wine/dlls/wined3d/context.c
2013-10-10 10:44:53 +02:00

3034 lines
107 KiB
C

/*
* Context and render target management in wined3d
*
* 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
* 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 "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
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)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
switch (target)
{
case GL_READ_FRAMEBUFFER:
if (context->fbo_read_binding == fbo) return;
context->fbo_read_binding = fbo;
break;
case GL_DRAW_FRAMEBUFFER:
if (context->fbo_draw_binding == fbo) return;
context->fbo_draw_binding = fbo;
break;
case GL_FRAMEBUFFER:
if (context->fbo_read_binding == fbo
&& context->fbo_draw_binding == fbo) return;
context->fbo_read_binding = fbo;
context->fbo_draw_binding = fbo;
break;
default:
FIXME("Unhandled target %#x.\n", target);
break;
}
gl_info->fbo_ops.glBindFramebuffer(target, fbo);
checkGLcall("glBindFramebuffer()");
}
/* Context activation is done by the caller. */
static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
{
unsigned int i;
for (i = 0; i < gl_info->limits.buffers; ++i)
{
gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
checkGLcall("glFramebufferTexture2D()");
}
gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
checkGLcall("glFramebufferTexture2D()");
gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
checkGLcall("glFramebufferTexture2D()");
}
/* Context activation is done by the caller. */
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, 0);
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)
{
if (format_flags & WINED3DFMT_FLAG_DEPTH)
{
gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
checkGLcall("glFramebufferRenderbuffer()");
}
if (format_flags & WINED3DFMT_FLAG_STENCIL)
{
gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
checkGLcall("glFramebufferRenderbuffer()");
}
}
/* 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)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
TRACE("Attach depth stencil %p\n", depth_stencil);
if (depth_stencil)
{
DWORD format_flags = depth_stencil->resource.format->flags;
if (depth_stencil->current_renderbuffer)
{
context_attach_depth_stencil_rb(gl_info, fbo_target,
format_flags, depth_stencil->current_renderbuffer->id);
}
else
{
switch (location)
{
case SFLAG_INTEXTURE:
case SFLAG_INSRGBTEX:
surface_prepare_texture(depth_stencil, context, FALSE);
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 (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;
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;
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;
default:
ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
break;
}
}
if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
{
gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
checkGLcall("glFramebufferTexture2D()");
}
if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
{
gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
checkGLcall("glFramebufferTexture2D()");
}
}
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 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)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
TRACE("Attach surface %p to %u\n", surface, idx);
if (surface && surface->resource.format->id != WINED3DFMT_NULL)
{
BOOL srgb;
switch (location)
{
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;
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;
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;
default:
ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
break;
}
}
else
{
gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
checkGLcall("glFramebufferTexture2D()");
}
}
/* Context activation is done by the caller. */
void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
GLenum status;
if (!FIXME_ON(d3d)) return;
status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
if (status == GL_FRAMEBUFFER_COMPLETE)
{
TRACE("FBO complete\n");
}
else
{
const struct wined3d_surface *attachment;
unsigned int i;
FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
if (!context->current_fbo)
{
ERR("FBO 0 is incomplete, driver bug?\n");
return;
}
FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
context->current_fbo->location);
/* 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);
}
}
}
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;
}
static inline DWORD context_generate_rt_mask_from_surface(const struct wined3d_surface *target)
{
return (1 << 31) | surface_get_gl_buffer(target);
}
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)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
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->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
entry->attached = FALSE;
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)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
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 activation is done by the caller. */
static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
{
if (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)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct fbo_entry *entry;
if (depth_stencil && render_targets && render_targets[0])
{
if (depth_stencil->resource.width < render_targets[0]->resource.width ||
depth_stencil->resource.height < render_targets[0]->resource.height)
{
WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
depth_stencil = NULL;
}
}
LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
{
if (!memcmp(entry->render_targets,
render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
&& entry->depth_stencil == depth_stencil && entry->location == location)
{
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);
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);
list_remove(&entry->entry);
list_add_head(&context->fbo_list, &entry->entry);
}
return entry;
}
/* Context activation is done by the caller. */
static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int i;
GLuint read_binding, draw_binding;
if (entry->attached)
{
context_bind_fbo(context, target, entry->id);
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);
}
/* 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);
/* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
* GL contexts requirements. */
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;
}
/* 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 fbo_entry *entry, *entry2;
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
{
