2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 static DWORD wined3d_context_tls_idx;
33 /* FBO helper functions */
35 /* GL locking is done by the caller */
36 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
38 const struct wined3d_gl_info *gl_info = context->gl_info;
49 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
50 checkGLcall("glGenFramebuffers()");
51 TRACE("Created FBO %u.\n", *fbo);
58 case GL_READ_FRAMEBUFFER:
59 if (context->fbo_read_binding == f) return;
60 context->fbo_read_binding = f;
63 case GL_DRAW_FRAMEBUFFER:
64 if (context->fbo_draw_binding == f) return;
65 context->fbo_draw_binding = f;
69 if (context->fbo_read_binding == f
70 && context->fbo_draw_binding == f) return;
71 context->fbo_read_binding = f;
72 context->fbo_draw_binding = f;
76 FIXME("Unhandled target %#x.\n", target);
80 gl_info->fbo_ops.glBindFramebuffer(target, f);
81 checkGLcall("glBindFramebuffer()");
84 /* GL locking is done by the caller */
85 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
89 for (i = 0; i < gl_info->limits.buffers; ++i)
91 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
92 checkGLcall("glFramebufferTexture2D()");
94 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
95 checkGLcall("glFramebufferTexture2D()");
97 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
98 checkGLcall("glFramebufferTexture2D()");
101 /* GL locking is done by the caller */
102 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
104 const struct wined3d_gl_info *gl_info = context->gl_info;
106 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
107 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
108 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
110 gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
111 checkGLcall("glDeleteFramebuffers()");
114 /* GL locking is done by the caller */
115 static void context_apply_attachment_filter_states(const struct wined3d_context *context,
116 IWineD3DSurfaceImpl *surface, DWORD location)
118 /* Update base texture states array */
119 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
121 struct wined3d_texture *texture = surface->container.u.texture;
122 IWineD3DDeviceImpl *device = surface->resource.device;
123 BOOL update_minfilter = FALSE;
124 BOOL update_magfilter = FALSE;
125 struct gl_texture *gl_tex;
129 case SFLAG_INTEXTURE:
130 case SFLAG_INSRGBTEX:
131 gl_tex = wined3d_texture_get_gl_texture(texture,
132 context->gl_info, location == SFLAG_INSRGBTEX);
136 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
140 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
141 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
143 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
144 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
145 update_minfilter = TRUE;
148 if (gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
150 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
151 update_magfilter = TRUE;
154 if (texture->bind_count)
156 WARN("Render targets should not be bound to a sampler\n");
157 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture->sampler));
160 if (update_minfilter || update_magfilter)
162 GLenum target, bind_target;
165 target = surface->texture_target;
166 if (target == GL_TEXTURE_2D)
168 bind_target = GL_TEXTURE_2D;
169 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
171 else if (target == GL_TEXTURE_RECTANGLE_ARB)
173 bind_target = GL_TEXTURE_RECTANGLE_ARB;
174 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
178 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
179 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
182 glBindTexture(bind_target, gl_tex->name);
183 if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
184 if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
185 glBindTexture(bind_target, old_binding);
188 checkGLcall("apply_attachment_filter_states()");
192 /* GL locking is done by the caller */
193 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
194 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer)
196 const struct wined3d_gl_info *gl_info = context->gl_info;
198 TRACE("Attach depth stencil %p\n", depth_stencil);
202 DWORD format_flags = depth_stencil->resource.format->flags;
204 if (use_render_buffer && depth_stencil->current_renderbuffer)
206 if (format_flags & WINED3DFMT_FLAG_DEPTH)
208 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
209 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
210 checkGLcall("glFramebufferRenderbuffer()");
213 if (format_flags & WINED3DFMT_FLAG_STENCIL)
215 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
216 GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
217 checkGLcall("glFramebufferRenderbuffer()");
222 surface_prepare_texture(depth_stencil, gl_info, FALSE);
223 context_apply_attachment_filter_states(context, depth_stencil, SFLAG_INTEXTURE);
225 if (format_flags & WINED3DFMT_FLAG_DEPTH)
227 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
228 depth_stencil->texture_target, depth_stencil->texture_name,
229 depth_stencil->texture_level);
230 checkGLcall("glFramebufferTexture2D()");
233 if (format_flags & WINED3DFMT_FLAG_STENCIL)
235 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
236 depth_stencil->texture_target, depth_stencil->texture_name,
237 depth_stencil->texture_level);
238 checkGLcall("glFramebufferTexture2D()");
242 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
244 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
245 checkGLcall("glFramebufferTexture2D()");
248 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
250 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
251 checkGLcall("glFramebufferTexture2D()");
256 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
257 checkGLcall("glFramebufferTexture2D()");
259 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
260 checkGLcall("glFramebufferTexture2D()");
264 /* GL locking is done by the caller */
265 static void context_attach_surface_fbo(const struct wined3d_context *context,
266 GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface, DWORD location)
268 const struct wined3d_gl_info *gl_info = context->gl_info;
270 TRACE("Attach surface %p to %u\n", surface, idx);
272 if (surface && surface->resource.format->id != WINED3DFMT_NULL)
278 case SFLAG_INTEXTURE:
279 case SFLAG_INSRGBTEX:
280 srgb = location == SFLAG_INSRGBTEX;
281 surface_prepare_texture(surface, gl_info, srgb);
282 context_apply_attachment_filter_states(context, surface, location);
283 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
284 surface->texture_target, surface_get_texture_name(surface, gl_info, srgb),
285 surface->texture_level);
289 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
292 checkGLcall("glFramebufferTexture2D()");
296 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
297 checkGLcall("glFramebufferTexture2D()");
301 /* GL locking is done by the caller */
302 static void context_check_fbo_status(struct wined3d_context *context, GLenum target)
304 const struct wined3d_gl_info *gl_info = context->gl_info;
307 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
308 if (status == GL_FRAMEBUFFER_COMPLETE)
310 TRACE("FBO complete\n");
312 IWineD3DSurfaceImpl *attachment;
314 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
316 if (!context->current_fbo)
318 ERR("FBO 0 is incomplete, driver bug?\n");
322 FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
