2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 #define GLINFO_LOCATION (*gl_info)
33 static DWORD wined3d_context_tls_idx;
35 /* FBO helper functions */
37 /* GL locking is done by the caller */
38 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
40 const struct wined3d_gl_info *gl_info = context->gl_info;
51 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
52 checkGLcall("glGenFramebuffers()");
53 TRACE("Created FBO %u.\n", *fbo);
60 case GL_READ_FRAMEBUFFER:
61 if (context->fbo_read_binding == f) return;
62 context->fbo_read_binding = f;
65 case GL_DRAW_FRAMEBUFFER:
66 if (context->fbo_draw_binding == f) return;
67 context->fbo_draw_binding = f;
71 if (context->fbo_read_binding == f
72 && context->fbo_draw_binding == f) return;
73 context->fbo_read_binding = f;
74 context->fbo_draw_binding = f;
78 FIXME("Unhandled target %#x.\n", target);
82 gl_info->fbo_ops.glBindFramebuffer(target, f);
83 checkGLcall("glBindFramebuffer()");
86 /* GL locking is done by the caller */
87 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info)
91 for (i = 0; i < gl_info->limits.buffers; ++i)
93 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
94 checkGLcall("glFramebufferTexture2D()");
96 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
97 checkGLcall("glFramebufferTexture2D()");
99 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
100 checkGLcall("glFramebufferTexture2D()");
103 /* GL locking is done by the caller */
104 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
106 const struct wined3d_gl_info *gl_info = context->gl_info;
108 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
109 context_clean_fbo_attachments(gl_info);
110 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
112 gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
113 checkGLcall("glDeleteFramebuffers()");
116 /* GL locking is done by the caller */
117 static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface)
119 IWineD3DBaseTextureImpl *texture_impl;
121 /* Update base texture states array */
122 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
123 &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
125 IWineD3DDeviceImpl *device = surface->resource.device;
126 BOOL update_minfilter = FALSE;
127 BOOL update_magfilter = FALSE;
129 if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
130 || texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
132 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
133 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
134 update_minfilter = TRUE;
137 if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
139 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
140 update_magfilter = TRUE;
143 if (texture_impl->baseTexture.bindCount)
145 WARN("Render targets should not be bound to a sampler\n");
146 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
149 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
151 if (update_minfilter || update_magfilter)
153 GLenum target, bind_target;
156 target = surface->texture_target;
157 if (target == GL_TEXTURE_2D)
159 bind_target = GL_TEXTURE_2D;
160 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
162 else if (target == GL_TEXTURE_RECTANGLE_ARB)
164 bind_target = GL_TEXTURE_RECTANGLE_ARB;
165 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
169 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
170 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
173 glBindTexture(bind_target, surface->texture_name);
174 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
175 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
176 glBindTexture(bind_target, old_binding);
179 checkGLcall("apply_attachment_filter_states()");
183 /* GL locking is done by the caller */
184 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
185 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer)
187 const struct wined3d_gl_info *gl_info = context->gl_info;
189 TRACE("Attach depth stencil %p\n", depth_stencil);
193 DWORD format_flags = depth_stencil->resource.format_desc->Flags;
195 if (use_render_buffer && depth_stencil->current_renderbuffer)
197 if (format_flags & WINED3DFMT_FLAG_DEPTH)
199 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
200 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
201 checkGLcall("glFramebufferRenderbuffer()");
204 if (format_flags & WINED3DFMT_FLAG_STENCIL)
206 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
207 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
208 checkGLcall("glFramebufferRenderbuffer()");
213 surface_prepare_texture(depth_stencil, gl_info, FALSE);
214 context_apply_attachment_filter_states(depth_stencil);
216 if (format_flags & WINED3DFMT_FLAG_DEPTH)
218 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
219 depth_stencil->texture_target, depth_stencil->texture_name,
220 depth_stencil->texture_level);
221 checkGLcall("glFramebufferTexture2D()");
224 if (format_flags & WINED3DFMT_FLAG_STENCIL)
226 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
227 depth_stencil->texture_target, depth_stencil->texture_name,
228 depth_stencil->texture_level);
229 checkGLcall("glFramebufferTexture2D()");
233 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
235 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
236 checkGLcall("glFramebufferTexture2D()");
239 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
241 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
242 checkGLcall("glFramebufferTexture2D()");
247 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
248 checkGLcall("glFramebufferTexture2D()");
250 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
251 checkGLcall("glFramebufferTexture2D()");
255 /* GL locking is done by the caller */
256 void context_attach_surface_fbo(const struct wined3d_context *context,
257 GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface)
259 const struct wined3d_gl_info *gl_info = context->gl_info;
261 TRACE("Attach surface %p to %u\n", surface, idx);
265 surface_prepare_texture(surface, gl_info, FALSE);
266 context_apply_attachment_filter_states(surface);
268 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, surface->texture_target,
269 surface->texture_name, surface->texture_level);
270 checkGLcall("glFramebufferTexture2D()");
274 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
275 checkGLcall("glFramebufferTexture2D()");
279 /* GL locking is done by the caller */
280 static void context_check_fbo_status(struct wined3d_context *context)
282 const struct wined3d_gl_info *gl_info = context->gl_info;
285 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
286 if (status == GL_FRAMEBUFFER_COMPLETE)
288 TRACE("FBO complete\n");
290 IWineD3DSurfaceImpl *attachment;
292 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
294 if (!context->current_fbo)
296 ERR("FBO 0 is incomplete, driver bug?\n");
300 /* Dump the FBO attachments */
301 for (i = 0; i < gl_info->limits.buffers; ++i)
