2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 static DWORD wined3d_context_tls_idx;
33 /* FBO helper functions */
35 /* GL locking is done by the caller */
36 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
38 const struct wined3d_gl_info *gl_info = context->gl_info;
49 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
50 checkGLcall("glGenFramebuffers()");
51 TRACE("Created FBO %u.\n", *fbo);
58 case GL_READ_FRAMEBUFFER:
59 if (context->fbo_read_binding == f) return;
60 context->fbo_read_binding = f;
63 case GL_DRAW_FRAMEBUFFER:
64 if (context->fbo_draw_binding == f) return;
65 context->fbo_draw_binding = f;
69 if (context->fbo_read_binding == f
70 && context->fbo_draw_binding == f) return;
71 context->fbo_read_binding = f;
72 context->fbo_draw_binding = f;
76 FIXME("Unhandled target %#x.\n", target);
80 gl_info->fbo_ops.glBindFramebuffer(target, f);
81 checkGLcall("glBindFramebuffer()");
84 /* GL locking is done by the caller */
85 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
89 for (i = 0; i < gl_info->limits.buffers; ++i)
91 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
97 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
98 checkGLcall("glFramebufferTexture2D()");
101 /* GL locking is done by the caller */
102 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
104 const struct wined3d_gl_info *gl_info = context->gl_info;
106 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
107 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
108 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
110 gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
111 checkGLcall("glDeleteFramebuffers()");
114 /* GL locking is done by the caller */
115 static void context_attach_depth_stencil_fbo(const struct wined3d_context *context,
116 GLenum fbo_target, struct wined3d_surface *depth_stencil)
118 const struct wined3d_gl_info *gl_info = context->gl_info;
120 TRACE("Attach depth stencil %p\n", depth_stencil);
124 DWORD format_flags = depth_stencil->resource.format->flags;
126 if (depth_stencil->current_renderbuffer)
128 if (format_flags & WINED3DFMT_FLAG_DEPTH)
130 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
131 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
132 checkGLcall("glFramebufferRenderbuffer()");
135 if (format_flags & WINED3DFMT_FLAG_STENCIL)
137 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
138 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
139 checkGLcall("glFramebufferRenderbuffer()");
144 surface_prepare_texture(depth_stencil, gl_info, FALSE);
146 if (format_flags & WINED3DFMT_FLAG_DEPTH)
148 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
149 depth_stencil->texture_target, depth_stencil->texture_name,
150 depth_stencil->texture_level);
151 checkGLcall("glFramebufferTexture2D()");
154 if (format_flags & WINED3DFMT_FLAG_STENCIL)
156 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
157 depth_stencil->texture_target, depth_stencil->texture_name,
158 depth_stencil->texture_level);
159 checkGLcall("glFramebufferTexture2D()");
163 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
165 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
166 checkGLcall("glFramebufferTexture2D()");
169 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
171 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
172 checkGLcall("glFramebufferTexture2D()");
177 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
178 checkGLcall("glFramebufferTexture2D()");
180 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
181 checkGLcall("glFramebufferTexture2D()");
185 /* GL locking is done by the caller */
186 static void context_attach_surface_fbo(const struct wined3d_context *context,
187 GLenum fbo_target, DWORD idx, struct wined3d_surface *surface, DWORD location)
189 const struct wined3d_gl_info *gl_info = context->gl_info;
191 TRACE("Attach surface %p to %u\n", surface, idx);
193 if (surface && surface->resource.format->id != WINED3DFMT_NULL)
199 case SFLAG_INTEXTURE:
200 case SFLAG_INSRGBTEX:
201 srgb = location == SFLAG_INSRGBTEX;
202 surface_prepare_texture(surface, gl_info, srgb);
203 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
204 surface->texture_target, surface_get_texture_name(surface, gl_info, srgb),
205 surface->texture_level);
209 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
212 checkGLcall("glFramebufferTexture2D()");
216 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
217 checkGLcall("glFramebufferTexture2D()");
221 /* GL locking is done by the caller */
222 void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
224 const struct wined3d_gl_info *gl_info = context->gl_info;
227 if (!FIXME_ON(d3d)) return;
229 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
230 if (status == GL_FRAMEBUFFER_COMPLETE)
232 TRACE("FBO complete\n");
236 const struct wined3d_surface *attachment;
239 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
241 if (!context->current_fbo)
243 ERR("FBO 0 is incomplete, driver bug?\n");
247 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
248 context->current_fbo->location);
250 /* Dump the FBO attachments */
251 for (i = 0; i < gl_info->limits.buffers; ++i)
253 attachment = context->current_fbo->render_targets[i];
256 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
257 i, attachment, debug_d3dformat(attachment->resource.format->id),
258 attachment->pow2Width, attachment->pow2Height);
261 attachment = context->current_fbo->depth_stencil;
264 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
265 attachment, debug_d3dformat(attachment->resource.format->id),
266 attachment->pow2Width, attachment->pow2Height);
271 static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
272 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
274 const struct wined3d_gl_info *gl_info = context->gl_info;
275 struct fbo_entry *entry;
277 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
278 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
279 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
280 entry->depth_stencil = depth_stencil;
281 entry->location = location;
282 entry->attached = FALSE;
288 /* GL locking is done by the caller */
289 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
290 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
291 DWORD location, struct fbo_entry *entry)
293 const struct wined3d_gl_info *gl_info = context->gl_info;
295 context_bind_fbo(context, target, &entry->id);
296 context_clean_fbo_attachments(gl_info, target);
298 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
299 entry->depth_stencil = depth_stencil;
300 entry->location = location;
301 entry->attached = FALSE;
304 /* GL locking is done by the caller */
305 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
309 TRACE("Destroy FBO %d\n", entry->id);
310 context_destroy_fbo(context, &entry->id);
312 --context->fbo_entry_count;
313 list_remove(&entry->entry);
314 HeapFree(GetProcessHeap(), 0, entry->render_targets);
315 HeapFree(GetProcessHeap(), 0, entry);
319 /* GL locking is done by the caller */
320 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
321 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
323 const struct wined3d_gl_info *gl_info = context->gl_info;
324 struct fbo_entry *entry;
326 if (depth_stencil && render_targets && render_targets[0])
328 if (depth_stencil->resource.width < render_targets[0]->resource.width ||
329 depth_stencil->resource.height < render_targets[0]->resource.height)
331 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
332 depth_stencil = NULL;
336 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
338 if (!memcmp(entry->render_targets,
339 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
340 && entry->depth_stencil == depth_stencil && entry->location == location)
342 list_remove(&entry->entry);
343 list_add_head(&context->fbo_list, &entry->entry);
348 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
350 entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
351 list_add_head(&context->fbo_list, &entry->entry);
352 ++context->fbo_entry_count;
356 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
