2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 /*****************************************************************************
33 * Context_MarkStateDirty
35 * Marks a state in a context dirty. Only one context, opposed to
36 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
40 * context: Context to mark the state dirty in
41 * state: State to mark dirty
42 * StateTable: Pointer to the state table in use(for state grouping)
44 *****************************************************************************/
45 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) {
46 DWORD rep = StateTable[state].representative;
50 if(!rep || isStateDirty(context, rep)) return;
52 context->dirtyArray[context->numDirtyEntries++] = rep;
55 context->isStateDirty[idx] |= (1 << shift);
58 /*****************************************************************************
61 * Adds a context to the context array. Helper function for CreateContext
63 * This method is not called in performance-critical code paths, only when a
64 * new render target or swapchain is created. Thus performance is not an issue
68 * This: Device to add the context for
70 * glCtx: WGL context to add
71 * pbuffer: optional pbuffer used with this context
73 *****************************************************************************/
74 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
75 WineD3DContext **oldArray = This->contexts;
78 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
79 if(This->contexts == NULL) {
80 ERR("Unable to grow the context array\n");
81 This->contexts = oldArray;
85 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
88 This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
89 if(This->contexts[This->numContexts] == NULL) {
90 ERR("Unable to allocate a new context\n");
91 HeapFree(GetProcessHeap(), 0, This->contexts);
92 This->contexts = oldArray;
96 This->contexts[This->numContexts]->hdc = hdc;
97 This->contexts[This->numContexts]->glCtx = glCtx;
98 This->contexts[This->numContexts]->pbuffer = pbuffer;
99 This->contexts[This->numContexts]->win_handle = win_handle;
100 HeapFree(GetProcessHeap(), 0, oldArray);
102 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
104 for(state = 0; state <= STATE_HIGHEST; state++) {
105 Context_MarkStateDirty(This->contexts[This->numContexts], state, This->shader_backend->StateTable);
109 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
110 return This->contexts[This->numContexts - 1];
113 /*****************************************************************************
116 * Creates a new context for a window, or a pbuffer context.
119 * This: Device to activate the context for
120 * target: Surface this context will render to
121 * win_handle: handle to the window which we are drawing to
122 * create_pbuffer: tells whether to create a pbuffer or not
123 * pPresentParameters: contains the pixelformats to use for onscreen rendering
125 *****************************************************************************/
126 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
127 HDC oldDrawable, hdc;
128 HPBUFFERARB pbuffer = NULL;
129 HGLRC ctx = NULL, oldCtx;
130 WineD3DContext *ret = NULL;
133 TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
135 #define PUSH1(att) attribs[nAttribs++] = (att);
136 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
138 HDC hdc_parent = GetDC(win_handle);
139 int iPixelFormat = 0;
140 short redBits, greenBits, blueBits, alphaBits, colorBits;
141 short depthBits, stencilBits;
143 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
144 WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
148 unsigned int nFormats;
150 /* Retrieve the specifications for the pixelformat from the backbuffer / stencilbuffer */
151 getColorBits(target->resource.format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits);
152 getDepthStencilBits(StencilBufferFormat, &depthBits, &stencilBits);
153 PUSH2(WGL_DRAW_TO_PBUFFER_ARB, 1); /* We need pbuffer support; doublebuffering isn't needed */
154 PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
155 PUSH2(WGL_COLOR_BITS_ARB, colorBits);
156 PUSH2(WGL_RED_BITS_ARB, redBits);
157 PUSH2(WGL_GREEN_BITS_ARB, greenBits);
158 PUSH2(WGL_BLUE_BITS_ARB, blueBits);
159 PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
160 PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
161 PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
162 PUSH1(0); /* end the list */
164 /* Try to find a pixelformat that matches exactly. If that fails let ChoosePixelFormat try to find a close match */
165 if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc_parent, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
167 PIXELFORMATDESCRIPTOR pfd;
169 TRACE("Falling back to ChoosePixelFormat as wglChoosePixelFormatARB failed\n");
171 ZeroMemory(&pfd, sizeof(pfd));
172 pfd.nSize = sizeof(pfd);
174 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER_DONTCARE | PFD_DRAW_TO_WINDOW;
175 pfd.iPixelType = PFD_TYPE_RGBA;
176 pfd.cColorBits = colorBits;
177 pfd.cDepthBits = depthBits;
178 pfd.cStencilBits = stencilBits;
179 pfd.iLayerType = PFD_MAIN_PLANE;
181 iPixelFormat = ChoosePixelFormat(hdc_parent, &pfd);
183 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
184 ERR("Can't find a suitable iPixelFormat for the pbuffer\n");
