2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 #define GLINFO_LOCATION (*gl_info)
33 static DWORD wined3d_context_tls_idx;
35 /* FBO helper functions */
37 /* GL locking is done by the caller */
38 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
40 const struct wined3d_gl_info *gl_info = context->gl_info;
51 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
52 checkGLcall("glGenFramebuffers()");
53 TRACE("Created FBO %u.\n", *fbo);
60 case GL_READ_FRAMEBUFFER:
61 if (context->fbo_read_binding == f) return;
62 context->fbo_read_binding = f;
65 case GL_DRAW_FRAMEBUFFER:
66 if (context->fbo_draw_binding == f) return;
67 context->fbo_draw_binding = f;
71 if (context->fbo_read_binding == f
72 && context->fbo_draw_binding == f) return;
73 context->fbo_read_binding = f;
74 context->fbo_draw_binding = f;
78 FIXME("Unhandled target %#x.\n", target);
82 gl_info->fbo_ops.glBindFramebuffer(target, f);
83 checkGLcall("glBindFramebuffer()");
86 /* GL locking is done by the caller */
87 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info)
91 for (i = 0; i < gl_info->limits.buffers; ++i)
93 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
94 checkGLcall("glFramebufferTexture2D()");
96 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
97 checkGLcall("glFramebufferTexture2D()");
99 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
100 checkGLcall("glFramebufferTexture2D()");
103 /* GL locking is done by the caller */
104 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
106 const struct wined3d_gl_info *gl_info = context->gl_info;
108 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
109 context_clean_fbo_attachments(gl_info);
110 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
112 gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
113 checkGLcall("glDeleteFramebuffers()");
116 /* GL locking is done by the caller */
117 static void context_apply_attachment_filter_states(IWineD3DSurface *surface)
119 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
120 IWineD3DDeviceImpl *device = surface_impl->resource.device;
121 IWineD3DBaseTextureImpl *texture_impl;
122 BOOL update_minfilter = FALSE;
123 BOOL update_magfilter = FALSE;
125 /* Update base texture states array */
126 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
128 if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
129 || texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
131 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
132 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
133 update_minfilter = TRUE;
136 if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
138 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
139 update_magfilter = TRUE;
142 if (texture_impl->baseTexture.bindCount)
144 WARN("Render targets should not be bound to a sampler\n");
145 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
148 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
151 if (update_minfilter || update_magfilter)
153 GLenum target, bind_target;
156 target = surface_impl->texture_target;
157 if (target == GL_TEXTURE_2D)
159 bind_target = GL_TEXTURE_2D;
160 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
161 } else if (target == GL_TEXTURE_RECTANGLE_ARB) {
162 bind_target = GL_TEXTURE_RECTANGLE_ARB;
163 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
165 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
166 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
169 glBindTexture(bind_target, surface_impl->texture_name);
170 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
171 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
172 glBindTexture(bind_target, old_binding);
175 checkGLcall("apply_attachment_filter_states()");
178 /* GL locking is done by the caller */
179 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
180 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
182 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
183 const struct wined3d_gl_info *gl_info = context->gl_info;
185 TRACE("Attach depth stencil %p\n", depth_stencil);
189 DWORD format_flags = depth_stencil_impl->resource.format_desc->Flags;
191 if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
193 if (format_flags & WINED3DFMT_FLAG_DEPTH)
195 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
196 GL_RENDERBUFFER, depth_stencil_impl->current_renderbuffer->id);
197 checkGLcall("glFramebufferRenderbuffer()");
200 if (format_flags & WINED3DFMT_FLAG_STENCIL)
202 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
203 GL_RENDERBUFFER, depth_stencil_impl->current_renderbuffer->id);
204 checkGLcall("glFramebufferRenderbuffer()");
209 surface_prepare_texture(depth_stencil_impl, FALSE);
210 context_apply_attachment_filter_states(depth_stencil);
212 if (format_flags & WINED3DFMT_FLAG_DEPTH)
214 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
215 depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
216 depth_stencil_impl->texture_level);
217 checkGLcall("glFramebufferTexture2D()");
220 if (format_flags & WINED3DFMT_FLAG_STENCIL)
222 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
223 depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
224 depth_stencil_impl->texture_level);
225 checkGLcall("glFramebufferTexture2D()");
229 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
231 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
232 checkGLcall("glFramebufferTexture2D()");
235 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
237 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
238 checkGLcall("glFramebufferTexture2D()");
243 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
244 checkGLcall("glFramebufferTexture2D()");
246 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
247 checkGLcall("glFramebufferTexture2D()");
251 /* GL locking is done by the caller */
252 void context_attach_surface_fbo(const struct wined3d_context *context,
253 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
255 IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
256 const struct wined3d_gl_info *gl_info = context->gl_info;
258 TRACE("Attach surface %p to %u\n", surface, idx);
262 surface_prepare_texture(surface_impl, FALSE);
263 context_apply_attachment_filter_states(surface);
265 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, surface_impl->texture_target,
266 surface_impl->texture_name, surface_impl->texture_level);
267 checkGLcall("glFramebufferTexture2D()");
271 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
272 checkGLcall("glFramebufferTexture2D()");
276 /* GL locking is done by the caller */
277 static void context_check_fbo_status(struct wined3d_context *context)
279 const struct wined3d_gl_info *gl_info = context->gl_info;
282 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
283 if (status == GL_FRAMEBUFFER_COMPLETE)
285 TRACE("FBO complete\n");
287 IWineD3DSurfaceImpl *attachment;
289 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
291 if (!context->current_fbo)
293 ERR("FBO 0 is incomplete, driver bug?\n");
297 /* Dump the FBO attachments */
298 for (i = 0; i < gl_info->limits.buffers; ++i)
300 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i];
303 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
304 i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
305 attachment->pow2Width, attachment->pow2Height);
308 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->depth_stencil;
311 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
