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 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(const struct wined3d_context *context,
116 struct wined3d_surface *surface, DWORD location)
118 /* Update base texture states array */
119 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
121 struct wined3d_texture *texture = surface->container.u.texture;
122 IWineD3DDeviceImpl *device = surface->resource.device;
123 BOOL update_minfilter = FALSE;
124 BOOL update_magfilter = FALSE;
125 struct gl_texture *gl_tex;
129 case SFLAG_INTEXTURE:
130 case SFLAG_INSRGBTEX:
131 gl_tex = wined3d_texture_get_gl_texture(texture,
132 context->gl_info, location == SFLAG_INSRGBTEX);
136 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
140 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
141 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
143 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
144 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
145 update_minfilter = TRUE;
148 if (gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
150 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
151 update_magfilter = TRUE;
154 if (texture->bind_count)
156 WARN("Render targets should not be bound to a sampler\n");
157 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture->sampler));
160 if (update_minfilter || update_magfilter)
162 GLenum target, bind_target;
165 target = surface->texture_target;
166 if (target == GL_TEXTURE_2D)
168 bind_target = GL_TEXTURE_2D;
169 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
171 else if (target == GL_TEXTURE_RECTANGLE_ARB)
173 bind_target = GL_TEXTURE_RECTANGLE_ARB;
174 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
178 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
179 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
182 glBindTexture(bind_target, gl_tex->name);
183 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
184 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
185 glBindTexture(bind_target, old_binding);
188 checkGLcall("apply_attachment_filter_states()");
192 /* GL locking is done by the caller */
193 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
194 GLenum fbo_target, struct wined3d_surface *depth_stencil, BOOL use_render_buffer)
196 const struct wined3d_gl_info *gl_info = context->gl_info;
198 TRACE("Attach depth stencil %p\n", depth_stencil);
202 DWORD format_flags = depth_stencil->resource.format->flags;
204 if (use_render_buffer && depth_stencil->current_renderbuffer)
206 if (format_flags & WINED3DFMT_FLAG_DEPTH)
208 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
209 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
210 checkGLcall("glFramebufferRenderbuffer()");
213 if (format_flags & WINED3DFMT_FLAG_STENCIL)
215 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
216 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
217 checkGLcall("glFramebufferRenderbuffer()");
222 surface_prepare_texture(depth_stencil, gl_info, FALSE);
223 context_apply_attachment_filter_states(context, depth_stencil, SFLAG_INTEXTURE);
225 if (format_flags & WINED3DFMT_FLAG_DEPTH)
227 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
228 depth_stencil->texture_target, depth_stencil->texture_name,
229 depth_stencil->texture_level);
230 checkGLcall("glFramebufferTexture2D()");
233 if (format_flags & WINED3DFMT_FLAG_STENCIL)
235 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
236 depth_stencil->texture_target, depth_stencil->texture_name,
237 depth_stencil->texture_level);
238 checkGLcall("glFramebufferTexture2D()");
242 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
244 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
245 checkGLcall("glFramebufferTexture2D()");
248 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
250 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
251 checkGLcall("glFramebufferTexture2D()");
256 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
257 checkGLcall("glFramebufferTexture2D()");
259 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
260 checkGLcall("glFramebufferTexture2D()");
264 /* GL locking is done by the caller */
265 static void context_attach_surface_fbo(const struct wined3d_context *context,
266 GLenum fbo_target, DWORD idx, struct wined3d_surface *surface, DWORD location)
268 const struct wined3d_gl_info *gl_info = context->gl_info;
270 TRACE("Attach surface %p to %u\n", surface, idx);
272 if (surface && surface->resource.format->id != WINED3DFMT_NULL)
278 case SFLAG_INTEXTURE:
279 case SFLAG_INSRGBTEX:
280 srgb = location == SFLAG_INSRGBTEX;
281 surface_prepare_texture(surface, gl_info, srgb);
282 context_apply_attachment_filter_states(context, surface, location);
283 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
284 surface->texture_target, surface_get_texture_name(surface, gl_info, srgb),
285 surface->texture_level);
289 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
292 checkGLcall("glFramebufferTexture2D()");
296 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
297 checkGLcall("glFramebufferTexture2D()");
301 /* GL locking is done by the caller */
302 void context_check_fbo_status(struct wined3d_context *context, GLenum target)
304 const struct wined3d_gl_info *gl_info = context->gl_info;
307 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
308 if (status == GL_FRAMEBUFFER_COMPLETE)
310 TRACE("FBO complete\n");
314 struct wined3d_surface *attachment;
317 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
319 if (!context->current_fbo)
321 ERR("FBO 0 is incomplete, driver bug?\n");
325 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
326 context->current_fbo->location);
328 /* Dump the FBO attachments */
329 for (i = 0; i < gl_info->limits.buffers; ++i)
331 attachment = context->current_fbo->render_targets[i];
334 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
335 i, attachment, debug_d3dformat(attachment->resource.format->id),
336 attachment->pow2Width, attachment->pow2Height);
339 attachment = context->current_fbo->depth_stencil;
342 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
343 attachment, debug_d3dformat(attachment->resource.format->id),
344 attachment->pow2Width, attachment->pow2Height);
349 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context,
350 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
352 const struct wined3d_gl_info *gl_info = context->gl_info;
353 struct fbo_entry *entry;
355 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
356 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
357 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
358 entry->depth_stencil = depth_stencil;
359 entry->location = location;
360 entry->attached = FALSE;
366 /* GL locking is done by the caller */
367 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
368 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
369 DWORD location, struct fbo_entry *entry)
371 const struct wined3d_gl_info *gl_info = context->gl_info;
373 context_bind_fbo(context, target, &entry->id);
374 context_clean_fbo_attachments(gl_info, target);
376 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
377 entry->depth_stencil = depth_stencil;
378 entry->location = location;
379 entry->attached = FALSE;
382 /* GL locking is done by the caller */