188 TRACE("Creating a pBuffer drawable for the new context\n");
189 pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
191 ERR("Cannot create a pbuffer\n");
192 ReleaseDC(win_handle, hdc_parent);
196 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
197 hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
199 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
200 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
201 ReleaseDC(win_handle, hdc_parent);
204 ReleaseDC(win_handle, hdc_parent);
206 PIXELFORMATDESCRIPTOR pfd;
208 short redBits, greenBits, blueBits, alphaBits, colorBits;
209 short depthBits=0, stencilBits=0;
213 unsigned int nFormats;
214 WINED3DFORMAT fmt = target->resource.format;
216 hdc = GetDC(win_handle);
218 ERR("Cannot retrieve a device context!\n");
222 /* PixelFormat selection */
223 PUSH2(WGL_DRAW_TO_WINDOW_ARB, GL_TRUE); /* We want to draw to a window */
224 PUSH2(WGL_DOUBLE_BUFFER_ARB, GL_TRUE);
225 PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
226 PUSH2(WGL_SUPPORT_OPENGL_ARB, GL_TRUE);
227 PUSH2(WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB); /* Make sure we receive an accelerated format. On windows (at least on ATI) this is not always the case */
229 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
230 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
231 if(target->resource.format == WINED3DFMT_X4R4G4B4)
232 fmt = WINED3DFMT_A4R4G4B4;
233 else if(target->resource.format == WINED3DFMT_X8R8G8B8)
234 fmt = WINED3DFMT_A8R8G8B8;
236 /* We like to have two aux buffers in backbuffer mode */
237 PUSH2(WGL_AUX_BUFFERS_ARB, 2);
240 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
241 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
242 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
243 * a format with 8bit alpha, so request A8R8G8B8. */
244 if(fmt == WINED3DFMT_P8)
245 fmt = WINED3DFMT_A8R8G8B8;
247 if(!getColorBits(fmt, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
248 ERR("Unable to get color bits for format %#x!\n", target->resource.format);
251 PUSH2(WGL_COLOR_BITS_ARB, colorBits);
252 PUSH2(WGL_RED_BITS_ARB, redBits);
253 PUSH2(WGL_GREEN_BITS_ARB, greenBits);
254 PUSH2(WGL_BLUE_BITS_ARB, blueBits);
255 PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
257 /* Retrieve the depth stencil format from the present parameters.
258 * The choice of the proper format can give a nice performance boost
259 * in case of GPU limited programs. */
260 if(pPresentParms->EnableAutoDepthStencil) {
261 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
262 if(!getDepthStencilBits(pPresentParms->AutoDepthStencilFormat, &depthBits, &stencilBits)) {
263 ERR("Unable to get depth / stencil bits for AutoDepthStencilFormat %#x!\n", pPresentParms->AutoDepthStencilFormat);
266 PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
267 PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
270 PUSH1(0); /* end the list */
272 /* In case of failure hope that standard ChoosePixelFormat will find something suitable */
273 if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
275 /* PixelFormat selection */
276 ZeroMemory(&pfd, sizeof(pfd));
277 pfd.nSize = sizeof(pfd);
279 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
280 pfd.iPixelType = PFD_TYPE_RGBA;
281 pfd.cAlphaBits = alphaBits;
282 pfd.cColorBits = colorBits;
283 pfd.cDepthBits = depthBits;
284 pfd.cStencilBits = stencilBits;
285 pfd.iLayerType = PFD_MAIN_PLANE;
287 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
289 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
290 ERR("Can't find a suitable iPixelFormat\n");
294 DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
295 res = SetPixelFormat(hdc, iPixelFormat, NULL);
297 int oldPixelFormat = GetPixelFormat(hdc);
300 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
301 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
302 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
305 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
313 ctx = pwglCreateContext(hdc);
314 if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
317 ERR("Failed to create a WGL context\n");
319 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
320 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
324 ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
326 ERR("Failed to add the newly created context to the context list\n");
327 pwglDeleteContext(ctx);
329 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
330 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
334 ret->surface = (IWineD3DSurface *) target;
335 ret->isPBuffer = create_pbuffer;
336 ret->tid = GetCurrentThreadId();
337 if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
338 /* Create the dirty constants array and initialize them to dirty */
339 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
340 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
341 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
342 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
343 memset(ret->vshader_const_dirty, 1,
344 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
345 memset(ret->pshader_const_dirty, 1,
346 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
349 TRACE("Successfully created new context %p\n", ret);
351 /* Set up the context defaults */
