/*
* Context and render target management in wined3d
*
- * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
+ * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
* Copyright 2009-2011 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
-#include <config.h>
-#include <wine/port.h>
-
-//#include <stdio.h>
-#ifdef HAVE_FLOAT_H
-# include <float.h>
-#endif
-
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
+WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
+WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous);
+
+#define WINED3D_MAX_FBO_ENTRIES 64
+#define WINED3D_ALL_LAYERS (~0u)
static DWORD wined3d_context_tls_idx;
/* FBO helper functions */
/* Context activation is done by the caller. */
-static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
+static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint fbo)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
- GLuint f;
-
- if (!fbo)
- {
- f = 0;
- }
- else
- {
- if (!*fbo)
- {
- gl_info->fbo_ops.glGenFramebuffers(1, fbo);
- checkGLcall("glGenFramebuffers()");
- TRACE("Created FBO %u.\n", *fbo);
- }
- f = *fbo;
- }
switch (target)
{
case GL_READ_FRAMEBUFFER:
- if (context->fbo_read_binding == f) return;
- context->fbo_read_binding = f;
+ if (context->fbo_read_binding == fbo) return;
+ context->fbo_read_binding = fbo;
break;
case GL_DRAW_FRAMEBUFFER:
- if (context->fbo_draw_binding == f) return;
- context->fbo_draw_binding = f;
+ if (context->fbo_draw_binding == fbo) return;
+ context->fbo_draw_binding = fbo;
break;
case GL_FRAMEBUFFER:
- if (context->fbo_read_binding == f
- && context->fbo_draw_binding == f) return;
- context->fbo_read_binding = f;
- context->fbo_draw_binding = f;
+ if (context->fbo_read_binding == fbo
+ && context->fbo_draw_binding == fbo) return;
+ context->fbo_read_binding = fbo;
+ context->fbo_draw_binding = fbo;
break;
default:
break;
}
- gl_info->fbo_ops.glBindFramebuffer(target, f);
+ gl_info->fbo_ops.glBindFramebuffer(target, fbo);
checkGLcall("glBindFramebuffer()");
}
}
/* Context activation is done by the caller. */
-static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
+static void context_destroy_fbo(struct wined3d_context *context, GLuint fbo)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
- context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
+ context_bind_fbo(context, GL_FRAMEBUFFER, 0);
- gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
+ gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
checkGLcall("glDeleteFramebuffers()");
}
static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
- GLenum fbo_target, DWORD format_flags, GLuint rb)
+ GLenum fbo_target, DWORD flags, GLuint rb)
{
- if (format_flags & WINED3DFMT_FLAG_DEPTH)
+ if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
{
gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
checkGLcall("glFramebufferRenderbuffer()");
}
- if (format_flags & WINED3DFMT_FLAG_STENCIL)
+ if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
{
gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
checkGLcall("glFramebufferRenderbuffer()");
}
}
+static void context_attach_gl_texture_fbo(struct wined3d_context *context,
+ GLenum fbo_target, GLenum attachment, const struct wined3d_fbo_resource *resource)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+
+ if (!resource)
+ {
+ gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, GL_TEXTURE_2D, 0, 0);
+ }
+ else if (resource->layer == WINED3D_ALL_LAYERS)
+ {
+ if (!gl_info->fbo_ops.glFramebufferTexture)
+ {
+ FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
+ return;
+ }
+
+ gl_info->fbo_ops.glFramebufferTexture(fbo_target, attachment,
+ resource->object, resource->level);
+ }
+ else if (resource->target == GL_TEXTURE_1D_ARRAY || resource->target == GL_TEXTURE_2D_ARRAY ||
+ resource->target == GL_TEXTURE_3D)
+ {
+ if (!gl_info->fbo_ops.glFramebufferTextureLayer)
+ {
+ FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
+ return;
+ }
+
+ gl_info->fbo_ops.glFramebufferTextureLayer(fbo_target, attachment,
+ resource->object, resource->level, resource->layer);
+ }
+ else if (resource->target == GL_TEXTURE_1D)
+ {
+ gl_info->fbo_ops.glFramebufferTexture1D(fbo_target, attachment,
+ resource->target, resource->object, resource->level);
+ checkGLcall("glFramebufferTexture1D()");
+ }
+ else
+ {
+ gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment,
+ resource->target, resource->object, resource->level);
+ }
+ checkGLcall("attach texture to fbo");
+}
+
/* Context activation is done by the caller. */
static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
- GLenum fbo_target, struct wined3d_surface *depth_stencil, DWORD location)
+ GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
+ DWORD flags)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
- TRACE("Attach depth stencil %p\n", depth_stencil);
-
- if (depth_stencil)
+ if (resource->object)
{
- DWORD format_flags = depth_stencil->resource.format->flags;
+ TRACE("Attach depth stencil %u.\n", resource->object);
- if (depth_stencil->current_renderbuffer)
+ if (rb_namespace)
{
context_attach_depth_stencil_rb(gl_info, fbo_target,
- format_flags, depth_stencil->current_renderbuffer->id);
+ flags, resource->object);
}
else
{
- switch (location)
- {
- case SFLAG_INTEXTURE:
- case SFLAG_INSRGBTEX:
- surface_prepare_texture(depth_stencil, context, FALSE);
+ if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
+ context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, resource);
- if (format_flags & WINED3DFMT_FLAG_DEPTH)
- {
- gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
- depth_stencil->texture_target, depth_stencil->texture_name,
- depth_stencil->texture_level);
- checkGLcall("glFramebufferTexture2D()");
- }
+ if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
+ context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, resource);
+ }
- if (format_flags & WINED3DFMT_FLAG_STENCIL)
- {
- gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
- depth_stencil->texture_target, depth_stencil->texture_name,
- depth_stencil->texture_level);
- checkGLcall("glFramebufferTexture2D()");
- }
- break;
+ if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH))
+ context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
- case SFLAG_INRB_MULTISAMPLE:
- surface_prepare_rb(depth_stencil, gl_info, TRUE);
- context_attach_depth_stencil_rb(gl_info, fbo_target,
- format_flags, depth_stencil->rb_multisample);
- break;
+ if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL))
+ context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
+ }
+ else
+ {
+ TRACE("Attach depth stencil 0.\n");
- case SFLAG_INRB_RESOLVED:
- surface_prepare_rb(depth_stencil, gl_info, FALSE);
- context_attach_depth_stencil_rb(gl_info, fbo_target,
- format_flags, depth_stencil->rb_resolved);
- break;
+ context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
+ context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
+ }
+}
- default:
- ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
- break;
- }
- }
+/* Context activation is done by the caller. */
+static void context_attach_surface_fbo(struct wined3d_context *context,
+ GLenum fbo_target, DWORD idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+
+ TRACE("Attach GL object %u to %u.\n", resource->object, idx);
+
+ if (resource->object)
+ {
- if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
+ if (rb_namespace)
{
- gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
- checkGLcall("glFramebufferTexture2D()");
+ gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
+ GL_RENDERBUFFER, resource->object);
+ checkGLcall("glFramebufferRenderbuffer()");
}
-
- if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
+ else
{
- gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
- checkGLcall("glFramebufferTexture2D()");
+ context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
}
}
else
{
- gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
- checkGLcall("glFramebufferTexture2D()");
-
- gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
- checkGLcall("glFramebufferTexture2D()");
+ context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, NULL);
}
}
-/* Context activation is done by the caller. */
-static void context_attach_surface_fbo(struct wined3d_context *context,
- GLenum fbo_target, DWORD idx, struct wined3d_surface *surface, DWORD location)
+static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, GLenum target,
+ GLenum attachment)
{
- const struct wined3d_gl_info *gl_info = context->gl_info;
+ static const struct
+ {
+ GLenum target;
+ GLenum binding;
+ const char *str;
+ enum wined3d_gl_extension extension;
+ }
+ texture_type[] =
+ {
+ {GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, "2d", WINED3D_GL_EXT_NONE},
+ {GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BINDING_RECTANGLE_ARB, "rectangle", ARB_TEXTURE_RECTANGLE},
+ {GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, "2d-array", EXT_TEXTURE_ARRAY},
+ };
+
+ GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target;
- TRACE("Attach surface %p to %u\n", surface, idx);
+ gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
+ GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
+ gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
+ GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
- if (surface && surface->resource.format->id != WINED3DFMT_NULL)
+ if (type == GL_RENDERBUFFER)
+ {
+ gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, name);
+ gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
+ gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
+ if (gl_info->limits.samples > 1)
+ gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
+ else
+ samples = 1;
+ gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt);
+ FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
+ debug_fboattachment(attachment), name, width, height, samples, fmt);
+ }
+ else if (type == GL_TEXTURE)
{
- BOOL srgb;
+ const char *tex_type_str;
+
+ gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
+ GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &level);
+ gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
+ GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, &face);
- switch (location)
+ if (face)
{
- case SFLAG_INTEXTURE:
- case SFLAG_INSRGBTEX:
- srgb = location == SFLAG_INSRGBTEX;
- surface_prepare_texture(surface, context, srgb);
- gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
- surface->texture_target, surface_get_texture_name(surface, gl_info, srgb),
- surface->texture_level);
- checkGLcall("glFramebufferTexture2D()");
- break;
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &old_texture);
- case SFLAG_INRB_MULTISAMPLE:
- surface_prepare_rb(surface, gl_info, TRUE);
- gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
- GL_RENDERBUFFER, surface->rb_multisample);
- checkGLcall("glFramebufferRenderbuffer()");
- break;
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, name);
+ gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(face, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
+ gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(face, level, GL_TEXTURE_WIDTH, &width);
+ gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(face, level, GL_TEXTURE_HEIGHT, &height);
- case SFLAG_INRB_RESOLVED:
- surface_prepare_rb(surface, gl_info, FALSE);
- gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
- GL_RENDERBUFFER, surface->rb_resolved);
- checkGLcall("glFramebufferRenderbuffer()");
- break;
+ tex_target = GL_TEXTURE_CUBE_MAP;
+ tex_type_str = "cube";
+ }
+ else
+ {
+ unsigned int i;
- default:
- ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
- break;
+ tex_type_str = NULL;
+ for (i = 0; i < sizeof(texture_type) / sizeof(*texture_type); ++i)
+ {
+ if (!gl_info->supported[texture_type[i].extension])
+ continue;
+
+ gl_info->gl_ops.gl.p_glGetIntegerv(texture_type[i].binding, &old_texture);
+ while (gl_info->gl_ops.gl.p_glGetError());
+
+ gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, name);
+ if (!gl_info->gl_ops.gl.p_glGetError())
+ {
+ tex_target = texture_type[i].target;
+ tex_type_str = texture_type[i].str;
+ break;
+ }
+ gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, old_texture);
+ }
+ if (!tex_type_str)
+ {
+ FIXME("Cannot find type of texture %d.\n", name);
+ return;
+ }
+
+ gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
+ gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_WIDTH, &width);
+ gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_HEIGHT, &height);
}
+
+ FIXME(" %s: %s texture %d, %dx%d, format %#x.\n", debug_fboattachment(attachment),
+ tex_type_str, name, width, height, fmt);
+
+ gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture);
+ checkGLcall("Guess texture type");
+ }
+ else if (type == GL_NONE)
+ {
+ FIXME(" %s: NONE.\n", debug_fboattachment(attachment));
}
else
{
- gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
- checkGLcall("glFramebufferTexture2D()");
+ ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type);
}
}
}
else
{
- const struct wined3d_surface *attachment;
unsigned int i;
FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
return;
}
- FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
- context->current_fbo->location);
+ context_dump_fbo_attachment(gl_info, target, GL_DEPTH_ATTACHMENT);
+ context_dump_fbo_attachment(gl_info, target, GL_STENCIL_ATTACHMENT);
- /* Dump the FBO attachments */
for (i = 0; i < gl_info->limits.buffers; ++i)
- {
- attachment = context->current_fbo->render_targets[i];
- if (attachment)
- {
- FIXME("\tColor attachment %d: (%p) %s %ux%u %u samples.\n",
- i, attachment, debug_d3dformat(attachment->resource.format->id),
- attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
- }
- }
- attachment = context->current_fbo->depth_stencil;
- if (attachment)
- {
- FIXME("\tDepth attachment: (%p) %s %ux%u %u samples.\n",
- attachment, debug_d3dformat(attachment->resource.format->id),
- attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
- }
+ context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i);
+ checkGLcall("Dump FBO attachments");
}
}
static inline DWORD context_generate_rt_mask(GLenum buffer)
{
/* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
- return buffer ? (1 << 31) | buffer : 0;
+ return buffer ? (1u << 31) | buffer : 0;
+}
+
+static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resource *resource)
+{
+ if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
+ {
+ FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
+ return 0;
+ }
+
+ return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource));
+}
+
+static inline void context_set_fbo_key_for_render_target(const struct wined3d_context *context,
+ struct wined3d_fbo_entry_key *key, unsigned int idx, struct wined3d_rendertarget_info *render_target,
+ DWORD location)
+{
+ unsigned int sub_resource_idx = render_target->sub_resource_idx;
+ struct wined3d_resource *resource = render_target->resource;
+ struct wined3d_texture *texture;
+
+ if (!resource || resource->format->id == WINED3DFMT_NULL || resource->type == WINED3D_RTYPE_BUFFER)
+ {
+ if (resource && resource->type == WINED3D_RTYPE_BUFFER)
+ FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
+ key->objects[idx].object = 0;
+ key->objects[idx].target = 0;
+ key->objects[idx].level = key->objects[idx].layer = 0;
+ return;
+ }
+
+ if (render_target->gl_view.name)
+ {
+ key->objects[idx].object = render_target->gl_view.name;
+ key->objects[idx].target = render_target->gl_view.target;
+ key->objects[idx].level = 0;
+ key->objects[idx].layer = WINED3D_ALL_LAYERS;
+ return;
+ }
+
+ texture = wined3d_texture_from_resource(resource);
+ if (resource->type == WINED3D_RTYPE_TEXTURE_2D)
+ {
+ struct wined3d_surface *surface = texture->sub_resources[sub_resource_idx].u.surface;
+
+ if (surface->current_renderbuffer)
+ {
+ key->objects[idx].object = surface->current_renderbuffer->id;
+ key->objects[idx].target = 0;
+ key->objects[idx].level = key->objects[idx].layer = 0;
+ key->rb_namespace |= 1 << idx;
+ return;
+ }
+
+ key->objects[idx].target = surface->texture_target;
+ key->objects[idx].level = surface->texture_level;
+ key->objects[idx].layer = surface->texture_layer;
+ }
+ else
+ {
+ key->objects[idx].target = texture->target;
+ key->objects[idx].level = sub_resource_idx % texture->level_count;
+ key->objects[idx].layer = sub_resource_idx / texture->level_count;
+ }
+ if (render_target->layer_count != 1)
+ key->objects[idx].layer = WINED3D_ALL_LAYERS;