312 attachment, debug_d3dformat(attachment->resource.format_desc->format),
313 attachment->pow2Width, attachment->pow2Height);
318 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context)
320 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
321 const struct wined3d_gl_info *gl_info = context->gl_info;
322 struct fbo_entry *entry;
324 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
325 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
326 memcpy(entry->render_targets, device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
327 entry->depth_stencil = device->stencilBufferTarget;
328 entry->attached = FALSE;
334 /* GL locking is done by the caller */
335 static void context_reuse_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
337 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
338 const struct wined3d_gl_info *gl_info = context->gl_info;
340 context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
341 context_clean_fbo_attachments(gl_info);
343 memcpy(entry->render_targets, device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
344 entry->depth_stencil = device->stencilBufferTarget;
345 entry->attached = FALSE;
348 /* GL locking is done by the caller */
349 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
353 TRACE("Destroy FBO %d\n", entry->id);
354 context_destroy_fbo(context, &entry->id);
356 --context->fbo_entry_count;
357 list_remove(&entry->entry);
358 HeapFree(GetProcessHeap(), 0, entry->render_targets);
359 HeapFree(GetProcessHeap(), 0, entry);
363 /* GL locking is done by the caller */
364 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
366 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
367 const struct wined3d_gl_info *gl_info = context->gl_info;
368 struct fbo_entry *entry;
370 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
372 if (!memcmp(entry->render_targets,
373 device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
374 && entry->depth_stencil == device->stencilBufferTarget)
376 list_remove(&entry->entry);
377 list_add_head(&context->fbo_list, &entry->entry);
382 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
384 entry = context_create_fbo_entry(context);
385 list_add_head(&context->fbo_list, &entry->entry);
386 ++context->fbo_entry_count;
390 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
391 context_reuse_fbo_entry(context, entry);
392 list_remove(&entry->entry);
393 list_add_head(&context->fbo_list, &entry->entry);
399 /* GL locking is done by the caller */
400 static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
402 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
403 const struct wined3d_gl_info *gl_info = context->gl_info;
406 context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
408 if (!entry->attached)
410 /* Apply render targets */
411 for (i = 0; i < gl_info->limits.buffers; ++i)
413 IWineD3DSurface *render_target = device->render_targets[i];
414 context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, render_target);
417 /* Apply depth targets */
418 if (device->stencilBufferTarget)
420 unsigned int w = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Width;
421 unsigned int h = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Height;
423 surface_set_compatible_renderbuffer(device->stencilBufferTarget, w, h);
425 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, device->stencilBufferTarget, TRUE);
427 entry->attached = TRUE;
431 for (i = 0; i < gl_info->limits.buffers; ++i)
433 if (device->render_targets[i])
434 context_apply_attachment_filter_states(device->render_targets[i]);
436 if (device->stencilBufferTarget)
437 context_apply_attachment_filter_states(device->stencilBufferTarget);
440 for (i = 0; i < gl_info->limits.buffers; ++i)
442 if (device->render_targets[i])
443 device->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
445 device->draw_buffers[i] = GL_NONE;
449 /* GL locking is done by the caller */
450 static void context_apply_fbo_state(struct wined3d_context *context)
452 struct fbo_entry *entry, *entry2;
454 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
456 context_destroy_fbo_entry(context, entry);
459 if (context->render_offscreen)
461 context->current_fbo = context_find_fbo_entry(context);
462 context_apply_fbo_entry(context, context->current_fbo);
464 context->current_fbo = NULL;
465 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
468 context_check_fbo_status(context);
471 /* Context activation is done by the caller. */
472 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
474 const struct wined3d_gl_info *gl_info = context->gl_info;
476 if (context->free_occlusion_query_count)
478 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
482 if (gl_info->supported[ARB_OCCLUSION_QUERY])
485 GL_EXTCALL(glGenQueriesARB(1, &query->id));
486 checkGLcall("glGenQueriesARB");
489 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
493 WARN("Occlusion queries not supported, not allocating query id.\n");
498 query->context = context;
499 list_add_head(&context->occlusion_queries, &query->entry);
502 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
504 struct wined3d_context *context = query->context;
506 list_remove(&query->entry);
507 query->context = NULL;
509 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
511 UINT new_size = context->free_occlusion_query_size << 1;
512 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
513 new_size * sizeof(*context->free_occlusion_queries));
517 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
521 context->free_occlusion_query_size = new_size;
522 context->free_occlusion_queries = new_data;
525 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
528 /* Context activation is done by the caller. */
529 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
531 const struct wined3d_gl_info *gl_info = context->gl_info;
533 if (context->free_event_query_count)
535 query->object = context->free_event_queries[--context->free_event_query_count];
539 if (gl_info->supported[ARB_SYNC])
541 /* Using ARB_sync, not much to do here. */
542 query->object.sync = NULL;
543 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
545 else if (gl_info->supported[APPLE_FENCE])
548 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
549 checkGLcall("glGenFencesAPPLE");
552 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
554 else if(gl_info->supported[NV_FENCE])
557 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
558 checkGLcall("glGenFencesNV");
561 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
565 WARN("Event queries not supported, not allocating query id.\n");
566 query->object.id = 0;
570 query->context = context;
571 list_add_head(&context->event_queries, &query->entry);
574 void context_free_event_query(struct wined3d_event_query *query)
576 struct wined3d_context *context = query->context;
578 list_remove(&query->entry);
579 query->context = NULL;
581 if (context->free_event_query_count >= context->free_event_query_size - 1)
583 UINT new_size = context->free_event_query_size << 1;
584 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
585 new_size * sizeof(*context->free_event_queries));
589 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
593 context->free_event_query_size = new_size;
594 context->free_event_queries = new_data;
597 context->free_event_queries[context->free_event_query_count++] = query->object;
600 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