352 oldCtx = pwglGetCurrentContext();
353 oldDrawable = pwglGetCurrentDC();
354 if(oldCtx && oldDrawable && GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
355 /* See comment in ActivateContext context switching */
356 glDisable(GL_FRAGMENT_SHADER_ATI);
357 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
359 if(pwglMakeCurrent(hdc, ctx) == FALSE) {
360 ERR("Cannot activate context to set up defaults\n");
366 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
368 TRACE("Setting up the screen\n");
369 /* Clear the screen */
370 glClearColor(1.0, 0.0, 0.0, 0.0);
371 checkGLcall("glClearColor");
374 glClearStencil(0xffff);
376 checkGLcall("glClear");
378 glColor3f(1.0, 1.0, 1.0);
379 checkGLcall("glColor3f");
381 glEnable(GL_LIGHTING);
382 checkGLcall("glEnable");
384 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
385 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
387 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
388 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
390 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
391 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
393 glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
394 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
395 glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
396 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
398 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
399 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
400 * and textures in DIB sections(due to the memory protection).
402 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
403 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
405 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
406 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
407 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
408 * GL_VERTEX_BLEND_ARB isn't enabled too
410 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
411 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
413 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
414 glEnable(GL_TEXTURE_SHADER_NV);
415 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
417 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
418 * the previous texture where to source the offset from is always unit - 1.
420 for(s = 1; s < GL_LIMITS(textures); s++) {
421 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
422 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
423 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
427 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
428 for(s = 0; s < GL_LIMITS(textures); s++) {
429 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
430 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
431 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
436 /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
437 * but enable it for the first context we create, and reenable it on the old context
439 if(oldDrawable && oldCtx) {
440 pwglMakeCurrent(oldDrawable, oldCtx);
442 if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
443 glEnable(GL_FRAGMENT_SHADER_ATI);
444 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
451 /*****************************************************************************
452 * RemoveContextFromArray
454 * Removes a context from the context manager. The opengl context is not
455 * destroyed or unset. context is not a valid pointer after that call.
457 * Similar to the former call this isn't a performance critical function. A
458 * helper function for DestroyContext.
461 * This: Device to activate the context for
462 * context: Context to remove
464 *****************************************************************************/
465 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
467 WineD3DContext **oldArray = This->contexts;
469 TRACE("Removing ctx %p\n", context);
473 if(This->numContexts) {
474 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
475 if(!This->contexts) {
476 ERR("Cannot allocate a new context array, PANIC!!!\n");
479 for(s = 0; s < This->numContexts; s++) {
480 if(oldArray[s] == context) continue;
481 This->contexts[t] = oldArray[s];
485 This->contexts = NULL;
488 HeapFree(GetProcessHeap(), 0, context);
489 HeapFree(GetProcessHeap(), 0, oldArray);
492 /*****************************************************************************
495 * Destroys a wineD3DContext
498 * This: Device to activate the context for
499 * context: Context to destroy
501 *****************************************************************************/
502 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
504 /* check that we are the current context first */
505 TRACE("Destroying ctx %p\n", context);
506 if(pwglGetCurrentContext() == context->glCtx){
507 pwglMakeCurrent(NULL, NULL);
510 if(context->isPBuffer) {
511 GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
512 GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
513 } else ReleaseDC(context->win_handle, context->hdc);
514 pwglDeleteContext(context->glCtx);
516 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
517 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
518 RemoveContextFromArray(This, context);
521 /*****************************************************************************
524 * Sets up a context for DirectDraw blitting.
