- Revert 44301
[reactos.git] / dll / directx / wine / wined3d / context.c
1 /*
2 * Context and render target management in wined3d
3 *
4 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5 * Copyright 2009 Henri Verbeet for CodeWeavers
6 *
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.
11 *
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.
16 *
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
20 */
21
22 #include "config.h"
23 #include <stdio.h>
24 #ifdef HAVE_FLOAT_H
25 # include <float.h>
26 #endif
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30
31 #define GLINFO_LOCATION (*gl_info)
32
33 static DWORD wined3d_context_tls_idx;
34
35 /* FBO helper functions */
36
37 /* GL locking is done by the caller */
38 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
39 {
40 const struct wined3d_gl_info *gl_info = context->gl_info;
41 GLuint f;
42
43 if (!fbo)
44 {
45 f = 0;
46 }
47 else
48 {
49 if (!*fbo)
50 {
51 gl_info->fbo_ops.glGenFramebuffers(1, fbo);
52 checkGLcall("glGenFramebuffers()");
53 TRACE("Created FBO %u.\n", *fbo);
54 }
55 f = *fbo;
56 }
57
58 switch (target)
59 {
60 case GL_READ_FRAMEBUFFER:
61 if (context->fbo_read_binding == f) return;
62 context->fbo_read_binding = f;
63 break;
64
65 case GL_DRAW_FRAMEBUFFER:
66 if (context->fbo_draw_binding == f) return;
67 context->fbo_draw_binding = f;
68 break;
69
70 case GL_FRAMEBUFFER:
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;
75 break;
76
77 default:
78 FIXME("Unhandled target %#x.\n", target);
79 break;
80 }
81
82 gl_info->fbo_ops.glBindFramebuffer(target, f);
83 checkGLcall("glBindFramebuffer()");
84 }
85
86 /* GL locking is done by the caller */
87 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info)
88 {
89 unsigned int i;
90
91 for (i = 0; i < GL_LIMITS(buffers); ++i)
92 {
93 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
94 checkGLcall("glFramebufferTexture2D()");
95 }
96 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
97 checkGLcall("glFramebufferTexture2D()");
98
99 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
100 checkGLcall("glFramebufferTexture2D()");
101 }
102
103 /* GL locking is done by the caller */
104 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
105 {
106 const struct wined3d_gl_info *gl_info = context->gl_info;
107
108 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
109 context_clean_fbo_attachments(gl_info);
110 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
111
112 gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
113 checkGLcall("glDeleteFramebuffers()");
114 }
115
116 /* GL locking is done by the caller */
117 static void context_apply_attachment_filter_states(IWineD3DSurface *surface, BOOL force_preload)
118 {
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;
124
125 /* Update base texture states array */
126 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
127 {
128 if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
129 || texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
130 {
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;
134 }
135
136 if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
137 {
138 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
139 update_magfilter = TRUE;
140 }
141
142 if (texture_impl->baseTexture.bindCount)
143 {
144 WARN("Render targets should not be bound to a sampler\n");
145 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
146 }
147
148 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
149 }
150
151 if (update_minfilter || update_magfilter || force_preload)
152 {
153 GLenum target, bind_target;
154 GLint old_binding;
155
156 target = surface_impl->texture_target;
157 if (target == GL_TEXTURE_2D)
158 {
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);
164 } else {
165 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
166 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
167 }
168
169 surface_internal_preload(surface, SRGB_RGB);
170
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);
175 }
176
177 checkGLcall("apply_attachment_filter_states()");
178 }
179
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)
183 {
184 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
185 const struct wined3d_gl_info *gl_info = context->gl_info;
186
187 TRACE("Attach depth stencil %p\n", depth_stencil);
188
189 if (depth_stencil)
190 {
191 DWORD format_flags = depth_stencil_impl->resource.format_desc->Flags;
192
193 if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
194 {
195 if (format_flags & WINED3DFMT_FLAG_DEPTH)
196 {
197 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
198 GL_RENDERBUFFER, depth_stencil_impl->current_renderbuffer->id);
199 checkGLcall("glFramebufferRenderbuffer()");
200 }
201
202 if (format_flags & WINED3DFMT_FLAG_STENCIL)
203 {
204 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
205 GL_RENDERBUFFER, depth_stencil_impl->current_renderbuffer->id);
206 checkGLcall("glFramebufferRenderbuffer()");
207 }
208 }
209 else
210 {
211 context_apply_attachment_filter_states(depth_stencil, TRUE);
212
213 if (format_flags & WINED3DFMT_FLAG_DEPTH)
214 {
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()");
219 }
220
221 if (format_flags & WINED3DFMT_FLAG_STENCIL)
222 {
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()");
227 }
228 }
229
230 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
231 {
232 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
233 checkGLcall("glFramebufferTexture2D()");
234 }
235
236 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
237 {
238 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
239 checkGLcall("glFramebufferTexture2D()");
240 }
241 }
242 else
243 {
244 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
245 checkGLcall("glFramebufferTexture2D()");
246
247 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
248 checkGLcall("glFramebufferTexture2D()");
249 }
250 }
251
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)
255 {
