/* * Context and render target management in wined3d * * Copyright 2007 Stefan Dösinger for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include #ifdef HAVE_FLOAT_H # include #endif #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); #define GLINFO_LOCATION This->adapter->gl_info /***************************************************************************** * Context_MarkStateDirty * * Marks a state in a context dirty. Only one context, opposed to * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all * contexts * * Params: * context: Context to mark the state dirty in * state: State to mark dirty * *****************************************************************************/ static void Context_MarkStateDirty(WineD3DContext *context, DWORD state) { DWORD rep = StateTable[state].representative; DWORD idx; BYTE shift; if(!rep || isStateDirty(context, rep)) return; context->dirtyArray[context->numDirtyEntries++] = rep; idx = rep >> 5; shift = rep & 0x1f; context->isStateDirty[idx] |= (1 << shift); } /***************************************************************************** * AddContextToArray * * Adds a context to the context array. Helper function for CreateContext * * This method is not called in performance-critical code paths, only when a * new render target or swapchain is created. Thus performance is not an issue * here. * * Params: * This: Device to add the context for * display: X display this context uses * glCtx: glX context to add * drawable: drawable used with this context. * *****************************************************************************/ static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, Display *display, GLXContext glCtx, Drawable drawable) { WineD3DContext **oldArray = This->contexts; DWORD state; This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1)); if(This->contexts == NULL) { ERR("Unable to grow the context array\n"); This->contexts = oldArray; return NULL; } if(oldArray) { memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts); } This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext)); if(This->contexts[This->numContexts] == NULL) { ERR("Unable to allocate a new context\n"); HeapFree(GetProcessHeap(), 0, This->contexts); This->contexts = oldArray; return NULL; } This->contexts[This->numContexts]->display = display; This->contexts[This->numContexts]->glCtx = glCtx; This->contexts[This->numContexts]->drawable = drawable; HeapFree(GetProcessHeap(), 0, oldArray); /* Mark all states dirty to force a proper initialization of the states on the first use of the context */ for(state = 0; state <= STATE_HIGHEST; state++) { Context_MarkStateDirty(This->contexts[This->numContexts], state); } This->numContexts++; TRACE("Created context %p\n", This->contexts[This->numContexts - 1]); return This->contexts[This->numContexts - 1]; } /* Returns an array of compatible FBconfig(s). * The array must be freed with XFree. Requires ENTER_GL() */ static GLXFBConfig* pbuffer_find_fbconfigs( IWineD3DDeviceImpl* This, IWineD3DSurfaceImpl* RenderSurface, Display *display) { GLXFBConfig* cfgs = NULL; int nCfgs = 0; int attribs[256]; int nAttribs = 0; IWineD3DSurface *StencilSurface = This->stencilBufferTarget; WINED3DFORMAT BackBufferFormat = RenderSurface->resource.format; WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0; /* TODO: * if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off, * it StencilSurface != NULL && zBufferTarget == NULL switch it on */ #define PUSH1(att) attribs[nAttribs++] = (att); #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value); /* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/ PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT); PUSH2(GLX_X_RENDERABLE, TRUE); PUSH2(GLX_DOUBLEBUFFER, TRUE); TRACE("calling makeglcfg\n"); D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */); PUSH1(None); TRACE("calling chooseFGConfig\n"); cfgs = glXChooseFBConfig(display, DefaultScreen(display), attribs, &nCfgs); if (cfgs == NULL) { /* OK we didn't find the exact config, so use any reasonable match */ /* TODO: fill in the 'requested' and 'current' depths, and make sure that's why we failed. */ static BOOL show_message = TRUE; if (show_message) { ERR("Failed to find exact match, finding alternative but you may " "suffer performance issues, try changing xfree's depth to match the requested depth\n"); show_message = FALSE; } nAttribs = 0; PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT); /* PUSH2(GLX_X_RENDERABLE, TRUE); */ PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT); PUSH2(GLX_DOUBLEBUFFER, FALSE); TRACE("calling makeglcfg\n"); D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */); PUSH1(None); cfgs = glXChooseFBConfig(display, DefaultScreen(display), attribs, &nCfgs); } if (cfgs == NULL) { ERR("Could not get a valid FBConfig for (%u,%s)/(%u,%s)\n", BackBufferFormat, debug_d3dformat(BackBufferFormat), StencilBufferFormat, debug_d3dformat(StencilBufferFormat)); } else { #ifdef EXTRA_TRACES int i; for (i = 0; i < nCfgs; ++i) { TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat, debug_d3dformat(BackBufferFormat), StencilBufferFormat, debug_d3dformat(StencilBufferFormat), i, cfgs[i]); } #endif } #undef PUSH1 #undef PUSH2 return cfgs; } /***************************************************************************** * CreateContext * * Creates a new context for a window, or a pbuffer context. * * * Params: * This: Device to activate the context for * target: Surface this context will render to * display: X11 connection * win: Target window. NULL for a pbuffer * *****************************************************************************/ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win) { Drawable drawable = win, oldDrawable; XVisualInfo *visinfo = NULL; GLXFBConfig *cfgs = NULL; GLXContext ctx = NULL, oldCtx; WineD3DContext *ret = NULL; TRACE("(%p): Creating a %s context for render target %p\n", This, win ? "onscreen" : "offscreen", target); if(!win) { int attribs[256]; int nAttribs = 0; TRACE("Creating a pBuffer drawable for the new context\n"); cfgs = pbuffer_find_fbconfigs(This, target, display); if(!cfgs) { ERR("Cannot find a frame buffer configuration for the pbuffer\n"); goto out; } attribs[nAttribs++] = GLX_PBUFFER_WIDTH; attribs[nAttribs++] = target->currentDesc.Width; attribs[nAttribs++] = GLX_PBUFFER_HEIGHT; attribs[nAttribs++] = target->currentDesc.Height; attribs[nAttribs++] = None; visinfo = glXGetVisualFromFBConfig(display, cfgs[0]); if(!visinfo) { ERR("Cannot find a visual for the pbuffer\n"); goto out; } drawable = glXCreatePbuffer(display, cfgs[0], attribs); if(!drawable) { ERR("Cannot create a pbuffer\n"); goto out; } XFree(cfgs); cfgs = NULL; } else { /* Create an onscreen target */ XVisualInfo template; int num; template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id"); /* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request (or the best possible if none is requested) */ TRACE("Found x visual ID : %ld\n", template.visualid); visinfo = XGetVisualInfo(display, VisualIDMask, &template, &num); if (NULL == visinfo) { ERR("cannot really get XVisual\n"); goto out; } else { int n, value; /* Write out some debug info about the visual/s */ TRACE("Using x visual ID : %ld\n", template.visualid); TRACE(" visual info: %p\n", visinfo); TRACE(" num items : %d\n", num); for (n = 0;n < num; n++) { TRACE("=====item=====: %d\n", n + 1); TRACE(" visualid : %ld\n", visinfo[n].visualid); TRACE(" screen : %d\n", visinfo[n].screen); TRACE(" depth : %u\n", visinfo[n].depth); TRACE(" class : %d\n", visinfo[n].class); TRACE(" red_mask : %ld\n", visinfo[n].red_mask); TRACE(" green_mask : %ld\n", visinfo[n].green_mask); TRACE(" blue_mask : %ld\n", visinfo[n].blue_mask); TRACE(" colormap_size : %d\n", visinfo[n].colormap_size); TRACE(" bits_per_rgb : %d\n", visinfo[n].bits_per_rgb); /* log some extra glx info */ glXGetConfig(display, visinfo, GLX_AUX_BUFFERS, &value); TRACE(" gl_aux_buffers : %d\n", value); glXGetConfig(display, visinfo, GLX_BUFFER_SIZE ,&value); TRACE(" gl_buffer_size : %d\n", value); glXGetConfig(display, visinfo, GLX_RED_SIZE, &value); TRACE(" gl_red_size : %d\n", value); glXGetConfig(display, visinfo, GLX_GREEN_SIZE, &value); TRACE(" gl_green_size : %d\n", value); glXGetConfig(display, visinfo, GLX_BLUE_SIZE, &value); TRACE(" gl_blue_size : %d\n", value); glXGetConfig(display, visinfo, GLX_ALPHA_SIZE, &value); TRACE(" gl_alpha_size : %d\n", value); glXGetConfig(display, visinfo, GLX_DEPTH_SIZE ,&value); TRACE(" gl_depth_size : %d\n", value); glXGetConfig(display, visinfo, GLX_STENCIL_SIZE, &value); TRACE(" gl_stencil_size : %d\n", value); } /* Now choose a similar visual ID*/ } } ctx = glXCreateContext(display, visinfo, This->numContexts ? This->contexts[0]->glCtx : NULL, GL_TRUE); if(!ctx) { ERR("Failed to create a glX context\n"); if(drawable != win) glXDestroyPbuffer(display, drawable); goto out; } ret = AddContextToArray(This, display, ctx, drawable); if(!ret) { ERR("Failed to add the newly created context to the context list\n"); glXDestroyContext(display, ctx); if(drawable != win) glXDestroyPbuffer(display, drawable); goto out; } ret->surface = (IWineD3DSurface *) target; ret->isPBuffer = win == 0; TRACE("Successfully created new context %p\n", ret); /* Set up the context defaults */ oldCtx = glXGetCurrentContext(); oldDrawable = glXGetCurrentDrawable(); if(glXMakeCurrent(display, drawable, ctx) == FALSE) { ERR("Cannot activate context to set up defaults\n"); goto out; } TRACE("Setting up the screen\n"); /* Clear the screen */ glClearColor(1.0, 0.0, 0.0, 0.0); checkGLcall("glClearColor"); glClearIndex(0); glClearDepth(1); glClearStencil(0xffff); checkGLcall("glClear"); glColor3f(1.0, 1.0, 