323 context->current_fbo->location);
325 /* Dump the FBO attachments */
326 for (i = 0; i < gl_info->limits.buffers; ++i)
328 attachment = context->current_fbo->render_targets[i];
331 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
332 i, attachment, debug_d3dformat(attachment->resource.format->id),
333 attachment->pow2Width, attachment->pow2Height);
336 attachment = context->current_fbo->depth_stencil;
339 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
340 attachment, debug_d3dformat(attachment->resource.format->id),
341 attachment->pow2Width, attachment->pow2Height);
346 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context,
347 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
349 const struct wined3d_gl_info *gl_info = context->gl_info;
350 struct fbo_entry *entry;
352 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
353 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
354 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
355 entry->depth_stencil = depth_stencil;
356 entry->location = location;
357 entry->attached = FALSE;
363 /* GL locking is done by the caller */
364 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
365 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil,
366 DWORD location, struct fbo_entry *entry)
368 const struct wined3d_gl_info *gl_info = context->gl_info;
370 context_bind_fbo(context, target, &entry->id);
371 context_clean_fbo_attachments(gl_info, target);
373 memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
374 entry->depth_stencil = depth_stencil;
375 entry->location = location;
376 entry->attached = FALSE;
379 /* GL locking is done by the caller */
380 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
384 TRACE("Destroy FBO %d\n", entry->id);
385 context_destroy_fbo(context, &entry->id);
387 --context->fbo_entry_count;
388 list_remove(&entry->entry);
389 HeapFree(GetProcessHeap(), 0, entry->render_targets);
390 HeapFree(GetProcessHeap(), 0, entry);
394 /* GL locking is done by the caller */
395 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
396 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
398 const struct wined3d_gl_info *gl_info = context->gl_info;
399 struct fbo_entry *entry;
401 if (depth_stencil && render_targets && render_targets[0])
403 if (depth_stencil->resource.width < render_targets[0]->resource.width ||
404 depth_stencil->resource.height < render_targets[0]->resource.height)
406 WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
407 depth_stencil = NULL;
411 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
413 if (!memcmp(entry->render_targets,
414 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
415 && entry->depth_stencil == depth_stencil && entry->location == location)
417 list_remove(&entry->entry);
418 list_add_head(&context->fbo_list, &entry->entry);
423 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
425 entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
426 list_add_head(&context->fbo_list, &entry->entry);
427 ++context->fbo_entry_count;
431 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
432 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
433 list_remove(&entry->entry);
434 list_add_head(&context->fbo_list, &entry->entry);
440 /* GL locking is done by the caller */
441 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
443 const struct wined3d_gl_info *gl_info = context->gl_info;
446 context_bind_fbo(context, target, &entry->id);
448 if (!entry->attached)
450 /* Apply render targets */
451 for (i = 0; i < gl_info->limits.buffers; ++i)
453 context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
456 /* Apply depth targets */
457 if (entry->depth_stencil)
459 surface_set_compatible_renderbuffer(entry->depth_stencil,
460 entry->render_targets[0]->pow2Width, entry->render_targets[0]->pow2Height);
462 context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, TRUE);
464 entry->attached = TRUE;
468 for (i = 0; i < gl_info->limits.buffers; ++i)
470 if (entry->render_targets[i])
471 context_apply_attachment_filter_states(context, entry->render_targets[i], entry->location);
473 if (entry->depth_stencil)
474 context_apply_attachment_filter_states(context, entry->depth_stencil, SFLAG_INTEXTURE);
478 /* GL locking is done by the caller */
479 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
480 IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
482 struct fbo_entry *entry, *entry2;
484 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
486 context_destroy_fbo_entry(context, entry);
489 if (context->rebind_fbo)
491 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
492 context->rebind_fbo = FALSE;
497 context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
498 context_apply_fbo_entry(context, target, context->current_fbo);
502 context->current_fbo = NULL;
503 context_bind_fbo(context, target, NULL);
506 context_check_fbo_status(context, target);
509 /* GL locking is done by the caller */
510 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
511 IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
513 if (location != SFLAG_INDRAWABLE || surface_is_offscreen(render_target))
515 UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
516 context->blit_targets[0] = render_target;
517 if (clear_size) memset(&context->blit_targets[1], 0, clear_size);
518 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
522 context_apply_fbo_state(context, target, NULL, NULL, location);
526 /* Context activation is done by the caller. */
527 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
529 const struct wined3d_gl_info *gl_info = context->gl_info;
531 if (context->free_occlusion_query_count)
533 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
537 if (gl_info->supported[ARB_OCCLUSION_QUERY])
540 GL_EXTCALL(glGenQueriesARB(1, &query->id));
541 checkGLcall("glGenQueriesARB");
544 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
548 WARN("Occlusion queries not supported, not allocating query id.\n");
553 query->context = context;
554 list_add_head(&context->occlusion_queries, &query->entry);
557 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
559 struct wined3d_context *context = query->context;
561 list_remove(&query->entry);
562 query->context = NULL;
564 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
566 UINT new_size = context->free_occlusion_query_size << 1;
567 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
568 new_size * sizeof(*context->free_occlusion_queries));
572 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
576 context->free_occlusion_query_size = new_size;
577 context->free_occlusion_queries = new_data;
580 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
583 /* Context activation is done by the caller. */
584 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
586 const struct wined3d_gl_info *gl_info = context->gl_info;
588 if (context->free_event_query_count)
590 query->object = context->free_event_queries[--context->free_event_query_count];
594 if (gl_info->supported[ARB_SYNC])
596 /* Using ARB_sync, not much to do here. */
597 query->object.sync = NULL;
598 TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
600 else if (gl_info->supported[APPLE_FENCE])
603 GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
604 checkGLcall("glGenFencesAPPLE");
607 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
