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 ((IWineD3DImpl *)(This->wineD3D))->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
68 * display: X display this context uses
69 * glCtx: glX context to add
70 * drawable: drawable used with this context.
72 *****************************************************************************/
73 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, Display *display, GLXContext glCtx, Drawable drawable) {
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]->display = display;
96 This->contexts[This->numContexts]->glCtx = glCtx;
97 This->contexts[This->numContexts]->drawable = drawable;
98 HeapFree(GetProcessHeap(), 0, oldArray);
100 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
102 for(state = 0; state <= STATE_HIGHEST; state++) {
103 Context_MarkStateDirty(This->contexts[This->numContexts], state);
107 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
108 return This->contexts[This->numContexts - 1];
111 /* Returns an array of compatible FBconfig(s).
112 * The array must be freed with XFree. Requires ENTER_GL()
114 static GLXFBConfig* pbuffer_find_fbconfigs(
115 IWineD3DDeviceImpl* This,
116 IWineD3DSurfaceImpl* RenderSurface,
119 GLXFBConfig* cfgs = NULL;
124 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
125 WINED3DFORMAT BackBufferFormat = RenderSurface->resource.format;
126 WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
129 * if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
130 * it StencilSurface != NULL && zBufferTarget == NULL switch it on
133 #define PUSH1(att) attribs[nAttribs++] = (att);
134 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
136 /* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
138 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
139 PUSH2(GLX_X_RENDERABLE, TRUE);
140 PUSH2(GLX_DOUBLEBUFFER, TRUE);
141 TRACE("calling makeglcfg\n");
142 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
144 TRACE("calling chooseFGConfig\n");
145 cfgs = glXChooseFBConfig(display,
146 DefaultScreen(display),
149 /* OK we didn't find the exact config, so use any reasonable match */
150 /* TODO: fill in the 'requested' and 'current' depths, and make sure that's
152 static BOOL show_message = TRUE;
154 ERR("Failed to find exact match, finding alternative but you may "
155 "suffer performance issues, try changing xfree's depth to match the requested depth\n");
156 show_message = FALSE;
159 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
160 /* PUSH2(GLX_X_RENDERABLE, TRUE); */
161 PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
162 PUSH2(GLX_DOUBLEBUFFER, FALSE);
163 TRACE("calling makeglcfg\n");
164 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
166 cfgs = glXChooseFBConfig(display,
167 DefaultScreen(display),
172 ERR("Could not get a valid FBConfig for (%u,%s)/(%u,%s)\n",
173 BackBufferFormat, debug_d3dformat(BackBufferFormat),
174 StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
178 for (i = 0; i < nCfgs; ++i) {
179 TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
180 debug_d3dformat(BackBufferFormat), StencilBufferFormat,
181 debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
191 /*****************************************************************************
194 * Creates a new context for a window, or a pbuffer context.
197 * This: Device to activate the context for
198 * target: Surface this context will render to
199 * display: X11 connection
200 * win: Taget window. NULL for a pbuffer
202 *****************************************************************************/
203 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win) {
204 Drawable drawable = win, oldDrawable;
205 XVisualInfo *visinfo = NULL;
206 GLXFBConfig *cfgs = NULL;
207 GLXContext ctx = NULL, oldCtx;
208 WineD3DContext *ret = NULL;
210 TRACE("(%p): Creating a %s context for render target %p\n", This, win ? "onscreen" : "offscreen", target);
216 TRACE("Creating a pBuffer drawable for the new context\n");
218 cfgs = pbuffer_find_fbconfigs(This, target, display);
220 ERR("Cannot find a frame buffer configuration for the pbuffer\n");
224 attribs[nAttribs++] = GLX_PBUFFER_WIDTH;
225 attribs[nAttribs++] = target->currentDesc.Width;
226 attribs[nAttribs++] = GLX_PBUFFER_HEIGHT;
227 attribs[nAttribs++] = target->currentDesc.Height;
228 attribs[nAttribs++] = None;
230 visinfo = glXGetVisualFromFBConfig(display, cfgs[0]);
232 ERR("Cannot find a visual for the pbuffer\n");
236 drawable = glXCreatePbuffer(display, cfgs[0], attribs);
239 ERR("Cannot create a pbuffer\n");
245 /* Create an onscreen target */
246 XVisualInfo template;
249 template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
250 /* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
251 (or the best possible if none is requested) */
252 TRACE("Found x visual ID : %ld\n", template.visualid);
253 visinfo = XGetVisualInfo(display, VisualIDMask, &template, &num);
255 if (NULL == visinfo) {
256 ERR("cannot really get XVisual\n");
260 /* Write out some debug info about the visual/s */
261 TRACE("Using x visual ID : %ld\n", template.visualid);
262 TRACE(" visual info: %p\n", visinfo);
263 TRACE(" num items : %d\n", num);
264 for (n = 0;n < num; n++) {
