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_EXTCALL(glGenFramebuffersEXT(1, fbo));
52 checkGLcall("glGenFramebuffersEXT()");
53 TRACE("Created FBO %u.\n", *fbo);
60 case GL_READ_FRAMEBUFFER_EXT:
61 if (context->fbo_read_binding == f) return;
62 context->fbo_read_binding = f;
65 case GL_DRAW_FRAMEBUFFER_EXT:
66 if (context->fbo_draw_binding == f) return;
67 context->fbo_draw_binding = f;
70 case GL_FRAMEBUFFER_EXT:
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_EXTCALL(glBindFramebufferEXT(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_LIMITS(buffers); ++i)
93 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, 0, 0));
94 checkGLcall("glFramebufferTexture2D()");
96 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
97 checkGLcall("glFramebufferTexture2D()");
99 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, 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_EXT, fbo);
109 context_clean_fbo_attachments(gl_info);
110 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
112 GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo));
113 checkGLcall("glDeleteFramebuffers()");
116 /* GL locking is done by the caller */
117 static void context_apply_attachment_filter_states(IWineD3DSurface *surface, BOOL force_preload)
119 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
120 IWineD3DDeviceImpl *device = surface_impl->resource.wineD3DDevice;
121 IWineD3DBaseTextureImpl *texture_impl;
122 BOOL update_minfilter = FALSE;
123 BOOL update_magfilter = FALSE;
125 /* Update base texture states array */
126 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
128 if (texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
129 || texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
131 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
132 texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
133 update_minfilter = TRUE;
136 if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
138 texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
139 update_magfilter = TRUE;
142 if (texture_impl->baseTexture.bindCount)
144 WARN("Render targets should not be bound to a sampler\n");
145 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
148 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
151 if (update_minfilter || update_magfilter || force_preload)
153 GLenum target, bind_target;
156 target = surface_impl->texture_target;
157 if (target == GL_TEXTURE_2D)
159 bind_target = GL_TEXTURE_2D;
160 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
161 } else if (target == GL_TEXTURE_RECTANGLE_ARB) {
162 bind_target = GL_TEXTURE_RECTANGLE_ARB;
163 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
165 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
166 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
169 surface_internal_preload(surface, SRGB_RGB);
171 glBindTexture(bind_target, surface_impl->texture_name);
172 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
173 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
174 glBindTexture(bind_target, old_binding);
177 checkGLcall("apply_attachment_filter_states()");
180 /* GL locking is done by the caller */
181 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
182 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
184 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
185 const struct wined3d_gl_info *gl_info = context->gl_info;
187 TRACE("Attach depth stencil %p\n", depth_stencil);
191 DWORD format_flags = depth_stencil_impl->resource.format_desc->Flags;
193 if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
195 if (format_flags & WINED3DFMT_FLAG_DEPTH)
197 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT,
198 GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
199 checkGLcall("glFramebufferRenderbufferEXT()");
202 if (format_flags & WINED3DFMT_FLAG_STENCIL)
204 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT,
205 GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
206 checkGLcall("glFramebufferRenderbufferEXT()");
211 context_apply_attachment_filter_states(depth_stencil, TRUE);
213 if (format_flags & WINED3DFMT_FLAG_DEPTH)
215 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT,
216 depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
217 depth_stencil_impl->texture_level));
218 checkGLcall("glFramebufferTexture2DEXT()");
221 if (format_flags & WINED3DFMT_FLAG_STENCIL)
223 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT,
224 depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
225 depth_stencil_impl->texture_level));
226 checkGLcall("glFramebufferTexture2DEXT()");
230 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
232 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
233 checkGLcall("glFramebufferTexture2DEXT()");
236 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
238 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
239 checkGLcall("glFramebufferTexture2DEXT()");
244 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
245 checkGLcall("glFramebufferTexture2DEXT()");
247 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
248 checkGLcall("glFramebufferTexture2DEXT()");
252 /* GL locking is done by the caller */
253 void context_attach_surface_fbo(const struct wined3d_context *context,
254 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
256 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
257 const struct wined3d_gl_info *gl_info = context->gl_info;
259 TRACE("Attach surface %p to %u\n", surface, idx);
263 context_apply_attachment_filter_states(surface, TRUE);
265 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->texture_target,
266 surface_impl->texture_name, surface_impl->texture_level));
267 checkGLcall("glFramebufferTexture2DEXT()");
269 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
270 checkGLcall("glFramebufferTexture2DEXT()");
274 /* GL locking is done by the caller */
275 static void context_check_fbo_status(struct wined3d_context *context)
277 const struct wined3d_gl_info *gl_info = context->gl_info;
280 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
281 if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
283 TRACE("FBO complete\n");
285 IWineD3DSurfaceImpl *attachment;
287 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
289 /* Dump the FBO attachments */
290 for (i = 0; i < GL_LIMITS(buffers); ++i)
292 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i];
295 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
296 i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
297 attachment->pow2Width, attachment->pow2Height);
300 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->depth_stencil;
303 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
304 attachment, debug_d3dformat(attachment->resource.format_desc->format),
305 attachment->pow2Width, attachment->pow2Height);
310 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context)
312 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
313 const struct wined3d_gl_info *gl_info = context->gl_info;
314 struct fbo_entry *entry;