525 * All texture units are disabled, texture unit 0 is set as current unit
526 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
527 * color writing enabled for all channels
528 * register combiners disabled, shaders disabled
529 * world matrix is set to identity, texture matrix 0 too
530 * projection matrix is setup for drawing screen coordinates
533 * This: Device to activate the context for
534 * context: Context to setup
535 * width: render target width
536 * height: render target height
538 *****************************************************************************/
539 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
541 const struct StateEntry *StateTable = This->shader_backend->StateTable;
543 TRACE("Setting up context %p for blitting\n", context);
544 if(context->last_was_blit) {
545 TRACE("Context is already set up for blitting, nothing to do\n");
548 context->last_was_blit = TRUE;
550 /* TODO: Use a display list */
552 /* Disable shaders */
553 This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
554 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
555 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
557 /* Disable all textures. The caller can then bind a texture it wants to blit
560 if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
561 glDisable(GL_REGISTER_COMBINERS_NV);
562 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
564 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
565 /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
566 * function texture unit. No need to care for higher samplers
568 for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
569 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
570 checkGLcall("glActiveTextureARB");
572 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
573 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
574 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
576 glDisable(GL_TEXTURE_3D);
577 checkGLcall("glDisable GL_TEXTURE_3D");
578 glDisable(GL_TEXTURE_2D);
579 checkGLcall("glDisable GL_TEXTURE_2D");
581 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
582 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
584 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), StateTable);
585 Context_MarkStateDirty(context, STATE_SAMPLER(i), StateTable);
587 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
588 checkGLcall("glActiveTextureARB");
590 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
591 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
592 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
594 glDisable(GL_TEXTURE_3D);
595 checkGLcall("glDisable GL_TEXTURE_3D");
596 glDisable(GL_TEXTURE_2D);
597 checkGLcall("glDisable GL_TEXTURE_2D");
599 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
601 glMatrixMode(GL_TEXTURE);
602 checkGLcall("glMatrixMode(GL_TEXTURE)");
604 checkGLcall("glLoadIdentity()");
605 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0), StateTable);
607 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
608 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
609 GL_TEXTURE_LOD_BIAS_EXT,
611 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
613 Context_MarkStateDirty(context, STATE_SAMPLER(0), StateTable);
614 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), StateTable);
616 /* Other misc states */
617 glDisable(GL_ALPHA_TEST);
618 checkGLcall("glDisable(GL_ALPHA_TEST)");
619 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
620 glDisable(GL_LIGHTING);
621 checkGLcall("glDisable GL_LIGHTING");
622 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
623 glDisable(GL_DEPTH_TEST);
624 checkGLcall("glDisable GL_DEPTH_TEST");
625 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
627 checkGLcall("glDisable GL_FOG");
628 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
630 checkGLcall("glDisable GL_BLEND");
631 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
632 glDisable(GL_CULL_FACE);
633 checkGLcall("glDisable GL_CULL_FACE");
634 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
635 glDisable(GL_STENCIL_TEST);
636 checkGLcall("glDisable GL_STENCIL_TEST");
637 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
638 glDisable(GL_SCISSOR_TEST);
639 checkGLcall("glDisable GL_SCISSOR_TEST");
640 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
641 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
642 glDisable(GL_POINT_SPRITE_ARB);
643 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
644 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
646 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
647 checkGLcall("glColorMask");
648 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
649 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
650 glDisable(GL_COLOR_SUM_EXT);
651 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
652 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
654 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
655 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
656 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
657 checkGLcall("glFinalCombinerInputNV");
660 /* Setup transforms */
661 glMatrixMode(GL_MODELVIEW);
662 checkGLcall("glMatrixMode(GL_MODELVIEW)");
664 checkGLcall("glLoadIdentity()");
665 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
667 glMatrixMode(GL_PROJECTION);
668 checkGLcall("glMatrixMode(GL_PROJECTION)");
670 checkGLcall("glLoadIdentity()");
671 glOrtho(0, width, height, 0, 0.0, -1.0);
672 checkGLcall("glOrtho");
673 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
675 context->last_was_rhw = TRUE;
676 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
678 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
679 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
680 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
681 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
682 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
683 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
684 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
686 glViewport(0, 0, width, height);
687 checkGLcall("glViewport");
688 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
690 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
691 glDisable(GL_TEXTURE_SHADER_NV);
692 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
693 } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
694 glDisable(GL_FRAGMENT_SHADER_ATI);
695 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
699 /*****************************************************************************
700 * findThreadContextForSwapChain
702 * Searches a swapchain for all contexts and picks one for the thread tid.
