2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 static DWORD wined3d_context_tls_idx;
33 /* FBO helper functions */
35 /* GL locking is done by the caller */
36 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
38 const struct wined3d_gl_info *gl_info = context->gl_info;
49 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
50 checkGLcall("glGenFramebuffers()");
51 TRACE("Created FBO %u.\n", *fbo);
58 case GL_READ_FRAMEBUFFER:
59 if (context->fbo_read_binding == f) return;
60 context->fbo_read_binding = f;
63 case GL_DRAW_FRAMEBUFFER:
64 if (context->fbo_draw_binding == f) return;
65 context->fbo_draw_binding = f;
69 if (context->fbo_read_binding == f
70 && context->fbo_draw_binding == f) return;
71 context->fbo_read_binding = f;
72 context->fbo_draw_binding = f;
76 FIXME("Unhandled target %#x.\n", target);
80 gl_info->fbo_ops.glBindFramebuffer(target, f);
81 checkGLcall("glBindFramebuffer()");
84 /* GL locking is done by the caller */
85 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
89 for (i = 0; i < gl_info->limits.buffers; ++i)
91 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
97 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
98 checkGLcall("glFramebufferTexture2D()");
101 /* GL locking is done by the caller */
102 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
104 const struct wined3d_gl_info *gl_info = context->gl_info;
106 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
107 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
108 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
110 gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
111 checkGLcall("glDeleteFramebuffers()");
114 /* GL locking is done by the caller */
115 static void context_apply_attachment_filter_states(const struct wined3d_context *context,
116 IWineD3DSurfaceImpl *surface, DWORD location)
118 /* Update base texture states array */
119 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
121 IWineD3DBaseTextureImpl *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 = basetexture_get_gl_texture(texture,
132 context->gl_info, location == SFLAG_INSRGBTEX);
136 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
137 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
141 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
142 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
144 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
145 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
146 update_minfilter = TRUE;
149 if (gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
151 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
152 update_magfilter = TRUE;
155 if (texture->baseTexture.bindCount)
157 WARN("Render targets should not be bound to a sampler\n");
158 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture->baseTexture.sampler));
161 if (update_minfilter || update_magfilter)
163 GLenum target, bind_target;
166 target = surface->texture_target;
167 if (target == GL_TEXTURE_2D)
169 bind_target = GL_TEXTURE_2D;
170 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
172 else if (target == GL_TEXTURE_RECTANGLE_ARB)
174 bind_target = GL_TEXTURE_RECTANGLE_ARB;
175 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
179 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
180 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
183 glBindTexture(bind_target, gl_tex->name);
184 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
185 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
186 glBindTexture(bind_target, old_binding);
189 checkGLcall("apply_attachment_filter_states()");
193 /* GL locking is done by the caller */
194 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
195 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer)
197 const struct wined3d_gl_info *gl_info = context->gl_info;
199 TRACE("Attach depth stencil %p\n", depth_stencil);
203 DWORD format_flags = depth_stencil->resource.format->flags;
205 if (use_render_buffer && depth_stencil->current_renderbuffer)
207 if (format_flags & WINED3DFMT_FLAG_DEPTH)
209 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
210 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
211 checkGLcall("glFramebufferRenderbuffer()");
214 if (format_flags & WINED3DFMT_FLAG_STENCIL)
216 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
217 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
218 checkGLcall("glFramebufferRenderbuffer()");
223 surface_prepare_texture(depth_stencil, gl_info, FALSE);
224 context_apply_attachment_filter_states(context, depth_stencil, SFLAG_INTEXTURE);
226 if (format_flags & WINED3DFMT_FLAG_DEPTH)
228 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
229 depth_stencil->texture_target, depth_stencil->texture_name,
230 depth_stencil->texture_level);
231 checkGLcall("glFramebufferTexture2D()");
234 if (format_flags & WINED3DFMT_FLAG_STENCIL)
236 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
237 depth_stencil->texture_target, depth_stencil->texture_name,
238 depth_stencil->texture_level);
239 checkGLcall("glFramebufferTexture2D()");
243 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
245 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
246 checkGLcall("glFramebufferTexture2D()");
249 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
251 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
252 checkGLcall("glFramebufferTexture2D()");
257 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
258 checkGLcall("glFramebufferTexture2D()");
260 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
261 checkGLcall("glFramebufferTexture2D()");
265 /* GL locking is done by the caller */
266 static void context_attach_surface_fbo(const struct wined3d_context *context,
267 GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface, DWORD location)
269 const struct wined3d_gl_info *gl_info = context->gl_info;
271 TRACE("Attach surface %p to %u\n", surface, idx);
273 if (surface && surface->resource.format->id != WINED3DFMT_NULL)
279 case SFLAG_INTEXTURE:
280 case SFLAG_INSRGBTEX:
281 srgb = location == SFLAG_INSRGBTEX;
282 surface_prepare_texture(surface, gl_info, srgb);
283 context_apply_attachment_filter_states(context, surface, location);
284 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
285 surface->texture_target, surface_get_texture_name(surface, gl_info, srgb),
286 surface->texture_level);
290 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
293 checkGLcall("glFramebufferTexture2D()");
297 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
298 checkGLcall("glFramebufferTexture2D()");
302 /* GL locking is done by the caller */
303 static void context_check_fbo_status(struct wined3d_context *context, GLenum target)
305 const struct wined3d_gl_info *gl_info = context->gl_info;
308 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
309 if (status == GL_FRAMEBUFFER_COMPLETE)
311 TRACE("FBO complete\n");
313 IWineD3DSurfaceImpl *attachment;
315 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
317 if (!context->current_fbo)
319 ERR("FBO 0 is incomplete, driver bug?\n");
323 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
324 context->current_fbo->location);
326 /* Dump the FBO attachments */
327 for (i = 0; i < gl_info->limits.buffers; ++i)
329 attachment = context->current_fbo->render_targets[i];
