2 * Context and render target management in wined3d
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009 Henri Verbeet for CodeWeavers
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
31 #define GLINFO_LOCATION (*gl_info)
33 static DWORD wined3d_context_tls_idx
;
35 /* FBO helper functions */
37 /* GL locking is done by the caller */
38 void context_bind_fbo(struct wined3d_context
*context
, GLenum target
, GLuint
*fbo
)
40 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
51 gl_info
->fbo_ops
.glGenFramebuffers(1, fbo
);
52 checkGLcall("glGenFramebuffers()");
53 TRACE("Created FBO %u.\n", *fbo
);
60 case GL_READ_FRAMEBUFFER
:
61 if (context
->fbo_read_binding
== f
) return;
62 context
->fbo_read_binding
= f
;
65 case GL_DRAW_FRAMEBUFFER
:
66 if (context
->fbo_draw_binding
== f
) return;
67 context
->fbo_draw_binding
= f
;
71 if (context
->fbo_read_binding
== f
72 && context
->fbo_draw_binding
== f
) return;
73 context
->fbo_read_binding
= f
;
74 context
->fbo_draw_binding
= f
;
78 FIXME("Unhandled target %#x.\n", target
);
82 gl_info
->fbo_ops
.glBindFramebuffer(target
, f
);
83 checkGLcall("glBindFramebuffer()");
86 /* GL locking is done by the caller */
87 static void context_clean_fbo_attachments(const struct wined3d_gl_info
*gl_info
)
91 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
93 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
+ i
, GL_TEXTURE_2D
, 0, 0);
94 checkGLcall("glFramebufferTexture2D()");
96 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
97 checkGLcall("glFramebufferTexture2D()");
99 gl_info
->fbo_ops
.glFramebufferTexture2D(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
100 checkGLcall("glFramebufferTexture2D()");
103 /* GL locking is done by the caller */
104 static void context_destroy_fbo(struct wined3d_context
*context
, GLuint
*fbo
)
106 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
108 context_bind_fbo(context
, GL_FRAMEBUFFER
, fbo
);
109 context_clean_fbo_attachments(gl_info
);
110 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
112 gl_info
->fbo_ops
.glDeleteFramebuffers(1, fbo
);
113 checkGLcall("glDeleteFramebuffers()");
116 /* GL locking is done by the caller */
117 static void context_apply_attachment_filter_states(IWineD3DSurface
*surface
, BOOL force_preload
)
119 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
120 IWineD3DDeviceImpl
*device
= surface_impl
->resource
.wineD3DDevice
;
121 IWineD3DBaseTextureImpl
*texture_impl
;
122 BOOL update_minfilter
= FALSE
;
123 BOOL update_magfilter
= FALSE
;
125 /* Update base texture states array */
126 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface
, &IID_IWineD3DBaseTexture
, (void **)&texture_impl
)))
128 if (texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MINFILTER
] != WINED3DTEXF_POINT
129 || texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MIPFILTER
] != WINED3DTEXF_NONE
)
131 texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
132 texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
133 update_minfilter
= TRUE
;
136 if (texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MAGFILTER
] != WINED3DTEXF_POINT
)
138 texture_impl
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
139 update_magfilter
= TRUE
;
142 if (texture_impl
->baseTexture
.bindCount
)
144 WARN("Render targets should not be bound to a sampler\n");
145 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_SAMPLER(texture_impl
->baseTexture
.sampler
));
148 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*)texture_impl
);
151 if (update_minfilter
|| update_magfilter
|| force_preload
)
153 GLenum target
, bind_target
;
156 target
= surface_impl
->texture_target
;
157 if (target
== GL_TEXTURE_2D
)
159 bind_target
= GL_TEXTURE_2D
;
160 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
161 } else if (target
== GL_TEXTURE_RECTANGLE_ARB
) {
162 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
163 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
165 bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
166 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB
, &old_binding
);
169 surface_internal_preload(surface
, SRGB_RGB
);
171 glBindTexture(bind_target
, surface_impl
->texture_name
);
172 if (update_minfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
173 if (update_magfilter
) glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
174 glBindTexture(bind_target
, old_binding
);
177 checkGLcall("apply_attachment_filter_states()");
180 /* GL locking is done by the caller */
181 void context_attach_depth_stencil_fbo(struct wined3d_context
*context
,
182 GLenum fbo_target
, IWineD3DSurface
*depth_stencil
, BOOL use_render_buffer
)
184 IWineD3DSurfaceImpl
*depth_stencil_impl
= (IWineD3DSurfaceImpl
*)depth_stencil
;
185 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
187 TRACE("Attach depth stencil %p\n", depth_stencil
);
191 DWORD format_flags
= depth_stencil_impl
->resource
.format_desc
->Flags
;
193 if (use_render_buffer
&& depth_stencil_impl
->current_renderbuffer
)
195 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
197 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_DEPTH_ATTACHMENT
,
198 GL_RENDERBUFFER
, depth_stencil_impl
->current_renderbuffer
->id
);
199 checkGLcall("glFramebufferRenderbuffer()");
202 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
204 gl_info
->fbo_ops
.glFramebufferRenderbuffer(fbo_target
, GL_STENCIL_ATTACHMENT
,
205 GL_RENDERBUFFER
, depth_stencil_impl
->current_renderbuffer
->id
);
206 checkGLcall("glFramebufferRenderbuffer()");
211 context_apply_attachment_filter_states(depth_stencil
, TRUE
);
213 if (format_flags
& WINED3DFMT_FLAG_DEPTH
)
215 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
,
216 depth_stencil_impl
->texture_target
, depth_stencil_impl
->texture_name
,
217 depth_stencil_impl
->texture_level
);
218 checkGLcall("glFramebufferTexture2D()");
221 if (format_flags
& WINED3DFMT_FLAG_STENCIL
)
223 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
,
224 depth_stencil_impl
->texture_target
, depth_stencil_impl
->texture_name
,
225 depth_stencil_impl
->texture_level
);
226 checkGLcall("glFramebufferTexture2D()");
230 if (!(format_flags
& WINED3DFMT_FLAG_DEPTH
))
232 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
233 checkGLcall("glFramebufferTexture2D()");
236 if (!(format_flags
& WINED3DFMT_FLAG_STENCIL
))
238 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
239 checkGLcall("glFramebufferTexture2D()");
244 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_DEPTH_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
245 checkGLcall("glFramebufferTexture2D()");
247 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_STENCIL_ATTACHMENT
, GL_TEXTURE_2D
, 0, 0);
248 checkGLcall("glFramebufferTexture2D()");
252 /* GL locking is done by the caller */
253 void context_attach_surface_fbo(const struct wined3d_context
*context
,
254 GLenum fbo_target
, DWORD idx
, IWineD3DSurface
*surface
)
256 const IWineD3DSurfaceImpl
*surface_impl
= (IWineD3DSurfaceImpl
*)surface
;
257 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
259 TRACE("Attach surface %p to %u\n", surface
, idx
);
263 context_apply_attachment_filter_states(surface
, TRUE
);
265 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, surface_impl
->texture_target
,
266 surface_impl
->texture_name
, surface_impl
->texture_level
);
267 checkGLcall("glFramebufferTexture2D()");
271 gl_info
->fbo_ops
.glFramebufferTexture2D(fbo_target
, GL_COLOR_ATTACHMENT0
+ idx
, GL_TEXTURE_2D
, 0, 0);
272 checkGLcall("glFramebufferTexture2D()");
276 /* GL locking is done by the caller */
277 static void context_check_fbo_status(struct wined3d_context
*context
)
279 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
282 status
= gl_info
->fbo_ops
.glCheckFramebufferStatus(GL_FRAMEBUFFER
);
283 if (status
== GL_FRAMEBUFFER_COMPLETE
)
285 TRACE("FBO complete\n");
287 IWineD3DSurfaceImpl
*attachment
;
289 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status
), status
);
291 /* Dump the FBO attachments */
292 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
294 attachment
= (IWineD3DSurfaceImpl
*)context
->current_fbo
->render_targets
[i
];
297 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
298 i
, attachment
, debug_d3dformat(attachment
->resource
.format_desc
->format
),