context_destroy_fbo_entry(context, entry);
}
if (context->rebind_fbo)
{
context_bind_fbo(context, GL_FRAMEBUFFER, 0);
context->rebind_fbo = FALSE;
}
if (location == SFLAG_INDRAWABLE)
{
context->current_fbo = NULL;
context_bind_fbo(context, target, 0);
}
else
{
context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
context_apply_fbo_entry(context, target, context->current_fbo);
}
}
/* Context activation is done by the caller. */
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);
}
/* Context activation is done by the caller. */
void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
if (context->free_occlusion_query_count)
{
query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
}
else
{
if (gl_info->supported[ARB_OCCLUSION_QUERY])
{
GL_EXTCALL(glGenQueriesARB(1, &query->id));
checkGLcall("glGenQueriesARB");
TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
}
else
{
WARN("Occlusion queries not supported, not allocating query id.\n");
query->id = 0;
}
}
query->context = context;
list_add_head(&context->occlusion_queries, &query->entry);
}
void context_free_occlusion_query(struct wined3d_occlusion_query *query)
{
struct wined3d_context *context = query->context;
list_remove(&query->entry);
query->context = NULL;
if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
{
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;
}
context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
}
/* Context activation is done by the caller. */
void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
if (context->free_event_query_count)
{
query->object = context->free_event_queries[--context->free_event_query_count];
}
else
{
if (gl_info->supported[ARB_SYNC])
{
/* Using ARB_sync, not much to do here. */
query->object.sync = NULL;
TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
}
else if (gl_info->supported[APPLE_FENCE])
{
GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
checkGLcall("glGenFencesAPPLE");
TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
}
else if(gl_info->supported[NV_FENCE])
{
GL_EXTCALL(glGenFencesNV(1, &query->object.id));
checkGLcall("glGenFencesNV");
TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
}
else
{
WARN("Event queries not supported, not allocating query id.\n");
query->object.id = 0;
}
}
query->context = context;
list_add_head(&context->event_queries, &query->entry);
}
void context_free_event_query(struct wined3d_event_query *query)
{
struct wined3d_context *context = query->context;
list_remove(&query->entry);
query->context = NULL;
if (context->free_event_query_count >= context->free_event_query_size - 1)
{
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;
}
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)
{
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;
if (context->current_rt == surface) context->current_rt = NULL;
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
{
UINT j;
if (entry->depth_stencil == surface)
{
callback(context, entry);
continue;
}
for (j = 0; j < gl_info->limits.buffers; ++j)
{
if (entry->render_targets[j] == surface)
{
callback(context, entry);
break;
}
}
}
}
}
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);
}
void context_resource_released(const struct wined3d_device *device,
struct wined3d_resource *resource, enum wined3d_resource_type type)
{
if (!device->d3d_initialized) return;
switch (type)
{
case WINED3D_RTYPE_SURFACE:
context_enum_surface_fbo_entries(device, surface_from_resource(resource),
context_queue_fbo_entry_destruction);
break;
default:
break;
}
}
static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
{
entry->attached = FALSE;
}
void context_resource_unloaded(const struct wined3d_device *device,
struct wined3d_resource *resource, enum wined3d_resource_type type)
{
switch (type)
{
case WINED3D_RTYPE_SURFACE:
context_enum_surface_fbo_entries(device, surface_from_resource(resource),
context_detach_fbo_entry);
break;
default:
break;
}
}
void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct fbo_entry *entry = context->current_fbo;
unsigned int i;
if (!entry || context->rebind_fbo) return;
for (i = 0; i < gl_info->limits.buffers; ++i)
{
if (surface == entry->render_targets[i])
{
TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
context->rebind_fbo = TRUE;
return;
}
}
if (surface == entry->depth_stencil)
{
TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
context->rebind_fbo = TRUE;
}
}
static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
{
int current = GetPixelFormat(dc);
if (current == format) return TRUE;
if (!current)
{
if (!SetPixelFormat(dc, format, NULL))
{
/* This may also happen if the dc belongs to a destroyed window. */
WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
format, dc, GetLastError());
return FALSE;
}
return TRUE;
}
/* By default WGL doesn't allow pixel format adjustments but we need it
* here. For this reason there's a Wine specific wglSetPixelFormat()
* which allows us to set the pixel format multiple times. Only use it
* when really needed. */
if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
{
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;
}
/* OpenGL doesn't allow pixel format adjustments. Print an error and
* continue using the old format. There's a big chance that the old
* format works although with a performance hit and perhaps rendering
* errors. */
ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
format, dc, current);
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))
{
WARN("Failed to set pixel format %d on device context %p.\n",
ctx->pixel_format, ctx->hdc);
backup = TRUE;
}
if (backup || !wglMakeCurrent(ctx->hdc, ctx->glCtx))
{
HDC dc;
WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
ctx->glCtx, ctx->hdc, GetLastError());
ctx->valid = 0;
WARN("Trying fallback to the backup window.\n");
/* FIXME: If the context is destroyed it's no longer associated with
* 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)
{
FIXME("Unable to get backup dc for destroyed context %p.\n", ctx);
context_set_current(NULL);
return FALSE;
}
if (!(dc = swapchain_get_backup_dc(swapchain)))
{
context_set_current(NULL);
return FALSE;
}
if (!context_set_pixel_format(ctx->gl_info, dc, 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;
}
if (!wglMakeCurrent(dc, ctx->glCtx))
{
ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
dc, GetLastError());
context_set_current(NULL);
return FALSE;
}
}
return TRUE;
}
static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx, int pf)
{