332 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
333 i, attachment, debug_d3dformat(attachment->resource.format->id),
334 attachment->pow2Width, attachment->pow2Height);
337 attachment = context->current_fbo->depth_stencil;
340 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
341 attachment, debug_d3dformat(attachment->resource.format->id),
342 attachment->pow2Width, attachment->pow2Height);
347 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context,
348 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
350 const struct wined3d_gl_info *gl_info = context->gl_info;
351 struct fbo_entry *entry;
353 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
354 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
355 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
356 entry->depth_stencil = depth_stencil;
357 entry->location = location;
358 entry->attached = FALSE;
364 /* GL locking is done by the caller */
365 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
366 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil,
367 DWORD location, struct fbo_entry *entry)
369 const struct wined3d_gl_info *gl_info = context->gl_info;
371 context_bind_fbo(context, target, &entry->id);
372 context_clean_fbo_attachments(gl_info, target);
374 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
375 entry->depth_stencil = depth_stencil;
376 entry->location = location;
377 entry->attached = FALSE;
380 /* GL locking is done by the caller */
381 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
385 TRACE("Destroy FBO %d\n", entry->id);
386 context_destroy_fbo(context, &entry->id);
388 --context->fbo_entry_count;
389 list_remove(&entry->entry);
390 HeapFree(GetProcessHeap(), 0, entry->render_targets);
391 HeapFree(GetProcessHeap(), 0, entry);
395 /* GL locking is done by the caller */
396 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
397 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
399 const struct wined3d_gl_info *gl_info = context->gl_info;
400 struct fbo_entry *entry;
402 if (depth_stencil && render_targets && render_targets[0])
404 if (depth_stencil->resource.width < render_targets[0]->resource.width ||
405 depth_stencil->resource.height < render_targets[0]->resource.height)
407 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
408 depth_stencil = NULL;
412 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
414 if (!memcmp(entry->render_targets,
415 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
416 && entry->depth_stencil == depth_stencil && entry->location == location)
418 list_remove(&entry->entry);
419 list_add_head(&context->fbo_list, &entry->entry);
424 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
426 entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
427 list_add_head(&context->fbo_list, &entry->entry);
428 ++context->fbo_entry_count;
432 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
433 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
434 list_remove(&entry->entry);
435 list_add_head(&context->fbo_list, &entry->entry);
441 /* GL locking is done by the caller */
442 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
444 const struct wined3d_gl_info *gl_info = context->gl_info;
447 context_bind_fbo(context, target, &entry->id);
449 if (!entry->attached)
451 /* Apply render targets */
452 for (i = 0; i < gl_info->limits.buffers; ++i)
454 context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
457 /* Apply depth targets */
458 if (entry->depth_stencil)
460 surface_set_compatible_renderbuffer(entry->depth_stencil,
461 entry->render_targets[0]->pow2Width, entry->render_targets[0]->pow2Height);
463 context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, TRUE);
465 entry->attached = TRUE;
469 for (i = 0; i < gl_info->limits.buffers; ++i)
471 if (entry->render_targets[i])
472 context_apply_attachment_filter_states(context, entry->render_targets[i], entry->location);
474 if (entry->depth_stencil)
475 context_apply_attachment_filter_states(context, entry->depth_stencil, SFLAG_INTEXTURE);
479 /* GL locking is done by the caller */
480 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
481 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
483 struct fbo_entry *entry, *entry2;
485 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
487 context_destroy_fbo_entry(context, entry);
490 if (context->rebind_fbo)
492 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
493 context->rebind_fbo = FALSE;
498 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
499 context_apply_fbo_entry(context, target, context->current_fbo);
503 context->current_fbo = NULL;
504 context_bind_fbo(context, target, NULL);
507 context_check_fbo_status(context, target);
510 /* GL locking is done by the caller */
511 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
512 IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
514 if (location != SFLAG_INDRAWABLE || surface_is_offscreen(render_target))
516 UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
517 context->blit_targets[0] = render_target;
518 if (clear_size) memset(&context->blit_targets[1], 0, clear_size);
519 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
523 context_apply_fbo_state(context, target, NULL, NULL, location);
527 /* Context activation is done by the caller. */
528 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
530 const struct wined3d_gl_info *gl_info = context->gl_info;
532 if (context->free_occlusion_query_count)
534 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
538 if (gl_info->supported[ARB_OCCLUSION_QUERY])
541 GL_EXTCALL(glGenQueriesARB(1, &query->id));
542 checkGLcall("glGenQueriesARB");
545 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
549 WARN("Occlusion queries not supported, not allocating query id.\n");
554 query->context = context;
555 list_add_head(&context->occlusion_queries, &query->entry);
558 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
560 struct wined3d_context *context = query->context;
562 list_remove(&query->entry);
563 query->context = NULL;
565 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
567 UINT new_size = context->free_occlusion_query_size << 1;
568 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
569 new_size * sizeof(*context->free_occlusion_queries));
573 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
577 context->free_occlusion_query_size = new_size;
578 context->free_occlusion_queries = new_data;
581 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
584 /* Context activation is done by the caller. */
585 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
587 const struct wined3d_gl_info *gl_info = context->gl_info;
589 if (context->free_event_query_count)
591 query->object = context->free_event_queries[--context->free_event_query_count];
595 if (gl_info->supported[ARB_SYNC])
597 /* Using ARB_sync, not much to do here. */
598 query->object.sync = NULL;
599 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
601 else if (gl_info->supported[APPLE_FENCE])
604 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
605 checkGLcall("glGenFencesAPPLE");
608 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
610 else if(gl_info->supported[NV_FENCE])
613 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
614 checkGLcall("glGenFencesNV");
