2 * Context and render target management in wined3d
4 * Copyright 2007 Stefan Dösinger for CodeWeavers
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 /*****************************************************************************
33 * Context_MarkStateDirty
35 * Marks a state in a context dirty. Only one context, opposed to
36 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
40 * context: Context to mark the state dirty in
41 * state: State to mark dirty
43 *****************************************************************************/
44 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state) {
45 DWORD rep = StateTable[state].representative;
49 if(!rep || isStateDirty(context, rep)) return;
51 context->dirtyArray[context->numDirtyEntries++] = rep;
54 context->isStateDirty[idx] |= (1 << shift);
57 /*****************************************************************************
60 * Adds a context to the context array. Helper function for CreateContext
62 * This method is not called in performance-critical code paths, only when a
63 * new render target or swapchain is created. Thus performance is not an issue
67 * This: Device to add the context for
69 * glCtx: WGL context to add
70 * pbuffer: optional pbuffer used with this context
72 *****************************************************************************/
73 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
74 WineD3DContext **oldArray = This->contexts;
77 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
78 if(This->contexts == NULL) {
79 ERR("Unable to grow the context array\n");
80 This->contexts = oldArray;
84 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
87 This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
88 if(This->contexts[This->numContexts] == NULL) {
89 ERR("Unable to allocate a new context\n");
90 HeapFree(GetProcessHeap(), 0, This->contexts);
91 This->contexts = oldArray;
95 This->contexts[This->numContexts]->hdc = hdc;
96 This->contexts[This->numContexts]->glCtx = glCtx;
97 This->contexts[This->numContexts]->pbuffer = pbuffer;
98 This->contexts[This->numContexts]->win_handle = win_handle;
99 HeapFree(GetProcessHeap(), 0, oldArray);
101 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
103 for(state = 0; state <= STATE_HIGHEST; state++) {
104 Context_MarkStateDirty(This->contexts[This->numContexts], state);
108 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
109 return This->contexts[This->numContexts - 1];
112 /*****************************************************************************
115 * Creates a new context for a window, or a pbuffer context.
118 * This: Device to activate the context for
119 * target: Surface this context will render to
120 * win_handle: handle to the window which we are drawing to
121 * create_pbuffer: tells whether to create a pbuffer or not
122 * pPresentParameters: contains the pixelformats to use for onscreen rendering
124 *****************************************************************************/
125 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
126 HDC oldDrawable, hdc;
127 HPBUFFERARB pbuffer = NULL;
128 HGLRC ctx = NULL, oldCtx;
129 WineD3DContext *ret = NULL;
132 TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
134 #define PUSH1(att) attribs[nAttribs++] = (att);
135 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
137 HDC hdc_parent = GetDC(win_handle);
138 int iPixelFormat = 0;
139 short redBits, greenBits, blueBits, alphaBits, colorBits;
140 short depthBits, stencilBits;
142 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
143 WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
147 unsigned int nFormats;
149 /* Retrieve the specifications for the pixelformat from the backbuffer / stencilbuffer */
150 getColorBits(target->resource.format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits);
151 getDepthStencilBits(StencilBufferFormat, &depthBits, &stencilBits);
152 PUSH2(WGL_DRAW_TO_PBUFFER_ARB, 1); /* We need pbuffer support; doublebuffering isn't needed */
153 PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
154 PUSH2(WGL_COLOR_BITS_ARB, colorBits);
155 PUSH2(WGL_RED_BITS_ARB, redBits);
156 PUSH2(WGL_GREEN_BITS_ARB, greenBits);
157 PUSH2(WGL_BLUE_BITS_ARB, blueBits);
158 PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
159 PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
160 PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
161 PUSH1(0); /* end the list */
163 /* Try to find a pixelformat that matches exactly. If that fails let ChoosePixelFormat try to find a close match */
164 if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc_parent, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