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",
gl_ctx, dc, GetLastError());
context_set_current(NULL);
}
}
static void context_update_window(struct wined3d_context *context)
{
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;
context->win_handle = context->swapchain->win_handle;
if (!(context->hdc = GetDC(context->win_handle)))
{
ERR("Failed to get a device context for window %p.\n", context->win_handle);
goto err;
}
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;
}
static void context_destroy_gl_resources(struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
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
restore_ctx = 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));
occlusion_query->context = NULL;
}
LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
{
if (context->valid)
{
if (gl_info->supported[ARB_SYNC])
{
if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
}
else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
}
event_query->context = NULL;
}
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
{
if (!context->valid) entry->id = 0;
context_destroy_fbo_entry(context, entry);
}
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
{
if (!context->valid) entry->id = 0;
context_destroy_fbo_entry(context, entry);
}
if (context->valid)
{
if (context->dummy_arbfp_prog)
{
GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
}
if (gl_info->supported[ARB_OCCLUSION_QUERY])
GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
if (gl_info->supported[ARB_SYNC])
{
for (i = 0; i < context->free_event_query_count; ++i)
{
GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
}
}
else if (gl_info->supported[APPLE_FENCE])
{
for (i = 0; i < context->free_event_query_count; ++i)
{
GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
}
}
else if (gl_info->supported[NV_FENCE])
{
for (i = 0; i < context->free_event_query_count; ++i)
{
GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
}
}
checkGLcall("context cleanup");
}
HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
HeapFree(GetProcessHeap(), 0, context->free_event_queries);
if (restore_ctx)
{
context_restore_gl_context(gl_info, restore_dc, restore_ctx, restore_pf);
}
else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
{
ERR("Failed to disable GL context.\n");
}
ReleaseDC(context->win_handle, context->hdc);
if (!wglDeleteContext(context->glCtx))
{
DWORD err = GetLastError();
ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
}
}
DWORD context_get_tls_idx(void)
{
return wined3d_context_tls_idx;
}
void context_set_tls_idx(DWORD idx)
{
wined3d_context_tls_idx = idx;
}
struct wined3d_context *context_get_current(void)
{
return TlsGetValue(wined3d_context_tls_idx);
}
BOOL context_set_current(struct wined3d_context *ctx)
{
struct wined3d_context *old = context_get_current();
if (old == ctx)
{
TRACE("Already using D3D context %p.\n", ctx);
return TRUE;
}
if (old)
{
if (old->destroyed)
{
TRACE("Switching away from destroyed context %p.\n", old);
context_destroy_gl_resources(old);
HeapFree(GetProcessHeap(), 0, (void *)old->gl_info);
HeapFree(GetProcessHeap(), 0, old);
}
else
{
old->current = 0;
}
}
if (ctx)
{
if (!ctx->valid)
{
ERR("Trying to make invalid context %p current\n", ctx);
return FALSE;
}
TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
if (!context_set_gl_context(ctx))
return FALSE;
ctx->current = 1;
}
else if(wglGetCurrentContext())
{
TRACE("Clearing current D3D context.\n");
if (!wglMakeCurrent(NULL, NULL))
{
DWORD err = GetLastError();
ERR("Failed to clear current GL context, last error %#x.\n", err);
TlsSetValue(wined3d_context_tls_idx, NULL);
return FALSE;
}
}
return TlsSetValue(wined3d_context_tls_idx, ctx);
}
void context_release(struct wined3d_context *context)
{
TRACE("Releasing context %p, level %u.\n", context, context->level);
if (WARN_ON(d3d))
{
if (!context->level)
WARN("Context %p is not active.\n", context);
else if (context != context_get_current())
WARN("Context %p is not the current context.\n", context);
}
if (!--context->level && 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_pf);
context->restore_ctx = NULL;
context->restore_dc = NULL;
}
}
static void context_enter(struct wined3d_context *context)
{
TRACE("Entering context %p, level %u.\n", context, context->level + 1);
if (!context->level++)
{
const struct wined3d_context *current_context = context_get_current();
HGLRC current_gl = wglGetCurrentContext();
if (current_gl && (!current_context || current_context->glCtx != current_gl))
{
TRACE("Another GL context (%p on device context %p) is already current.\n",
current_gl, wglGetCurrentDC());
context->restore_ctx = current_gl;
context->restore_dc = wglGetCurrentDC();
context->restore_pf = GetPixelFormat(context->restore_dc);
}
}
}
void context_invalidate_state(struct wined3d_context *context, DWORD state)
{
DWORD rep = context->state_table[state].representative;
DWORD idx;
BYTE shift;
if (isStateDirty(context, rep)) return;
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);
}
/* 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)
{
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 i;
TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#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);
current_value = 0;
for (i = 0; i < cfg_count; ++i)
{
const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
unsigned int value;
/* For now only accept RGBA formats. Perhaps some day we will
* allow floating point formats for pbuffers. */
if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
continue;
/* In window mode we need a window drawable format and double buffering. */
if (!(cfg->windowDrawable && cfg->doubleBuffer))
continue;
if (cfg->redSize < redBits)
continue;
if (cfg->greenSize < greenBits)
continue;
if (cfg->blueSize < blueBits)
continue;
if (cfg->alphaSize < alphaBits)
continue;
if (cfg->depthSize < depthBits)
continue;
if (stencilBits && cfg->stencilSize != stencilBits)
continue;
/* Check multisampling support. */
if (cfg->numSamples)
continue;
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)
value += 1;
if (cfg->stencilSize == stencilBits)
value += 2;
if (cfg->alphaSize == alphaBits)
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)
value += 16;
if (value > current_value)
{
iPixelFormat = cfg->iPixelFormat;
current_value = 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;
TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
/* PixelFormat selection */
ZeroMemory(&pfd, 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.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;