1.0); checkGLcall("glColor3f"); glEnable(GL_LIGHTING); checkGLcall("glEnable"); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);"); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);"); glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);"); glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT); checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);"); glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT); checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);"); if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) { /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures * and textures in DIB sections(due to the memory protection). */ glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)"); } if(GL_SUPPORT(ARB_VERTEX_BLEND)) { /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless * GL_VERTEX_BLEND_ARB isn't enabled too */ glEnable(GL_WEIGHT_SUM_UNITY_ARB); checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)"); } if(GL_SUPPORT(NV_TEXTURE_SHADER2)) { int s; glEnable(GL_TEXTURE_SHADER_NV); checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)"); /* 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_LIMITS(textures); s++) { GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s)); glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1); checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n"); } } if(oldDrawable && oldCtx) { glXMakeCurrent(display, oldDrawable, oldCtx); } out: if(visinfo) XFree(visinfo); if(cfgs) XFree(cfgs); return ret; } /***************************************************************************** * RemoveContextFromArray * * Removes a context from the context manager. The opengl context is not * destroyed or unset. context is not a valid pointer after that call. * * Similar to the former call this isn't a performance critical function. A * helper function for DestroyContext. * * Params: * This: Device to activate the context for * context: Context to remove * *****************************************************************************/ static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) { UINT t, s; WineD3DContext **oldArray = This->contexts; TRACE("Removing ctx %p\n", context); This->numContexts--; if(This->numContexts) { This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts); if(!This->contexts) { ERR("Cannot allocate a new context array, PANIC!!!\n"); } t = 0; for(s = 0; s < This->numContexts; s++) { if(oldArray[s] == context) continue; This->contexts[t] = oldArray[s]; t++; } } else { This->contexts = NULL; } HeapFree(GetProcessHeap(), 0, context); HeapFree(GetProcessHeap(), 0, oldArray); } /***************************************************************************** * DestroyContext * * Destroys a wineD3DContext * * Params: * This: Device to activate the context for * context: Context to destroy * *****************************************************************************/ void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) { /* check that we are the current context first */ TRACE("Destroying ctx %p\n", context); if(glXGetCurrentContext() == context->glCtx){ glXMakeCurrent(context->display, None, NULL); } glXDestroyContext(context->display, context->glCtx); if(context->isPBuffer) { glXDestroyPbuffer(context->display, context->drawable); } RemoveContextFromArray(This, context); } /***************************************************************************** * SetupForBlit * * Sets up a context for DirectDraw blitting. * All texture units are disabled, except unit 0 * Texture unit 0 is activted where GL_TEXTURE_2D is activated * fog, lighting, blending, alpha test, z test, scissor test, culling diabled * color writing enabled for all channels * register combiners disabled, shaders disabled * world matris is set to identity, texture matrix 0 too * projection matrix is setup for drawing screen coordinates * * Params: * This: Device to activate the context for * context: Context to setup * width: render target width * height: render target height * *****************************************************************************/ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) { int i; TRACE("Setting up context %p for blitting\n", context); if(context->last_was_blit) { TRACE("Context is already set up for blitting, nothing to do\n"); return; } context->last_was_blit = TRUE; /* TODO: Use a display list */ /* Disable shaders */ This->shader_backend->shader_cleanup((IWineD3DDevice *) This); Context_MarkStateDirty(context, STATE_VSHADER); Context_MarkStateDirty(context, STATE_PIXELSHADER); /* Disable all textures. The caller can then bind a texture it wants to blit * from */ if(GL_SUPPORT(NV_REGISTER_COMBINERS)) { glDisable(GL_REGISTER_COMBINERS_NV); checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)"); } if (GL_SUPPORT(ARB_MULTITEXTURE)) { /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed * function texture unit. No need to care for