703 * If none can be found the swapchain is requested to create a new context
705 *****************************************************************************/
706 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
709 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
710 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
711 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
716 /* Create a new context for the thread */
717 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
720 /*****************************************************************************
723 * Finds a context for the current render target and thread
726 * target: Render target to find the context for
727 * tid: Thread to activate the context for
729 * Returns: The needed context
731 *****************************************************************************/
732 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid, GLint *buffer) {
733 IWineD3DSwapChain *swapchain = NULL;
735 BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
736 WineD3DContext *context = This->activeContext;
737 BOOL oldRenderOffscreen = This->render_offscreen;
738 const WINED3DFORMAT oldFmt = ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->resource.format;
739 const WINED3DFORMAT newFmt = ((IWineD3DSurfaceImpl *) target)->resource.format;
740 const struct StateEntry *StateTable = This->shader_backend->StateTable;
742 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
743 * the alpha blend state changes with different render target formats
745 if(oldFmt != newFmt) {
746 const GlPixelFormatDesc *glDesc;
747 const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL);
748 const StaticPixelFormatDesc *new = getFormatDescEntry(newFmt, &GLINFO_LOCATION, &glDesc);
750 /* Disable blending when the alphaMask has changed and when a format doesn't support blending */
751 if((old->alphaMask && !new->alphaMask) || (!old->alphaMask && new->alphaMask) || !(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
752 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
756 hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
757 if(hr == WINED3D_OK && swapchain) {
758 TRACE("Rendering onscreen\n");
760 context = findThreadContextForSwapChain(swapchain, tid);
762 This->render_offscreen = FALSE;
763 /* The context != This->activeContext will catch a NOP context change. This can occur
764 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
765 * rendering. No context change is needed in that case
768 if(((IWineD3DSwapChainImpl *) swapchain)->frontBuffer == target) {
773 if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
774 if(This->pbufferContext && tid == This->pbufferContext->tid) {
775 This->pbufferContext->tid = 0;
778 IWineD3DSwapChain_Release(swapchain);
780 if(oldRenderOffscreen) {
781 Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
782 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
783 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
784 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
785 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
789 TRACE("Rendering offscreen\n");
790 This->render_offscreen = TRUE;
791 *buffer = This->offscreenBuffer;
793 switch(wined3d_settings.offscreen_rendering_mode) {
795 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
796 if(This->activeContext && tid == This->lastThread) {
797 context = This->activeContext;
799 /* This may happen if the app jumps straight into offscreen rendering
800 * Start using the context of the primary swapchain. tid == 0 is no problem
801 * for findThreadContextForSwapChain.
803 * Can also happen on thread switches - in that case findThreadContextForSwapChain
804 * is perfect to call.
806 context = findThreadContextForSwapChain(This->swapchains[0], tid);
812 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
813 if(This->pbufferContext == NULL ||
814 This->pbufferWidth < targetimpl->currentDesc.Width ||
815 This->pbufferHeight < targetimpl->currentDesc.Height) {
816 if(This->pbufferContext) {
817 DestroyContext(This, This->pbufferContext);
820 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
821 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
823 This->pbufferContext = CreateContext(This, targetimpl,
824 ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
825 TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
826 This->pbufferWidth = targetimpl->currentDesc.Width;
827 This->pbufferHeight = targetimpl->currentDesc.Height;
830 if(This->pbufferContext) {
831 if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
832 FIXME("The PBuffr context is only supported for one thread for now!\n");
834 This->pbufferContext->tid = tid;
835 context = This->pbufferContext;
838 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
839 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
844 /* Stay with the currently active context for back buffer rendering */
845 if(This->activeContext && tid == This->lastThread) {
846 context = This->activeContext;
848 /* This may happen if the app jumps straight into offscreen rendering
849 * Start using the context of the primary swapchain. tid == 0 is no problem
850 * for findThreadContextForSwapChain.
852 * Can also happen on thread switches - in that case findThreadContextForSwapChain
853 * is perfect to call.
855 context = findThreadContextForSwapChain(This->swapchains[0], tid);
860 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
861 /* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
862 * back when we are done won't mark us dirty.