316 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
317 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
318 memcpy(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
319 entry->depth_stencil = device->stencilBufferTarget;
320 entry->attached = FALSE;
326 /* GL locking is done by the caller */
327 static void context_reuse_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
329 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
330 const struct wined3d_gl_info *gl_info = context->gl_info;
332 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &entry->id);
333 context_clean_fbo_attachments(gl_info);
335 memcpy(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
336 entry->depth_stencil = device->stencilBufferTarget;
337 entry->attached = FALSE;
340 /* GL locking is done by the caller */
341 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
345 TRACE("Destroy FBO %d\n", entry->id);
346 context_destroy_fbo(context, &entry->id);
348 --context->fbo_entry_count;
349 list_remove(&entry->entry);
350 HeapFree(GetProcessHeap(), 0, entry->render_targets);
351 HeapFree(GetProcessHeap(), 0, entry);
355 /* GL locking is done by the caller */
356 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
358 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
359 const struct wined3d_gl_info *gl_info = context->gl_info;
360 struct fbo_entry *entry;
362 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
364 if (!memcmp(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
365 && entry->depth_stencil == device->stencilBufferTarget)
367 list_remove(&entry->entry);
368 list_add_head(&context->fbo_list, &entry->entry);
373 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
375 entry = context_create_fbo_entry(context);
376 list_add_head(&context->fbo_list, &entry->entry);
377 ++context->fbo_entry_count;
381 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
382 context_reuse_fbo_entry(context, entry);
383 list_remove(&entry->entry);
384 list_add_head(&context->fbo_list, &entry->entry);
390 /* GL locking is done by the caller */
391 static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
393 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
394 const struct wined3d_gl_info *gl_info = context->gl_info;
397 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &entry->id);
399 if (!entry->attached)
401 /* Apply render targets */
402 for (i = 0; i < GL_LIMITS(buffers); ++i)
404 IWineD3DSurface *render_target = device->render_targets[i];
405 context_attach_surface_fbo(context, GL_FRAMEBUFFER_EXT, i, render_target);
408 /* Apply depth targets */
409 if (device->stencilBufferTarget)
411 unsigned int w = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Width;
412 unsigned int h = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Height;
414 surface_set_compatible_renderbuffer(device->stencilBufferTarget, w, h);
416 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, device->stencilBufferTarget, TRUE);
418 entry->attached = TRUE;
420 for (i = 0; i < GL_LIMITS(buffers); ++i)
422 if (device->render_targets[i])
423 context_apply_attachment_filter_states(device->render_targets[i], FALSE);
425 if (device->stencilBufferTarget)
426 context_apply_attachment_filter_states(device->stencilBufferTarget, FALSE);
429 for (i = 0; i < GL_LIMITS(buffers); ++i)
431 if (device->render_targets[i])
432 device->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
434 device->draw_buffers[i] = GL_NONE;
438 /* GL locking is done by the caller */
439 static void context_apply_fbo_state(struct wined3d_context *context)
441 if (context->render_offscreen)
443 context->current_fbo = context_find_fbo_entry(context);
444 context_apply_fbo_entry(context, context->current_fbo);
446 context->current_fbo = NULL;
447 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
450 context_check_fbo_status(context);
453 /* Context activation is done by the caller. */
454 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
456 const struct wined3d_gl_info *gl_info = context->gl_info;
458 if (context->free_occlusion_query_count)
460 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
464 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
467 GL_EXTCALL(glGenQueriesARB(1, &query->id));
468 checkGLcall("glGenQueriesARB");
471 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
475 WARN("Occlusion queries not supported, not allocating query id.\n");
480 query->context = context;
481 list_add_head(&context->occlusion_queries, &query->entry);
484 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
486 struct wined3d_context *context = query->context;
488 list_remove(&query->entry);
489 query->context = NULL;
491 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
493 UINT new_size = context->free_occlusion_query_size << 1;
494 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
495 new_size * sizeof(*context->free_occlusion_queries));
499 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
503 context->free_occlusion_query_size = new_size;
504 context->free_occlusion_queries = new_data;
507 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
510 /* Context activation is done by the caller. */
511 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
513 const struct wined3d_gl_info *gl_info = context->gl_info;
515 if (context->free_event_query_count)
517 query->id = context->free_event_queries[--context->free_event_query_count];
521 if (GL_SUPPORT(APPLE_FENCE))
524 GL_EXTCALL(glGenFencesAPPLE(1, &query->id));
525 checkGLcall("glGenFencesAPPLE");
528 TRACE("Allocated event query %u in context %p.\n", query->id, context);
530 else if(GL_SUPPORT(NV_FENCE))
533 GL_EXTCALL(glGenFencesNV(1, &query->id));
534 checkGLcall("glGenFencesNV");
537 TRACE("Allocated event query %u in context %p.\n", query->id, context);
541 WARN("Event queries not supported, not allocating query id.\n");
546 query->context = context;
547 list_add_head(&context->event_queries, &query->entry);
550 void context_free_event_query(struct wined3d_event_query *query)
552 struct wined3d_context *context = query->context;
554 list_remove(&query->entry);
555 query->context = NULL;
557 if (context->free_event_query_count >= context->free_event_query_size - 1)
559 UINT new_size = context->free_event_query_size << 1;
560 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
561 new_size * sizeof(*context->free_event_queries));
565 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
569 context->free_event_query_size = new_size;
570 context->free_event_queries = new_data;
573 context->free_event_queries[context->free_event_query_count++] = query->id;
576 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
578 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
581 if (!This->d3d_initialized) return;
585 case WINED3DRTYPE_SURFACE:
587 ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
589 for (i = 0; i < This->numContexts; ++i)
591 struct wined3d_context *context = This->contexts[i];
592 const struct wined3d_gl_info *gl_info = context->gl_info;
593 struct fbo_entry *entry, *entry2;