+
+ switch (location)
+ {
+ case WINED3D_LOCATION_TEXTURE_RGB:
+ key->objects[idx].object = wined3d_texture_get_texture_name(texture, context, FALSE);
+ break;
+
+ case WINED3D_LOCATION_TEXTURE_SRGB:
+ key->objects[idx].object = wined3d_texture_get_texture_name(texture, context, TRUE);
+ break;
+
+ case WINED3D_LOCATION_RB_MULTISAMPLE:
+ key->objects[idx].object = texture->rb_multisample;
+ key->objects[idx].target = 0;
+ key->objects[idx].level = key->objects[idx].layer = 0;
+ key->rb_namespace |= 1 << idx;
+ break;
+
+ case WINED3D_LOCATION_RB_RESOLVED:
+ key->objects[idx].object = texture->rb_resolved;
+ key->objects[idx].target = 0;
+ key->objects[idx].level = key->objects[idx].layer = 0;
+ key->rb_namespace |= 1 << idx;
+ break;
+ }
}
-static inline DWORD context_generate_rt_mask_from_surface(const struct wined3d_surface *target)
+static void context_generate_fbo_key(const struct wined3d_context *context,
+ struct wined3d_fbo_entry_key *key, struct wined3d_rendertarget_info *render_targets,
+ struct wined3d_surface *depth_stencil_surface, DWORD color_location,
+ DWORD ds_location)
{
- return (1 << 31) | surface_get_gl_buffer(target);
+ struct wined3d_rendertarget_info depth_stencil = {{0}};
+ unsigned int i;
+
+ key->rb_namespace = 0;
+ if (depth_stencil_surface)
+ {
+ depth_stencil.resource = &depth_stencil_surface->container->resource;
+ depth_stencil.sub_resource_idx = surface_get_sub_resource_idx(depth_stencil_surface);
+ depth_stencil.layer_count = 1;
+ }
+ context_set_fbo_key_for_render_target(context, key, 0, &depth_stencil, ds_location);
+
+ for (i = 0; i < context->gl_info->limits.buffers; ++i)
+ context_set_fbo_key_for_render_target(context, key, i + 1, &render_targets[i], color_location);
}
static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
- struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
+ struct wined3d_rendertarget_info *render_targets, struct wined3d_surface *depth_stencil,
+ DWORD color_location, DWORD ds_location)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
+ unsigned int object_count = gl_info->limits.buffers + 1;
struct fbo_entry *entry;
- entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
- entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
- memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
- entry->depth_stencil = depth_stencil;
- entry->location = location;
+ entry = HeapAlloc(GetProcessHeap(), 0,
+ FIELD_OFFSET(struct fbo_entry, key.objects[object_count]));
+ memset(&entry->key, 0, FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[object_count]));
+ context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
+ entry->flags = 0;
+ if (depth_stencil)
+ {
+ if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_DEPTH)
+ entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
+ if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_STENCIL)
+ entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
+ }
entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
- entry->attached = FALSE;
- entry->id = 0;
+ gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
+ checkGLcall("glGenFramebuffers()");
+ TRACE("Created FBO %u.\n", entry->id);
return entry;
}
/* Context activation is done by the caller. */
static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
- struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
- DWORD location, struct fbo_entry *entry)
+ struct wined3d_rendertarget_info *render_targets, struct wined3d_surface *depth_stencil,
+ DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
- context_bind_fbo(context, target, &entry->id);
+ context_bind_fbo(context, target, entry->id);
context_clean_fbo_attachments(gl_info, target);
- memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
- entry->depth_stencil = depth_stencil;
- entry->location = location;
- entry->attached = FALSE;
+ context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
+ entry->flags = 0;
+ if (depth_stencil)
+ {
+ if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_DEPTH)
+ entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
+ if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_STENCIL)
+ entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
+ }
}
/* Context activation is done by the caller. */
{
if (entry->id)
{
- TRACE("Destroy FBO %d\n", entry->id);
- context_destroy_fbo(context, &entry->id);
+ TRACE("Destroy FBO %u.\n", entry->id);
+ context_destroy_fbo(context, entry->id);
}
--context->fbo_entry_count;
list_remove(&entry->entry);
- HeapFree(GetProcessHeap(), 0, entry->render_targets);
HeapFree(GetProcessHeap(), 0, entry);
}
/* Context activation is done by the caller. */
static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
- struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
+ struct wined3d_rendertarget_info *render_targets, struct wined3d_surface *depth_stencil,
+ DWORD color_location, DWORD ds_location)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
+ unsigned int object_count = gl_info->limits.buffers + 1;
+ struct wined3d_texture *rt_texture, *ds_texture;
struct fbo_entry *entry;
+ unsigned int i, level;
- if (depth_stencil && render_targets && render_targets[0])
+ if (depth_stencil && render_targets[0].resource && render_targets[0].resource->type != WINED3D_RTYPE_BUFFER)
{
- if (depth_stencil->resource.width < render_targets[0]->resource.width ||
- depth_stencil->resource.height < render_targets[0]->resource.height)
+ rt_texture = wined3d_texture_from_resource(render_targets[0].resource);
+ level = render_targets[0].sub_resource_idx % rt_texture->level_count;
+ ds_texture = depth_stencil->container;
+
+ if (wined3d_texture_get_level_width(ds_texture, depth_stencil->texture_level)
+ < wined3d_texture_get_level_width(rt_texture, level)
+ || wined3d_texture_get_level_height(ds_texture, depth_stencil->texture_level)
+ < wined3d_texture_get_level_height(rt_texture, level))
+ {
+ WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
+ depth_stencil = NULL;
+ }
+ else if (ds_texture->resource.multisample_type != rt_texture->resource.multisample_type
+ || ds_texture->resource.multisample_quality != rt_texture->resource.multisample_quality)
{
- WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
+ WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
+ rt_texture->resource.multisample_type, rt_texture->resource.multisample_quality,
+ ds_texture->resource.multisample_type, ds_texture->resource.multisample_quality);
depth_stencil = NULL;
}
+ else
+ surface_set_compatible_renderbuffer(depth_stencil, &render_targets[0]);
}
- LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
+ context_generate_fbo_key(context, context->fbo_key, render_targets, depth_stencil, color_location,
+ ds_location);
+
+ if (TRACE_ON(d3d))
{
- if (!memcmp(entry->render_targets,
- render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
- && entry->depth_stencil == depth_stencil && entry->location == location)
+ TRACE("Dumping FBO attachments:\n");
+ for (i = 0; i < gl_info->limits.buffers; ++i)
+ {
+ struct wined3d_resource *resource;
+ if ((resource = render_targets[i].resource))
+ {
+ unsigned int width, height;
+ const char *resource_type;
+
+ if (resource->type == WINED3D_RTYPE_BUFFER)
+ {
+ width = resource->size;
+ height = 1;
+ resource_type = "buffer";
+ }
+ else
+ {
+ rt_texture = wined3d_texture_from_resource(resource);
+ level = render_targets[i].sub_resource_idx % rt_texture->level_count;
+ width = wined3d_texture_get_level_pow2_width(rt_texture, level);
+ height = wined3d_texture_get_level_pow2_height(rt_texture, level);
+ resource_type = "texture";
+ }
+
+ TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
+ i, resource, render_targets[i].sub_resource_idx, debug_d3dformat(resource->format->id),
+ context->fbo_key->rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type,
+ context->fbo_key->objects[i + 1].object, width, height, resource->multisample_type);
+ }
+ }
+ if (depth_stencil)
{
- list_remove(&entry->entry);
- list_add_head(&context->fbo_list, &entry->entry);
- return entry;
+ ds_texture = depth_stencil->container;
+ TRACE(" Depth attachment: %p format %s, %s %u, %ux%u, %u samples.\n",
+ depth_stencil, debug_d3dformat(ds_texture->resource.format->id),
+ context->fbo_key->rb_namespace & (1 << 0) ? "renderbuffer" : "texture",
+ context->fbo_key->objects[0].object,
+ wined3d_texture_get_level_pow2_width(ds_texture, depth_stencil->texture_level),
+ wined3d_texture_get_level_pow2_height(ds_texture, depth_stencil->texture_level),
+ ds_texture->resource.multisample_type);
}
}
+ LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
+ {
+ if (memcmp(context->fbo_key, &entry->key, FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[object_count])))
+ continue;
+
+ list_remove(&entry->entry);
+ list_add_head(&context->fbo_list, &entry->entry);
+ return entry;
+ }
+
if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
{
- entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
+ entry = context_create_fbo_entry(context, render_targets, depth_stencil, color_location, ds_location);
list_add_head(&context->fbo_list, &entry->entry);
++context->fbo_entry_count;
}
else
{
entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
- context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
+ context_reuse_fbo_entry(context, target, render_targets, depth_stencil, color_location, ds_location, entry);
list_remove(&entry->entry);
list_add_head(&context->fbo_list, &entry->entry);
}
{
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int i;
+ GLuint read_binding, draw_binding;
- context_bind_fbo(context, target, &entry->id);
+ if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
+ {
+ context_bind_fbo(context, target, entry->id);
+ return;
+ }
- if (entry->attached) return;
+ read_binding = context->fbo_read_binding;
+ draw_binding = context->fbo_draw_binding;
+ context_bind_fbo(context, GL_FRAMEBUFFER, entry->id);
/* Apply render targets */
for (i = 0; i < gl_info->limits.buffers; ++i)
{
- context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
+ context_attach_surface_fbo(context, target, i, &entry->key.objects[i + 1],
+ entry->key.rb_namespace & (1 << (i + 1)));
}
- /* Apply depth targets */
- if (entry->depth_stencil)
- surface_set_compatible_renderbuffer(entry->depth_stencil, entry->render_targets[0]);
- context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, entry->location);
+ context_attach_depth_stencil_fbo(context, target, &entry->key.objects[0],
+ entry->key.rb_namespace & 0x1, entry->flags);
+
+ /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
+ * GL contexts requirements. */
+ gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
+ context_set_draw_buffer(context, GL_NONE);
+ if (target != GL_FRAMEBUFFER)
+ {
+ if (target == GL_READ_FRAMEBUFFER)
+ context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, draw_binding);
+ else
+ context_bind_fbo(context, GL_READ_FRAMEBUFFER, read_binding);
+ }
- entry->attached = TRUE;
+ entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
}
/* Context activation is done by the caller. */
static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
- struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
+ struct wined3d_rendertarget_info *render_targets, struct wined3d_surface *depth_stencil,
+ DWORD color_location, DWORD ds_location)
{
struct fbo_entry *entry, *entry2;
if (context->rebind_fbo)
{
- context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
+ context_bind_fbo(context, GL_FRAMEBUFFER, 0);
context->rebind_fbo = FALSE;
}
- if (location == SFLAG_INDRAWABLE)
+ if (color_location == WINED3D_LOCATION_DRAWABLE)
{
context->current_fbo = NULL;
- context_bind_fbo(context, target, NULL);
+ context_bind_fbo(context, target, 0);
}
else
{
- context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
+ context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil,
+ color_location, ds_location);
context_apply_fbo_entry(context, target, context->current_fbo);
}
}
void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
{
- UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
-
- context->blit_targets[0] = render_target;
- if (clear_size)
- memset(&context->blit_targets[1], 0, clear_size);
- context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
+ memset(context->blit_targets, 0, context->gl_info->limits.buffers * sizeof(*context->blit_targets));
+ if (render_target)
+ {
+ context->blit_targets[0].resource = &render_target->container->resource;
+ context->blit_targets[0].sub_resource_idx = surface_get_sub_resource_idx(render_target);
+ context->blit_targets[0].layer_count = 1;
+ }
+ context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location, location);
}
/* Context activation is done by the caller. */
{
if (gl_info->supported[ARB_OCCLUSION_QUERY])
{
- GL_EXTCALL(glGenQueriesARB(1, &query->id));
- checkGLcall("glGenQueriesARB");
+ GL_EXTCALL(glGenQueries(1, &query->id));
+ checkGLcall("glGenQueries");
TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
}
list_remove(&query->entry);
query->context = NULL;
- if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
+ if (!wined3d_array_reserve((void **)&context->free_occlusion_queries,
+ &context->free_occlusion_query_size, context->free_occlusion_query_count + 1,
+ sizeof(*context->free_occlusion_queries)))
{
- UINT new_size = context->free_occlusion_query_size << 1;
- GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
- new_size * sizeof(*context->free_occlusion_queries));
-
- if (!new_data)
- {
- ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
- return;
- }
-
- context->free_occlusion_query_size = new_size;
- context->free_occlusion_queries = new_data;
+ ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
+ return;
}
context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
list_remove(&query->entry);
query->context = NULL;
- if (context->free_event_query_count >= context->free_event_query_size - 1)
+ if (!wined3d_array_reserve((void **)&context->free_event_queries,
+ &context->free_event_query_size, context->free_event_query_count + 1,
+ sizeof(*context->free_event_queries)))
{
- UINT new_size = context->free_event_query_size << 1;
- union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
- new_size * sizeof(*context->free_event_queries));
-
- if (!new_data)
- {
- ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
- return;
- }
-
- context->free_event_query_size = new_size;
- context->free_event_queries = new_data;
+ ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
+ return;
}
context->free_event_queries[context->free_event_query_count++] = query->object;
}
-typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
-
-static void context_enum_surface_fbo_entries(const struct wined3d_device *device,
- const struct wined3d_surface *surface, context_fbo_entry_func_t *callback)
+/* Context activation is done by the caller. */
+void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query)
{
- UINT i;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
- for (i = 0; i < device->context_count; ++i)
+ if (context->free_timestamp_query_count)
{
- struct wined3d_context *context = device->contexts[i];
- const struct wined3d_gl_info *gl_info = context->gl_info;
- struct fbo_entry *entry, *entry2;
+ query->id = context->free_timestamp_queries[--context->free_timestamp_query_count];
+ }
+ else
+ {
+ GL_EXTCALL(glGenQueries(1, &query->id));
+ checkGLcall("glGenQueries");
- if (context->current_rt == surface) context->current_rt = NULL;
+ TRACE("Allocated timestamp query %u in context %p.\n", query->id, context);
+ }
- LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
- {
- UINT j;
+ query->context = context;
+ list_add_head(&context->timestamp_queries, &query->entry);
+}
- if (entry->depth_stencil == surface)
- {
- callback(context, entry);
- continue;
- }
+void context_free_timestamp_query(struct wined3d_timestamp_query *query)
+{
+ struct wined3d_context *context = query->context;
- for (j = 0; j < gl_info->limits.buffers; ++j)
- {
- if (entry->render_targets[j] == surface)
- {
- callback(context, entry);
- break;
- }
- }
- }
+ list_remove(&query->entry);
+ query->context = NULL;
+
+ if (!wined3d_array_reserve((void **)&context->free_timestamp_queries,
+ &context->free_timestamp_query_size, context->free_timestamp_query_count + 1,
+ sizeof(*context->free_timestamp_queries)))
+ {
+ ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
+ return;
}
-}
-static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
-{
- list_remove(&entry->entry);