299 attachment
->pow2Width
, attachment
->pow2Height
);
302 attachment
= (IWineD3DSurfaceImpl
*)context
->current_fbo
->depth_stencil
;
305 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
306 attachment
, debug_d3dformat(attachment
->resource
.format_desc
->format
),
307 attachment
->pow2Width
, attachment
->pow2Height
);
312 static struct fbo_entry
*context_create_fbo_entry(struct wined3d_context
*context
)
314 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
;
315 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
316 struct fbo_entry
*entry
;
318 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
));
319 entry
->render_targets
= HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
320 memcpy(entry
->render_targets
, device
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
321 entry
->depth_stencil
= device
->stencilBufferTarget
;
322 entry
->attached
= FALSE
;
328 /* GL locking is done by the caller */
329 static void context_reuse_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
331 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
;
332 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
334 context_bind_fbo(context
, GL_FRAMEBUFFER
, &entry
->id
);
335 context_clean_fbo_attachments(gl_info
);
337 memcpy(entry
->render_targets
, device
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
));
338 entry
->depth_stencil
= device
->stencilBufferTarget
;
339 entry
->attached
= FALSE
;
342 /* GL locking is done by the caller */
343 static void context_destroy_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
347 TRACE("Destroy FBO %d\n", entry
->id
);
348 context_destroy_fbo(context
, &entry
->id
);
350 --context
->fbo_entry_count
;
351 list_remove(&entry
->entry
);
352 HeapFree(GetProcessHeap(), 0, entry
->render_targets
);
353 HeapFree(GetProcessHeap(), 0, entry
);
357 /* GL locking is done by the caller */
358 static struct fbo_entry
*context_find_fbo_entry(struct wined3d_context
*context
)
360 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
;
361 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
362 struct fbo_entry
*entry
;
364 LIST_FOR_EACH_ENTRY(entry
, &context
->fbo_list
, struct fbo_entry
, entry
)
366 if (!memcmp(entry
->render_targets
, device
->render_targets
, GL_LIMITS(buffers
) * sizeof(*entry
->render_targets
))
367 && entry
->depth_stencil
== device
->stencilBufferTarget
)
369 list_remove(&entry
->entry
);
370 list_add_head(&context
->fbo_list
, &entry
->entry
);
375 if (context
->fbo_entry_count
< WINED3D_MAX_FBO_ENTRIES
)
377 entry
= context_create_fbo_entry(context
);
378 list_add_head(&context
->fbo_list
, &entry
->entry
);
379 ++context
->fbo_entry_count
;
383 entry
= LIST_ENTRY(list_tail(&context
->fbo_list
), struct fbo_entry
, entry
);
384 context_reuse_fbo_entry(context
, entry
);
385 list_remove(&entry
->entry
);
386 list_add_head(&context
->fbo_list
, &entry
->entry
);
392 /* GL locking is done by the caller */
393 static void context_apply_fbo_entry(struct wined3d_context
*context
, struct fbo_entry
*entry
)
395 IWineD3DDeviceImpl
*device
= ((IWineD3DSurfaceImpl
*)context
->surface
)->resource
.wineD3DDevice
;
396 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
399 context_bind_fbo(context
, GL_FRAMEBUFFER
, &entry
->id
);
401 if (!entry
->attached
)
403 /* Apply render targets */
404 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
406 IWineD3DSurface
*render_target
= device
->render_targets
[i
];
407 context_attach_surface_fbo(context
, GL_FRAMEBUFFER
, i
, render_target
);
410 /* Apply depth targets */
411 if (device
->stencilBufferTarget
)
413 unsigned int w
= ((IWineD3DSurfaceImpl
*)device
->render_targets
[0])->pow2Width
;
414 unsigned int h
= ((IWineD3DSurfaceImpl
*)device
->render_targets
[0])->pow2Height
;
416 surface_set_compatible_renderbuffer(device
->stencilBufferTarget
, w
, h
);
418 context_attach_depth_stencil_fbo(context
, GL_FRAMEBUFFER
, device
->stencilBufferTarget
, TRUE
);
420 entry
->attached
= TRUE
;
422 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
424 if (device
->render_targets
[i
])
425 context_apply_attachment_filter_states(device
->render_targets
[i
], FALSE
);
427 if (device
->stencilBufferTarget
)
428 context_apply_attachment_filter_states(device
->stencilBufferTarget
, FALSE
);
431 for (i
= 0; i
< GL_LIMITS(buffers
); ++i
)
433 if (device
->render_targets
[i
])
434 device
->draw_buffers
[i
] = GL_COLOR_ATTACHMENT0
+ i
;
436 device
->draw_buffers
[i
] = GL_NONE
;
440 /* GL locking is done by the caller */
441 static void context_apply_fbo_state(struct wined3d_context
*context
)
443 if (context
->render_offscreen
)
445 context
->current_fbo
= context_find_fbo_entry(context
);
446 context_apply_fbo_entry(context
, context
->current_fbo
);
448 context
->current_fbo
= NULL
;
449 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
452 context_check_fbo_status(context
);
455 /* Context activation is done by the caller. */
456 void context_alloc_occlusion_query(struct wined3d_context
*context
, struct wined3d_occlusion_query
*query
)
458 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
460 if (context
->free_occlusion_query_count
)
462 query
->id
= context
->free_occlusion_queries
[--context
->free_occlusion_query_count
];
466 if (GL_SUPPORT(ARB_OCCLUSION_QUERY
))
469 GL_EXTCALL(glGenQueriesARB(1, &query
->id
));
470 checkGLcall("glGenQueriesARB");
473 TRACE("Allocated occlusion query %u in context %p.\n", query
->id
, context
);
477 WARN("Occlusion queries not supported, not allocating query id.\n");
482 query
->context
= context
;
483 list_add_head(&context
->occlusion_queries
, &query
->entry
);
486 void context_free_occlusion_query(struct wined3d_occlusion_query
*query
)
488 struct wined3d_context
*context
= query
->context
;
490 list_remove(&query
->entry
);
491 query
->context
= NULL
;
493 if (context
->free_occlusion_query_count
>= context
->free_occlusion_query_size
- 1)
495 UINT new_size
= context
->free_occlusion_query_size
<< 1;
496 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_occlusion_queries
,
497 new_size
* sizeof(*context
->free_occlusion_queries
));
501 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
505 context
->free_occlusion_query_size
= new_size
;
506 context
->free_occlusion_queries
= new_data
;
509 context
->free_occlusion_queries
[context
->free_occlusion_query_count
++] = query
->id
;
512 /* Context activation is done by the caller. */
513 void context_alloc_event_query(struct wined3d_context
*context
, struct wined3d_event_query
*query
)
515 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
517 if (context
->free_event_query_count
)
519 query
->id
= context
->free_event_queries
[--context
->free_event_query_count
];
523 if (GL_SUPPORT(APPLE_FENCE
))
526 GL_EXTCALL(glGenFencesAPPLE(1, &query
->id
));
527 checkGLcall("glGenFencesAPPLE");
530 TRACE("Allocated event query %u in context %p.\n", query
->id
, context
);
532 else if(GL_SUPPORT(NV_FENCE
))
535 GL_EXTCALL(glGenFencesNV(1, &query
->id
));
536 checkGLcall("glGenFencesNV");
539 TRACE("Allocated event query %u in context %p.\n", query
->id
, context
);
543 WARN("Event queries not supported, not allocating query id.\n");
548 query
->context
= context
;
549 list_add_head(&context
->event_queries
, &query
->entry
);
552 void context_free_event_query(struct wined3d_event_query
*query
)
554 struct wined3d_context
*context
= query
->context
;
556 list_remove(&query
->entry
);
557 query
->context
= NULL
;
559 if (context
->free_event_query_count
>= context
->free_event_query_size
- 1)
561 UINT new_size
= context
->free_event_query_size
<< 1;
562 GLuint
*new_data
= HeapReAlloc(GetProcessHeap(), 0, context
->free_event_queries
,
563 new_size
* sizeof(*context
->free_event_queries
));
567 ERR("Failed to grow free list, leaking query %u in context %p.\n", query
->id
, context
);
571 context
->free_event_query_size
= new_size
;
572 context
->free_event_queries
= new_data
;
575 context
->free_event_queries
[context
->free_event_query_count
++] = query
->id
;
578 void context_resource_released(IWineD3DDevice
*iface
, IWineD3DResource
*resource
, WINED3DRESOURCETYPE type
)
580 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
583 if (!This
->d3d_initialized
) return;
587 case WINED3DRTYPE_SURFACE
:
589 ActivateContext(This
, NULL
, CTXUSAGE_RESOURCELOAD
);
591 for (i