595 if (context->current_rt == (IWineD3DSurface *)resource) context->current_rt = NULL;
599 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
601 BOOL destroyed = FALSE;
604 for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j)
606 if (entry->render_targets[j] == (IWineD3DSurface *)resource)
608 context_destroy_fbo_entry(context, entry);
613 if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
614 context_destroy_fbo_entry(context, entry);
628 static void context_destroy_gl_resources(struct wined3d_context *context)
630 const struct wined3d_gl_info *gl_info = context->gl_info;
631 struct wined3d_occlusion_query *occlusion_query;
632 struct wined3d_event_query *event_query;
633 struct fbo_entry *entry, *entry2;
636 has_glctx = pwglMakeCurrent(context->hdc, context->glCtx);
637 if (!has_glctx) WARN("Failed to activate context. Window already destroyed?\n");
641 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
643 if (has_glctx && GL_SUPPORT(ARB_OCCLUSION_QUERY)) GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
644 occlusion_query->context = NULL;
647 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
651 if (GL_SUPPORT(APPLE_FENCE)) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->id));
652 else if (GL_SUPPORT(NV_FENCE)) GL_EXTCALL(glDeleteFencesNV(1, &event_query->id));
654 event_query->context = NULL;
657 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
658 if (!has_glctx) entry->id = 0;
659 context_destroy_fbo_entry(context, entry);
663 if (context->src_fbo)
665 TRACE("Destroy src FBO %d\n", context->src_fbo);
666 context_destroy_fbo(context, &context->src_fbo);
668 if (context->dst_fbo)
670 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
671 context_destroy_fbo(context, &context->dst_fbo);
673 if (context->dummy_arbfp_prog)
675 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
678 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
680 if (GL_SUPPORT(APPLE_FENCE))
681 GL_EXTCALL(glDeleteFencesAPPLE(context->free_event_query_count, context->free_event_queries));
682 else if (GL_SUPPORT(NV_FENCE))
683 GL_EXTCALL(glDeleteFencesNV(context->free_event_query_count, context->free_event_queries));
685 checkGLcall("context cleanup");
690 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
691 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
693 if (!pwglMakeCurrent(NULL, NULL))
695 ERR("Failed to disable GL context.\n");
698 if (context->isPBuffer)
700 GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
701 GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
705 ReleaseDC(context->win_handle, context->hdc);
708 if (!pwglDeleteContext(context->glCtx))
710 DWORD err = GetLastError();
711 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
715 DWORD context_get_tls_idx(void)
717 return wined3d_context_tls_idx;
720 void context_set_tls_idx(DWORD idx)
722 wined3d_context_tls_idx = idx;
725 struct wined3d_context *context_get_current(void)
727 return TlsGetValue(wined3d_context_tls_idx);
730 BOOL context_set_current(struct wined3d_context *ctx)
732 struct wined3d_context *old = context_get_current();
736 TRACE("Already using D3D context %p.\n", ctx);
744 TRACE("Switching away from destroyed context %p.\n", old);
745 context_destroy_gl_resources(old);
746 HeapFree(GetProcessHeap(), 0, old);
756 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
757 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
759 ERR("Failed to make GL context %p current on device context %p.\n", ctx->glCtx, ctx->hdc);
766 TRACE("Clearing current D3D context.\n");
767 if (!pwglMakeCurrent(NULL, NULL))
769 ERR("Failed to clear current GL context.\n");
774 return TlsSetValue(wined3d_context_tls_idx, ctx);
777 /*****************************************************************************
778 * Context_MarkStateDirty
780 * Marks a state in a context dirty. Only one context, opposed to
781 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
785 * context: Context to mark the state dirty in
786 * state: State to mark dirty
787 * StateTable: Pointer to the state table in use(for state grouping)
789 *****************************************************************************/
790 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
792 DWORD rep = StateTable[state].representative;
796 if(!rep || isStateDirty(context, rep)) return;
798 context->dirtyArray[context->numDirtyEntries++] = rep;
801 context->isStateDirty[idx] |= (1 << shift);
804 /*****************************************************************************
807 * Adds a context to the context array. Helper function for CreateContext
809 * This method is not called in performance-critical code paths, only when a
810 * new render target or swapchain is created. Thus performance is not an issue
814 * This: Device to add the context for
815 * hdc: device context
816 * glCtx: WGL context to add
817 * pbuffer: optional pbuffer used with this context
819 *****************************************************************************/
820 static struct wined3d_context *AddContextToArray(IWineD3DDeviceImpl *This,
821 HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer)
823 struct wined3d_context **oldArray = This->contexts;
826 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
827 if(This->contexts == NULL) {
828 ERR("Unable to grow the context array\n");
829 This->contexts = oldArray;
833 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
836 This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(**This->contexts));
837 if(This->contexts[This->numContexts] == NULL) {
838 ERR("Unable to allocate a new context\n");
839 HeapFree(GetProcessHeap(), 0, This->contexts);
840 This->contexts = oldArray;
844 This->contexts[This->numContexts]->hdc = hdc;
845 This->contexts[This->numContexts]->glCtx = glCtx;
846 This->contexts[This->numContexts]->pbuffer = pbuffer;
847 This->contexts[This->numContexts]->win_handle = win_handle;
848 HeapFree(GetProcessHeap(), 0, oldArray);
850 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
852 for(state = 0; state <= STATE_HIGHEST; state++) {
853 Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
857 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
858 return This->contexts[This->numContexts - 1];
861 /* This function takes care of WineD3D pixel format selection. */
862 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
863 const struct GlPixelFormatDesc *color_format_desc, const struct GlPixelFormatDesc *ds_format_desc,
864 BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
867 unsigned int matchtry;
868 short redBits, greenBits, blueBits, alphaBits, colorBits;
869 short depthBits=0, stencilBits=0;
876 /* First, try without alpha match buffers. MacOS supports aux buffers only
877 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
878 * Then try without aux buffers - this is the most common cause for not
879 * finding a pixel format. Also some drivers(the open source ones)
880 * only offer 32 bit ARB pixel formats. First try without an exact alpha
881 * match, then try without an exact alpha and color match.