383 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
387 TRACE("Destroy FBO %d\n", entry->id);
388 context_destroy_fbo(context, &entry->id);
390 --context->fbo_entry_count;
391 list_remove(&entry->entry);
392 HeapFree(GetProcessHeap(), 0, entry->render_targets);
393 HeapFree(GetProcessHeap(), 0, entry);
397 /* GL locking is done by the caller */
398 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
399 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
401 const struct wined3d_gl_info *gl_info = context->gl_info;
402 struct fbo_entry *entry;
404 if (depth_stencil && render_targets && render_targets[0])
406 if (depth_stencil->resource.width < render_targets[0]->resource.width ||
407 depth_stencil->resource.height < render_targets[0]->resource.height)
409 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
410 depth_stencil = NULL;
414 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
416 if (!memcmp(entry->render_targets,
417 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
418 && entry->depth_stencil == depth_stencil && entry->location == location)
420 list_remove(&entry->entry);
421 list_add_head(&context->fbo_list, &entry->entry);
426 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
428 entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
429 list_add_head(&context->fbo_list, &entry->entry);
430 ++context->fbo_entry_count;
434 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
435 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
436 list_remove(&entry->entry);
437 list_add_head(&context->fbo_list, &entry->entry);
443 /* GL locking is done by the caller */
444 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
446 const struct wined3d_gl_info *gl_info = context->gl_info;
449 context_bind_fbo(context, target, &entry->id);
451 if (!entry->attached)
453 /* Apply render targets */
454 for (i = 0; i < gl_info->limits.buffers; ++i)
456 context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
459 /* Apply depth targets */
460 if (entry->depth_stencil)
461 surface_set_compatible_renderbuffer(entry->depth_stencil, entry->render_targets[0]);
462 context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, TRUE);
464 entry->attached = TRUE;
468 for (i = 0; i < gl_info->limits.buffers; ++i)
470 if (entry->render_targets[i])
471 context_apply_attachment_filter_states(context, entry->render_targets[i], entry->location);
473 if (entry->depth_stencil)
474 context_apply_attachment_filter_states(context, entry->depth_stencil, SFLAG_INTEXTURE);
478 /* GL locking is done by the caller */
479 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
480 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
482 struct fbo_entry *entry, *entry2;
484 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
486 context_destroy_fbo_entry(context, entry);
489 if (context->rebind_fbo)
491 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
492 context->rebind_fbo = FALSE;
497 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
498 context_apply_fbo_entry(context, target, context->current_fbo);
502 context->current_fbo = NULL;
503 context_bind_fbo(context, target, NULL);
507 /* GL locking is done by the caller */
508 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
509 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
511 if (location != SFLAG_INDRAWABLE || surface_is_offscreen(render_target))
513 UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
514 context->blit_targets[0] = render_target;
515 if (clear_size) memset(&context->blit_targets[1], 0, clear_size);
516 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
520 context_apply_fbo_state(context, target, NULL, NULL, location);
524 /* Context activation is done by the caller. */
525 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
527 const struct wined3d_gl_info *gl_info = context->gl_info;
529 if (context->free_occlusion_query_count)
531 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
535 if (gl_info->supported[ARB_OCCLUSION_QUERY])
538 GL_EXTCALL(glGenQueriesARB(1, &query->id));
539 checkGLcall("glGenQueriesARB");
542 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
546 WARN("Occlusion queries not supported, not allocating query id.\n");
551 query->context = context;
552 list_add_head(&context->occlusion_queries, &query->entry);
555 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
557 struct wined3d_context *context = query->context;
559 list_remove(&query->entry);
560 query->context = NULL;
562 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
564 UINT new_size = context->free_occlusion_query_size << 1;
565 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
566 new_size * sizeof(*context->free_occlusion_queries));
570 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
574 context->free_occlusion_query_size = new_size;
575 context->free_occlusion_queries = new_data;
578 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
581 /* Context activation is done by the caller. */
582 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
584 const struct wined3d_gl_info *gl_info = context->gl_info;
586 if (context->free_event_query_count)
588 query->object = context->free_event_queries[--context->free_event_query_count];
592 if (gl_info->supported[ARB_SYNC])
594 /* Using ARB_sync, not much to do here. */
595 query->object.sync = NULL;
596 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
598 else if (gl_info->supported[APPLE_FENCE])
601 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
602 checkGLcall("glGenFencesAPPLE");
605 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
607 else if(gl_info->supported[NV_FENCE])
610 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
611 checkGLcall("glGenFencesNV");
614 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
618 WARN("Event queries not supported, not allocating query id.\n");
619 query->object.id = 0;
623 query->context = context;
624 list_add_head(&context->event_queries, &query->entry);
627 void context_free_event_query(struct wined3d_event_query *query)
629 struct wined3d_context *context = query->context;
631 list_remove(&query->entry);
632 query->context = NULL;
634 if (context->free_event_query_count >= context->free_event_query_size - 1)
636 UINT new_size = context->free_event_query_size << 1;
637 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
638 new_size * sizeof(*context->free_event_queries));
642 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
646 context->free_event_query_size = new_size;
647 context->free_event_queries = new_data;
650 context->free_event_queries[context->free_event_query_count++] = query->object;
653 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
655 static void context_enum_surface_fbo_entries(IWineD3DDeviceImpl *device,
656 struct wined3d_surface *surface, context_fbo_entry_func_t *callback)
660 for (i = 0; i < device->context_count; ++i)
662 struct wined3d_context *context = device->contexts[i];
663 const struct wined3d_gl_info *gl_info = context->gl_info;
664 struct fbo_entry *entry, *entry2;
666 if (context->current_rt == surface) context->current_rt = NULL;
668 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
672 if (entry->depth_stencil == surface)
674 callback(context, entry);
678 for (j = 0; j < gl_info->limits.buffers; ++j)
680 if (entry->render_targets[j] == surface)