= 0; i
< This
->numContexts
; ++i
)
593 struct wined3d_context
*context
= This
->contexts
[i
];
594 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
595 struct fbo_entry
*entry
, *entry2
;
597 if (context
->current_rt
== (IWineD3DSurface
*)resource
) context
->current_rt
= NULL
;
601 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
)
603 BOOL destroyed
= FALSE
;
606 for (j
= 0; !destroyed
&& j
< GL_LIMITS(buffers
); ++j
)
608 if (entry
->render_targets
[j
] == (IWineD3DSurface
*)resource
)
610 context_destroy_fbo_entry(context
, entry
);
615 if (!destroyed
&& entry
->depth_stencil
== (IWineD3DSurface
*)resource
)
616 context_destroy_fbo_entry(context
, entry
);
630 static void context_destroy_gl_resources(struct wined3d_context
*context
)
632 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
633 struct wined3d_occlusion_query
*occlusion_query
;
634 struct wined3d_event_query
*event_query
;
635 struct fbo_entry
*entry
, *entry2
;
638 has_glctx
= pwglMakeCurrent(context
->hdc
, context
->glCtx
);
639 if (!has_glctx
) WARN("Failed to activate context. Window already destroyed?\n");
643 LIST_FOR_EACH_ENTRY(occlusion_query
, &context
->occlusion_queries
, struct wined3d_occlusion_query
, entry
)
645 if (has_glctx
&& GL_SUPPORT(ARB_OCCLUSION_QUERY
)) GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query
->id
));
646 occlusion_query
->context
= NULL
;
649 LIST_FOR_EACH_ENTRY(event_query
, &context
->event_queries
, struct wined3d_event_query
, entry
)
653 if (GL_SUPPORT(APPLE_FENCE
)) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query
->id
));
654 else if (GL_SUPPORT(NV_FENCE
)) GL_EXTCALL(glDeleteFencesNV(1, &event_query
->id
));
656 event_query
->context
= NULL
;
659 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &context
->fbo_list
, struct fbo_entry
, entry
) {
660 if (!has_glctx
) entry
->id
= 0;
661 context_destroy_fbo_entry(context
, entry
);
665 if (context
->src_fbo
)
667 TRACE("Destroy src FBO %d\n", context
->src_fbo
);
668 context_destroy_fbo(context
, &context
->src_fbo
);
670 if (context
->dst_fbo
)
672 TRACE("Destroy dst FBO %d\n", context
->dst_fbo
);
673 context_destroy_fbo(context
, &context
->dst_fbo
);
675 if (context
->dummy_arbfp_prog
)
677 GL_EXTCALL(glDeleteProgramsARB(1, &context
->dummy_arbfp_prog
));
680 if (GL_SUPPORT(ARB_OCCLUSION_QUERY
))
681 GL_EXTCALL(glDeleteQueriesARB(context
->free_occlusion_query_count
, context
->free_occlusion_queries
));
683 if (GL_SUPPORT(APPLE_FENCE
))
684 GL_EXTCALL(glDeleteFencesAPPLE(context
->free_event_query_count
, context
->free_event_queries
));
685 else if (GL_SUPPORT(NV_FENCE
))
686 GL_EXTCALL(glDeleteFencesNV(context
->free_event_query_count
, context
->free_event_queries
));
688 checkGLcall("context cleanup");
693 HeapFree(GetProcessHeap(), 0, context
->free_occlusion_queries
);
694 HeapFree(GetProcessHeap(), 0, context
->free_event_queries
);
696 if (!pwglMakeCurrent(NULL
, NULL
))
698 ERR("Failed to disable GL context.\n");
701 if (context
->isPBuffer
)
703 GL_EXTCALL(wglReleasePbufferDCARB(context
->pbuffer
, context
->hdc
));
704 GL_EXTCALL(wglDestroyPbufferARB(context
->pbuffer
));
708 ReleaseDC(context
->win_handle
, context
->hdc
);
711 if (!pwglDeleteContext(context
->glCtx
))
713 DWORD err
= GetLastError();
714 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context
->glCtx
, err
);
718 DWORD
context_get_tls_idx(void)
720 return wined3d_context_tls_idx
;
723 void context_set_tls_idx(DWORD idx
)
725 wined3d_context_tls_idx
= idx
;
728 struct wined3d_context
*context_get_current(void)
730 return TlsGetValue(wined3d_context_tls_idx
);
733 BOOL
context_set_current(struct wined3d_context
*ctx
)
735 struct wined3d_context
*old
= context_get_current();
739 TRACE("Already using D3D context %p.\n", ctx
);
747 TRACE("Switching away from destroyed context %p.\n", old
);
748 context_destroy_gl_resources(old
);
749 HeapFree(GetProcessHeap(), 0, old
);
759 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx
, ctx
->glCtx
, ctx
->hdc
);
760 if (!pwglMakeCurrent(ctx
->hdc
, ctx
->glCtx
))
762 DWORD err
= GetLastError();
763 ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
764 ctx
->glCtx
, ctx
->hdc
, err
);
765 TlsSetValue(wined3d_context_tls_idx
, NULL
);
770 else if(pwglGetCurrentContext())
772 TRACE("Clearing current D3D context.\n");
773 if (!pwglMakeCurrent(NULL
, NULL
))
775 DWORD err
= GetLastError();
776 ERR("Failed to clear current GL context, last error %#x.\n", err
);
777 TlsSetValue(wined3d_context_tls_idx
, NULL
);
782 return TlsSetValue(wined3d_context_tls_idx
, ctx
);
785 /*****************************************************************************
786 * Context_MarkStateDirty
788 * Marks a state in a context dirty. Only one context, opposed to
789 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
793 * context: Context to mark the state dirty in
794 * state: State to mark dirty
795 * StateTable: Pointer to the state table in use(for state grouping)
797 *****************************************************************************/
798 static void Context_MarkStateDirty(struct wined3d_context
*context
, DWORD state
, const struct StateEntry
*StateTable
)
800 DWORD rep
= StateTable
[state
].representative
;
804 if (isStateDirty(context
, rep
)) return;
806 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
809 context
->isStateDirty
[idx
] |= (1 << shift
);
812 /*****************************************************************************
815 * Adds a context to the context array. Helper function for CreateContext
817 * This method is not called in performance-critical code paths, only when a
818 * new render target or swapchain is created. Thus performance is not an issue
822 * This: Device to add the context for
823 * hdc: device context
824 * glCtx: WGL context to add
825 * pbuffer: optional pbuffer used with this context
827 *****************************************************************************/
828 static struct wined3d_context
*AddContextToArray(IWineD3DDeviceImpl
*This
,
829 HWND win_handle
, HDC hdc
, HGLRC glCtx
, HPBUFFERARB pbuffer
)
831 struct wined3d_context
**oldArray
= This
->contexts
;
834 This
->contexts
= HeapAlloc(GetProcessHeap(), 0, sizeof(*This
->contexts
) * (This
->numContexts
+ 1));
835 if(This
->contexts
== NULL
) {
836 ERR("Unable to grow the context array\n");
837 This
->contexts
= oldArray
;
841 memcpy(This
->contexts
, oldArray
, sizeof(*This
->contexts
) * This
->numContexts
);
844 This
->contexts
[This
->numContexts
] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(**This
->contexts
));
845 if(This
->contexts
[This
->numContexts
] == NULL
) {
846 ERR("Unable to allocate a new context\n");
847 HeapFree(GetProcessHeap(), 0, This
->contexts
);
848 This
->contexts
= oldArray
;
852 This
->contexts
[This
->numContexts
]->hdc
= hdc
;
853 This
->contexts
[This
->numContexts
]->glCtx
= glCtx
;
854 This
->contexts
[This
->numContexts
]->pbuffer
= pbuffer
;
855 This
->contexts
[This
->numContexts
]->win_handle
= win_handle
;
856 HeapFree(GetProcessHeap(), 0, oldArray
);
858 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
860 for(state
= 0; state
<= STATE_HIGHEST
; state
++) {
861 if (This
->StateTable
[state
].representative
)
862 Context_MarkStateDirty(This
->contexts
[This
->numContexts
], state
, This
->StateTable
);
866 TRACE("Created context %p\n", This
->contexts
[This
->numContexts
- 1]);
867 return This
->contexts
[This
->numContexts
- 1];
870 /* This function takes care of WineD3D pixel format selection. */
871 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl
*This
, HDC hdc
,
872 const struct GlPixelFormatDesc
*color_format_desc
, const struct GlPixelFormatDesc
*ds_format_desc
,
873 BOOL auxBuffers
, int numSamples
, BOOL pbuffer
, BOOL findCompatible
)
876 unsigned int matchtry
;
877 short redBits
, greenBits
, blueBits
, alphaBits
, colorBits
;
878 short depthBits
=0, stencilBits
=0;
885 /* First, try without alpha match buffers. MacOS supports aux buffers only
886 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
887 * Then try without aux buffers - this is the most common cause for not
888 * finding a pixel format. Also some drivers(the open source ones)
889 * only offer 32 bit ARB pixel formats. First try without an exact alpha
890 * match, then try without an exact alpha and color match.