609 else if(gl_info->supported[NV_FENCE])
612 GL_EXTCALL(glGenFencesNV(1, &query->object.id));
613 checkGLcall("glGenFencesNV");
616 TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
620 WARN("Event queries not supported, not allocating query id.\n");
621 query->object.id = 0;
625 query->context = context;
626 list_add_head(&context->event_queries, &query->entry);
629 void context_free_event_query(struct wined3d_event_query *query)
631 struct wined3d_context *context = query->context;
633 list_remove(&query->entry);
634 query->context = NULL;
636 if (context->free_event_query_count >= context->free_event_query_size - 1)
638 UINT new_size = context->free_event_query_size << 1;
639 union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
640 new_size * sizeof(*context->free_event_queries));
644 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
648 context->free_event_query_size = new_size;
649 context->free_event_queries = new_data;
652 context->free_event_queries[context->free_event_query_count++] = query->object;
655 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
657 static void context_enum_surface_fbo_entries(IWineD3DDeviceImpl *device,
658 IWineD3DSurfaceImpl *surface, context_fbo_entry_func_t *callback)
662 for (i = 0; i < device->context_count; ++i)
664 struct wined3d_context *context = device->contexts[i];
665 const struct wined3d_gl_info *gl_info = context->gl_info;
666 struct fbo_entry *entry, *entry2;
668 if (context->current_rt == surface) context->current_rt = NULL;
670 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
674 if (entry->depth_stencil == surface)
676 callback(context, entry);
680 for (j = 0; j < gl_info->limits.buffers; ++j)
682 if (entry->render_targets[j] == surface)
684 callback(context, entry);
692 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
694 list_remove(&entry->entry);
695 list_add_head(&context->fbo_destroy_list, &entry->entry);
698 void context_resource_released(struct IWineD3DDeviceImpl *device,
699 struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
701 if (!device->d3d_initialized) return;
705 case WINED3DRTYPE_SURFACE:
706 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
707 context_queue_fbo_entry_destruction);
715 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
717 entry->attached = FALSE;
720 void context_resource_unloaded(struct IWineD3DDeviceImpl *device,
721 struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
725 case WINED3DRTYPE_SURFACE:
726 context_enum_surface_fbo_entries(device, surface_from_resource(resource),
727 context_detach_fbo_entry);
735 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface)
737 const struct wined3d_gl_info *gl_info = context->gl_info;
738 struct fbo_entry *entry = context->current_fbo;
741 if (!entry || context->rebind_fbo) return;
743 for (i = 0; i < gl_info->limits.buffers; ++i)
745 if (surface == entry->render_targets[i])
747 TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
748 context->rebind_fbo = TRUE;
753 if (surface == entry->depth_stencil)
755 TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
756 context->rebind_fbo = TRUE;
760 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
762 int current = GetPixelFormat(dc);
764 if (current == format) return TRUE;
768 if (!SetPixelFormat(dc, format, NULL))
770 ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
771 format, dc, GetLastError());
777 /* By default WGL doesn't allow pixel format adjustments but we need it
778 * here. For this reason there's a Wine specific wglSetPixelFormat()
779 * which allows us to set the pixel format multiple times. Only use it
780 * when really needed. */
781 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
783 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
785 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
792 /* OpenGL doesn't allow pixel format adjustments. Print an error and
793 * continue using the old format. There's a big chance that the old
794 * format works although with a performance hit and perhaps rendering
796 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
797 format, dc, current);
801 static void context_update_window(struct wined3d_context *context)
803 TRACE("Updating context %p window from %p to %p.\n",
804 context, context->win_handle, context->swapchain->win_handle);
808 if (!ReleaseDC(context->win_handle, context->hdc))
810 ERR("Failed to release device context %p, last error %#x.\n",
811 context->hdc, GetLastError());
814 else context->valid = 1;
816 context->win_handle = context->swapchain->win_handle;
818 if (!(context->hdc = GetDC(context->win_handle)))
820 ERR("Failed to get a device context for window %p.\n", context->win_handle);
824 if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
826 ERR("Failed to set pixel format %d on device context %p.\n",
827 context->pixel_format, context->hdc);
831 if (!pwglMakeCurrent(context->hdc, context->glCtx))
833 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
834 context->glCtx, context->hdc, GetLastError());
844 /* Do not call while under the GL lock. */
845 static void context_validate(struct wined3d_context *context)
847 HWND wnd = WindowFromDC(context->hdc);
849 if (wnd != context->win_handle)
851 WARN("DC %p belongs to window %p instead of %p.\n",
852 context->hdc, wnd, context->win_handle);
856 if (context->win_handle != context->swapchain->win_handle)
857 context_update_window(context);
860 /* Do not call while under the GL lock. */
861 static void context_destroy_gl_resources(struct wined3d_context *context)
863 const struct wined3d_gl_info *gl_info = context->gl_info;
864 struct wined3d_occlusion_query *occlusion_query;
865 struct wined3d_event_query *event_query;
866 struct fbo_entry *entry, *entry2;
871 restore_ctx = pwglGetCurrentContext();
872 restore_dc = pwglGetCurrentDC();
874 context_validate(context);
875 if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
876 else restore_ctx = NULL;
880 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
882 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
883 GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
884 occlusion_query->context = NULL;
887 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
891 if (gl_info->supported[ARB_SYNC])
893 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
895 else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
896 else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
898 event_query->context = NULL;
901 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
903 if (!context->valid) entry->id = 0;
904 context_destroy_fbo_entry(context, entry);
907 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
909 if (!context->valid) entry->id = 0;
910 context_destroy_fbo_entry(context, entry);
915 if (context->dst_fbo)
917 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
918 context_destroy_fbo(context, &context->dst_fbo);
920 if (context->dummy_arbfp_prog)
922 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
925 if (gl_info->supported[ARB_OCCLUSION_QUERY])
926 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
928 if (gl_info->supported[ARB_SYNC])
930 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
932 else if (gl_info->supported[APPLE_FENCE])
934 for (i = 0; i < context->free_event_query_count; ++i)
936 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
939 else if (gl_info->supported[NV_FENCE])