166 PIXELFORMATDESCRIPTOR pfd;
168 TRACE("Falling back to ChoosePixelFormat as wglChoosePixelFormatARB failed\n");
170 ZeroMemory(&pfd, sizeof(pfd));
171 pfd.nSize = sizeof(pfd);
173 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER_DONTCARE | PFD_DRAW_TO_WINDOW;
174 pfd.iPixelType = PFD_TYPE_RGBA;
175 pfd.cColorBits = colorBits;
176 pfd.cDepthBits = depthBits;
177 pfd.cStencilBits = stencilBits;
178 pfd.iLayerType = PFD_MAIN_PLANE;
180 iPixelFormat = ChoosePixelFormat(hdc_parent, &pfd);
182 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
183 ERR("Can't find a suitable iPixelFormat for the pbuffer\n");
187 TRACE("Creating a pBuffer drawable for the new context\n");
188 pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
190 ERR("Cannot create a pbuffer\n");
191 ReleaseDC(win_handle, hdc_parent);
195 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
196 hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
198 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
199 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
200 ReleaseDC(win_handle, hdc_parent);
203 ReleaseDC(win_handle, hdc_parent);
205 PIXELFORMATDESCRIPTOR pfd;
207 short redBits, greenBits, blueBits, alphaBits, colorBits;
208 short depthBits=0, stencilBits=0;
212 unsigned int nFormats;
214 hdc = GetDC(win_handle);
216 ERR("Cannot retrieve a device context!\n");
220 /* PixelFormat selection */
221 PUSH2(WGL_DRAW_TO_WINDOW_ARB, GL_TRUE); /* We want to draw to a window */
222 PUSH2(WGL_DOUBLE_BUFFER_ARB, GL_TRUE);
223 PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
224 PUSH2(WGL_SUPPORT_OPENGL_ARB, GL_TRUE);
225 PUSH2(WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB); /* Make sure we receive an accelerated format. On windows (at least on ATI) this is not always the case */
227 if(!getColorBits(target->resource.format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
228 ERR("Unable to get color bits for format %#x!\n", target->resource.format);
231 PUSH2(WGL_COLOR_BITS_ARB, colorBits);
232 PUSH2(WGL_RED_BITS_ARB, redBits);
233 PUSH2(WGL_GREEN_BITS_ARB, greenBits);
234 PUSH2(WGL_BLUE_BITS_ARB, blueBits);
235 PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
237 /* Retrieve the depth stencil format from the present parameters.
238 * The choice of the proper format can give a nice performance boost
239 * in case of GPU limited programs. */
240 if(pPresentParms->EnableAutoDepthStencil) {
241 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
242 if(!getDepthStencilBits(pPresentParms->AutoDepthStencilFormat, &depthBits, &stencilBits)) {
243 ERR("Unable to get depth / stencil bits for AutoDepthStencilFormat %#x!\n", pPresentParms->AutoDepthStencilFormat);
246 PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
247 PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
250 PUSH1(0); /* end the list */
252 /* In case of failure hope that standard ChoosePixelFormat will find something suitable */
253 if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
255 /* PixelFormat selection */
256 ZeroMemory(&pfd, sizeof(pfd));
257 pfd.nSize = sizeof(pfd);
259 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
260 pfd.iPixelType = PFD_TYPE_RGBA;
261 pfd.cAlphaBits = alphaBits;
262 pfd.cColorBits = colorBits;
263 pfd.cDepthBits = depthBits;
264 pfd.cStencilBits = stencilBits;
265 pfd.iLayerType = PFD_MAIN_PLANE;
267 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
269 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
270 ERR("Can't find a suitable iPixelFormat\n");
274 DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
275 res = SetPixelFormat(hdc, iPixelFormat, NULL);
277 int oldPixelFormat = GetPixelFormat(hdc);
280 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
281 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
282 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
285 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
293 ctx = pwglCreateContext(hdc);
294 if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
297 ERR("Failed to create a WGL context\n");
299 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
300 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
304 ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
306 ERR("Failed to add the newly created context to the context list\n");
307 pwglDeleteContext(ctx);
309 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
310 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
314 ret->surface = (IWineD3DSurface *) target;
315 ret->isPBuffer = create_pbuffer;
316 ret->tid = GetCurrentThreadId();
318 TRACE("Successfully created new context %p\n", ret);