357 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
358 list_remove(&entry->entry);
359 list_add_head(&context->fbo_list, &entry->entry);
365 /* GL locking is done by the caller */
366 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
368 const struct wined3d_gl_info *gl_info = context->gl_info;
371 context_bind_fbo(context, target, &entry->id);
373 if (entry->attached) return;
375 /* Apply render targets */
376 for (i = 0; i < gl_info->limits.buffers; ++i)
378 context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
381 /* Apply depth targets */
382 if (entry->depth_stencil)
383 surface_set_compatible_renderbuffer(entry->depth_stencil, entry->render_targets[0]);
384 context_attach_depth_stencil_fbo(context, target, entry->depth_stencil);
386 entry->attached = TRUE;
389 /* GL locking is done by the caller */
390 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
391 struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
393 struct fbo_entry *entry, *entry2;
395 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
397 context_destroy_fbo_entry(context, entry);
400 if (context->rebind_fbo)
402 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
403 context->rebind_fbo = FALSE;
408 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
409 context_apply_fbo_entry(context, target, context->current_fbo);
413 context->current_fbo = NULL;
414 context_bind_fbo(context, target, NULL);
418 /* GL locking is done by the caller */
419 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
420 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
422 if (location != SFLAG_INDRAWABLE || surface_is_offscreen(render_target))
424 UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
425 context->blit_targets[0] = render_target;
426 if (clear_size) memset(&context->blit_targets[1], 0, clear_size);
427 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
431 context_apply_fbo_state(context, target, NULL, NULL, location);
435 /* Context activation is done by the caller. */
436 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
438 const struct wined3d_gl_info *gl_info = context->gl_info;
440 if (context->free_occlusion_query_count)
442 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
446 if (gl_info->supported[ARB_OCCLUSION_QUERY])
449 GL_EXTCALL(glGenQueriesARB(1, &query->id));
450 checkGLcall("glGenQueriesARB");
453 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
457 WARN("Occlusion queries not supported, not allocating query id.\n");
462 query->context = context;
463 list_add_head(&context->occlusion_queries, &query->entry);
466 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
468 struct wined3d_context *context = query->context;
470 list_remove(&query->entry);
471 query->context = NULL;
473 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
475 UINT new_size = context->free_occlusion_query_size << 1;
476 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
477 new_size * sizeof(*context->free_occlusion_queries));
481 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
485 context->free_occlusion_query_size = new_size;
486 context->free_occlusion_queries = new_data;
489 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
492 /* Context activation is done by the caller. */
493 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
495 const struct wined3d_gl_info *gl_info = context->gl_info;
497 if (context->free_event_query_count)
499 query->object = context->free_event_queries[--context->free_event_query_count];
503 if (gl_info->supported[ARB_SYNC])
505 /* Using ARB_sync, not much to do here. */
506 query->object.sync = NULL;
507 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
509 else if (gl_info->supported[APPLE_FENCE])
512 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
513 checkGLcall("glGenFencesAPPLE");
516 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
518 else if(gl_info->supported[NV_FENCE])
521 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
522 checkGLcall("glGenFencesNV");
525 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
529 WARN("Event queries not supported, not allocating query id.\n");
530 query->object.id = 0;
534 query->context = context;
535 list_add_head(&context->event_queries, &query->entry);
538 void context_free_event_query(struct wined3d_event_query *query)
540 struct wined3d_context *context = query->context;
542 list_remove(&query->entry);
543 query->context = NULL;
545 if (context->free_event_query_count >= context->free_event_query_size - 1)
547 UINT new_size = context->free_event_query_size << 1;
548 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
549 new_size * sizeof(*context->free_event_queries));
553 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
557 context->free_event_query_size = new_size;
558 context->free_event_queries = new_data;
561 context->free_event_queries[context->free_event_query_count++] = query->object;
564 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
566 static void context_enum_surface_fbo_entries(const struct wined3d_device *device,
567 const struct wined3d_surface *surface, context_fbo_entry_func_t *callback)
571 for (i = 0; i < device->context_count; ++i)
573 struct wined3d_context *context = device->contexts[i];
574 const struct wined3d_gl_info *gl_info = context->gl_info;
575 struct fbo_entry *entry, *entry2;
577 if (context->current_rt == surface) context->current_rt = NULL;
579 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
583 if (entry->depth_stencil == surface)
585 callback(context, entry);
589 for (j = 0; j < gl_info->limits.buffers; ++j)
591 if (entry->render_targets[j] == surface)
593 callback(context, entry);
601 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
603 list_remove(&entry->entry);
604 list_add_head(&context->fbo_destroy_list, &entry->entry);
607 void context_resource_released(const struct wined3d_device *device,
608 struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
610 if (!device->d3d_initialized) return;
614 case WINED3DRTYPE_SURFACE:
615 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
616 context_queue_fbo_entry_destruction);
624 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
626 entry->attached = FALSE;
629 void context_resource_unloaded(const struct wined3d_device *device,
630 struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
634 case WINED3DRTYPE_SURFACE:
635 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
636 context_detach_fbo_entry);
644 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface)
646 const struct wined3d_gl_info *gl_info = context->gl_info;
647 struct fbo_entry *entry = context->current_fbo;
650 if (!entry || context->rebind_fbo) return;
652 for (i = 0; i < gl_info->limits.buffers; ++i)
654 if (surface == entry->render_targets[i])
656 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
657 context->rebind_fbo = TRUE;
662 if (surface == entry->depth_stencil)
664 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
665 context->rebind_fbo = TRUE;
669 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
671 int current = GetPixelFormat(dc);
673 if (current == format) return TRUE;
677 if (!SetPixelFormat(dc, format, NULL))
679 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
680 format, dc, GetLastError());
686 /* By default WGL doesn't allow pixel format adjustments but we need it
687 * here. For this reason there's a Wine specific wglSetPixelFormat()
688 * which allows us to set the pixel format multiple times. Only use it
689 * when really needed. */
690 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
692 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
694 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
701 /* OpenGL doesn't allow pixel format adjustments. Print an error and
702 * continue using the old format. There's a big chance that the old
703 * format works although with a performance hit and perhaps rendering
705 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
706 format, dc, current);
710 static BOOL context_set_gl_context(struct wined3d_context *ctx)
712 struct wined3d_swapchain *swapchain = ctx->swapchain;