941 for (i = 0; i < context->free_event_query_count; ++i)
943 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
947 checkGLcall("context cleanup");
952 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
953 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
957 if (!pwglMakeCurrent(restore_dc, restore_ctx))
959 DWORD err = GetLastError();
960 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
961 restore_ctx, restore_dc, err);
964 else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
966 ERR("Failed to disable GL context.\n");
969 ReleaseDC(context->win_handle, context->hdc);
971 if (!pwglDeleteContext(context->glCtx))
973 DWORD err = GetLastError();
974 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
978 DWORD context_get_tls_idx(void)
980 return wined3d_context_tls_idx;
983 void context_set_tls_idx(DWORD idx)
985 wined3d_context_tls_idx = idx;
988 struct wined3d_context *context_get_current(void)
990 return TlsGetValue(wined3d_context_tls_idx);
993 /* Do not call while under the GL lock. */
994 BOOL context_set_current(struct wined3d_context *ctx)
996 struct wined3d_context *old = context_get_current();
1000 TRACE("Already using D3D context %p.\n", ctx);
1008 TRACE("Switching away from destroyed context %p.\n", old);
1009 context_destroy_gl_resources(old);
1010 HeapFree(GetProcessHeap(), 0, old);
1020 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1021 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
1023 DWORD err = GetLastError();
1024 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
1025 ctx->glCtx, ctx->hdc, err);
1026 TlsSetValue(wined3d_context_tls_idx, NULL);
1031 else if(pwglGetCurrentContext())
1033 TRACE("Clearing current D3D context.\n");
1034 if (!pwglMakeCurrent(NULL, NULL))
1036 DWORD err = GetLastError();
1037 ERR("Failed to clear current GL context, last error %#x.\n", err);
1038 TlsSetValue(wined3d_context_tls_idx, NULL);
1043 return TlsSetValue(wined3d_context_tls_idx, ctx);
1046 void context_release(struct wined3d_context *context)
1048 TRACE("Releasing context %p, level %u.\n", context, context->level);
1052 if (!context->level)
1053 WARN("Context %p is not active.\n", context);
1054 else if (context != context_get_current())
1055 WARN("Context %p is not the current context.\n", context);
1058 if (!--context->level && context->restore_ctx)
1060 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1061 if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
1063 DWORD err = GetLastError();
1064 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1065 context->restore_ctx, context->restore_dc, err);
1067 context->restore_ctx = NULL;
1068 context->restore_dc = NULL;
1072 static void context_enter(struct wined3d_context *context)
1074 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1076 if (!context->level++)
1078 const struct wined3d_context *current_context = context_get_current();
1079 HGLRC current_gl = pwglGetCurrentContext();
1081 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1083 TRACE("Another GL context (%p on device context %p) is already current.\n",
1084 current_gl, pwglGetCurrentDC());
1085 context->restore_ctx = current_gl;
1086 context->restore_dc = pwglGetCurrentDC();
1091 /*****************************************************************************
1092 * Context_MarkStateDirty
1094 * Marks a state in a context dirty. Only one context, opposed to
1095 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1099 * context: Context to mark the state dirty in
1100 * state: State to mark dirty
1101 * StateTable: Pointer to the state table in use(for state grouping)
1103 *****************************************************************************/
1104 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
1106 DWORD rep = StateTable[state].representative;
1110 if (isStateDirty(context, rep)) return;
1112 context->dirtyArray[context->numDirtyEntries++] = rep;
1113 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1114 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1115 context->isStateDirty[idx] |= (1 << shift);
1118 /* This function takes care of WineD3D pixel format selection. */
1119 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
1120 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1121 BOOL auxBuffers, int numSamples, BOOL findCompatible)
1124 unsigned int matchtry;
1125 short redBits, greenBits, blueBits, alphaBits, colorBits;
1126 short depthBits=0, stencilBits=0;
1136 /* First, try without alpha match buffers. MacOS supports aux buffers only
1137 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1138 * Then try without aux buffers - this is the most common cause for not
1139 * finding a pixel format. Also some drivers(the open source ones)
1140 * only offer 32 bit ARB pixel formats. First try without an exact alpha
1141 * match, then try without an exact alpha and color match.
1143 { TRUE, TRUE, TRUE },
1144 { TRUE, FALSE, TRUE },
1145 { FALSE, TRUE, TRUE },
1146 { FALSE, FALSE, TRUE },
1147 { TRUE, FALSE, FALSE },
1148 { FALSE, FALSE, FALSE },
1152 int nCfgs = This->adapter->nCfgs;
1154 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1155 debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1156 auxBuffers, numSamples, findCompatible);
1158 if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1160 ERR("Unable to get color bits for format %s (%#x)!\n",
1161 debug_d3dformat(color_format->id), color_format->id);
1165 getDepthStencilBits(ds_format, &depthBits, &stencilBits);
1167 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1168 for(i=0; i<nCfgs; i++) {
1169 BOOL exactDepthMatch = TRUE;
1170 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1172 /* For now only accept RGBA formats. Perhaps some day we will
1173 * allow floating point formats for pbuffers. */
1174 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1177 /* In window mode we need a window drawable format and double buffering. */
1178 if(!(cfg->windowDrawable && cfg->doubleBuffer))
1181 /* We like to have aux buffers in backbuffer mode */
1182 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1185 if(matches[matchtry].exact_color) {
1186 if(cfg->redSize != redBits)
1188 if(cfg->greenSize != greenBits)
1190 if(cfg->blueSize != blueBits)
1193 if(cfg->redSize < redBits)
1195 if(cfg->greenSize < greenBits)
1197 if(cfg->blueSize < blueBits)
1200 if(matches[matchtry].exact_alpha) {
1201 if(cfg->alphaSize != alphaBits)
1204 if(cfg->alphaSize < alphaBits)
1208 /* We try to locate a format which matches our requirements exactly. In case of
1209 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1210 if(cfg->depthSize < depthBits)
1212 else if(cfg->depthSize > depthBits)
1213 exactDepthMatch = FALSE;
1215 /* In all cases make sure the number of stencil bits matches our requirements
1216 * even when we don't need stencil because it could affect performance EXCEPT
1217 * on cards which don't offer depth formats without stencil like the i915 drivers
1219 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1222 /* Check multisampling support */
1223 if(cfg->numSamples != numSamples)
1226 /* When we have passed all the checks then we have found a format which matches our
1227 * requirements. Note that we only check for a limit number of capabilities right now,
1228 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1229 * can still differ in things like multisampling, stereo, SRGB and other flags.