320 /* Set up the context defaults */
321 oldCtx = pwglGetCurrentContext();
322 oldDrawable = pwglGetCurrentDC();
323 if(pwglMakeCurrent(hdc, ctx) == FALSE) {
324 ERR("Cannot activate context to set up defaults\n");
329 TRACE("Setting up the screen\n");
330 /* Clear the screen */
331 glClearColor(1.0, 0.0, 0.0, 0.0);
332 checkGLcall("glClearColor");
335 glClearStencil(0xffff);
337 checkGLcall("glClear");
339 glColor3f(1.0, 1.0, 1.0);
340 checkGLcall("glColor3f");
342 glEnable(GL_LIGHTING);
343 checkGLcall("glEnable");
345 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
346 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
348 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
349 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
351 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
352 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
354 glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
355 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
356 glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
357 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
359 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
360 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
361 * and textures in DIB sections(due to the memory protection).
363 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
364 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
366 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
367 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
368 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
369 * GL_VERTEX_BLEND_ARB isn't enabled too
371 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
372 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
374 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
375 glEnable(GL_TEXTURE_SHADER_NV);
376 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
378 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
379 * the previous texture where to source the offset from is always unit - 1.
381 for(s = 1; s < GL_LIMITS(textures); s++) {
382 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
383 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
384 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
387 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
388 for(s = 0; s < GL_LIMITS(textures); s++) {
389 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
390 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
391 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
396 if(oldDrawable && oldCtx) {
397 pwglMakeCurrent(oldDrawable, oldCtx);
404 /*****************************************************************************
405 * RemoveContextFromArray
407 * Removes a context from the context manager. The opengl context is not
408 * destroyed or unset. context is not a valid pointer after that call.
410 * Similar to the former call this isn't a performance critical function. A
411 * helper function for DestroyContext.
414 * This: Device to activate the context for
415 * context: Context to remove
417 *****************************************************************************/
418 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
420 WineD3DContext **oldArray = This->contexts;
422 TRACE("Removing ctx %p\n", context);
426 if(This->numContexts) {
427 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
428 if(!This->contexts) {
429 ERR("Cannot allocate a new context array, PANIC!!!\n");
432 for(s = 0; s < This->numContexts; s++) {
433 if(oldArray[s] == context) continue;
434 This->contexts[t] = oldArray[s];
438 This->contexts = NULL;
441 HeapFree(GetProcessHeap(), 0, context);
442 HeapFree(GetProcessHeap(), 0, oldArray);
445 /*****************************************************************************
448 * Destroys a wineD3DContext
451 * This: Device to activate the context for
452 * context: Context to destroy
454 *****************************************************************************/
455 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
457 /* check that we are the current context first */
458 TRACE("Destroying ctx %p\n", context);
459 if(pwglGetCurrentContext() == context->glCtx){
460 pwglMakeCurrent(NULL, NULL);
463 if(context->isPBuffer) {
464 GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
465 GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
466 } else ReleaseDC(context->win_handle, context->hdc);
467 pwglDeleteContext(context->glCtx);
469 RemoveContextFromArray(This, context);
472 /*****************************************************************************
475 * Sets up a context for DirectDraw blitting.