617 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
621 WARN("Event queries not supported, not allocating query id.\n");
622 query->object.id = 0;
626 query->context = context;
627 list_add_head(&context->event_queries, &query->entry);
630 void context_free_event_query(struct wined3d_event_query *query)
632 struct wined3d_context *context = query->context;
634 list_remove(&query->entry);
635 query->context = NULL;
637 if (context->free_event_query_count >= context->free_event_query_size - 1)
639 UINT new_size = context->free_event_query_size << 1;
640 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
641 new_size * sizeof(*context->free_event_queries));
645 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
649 context->free_event_query_size = new_size;
650 context->free_event_queries = new_data;
653 context->free_event_queries[context->free_event_query_count++] = query->object;
656 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
658 static void context_enum_surface_fbo_entries(IWineD3DDeviceImpl *device,
659 IWineD3DSurfaceImpl *surface, context_fbo_entry_func_t *callback)
663 for (i = 0; i < device->numContexts; ++i)
665 struct wined3d_context *context = device->contexts[i];
666 const struct wined3d_gl_info *gl_info = context->gl_info;
667 struct fbo_entry *entry, *entry2;
669 if (context->current_rt == surface) context->current_rt = NULL;
671 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
675 if (entry->depth_stencil == surface)
677 callback(context, entry);
681 for (j = 0; j < gl_info->limits.buffers; ++j)
683 if (entry->render_targets[j] == surface)
685 callback(context, entry);
693 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
695 list_remove(&entry->entry);
696 list_add_head(&context->fbo_destroy_list, &entry->entry);
699 void context_resource_released(struct IWineD3DDeviceImpl *device,
700 struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
702 if (!device->d3d_initialized) return;
706 case WINED3DRTYPE_SURFACE:
707 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
708 context_queue_fbo_entry_destruction);
716 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
718 entry->attached = FALSE;
721 void context_resource_unloaded(struct IWineD3DDeviceImpl *device,
722 struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
726 case WINED3DRTYPE_SURFACE:
727 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
728 context_detach_fbo_entry);
736 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface)
738 const struct wined3d_gl_info *gl_info = context->gl_info;
739 struct fbo_entry *entry = context->current_fbo;
742 if (!entry || context->rebind_fbo) return;
744 for (i = 0; i < gl_info->limits.buffers; ++i)
746 if (surface == entry->render_targets[i])
748 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
749 context->rebind_fbo = TRUE;
754 if (surface == entry->depth_stencil)
756 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
757 context->rebind_fbo = TRUE;
761 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
763 int current = GetPixelFormat(dc);
765 if (current == format) return TRUE;
769 if (!SetPixelFormat(dc, format, NULL))
771 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
772 format, dc, GetLastError());
778 /* By default WGL doesn't allow pixel format adjustments but we need it
779 * here. For this reason there's a Wine specific wglSetPixelFormat()
780 * which allows us to set the pixel format multiple times. Only use it
781 * when really needed. */
782 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
784 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
786 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
793 /* OpenGL doesn't allow pixel format adjustments. Print an error and
794 * continue using the old format. There's a big chance that the old
795 * format works although with a performance hit and perhaps rendering
797 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
798 format, dc, current);
802 static void context_update_window(struct wined3d_context *context)
804 TRACE("Updating context %p window from %p to %p.\n",
805 context, context->win_handle, context->swapchain->win_handle);
809 if (!ReleaseDC(context->win_handle, context->hdc))
811 ERR("Failed to release device context %p, last error %#x.\n",
812 context->hdc, GetLastError());
815 else context->valid = 1;
817 context->win_handle = context->swapchain->win_handle;
819 if (!(context->hdc = GetDC(context->win_handle)))
821 ERR("Failed to get a device context for window %p.\n", context->win_handle);
825 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
827 ERR("Failed to set pixel format %d on device context %p.\n",
828 context->pixel_format, context->hdc);
832 if (!pwglMakeCurrent(context->hdc, context->glCtx))
834 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
835 context->glCtx, context->hdc, GetLastError());
845 /* Do not call while under the GL lock. */
846 static void context_validate(struct wined3d_context *context)
848 HWND wnd = WindowFromDC(context->hdc);
850 if (wnd != context->win_handle)
852 WARN("DC %p belongs to window %p instead of %p.\n",
853 context->hdc, wnd, context->win_handle);
857 if (context->win_handle != context->swapchain->win_handle)
858 context_update_window(context);
861 /* Do not call while under the GL lock. */
862 static void context_destroy_gl_resources(struct wined3d_context *context)
864 const struct wined3d_gl_info *gl_info = context->gl_info;
865 struct wined3d_occlusion_query *occlusion_query;
866 struct wined3d_event_query *event_query;
867 struct fbo_entry *entry, *entry2;
872 restore_ctx = pwglGetCurrentContext();
873 restore_dc = pwglGetCurrentDC();
875 context_validate(context);
876 if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
877 else restore_ctx = NULL;
881 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
883 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
884 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
885 occlusion_query->context = NULL;
888 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
892 if (gl_info->supported[ARB_SYNC])
894 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
896 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
897 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
899 event_query->context = NULL;
902 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
904 if (!context->valid) entry->id = 0;
905 context_destroy_fbo_entry(context, entry);
908 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
910 if (!context->valid) entry->id = 0;
911 context_destroy_fbo_entry(context, entry);
916 if (context->dst_fbo)
918 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
919 context_destroy_fbo(context, &context->dst_fbo);
921 if (context->dummy_arbfp_prog)
923 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
926 if (gl_info->supported[ARB_OCCLUSION_QUERY])
927 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
929 if (gl_info->supported[ARB_SYNC])
931 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
933 else if (gl_info->supported[APPLE_FENCE])
935 for (i = 0; i < context->free_event_query_count; ++i)
937 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
940 else if (gl_info->supported[NV_FENCE])
942 for (i = 0; i < context->free_event_query_count; ++i)
