- update wined3d, d3d8, d3d9, ddraw to Wine 1.1.28
[reactos.git] / reactos / 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_EXTCALL(glGenFramebuffersEXT(1, fbo));
52 checkGLcall("glGenFramebuffersEXT()");
53 TRACE("Created FBO %u.\n", *fbo);
54 }
55 f = *fbo;
56 }
57
58 switch (target)
59 {
60 case GL_READ_FRAMEBUFFER_EXT:
61 if (context->fbo_read_binding == f) return;
62 context->fbo_read_binding = f;
63 break;
64
65 case GL_DRAW_FRAMEBUFFER_EXT:
66 if (context->fbo_draw_binding == f) return;
67 context->fbo_draw_binding = f;
68 break;
69
70 case GL_FRAMEBUFFER_EXT:
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_EXTCALL(glBindFramebufferEXT(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_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, 0, 0));
94 checkGLcall("glFramebufferTexture2D()");
95 }
96 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
97 checkGLcall("glFramebufferTexture2D()");
98
99 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, 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_EXT, fbo);
109 context_clean_fbo_attachments(gl_info);
110 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
111
112 GL_EXTCALL(glDeleteFramebuffersEXT(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.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
129 || texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
130 {
131 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
132 texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
133 update_minfilter = TRUE;
134 }
135
136 if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
137 {
138 texture_impl->baseTexture.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_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT,
198 GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
199 checkGLcall("glFramebufferRenderbufferEXT()");
200 }
201
202 if (format_flags & WINED3DFMT_FLAG_STENCIL)
203 {
204 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT,
205 GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
206 checkGLcall("glFramebufferRenderbufferEXT()");
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_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT,
216 depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
217 depth_stencil_impl->texture_level));
218 checkGLcall("glFramebufferTexture2DEXT()");
219 }
220
221 if (format_flags & WINED3DFMT_FLAG_STENCIL)
222 {
223 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT,
224 depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
225 depth_stencil_impl->texture_level));
226 checkGLcall("glFramebufferTexture2DEXT()");
227 }
228 }
229
230 if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
231 {
232 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
233 checkGLcall("glFramebufferTexture2DEXT()");
234 }
235
236 if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
237 {
238 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
239 checkGLcall("glFramebufferTexture2DEXT()");
240 }
241 }
242 else
243 {
244 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
245 checkGLcall("glFramebufferTexture2DEXT()");
246
247 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
248 checkGLcall("glFramebufferTexture2DEXT()");
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_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->texture_target,
266 surface_impl->texture_name, surface_impl->texture_level));
267 checkGLcall("glFramebufferTexture2DEXT()");
268 } else {
269 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
270 checkGLcall("glFramebufferTexture2DEXT()");
271 }
272 }
273
274 /* GL locking is done by the caller */
275 static void context_check_fbo_status(struct wined3d_context *context)
276 {
277 const struct wined3d_gl_info *gl_info = context->gl_info;
278 GLenum status;
279
280 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
281 if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
282 {
283 TRACE("FBO complete\n");
284 } else {
285 IWineD3DSurfaceImpl *attachment;
286 unsigned int i;
287 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
288
289 /* Dump the FBO attachments */
290 for (i = 0; i < GL_LIMITS(buffers); ++i)
291 {
292 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i];
293 if (attachment)
294 {
295 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
296 i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
297 attachment->pow2Width, attachment->pow2Height);
298 }
299 }
300 attachment = (IWineD3DSurfaceImpl *)context->current_fbo->depth_stencil;
301 if (attachment)
302 {
303 FIXME("\tDepth attachment: (%p) %s %ux%u\n",
304 attachment, debug_d3dformat(attachment->resource.format_desc->format),
305 attachment->pow2Width, attachment->pow2Height);
306 }
307 }
308 }
309
310 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context)
311 {
312 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
313 const struct wined3d_gl_info *gl_info = context->gl_info;
314 struct fbo_entry *entry;
315
316 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
317 entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
318 memcpy(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
319 entry->depth_stencil = device->stencilBufferTarget;
320 entry->attached = FALSE;
321 entry->id = 0;
322
323 return entry;
324 }
325
326 /* GL locking is done by the caller */
327 static void context_reuse_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
328 {
329 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
330 const struct wined3d_gl_info *gl_info = context->gl_info;
331
332 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &entry->id);
333 context_clean_fbo_attachments(gl_info);
334
335 memcpy(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
336 entry->depth_stencil = device->stencilBufferTarget;
337 entry->attached = FALSE;
338 }
339
340 /* GL locking is done by the caller */
341 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
342 {
343 if (entry->id)
344 {
345 TRACE("Destroy FBO %d\n", entry->id);
346 context_destroy_fbo(context, &entry->id);
347 }
348 --context->fbo_entry_count;
349 list_remove(&entry->entry);
350 HeapFree(GetProcessHeap(), 0, entry->render_targets);
351 HeapFree(GetProcessHeap(), 0, entry);
352 }
353
354
355 /* GL locking is done by the caller */
356 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
357 {
358 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
359 const struct wined3d_gl_info *gl_info = context->gl_info;
360 struct fbo_entry *entry;
361
362 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
363 {
364 if (!memcmp(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
365 && entry->depth_stencil == device->stencilBufferTarget)
366 {
367 list_remove(&entry->entry);
368 list_add_head(&context->fbo_list, &entry->entry);
369 return entry;
370 }
371 }
372
373 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
374 {
375 entry = context_create_fbo_entry(context);
376 list_add_head(&context->fbo_list, &entry->entry);
377 ++context->fbo_entry_count;
378 }
379 else
380 {
381 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
382 context_reuse_fbo_entry(context, entry);
383 list_remove(&entry->entry);
384 list_add_head(&context->fbo_list, &entry->entry);
385 }
386
387 return entry;
388 }
389
390 /* GL locking is done by the caller */
391 static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
392 {
393 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
394 const struct wined3d_gl_info *gl_info = context->gl_info;
395 unsigned int i;
396
397 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &entry->id);