602 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
605 if (!This->d3d_initialized) return;
609 case WINED3DRTYPE_SURFACE:
611 for (i = 0; i < This->numContexts; ++i)
613 struct wined3d_context *context = This->contexts[i];
614 const struct wined3d_gl_info *gl_info = context->gl_info;
615 struct fbo_entry *entry, *entry2;
617 if (context->current_rt == (IWineD3DSurface *)resource) context->current_rt = NULL;
619 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
623 if (entry->depth_stencil == (IWineD3DSurface *)resource)
625 list_remove(&entry->entry);
626 list_add_head(&context->fbo_destroy_list, &entry->entry);
630 for (j = 0; j < gl_info->limits.buffers; ++j)
632 if (entry->render_targets[j] == (IWineD3DSurface *)resource)
634 list_remove(&entry->entry);
635 list_add_head(&context->fbo_destroy_list, &entry->entry);
650 static void context_validate(struct wined3d_context *context)
652 HWND wnd = WindowFromDC(context->hdc);
654 if (wnd != context->win_handle)
656 WARN("DC %p belongs to window %p instead of %p.\n",
657 context->hdc, wnd, context->win_handle);
662 static void context_destroy_gl_resources(struct wined3d_context *context)
664 const struct wined3d_gl_info *gl_info = context->gl_info;
665 struct wined3d_occlusion_query *occlusion_query;
666 struct wined3d_event_query *event_query;
667 struct fbo_entry *entry, *entry2;
672 restore_ctx = pwglGetCurrentContext();
673 restore_dc = pwglGetCurrentDC();
675 context_validate(context);
676 if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
677 else restore_ctx = NULL;
681 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
683 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
684 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
685 occlusion_query->context = NULL;
688 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
692 if (gl_info->supported[ARB_SYNC])
694 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
696 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
697 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
699 event_query->context = NULL;
702 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
704 if (!context->valid) entry->id = 0;
705 context_destroy_fbo_entry(context, entry);
708 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
710 if (!context->valid) entry->id = 0;
711 context_destroy_fbo_entry(context, entry);
716 if (context->src_fbo)
718 TRACE("Destroy src FBO %d\n", context->src_fbo);
719 context_destroy_fbo(context, &context->src_fbo);
721 if (context->dst_fbo)
723 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
724 context_destroy_fbo(context, &context->dst_fbo);
726 if (context->dummy_arbfp_prog)
728 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
731 if (gl_info->supported[ARB_OCCLUSION_QUERY])
732 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
734 if (gl_info->supported[ARB_SYNC])
736 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
738 else if (gl_info->supported[APPLE_FENCE])
740 for (i = 0; i < context->free_event_query_count; ++i)
742 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
745 else if (gl_info->supported[NV_FENCE])
747 for (i = 0; i < context->free_event_query_count; ++i)
749 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
753 checkGLcall("context cleanup");
758 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
759 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
763 if (!pwglMakeCurrent(restore_dc, restore_ctx))
765 DWORD err = GetLastError();
766 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
767 restore_ctx, restore_dc, err);
770 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
772 ERR("Failed to disable GL context.\n");
775 if (context->pbuffer)
777 GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
778 GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
782 ReleaseDC(context->win_handle, context->hdc);
785 if (!pwglDeleteContext(context->glCtx))
787 DWORD err = GetLastError();
788 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
792 DWORD context_get_tls_idx(void)
794 return wined3d_context_tls_idx;
797 void context_set_tls_idx(DWORD idx)
799 wined3d_context_tls_idx = idx;
802 struct wined3d_context *context_get_current(void)
804 return TlsGetValue(wined3d_context_tls_idx);
807 BOOL context_set_current(struct wined3d_context *ctx)
809 struct wined3d_context *old = context_get_current();
813 TRACE("Already using D3D context %p.\n", ctx);
821 TRACE("Switching away from destroyed context %p.\n", old);
822 context_destroy_gl_resources(old);
823 HeapFree(GetProcessHeap(), 0, old);
833 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
834 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
836 DWORD err = GetLastError();
837 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
838 ctx->glCtx, ctx->hdc, err);
839 TlsSetValue(wined3d_context_tls_idx, NULL);
844 else if(pwglGetCurrentContext())
846 TRACE("Clearing current D3D context.\n");
847 if (!pwglMakeCurrent(NULL, NULL))
849 DWORD err = GetLastError();
850 ERR("Failed to clear current GL context, last error %#x.\n", err);
851 TlsSetValue(wined3d_context_tls_idx, NULL);
856 return TlsSetValue(wined3d_context_tls_idx, ctx);
859 void context_release(struct wined3d_context *context)
861 TRACE("Releasing context %p, level %u.\n", context, context->level);
866 WARN("Context %p is not active.\n", context);
867 else if (context != context_get_current())
868 WARN("Context %p is not the current context.\n", context);
871 if (!--context->level && context->restore_ctx)
873 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
874 if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
876 DWORD err = GetLastError();
877 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
878 context->restore_ctx, context->restore_dc, err);
880 context->restore_ctx = NULL;
881 context->restore_dc = NULL;
885 static void context_enter(struct wined3d_context *context)
887 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
889 if (!context->level++)
891 const struct wined3d_context *current_context = context_get_current();
892 HGLRC current_gl = pwglGetCurrentContext();
894 if (current_gl && (!current_context || current_context->glCtx != current_gl))
896 TRACE("Another GL context (%p on device context %p) is already current.\n",
897 current_gl, pwglGetCurrentDC());
898 context->restore_ctx = current_gl;
899 context->restore_dc = pwglGetCurrentDC();
904 /*****************************************************************************
905 * Context_MarkStateDirty
907 * Marks a state in a context dirty. Only one context, opposed to
908 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
912 * context: Context to mark the state dirty in
913 * state: State to mark dirty
914 * StateTable: Pointer to the state table in use(for state grouping)
916 *****************************************************************************/
917 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
919 DWORD rep = StateTable[state].representative;
923 if (isStateDirty(context, rep)) return;
925 context->dirtyArray[context->numDirtyEntries++] = rep;
926 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
927 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
928 context->isStateDirty[idx] |= (1 << shift);
931 /*****************************************************************************
934 * Adds a context to the context array. Helper function for context_create().