883 { TRUE, TRUE, TRUE },
884 { TRUE, FALSE, TRUE },
885 { FALSE, TRUE, TRUE },
886 { FALSE, FALSE, TRUE },
887 { TRUE, FALSE, FALSE },
888 { FALSE, FALSE, FALSE },
892 int nCfgs = This->adapter->nCfgs;
894 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
895 debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
896 auxBuffers, numSamples, pbuffer, findCompatible);
898 if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
900 ERR("Unable to get color bits for format %s (%#x)!\n",
901 debug_d3dformat(color_format_desc->format), color_format_desc->format);
905 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
906 * You are able to add a depth + stencil surface at a later stage when you need it.
907 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
908 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
909 * context, need torecreate shaders, textures and other resources.
911 * The context manager already takes care of the state problem and for the other tasks code from Reset
912 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
913 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
914 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
915 * issue needs to be fixed. */
916 if (ds_format_desc->format != WINED3DFMT_D24S8)
918 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
919 ds_format_desc = getFormatDescEntry(WINED3DFMT_D24S8, &This->adapter->gl_info);
922 getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
924 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
925 for(i=0; i<nCfgs; i++) {
926 BOOL exactDepthMatch = TRUE;
927 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
929 /* For now only accept RGBA formats. Perhaps some day we will
930 * allow floating point formats for pbuffers. */
931 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
934 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
935 if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
938 /* We like to have aux buffers in backbuffer mode */
939 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
942 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
943 if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
946 if(matches[matchtry].exact_color) {
947 if(cfg->redSize != redBits)
949 if(cfg->greenSize != greenBits)
951 if(cfg->blueSize != blueBits)
954 if(cfg->redSize < redBits)
956 if(cfg->greenSize < greenBits)
958 if(cfg->blueSize < blueBits)
961 if(matches[matchtry].exact_alpha) {
962 if(cfg->alphaSize != alphaBits)
965 if(cfg->alphaSize < alphaBits)
969 /* We try to locate a format which matches our requirements exactly. In case of
970 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
971 if(cfg->depthSize < depthBits)
973 else if(cfg->depthSize > depthBits)
974 exactDepthMatch = FALSE;
976 /* In all cases make sure the number of stencil bits matches our requirements
977 * even when we don't need stencil because it could affect performance EXCEPT
978 * on cards which don't offer depth formats without stencil like the i915 drivers
980 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
983 /* Check multisampling support */
984 if(cfg->numSamples != numSamples)
987 /* When we have passed all the checks then we have found a format which matches our
988 * requirements. Note that we only check for a limit number of capabilities right now,
989 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
990 * can still differ in things like multisampling, stereo, SRGB and other flags.
993 /* Exit the loop as we have found a format :) */
994 if(exactDepthMatch) {
995 iPixelFormat = cfg->iPixelFormat;
997 } else if(!iPixelFormat) {
998 /* In the end we might end up with a format which doesn't exactly match our depth
999 * requirements. Accept the first format we found because formats with higher iPixelFormat
1000 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1001 iPixelFormat = cfg->iPixelFormat;
1006 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1007 if(!iPixelFormat && !findCompatible) {
1008 ERR("Can't find a suitable iPixelFormat\n");
1010 } else if(!iPixelFormat) {
1011 PIXELFORMATDESCRIPTOR pfd;
1013 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1014 /* PixelFormat selection */
1015 ZeroMemory(&pfd, sizeof(pfd));
1016 pfd.nSize = sizeof(pfd);
1018 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1019 pfd.iPixelType = PFD_TYPE_RGBA;
1020 pfd.cAlphaBits = alphaBits;
1021 pfd.cColorBits = colorBits;
1022 pfd.cDepthBits = depthBits;
1023 pfd.cStencilBits = stencilBits;
1024 pfd.iLayerType = PFD_MAIN_PLANE;
1026 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1028 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1029 ERR("Can't find a suitable iPixelFormat\n");
1034 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1035 iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1036 return iPixelFormat;
1039 /*****************************************************************************
1042 * Creates a new context for a window, or a pbuffer context.
1045 * This: Device to activate the context for
1046 * target: Surface this context will render to
1047 * win_handle: handle to the window which we are drawing to
1048 * create_pbuffer: tells whether to create a pbuffer or not
1049 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1051 *****************************************************************************/
1052 struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target,
1053 HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms)
1055 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
1056 struct wined3d_context *ret = NULL;
1057 HPBUFFERARB pbuffer = NULL;
1062 TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
1064 if(create_pbuffer) {
1065 HDC hdc_parent = GetDC(win_handle);
1066 int iPixelFormat = 0;
1068 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
1069 const struct GlPixelFormatDesc *ds_format_desc = StencilSurface
1070 ? ((IWineD3DSurfaceImpl *)StencilSurface)->resource.format_desc
1071 : getFormatDescEntry(WINED3DFMT_UNKNOWN, &This->adapter->gl_info);
1073 /* Try to find a pixel format with pbuffer support. */
1074 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1075 ds_format_desc, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */,
1076 FALSE /* findCompatible */);
1078 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1080 /* For some reason we weren't able to find a format, try to find something instead of crashing.