398
399 if (!entry->attached)
400 {
401 /* Apply render targets */
402 for (i = 0; i < GL_LIMITS(buffers); ++i)
403 {
404 IWineD3DSurface *render_target = device->render_targets[i];
405 context_attach_surface_fbo(context, GL_FRAMEBUFFER_EXT, i, render_target);
406 }
407
408 /* Apply depth targets */
409 if (device->stencilBufferTarget)
410 {
411 unsigned int w = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Width;
412 unsigned int h = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Height;
413
414 surface_set_compatible_renderbuffer(device->stencilBufferTarget, w, h);
415 }
416 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, device->stencilBufferTarget, TRUE);
417
418 entry->attached = TRUE;
419 } else {
420 for (i = 0; i < GL_LIMITS(buffers); ++i)
421 {
422 if (device->render_targets[i])
423 context_apply_attachment_filter_states(device->render_targets[i], FALSE);
424 }
425 if (device->stencilBufferTarget)
426 context_apply_attachment_filter_states(device->stencilBufferTarget, FALSE);
427 }
428
429 for (i = 0; i < GL_LIMITS(buffers); ++i)
430 {
431 if (device->render_targets[i])
432 device->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
433 else
434 device->draw_buffers[i] = GL_NONE;
435 }
436 }
437
438 /* GL locking is done by the caller */
439 static void context_apply_fbo_state(struct wined3d_context *context)
440 {
441 if (context->render_offscreen)
442 {
443 context->current_fbo = context_find_fbo_entry(context);
444 context_apply_fbo_entry(context, context->current_fbo);
445 } else {
446 context->current_fbo = NULL;
447 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
448 }
449
450 context_check_fbo_status(context);
451 }
452
453 /* Context activation is done by the caller. */
454 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
455 {
456 const struct wined3d_gl_info *gl_info = context->gl_info;
457
458 if (context->free_occlusion_query_count)
459 {
460 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
461 }
462 else
463 {
464 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
465 {
466 ENTER_GL();
467 GL_EXTCALL(glGenQueriesARB(1, &query->id));
468 checkGLcall("glGenQueriesARB");
469 LEAVE_GL();
470
471 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
472 }
473 else
474 {
475 WARN("Occlusion queries not supported, not allocating query id.\n");
476 query->id = 0;
477 }
478 }
479
480 query->context = context;
481 list_add_head(&context->occlusion_queries, &query->entry);
482 }
483
484 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
485 {
486 struct wined3d_context *context = query->context;
487
488 list_remove(&query->entry);
489 query->context = NULL;
490
491 if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
492 {
493 UINT new_size = context->free_occlusion_query_size << 1;
494 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
495 new_size * sizeof(*context->free_occlusion_queries));
496
497 if (!new_data)
498 {
499 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
500 return;
501 }
502
503 context->free_occlusion_query_size = new_size;
504 context->free_occlusion_queries = new_data;
505 }
506
507 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
508 }
509
510 /* Context activation is done by the caller. */
511 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
512 {
513 const struct wined3d_gl_info *gl_info = context->gl_info;
514
515 if (context->free_event_query_count)
516 {
517 query->id = context->free_event_queries[--context->free_event_query_count];
518 }
519 else
520 {
521 if (GL_SUPPORT(APPLE_FENCE))
522 {
523 ENTER_GL();
524 GL_EXTCALL(glGenFencesAPPLE(1, &query->id));
525 checkGLcall("glGenFencesAPPLE");
526 LEAVE_GL();
527
528 TRACE("Allocated event query %u in context %p.\n", query->id, context);
529 }
530 else if(GL_SUPPORT(NV_FENCE))
531 {
532 ENTER_GL();
533 GL_EXTCALL(glGenFencesNV(1, &query->id));
534 checkGLcall("glGenFencesNV");
535 LEAVE_GL();
536
537 TRACE("Allocated event query %u in context %p.\n", query->id, context);
538 }
539 else
540 {
541 WARN("Event queries not supported, not allocating query id.\n");
542 query->id = 0;
543 }
544 }
545
546 query->context = context;
547 list_add_head(&context->event_queries, &query->entry);
548 }
549
550 void context_free_event_query(struct wined3d_event_query *query)
551 {
552 struct wined3d_context *context = query->context;
553
554 list_remove(&query->entry);
555 query->context = NULL;
556
557 if (context->free_event_query_count >= context->free_event_query_size - 1)
558 {
559 UINT new_size = context->free_event_query_size << 1;
560 GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
561 new_size * sizeof(*context->free_event_queries));
562
563 if (!new_data)
564 {
565 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
566 return;
567 }
568
569 context->free_event_query_size = new_size;
570 context->free_event_queries = new_data;
571 }
572
573 context->free_event_queries[context->free_event_query_count++] = query->id;
574 }
575
576 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
577 {
578 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
579 UINT i;
580
581 if (!This->d3d_initialized) return;
582
583 switch(type)
584 {
585 case WINED3DRTYPE_SURFACE:
586 {
587 ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
588
589 for (i = 0; i < This->numContexts; ++i)
590 {
591 struct wined3d_context *context = This->contexts[i];
592 const struct wined3d_gl_info *gl_info = context->gl_info;
593 struct fbo_entry *entry, *entry2;
594
595 if (context->current_rt == (IWineD3DSurface *)resource) context->current_rt = NULL;
596
597 ENTER_GL();
598
599 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
600 {
601 BOOL destroyed = FALSE;
602 UINT j;
603
604 for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j)
605 {
606 if (entry->render_targets[j] == (IWineD3DSurface *)resource)
607 {
608 context_destroy_fbo_entry(context, entry);
609 destroyed = TRUE;
610 }
611 }
612
613 if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
614 context_destroy_fbo_entry(context, entry);
615 }
616
617 LEAVE_GL();
618 }
619
620 break;
621 }
622
623 default:
624 break;
625 }
626 }
627
628 static void context_destroy_gl_resources(struct wined3d_context *context)
629 {
630 const struct wined3d_gl_info *gl_info = context->gl_info;
631 struct wined3d_occlusion_query *occlusion_query;
632 struct wined3d_event_query *event_query;
633 struct fbo_entry *entry, *entry2;
634 BOOL has_glctx;
635
636 has_glctx = pwglMakeCurrent(context->hdc, context->glCtx);
637 if (!has_glctx) WARN("Failed to activate context. Window already destroyed?\n");
638
639 ENTER_GL();
640
641 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
642 {
643 if (has_glctx && GL_SUPPORT(ARB_OCCLUSION_QUERY)) GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
644 occlusion_query->context = NULL;
645 }
646
647 LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
648 {
649 if (has_glctx)
650 {
651 if (GL_SUPPORT(APPLE_FENCE)) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->id));
652 else if (GL_SUPPORT(NV_FENCE)) GL_EXTCALL(glDeleteFencesNV(1, &event_query->id));
653 }
654 event_query->context = NULL;
655 }
656
657 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
658 if (!has_glctx) entry->id = 0;
659 context_destroy_fbo_entry(context, entry);
660 }
661 if (has_glctx)
662 {
663 if (context->src_fbo)
664 {
665 TRACE("Destroy src FBO %d\n", context->src_fbo);
666 context_destroy_fbo(context, &context->src_fbo);
667 }
668 if (context->dst_fbo)
669 {
670 TRACE("Destroy dst FBO %d\n", context->dst_fbo);