944 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
948 checkGLcall("context cleanup");
953 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
954 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
958 if (!pwglMakeCurrent(restore_dc, restore_ctx))
960 DWORD err = GetLastError();
961 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
962 restore_ctx, restore_dc, err);
965 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
967 ERR("Failed to disable GL context.\n");
970 ReleaseDC(context->win_handle, context->hdc);
972 if (!pwglDeleteContext(context->glCtx))
974 DWORD err = GetLastError();
975 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
979 DWORD context_get_tls_idx(void)
981 return wined3d_context_tls_idx;
984 void context_set_tls_idx(DWORD idx)
986 wined3d_context_tls_idx = idx;
989 struct wined3d_context *context_get_current(void)
991 return TlsGetValue(wined3d_context_tls_idx);
994 /* Do not call while under the GL lock. */
995 BOOL context_set_current(struct wined3d_context *ctx)
997 struct wined3d_context *old = context_get_current();
1001 TRACE("Already using D3D context %p.\n", ctx);
1009 TRACE("Switching away from destroyed context %p.\n", old);
1010 context_destroy_gl_resources(old);
1011 HeapFree(GetProcessHeap(), 0, old);
1021 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1022 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
1024 DWORD err = GetLastError();
1025 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
1026 ctx->glCtx, ctx->hdc, err);
1027 TlsSetValue(wined3d_context_tls_idx, NULL);
1032 else if(pwglGetCurrentContext())
1034 TRACE("Clearing current D3D context.\n");
1035 if (!pwglMakeCurrent(NULL, NULL))
1037 DWORD err = GetLastError();
1038 ERR("Failed to clear current GL context, last error %#x.\n", err);
1039 TlsSetValue(wined3d_context_tls_idx, NULL);
1044 return TlsSetValue(wined3d_context_tls_idx, ctx);
1047 void context_release(struct wined3d_context *context)
1049 TRACE("Releasing context %p, level %u.\n", context, context->level);
1053 if (!context->level)
1054 WARN("Context %p is not active.\n", context);
1055 else if (context != context_get_current())
1056 WARN("Context %p is not the current context.\n", context);
1059 if (!--context->level && context->restore_ctx)
1061 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1062 if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
1064 DWORD err = GetLastError();
1065 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1066 context->restore_ctx, context->restore_dc, err);
1068 context->restore_ctx = NULL;
1069 context->restore_dc = NULL;
1073 static void context_enter(struct wined3d_context *context)
1075 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1077 if (!context->level++)
1079 const struct wined3d_context *current_context = context_get_current();
1080 HGLRC current_gl = pwglGetCurrentContext();
1082 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1084 TRACE("Another GL context (%p on device context %p) is already current.\n",
1085 current_gl, pwglGetCurrentDC());
1086 context->restore_ctx = current_gl;
1087 context->restore_dc = pwglGetCurrentDC();
1092 /*****************************************************************************
1093 * Context_MarkStateDirty
1095 * Marks a state in a context dirty. Only one context, opposed to
1096 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1100 * context: Context to mark the state dirty in
1101 * state: State to mark dirty
1102 * StateTable: Pointer to the state table in use(for state grouping)
1104 *****************************************************************************/
1105 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
1107 DWORD rep = StateTable[state].representative;
1111 if (isStateDirty(context, rep)) return;
1113 context->dirtyArray[context->numDirtyEntries++] = rep;
1114 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1115 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1116 context->isStateDirty[idx] |= (1 << shift);
1119 /* This function takes care of WineD3D pixel format selection. */
1120 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
1121 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1122 BOOL auxBuffers, int numSamples, BOOL findCompatible)
1125 unsigned int matchtry;
1126 short redBits, greenBits, blueBits, alphaBits, colorBits;
1127 short depthBits=0, stencilBits=0;
1137 /* First, try without alpha match buffers. MacOS supports aux buffers only
1138 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1139 * Then try without aux buffers - this is the most common cause for not
1140 * finding a pixel format. Also some drivers(the open source ones)
1141 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1142 * match, then try without an exact alpha and color match.
1144 { TRUE, TRUE, TRUE },
1145 { TRUE, FALSE, TRUE },
1146 { FALSE, TRUE, TRUE },
1147 { FALSE, FALSE, TRUE },
1148 { TRUE, FALSE, FALSE },
1149 { FALSE, FALSE, FALSE },
1153 int nCfgs = This->adapter->nCfgs;
1155 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1156 debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1157 auxBuffers, numSamples, findCompatible);
1159 if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1161 ERR("Unable to get color bits for format %s (%#x)!\n",
1162 debug_d3dformat(color_format->id), color_format->id);
1166 getDepthStencilBits(ds_format, &depthBits, &stencilBits);
1168 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1169 for(i=0; i<nCfgs; i++) {
1170 BOOL exactDepthMatch = TRUE;
1171 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1173 /* For now only accept RGBA formats. Perhaps some day we will
1174 * allow floating point formats for pbuffers. */
1175 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1178 /* In window mode we need a window drawable format and double buffering. */
1179 if(!(cfg->windowDrawable && cfg->doubleBuffer))
1182 /* We like to have aux buffers in backbuffer mode */
1183 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1186 if(matches[matchtry].exact_color) {
1187 if(cfg->redSize != redBits)
1189 if(cfg->greenSize != greenBits)
1191 if(cfg->blueSize != blueBits)
1194 if(cfg->redSize < redBits)
1196 if(cfg->greenSize < greenBits)
1198 if(cfg->blueSize < blueBits)
1201 if(matches[matchtry].exact_alpha) {
1202 if(cfg->alphaSize != alphaBits)
1205 if(cfg->alphaSize < alphaBits)
1209 /* We try to locate a format which matches our requirements exactly. In case of
1210 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1211 if(cfg->depthSize < depthBits)
1213 else if(cfg->depthSize > depthBits)
1214 exactDepthMatch = FALSE;
1216 /* In all cases make sure the number of stencil bits matches our requirements
1217 * even when we don't need stencil because it could affect performance EXCEPT
1218 * on cards which don't offer depth formats without stencil like the i915 drivers
1220 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1223 /* Check multisampling support */
1224 if(cfg->numSamples != numSamples)
1227 /* When we have passed all the checks then we have found a format which matches our
1228 * requirements. Note that we only check for a limit number of capabilities right now,
1229 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1230 * can still differ in things like multisampling, stereo, SRGB and other flags.