1232 /* Exit the loop as we have found a format :) */
1233 if(exactDepthMatch) {
1234 iPixelFormat = cfg->iPixelFormat;
1236 } else if(!iPixelFormat) {
1237 /* In the end we might end up with a format which doesn't exactly match our depth
1238 * requirements. Accept the first format we found because formats with higher iPixelFormat
1239 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1240 iPixelFormat = cfg->iPixelFormat;
1245 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1246 if(!iPixelFormat && !findCompatible) {
1247 ERR("Can't find a suitable iPixelFormat\n");
1249 } else if(!iPixelFormat) {
1250 PIXELFORMATDESCRIPTOR pfd;
1252 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1253 /* PixelFormat selection */
1254 ZeroMemory(&pfd, sizeof(pfd));
1255 pfd.nSize = sizeof(pfd);
1257 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1258 pfd.iPixelType = PFD_TYPE_RGBA;
1259 pfd.cAlphaBits = alphaBits;
1260 pfd.cColorBits = colorBits;
1261 pfd.cDepthBits = depthBits;
1262 pfd.cStencilBits = stencilBits;
1263 pfd.iLayerType = PFD_MAIN_PLANE;
1265 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1267 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1268 ERR("Can't find a suitable iPixelFormat\n");
1273 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1274 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1275 return iPixelFormat;
1278 /* Do not call while under the GL lock. */
1279 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain,
1280 IWineD3DSurfaceImpl *target, const struct wined3d_format *ds_format)
1282 IWineD3DDeviceImpl *device = swapchain->device;
1283 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1284 const struct wined3d_format *color_format;
1285 struct wined3d_context *ret;
1286 PIXELFORMATDESCRIPTOR pfd;
1287 BOOL auxBuffers = FALSE;
1296 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1298 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1301 ERR("Failed to allocate context memory.\n");
1305 if (!(hdc = GetDC(swapchain->win_handle)))
1307 ERR("Failed to retrieve a device context.\n");
1311 color_format = target->resource.format;
1313 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1314 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1315 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1319 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1320 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1321 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1322 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1325 /* DirectDraw supports 8bit paletted render targets and these are used by
1326 * old games like Starcraft and C&C. Most modern hardware doesn't support
1327 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1328 * conversion (ab)uses the alpha component for storing the palette index.
1329 * For this reason we require a format with 8bit alpha, so request
1331 if (color_format->id == WINED3DFMT_P8_UINT)
1332 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1334 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1335 if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1337 if (!gl_info->supported[ARB_MULTISAMPLE])
1338 WARN("The application is requesting multisampling without support.\n");
1341 TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1342 numSamples = swapchain->presentParms.MultiSampleType;
1346 /* Try to find a pixel format which matches our requirements. */
1347 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1348 auxBuffers, numSamples, FALSE /* findCompatible */);
1350 /* Try to locate a compatible format if we weren't able to find anything. */
1353 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1354 pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1355 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1358 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1361 ERR("Can't find a suitable pixel format.\n");
1365 DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1366 if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1368 ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1372 ctx = pwglCreateContext(hdc);
1373 if (device->context_count)
1375 if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1377 DWORD err = GetLastError();
1378 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1379 device->contexts[0]->glCtx, ctx, err);
1384 ERR("Failed to create a WGL context\n");
1388 if (!device_context_add(device, ret))
1390 ERR("Failed to add the newly created context to the context list\n");
1391 if (!pwglDeleteContext(ctx))
1393 DWORD err = GetLastError();
1394 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1399 ret->gl_info = gl_info;
1401 /* Mark all states dirty to force a proper initialization of the states
1402 * on the first use of the context. */
1403 for (state = 0; state <= STATE_HIGHEST; ++state)
1405 if (device->StateTable[state].representative)
1406 Context_MarkStateDirty(ret, state, device->StateTable);
1409 ret->swapchain = swapchain;
1410 ret->current_rt = target;
1411 ret->tid = GetCurrentThreadId();
1413 ret->render_offscreen = surface_is_offscreen(target);
1414 ret->draw_buffer_dirty = TRUE;
1418 ret->win_handle = swapchain->win_handle;
1420 ret->pixel_format = pixel_format;
1422 if (device->shader_backend->shader_dirtifyable_constants())
1424 /* Create the dirty constants array and initialize them to dirty */
1425 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1426 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1427 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1428 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1429 memset(ret->vshader_const_dirty, 1,
1430 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1431 memset(ret->pshader_const_dirty, 1,
1432 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1435 ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1436 gl_info->limits.buffers * sizeof(*ret->blit_targets));
1437 if (!ret->blit_targets) goto out;
1439 ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1440 gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1441 if (!ret->draw_buffers) goto out;
1443 ret->free_occlusion_query_size = 4;
1444 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1445 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1446 if (!ret->free_occlusion_queries) goto out;
1448 list_init(&ret->occlusion_queries);
1450 ret->free_event_query_size = 4;
1451 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1452 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1453 if (!ret->free_event_queries) goto out;
1455 list_init(&ret->event_queries);
1457 TRACE("Successfully created new context %p\n", ret);
1459 list_init(&ret->fbo_list);
1460 list_init(&ret->fbo_destroy_list);
1464 /* Set up the context defaults */
1465 if (!context_set_current(ret))
1467 ERR("Cannot activate context to set up defaults\n");
1468 context_release(ret);
1472 switch (swapchain->presentParms.PresentationInterval)
1474 case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1477 case WINED3DPRESENT_INTERVAL_DEFAULT:
1478 case WINED3DPRESENT_INTERVAL_ONE:
1481 case WINED3DPRESENT_INTERVAL_TWO:
1484 case WINED3DPRESENT_INTERVAL_THREE:
1487 case WINED3DPRESENT_INTERVAL_FOUR:
1491 FIXME("Unknown presentation interval %08x\n", swapchain->presentParms.PresentationInterval);
1495 if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1497 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1498 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1499 swap_interval, ret, GetLastError());
1504 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1506 TRACE("Setting up the screen\n");
1507 /* Clear the screen */
1508 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1509 checkGLcall("glClearColor");
1512 glClearStencil(0xffff);
1514 checkGLcall("glClear");
1516 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1517 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1519 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1520 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1522 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1523 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1525 glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1526 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1527 glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1528 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1530 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1532 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1533 * and textures in DIB sections(due to the memory protection).