303 attachment = context->current_fbo->render_targets[i];
306 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
307 i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
308 attachment->pow2Width, attachment->pow2Height);
311 attachment = context->current_fbo->depth_stencil;
314 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
315 attachment, debug_d3dformat(attachment->resource.format_desc->format),
316 attachment->pow2Width, attachment->pow2Height);
321 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context)
323 const struct wined3d_gl_info *gl_info = context->gl_info;
324 IWineD3DDeviceImpl *device = context->swapchain->device;
325 struct fbo_entry *entry;
327 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
328 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
329 memcpy(entry->render_targets, device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
330 entry->depth_stencil = device->depth_stencil;
331 entry->attached = FALSE;
337 /* GL locking is done by the caller */
338 static void context_reuse_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
340 const struct wined3d_gl_info *gl_info = context->gl_info;
341 IWineD3DDeviceImpl *device = context->swapchain->device;
343 context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
344 context_clean_fbo_attachments(gl_info);
346 memcpy(entry->render_targets, device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
347 entry->depth_stencil = device->depth_stencil;
348 entry->attached = FALSE;
351 /* GL locking is done by the caller */
352 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
356 TRACE("Destroy FBO %d\n", entry->id);
357 context_destroy_fbo(context, &entry->id);
359 --context->fbo_entry_count;
360 list_remove(&entry->entry);
361 HeapFree(GetProcessHeap(), 0, entry->render_targets);
362 HeapFree(GetProcessHeap(), 0, entry);
366 /* GL locking is done by the caller */
367 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
369 const struct wined3d_gl_info *gl_info = context->gl_info;
370 IWineD3DDeviceImpl *device = context->swapchain->device;
371 struct fbo_entry *entry;
373 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
375 if (!memcmp(entry->render_targets,
376 device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
377 && entry->depth_stencil == device->depth_stencil)
379 list_remove(&entry->entry);
380 list_add_head(&context->fbo_list, &entry->entry);
385 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
387 entry = context_create_fbo_entry(context);
388 list_add_head(&context->fbo_list, &entry->entry);
389 ++context->fbo_entry_count;
393 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
394 context_reuse_fbo_entry(context, entry);
395 list_remove(&entry->entry);
396 list_add_head(&context->fbo_list, &entry->entry);
402 /* GL locking is done by the caller */
403 static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
405 const struct wined3d_gl_info *gl_info = context->gl_info;
406 IWineD3DDeviceImpl *device = context->swapchain->device;
409 context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
411 if (!entry->attached)
413 /* Apply render targets */
414 for (i = 0; i < gl_info->limits.buffers; ++i)
416 context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, entry->render_targets[i]);
419 /* Apply depth targets */
420 if (entry->depth_stencil)
422 surface_set_compatible_renderbuffer(entry->depth_stencil,
423 entry->render_targets[0]->pow2Width, entry->render_targets[0]->pow2Height);
425 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, entry->depth_stencil, TRUE);
427 entry->attached = TRUE;
431 for (i = 0; i < gl_info->limits.buffers; ++i)
433 if (entry->render_targets[i])
434 context_apply_attachment_filter_states(entry->render_targets[i]);
436 if (entry->depth_stencil)
437 context_apply_attachment_filter_states(entry->depth_stencil);
440 for (i = 0; i < gl_info->limits.buffers; ++i)
442 if (device->render_targets[i])
443 device->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
445 device->draw_buffers[i] = GL_NONE;
449 /* GL locking is done by the caller */
450 static void context_apply_fbo_state(struct wined3d_context *context)
452 struct fbo_entry *entry, *entry2;
454 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
456 context_destroy_fbo_entry(context, entry);
459 if (context->rebind_fbo)
461 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
462 context->rebind_fbo = FALSE;
465 if (context->render_offscreen)
467 context->current_fbo = context_find_fbo_entry(context);
468 context_apply_fbo_entry(context, context->current_fbo);
470 context->current_fbo = NULL;
471 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
474 context_check_fbo_status(context);
477 /* Context activation is done by the caller. */
478 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
480 const struct wined3d_gl_info *gl_info = context->gl_info;
482 if (context->free_occlusion_query_count)
484 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
488 if (gl_info->supported[ARB_OCCLUSION_QUERY])
491 GL_EXTCALL(glGenQueriesARB(1, &query->id));
492 checkGLcall("glGenQueriesARB");
495 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
499 WARN("Occlusion queries not supported, not allocating query id.\n");
504 query->context = context;
505 list_add_head(&context->occlusion_queries, &query->entry);
508 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
510 struct wined3d_context *context = query->context;
512 list_remove(&query->entry);
513 query->context = NULL;
515 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
517 UINT new_size = context->free_occlusion_query_size << 1;
518 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
519 new_size * sizeof(*context->free_occlusion_queries));
523 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
527 context->free_occlusion_query_size = new_size;
528 context->free_occlusion_queries = new_data;
531 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
534 /* Context activation is done by the caller. */
535 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
537 const struct wined3d_gl_info *gl_info = context->gl_info;
539 if (context->free_event_query_count)
541 query->object = context->free_event_queries[--context->free_event_query_count];
545 if (gl_info->supported[ARB_SYNC])
547 /* Using ARB_sync, not much to do here. */
548 query->object.sync = NULL;
549 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
551 else if (gl_info->supported[APPLE_FENCE])
554 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
555 checkGLcall("glGenFencesAPPLE");
558 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
560 else if(gl_info->supported[NV_FENCE])
563 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
564 checkGLcall("glGenFencesNV");
567 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
571 WARN("Event queries not supported, not allocating query id.\n");
572 query->object.id = 0;