682 callback(context, entry);
690 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
692 list_remove(&entry->entry);
693 list_add_head(&context->fbo_destroy_list, &entry->entry);
696 void context_resource_released(struct IWineD3DDeviceImpl *device,
697 struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
699 if (!device->d3d_initialized) return;
703 case WINED3DRTYPE_SURFACE:
704 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
705 context_queue_fbo_entry_destruction);
713 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
715 entry->attached = FALSE;
718 void context_resource_unloaded(struct IWineD3DDeviceImpl *device,
719 struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
723 case WINED3DRTYPE_SURFACE:
724 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
725 context_detach_fbo_entry);
733 void context_surface_update(struct wined3d_context *context, struct wined3d_surface *surface)
735 const struct wined3d_gl_info *gl_info = context->gl_info;
736 struct fbo_entry *entry = context->current_fbo;
739 if (!entry || context->rebind_fbo) return;
741 for (i = 0; i < gl_info->limits.buffers; ++i)
743 if (surface == entry->render_targets[i])
745 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
746 context->rebind_fbo = TRUE;
751 if (surface == entry->depth_stencil)
753 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
754 context->rebind_fbo = TRUE;
758 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
760 int current = GetPixelFormat(dc);
762 if (current == format) return TRUE;
766 if (!SetPixelFormat(dc, format, NULL))
768 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
769 format, dc, GetLastError());
775 /* By default WGL doesn't allow pixel format adjustments but we need it
776 * here. For this reason there's a Wine specific wglSetPixelFormat()
777 * which allows us to set the pixel format multiple times. Only use it
778 * when really needed. */
779 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
781 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
783 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
790 /* OpenGL doesn't allow pixel format adjustments. Print an error and
791 * continue using the old format. There's a big chance that the old
792 * format works although with a performance hit and perhaps rendering
794 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
795 format, dc, current);
799 static BOOL context_set_gl_context(struct wined3d_context *ctx)
801 struct wined3d_swapchain *swapchain = ctx->swapchain;
803 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
805 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
806 ctx->glCtx, ctx->hdc, GetLastError());
808 WARN("Trying fallback to the backup window.\n");
810 if (!swapchain->backup_dc)
812 TRACE("Creating the backup window for swapchain %p.\n", swapchain);
813 swapchain->backup_wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
814 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
815 if (!swapchain->backup_wnd)
817 ERR("Failed to create a window.\n");
820 swapchain->backup_dc = GetDC(swapchain->backup_wnd);
821 if (!swapchain->backup_dc)
823 ERR("Failed to get a DC.\n");
826 if (!context_set_pixel_format(ctx->gl_info, swapchain->backup_dc, ctx->pixel_format))
828 ERR("Failed to set pixel format %d on device context %p.\n",
829 ctx->pixel_format, swapchain->backup_dc);
834 if (!pwglMakeCurrent(swapchain->backup_dc, ctx->glCtx))
836 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
837 swapchain->backup_dc, GetLastError());
838 context_set_current(NULL);
845 if (swapchain->backup_dc)
847 ReleaseDC(swapchain->backup_wnd, swapchain->backup_dc);
848 swapchain->backup_dc = NULL;
850 if (swapchain->backup_wnd)
852 DestroyWindow(swapchain->backup_wnd);
853 swapchain->backup_wnd = NULL;
855 context_set_current(NULL);
859 static void context_restore_gl_context(HDC dc, HGLRC gl_ctx)
861 if (!pwglMakeCurrent(dc, gl_ctx))
863 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
864 gl_ctx, dc, GetLastError());
865 context_set_current(NULL);
869 static void context_update_window(struct wined3d_context *context)
871 if (context->win_handle == context->swapchain->win_handle)
874 TRACE("Updating context %p window from %p to %p.\n",
875 context, context->win_handle, context->swapchain->win_handle);
879 /* You'd figure ReleaseDC() would fail if the DC doesn't match the
880 * window. However, that's not what actually happens, and there are
881 * user32 tests that confirm ReleaseDC() with the wrong window is
882 * supposed to succeed. So explicitly check that the DC belongs to
883 * the window, since we want to avoid releasing a DC that belongs to
884 * some other window if the original window was already destroyed. */
885 if (WindowFromDC(context->hdc) != context->win_handle)
887 WARN("DC %p does not belong to window %p.\n",
888 context->hdc, context->win_handle);
890 else if (!ReleaseDC(context->win_handle, context->hdc))
892 ERR("Failed to release device context %p, last error %#x.\n",
893 context->hdc, GetLastError());
896 else context->valid = 1;
898 context->win_handle = context->swapchain->win_handle;
900 if (!(context->hdc = GetDC(context->win_handle)))
902 ERR("Failed to get a device context for window %p.\n", context->win_handle);
906 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
908 ERR("Failed to set pixel format %d on device context %p.\n",
909 context->pixel_format, context->hdc);
913 context_set_gl_context(context);
921 /* Do not call while under the GL lock. */
922 static void context_destroy_gl_resources(struct wined3d_context *context)
924 const struct wined3d_gl_info *gl_info = context->gl_info;
925 struct wined3d_occlusion_query *occlusion_query;
926 struct wined3d_event_query *event_query;
927 struct fbo_entry *entry, *entry2;
932 restore_ctx = pwglGetCurrentContext();
933 restore_dc = pwglGetCurrentDC();
935 context_update_window(context);
936 if (context->valid && restore_ctx != context->glCtx)
937 context_set_gl_context(context);
938 else restore_ctx = NULL;
942 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
944 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
945 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
946 occlusion_query->context = NULL;
949 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
953 if (gl_info->supported[ARB_SYNC])
955 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
957 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
958 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
960 event_query->context = NULL;
963 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
965 if (!context->valid) entry->id = 0;
966 context_destroy_fbo_entry(context, entry);
969 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
971 if (!context->valid) entry->id = 0;
972 context_destroy_fbo_entry(context, entry);
977 if (context->dst_fbo)
979 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
980 context_destroy_fbo(context, &context->dst_fbo);
982 if (context->dummy_arbfp_prog)
984 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
987 if (gl_info->supported[ARB_OCCLUSION_QUERY])
988 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
990 if (gl_info->supported[ARB_SYNC])
992 for (i = 0; i < context->free_event_query_count; ++i)
994 GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