256 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
257 const struct wined3d_gl_info *gl_info = context->gl_info;
258
259 TRACE("Attach surface %p to %u\n", surface, idx);
260
261 if (surface)
262 {
263 context_apply_attachment_filter_states(surface, TRUE);
264
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()");
268 }
269 else
270 {
271 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
272 checkGLcall("glFramebufferTexture2D()");
273 }
274 }
275
276 /* GL locking is done by the caller */
277 static void context_check_fbo_status(struct wined3d_context *context)
278 {
279 const struct wined3d_gl_info *gl_info = context->gl_info;
280 GLenum status;
281
282 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
283 if (status == GL_FRAMEBUFFER_COMPLETE)
284 {
285 TRACE("FBO complete\n");
286 } else {
287 IWineD3DSurfaceImpl *attachment;
288 unsigned int i;
289 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
290
291 /* Dump the FBO attachments */
292 for (i = 0; i < GL_LIMITS(buffers); ++i)
293 {
294 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i];
295 if (attachment)
296 {
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);
300 }
301 }
302 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->depth_stencil;
303 if (attachment)
304 {
305 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
306 attachment, debug_d3dformat(attachment->resource.format_desc->format),
307 attachment->pow2Width, attachment->pow2Height);
308 }
309 }
310 }
311
312 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context)
313 {
314 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
315 const struct wined3d_gl_info *gl_info = context->gl_info;
316 struct fbo_entry *entry;
317
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;
323 entry->id = 0;
324
325 return entry;
326 }
327
328 /* GL locking is done by the caller */
329 static void context_reuse_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
330 {
331 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
332 const struct wined3d_gl_info *gl_info = context->gl_info;
333
334 context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
335 context_clean_fbo_attachments(gl_info);
336
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;
340 }
341
342 /* GL locking is done by the caller */
343 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
344 {
345 if (entry->id)
346 {
347 TRACE("Destroy FBO %d\n", entry->id);
348 context_destroy_fbo(context, &entry->id);
349 }
350 --context->fbo_entry_count;
351 list_remove(&entry->entry);
352 HeapFree(GetProcessHeap(), 0, entry->render_targets);
353 HeapFree(GetProcessHeap(), 0, entry);
354 }
355
356
357 /* GL locking is done by the caller */
358 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
359 {
360 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
361 const struct wined3d_gl_info *gl_info = context->gl_info;
362 struct fbo_entry *entry;
363
364 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
365 {
366 if (!memcmp(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
367 && entry->depth_stencil == device->stencilBufferTarget)
368 {
369 list_remove(&entry->entry);
370 list_add_head(&context->fbo_list, &entry->entry);
371 return entry;
372 }
373 }
374
375 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
376 {
377 entry = context_create_fbo_entry(context);
378 list_add_head(&context->fbo_list, &entry->entry);
379 ++context->fbo_entry_count;
380 }
381 else
382 {
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);
387 }
388
389 return entry;
390 }
391
392 /* GL locking is done by the caller */
393 static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
394 {
395 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
396 const struct wined3d_gl_info *gl_info = context->gl_info;
397 unsigned int i;
398
399 context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
400
401 if (!entry->attached)
402 {
403 /* Apply render targets */
404 for (i = 0; i < GL_LIMITS(buffers); ++i)
405 {
406 IWineD3DSurface *render_target = device->render_targets[i];
407 context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, render_target);
408 }
409
410 /* Apply depth targets */
411 if (device->stencilBufferTarget)
412 {
413 unsigned int w = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Width;
414 unsigned int h = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Height;
415
416 surface_set_compatible_renderbuffer(device->stencilBufferTarget, w, h);
417 }
418 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, device->stencilBufferTarget, TRUE);
419
420 entry->attached = TRUE;
421 } else {
422 for (i = 0; i < GL_LIMITS(buffers); ++i)
423 {
424 if (device->render_targets[i])
425 context_apply_attachment_filter_states(device->render_targets[i], FALSE);
426 }
427 if (device->stencilBufferTarget)
428 context_apply_attachment_filter_states(device->stencilBufferTarget, FALSE);
429 }
430
431 for (i = 0; i < GL_LIMITS(buffers); ++i)
432 {
433 if (device->render_targets[i])
434 device->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
435 else
436 device->draw_buffers[i] = GL_NONE;
437 }
438 }
439
440 /* GL locking is done by the caller */
441 static void context_apply_fbo_state(struct wined3d_context *context)
442 {
443 if (context->render_offscreen)
444 {
445 context->current_fbo = context_find_fbo_entry(context);
446 context_apply_fbo_entry(context, context->current_fbo);
447 } else {
448 context->current_fbo = NULL;
449 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
450 }
451
452 context_check_fbo_status(context);
453 }
454
455 /* Context activation is done by the caller. */
456 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
457 {
458 const struct wined3d_gl_info *gl_info = context->gl_info;
459
460 if (context->free_occlusion_query_count)
461 {
462 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
463 }
464 else
465 {
466 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
467 {
468 ENTER_GL();
469 GL_EXTCALL(glGenQueriesARB(1, &query->id));