}
}
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)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int i, count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
for (i = 0; i < count; ++i)
{
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
checkGLcall("glActiveTextureARB");
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
checkGLcall("glBindTexture");
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");
}
if (gl_info->supported[EXT_TEXTURE3D])
{
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
checkGLcall("glBindTexture");
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
checkGLcall("glBindTexture");
}
}
}
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;
}
}
struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
struct wined3d_surface *target, const struct wined3d_format *ds_format)
{
struct wined3d_device *device = swapchain->device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_format *color_format;
struct wined3d_context *ret;
BOOL auxBuffers = FALSE;
HGLRC ctx, share_ctx;
int pixel_format;
unsigned int s;
int swap_interval;
DWORD state;
HDC hdc;
TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
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)
goto out;
ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
gl_info->limits.buffers * sizeof(*ret->draw_buffers));
if (!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)
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)
goto out;
list_init(&ret->event_queries);
list_init(&ret->fbo_list);
list_init(&ret->fbo_destroy_list);
if (!device->shader_backend->shader_allocate_context_data(ret))
{
ERR("Failed to allocate shader backend context data.\n");
goto out;
}
/* Initialize the texture unit mapping to a 1:1 mapping */
for (s = 0; s < MAX_COMBINED_SAMPLERS; ++s)
{
if (s < gl_info->limits.fragment_samplers)
{
ret->tex_unit_map[s] = s;
ret->rev_tex_unit_map[s] = s;
}
else
{
ret->tex_unit_map[s] = WINED3D_UNMAPPED_STAGE;
ret->rev_tex_unit_map[s] = WINED3D_UNMAPPED_STAGE;
}
}
if (!(hdc = GetDC(swapchain->win_handle)))
{
WARN("Failed to retireve device context, trying swapchain backup.\n");
if (!(hdc = swapchain_get_backup_dc(swapchain)))
{
ERR("Failed to retrieve a device context.\n");
goto out;
}
}
color_format = target->resource.format;
/* 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);
else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
}
/* DirectDraw supports 8bit paletted render targets and these are used by
* old games like StarCraft and C&C. Most modern hardware doesn't support
* 8bit natively so we perform some form of 8bit -> 32bit conversion. The
* conversion (ab)uses the alpha component for storing the palette index.
* 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)
{
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);
}
/* 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");
goto out;
}
context_enter(ret);
if (!context_set_pixel_format(gl_info, hdc, pixel_format))
{
ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
context_release(ret);
goto out;
}
share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL;
if (gl_info->p_wglCreateContextAttribsARB)
{
unsigned int ctx_attrib_idx = 0;
GLint ctx_attribs[3];
if (context_debug_output_enabled(gl_info))
{
ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_DEBUG_BIT_ARB;
}
ctx_attribs[ctx_attrib_idx] = 0;
if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
{
ERR("Failed to create a WGL context.\n");
context_release(ret);
goto out;
}
}
else
{
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", share_ctx, ctx, GetLastError());
context_release(ret);
if (!wglDeleteContext(ctx))
ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
goto out;
}
}
if (!device_context_add(device, ret))
{
ERR("Failed to add the newly created context to the context list\n");
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 = &device->adapter->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. */
for (state = 0; state <= STATE_HIGHEST; ++state)
{
if (ret->state_table[state].representative)
context_invalidate_state(ret, state);
}
ret->swapchain = swapchain;
ret->current_rt = target;
ret->tid = GetCurrentThreadId();
ret->render_offscreen = surface_is_offscreen(target);
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->pixel_format = pixel_format;
/* Set up the context defaults */
if (!context_set_current(ret))
{
ERR("Cannot activate context to set up defaults.\n");
device_context_remove(device, ret);
context_release(ret);
if (!wglDeleteContext(ctx))
ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
goto out;
}
if (context_debug_output_enabled(gl_info))
{
GL_EXTCALL(glDebugMessageCallbackARB(wined3d_debug_callback, ret));
if (TRACE_ON(d3d_synchronous))
gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
if (ERR_ON(d3d))
{
GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR_ARB,
GL_DONT_CARE, 0, NULL, GL_TRUE));
}
if (FIXME_ON(d3d))
{
GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB,
GL_DONT_CARE, 0, NULL, GL_TRUE));
GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB,
GL_DONT_CARE, 0, NULL, GL_TRUE));
GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY_ARB,
GL_DONT_CARE, 0, NULL, GL_TRUE));
}
if (WARN_ON(d3d_perf))
{
GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE_ARB,
GL_DONT_CARE, 0, NULL, GL_TRUE));
}
}
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 (!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_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
TRACE("Setting up the screen\n");
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_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
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);");
if (gl_info->supported[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 as well. */
gl_info->gl_ops.gl.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB);
checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
}
if (gl_info->supported[NV_TEXTURE_SHADER2])
{
/* 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)
{
context_active_texture(ret, gl_info, s);
gl_info->gl_ops.gl.p_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, ...");
}
}
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
/* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
* enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
* GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
* because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
* is ever assigned.