997 else if (gl_info->supported[APPLE_FENCE])
999 for (i = 0; i < context->free_event_query_count; ++i)
1001 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
1004 else if (gl_info->supported[NV_FENCE])
1006 for (i = 0; i < context->free_event_query_count; ++i)
1008 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
1012 checkGLcall("context cleanup");
1017 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
1018 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
1022 context_restore_gl_context(restore_dc, restore_ctx);
1024 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
1026 ERR("Failed to disable GL context.\n");
1029 ReleaseDC(context->win_handle, context->hdc);
1031 if (!pwglDeleteContext(context->glCtx))
1033 DWORD err = GetLastError();
1034 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
1038 DWORD context_get_tls_idx(void)
1040 return wined3d_context_tls_idx;
1043 void context_set_tls_idx(DWORD idx)
1045 wined3d_context_tls_idx = idx;
1048 struct wined3d_context *context_get_current(void)
1050 return TlsGetValue(wined3d_context_tls_idx);
1053 /* Do not call while under the GL lock. */
1054 BOOL context_set_current(struct wined3d_context *ctx)
1056 struct wined3d_context *old = context_get_current();
1060 TRACE("Already using D3D context %p.\n", ctx);
1068 TRACE("Switching away from destroyed context %p.\n", old);
1069 context_destroy_gl_resources(old);
1070 HeapFree(GetProcessHeap(), 0, old);
1082 ERR("Trying to make invalid context %p current\n", ctx);
1086 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1087 if (!context_set_gl_context(ctx))
1091 else if(pwglGetCurrentContext())
1093 TRACE("Clearing current D3D context.\n");
1094 if (!pwglMakeCurrent(NULL, NULL))
1096 DWORD err = GetLastError();
1097 ERR("Failed to clear current GL context, last error %#x.\n", err);
1098 TlsSetValue(wined3d_context_tls_idx, NULL);
1103 return TlsSetValue(wined3d_context_tls_idx, ctx);
1106 void context_release(struct wined3d_context *context)
1108 TRACE("Releasing context %p, level %u.\n", context, context->level);
1112 if (!context->level)
1113 WARN("Context %p is not active.\n", context);
1114 else if (context != context_get_current())
1115 WARN("Context %p is not the current context.\n", context);
1118 if (!--context->level && context->restore_ctx)
1120 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1121 context_restore_gl_context(context->restore_dc, context->restore_ctx);
1122 context->restore_ctx = NULL;
1123 context->restore_dc = NULL;
1127 static void context_enter(struct wined3d_context *context)
1129 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1131 if (!context->level++)
1133 const struct wined3d_context *current_context = context_get_current();
1134 HGLRC current_gl = pwglGetCurrentContext();
1136 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1138 TRACE("Another GL context (%p on device context %p) is already current.\n",
1139 current_gl, pwglGetCurrentDC());
1140 context->restore_ctx = current_gl;
1141 context->restore_dc = pwglGetCurrentDC();
1146 /*****************************************************************************
1147 * Context_MarkStateDirty
1149 * Marks a state in a context dirty. Only one context, opposed to
1150 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1154 * context: Context to mark the state dirty in
1155 * state: State to mark dirty
1156 * StateTable: Pointer to the state table in use(for state grouping)
1158 *****************************************************************************/
1159 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
1161 DWORD rep = StateTable[state].representative;
1165 if (isStateDirty(context, rep)) return;
1167 context->dirtyArray[context->numDirtyEntries++] = rep;
1168 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1169 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1170 context->isStateDirty[idx] |= (1 << shift);
1173 /* This function takes care of WineD3D pixel format selection. */
1174 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
1175 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1176 BOOL auxBuffers, int numSamples, BOOL findCompatible)
1179 unsigned int matchtry;
1180 short redBits, greenBits, blueBits, alphaBits, colorBits;
1181 short depthBits=0, stencilBits=0;
1191 /* First, try without alpha match buffers. MacOS supports aux buffers only
1192 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1193 * Then try without aux buffers - this is the most common cause for not
1194 * finding a pixel format. Also some drivers(the open source ones)
1195 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1196 * match, then try without an exact alpha and color match.
1198 { TRUE, TRUE, TRUE },
1199 { TRUE, FALSE, TRUE },
1200 { FALSE, TRUE, TRUE },
1201 { FALSE, FALSE, TRUE },
1202 { TRUE, FALSE, FALSE },
1203 { FALSE, FALSE, FALSE },
1207 int nCfgs = This->adapter->nCfgs;
1209 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1210 debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1211 auxBuffers, numSamples, findCompatible);
1213 if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1215 ERR("Unable to get color bits for format %s (%#x)!\n",
1216 debug_d3dformat(color_format->id), color_format->id);
1220 getDepthStencilBits(ds_format, &depthBits, &stencilBits);
1222 for (matchtry = 0; matchtry < (sizeof(matches) / sizeof(*matches)) && !iPixelFormat; ++matchtry)
1224 for (i = 0; i < nCfgs; ++i)
1226 const struct wined3d_pixel_format *cfg = &This->adapter->cfgs[i];
1227 BOOL exactDepthMatch = TRUE;
1229 /* For now only accept RGBA formats. Perhaps some day we will
1230 * allow floating point formats for pbuffers. */
1231 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1234 /* In window mode we need a window drawable format and double buffering. */
1235 if(!(cfg->windowDrawable && cfg->doubleBuffer))
1238 /* We like to have aux buffers in backbuffer mode */
1239 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1242 if(matches[matchtry].exact_color) {
1243 if(cfg->redSize != redBits)
1245 if(cfg->greenSize != greenBits)
1247 if(cfg->blueSize != blueBits)
1250 if(cfg->redSize < redBits)
1252 if(cfg->greenSize < greenBits)
1254 if(cfg->blueSize < blueBits)
1257 if(matches[matchtry].exact_alpha) {
1258 if(cfg->alphaSize != alphaBits)
1261 if(cfg->alphaSize < alphaBits)
1265 /* We try to locate a format which matches our requirements exactly. In case of
1266 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1267 if(cfg->depthSize < depthBits)
1269 else if(cfg->depthSize > depthBits)
1270 exactDepthMatch = FALSE;
1272 /* In all cases make sure the number of stencil bits matches our requirements
1273 * even when we don't need stencil because it could affect performance EXCEPT
1274 * on cards which don't offer depth formats without stencil like the i915 drivers
1276 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1279 /* Check multisampling support */
1280 if(cfg->numSamples != numSamples)
1283 /* When we have passed all the checks then we have found a format which matches our
1284 * requirements. Note that we only check for a limit number of capabilities right now,
1285 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1286 * can still differ in things like multisampling, stereo, SRGB and other flags.