671 context_destroy_fbo(context, &context->dst_fbo);
672 }
673 if (context->dummy_arbfp_prog)
674 {
675 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
676 }
677
678 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
679 GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
680
681 if (GL_SUPPORT(APPLE_FENCE))
682 GL_EXTCALL(glDeleteFencesAPPLE(context->free_event_query_count, context->free_event_queries));
683 else if (GL_SUPPORT(NV_FENCE))
684 GL_EXTCALL(glDeleteFencesNV(context->free_event_query_count, context->free_event_queries));
685
686 checkGLcall("context cleanup");
687 }
688
689 LEAVE_GL();
690
691 HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
692 HeapFree(GetProcessHeap(), 0, context->free_event_queries);
693
694 if (!pwglMakeCurrent(NULL, NULL))
695 {
696 ERR("Failed to disable GL context.\n");
697 }
698
699 if (context->isPBuffer)
700 {
701 GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
702 GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
703 }
704 else
705 {
706 ReleaseDC(context->win_handle, context->hdc);
707 }
708
709 if (!pwglDeleteContext(context->glCtx))
710 {
711 DWORD err = GetLastError();
712 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
713 }
714 }
715
716 DWORD context_get_tls_idx(void)
717 {
718 return wined3d_context_tls_idx;
719 }
720
721 void context_set_tls_idx(DWORD idx)
722 {
723 wined3d_context_tls_idx = idx;
724 }
725
726 struct wined3d_context *context_get_current(void)
727 {
728 return TlsGetValue(wined3d_context_tls_idx);
729 }
730
731 BOOL context_set_current(struct wined3d_context *ctx)
732 {
733 struct wined3d_context *old = context_get_current();
734
735 if (old == ctx)
736 {
737 TRACE("Already using D3D context %p.\n", ctx);
738 return TRUE;
739 }
740
741 if (old)
742 {
743 if (old->destroyed)
744 {
745 TRACE("Switching away from destroyed context %p.\n", old);
746 context_destroy_gl_resources(old);
747 HeapFree(GetProcessHeap(), 0, old);
748 }
749 else
750 {
751 old->current = 0;
752 }
753 }
754
755 if (ctx)
756 {
757 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
758 if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
759 {
760 ERR("Failed to make GL context %p current on device context %p.\n", ctx->glCtx, ctx->hdc);
761 return FALSE;
762 }
763 ctx->current = 1;
764 }
765 else
766 {
767 TRACE("Clearing current D3D context.\n");
768 if (!pwglMakeCurrent(NULL, NULL))
769 {
770 ERR("Failed to clear current GL context.\n");
771 return FALSE;
772 }
773 }
774
775 return TlsSetValue(wined3d_context_tls_idx, ctx);
776 }
777
778 /*****************************************************************************
779 * Context_MarkStateDirty
780 *
781 * Marks a state in a context dirty. Only one context, opposed to
782 * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
783 * contexts
784 *
785 * Params:
786 * context: Context to mark the state dirty in
787 * state: State to mark dirty
788 * StateTable: Pointer to the state table in use(for state grouping)
789 *
790 *****************************************************************************/
791 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
792 {
793 DWORD rep = StateTable[state].representative;
794 DWORD idx;
795 BYTE shift;
796
797 if (isStateDirty(context, rep)) return;
798
799 context->dirtyArray[context->numDirtyEntries++] = rep;
800 idx = rep >> 5;
801 shift = rep & 0x1f;
802 context->isStateDirty[idx] |= (1 << shift);
803 }
804
805 /*****************************************************************************
806 * AddContextToArray
807 *
808 * Adds a context to the context array. Helper function for CreateContext
809 *
810 * This method is not called in performance-critical code paths, only when a
811 * new render target or swapchain is created. Thus performance is not an issue
812 * here.
813 *
814 * Params:
815 * This: Device to add the context for
816 * hdc: device context
817 * glCtx: WGL context to add
818 * pbuffer: optional pbuffer used with this context
819 *
820 *****************************************************************************/
821 static struct wined3d_context *AddContextToArray(IWineD3DDeviceImpl *This,
822 HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer)
823 {
824 struct wined3d_context **oldArray = This->contexts;
825 DWORD state;
826
827 This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
828 if(This->contexts == NULL) {
829 ERR("Unable to grow the context array\n");
830 This->contexts = oldArray;
831 return NULL;
832 }
833 if(oldArray) {
834 memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
835 }
836
837 This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(**This->contexts));
838 if(This->contexts[This->numContexts] == NULL) {
839 ERR("Unable to allocate a new context\n");
840 HeapFree(GetProcessHeap(), 0, This->contexts);
841 This->contexts = oldArray;
842 return NULL;
843 }
844
845 This->contexts[This->numContexts]->hdc = hdc;
846 This->contexts[This->numContexts]->glCtx = glCtx;
847 This->contexts[This->numContexts]->pbuffer = pbuffer;
848 This->contexts[This->numContexts]->win_handle = win_handle;
849 HeapFree(GetProcessHeap(), 0, oldArray);
850
851 /* Mark all states dirty to force a proper initialization of the states on the first use of the context
852 */
853 for(state = 0; state <= STATE_HIGHEST; state++) {
854 if (This->StateTable[state].representative)
855 Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
856 }
857
858 This->numContexts++;
859 TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
860 return This->contexts[This->numContexts - 1];
861 }
862
863 /* This function takes care of WineD3D pixel format selection. */
864 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
865 const struct GlPixelFormatDesc *color_format_desc, const struct GlPixelFormatDesc *ds_format_desc,
866 BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
867 {
868 int iPixelFormat=0;
869 unsigned int matchtry;
870 short redBits, greenBits, blueBits, alphaBits, colorBits;
871 short depthBits=0, stencilBits=0;
872
873 struct match_type {
874 BOOL require_aux;
875 BOOL exact_alpha;
876 BOOL exact_color;
877 } matches[] = {
878 /* First, try without alpha match buffers. MacOS supports aux buffers only
879 * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
880 * Then try without aux buffers - this is the most common cause for not
881 * finding a pixel format. Also some drivers(the open source ones)
882 * only offer 32 bit ARB pixel formats. First try without an exact alpha
883 * match, then try without an exact alpha and color match.
884 */
885 { TRUE, TRUE, TRUE },
886 { TRUE, FALSE, TRUE },
887 { FALSE, TRUE, TRUE },
888 { FALSE, FALSE, TRUE },
889 { TRUE, FALSE, FALSE },
890 { FALSE, FALSE, FALSE },
891 };
892
893 int i = 0;
894 int nCfgs = This->adapter->nCfgs;
895
896 TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
897 debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
898 auxBuffers, numSamples, pbuffer, findCompatible);
899
900 if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
901 {
902 ERR("Unable to get color bits for format %s (%#x)!\n",
903 debug_d3dformat(color_format_desc->format), color_format_desc->format);
904 return 0;
905 }
906
907 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
908 * You are able to add a depth + stencil surface at a later stage when you need it.
909 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
910 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
911 * context, need torecreate shaders, textures and other resources.