higher samplers */ for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) { GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i)); checkGLcall("glActiveTextureARB"); if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) { glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB"); } glDisable(GL_TEXTURE_3D); checkGLcall("glDisable GL_TEXTURE_3D"); glDisable(GL_TEXTURE_2D); checkGLcall("glDisable GL_TEXTURE_2D"); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);"); Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)); Context_MarkStateDirty(context, STATE_SAMPLER(i)); } GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB)); checkGLcall("glActiveTextureARB"); } if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) { glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB"); } glDisable(GL_TEXTURE_3D); checkGLcall("glDisable GL_TEXTURE_3D"); glEnable(GL_TEXTURE_2D); checkGLcall("glEnable GL_TEXTURE_2D"); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glMatrixMode(GL_TEXTURE); checkGLcall("glMatrixMode(GL_TEXTURE)"); glLoadIdentity(); checkGLcall("glLoadIdentity()"); Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0)); if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) { glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.0); checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ..."); } Context_MarkStateDirty(context, STATE_SAMPLER(0)); Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)); /* Other misc states */ glDisable(GL_ALPHA_TEST); checkGLcall("glDisable(GL_ALPHA_TEST)"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE)); glDisable(GL_LIGHTING); checkGLcall("glDisable GL_LIGHTING"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING)); glDisable(GL_DEPTH_TEST); checkGLcall("glDisable GL_DEPTH_TEST"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE)); glDisable(GL_FOG); checkGLcall("glDisable GL_FOG"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE)); glDisable(GL_BLEND); checkGLcall("glDisable GL_BLEND"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE)); glDisable(GL_CULL_FACE); checkGLcall("glDisable GL_CULL_FACE"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE)); glDisable(GL_STENCIL_TEST); checkGLcall("glDisable GL_STENCIL_TEST"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE)); if(GL_SUPPORT(ARB_POINT_SPRITE)) { glDisable(GL_POINT_SPRITE_ARB); checkGLcall("glDisable GL_POINT_SPRITE_ARB"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE)); } glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE); checkGLcall("glColorMask"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING)); /* Setup transforms */ glMatrixMode(GL_MODELVIEW); checkGLcall("glMatrixMode(GL_MODELVIEW)"); glLoadIdentity(); checkGLcall("glLoadIdentity()"); Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))); glMatrixMode(GL_PROJECTION); checkGLcall("glMatrixMode(GL_PROJECTION)"); glLoadIdentity(); checkGLcall("glLoadIdentity()"); glOrtho(0, width, height, 0, 0.0, -1.0); checkGLcall("glOrtho"); Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)); context->last_was_rhw = TRUE; Context_MarkStateDirty(context, STATE_VDECL); /* because of last_was_rhw = TRUE */ glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING)); glViewport(0, 0, width, height); checkGLcall("glViewport"); Context_MarkStateDirty(context, STATE_VIEWPORT); if(GL_SUPPORT(NV_TEXTURE_SHADER2)) { glDisable(GL_TEXTURE_SHADER_NV); checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)"); } } /***************************************************************************** * ActivateContext * * Finds a rendering context and drawable matching the device and render * target for the current thread, activates them and puts them into the * requested state. * * Params: * This: Device to activate the context for * target: Requested render target * usage: Prepares the context for blitting, drawing or other actions * *****************************************************************************/ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) { DWORD tid = This->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED ? GetCurrentThreadId() : 0; int i; DWORD dirtyState, idx; BYTE shift; WineD3DContext *context = This->activeContext; BOOL oldRenderOffscreen = This->render_offscreen; TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid); if(This->lastActiveRenderTarget != target) { IWineD3DSwapChain *swapchain = NULL; HRESULT hr; BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen; hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain); if(hr == WINED3D_OK && swapchain) { TRACE("Rendering onscreen\n"); context = ((IWineD3DSwapChainImpl *) swapchain)->context[0]; This->render_offscreen = FALSE; /* The context != This->activeContext will catch a NOP context change. This can occur * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen * rendering. No context change is