470 checkGLcall("glGenQueriesARB");
471 LEAVE_GL();
472
473 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
474 }
475 else
476 {
477 WARN("Occlusion queries not supported, not allocating query id.\n");
478 query->id = 0;
479 }
480 }
481
482 query->context = context;
483 list_add_head(&context->occlusion_queries, &query->entry);
484 }
485
486 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
487 {
488 struct wined3d_context *context = query->context;
489
490 list_remove(&query->entry);
491 query->context = NULL;
492
493 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
494 {
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));
498
499 if (!new_data)
500 {
501 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
502 return;
503 }
504
505 context->free_occlusion_query_size = new_size;
506 context->free_occlusion_queries = new_data;
507 }
508
509 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
510 }
511
512 /* Context activation is done by the caller. */
513 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
514 {
515 const struct wined3d_gl_info *gl_info = context->gl_info;
516
517 if (context->free_event_query_count)
518 {
519 query->id = context->free_event_queries[--context->free_event_query_count];
520 }
521 else
522 {
523 if (GL_SUPPORT(APPLE_FENCE))
524 {
525 ENTER_GL();
526 GL_EXTCALL(glGenFencesAPPLE(1, &query->id));
527 checkGLcall("glGenFencesAPPLE");
528 LEAVE_GL();
529
530 TRACE("Allocated event query %u in context %p.\n", query->id, context);
531 }
532 else if(GL_SUPPORT(NV_FENCE))
533 {
534 ENTER_GL();
535 GL_EXTCALL(glGenFencesNV(1, &query->id));
536 checkGLcall("glGenFencesNV");
537 LEAVE_GL();
538
539 TRACE("Allocated event query %u in context %p.\n", query->id, context);
540 }
541 else
542 {
543 WARN("Event queries not supported, not allocating query id.\n");
544 query->id = 0;
545 }
546 }
547
548 query->context = context;
549 list_add_head(&context->event_queries, &query->entry);
550 }
551
552 void context_free_event_query(struct wined3d_event_query *query)
553 {
554 struct wined3d_context *context = query->context;
555
556 list_remove(&query->entry);
557 query->context = NULL;
558
559 if (context->free_event_query_count >= context->free_event_query_size - 1)
560 {
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));
564
565 if (!new_data)
566 {
567 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
568 return;
569 }
570
571 context->free_event_query_size = new_size;
572 context->free_event_queries = new_data;
573 }
574
575 context->free_event_queries[context->free_event_query_count++] = query->id;
576 }
577
578 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
579 {
580 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
581 UINT i;
582
583 if (!This->d3d_initialized) return;
584
585 switch(type)
586 {
587 case WINED3DRTYPE_SURFACE:
588 {
589 ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
590
591 for (i = 0; i < This->numContexts; ++i)
592 {
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;
596
597 if (context->current_rt == (IWineD3DSurface *)resource) context->current_rt = NULL;
598
599 ENTER_GL();
600
601 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
602 {
603 BOOL destroyed = FALSE;
604 UINT j;
605
606 for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j)
607 {
608 if (entry->render_targets[j] == (IWineD3DSurface *)resource)
609 {
610 context_destroy_fbo_entry(context, entry);
611 destroyed = TRUE;
612 }
613 }
614
615 if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
616 context_destroy_fbo_entry(context, entry);
617 }
618
619 LEAVE_GL();
620 }
621
622 break;
623 }
624
625 default:
626 break;
627 }
628 }
629
630 static void context_destroy_gl_resources(struct wined3d_context *context)
631 {
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;
636 BOOL has_glctx;
637
638 has_glctx = pwglMakeCurrent(context->hdc, context->glCtx);
639 if (!has_glctx) WARN("Failed to activate context. Window already destroyed?\n");
640
641 ENTER_GL();
642
643 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
644 {
645 if (has_glctx && GL_SUPPORT(ARB_OCCLUSION_QUERY)) GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
646 occlusion_query->context = NULL;
647 }
648
649 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
650 {
651 if (has_glctx)
652 {
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));
655 }
656 event_query->context = NULL;
657 }
658
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);
662 }
663 if (has_glctx)
664 {
665 if (context->src_fbo)
666 {
667 TRACE("Destroy src FBO %d\n", context->src_fbo);
668 context_destroy_fbo(context, &context->src_fbo);
669 }
670 if (context->dst_fbo)
671 {
672 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
673 context_destroy_fbo(context, &context->dst_fbo);
674 }
675 if (context->dummy_arbfp_prog)
676 {
677 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
678 }
679
680 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
681 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
682
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));
687
688 checkGLcall("context cleanup");
689 }
690
691 LEAVE_GL();
692
693 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
694 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
695
696 if (!pwglMakeCurrent(NULL, NULL))
697 {
698 ERR("Failed to disable GL context.\n");
699 }
700
701 if (context->isPBuffer)
702 {
703 GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
704 GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
705 }
706 else
707 {
708 ReleaseDC(context->win_handle, context->hdc);
709 }
710
711 if (!pwglDeleteContext(context->glCtx))
712 {
713 DWORD err = GetLastError();
714 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
715 }
716 }
717
718 DWORD context_get_tls_idx(void)
719 {
720 return wined3d_context_tls_idx;
721 }
722
723 void context_set_tls_idx(DWORD idx)
724 {
725 wined3d_context_tls_idx = idx;
726 }
727
728 struct wined3d_context *context_get_current(void)