714 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
718 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
719 ctx->glCtx, ctx->hdc, GetLastError());
721 WARN("Trying fallback to the backup window.\n");
723 if (!(dc = swapchain_get_backup_dc(swapchain)))
725 context_set_current(NULL);
729 if (!context_set_pixel_format(ctx->gl_info, dc, ctx->pixel_format))
731 ERR("Failed to set pixel format %d on device context %p.\n",
732 ctx->pixel_format, dc);
733 context_set_current(NULL);
737 if (!pwglMakeCurrent(dc, ctx->glCtx))
739 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
741 context_set_current(NULL);
748 static void context_restore_gl_context(HDC dc, HGLRC gl_ctx)
750 if (!pwglMakeCurrent(dc, gl_ctx))
752 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
753 gl_ctx, dc, GetLastError());
754 context_set_current(NULL);
758 static void context_update_window(struct wined3d_context *context)
760 if (context->win_handle == context->swapchain->win_handle)
763 TRACE("Updating context %p window from %p to %p.\n",
764 context, context->win_handle, context->swapchain->win_handle);
768 /* You'd figure ReleaseDC() would fail if the DC doesn't match the
769 * window. However, that's not what actually happens, and there are
770 * user32 tests that confirm ReleaseDC() with the wrong window is
771 * supposed to succeed. So explicitly check that the DC belongs to
772 * the window, since we want to avoid releasing a DC that belongs to
773 * some other window if the original window was already destroyed. */
774 if (WindowFromDC(context->hdc) != context->win_handle)
776 WARN("DC %p does not belong to window %p.\n",
777 context->hdc, context->win_handle);
779 else if (!ReleaseDC(context->win_handle, context->hdc))
781 ERR("Failed to release device context %p, last error %#x.\n",
782 context->hdc, GetLastError());
785 else context->valid = 1;
787 context->win_handle = context->swapchain->win_handle;
789 if (!(context->hdc = GetDC(context->win_handle)))
791 ERR("Failed to get a device context for window %p.\n", context->win_handle);
795 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
797 ERR("Failed to set pixel format %d on device context %p.\n",
798 context->pixel_format, context->hdc);
802 context_set_gl_context(context);
810 /* Do not call while under the GL lock. */
811 static void context_destroy_gl_resources(struct wined3d_context *context)
813 const struct wined3d_gl_info *gl_info = context->gl_info;
814 struct wined3d_occlusion_query *occlusion_query;
815 struct wined3d_event_query *event_query;
816 struct fbo_entry *entry, *entry2;
821 restore_ctx = pwglGetCurrentContext();
822 restore_dc = pwglGetCurrentDC();
824 context_update_window(context);
825 if (context->valid && restore_ctx != context->glCtx)
826 context_set_gl_context(context);
827 else restore_ctx = NULL;
831 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
833 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
834 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
835 occlusion_query->context = NULL;
838 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
842 if (gl_info->supported[ARB_SYNC])
844 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
846 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
847 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
849 event_query->context = NULL;
852 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
854 if (!context->valid) entry->id = 0;
855 context_destroy_fbo_entry(context, entry);
858 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
860 if (!context->valid) entry->id = 0;
861 context_destroy_fbo_entry(context, entry);
866 if (context->dummy_arbfp_prog)
868 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
871 if (gl_info->supported[ARB_OCCLUSION_QUERY])
872 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
874 if (gl_info->supported[ARB_SYNC])
876 for (i = 0; i < context->free_event_query_count; ++i)
878 GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
881 else if (gl_info->supported[APPLE_FENCE])
883 for (i = 0; i < context->free_event_query_count; ++i)
885 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
888 else if (gl_info->supported[NV_FENCE])
890 for (i = 0; i < context->free_event_query_count; ++i)
892 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
896 checkGLcall("context cleanup");
901 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
902 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
906 context_restore_gl_context(restore_dc, restore_ctx);
908 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
910 ERR("Failed to disable GL context.\n");
913 ReleaseDC(context->win_handle, context->hdc);
915 if (!pwglDeleteContext(context->glCtx))
917 DWORD err = GetLastError();
918 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
922 DWORD context_get_tls_idx(void)
924 return wined3d_context_tls_idx;
927 void context_set_tls_idx(DWORD idx)
929 wined3d_context_tls_idx = idx;
932 struct wined3d_context *context_get_current(void)
934 return TlsGetValue(wined3d_context_tls_idx);
937 /* Do not call while under the GL lock. */
938 BOOL context_set_current(struct wined3d_context *ctx)
940 struct wined3d_context *old = context_get_current();
944 TRACE("Already using D3D context %p.\n", ctx);
952 TRACE("Switching away from destroyed context %p.\n", old);
953 context_destroy_gl_resources(old);
954 HeapFree(GetProcessHeap(), 0, old);
966 ERR("Trying to make invalid context %p current\n", ctx);
970 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
971 if (!context_set_gl_context(ctx))
975 else if(pwglGetCurrentContext())
977 TRACE("Clearing current D3D context.\n");
978 if (!pwglMakeCurrent(NULL, NULL))
980 DWORD err = GetLastError();
981 ERR("Failed to clear current GL context, last error %#x.\n", err);
982 TlsSetValue(wined3d_context_tls_idx, NULL);
987 return TlsSetValue(wined3d_context_tls_idx, ctx);
990 void context_release(struct wined3d_context *context)
992 TRACE("Releasing context %p, level %u.\n", context, context->level);
997 WARN("Context %p is not active.\n", context);
998 else if (context != context_get_current())
999 WARN("Context %p is not the current context.\n", context);
1002 if (!--context->level && context->restore_ctx)
1004 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1005 context_restore_gl_context(context->restore_dc, context->restore_ctx);
1006 context->restore_ctx = NULL;
1007 context->restore_dc = NULL;
1011 static void context_enter(struct wined3d_context *context)
1013 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1015 if (!context->level++)
1017 const struct wined3d_context *current_context = context_get_current();
1018 HGLRC current_gl = pwglGetCurrentContext();
1020 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1022 TRACE("Another GL context (%p on device context %p) is already current.\n",
1023 current_gl, pwglGetCurrentDC());
1024 context->restore_ctx = current_gl;
1025 context->restore_dc = pwglGetCurrentDC();
1030 void context_invalidate_state(struct wined3d_context *context, DWORD state)
1032 DWORD rep = context->state_table[state].representative;
1036 if (isStateDirty(context, rep)) return;
1038 context->dirtyArray[context->numDirtyEntries++] = rep;
1039 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1040 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1041 context->isStateDirty[idx] |= (1 << shift);
1044 /* This function takes care of WineD3D pixel format selection. */
1045 static int WineD3D_ChoosePixelFormat(struct wined3d_device *device, HDC hdc,
1046 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1047 BOOL auxBuffers, int numSamples, BOOL findCompatible)
1050 unsigned int matchtry;
1051 BYTE redBits, greenBits, blueBits, alphaBits, colorBits;
1052 BYTE depthBits=0, stencilBits=0;
1062 /* First, try without alpha match buffers. MacOS supports aux buffers only
1063 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1064 * Then try without aux buffers - this is the most common cause for not
1065 * finding a pixel format. Also some drivers(the open source ones)
1066 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1067 * match, then try without an exact alpha and color match.