1081 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
1082 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1083 ds_format_desc, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */,
1084 TRUE /* findCompatible */);
1087 /* This shouldn't happen as ChoosePixelFormat always returns something */
1089 ERR("Unable to locate a pixel format for a pbuffer\n");
1090 ReleaseDC(win_handle, hdc_parent);
1094 TRACE("Creating a pBuffer drawable for the new context\n");
1095 pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
1097 ERR("Cannot create a pbuffer\n");
1098 ReleaseDC(win_handle, hdc_parent);
1102 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
1103 hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
1105 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
1106 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1107 ReleaseDC(win_handle, hdc_parent);
1110 ReleaseDC(win_handle, hdc_parent);
1112 PIXELFORMATDESCRIPTOR pfd;
1115 const struct GlPixelFormatDesc *color_format_desc = target->resource.format_desc;
1116 const struct GlPixelFormatDesc *ds_format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN,
1117 &This->adapter->gl_info);
1118 BOOL auxBuffers = FALSE;
1121 hdc = GetDC(win_handle);
1123 ERR("Cannot retrieve a device context!\n");
1127 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1128 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
1131 if (color_format_desc->format == WINED3DFMT_X4R4G4B4)
1132 color_format_desc = getFormatDescEntry(WINED3DFMT_A4R4G4B4, &This->adapter->gl_info);
1133 else if (color_format_desc->format == WINED3DFMT_X8R8G8B8)
1134 color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info);
1137 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
1138 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
1139 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
1140 * a format with 8bit alpha, so request A8R8G8B8. */
1141 if (color_format_desc->format == WINED3DFMT_P8)
1142 color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info);
1144 /* Retrieve the depth stencil format from the present parameters.
1145 * The choice of the proper format can give a nice performance boost
1146 * in case of GPU limited programs. */
1147 if(pPresentParms->EnableAutoDepthStencil) {
1148 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
1149 ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, &This->adapter->gl_info);
1152 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
1153 if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
1154 if(!GL_SUPPORT(ARB_MULTISAMPLE))
1155 ERR("The program is requesting multisampling without support!\n");
1157 ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
1158 numSamples = pPresentParms->MultiSampleType;
1162 /* Try to find a pixel format which matches our requirements */
1163 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1164 auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
1166 /* Try to locate a compatible format if we weren't able to find anything */
1168 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1169 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1170 auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
1173 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1175 ERR("Can't find a suitable iPixelFormat\n");
1179 DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
1180 res = SetPixelFormat(hdc, iPixelFormat, NULL);
1182 int oldPixelFormat = GetPixelFormat(hdc);
1184 /* By default WGL doesn't allow pixel format adjustments but we need it here.
1185 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
1186 * set the pixel format multiple times. Only use it when it is really needed. */
1188 if(oldPixelFormat == iPixelFormat) {
1189 /* We don't have to do anything as the formats are the same :) */
1190 } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
1191 res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
1194 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1197 } else if(oldPixelFormat) {
1198 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
1199 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
1200 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
1202 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1208 ctx = pwglCreateContext(hdc);
1209 if (This->numContexts)
1211 if (!pwglShareLists(This->contexts[0]->glCtx, ctx))
1213 DWORD err = GetLastError();
1214 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1215 This->contexts[0]->glCtx, ctx, err);
1220 ERR("Failed to create a WGL context\n");
1221 if(create_pbuffer) {
1222 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1223 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1227 ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
1229 ERR("Failed to add the newly created context to the context list\n");
1230 if (!pwglDeleteContext(ctx))
1232 DWORD err = GetLastError();
1233 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1235 if(create_pbuffer) {
1236 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1237 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1241 ret->gl_info = &This->adapter->gl_info;
1242 ret->surface = (IWineD3DSurface *) target;
1243 ret->current_rt = (IWineD3DSurface *)target;
1244 ret->isPBuffer = create_pbuffer;
1245 ret->tid = GetCurrentThreadId();
1246 if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
1247 /* Create the dirty constants array and initialize them to dirty */
1248 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1249 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1250 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1251 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1252 memset(ret->vshader_const_dirty, 1,
1253 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1254 memset(ret->pshader_const_dirty, 1,
1255 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1258 ret->free_occlusion_query_size = 4;
1259 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1260 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1261 if (!ret->free_occlusion_queries) goto out;
1263 list_init(&ret->occlusion_queries);
1265 ret->free_event_query_size = 4;
1266 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1267 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1268 if (!ret->free_event_queries) goto out;
1270 list_init(&ret->event_queries);
1272 TRACE("Successfully created new context %p\n", ret);
1274 list_init(&ret->fbo_list);
1276 /* Set up the context defaults */
1277 if (!context_set_current(ret))
1279 ERR("Cannot activate context to set up defaults\n");
1285 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1287 TRACE("Setting up the screen\n");
1288 /* Clear the screen */
1289 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1290 checkGLcall("glClearColor");
1293 glClearStencil(0xffff);
1295 checkGLcall("glClear");
1297 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1298 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1300 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1301 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1303 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1304 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1306 glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
1307 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
1308 glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
1309 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
1311 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
1312 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1313 * and textures in DIB sections(due to the memory protection).
1315 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1316 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1318 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
1319 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1320 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1321 * GL_VERTEX_BLEND_ARB isn't enabled too
1323 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1324 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1326 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1327 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1328 * the previous texture where to source the offset from is always unit - 1.
1330 for(s = 1; s < GL_LIMITS(textures); s++) {
1331 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1332 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1333 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1336 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1337 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1338 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1339 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1340 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1343 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1344 * program and the dummy program is destroyed when the context is destroyed.