729 {
730 return TlsGetValue(wined3d_context_tls_idx);
731 }
732
733 BOOL context_set_current(struct wined3d_context *ctx)
734 {
735 struct wined3d_context *old = context_get_current();
736
737 if (old == ctx)
738 {
739 TRACE("Already using D3D context %p.\n", ctx);
740 return TRUE;
741 }
742
743 if (old)
744 {
745 if (old->destroyed)
746 {
747 TRACE("Switching away from destroyed context %p.\n", old);
748 context_destroy_gl_resources(old);
749 HeapFree(GetProcessHeap(), 0, old);
750 }
751 else
752 {
753 old->current = 0;
754 }
755 }
756
757 if (ctx)
758 {
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))
761 {
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);
766 return FALSE;
767 }
768 ctx->current = 1;
769 }
770 else if(pwglGetCurrentContext())
771 {
772 TRACE("Clearing current D3D context.\n");
773 if (!pwglMakeCurrent(NULL, NULL))
774 {
775 DWORD err = GetLastError();
776 ERR("Failed to clear current GL context, last error %#x.\n", err);
777 TlsSetValue(wined3d_context_tls_idx, NULL);
778 return FALSE;
779 }
780 }
781
782 return TlsSetValue(wined3d_context_tls_idx, ctx);
783 }
784
785 /*****************************************************************************
786 * Context_MarkStateDirty
787 *
788 * Marks a state in a context dirty. Only one context, opposed to
789 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
790 * contexts
791 *
792 * Params:
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)
796 *
797 *****************************************************************************/
798 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
799 {
800 DWORD rep = StateTable[state].representative;
801 DWORD idx;
802 BYTE shift;
803
804 if (isStateDirty(context, rep)) return;
805
806 context->dirtyArray[context->numDirtyEntries++] = rep;
807 idx = rep >> 5;
808 shift = rep & 0x1f;
809 context->isStateDirty[idx] |= (1 << shift);
810 }
811
812 /*****************************************************************************
813 * AddContextToArray
814 *
815 * Adds a context to the context array. Helper function for CreateContext
816 *
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
819 * here.
820 *
821 * Params:
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
826 *
827 *****************************************************************************/
828 static struct wined3d_context *AddContextToArray(IWineD3DDeviceImpl *This,
829 HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer)
830 {
831 struct wined3d_context **oldArray = This->contexts;
832 DWORD state;
833
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;
838 return NULL;
839 }
840 if(oldArray) {
841 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
842 }
843
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;
849 return NULL;
850 }
851
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);
857
858 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
859 */
860 for(state = 0; state <= STATE_HIGHEST; state++) {
861 if (This->StateTable[state].representative)
862 Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
863 }
864
865 This->numContexts++;
866 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
867 return This->contexts[This->numContexts - 1];
868 }
869
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)
874 {
875 int iPixelFormat=0;
876 unsigned int matchtry;
877 short redBits, greenBits, blueBits, alphaBits, colorBits;
878 short depthBits=0, stencilBits=0;
879
880 struct match_type {
881 BOOL require_aux;
882 BOOL exact_alpha;
883 BOOL exact_color;
884 } matches[] = {
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.
891 */
892 { TRUE, TRUE, TRUE },
893 { TRUE, FALSE, TRUE },
894 { FALSE, TRUE, TRUE },
895 { FALSE, FALSE, TRUE },
896 { TRUE, FALSE, FALSE },
897 { FALSE, FALSE, FALSE },
898 };
899
900 int i = 0;
901 int nCfgs = This->adapter->nCfgs;
902
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);
906
907 if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
908 {
909 ERR("Unable to get color bits for format %s (%#x)!\n",
910 debug_d3dformat(color_format_desc->format), color_format_desc->format);
911 return 0;
912 }
913
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.
919 *
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)
926 {
927 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
928 ds_format_desc = getFormatDescEntry(WINED3DFMT_S8_UINT_D24_UNORM, &This->adapter->gl_info);
929 }
930
931 getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
932
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];
937
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)
941 continue;
942
943 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
944 if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
945 continue;
946
947 /* We like to have aux buffers in backbuffer mode */
948 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
949 continue;
950
951 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
952 if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
953 continue;
954
955 if(matches[matchtry].exact_color) {
956 if(cfg->redSize != redBits)
957 continue;
958 if(cfg->greenSize != greenBits)
959 continue;
960 if(cfg->blueSize != blueBits)
961 continue;
962 } else {
963 if(cfg->redSize < redBits)
964 continue;
965 if(cfg->greenSize < greenBits)
966 continue;
967 if(cfg->blueSize < blueBits)
968 continue;
969 }
970 if(matches[matchtry].exact_alpha) {
971 if(cfg->alphaSize != alphaBits)
972 continue;
973 } else {
974 if(cfg->alphaSize < alphaBits)
975 continue;
976 }
977
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)
981 continue;
982 else if(cfg->depthSize > depthBits)
983 exactDepthMatch = FALSE;
984
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
988 * on Linux. */
989 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
990 continue;
991
992 /* Check multisampling support */
993 if(cfg->numSamples != numSamples)
994 continue;
995
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.