936 * This method is not called in performance-critical code paths, only when a
937 * new render target or swapchain is created. Thus performance is not an issue
941 * This: Device to add the context for
942 * hdc: device context
943 * glCtx: WGL context to add
944 * pbuffer: optional pbuffer used with this context
946 *****************************************************************************/
947 static struct wined3d_context *AddContextToArray(IWineD3DDeviceImpl *This,
948 HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer)
950 struct wined3d_context **oldArray = This->contexts;
953 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
954 if(This->contexts == NULL) {
955 ERR("Unable to grow the context array\n");
956 This->contexts = oldArray;
960 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
963 This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(**This->contexts));
964 if(This->contexts[This->numContexts] == NULL) {
965 ERR("Unable to allocate a new context\n");
966 HeapFree(GetProcessHeap(), 0, This->contexts);
967 This->contexts = oldArray;
971 This->contexts[This->numContexts]->hdc = hdc;
972 This->contexts[This->numContexts]->glCtx = glCtx;
973 This->contexts[This->numContexts]->pbuffer = pbuffer;
974 This->contexts[This->numContexts]->win_handle = win_handle;
975 HeapFree(GetProcessHeap(), 0, oldArray);
977 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
979 for(state = 0; state <= STATE_HIGHEST; state++) {
980 if (This->StateTable[state].representative)
981 Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
985 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
986 return This->contexts[This->numContexts - 1];
989 /* This function takes care of WineD3D pixel format selection. */
990 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
991 const struct GlPixelFormatDesc *color_format_desc, const struct GlPixelFormatDesc *ds_format_desc,
992 BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
995 unsigned int matchtry;
996 short redBits, greenBits, blueBits, alphaBits, colorBits;
997 short depthBits=0, stencilBits=0;
1004 /* First, try without alpha match buffers. MacOS supports aux buffers only
1005 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1006 * Then try without aux buffers - this is the most common cause for not
1007 * finding a pixel format. Also some drivers(the open source ones)
1008 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1009 * match, then try without an exact alpha and color match.
1011 { TRUE, TRUE, TRUE },
1012 { TRUE, FALSE, TRUE },
1013 { FALSE, TRUE, TRUE },
1014 { FALSE, FALSE, TRUE },
1015 { TRUE, FALSE, FALSE },
1016 { FALSE, FALSE, FALSE },
1020 int nCfgs = This->adapter->nCfgs;
1022 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
1023 debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
1024 auxBuffers, numSamples, pbuffer, findCompatible);
1026 if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1028 ERR("Unable to get color bits for format %s (%#x)!\n",
1029 debug_d3dformat(color_format_desc->format), color_format_desc->format);
1033 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
1034 * You are able to add a depth + stencil surface at a later stage when you need it.
1035 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
1036 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
1037 * context, need torecreate shaders, textures and other resources.
1039 * The context manager already takes care of the state problem and for the other tasks code from Reset
1040 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
1041 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
1042 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
1043 * issue needs to be fixed. */
1044 if (ds_format_desc->format != WINED3DFMT_D24_UNORM_S8_UINT)
1046 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
1047 ds_format_desc = getFormatDescEntry(WINED3DFMT_D24_UNORM_S8_UINT, &This->adapter->gl_info);
1050 getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
1052 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1053 for(i=0; i<nCfgs; i++) {
1054 BOOL exactDepthMatch = TRUE;
1055 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1057 /* For now only accept RGBA formats. Perhaps some day we will
1058 * allow floating point formats for pbuffers. */
1059 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1062 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
1063 if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
1066 /* We like to have aux buffers in backbuffer mode */
1067 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1070 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
1071 if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
1074 if(matches[matchtry].exact_color) {
1075 if(cfg->redSize != redBits)
1077 if(cfg->greenSize != greenBits)
1079 if(cfg->blueSize != blueBits)
1082 if(cfg->redSize < redBits)
1084 if(cfg->greenSize < greenBits)
1086 if(cfg->blueSize < blueBits)
1089 if(matches[matchtry].exact_alpha) {
1090 if(cfg->alphaSize != alphaBits)
1093 if(cfg->alphaSize < alphaBits)
1097 /* We try to locate a format which matches our requirements exactly. In case of
1098 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1099 if(cfg->depthSize < depthBits)
1101 else if(cfg->depthSize > depthBits)
1102 exactDepthMatch = FALSE;
1104 /* In all cases make sure the number of stencil bits matches our requirements
1105 * even when we don't need stencil because it could affect performance EXCEPT
1106 * on cards which don't offer depth formats without stencil like the i915 drivers
1108 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1111 /* Check multisampling support */
1112 if(cfg->numSamples != numSamples)
1115 /* When we have passed all the checks then we have found a format which matches our
1116 * requirements. Note that we only check for a limit number of capabilities right now,
1117 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1118 * can still differ in things like multisampling, stereo, SRGB and other flags.
1121 /* Exit the loop as we have found a format :) */
1122 if(exactDepthMatch) {
1123 iPixelFormat = cfg->iPixelFormat;
1125 } else if(!iPixelFormat) {
1126 /* In the end we might end up with a format which doesn't exactly match our depth
1127 * requirements. Accept the first format we found because formats with higher iPixelFormat
1128 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1129 iPixelFormat = cfg->iPixelFormat;
1134 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1135 if(!iPixelFormat && !findCompatible) {
1136 ERR("Can't find a suitable iPixelFormat\n");
1138 } else if(!iPixelFormat) {
1139 PIXELFORMATDESCRIPTOR pfd;
1141 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1142 /* PixelFormat selection */
1143 ZeroMemory(&pfd, sizeof(pfd));
1144 pfd.nSize = sizeof(pfd);
1146 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1147 pfd.iPixelType = PFD_TYPE_RGBA;
1148 pfd.cAlphaBits = alphaBits;
1149 pfd.cColorBits = colorBits;
1150 pfd.cDepthBits = depthBits;
1151 pfd.cStencilBits = stencilBits;
1152 pfd.iLayerType = PFD_MAIN_PLANE;
1154 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1156 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1157 ERR("Can't find a suitable iPixelFormat\n");
1162 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1163 iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1164 return iPixelFormat;
1167 /*****************************************************************************
1170 * Creates a new context for a window, or a pbuffer context.