576 query->context = context;
577 list_add_head(&context->event_queries, &query->entry);
580 void context_free_event_query(struct wined3d_event_query *query)
582 struct wined3d_context *context = query->context;
584 list_remove(&query->entry);
585 query->context = NULL;
587 if (context->free_event_query_count >= context->free_event_query_size - 1)
589 UINT new_size = context->free_event_query_size << 1;
590 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
591 new_size * sizeof(*context->free_event_queries));
595 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
599 context->free_event_query_size = new_size;
600 context->free_event_queries = new_data;
603 context->free_event_queries[context->free_event_query_count++] = query->object;
606 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
608 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
611 if (!This->d3d_initialized) return;
615 case WINED3DRTYPE_SURFACE:
617 for (i = 0; i < This->numContexts; ++i)
619 struct wined3d_context *context = This->contexts[i];
620 const struct wined3d_gl_info *gl_info = context->gl_info;
621 struct fbo_entry *entry, *entry2;
623 if (context->current_rt == (IWineD3DSurfaceImpl *)resource) context->current_rt = NULL;
625 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
629 if (entry->depth_stencil == (IWineD3DSurfaceImpl *)resource)
631 list_remove(&entry->entry);
632 list_add_head(&context->fbo_destroy_list, &entry->entry);
636 for (j = 0; j < gl_info->limits.buffers; ++j)
638 if (entry->render_targets[j] == (IWineD3DSurfaceImpl *)resource)
640 list_remove(&entry->entry);
641 list_add_head(&context->fbo_destroy_list, &entry->entry);
656 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface)
658 const struct wined3d_gl_info *gl_info = context->gl_info;
659 struct fbo_entry *entry = context->current_fbo;
662 if (!entry || context->rebind_fbo) return;
664 for (i = 0; i < gl_info->limits.buffers; ++i)
666 if (surface == entry->render_targets[i])
668 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
669 context->rebind_fbo = TRUE;
674 if (surface == entry->depth_stencil)
676 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
677 context->rebind_fbo = TRUE;
681 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
683 int current = GetPixelFormat(dc);
685 if (current == format) return TRUE;
689 if (!SetPixelFormat(dc, format, NULL))
691 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
692 format, dc, GetLastError());
698 /* By default WGL doesn't allow pixel format adjustments but we need it
699 * here. For this reason there's a Wine specific wglSetPixelFormat()
700 * which allows us to set the pixel format multiple times. Only use it
701 * when really needed. */
702 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
704 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
706 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
713 /* OpenGL doesn't allow pixel format adjustments. Print an error and
714 * continue using the old format. There's a big chance that the old
715 * format works although with a performance hit and perhaps rendering
717 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
718 format, dc, current);
722 static void context_update_window(struct wined3d_context *context)
724 TRACE("Updating context %p window from %p to %p.\n",
725 context, context->win_handle, context->swapchain->win_handle);
729 if (!ReleaseDC(context->win_handle, context->hdc))
731 ERR("Failed to release device context %p, last error %#x.\n",
732 context->hdc, GetLastError());
735 else context->valid = 1;
737 context->win_handle = context->swapchain->win_handle;
739 if (!(context->hdc = GetDC(context->win_handle)))
741 ERR("Failed to get a device context for window %p.\n", context->win_handle);
745 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
747 ERR("Failed to set pixel format %d on device context %p.\n",
748 context->pixel_format, context->hdc);
752 if (!pwglMakeCurrent(context->hdc, context->glCtx))
754 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
755 context->glCtx, context->hdc, GetLastError());
765 static void context_validate(struct wined3d_context *context)
767 HWND wnd = WindowFromDC(context->hdc);
769 if (wnd != context->win_handle)
771 WARN("DC %p belongs to window %p instead of %p.\n",
772 context->hdc, wnd, context->win_handle);
776 if (context->win_handle != context->swapchain->win_handle)
777 context_update_window(context);
780 static void context_destroy_gl_resources(struct wined3d_context *context)
782 const struct wined3d_gl_info *gl_info = context->gl_info;
783 struct wined3d_occlusion_query *occlusion_query;
784 struct wined3d_event_query *event_query;
785 struct fbo_entry *entry, *entry2;
790 restore_ctx = pwglGetCurrentContext();
791 restore_dc = pwglGetCurrentDC();
793 context_validate(context);
794 if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
795 else restore_ctx = NULL;
799 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
801 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
802 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
803 occlusion_query->context = NULL;
806 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
810 if (gl_info->supported[ARB_SYNC])
812 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
814 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
815 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
817 event_query->context = NULL;
820 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
822 if (!context->valid) entry->id = 0;
823 context_destroy_fbo_entry(context, entry);
826 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
828 if (!context->valid) entry->id = 0;
829 context_destroy_fbo_entry(context, entry);
834 if (context->src_fbo)
836 TRACE("Destroy src FBO %d\n", context->src_fbo);
837 context_destroy_fbo(context, &context->src_fbo);
839 if (context->dst_fbo)
841 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
842 context_destroy_fbo(context, &context->dst_fbo);
844 if (context->dummy_arbfp_prog)
846 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
849 if (gl_info->supported[ARB_OCCLUSION_QUERY])
850 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
852 if (gl_info->supported[ARB_SYNC])
854 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
856 else if (gl_info->supported[APPLE_FENCE])
858 for (i = 0; i < context->free_event_query_count; ++i)
860 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
863 else if (gl_info->supported[NV_FENCE])
865 for (i = 0; i < context->free_event_query_count; ++i)
867 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
871 checkGLcall("context cleanup");
876 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
877 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
881 if (!pwglMakeCurrent(restore_dc, restore_ctx))
883 DWORD err = GetLastError();
884 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
885 restore_ctx, restore_dc, err);