1000 */
1001
1002 /* Exit the loop as we have found a format :) */
1003 if(exactDepthMatch) {
1004 iPixelFormat = cfg->iPixelFormat;
1005 break;
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;
1011 }
1012 }
1013 }
1014
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");
1018 return FALSE;
1019 } else if(!iPixelFormat) {
1020 PIXELFORMATDESCRIPTOR pfd;
1021
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);
1026 pfd.nVersion = 1;
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;
1034
1035 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1036 if(!iPixelFormat) {
1037 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1038 ERR("Can't find a suitable iPixelFormat\n");
1039 return FALSE;
1040 }
1041 }
1042
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;
1046 }
1047
1048 /*****************************************************************************
1049 * CreateContext
1050 *
1051 * Creates a new context for a window, or a pbuffer context.
1052 *
1053 * * Params:
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
1059 *
1060 *****************************************************************************/
1061 struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target,
1062 HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms)
1063 {
1064 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
1065 struct wined3d_context *ret = NULL;
1066 HPBUFFERARB pbuffer = NULL;
1067 unsigned int s;
1068 HGLRC ctx;
1069 HDC hdc;
1070
1071 TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
1072
1073 if(create_pbuffer) {
1074 HDC hdc_parent = GetDC(win_handle);
1075 int iPixelFormat = 0;
1076
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);
1081
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 */);
1086 if(!iPixelFormat) {
1087 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1088
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 */);
1094 }
1095
1096 /* This shouldn't happen as ChoosePixelFormat always returns something */
1097 if(!iPixelFormat) {
1098 ERR("Unable to locate a pixel format for a pbuffer\n");
1099 ReleaseDC(win_handle, hdc_parent);
1100 goto out;
1101 }
1102
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));
1105 if(!pbuffer) {
1106 ERR("Cannot create a pbuffer\n");
1107 ReleaseDC(win_handle, hdc_parent);
1108 goto out;
1109 }
1110
1111 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
1112 hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
1113 if(!hdc) {
1114 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
1115 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1116 ReleaseDC(win_handle, hdc_parent);
1117 goto out;
1118 }
1119 ReleaseDC(win_handle, hdc_parent);
1120 } else {
1121 PIXELFORMATDESCRIPTOR pfd;
1122 int iPixelFormat;
1123 int res;
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;
1128 int numSamples = 0;
1129
1130 hdc = GetDC(win_handle);
1131 if(hdc == NULL) {
1132 ERR("Cannot retrieve a device context!\n");
1133 goto out;
1134 }
1135
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) {
1138 auxBuffers = TRUE;
1139
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);
1144 }
1145
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);
1152
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);
1159 }
1160
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");
1165 else {
1166 ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
1167 numSamples = pPresentParms->MultiSampleType;
1168 }
1169 }
1170
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 */);
1174
1175 /* Try to locate a compatible format if we weren't able to find anything */
1176 if(!iPixelFormat) {
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 */ );
1180 }
1181
1182 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1183 if(!iPixelFormat) {
1184 ERR("Can't find a suitable iPixelFormat\n");
1185 return NULL;
1186 }
1187
1188 DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
1189 res = SetPixelFormat(hdc, iPixelFormat, NULL);
1190 if(!res) {
1191 int oldPixelFormat = GetPixelFormat(hdc);
1192
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. */
1196
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));
1201
1202 if(!res) {
1203 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1204 return NULL;
1205 }
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);
1210 } else {
1211 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1212 return NULL;
1213 }
1214 }
1215 }
1216
1217 ctx = pwglCreateContext(hdc);
1218 if (This->numContexts)
1219 {
1220 if (!pwglShareLists(This->contexts[0]->glCtx, ctx))
1221 {
1222 DWORD err = GetLastError();
1223 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1224 This->contexts[0]->glCtx, ctx, err);
1225 }
1226 }
1227
1228 if(!ctx) {
1229 ERR("Failed to create a WGL context\n");
1230 if(create_pbuffer) {
1231 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1232 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1233 }
1234 goto out;
1235 }
1236 ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
1237 if(!ret) {
1238 ERR("Failed to add the newly created context to the context list\n");
1239 if (!pwglDeleteContext(ctx))
1240 {
1241 DWORD err = GetLastError();
1242 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1243 }
1244 if(create_pbuffer) {
1245 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1246 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1247 }
1248 goto out;
1249 }
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));
1265 }
1266
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;
1271
1272 list_init(&ret->occlusion_queries);
1273
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;
1278
1279 list_init(&ret->event_queries);
1280
1281 TRACE("Successfully created new context %p\n", ret);
1282
1283 list_init(&ret->fbo_list);
1284
1285 /* Set up the context defaults */
1286 if (!context_set_current(ret))
1287 {
1288 ERR("Cannot activate context to set up defaults\n");
1289 goto out;
1290 }
1291
1292 ENTER_GL();
1293
1294 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1295
1296 TRACE("Setting up the screen\n");
1297 /* Clear the screen */
1298 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1299 checkGLcall("glClearColor");
1300 glClearIndex(0);
1301 glClearDepth(1);
1302 glClearStencil(0xffff);
1303
1304 checkGLcall("glClear");
1305
1306 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1307 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1308
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);");
1311
1312 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1313 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1314
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);");
1319
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).