1173 * This: Device to activate the context for
1174 * target: Surface this context will render to
1175 * win_handle: handle to the window which we are drawing to
1176 * create_pbuffer: tells whether to create a pbuffer or not
1177 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1179 *****************************************************************************/
1180 struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target,
1181 HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms)
1183 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
1184 struct wined3d_context *ret = NULL;
1185 HPBUFFERARB pbuffer = NULL;
1190 TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
1192 if(create_pbuffer) {
1193 HDC hdc_parent = GetDC(win_handle);
1194 int iPixelFormat = 0;
1196 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
1197 const struct GlPixelFormatDesc *ds_format_desc = StencilSurface
1198 ? ((IWineD3DSurfaceImpl *)StencilSurface)->resource.format_desc
1199 : getFormatDescEntry(WINED3DFMT_UNKNOWN, &This->adapter->gl_info);
1201 /* Try to find a pixel format with pbuffer support. */
1202 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1203 ds_format_desc, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */,
1204 FALSE /* findCompatible */);
1206 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1208 /* For some reason we weren't able to find a format, try to find something instead of crashing.
1209 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
1210 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1211 ds_format_desc, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */,
1212 TRUE /* findCompatible */);
1215 /* This shouldn't happen as ChoosePixelFormat always returns something */
1217 ERR("Unable to locate a pixel format for a pbuffer\n");
1218 ReleaseDC(win_handle, hdc_parent);
1222 TRACE("Creating a pBuffer drawable for the new context\n");
1223 pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
1225 ERR("Cannot create a pbuffer\n");
1226 ReleaseDC(win_handle, hdc_parent);
1230 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
1231 hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
1233 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
1234 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1235 ReleaseDC(win_handle, hdc_parent);
1238 ReleaseDC(win_handle, hdc_parent);
1240 PIXELFORMATDESCRIPTOR pfd;
1243 const struct GlPixelFormatDesc *color_format_desc = target->resource.format_desc;
1244 const struct GlPixelFormatDesc *ds_format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN,
1245 &This->adapter->gl_info);
1246 BOOL auxBuffers = FALSE;
1249 hdc = GetDC(win_handle);
1251 ERR("Cannot retrieve a device context!\n");
1255 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1256 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
1259 if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
1260 color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, &This->adapter->gl_info);
1261 else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
1262 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->adapter->gl_info);
1265 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
1266 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
1267 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
1268 * a format with 8bit alpha, so request A8R8G8B8. */
1269 if (color_format_desc->format == WINED3DFMT_P8_UINT)
1270 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->adapter->gl_info);
1272 /* Retrieve the depth stencil format from the present parameters.
1273 * The choice of the proper format can give a nice performance boost
1274 * in case of GPU limited programs. */
1275 if(pPresentParms->EnableAutoDepthStencil) {
1276 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
1277 ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, &This->adapter->gl_info);
1280 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
1281 if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
1282 if (!gl_info->supported[ARB_MULTISAMPLE])
1283 ERR("The program is requesting multisampling without support!\n");
1286 TRACE("Requesting multisample type %#x.\n", pPresentParms->MultiSampleType);
1287 numSamples = pPresentParms->MultiSampleType;
1291 /* Try to find a pixel format which matches our requirements */
1292 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1293 auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
1295 /* Try to locate a compatible format if we weren't able to find anything */
1297 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1298 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1299 auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
1302 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1304 ERR("Can't find a suitable iPixelFormat\n");
1308 DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
1309 res = SetPixelFormat(hdc, iPixelFormat, NULL);
1311 int oldPixelFormat = GetPixelFormat(hdc);
1313 /* By default WGL doesn't allow pixel format adjustments but we need it here.
1314 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
1315 * set the pixel format multiple times. Only use it when it is really needed. */
1317 if(oldPixelFormat == iPixelFormat) {
1318 /* We don't have to do anything as the formats are the same :) */
1320 else if (oldPixelFormat && gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1322 res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
1325 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1328 } else if(oldPixelFormat) {
1329 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
1330 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
1331 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
1333 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1339 ctx = pwglCreateContext(hdc);
1340 if (This->numContexts)
1342 if (!pwglShareLists(This->contexts[0]->glCtx, ctx))
1344 DWORD err = GetLastError();
1345 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1346 This->contexts[0]->glCtx, ctx, err);
1351 ERR("Failed to create a WGL context\n");
1352 if(create_pbuffer) {
1353 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1354 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1358 ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
1360 ERR("Failed to add the newly created context to the context list\n");
1361 if (!pwglDeleteContext(ctx))
1363 DWORD err = GetLastError();
1364 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1366 if(create_pbuffer) {
1367 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1368 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1373 ret->gl_info = &This->adapter->gl_info;
1374 ret->surface = (IWineD3DSurface *) target;
1375 ret->current_rt = (IWineD3DSurface *)target;
1376 ret->render_offscreen = surface_is_offscreen((IWineD3DSurface *) target);
1377 ret->draw_buffer_dirty = TRUE;
1378 ret->tid = GetCurrentThreadId();
1379 if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
1380 /* Create the dirty constants array and initialize them to dirty */
1381 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1382 sizeof(*ret->vshader_const_dirty) * This->d3d_vshader_constantF);
1383 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1384 sizeof(*ret->pshader_const_dirty) * This->d3d_pshader_constantF);
1385 memset(ret->vshader_const_dirty, 1,
1386 sizeof(*ret->vshader_const_dirty) * This->d3d_vshader_constantF);
1387 memset(ret->pshader_const_dirty, 1,
1388 sizeof(*ret->pshader_const_dirty) * This->d3d_pshader_constantF);
1391 ret->free_occlusion_query_size = 4;
1392 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1393 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1394 if (!ret->free_occlusion_queries) goto out;
1396 list_init(&ret->occlusion_queries);
1398 ret->free_event_query_size = 4;
1399 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1400 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1401 if (!ret->free_event_queries) goto out;
1403 list_init(&ret->event_queries);
1405 TRACE("Successfully created new context %p\n", ret);
1407 list_init(&ret->fbo_list);
1408 list_init(&ret->fbo_destroy_list);
1412 /* Set up the context defaults */
1413 if (!context_set_current(ret))
1415 ERR("Cannot activate context to set up defaults\n");
1416 context_release(ret);
1422 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1424 TRACE("Setting up the screen\n");
1425 /* Clear the screen */
1426 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1427 checkGLcall("glClearColor");
1430 glClearStencil(0xffff);
1432 checkGLcall("glClear");
1434 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1435 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1437 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1438 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1440 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1441 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1443 glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
1444 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
1445 glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
1446 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
1448 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1450 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1451 * and textures in DIB sections(due to the memory protection).