- list_add_head(&context->fbo_destroy_list, &entry->entry);
+ context->free_timestamp_queries[context->free_timestamp_query_count++] = query->id;
}
-void context_resource_released(const struct wined3d_device *device,
- struct wined3d_resource *resource, enum wined3d_resource_type type)
+void context_alloc_so_statistics_query(struct wined3d_context *context,
+ struct wined3d_so_statistics_query *query)
{
- if (!device->d3d_initialized) return;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
- switch (type)
+ if (context->free_so_statistics_query_count)
{
- case WINED3D_RTYPE_SURFACE:
- context_enum_surface_fbo_entries(device, surface_from_resource(resource),
- context_queue_fbo_entry_destruction);
- break;
+ query->u = context->free_so_statistics_queries[--context->free_so_statistics_query_count];
+ }
+ else
+ {
+ GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
+ checkGLcall("glGenQueries");
- default:
- break;
+ TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
+ query->u.id[0], query->u.id[1], context);
}
-}
-static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
+ query->context = context;
+ list_add_head(&context->so_statistics_queries, &query->entry);
+}
+
+void context_free_so_statistics_query(struct wined3d_so_statistics_query *query)
+{
+ struct wined3d_context *context = query->context;
+
+ list_remove(&query->entry);
+ query->context = NULL;
+
+ if (!wined3d_array_reserve((void **)&context->free_so_statistics_queries,
+ &context->free_so_statistics_query_size, context->free_so_statistics_query_count + 1,
+ sizeof(*context->free_so_statistics_queries)))
+ {
+ ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
+ query->u.id[0], query->u.id[1], context);
+ return;
+ }
+
+ context->free_so_statistics_queries[context->free_so_statistics_query_count++] = query->u;
+}
+
+void context_alloc_pipeline_statistics_query(struct wined3d_context *context,
+ struct wined3d_pipeline_statistics_query *query)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+
+ if (context->free_pipeline_statistics_query_count)
+ {
+ query->u = context->free_pipeline_statistics_queries[--context->free_pipeline_statistics_query_count];
+ }
+ else
+ {
+ GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
+ checkGLcall("glGenQueries");
+ }
+
+ query->context = context;
+ list_add_head(&context->pipeline_statistics_queries, &query->entry);
+}
+
+void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query)
+{
+ struct wined3d_context *context = query->context;
+
+ list_remove(&query->entry);
+ query->context = NULL;
+
+ if (!wined3d_array_reserve((void **)&context->free_pipeline_statistics_queries,
+ &context->free_pipeline_statistics_query_size, context->free_pipeline_statistics_query_count + 1,
+ sizeof(*context->free_pipeline_statistics_queries)))
+ {
+ ERR("Failed to grow free list, leaking GL queries in context %p.\n", context);
+ return;
+ }
+
+ context->free_pipeline_statistics_queries[context->free_pipeline_statistics_query_count++] = query->u;
+}
+
+typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
+
+static void context_enum_fbo_entries(const struct wined3d_device *device,
+ GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
+{
+ UINT i;
+
+ for (i = 0; i < device->context_count; ++i)
+ {
+ struct wined3d_context *context = device->contexts[i];
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ struct fbo_entry *entry, *entry2;
+
+ LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
+ {
+ UINT j;
+
+ for (j = 0; j < gl_info->limits.buffers + 1; ++j)
+ {
+ if (entry->key.objects[j].object == name
+ && !(entry->key.rb_namespace & (1 << j)) == !rb_namespace)
+ {
+ callback(context, entry);
+ break;
+ }
+ }
+ }
+ }
+}
+
+static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
{
- entry->attached = FALSE;
+ list_remove(&entry->entry);
+ list_add_head(&context->fbo_destroy_list, &entry->entry);
}
-void context_resource_unloaded(const struct wined3d_device *device,
+void context_resource_released(const struct wined3d_device *device,
struct wined3d_resource *resource, enum wined3d_resource_type type)
{
+ struct wined3d_texture *texture;
+ UINT i;
+
+ if (!device->d3d_initialized)
+ return;
+
switch (type)
{
- case WINED3D_RTYPE_SURFACE:
- context_enum_surface_fbo_entries(device, surface_from_resource(resource),
- context_detach_fbo_entry);
+ case WINED3D_RTYPE_TEXTURE_2D:
+ case WINED3D_RTYPE_TEXTURE_3D:
+ texture = texture_from_resource(resource);
+
+ for (i = 0; i < device->context_count; ++i)
+ {
+ struct wined3d_context *context = device->contexts[i];
+ if (context->current_rt.texture == texture)
+ {
+ context->current_rt.texture = NULL;
+ context->current_rt.sub_resource_idx = 0;
+ }
+ }
break;
default:
}
}
+void context_gl_resource_released(struct wined3d_device *device,
+ GLuint name, BOOL rb_namespace)
+{
+ context_enum_fbo_entries(device, name, rb_namespace, context_queue_fbo_entry_destruction);
+}
+
void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
if (!entry || context->rebind_fbo) return;
- for (i = 0; i < gl_info->limits.buffers; ++i)
+ for (i = 0; i < gl_info->limits.buffers + 1; ++i)
{
- if (surface == entry->render_targets[i])
+ if (surface->container->texture_rgb.name == entry->key.objects[i].object
+ || surface->container->texture_srgb.name == entry->key.objects[i].object)
{
- TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
+ TRACE("Updated surface %p is bound as attachment %u to the current FBO.\n", surface, i);
context->rebind_fbo = TRUE;
return;
}
}
+}
+
+static BOOL context_restore_pixel_format(struct wined3d_context *ctx)
+{
+ const struct wined3d_gl_info *gl_info = ctx->gl_info;
+ BOOL ret = FALSE;
- if (surface == entry->depth_stencil)
+ if (ctx->restore_pf && IsWindow(ctx->restore_pf_win))
{
- TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
- context->rebind_fbo = TRUE;
+ if (ctx->gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
+ {
+ HDC dc = GetDCEx(ctx->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
+ if (dc)
+ {
+ if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, ctx->restore_pf))))
+ {
+ ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
+ ctx->restore_pf, ctx->restore_pf_win);
+ }
+ ReleaseDC(ctx->restore_pf_win, dc);
+ }
+ }
+ else
+ {
+ ERR("can't restore pixel format %d on window %p\n", ctx->restore_pf, ctx->restore_pf_win);
+ }
}
+
+ ctx->restore_pf = 0;
+ ctx->restore_pf_win = NULL;
+ return ret;
}
-static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
+static BOOL context_set_pixel_format(struct wined3d_context *context, HDC dc, BOOL private, int format)
{
- int current = GetPixelFormat(dc);
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ int current;
- if (current == format) return TRUE;
+ if (dc == context->hdc && context->hdc_is_private && context->hdc_has_format)
+ return TRUE;
+
+ current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc);
+ if (current == format) goto success;
if (!current)
{
format, dc, GetLastError());
return FALSE;
}
- return TRUE;
+
+ context->restore_pf = 0;
+ context->restore_pf_win = private ? NULL : WindowFromDC(dc);
+ goto success;
}
/* By default WGL doesn't allow pixel format adjustments but we need it
* when really needed. */
if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
{
+ HWND win;
+
if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
{
ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
format, dc);
return FALSE;
}
- return TRUE;
+
+ win = private ? NULL : WindowFromDC(dc);
+ if (win != context->restore_pf_win)
+ {
+ context_restore_pixel_format(context);
+
+ context->restore_pf = private ? 0 : current;
+ context->restore_pf_win = win;
+ }
+
+ goto success;
}
/* OpenGL doesn't allow pixel format adjustments. Print an error and
ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
format, dc, current);
return TRUE;
+
+success:
+ if (dc == context->hdc && context->hdc_is_private)
+ context->hdc_has_format = TRUE;
+ return TRUE;
}
static BOOL context_set_gl_context(struct wined3d_context *ctx)
struct wined3d_swapchain *swapchain = ctx->swapchain;
BOOL backup = FALSE;
- if (!context_set_pixel_format(ctx->gl_info, ctx->hdc, ctx->pixel_format))
+ if (!context_set_pixel_format(ctx, ctx->hdc, ctx->hdc_is_private, ctx->pixel_format))
{
WARN("Failed to set pixel format %d on device context %p.\n",
ctx->pixel_format, ctx->hdc);
* a swapchain, so we can't use the swapchain to get a backup dc. To
* make this work windowless contexts would need to be handled by the
* device. */
- if (ctx->destroyed)
+ if (ctx->destroyed || !swapchain)
{
FIXME("Unable to get backup dc for destroyed context %p.\n", ctx);
context_set_current(NULL);
return FALSE;
}
- if (!context_set_pixel_format(ctx->gl_info, dc, ctx->pixel_format))
+ if (!context_set_pixel_format(ctx, dc, TRUE, ctx->pixel_format))
{
ERR("Failed to set pixel format %d on device context %p.\n",
ctx->pixel_format, dc);
context_set_current(NULL);
return FALSE;
}
+
+ ctx->valid = 1;
}
+ ctx->needs_set = 0;
return TRUE;
}
-static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx, int pf)
+static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
{
- if (!context_set_pixel_format(gl_info, dc, pf))
- {
- ERR("Failed to restore pixel format %d on device context %p.\n", pf, dc);
- context_set_current(NULL);
- return;
- }
-
if (!wglMakeCurrent(dc, gl_ctx))
{
ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
static void context_update_window(struct wined3d_context *context)
{
+ if (!context->swapchain)
+ return;
+
if (context->win_handle == context->swapchain->win_handle)
return;
TRACE("Updating context %p window from %p to %p.\n",
context, context->win_handle, context->swapchain->win_handle);
- if (context->valid)
- {
- /* You'd figure ReleaseDC() would fail if the DC doesn't match the
- * window. However, that's not what actually happens, and there are
- * user32 tests that confirm ReleaseDC() with the wrong window is
- * supposed to succeed. So explicitly check that the DC belongs to
- * the window, since we want to avoid releasing a DC that belongs to
- * some other window if the original window was already destroyed. */
- if (WindowFromDC(context->hdc) != context->win_handle)
- {
- WARN("DC %p does not belong to window %p.\n",
- context->hdc, context->win_handle);
- }
- else if (!ReleaseDC(context->win_handle, context->hdc))
- {
- ERR("Failed to release device context %p, last error %#x.\n",
- context->hdc, GetLastError());
- }
- }
- else context->valid = 1;
+ if (context->hdc)
+ wined3d_release_dc(context->win_handle, context->hdc);
context->win_handle = context->swapchain->win_handle;
+ context->hdc_is_private = FALSE;
+ context->hdc_has_format = FALSE;
+ context->needs_set = 1;
+ context->valid = 1;
- if (!(context->hdc = GetDC(context->win_handle)))
+ if (!(context->hdc = GetDCEx(context->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
{
ERR("Failed to get a device context for window %p.\n", context->win_handle);
- goto err;
+ context->valid = 0;
}
-
- if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
- {
- ERR("Failed to set pixel format %d on device context %p.\n",
- context->pixel_format, context->hdc);
- goto err;
- }
-
- context_set_gl_context(context);
-
- return;
-
-err:
- context->valid = 0;
}
-/* Do not call while under the GL lock. */
static void context_destroy_gl_resources(struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
+ struct wined3d_so_statistics_query *so_statistics_query;
+ struct wined3d_pipeline_statistics_query *pipeline_statistics_query;
+ struct wined3d_timestamp_query *timestamp_query;
struct wined3d_occlusion_query *occlusion_query;
struct wined3d_event_query *event_query;
struct fbo_entry *entry, *entry2;
HGLRC restore_ctx;
HDC restore_dc;
unsigned int i;
- int restore_pf;
restore_ctx = wglGetCurrentContext();
restore_dc = wglGetCurrentDC();
- restore_pf = GetPixelFormat(restore_dc);
- if (context->valid && restore_ctx != context->glCtx)
- context_set_gl_context(context);
- else
+ if (restore_ctx == context->glCtx)
restore_ctx = NULL;
+ else if (context->valid)
+ context_set_gl_context(context);
+
+ LIST_FOR_EACH_ENTRY(so_statistics_query, &context->so_statistics_queries,
+ struct wined3d_so_statistics_query, entry)
+ {
+ if (context->valid)
+ GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query->u.id), so_statistics_query->u.id));
+ so_statistics_query->context = NULL;
+ }
+
+ LIST_FOR_EACH_ENTRY(pipeline_statistics_query, &context->pipeline_statistics_queries,
+ struct wined3d_pipeline_statistics_query, entry)
+ {
+ if (context->valid)
+ GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query->u.id), pipeline_statistics_query->u.id));
+ pipeline_statistics_query->context = NULL;
+ }
+
+ LIST_FOR_EACH_ENTRY(timestamp_query, &context->timestamp_queries, struct wined3d_timestamp_query, entry)
+ {
+ if (context->valid)
+ GL_EXTCALL(glDeleteQueries(1, ×tamp_query->id));
+ timestamp_query->context = NULL;
+ }
LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
{
if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
- GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
+ GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
occlusion_query->context = NULL;
}
GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
}
+ if (gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY])
+ {
+ for (i = 0; i < context->free_so_statistics_query_count; ++i)
+ {
+ union wined3d_gl_so_statistics_query *q = &context->free_so_statistics_queries[i];
+ GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
+ }
+ }
+
+ if (gl_info->supported[ARB_PIPELINE_STATISTICS_QUERY])
+ {
+ for (i = 0; i < context->free_pipeline_statistics_query_count; ++i)
+ {
+ union wined3d_gl_pipeline_statistics_query *q = &context->free_pipeline_statistics_queries[i];
+ GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
+ }
+ }
+
+ if (gl_info->supported[ARB_TIMER_QUERY])
+ GL_EXTCALL(glDeleteQueries(context->free_timestamp_query_count, context->free_timestamp_queries));
+
if (gl_info->supported[ARB_OCCLUSION_QUERY])
- GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
+ GL_EXTCALL(glDeleteQueries(context->free_occlusion_query_count, context->free_occlusion_queries));
if (gl_info->supported[ARB_SYNC])
{
checkGLcall("context cleanup");
}
+ HeapFree(GetProcessHeap(), 0, context->free_so_statistics_queries);
+ HeapFree(GetProcessHeap(), 0, context->free_pipeline_statistics_queries);
+ HeapFree(GetProcessHeap(), 0, context->free_timestamp_queries);
HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
HeapFree(GetProcessHeap(), 0, context->free_event_queries);
+ context_restore_pixel_format(context);
if (restore_ctx)
{
- context_restore_gl_context(gl_info, restore_dc, restore_ctx, restore_pf);
+ context_restore_gl_context(gl_info, restore_dc, restore_ctx);
}
else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
{
ERR("Failed to disable GL context.\n");
}
- ReleaseDC(context->win_handle, context->hdc);
+ wined3d_release_dc(context->win_handle, context->hdc);
if (!wglDeleteContext(context->glCtx))
{
return TlsGetValue(wined3d_context_tls_idx);
}
-/* Do not call while under the GL lock. */
BOOL context_set_current(struct wined3d_context *ctx)
{
struct wined3d_context *old = context_get_current();
}
else
{
+ if (wglGetCurrentContext())
+ {
+ const struct wined3d_gl_info *gl_info = old->gl_info;
+ TRACE("Flushing context %p before switching to %p.\n", old, ctx);
+ gl_info->gl_ops.gl.p_glFlush();
+ }
old->current = 0;
}
}
return FALSE;
ctx->current = 1;
}
- else if(wglGetCurrentContext())
+ else if (wglGetCurrentContext())
{
TRACE("Clearing current D3D context.\n");
if (!wglMakeCurrent(NULL, NULL))
WARN("Context %p is not the current context.\n", context);
}
- if (!--context->level && context->restore_ctx)
+ if (!--context->level)
+ {
+ if (context_restore_pixel_format(context))
+ context->needs_set = 1;
+ if (context->restore_ctx)
+ {
+ TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
+ context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx);
+ context->restore_ctx = NULL;
+ context->restore_dc = NULL;
+ }
+
+ if (context->destroy_delayed)
+ {
+ TRACE("Destroying context %p.\n", context);
+ context_destroy(context->device, context);
+ }
+ }
+}
+
+/* This is used when a context for render target A is active, but a separate context is
+ * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
+ * A to avoid breaking caller code. */
+void context_restore(struct wined3d_context *context, struct wined3d_surface *restore)
+{
+ if (context->current_rt.texture != restore->container