265 TRACE("=====item=====: %d\n", n + 1);
266 TRACE(" visualid : %ld\n", visinfo[n].visualid);
267 TRACE(" screen : %d\n", visinfo[n].screen);
268 TRACE(" depth : %u\n", visinfo[n].depth);
269 TRACE(" class : %d\n", visinfo[n].class);
270 TRACE(" red_mask : %ld\n", visinfo[n].red_mask);
271 TRACE(" green_mask : %ld\n", visinfo[n].green_mask);
272 TRACE(" blue_mask : %ld\n", visinfo[n].blue_mask);
273 TRACE(" colormap_size : %d\n", visinfo[n].colormap_size);
274 TRACE(" bits_per_rgb : %d\n", visinfo[n].bits_per_rgb);
275 /* log some extra glx info */
276 glXGetConfig(display, visinfo, GLX_AUX_BUFFERS, &value);
277 TRACE(" gl_aux_buffers : %d\n", value);
278 glXGetConfig(display, visinfo, GLX_BUFFER_SIZE ,&value);
279 TRACE(" gl_buffer_size : %d\n", value);
280 glXGetConfig(display, visinfo, GLX_RED_SIZE, &value);
281 TRACE(" gl_red_size : %d\n", value);
282 glXGetConfig(display, visinfo, GLX_GREEN_SIZE, &value);
283 TRACE(" gl_green_size : %d\n", value);
284 glXGetConfig(display, visinfo, GLX_BLUE_SIZE, &value);
285 TRACE(" gl_blue_size : %d\n", value);
286 glXGetConfig(display, visinfo, GLX_ALPHA_SIZE, &value);
287 TRACE(" gl_alpha_size : %d\n", value);
288 glXGetConfig(display, visinfo, GLX_DEPTH_SIZE ,&value);
289 TRACE(" gl_depth_size : %d\n", value);
290 glXGetConfig(display, visinfo, GLX_STENCIL_SIZE, &value);
291 TRACE(" gl_stencil_size : %d\n", value);
293 /* Now choose a similar visual ID*/
297 ctx = glXCreateContext(display, visinfo,
298 This->numContexts ? This->contexts[0]->glCtx : NULL,
301 ERR("Failed to create a glX context\n");
302 if(drawable != win) glXDestroyPbuffer(display, drawable);
305 ret = AddContextToArray(This, display, ctx, drawable);
307 ERR("Failed to add the newly created context to the context list\n");
308 glXDestroyContext(display, ctx);
309 if(drawable != win) glXDestroyPbuffer(display, drawable);
312 ret->surface = (IWineD3DSurface *) target;
313 ret->isPBuffer = win == 0;
315 TRACE("Successfully created new context %p\n", ret);
317 /* Set up the context defaults */
318 oldCtx = glXGetCurrentContext();
319 oldDrawable = glXGetCurrentDrawable();
320 if(glXMakeCurrent(display, drawable, ctx) == FALSE) {
321 ERR("Cannot activate context to set up defaults\n");
325 TRACE("Setting up the screen\n");
326 /* Clear the screen */
327 glClearColor(1.0, 0.0, 0.0, 0.0);
328 checkGLcall("glClearColor");
331 glClearStencil(0xffff);
333 checkGLcall("glClear");
335 glColor3f(1.0, 1.0, 1.0);
336 checkGLcall("glColor3f");
338 glEnable(GL_LIGHTING);
339 checkGLcall("glEnable");
341 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
342 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
344 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
345 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
347 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
348 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
350 glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);
351 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);");
352 glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);
353 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);");
355 if(oldDrawable && oldCtx) {
356 glXMakeCurrent(display, oldDrawable, oldCtx);
360 if(visinfo) XFree(visinfo);
361 if(cfgs) XFree(cfgs);
365 /*****************************************************************************
366 * RemoveContextFromArray
368 * Removes a context from the context manager. The opengl context is not
369 * destroyed or unset. context is not a valid pointer after that call.
371 * Simmilar to the former call this isn't a performance critical function. A
372 * helper function for DestroyContext.
375 * This: Device to activate the context for
376 * context: Context to remove
378 *****************************************************************************/
379 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
381 WineD3DContext **oldArray = This->contexts;
383 TRACE("Removing ctx %p\n", context);
387 if(This->numContexts) {
388 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
389 if(!This->contexts) {
390 ERR("Cannot allocate a new context array, PANIC!!!\n");
393 for(s = 0; s < This->numContexts; s++) {
394 if(oldArray[s] == context) continue;
395 This->contexts[t] = oldArray[s];
399 This->contexts = NULL;
402 HeapFree(GetProcessHeap(), 0, context);
403 HeapFree(GetProcessHeap(), 0, oldArray);
406 /*****************************************************************************
409 * Destroys a wineD3DContext
412 * This: Device to activate the context for
413 * context: Context to destroy
415 *****************************************************************************/
416 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
418 /* check that we are the current context first */
419 TRACE("Destroying ctx %p\n", context);
420 if(glXGetCurrentContext() == context->glCtx){
421 glXMakeCurrent(context->display, None, NULL);
424 glXDestroyContext(context->display, context->glCtx);
425 if(context->isPBuffer) {
426 glXDestroyPbuffer(context->display, context->drawable);
428 RemoveContextFromArray(This, context);
431 /*****************************************************************************
434 * Sets up a context for DirectDraw blitting.