1453 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1454 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1456 if (gl_info->supported[ARB_VERTEX_BLEND])
1458 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1459 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1460 * GL_VERTEX_BLEND_ARB isn't enabled too
1462 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1463 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1465 if (gl_info->supported[NV_TEXTURE_SHADER2])
1467 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1468 * the previous texture where to source the offset from is always unit - 1.
1470 for (s = 1; s < gl_info->limits.textures; ++s)
1472 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1473 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1474 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1477 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1479 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1480 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1481 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1482 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1485 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1486 * program and the dummy program is destroyed when the context is destroyed.
1488 const char *dummy_program =
1490 "MOV result.color, fragment.color.primary;\n"
1492 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1493 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1494 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1497 for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1499 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1500 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1501 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1504 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1506 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1508 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1510 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1515 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1522 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1523 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1524 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1525 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1526 HeapFree(GetProcessHeap(), 0, ret);
1531 /*****************************************************************************
1532 * RemoveContextFromArray
1534 * Removes a context from the context manager. The opengl context is not
1535 * destroyed or unset. context is not a valid pointer after that call.
1537 * Similar to the former call this isn't a performance critical function. A
1538 * helper function for context_destroy().
1541 * This: Device to activate the context for
1542 * context: Context to remove
1544 *****************************************************************************/
1545 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1547 struct wined3d_context **new_array;
1551 TRACE("Removing ctx %p\n", context);
1553 for (i = 0; i < This->numContexts; ++i)
1555 if (This->contexts[i] == context)
1564 ERR("Context %p doesn't exist in context array\n", context);
1568 while (i < This->numContexts - 1)
1570 This->contexts[i] = This->contexts[i + 1];
1574 --This->numContexts;
1575 if (!This->numContexts)
1577 HeapFree(GetProcessHeap(), 0, This->contexts);
1578 This->contexts = NULL;
1582 new_array = HeapReAlloc(GetProcessHeap(), 0, This->contexts, This->numContexts * sizeof(*This->contexts));
1585 ERR("Failed to shrink context array. Oh well.\n");
1589 This->contexts = new_array;
1592 /*****************************************************************************
1595 * Destroys a wined3d context
1598 * This: Device to activate the context for
1599 * context: Context to destroy
1601 *****************************************************************************/
1602 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1606 TRACE("Destroying ctx %p\n", context);
1608 if (context->tid == GetCurrentThreadId() || !context->current)
1610 context_destroy_gl_resources(context);
1611 TlsSetValue(wined3d_context_tls_idx, NULL);
1616 context->destroyed = 1;
1620 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1621 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1622 RemoveContextFromArray(This, context);
1623 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1626 /* GL locking is done by the caller */
1627 static inline void set_blit_dimension(UINT width, UINT height) {
1628 glMatrixMode(GL_PROJECTION);
1629 checkGLcall("glMatrixMode(GL_PROJECTION)");
1631 checkGLcall("glLoadIdentity()");
1632 glOrtho(0, width, height, 0, 0.0, -1.0);
1633 checkGLcall("glOrtho");
1634 glViewport(0, 0, width, height);
1635 checkGLcall("glViewport");
1638 /*****************************************************************************
1641 * Sets up a context for DirectDraw blitting.
1642 * All texture units are disabled, texture unit 0 is set as current unit
1643 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1644 * color writing enabled for all channels
1645 * register combiners disabled, shaders disabled
1646 * world matrix is set to identity, texture matrix 0 too
1647 * projection matrix is setup for drawing screen coordinates
1650 * This: Device to activate the context for
1651 * context: Context to setup
1653 *****************************************************************************/
1654 /* Context activation is done by the caller. */
1655 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1658 const struct StateEntry *StateTable = This->StateTable;
1659 const struct wined3d_gl_info *gl_info = context->gl_info;
1660 UINT width = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Width;
1661 UINT height = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Height;
1664 TRACE("Setting up context %p for blitting\n", context);
1665 if(context->last_was_blit) {
1666 if(context->blit_w != width || context->blit_h != height) {
1668 set_blit_dimension(width, height);
1670 context->blit_w = width; context->blit_h = height;
1671 /* No need to dirtify here, the states are still dirtified because they weren't
1672 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1676 TRACE("Context is already set up for blitting, nothing to do\n");
1679 context->last_was_blit = TRUE;
1681 /* TODO: Use a display list */
1683 /* Disable shaders */
1685 This->shader_backend->shader_select(context, FALSE, FALSE);
1688 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1689 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1691 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1692 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1693 * which can safely be called from here, we only lock once instead locking/unlocking
1694 * after each GL call.