912 *
913 * The context manager already takes care of the state problem and for the other tasks code from Reset
914 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
915 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
916 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
917 * issue needs to be fixed. */
918 if (ds_format_desc->format != WINED3DFMT_D24S8)
919 {
920 FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
921 ds_format_desc = getFormatDescEntry(WINED3DFMT_D24S8, &This->adapter->gl_info);
922 }
923
924 getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
925
926 for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
927 for(i=0; i<nCfgs; i++) {
928 BOOL exactDepthMatch = TRUE;
929 WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
930
931 /* For now only accept RGBA formats. Perhaps some day we will
932 * allow floating point formats for pbuffers. */
933 if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
934 continue;
935
936 /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
937 if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
938 continue;
939
940 /* We like to have aux buffers in backbuffer mode */
941 if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
942 continue;
943
944 /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
945 if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
946 continue;
947
948 if(matches[matchtry].exact_color) {
949 if(cfg->redSize != redBits)
950 continue;
951 if(cfg->greenSize != greenBits)
952 continue;
953 if(cfg->blueSize != blueBits)
954 continue;
955 } else {
956 if(cfg->redSize < redBits)
957 continue;
958 if(cfg->greenSize < greenBits)
959 continue;
960 if(cfg->blueSize < blueBits)
961 continue;
962 }
963 if(matches[matchtry].exact_alpha) {
964 if(cfg->alphaSize != alphaBits)
965 continue;
966 } else {
967 if(cfg->alphaSize < alphaBits)
968 continue;
969 }
970
971 /* We try to locate a format which matches our requirements exactly. In case of
972 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
973 if(cfg->depthSize < depthBits)
974 continue;
975 else if(cfg->depthSize > depthBits)
976 exactDepthMatch = FALSE;
977
978 /* In all cases make sure the number of stencil bits matches our requirements
979 * even when we don't need stencil because it could affect performance EXCEPT
980 * on cards which don't offer depth formats without stencil like the i915 drivers
981 * on Linux. */
982 if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
983 continue;
984
985 /* Check multisampling support */
986 if(cfg->numSamples != numSamples)
987 continue;
988
989 /* When we have passed all the checks then we have found a format which matches our
990 * requirements. Note that we only check for a limit number of capabilities right now,
991 * so there can easily be a dozen of pixel formats which appear to be the 'same' but
992 * can still differ in things like multisampling, stereo, SRGB and other flags.
993 */
994
995 /* Exit the loop as we have found a format :) */
996 if(exactDepthMatch) {
997 iPixelFormat = cfg->iPixelFormat;
998 break;
999 } else if(!iPixelFormat) {
1000 /* In the end we might end up with a format which doesn't exactly match our depth
1001 * requirements. Accept the first format we found because formats with higher iPixelFormat
1002 * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1003 iPixelFormat = cfg->iPixelFormat;
1004 }
1005 }
1006 }
1007
1008 /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1009 if(!iPixelFormat && !findCompatible) {
1010 ERR("Can't find a suitable iPixelFormat\n");
1011 return FALSE;
1012 } else if(!iPixelFormat) {
1013 PIXELFORMATDESCRIPTOR pfd;
1014
1015 TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1016 /* PixelFormat selection */
1017 ZeroMemory(&pfd, sizeof(pfd));
1018 pfd.nSize = sizeof(pfd);
1019 pfd.nVersion = 1;
1020 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1021 pfd.iPixelType = PFD_TYPE_RGBA;
1022 pfd.cAlphaBits = alphaBits;
1023 pfd.cColorBits = colorBits;
1024 pfd.cDepthBits = depthBits;
1025 pfd.cStencilBits = stencilBits;
1026 pfd.iLayerType = PFD_MAIN_PLANE;
1027
1028 iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1029 if(!iPixelFormat) {
1030 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1031 ERR("Can't find a suitable iPixelFormat\n");
1032 return FALSE;
1033 }
1034 }
1035
1036 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1037 iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1038 return iPixelFormat;
1039 }
1040
1041 /*****************************************************************************
1042 * CreateContext
1043 *
1044 * Creates a new context for a window, or a pbuffer context.
1045 *
1046 * * Params:
1047 * This: Device to activate the context for
1048 * target: Surface this context will render to
1049 * win_handle: handle to the window which we are drawing to
1050 * create_pbuffer: tells whether to create a pbuffer or not
1051 * pPresentParameters: contains the pixelformats to use for onscreen rendering
1052 *
1053 *****************************************************************************/
1054 struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target,
1055 HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms)
1056 {
1057 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
1058 struct wined3d_context *ret = NULL;
1059 HPBUFFERARB pbuffer = NULL;
1060 unsigned int s;
1061 HGLRC ctx;
1062 HDC hdc;
1063
1064 TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
1065
1066 if(create_pbuffer) {
1067 HDC hdc_parent = GetDC(win_handle);
1068 int iPixelFormat = 0;
1069
1070 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
1071 const struct GlPixelFormatDesc *ds_format_desc = StencilSurface
1072 ? ((IWineD3DSurfaceImpl *)StencilSurface)->resource.format_desc
1073 : getFormatDescEntry(WINED3DFMT_UNKNOWN, &This->adapter->gl_info);
1074
1075 /* Try to find a pixel format with pbuffer support. */
1076 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1077 ds_format_desc, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */,
1078 FALSE /* findCompatible */);
1079 if(!iPixelFormat) {
1080 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1081
1082 /* For some reason we weren't able to find a format, try to find something instead of crashing.
1083 * A reason for failure could have been wglChoosePixelFormatARB strictness. */
1084 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1085 ds_format_desc, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */,
1086 TRUE /* findCompatible */);
1087 }
1088
1089 /* This shouldn't happen as ChoosePixelFormat always returns something */
1090 if(!iPixelFormat) {
1091 ERR("Unable to locate a pixel format for a pbuffer\n");
1092 ReleaseDC(win_handle, hdc_parent);
1093 goto out;
1094 }
1095
1096 TRACE("Creating a pBuffer drawable for the new context\n");
1097 pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
1098 if(!pbuffer) {
1099 ERR("Cannot create a pbuffer\n");
1100 ReleaseDC(win_handle, hdc_parent);
1101 goto out;
1102 }
1103
1104 /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
1105 hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
1106 if(!hdc) {
1107 ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
1108 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1109 ReleaseDC(win_handle, hdc_parent);
1110 goto out;
1111 }
1112 ReleaseDC(win_handle, hdc_parent);
1113 } else {
1114 PIXELFORMATDESCRIPTOR pfd;
1115 int iPixelFormat;
1116 int res;
1117 const struct GlPixelFormatDesc *color_format_desc = target->resource.format_desc;
1118 const struct GlPixelFormatDesc *ds_format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN,
1119 &This->adapter->gl_info);
1120 BOOL auxBuffers = FALSE;
1121 int numSamples = 0;
1122
1123 hdc = GetDC(win_handle);
1124 if(hdc == NULL) {
1125 ERR("Cannot retrieve a device context!\n");
1126 goto out;
1127 }
1128
1129 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1130 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
1131 auxBuffers = TRUE;
1132
1133 if (color_format_desc->format == WINED3DFMT_X4R4G4B4)
1134 color_format_desc = getFormatDescEntry(WINED3DFMT_A4R4G4B4, &This->adapter->gl_info);
1135 else if (color_format_desc->format == WINED3DFMT_X8R8G8B8)
1136 color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info);
1137 }
1138
1139 /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
1140 * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
1141 * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
1142 * a format with 8bit alpha, so request A8R8G8B8. */
1143 if (color_format_desc->format == WINED3DFMT_P8)
1144 color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info);
1145
1146 /* Retrieve the depth stencil format from the present parameters.