1233 /* Exit the loop as we have found a format :) */
1234 if(exactDepthMatch) {
1235 iPixelFormat = cfg->iPixelFormat;
1237 } else if(!iPixelFormat) {
1238 /* In the end we might end up with a format which doesn't exactly match our depth
1239 * requirements. Accept the first format we found because formats with higher iPixelFormat
1240 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1241 iPixelFormat = cfg->iPixelFormat;
1246 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1247 if(!iPixelFormat && !findCompatible) {
1248 ERR("Can't find a suitable iPixelFormat\n");
1250 } else if(!iPixelFormat) {
1251 PIXELFORMATDESCRIPTOR pfd;
1253 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1254 /* PixelFormat selection */
1255 ZeroMemory(&pfd, sizeof(pfd));
1256 pfd.nSize = sizeof(pfd);
1258 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1259 pfd.iPixelType = PFD_TYPE_RGBA;
1260 pfd.cAlphaBits = alphaBits;
1261 pfd.cColorBits = colorBits;
1262 pfd.cDepthBits = depthBits;
1263 pfd.cStencilBits = stencilBits;
1264 pfd.iLayerType = PFD_MAIN_PLANE;
1266 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1268 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1269 ERR("Can't find a suitable iPixelFormat\n");
1274 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1275 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1276 return iPixelFormat;
1279 /* Do not call while under the GL lock. */
1280 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain,
1281 IWineD3DSurfaceImpl *target, const struct wined3d_format *ds_format)
1283 IWineD3DDeviceImpl *device = swapchain->device;
1284 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1285 const struct wined3d_format *color_format;
1286 struct wined3d_context *ret;
1287 PIXELFORMATDESCRIPTOR pfd;
1288 BOOL auxBuffers = FALSE;
1297 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1299 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1302 ERR("Failed to allocate context memory.\n");
1306 if (!(hdc = GetDC(swapchain->win_handle)))
1308 ERR("Failed to retrieve a device context.\n");
1312 color_format = target->resource.format;
1314 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1315 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1316 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1320 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1321 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1322 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1323 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1326 /* DirectDraw supports 8bit paletted render targets and these are used by
1327 * old games like Starcraft and C&C. Most modern hardware doesn't support
1328 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1329 * conversion (ab)uses the alpha component for storing the palette index.
1330 * For this reason we require a format with 8bit alpha, so request
1332 if (color_format->id == WINED3DFMT_P8_UINT)
1333 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1335 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1336 if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1338 if (!gl_info->supported[ARB_MULTISAMPLE])
1339 WARN("The application is requesting multisampling without support.\n");
1342 TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1343 numSamples = swapchain->presentParms.MultiSampleType;
1347 /* Try to find a pixel format which matches our requirements. */
1348 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1349 auxBuffers, numSamples, FALSE /* findCompatible */);
1351 /* Try to locate a compatible format if we weren't able to find anything. */
1354 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1355 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1356 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1359 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1362 ERR("Can't find a suitable pixel format.\n");
1366 DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1367 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1369 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1373 ctx = pwglCreateContext(hdc);
1374 if (device->numContexts)
1376 if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1378 DWORD err = GetLastError();
1379 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1380 device->contexts[0]->glCtx, ctx, err);
1385 ERR("Failed to create a WGL context\n");
1389 if (!device_context_add(device, ret))
1391 ERR("Failed to add the newly created context to the context list\n");
1392 if (!pwglDeleteContext(ctx))
1394 DWORD err = GetLastError();
1395 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1400 ret->gl_info = gl_info;
1402 /* Mark all states dirty to force a proper initialization of the states
1403 * on the first use of the context. */
1404 for (state = 0; state <= STATE_HIGHEST; ++state)
1406 if (device->StateTable[state].representative)
1407 Context_MarkStateDirty(ret, state, device->StateTable);
1410 ret->swapchain = swapchain;
1411 ret->current_rt = target;
1412 ret->tid = GetCurrentThreadId();
1414 ret->render_offscreen = surface_is_offscreen(target);
1415 ret->draw_buffer_dirty = TRUE;
1419 ret->win_handle = swapchain->win_handle;
1421 ret->pixel_format = pixel_format;
1423 if (device->shader_backend->shader_dirtifyable_constants())
1425 /* Create the dirty constants array and initialize them to dirty */
1426 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1427 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1428 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1429 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1430 memset(ret->vshader_const_dirty, 1,
1431 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1432 memset(ret->pshader_const_dirty, 1,
1433 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1436 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1437 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1438 if (!ret->blit_targets) goto out;
1440 ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1441 gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1442 if (!ret->draw_buffers) goto out;
1444 ret->free_occlusion_query_size = 4;
1445 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1446 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1447 if (!ret->free_occlusion_queries) goto out;
1449 list_init(&ret->occlusion_queries);
1451 ret->free_event_query_size = 4;
1452 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1453 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1454 if (!ret->free_event_queries) goto out;
1456 list_init(&ret->event_queries);
1458 TRACE("Successfully created new context %p\n", ret);
1460 list_init(&ret->fbo_list);
1461 list_init(&ret->fbo_destroy_list);
1465 /* Set up the context defaults */
1466 if (!context_set_current(ret))
1468 ERR("Cannot activate context to set up defaults\n");
1469 context_release(ret);
1473 switch (swapchain->presentParms.PresentationInterval)
1475 case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1478 case WINED3DPRESENT_INTERVAL_DEFAULT:
1479 case WINED3DPRESENT_INTERVAL_ONE:
1482 case WINED3DPRESENT_INTERVAL_TWO:
1485 case WINED3DPRESENT_INTERVAL_THREE:
1488 case WINED3DPRESENT_INTERVAL_FOUR:
1492 FIXME("Unknown presentation interval %08x\n", swapchain->presentParms.PresentationInterval);
1496 if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1498 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1499 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1500 swap_interval, ret, GetLastError());
1505 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1507 TRACE("Setting up the screen\n");
1508 /* Clear the screen */
1509 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1510 checkGLcall("glClearColor");
1513 glClearStencil(0xffff);
1515 checkGLcall("glClear");
1517 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1518 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1520 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1521 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1523 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1524 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1526 glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1527 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1528 glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1529 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1531 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1533 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1534 * and textures in DIB sections(due to the memory protection).