1346 const char *dummy_program =
1348 "MOV result.color, fragment.color.primary;\n"
1350 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1351 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1352 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1355 for(s = 0; s < GL_LIMITS(point_sprite_units); s++) {
1356 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1357 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1358 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1361 if (GL_SUPPORT(EXT_PROVOKING_VERTEX))
1363 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1368 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1375 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1376 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1377 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1378 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1379 HeapFree(GetProcessHeap(), 0, ret);
1384 /*****************************************************************************
1385 * RemoveContextFromArray
1387 * Removes a context from the context manager. The opengl context is not
1388 * destroyed or unset. context is not a valid pointer after that call.
1390 * Similar to the former call this isn't a performance critical function. A
1391 * helper function for DestroyContext.
1394 * This: Device to activate the context for
1395 * context: Context to remove
1397 *****************************************************************************/
1398 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1400 struct wined3d_context **new_array;
1404 TRACE("Removing ctx %p\n", context);
1406 for (i = 0; i < This->numContexts; ++i)
1408 if (This->contexts[i] == context)
1417 ERR("Context %p doesn't exist in context array\n", context);
1421 while (i < This->numContexts - 1)
1423 This->contexts[i] = This->contexts[i + 1];
1427 --This->numContexts;
1428 if (!This->numContexts)
1430 HeapFree(GetProcessHeap(), 0, This->contexts);
1431 This->contexts = NULL;
1435 new_array = HeapReAlloc(GetProcessHeap(), 0, This->contexts, This->numContexts * sizeof(*This->contexts));
1438 ERR("Failed to shrink context array. Oh well.\n");
1442 This->contexts = new_array;
1445 /*****************************************************************************
1448 * Destroys a wineD3DContext
1451 * This: Device to activate the context for
1452 * context: Context to destroy
1454 *****************************************************************************/
1455 void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1459 TRACE("Destroying ctx %p\n", context);
1461 if (context->tid == GetCurrentThreadId() || !context->current)
1463 context_destroy_gl_resources(context);
1466 if (!context_set_current(NULL))
1468 ERR("Failed to clear current D3D context.\n");
1473 context->destroyed = 1;
1477 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1478 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1479 RemoveContextFromArray(This, context);
1480 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1483 /* GL locking is done by the caller */
1484 static inline void set_blit_dimension(UINT width, UINT height) {
1485 glMatrixMode(GL_PROJECTION);
1486 checkGLcall("glMatrixMode(GL_PROJECTION)");
1488 checkGLcall("glLoadIdentity()");
1489 glOrtho(0, width, height, 0, 0.0, -1.0);
1490 checkGLcall("glOrtho");
1491 glViewport(0, 0, width, height);
1492 checkGLcall("glViewport");
1495 /*****************************************************************************
1498 * Sets up a context for DirectDraw blitting.
1499 * All texture units are disabled, texture unit 0 is set as current unit
1500 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1501 * color writing enabled for all channels
1502 * register combiners disabled, shaders disabled
1503 * world matrix is set to identity, texture matrix 0 too
1504 * projection matrix is setup for drawing screen coordinates
1507 * This: Device to activate the context for
1508 * context: Context to setup
1509 * width: render target width
1510 * height: render target height
1512 *****************************************************************************/
1513 /* Context activation is done by the caller. */
1514 static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context, UINT width, UINT height)
1517 const struct StateEntry *StateTable = This->StateTable;
1518 const struct wined3d_gl_info *gl_info = context->gl_info;
1520 TRACE("Setting up context %p for blitting\n", context);
1521 if(context->last_was_blit) {
1522 if(context->blit_w != width || context->blit_h != height) {
1524 set_blit_dimension(width, height);
1526 context->blit_w = width; context->blit_h = height;
1527 /* No need to dirtify here, the states are still dirtified because they weren't
1528 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1532 TRACE("Context is already set up for blitting, nothing to do\n");
1535 context->last_was_blit = TRUE;
1537 /* TODO: Use a display list */
1539 /* Disable shaders */
1541 This->shader_backend->shader_select(context, FALSE, FALSE);
1544 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1545 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1547 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1548 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1549 * which can safely be called from here, we only lock once instead locking/unlocking
1550 * after each GL call.
1554 /* Disable all textures. The caller can then bind a texture it wants to blit
1557 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1558 * function texture unit. No need to care for higher samplers
1560 for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
1561 sampler = This->rev_tex_unit_map[i];
1562 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1563 checkGLcall("glActiveTextureARB");
1565 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1566 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1567 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1569 glDisable(GL_TEXTURE_3D);
1570 checkGLcall("glDisable GL_TEXTURE_3D");
1571 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1572 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1573 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1575 glDisable(GL_TEXTURE_2D);
1576 checkGLcall("glDisable GL_TEXTURE_2D");
1578 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1579 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1581 if (sampler != -1) {
1582 if (sampler < MAX_TEXTURES) {
1583 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1585 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1588 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1589 checkGLcall("glActiveTextureARB");
1591 sampler = This->rev_tex_unit_map[0];
1593 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1594 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1595 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1597 glDisable(GL_TEXTURE_3D);
1598 checkGLcall("glDisable GL_TEXTURE_3D");
1599 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1600 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1601 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1603 glDisable(GL_TEXTURE_2D);
1604 checkGLcall("glDisable GL_TEXTURE_2D");
1606 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1608 glMatrixMode(GL_TEXTURE);
1609 checkGLcall("glMatrixMode(GL_TEXTURE)");
1611 checkGLcall("glLoadIdentity()");
1613 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1614 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1615 GL_TEXTURE_LOD_BIAS_EXT,
1617 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1620 if (sampler != -1) {
1621 if (sampler < MAX_TEXTURES) {
1622 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1623 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1625 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1628 /* Other misc states */
1629 glDisable(GL_ALPHA_TEST);
1630 checkGLcall("glDisable(GL_ALPHA_TEST)");
1631 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1632 glDisable(GL_LIGHTING);
1633 checkGLcall("glDisable GL_LIGHTING");
1634 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1635 glDisable(GL_DEPTH_TEST);
1636 checkGLcall("glDisable GL_DEPTH_TEST");
1637 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1638 glDisableWINE(GL_FOG);
1639 checkGLcall("glDisable GL_FOG");
1640 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1641 glDisable(GL_BLEND);
1642 checkGLcall("glDisable GL_BLEND");
1643 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1644 glDisable(GL_CULL_FACE);
1645 checkGLcall("glDisable GL_CULL_FACE");
1646 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1647 glDisable(GL_STENCIL_TEST);
1648 checkGLcall("glDisable GL_STENCIL_TEST");
1649 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1650 glDisable(GL_SCISSOR_TEST);
1651 checkGLcall("glDisable GL_SCISSOR_TEST");
1652 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1653 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
1654 glDisable(GL_POINT_SPRITE_ARB);
1655 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1656 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1658 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1659 checkGLcall("glColorMask");
1660 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1661 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
1662 glDisable(GL_COLOR_SUM_EXT);
1663 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1664 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1667 /* Setup transforms */
1668 glMatrixMode(GL_MODELVIEW);
1669 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1671 checkGLcall("glLoadIdentity()");
1672 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1674 context->last_was_rhw = TRUE;
1675 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1677 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1678 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1679 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1680 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1681 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1682 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1683 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1685 set_blit_dimension(width, height);
1689 context->blit_w = width; context->blit_h = height;
1690 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1691 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1694 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1697 /*****************************************************************************
1698 * findThreadContextForSwapChain
1700 * Searches a swapchain for all contexts and picks one for the thread tid.