1147 * The choice of the proper format can give a nice performance boost
1148 * in case of GPU limited programs. */
1149 if(pPresentParms->EnableAutoDepthStencil) {
1150 TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
1151 ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, &This->adapter->gl_info);
1152 }
1153
1154 /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
1155 if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
1156 if(!GL_SUPPORT(ARB_MULTISAMPLE))
1157 ERR("The program is requesting multisampling without support!\n");
1158 else {
1159 ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
1160 numSamples = pPresentParms->MultiSampleType;
1161 }
1162 }
1163
1164 /* Try to find a pixel format which matches our requirements */
1165 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1166 auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
1167
1168 /* Try to locate a compatible format if we weren't able to find anything */
1169 if(!iPixelFormat) {
1170 TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1171 iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1172 auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
1173 }
1174
1175 /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1176 if(!iPixelFormat) {
1177 ERR("Can't find a suitable iPixelFormat\n");
1178 return NULL;
1179 }
1180
1181 DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
1182 res = SetPixelFormat(hdc, iPixelFormat, NULL);
1183 if(!res) {
1184 int oldPixelFormat = GetPixelFormat(hdc);
1185
1186 /* By default WGL doesn't allow pixel format adjustments but we need it here.
1187 * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
1188 * set the pixel format multiple times. Only use it when it is really needed. */
1189
1190 if(oldPixelFormat == iPixelFormat) {
1191 /* We don't have to do anything as the formats are the same :) */
1192 } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
1193 res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
1194
1195 if(!res) {
1196 ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1197 return NULL;
1198 }
1199 } else if(oldPixelFormat) {
1200 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
1201 * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
1202 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
1203 } else {
1204 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1205 return NULL;
1206 }
1207 }
1208 }
1209
1210 ctx = pwglCreateContext(hdc);
1211 if (This->numContexts)
1212 {
1213 if (!pwglShareLists(This->contexts[0]->glCtx, ctx))
1214 {
1215 DWORD err = GetLastError();
1216 ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1217 This->contexts[0]->glCtx, ctx, err);
1218 }
1219 }
1220
1221 if(!ctx) {
1222 ERR("Failed to create a WGL context\n");
1223 if(create_pbuffer) {
1224 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1225 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1226 }
1227 goto out;
1228 }
1229 ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
1230 if(!ret) {
1231 ERR("Failed to add the newly created context to the context list\n");
1232 if (!pwglDeleteContext(ctx))
1233 {
1234 DWORD err = GetLastError();
1235 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1236 }
1237 if(create_pbuffer) {
1238 GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1239 GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1240 }
1241 goto out;
1242 }
1243 ret->gl_info = &This->adapter->gl_info;
1244 ret->surface = (IWineD3DSurface *) target;
1245 ret->current_rt = (IWineD3DSurface *)target;
1246 ret->isPBuffer = create_pbuffer;
1247 ret->tid = GetCurrentThreadId();
1248 if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
1249 /* Create the dirty constants array and initialize them to dirty */
1250 ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1251 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1252 ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1253 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1254 memset(ret->vshader_const_dirty, 1,
1255 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1256 memset(ret->pshader_const_dirty, 1,
1257 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1258 }
1259
1260 ret->free_occlusion_query_size = 4;
1261 ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1262 ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1263 if (!ret->free_occlusion_queries) goto out;
1264
1265 list_init(&ret->occlusion_queries);
1266
1267 ret->free_event_query_size = 4;
1268 ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1269 ret->free_event_query_size * sizeof(*ret->free_event_queries));
1270 if (!ret->free_event_queries) goto out;
1271
1272 list_init(&ret->event_queries);
1273
1274 TRACE("Successfully created new context %p\n", ret);
1275
1276 list_init(&ret->fbo_list);
1277
1278 /* Set up the context defaults */
1279 if (!context_set_current(ret))
1280 {
1281 ERR("Cannot activate context to set up defaults\n");
1282 goto out;
1283 }
1284
1285 ENTER_GL();
1286
1287 glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1288
1289 TRACE("Setting up the screen\n");
1290 /* Clear the screen */
1291 glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1292 checkGLcall("glClearColor");
1293 glClearIndex(0);
1294 glClearDepth(1);
1295 glClearStencil(0xffff);
1296
1297 checkGLcall("glClear");
1298
1299 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1300 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1301
1302 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1303 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1304
1305 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1306 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1307
1308 glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
1309 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
1310 glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
1311 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
1312
1313 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
1314 /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1315 * and textures in DIB sections(due to the memory protection).
1316 */
1317 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1318 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1319 }
1320 if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
1321 /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1322 * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1323 * GL_VERTEX_BLEND_ARB isn't enabled too
1324 */
1325 glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1326 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1327 }
1328 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1329 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1330 * the previous texture where to source the offset from is always unit - 1.
1331 */
1332 for(s = 1; s < GL_LIMITS(textures); s++) {
1333 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1334 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1335 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1336 }
1337 }
1338 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1339 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1340 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1341 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1342 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1343 * is ever assigned.
1344 *
1345 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1346 * program and the dummy program is destroyed when the context is destroyed.
1347 */
1348 const char *dummy_program =
1349 "!!ARBfp1.0\n"
1350 "MOV result.color, fragment.color.primary;\n"
1351 "END\n";
1352 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1353 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1354 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1355 }
1356
1357 for(s = 0; s < GL_LIMITS(point_sprite_units); s++) {
1358 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1359 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1360 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1361 }
1362
1363 if (GL_SUPPORT(EXT_PROVOKING_VERTEX))
1364 {
1365 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1366 }
1367
1368 LEAVE_GL();
1369
1370 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1371
1372 return ret;
1373
1374 out:
1375 if (ret)
1376 {
1377 HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1378 HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1379 HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1380 HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1381 HeapFree(GetProcessHeap(), 0, ret);
1382 }
1383 return NULL;
1384 }
1385
1386 /*****************************************************************************
1387 * RemoveContextFromArray
1388 *
1389 * Removes a context from the context manager. The opengl context is not
1390 * destroyed or unset. context is not a valid pointer after that call.
1391 *
1392 * Similar to the former call this isn't a performance critical function. A
1393 * helper function for DestroyContext.