+ || context->current_rt.sub_resource_idx != surface_get_sub_resource_idx(restore))
{
- TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
- context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx, context->restore_pf);
- context->restore_ctx = NULL;
- context->restore_dc = NULL;
+ context_release(context);
+ context = context_acquire(restore->container->resource.device,
+ restore->container, surface_get_sub_resource_idx(restore));
}
+
+ context_release(context);
}
static void context_enter(struct wined3d_context *context)
current_gl, wglGetCurrentDC());
context->restore_ctx = current_gl;
context->restore_dc = wglGetCurrentDC();
- context->restore_pf = GetPixelFormat(context->restore_dc);
+ context->needs_set = 1;
}
+ else if (!context->needs_set && !(context->hdc_is_private && context->hdc_has_format)
+ && context->pixel_format != context->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context->hdc))
+ context->needs_set = 1;
}
}
+void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id)
+{
+ DWORD representative = context->state_table[state_id].representative - STATE_COMPUTE_OFFSET;
+ unsigned int index, shift;
+
+ index = representative / (sizeof(*context->dirty_compute_states) * CHAR_BIT);
+ shift = representative & (sizeof(*context->dirty_compute_states) * CHAR_BIT - 1);
+ context->dirty_compute_states[index] |= (1u << shift);
+}
+
void context_invalidate_state(struct wined3d_context *context, DWORD state)
{
DWORD rep = context->state_table[state].representative;
context->dirtyArray[context->numDirtyEntries++] = rep;
idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
- context->isStateDirty[idx] |= (1 << shift);
+ context->isStateDirty[idx] |= (1u << shift);
}
/* This function takes care of wined3d pixel format selection. */
static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
- BOOL auxBuffers, BOOL findCompatible)
+ BOOL auxBuffers)
{
- int iPixelFormat=0;
- BYTE redBits, greenBits, blueBits, alphaBits, colorBits;
- BYTE depthBits=0, stencilBits=0;
- unsigned int current_value;
unsigned int cfg_count = device->adapter->cfg_count;
+ unsigned int current_value;
+ PIXELFORMATDESCRIPTOR pfd;
+ int iPixelFormat = 0;
unsigned int i;
- TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
+ TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x.\n",
device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
- auxBuffers, findCompatible);
-
- if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
- {
- ERR("Unable to get color bits for format %s (%#x)!\n",
- debug_d3dformat(color_format->id), color_format->id);
- return 0;
- }
-
- getDepthStencilBits(ds_format, &depthBits, &stencilBits);
+ auxBuffers);
current_value = 0;
for (i = 0; i < cfg_count; ++i)
/* In window mode we need a window drawable format and double buffering. */
if (!(cfg->windowDrawable && cfg->doubleBuffer))
continue;
- if (cfg->redSize < redBits)
+ if (cfg->redSize < color_format->red_size)
continue;
- if (cfg->greenSize < greenBits)
+ if (cfg->greenSize < color_format->green_size)
continue;
- if (cfg->blueSize < blueBits)
+ if (cfg->blueSize < color_format->blue_size)
continue;
- if (cfg->alphaSize < alphaBits)
+ if (cfg->alphaSize < color_format->alpha_size)
continue;
- if (cfg->depthSize < depthBits)
+ if (cfg->depthSize < ds_format->depth_size)
continue;
- if (stencilBits && cfg->stencilSize != stencilBits)
+ if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size)
continue;
/* Check multisampling support. */
if (cfg->numSamples)
value = 1;
/* We try to locate a format which matches our requirements exactly. In case of
* depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
- if (cfg->depthSize == depthBits)
+ if (cfg->depthSize == ds_format->depth_size)
value += 1;
- if (cfg->stencilSize == stencilBits)
+ if (cfg->stencilSize == ds_format->stencil_size)
value += 2;
- if (cfg->alphaSize == alphaBits)
+ if (cfg->alphaSize == color_format->alpha_size)
value += 4;
/* We like to have aux buffers in backbuffer mode */
if (auxBuffers && cfg->auxBuffers)
value += 8;
- if (cfg->redSize == redBits
- && cfg->greenSize == greenBits
- && cfg->blueSize == blueBits)
+ if (cfg->redSize == color_format->red_size
+ && cfg->greenSize == color_format->green_size
+ && cfg->blueSize == color_format->blue_size)
value += 16;
if (value > current_value)
}
}
- /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
- if(!iPixelFormat && !findCompatible) {
- ERR("Can't find a suitable iPixelFormat\n");
- return FALSE;
- } else if(!iPixelFormat) {
- PIXELFORMATDESCRIPTOR pfd;
+ if (!iPixelFormat)
+ {
+ ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
- TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
- /* PixelFormat selection */
- ZeroMemory(&pfd, sizeof(pfd));
+ memset(&pfd, 0, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
pfd.iPixelType = PFD_TYPE_RGBA;
- pfd.cAlphaBits = alphaBits;
- pfd.cColorBits = colorBits;
- pfd.cDepthBits = depthBits;
- pfd.cStencilBits = stencilBits;
+ pfd.cAlphaBits = color_format->alpha_size;
+ pfd.cColorBits = color_format->red_size + color_format->green_size
+ + color_format->blue_size + color_format->alpha_size;
+ pfd.cDepthBits = ds_format->depth_size;
+ pfd.cStencilBits = ds_format->stencil_size;
pfd.iLayerType = PFD_MAIN_PLANE;
- iPixelFormat = ChoosePixelFormat(hdc, &pfd);
- if(!iPixelFormat) {
- /* If this happens something is very wrong as ChoosePixelFormat barely fails */
- ERR("Can't find a suitable iPixelFormat\n");
- return FALSE;
+ if (!(iPixelFormat = ChoosePixelFormat(hdc, &pfd)))
+ {
+ /* Something is very wrong as ChoosePixelFormat() barely fails. */
+ ERR("Can't find a suitable pixel format.\n");
+ return 0;
}
}
- TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
+ TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
return iPixelFormat;
}
/* Context activation is done by the caller. */
-static void bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
+void context_bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
- unsigned int i, count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
+ unsigned int i;
- for (i = 0; i < count; ++i)
+ for (i = 0; i < gl_info->limits.combined_samplers; ++i)
{
- GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
- checkGLcall("glActiveTextureARB");
+ GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
+ checkGLcall("glActiveTexture");
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
- checkGLcall("glBindTexture");
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, device->dummy_textures.tex_1d);
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_textures.tex_2d);
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
- {
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
- checkGLcall("glBindTexture");
- }
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_textures.tex_rect);
if (gl_info->supported[EXT_TEXTURE3D])
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_textures.tex_3d);
+
+ if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_textures.tex_cube);
+
+ if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, device->dummy_textures.tex_cube_array);
+
+ if (gl_info->supported[EXT_TEXTURE_ARRAY])
{
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
- checkGLcall("glBindTexture");
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, device->dummy_textures.tex_1d_array);
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, device->dummy_textures.tex_2d_array);
}
- if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
+ if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, device->dummy_textures.tex_buffer);
+
+ checkGLcall("Bind dummy textures");
+ }
+}
+
+void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
+ const char *file, unsigned int line, const char *name)
+{
+ GLint err;
+
+ if (gl_info->supported[ARB_DEBUG_OUTPUT] || (err = gl_info->gl_ops.gl.p_glGetError()) == GL_NO_ERROR)
+ {
+ TRACE("%s call ok %s / %u.\n", name, file, line);
+ return;
+ }
+
+ do
+ {
+ ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
+ debug_glerror(err), err, name, file,line);
+ err = gl_info->gl_ops.gl.p_glGetError();
+ } while (err != GL_NO_ERROR);
+}
+
+static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
+{
+ return gl_info->supported[ARB_DEBUG_OUTPUT]
+ && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
+}
+
+static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
+ GLenum severity, GLsizei length, const char *message, void *ctx)
+{
+ switch (type)
+ {
+ case GL_DEBUG_TYPE_ERROR_ARB:
+ ERR("%p: %s.\n", ctx, debugstr_an(message, length));
+ break;
+
+ case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
+ case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
+ case GL_DEBUG_TYPE_PORTABILITY_ARB:
+ FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
+ break;
+
+ case GL_DEBUG_TYPE_PERFORMANCE_ARB:
+ WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
+ break;
+
+ default:
+ FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
+ break;
+ }
+}
+
+HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx)
+{
+ HGLRC ctx;
+ unsigned int ctx_attrib_idx = 0;
+ GLint ctx_attribs[7], ctx_flags = 0;
+
+ if (context_debug_output_enabled(gl_info))
+ ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB;
+ ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
+ ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16;
+ ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB;
+ ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff;
+ if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
+ ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
+ if (ctx_flags)
+ {
+ ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
+ ctx_attribs[ctx_attrib_idx++] = ctx_flags;
+ }
+ ctx_attribs[ctx_attrib_idx] = 0;
+
+ if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
+ {
+ if (ctx_flags & WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB)
{
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
- checkGLcall("glBindTexture");
+ ctx_attribs[ctx_attrib_idx - 1] &= ~WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
+ if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
+ WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
+ GetLastError());
}
}
+ return ctx;
}
-/* Do not call while under the GL lock. */
struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
- struct wined3d_surface *target, const struct wined3d_format *ds_format)
+ struct wined3d_texture *target, const struct wined3d_format *ds_format)
{
struct wined3d_device *device = swapchain->device;
+ const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_format *color_format;
struct wined3d_context *ret;
+ BOOL hdc_is_private = FALSE;
BOOL auxBuffers = FALSE;
+ HGLRC ctx, share_ctx;
+ DWORD target_usage;
int pixel_format;
- unsigned int s;
- int swap_interval;
+ unsigned int i;
DWORD state;
- HGLRC ctx;
- HDC hdc;
+ HDC hdc = 0;
TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
+ wined3d_from_cs(device->cs);
+
ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
if (!ret)
return NULL;
- ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
- gl_info->limits.buffers * sizeof(*ret->blit_targets));
- if (!ret->blit_targets)
+ if (!(ret->blit_targets = wined3d_calloc(gl_info->limits.buffers, sizeof(*ret->blit_targets))))
goto out;
- ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
- gl_info->limits.buffers * sizeof(*ret->draw_buffers));
- if (!ret->draw_buffers)
+ if (!(ret->draw_buffers = wined3d_calloc(gl_info->limits.buffers, sizeof(*ret->draw_buffers))))
goto out;
- ret->free_occlusion_query_size = 4;
- ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
- ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
- if (!ret->free_occlusion_queries)
+ ret->fbo_key = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
+ FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[gl_info->limits.buffers + 1]));
+ if (!ret->fbo_key)
+ goto out;
+
+ ret->free_timestamp_query_size = 4;
+ if (!(ret->free_timestamp_queries = wined3d_calloc(ret->free_timestamp_query_size,
+ sizeof(*ret->free_timestamp_queries))))
goto out;
+ list_init(&ret->timestamp_queries);
+ ret->free_occlusion_query_size = 4;
+ if (!(ret->free_occlusion_queries = wined3d_calloc(ret->free_occlusion_query_size,
+ sizeof(*ret->free_occlusion_queries))))
+ goto out;
list_init(&ret->occlusion_queries);
ret->free_event_query_size = 4;
- ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
- ret->free_event_query_size * sizeof(*ret->free_event_queries));
- if (!ret->free_event_queries)
+ if (!(ret->free_event_queries = wined3d_calloc(ret->free_event_query_size,
+ sizeof(*ret->free_event_queries))))
goto out;
-
list_init(&ret->event_queries);
+
+ list_init(&ret->so_statistics_queries);
+
+ list_init(&ret->pipeline_statistics_queries);
+
list_init(&ret->fbo_list);
list_init(&ret->fbo_destroy_list);
- if (!(hdc = GetDC(swapchain->win_handle)))
+ if (!device->shader_backend->shader_allocate_context_data(ret))
+ {
+ ERR("Failed to allocate shader backend context data.\n");
+ goto out;
+ }
+ if (!device->adapter->fragment_pipe->allocate_context_data(ret))
+ {
+ ERR("Failed to allocate fragment pipeline context data.\n");
+ goto out;
+ }
+
+ for (i = 0; i < ARRAY_SIZE(ret->tex_unit_map); ++i)
+ ret->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
+ for (i = 0; i < ARRAY_SIZE(ret->rev_tex_unit_map); ++i)
+ ret->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
+ if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS)
{
- WARN("Failed to retireve device context, trying swapchain backup.\n");
+ /* Initialize the texture unit mapping to a 1:1 mapping. */
+ unsigned int base, count;
- if (!(hdc = swapchain_get_backup_dc(swapchain)))
+ wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
+ if (base + MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(ret->rev_tex_unit_map))
{
- ERR("Failed to retrieve a device context.\n");
+ ERR("Unexpected texture unit base index %u.\n", base);
goto out;
}
- }
-
- color_format = target->resource.format;
+ for (i = 0; i < min(count, MAX_FRAGMENT_SAMPLERS); ++i)
+ {
+ ret->tex_unit_map[i] = base + i;
+ ret->rev_tex_unit_map[base + i] = i;
+ }
- /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
+ wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
+ if (base + MAX_VERTEX_SAMPLERS > ARRAY_SIZE(ret->rev_tex_unit_map))
+ {
+ ERR("Unexpected texture unit base index %u.\n", base);
+ goto out;
+ }
+ for (i = 0; i < min(count, MAX_VERTEX_SAMPLERS); ++i)
+ {
+ ret->tex_unit_map[MAX_FRAGMENT_SAMPLERS + i] = base + i;
+ ret->rev_tex_unit_map[base + i] = MAX_FRAGMENT_SAMPLERS + i;
+ }
+ }
+
+ if (!(ret->texture_type = wined3d_calloc(gl_info->limits.combined_samplers,
+ sizeof(*ret->texture_type))))
+ goto out;
+
+ if (!(hdc = GetDCEx(swapchain->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
+ {
+ WARN("Failed to retrieve device context, trying swapchain backup.\n");
+
+ if ((hdc = swapchain_get_backup_dc(swapchain)))
+ hdc_is_private = TRUE;
+ else
+ {
+ ERR("Failed to retrieve a device context.\n");
+ goto out;
+ }
+ }
+
+ color_format = target->resource.format;
+ target_usage = target->resource.usage;
+
+ /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
* X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
{
auxBuffers = TRUE;
if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
- color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
+ color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM, target_usage);
else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
- color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
+ color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
}
/* DirectDraw supports 8bit paletted render targets and these are used by
* For this reason we require a format with 8bit alpha, so request
* A8R8G8B8. */
if (color_format->id == WINED3DFMT_P8_UINT)
- color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
-
- /* Try to find a pixel format which matches our requirements. */
- pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, FALSE);
-
- /* Try to locate a compatible format if we weren't able to find anything. */
- if (!pixel_format)
+ color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
+
+ /* When using FBOs for off-screen rendering, we only use the drawable for
+ * presentation blits, and don't do any rendering to it. That means we
+ * don't need depth or stencil buffers, and can mostly ignore the render
+ * target format. This wouldn't necessarily be quite correct for 10bpc
+ * display modes, but we don't currently support those.