1536 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1537 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1539 if (gl_info->supported[ARB_VERTEX_BLEND])
1541 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1542 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1543 * GL_VERTEX_BLEND_ARB isn't enabled too
1545 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1546 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1548 if (gl_info->supported[NV_TEXTURE_SHADER2])
1550 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1551 * the previous texture where to source the offset from is always unit - 1.
1553 for (s = 1; s < gl_info->limits.textures; ++s)
1555 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1556 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1557 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1560 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1562 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1563 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1564 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1565 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1568 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1569 * program and the dummy program is destroyed when the context is destroyed.
1571 const char *dummy_program =
1573 "MOV result.color, fragment.color.primary;\n"
1575 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1576 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1577 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1580 for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1582 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1583 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1584 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1587 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1589 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1591 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1593 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1598 device->frag_pipe->enable_extension(TRUE);
1600 TRACE("Created context %p.\n", ret);
1605 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1606 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1607 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1608 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1609 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1610 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1611 HeapFree(GetProcessHeap(), 0, ret);
1615 /* Do not call while under the GL lock. */
1616 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1620 TRACE("Destroying ctx %p\n", context);
1622 if (context->tid == GetCurrentThreadId() || !context->current)
1624 context_destroy_gl_resources(context);
1625 TlsSetValue(wined3d_context_tls_idx, NULL);
1630 context->destroyed = 1;
1634 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1635 HeapFree(GetProcessHeap(), 0, context->blit_targets);
1636 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1637 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1638 device_context_remove(This, context);
1639 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1642 /* GL locking is done by the caller */
1643 static inline void set_blit_dimension(UINT width, UINT height) {
1644 glMatrixMode(GL_PROJECTION);
1645 checkGLcall("glMatrixMode(GL_PROJECTION)");
1647 checkGLcall("glLoadIdentity()");
1648 glOrtho(0, width, 0, height, 0.0, -1.0);
1649 checkGLcall("glOrtho");
1650 glViewport(0, 0, width, height);
1651 checkGLcall("glViewport");
1654 /*****************************************************************************
1657 * Sets up a context for DirectDraw blitting.
1658 * All texture units are disabled, texture unit 0 is set as current unit
1659 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1660 * color writing enabled for all channels
1661 * register combiners disabled, shaders disabled
1662 * world matrix is set to identity, texture matrix 0 too
1663 * projection matrix is setup for drawing screen coordinates
1666 * This: Device to activate the context for
1667 * context: Context to setup
1669 *****************************************************************************/
1670 /* Context activation is done by the caller. */
1671 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1674 const struct StateEntry *StateTable = This->StateTable;
1675 const struct wined3d_gl_info *gl_info = context->gl_info;
1676 UINT width = context->current_rt->resource.width;
1677 UINT height = context->current_rt->resource.height;
1680 TRACE("Setting up context %p for blitting\n", context);
1681 if(context->last_was_blit) {
1682 if(context->blit_w != width || context->blit_h != height) {
1684 set_blit_dimension(width, height);
1686 context->blit_w = width; context->blit_h = height;
1687 /* No need to dirtify here, the states are still dirtified because they weren't
1688 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1692 TRACE("Context is already set up for blitting, nothing to do\n");
1695 context->last_was_blit = TRUE;
1697 /* TODO: Use a display list */
1699 /* Disable shaders */
1701 This->shader_backend->shader_select(context, FALSE, FALSE);
1704 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1705 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1707 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1708 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1709 * which can safely be called from here, we only lock once instead locking/unlocking
1710 * after each GL call.
1714 /* Disable all textures. The caller can then bind a texture it wants to blit
1717 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1718 * function texture unit. No need to care for higher samplers
1720 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1722 sampler = This->rev_tex_unit_map[i];
1723 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1724 checkGLcall("glActiveTextureARB");
1726 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1728 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1729 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1731 glDisable(GL_TEXTURE_3D);
1732 checkGLcall("glDisable GL_TEXTURE_3D");
1733 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1735 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1736 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1738 glDisable(GL_TEXTURE_2D);
1739 checkGLcall("glDisable GL_TEXTURE_2D");
1741 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1742 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1744 if (sampler != WINED3D_UNMAPPED_STAGE)
1746 if (sampler < MAX_TEXTURES) {
1747 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1749 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1752 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1753 checkGLcall("glActiveTextureARB");
1755 sampler = This->rev_tex_unit_map[0];
1757 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1759 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1760 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1762 glDisable(GL_TEXTURE_3D);
1763 checkGLcall("glDisable GL_TEXTURE_3D");
1764 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1766 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1767 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1769 glDisable(GL_TEXTURE_2D);
1770 checkGLcall("glDisable GL_TEXTURE_2D");
1772 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1774 glMatrixMode(GL_TEXTURE);
1775 checkGLcall("glMatrixMode(GL_TEXTURE)");
1777 checkGLcall("glLoadIdentity()");
1779 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1781 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1782 GL_TEXTURE_LOD_BIAS_EXT,