*
* 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 =
"!!ARBfp1.0\n"
"MOV result.color, fragment.color.primary;\n"
"END\n";
GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
}
if (gl_info->supported[ARB_POINT_SPRITE])
{
for (s = 0; s < gl_info->limits.textures; ++s)
{
context_active_texture(ret, gl_info, s);
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)");
}
}
if (gl_info->supported[ARB_PROVOKING_VERTEX])
{
GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
}
else if (gl_info->supported[EXT_PROVOKING_VERTEX])
{
GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
}
ret->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
| (1 << WINED3D_SHADER_TYPE_VERTEX)
| (1 << WINED3D_SHADER_TYPE_GEOMETRY);
/* 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);
TRACE("Created context %p.\n", ret);
return ret;
out:
device->shader_backend->shader_free_context_data(ret);
HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
HeapFree(GetProcessHeap(), 0, ret->blit_targets);
HeapFree(GetProcessHeap(), 0, ret);
return NULL;
}
void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
{
BOOL destroy;
TRACE("Destroying ctx %p\n", context);
if (context->tid == GetCurrentThreadId() || !context->current)
{
context_destroy_gl_resources(context);
TlsSetValue(wined3d_context_tls_idx, NULL);
destroy = TRUE;
}
else
{
/* Make a copy of gl_info for context_destroy_gl_resources use, the one
in wined3d_adapter may go away in the meantime */
struct wined3d_gl_info *gl_info = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info));
*gl_info = *context->gl_info;
context->gl_info = gl_info;
context->destroyed = 1;
destroy = FALSE;
}
device->shader_backend->shader_free_context_data(context);
HeapFree(GetProcessHeap(), 0, context->draw_buffers);
HeapFree(GetProcessHeap(), 0, context->blit_targets);
device_context_remove(device, context);
if (destroy) HeapFree(GetProcessHeap(), 0, context);
}
/* Context activation is done by the caller. */
static void set_blit_dimension(const struct wined3d_gl_info *gl_info, UINT width, UINT height)
{
const GLdouble projection[] =
{
2.0 / width, 0.0, 0.0, 0.0,
0.0, 2.0 / height, 0.0, 0.0,
0.0, 0.0, 2.0, 0.0,
-1.0, -1.0, -1.0, 1.0,
};
gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode(GL_PROJECTION)");
gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
checkGLcall("glLoadMatrixd");
gl_info->gl_ops.gl.p_glViewport(0, 0, width, height);
checkGLcall("glViewport");
}
static void context_get_rt_size(const struct wined3d_context *context, SIZE *size)
{
const struct wined3d_surface *rt = context->current_rt;
if (rt->swapchain && rt->swapchain->front_buffer == rt)
{
RECT window_size;
GetClientRect(context->win_handle, &window_size);
size->cx = window_size.right - window_size.left;
size->cy = window_size.bottom - window_size.top;
return;
}
size->cx = rt->resource.width;
size->cy = rt->resource.height;
}
/*****************************************************************************
* SetupForBlit
*
* Sets up a context for DirectDraw blitting.