1535 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1536 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1538 if (gl_info->supported[ARB_VERTEX_BLEND])
1540 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1541 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1542 * GL_VERTEX_BLEND_ARB isn't enabled too
1544 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1545 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1547 if (gl_info->supported[NV_TEXTURE_SHADER2])
1549 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1550 * the previous texture where to source the offset from is always unit - 1.
1552 for (s = 1; s < gl_info->limits.textures; ++s)
1554 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1555 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1556 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1559 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1561 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1562 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1563 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1564 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1567 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1568 * program and the dummy program is destroyed when the context is destroyed.
1570 const char *dummy_program =
1572 "MOV result.color, fragment.color.primary;\n"
1574 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1575 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1576 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1579 for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1581 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1582 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1583 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1586 if (gl_info->supported[ARB_PROVOKING_VERTEX])
1588 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1590 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1592 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1597 device->frag_pipe->enable_extension(TRUE);
1599 TRACE("Created context %p.\n", ret);
1604 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1605 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1606 HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1607 HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1608 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1609 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1610 HeapFree(GetProcessHeap(), 0, ret);
1614 /* Do not call while under the GL lock. */
1615 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1619 TRACE("Destroying ctx %p\n", context);
1621 if (context->tid == GetCurrentThreadId() || !context->current)
1623 context_destroy_gl_resources(context);
1624 TlsSetValue(wined3d_context_tls_idx, NULL);
1629 context->destroyed = 1;
1633 HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1634 HeapFree(GetProcessHeap(), 0, context->blit_targets);
1635 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1636 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1637 device_context_remove(This, context);
1638 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1641 /* GL locking is done by the caller */
1642 static inline void set_blit_dimension(UINT width, UINT height) {
1643 glMatrixMode(GL_PROJECTION);
1644 checkGLcall("glMatrixMode(GL_PROJECTION)");
1646 checkGLcall("glLoadIdentity()");
1647 glOrtho(0, width, 0, height, 0.0, -1.0);
1648 checkGLcall("glOrtho");
1649 glViewport(0, 0, width, height);
1650 checkGLcall("glViewport");
1653 /*****************************************************************************
1656 * Sets up a context for DirectDraw blitting.
1657 * All texture units are disabled, texture unit 0 is set as current unit
1658 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1659 * color writing enabled for all channels
1660 * register combiners disabled, shaders disabled
1661 * world matrix is set to identity, texture matrix 0 too
1662 * projection matrix is setup for drawing screen coordinates
1665 * This: Device to activate the context for
1666 * context: Context to setup
1668 *****************************************************************************/
1669 /* Context activation is done by the caller. */
1670 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1673 const struct StateEntry *StateTable = This->StateTable;
1674 const struct wined3d_gl_info *gl_info = context->gl_info;
1675 UINT width = context->current_rt->resource.width;
1676 UINT height = context->current_rt->resource.height;
1679 TRACE("Setting up context %p for blitting\n", context);
1680 if(context->last_was_blit) {
1681 if(context->blit_w != width || context->blit_h != height) {
1683 set_blit_dimension(width, height);
1685 context->blit_w = width; context->blit_h = height;
1686 /* No need to dirtify here, the states are still dirtified because they weren't
1687 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1691 TRACE("Context is already set up for blitting, nothing to do\n");
1694 context->last_was_blit = TRUE;
1696 /* TODO: Use a display list */
1698 /* Disable shaders */
1700 This->shader_backend->shader_select(context, FALSE, FALSE);
1703 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1704 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1706 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1707 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1708 * which can safely be called from here, we only lock once instead locking/unlocking
1709 * after each GL call.