1784 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1787 if (sampler != WINED3D_UNMAPPED_STAGE)
1789 if (sampler < MAX_TEXTURES) {
1790 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1791 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1793 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1796 /* Other misc states */
1797 glDisable(GL_ALPHA_TEST);
1798 checkGLcall("glDisable(GL_ALPHA_TEST)");
1799 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1800 glDisable(GL_LIGHTING);
1801 checkGLcall("glDisable GL_LIGHTING");
1802 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1803 glDisable(GL_DEPTH_TEST);
1804 checkGLcall("glDisable GL_DEPTH_TEST");
1805 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1806 glDisableWINE(GL_FOG);
1807 checkGLcall("glDisable GL_FOG");
1808 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1809 glDisable(GL_BLEND);
1810 checkGLcall("glDisable GL_BLEND");
1811 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1812 glDisable(GL_CULL_FACE);
1813 checkGLcall("glDisable GL_CULL_FACE");
1814 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1815 glDisable(GL_STENCIL_TEST);
1816 checkGLcall("glDisable GL_STENCIL_TEST");
1817 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1818 glDisable(GL_SCISSOR_TEST);
1819 checkGLcall("glDisable GL_SCISSOR_TEST");
1820 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1821 if (gl_info->supported[ARB_POINT_SPRITE])
1823 glDisable(GL_POINT_SPRITE_ARB);
1824 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1825 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1827 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1828 checkGLcall("glColorMask");
1829 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1830 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
1831 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
1832 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
1833 if (gl_info->supported[EXT_SECONDARY_COLOR])
1835 glDisable(GL_COLOR_SUM_EXT);
1836 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1837 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1840 /* Setup transforms */
1841 glMatrixMode(GL_MODELVIEW);
1842 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1844 checkGLcall("glLoadIdentity()");
1845 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1847 context->last_was_rhw = TRUE;
1848 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1850 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1851 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1852 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1853 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1854 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1855 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1856 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1858 set_blit_dimension(width, height);
1862 context->blit_w = width; context->blit_h = height;
1863 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1864 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1866 This->frag_pipe->enable_extension(FALSE);
1869 /* Do not call while under the GL lock. */
1870 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target)
1872 struct wined3d_context *current_context = context_get_current();
1873 struct wined3d_context *context;
1875 if (current_context && current_context->destroyed) current_context = NULL;
1880 && current_context->current_rt
1881 && current_context->swapchain->device == This)
1883 target = current_context->current_rt;
1887 IWineD3DSwapChainImpl *swapchain = This->swapchains[0];
1888 if (swapchain->back_buffers) target = swapchain->back_buffers[0];
1889 else target = swapchain->front_buffer;
1893 if (current_context && current_context->current_rt == target)
1895 context_validate(current_context);
1896 return current_context;
1899 if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1901 TRACE("Rendering onscreen\n");
1903 context = swapchain_get_context(target->container.u.swapchain);
1907 TRACE("Rendering offscreen\n");
1909 /* Stay with the current context if possible. Otherwise use the
1910 * context for the primary swapchain. */
1911 if (current_context && current_context->swapchain->device == This)
1912 context = current_context;
1914 context = swapchain_get_context(This->swapchains[0]);
1917 context_validate(context);
1922 /* Context activation is done by the caller. */
1923 static void context_apply_draw_buffers(struct wined3d_context *context, UINT rt_count, IWineD3DSurfaceImpl **rts)
1925 if (!surface_is_offscreen(rts[0]))
1928 glDrawBuffer(surface_get_gl_buffer(rts[0]));
1929 checkGLcall("glDrawBuffer()");
1935 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1937 const struct wined3d_gl_info *gl_info = context->gl_info;
1940 for (i = 0; i < gl_info->limits.buffers; ++i)
1942 if (i < rt_count && rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
1943 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1945 context->draw_buffers[i] = GL_NONE;
1948 if (gl_info->supported[ARB_DRAW_BUFFERS])
1950 GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, context->draw_buffers));
1951 checkGLcall("glDrawBuffers()");
1955 glDrawBuffer(context->draw_buffers[0]);
1956 checkGLcall("glDrawBuffer()");
1961 glDrawBuffer(rts[0]->resource.device->offscreenBuffer);
1962 checkGLcall("glDrawBuffer()");
1968 /* GL locking is done by the caller. */
1969 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1971 glDrawBuffer(buffer);
1972 checkGLcall("glDrawBuffer()");
1973 context->draw_buffer_dirty = TRUE;
1976 static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
1979 if (context->render_offscreen == offscreen) return;
1981 Context_MarkStateDirty(context, STATE_POINTSPRITECOORDORIGIN, StateTable);
1982 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1983 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1984 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1985 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1986 context->render_offscreen = offscreen;
1989 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
1990 const struct wined3d_format *required)
1992 short existing_depth, existing_stencil, required_depth, required_stencil;
1994 if (existing == required) return TRUE;
1995 if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
1997 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
1998 getDepthStencilBits(required, &required_depth, &required_stencil);
2000 if(existing_depth < required_depth) return FALSE;
2001 /* If stencil bits are used the exact amount is required - otherwise wrapping
2002 * won't work correctly */
2003 if(required_stencil && required_stencil != existing_stencil) return FALSE;
2006 /* The caller provides a context */
2007 static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device,
2008 struct wined3d_context *context, IWineD3DSurfaceImpl *depth_stencil)
2010 /* Onscreen surfaces are always in a swapchain */
2011 IWineD3DSwapChainImpl *swapchain = context->current_rt->container.u.swapchain;
2013 if (context->render_offscreen || !depth_stencil) return;
2014 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
2016 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2017 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2019 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2021 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2022 surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
2023 swapchain->render_to_fbo = TRUE;
2024 context_set_render_offscreen(context, device->StateTable, TRUE);
2027 /* Context activation is done by the caller. */