1698 /* Disable all textures. The caller can then bind a texture it wants to blit
1701 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1702 * function texture unit. No need to care for higher samplers
1704 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1706 sampler = This->rev_tex_unit_map[i];
1707 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1708 checkGLcall("glActiveTextureARB");
1710 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1712 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1713 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1715 glDisable(GL_TEXTURE_3D);
1716 checkGLcall("glDisable GL_TEXTURE_3D");
1717 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1719 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1720 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1722 glDisable(GL_TEXTURE_2D);
1723 checkGLcall("glDisable GL_TEXTURE_2D");
1725 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1726 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1728 if (sampler != WINED3D_UNMAPPED_STAGE)
1730 if (sampler < MAX_TEXTURES) {
1731 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1733 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1736 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1737 checkGLcall("glActiveTextureARB");
1739 sampler = This->rev_tex_unit_map[0];
1741 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1743 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1744 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1746 glDisable(GL_TEXTURE_3D);
1747 checkGLcall("glDisable GL_TEXTURE_3D");
1748 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1750 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1751 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1753 glDisable(GL_TEXTURE_2D);
1754 checkGLcall("glDisable GL_TEXTURE_2D");
1756 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1758 glMatrixMode(GL_TEXTURE);
1759 checkGLcall("glMatrixMode(GL_TEXTURE)");
1761 checkGLcall("glLoadIdentity()");
1763 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1765 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1766 GL_TEXTURE_LOD_BIAS_EXT,
1768 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1771 if (sampler != WINED3D_UNMAPPED_STAGE)
1773 if (sampler < MAX_TEXTURES) {
1774 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1775 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1777 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1780 /* Other misc states */
1781 glDisable(GL_ALPHA_TEST);
1782 checkGLcall("glDisable(GL_ALPHA_TEST)");
1783 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1784 glDisable(GL_LIGHTING);
1785 checkGLcall("glDisable GL_LIGHTING");
1786 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1787 glDisable(GL_DEPTH_TEST);
1788 checkGLcall("glDisable GL_DEPTH_TEST");
1789 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1790 glDisableWINE(GL_FOG);
1791 checkGLcall("glDisable GL_FOG");
1792 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1793 glDisable(GL_BLEND);
1794 checkGLcall("glDisable GL_BLEND");
1795 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1796 glDisable(GL_CULL_FACE);
1797 checkGLcall("glDisable GL_CULL_FACE");
1798 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1799 glDisable(GL_STENCIL_TEST);
1800 checkGLcall("glDisable GL_STENCIL_TEST");
1801 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1802 glDisable(GL_SCISSOR_TEST);
1803 checkGLcall("glDisable GL_SCISSOR_TEST");
1804 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1805 if (gl_info->supported[ARB_POINT_SPRITE])
1807 glDisable(GL_POINT_SPRITE_ARB);
1808 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1809 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1811 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1812 checkGLcall("glColorMask");
1813 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1814 if (gl_info->supported[EXT_SECONDARY_COLOR])
1816 glDisable(GL_COLOR_SUM_EXT);
1817 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1818 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1821 /* Setup transforms */
1822 glMatrixMode(GL_MODELVIEW);
1823 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1825 checkGLcall("glLoadIdentity()");
1826 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1828 context->last_was_rhw = TRUE;
1829 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1831 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1832 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1833 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1834 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1835 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1836 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1837 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1839 set_blit_dimension(width, height);
1843 context->blit_w = width; context->blit_h = height;
1844 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1845 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1848 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1851 /*****************************************************************************
1852 * findThreadContextForSwapChain
1854 * Searches a swapchain for all contexts and picks one for the thread tid.
1855 * If none can be found the swapchain is requested to create a new context
1857 *****************************************************************************/
1858 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1862 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1863 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1864 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1869 /* Create a new context for the thread */
1870 return swapchain_create_context_for_thread(swapchain);
1873 /*****************************************************************************
1876 * Finds a context for the current render target and thread
1879 * target: Render target to find the context for
1880 * tid: Thread to activate the context for
1882 * Returns: The needed context
1884 *****************************************************************************/
1885 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target)
1887 IWineD3DSwapChain *swapchain = NULL;
1888 struct wined3d_context *current_context = context_get_current();
1889 const struct StateEntry *StateTable = This->StateTable;
1890 DWORD tid = GetCurrentThreadId();
1891 struct wined3d_context *context;
1892 BOOL old_render_offscreen;
1894 if (current_context && current_context->destroyed) current_context = NULL;
1899 && current_context->current_rt
1900 && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.device == This)
1902 target = current_context->current_rt;
1906 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1907 if (swapchain->backBuffer) target = swapchain->backBuffer[0];
1908 else target = swapchain->frontBuffer;
1912 if (current_context && current_context->current_rt == target)
1914 context_validate(current_context);
1915 return current_context;
1918 if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1919 TRACE("Rendering onscreen\n");
1921 context = findThreadContextForSwapChain(swapchain, tid);
1923 old_render_offscreen = context->render_offscreen;
1924 context->render_offscreen = surface_is_offscreen(target);
1925 /* The context != This->activeContext will catch a NOP context change. This can occur
1926 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1927 * rendering. No context change is needed in that case
1930 if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1931 if(This->pbufferContext && tid == This->pbufferContext->tid) {
1932 This->pbufferContext->tid = 0;
1935 IWineD3DSwapChain_Release(swapchain);
1939 TRACE("Rendering offscreen\n");
1942 if (wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER)
1944 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *)target;
1945 if (!This->pbufferContext
1946 || This->pbufferWidth < targetimpl->currentDesc.Width
1947 || This->pbufferHeight < targetimpl->currentDesc.Height)
1949 if (This->pbufferContext) context_destroy(This, This->pbufferContext);
1951 /* The display is irrelevant here, the window is 0. But
1952 * context_create() needs a valid X connection. Create the context
1953 * on the same server as the primary swapchain. The primary
1954 * swapchain is exists at this point. */
1955 This->pbufferContext = context_create(This, targetimpl,
1956 ((IWineD3DSwapChainImpl *)This->swapchains[0])->context[0]->win_handle,
1957 TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
1958 This->pbufferWidth = targetimpl->currentDesc.Width;
1959 This->pbufferHeight = targetimpl->currentDesc.Height;
1960 if (This->pbufferContext) context_release(This->pbufferContext);
1963 if (This->pbufferContext)
1965 if (This->pbufferContext->tid && This->pbufferContext->tid != tid)
1967 FIXME("The PBuffer context is only supported for one thread for now!\n");
1969 This->pbufferContext->tid = tid;
1970 context = This->pbufferContext;
1974 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering.\n");
1975 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1981 /* Stay with the currently active context. */
1983 && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.device == This)
1985 context = current_context;
1989 /* This may happen if the app jumps straight into offscreen rendering
1990 * Start using the context of the primary swapchain. tid == 0 is no problem
1991 * for findThreadContextForSwapChain.