* All texture units are disabled, texture unit 0 is set as current unit
* fog, lighting, blending, alpha test, z test, scissor test, culling disabled
* color writing enabled for all channels
* register combiners disabled, shaders disabled
* world matrix 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
*
*****************************************************************************/
/* Context activation is done by the caller. */
static void SetupForBlit(const struct wined3d_device *device, struct wined3d_context *context)
{
int i;
const struct wined3d_gl_info *gl_info = context->gl_info;
DWORD sampler;
SIZE rt_size;
TRACE("Setting up context %p for blitting\n", context);
context_get_rt_size(context, &rt_size);
if (context->last_was_blit)
{
if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
{
set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
context->blit_w = rt_size.cx;
context->blit_h = rt_size.cy;
/* No need to dirtify here, the states are still dirtified because
* they weren't applied since the last SetupForBlit() call. */
}
TRACE("Context is already set up for blitting, nothing to do\n");
return;
}
context->last_was_blit = TRUE;
/* Disable all textures. The caller can then bind a texture it wants to blit
* from
*
* 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_info->limits.textures - 1; i > 0 ; --i)
{
sampler = context->rev_tex_unit_map[i];
context_active_texture(context, gl_info, i);
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
}
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable GL_TEXTURE_3D");
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
}
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable GL_TEXTURE_2D");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
if (sampler != WINED3D_UNMAPPED_STAGE)
{
if (sampler < MAX_TEXTURES)
context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
context_invalidate_state(context, STATE_SAMPLER(sampler));
}
}
context_active_texture(context, gl_info, 0);
sampler = context->rev_tex_unit_map[0];
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
}
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable GL_TEXTURE_3D");
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
}
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable GL_TEXTURE_2D");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
checkGLcall("glMatrixMode(GL_TEXTURE)");
gl_info->gl_ops.gl.p_glLoadIdentity();
checkGLcall("glLoadIdentity()");
if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
{
gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
}
if (sampler != WINED3D_UNMAPPED_STAGE)
{
if (sampler < MAX_TEXTURES)
{
context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
}
context_invalidate_state(context, STATE_SAMPLER(sampler));
}
/* Other misc states */
gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable(GL_ALPHA_TEST)");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
checkGLcall("glDisable GL_LIGHTING");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
checkGLcall("glDisable GL_DEPTH_TEST");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
glDisableWINE(GL_FOG);
checkGLcall("glDisable GL_FOG");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
checkGLcall("glDisable GL_BLEND");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
checkGLcall("glDisable GL_CULL_FACE");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE));
gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
checkGLcall("glDisable GL_STENCIL_TEST");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
checkGLcall("glDisable GL_SCISSOR_TEST");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
if (gl_info->supported[ARB_POINT_SPRITE])
{
gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
checkGLcall("glDisable GL_POINT_SPRITE_ARB");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
}
gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
checkGLcall("glColorMask");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
if (gl_info->supported[EXT_SECONDARY_COLOR])
{
gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
}
/* Setup transforms */
gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode(GL_MODELVIEW)");
gl_info->gl_ops.gl.p_glLoadIdentity();
checkGLcall("glLoadIdentity()");
context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
context->last_was_rhw = TRUE;
context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
/* Disable shaders */
device->shader_backend->shader_disable(device->shader_priv, context);
context->blit_w = rt_size.cx;
context->blit_h = rt_size.cy;
context_invalidate_state(context, STATE_VIEWPORT);
context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
}
static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
{
return rt_mask & (1 << 31);
}
static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
{
return rt_mask & ~(1 << 31);
}
/* Context activation is done by the caller. */
static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
if (!rt_mask)
{
gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
checkGLcall("glDrawBuffer()");
}
else if (is_rt_mask_onscreen(rt_mask))
{
gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
checkGLcall("glDrawBuffer()");
}
else
{
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
unsigned int i = 0;
while (rt_mask)
{
if (rt_mask & 1)
context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
else
context->draw_buffers[i] = GL_NONE;
rt_mask >>= 1;
++i;
}
if (gl_info->supported[ARB_DRAW_BUFFERS])
{
GL_EXTCALL(glDrawBuffersARB(i, context->draw_buffers));
checkGLcall("glDrawBuffers()");
}
else
{
gl_info->gl_ops.gl.p_glDrawBuffer(context->draw_buffers[0]);
checkGLcall("glDrawBuffer()");
}
}
else
{
ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
}
}
}
/* Context activation is done by the caller. */
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()");
*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");
context->active_texture = unit;
}
void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
DWORD unit = context->active_texture;
DWORD old_texture_type = context->texture_type[unit];
if (name)
{
gl_info->gl_ops.gl.p_glBindTexture(target, name);
checkGLcall("glBindTexture");
}
else
{
target = GL_NONE;
}
if (old_texture_type != target)
{
const struct wined3d_device *device = context->swapchain->device;
switch (old_texture_type)
{
case GL_NONE:
/* nothing to do */
break;
case GL_TEXTURE_2D:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[unit]);
checkGLcall("glBindTexture");
break;
case GL_TEXTURE_RECTANGLE_ARB:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[unit]);
checkGLcall("glBindTexture");
break;
case GL_TEXTURE_CUBE_MAP:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[unit]);
checkGLcall("glBindTexture");
break;
case GL_TEXTURE_3D:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[unit]);