888 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
890 ERR("Failed to disable GL context.\n");
893 ReleaseDC(context->win_handle, context->hdc);
895 if (!pwglDeleteContext(context->glCtx))
897 DWORD err = GetLastError();
898 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
902 DWORD context_get_tls_idx(void)
904 return wined3d_context_tls_idx;
907 void context_set_tls_idx(DWORD idx)
909 wined3d_context_tls_idx = idx;
912 struct wined3d_context *context_get_current(void)
914 return TlsGetValue(wined3d_context_tls_idx);
917 BOOL context_set_current(struct wined3d_context *ctx)
919 struct wined3d_context *old = context_get_current();
923 TRACE("Already using D3D context %p.\n", ctx);
931 TRACE("Switching away from destroyed context %p.\n", old);
932 context_destroy_gl_resources(old);
933 HeapFree(GetProcessHeap(), 0, old);
943 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
944 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
946 DWORD err = GetLastError();
947 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
948 ctx->glCtx, ctx->hdc, err);
949 TlsSetValue(wined3d_context_tls_idx, NULL);
954 else if(pwglGetCurrentContext())
956 TRACE("Clearing current D3D context.\n");
957 if (!pwglMakeCurrent(NULL, NULL))
959 DWORD err = GetLastError();
960 ERR("Failed to clear current GL context, last error %#x.\n", err);
961 TlsSetValue(wined3d_context_tls_idx, NULL);
966 return TlsSetValue(wined3d_context_tls_idx, ctx);
969 void context_release(struct wined3d_context *context)
971 TRACE("Releasing context %p, level %u.\n", context, context->level);
976 WARN("Context %p is not active.\n", context);
977 else if (context != context_get_current())
978 WARN("Context %p is not the current context.\n", context);
981 if (!--context->level && context->restore_ctx)
983 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
984 if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
986 DWORD err = GetLastError();
987 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
988 context->restore_ctx, context->restore_dc, err);
990 context->restore_ctx = NULL;
991 context->restore_dc = NULL;
995 static void context_enter(struct wined3d_context *context)
997 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
999 if (!context->level++)
1001 const struct wined3d_context *current_context = context_get_current();
1002 HGLRC current_gl = pwglGetCurrentContext();
1004 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1006 TRACE("Another GL context (%p on device context %p) is already current.\n",
1007 current_gl, pwglGetCurrentDC());
1008 context->restore_ctx = current_gl;
1009 context->restore_dc = pwglGetCurrentDC();
1014 /*****************************************************************************
1015 * Context_MarkStateDirty
1017 * Marks a state in a context dirty. Only one context, opposed to
1018 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1022 * context: Context to mark the state dirty in
1023 * state: State to mark dirty
1024 * StateTable: Pointer to the state table in use(for state grouping)
1026 *****************************************************************************/
1027 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
1029 DWORD rep = StateTable[state].representative;
1033 if (isStateDirty(context, rep)) return;
1035 context->dirtyArray[context->numDirtyEntries++] = rep;
1036 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1037 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1038 context->isStateDirty[idx] |= (1 << shift);
1041 /* This function takes care of WineD3D pixel format selection. */
1042 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
1043 const struct wined3d_format_desc *color_format_desc, const struct wined3d_format_desc *ds_format_desc,
1044 BOOL auxBuffers, int numSamples, BOOL findCompatible)
1047 unsigned int matchtry;
1048 short redBits, greenBits, blueBits, alphaBits, colorBits;
1049 short depthBits=0, stencilBits=0;
1056 /* First, try without alpha match buffers. MacOS supports aux buffers only
1057 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1058 * Then try without aux buffers - this is the most common cause for not
1059 * finding a pixel format. Also some drivers(the open source ones)
1060 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1061 * match, then try without an exact alpha and color match.
1063 { TRUE, TRUE, TRUE },
1064 { TRUE, FALSE, TRUE },
1065 { FALSE, TRUE, TRUE },
1066 { FALSE, FALSE, TRUE },
1067 { TRUE, FALSE, FALSE },
1068 { FALSE, FALSE, FALSE },
1072 int nCfgs = This->adapter->nCfgs;
1074 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1075 debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
1076 auxBuffers, numSamples, findCompatible);
1078 if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1080 ERR("Unable to get color bits for format %s (%#x)!\n",
1081 debug_d3dformat(color_format_desc->format), color_format_desc->format);
1085 getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
1087 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1088 for(i=0; i<nCfgs; i++) {
1089 BOOL exactDepthMatch = TRUE;
1090 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1092 /* For now only accept RGBA formats. Perhaps some day we will
1093 * allow floating point formats for pbuffers. */
1094 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1097 /* In window mode we need a window drawable format and double buffering. */
1098 if(!(cfg->windowDrawable && cfg->doubleBuffer))
1101 /* We like to have aux buffers in backbuffer mode */
1102 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1105 if(matches[matchtry].exact_color) {
1106 if(cfg->redSize != redBits)
1108 if(cfg->greenSize != greenBits)
1110 if(cfg->blueSize != blueBits)
1113 if(cfg->redSize < redBits)
1115 if(cfg->greenSize < greenBits)
1117 if(cfg->blueSize < blueBits)
1120 if(matches[matchtry].exact_alpha) {
1121 if(cfg->alphaSize != alphaBits)
1124 if(cfg->alphaSize < alphaBits)
1128 /* We try to locate a format which matches our requirements exactly. In case of
1129 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1130 if(cfg->depthSize < depthBits)
1132 else if(cfg->depthSize > depthBits)
1133 exactDepthMatch = FALSE;
1135 /* In all cases make sure the number of stencil bits matches our requirements
1136 * even when we don't need stencil because it could affect performance EXCEPT
1137 * on cards which don't offer depth formats without stencil like the i915 drivers
1139 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1142 /* Check multisampling support */
1143 if(cfg->numSamples != numSamples)
1146 /* When we have passed all the checks then we have found a format which matches our
1147 * requirements. Note that we only check for a limit number of capabilities right now,
1148 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1149 * can still differ in things like multisampling, stereo, SRGB and other flags.