+ * Using the same format regardless of the color/depth/stencil targets
+ * makes it much less likely that different wined3d instances will set
+ * conflicting pixel formats. */
+ if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
{
- TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
- pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, TRUE);
+ color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
+ ds_format = wined3d_get_format(gl_info, WINED3DFMT_UNKNOWN, WINED3DUSAGE_DEPTHSTENCIL);
}
- /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
- if (!pixel_format)
- {
- ERR("Can't find a suitable pixel format.\n");
+ /* Try to find a pixel format which matches our requirements. */
+ if (!(pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers)))
goto out;
- }
+
+ ret->gl_info = gl_info;
context_enter(ret);
- if (!context_set_pixel_format(gl_info, hdc, pixel_format))
+ if (!context_set_pixel_format(ret, hdc, hdc_is_private, pixel_format))
{
ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
context_release(ret);
goto out;
}
- if (!(ctx = wglCreateContext(hdc)))
+ share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL;
+ if (gl_info->p_wglCreateContextAttribsARB)
{
- ERR("Failed to create a WGL context.\n");
- context_release(ret);
- goto out;
+ if (!(ctx = context_create_wgl_attribs(gl_info, hdc, share_ctx)))
+ goto out;
}
-
- if (device->context_count)
+ else
{
- if (!wglShareLists(device->contexts[0]->glCtx, ctx))
+ if (!(ctx = wglCreateContext(hdc)))
+ {
+ ERR("Failed to create a WGL context.\n");
+ context_release(ret);
+ goto out;
+ }
+
+ if (share_ctx && !wglShareLists(share_ctx, ctx))
{
- ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
- device->contexts[0]->glCtx, ctx, GetLastError());
+ ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
context_release(ret);
if (!wglDeleteContext(ctx))
ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
goto out;
}
- ret->gl_info = gl_info;
+ ret->d3d_info = d3d_info;
ret->state_table = device->StateTable;
- /* Mark all states dirty to force a proper initialization of the states
- * on the first use of the context. */
+ /* Mark all states dirty to force a proper initialization of the states on
+ * the first use of the context. Compute states do not need initialization. */
for (state = 0; state <= STATE_HIGHEST; ++state)
{
- if (ret->state_table[state].representative)
+ if (ret->state_table[state].representative && !STATE_IS_COMPUTE(state))
context_invalidate_state(ret, state);
}
+ ret->device = device;
ret->swapchain = swapchain;
- ret->current_rt = target;
+ ret->current_rt.texture = target;
+ ret->current_rt.sub_resource_idx = 0;
ret->tid = GetCurrentThreadId();
- ret->render_offscreen = surface_is_offscreen(target);
+ ret->render_offscreen = wined3d_resource_is_offscreen(&target->resource);
ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
ret->valid = 1;
ret->glCtx = ctx;
ret->win_handle = swapchain->win_handle;
ret->hdc = hdc;
+ ret->hdc_is_private = hdc_is_private;
+ ret->hdc_has_format = TRUE;
ret->pixel_format = pixel_format;
+ ret->needs_set = 1;
/* Set up the context defaults */
if (!context_set_current(ret))
goto out;
}
- switch (swapchain->desc.swap_interval)
- {
- case WINED3DPRESENT_INTERVAL_IMMEDIATE:
- swap_interval = 0;
- break;
- case WINED3DPRESENT_INTERVAL_DEFAULT:
- case WINED3DPRESENT_INTERVAL_ONE:
- swap_interval = 1;
- break;
- case WINED3DPRESENT_INTERVAL_TWO:
- swap_interval = 2;
- break;
- case WINED3DPRESENT_INTERVAL_THREE:
- swap_interval = 3;
- break;
- case WINED3DPRESENT_INTERVAL_FOUR:
- swap_interval = 4;
- break;
- default:
- FIXME("Unknown swap interval %#x.\n", swapchain->desc.swap_interval);
- swap_interval = 1;
- }
-
- if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
+ if (context_debug_output_enabled(gl_info))
{
- if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
- ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
- swap_interval, ret, GetLastError());
+ GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, ret));
+ if (TRACE_ON(d3d_synchronous))
+ gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
+ GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
+ if (ERR_ON(d3d))
+ {
+ GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR,
+ GL_DONT_CARE, 0, NULL, GL_TRUE));
+ }
+ if (FIXME_ON(d3d))
+ {
+ GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,
+ GL_DONT_CARE, 0, NULL, GL_TRUE));
+ GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR,
+ GL_DONT_CARE, 0, NULL, GL_TRUE));
+ GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY,
+ GL_DONT_CARE, 0, NULL, GL_TRUE));
+ }
+ if (WARN_ON(d3d_perf))
+ {
+ GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE,
+ GL_DONT_CARE, 0, NULL, GL_TRUE));
+ }
}
- gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
+ if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
TRACE("Setting up the screen\n");
- /* Clear the screen */
- gl_info->gl_ops.gl.p_glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
- checkGLcall("glClearColor");
- gl_info->gl_ops.gl.p_glClearIndex(0);
- gl_info->gl_ops.gl.p_glClearDepth(1);
- gl_info->gl_ops.gl.p_glClearStencil(0xffff);
- checkGLcall("glClear");
+ if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
+ {
+ gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
+ checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
- gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
- checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
+ gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
+ checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
- gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
- checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
+ gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+ checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
+ }
+ else
+ {
+ GLuint vao;
- gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
- checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
+ GL_EXTCALL(glGenVertexArrays(1, &vao));
+ GL_EXTCALL(glBindVertexArray(vao));
+ checkGLcall("creating VAO");
+ }
gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
- gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
- checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
+ gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
- if (gl_info->supported[APPLE_CLIENT_STORAGE])
- {
- /* Most textures will use client storage if supported. Exceptions are
- * non-native power of 2 textures and textures in DIB sections. */
- gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
- checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
- }
if (gl_info->supported[ARB_VERTEX_BLEND])
{
/* Direct3D always uses n-1 weights for n world matrices and uses
/* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
* the previous texture where to source the offset from is always unit - 1.
*/
- for (s = 1; s < gl_info->limits.textures; ++s)
+ for (i = 1; i < gl_info->limits.textures; ++i)
{
- context_active_texture(ret, gl_info, s);
+ context_active_texture(ret, gl_info, i);
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
- GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
+ GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + i - 1);
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
}
}
* So make sure a program is assigned to each context. The first real ARBFP use will set a different
* program and the dummy program is destroyed when the context is destroyed.
*/
- const char *dummy_program =
+ static const char dummy_program[] =
"!!ARBfp1.0\n"
"MOV result.color, fragment.color.primary;\n"
"END\n";
if (gl_info->supported[ARB_POINT_SPRITE])
{
- for (s = 0; s < gl_info->limits.textures; ++s)
+ for (i = 0; i < gl_info->limits.textures; ++i)
{
- context_active_texture(ret, gl_info, s);
+ context_active_texture(ret, gl_info, i);
gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
}
{
GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
}
- ret->select_shader = 1;
+ if (!(d3d_info->wined3d_creation_flags & WINED3D_NO_PRIMITIVE_RESTART))
+ {
+ if (gl_info->supported[ARB_ES3_COMPATIBILITY])
+ {
+ gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
+ checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
+ }
+ else
+ {
+ FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
+ }
+ }
+ if (!(d3d_info->wined3d_creation_flags & WINED3D_LEGACY_CUBEMAP_FILTERING)
+ && gl_info->supported[ARB_SEAMLESS_CUBE_MAP])
+ {
+ gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
+ checkGLcall("enable seamless cube map filtering");
+ }
+ if (gl_info->supported[ARB_CLIP_CONTROL])
+ GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT));
+ device->shader_backend->shader_init_context_state(ret);
+ ret->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
+ | (1u << WINED3D_SHADER_TYPE_VERTEX)
+ | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
+ | (1u << WINED3D_SHADER_TYPE_HULL)
+ | (1u << WINED3D_SHADER_TYPE_DOMAIN)
+ | (1u << WINED3D_SHADER_TYPE_COMPUTE);
/* If this happens to be the first context for the device, dummy textures
* are not created yet. In that case, they will be created (and bound) by
* create_dummy_textures right after this context is initialized. */
- if (device->dummy_texture_2d[0])
- bind_dummy_textures(device, ret);
+ if (device->dummy_textures.tex_2d)
+ context_bind_dummy_textures(device, ret);
TRACE("Created context %p.\n", ret);
return ret;
out:
+ if (hdc) wined3d_release_dc(swapchain->win_handle, hdc);
+ device->shader_backend->shader_free_context_data(ret);
+ device->adapter->fragment_pipe->free_context_data(ret);
+ HeapFree(GetProcessHeap(), 0, ret->texture_type);
HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
+ HeapFree(GetProcessHeap(), 0, ret->free_timestamp_queries);
+ HeapFree(GetProcessHeap(), 0, ret->fbo_key);
HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
HeapFree(GetProcessHeap(), 0, ret->blit_targets);
HeapFree(GetProcessHeap(), 0, ret);
return NULL;
}
-/* Do not call while under the GL lock. */
void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
{
BOOL destroy;
TRACE("Destroying ctx %p\n", context);
+ wined3d_from_cs(device->cs);
+
+ /* We delay destroying a context when it is active. The context_release()
+ * function invokes context_destroy() again while leaving the last level. */
+ if (context->level)
+ {
+ TRACE("Delaying destruction of context %p.\n", context);
+ context->destroy_delayed = 1;
+ /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
+ context->swapchain = NULL;
+ return;
+ }
+
if (context->tid == GetCurrentThreadId() || !context->current)
{
context_destroy_gl_resources(context);
destroy = FALSE;
}
+ device->shader_backend->shader_free_context_data(context);
+ device->adapter->fragment_pipe->free_context_data(context);
+ HeapFree(GetProcessHeap(), 0, context->texture_type);
+ HeapFree(GetProcessHeap(), 0, context->fbo_key);
HeapFree(GetProcessHeap(), 0, context->draw_buffers);
HeapFree(GetProcessHeap(), 0, context->blit_targets);
device_context_remove(device, context);
if (destroy) HeapFree(GetProcessHeap(), 0, context);
}
+const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
+ const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+
+ if (!shader_version)
+ {
+ *base = 0;
+ *count = MAX_TEXTURES;
+ return context->tex_unit_map;
+ }
+
+ if (shader_version->major >= 4)
+ {
+ wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, shader_version->type, base, count);
+ return NULL;
+ }
+
+ switch (shader_version->type)
+ {
+ case WINED3D_SHADER_TYPE_PIXEL:
+ *base = 0;
+ *count = MAX_FRAGMENT_SAMPLERS;
+ break;
+ case WINED3D_SHADER_TYPE_VERTEX:
+ *base = MAX_FRAGMENT_SAMPLERS;
+ *count = MAX_VERTEX_SAMPLERS;
+ break;
+ default:
+ ERR("Unhandled shader type %#x.\n", shader_version->type);
+ *base = 0;
+ *count = 0;
+ }
+
+ return context->tex_unit_map;
+}
+
/* Context activation is done by the caller. */
static void set_blit_dimension(const struct wined3d_gl_info *gl_info, UINT width, UINT height)
{
static void context_get_rt_size(const struct wined3d_context *context, SIZE *size)
{
- const struct wined3d_surface *rt = context->current_rt;
+ const struct wined3d_texture *rt = context->current_rt.texture;
+ unsigned int level;
- if (rt->container.type == WINED3D_CONTAINER_SWAPCHAIN
- && rt->container.u.swapchain->front_buffer == rt)
+ if (rt->swapchain)
{
RECT window_size;
return;
}
- size->cx = rt->resource.width;
- size->cy = rt->resource.height;
+ level = context->current_rt.sub_resource_idx % rt->level_count;
+ size->cx = wined3d_texture_get_level_width(rt, level);
+ size->cy = wined3d_texture_get_level_height(rt, level);
}
/*****************************************************************************
*/
for (i = gl_info->limits.textures - 1; i > 0 ; --i)
{
- sampler = device->rev_tex_unit_map[i];
+ sampler = context->rev_tex_unit_map[i];
context_active_texture(context, gl_info, i);
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
context_invalidate_state(context, STATE_SAMPLER(sampler));
}
}
+ if (gl_info->supported[ARB_SAMPLER_OBJECTS])
+ GL_EXTCALL(glBindSampler(0, 0));
context_active_texture(context, gl_info, 0);
- sampler = device->rev_tex_unit_map[0];
+ sampler = context->rev_tex_unit_map[0];
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
+ /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
+ if (gl_info->supported[ARB_CLIP_CONTROL])
+ GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE));
+
set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
/* Disable shaders */
- device->shader_backend->shader_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
- context->select_shader = 1;
- context->load_constants = 1;
+ device->shader_backend->shader_disable(device->shader_priv, context);
context->blit_w = rt_size.cx;
context->blit_h = rt_size.cy;
static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
{
- return rt_mask & (1 << 31);
+ return rt_mask & (1u << 31);
}
static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
{
- return rt_mask & ~(1 << 31);
+ return rt_mask & ~(1u << 31);
}
/* Context activation is done by the caller. */
if (gl_info->supported[ARB_DRAW_BUFFERS])
{
- GL_EXTCALL(glDrawBuffersARB(i, context->draw_buffers));
+ GL_EXTCALL(glDrawBuffers(i, context->draw_buffers));
checkGLcall("glDrawBuffers()");
}
else
void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
+ DWORD *current_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
+ DWORD new_mask = context_generate_rt_mask(buffer);
+
+ if (new_mask == *current_mask)
+ return;
gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
checkGLcall("glDrawBuffer()");
- if (context->current_fbo)
- context->current_fbo->rt_mask = context_generate_rt_mask(buffer);
- else
- context->draw_buffers_mask = context_generate_rt_mask(buffer);
+
+ *current_mask = new_mask;
}
/* Context activation is done by the caller. */
void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
{
- GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0 + unit));
- checkGLcall("glActiveTextureARB");
+ GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
+ checkGLcall("glActiveTexture");
context->active_texture = unit;
}
+void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+
+ if (binding == GL_ELEMENT_ARRAY_BUFFER)
+ context_invalidate_state(context, STATE_INDEXBUFFER);
+
+ GL_EXTCALL(glBindBuffer(binding, name));
+}
+
void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
if (old_texture_type != target)
{
- const struct wined3d_device *device = context->swapchain->device;
+ const struct wined3d_device *device = context->device;
switch (old_texture_type)
{
case GL_NONE:
/* nothing to do */
break;
+ case GL_TEXTURE_1D:
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, device->dummy_textures.tex_1d);
+ checkGLcall("glBindTexture");
+ break;
+ case GL_TEXTURE_1D_ARRAY:
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, device->dummy_textures.tex_1d_array);
+ checkGLcall("glBindTexture");
+ break;
case GL_TEXTURE_2D:
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[unit]);
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_textures.tex_2d);
+ checkGLcall("glBindTexture");
+ break;
+ case GL_TEXTURE_2D_ARRAY:
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, device->dummy_textures.tex_2d_array);
checkGLcall("glBindTexture");
break;
case GL_TEXTURE_RECTANGLE_ARB:
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[unit]);
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_textures.tex_rect);
checkGLcall("glBindTexture");
break;
case GL_TEXTURE_CUBE_MAP:
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[unit]);
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_textures.tex_cube);
+ checkGLcall("glBindTexture");
+ break;
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, device->dummy_textures.tex_cube_array);
checkGLcall("glBindTexture");
break;
case GL_TEXTURE_3D:
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[unit]);
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_textures.tex_3d);
+ checkGLcall("glBindTexture");
+ break;
+ case GL_TEXTURE_BUFFER:
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, device->dummy_textures.tex_buffer);
checkGLcall("glBindTexture");
break;
default:
- ERR("Unexpected texture target %#x\n", old_texture_type);
+ ERR("Unexpected texture target %#x.\n", old_texture_type);