1323 */
1324 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1325 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1326 }
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
1331 */
1332 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1333 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1334 }
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.
1338 */
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, ...");
1343 }
1344 }
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
1350 * is ever assigned.
1351 *
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.
1354 */
1355 const char *dummy_program =
1356 "!!ARBfp1.0\n"
1357 "MOV result.color, fragment.color.primary;\n"
1358 "END\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));
1362 }
1363
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)");
1368 }
1369
1370 if (GL_SUPPORT(ARB_PROVOKING_VERTEX))
1371 {
1372 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1373 }
1374 else if (GL_SUPPORT(EXT_PROVOKING_VERTEX))
1375 {
1376 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1377 }
1378
1379 LEAVE_GL();
1380
1381 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1382
1383 return ret;
1384
1385 out:
1386 if (ret)
1387 {
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);
1393 }
1394 return NULL;
1395 }
1396
1397 /*****************************************************************************
1398 * RemoveContextFromArray
1399 *
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.
1402 *
1403 * Similar to the former call this isn't a performance critical function. A
1404 * helper function for DestroyContext.
1405 *
1406 * Params:
1407 * This: Device to activate the context for
1408 * context: Context to remove
1409 *
1410 *****************************************************************************/
1411 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1412 {
1413 struct wined3d_context **new_array;
1414 BOOL found = FALSE;
1415 UINT i;
1416
1417 TRACE("Removing ctx %p\n", context);
1418
1419 for (i = 0; i < This->numContexts; ++i)
1420 {
1421 if (This->contexts[i] == context)
1422 {
1423 found = TRUE;
1424 break;
1425 }
1426 }
1427
1428 if (!found)
1429 {
1430 ERR("Context %p doesn't exist in context array\n", context);
1431 return;
1432 }
1433
1434 while (i < This->numContexts - 1)
1435 {
1436 This->contexts[i] = This->contexts[i + 1];
1437 ++i;
1438 }
1439
1440 --This->numContexts;
1441 if (!This->numContexts)
1442 {
1443 HeapFree(GetProcessHeap(), 0, This->contexts);
1444 This->contexts = NULL;
1445 return;
1446 }
1447
1448 new_array = HeapReAlloc(GetProcessHeap(), 0, This->contexts, This->numContexts * sizeof(*This->contexts));
1449 if (!new_array)
1450 {
1451 ERR("Failed to shrink context array. Oh well.\n");
1452 return;
1453 }
1454
1455 This->contexts = new_array;
1456 }
1457
1458 /*****************************************************************************
1459 * DestroyContext
1460 *
1461 * Destroys a wineD3DContext
1462 *
1463 * Params:
1464 * This: Device to activate the context for
1465 * context: Context to destroy
1466 *
1467 *****************************************************************************/
1468 void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1469 {
1470 BOOL destroy;
1471
1472 TRACE("Destroying ctx %p\n", context);
1473
1474 if (context->tid == GetCurrentThreadId() || !context->current)
1475 {
1476 context_destroy_gl_resources(context);
1477 destroy = TRUE;
1478
1479 if (!context_set_current(NULL))
1480 {
1481 ERR("Failed to clear current D3D context.\n");
1482 }
1483 }
1484 else
1485 {
1486 context->destroyed = 1;
1487 destroy = FALSE;
1488 }
1489
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);
1494 }
1495
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)");
1500 glLoadIdentity();
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");
1506 }
1507
1508 /*****************************************************************************
1509 * SetupForBlit
1510 *
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
1518 *
1519 * Params:
1520 * This: Device to activate the context for
1521 * context: Context to setup
1522 * width: render target width
1523 * height: render target height
1524 *
1525 *****************************************************************************/
1526 /* Context activation is done by the caller. */
1527 static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context, UINT width, UINT height)
1528 {
1529 int i;
1530 const struct StateEntry *StateTable = This->StateTable;
1531 const struct wined3d_gl_info *gl_info = context->gl_info;
1532 DWORD sampler;
1533
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) {
1537 ENTER_GL();
1538 set_blit_dimension(width, height);
1539 LEAVE_GL();
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
1543 * be set
1544 */
1545 }
1546 TRACE("Context is already set up for blitting, nothing to do\n");
1547 return;
1548 }
1549 context->last_was_blit = TRUE;
1550
1551 /* TODO: Use a display list */
1552
1553 /* Disable shaders */
1554 ENTER_GL();
1555 This->shader_backend->shader_select(context, FALSE, FALSE);
1556 LEAVE_GL();
1557
1558 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1559 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1560
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.