435 * All texture units are disabled, except unit 0
436 * Texture unit 0 is activted where GL_TEXTURE_2D is activated
437 * fog, lighting, blending, alpha test, z test, scissor test, culling diabled
438 * color writing enabled for all channels
439 * register combiners disabled, shaders disabled
440 * world matris is set to identity, texture matrix 0 too
441 * projection matrix is setup for drawing screen coordinates
444 * This: Device to activate the context for
445 * context: Context to setup
446 * width: render target width
447 * height: render target height
449 *****************************************************************************/
450 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
453 TRACE("Setting up context %p for blitting\n", context);
454 if(context->last_was_blit) {
455 TRACE("Context is already set up for blitting, nothing to do\n");
458 context->last_was_blit = TRUE;
460 /* TODO: Use a display list */
462 /* Disable shaders */
463 This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
464 Context_MarkStateDirty(context, STATE_VSHADER);
465 Context_MarkStateDirty(context, STATE_PIXELSHADER);
467 /* Disable all textures. The caller can then bind a texture it wants to blit
470 if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
471 glDisable(GL_REGISTER_COMBINERS_NV);
472 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
474 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
475 for(i = GL_LIMITS(samplers) - 1; i > 0 ; i--) {
476 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
477 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
478 checkGLcall("glActiveTextureARB");
480 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
481 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
482 glDisable(GL_TEXTURE_3D);
483 checkGLcall("glDisable GL_TEXTURE_3D");
484 glDisable(GL_TEXTURE_2D);
485 checkGLcall("glDisable GL_TEXTURE_2D");
486 glDisable(GL_TEXTURE_1D);
487 checkGLcall("glDisable GL_TEXTURE_1D");
489 if(i < MAX_TEXTURES) {
490 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
492 Context_MarkStateDirty(context, STATE_SAMPLER(i));
494 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
495 checkGLcall("glActiveTextureARB");
497 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
498 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
499 glDisable(GL_TEXTURE_3D);
500 checkGLcall("glDisable GL_TEXTURE_3D");
501 glDisable(GL_TEXTURE_1D);
502 checkGLcall("glDisable GL_TEXTURE_1D");
503 glEnable(GL_TEXTURE_2D);
504 checkGLcall("glEnable GL_TEXTURE_2D");
506 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
508 glMatrixMode(GL_TEXTURE);
509 checkGLcall("glMatrixMode(GL_TEXTURE)");
511 checkGLcall("glLoadIdentity()");
512 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0));
514 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
515 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
516 GL_TEXTURE_LOD_BIAS_EXT,
518 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
520 Context_MarkStateDirty(context, STATE_SAMPLER(0));
521 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP));
523 /* Other misc states */
524 glDisable(GL_ALPHA_TEST);
525 checkGLcall("glDisable(GL_ALPHA_TEST)");
526 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
527 glDisable(GL_LIGHTING);
528 checkGLcall("glDisable GL_LIGHTING");
529 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING));
530 glDisable(GL_DEPTH_TEST);
531 checkGLcall("glDisable GL_DEPTH_TEST");
532 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE));
534 checkGLcall("glDisable GL_FOG");
535 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE));
537 checkGLcall("glDisable GL_BLEND");
538 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
539 glDisable(GL_CULL_FACE);
540 checkGLcall("glDisable GL_CULL_FACE");
541 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE));
542 glDisable(GL_STENCIL_TEST);
543 checkGLcall("glDisable GL_STENCIL_TEST");
544 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
545 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
546 glDisable(GL_POINT_SPRITE_ARB);
547 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
548 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
550 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
551 checkGLcall("glColorMask");
552 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
554 /* Setup transforms */
555 glMatrixMode(GL_MODELVIEW);
556 checkGLcall("glMatrixMode(GL_MODELVIEW)");
558 checkGLcall("glLoadIdentity()");
559 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
561 glMatrixMode(GL_PROJECTION);
562 checkGLcall("glMatrixMode(GL_PROJECTION)");
564 checkGLcall("glLoadIdentity()");
565 glOrtho(0, width, height, 0, 0.0, -1.0);
566 checkGLcall("glOrtho");
567 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
569 context->last_was_rhw = TRUE;
570 Context_MarkStateDirty(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
572 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
573 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
574 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
575 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
576 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
577 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
578 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