}
context->texture_type[unit] = target;
}
}
+void *context_map_bo_address(struct wined3d_context *context,
+ const struct wined3d_bo_address *data, size_t size, GLenum binding, DWORD flags)
+{
+ const struct wined3d_gl_info *gl_info;
+ BYTE *memory;
+
+ if (!data->buffer_object)
+ return data->addr;
+
+ gl_info = context->gl_info;
+
+ context_bind_bo(context, binding, data->buffer_object);
+
+ if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
+ {
+ GLbitfield map_flags = wined3d_resource_gl_map_flags(flags) & ~GL_MAP_FLUSH_EXPLICIT_BIT;
+ memory = GL_EXTCALL(glMapBufferRange(binding, (INT_PTR)data->addr, size, map_flags));
+ }
+ else
+ {
+ memory = GL_EXTCALL(glMapBuffer(binding, wined3d_resource_gl_legacy_map_flags(flags)));
+ memory += (INT_PTR)data->addr;
+ }
+
+ context_bind_bo(context, binding, 0);
+ checkGLcall("Map buffer object");
+
+ return memory;
+}
+
+void context_unmap_bo_address(struct wined3d_context *context,
+ const struct wined3d_bo_address *data, GLenum binding)
+{
+ const struct wined3d_gl_info *gl_info;
+
+ if (!data->buffer_object)
+ return;
+
+ gl_info = context->gl_info;
+
+ context_bind_bo(context, binding, data->buffer_object);
+ GL_EXTCALL(glUnmapBuffer(binding));
+ context_bind_bo(context, binding, 0);
+ checkGLcall("Unmap buffer object");
+}
+
static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
{
- if (context->render_offscreen == offscreen) return;
+ if (context->render_offscreen == offscreen)
+ return;
- context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
- context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
context_invalidate_state(context, STATE_VIEWPORT);
context_invalidate_state(context, STATE_SCISSORRECT);
- context_invalidate_state(context, STATE_FRONTFACE);
+ if (!context->gl_info->supported[ARB_CLIP_CONTROL])
+ {
+ context_invalidate_state(context, STATE_FRONTFACE);
+ context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
+ context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
+ }
+ context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN));
+ if (context->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
+ context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
context->render_offscreen = offscreen;
}
static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
const struct wined3d_format *required)
{
- BYTE existing_depth, existing_stencil, required_depth, required_stencil;
-
- if (existing == required) return TRUE;
- if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
-
- getDepthStencilBits(existing, &existing_depth, &existing_stencil);
- getDepthStencilBits(required, &required_depth, &required_stencil);
-
- if(existing_depth < required_depth) return FALSE;
- /* If stencil bits are used the exact amount is required - otherwise wrapping
- * won't work correctly */
- if(required_stencil && required_stencil != existing_stencil) return FALSE;
+ if (existing == required)
+ return TRUE;
+ if ((existing->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
+ != (required->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
+ return FALSE;
+ if (existing->depth_size < required->depth_size)
+ return FALSE;
+ /* If stencil bits are used the exact amount is required - otherwise
+ * wrapping won't work correctly. */
+ if (required->stencil_size && required->stencil_size != existing->stencil_size)
+ return FALSE;
return TRUE;
}
-/* The caller provides a context */
+/* Context activation is done by the caller. */
static void context_validate_onscreen_formats(struct wined3d_context *context,
- const struct wined3d_surface *depth_stencil)
+ const struct wined3d_rendertarget_view *depth_stencil)
{
/* Onscreen surfaces are always in a swapchain */
- struct wined3d_swapchain *swapchain = context->current_rt->container.u.swapchain;
+ struct wined3d_swapchain *swapchain = context->current_rt.texture->swapchain;
if (context->render_offscreen || !depth_stencil) return;
- if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
+ if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->format)) return;
/* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
* or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
/* The currently active context is the necessary context to access the swapchain's onscreen buffers */
- surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
+ if (!(wined3d_texture_load_location(context->current_rt.texture, context->current_rt.sub_resource_idx,
+ context, WINED3D_LOCATION_TEXTURE_RGB)))
+ ERR("Failed to load location.\n");
swapchain->render_to_fbo = TRUE;
swapchain_update_draw_bindings(swapchain);
context_set_render_offscreen(context, TRUE);
}
-static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device, const struct wined3d_surface *rt)
+GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context)
+{
+ switch (wined3d_settings.offscreen_rendering_mode)
+ {
+ case ORM_FBO:
+ return GL_COLOR_ATTACHMENT0;
+
+ case ORM_BACKBUFFER:
+ return context->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
+
+ default:
+ FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
+ return GL_BACK;
+ }
+}
+
+static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_context *context, struct wined3d_texture *rt)
{
if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
return 0;
- else if (rt->container.type == WINED3D_CONTAINER_SWAPCHAIN)
- return context_generate_rt_mask_from_surface(rt);
+ else if (rt->swapchain)
+ return context_generate_rt_mask_from_resource(&rt->resource);
else
- return context_generate_rt_mask(device->offscreenBuffer);
+ return context_generate_rt_mask(context_get_offscreen_gl_buffer(context));
}
/* Context activation is done by the caller. */
void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
{
- struct wined3d_surface *rt = context->current_rt;
+ struct wined3d_texture *rt = context->current_rt.texture;
+ struct wined3d_surface *surface;
DWORD rt_mask, *cur_mask;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
if (context->render_offscreen)
{
- surface_internal_preload(rt, SRGB_RGB);
+ wined3d_texture_load(rt, context, FALSE);
- context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->draw_binding);
+ surface = rt->sub_resources[context->current_rt.sub_resource_idx].u.surface;
+ context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, surface, NULL, rt->resource.draw_binding);
if (rt->resource.format->id != WINED3DFMT_NULL)
rt_mask = 1;
else
}
else
{
- context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
- rt_mask = context_generate_rt_mask_from_surface(rt);
+ context->current_fbo = NULL;
+ context_bind_fbo(context, GL_FRAMEBUFFER, 0);
+ rt_mask = context_generate_rt_mask_from_resource(&rt->resource);
}
}
else
{
- rt_mask = context_generate_rt_mask_no_fbo(device, rt);
+ rt_mask = context_generate_rt_mask_no_fbo(context, rt);
}
cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
context_invalidate_state(context, STATE_FRAMEBUFFER);
}
-static BOOL context_validate_rt_config(UINT rt_count,
- struct wined3d_surface * const *rts, const struct wined3d_surface *ds)
+static BOOL context_validate_rt_config(UINT rt_count, struct wined3d_rendertarget_view * const *rts,
+ const struct wined3d_rendertarget_view *ds)
{
unsigned int i;
for (i = 0; i < rt_count; ++i)
{
- if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
+ if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
return TRUE;
}
}
/* Context activation is done by the caller. */
-BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
+BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
UINT rt_count, const struct wined3d_fb_state *fb)
{
+ struct wined3d_rendertarget_view **rts = fb->render_targets;
+ struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
const struct wined3d_gl_info *gl_info = context->gl_info;
DWORD rt_mask = 0, *cur_mask;
- UINT i;
- struct wined3d_surface **rts = fb->render_targets;
+ unsigned int i;
- if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb
- || rt_count != context->gl_info->limits.buffers)
+ if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb
+ || rt_count != gl_info->limits.buffers)
{
- if (!context_validate_rt_config(rt_count, rts, fb->depth_stencil))
+ if (!context_validate_rt_config(rt_count, rts, dsv))
return FALSE;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
- context_validate_onscreen_formats(context, fb->depth_stencil);
+ context_validate_onscreen_formats(context, dsv);
- if (!rt_count || surface_is_offscreen(rts[0]))
+ if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
{
+ memset(context->blit_targets, 0, gl_info->limits.buffers * sizeof(*context->blit_targets));
for (i = 0; i < rt_count; ++i)
{
- context->blit_targets[i] = rts[i];
- if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
- rt_mask |= (1 << i);
- }
- while (i < context->gl_info->limits.buffers)
- {
- context->blit_targets[i] = NULL;
- ++i;
+ if (rts[i])
+ {
+ context->blit_targets[i].gl_view = rts[i]->gl_view;
+ context->blit_targets[i].resource = rts[i]->resource;
+ context->blit_targets[i].sub_resource_idx = rts[i]->sub_resource_idx;
+ context->blit_targets[i].layer_count = rts[i]->layer_count;
+ }
+ if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
+ rt_mask |= (1u << i);
}
- context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil,
- rt_count ? rts[0]->draw_binding : SFLAG_INTEXTURE);
- gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
- checkGLcall("glReadBuffer");
+ context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
+ wined3d_rendertarget_view_get_surface(dsv),
+ rt_count ? rts[0]->resource->draw_binding : 0,
+ dsv ? dsv->resource->draw_binding : 0);
}
else
{
- context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
- rt_mask = context_generate_rt_mask_from_surface(rts[0]);
+ context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL,
+ WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
+ rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
}
/* If the framebuffer is not the device's fb the device's fb has to be reapplied
}
else
{
- rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
+ rt_mask = context_generate_rt_mask_no_fbo(context,
+ rt_count ? wined3d_rendertarget_view_get_surface(rts[0])->container : NULL);
}
}
else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
- && (!rt_count || surface_is_offscreen(rts[0])))
+ && (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)))
{
for (i = 0; i < rt_count; ++i)
{
- if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL) rt_mask |= (1 << i);
+ if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
+ rt_mask |= (1u << i);
}
}
else
{
- rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
+ rt_mask = context_generate_rt_mask_no_fbo(context,
+ rt_count ? wined3d_rendertarget_view_get_surface(rts[0])->container : NULL);
}
cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
context_check_fbo_status(context, GL_FRAMEBUFFER);
}
- if (context->last_was_blit)
- context->last_was_blit = FALSE;
+ context->last_was_blit = FALSE;
/* Blending and clearing should be orthogonal, but tests on the nvidia
* driver show that disabling blending when clearing improves the clearing
* performance incredibly. */
gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
- checkGLcall("glEnable GL_SCISSOR_TEST");
+ if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
+ {
+ if (needs_srgb_write(context, state, fb))
+ gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
+ else
+ gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
+ context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
+ }
+ checkGLcall("setting up state for clear");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
return TRUE;
}
-static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_device *device)
+static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_state *state)
{
- const struct wined3d_state *state = &device->stateBlock->state;
- struct wined3d_surface **rts = state->fb->render_targets;
- struct wined3d_shader *ps = state->pixel_shader;
+ struct wined3d_rendertarget_view **rts = state->fb->render_targets;
+ struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
DWORD rt_mask, rt_mask_bits;
unsigned int i;
- if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return context_generate_rt_mask_no_fbo(device, rts[0]);
- else if (!context->render_offscreen) return context_generate_rt_mask_from_surface(rts[0]);
+ if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
+ return context_generate_rt_mask_no_fbo(context, wined3d_rendertarget_view_get_surface(rts[0])->container);
+ else if (!context->render_offscreen)
+ return context_generate_rt_mask_from_resource(rts[0]->resource);
rt_mask = ps ? ps->reg_maps.rt_mask : 1;
- rt_mask &= device->valid_rt_mask;
+ rt_mask &= context->d3d_info->valid_rt_mask;
rt_mask_bits = rt_mask;
i = 0;
while (rt_mask_bits)
{
- rt_mask_bits &= ~(1 << i);
- if (!rts[i] || rts[i]->resource.format->id == WINED3DFMT_NULL)
- rt_mask &= ~(1 << i);
+ rt_mask_bits &= ~(1u << i);
+ if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
+ rt_mask &= ~(1u << i);
i++;
}
/* Context activation is done by the caller. */
void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
- const struct wined3d_device *device = context->swapchain->device;
- const struct wined3d_gl_info *gl_info = context->gl_info;
+ DWORD rt_mask = find_draw_buffers_mask(context, state);
const struct wined3d_fb_state *fb = state->fb;
- DWORD rt_mask = find_draw_buffers_mask(context, device);
DWORD *cur_mask;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (!context->render_offscreen)
{
- context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
+ context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL,
+ WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
}
else
{
- context_apply_fbo_state(context, GL_FRAMEBUFFER, fb->render_targets, fb->depth_stencil,
- fb->render_targets[0]->draw_binding);
- gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
- checkGLcall("glReadBuffer");
+ unsigned int i;
+
+ memset(context->blit_targets, 0, context->gl_info->limits.buffers * sizeof (*context->blit_targets));
+ for (i = 0; i < context->gl_info->limits.buffers; ++i)
+ {
+ if (fb->render_targets[i])
+ {
+ context->blit_targets[i].gl_view = fb->render_targets[i]->gl_view;
+ context->blit_targets[i].resource = fb->render_targets[i]->resource;
+ context->blit_targets[i].sub_resource_idx = fb->render_targets[i]->sub_resource_idx;
+ context->blit_targets[i].layer_count = fb->render_targets[i]->layer_count;
+ }
+ }
+ context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
+ wined3d_rendertarget_view_get_surface(fb->depth_stencil),
+ fb->render_targets[0] ? fb->render_targets[0]->resource->draw_binding : 0,
+ fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
}
}
context_apply_draw_buffers(context, rt_mask);
*cur_mask = rt_mask;
}
+ context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
}
-/* Context activation is done by the caller. */
-void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
+static void context_map_stage(struct wined3d_context *context, DWORD stage, DWORD unit)
{
- const struct wined3d_device *device = context->swapchain->device;
- DWORD rt_mask, *cur_mask;
+ DWORD i = context->rev_tex_unit_map[unit];
+ DWORD j = context->tex_unit_map[stage];
- if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
+ TRACE("Mapping stage %u to unit %u.\n", stage, unit);
+ context->tex_unit_map[stage] = unit;
+ if (i != WINED3D_UNMAPPED_STAGE && i != stage)
+ context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
- cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
- rt_mask = find_draw_buffers_mask(context, device);
- if (rt_mask != *cur_mask)
- {
- context_apply_draw_buffers(context, rt_mask);
- *cur_mask = rt_mask;
- }
+ context->rev_tex_unit_map[unit] = stage;
+ if (j != WINED3D_UNMAPPED_STAGE && j != unit)
+ context->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
}
-/* Context activation is done by the caller. */
-BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device)
+static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
{
- const struct wined3d_state *state = &device->stateBlock->state;
- const struct StateEntry *state_table = context->state_table;
- const struct wined3d_fb_state *fb = state->fb;
- unsigned int i;
+ DWORD i;
- if (!context_validate_rt_config(context->gl_info->limits.buffers,
- fb->render_targets, fb->depth_stencil))
- return FALSE;
+ for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
+ context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
+}
- if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
- {
- context_validate_onscreen_formats(context, fb->depth_stencil);
- }
+static void context_update_fixed_function_usage_map(struct wined3d_context *context,
+ const struct wined3d_state *state)
+{
+ UINT i, start, end;
- /* Preload resources before FBO setup. Texture preload in particular may
- * result in changes to the current FBO, due to using e.g. FBO blits for
- * updating a resource location. */
- device_update_tex_unit_map(device);
- device_preload_textures(device);
- if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC))
- device_update_stream_info(device, context->gl_info);
- if (state->index_buffer)
+ context->fixed_function_usage_map = 0;