892 { TRUE
, TRUE
, TRUE
},
893 { TRUE
, FALSE
, TRUE
},
894 { FALSE
, TRUE
, TRUE
},
895 { FALSE
, FALSE
, TRUE
},
896 { TRUE
, FALSE
, FALSE
},
897 { FALSE
, FALSE
, FALSE
},
901 int nCfgs
= This
->adapter
->nCfgs
;
903 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
904 debug_d3dformat(color_format_desc
->format
), debug_d3dformat(ds_format_desc
->format
),
905 auxBuffers
, numSamples
, pbuffer
, findCompatible
);
907 if (!getColorBits(color_format_desc
, &redBits
, &greenBits
, &blueBits
, &alphaBits
, &colorBits
))
909 ERR("Unable to get color bits for format %s (%#x)!\n",
910 debug_d3dformat(color_format_desc
->format
), color_format_desc
->format
);
914 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
915 * You are able to add a depth + stencil surface at a later stage when you need it.
916 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
917 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
918 * context, need torecreate shaders, textures and other resources.
920 * The context manager already takes care of the state problem and for the other tasks code from Reset
921 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
922 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
923 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
924 * issue needs to be fixed. */
925 if (ds_format_desc
->format
!= WINED3DFMT_S8_UINT_D24_UNORM
)
927 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
928 ds_format_desc
= getFormatDescEntry(WINED3DFMT_S8_UINT_D24_UNORM
, &This
->adapter
->gl_info
);
931 getDepthStencilBits(ds_format_desc
, &depthBits
, &stencilBits
);
933 for(matchtry
= 0; matchtry
< (sizeof(matches
) / sizeof(matches
[0])) && !iPixelFormat
; matchtry
++) {
934 for(i
=0; i
<nCfgs
; i
++) {
935 BOOL exactDepthMatch
= TRUE
;
936 WineD3D_PixelFormat
*cfg
= &This
->adapter
->cfgs
[i
];
938 /* For now only accept RGBA formats. Perhaps some day we will
939 * allow floating point formats for pbuffers. */
940 if(cfg
->iPixelType
!= WGL_TYPE_RGBA_ARB
)
943 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
944 if(!pbuffer
&& !(cfg
->windowDrawable
&& cfg
->doubleBuffer
))
947 /* We like to have aux buffers in backbuffer mode */
948 if(auxBuffers
&& !cfg
->auxBuffers
&& matches
[matchtry
].require_aux
)
951 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
952 if(pbuffer
&& (!cfg
->pbufferDrawable
|| cfg
->doubleBuffer
))
955 if(matches
[matchtry
].exact_color
) {
956 if(cfg
->redSize
!= redBits
)
958 if(cfg
->greenSize
!= greenBits
)
960 if(cfg
->blueSize
!= blueBits
)
963 if(cfg
->redSize
< redBits
)
965 if(cfg
->greenSize
< greenBits
)
967 if(cfg
->blueSize
< blueBits
)
970 if(matches
[matchtry
].exact_alpha
) {
971 if(cfg
->alphaSize
!= alphaBits
)
974 if(cfg
->alphaSize
< alphaBits
)
978 /* We try to locate a format which matches our requirements exactly. In case of
979 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
980 if(cfg
->depthSize
< depthBits
)
982 else if(cfg
->depthSize
> depthBits
)
983 exactDepthMatch
= FALSE
;
985 /* In all cases make sure the number of stencil bits matches our requirements
986 * even when we don't need stencil because it could affect performance EXCEPT
987 * on cards which don't offer depth formats without stencil like the i915 drivers
989 if(stencilBits
!= cfg
->stencilSize
&& !(This
->adapter
->brokenStencil
&& stencilBits
<= cfg
->stencilSize
))
992 /* Check multisampling support */
993 if(cfg
->numSamples
!= numSamples
)
996 /* When we have passed all the checks then we have found a format which matches our
997 * requirements. Note that we only check for a limit number of capabilities right now,
998 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
999 * can still differ in things like multisampling, stereo, SRGB and other flags.
1002 /* Exit the loop as we have found a format :) */
1003 if(exactDepthMatch
) {
1004 iPixelFormat
= cfg
->iPixelFormat
;
1006 } else if(!iPixelFormat
) {
1007 /* In the end we might end up with a format which doesn't exactly match our depth
1008 * requirements. Accept the first format we found because formats with higher iPixelFormat
1009 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1010 iPixelFormat
= cfg
->iPixelFormat
;
1015 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1016 if(!iPixelFormat
&& !findCompatible
) {
1017 ERR("Can't find a suitable iPixelFormat\n");
1019 } else if(!iPixelFormat
) {
1020 PIXELFORMATDESCRIPTOR pfd
;
1022 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1023 /* PixelFormat selection */
1024 ZeroMemory(&pfd
, sizeof(pfd
));
1025 pfd
.nSize
= sizeof(pfd
);
1027 pfd
.dwFlags
= PFD_SUPPORT_OPENGL
| PFD_DOUBLEBUFFER
| PFD_DRAW_TO_WINDOW
;/*PFD_GENERIC_ACCELERATED*/
1028 pfd
.iPixelType
= PFD_TYPE_RGBA
;
1029 pfd
.cAlphaBits
= alphaBits
;
1030 pfd
.cColorBits
= colorBits
;
1031 pfd
.cDepthBits
= depthBits
;
1032 pfd
.cStencilBits
= stencilBits
;
1033 pfd
.iLayerType
= PFD_MAIN_PLANE
;
1035 iPixelFormat
= ChoosePixelFormat(hdc
, &pfd
);
1037 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1038 ERR("Can't find a suitable iPixelFormat\n");
1043 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1044 iPixelFormat
, debug_d3dformat(color_format_desc
->format
), debug_d3dformat(ds_format_desc
->format
));
1045 return iPixelFormat
;
1048 /*****************************************************************************
1051 * Creates a new context for a window, or a pbuffer context.
1054 * This: Device to activate the context for
1055 * target: Surface this context will render to
1056 * win_handle: handle to the window which we are drawing to
1057 * create_pbuffer: tells whether to create a pbuffer or not
1058 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1060 *****************************************************************************/
1061 struct wined3d_context
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
,
1062 HWND win_handle
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
)
1064 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
1065 struct wined3d_context
*ret
= NULL
;
1066 HPBUFFERARB pbuffer
= NULL
;
1071 TRACE("(%p): Creating a %s context for render target %p\n", This
, create_pbuffer
? "offscreen" : "onscreen", target
);
1073 if(create_pbuffer
) {
1074 HDC hdc_parent
= GetDC(win_handle
);
1075 int iPixelFormat
= 0;
1077 IWineD3DSurface
*StencilSurface
= This
->stencilBufferTarget
;
1078 const struct GlPixelFormatDesc
*ds_format_desc
= StencilSurface
1079 ? ((IWineD3DSurfaceImpl
*)StencilSurface
)->resource
.format_desc
1080 : getFormatDescEntry(WINED3DFMT_UNKNOWN
, &This
->adapter
->gl_info
);
1082 /* Try to find a pixel format with pbuffer support. */
1083 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format_desc
,
1084 ds_format_desc
, FALSE
/* auxBuffers */, 0 /* numSamples */, TRUE
/* PBUFFER */,
1085 FALSE
/* findCompatible */);
1087 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1089 /* For some reason we weren't able to find a format, try to find something instead of crashing.