1152 /* Exit the loop as we have found a format :) */
1153 if(exactDepthMatch) {
1154 iPixelFormat = cfg->iPixelFormat;
1156 } else if(!iPixelFormat) {
1157 /* In the end we might end up with a format which doesn't exactly match our depth
1158 * requirements. Accept the first format we found because formats with higher iPixelFormat
1159 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1160 iPixelFormat = cfg->iPixelFormat;
1165 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1166 if(!iPixelFormat && !findCompatible) {
1167 ERR("Can't find a suitable iPixelFormat\n");
1169 } else if(!iPixelFormat) {
1170 PIXELFORMATDESCRIPTOR pfd;
1172 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1173 /* PixelFormat selection */
1174 ZeroMemory(&pfd, sizeof(pfd));
1175 pfd.nSize = sizeof(pfd);
1177 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1178 pfd.iPixelType = PFD_TYPE_RGBA;
1179 pfd.cAlphaBits = alphaBits;
1180 pfd.cColorBits = colorBits;
1181 pfd.cDepthBits = depthBits;
1182 pfd.cStencilBits = stencilBits;
1183 pfd.iLayerType = PFD_MAIN_PLANE;
1185 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1187 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1188 ERR("Can't find a suitable iPixelFormat\n");
1193 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1194 iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1195 return iPixelFormat;
1198 /*****************************************************************************
1201 * Creates a new context.
1204 * This: Device to activate the context for
1205 * target: Surface this context will render to
1206 * win_handle: handle to the window which we are drawing to
1207 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1209 *****************************************************************************/
1210 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1211 const struct wined3d_format_desc *ds_format_desc)
1213 IWineD3DDeviceImpl *device = swapchain->device;
1214 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1215 const struct wined3d_format_desc *color_format_desc;
1216 struct wined3d_context *ret;
1217 PIXELFORMATDESCRIPTOR pfd;
1218 BOOL auxBuffers = FALSE;
1226 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1228 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1231 ERR("Failed to allocate context memory.\n");
1235 if (!(hdc = GetDC(swapchain->win_handle)))
1237 ERR("Failed to retrieve a device context.\n");
1241 color_format_desc = target->resource.format_desc;
1243 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1244 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1245 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1249 if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
1250 color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, gl_info);
1251 else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
1252 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1255 /* DirectDraw supports 8bit paletted render targets and these are used by
1256 * old games like Starcraft and C&C. Most modern hardware doesn't support
1257 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1258 * conversion (ab)uses the alpha component for storing the palette index.
1259 * For this reason we require a format with 8bit alpha, so request
1261 if (color_format_desc->format == WINED3DFMT_P8_UINT)
1262 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1264 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1265 if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1267 if (!gl_info->supported[ARB_MULTISAMPLE])
1268 WARN("The application is requesting multisampling without support.\n");
1271 TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1272 numSamples = swapchain->presentParms.MultiSampleType;
1276 /* Try to find a pixel format which matches our requirements. */
1277 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1278 auxBuffers, numSamples, FALSE /* findCompatible */);
1280 /* Try to locate a compatible format if we weren't able to find anything. */
1283 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1284 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1285 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1288 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1291 ERR("Can't find a suitable pixel format.\n");
1295 DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1296 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1298 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1302 ctx = pwglCreateContext(hdc);
1303 if (device->numContexts)
1305 if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1307 DWORD err = GetLastError();
1308 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1309 device->contexts[0]->glCtx, ctx, err);
1314 ERR("Failed to create a WGL context\n");
1318 if (!device_context_add(device, ret))
1320 ERR("Failed to add the newly created context to the context list\n");
1321 if (!pwglDeleteContext(ctx))
1323 DWORD err = GetLastError();
1324 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1329 ret->gl_info = gl_info;
1331 /* Mark all states dirty to force a proper initialization of the states
1332 * on the first use of the context. */
1333 for (state = 0; state <= STATE_HIGHEST; ++state)
1335 if (device->StateTable[state].representative)
1336 Context_MarkStateDirty(ret, state, device->StateTable);
1339 ret->swapchain = swapchain;
1340 ret->current_rt = target;
1341 ret->tid = GetCurrentThreadId();
1343 ret->render_offscreen = surface_is_offscreen(target);
1344 ret->draw_buffer_dirty = TRUE;
1348 ret->win_handle = swapchain->win_handle;
1350 ret->pixel_format = pixel_format;
1352 if (device->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *)device))
1354 /* Create the dirty constants array and initialize them to dirty */
1355 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1356 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1357 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1358 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1359 memset(ret->vshader_const_dirty, 1,
1360 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1361 memset(ret->pshader_const_dirty, 1,
1362 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1365 ret->free_occlusion_query_size = 4;
1366 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1367 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1368 if (!ret->free_occlusion_queries) goto out;
1370 list_init(&ret->occlusion_queries);
1372 ret->free_event_query_size = 4;
1373 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1374 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1375 if (!ret->free_event_queries) goto out;
1377 list_init(&ret->event_queries);
1379 TRACE("Successfully created new context %p\n", ret);
1381 list_init(&ret->fbo_list);
1382 list_init(&ret->fbo_destroy_list);
1386 /* Set up the context defaults */
1387 if (!context_set_current(ret))
1389 ERR("Cannot activate context to set up defaults\n");
1390 context_release(ret);
1396 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1398 TRACE("Setting up the screen\n");
1399 /* Clear the screen */
1400 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1401 checkGLcall("glClearColor");
1404 glClearStencil(0xffff);
1406 checkGLcall("glClear");
1408 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1409 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1411 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1412 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1414 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1415 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1417 glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1418 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1419 glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1420 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1422 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1424 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1425 * and textures in DIB sections(due to the memory protection).
1427 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1428 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1430 if (gl_info->supported[ARB_VERTEX_BLEND])
1432 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1433 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1434 * GL_VERTEX_BLEND_ARB isn't enabled too
1436 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1437 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1439 if (gl_info->supported[NV_TEXTURE_SHADER2])
1441 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1442 * the previous texture where to source the offset from is always unit - 1.