+ for (i = 0; i < MAX_TEXTURES; ++i)
{
- if (device->strided_streams.all_vbo)
- wined3d_buffer_preload(state->index_buffer);
- else
- buffer_get_sysmem(state->index_buffer, context->gl_info);
- }
+ enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
+ enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
+ DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
+ DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
+ DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
+ DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
+ DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
+ DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
+
+ /* Not used, and disable higher stages. */
+ if (color_op == WINED3D_TOP_DISABLE)
+ break;
- for (i = 0; i < context->numDirtyEntries; ++i)
- {
- DWORD rep = context->dirtyArray[i];
- DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
- BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
- context->isStateDirty[idx] &= ~(1 << shift);
- state_table[rep].apply(context, state, rep);
+ if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
+ || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
+ || ((color_arg3 == WINED3DTA_TEXTURE)
+ && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
+ || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
+ || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
+ || ((alpha_arg3 == WINED3DTA_TEXTURE)
+ && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
+ context->fixed_function_usage_map |= (1u << i);
+
+ if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
+ && i < MAX_TEXTURES - 1)
+ context->fixed_function_usage_map |= (1u << (i + 1));
}
- if (context->select_shader)
+ if (i < context->lowest_disabled_stage)
{
- device->shader_backend->shader_select(context,
- use_vs(state) ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
- use_ps(state) ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP);
- context->select_shader = 0;
+ start = i;
+ end = context->lowest_disabled_stage;
}
-
- if (context->load_constants)
+ else
{
- device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
- context->load_constants = 0;
+ start = context->lowest_disabled_stage;
+ end = i;
}
- if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
+ context->lowest_disabled_stage = i;
+ for (i = start + 1; i < end; ++i)
{
- context_check_fbo_status(context, GL_FRAMEBUFFER);
+ context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
}
-
- context->numDirtyEntries = 0; /* This makes the whole list clean */
- context->last_was_blit = FALSE;
-
- return TRUE;
}
-static void context_setup_target(struct wined3d_context *context, struct wined3d_surface *target)
+static void context_map_fixed_function_samplers(struct wined3d_context *context,
+ const struct wined3d_state *state)
{
- BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
+ const struct wined3d_d3d_info *d3d_info = context->d3d_info;
+ unsigned int i, tex;
+ WORD ffu_map;
- render_offscreen = surface_is_offscreen(target);
- if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
+ ffu_map = context->fixed_function_usage_map;
- /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
- * the alpha blend state changes with different render target formats. */
- if (!context->current_rt)
- {
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
- }
- else
+ if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
+ || context->lowest_disabled_stage <= d3d_info->limits.ffp_textures)
{
- const struct wined3d_format *old = context->current_rt->resource.format;
- const struct wined3d_format *new = target->resource.format;
-
- if (old->id != new->id)
+ for (i = 0; ffu_map; ffu_map >>= 1, ++i)
{
- /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
- if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
- || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
+ if (!(ffu_map & 1))
+ continue;
- /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
- if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
+ if (context->tex_unit_map[i] != i)
+ {
+ context_map_stage(context, i, i);
+ context_invalidate_state(context, STATE_SAMPLER(i));
+ context_invalidate_texture_stage(context, i);
+ }
}
+ return;
+ }
- /* When switching away from an offscreen render target, and we're not
- * using FBOs, we have to read the drawable into the texture. This is
- * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
- * are some things that need care though. PreLoad needs a GL context,
- * and FindContext is called before the context is activated. It also
- * has to be called with the old rendertarget active, otherwise a
- * wrong drawable is read. */
- if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
- && old_render_offscreen && context->current_rt != target)
+ /* Now work out the mapping */
+ tex = 0;
+ for (i = 0; ffu_map; ffu_map >>= 1, ++i)
+ {
+ if (!(ffu_map & 1))
+ continue;
+
+ if (context->tex_unit_map[i] != tex)
{
- /* Read the back buffer of the old drawable into the destination texture. */
- if (context->current_rt->texture_name_srgb)
- surface_internal_preload(context->current_rt, SRGB_SRGB);
- surface_internal_preload(context->current_rt, SRGB_RGB);
- surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
+ context_map_stage(context, i, tex);
+ context_invalidate_state(context, STATE_SAMPLER(i));
+ context_invalidate_texture_stage(context, i);
}
- }
- context->current_rt = target;
- context_set_render_offscreen(context, render_offscreen);
+ ++tex;
+ }
}
-/* Do not call while under the GL lock. */
-struct wined3d_context *context_acquire(const struct wined3d_device *device, struct wined3d_surface *target)
+static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
{
- struct wined3d_context *current_context = context_get_current();
- struct wined3d_context *context;
-
- TRACE("device %p, target %p.\n", device, target);
-
- if (current_context && current_context->destroyed)
- current_context = NULL;
+ const struct wined3d_d3d_info *d3d_info = context->d3d_info;
+ const struct wined3d_shader_resource_info *resource_info =
+ state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
+ unsigned int i;
- if (!target)
+ for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
{
- if (current_context
- && current_context->current_rt
- && current_context->swapchain->device == device)
+ if (resource_info[i].type && context->tex_unit_map[i] != i)
{
- target = current_context->current_rt;
+ context_map_stage(context, i, i);
+ context_invalidate_state(context, STATE_SAMPLER(i));
+ if (i < d3d_info->limits.ffp_blend_stages)
+ context_invalidate_texture_stage(context, i);
+ }
+ }
+}
+
+static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
+ const struct wined3d_shader_resource_info *ps_resource_info, DWORD unit)
+{
+ DWORD current_mapping = context->rev_tex_unit_map[unit];
+
+ /* Not currently used */
+ if (current_mapping == WINED3D_UNMAPPED_STAGE)
+ return TRUE;
+
+ if (current_mapping < MAX_FRAGMENT_SAMPLERS)
+ {
+ /* Used by a fragment sampler */
+
+ if (!ps_resource_info)
+ {
+ /* No pixel shader, check fixed function */
+ return current_mapping >= MAX_TEXTURES || !(context->fixed_function_usage_map & (1u << current_mapping));
+ }
+
+ /* Pixel shader, check the shader's sampler map */
+ return !ps_resource_info[current_mapping].type;
+ }
+
+ return TRUE;
+}
+
+static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state)
+{
+ const struct wined3d_shader_resource_info *vs_resource_info =
+ state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
+ const struct wined3d_shader_resource_info *ps_resource_info = NULL;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
+ int i;
+
+ /* Note that we only care if a resource is used or not, not the
+ * resource's specific type. Otherwise we'd need to call
+ * shader_update_samplers() here for 1.x pixelshaders. */
+ if (ps)
+ ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
+
+ for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
+ {
+ DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
+ if (vs_resource_info[i].type)
+ {
+ while (start >= 0)
+ {
+ if (context_unit_free_for_vs(context, ps_resource_info, start))
+ {
+ if (context->tex_unit_map[vsampler_idx] != start)
+ {
+ context_map_stage(context, vsampler_idx, start);
+ context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
+ }
+
+ --start;
+ break;
+ }
+
+ --start;
+ }
+ if (context->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
+ WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
+ }
+ }
+}
+
+static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ BOOL vs = use_vs(state);
+ BOOL ps = use_ps(state);
+
+ if (!ps)
+ context_update_fixed_function_usage_map(context, state);
+
+ /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
+ * need a 1:1 map at the moment.
+ * When the mapping of a stage is changed, sampler and ALL texture stage
+ * states have to be reset. */
+
+ if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS)
+ return;
+
+ if (ps)
+ context_map_psamplers(context, state);
+ else
+ context_map_fixed_function_samplers(context, state);
+
+ if (vs)
+ context_map_vsamplers(context, ps, state);
+}
+
+/* Context activation is done by the caller. */
+void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
+{
+ DWORD rt_mask, *cur_mask;
+
+ if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
+
+ cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
+ rt_mask = find_draw_buffers_mask(context, state);
+ if (rt_mask != *cur_mask)
+ {
+ context_apply_draw_buffers(context, rt_mask);
+ *cur_mask = rt_mask;
+ }
+}
+
+static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
+{
+ if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
+ *regnum = WINED3D_FFP_POSITION;
+ else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
+ *regnum = WINED3D_FFP_BLENDWEIGHT;
+ else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
+ *regnum = WINED3D_FFP_BLENDINDICES;
+ else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
+ *regnum = WINED3D_FFP_NORMAL;
+ else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
+ *regnum = WINED3D_FFP_PSIZE;
+ else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
+ *regnum = WINED3D_FFP_DIFFUSE;
+ else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
+ *regnum = WINED3D_FFP_SPECULAR;
+ else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
+ *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
+ else
+ {
+ WARN("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
+ *regnum = ~0u;
+ return FALSE;
+ }
+
+ return TRUE;
+}
+
+/* Context activation is done by the caller. */
+void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
+ const struct wined3d_state *state, const struct wined3d_gl_info *gl_info,
+ const struct wined3d_d3d_info *d3d_info)
+{
+ /* We need to deal with frequency data! */
+ struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
+ BOOL generic_attributes = d3d_info->ffp_generic_attributes;
+ BOOL use_vshader = use_vs(state);
+ unsigned int i;
+
+ stream_info->use_map = 0;
+ stream_info->swizzle_map = 0;
+ stream_info->position_transformed = 0;
+
+ if (!declaration)
+ return;
+
+ stream_info->position_transformed = declaration->position_transformed;
+
+ /* Translate the declaration into strided data. */
+ for (i = 0; i < declaration->element_count; ++i)
+ {
+ const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
+ const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
+ BOOL stride_used;
+ unsigned int idx;
+
+ TRACE("%p Element %p (%u of %u).\n", declaration->elements,
+ element, i + 1, declaration->element_count);
+
+ if (!stream->buffer)
+ continue;
+
+ TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
+
+ if (use_vshader)
+ {
+ if (element->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
+ {
+ stride_used = FALSE;
+ }
+ else if (element->output_slot == WINED3D_OUTPUT_SLOT_SEMANTIC)
+ {
+ /* TODO: Assuming vertexdeclarations are usually used with the
+ * same or a similar shader, it might be worth it to store the
+ * last used output slot and try that one first. */
+ stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX],
+ element->usage, element->usage_idx, &idx);
+ }
+ else
+ {
+ idx = element->output_slot;
+ stride_used = TRUE;
+ }
+ }
+ else
+ {
+ if (!generic_attributes && !element->ffp_valid)
+ {
+ WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
+ debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
+ stride_used = FALSE;
+ }
+ else
+ {
+ stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
+ }
+ }
+
+ if (stride_used)
+ {
+ TRACE("Load %s array %u [usage %s, usage_idx %u, "
+ "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
+ use_vshader ? "shader": "fixed function", idx,
+ debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
+ element->offset, stream->stride, debug_d3dformat(element->format->id),
+ debug_d3dinput_classification(element->input_slot_class), element->instance_data_step_rate);
+
+ stream_info->elements[idx].format = element->format;
+ stream_info->elements[idx].data.buffer_object = 0;
+ stream_info->elements[idx].data.addr = (BYTE *)NULL + stream->offset + element->offset;
+ stream_info->elements[idx].stride = stream->stride;
+ stream_info->elements[idx].stream_idx = element->input_slot;
+ if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
+ {
+ stream_info->elements[idx].divisor = 1;
+ }
+ else if (element->input_slot_class == WINED3D_INPUT_PER_INSTANCE_DATA)
+ {
+ stream_info->elements[idx].divisor = element->instance_data_step_rate;
+ if (!element->instance_data_step_rate)
+ FIXME("Instance step rate 0 not implemented.\n");
+ }
+ else
+ {
+ stream_info->elements[idx].divisor = 0;
+ }
+
+ if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
+ && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
+ {
+ stream_info->swizzle_map |= 1u << idx;
+ }
+ stream_info->use_map |= 1u << idx;
+ }
+ }
+}
+
+/* Context activation is done by the caller. */
+static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
+{
+ struct wined3d_stream_info *stream_info = &context->stream_info;
+ const struct wined3d_d3d_info *d3d_info = context->d3d_info;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ DWORD prev_all_vbo = stream_info->all_vbo;
+ unsigned int i;
+ WORD map;
+
+ wined3d_stream_info_from_declaration(stream_info, state, gl_info, d3d_info);
+
+ stream_info->all_vbo = 1;
+ context->num_buffer_queries = 0;
+ for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
+ {
+ struct wined3d_stream_info_element *element;
+ struct wined3d_bo_address data;
+ struct wined3d_buffer *buffer;
+
+ if (!(map & 1))
+ continue;
+
+ element = &stream_info->elements[i];
+ buffer = state->streams[element->stream_idx].buffer;
+
+ /* We can't use VBOs if the base vertex index is negative. OpenGL
+ * doesn't accept negative offsets (or rather offsets bigger than the
+ * VBO, because the pointer is unsigned), so use system memory
+ * sources. In most sane cases the pointer - offset will still be > 0,
+ * otherwise it will wrap around to some big value. Hope that with the
+ * indices the driver wraps it back internally. If not,
+ * draw_primitive_immediate_mode() is needed, including a vertex buffer
+ * path. */
+ if (state->load_base_vertex_index < 0)
+ {
+ WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
+ state->load_base_vertex_index);
+ element->data.buffer_object = 0;
+ element->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(buffer, context);
+ if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride)
+ FIXME("System memory vertex data load offset is negative!\n");
+ }
+ else
+ {
+ wined3d_buffer_load(buffer, context, state);
+ wined3d_buffer_get_memory(buffer, &data, buffer->locations);
+ element->data.buffer_object = data.buffer_object;
+ element->data.addr += (ULONG_PTR)data.addr;
+ }
+
+ if (!element->data.buffer_object)
+ stream_info->all_vbo = 0;
+
+ if (buffer->query)
+ context->buffer_queries[context->num_buffer_queries++] = buffer->query;
+
+ TRACE("Load array %u {%#x:%p}.\n", i, element->data.buffer_object, element->data.addr);
+ }
+
+ if (prev_all_vbo != stream_info->all_vbo)
+ context_invalidate_state(context, STATE_INDEXBUFFER);
+
+ context->use_immediate_mode_draw = FALSE;
+
+ if (stream_info->all_vbo)
+ return;
+
+ if (use_vs(state))
+ {
+ if (state->vertex_declaration->half_float_conv_needed)
+ {
+ TRACE("Using immediate mode draw with vertex shaders for FLOAT16 conversion.\n");
+ context->use_immediate_mode_draw = TRUE;
+ }
+ }
+ else
+ {
+ WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE);
+ slow_mask |= -(!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !d3d_info->ffp_generic_attributes)
+ & ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR) | (1u << WINED3D_FFP_BLENDWEIGHT));
+
+ if ((stream_info->position_transformed && !d3d_info->xyzrhw)
+ || (stream_info->use_map & slow_mask))
+ context->use_immediate_mode_draw = TRUE;
+ }
+}
+
+/* Context activation is done by the caller. */
+static void context_preload_texture(struct wined3d_context *context,
+ const struct wined3d_state *state, unsigned int idx)
+{
+ struct wined3d_texture *texture;
+
+ if (!(texture = state->textures[idx]))
+ return;
+
+ wined3d_texture_load(texture, context, state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE]);
+}
+