1069 { TRUE, TRUE, TRUE },
1070 { TRUE, FALSE, TRUE },
1071 { FALSE, TRUE, TRUE },
1072 { FALSE, FALSE, TRUE },
1073 { TRUE, FALSE, FALSE },
1074 { FALSE, FALSE, FALSE },
1078 int nCfgs = device->adapter->nCfgs;
1080 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1081 debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1082 auxBuffers, numSamples, findCompatible);
1084 if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1086 ERR("Unable to get color bits for format %s (%#x)!\n",
1087 debug_d3dformat(color_format->id), color_format->id);
1091 getDepthStencilBits(ds_format, &depthBits, &stencilBits);
1093 for (matchtry = 0; matchtry < (sizeof(matches) / sizeof(*matches)) && !iPixelFormat; ++matchtry)
1095 for (i = 0; i < nCfgs; ++i)
1097 const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1098 BOOL exactDepthMatch = TRUE;
1100 /* For now only accept RGBA formats. Perhaps some day we will
1101 * allow floating point formats for pbuffers. */
1102 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1105 /* In window mode we need a window drawable format and double buffering. */
1106 if(!(cfg->windowDrawable && cfg->doubleBuffer))
1109 /* We like to have aux buffers in backbuffer mode */
1110 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1113 if(matches[matchtry].exact_color) {
1114 if(cfg->redSize != redBits)
1116 if(cfg->greenSize != greenBits)
1118 if(cfg->blueSize != blueBits)
1121 if(cfg->redSize < redBits)
1123 if(cfg->greenSize < greenBits)
1125 if(cfg->blueSize < blueBits)
1128 if(matches[matchtry].exact_alpha) {
1129 if(cfg->alphaSize != alphaBits)
1132 if(cfg->alphaSize < alphaBits)
1136 /* We try to locate a format which matches our requirements exactly. In case of
1137 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1138 if(cfg->depthSize < depthBits)
1140 else if(cfg->depthSize > depthBits)
1141 exactDepthMatch = FALSE;
1143 /* In all cases make sure the number of stencil bits matches our requirements
1144 * even when we don't need stencil because it could affect performance EXCEPT
1145 * on cards which don't offer depth formats without stencil like the i915 drivers
1147 if (stencilBits != cfg->stencilSize
1148 && !(device->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1151 /* Check multisampling support */
1152 if(cfg->numSamples != numSamples)
1155 /* When we have passed all the checks then we have found a format which matches our
1156 * requirements. Note that we only check for a limit number of capabilities right now,
1157 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1158 * can still differ in things like multisampling, stereo, SRGB and other flags.
1161 /* Exit the loop as we have found a format :) */
1162 if(exactDepthMatch) {
1163 iPixelFormat = cfg->iPixelFormat;
1165 } else if(!iPixelFormat) {
1166 /* In the end we might end up with a format which doesn't exactly match our depth
1167 * requirements. Accept the first format we found because formats with higher iPixelFormat
1168 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1169 iPixelFormat = cfg->iPixelFormat;
1174 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1175 if(!iPixelFormat && !findCompatible) {
1176 ERR("Can't find a suitable iPixelFormat\n");
1178 } else if(!iPixelFormat) {
1179 PIXELFORMATDESCRIPTOR pfd;
1181 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1182 /* PixelFormat selection */
1183 ZeroMemory(&pfd, sizeof(pfd));
1184 pfd.nSize = sizeof(pfd);
1186 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1187 pfd.iPixelType = PFD_TYPE_RGBA;
1188 pfd.cAlphaBits = alphaBits;
1189 pfd.cColorBits = colorBits;
1190 pfd.cDepthBits = depthBits;
1191 pfd.cStencilBits = stencilBits;
1192 pfd.iLayerType = PFD_MAIN_PLANE;
1194 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1196 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1197 ERR("Can't find a suitable iPixelFormat\n");
1202 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1203 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1204 return iPixelFormat;
1207 static inline DWORD context_generate_rt_mask(GLenum buffer)
1209 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
1210 return buffer ? (1 << 31) | buffer : 0;
1213 static inline DWORD context_generate_rt_mask_from_surface(const struct wined3d_surface *target)
1215 return (1 << 31) | surface_get_gl_buffer(target);
1218 /* Do not call while under the GL lock. */
1219 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1220 struct wined3d_surface *target, const struct wined3d_format *ds_format)
1222 struct wined3d_device *device = swapchain->device;
1223 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1224 const struct wined3d_format *color_format;
1225 struct wined3d_context *ret;
1226 PIXELFORMATDESCRIPTOR pfd;
1227 BOOL auxBuffers = FALSE;
1236 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1238 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1241 ERR("Failed to allocate context memory.\n");
1245 if (!(hdc = GetDC(swapchain->win_handle)))
1247 WARN("Failed to retireve device context, trying swapchain backup.\n");
1249 if (!(hdc = swapchain_get_backup_dc(swapchain)))
1251 ERR("Failed to retrieve a device context.\n");
1256 color_format = target->resource.format;
1258 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1259 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1260 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1264 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1265 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1266 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1267 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1270 /* DirectDraw supports 8bit paletted render targets and these are used by
1271 * old games like StarCraft and C&C. Most modern hardware doesn't support
1272 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1273 * conversion (ab)uses the alpha component for storing the palette index.