476 * All texture units are disabled, texture unit 0 is set as current unit
477 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
478 * color writing enabled for all channels
479 * register combiners disabled, shaders disabled
480 * world matrix is set to identity, texture matrix 0 too
481 * projection matrix is setup for drawing screen coordinates
484 * This: Device to activate the context for
485 * context: Context to setup
486 * width: render target width
487 * height: render target height
489 *****************************************************************************/
490 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
493 TRACE("Setting up context %p for blitting\n", context);
494 if(context->last_was_blit) {
495 TRACE("Context is already set up for blitting, nothing to do\n");
498 context->last_was_blit = TRUE;
500 /* TODO: Use a display list */
502 /* Disable shaders */
503 This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
504 Context_MarkStateDirty(context, STATE_VSHADER);
505 Context_MarkStateDirty(context, STATE_PIXELSHADER);
507 /* Disable all textures. The caller can then bind a texture it wants to blit
510 if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
511 glDisable(GL_REGISTER_COMBINERS_NV);
512 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
514 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
515 /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
516 * function texture unit. No need to care for higher samplers
518 for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
519 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
520 checkGLcall("glActiveTextureARB");
522 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
523 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
524 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
526 glDisable(GL_TEXTURE_3D);
527 checkGLcall("glDisable GL_TEXTURE_3D");
528 glDisable(GL_TEXTURE_2D);
529 checkGLcall("glDisable GL_TEXTURE_2D");
531 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
532 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
534 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
535 Context_MarkStateDirty(context, STATE_SAMPLER(i));
537 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
538 checkGLcall("glActiveTextureARB");
540 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
541 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
542 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
544 glDisable(GL_TEXTURE_3D);
545 checkGLcall("glDisable GL_TEXTURE_3D");
546 glDisable(GL_TEXTURE_2D);
547 checkGLcall("glDisable GL_TEXTURE_2D");
549 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
551 glMatrixMode(GL_TEXTURE);
552 checkGLcall("glMatrixMode(GL_TEXTURE)");
554 checkGLcall("glLoadIdentity()");
555 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0));
557 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
558 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
559 GL_TEXTURE_LOD_BIAS_EXT,
561 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
563 Context_MarkStateDirty(context, STATE_SAMPLER(0));
564 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP));
566 /* Other misc states */
567 glDisable(GL_ALPHA_TEST);
568 checkGLcall("glDisable(GL_ALPHA_TEST)");
569 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
570 glDisable(GL_LIGHTING);
571 checkGLcall("glDisable GL_LIGHTING");
572 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING));
573 glDisable(GL_DEPTH_TEST);
574 checkGLcall("glDisable GL_DEPTH_TEST");
575 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE));
577 checkGLcall("glDisable GL_FOG");
578 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE));
580 checkGLcall("glDisable GL_BLEND");
581 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
582 glDisable(GL_CULL_FACE);
583 checkGLcall("glDisable GL_CULL_FACE");
584 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE));
585 glDisable(GL_STENCIL_TEST);
586 checkGLcall("glDisable GL_STENCIL_TEST");
587 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
588 glDisable(GL_SCISSOR_TEST);
589 checkGLcall("glDisable GL_SCISSOR_TEST");
590 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
591 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
592 glDisable(GL_POINT_SPRITE_ARB);
593 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
594 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
596 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
597 checkGLcall("glColorMask");
598 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
599 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
600 glDisable(GL_COLOR_SUM_EXT);
601 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE));
602 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
604 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
605 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
606 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE));
607 checkGLcall("glFinalCombinerInputNV");
610 /* Setup transforms */
611 glMatrixMode(GL_MODELVIEW);
612 checkGLcall("glMatrixMode(GL_MODELVIEW)");
614 checkGLcall("glLoadIdentity()");
615 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
617 glMatrixMode(GL_PROJECTION);
618 checkGLcall("glMatrixMode(GL_PROJECTION)");
620 checkGLcall("glLoadIdentity()");
621 glOrtho(0, width, height, 0, 0.0, -1.0);
622 checkGLcall("glOrtho");
623 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
625 context->last_was_rhw = TRUE;
626 Context_MarkStateDirty(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
628 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
629 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
630 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
631 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
632 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
633 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
634 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
636 glViewport(0, 0, width, height);
637 checkGLcall("glViewport");
638 Context_MarkStateDirty(context, STATE_VIEWPORT);
640 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
641 glDisable(GL_TEXTURE_SHADER_NV);
642 checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
646 /*****************************************************************************
647 * findThreadContextForSwapChain
649 * Searches a swapchain for all contexts and picks one for the thread tid.