+/* Context activation is done by the caller. */
+static void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
+{
+ unsigned int i;
+
+ if (use_vs(state))
+ {
+ for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
+ {
+ if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
+ context_preload_texture(context, state, MAX_FRAGMENT_SAMPLERS + i);
+ }
+ }
+
+ if (use_ps(state))
+ {
+ for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
+ {
+ if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type)
+ context_preload_texture(context, state, i);
+ }
+ }
+ else
+ {
+ WORD ffu_map = context->fixed_function_usage_map;
+
+ for (i = 0; ffu_map; ffu_map >>= 1, ++i)
+ {
+ if (ffu_map & 1)
+ context_preload_texture(context, state, i);
+ }
+ }
+}
+
+static void context_load_shader_resources(struct wined3d_context *context, const struct wined3d_state *state,
+ unsigned int shader_mask)
+{
+ struct wined3d_shader_sampler_map_entry *entry;
+ struct wined3d_shader_resource_view *view;
+ struct wined3d_shader *shader;
+ unsigned int i, j;
+
+ for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
+ {
+ if (!(shader_mask & (1u << i)))
+ continue;
+
+ if (!(shader = state->shader[i]))
+ continue;
+
+ for (j = 0; j < WINED3D_MAX_CBS; ++j)
+ {
+ if (state->cb[i][j])
+ wined3d_buffer_load(state->cb[i][j], context, state);
+ }
+
+ for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
+ {
+ entry = &shader->reg_maps.sampler_map.entries[j];
+
+ if (!(view = state->shader_resource_view[i][entry->resource_idx]))
+ continue;
+
+ if (view->resource->type == WINED3D_RTYPE_BUFFER)
+ wined3d_buffer_load(buffer_from_resource(view->resource), context, state);
+ else
+ wined3d_texture_load(texture_from_resource(view->resource), context, FALSE);
+ }
+ }
+}
+
+static void context_bind_shader_resources(struct wined3d_context *context,
+ const struct wined3d_state *state, enum wined3d_shader_type shader_type)
+{
+ unsigned int bind_idx, shader_sampler_count, base, count, i;
+ const struct wined3d_device *device = context->device;
+ struct wined3d_shader_sampler_map_entry *entry;
+ struct wined3d_shader_resource_view *view;
+ const struct wined3d_shader *shader;
+ struct wined3d_sampler *sampler;
+ const DWORD *tex_unit_map;
+
+ if (!(shader = state->shader[shader_type]))
+ return;
+
+ tex_unit_map = context_get_tex_unit_mapping(context,
+ &shader->reg_maps.shader_version, &base, &count);
+
+ shader_sampler_count = shader->reg_maps.sampler_map.count;
+ if (shader_sampler_count > count)
+ FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
+ shader, shader_sampler_count, count);
+ count = min(shader_sampler_count, count);
+
+ for (i = 0; i < count; ++i)
+ {
+ entry = &shader->reg_maps.sampler_map.entries[i];
+ bind_idx = base + entry->bind_idx;
+ if (tex_unit_map)
+ bind_idx = tex_unit_map[bind_idx];
+
+ if (!(view = state->shader_resource_view[shader_type][entry->resource_idx]))
+ {
+ WARN("No resource view bound at index %u, %u.\n", shader_type, entry->resource_idx);
+ continue;
+ }
+
+ if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
+ sampler = device->default_sampler;
+ else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
+ sampler = device->null_sampler;
+ wined3d_shader_resource_view_bind(view, bind_idx, sampler, context);
+ }
+}
+
+static void context_load_unordered_access_resources(struct wined3d_context *context,
+ const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
+{
+ struct wined3d_unordered_access_view *view;
+ struct wined3d_texture *texture;
+ struct wined3d_buffer *buffer;
+ unsigned int i;
+
+ context->uses_uavs = 0;
+
+ if (!shader)
+ return;
+
+ for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
+ {
+ if (!(view = views[i]))
+ continue;
+
+ if (view->resource->type == WINED3D_RTYPE_BUFFER)
+ {
+ buffer = buffer_from_resource(view->resource);
+ wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
+ wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
+ }
+ else
+ {
+ texture = texture_from_resource(view->resource);
+ wined3d_texture_load(texture, context, FALSE);
+ wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
+ }
+
+ context->uses_uavs = 1;
+ }
+}
+
+static void context_bind_unordered_access_views(struct wined3d_context *context,
+ const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ struct wined3d_unordered_access_view *view;
+ GLuint texture_name;
+ unsigned int i;
+ GLint level;
+
+ if (!shader)
+ return;
+
+ for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
+ {
+ if (!(view = views[i]))
+ {
+ if (shader->reg_maps.uav_resource_info[i].type)
+ WARN("No unordered access view bound at index %u.\n", i);
+ GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
+ continue;
+ }
+
+ if (view->gl_view.name)
+ {
+ texture_name = view->gl_view.name;
+ level = 0;
+ }
+ else if (view->resource->type != WINED3D_RTYPE_BUFFER)
+ {
+ struct wined3d_texture *texture = texture_from_resource(view->resource);
+ texture_name = wined3d_texture_get_texture_name(texture, context, FALSE);
+ level = view->desc.u.texture.level_idx;
+ }
+ else
+ {
+ FIXME("Unsupported buffer unordered access view.\n");
+ GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
+ continue;
+ }
+
+ GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE,
+ view->format->glInternal));
+
+ if (view->counter_bo)
+ GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, i, view->counter_bo));
+ }
+ checkGLcall("Bind unordered access views");
+}
+
+static void context_load_stream_output_buffers(struct wined3d_context *context,
+ const struct wined3d_state *state)
+{
+ unsigned int i;
+
+ for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
+ {
+ struct wined3d_buffer *buffer;
+ if (!(buffer = state->stream_output[i].buffer))
+ continue;
+
+ wined3d_buffer_load(buffer, context, state);
+ wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
+ }
+}
+
+/* Context activation is done by the caller. */
+BOOL context_apply_draw_state(struct wined3d_context *context,
+ const struct wined3d_device *device, const struct wined3d_state *state)
+{
+ const struct StateEntry *state_table = context->state_table;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ const struct wined3d_fb_state *fb = state->fb;
+ unsigned int i;
+ WORD map;
+
+ if (!context_validate_rt_config(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
+ return FALSE;
+
+ if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
+ {
+ context_validate_onscreen_formats(context, fb->depth_stencil);
+ }
+
+ /* Preload resources before FBO setup. Texture preload in particular may
+ * result in changes to the current FBO, due to using e.g. FBO blits for
+ * updating a resource location. */
+ context_update_tex_unit_map(context, state);
+ context_preload_textures(context, state);
+ context_load_shader_resources(context, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
+ context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],
+ state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
+ context_load_stream_output_buffers(context, state);
+ /* TODO: Right now the dependency on the vertex shader is necessary
+ * since wined3d_stream_info_from_declaration() depends on the reg_maps of
+ * the current VS but maybe it's possible to relax the coupling in some
+ * situations at least. */
+ if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC)
+ || isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX)))
+ {
+ context_update_stream_info(context, state);
+ }
+ else
+ {
+ for (i = 0, map = context->stream_info.use_map; map; map >>= 1, ++i)
+ {
+ if (map & 1)
+ wined3d_buffer_load(state->streams[context->stream_info.elements[i].stream_idx].buffer,
+ context, state);
+ }
+ /* Loading the buffers above may have invalidated the stream info. */
+ if (isStateDirty(context, STATE_STREAMSRC))
+ context_update_stream_info(context, state);
+ }
+ if (state->index_buffer)
+ {
+ if (context->stream_info.all_vbo)
+ wined3d_buffer_load(state->index_buffer, context, state);
+ else
+ wined3d_buffer_load_sysmem(state->index_buffer, context);
+ }
+
+ for (i = 0; i < context->numDirtyEntries; ++i)
+ {
+ DWORD rep = context->dirtyArray[i];
+ DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
+ BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
+ context->isStateDirty[idx] &= ~(1u << shift);
+ state_table[rep].apply(context, state, rep);
+ }
+
+ if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE))
+ {
+ device->shader_backend->shader_select(device->shader_priv, context, state);
+ context->shader_update_mask &= 1u << WINED3D_SHADER_TYPE_COMPUTE;
+ }
+
+ if (context->constant_update_mask)
+ {
+ device->shader_backend->shader_load_constants(device->shader_priv, context, state);
+ context->constant_update_mask = 0;
+ }
+
+ if (context->update_shader_resource_bindings)
+ {
+ for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
+ context_bind_shader_resources(context, state, i);
+ context->update_shader_resource_bindings = 0;
+ if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
+ context->update_compute_shader_resource_bindings = 1;
+ }
+
+ if (context->update_unordered_access_view_bindings)
+ {
+ context_bind_unordered_access_views(context,
+ state->shader[WINED3D_SHADER_TYPE_PIXEL],
+ state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
+ context->update_unordered_access_view_bindings = 0;
+ context->update_compute_unordered_access_view_bindings = 1;
+ }
+
+ if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
+ {
+ context_check_fbo_status(context, GL_FRAMEBUFFER);
+ }
+
+ context->numDirtyEntries = 0; /* This makes the whole list clean */
+ context->last_was_blit = FALSE;
+
+ return TRUE;
+}
+
+void context_apply_compute_state(struct wined3d_context *context,
+ const struct wined3d_device *device, const struct wined3d_state *state)
+{
+ const struct StateEntry *state_table = context->state_table;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ unsigned int state_id, i, j;
+
+ context_load_shader_resources(context, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
+ context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
+ state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
+
+ for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context->dirty_compute_states); ++i)
+ {
+ for (j = 0; j < sizeof(*context->dirty_compute_states) * CHAR_BIT; ++j, ++state_id)
+ {
+ if (context->dirty_compute_states[i] & (1u << j))
+ state_table[state_id].apply(context, state, state_id);
+ }
+ }
+ memset(context->dirty_compute_states, 0, sizeof(*context->dirty_compute_states));
+
+ if (context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
+ {
+ device->shader_backend->shader_select_compute(device->shader_priv, context, state);
+ context->shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
+ }
+
+ if (context->update_compute_shader_resource_bindings)
+ {
+ context_bind_shader_resources(context, state, WINED3D_SHADER_TYPE_COMPUTE);
+ context->update_compute_shader_resource_bindings = 0;
+ if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
+ context->update_shader_resource_bindings = 1;
+ }
+
+ if (context->update_compute_unordered_access_view_bindings)
+ {
+ context_bind_unordered_access_views(context,
+ state->shader[WINED3D_SHADER_TYPE_COMPUTE],
+ state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
+ context->update_compute_unordered_access_view_bindings = 0;
+ context->update_unordered_access_view_bindings = 1;
+ }
+
+ context->last_was_blit = FALSE;
+}
+
+void context_end_transform_feedback(struct wined3d_context *context)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ if (context->transform_feedback_active)
+ {
+ GL_EXTCALL(glEndTransformFeedback());
+ checkGLcall("glEndTransformFeedback");
+ context->transform_feedback_active = 0;
+ context->transform_feedback_paused = 0;
+ }
+}
+
+static void context_setup_target(struct wined3d_context *context,
+ struct wined3d_texture *texture, unsigned int sub_resource_idx)
+{
+ BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
+
+ render_offscreen = wined3d_resource_is_offscreen(&texture->resource);
+ if (context->current_rt.texture == texture
+ && context->current_rt.sub_resource_idx == sub_resource_idx
+ && render_offscreen == old_render_offscreen)
+ return;
+
+ /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
+ * the alpha blend state changes with different render target formats. */
+ if (!context->current_rt.texture)
+ {
+ context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
+ }
+ else
+ {
+ const struct wined3d_format *old = context->current_rt.texture->resource.format;
+ const struct wined3d_format *new = texture->resource.format;
+
+ if (old->id != new->id)
+ {
+ /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
+ if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
+ || !(texture->resource.format_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
+ context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
+
+ /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
+ if ((context->current_rt.texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE)
+ != (texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE))
+ context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
+ }
+
+ /* When switching away from an offscreen render target, and we're not
+ * using FBOs, we have to read the drawable into the texture. This is
+ * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
+ * There are some things that need care though. PreLoad needs a GL context,
+ * and FindContext is called before the context is activated. It also
+ * has to be called with the old rendertarget active, otherwise a
+ * wrong drawable is read. */
+ if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
+ && old_render_offscreen && (context->current_rt.texture != texture
+ || context->current_rt.sub_resource_idx != sub_resource_idx))
+ {
+ unsigned int prev_sub_resource_idx = context->current_rt.sub_resource_idx;
+ struct wined3d_texture *prev_texture = context->current_rt.texture;
+
+ /* Read the back buffer of the old drawable into the destination texture. */
+ if (prev_texture->texture_srgb.name)
+ wined3d_texture_load(prev_texture, context, TRUE);
+ wined3d_texture_load(prev_texture, context, FALSE);
+ wined3d_texture_invalidate_location(prev_texture, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE);
+ }
+ }
+
+ context->current_rt.texture = texture;
+ context->current_rt.sub_resource_idx = sub_resource_idx;
+ context_set_render_offscreen(context, render_offscreen);
+}
+
+struct wined3d_context *context_acquire(const struct wined3d_device *device,
+ struct wined3d_texture *texture, unsigned int sub_resource_idx)
+{
+ struct wined3d_context *current_context = context_get_current();
+ struct wined3d_context *context;
+ BOOL swapchain_texture;
+
+ TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx);
+
+ wined3d_from_cs(device->cs);
+
+ if (current_context && current_context->destroyed)
+ current_context = NULL;
+
+ swapchain_texture = texture && texture->swapchain;
+ if (!texture)
+ {
+ if (current_context
+ && current_context->current_rt.texture
+ && current_context->device == device)
+ {
+ texture = current_context->current_rt.texture;
+ sub_resource_idx = current_context->current_rt.sub_resource_idx;
}
else
{
struct wined3d_swapchain *swapchain = device->swapchains[0];
+
if (swapchain->back_buffers)
- target = swapchain->back_buffers[0];
+ texture = swapchain->back_buffers[0];
else
- target = swapchain->front_buffer;
+ texture = swapchain->front_buffer;
+ sub_resource_idx = 0;
}
}
- if (current_context && current_context->current_rt == target)
+ if (current_context && current_context->current_rt.texture == texture)
{
context = current_context;
}
- else if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
+ else if (swapchain_texture)
{
TRACE("Rendering onscreen.\n");
- context = swapchain_get_context(target->container.u.swapchain);
+ context = swapchain_get_context(texture->swapchain);
}
else
{
/* Stay with the current context if possible. Otherwise use the
* context for the primary swapchain. */
- if (current_context && current_context->swapchain->device == device)
+ if (current_context && current_context->device == device)
context = current_context;
else
context = swapchain_get_context(device->swapchains[0]);
}
- context_update_window(context);
- context_setup_target(context, target);
context_enter(context);
- if (!context->valid) return context;
+ context_update_window(context);
+ context_setup_target(context, texture, sub_resource_idx);
+ if (!context->valid)
+ return context;
if (context != current_context)
{
if (!context_set_current(context))
ERR("Failed to activate the new context.\n");
}
- else if (context->restore_ctx)
+ else if (context->needs_set)
{
context_set_gl_context(context);
}
return context;
}
+
+struct wined3d_context *context_reacquire(const struct wined3d_device *device,
+ struct wined3d_context *context)
+{
+ struct wined3d_context *current_context;
+
+ if (!context || context->tid != GetCurrentThreadId())
+ return NULL;
+
+ current_context = context_acquire(device, context->current_rt.texture,
+ context->current_rt.sub_resource_idx);
+ if (current_context != context)
+ ERR("Acquired context %p instead of %p.\n", current_context, context);
+ return current_context;
+}