1444 for (s = 1; s < gl_info->limits.textures; ++s)
1446 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1447 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1448 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1451 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1453 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1454 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1455 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1456 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1459 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1460 * program and the dummy program is destroyed when the context is destroyed.
1462 const char *dummy_program =
1464 "MOV result.color, fragment.color.primary;\n"
1466 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1467 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1468 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1471 for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1473 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1474 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1475 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1478 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1480 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1482 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1484 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1489 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
1491 TRACE("Created context %p.\n", ret);
1496 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1497 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1498 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1499 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1500 HeapFree(GetProcessHeap(), 0, ret);
1504 /*****************************************************************************
1507 * Destroys a wined3d context
1510 * This: Device to activate the context for
1511 * context: Context to destroy
1513 *****************************************************************************/
1514 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1518 TRACE("Destroying ctx %p\n", context);
1520 if (context->tid == GetCurrentThreadId() || !context->current)
1522 context_destroy_gl_resources(context);
1523 TlsSetValue(wined3d_context_tls_idx, NULL);
1528 context->destroyed = 1;
1532 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1533 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1534 device_context_remove(This, context);
1535 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1538 /* GL locking is done by the caller */
1539 static inline void set_blit_dimension(UINT width, UINT height) {
1540 glMatrixMode(GL_PROJECTION);
1541 checkGLcall("glMatrixMode(GL_PROJECTION)");
1543 checkGLcall("glLoadIdentity()");
1544 glOrtho(0, width, height, 0, 0.0, -1.0);
1545 checkGLcall("glOrtho");
1546 glViewport(0, 0, width, height);
1547 checkGLcall("glViewport");
1550 /*****************************************************************************
1553 * Sets up a context for DirectDraw blitting.
1554 * All texture units are disabled, texture unit 0 is set as current unit
1555 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1556 * color writing enabled for all channels
1557 * register combiners disabled, shaders disabled
1558 * world matrix is set to identity, texture matrix 0 too
1559 * projection matrix is setup for drawing screen coordinates
1562 * This: Device to activate the context for
1563 * context: Context to setup
1565 *****************************************************************************/
1566 /* Context activation is done by the caller. */
1567 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1570 const struct StateEntry *StateTable = This->StateTable;
1571 const struct wined3d_gl_info *gl_info = context->gl_info;
1572 UINT width = context->current_rt->currentDesc.Width;
1573 UINT height = context->current_rt->currentDesc.Height;
1576 TRACE("Setting up context %p for blitting\n", context);
1577 if(context->last_was_blit) {
1578 if(context->blit_w != width || context->blit_h != height) {
1580 set_blit_dimension(width, height);
1582 context->blit_w = width; context->blit_h = height;
1583 /* No need to dirtify here, the states are still dirtified because they weren't
1584 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1588 TRACE("Context is already set up for blitting, nothing to do\n");
1591 context->last_was_blit = TRUE;
1593 /* TODO: Use a display list */
1595 /* Disable shaders */
1597 This->shader_backend->shader_select(context, FALSE, FALSE);
1600 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1601 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1603 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1604 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1605 * which can safely be called from here, we only lock once instead locking/unlocking
1606 * after each GL call.
1610 /* Disable all textures. The caller can then bind a texture it wants to blit
1613 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1614 * function texture unit. No need to care for higher samplers
1616 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1618 sampler = This->rev_tex_unit_map[i];
1619 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1620 checkGLcall("glActiveTextureARB");
1622 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1624 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1625 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1627 glDisable(GL_TEXTURE_3D);
1628 checkGLcall("glDisable GL_TEXTURE_3D");
1629 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1631 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1632 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1634 glDisable(GL_TEXTURE_2D);
1635 checkGLcall("glDisable GL_TEXTURE_2D");
1637 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1638 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1640 if (sampler != WINED3D_UNMAPPED_STAGE)
1642 if (sampler < MAX_TEXTURES) {
1643 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1645 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1648 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1649 checkGLcall("glActiveTextureARB");
1651 sampler = This->rev_tex_unit_map[0];
1653 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1655 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1656 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1658 glDisable(GL_TEXTURE_3D);
1659 checkGLcall("glDisable GL_TEXTURE_3D");
1660 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1662 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1663 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1665 glDisable(GL_TEXTURE_2D);
1666 checkGLcall("glDisable GL_TEXTURE_2D");
1668 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1670 glMatrixMode(GL_TEXTURE);
1671 checkGLcall("glMatrixMode(GL_TEXTURE)");
1673 checkGLcall("glLoadIdentity()");
1675 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1677 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1678 GL_TEXTURE_LOD_BIAS_EXT,
1680 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1683 if (sampler != WINED3D_UNMAPPED_STAGE)
1685 if (sampler < MAX_TEXTURES) {
1686 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1687 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1689 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1692 /* Other misc states */
1693 glDisable(GL_ALPHA_TEST);
1694 checkGLcall("glDisable(GL_ALPHA_TEST)");
1695 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1696 glDisable(GL_LIGHTING);
1697 checkGLcall("glDisable GL_LIGHTING");
1698 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1699 glDisable(GL_DEPTH_TEST);
1700 checkGLcall("glDisable GL_DEPTH_TEST");
1701 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1702 glDisableWINE(GL_FOG);
1703 checkGLcall("glDisable GL_FOG");
1704 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1705 glDisable(GL_BLEND);
1706 checkGLcall("glDisable GL_BLEND");
1707 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1708 glDisable(GL_CULL_FACE);
1709 checkGLcall("glDisable GL_CULL_FACE");
1710 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1711 glDisable(GL_STENCIL_TEST);
1712 checkGLcall("glDisable GL_STENCIL_TEST");
1713 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1714 glDisable(GL_SCISSOR_TEST);
1715 checkGLcall("glDisable GL_SCISSOR_TEST");
1716 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1717 if (gl_info->supported[ARB_POINT_SPRITE])
1719 glDisable(GL_POINT_SPRITE_ARB);
1720 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1721 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1723 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1724 checkGLcall("glColorMask");
1725 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1726 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
1727 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
1728 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
1729 if (gl_info->supported[EXT_SECONDARY_COLOR])
1731 glDisable(GL_COLOR_SUM_EXT);
1732 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1733 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1736 /* Setup transforms */
1737 glMatrixMode(GL_MODELVIEW);
1738 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1740 checkGLcall("glLoadIdentity()");
1741 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1743 context->last_was_rhw = TRUE;
1744 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1746 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1747 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1748 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1749 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1750 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1751 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1752 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1754 set_blit_dimension(width, height);
1758 context->blit_w = width; context->blit_h = height;
1759 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1760 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1763 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1766 /*****************************************************************************
1767 * findThreadContextForSwapChain
1769 * Searches a swapchain for all contexts and picks one for the thread tid.