1289 /* Exit the loop as we have found a format :) */
1290 if(exactDepthMatch) {
1291 iPixelFormat = cfg->iPixelFormat;
1293 } else if(!iPixelFormat) {
1294 /* In the end we might end up with a format which doesn't exactly match our depth
1295 * requirements. Accept the first format we found because formats with higher iPixelFormat
1296 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1297 iPixelFormat = cfg->iPixelFormat;
1302 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1303 if(!iPixelFormat && !findCompatible) {
1304 ERR("Can't find a suitable iPixelFormat\n");
1306 } else if(!iPixelFormat) {
1307 PIXELFORMATDESCRIPTOR pfd;
1309 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1310 /* PixelFormat selection */
1311 ZeroMemory(&pfd, sizeof(pfd));
1312 pfd.nSize = sizeof(pfd);
1314 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1315 pfd.iPixelType = PFD_TYPE_RGBA;
1316 pfd.cAlphaBits = alphaBits;
1317 pfd.cColorBits = colorBits;
1318 pfd.cDepthBits = depthBits;
1319 pfd.cStencilBits = stencilBits;
1320 pfd.iLayerType = PFD_MAIN_PLANE;
1322 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1324 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1325 ERR("Can't find a suitable iPixelFormat\n");
1330 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1331 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1332 return iPixelFormat;
1335 /* Do not call while under the GL lock. */
1336 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1337 struct wined3d_surface *target, const struct wined3d_format *ds_format)
1339 IWineD3DDeviceImpl *device = swapchain->device;
1340 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1341 const struct wined3d_format *color_format;
1342 struct wined3d_context *ret;
1343 PIXELFORMATDESCRIPTOR pfd;
1344 BOOL auxBuffers = FALSE;
1353 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1355 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1358 ERR("Failed to allocate context memory.\n");
1362 if (!(hdc = GetDC(swapchain->win_handle)))
1364 ERR("Failed to retrieve a device context.\n");
1368 color_format = target->resource.format;
1370 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1371 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1372 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1376 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1377 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1378 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1379 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1382 /* DirectDraw supports 8bit paletted render targets and these are used by
1383 * old games like StarCraft and C&C. Most modern hardware doesn't support
1384 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1385 * conversion (ab)uses the alpha component for storing the palette index.
1386 * For this reason we require a format with 8bit alpha, so request
1388 if (color_format->id == WINED3DFMT_P8_UINT)
1389 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1391 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1392 if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1394 if (!gl_info->supported[ARB_MULTISAMPLE])
1395 WARN("The application is requesting multisampling without support.\n");
1398 TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1399 numSamples = swapchain->presentParms.MultiSampleType;
1403 /* Try to find a pixel format which matches our requirements. */
1404 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1405 auxBuffers, numSamples, FALSE /* findCompatible */);
1407 /* Try to locate a compatible format if we weren't able to find anything. */
1410 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1411 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1412 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1415 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1418 ERR("Can't find a suitable pixel format.\n");
1422 DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1423 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1425 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1429 ctx = pwglCreateContext(hdc);
1430 if (device->context_count)
1432 if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1434 DWORD err = GetLastError();
1435 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1436 device->contexts[0]->glCtx, ctx, err);
1441 ERR("Failed to create a WGL context\n");
1445 if (!device_context_add(device, ret))
1447 ERR("Failed to add the newly created context to the context list\n");
1448 if (!pwglDeleteContext(ctx))
1450 DWORD err = GetLastError();
1451 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1456 ret->gl_info = gl_info;
1458 /* Mark all states dirty to force a proper initialization of the states
1459 * on the first use of the context. */
1460 for (state = 0; state <= STATE_HIGHEST; ++state)
1462 if (device->StateTable[state].representative)
1463 Context_MarkStateDirty(ret, state, device->StateTable);
1466 ret->swapchain = swapchain;
1467 ret->current_rt = target;
1468 ret->tid = GetCurrentThreadId();
1470 ret->render_offscreen = surface_is_offscreen(target);
1471 ret->draw_buffer_dirty = TRUE;
1475 ret->win_handle = swapchain->win_handle;
1477 ret->pixel_format = pixel_format;
1479 if (device->shader_backend->shader_dirtifyable_constants())
1481 /* Create the dirty constants array and initialize them to dirty */
1482 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1483 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1484 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1485 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1486 memset(ret->vshader_const_dirty, 1,
1487 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1488 memset(ret->pshader_const_dirty, 1,
1489 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1492 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1493 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1494 if (!ret->blit_targets) goto out;
1496 ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1497 gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1498 if (!ret->draw_buffers) goto out;
1500 ret->free_occlusion_query_size = 4;
1501 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1502 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1503 if (!ret->free_occlusion_queries) goto out;
1505 list_init(&ret->occlusion_queries);
1507 ret->free_event_query_size = 4;
1508 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1509 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1510 if (!ret->free_event_queries) goto out;
1512 list_init(&ret->event_queries);
1514 TRACE("Successfully created new context %p\n", ret);
1516 list_init(&ret->fbo_list);
1517 list_init(&ret->fbo_destroy_list);
1521 /* Set up the context defaults */
1522 if (!context_set_current(ret))
1524 ERR("Cannot activate context to set up defaults\n");
1525 context_release(ret);
1529 switch (swapchain->presentParms.PresentationInterval)
1531 case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1534 case WINED3DPRESENT_INTERVAL_DEFAULT:
1535 case WINED3DPRESENT_INTERVAL_ONE:
1538 case WINED3DPRESENT_INTERVAL_TWO:
1541 case WINED3DPRESENT_INTERVAL_THREE:
1544 case WINED3DPRESENT_INTERVAL_FOUR:
1548 FIXME("Unknown presentation interval %08x\n", swapchain->presentParms.PresentationInterval);
1552 if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1554 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1555 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1556 swap_interval, ret, GetLastError());
1561 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1563 TRACE("Setting up the screen\n");
1564 /* Clear the screen */
1565 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1566 checkGLcall("glClearColor");
1569 glClearStencil(0xffff);
1571 checkGLcall("glClear");
1573 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1574 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1576 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1577 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1579 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1580 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1582 glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1583 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1584 glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1585 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1587 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1589 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1590 * and textures in DIB sections(due to the memory protection).