1394 *
1395 * Params:
1396 * This: Device to activate the context for
1397 * context: Context to remove
1398 *
1399 *****************************************************************************/
1400 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1401 {
1402 struct wined3d_context **new_array;
1403 BOOL found = FALSE;
1404 UINT i;
1405
1406 TRACE("Removing ctx %p\n", context);
1407
1408 for (i = 0; i < This->numContexts; ++i)
1409 {
1410 if (This->contexts[i] == context)
1411 {
1412 found = TRUE;
1413 break;
1414 }
1415 }
1416
1417 if (!found)
1418 {
1419 ERR("Context %p doesn't exist in context array\n", context);
1420 return;
1421 }
1422
1423 while (i < This->numContexts - 1)
1424 {
1425 This->contexts[i] = This->contexts[i + 1];
1426 ++i;
1427 }
1428
1429 --This->numContexts;
1430 if (!This->numContexts)
1431 {
1432 HeapFree(GetProcessHeap(), 0, This->contexts);
1433 This->contexts = NULL;
1434 return;
1435 }
1436
1437 new_array = HeapReAlloc(GetProcessHeap(), 0, This->contexts, This->numContexts * sizeof(*This->contexts));
1438 if (!new_array)
1439 {
1440 ERR("Failed to shrink context array. Oh well.\n");
1441 return;
1442 }
1443
1444 This->contexts = new_array;
1445 }
1446
1447 /*****************************************************************************
1448 * DestroyContext
1449 *
1450 * Destroys a wineD3DContext
1451 *
1452 * Params:
1453 * This: Device to activate the context for
1454 * context: Context to destroy
1455 *
1456 *****************************************************************************/
1457 void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1458 {
1459 BOOL destroy;
1460
1461 TRACE("Destroying ctx %p\n", context);
1462
1463 if (context->tid == GetCurrentThreadId() || !context->current)
1464 {
1465 context_destroy_gl_resources(context);
1466 destroy = TRUE;
1467
1468 if (!context_set_current(NULL))
1469 {
1470 ERR("Failed to clear current D3D context.\n");
1471 }
1472 }
1473 else
1474 {
1475 context->destroyed = 1;
1476 destroy = FALSE;
1477 }
1478
1479 HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1480 HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1481 RemoveContextFromArray(This, context);
1482 if (destroy) HeapFree(GetProcessHeap(), 0, context);
1483 }
1484
1485 /* GL locking is done by the caller */
1486 static inline void set_blit_dimension(UINT width, UINT height) {
1487 glMatrixMode(GL_PROJECTION);
1488 checkGLcall("glMatrixMode(GL_PROJECTION)");
1489 glLoadIdentity();
1490 checkGLcall("glLoadIdentity()");
1491 glOrtho(0, width, height, 0, 0.0, -1.0);
1492 checkGLcall("glOrtho");
1493 glViewport(0, 0, width, height);
1494 checkGLcall("glViewport");
1495 }
1496
1497 /*****************************************************************************
1498 * SetupForBlit
1499 *
1500 * Sets up a context for DirectDraw blitting.
1501 * All texture units are disabled, texture unit 0 is set as current unit
1502 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1503 * color writing enabled for all channels
1504 * register combiners disabled, shaders disabled
1505 * world matrix is set to identity, texture matrix 0 too
1506 * projection matrix is setup for drawing screen coordinates
1507 *
1508 * Params:
1509 * This: Device to activate the context for
1510 * context: Context to setup
1511 * width: render target width
1512 * height: render target height
1513 *
1514 *****************************************************************************/
1515 /* Context activation is done by the caller. */
1516 static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context, UINT width, UINT height)
1517 {
1518 int i;
1519 const struct StateEntry *StateTable = This->StateTable;
1520 const struct wined3d_gl_info *gl_info = context->gl_info;
1521 DWORD sampler;
1522
1523 TRACE("Setting up context %p for blitting\n", context);
1524 if(context->last_was_blit) {
1525 if(context->blit_w != width || context->blit_h != height) {
1526 ENTER_GL();
1527 set_blit_dimension(width, height);
1528 LEAVE_GL();
1529 context->blit_w = width; context->blit_h = height;
1530 /* No need to dirtify here, the states are still dirtified because they weren't
1531 * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1532 * be set
1533 */
1534 }
1535 TRACE("Context is already set up for blitting, nothing to do\n");
1536 return;
1537 }
1538 context->last_was_blit = TRUE;
1539
1540 /* TODO: Use a display list */
1541
1542 /* Disable shaders */
1543 ENTER_GL();
1544 This->shader_backend->shader_select(context, FALSE, FALSE);
1545 LEAVE_GL();
1546
1547 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1548 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1549
1550 /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1551 * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1552 * which can safely be called from here, we only lock once instead locking/unlocking
1553 * after each GL call.
1554 */
1555 ENTER_GL();
1556
1557 /* Disable all textures. The caller can then bind a texture it wants to blit
1558 * from
1559 *
1560 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1561 * function texture unit. No need to care for higher samplers
1562 */
1563 for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
1564 sampler = This->rev_tex_unit_map[i];
1565 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1566 checkGLcall("glActiveTextureARB");
1567
1568 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1569 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1570 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1571 }
1572 glDisable(GL_TEXTURE_3D);
1573 checkGLcall("glDisable GL_TEXTURE_3D");
1574 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1575 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1576 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1577 }
1578 glDisable(GL_TEXTURE_2D);
1579 checkGLcall("glDisable GL_TEXTURE_2D");
1580
1581 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1582 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1583
1584 if (sampler != WINED3D_UNMAPPED_STAGE)
1585 {
1586 if (sampler < MAX_TEXTURES) {
1587 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1588 }
1589 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1590 }
1591 }
1592 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1593 checkGLcall("glActiveTextureARB");
1594
1595 sampler = This->rev_tex_unit_map[0];
1596
1597 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1598 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1599 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1600 }
1601 glDisable(GL_TEXTURE_3D);
1602 checkGLcall("glDisable GL_TEXTURE_3D");
1603 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1604 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1605 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1606 }
1607 glDisable(GL_TEXTURE_2D);
1608 checkGLcall("glDisable GL_TEXTURE_2D");
1609
1610 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1611
1612 glMatrixMode(GL_TEXTURE);
1613 checkGLcall("glMatrixMode(GL_TEXTURE)");
1614 glLoadIdentity();
1615 checkGLcall("glLoadIdentity()");
1616
1617 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1618 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1619 GL_TEXTURE_LOD_BIAS_EXT,
1620 0.0f);
1621 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1622 }
1623
1624 if (sampler != WINED3D_UNMAPPED_STAGE)
1625 {
1626 if (sampler < MAX_TEXTURES) {
1627 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1628 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1629 }
1630 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1631 }
1632
1633 /* Other misc states */
1634 glDisable(GL_ALPHA_TEST);
1635 checkGLcall("glDisable(GL_ALPHA_TEST)");
1636 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1637 glDisable(GL_LIGHTING);
1638 checkGLcall("glDisable GL_LIGHTING");
1639 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1640 glDisable(GL_DEPTH_TEST);
1641 checkGLcall("glDisable GL_DEPTH_TEST");
1642 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1643 glDisableWINE(GL_FOG);
1644 checkGLcall("glDisable GL_FOG");
1645 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1646 glDisable(GL_BLEND);
1647 checkGLcall("glDisable GL_BLEND");
1648 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1649 glDisable(GL_CULL_FACE);
1650 checkGLcall("glDisable GL_CULL_FACE");
1651 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1652 glDisable(GL_STENCIL_TEST);
1653 checkGLcall("glDisable GL_STENCIL_TEST");
1654 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1655 glDisable(GL_SCISSOR_TEST);
1656 checkGLcall("glDisable GL_SCISSOR_TEST");
1657 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1658 if(GL_SUPPORT(ARB_POINT_SPRITE)) {
1659 glDisable(GL_POINT_SPRITE_ARB);
1660 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1661 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1662 }
1663 glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1664 checkGLcall("glColorMask");
1665 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1666 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
1667 glDisable(GL_COLOR_SUM_EXT);
1668 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1669 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1670 }
1671
1672 /* Setup transforms */
1673 glMatrixMode(GL_MODELVIEW);
1674 checkGLcall("glMatrixMode(GL_MODELVIEW)");
1675 glLoadIdentity();
1676 checkGLcall("glLoadIdentity()");
1677 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1678
1679 context->last_was_rhw = TRUE;
1680 Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1681
1682 glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1683 glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1684 glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1685 glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1686 glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1687 glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1688 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1689
1690 set_blit_dimension(width, height);
1691
1692 LEAVE_GL();
1693
1694 context->blit_w = width; context->blit_h = height;
1695 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1696 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1697
1698
1699 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1700 }
1701
1702 /*****************************************************************************
1703 * findThreadContextForSwapChain
1704 *
1705 * Searches a swapchain for all contexts and picks one for the thread tid.