1565 */
1566 ENTER_GL();
1567
1568 /* Disable all textures. The caller can then bind a texture it wants to blit
1569 * from
1570 *
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
1573 */
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");
1578
1579 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1580 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1581 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1582 }
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");
1588 }
1589 glDisable(GL_TEXTURE_2D);
1590 checkGLcall("glDisable GL_TEXTURE_2D");
1591
1592 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1593 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1594
1595 if (sampler != WINED3D_UNMAPPED_STAGE)
1596 {
1597 if (sampler < MAX_TEXTURES) {
1598 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1599 }
1600 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1601 }
1602 }
1603 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1604 checkGLcall("glActiveTextureARB");
1605
1606 sampler = This->rev_tex_unit_map[0];
1607
1608 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1609 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1610 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1611 }
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");
1617 }
1618 glDisable(GL_TEXTURE_2D);
1619 checkGLcall("glDisable GL_TEXTURE_2D");
1620
1621 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1622
1623 glMatrixMode(GL_TEXTURE);
1624 checkGLcall("glMatrixMode(GL_TEXTURE)");
1625 glLoadIdentity();
1626 checkGLcall("glLoadIdentity()");
1627
1628 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1629 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1630 GL_TEXTURE_LOD_BIAS_EXT,
1631 0.0f);
1632 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1633 }
1634
1635 if (sampler != WINED3D_UNMAPPED_STAGE)
1636 {
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);
1640 }
1641 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1642 }
1643
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);
1673 }
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)");
1681 }
1682
1683 /* Setup transforms */
1684 glMatrixMode(GL_MODELVIEW);
1685 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1686 glLoadIdentity();
1687 checkGLcall("glLoadIdentity()");
1688 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1689
1690 context->last_was_rhw = TRUE;
1691 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1692
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);
1700
1701 set_blit_dimension(width, height);
1702
1703 LEAVE_GL();
1704
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);
1708
1709
1710 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1711 }
1712
1713 /*****************************************************************************
1714 * findThreadContextForSwapChain
1715 *
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
1718 *
1719 *****************************************************************************/
1720 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1721 {
1722 unsigned int i;
1723
1724 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1725 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1726 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1727 }
1728
1729 }
1730
1731 /* Create a new context for the thread */
1732 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
1733 }
1734
1735 /*****************************************************************************
1736 * FindContext
1737 *
1738 * Finds a context for the current render target and thread
1739 *
1740 * Parameters:
1741 * target: Render target to find the context for
1742 * tid: Thread to activate the context for
1743 *
1744 * Returns: The needed context
1745 *
1746 *****************************************************************************/
1747 static inline struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid)
1748 {
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;
1754
1755 if (current_context && current_context->destroyed) current_context = NULL;
1756
1757 if (!target)
1758 {
1759 if (current_context
1760 && current_context->current_rt
1761 && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1762 {
1763 target = current_context->current_rt;
1764 }
1765 else
1766 {
1767 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1768 if (swapchain->backBuffer) target = swapchain->backBuffer[0];
1769 else target = swapchain->frontBuffer;
1770 }
1771 }
1772
1773 if (current_context && current_context->current_rt == target)
1774 {
1775 return current_context;
1776 }
1777
1778 if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1779 TRACE("Rendering onscreen\n");
1780
1781 context = findThreadContextForSwapChain(swapchain, tid);
1782
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
1788 */
1789
1790 if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1791 if(This->pbufferContext && tid == This->pbufferContext->tid) {
1792 This->pbufferContext->tid = 0;
1793 }
1794 }
1795 IWineD3DSwapChain_Release(swapchain);
1796 }
1797 else
1798 {
1799 TRACE("Rendering offscreen\n");
1800
1801 retry:
1802 if (wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER)
1803 {
1804 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *)target;
1805 if (!This->pbufferContext
1806 || This->pbufferWidth < targetimpl->currentDesc.Width
1807 || This->pbufferHeight < targetimpl->currentDesc.Height)
1808 {
1809 if (This->pbufferContext) DestroyContext(This, This->pbufferContext);
1810
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;
1820 }
1821
1822 if (This->pbufferContext)
1823 {
1824 if (This->pbufferContext->tid && This->pbufferContext->tid != tid)
1825 {
1826 FIXME("The PBuffer context is only supported for one thread for now!\n");
1827 }
1828 This->pbufferContext->tid = tid;
1829 context = This->pbufferContext;
1830 }
1831 else
1832 {
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;
1835 goto retry;
1836 }
1837 }
1838 else
1839 {
1840 /* Stay with the currently active context. */
1841 if (current_context
1842 && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1843 {
1844 context = current_context;
1845 }
1846 else
1847 {
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.