1701 * If none can be found the swapchain is requested to create a new context
1703 *****************************************************************************/
1704 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1708 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1709 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1710 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1715 /* Create a new context for the thread */
1716 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
1719 /*****************************************************************************
1722 * Finds a context for the current render target and thread
1725 * target: Render target to find the context for
1726 * tid: Thread to activate the context for
1728 * Returns: The needed context
1730 *****************************************************************************/
1731 static inline struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid)
1733 IWineD3DSwapChain *swapchain = NULL;
1734 struct wined3d_context *current_context = context_get_current();
1735 const struct StateEntry *StateTable = This->StateTable;
1736 struct wined3d_context *context;
1737 BOOL old_render_offscreen;
1739 if (current_context && current_context->destroyed) current_context = NULL;
1744 && current_context->current_rt
1745 && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1747 target = current_context->current_rt;
1751 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1752 if (swapchain->backBuffer) target = swapchain->backBuffer[0];
1753 else target = swapchain->frontBuffer;
1757 if (current_context && current_context->current_rt == target)
1759 return current_context;
1762 if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1763 TRACE("Rendering onscreen\n");
1765 context = findThreadContextForSwapChain(swapchain, tid);
1767 old_render_offscreen = context->render_offscreen;
1768 context->render_offscreen = FALSE;
1769 /* The context != This->activeContext will catch a NOP context change. This can occur
1770 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1771 * rendering. No context change is needed in that case
1774 if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1775 if(This->pbufferContext && tid == This->pbufferContext->tid) {
1776 This->pbufferContext->tid = 0;
1779 IWineD3DSwapChain_Release(swapchain);
1783 TRACE("Rendering offscreen\n");
1786 if (wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER)
1788 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *)target;
1789 if (!This->pbufferContext
1790 || This->pbufferWidth < targetimpl->currentDesc.Width
1791 || This->pbufferHeight < targetimpl->currentDesc.Height)
1793 if (This->pbufferContext) DestroyContext(This, This->pbufferContext);
1795 /* The display is irrelevant here, the window is 0. But
1796 * CreateContext needs a valid X connection. Create the context
1797 * on the same server as the primary swapchain. The primary
1798 * swapchain is exists at this point. */
1799 This->pbufferContext = CreateContext(This, targetimpl,
1800 ((IWineD3DSwapChainImpl *)This->swapchains[0])->context[0]->win_handle,
1801 TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
1802 This->pbufferWidth = targetimpl->currentDesc.Width;
1803 This->pbufferHeight = targetimpl->currentDesc.Height;
1806 if (This->pbufferContext)
1808 if (This->pbufferContext->tid && This->pbufferContext->tid != tid)
1810 FIXME("The PBuffer context is only supported for one thread for now!\n");
1812 This->pbufferContext->tid = tid;
1813 context = This->pbufferContext;
1817 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering.\n");
1818 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1824 /* Stay with the currently active context. */
1826 && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1828 context = current_context;
1832 /* This may happen if the app jumps straight into offscreen rendering
1833 * Start using the context of the primary swapchain. tid == 0 is no problem
1834 * for findThreadContextForSwapChain.