1274 * For this reason we require a format with 8bit alpha, so request
1276 if (color_format->id == WINED3DFMT_P8_UINT)
1277 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1279 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1280 if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1282 if (!gl_info->supported[ARB_MULTISAMPLE])
1283 WARN("The application is requesting multisampling without support.\n");
1286 TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1287 numSamples = swapchain->presentParms.MultiSampleType;
1291 /* Try to find a pixel format which matches our requirements. */
1292 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1293 auxBuffers, numSamples, FALSE /* findCompatible */);
1295 /* Try to locate a compatible format if we weren't able to find anything. */
1298 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1299 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1300 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1303 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1306 ERR("Can't find a suitable pixel format.\n");
1310 DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1311 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1313 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1317 ctx = pwglCreateContext(hdc);
1318 if (device->context_count)
1320 if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1322 DWORD err = GetLastError();
1323 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1324 device->contexts[0]->glCtx, ctx, err);
1329 ERR("Failed to create a WGL context\n");
1333 if (!device_context_add(device, ret))
1335 ERR("Failed to add the newly created context to the context list\n");
1336 if (!pwglDeleteContext(ctx))
1338 DWORD err = GetLastError();
1339 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1344 ret->gl_info = gl_info;
1345 ret->state_table = device->StateTable;
1347 /* Mark all states dirty to force a proper initialization of the states
1348 * on the first use of the context. */
1349 for (state = 0; state <= STATE_HIGHEST; ++state)
1351 if (ret->state_table[state].representative)
1352 context_invalidate_state(ret, state);
1355 ret->swapchain = swapchain;
1356 ret->current_rt = target;
1357 ret->tid = GetCurrentThreadId();
1359 ret->render_offscreen = surface_is_offscreen(target);
1360 ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
1364 ret->win_handle = swapchain->win_handle;
1366 ret->pixel_format = pixel_format;
1368 if (device->shader_backend->shader_dirtifyable_constants())
1370 /* Create the dirty constants array and initialize them to dirty */
1371 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1372 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1373 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1374 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1375 memset(ret->vshader_const_dirty, 1,
1376 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1377 memset(ret->pshader_const_dirty, 1,
1378 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1381 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1382 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1383 if (!ret->blit_targets) goto out;
1385 ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1386 gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1387 if (!ret->draw_buffers) goto out;
1389 ret->free_occlusion_query_size = 4;
1390 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1391 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1392 if (!ret->free_occlusion_queries) goto out;
1394 list_init(&ret->occlusion_queries);
1396 ret->free_event_query_size = 4;
1397 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1398 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1399 if (!ret->free_event_queries) goto out;
1401 list_init(&ret->event_queries);
1403 TRACE("Successfully created new context %p\n", ret);
1405 list_init(&ret->fbo_list);
1406 list_init(&ret->fbo_destroy_list);
1410 /* Set up the context defaults */
1411 if (!context_set_current(ret))
1413 ERR("Cannot activate context to set up defaults\n");
1414 context_release(ret);
1418 switch (swapchain->presentParms.PresentationInterval)
1420 case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1423 case WINED3DPRESENT_INTERVAL_DEFAULT:
1424 case WINED3DPRESENT_INTERVAL_ONE:
1427 case WINED3DPRESENT_INTERVAL_TWO:
1430 case WINED3DPRESENT_INTERVAL_THREE:
1433 case WINED3DPRESENT_INTERVAL_FOUR:
1437 FIXME("Unknown presentation interval %08x\n", swapchain->presentParms.PresentationInterval);
1441 if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1443 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1444 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1445 swap_interval, ret, GetLastError());
1450 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1452 TRACE("Setting up the screen\n");
1453 /* Clear the screen */
1454 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1455 checkGLcall("glClearColor");
1458 glClearStencil(0xffff);
1460 checkGLcall("glClear");
1462 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1463 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1465 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1466 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1468 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1469 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1471 glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1472 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1473 glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1474 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1476 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1478 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1479 * and textures in DIB sections(due to the memory protection).
1481 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1482 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1484 if (gl_info->supported[ARB_VERTEX_BLEND])
1486 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1487 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1488 * GL_VERTEX_BLEND_ARB isn't enabled too
1490 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1491 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1493 if (gl_info->supported[NV_TEXTURE_SHADER2])
1495 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1496 * the previous texture where to source the offset from is always unit - 1.
1498 for (s = 1; s < gl_info->limits.textures; ++s)
1500 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1501 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1502 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1505 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1507 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1508 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1509 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1510 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1513 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1514 * program and the dummy program is destroyed when the context is destroyed.
1516 const char *dummy_program =
1518 "MOV result.color, fragment.color.primary;\n"
1520 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1521 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1522 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1525 for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1527 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1528 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1529 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1532 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1534 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1536 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1538 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1540 device->frag_pipe->enable_extension(TRUE);
1544 TRACE("Created context %p.\n", ret);
1549 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1550 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1551 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1552 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1553 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1554 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1555 HeapFree(GetProcessHeap(), 0, ret);
1559 /* Do not call while under the GL lock. */
1560 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
1564 TRACE("Destroying ctx %p\n", context);
1566 if (context->tid == GetCurrentThreadId() || !context->current)
1568 context_destroy_gl_resources(context);
1569 TlsSetValue(wined3d_context_tls_idx, NULL);
1574 context->destroyed = 1;
1578 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1579 HeapFree(GetProcessHeap(), 0, context->blit_targets);
1580 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1581 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1582 device_context_remove(device, context);
1583 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1586 /* GL locking is done by the caller */
1587 static inline void set_blit_dimension(UINT width, UINT height) {
1588 glMatrixMode(GL_PROJECTION);
1589 checkGLcall("glMatrixMode(GL_PROJECTION)");
1591 checkGLcall("glLoadIdentity()");
1592 glOrtho(0, width, 0, height, 0.0, -1.0);
1593 checkGLcall("glOrtho");
1594 glViewport(0, 0, width, height);
1595 checkGLcall("glViewport");
1598 /*****************************************************************************
1601 * Sets up a context for DirectDraw blitting.