1090 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
1091 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc_parent
, target
->resource
.format_desc
,
1092 ds_format_desc
, FALSE
/* auxBuffer */, 0 /* numSamples */, TRUE
/* PBUFFER */,
1093 TRUE
/* findCompatible */);
1096 /* This shouldn't happen as ChoosePixelFormat always returns something */
1098 ERR("Unable to locate a pixel format for a pbuffer\n");
1099 ReleaseDC(win_handle
, hdc_parent
);
1103 TRACE("Creating a pBuffer drawable for the new context\n");
1104 pbuffer
= GL_EXTCALL(wglCreatePbufferARB(hdc_parent
, iPixelFormat
, target
->currentDesc
.Width
, target
->currentDesc
.Height
, 0));
1106 ERR("Cannot create a pbuffer\n");
1107 ReleaseDC(win_handle
, hdc_parent
);
1111 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
1112 hdc
= GL_EXTCALL(wglGetPbufferDCARB(pbuffer
));
1114 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer
);
1115 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
1116 ReleaseDC(win_handle
, hdc_parent
);
1119 ReleaseDC(win_handle
, hdc_parent
);
1121 PIXELFORMATDESCRIPTOR pfd
;
1124 const struct GlPixelFormatDesc
*color_format_desc
= target
->resource
.format_desc
;
1125 const struct GlPixelFormatDesc
*ds_format_desc
= getFormatDescEntry(WINED3DFMT_UNKNOWN
,
1126 &This
->adapter
->gl_info
);
1127 BOOL auxBuffers
= FALSE
;
1130 hdc
= GetDC(win_handle
);
1132 ERR("Cannot retrieve a device context!\n");
1136 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1137 if(wined3d_settings
.offscreen_rendering_mode
== ORM_BACKBUFFER
) {
1140 if (color_format_desc
->format
== WINED3DFMT_B4G4R4X4_UNORM
)
1141 color_format_desc
= getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM
, &This
->adapter
->gl_info
);
1142 else if (color_format_desc
->format
== WINED3DFMT_B8G8R8X8_UNORM
)
1143 color_format_desc
= getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM
, &This
->adapter
->gl_info
);
1146 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
1147 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
1148 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
1149 * a format with 8bit alpha, so request A8R8G8B8. */
1150 if (color_format_desc
->format
== WINED3DFMT_P8_UINT
)
1151 color_format_desc
= getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM
, &This
->adapter
->gl_info
);
1153 /* Retrieve the depth stencil format from the present parameters.
1154 * The choice of the proper format can give a nice performance boost
1155 * in case of GPU limited programs. */
1156 if(pPresentParms
->EnableAutoDepthStencil
) {
1157 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms
->AutoDepthStencilFormat
));
1158 ds_format_desc
= getFormatDescEntry(pPresentParms
->AutoDepthStencilFormat
, &This
->adapter
->gl_info
);
1161 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
1162 if(pPresentParms
->MultiSampleType
&& (pPresentParms
->SwapEffect
== WINED3DSWAPEFFECT_DISCARD
)) {
1163 if(!GL_SUPPORT(ARB_MULTISAMPLE
))
1164 ERR("The program is requesting multisampling without support!\n");
1166 ERR("Requesting MultiSampleType=%d\n", pPresentParms
->MultiSampleType
);
1167 numSamples
= pPresentParms
->MultiSampleType
;
1171 /* Try to find a pixel format which matches our requirements */
1172 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, color_format_desc
, ds_format_desc
,
1173 auxBuffers
, numSamples
, FALSE
/* PBUFFER */, FALSE
/* findCompatible */);
1175 /* Try to locate a compatible format if we weren't able to find anything */
1177 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1178 iPixelFormat
= WineD3D_ChoosePixelFormat(This
, hdc
, color_format_desc
, ds_format_desc
,
1179 auxBuffers
, 0 /* numSamples */, FALSE
/* PBUFFER */, TRUE
/* findCompatible */ );
1182 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1184 ERR("Can't find a suitable iPixelFormat\n");
1188 DescribePixelFormat(hdc
, iPixelFormat
, sizeof(pfd
), &pfd
);
1189 res
= SetPixelFormat(hdc
, iPixelFormat
, NULL
);
1191 int oldPixelFormat
= GetPixelFormat(hdc
);
1193 /* By default WGL doesn't allow pixel format adjustments but we need it here.
1194 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
1195 * set the pixel format multiple times. Only use it when it is really needed. */
1197 if(oldPixelFormat
== iPixelFormat
) {
1198 /* We don't have to do anything as the formats are the same :) */
1199 } else if(oldPixelFormat
&& GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH
)) {
1200 res
= GL_EXTCALL(wglSetPixelFormatWINE(hdc
, iPixelFormat
, NULL
));
1203 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
1206 } else if(oldPixelFormat
) {
1207 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
1208 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
1209 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc
, oldPixelFormat
);
1211 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc
, iPixelFormat
);
1217 ctx
= pwglCreateContext(hdc
);
1218 if (This
->numContexts
)
1220 if (!pwglShareLists(This
->contexts
[0]->glCtx
, ctx
))
1222 DWORD err
= GetLastError();
1223 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1224 This
->contexts
[0]->glCtx
, ctx
, err
);
1229 ERR("Failed to create a WGL context\n");
1230 if(create_pbuffer
) {
1231 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
1232 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
1236 ret
= AddContextToArray(This
, win_handle
, hdc
, ctx
, pbuffer
);
1238 ERR("Failed to add the newly created context to the context list\n");
1239 if (!pwglDeleteContext(ctx
))
1241 DWORD err
= GetLastError();
1242 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx
, err
);
1244 if(create_pbuffer
) {
1245 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer
, hdc
));
1246 GL_EXTCALL(wglDestroyPbufferARB(pbuffer
));
1250 ret
->gl_info
= &This
->adapter
->gl_info
;
1251 ret
->surface
= (IWineD3DSurface
*) target
;
1252 ret
->current_rt
= (IWineD3DSurface
*)target
;
1253 ret
->isPBuffer
= create_pbuffer
;
1254 ret
->tid
= GetCurrentThreadId();
1255 if(This
->shader_backend
->shader_dirtifyable_constants((IWineD3DDevice
*) This
)) {
1256 /* Create the dirty constants array and initialize them to dirty */
1257 ret
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1258 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
1259 ret
->pshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
1260 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
1261 memset(ret
->vshader_const_dirty
, 1,
1262 sizeof(*ret
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
1263 memset(ret
->pshader_const_dirty
, 1,
1264 sizeof(*ret
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
1267 ret
->free_occlusion_query_size
= 4;
1268 ret
->free_occlusion_queries
= HeapAlloc(GetProcessHeap(), 0,
1269 ret
->free_occlusion_query_size
* sizeof(*ret
->free_occlusion_queries
));
1270 if (!ret
->free_occlusion_queries
) goto out
;
1272 list_init(&ret
->occlusion_queries
);
1274 ret
->free_event_query_size
= 4;
1275 ret
->free_event_queries
= HeapAlloc(GetProcessHeap(), 0,
1276 ret
->free_event_query_size
* sizeof(*ret
->free_event_queries
));
1277 if (!ret
->free_event_queries
) goto out
;
1279 list_init(&ret
->event_queries
);
1281 TRACE("Successfully created new context %p\n", ret
);
1283 list_init(&ret
->fbo_list
);
1285 /* Set up the context defaults */
1286 if (!context_set_current(ret
))
1288 ERR("Cannot activate context to set up defaults\n");
1294 glGetIntegerv(GL_AUX_BUFFERS
, &ret
->aux_buffers
);
1296 TRACE("Setting up the screen\n");
1297 /* Clear the screen */
1298 glClearColor(1.0f
, 0.0f
, 0.0f
, 0.0f
);
1299 checkGLcall("glClearColor");
1302 glClearStencil(0xffff);
1304 checkGLcall("glClear");
1306 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
1307 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1309 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
1310 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1312 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
1313 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1315 glPixelStorei(GL_PACK_ALIGNMENT
, This
->surface_alignment
);
1316 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
1317 glPixelStorei(GL_UNPACK_ALIGNMENT
, This
->surface_alignment
);
1318 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
1320 if(GL_SUPPORT(APPLE_CLIENT_STORAGE
)) {
1321 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1322 * and textures in DIB sections(due to the memory protection).