1993 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1994 * is perfect to call. */
1995 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1999 old_render_offscreen = context->render_offscreen;
2000 context->render_offscreen = TRUE;
2003 context_validate(context);
2005 if (context->render_offscreen != old_render_offscreen)
2007 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
2008 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
2009 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
2010 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
2011 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
2014 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2015 * the alpha blend state changes with different render target formats. */
2016 if (!context->current_rt)
2018 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2022 const struct GlPixelFormatDesc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
2023 const struct GlPixelFormatDesc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
2025 if (old->format != new->format)
2027 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2028 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2029 || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2031 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2035 /* When switching away from an offscreen render target, and we're not
2036 * using FBOs, we have to read the drawable into the texture. This is
2037 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2038 * are some things that need care though. PreLoad needs a GL context,
2039 * and FindContext is called before the context is activated. It also
2040 * has to be called with the old rendertarget active, otherwise a
2041 * wrong drawable is read. */
2042 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2043 && old_render_offscreen && context->current_rt != target)
2045 BOOL oldInDraw = This->isInDraw;
2047 /* surface_internal_preload() requires a context to load the
2048 * texture, so it will call context_acquire(). Set isInDraw to true
2049 * to signal surface_internal_preload() that it has a context. */
2051 /* FIXME: This is just broken. There's no guarantee whatsoever
2052 * that the currently active context, if any, is appropriate for
2053 * reading back the render target. We should probably call
2054 * context_set_current(context) here and then rely on
2055 * context_acquire() doing the right thing. */
2056 This->isInDraw = TRUE;
2058 /* Read the back buffer of the old drawable into the destination texture. */
2059 if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
2061 surface_internal_preload(context->current_rt, SRGB_BOTH);
2065 surface_internal_preload(context->current_rt, SRGB_RGB);
2068 IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2070 This->isInDraw = oldInDraw;
2074 context->draw_buffer_dirty = TRUE;
2075 context->current_rt = target;
2080 /* Context activation is done by the caller. */
2081 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
2083 const struct wined3d_gl_info *gl_info = context->gl_info;
2084 IWineD3DSurface *rt = context->current_rt;
2085 IWineD3DDeviceImpl *device;
2087 device = ((IWineD3DSurfaceImpl *)rt)->resource.device;
2088 if (!surface_is_offscreen(rt))
2091 glDrawBuffer(surface_get_gl_buffer(rt));
2092 checkGLcall("glDrawBuffers()");
2098 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2102 if (gl_info->supported[ARB_DRAW_BUFFERS])
2104 GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, device->draw_buffers));
2105 checkGLcall("glDrawBuffers()");
2109 glDrawBuffer(device->draw_buffers[0]);
2110 checkGLcall("glDrawBuffer()");
2113 glDrawBuffer(GL_COLOR_ATTACHMENT0);
2114 checkGLcall("glDrawBuffer()");
2119 glDrawBuffer(device->offscreenBuffer);
2120 checkGLcall("glDrawBuffer()");
2126 /* GL locking is done by the caller. */
2127 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
2129 glDrawBuffer(buffer);
2130 checkGLcall("glDrawBuffer()");
2131 context->draw_buffer_dirty = TRUE;
2134 /* Context activation is done by the caller. */
2135 static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceImpl *device, enum ContextUsage usage)
2137 const struct StateEntry *state_table = device->StateTable;
2141 case CTXUSAGE_CLEAR:
2142 case CTXUSAGE_DRAWPRIM:
2143 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2145 context_apply_fbo_state(context);
2148 if (context->draw_buffer_dirty) {
2149 context_apply_draw_buffer(context, FALSE);
2150 context->draw_buffer_dirty = FALSE;
2155 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2156 if (context->render_offscreen)
2158 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
2159 surface_internal_preload(context->current_rt, SRGB_RGB);
2162 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
2163 context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, context->current_rt);
2164 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
2168 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2171 context->draw_buffer_dirty = TRUE;
2173 if (context->draw_buffer_dirty) {
2174 context_apply_draw_buffer(context, TRUE);
2175 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
2176 context->draw_buffer_dirty = FALSE;
2186 case CTXUSAGE_RESOURCELOAD:
2187 /* This does not require any special states to be set up */
2190 case CTXUSAGE_CLEAR:
2191 if(context->last_was_blit) {
2192 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2195 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
2196 * blending when clearing improves the clearing performance incredibly.
2199 glDisable(GL_BLEND);
2201 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2204 glEnable(GL_SCISSOR_TEST);
2205 checkGLcall("glEnable GL_SCISSOR_TEST");
2207 context->last_was_blit = FALSE;
2208 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2209 Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2212 case CTXUSAGE_DRAWPRIM:
2213 /* This needs all dirty states applied */
2214 if(context->last_was_blit) {
2215 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2218 IWineD3DDeviceImpl_FindTexUnitMap(device);
2219 device_preload_textures(device);
2220 if (isStateDirty(context, STATE_VDECL))
2221 device_update_stream_info(device, context->gl_info);
2224 for (i = 0; i < context->numDirtyEntries; ++i)
2226 DWORD rep = context->dirtyArray[i];
2227 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2228 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2229 context->isStateDirty[idx] &= ~(1 << shift);
2230 state_table[rep].apply(rep, device->stateBlock, context);
2233 context->numDirtyEntries = 0; /* This makes the whole list clean */
2234 context->last_was_blit = FALSE;
2238 SetupForBlit(device, context);
2242 FIXME("Unexpected context usage requested\n");
2246 /*****************************************************************************
2249 * Finds a rendering context and drawable matching the device and render
2250 * target for the current thread, activates them and puts them into the
2254 * This: Device to activate the context for
2255 * target: Requested render target
2256 * usage: Prepares the context for blitting, drawing or other actions
2258 *****************************************************************************/
2259 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurface *target, enum ContextUsage usage)
2261 struct wined3d_context *current_context = context_get_current();
2262 struct wined3d_context *context;
2264 TRACE("device %p, target %p, usage %#x.\n", device, target, usage);
2266 context = FindContext(device, target);
2267 context_enter(context);
2268 if (!context->valid) return context;
2270 if (context != current_context)
2272 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2273 else device->frag_pipe->enable_extension((IWineD3DDevice *)device, !context->last_was_blit);
2275 if (context->vshader_const_dirty)
2277 memset(context->vshader_const_dirty, 1,
2278 sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2279 device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2281 if (context->pshader_const_dirty)
2283 memset(context->pshader_const_dirty, 1,
2284 sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2285 device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2288 else if (context->restore_ctx)
2290 if (!pwglMakeCurrent(context->hdc, context->glCtx))
2292 DWORD err = GetLastError();
2293 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2294 context->hdc, context->glCtx, err);
2298 context_apply_state(context, device, usage);