1602 * All texture units are disabled, texture unit 0 is set as current unit
1603 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1604 * color writing enabled for all channels
1605 * register combiners disabled, shaders disabled
1606 * world matrix is set to identity, texture matrix 0 too
1607 * projection matrix is setup for drawing screen coordinates
1610 * This: Device to activate the context for
1611 * context: Context to setup
1613 *****************************************************************************/
1614 /* Context activation is done by the caller. */
1615 static void SetupForBlit(struct wined3d_device *device, struct wined3d_context *context)
1618 const struct wined3d_gl_info *gl_info = context->gl_info;
1619 UINT width = context->current_rt->resource.width;
1620 UINT height = context->current_rt->resource.height;
1623 TRACE("Setting up context %p for blitting\n", context);
1624 if(context->last_was_blit) {
1625 if(context->blit_w != width || context->blit_h != height) {
1627 set_blit_dimension(width, height);
1629 context->blit_w = width; context->blit_h = height;
1630 /* No need to dirtify here, the states are still dirtified because they weren't
1631 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1635 TRACE("Context is already set up for blitting, nothing to do\n");
1638 context->last_was_blit = TRUE;
1640 /* TODO: Use a display list */
1642 /* Disable shaders */
1644 device->shader_backend->shader_select(context, FALSE, FALSE);
1647 context_invalidate_state(context, STATE_VSHADER);
1648 context_invalidate_state(context, STATE_PIXELSHADER);
1650 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1651 * helper functions in between gl calls. This function is full of context_invalidate_state
1652 * which can safely be called from here, we only lock once instead locking/unlocking
1653 * after each GL call.
1657 /* Disable all textures. The caller can then bind a texture it wants to blit
1660 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1661 * function texture unit. No need to care for higher samplers
1663 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1665 sampler = device->rev_tex_unit_map[i];
1666 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1667 checkGLcall("glActiveTextureARB");
1669 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1671 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1672 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1674 glDisable(GL_TEXTURE_3D);
1675 checkGLcall("glDisable GL_TEXTURE_3D");
1676 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1678 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1679 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1681 glDisable(GL_TEXTURE_2D);
1682 checkGLcall("glDisable GL_TEXTURE_2D");
1684 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1685 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1687 if (sampler != WINED3D_UNMAPPED_STAGE)
1689 if (sampler < MAX_TEXTURES)
1690 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP));
1691 context_invalidate_state(context, STATE_SAMPLER(sampler));
1694 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1695 checkGLcall("glActiveTextureARB");
1697 sampler = device->rev_tex_unit_map[0];
1699 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1701 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1702 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1704 glDisable(GL_TEXTURE_3D);
1705 checkGLcall("glDisable GL_TEXTURE_3D");
1706 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1708 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1709 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1711 glDisable(GL_TEXTURE_2D);
1712 checkGLcall("glDisable GL_TEXTURE_2D");
1714 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1716 glMatrixMode(GL_TEXTURE);
1717 checkGLcall("glMatrixMode(GL_TEXTURE)");
1719 checkGLcall("glLoadIdentity()");
1721 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1723 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1724 GL_TEXTURE_LOD_BIAS_EXT,
1726 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1729 if (sampler != WINED3D_UNMAPPED_STAGE)
1731 if (sampler < MAX_TEXTURES)
1733 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler));
1734 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP));
1736 context_invalidate_state(context, STATE_SAMPLER(sampler));
1739 /* Other misc states */
1740 glDisable(GL_ALPHA_TEST);
1741 checkGLcall("glDisable(GL_ALPHA_TEST)");
1742 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
1743 glDisable(GL_LIGHTING);
1744 checkGLcall("glDisable GL_LIGHTING");
1745 context_invalidate_state(context, STATE_RENDER(WINED3DRS_LIGHTING));
1746 glDisable(GL_DEPTH_TEST);
1747 checkGLcall("glDisable GL_DEPTH_TEST");
1748 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZENABLE));
1749 glDisableWINE(GL_FOG);
1750 checkGLcall("glDisable GL_FOG");
1751 context_invalidate_state(context, STATE_RENDER(WINED3DRS_FOGENABLE));
1752 glDisable(GL_BLEND);
1753 checkGLcall("glDisable GL_BLEND");
1754 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
1755 glDisable(GL_CULL_FACE);
1756 checkGLcall("glDisable GL_CULL_FACE");
1757 context_invalidate_state(context, STATE_RENDER(WINED3DRS_CULLMODE));
1758 glDisable(GL_STENCIL_TEST);
1759 checkGLcall("glDisable GL_STENCIL_TEST");
1760 context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
1761 glDisable(GL_SCISSOR_TEST);
1762 checkGLcall("glDisable GL_SCISSOR_TEST");
1763 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
1764 if (gl_info->supported[ARB_POINT_SPRITE])
1766 glDisable(GL_POINT_SPRITE_ARB);
1767 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1768 context_invalidate_state(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
1770 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1771 checkGLcall("glColorMask");
1772 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
1773 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
1774 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
1775 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
1776 if (gl_info->supported[EXT_SECONDARY_COLOR])
1778 glDisable(GL_COLOR_SUM_EXT);
1779 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SPECULARENABLE));
1780 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1783 /* Setup transforms */
1784 glMatrixMode(GL_MODELVIEW);
1785 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1787 checkGLcall("glLoadIdentity()");
1788 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
1790 context->last_was_rhw = TRUE;
1791 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
1793 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1794 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1795 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1796 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1797 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1798 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1799 context_invalidate_state(context, STATE_RENDER(WINED3DRS_CLIPPING));
1801 set_blit_dimension(width, height);
1802 device->frag_pipe->enable_extension(FALSE);
1806 context->blit_w = width; context->blit_h = height;
1807 context_invalidate_state(context, STATE_VIEWPORT);
1808 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
1811 /* Do not call while under the GL lock. */
1812 static struct wined3d_context *FindContext(const struct wined3d_device *device, const struct wined3d_surface *target)
1814 struct wined3d_context *current_context = context_get_current();
1815 struct wined3d_context *context;
1817 if (current_context && current_context->destroyed) current_context = NULL;
1822 && current_context->current_rt