1770 * If none can be found the swapchain is requested to create a new context
1772 *****************************************************************************/
1773 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1777 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1778 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1779 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1784 /* Create a new context for the thread */
1785 return swapchain_create_context_for_thread(swapchain);
1788 /*****************************************************************************
1791 * Finds a context for the current render target and thread
1794 * target: Render target to find the context for
1795 * tid: Thread to activate the context for
1797 * Returns: The needed context
1799 *****************************************************************************/
1800 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target)
1802 IWineD3DSwapChain *swapchain = NULL;
1803 struct wined3d_context *current_context = context_get_current();
1804 DWORD tid = GetCurrentThreadId();
1805 struct wined3d_context *context;
1807 if (current_context && current_context->destroyed) current_context = NULL;
1812 && current_context->current_rt
1813 && current_context->swapchain->device == This)
1815 target = current_context->current_rt;
1819 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1820 if (swapchain->back_buffers) target = swapchain->back_buffers[0];
1821 else target = swapchain->front_buffer;
1825 if (current_context && current_context->current_rt == target)
1827 context_validate(current_context);
1828 return current_context;
1831 if (target->Flags & SFLAG_SWAPCHAIN)
1833 TRACE("Rendering onscreen\n");
1835 swapchain = (IWineD3DSwapChain *)target->container;
1836 context = findThreadContextForSwapChain(swapchain, tid);
1840 TRACE("Rendering offscreen\n");
1842 /* Stay with the currently active context. */
1843 if (current_context && current_context->swapchain->device == This)
1845 context = current_context;
1849 /* This may happen if the app jumps straight into offscreen rendering
1850 * Start using the context of the primary swapchain. tid == 0 is no problem
1851 * for findThreadContextForSwapChain.
1853 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1854 * is perfect to call. */
1855 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1859 context_validate(context);
1864 /* Context activation is done by the caller. */
1865 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
1867 const struct wined3d_gl_info *gl_info = context->gl_info;
1868 IWineD3DSurfaceImpl *rt = context->current_rt;
1869 IWineD3DDeviceImpl *device;
1871 device = rt->resource.device;
1872 if (!surface_is_offscreen(rt))
1875 glDrawBuffer(surface_get_gl_buffer(rt));
1876 checkGLcall("glDrawBuffers()");
1882 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1886 if (gl_info->supported[ARB_DRAW_BUFFERS])
1888 GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, device->draw_buffers));
1889 checkGLcall("glDrawBuffers()");
1893 glDrawBuffer(device->draw_buffers[0]);
1894 checkGLcall("glDrawBuffer()");
1897 glDrawBuffer(GL_COLOR_ATTACHMENT0);
1898 checkGLcall("glDrawBuffer()");
1903 glDrawBuffer(device->offscreenBuffer);
1904 checkGLcall("glDrawBuffer()");
1910 /* GL locking is done by the caller. */
1911 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1913 glDrawBuffer(buffer);
1914 checkGLcall("glDrawBuffer()");
1915 context->draw_buffer_dirty = TRUE;
1918 static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
1921 if (context->render_offscreen == offscreen) return;
1923 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1924 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1925 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1926 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1927 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1928 context->render_offscreen = offscreen;
1931 static BOOL match_depth_stencil_format(const struct wined3d_format_desc *existing,
1932 const struct wined3d_format_desc *required)
1934 short existing_depth, existing_stencil, required_depth, required_stencil;
1936 if(existing == required) return TRUE;
1937 if((existing->Flags & WINED3DFMT_FLAG_FLOAT) != (required->Flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
1939 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
1940 getDepthStencilBits(required, &required_depth, &required_stencil);
1942 if(existing_depth < required_depth) return FALSE;
1943 /* If stencil bits are used the exact amount is required - otherwise wrapping
1944 * won't work correctly */
1945 if(required_stencil && required_stencil != existing_stencil) return FALSE;
1948 /* The caller provides a context */
1949 static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device, struct wined3d_context *context)
1951 /* Onscreen surfaces are always in a swapchain */
1952 IWineD3DSurfaceImpl *depth_stencil = device->depth_stencil;
1953 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)context->current_rt->container;
1955 if (!depth_stencil) return;
1956 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format_desc)) return;
1958 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
1959 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
1961 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
1963 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
1964 IWineD3DSurface_LoadLocation((IWineD3DSurface *)context->current_rt, SFLAG_INTEXTURE, NULL);
1965 swapchain->render_to_fbo = TRUE;
1966 context_set_render_offscreen(context, device->StateTable, TRUE);
1969 /* Context activation is done by the caller. */
1970 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
1972 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1974 if (context->render_offscreen)
1976 FIXME("Applying blit state for an offscreen target with ORM_FBO. This should be avoided.\n");
1977 surface_internal_preload(context->current_rt, SRGB_RGB);
1980 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
1981 context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, context->current_rt);
1982 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
1987 context_validate_onscreen_formats(device, context);
1990 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
1994 context->draw_buffer_dirty = TRUE;
1997 if (context->draw_buffer_dirty)
1999 context_apply_draw_buffer(context, TRUE);
2000 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2001 context->draw_buffer_dirty = FALSE;
2004 SetupForBlit(device, context);
2007 /* Context activation is done by the caller. */