2028 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2030 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2032 context_validate_onscreen_formats(device, context, NULL);
2034 if (context->render_offscreen)
2036 surface_internal_preload(context->current_rt, SRGB_RGB);
2039 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->current_rt, NULL, SFLAG_INTEXTURE);
2045 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2049 context->draw_buffer_dirty = TRUE;
2052 if (context->draw_buffer_dirty)
2054 context_apply_draw_buffers(context, 1, &context->current_rt);
2055 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2056 context->draw_buffer_dirty = FALSE;
2059 SetupForBlit(device, context);
2062 static BOOL context_validate_rt_config(UINT rt_count,
2063 IWineD3DSurfaceImpl **rts, IWineD3DSurfaceImpl *ds)
2067 if (ds) return TRUE;
2069 for (i = 0; i < rt_count; ++i)
2071 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2075 WARN("Invalid render target config, need at least one attachment.\n");
2079 /* Context activation is done by the caller. */
2080 BOOL context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
2081 UINT rt_count, IWineD3DSurfaceImpl **rts, IWineD3DSurfaceImpl *depth_stencil)
2083 const struct StateEntry *state_table = device->StateTable;
2086 if (!context_validate_rt_config(rt_count, rts, depth_stencil))
2090 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2092 context_validate_onscreen_formats(device, context, depth_stencil);
2096 if (surface_is_offscreen(rts[0]))
2098 for (i = 0; i < rt_count; ++i)
2100 context->blit_targets[i] = rts[i];
2102 while (i < context->gl_info->limits.buffers)
2104 context->blit_targets[i] = NULL;
2107 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, depth_stencil, SFLAG_INTEXTURE);
2111 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2117 context_apply_draw_buffers(context, rt_count, rts);
2118 context->draw_buffer_dirty = TRUE;
2120 if (context->last_was_blit)
2122 device->frag_pipe->enable_extension(TRUE);
2125 /* Blending and clearing should be orthogonal, but tests on the nvidia
2126 * driver show that disabling blending when clearing improves the clearing
2127 * performance incredibly. */
2129 glDisable(GL_BLEND);
2130 glEnable(GL_SCISSOR_TEST);
2131 checkGLcall("glEnable GL_SCISSOR_TEST");
2134 context->last_was_blit = FALSE;
2135 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2136 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2137 Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2142 /* Context activation is done by the caller. */
2143 BOOL context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2145 const struct StateEntry *state_table = device->StateTable;
2148 if (!context_validate_rt_config(context->gl_info->limits.buffers,
2149 device->render_targets, device->depth_stencil))
2152 /* Preload resources before FBO setup. Texture preload in particular may
2153 * result in changes to the current FBO, due to using e.g. FBO blits for
2154 * updating a resource location. */
2155 IWineD3DDeviceImpl_FindTexUnitMap(device);
2156 device_preload_textures(device);
2157 if (isStateDirty(context, STATE_VDECL))
2158 device_update_stream_info(device, context->gl_info);
2160 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2162 context_validate_onscreen_formats(device, context, device->depth_stencil);
2164 if (!context->render_offscreen)
2167 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2173 context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets,
2174 device->depth_stencil, SFLAG_INTEXTURE);
2179 if (context->draw_buffer_dirty)
2181 context_apply_draw_buffers(context, context->gl_info->limits.buffers, device->render_targets);
2182 context->draw_buffer_dirty = FALSE;
2185 if (context->last_was_blit)
2187 device->frag_pipe->enable_extension(TRUE);
2191 for (i = 0; i < context->numDirtyEntries; ++i)
2193 DWORD rep = context->dirtyArray[i];
2194 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2195 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2196 context->isStateDirty[idx] &= ~(1 << shift);
2197 state_table[rep].apply(rep, device->stateBlock, context);
2200 context->numDirtyEntries = 0; /* This makes the whole list clean */
2201 context->last_was_blit = FALSE;
2206 static void context_setup_target(IWineD3DDeviceImpl *device,
2207 struct wined3d_context *context, IWineD3DSurfaceImpl *target)
2209 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2210 const struct StateEntry *StateTable = device->StateTable;
2212 if (!target) return;
2213 render_offscreen = surface_is_offscreen(target);
2214 if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2216 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2217 * the alpha blend state changes with different render target formats. */
2218 if (!context->current_rt)
2220 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2224 const struct wined3d_format *old = context->current_rt->resource.format;
2225 const struct wined3d_format *new = target->resource.format;
2227 if (old->id != new->id)
2229 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2230 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2231 || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2233 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2235 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2236 if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
2238 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), StateTable);
2242 /* When switching away from an offscreen render target, and we're not
2243 * using FBOs, we have to read the drawable into the texture. This is
2244 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2245 * are some things that need care though. PreLoad needs a GL context,
2246 * and FindContext is called before the context is activated. It also
2247 * has to be called with the old rendertarget active, otherwise a
2248 * wrong drawable is read. */
2249 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2250 && old_render_offscreen && context->current_rt != target)
2252 /* Read the back buffer of the old drawable into the destination texture. */
2253 if (context->current_rt->texture_name_srgb)
2255 surface_internal_preload(context->current_rt, SRGB_BOTH);
2259 surface_internal_preload(context->current_rt, SRGB_RGB);
2262 surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2266 context->draw_buffer_dirty = TRUE;
2267 context->current_rt = target;
2268 context_set_render_offscreen(context, StateTable, render_offscreen);
2271 /* Do not call while under the GL lock. */
2272 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *target)
2274 struct wined3d_context *current_context = context_get_current();
2275 struct wined3d_context *context;
2277 TRACE("device %p, target %p.\n", device, target);
2279 context = FindContext(device, target);
2280 context_setup_target(device, context, target);
2281 context_enter(context);
2282 if (!context->valid) return context;
2284 if (context != current_context)
2286 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2287 else device->frag_pipe->enable_extension(!context->last_was_blit);
2289 if (context->vshader_const_dirty)
2291 memset(context->vshader_const_dirty, 1,
2292 sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2293 device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2295 if (context->pshader_const_dirty)
2297 memset(context->pshader_const_dirty, 1,
2298 sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2299 device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2302 else if (context->restore_ctx)
2304 if (!pwglMakeCurrent(context->hdc, context->glCtx))
2306 DWORD err = GetLastError();
2307 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2308 context->hdc, context->glCtx, err);