1706 * If none can be found the swapchain is requested to create a new context
1707 *
1708 *****************************************************************************/
1709 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1710 {
1711 unsigned int i;
1712
1713 for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1714 if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1715 return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1716 }
1717
1718 }
1719
1720 /* Create a new context for the thread */
1721 return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
1722 }
1723
1724 /*****************************************************************************
1725 * FindContext
1726 *
1727 * Finds a context for the current render target and thread
1728 *
1729 * Parameters:
1730 * target: Render target to find the context for
1731 * tid: Thread to activate the context for
1732 *
1733 * Returns: The needed context
1734 *
1735 *****************************************************************************/
1736 static inline struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid)
1737 {
1738 IWineD3DSwapChain *swapchain = NULL;
1739 struct wined3d_context *current_context = context_get_current();
1740 const struct StateEntry *StateTable = This->StateTable;
1741 struct wined3d_context *context;
1742 BOOL old_render_offscreen;
1743
1744 if (current_context && current_context->destroyed) current_context = NULL;
1745
1746 if (!target)
1747 {
1748 if (current_context
1749 && current_context->current_rt
1750 && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1751 {
1752 target = current_context->current_rt;
1753 }
1754 else
1755 {
1756 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1757 if (swapchain->backBuffer) target = swapchain->backBuffer[0];
1758 else target = swapchain->frontBuffer;
1759 }
1760 }
1761
1762 if (current_context && current_context->current_rt == target)
1763 {
1764 return current_context;
1765 }
1766
1767 if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1768 TRACE("Rendering onscreen\n");
1769
1770 context = findThreadContextForSwapChain(swapchain, tid);
1771
1772 old_render_offscreen = context->render_offscreen;
1773 context->render_offscreen = FALSE;
1774 /* The context != This->activeContext will catch a NOP context change. This can occur
1775 * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1776 * rendering. No context change is needed in that case
1777 */
1778
1779 if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1780 if(This->pbufferContext && tid == This->pbufferContext->tid) {
1781 This->pbufferContext->tid = 0;
1782 }
1783 }
1784 IWineD3DSwapChain_Release(swapchain);
1785 }
1786 else
1787 {
1788 TRACE("Rendering offscreen\n");
1789
1790 retry:
1791 if (wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER)
1792 {
1793 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *)target;
1794 if (!This->pbufferContext
1795 || This->pbufferWidth < targetimpl->currentDesc.Width
1796 || This->pbufferHeight < targetimpl->currentDesc.Height)
1797 {
1798 if (This->pbufferContext) DestroyContext(This, This->pbufferContext);
1799
1800 /* The display is irrelevant here, the window is 0. But
1801 * CreateContext needs a valid X connection. Create the context
1802 * on the same server as the primary swapchain. The primary
1803 * swapchain is exists at this point. */
1804 This->pbufferContext = CreateContext(This, targetimpl,
1805 ((IWineD3DSwapChainImpl *)This->swapchains[0])->context[0]->win_handle,
1806 TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
1807 This->pbufferWidth = targetimpl->currentDesc.Width;
1808 This->pbufferHeight = targetimpl->currentDesc.Height;
1809 }
1810
1811 if (This->pbufferContext)
1812 {
1813 if (This->pbufferContext->tid && This->pbufferContext->tid != tid)
1814 {
1815 FIXME("The PBuffer context is only supported for one thread for now!\n");
1816 }
1817 This->pbufferContext->tid = tid;
1818 context = This->pbufferContext;
1819 }
1820 else
1821 {
1822 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering.\n");
1823 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1824 goto retry;
1825 }
1826 }
1827 else
1828 {
1829 /* Stay with the currently active context. */
1830 if (current_context
1831 && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1832 {
1833 context = current_context;
1834 }
1835 else
1836 {
1837 /* This may happen if the app jumps straight into offscreen rendering
1838 * Start using the context of the primary swapchain. tid == 0 is no problem
1839 * for findThreadContextForSwapChain.