864 IWineD3DSurface_PreLoad(target);
867 if(!oldRenderOffscreen) {
868 Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
869 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
870 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
871 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
872 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
876 BOOL oldInDraw = This->isInDraw;
878 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
879 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
880 * when using offscreen rendering with multithreading
882 This->isInDraw = TRUE;
884 /* Do that before switching the context:
885 * Read the back buffer of the old drawable into the destination texture
887 IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
889 /* Assume that the drawable will be modified by some other things now */
890 IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
892 This->isInDraw = oldInDraw;
895 if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
896 This->depth_copy_state = WINED3D_DCS_COPY;
901 /*****************************************************************************
904 * Finds a rendering context and drawable matching the device and render
905 * target for the current thread, activates them and puts them into the
909 * This: Device to activate the context for
910 * target: Requested render target
911 * usage: Prepares the context for blitting, drawing or other actions
913 *****************************************************************************/
914 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
915 DWORD tid = GetCurrentThreadId();
917 DWORD dirtyState, idx;
919 WineD3DContext *context;
921 const struct StateEntry *StateTable = This->shader_backend->StateTable;
923 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
924 if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
925 context = FindContext(This, target, tid, &drawBuffer);
926 This->lastActiveRenderTarget = target;
927 This->lastThread = tid;
929 /* Stick to the old context */
930 context = This->activeContext;
933 /* Activate the opengl context */
934 if(context != This->activeContext) {
937 /* Prevent an unneeded context switch as those are expensive */
938 if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) {
939 TRACE("Already using gl context %p\n", context->glCtx);
942 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
944 if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
945 /* Mesa crashes when enabling a context with GL_FRAGMENT_SHADER_ATI enabled.
946 * Thus we disable it before deactivating any context, and re-enable it afterwards.
948 * This bug is filed as bug #15269 on bugs.freedesktop.org
950 glDisable(GL_FRAGMENT_SHADER_ATI);
951 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
954 ret = pwglMakeCurrent(context->hdc, context->glCtx);
956 ERR("Failed to activate the new context\n");
957 } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER) && !context->last_was_blit) {
958 glEnable(GL_FRAGMENT_SHADER_ATI);
959 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
962 if(This->activeContext->vshader_const_dirty) {
963 memset(This->activeContext->vshader_const_dirty, 1,
964 sizeof(*This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
966 if(This->activeContext->pshader_const_dirty) {
967 memset(This->activeContext->pshader_const_dirty, 1,
968 sizeof(*This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
970 This->activeContext = context;
973 /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
975 /* Select the right draw buffer. It is selected in FindContext. */
976 if(drawBuffer && context->last_draw_buffer != drawBuffer) {
977 TRACE("Drawing to buffer: %#x\n", drawBuffer);
978 context->last_draw_buffer = drawBuffer;
980 glDrawBuffer(drawBuffer);
981 checkGLcall("glDrawBuffer");
985 case CTXUSAGE_RESOURCELOAD:
986 /* This does not require any special states to be set up */
990 if(context->last_was_blit) {
991 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
992 glEnable(GL_TEXTURE_SHADER_NV);
993 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
994 } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
995 glEnable(GL_FRAGMENT_SHADER_ATI);
996 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1000 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1001 * blending when clearing improves the clearing performance increadibly
1003 glDisable(GL_BLEND);
1004 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1006 glEnable(GL_SCISSOR_TEST);
1007 checkGLcall("glEnable GL_SCISSOR_TEST");
1008 context->last_was_blit = FALSE;
1009 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1010 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1013 case CTXUSAGE_DRAWPRIM:
1014 /* This needs all dirty states applied */
1015 if(context->last_was_blit) {
1016 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1017 glEnable(GL_TEXTURE_SHADER_NV);
1018 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
1019 } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
1020 glEnable(GL_FRAGMENT_SHADER_ATI);
1021 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1025 IWineD3DDeviceImpl_FindTexUnitMap(This);
1027 for(i=0; i < context->numDirtyEntries; i++) {
1028 dirtyState = context->dirtyArray[i];
1029 idx = dirtyState >> 5;
1030 shift = dirtyState & 0x1f;
1031 context->isStateDirty[idx] &= ~(1 << shift);
1032 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
1034 context->numDirtyEntries = 0; /* This makes the whole list clean */
1035 context->last_was_blit = FALSE;
1039 SetupForBlit(This, context,
1040 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
1041 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
1045 FIXME("Unexpected context usage requested\n");