1836 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1837 * is perfect to call. */
1838 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1842 old_render_offscreen = context->render_offscreen;
1843 context->render_offscreen = TRUE;
1846 if (context->render_offscreen != old_render_offscreen)
1848 Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1849 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1850 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1851 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1852 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1855 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1856 * the alpha blend state changes with different render target formats. */
1857 if (!context->current_rt)
1859 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1863 const struct GlPixelFormatDesc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
1864 const struct GlPixelFormatDesc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
1866 if (old->format != new->format)
1868 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
1869 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
1870 || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
1872 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1876 /* When switching away from an offscreen render target, and we're not
1877 * using FBOs, we have to read the drawable into the texture. This is
1878 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
1879 * are some things that need care though. PreLoad needs a GL context,
1880 * and FindContext is called before the context is activated. It also
1881 * has to be called with the old rendertarget active, otherwise a
1882 * wrong drawable is read. */
1883 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
1884 && old_render_offscreen && context->current_rt != target)
1886 BOOL oldInDraw = This->isInDraw;
1888 /* surface_internal_preload() requires a context to load the
1889 * texture, so it will call ActivateContext. Set isInDraw to true
1890 * to signal surface_internal_preload() that it has a context. */
1892 /* FIXME: This is just broken. There's no guarantee whatsoever
1893 * that the currently active context, if any, is appropriate for
1894 * reading back the render target. We should probably call
1895 * context_set_current(context) here and then rely on
1896 * ActivateContext() doing the right thing. */
1897 This->isInDraw = TRUE;
1899 /* Read the back buffer of the old drawable into the destination texture. */
1900 if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
1902 surface_internal_preload(context->current_rt, SRGB_BOTH);
1906 surface_internal_preload(context->current_rt, SRGB_RGB);
1909 IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
1911 This->isInDraw = oldInDraw;
1915 context->draw_buffer_dirty = TRUE;
1916 context->current_rt = target;
1921 /* Context activation is done by the caller. */
1922 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
1924 const struct wined3d_gl_info *gl_info = context->gl_info;
1925 IWineD3DSurface *rt = context->current_rt;
1926 IWineD3DSwapChain *swapchain;
1927 IWineD3DDeviceImpl *device;
1929 device = ((IWineD3DSurfaceImpl *)rt)->resource.wineD3DDevice;
1930 if (SUCCEEDED(IWineD3DSurface_GetContainer(rt, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1932 IWineD3DSwapChain_Release((IUnknown *)swapchain);
1934 glDrawBuffer(surface_get_gl_buffer(rt, swapchain));
1935 checkGLcall("glDrawBuffers()");
1941 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1945 if (GL_SUPPORT(ARB_DRAW_BUFFERS))
1947 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), device->draw_buffers));
1948 checkGLcall("glDrawBuffers()");
1952 glDrawBuffer(device->draw_buffers[0]);
1953 checkGLcall("glDrawBuffer()");
1956 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
1957 checkGLcall("glDrawBuffer()");
1962 glDrawBuffer(device->offscreenBuffer);
1963 checkGLcall("glDrawBuffer()");
1969 /*****************************************************************************
1972 * Finds a rendering context and drawable matching the device and render
1973 * target for the current thread, activates them and puts them into the
1977 * This: Device to activate the context for
1978 * target: Requested render target
1979 * usage: Prepares the context for blitting, drawing or other actions
1981 *****************************************************************************/
1982 struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage)
1984 struct wined3d_context *current_context = context_get_current();
1985 DWORD tid = GetCurrentThreadId();
1986 DWORD i, dirtyState, idx;
1988 const struct StateEntry *StateTable = This->StateTable;
1989 const struct wined3d_gl_info *gl_info;
1990 struct wined3d_context *context;
1992 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
1994 context = FindContext(This, target, tid);
1996 gl_info = context->gl_info;
1998 /* Activate the opengl context */
1999 if (context != current_context)
2001 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2002 else This->frag_pipe->enable_extension((IWineD3DDevice *)This, !context->last_was_blit);
2004 if (context->vshader_const_dirty)
2006 memset(context->vshader_const_dirty, 1,
2007 sizeof(*context->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
2008 This->highest_dirty_vs_const = GL_LIMITS(vshader_constantsF);
2010 if (context->pshader_const_dirty)
2012 memset(context->pshader_const_dirty, 1,
2013 sizeof(*context->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
2014 This->highest_dirty_ps_const = GL_LIMITS(pshader_constantsF);
2019 case CTXUSAGE_CLEAR:
2020 case CTXUSAGE_DRAWPRIM:
2021 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2023 context_apply_fbo_state(context);
2026 if (context->draw_buffer_dirty) {
2027 context_apply_draw_buffer(context, FALSE);
2028 context->draw_buffer_dirty = FALSE;
2033 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2034 if (context->render_offscreen)
2036 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
2038 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
2039 context_attach_surface_fbo(context, GL_FRAMEBUFFER_EXT, 0, target);
2040 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, NULL, FALSE);
2044 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
2047 context->draw_buffer_dirty = TRUE;
2049 if (context->draw_buffer_dirty) {
2050 context_apply_draw_buffer(context, TRUE);
2051 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
2052 context->draw_buffer_dirty = FALSE;
2062 case CTXUSAGE_RESOURCELOAD:
2063 /* This does not require any special states to be set up */
2066 case CTXUSAGE_CLEAR:
2067 if(context->last_was_blit) {
2068 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
2071 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
2072 * blending when clearing improves the clearing performance incredibly.
2075 glDisable(GL_BLEND);
2077 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2080 glEnable(GL_SCISSOR_TEST);
2081 checkGLcall("glEnable GL_SCISSOR_TEST");
2083 context->last_was_blit = FALSE;
2084 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
2085 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
2088 case CTXUSAGE_DRAWPRIM:
2089 /* This needs all dirty states applied */
2090 if(context->last_was_blit) {
2091 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
2094 IWineD3DDeviceImpl_FindTexUnitMap(This);
2097 for(i=0; i < context->numDirtyEntries; i++) {
2098 dirtyState = context->dirtyArray[i];
2099 idx = dirtyState >> 5;
2100 shift = dirtyState & 0x1f;
2101 context->isStateDirty[idx] &= ~(1 << shift);
2102 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
2105 context->numDirtyEntries = 0; /* This makes the whole list clean */
2106 context->last_was_blit = FALSE;
2110 SetupForBlit(This, context,
2111 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
2112 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
2116 FIXME("Unexpected context usage requested\n");