422 struct wined3d_context *context;
2424 TRACE("device %p, target %p.\n", device, target);
2426 if (current_context && current_context->destroyed)
2427 current_context = NULL;
2432 && current_context->current_rt
2433 && current_context->swapchain->device == device)
2435 target = current_context->current_rt;
2439 struct wined3d_swapchain *swapchain = device->swapchains[0];
2440 if (swapchain->back_buffers)
2441 target = swapchain->back_buffers[0];
2443 target = swapchain->front_buffer;
2447 if (current_context && current_context->current_rt == target)
2449 context = current_context;
2451 else if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
2453 TRACE("Rendering onscreen.\n");
2455 context = swapchain_get_context(target->container.u.swapchain);
2459 TRACE("Rendering offscreen.\n");
2461 /* Stay with the current context if possible. Otherwise use the
2462 * context for the primary swapchain. */
2463 if (current_context && current_context->swapchain->device == device)
2464 context = current_context;
2466 context = swapchain_get_context(device->swapchains[0]);
2469 context_update_window(context);
2470 context_setup_target(device, context, target);
2471 context_enter(context);
2472 if (!context->valid) return context;
2474 if (context != current_context)
2476 if (!context_set_current(context))
2478 ERR("Failed to activate the new context.\n");
2483 device->frag_pipe->enable_extension(!context->last_was_blit);
2487 if (context->vshader_const_dirty)
2489 memset(context->vshader_const_dirty, 1,
2490 sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2491 device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2493 if (context->pshader_const_dirty)
2495 memset(context->pshader_const_dirty, 1,
2496 sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2497 device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2500 else if (context->restore_ctx)
2502 context_set_gl_context(context);