1324 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1325 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1327 if(GL_SUPPORT(ARB_VERTEX_BLEND
)) {
1328 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1329 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1330 * GL_VERTEX_BLEND_ARB isn't enabled too
1332 glEnable(GL_WEIGHT_SUM_UNITY_ARB
);
1333 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1335 if(GL_SUPPORT(NV_TEXTURE_SHADER2
)) {
1336 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1337 * the previous texture where to source the offset from is always unit - 1.
1339 for(s
= 1; s
< GL_LIMITS(textures
); s
++) {
1340 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1341 glTexEnvi(GL_TEXTURE_SHADER_NV
, GL_PREVIOUS_TEXTURE_INPUT_NV
, GL_TEXTURE0_ARB
+ s
- 1);
1342 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1345 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM
)) {
1346 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1347 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1348 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1349 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1352 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1353 * program and the dummy program is destroyed when the context is destroyed.
1355 const char *dummy_program
=
1357 "MOV result.color, fragment.color.primary;\n"
1359 GL_EXTCALL(glGenProgramsARB(1, &ret
->dummy_arbfp_prog
));
1360 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
->dummy_arbfp_prog
));
1361 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(dummy_program
), dummy_program
));
1364 for(s
= 0; s
< GL_LIMITS(point_sprite_units
); s
++) {
1365 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ s
));
1366 glTexEnvi(GL_POINT_SPRITE_ARB
, GL_COORD_REPLACE_ARB
, GL_TRUE
);
1367 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1370 if (GL_SUPPORT(ARB_PROVOKING_VERTEX
))
1372 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION
));
1374 else if (GL_SUPPORT(EXT_PROVOKING_VERTEX
))
1376 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT
));
1381 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
1388 HeapFree(GetProcessHeap(), 0, ret
->free_event_queries
);
1389 HeapFree(GetProcessHeap(), 0, ret
->free_occlusion_queries
);
1390 HeapFree(GetProcessHeap(), 0, ret
->pshader_const_dirty
);
1391 HeapFree(GetProcessHeap(), 0, ret
->vshader_const_dirty
);
1392 HeapFree(GetProcessHeap(), 0, ret
);
1397 /*****************************************************************************
1398 * RemoveContextFromArray
1400 * Removes a context from the context manager. The opengl context is not
1401 * destroyed or unset. context is not a valid pointer after that call.
1403 * Similar to the former call this isn't a performance critical function. A
1404 * helper function for DestroyContext.
1407 * This: Device to activate the context for
1408 * context: Context to remove
1410 *****************************************************************************/
1411 static void RemoveContextFromArray(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
)
1413 struct wined3d_context
**new_array
;
1417 TRACE("Removing ctx %p\n", context
);
1419 for (i
= 0; i
< This
->numContexts
; ++i
)
1421 if (This
->contexts
[i
] == context
)
1430 ERR("Context %p doesn't exist in context array\n", context
);
1434 while (i
< This
->numContexts
- 1)
1436 This
->contexts
[i
] = This
->contexts
[i
+ 1];
1440 --This
->numContexts
;
1441 if (!This
->numContexts
)
1443 HeapFree(GetProcessHeap(), 0, This
->contexts
);
1444 This
->contexts
= NULL
;
1448 new_array
= HeapReAlloc(GetProcessHeap(), 0, This
->contexts
, This
->numContexts
* sizeof(*This
->contexts
));
1451 ERR("Failed to shrink context array. Oh well.\n");
1455 This
->contexts
= new_array
;
1458 /*****************************************************************************
1461 * Destroys a wineD3DContext
1464 * This: Device to activate the context for
1465 * context: Context to destroy
1467 *****************************************************************************/
1468 void DestroyContext(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
)
1472 TRACE("Destroying ctx %p\n", context
);
1474 if (context
->tid
== GetCurrentThreadId() || !context
->current
)
1476 context_destroy_gl_resources(context
);
1479 if (!context_set_current(NULL
))
1481 ERR("Failed to clear current D3D context.\n");
1486 context
->destroyed
= 1;
1490 HeapFree(GetProcessHeap(), 0, context
->vshader_const_dirty
);
1491 HeapFree(GetProcessHeap(), 0, context
->pshader_const_dirty
);
1492 RemoveContextFromArray(This
, context
);
1493 if (destroy
) HeapFree(GetProcessHeap(), 0, context
);
1496 /* GL locking is done by the caller */
1497 static inline void set_blit_dimension(UINT width
, UINT height
) {
1498 glMatrixMode(GL_PROJECTION
);
1499 checkGLcall("glMatrixMode(GL_PROJECTION)");
1501 checkGLcall("glLoadIdentity()");
1502 glOrtho(0, width
, height
, 0, 0.0, -1.0);
1503 checkGLcall("glOrtho");
1504 glViewport(0, 0, width
, height
);
1505 checkGLcall("glViewport");
1508 /*****************************************************************************
1511 * Sets up a context for DirectDraw blitting.
1512 * All texture units are disabled, texture unit 0 is set as current unit
1513 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1514 * color writing enabled for all channels
1515 * register combiners disabled, shaders disabled
1516 * world matrix is set to identity, texture matrix 0 too
1517 * projection matrix is setup for drawing screen coordinates
1520 * This: Device to activate the context for
1521 * context: Context to setup
1522 * width: render target width
1523 * height: render target height
1525 *****************************************************************************/
1526 /* Context activation is done by the caller. */
1527 static inline void SetupForBlit(IWineD3DDeviceImpl
*This
, struct wined3d_context
*context
, UINT width
, UINT height
)
1530 const struct StateEntry
*StateTable
= This
->StateTable
;
1531 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1534 TRACE("Setting up context %p for blitting\n", context
);
1535 if(context
->last_was_blit
) {
1536 if(context
->blit_w
!= width
|| context
->blit_h
!= height
) {
1538 set_blit_dimension(width
, height
);
1540 context
->blit_w
= width
; context
->blit_h
= height
;
1541 /* No need to dirtify here, the states are still dirtified because they weren't
1542 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1546 TRACE("Context is already set up for blitting, nothing to do\n");
1549 context
->last_was_blit
= TRUE
;
1551 /* TODO: Use a display list */
1553 /* Disable shaders */
1555 This
->shader_backend
->shader_select(context
, FALSE
, FALSE
);
1558 Context_MarkStateDirty(context
, STATE_VSHADER
, StateTable
);
1559 Context_MarkStateDirty(context
, STATE_PIXELSHADER
, StateTable
);
1561 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1562 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1563 * which can safely be called from here, we only lock once instead locking/unlocking
1564 * after each GL call.