checkGLcall("glBindTexture");
break;
default:
ERR("Unexpected texture target %#x\n", old_texture_type);
}
context->texture_type[unit] = target;
}
}
static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
{
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);
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;
return TRUE;
}
/* The caller provides a context */
static void context_validate_onscreen_formats(struct wined3d_context *context,
const struct wined3d_surface *depth_stencil)
{
/* Onscreen surfaces are always in a swapchain */
struct wined3d_swapchain *swapchain = context->current_rt->swapchain;
if (context->render_offscreen || !depth_stencil) return;
if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.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
* format. */
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);
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)
{
if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
return 0;
else if (rt->swapchain)
return context_generate_rt_mask_from_surface(rt);
else
return context_generate_rt_mask(device->offscreenBuffer);
}
/* 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;
DWORD rt_mask, *cur_mask;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
context_validate_onscreen_formats(context, NULL);
if (context->render_offscreen)
{
surface_internal_preload(rt, context, SRGB_RGB);
context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->draw_binding);
if (rt->resource.format->id != WINED3DFMT_NULL)
rt_mask = 1;
else
rt_mask = 0;
}
else
{
context->current_fbo = NULL;
context_bind_fbo(context, GL_FRAMEBUFFER, 0);
rt_mask = context_generate_rt_mask_from_surface(rt);
}
}
else
{
rt_mask = context_generate_rt_mask_no_fbo(device, rt);
}
cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
if (rt_mask != *cur_mask)
{
context_apply_draw_buffers(context, rt_mask);
*cur_mask = rt_mask;
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
context_check_fbo_status(context, GL_FRAMEBUFFER);
}
SetupForBlit(device, context);
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)
{
unsigned int i;
if (ds) return TRUE;
for (i = 0; i < rt_count; ++i)
{
if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
return TRUE;
}
WARN("Invalid render target config, need at least one attachment.\n");
return FALSE;
}
/* Context activation is done by the caller. */
BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
UINT rt_count, const struct wined3d_fb_state *fb)
{
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;
if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb
|| rt_count != context->gl_info->limits.buffers)
{
if (!context_validate_rt_config(rt_count, rts, fb->depth_stencil))
return FALSE;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
context_validate_onscreen_formats(context, fb->depth_stencil);
if (!rt_count || surface_is_offscreen(rts[0]))
{
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;
}
context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil,
rt_count ? rts[0]->draw_binding : SFLAG_INTEXTURE);
}
else
{
context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
rt_mask = context_generate_rt_mask_from_surface(rts[0]);
}
/* If the framebuffer is not the device's fb the device's fb has to be reapplied
* next draw. Otherwise we could mark the framebuffer state clean here, once the
* state management allows this */
context_invalidate_state(context, STATE_FRAMEBUFFER);
}
else
{
rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
}
}
else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
&& (!rt_count || surface_is_offscreen(rts[0])))
{
for (i = 0; i < rt_count; ++i)
{
if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL) rt_mask |= (1 << i);
}
}
else
{
rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
}
cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
if (rt_mask != *cur_mask)
{
context_apply_draw_buffers(context, rt_mask);
*cur_mask = rt_mask;
context_invalidate_state(context, STATE_FRAMEBUFFER);
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
context_check_fbo_status(context, GL_FRAMEBUFFER);
}
if (context->last_was_blit)
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");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
context_invalidate_state(context, STATE_SCISSORRECT);
return TRUE;
}
static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_device *device)
{
const struct wined3d_state *state = &device->state;
struct wined3d_surface **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]);
rt_mask = ps ? ps->reg_maps.rt_mask : 1;
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);
i++;
}
return rt_mask;
}
/* 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_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);
}
else
{
context_apply_fbo_state(context, GL_FRAMEBUFFER, fb->render_targets, fb->depth_stencil,
fb->render_targets[0]->draw_binding);
}
}
cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
if (rt_mask != *cur_mask)
{
context_apply_draw_buffers(context, rt_mask);
*cur_mask = rt_mask;
}
}
static void context_map_stage(struct wined3d_context *context, DWORD stage, DWORD unit)
{
DWORD i = context->rev_tex_unit_map[unit];
DWORD j = context->tex_unit_map[stage];
context->tex_unit_map[stage] = unit;
if (i != WINED3D_UNMAPPED_STAGE && i != stage)
context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
context->rev_tex_unit_map[unit] = stage;
if (j != WINED3D_UNMAPPED_STAGE && j != unit)
context->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
}
static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
{
DWORD i;
for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
}
static void context_update_fixed_function_usage_map(struct wined3d_context *context,
const struct wined3d_state *state)
{
UINT i, start, end;
context->fixed_function_usage_map = 0;
for (i = 0; i < MAX_TEXTURES; ++i)
{
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;
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 |= (1 << i);
if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
&& i < MAX_TEXTURES - 1)
context->fixed_function_usage_map |= (1 << (i + 1));
}
if (i < context->lowest_disabled_stage)
{
start = i;
end = context->lowest_disabled_stage;
}
else
{
start = context->lowest_disabled_stage;
end = i;
}
context->lowest_disabled_stage = i;
for (i = start + 1; i < end; ++i)
{
context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
}
}
static void context_map_fixed_function_samplers(struct wined3d_context *context,
const struct wined3d_state *state)
{
unsigned int i, tex;
WORD ffu_map;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
context_update_fixed_function_usage_map(context, state);
ffu_map = context->fixed_function_usage_map;
if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
|| context->lowest_disabled_stage <= d3d_info->limits.ffp_textures)