1713 /* Disable all textures. The caller can then bind a texture it wants to blit
1716 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1717 * function texture unit. No need to care for higher samplers
1719 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1721 sampler = This->rev_tex_unit_map[i];
1722 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1723 checkGLcall("glActiveTextureARB");
1725 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1727 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1728 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1730 glDisable(GL_TEXTURE_3D);
1731 checkGLcall("glDisable GL_TEXTURE_3D");
1732 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1734 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1735 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1737 glDisable(GL_TEXTURE_2D);
1738 checkGLcall("glDisable GL_TEXTURE_2D");
1740 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1741 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1743 if (sampler != WINED3D_UNMAPPED_STAGE)
1745 if (sampler < MAX_TEXTURES) {
1746 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1748 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1751 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1752 checkGLcall("glActiveTextureARB");
1754 sampler = This->rev_tex_unit_map[0];
1756 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1758 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1759 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1761 glDisable(GL_TEXTURE_3D);
1762 checkGLcall("glDisable GL_TEXTURE_3D");
1763 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1765 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1766 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1768 glDisable(GL_TEXTURE_2D);
1769 checkGLcall("glDisable GL_TEXTURE_2D");
1771 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1773 glMatrixMode(GL_TEXTURE);
1774 checkGLcall("glMatrixMode(GL_TEXTURE)");
1776 checkGLcall("glLoadIdentity()");
1778 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1780 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1781 GL_TEXTURE_LOD_BIAS_EXT,
1783 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1786 if (sampler != WINED3D_UNMAPPED_STAGE)
1788 if (sampler < MAX_TEXTURES) {
1789 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1790 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1792 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1795 /* Other misc states */
1796 glDisable(GL_ALPHA_TEST);
1797 checkGLcall("glDisable(GL_ALPHA_TEST)");
1798 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1799 glDisable(GL_LIGHTING);
1800 checkGLcall("glDisable GL_LIGHTING");
1801 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1802 glDisable(GL_DEPTH_TEST);
1803 checkGLcall("glDisable GL_DEPTH_TEST");
1804 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1805 glDisableWINE(GL_FOG);
1806 checkGLcall("glDisable GL_FOG");
1807 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1808 glDisable(GL_BLEND);
1809 checkGLcall("glDisable GL_BLEND");
1810 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1811 glDisable(GL_CULL_FACE);
1812 checkGLcall("glDisable GL_CULL_FACE");
1813 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1814 glDisable(GL_STENCIL_TEST);
1815 checkGLcall("glDisable GL_STENCIL_TEST");
1816 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1817 glDisable(GL_SCISSOR_TEST);
1818 checkGLcall("glDisable GL_SCISSOR_TEST");
1819 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1820 if (gl_info->supported[ARB_POINT_SPRITE])
1822 glDisable(GL_POINT_SPRITE_ARB);
1823 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1824 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1826 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1827 checkGLcall("glColorMask");
1828 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1829 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
1830 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
1831 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
1832 if (gl_info->supported[EXT_SECONDARY_COLOR])
1834 glDisable(GL_COLOR_SUM_EXT);
1835 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1836 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1839 /* Setup transforms */
1840 glMatrixMode(GL_MODELVIEW);
1841 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1843 checkGLcall("glLoadIdentity()");
1844 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1846 context->last_was_rhw = TRUE;
1847 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1849 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1850 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1851 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1852 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1853 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1854 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1855 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1857 set_blit_dimension(width, height);
1861 context->blit_w = width; context->blit_h = height;
1862 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1863 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1865 This->frag_pipe->enable_extension(FALSE);
1868 /* Do not call while under the GL lock. */
1869 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target)
1871 struct wined3d_context *current_context = context_get_current();
1872 struct wined3d_context *context;
1874 if (current_context && current_context->destroyed) current_context = NULL;
1879 && current_context->current_rt
1880 && current_context->swapchain->device == This)
1882 target = current_context->current_rt;
1886 IWineD3DSwapChainImpl *swapchain = This->swapchains[0];
1887 if (swapchain->back_buffers) target = swapchain->back_buffers[0];
1888 else target = swapchain->front_buffer;
1892 if (current_context && current_context->current_rt == target)
1894 context_validate(current_context);
1895 return current_context;
1898 if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1900 TRACE("Rendering onscreen\n");
1902 context = swapchain_get_context(target->container.u.swapchain);
1906 TRACE("Rendering offscreen\n");
1908 /* Stay with the current context if possible. Otherwise use the
1909 * context for the primary swapchain. */
1910 if (current_context && current_context->swapchain->device == This)
1911 context = current_context;
1913 context = swapchain_get_context(This->swapchains[0]);
1916 context_validate(context);
1921 /* Context activation is done by the caller. */
1922 static void context_apply_draw_buffers(struct wined3d_context *context, UINT rt_count, IWineD3DSurfaceImpl **rts)
1924 if (!surface_is_offscreen(rts[0]))
1927 glDrawBuffer(surface_get_gl_buffer(rts[0]));
1928 checkGLcall("glDrawBuffer()");
1934 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1936 const struct wined3d_gl_info *gl_info = context->gl_info;
1939 for (i = 0; i < gl_info->limits.buffers; ++i)
1941 if (i < rt_count && rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
1942 context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1944 context->draw_buffers[i] = GL_NONE;
1947 if (gl_info->supported[ARB_DRAW_BUFFERS])
1949 GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, context->draw_buffers));
1950 checkGLcall("glDrawBuffers()");
1954 glDrawBuffer(context->draw_buffers[0]);
1955 checkGLcall("glDrawBuffer()");
1960 glDrawBuffer(rts[0]->resource.device->offscreenBuffer);
1961 checkGLcall("glDrawBuffer()");
1967 /* GL locking is done by the caller. */
1968 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1970 glDrawBuffer(buffer);
1971 checkGLcall("glDrawBuffer()");
1972 context->draw_buffer_dirty = TRUE;
1975 static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
1978 if (context->render_offscreen == offscreen) return;
1980 Context_MarkStateDirty(context, STATE_POINTSPRITECOORDORIGIN, StateTable);
1981 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1982 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1983 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1984 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1985 context->render_offscreen = offscreen;
1988 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
1989 const struct wined3d_format *required)
1991 short existing_depth, existing_stencil, required_depth, required_stencil;
1993 if (existing == required) return TRUE;
1994 if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
1996 getDepthStencilBits(existing, &existing_depth, &existing_stencil);
1997 getDepthStencilBits(required, &required_depth, &required_stencil);
1999 if(existing_depth < required_depth) return FALSE;
2000 /* If stencil bits are used the exact amount is required - otherwise wrapping