needed in that case */ if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) { if(((IWineD3DSwapChainImpl *) swapchain)->backBuffer) { glDrawBuffer(GL_BACK); checkGLcall("glDrawBuffer(GL_BACK)"); } else { glDrawBuffer(GL_FRONT); checkGLcall("glDrawBuffer(GL_FRONT)"); } } IWineD3DSwapChain_Release(swapchain); if(oldRenderOffscreen) { Context_MarkStateDirty(context, WINED3DRS_CULLMODE); Context_MarkStateDirty(context, WINED3DTS_PROJECTION); Context_MarkStateDirty(context, STATE_VDECL); Context_MarkStateDirty(context, STATE_VIEWPORT); } } else { TRACE("Rendering offscreen\n"); This->render_offscreen = TRUE; switch(wined3d_settings.offscreen_rendering_mode) { case ORM_FBO: /* FBOs do not need a different context. Stay with whatever context is active at the moment */ if(This->activeContext) { context = This->activeContext; } else { /* This may happen if the app jumps streight into offscreen rendering * Start using the context of the primary swapchain */ context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]; } break; case ORM_PBUFFER: { IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target; if(This->pbufferContext == NULL || This->pbufferWidth < targetimpl->currentDesc.Width || This->pbufferHeight < targetimpl->currentDesc.Height) { if(This->pbufferContext) { DestroyContext(This, This->pbufferContext); } /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection. * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point. */ This->pbufferContext = CreateContext(This, targetimpl, ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->display, 0 /* Window */); This->pbufferWidth = targetimpl->currentDesc.Width; This->pbufferHeight = targetimpl->currentDesc.Height; } if(This->pbufferContext) { context = This->pbufferContext; break; } else { ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n"); wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER; } } case ORM_BACKBUFFER: /* Stay with the currently active context for back buffer rendering */ if(This->activeContext) { context = This->activeContext; } else { /* This may happen if the app jumps streight into offscreen rendering * Start using the context of the primary swapchain */ context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]; } glDrawBuffer(This->offscreenBuffer); checkGLcall("glDrawBuffer(This->offscreenBuffer)"); break; } if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) { /* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer * back when we are done won't mark us dirty. */ IWineD3DSurface_PreLoad(target); } if(!oldRenderOffscreen) { Context_MarkStateDirty(context, WINED3DRS_CULLMODE); Context_MarkStateDirty(context, WINED3DTS_PROJECTION); Context_MarkStateDirty(context, STATE_VDECL); Context_MarkStateDirty(context, STATE_VIEWPORT); } } if (readTexture) { BOOL oldInDraw = This->isInDraw; /* PreLoad requires a context to load the texture, thus it will call ActivateContext. * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky * when using offscreen rendering with multithreading */ This->isInDraw = TRUE; /* Do that before switching the context: * Read the back buffer of the old drawable into the destination texture */ IWineD3DSurface_PreLoad(This->lastActiveRenderTarget); /* Assume that the drawable will be modified by some other things now */ ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->Flags &= ~SFLAG_INDRAWABLE; This->isInDraw = oldInDraw; } This->lastActiveRenderTarget = target; if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) { This->depth_copy_state = WINED3D_DCS_COPY; } } else { /* Stick to the old context */ context = This->activeContext; } /* Activate the opengl context */ if(context != This->activeContext) { Bool ret; TRACE("Switching gl ctx to %p, drawable=%ld, ctx=%p\n", context, context->drawable, context->glCtx); ret = glXMakeCurrent(context->display, context->drawable, context->glCtx); if(ret == FALSE) { ERR("Failed to activate the new context\n"); } This->activeContext = context; } switch(usage) { case CTXUSAGE_RESOURCELOAD: /* This does not require any special states to be set up */ break; case CTXUSAGE_DRAWPRIM: /* This needs all dirty states applied */ if(context->last_was_blit && GL_SUPPORT(NV_TEXTURE_SHADER2)) { glEnable(GL_TEXTURE_SHADER_NV); checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)"); } for(i=0; i < context->numDirtyEntries; i++) { dirtyState = context->dirtyArray[i]; idx = dirtyState >> 5; shift = dirtyState & 0x1f; context->isStateDirty[idx] &= ~(1 << shift); StateTable[dirtyState].apply(dirtyState, This->stateBlock, context); } context->numDirtyEntries = 0; /* This makes the whole list clean */ context->last_was_blit = FALSE; break; case CTXUSAGE_BLIT: SetupForBlit(This, context, ((IWineD3DSurfaceImpl *)target)->currentDesc.Width, ((IWineD3DSurfaceImpl *)target)->currentDesc.Height); break; default: FIXME("Unexpected context usage requested\n"); } }