2008 void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2010 const struct StateEntry *state_table = device->StateTable;
2012 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2014 if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
2016 context_apply_fbo_state(context);
2020 if (context->draw_buffer_dirty)
2022 context_apply_draw_buffer(context, FALSE);
2023 context->draw_buffer_dirty = FALSE;
2026 if (context->last_was_blit)
2028 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2031 /* Blending and clearing should be orthogonal, but tests on the nvidia
2032 * driver show that disabling blending when clearing improves the clearing
2033 * performance incredibly. */
2035 glDisable(GL_BLEND);
2036 glEnable(GL_SCISSOR_TEST);
2037 checkGLcall("glEnable GL_SCISSOR_TEST");
2040 context->last_was_blit = FALSE;
2041 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2042 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2043 Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2046 /* Context activation is done by the caller. */
2047 void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2049 const struct StateEntry *state_table = device->StateTable;
2052 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2054 if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
2056 context_apply_fbo_state(context);
2060 if (context->draw_buffer_dirty)
2062 context_apply_draw_buffer(context, FALSE);
2063 context->draw_buffer_dirty = FALSE;
2066 if (context->last_was_blit)
2068 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2071 IWineD3DDeviceImpl_FindTexUnitMap(device);
2072 device_preload_textures(device);
2073 if (isStateDirty(context, STATE_VDECL))
2074 device_update_stream_info(device, context->gl_info);
2077 for (i = 0; i < context->numDirtyEntries; ++i)
2079 DWORD rep = context->dirtyArray[i];
2080 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2081 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2082 context->isStateDirty[idx] &= ~(1 << shift);
2083 state_table[rep].apply(rep, device->stateBlock, context);
2086 context->numDirtyEntries = 0; /* This makes the whole list clean */
2087 context->last_was_blit = FALSE;
2090 static void context_setup_target(IWineD3DDeviceImpl *device,
2091 struct wined3d_context *context, IWineD3DSurfaceImpl *target)
2093 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2094 const struct StateEntry *StateTable = device->StateTable;
2096 if (!target) return;
2097 else if (context->current_rt == target) return;
2098 render_offscreen = surface_is_offscreen(target);
2100 context_set_render_offscreen(context, StateTable, render_offscreen);
2102 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2103 * the alpha blend state changes with different render target formats. */
2104 if (!context->current_rt)
2106 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2110 const struct wined3d_format_desc *old = context->current_rt->resource.format_desc;
2111 const struct wined3d_format_desc *new = target->resource.format_desc;
2113 if (old->format != new->format)
2115 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2116 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2117 || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2119 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2123 /* When switching away from an offscreen render target, and we're not
2124 * using FBOs, we have to read the drawable into the texture. This is
2125 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2126 * are some things that need care though. PreLoad needs a GL context,
2127 * and FindContext is called before the context is activated. It also
2128 * has to be called with the old rendertarget active, otherwise a
2129 * wrong drawable is read. */
2130 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2131 && old_render_offscreen && context->current_rt != target)
2133 BOOL oldInDraw = device->isInDraw;
2135 /* surface_internal_preload() requires a context to load the
2136 * texture, so it will call context_acquire(). Set isInDraw to true
2137 * to signal surface_internal_preload() that it has a context. */
2139 /* FIXME: This is just broken. There's no guarantee whatsoever
2140 * that the currently active context, if any, is appropriate for
2141 * reading back the render target. We should probably call
2142 * context_set_current(context) here and then rely on
2143 * context_acquire() doing the right thing. */
2144 device->isInDraw = TRUE;
2146 /* Read the back buffer of the old drawable into the destination texture. */
2147 if (context->current_rt->texture_name_srgb)
2149 surface_internal_preload(context->current_rt, SRGB_BOTH);
2153 surface_internal_preload(context->current_rt, SRGB_RGB);
2156 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)context->current_rt, SFLAG_INDRAWABLE, FALSE);
2158 device->isInDraw = oldInDraw;
2162 context->draw_buffer_dirty = TRUE;
2163 context->current_rt = target;
2166 /*****************************************************************************
2169 * Finds a rendering context and drawable matching the device and render
2170 * target for the current thread, activates them and puts them into the
2174 * This: Device to activate the context for
2175 * target: Requested render target
2176 * usage: Prepares the context for blitting, drawing or other actions
2178 *****************************************************************************/
2179 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *target)
2181 struct wined3d_context *current_context = context_get_current();
2182 struct wined3d_context *context;
2184 TRACE("device %p, target %p.\n", device, target);
2186 context = FindContext(device, target);
2187 context_setup_target(device, context, target);
2188 context_enter(context);
2189 if (!context->valid) return context;
2191 if (context != current_context)
2193 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2194 else device->frag_pipe->enable_extension((IWineD3DDevice *)device, !context->last_was_blit);
2196 if (context->vshader_const_dirty)
2198 memset(context->vshader_const_dirty, 1,
2199 sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2200 device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2202 if (context->pshader_const_dirty)
2204 memset(context->pshader_const_dirty, 1,
2205 sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2206 device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2209 else if (context->restore_ctx)
2211 if (!pwglMakeCurrent(context->hdc, context->glCtx))
2213 DWORD err = GetLastError();
2214 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2215 context->hdc, context->glCtx, err);