650 * If none can be found the swapchain is requested to create a new context
652 *****************************************************************************/
653 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
656 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
657 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
658 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
663 /* Create a new context for the thread */
664 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
667 /*****************************************************************************
670 * Finds a context for the current render target and thread
673 * target: Render target to find the context for
674 * tid: Thread to activate the context for
676 * Returns: The needed context
678 *****************************************************************************/
679 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid, GLint *buffer) {
680 IWineD3DSwapChain *swapchain = NULL;
682 BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
683 WineD3DContext *context = This->activeContext;
684 BOOL oldRenderOffscreen = This->render_offscreen;
685 const WINED3DFORMAT oldFmt = ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->resource.format;
686 const WINED3DFORMAT newFmt = ((IWineD3DSurfaceImpl *) target)->resource.format;
688 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
689 * the alpha blend state changes with different render target formats
691 if(oldFmt != newFmt) {
692 const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL);
693 const StaticPixelFormatDesc *new = getFormatDescEntry(oldFmt, NULL, NULL);
695 if((old->alphaMask && !new->alphaMask) || (!old->alphaMask && new->alphaMask)) {
696 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
700 hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
701 if(hr == WINED3D_OK && swapchain) {
702 TRACE("Rendering onscreen\n");
704 context = findThreadContextForSwapChain(swapchain, tid);
706 This->render_offscreen = FALSE;
707 /* The context != This->activeContext will catch a NOP context change. This can occur
708 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
709 * rendering. No context change is needed in that case
712 if(((IWineD3DSwapChainImpl *) swapchain)->frontBuffer == target) {
717 if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
718 if(This->pbufferContext && tid == This->pbufferContext->tid) {
719 This->pbufferContext->tid = 0;
722 IWineD3DSwapChain_Release(swapchain);
724 if(oldRenderOffscreen) {
725 Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
726 Context_MarkStateDirty(context, STATE_VDECL);
727 Context_MarkStateDirty(context, STATE_VIEWPORT);
728 Context_MarkStateDirty(context, STATE_SCISSORRECT);
729 Context_MarkStateDirty(context, STATE_FRONTFACE);
733 TRACE("Rendering offscreen\n");
734 This->render_offscreen = TRUE;
735 *buffer = This->offscreenBuffer;
737 switch(wined3d_settings.offscreen_rendering_mode) {
739 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
740 if(This->activeContext && tid == This->lastThread) {
741 context = This->activeContext;
743 /* This may happen if the app jumps straight into offscreen rendering
744 * Start using the context of the primary swapchain. tid == 0 is no problem
745 * for findThreadContextForSwapChain.
747 * Can also happen on thread switches - in that case findThreadContextForSwapChain
748 * is perfect to call.
750 context = findThreadContextForSwapChain(This->swapchains[0], tid);
756 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
757 if(This->pbufferContext == NULL ||
758 This->pbufferWidth < targetimpl->currentDesc.Width ||
759 This->pbufferHeight < targetimpl->currentDesc.Height) {
760 if(This->pbufferContext) {
761 DestroyContext(This, This->pbufferContext);
764 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
765 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
767 This->pbufferContext = CreateContext(This, targetimpl,
768 ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
769 TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
770 This->pbufferWidth = targetimpl->currentDesc.Width;
771 This->pbufferHeight = targetimpl->currentDesc.Height;
774 if(This->pbufferContext) {
775 if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
776 FIXME("The PBuffr context is only supported for one thread for now!\n");
778 This->pbufferContext->tid = tid;
779 context = This->pbufferContext;
782 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
783 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
788 /* Stay with the currently active context for back buffer rendering */
789 if(This->activeContext && tid == This->lastThread) {
790 context = This->activeContext;
792 /* This may happen if the app jumps straight into offscreen rendering
793 * Start using the context of the primary swapchain. tid == 0 is no problem
794 * for findThreadContextForSwapChain.