1823 && current_context->swapchain->device == device)
1825 target = current_context->current_rt;
1829 struct wined3d_swapchain *swapchain = device->swapchains[0];
1830 if (swapchain->back_buffers) target = swapchain->back_buffers[0];
1831 else target = swapchain->front_buffer;
1835 if (current_context && current_context->current_rt == target)
1837 context_update_window(current_context);
1838 return current_context;
1841 if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1843 TRACE("Rendering onscreen\n");
1845 context = swapchain_get_context(target->container.u.swapchain);
1849 TRACE("Rendering offscreen\n");
1851 /* Stay with the current context if possible. Otherwise use the
1852 * context for the primary swapchain. */
1853 if (current_context && current_context->swapchain->device == device)
1854 context = current_context;
1856 context = swapchain_get_context(device->swapchains[0]);
1859 context_update_window(context);
1864 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
1866 return rt_mask & (1 << 31);
1869 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
1871 return rt_mask & ~(1 << 31);
1874 /* Context activation and GL locking are done by the caller. */
1875 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
1879 glDrawBuffer(GL_NONE);
1880 checkGLcall("glDrawBuffer()");
1882 else if (is_rt_mask_onscreen(rt_mask))
1884 glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
1885 checkGLcall("glDrawBuffer()");
1889 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1891 const struct wined3d_gl_info *gl_info = context->gl_info;
1897 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1899 context->draw_buffers[i] = GL_NONE;
1905 if (gl_info->supported[ARB_DRAW_BUFFERS])
1907 GL_EXTCALL(glDrawBuffersARB(i, context->draw_buffers));
1908 checkGLcall("glDrawBuffers()");
1912 glDrawBuffer(context->draw_buffers[0]);
1913 checkGLcall("glDrawBuffer()");
1918 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
1923 /* GL locking is done by the caller. */
1924 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1926 glDrawBuffer(buffer);
1927 checkGLcall("glDrawBuffer()");
1928 context->draw_buffers_mask = context_generate_rt_mask(buffer);
1931 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
1933 if (context->render_offscreen == offscreen) return;
1935 context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
1936 context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
1937 context_invalidate_state(context, STATE_VIEWPORT);
1938 context_invalidate_state(context, STATE_SCISSORRECT);
1939 context_invalidate_state(context, STATE_FRONTFACE);
1940 context->render_offscreen = offscreen;
1943 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
1944 const struct wined3d_format *required)
1946 BYTE existing_depth, existing_stencil, required_depth, required_stencil;
1948 if (existing == required) return TRUE;
1949 if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
1951 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
1952 getDepthStencilBits(required, &required_depth, &required_stencil);
1954 if(existing_depth < required_depth) return FALSE;
1955 /* If stencil bits are used the exact amount is required - otherwise wrapping
1956 * won't work correctly */
1957 if(required_stencil && required_stencil != existing_stencil) return FALSE;
1961 /* The caller provides a context */
1962 static void context_validate_onscreen_formats(struct wined3d_context *context,
1963 const struct wined3d_surface *depth_stencil)
1965 /* Onscreen surfaces are always in a swapchain */
1966 struct wined3d_swapchain *swapchain = context->current_rt->container.u.swapchain;
1968 if (context->render_offscreen || !depth_stencil) return;
1969 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
1971 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
1972 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
1974 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
1976 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
1977 surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
1978 swapchain->render_to_fbo = TRUE;
1979 context_set_render_offscreen(context, TRUE);
1982 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device, const struct wined3d_surface *rt)
1984 if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
1986 else if (rt->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1987 return context_generate_rt_mask_from_surface(rt);
1989 return context_generate_rt_mask(device->offscreenBuffer);
1992 /* Context activation is done by the caller. */
1993 void context_apply_blit_state(struct wined3d_context *context, struct wined3d_device *device)
1997 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1999 context_validate_onscreen_formats(context, NULL);
2001 if (context->render_offscreen)
2003 surface_internal_preload(context->current_rt, SRGB_RGB);
2006 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->current_rt, NULL, SFLAG_INTEXTURE);
2008 if (context->current_rt && context->current_rt->resource.format->id != WINED3DFMT_NULL)
2016 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2018 rt_mask = context_generate_rt_mask_from_surface(context->current_rt);
2023 rt_mask = context_generate_rt_mask_no_fbo(device, context->current_rt);
2027 if (rt_mask != context->draw_buffers_mask)
2029 context_apply_draw_buffers(context, rt_mask);
2030 context->draw_buffers_mask = rt_mask;
2033 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2035 context_check_fbo_status(context, GL_FRAMEBUFFER);
2039 SetupForBlit(device, context);
2040 context_invalidate_state(context, STATE_FRAMEBUFFER);
2043 static BOOL context_validate_rt_config(UINT rt_count,
2044 struct wined3d_surface * const *rts, const struct wined3d_surface *ds)
2048 if (ds) return TRUE;
2050 for (i = 0; i < rt_count; ++i)
2052 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2056 WARN("Invalid render target config, need at least one attachment.\n");
2060 /* Context activation is done by the caller. */
2061 BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_device *device,
2062 UINT rt_count, const struct wined3d_fb_state *fb)
2066 struct wined3d_surface **rts = fb->render_targets;
2068 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb
2069 || rt_count != context->gl_info->limits.buffers)
2071 if (!context_validate_rt_config(rt_count, rts, fb->depth_stencil))
2074 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2076 context_validate_onscreen_formats(context, fb->depth_stencil);
2080 if (!rt_count || surface_is_offscreen(rts[0]))
2082 for (i = 0; i < rt_count; ++i)
2084 context->blit_targets[i] = rts[i];
2085 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2086 rt_mask |= (1 << i);
2088 while (i < context->gl_info->limits.buffers)
2090 context->blit_targets[i] = NULL;
2093 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil, SFLAG_INTEXTURE);
2094 glReadBuffer(GL_NONE);
2095 checkGLcall("glReadBuffer");
2099 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2100 rt_mask = context_generate_rt_mask_from_surface(rts[0]);
2105 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2106 * next draw. Otherwise we could mark the framebuffer state clean here, once the
2107 * state management allows this */
2108 context_invalidate_state(context, STATE_FRAMEBUFFER);
2112 rt_mask = context_generate_rt_mask_no_fbo(device, rts[0]);
2115 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
2116 && (!rt_count || surface_is_offscreen(rts[0])))
2118 for (i = 0; i < rt_count; ++i)
2120 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL) rt_mask |= (1 << i);
2125 rt_mask = context_generate_rt_mask_no_fbo(device, rts[0]);
2129 if (rt_mask != context->draw_buffers_mask)
2131 context_apply_draw_buffers(context, rt_mask);