1592 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1593 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1595 if (gl_info->supported[ARB_VERTEX_BLEND])
1597 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1598 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1599 * GL_VERTEX_BLEND_ARB isn't enabled too
1601 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1602 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1604 if (gl_info->supported[NV_TEXTURE_SHADER2])
1606 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1607 * the previous texture where to source the offset from is always unit - 1.
1609 for (s = 1; s < gl_info->limits.textures; ++s)
1611 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1612 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1613 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1616 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1618 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1619 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1620 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1621 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1624 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1625 * program and the dummy program is destroyed when the context is destroyed.
1627 const char *dummy_program =
1629 "MOV result.color, fragment.color.primary;\n"
1631 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1632 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1633 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1636 for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1638 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1639 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1640 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1643 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1645 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1647 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1649 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1654 device->frag_pipe->enable_extension(TRUE);
1656 TRACE("Created context %p.\n", ret);
1661 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1662 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1663 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1664 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1665 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1666 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1667 HeapFree(GetProcessHeap(), 0, ret);
1671 /* Do not call while under the GL lock. */
1672 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1676 TRACE("Destroying ctx %p\n", context);
1678 if (context->tid == GetCurrentThreadId() || !context->current)
1680 context_destroy_gl_resources(context);
1681 TlsSetValue(wined3d_context_tls_idx, NULL);
1686 context->destroyed = 1;
1690 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1691 HeapFree(GetProcessHeap(), 0, context->blit_targets);
1692 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1693 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1694 device_context_remove(This, context);
1695 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1698 /* GL locking is done by the caller */
1699 static inline void set_blit_dimension(UINT width, UINT height) {
1700 glMatrixMode(GL_PROJECTION);
1701 checkGLcall("glMatrixMode(GL_PROJECTION)");
1703 checkGLcall("glLoadIdentity()");
1704 glOrtho(0, width, 0, height, 0.0, -1.0);
1705 checkGLcall("glOrtho");
1706 glViewport(0, 0, width, height);
1707 checkGLcall("glViewport");
1710 /*****************************************************************************
1713 * Sets up a context for DirectDraw blitting.
1714 * All texture units are disabled, texture unit 0 is set as current unit
1715 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1716 * color writing enabled for all channels
1717 * register combiners disabled, shaders disabled
1718 * world matrix is set to identity, texture matrix 0 too
1719 * projection matrix is setup for drawing screen coordinates
1722 * This: Device to activate the context for
1723 * context: Context to setup
1725 *****************************************************************************/
1726 /* Context activation is done by the caller. */
1727 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1730 const struct StateEntry *StateTable = This->StateTable;
1731 const struct wined3d_gl_info *gl_info = context->gl_info;
1732 UINT width = context->current_rt->resource.width;
1733 UINT height = context->current_rt->resource.height;
1736 TRACE("Setting up context %p for blitting\n", context);
1737 if(context->last_was_blit) {
1738 if(context->blit_w != width || context->blit_h != height) {
1740 set_blit_dimension(width, height);
1742 context->blit_w = width; context->blit_h = height;
1743 /* No need to dirtify here, the states are still dirtified because they weren't
1744 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1748 TRACE("Context is already set up for blitting, nothing to do\n");
1751 context->last_was_blit = TRUE;
1753 /* TODO: Use a display list */
1755 /* Disable shaders */
1757 This->shader_backend->shader_select(context, FALSE, FALSE);
1760 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1761 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1763 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1764 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1765 * which can safely be called from here, we only lock once instead locking/unlocking
1766 * after each GL call.
1770 /* Disable all textures. The caller can then bind a texture it wants to blit
1773 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1774 * function texture unit. No need to care for higher samplers
1776 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1778 sampler = This->rev_tex_unit_map[i];
1779 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1780 checkGLcall("glActiveTextureARB");
1782 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1784 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1785 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1787 glDisable(GL_TEXTURE_3D);
1788 checkGLcall("glDisable GL_TEXTURE_3D");
1789 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1791 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1792 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1794 glDisable(GL_TEXTURE_2D);
1795 checkGLcall("glDisable GL_TEXTURE_2D");
1797 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1798 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1800 if (sampler != WINED3D_UNMAPPED_STAGE)
1802 if (sampler < MAX_TEXTURES) {
1803 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1805 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1808 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1809 checkGLcall("glActiveTextureARB");
1811 sampler = This->rev_tex_unit_map[0];
1813 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1815 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1816 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1818 glDisable(GL_TEXTURE_3D);
1819 checkGLcall("glDisable GL_TEXTURE_3D");
1820 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1822 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1823 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1825 glDisable(GL_TEXTURE_2D);
1826 checkGLcall("glDisable GL_TEXTURE_2D");
1828 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1830 glMatrixMode(GL_TEXTURE);
1831 checkGLcall("glMatrixMode(GL_TEXTURE)");
1833 checkGLcall("glLoadIdentity()");
1835 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1837 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1838 GL_TEXTURE_LOD_BIAS_EXT,
1840 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1843 if (sampler != WINED3D_UNMAPPED_STAGE)
1845 if (sampler < MAX_TEXTURES) {