580 glViewport(0, 0, width, height);
581 checkGLcall("glViewport");
582 Context_MarkStateDirty(context, STATE_VIEWPORT);
585 /*****************************************************************************
588 * Finds a rendering context and drawable matching the device and render
589 * target for the current thread, activates them and puts them into the
593 * This: Device to activate the context for
594 * target: Requested render target
595 * usage: Prepares the context for blitting, drawing or other actions
597 *****************************************************************************/
598 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
599 DWORD tid = This->createParms.BehaviorFlags & D3DCREATE_MULTITHREADED ? GetCurrentThreadId() : 0;
601 DWORD dirtyState, idx;
603 WineD3DContext *context = This->activeContext;
604 BOOL oldRenderOffscreen = This->render_offscreen;
606 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
608 if(This->lastActiveRenderTarget != target) {
609 IWineD3DSwapChain *swapchain = NULL;
611 BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
613 hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
614 if(hr == WINED3D_OK && swapchain) {
615 TRACE("Rendering onscreen\n");
616 context = ((IWineD3DSwapChainImpl *) swapchain)->context;
617 This->render_offscreen = FALSE;
618 /* The context != This->activeContext will catch a NOP context change. This can occur
619 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
620 * rendering. No context change is needed in that case
623 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && oldRenderOffscreen) {
624 set_render_target_fbo((IWineD3DDevice *) This, 0, target);
626 IWineD3DSwapChain_Release(swapchain);
628 if(oldRenderOffscreen) {
629 Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
632 TRACE("Rendering offscreen\n");
633 This->render_offscreen = TRUE;
635 switch(wined3d_settings.offscreen_rendering_mode) {
637 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
638 if(This->activeContext) {
639 context = This->activeContext;
641 /* This may happen if the app jumps streight into offscreen rendering
642 * Start using the context of the primary swapchain
644 context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context;
646 set_render_target_fbo((IWineD3DDevice *) This, 0, target);
651 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
652 if(This->pbufferContext == NULL ||
653 This->pbufferWidth < targetimpl->currentDesc.Width ||
654 This->pbufferHeight < targetimpl->currentDesc.Height) {
655 if(This->pbufferContext) {
656 DestroyContext(This, This->pbufferContext);
659 /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
660 * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
662 This->pbufferContext = CreateContext(This, targetimpl,
663 ((IWineD3DSwapChainImpl *) This->swapchains[0])->context->display,
665 This->pbufferWidth = targetimpl->currentDesc.Width;
666 This->pbufferHeight = targetimpl->currentDesc.Height;
669 if(This->pbufferContext) {
670 context = This->pbufferContext;
673 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
674 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
679 /* Stay with the currently active context for back buffer rendering */
680 if(This->activeContext) {
681 context = This->activeContext;
683 /* This may happen if the app jumps streight into offscreen rendering
684 * Start using the context of the primary swapchain
686 context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context;
691 if(!oldRenderOffscreen) {
692 Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
696 /* Do that before switching the context:
697 * Read the back buffer of the old drawable into the destination texture
699 IWineD3DSurface_SetPBufferState(This->lastActiveRenderTarget, TRUE /* inPBuffer */, FALSE /* inTexture */);
700 IWineD3DSurface_AddDirtyRect(This->lastActiveRenderTarget, NULL);
701 IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
702 IWineD3DSurface_SetPBufferState(This->lastActiveRenderTarget, FALSE /* inPBuffer */, FALSE /* inTexture */);
704 This->lastActiveRenderTarget = target;
705 if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
706 This->depth_copy_state = WINED3D_DCS_COPY;
709 /* Stick to the old context */
710 context = This->activeContext;
713 /* Activate the opengl context */
714 if(context != This->activeContext) {
716 TRACE("Switching gl ctx to %p, drawable=%ld, ctx=%p\n", context, context->drawable, context->glCtx);
717 ret = glXMakeCurrent(context->display, context->drawable, context->glCtx);
719 ERR("Failed to activate the new context\n");
721 This->activeContext = context;
725 case CTXUSAGE_RESOURCELOAD:
726 /* This does not require any special states to be set up */
729 case CTXUSAGE_DRAWPRIM:
730 /* This needs all dirty states applied */
731 for(i=0; i < context->numDirtyEntries; i++) {
732 dirtyState = context->dirtyArray[i];
733 idx = dirtyState >> 5;
734 shift = dirtyState & 0x1f;
735 context->isStateDirty[idx] &= ~(1 << shift);
736 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
738 context->numDirtyEntries = 0; /* This makes the whole list clean */
739 context->last_was_blit = FALSE;
743 SetupForBlit(This, context,
744 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
745 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
749 FIXME("Unexpected context usage requested\n");