2132 context->draw_buffers_mask = rt_mask;
2133 context_invalidate_state(context, STATE_FRAMEBUFFER);
2136 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2138 context_check_fbo_status(context, GL_FRAMEBUFFER);
2141 if (context->last_was_blit)
2143 device->frag_pipe->enable_extension(TRUE);
2144 context->last_was_blit = FALSE;
2147 /* Blending and clearing should be orthogonal, but tests on the nvidia
2148 * driver show that disabling blending when clearing improves the clearing
2149 * performance incredibly. */
2150 glDisable(GL_BLEND);
2151 glEnable(GL_SCISSOR_TEST);
2152 checkGLcall("glEnable GL_SCISSOR_TEST");
2155 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
2156 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
2157 context_invalidate_state(context, STATE_SCISSORRECT);
2162 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_device *device)
2164 const struct wined3d_state *state = &device->stateBlock->state;
2165 struct wined3d_surface **rts = state->fb->render_targets;
2166 struct wined3d_shader *ps = state->pixel_shader;
2167 DWORD rt_mask, rt_mask_bits;
2170 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return context_generate_rt_mask_no_fbo(device, rts[0]);
2171 else if (!context->render_offscreen) return context_generate_rt_mask_from_surface(rts[0]);
2173 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
2174 rt_mask &= device->valid_rt_mask;
2175 rt_mask_bits = rt_mask;
2177 while (rt_mask_bits)
2179 rt_mask_bits &= ~(1 << i);
2180 if (!rts[i] || rts[i]->resource.format->id == WINED3DFMT_NULL)
2181 rt_mask &= ~(1 << i);
2189 /* GL locking and context activation are done by the caller */
2190 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2192 const struct wined3d_device *device = context->swapchain->device;
2193 const struct wined3d_fb_state *fb = state->fb;
2194 DWORD rt_mask = find_draw_buffers_mask(context, device);
2196 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2198 if (!context->render_offscreen)
2200 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2204 context_apply_fbo_state(context, GL_FRAMEBUFFER, fb->render_targets, fb->depth_stencil, SFLAG_INTEXTURE);
2205 glReadBuffer(GL_NONE);
2206 checkGLcall("glReadBuffer");
2210 if (context->draw_buffers_mask != rt_mask)
2212 context_apply_draw_buffers(context, rt_mask);
2213 context->draw_buffers_mask = rt_mask;
2217 /* GL locking and context activation are done by the caller */
2218 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2220 const struct wined3d_device *device = context->swapchain->device;
2223 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
2225 rt_mask = find_draw_buffers_mask(context, device);
2226 if (context->draw_buffers_mask != rt_mask)
2228 context_apply_draw_buffers(context, rt_mask);
2229 context->draw_buffers_mask = rt_mask;
2233 /* Context activation is done by the caller. */
2234 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device)
2236 const struct wined3d_state *state = &device->stateBlock->state;
2237 const struct StateEntry *state_table = context->state_table;
2238 const struct wined3d_fb_state *fb = state->fb;
2241 if (!context_validate_rt_config(context->gl_info->limits.buffers,
2242 fb->render_targets, fb->depth_stencil))
2245 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
2247 context_validate_onscreen_formats(context, fb->depth_stencil);
2250 /* Preload resources before FBO setup. Texture preload in particular may
2251 * result in changes to the current FBO, due to using e.g. FBO blits for
2252 * updating a resource location. */
2253 device_update_tex_unit_map(device);
2254 device_preload_textures(device);
2255 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC))
2256 device_update_stream_info(device, context->gl_info);
2259 if (context->last_was_blit)
2261 device->frag_pipe->enable_extension(TRUE);
2264 for (i = 0; i < context->numDirtyEntries; ++i)
2266 DWORD rep = context->dirtyArray[i];
2267 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2268 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2269 context->isStateDirty[idx] &= ~(1 << shift);
2270 state_table[rep].apply(context, state, rep);
2273 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2275 context_check_fbo_status(context, GL_FRAMEBUFFER);
2279 context->numDirtyEntries = 0; /* This makes the whole list clean */
2280 context->last_was_blit = FALSE;
2285 static void context_setup_target(struct wined3d_device *device,
2286 struct wined3d_context *context, struct wined3d_surface *target)
2288 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2290 if (!target) return;
2291 render_offscreen = surface_is_offscreen(target);
2292 if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2294 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2295 * the alpha blend state changes with different render target formats. */
2296 if (!context->current_rt)
2298 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
2302 const struct wined3d_format *old = context->current_rt->resource.format;
2303 const struct wined3d_format *new = target->resource.format;
2305 if (old->id != new->id)
2307 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2308 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2309 || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2310 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
2312 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2313 if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
2314 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE));
2317 /* When switching away from an offscreen render target, and we're not
2318 * using FBOs, we have to read the drawable into the texture. This is
2319 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2320 * are some things that need care though. PreLoad needs a GL context,
2321 * and FindContext is called before the context is activated. It also
2322 * has to be called with the old rendertarget active, otherwise a
2323 * wrong drawable is read. */
2324 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2325 && old_render_offscreen && context->current_rt != target)
2327 /* Read the back buffer of the old drawable into the destination texture. */
2328 if (context->current_rt->texture_name_srgb)
2329 surface_internal_preload(context->current_rt, SRGB_SRGB);
2330 surface_internal_preload(context->current_rt, SRGB_RGB);
2331 surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2335 context->current_rt = target;
2336 context_set_render_offscreen(context, render_offscreen);
2339 /* Do not call while under the GL lock. */
2340 struct wined3d_context *context_acquire(struct wined3d_device *device, struct wined3d_surface *target)
2342 struct wined3d_context *current_context = context_get_current();
2343 struct wined3d_context *context;
2345 TRACE("device %p, target %p.\n", device, target);
2347 context = FindContext(device, target);
2348 context_setup_target(device, context, target);
2349 context_enter(context);
2350 if (!context->valid) return context;
2352 if (context != current_context)
2354 if (!context_set_current(context))
2356 ERR("Failed to activate the new context.\n");
2361 device->frag_pipe->enable_extension(!context->last_was_blit);
2365 if (context->vshader_const_dirty)
2367 memset(context->vshader_const_dirty, 1,
2368 sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2369 device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2371 if (context->pshader_const_dirty)
2373 memset(context->pshader_const_dirty, 1,
2374 sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2375 device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2378 else if (context->restore_ctx)
2380 context_set_gl_context(context);