1568 /* Disable all textures. The caller can then bind a texture it wants to blit
1571 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1572 * function texture unit. No need to care for higher samplers
1574 for(i
= GL_LIMITS(textures
) - 1; i
> 0 ; i
--) {
1575 sampler
= This
->rev_tex_unit_map
[i
];
1576 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1577 checkGLcall("glActiveTextureARB");
1579 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
1580 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1581 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1583 glDisable(GL_TEXTURE_3D
);
1584 checkGLcall("glDisable GL_TEXTURE_3D");
1585 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
1586 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1587 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1589 glDisable(GL_TEXTURE_2D
);
1590 checkGLcall("glDisable GL_TEXTURE_2D");
1592 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1593 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1595 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1597 if (sampler
< MAX_TEXTURES
) {
1598 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1600 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1603 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
1604 checkGLcall("glActiveTextureARB");
1606 sampler
= This
->rev_tex_unit_map
[0];
1608 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP
)) {
1609 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1610 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1612 glDisable(GL_TEXTURE_3D
);
1613 checkGLcall("glDisable GL_TEXTURE_3D");
1614 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
1615 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
1616 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1618 glDisable(GL_TEXTURE_2D
);
1619 checkGLcall("glDisable GL_TEXTURE_2D");
1621 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
1623 glMatrixMode(GL_TEXTURE
);
1624 checkGLcall("glMatrixMode(GL_TEXTURE)");
1626 checkGLcall("glLoadIdentity()");
1628 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS
)) {
1629 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
1630 GL_TEXTURE_LOD_BIAS_EXT
,
1632 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1635 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
1637 if (sampler
< MAX_TEXTURES
) {
1638 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_TEXTURE0
+ sampler
), StateTable
);
1639 Context_MarkStateDirty(context
, STATE_TEXTURESTAGE(sampler
, WINED3DTSS_COLOROP
), StateTable
);
1641 Context_MarkStateDirty(context
, STATE_SAMPLER(sampler
), StateTable
);
1644 /* Other misc states */
1645 glDisable(GL_ALPHA_TEST
);
1646 checkGLcall("glDisable(GL_ALPHA_TEST)");
1647 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHATESTENABLE
), StateTable
);
1648 glDisable(GL_LIGHTING
);
1649 checkGLcall("glDisable GL_LIGHTING");
1650 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_LIGHTING
), StateTable
);
1651 glDisable(GL_DEPTH_TEST
);
1652 checkGLcall("glDisable GL_DEPTH_TEST");
1653 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ZENABLE
), StateTable
);
1654 glDisableWINE(GL_FOG
);
1655 checkGLcall("glDisable GL_FOG");
1656 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
), StateTable
);
1657 glDisable(GL_BLEND
);
1658 checkGLcall("glDisable GL_BLEND");
1659 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1660 glDisable(GL_CULL_FACE
);
1661 checkGLcall("glDisable GL_CULL_FACE");
1662 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CULLMODE
), StateTable
);
1663 glDisable(GL_STENCIL_TEST
);
1664 checkGLcall("glDisable GL_STENCIL_TEST");
1665 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_STENCILENABLE
), StateTable
);
1666 glDisable(GL_SCISSOR_TEST
);
1667 checkGLcall("glDisable GL_SCISSOR_TEST");
1668 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
1669 if(GL_SUPPORT(ARB_POINT_SPRITE
)) {
1670 glDisable(GL_POINT_SPRITE_ARB
);
1671 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1672 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE
), StateTable
);
1674 glColorMask(GL_TRUE
, GL_TRUE
,GL_TRUE
,GL_TRUE
);
1675 checkGLcall("glColorMask");
1676 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
), StateTable
);
1677 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
1678 glDisable(GL_COLOR_SUM_EXT
);
1679 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SPECULARENABLE
), StateTable
);
1680 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1683 /* Setup transforms */
1684 glMatrixMode(GL_MODELVIEW
);
1685 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1687 checkGLcall("glLoadIdentity()");
1688 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable
);
1690 context
->last_was_rhw
= TRUE
;
1691 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
); /* because of last_was_rhw = TRUE */
1693 glDisable(GL_CLIP_PLANE0
); checkGLcall("glDisable(clip plane 0)");
1694 glDisable(GL_CLIP_PLANE1
); checkGLcall("glDisable(clip plane 1)");
1695 glDisable(GL_CLIP_PLANE2
); checkGLcall("glDisable(clip plane 2)");
1696 glDisable(GL_CLIP_PLANE3
); checkGLcall("glDisable(clip plane 3)");
1697 glDisable(GL_CLIP_PLANE4
); checkGLcall("glDisable(clip plane 4)");
1698 glDisable(GL_CLIP_PLANE5
); checkGLcall("glDisable(clip plane 5)");
1699 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_CLIPPING
), StateTable
);
1701 set_blit_dimension(width
, height
);
1705 context
->blit_w
= width
; context
->blit_h
= height
;
1706 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1707 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1710 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, FALSE
);
1713 /*****************************************************************************
1714 * findThreadContextForSwapChain
1716 * Searches a swapchain for all contexts and picks one for the thread tid.
1717 * If none can be found the swapchain is requested to create a new context
1719 *****************************************************************************/
1720 static struct wined3d_context
*findThreadContextForSwapChain(IWineD3DSwapChain
*swapchain
, DWORD tid
)
1724 for(i
= 0; i
< ((IWineD3DSwapChainImpl
*) swapchain
)->num_contexts
; i
++) {
1725 if(((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
]->tid
== tid
) {
1726 return ((IWineD3DSwapChainImpl
*) swapchain
)->context
[i
];
1731 /* Create a new context for the thread */
1732 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain
);
1735 /*****************************************************************************
1738 * Finds a context for the current render target and thread
1741 * target: Render target to find the context for
1742 * tid: Thread to activate the context for
1744 * Returns: The needed context
1746 *****************************************************************************/
1747 static inline struct wined3d_context
*FindContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, DWORD tid
)
1749 IWineD3DSwapChain
*swapchain
= NULL
;
1750 struct wined3d_context
*current_context
= context_get_current();
1751 const struct StateEntry
*StateTable
= This
->StateTable
;
1752 struct wined3d_context
*context
;
1753 BOOL old_render_offscreen
;
1755 if (current_context
&& current_context
->destroyed
) current_context
= NULL
;
1760 && current_context
->current_rt
1761 && ((IWineD3DSurfaceImpl
*)current_context
->surface
)->resource
.wineD3DDevice
== This
)
1763 target
= current_context
->current_rt
;
1767 IWineD3DSwapChainImpl
*swapchain
= (IWineD3DSwapChainImpl
*)This
->swapchains
[0];
1768 if (swapchain
->backBuffer
) target
= swapchain
->backBuffer
[0];
1769 else target
= swapchain
->frontBuffer
;
1773 if (current_context
&& current_context
->current_rt
== target
)
1775 return current_context
;
1778 if (SUCCEEDED(IWineD3DSurface_GetContainer(target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
))) {
1779 TRACE("Rendering onscreen\n");
1781 context
= findThreadContextForSwapChain(swapchain
, tid
);
1783 old_render_offscreen
= context
->render_offscreen
;
1784 context
->render_offscreen
= FALSE
;
1785 /* The context != This->activeContext will catch a NOP context change. This can occur
1786 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1787 * rendering. No context change is needed in that case
1790 if(wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
) {
1791 if(This
->pbufferContext
&& tid
== This
->pbufferContext
->tid
) {
1792 This
->pbufferContext
->tid
= 0;
1795 IWineD3DSwapChain_Release(swapchain
);
1799 TRACE("Rendering offscreen\n");
1802 if (wined3d_settings
.offscreen_rendering_mode
== ORM_PBUFFER
)
1804 IWineD3DSurfaceImpl
*targetimpl
= (IWineD3DSurfaceImpl
*)target
;
1805 if (!This
->pbufferContext
1806 || This
->pbufferWidth
< targetimpl
->currentDesc
.Width
1807 || This
->pbufferHeight
< targetimpl
->currentDesc
.Height
)
1809 if (This
->pbufferContext
) DestroyContext(This
, This
->pbufferContext
);
1811 /* The display is irrelevant here, the window is 0. But
1812 * CreateContext needs a valid X connection. Create the context
1813 * on the same server as the primary swapchain. The primary
1814 * swapchain is exists at this point. */
1815 This
->pbufferContext
= CreateContext(This
, targetimpl
,
1816 ((IWineD3DSwapChainImpl
*)This
->swapchains
[0])->context
[0]->win_handle
,
1817 TRUE
/* pbuffer */, &((IWineD3DSwapChainImpl
*)This
->swapchains
[0])->presentParms
);
1818 This
->pbufferWidth
= targetimpl
->currentDesc
.Width
;
1819 This
->pbufferHeight
= targetimpl
->currentDesc
.Height
;
1822 if (This
->pbufferContext
)
1824 if (This
->pbufferContext
->tid
&& This
->pbufferContext
->tid
!= tid
)
1826 FIXME("The PBuffer context is only supported for one thread for now!\n");
1828 This
->pbufferContext
->tid
= tid
;
1829 context
= This
->pbufferContext
;
1833 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering.\n");
1834 wined3d_settings
.offscreen_rendering_mode
= ORM_BACKBUFFER
;
1840 /* Stay with the currently active context. */
1842 && ((IWineD3DSurfaceImpl
*)current_context
->surface
)->resource
.wineD3DDevice
== This
)
1844 context
= current_context
;
1848 /* This may happen if the app jumps straight into offscreen rendering
1849 * Start using the context of the primary swapchain. tid == 0 is no problem
1850 * for findThreadContextForSwapChain.