796 * Can also happen on thread switches - in that case findThreadContextForSwapChain
797 * is perfect to call.
799 context = findThreadContextForSwapChain(This->swapchains[0], tid);
804 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
805 /* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
806 * back when we are done won't mark us dirty.
808 IWineD3DSurface_PreLoad(target);
811 if(!oldRenderOffscreen) {
812 Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
813 Context_MarkStateDirty(context, STATE_VDECL);
814 Context_MarkStateDirty(context, STATE_VIEWPORT);
815 Context_MarkStateDirty(context, STATE_SCISSORRECT);
816 Context_MarkStateDirty(context, STATE_FRONTFACE);
820 BOOL oldInDraw = This->isInDraw;
822 /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
823 * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
824 * when using offscreen rendering with multithreading
826 This->isInDraw = TRUE;
828 /* Do that before switching the context:
829 * Read the back buffer of the old drawable into the destination texture
831 IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
833 /* Assume that the drawable will be modified by some other things now */
834 IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
836 This->isInDraw = oldInDraw;
839 if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
840 This->depth_copy_state = WINED3D_DCS_COPY;
845 /*****************************************************************************
848 * Finds a rendering context and drawable matching the device and render
849 * target for the current thread, activates them and puts them into the
853 * This: Device to activate the context for
854 * target: Requested render target
855 * usage: Prepares the context for blitting, drawing or other actions
857 *****************************************************************************/
858 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
859 DWORD tid = GetCurrentThreadId();
861 DWORD dirtyState, idx;
863 WineD3DContext *context;
866 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
867 if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
868 context = FindContext(This, target, tid, &drawBuffer);
869 This->lastActiveRenderTarget = target;
870 This->lastThread = tid;
872 /* Stick to the old context */
873 context = This->activeContext;
876 /* Activate the opengl context */
877 if(context != This->activeContext) {
880 /* Prevent an unneeded context switch as those are expensive */
881 if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) {
882 TRACE("Already using gl context %p\n", context->glCtx);
885 TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
886 ret = pwglMakeCurrent(context->hdc, context->glCtx);
888 ERR("Failed to activate the new context\n");
891 This->activeContext = context;
894 /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
896 /* Select the right draw buffer. It is selected in FindContext. */
897 if(drawBuffer && context->last_draw_buffer != drawBuffer) {
898 TRACE("Drawing to buffer: %#x\n", drawBuffer);
899 context->last_draw_buffer = drawBuffer;
901 glDrawBuffer(drawBuffer);
902 checkGLcall("glDrawBuffer");
906 case CTXUSAGE_RESOURCELOAD:
907 /* This does not require any special states to be set up */
911 if(context->last_was_blit && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
912 glEnable(GL_TEXTURE_SHADER_NV);
913 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
916 glEnable(GL_SCISSOR_TEST);
917 checkGLcall("glEnable GL_SCISSOR_TEST");
918 context->last_was_blit = FALSE;
919 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
920 Context_MarkStateDirty(context, STATE_SCISSORRECT);
923 case CTXUSAGE_DRAWPRIM:
924 /* This needs all dirty states applied */
925 if(context->last_was_blit && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
926 glEnable(GL_TEXTURE_SHADER_NV);
927 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
930 IWineD3DDeviceImpl_FindTexUnitMap(This);
932 for(i=0; i < context->numDirtyEntries; i++) {
933 dirtyState = context->dirtyArray[i];
934 idx = dirtyState >> 5;
935 shift = dirtyState & 0x1f;
936 context->isStateDirty[idx] &= ~(1 << shift);
937 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
939 context->numDirtyEntries = 0; /* This makes the whole list clean */
940 context->last_was_blit = FALSE;
944 SetupForBlit(This, context,
945 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
946 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
950 FIXME("Unexpected context usage requested\n");