1840 *
1841 * Can also happen on thread switches - in that case findThreadContextForSwapChain
1842 * is perfect to call. */
1843 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1844 }
1845 }
1846
1847 old_render_offscreen = context->render_offscreen;
1848 context->render_offscreen = TRUE;
1849 }
1850
1851 if (context->render_offscreen != old_render_offscreen)
1852 {
1853 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1854 Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1855 Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1856 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1857 Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1858 }
1859
1860 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1861 * the alpha blend state changes with different render target formats. */
1862 if (!context->current_rt)
1863 {
1864 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1865 }
1866 else
1867 {
1868 const struct GlPixelFormatDesc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
1869 const struct GlPixelFormatDesc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
1870
1871 if (old->format != new->format)
1872 {
1873 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
1874 if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
1875 || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
1876 {
1877 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1878 }
1879 }
1880
1881 /* When switching away from an offscreen render target, and we're not
1882 * using FBOs, we have to read the drawable into the texture. This is
1883 * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
1884 * are some things that need care though. PreLoad needs a GL context,
1885 * and FindContext is called before the context is activated. It also
1886 * has to be called with the old rendertarget active, otherwise a
1887 * wrong drawable is read. */
1888 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
1889 && old_render_offscreen && context->current_rt != target)
1890 {
1891 BOOL oldInDraw = This->isInDraw;
1892
1893 /* surface_internal_preload() requires a context to load the
1894 * texture, so it will call ActivateContext. Set isInDraw to true
1895 * to signal surface_internal_preload() that it has a context. */
1896
1897 /* FIXME: This is just broken. There's no guarantee whatsoever
1898 * that the currently active context, if any, is appropriate for
1899 * reading back the render target. We should probably call
1900 * context_set_current(context) here and then rely on
1901 * ActivateContext() doing the right thing. */
1902 This->isInDraw = TRUE;
1903
1904 /* Read the back buffer of the old drawable into the destination texture. */
1905 if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
1906 {
1907 surface_internal_preload(context->current_rt, SRGB_BOTH);
1908 }
1909 else
1910 {
1911 surface_internal_preload(context->current_rt, SRGB_RGB);
1912 }
1913
1914 IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
1915
1916 This->isInDraw = oldInDraw;
1917 }
1918 }
1919
1920 context->draw_buffer_dirty = TRUE;
1921 context->current_rt = target;
1922
1923 return context;
1924 }
1925
1926 /* Context activation is done by the caller. */
1927 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
1928 {
1929 const struct wined3d_gl_info *gl_info = context->gl_info;
1930 IWineD3DSurface *rt = context->current_rt;
1931 IWineD3DSwapChain *swapchain;
1932 IWineD3DDeviceImpl *device;
1933
1934 device = ((IWineD3DSurfaceImpl *)rt)->resource.wineD3DDevice;
1935 if (SUCCEEDED(IWineD3DSurface_GetContainer(rt, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1936 {
1937 IWineD3DSwapChain_Release((IUnknown *)swapchain);
1938 ENTER_GL();
1939 glDrawBuffer(surface_get_gl_buffer(rt, swapchain));
1940 checkGLcall("glDrawBuffers()");
1941 LEAVE_GL();
1942 }
1943 else
1944 {
1945 ENTER_GL();
1946 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1947 {
1948 if (!blit)
1949 {
1950 if (GL_SUPPORT(ARB_DRAW_BUFFERS))
1951 {
1952 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), device->draw_buffers));
1953 checkGLcall("glDrawBuffers()");
1954 }
1955 else
1956 {
1957 glDrawBuffer(device->draw_buffers[0]);
1958 checkGLcall("glDrawBuffer()");
1959 }
1960 } else {
1961 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
1962 checkGLcall("glDrawBuffer()");
1963 }
1964 }
1965 else
1966 {
1967 glDrawBuffer(device->offscreenBuffer);
1968 checkGLcall("glDrawBuffer()");
1969 }
1970 LEAVE_GL();
1971 }
1972 }
1973
1974 /*****************************************************************************
1975 * ActivateContext
1976 *
1977 * Finds a rendering context and drawable matching the device and render
1978 * target for the current thread, activates them and puts them into the
1979 * requested state.
1980 *
1981 * Params:
1982 * This: Device to activate the context for
1983 * target: Requested render target
1984 * usage: Prepares the context for blitting, drawing or other actions
1985 *
1986 *****************************************************************************/
1987 struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage)
1988 {
1989 struct wined3d_context *current_context = context_get_current();
1990 DWORD tid = GetCurrentThreadId();
1991 DWORD i, dirtyState, idx;
1992 BYTE shift;
1993 const struct StateEntry *StateTable = This->StateTable;
1994 const struct wined3d_gl_info *gl_info;
1995 struct wined3d_context *context;
1996
1997 TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
1998
1999 context = FindContext(This, target, tid);
2000
2001 gl_info = context->gl_info;
2002
2003 /* Activate the opengl context */
2004 if (context != current_context)
2005 {
2006 if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2007 else This->frag_pipe->enable_extension((IWineD3DDevice *)This, !context->last_was_blit);
2008
2009 if (context->vshader_const_dirty)
2010 {
2011 memset(context->vshader_const_dirty, 1,
2012 sizeof(*context->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
2013 This->highest_dirty_vs_const = GL_LIMITS(vshader_constantsF);
2014 }
2015 if (context->pshader_const_dirty)
2016 {
2017 memset(context->pshader_const_dirty, 1,
2018 sizeof(*context->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
2019 This->highest_dirty_ps_const = GL_LIMITS(pshader_constantsF);
2020 }
2021 }
2022
2023 switch (usage) {
2024 case CTXUSAGE_CLEAR:
2025 case CTXUSAGE_DRAWPRIM:
2026 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2027 ENTER_GL();
2028 context_apply_fbo_state(context);
2029 LEAVE_GL();
2030 }
2031 if (context->draw_buffer_dirty) {
2032 context_apply_draw_buffer(context, FALSE);
2033 context->draw_buffer_dirty = FALSE;
2034 }
2035 break;
2036
2037 case CTXUSAGE_BLIT:
2038 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2039 if (context->render_offscreen)
2040 {
2041 FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
2042 ENTER_GL();
2043 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
2044 context_attach_surface_fbo(context, GL_FRAMEBUFFER_EXT, 0, target);
2045 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, NULL, FALSE);
2046 LEAVE_GL();
2047 } else {
2048 ENTER_GL();
2049 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
2050 LEAVE_GL();
2051 }
2052 context->draw_buffer_dirty = TRUE;
2053 }
2054 if (context->draw_buffer_dirty) {
2055 context_apply_draw_buffer(context, TRUE);
2056 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
2057 context->draw_buffer_dirty = FALSE;
2058 }
2059 }
2060 break;
2061
2062 default:
2063 break;
2064 }
2065
2066 switch(usage) {
2067 case CTXUSAGE_RESOURCELOAD:
2068 /* This does not require any special states to be set up */
2069 break;
2070
2071 case CTXUSAGE_CLEAR:
2072 if(context->last_was_blit) {
2073 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
2074 }
2075
2076 /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
2077 * blending when clearing improves the clearing performance incredibly.
2078 */
2079 ENTER_GL();
2080 glDisable(GL_BLEND);
2081 LEAVE_GL();
2082 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2083
2084 ENTER_GL();
2085 glEnable(GL_SCISSOR_TEST);
2086 checkGLcall("glEnable GL_SCISSOR_TEST");
2087 LEAVE_GL();
2088 context->last_was_blit = FALSE;
2089 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
2090 Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
2091 break;
2092
2093 case CTXUSAGE_DRAWPRIM:
2094 /* This needs all dirty states applied */
2095 if(context->last_was_blit) {
2096 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
2097 }
2098
2099 IWineD3DDeviceImpl_FindTexUnitMap(This);
2100
2101 ENTER_GL();
2102 for(i=0; i < context->numDirtyEntries; i++) {
2103 dirtyState = context->dirtyArray[i];
2104 idx = dirtyState >> 5;
2105 shift = dirtyState & 0x1f;
2106 context->isStateDirty[idx] &= ~(1 << shift);
2107 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
2108 }
2109 LEAVE_GL();
2110 context->numDirtyEntries = 0; /* This makes the whole list clean */
2111 context->last_was_blit = FALSE;
2112 break;
2113
2114 case CTXUSAGE_BLIT:
2115 SetupForBlit(This, context,
2116 ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
2117 ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
2118 break;
2119
2120 default:
2121 FIXME("Unexpected context usage requested\n");
2122 }
2123
2124 return context;
2125 }