1846 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1847 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1849 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1852 /* Other misc states */
1853 glDisable(GL_ALPHA_TEST);
1854 checkGLcall("glDisable(GL_ALPHA_TEST)");
1855 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1856 glDisable(GL_LIGHTING);
1857 checkGLcall("glDisable GL_LIGHTING");
1858 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1859 glDisable(GL_DEPTH_TEST);
1860 checkGLcall("glDisable GL_DEPTH_TEST");
1861 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1862 glDisableWINE(GL_FOG);
1863 checkGLcall("glDisable GL_FOG");
1864 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1865 glDisable(GL_BLEND);
1866 checkGLcall("glDisable GL_BLEND");
1867 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1868 glDisable(GL_CULL_FACE);
1869 checkGLcall("glDisable GL_CULL_FACE");
1870 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1871 glDisable(GL_STENCIL_TEST);
1872 checkGLcall("glDisable GL_STENCIL_TEST");
1873 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1874 glDisable(GL_SCISSOR_TEST);
1875 checkGLcall("glDisable GL_SCISSOR_TEST");
1876 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1877 if (gl_info->supported[ARB_POINT_SPRITE])
1879 glDisable(GL_POINT_SPRITE_ARB);
1880 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1881 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1883 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1884 checkGLcall("glColorMask");
1885 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1886 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
1887 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
1888 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
1889 if (gl_info->supported[EXT_SECONDARY_COLOR])
1891 glDisable(GL_COLOR_SUM_EXT);
1892 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1893 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1896 /* Setup transforms */
1897 glMatrixMode(GL_MODELVIEW);
1898 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1900 checkGLcall("glLoadIdentity()");
1901 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1903 context->last_was_rhw = TRUE;
1904 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1906 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1907 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1908 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1909 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1910 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1911 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1912 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1914 set_blit_dimension(width, height);
1918 context->blit_w = width; context->blit_h = height;
1919 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1920 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1922 This->frag_pipe->enable_extension(FALSE);
1925 /* Do not call while under the GL lock. */
1926 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, struct wined3d_surface *target)
1928 struct wined3d_context *current_context = context_get_current();
1929 struct wined3d_context *context;
1931 if (current_context && current_context->destroyed) current_context = NULL;
1936 && current_context->current_rt
1937 && current_context->swapchain->device == This)
1939 target = current_context->current_rt;
1943 struct wined3d_swapchain *swapchain = This->swapchains[0];
1944 if (swapchain->back_buffers) target = swapchain->back_buffers[0];
1945 else target = swapchain->front_buffer;
1949 if (current_context && current_context->current_rt == target)
1951 context_update_window(current_context);
1952 return current_context;
1955 if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1957 TRACE("Rendering onscreen\n");
1959 context = swapchain_get_context(target->container.u.swapchain);
1963 TRACE("Rendering offscreen\n");
1965 /* Stay with the current context if possible. Otherwise use the
1966 * context for the primary swapchain. */
1967 if (current_context && current_context->swapchain->device == This)
1968 context = current_context;
1970 context = swapchain_get_context(This->swapchains[0]);
1973 context_update_window(context);
1978 /* Context activation is done by the caller. */
1979 static void context_apply_draw_buffers(struct wined3d_context *context, UINT rt_count, struct wined3d_surface **rts)
1984 glDrawBuffer(GL_NONE);
1985 checkGLcall("glDrawBuffer()");
1988 else if (!surface_is_offscreen(rts[0]))
1991 glDrawBuffer(surface_get_gl_buffer(rts[0]));
1992 checkGLcall("glDrawBuffer()");
1998 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2000 const struct wined3d_gl_info *gl_info = context->gl_info;
2003 for (i = 0; i < rt_count; ++i)
2005 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2006 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2008 context->draw_buffers[i] = GL_NONE;
2011 if (gl_info->supported[ARB_DRAW_BUFFERS])
2013 GL_EXTCALL(glDrawBuffersARB(rt_count, context->draw_buffers));
2014 checkGLcall("glDrawBuffers()");
2018 glDrawBuffer(context->draw_buffers[0]);
2019 checkGLcall("glDrawBuffer()");
2024 glDrawBuffer(rts[0]->resource.device->offscreenBuffer);
2025 checkGLcall("glDrawBuffer()");
2031 /* GL locking is done by the caller. */
2032 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
2034 glDrawBuffer(buffer);
2035 checkGLcall("glDrawBuffer()");
2036 context->draw_buffer_dirty = TRUE;
2039 static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
2042 if (context->render_offscreen == offscreen) return;
2044 Context_MarkStateDirty(context, STATE_POINTSPRITECOORDORIGIN, StateTable);
2045 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
2046 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
2047 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
2048 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
2049 context->render_offscreen = offscreen;
2052 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
2053 const struct wined3d_format *required)
2055 short existing_depth, existing_stencil, required_depth, required_stencil;
2057 if (existing == required) return TRUE;
2058 if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
2060 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
2061 getDepthStencilBits(required, &required_depth, &required_stencil);
2063 if(existing_depth < required_depth) return FALSE;
2064 /* If stencil bits are used the exact amount is required - otherwise wrapping
2065 * won't work correctly */
2066 if(required_stencil && required_stencil != existing_stencil) return FALSE;
2070 /* The caller provides a context */
2071 static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device,
2072 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
2074 /* Onscreen surfaces are always in a swapchain */
2075 struct wined3d_swapchain *swapchain = context->current_rt->container.u.swapchain;
2077 if (context->render_offscreen || !depth_stencil) return;
2078 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
2080 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2081 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2083 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2085 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2086 surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
2087 swapchain->render_to_fbo = TRUE;
2088 context_set_render_offscreen(context, device->StateTable, TRUE);
2091 /* Context activation is done by the caller. */
2092 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2094 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2096 context_validate_onscreen_formats(device, context, NULL);
2098 if (context->render_offscreen)
2100 surface_internal_preload(context->current_rt, SRGB_RGB);