1851 *
1852 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1853 * is perfect to call. */
1854 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1855 }
1856 }
1857
1858 old_render_offscreen = context->render_offscreen;
1859 context->render_offscreen = TRUE;
1860 }
1861
1862 if (context->render_offscreen != old_render_offscreen)
1863 {
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);
1869 }
1870
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)
1874 {
1875 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1876 }
1877 else
1878 {
1879 const struct GlPixelFormatDesc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
1880 const struct GlPixelFormatDesc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
1881
1882 if (old->format != new->format)
1883 {
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))
1887 {
1888 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1889 }
1890 }
1891
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)
1901 {
1902 BOOL oldInDraw = This->isInDraw;
1903
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. */
1907
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;
1914
1915 /* Read the back buffer of the old drawable into the destination texture. */
1916 if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
1917 {
1918 surface_internal_preload(context->current_rt, SRGB_BOTH);
1919 }
1920 else
1921 {
1922 surface_internal_preload(context->current_rt, SRGB_RGB);
1923 }
1924
1925 IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
1926
1927 This->isInDraw = oldInDraw;
1928 }
1929 }
1930
1931 context->draw_buffer_dirty = TRUE;
1932 context->current_rt = target;
1933
1934 return context;
1935 }
1936
1937 /* Context activation is done by the caller. */
1938 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
1939 {
1940 const struct wined3d_gl_info *gl_info = context->gl_info;
1941 IWineD3DSurface *rt = context->current_rt;
1942 IWineD3DSwapChain *swapchain;
1943 IWineD3DDeviceImpl *device;
1944
1945 device = ((IWineD3DSurfaceImpl *)rt)->resource.wineD3DDevice;
1946 if (SUCCEEDED(IWineD3DSurface_GetContainer(rt, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1947 {
1948 IWineD3DSwapChain_Release((IUnknown *)swapchain);
1949 ENTER_GL();
1950 glDrawBuffer(surface_get_gl_buffer(rt, swapchain));
1951 checkGLcall("glDrawBuffers()");
1952 LEAVE_GL();
1953 }
1954 else
1955 {
1956 ENTER_GL();
1957 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1958 {
1959 if (!blit)
1960 {
1961 if (GL_SUPPORT(ARB_DRAW_BUFFERS))
1962 {
1963 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), device->draw_buffers));
1964 checkGLcall("glDrawBuffers()");
1965 }
1966 else
1967 {
1968 glDrawBuffer(device->draw_buffers[0]);
1969 checkGLcall("glDrawBuffer()");
1970 }
1971 } else {
1972 glDrawBuffer(GL_COLOR_ATTACHMENT0);
1973 checkGLcall("glDrawBuffer()");
1974 }
1975 }
1976 else
1977 {
1978 glDrawBuffer(device->offscreenBuffer);
1979 checkGLcall("glDrawBuffer()");
1980 }
1981 LEAVE_GL();
1982 }
1983 }
1984
1985 /*****************************************************************************
1986 * ActivateContext
1987 *
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
1990 * requested state.
1991 *
1992 * Params:
1993 * This: Device to activate the context for
1994 * target: Requested render target
1995 * usage: Prepares the context for blitting, drawing or other actions
1996 *
1997 *****************************************************************************/
1998 struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage)
1999 {
2000 struct wined3d_context *current_context = context_get_current();
2001 DWORD tid = GetCurrentThreadId();
2002 DWORD i, dirtyState, idx;
2003 BYTE shift;
2004 const struct StateEntry *StateTable = This->StateTable;
2005 const struct wined3d_gl_info *gl_info;
2006 struct wined3d_context *context;
2007
2008 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
2009
2010 context = FindContext(This, target, tid);
2011
2012 gl_info = context->gl_info;
2013
2014 /* Activate the opengl context */
2015 if (context != current_context)
2016 {
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);
2019
2020 if (context->vshader_const_dirty)
2021 {
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);
2025 }
2026 if (context->pshader_const_dirty)
2027 {
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);
2031 }
2032 }
2033
2034 switch (usage) {
2035 case CTXUSAGE_CLEAR:
2036 case CTXUSAGE_DRAWPRIM:
2037 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2038 ENTER_GL();
2039 context_apply_fbo_state(context);
2040 LEAVE_GL();
2041 }
2042 if (context->draw_buffer_dirty) {
2043 context_apply_draw_buffer(context, FALSE);
2044 context->draw_buffer_dirty = FALSE;
2045 }
2046 break;
2047
2048 case CTXUSAGE_BLIT:
2049 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2050 if (context->render_offscreen)
2051 {
2052 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
2053 ENTER_GL();
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);
2057 LEAVE_GL();
2058 } else {
2059 ENTER_GL();
2060 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2061 LEAVE_GL();
2062 }
2063 context->draw_buffer_dirty = TRUE;
2064 }
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;
2069 }
2070 }
2071 break;
2072
2073 default:
2074 break;
2075 }
2076
2077 switch(usage) {
2078 case CTXUSAGE_RESOURCELOAD:
2079 /* This does not require any special states to be set up */
2080 break;
2081
2082 case CTXUSAGE_CLEAR:
2083 if(context->last_was_blit) {
2084 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
2085 }
2086
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.
2089 */
2090 ENTER_GL();
2091 glDisable(GL_BLEND);
2092 LEAVE_GL();
2093 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2094
2095 ENTER_GL();
2096 glEnable(GL_SCISSOR_TEST);
2097 checkGLcall("glEnable GL_SCISSOR_TEST");
2098 LEAVE_GL();
2099 context->last_was_blit = FALSE;
2100 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
2101 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
2102 break;
2103
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);
2108 }
2109
2110 IWineD3DDeviceImpl_FindTexUnitMap(This);
2111
2112 ENTER_GL();
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);
2119 }
2120 LEAVE_GL();
2121 context->numDirtyEntries = 0; /* This makes the whole list clean */
2122 context->last_was_blit = FALSE;
2123 break;
2124
2125 case CTXUSAGE_BLIT:
2126 SetupForBlit(This, context,
2127 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
2128 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
2129 break;
2130
2131 default:
2132 FIXME("Unexpected context usage requested\n");
2133 }
2134
2135 return context;
2136 }