2001 * won't work correctly */
2002 if(required_stencil && required_stencil != existing_stencil) return FALSE;
2005 /* The caller provides a context */
2006 static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device,
2007 struct wined3d_context *context, IWineD3DSurfaceImpl *depth_stencil)
2009 /* Onscreen surfaces are always in a swapchain */
2010 IWineD3DSwapChainImpl *swapchain = context->current_rt->container.u.swapchain;
2012 if (context->render_offscreen || !depth_stencil) return;
2013 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
2015 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2016 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2018 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2020 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2021 surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
2022 swapchain->render_to_fbo = TRUE;
2023 context_set_render_offscreen(context, device->StateTable, TRUE);
2026 /* Context activation is done by the caller. */
2027 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2029 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2031 context_validate_onscreen_formats(device, context, NULL);
2033 if (context->render_offscreen)
2035 surface_internal_preload(context->current_rt, SRGB_RGB);
2038 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->current_rt, NULL, SFLAG_INTEXTURE);
2044 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2048 context->draw_buffer_dirty = TRUE;
2051 if (context->draw_buffer_dirty)
2053 context_apply_draw_buffers(context, 1, &context->current_rt);
2054 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2055 context->draw_buffer_dirty = FALSE;
2058 SetupForBlit(device, context);
2061 static BOOL context_validate_rt_config(UINT rt_count,
2062 IWineD3DSurfaceImpl **rts, IWineD3DSurfaceImpl *ds)
2066 if (ds) return TRUE;
2068 for (i = 0; i < rt_count; ++i)
2070 if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2074 WARN("Invalid render target config, need at least one attachment.\n");
2078 /* Context activation is done by the caller. */
2079 BOOL context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
2080 UINT rt_count, IWineD3DSurfaceImpl **rts, IWineD3DSurfaceImpl *depth_stencil)
2082 const struct StateEntry *state_table = device->StateTable;
2085 if (!context_validate_rt_config(rt_count, rts, depth_stencil))
2089 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2091 context_validate_onscreen_formats(device, context, depth_stencil);
2095 if (surface_is_offscreen(rts[0]))
2097 for (i = 0; i < rt_count; ++i)
2099 context->blit_targets[i] = rts[i];
2101 while (i < context->gl_info->limits.buffers)
2103 context->blit_targets[i] = NULL;
2106 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, depth_stencil, SFLAG_INTEXTURE);
2110 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2116 context_apply_draw_buffers(context, rt_count, rts);
2117 context->draw_buffer_dirty = TRUE;
2119 if (context->last_was_blit)
2121 device->frag_pipe->enable_extension(TRUE);
2124 /* Blending and clearing should be orthogonal, but tests on the nvidia
2125 * driver show that disabling blending when clearing improves the clearing
2126 * performance incredibly. */
2128 glDisable(GL_BLEND);
2129 glEnable(GL_SCISSOR_TEST);
2130 checkGLcall("glEnable GL_SCISSOR_TEST");
2133 context->last_was_blit = FALSE;
2134 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2135 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2136 Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2141 /* Context activation is done by the caller. */
2142 BOOL context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2144 const struct StateEntry *state_table = device->StateTable;
2147 if (!context_validate_rt_config(context->gl_info->limits.buffers,
2148 device->render_targets, device->depth_stencil))
2151 /* Preload resources before FBO setup. Texture preload in particular may
2152 * result in changes to the current FBO, due to using e.g. FBO blits for
2153 * updating a resource location. */
2154 IWineD3DDeviceImpl_FindTexUnitMap(device);
2155 device_preload_textures(device);
2156 if (isStateDirty(context, STATE_VDECL))
2157 device_update_stream_info(device, context->gl_info);
2159 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2161 context_validate_onscreen_formats(device, context, device->depth_stencil);
2163 if (!context->render_offscreen)
2166 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2172 context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets,
2173 device->depth_stencil, SFLAG_INTEXTURE);
2178 if (context->draw_buffer_dirty)
2180 context_apply_draw_buffers(context, context->gl_info->limits.buffers, device->render_targets);
2181 context->draw_buffer_dirty = FALSE;
2184 if (context->last_was_blit)
2186 device->frag_pipe->enable_extension(TRUE);
2190 for (i = 0; i < context->numDirtyEntries; ++i)
2192 DWORD rep = context->dirtyArray[i];
2193 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2194 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2195 context->isStateDirty[idx] &= ~(1 << shift);
2196 state_table[rep].apply(rep, device->stateBlock, context);
2199 context->numDirtyEntries = 0; /* This makes the whole list clean */
2200 context->last_was_blit = FALSE;
2205 static void context_setup_target(IWineD3DDeviceImpl *device,
2206 struct wined3d_context *context, IWineD3DSurfaceImpl *target)
2208 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2209 const struct StateEntry *StateTable = device->StateTable;
2211 if (!target) return;
2212 render_offscreen = surface_is_offscreen(target);
2213 if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2215 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2216 * the alpha blend state changes with different render target formats. */
2217 if (!context->current_rt)
2219 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2223 const struct wined3d_format *old = context->current_rt->resource.format;
2224 const struct wined3d_format *new = target->resource.format;
2226 if (old->id != new->id)
2228 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2229 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2230 || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2232 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2234 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2235 if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
2237 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), StateTable);
2241 /* When switching away from an offscreen render target, and we're not
2242 * using FBOs, we have to read the drawable into the texture. This is
2243 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2244 * are some things that need care though. PreLoad needs a GL context,
2245 * and FindContext is called before the context is activated. It also
2246 * has to be called with the old rendertarget active, otherwise a
2247 * wrong drawable is read. */
2248 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2249 && old_render_offscreen && context->current_rt != target)
2251 /* Read the back buffer of the old drawable into the destination texture. */
2252 if (context->current_rt->texture_name_srgb)
2254 surface_internal_preload(context->current_rt, SRGB_BOTH);
2258 surface_internal_preload(context->current_rt, SRGB_RGB);
2261 surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2265 context->draw_buffer_dirty = TRUE;
2266 context->current_rt = target;
2267 context_set_render_offscreen(context, StateTable, render_offscreen);
2270 /* Do not call while under the GL lock. */
2271 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *target)
2273 struct wined3d_context *current_context = context_get_current();
2274 struct wined3d_context *context;
2276 TRACE("device %p, target %p.\n", device, target);
2278 context = FindContext(device, target);
2279 context_setup_target(device, context, target);
2280 context_enter(context);
2281 if (!context->valid) return context;
2283 if (context != current_context)
2285 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2286 else device->frag_pipe->enable_extension(!context->last_was_blit);
2288 if (context->vshader_const_dirty)
2290 memset(context->vshader_const_dirty, 1,
2291 sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2292 device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2294 if (context->pshader_const_dirty)
2296 memset(context->pshader_const_dirty, 1,
2297 sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2298 device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2301 else if (context->restore_ctx)
2303 if (!pwglMakeCurrent(context->hdc, context->glCtx))
2305 DWORD err = GetLastError();
2306 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2307 context->hdc, context->glCtx, err);