2103 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->current_rt, NULL, SFLAG_INTEXTURE);
2109 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2113 context->draw_buffer_dirty = TRUE;
2116 if (context->draw_buffer_dirty)
2118 context_apply_draw_buffers(context, 1, &context->current_rt);
2119 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2120 context->draw_buffer_dirty = FALSE;
2123 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2126 context_check_fbo_status(context, GL_FRAMEBUFFER);
2130 SetupForBlit(device, context);
2133 static BOOL context_validate_rt_config(UINT rt_count,
2134 struct wined3d_surface **rts, struct wined3d_surface *ds)
2138 if (ds) return TRUE;
2140 for (i = 0; i < rt_count; ++i)
2142 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2146 WARN("Invalid render target config, need at least one attachment.\n");
2150 /* Context activation is done by the caller. */
2151 BOOL context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
2152 UINT rt_count, struct wined3d_surface **rts, struct wined3d_surface *depth_stencil)
2154 const struct StateEntry *state_table = device->StateTable;
2157 if (!context_validate_rt_config(rt_count, rts, depth_stencil))
2161 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2163 context_validate_onscreen_formats(device, context, depth_stencil);
2167 if (!rt_count || surface_is_offscreen(rts[0]))
2169 for (i = 0; i < rt_count; ++i)
2171 context->blit_targets[i] = rts[i];
2173 while (i < context->gl_info->limits.buffers)
2175 context->blit_targets[i] = NULL;
2178 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, depth_stencil, SFLAG_INTEXTURE);
2179 glReadBuffer(GL_NONE);
2180 checkGLcall("glReadBuffer");
2184 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2190 context_apply_draw_buffers(context, rt_count, rts);
2191 context->draw_buffer_dirty = TRUE;
2193 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2196 context_check_fbo_status(context, GL_FRAMEBUFFER);
2200 if (context->last_was_blit)
2202 device->frag_pipe->enable_extension(TRUE);
2205 /* Blending and clearing should be orthogonal, but tests on the nvidia
2206 * driver show that disabling blending when clearing improves the clearing
2207 * performance incredibly. */
2209 glDisable(GL_BLEND);
2210 glEnable(GL_SCISSOR_TEST);
2211 checkGLcall("glEnable GL_SCISSOR_TEST");
2214 context->last_was_blit = FALSE;
2215 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2216 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2217 Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2222 /* Context activation is done by the caller. */
2223 BOOL context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2225 const struct StateEntry *state_table = device->StateTable;
2228 if (!context_validate_rt_config(context->gl_info->limits.buffers,
2229 device->render_targets, device->depth_stencil))
2232 /* Preload resources before FBO setup. Texture preload in particular may
2233 * result in changes to the current FBO, due to using e.g. FBO blits for
2234 * updating a resource location. */
2235 IWineD3DDeviceImpl_FindTexUnitMap(device);
2236 device_preload_textures(device);
2237 if (isStateDirty(context, STATE_VDECL))
2238 device_update_stream_info(device, context->gl_info);
2240 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2242 context_validate_onscreen_formats(device, context, device->depth_stencil);
2244 if (!context->render_offscreen)
2247 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2253 context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets,
2254 device->depth_stencil, SFLAG_INTEXTURE);
2255 glReadBuffer(GL_NONE);
2256 checkGLcall("glReadBuffer");
2261 if (context->draw_buffer_dirty)
2263 context_apply_draw_buffers(context, context->gl_info->limits.buffers, device->render_targets);
2264 context->draw_buffer_dirty = FALSE;
2267 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2270 context_check_fbo_status(context, GL_FRAMEBUFFER);
2274 if (context->last_was_blit)
2276 device->frag_pipe->enable_extension(TRUE);
2280 for (i = 0; i < context->numDirtyEntries; ++i)
2282 DWORD rep = context->dirtyArray[i];
2283 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2284 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2285 context->isStateDirty[idx] &= ~(1 << shift);
2286 state_table[rep].apply(rep, device->stateBlock, context);
2289 context->numDirtyEntries = 0; /* This makes the whole list clean */
2290 context->last_was_blit = FALSE;
2295 static void context_setup_target(IWineD3DDeviceImpl *device,
2296 struct wined3d_context *context, struct wined3d_surface *target)
2298 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2299 const struct StateEntry *StateTable = device->StateTable;
2301 if (!target) return;
2302 render_offscreen = surface_is_offscreen(target);
2303 if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2305 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2306 * the alpha blend state changes with different render target formats. */
2307 if (!context->current_rt)
2309 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2313 const struct wined3d_format *old = context->current_rt->resource.format;
2314 const struct wined3d_format *new = target->resource.format;
2316 if (old->id != new->id)
2318 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2319 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2320 || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2322 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2324 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2325 if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
2327 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), StateTable);
2331 /* When switching away from an offscreen render target, and we're not
2332 * using FBOs, we have to read the drawable into the texture. This is
2333 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2334 * are some things that need care though. PreLoad needs a GL context,
2335 * and FindContext is called before the context is activated. It also
2336 * has to be called with the old rendertarget active, otherwise a
2337 * wrong drawable is read. */
2338 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2339 && old_render_offscreen && context->current_rt != target)
2341 /* Read the back buffer of the old drawable into the destination texture. */
2342 if (context->current_rt->texture_name_srgb)
2344 surface_internal_preload(context->current_rt, SRGB_BOTH);
2348 surface_internal_preload(context->current_rt, SRGB_RGB);
2351 surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2355 context->draw_buffer_dirty = TRUE;
2356 context->current_rt = target;
2357 context_set_render_offscreen(context, StateTable, render_offscreen);
2360 /* Do not call while under the GL lock. */
2361 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, struct wined3d_surface *target)
2363 struct wined3d_context *current_context = context_get_current();
2364 struct wined3d_context *context;
2366 TRACE("device %p, target %p.\n", device, target);
2368 context = FindContext(device, target);
2369 context_setup_target(device, context, target);
2370 context_enter(context);
2371 if (!context->valid) return context;
2373 if (context != current_context)
2375 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2376 else device->frag_pipe->enable_extension(!context->last_was_blit);
2378 if (context->vshader_const_dirty)
2380 memset(context->vshader_const_dirty, 1,
2381 sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2382 device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2384 if (context->pshader_const_dirty)
2386 memset(context->pshader_const_dirty, 1,
2387 sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2388 device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2391 else if (context->restore_ctx)
2393 context_set_gl_context(context);