1852 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1853 * is perfect to call. */
1854 context
= findThreadContextForSwapChain(This
->swapchains
[0], tid
);
1858 old_render_offscreen
= context
->render_offscreen
;
1859 context
->render_offscreen
= TRUE
;
1862 if (context
->render_offscreen
!= old_render_offscreen
)
1864 Context_MarkStateDirty(context
, STATE_TRANSFORM(WINED3DTS_PROJECTION
), StateTable
);
1865 Context_MarkStateDirty(context
, STATE_VDECL
, StateTable
);
1866 Context_MarkStateDirty(context
, STATE_VIEWPORT
, StateTable
);
1867 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
1868 Context_MarkStateDirty(context
, STATE_FRONTFACE
, StateTable
);
1871 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1872 * the alpha blend state changes with different render target formats. */
1873 if (!context
->current_rt
)
1875 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1879 const struct GlPixelFormatDesc
*old
= ((IWineD3DSurfaceImpl
*)context
->current_rt
)->resource
.format_desc
;
1880 const struct GlPixelFormatDesc
*new = ((IWineD3DSurfaceImpl
*)target
)->resource
.format_desc
;
1882 if (old
->format
!= new->format
)
1884 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
1885 if ((old
->alpha_mask
&& !new->alpha_mask
) || (!old
->alpha_mask
&& new->alpha_mask
)
1886 || !(new->Flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
1888 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
1892 /* When switching away from an offscreen render target, and we're not
1893 * using FBOs, we have to read the drawable into the texture. This is
1894 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
1895 * are some things that need care though. PreLoad needs a GL context,
1896 * and FindContext is called before the context is activated. It also
1897 * has to be called with the old rendertarget active, otherwise a
1898 * wrong drawable is read. */
1899 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
1900 && old_render_offscreen
&& context
->current_rt
!= target
)
1902 BOOL oldInDraw
= This
->isInDraw
;
1904 /* surface_internal_preload() requires a context to load the
1905 * texture, so it will call ActivateContext. Set isInDraw to true
1906 * to signal surface_internal_preload() that it has a context. */
1908 /* FIXME: This is just broken. There's no guarantee whatsoever
1909 * that the currently active context, if any, is appropriate for
1910 * reading back the render target. We should probably call
1911 * context_set_current(context) here and then rely on
1912 * ActivateContext() doing the right thing. */
1913 This
->isInDraw
= TRUE
;
1915 /* Read the back buffer of the old drawable into the destination texture. */
1916 if (((IWineD3DSurfaceImpl
*)context
->current_rt
)->texture_name_srgb
)
1918 surface_internal_preload(context
->current_rt
, SRGB_BOTH
);
1922 surface_internal_preload(context
->current_rt
, SRGB_RGB
);
1925 IWineD3DSurface_ModifyLocation(context
->current_rt
, SFLAG_INDRAWABLE
, FALSE
);
1927 This
->isInDraw
= oldInDraw
;
1931 context
->draw_buffer_dirty
= TRUE
;
1932 context
->current_rt
= target
;
1937 /* Context activation is done by the caller. */
1938 static void context_apply_draw_buffer(struct wined3d_context
*context
, BOOL blit
)
1940 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1941 IWineD3DSurface
*rt
= context
->current_rt
;
1942 IWineD3DSwapChain
*swapchain
;
1943 IWineD3DDeviceImpl
*device
;
1945 device
= ((IWineD3DSurfaceImpl
*)rt
)->resource
.wineD3DDevice
;
1946 if (SUCCEEDED(IWineD3DSurface_GetContainer(rt
, &IID_IWineD3DSwapChain
, (void **)&swapchain
)))
1948 IWineD3DSwapChain_Release((IUnknown
*)swapchain
);
1950 glDrawBuffer(surface_get_gl_buffer(rt
, swapchain
));
1951 checkGLcall("glDrawBuffers()");
1957 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
1961 if (GL_SUPPORT(ARB_DRAW_BUFFERS
))
1963 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers
), device
->draw_buffers
));
1964 checkGLcall("glDrawBuffers()");
1968 glDrawBuffer(device
->draw_buffers
[0]);
1969 checkGLcall("glDrawBuffer()");
1972 glDrawBuffer(GL_COLOR_ATTACHMENT0
);
1973 checkGLcall("glDrawBuffer()");
1978 glDrawBuffer(device
->offscreenBuffer
);
1979 checkGLcall("glDrawBuffer()");
1985 /*****************************************************************************
1988 * Finds a rendering context and drawable matching the device and render
1989 * target for the current thread, activates them and puts them into the
1993 * This: Device to activate the context for
1994 * target: Requested render target
1995 * usage: Prepares the context for blitting, drawing or other actions
1997 *****************************************************************************/
1998 struct wined3d_context
*ActivateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurface
*target
, enum ContextUsage usage
)
2000 struct wined3d_context
*current_context
= context_get_current();
2001 DWORD tid
= GetCurrentThreadId();
2002 DWORD i
, dirtyState
, idx
;
2004 const struct StateEntry
*StateTable
= This
->StateTable
;
2005 const struct wined3d_gl_info
*gl_info
;
2006 struct wined3d_context
*context
;
2008 TRACE("(%p): Selecting context for render target %p, thread %d\n", This
, target
, tid
);
2010 context
= FindContext(This
, target
, tid
);
2012 gl_info
= context
->gl_info
;
2014 /* Activate the opengl context */
2015 if (context
!= current_context
)
2017 if (!context_set_current(context
)) ERR("Failed to activate the new context.\n");
2018 else This
->frag_pipe
->enable_extension((IWineD3DDevice
*)This
, !context
->last_was_blit
);
2020 if (context
->vshader_const_dirty
)
2022 memset(context
->vshader_const_dirty
, 1,
2023 sizeof(*context
->vshader_const_dirty
) * GL_LIMITS(vshader_constantsF
));
2024 This
->highest_dirty_vs_const
= GL_LIMITS(vshader_constantsF
);
2026 if (context
->pshader_const_dirty
)
2028 memset(context
->pshader_const_dirty
, 1,
2029 sizeof(*context
->pshader_const_dirty
) * GL_LIMITS(pshader_constantsF
));
2030 This
->highest_dirty_ps_const
= GL_LIMITS(pshader_constantsF
);
2035 case CTXUSAGE_CLEAR
:
2036 case CTXUSAGE_DRAWPRIM
:
2037 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
2039 context_apply_fbo_state(context
);
2042 if (context
->draw_buffer_dirty
) {
2043 context_apply_draw_buffer(context
, FALSE
);
2044 context
->draw_buffer_dirty
= FALSE
;
2049 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
2050 if (context
->render_offscreen
)
2052 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
2054 context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->dst_fbo
);
2055 context_attach_surface_fbo(context
, GL_FRAMEBUFFER
, 0, target
);
2056 context_attach_depth_stencil_fbo(context
, GL_FRAMEBUFFER
, NULL
, FALSE
);
2060 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
2063 context
->draw_buffer_dirty
= TRUE
;
2065 if (context
->draw_buffer_dirty
) {
2066 context_apply_draw_buffer(context
, TRUE
);
2067 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
2068 context
->draw_buffer_dirty
= FALSE
;
2078 case CTXUSAGE_RESOURCELOAD
:
2079 /* This does not require any special states to be set up */
2082 case CTXUSAGE_CLEAR
:
2083 if(context
->last_was_blit
) {
2084 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
2087 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
2088 * blending when clearing improves the clearing performance incredibly.
2091 glDisable(GL_BLEND
);
2093 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE
), StateTable
);
2096 glEnable(GL_SCISSOR_TEST
);
2097 checkGLcall("glEnable GL_SCISSOR_TEST");
2099 context
->last_was_blit
= FALSE
;
2100 Context_MarkStateDirty(context
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
), StateTable
);
2101 Context_MarkStateDirty(context
, STATE_SCISSORRECT
, StateTable
);
2104 case CTXUSAGE_DRAWPRIM
:
2105 /* This needs all dirty states applied */
2106 if(context
->last_was_blit
) {
2107 This
->frag_pipe
->enable_extension((IWineD3DDevice
*) This
, TRUE
);
2110 IWineD3DDeviceImpl_FindTexUnitMap(This
);
2113 for(i
=0; i
< context
->numDirtyEntries
; i
++) {
2114 dirtyState
= context
->dirtyArray
[i
];
2115 idx
= dirtyState
>> 5;
2116 shift
= dirtyState
& 0x1f;
2117 context
->isStateDirty
[idx
] &= ~(1 << shift
);
2118 StateTable
[dirtyState
].apply(dirtyState
, This
->stateBlock
, context
);
2121 context
->numDirtyEntries
= 0; /* This makes the whole list clean */
2122 context
->last_was_blit
= FALSE
;
2126 SetupForBlit(This
, context
,
2127 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Width
,
2128 ((IWineD3DSurfaceImpl
*)target
)->currentDesc
.Height
);
2132 FIXME("Unexpected context usage requested\n");