{
for (i = 0; ffu_map; ffu_map >>= 1, ++i)
{
if (!(ffu_map & 1))
continue;
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;
}
/* 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)
{
context_map_stage(context, i, tex);
context_invalidate_state(context, STATE_SAMPLER(i));
context_invalidate_texture_stage(context, i);
}
++tex;
}
}
static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
{
const enum wined3d_sampler_texture_type *sampler_type =
state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.sampler_type;
unsigned int i;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
{
if (sampler_type[i] && context->tex_unit_map[i] != i)
{
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 enum wined3d_sampler_texture_type *pshader_sampler_tokens,
const enum wined3d_sampler_texture_type *vshader_sampler_tokens, 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 (!pshader_sampler_tokens)
{
/* No pixel shader, check fixed function */
return current_mapping >= MAX_TEXTURES || !(context->fixed_function_usage_map & (1 << current_mapping));
}
/* Pixel shader, check the shader's sampler map */
return !pshader_sampler_tokens[current_mapping];
}
/* Used by a vertex sampler */
return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
}
static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state)
{
const enum wined3d_sampler_texture_type *vshader_sampler_type =
state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.sampler_type;
const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
const struct wined3d_gl_info *gl_info = context->gl_info;
int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
int i;
if (ps)
{
/* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
* Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
pshader_sampler_type = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.sampler_type;
}
for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
if (vshader_sampler_type[i])
{
if (context->tex_unit_map[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
{
/* Already mapped somewhere */
continue;
}
while (start >= 0)
{
if (context_unit_free_for_vs(context, pshader_sampler_type, vshader_sampler_type, start))
{
context_map_stage(context, vsampler_idx, start);
context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
--start;
break;
}
--start;
}
}
}
}
static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state)
{
BOOL vs = use_vs(state);
BOOL ps = use_ps(state);
/*
* Rules are:
* -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
* that would be really messy and require shader recompilation
* -> When the mapping of a stage is changed, sampler and ALL texture stage states have
* to be reset. Because of that try to work with a 1:1 mapping as much as possible
*/
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)
{
const struct wined3d_device *device = context->swapchain->device;
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, device);
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
{
FIXME("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
*regnum = ~0U;
return FALSE;
}
return TRUE;
}
/* FIXME: Separate buffer loading from declaration decoding */
/* Context activation is done by the caller. */
void context_stream_info_from_declaration(struct wined3d_context *context,
const struct wined3d_state *state, struct wined3d_stream_info *stream_info)
{
/* We need to deal with frequency data! */
struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
BOOL use_vshader = use_vs(state);
unsigned int i;
WORD map;
stream_info->use_map = 0;
stream_info->swizzle_map = 0;
stream_info->all_vbo = 1;
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];
struct wined3d_buffer *buffer = stream->buffer;
struct wined3d_bo_address data;
BOOL stride_used;
unsigned int idx;
DWORD stride;
TRACE("%p Element %p (%u of %u).\n", declaration->elements,
element, i + 1, declaration->element_count);
if (!buffer) continue;
stride = stream->stride;
TRACE("Stream %u in buffer %p.\n", element->input_slot, buffer);
buffer_get_memory(buffer, context, &data);
/* Can't use vbo's 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, drawStridedSlow 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);
data.buffer_object = 0;
data.addr = buffer_get_sysmem(buffer, context);
if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
{
FIXME("System memory vertex data load offset is negative!\n");
}
}
data.addr += element->offset;
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 == ~0U)
{
/* 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 (!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, buffer_object %u].\n",
use_vshader ? "shader": "fixed function", idx,
debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
data.addr += stream->offset;
stream_info->elements[idx].format = element->format;
stream_info->elements[idx].data = data;
stream_info->elements[idx].stride = stride;
stream_info->elements[idx].stream_idx = element->input_slot;
if (!context->gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
&& element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
{
stream_info->swizzle_map |= 1 << idx;
}
stream_info->use_map |= 1 << idx;
}
}
/* Preload the vertex buffers. */
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_buffer *buffer;
if (!(map & 1))
continue;
element = &stream_info->elements[i];
buffer = state->streams[element->stream_idx].buffer;
buffer_internal_preload(buffer, context, state);
/* If the preload dropped the buffer object, update the stream info. */
if (buffer->buffer_object != element->data.buffer_object)
{
element->data.buffer_object = 0;
element->data.addr = buffer_get_sysmem(buffer, context)
+ (ptrdiff_t)element->data.addr;
}
if (!buffer->buffer_object)
stream_info->all_vbo = 0;
if (buffer->query)
context->buffer_queries[context->num_buffer_queries++] = buffer->query;
}
}
/* Context activation is done by the caller. */
static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
struct wined3d_stream_info *stream_info = &context->stream_info;
DWORD prev_all_vbo = stream_info->all_vbo;
TRACE("============================= Vertex Declaration =============================\n");
context_stream_info_from_declaration(context, state, stream_info);
if (use_vs(state))
{
if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
{
TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
context->use_immediate_mode_draw = TRUE;
}
else
{
context->use_immediate_mode_draw = FALSE;
}
}
else
{
WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
& ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
if (((stream_info->position_transformed && !d3d_info->xyzrhw)
|| (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
context->use_immediate_mode_draw = TRUE;
else
context->use_immediate_mode_draw = FALSE;
}
if (prev_all_vbo != stream_info->all_vbo)
context_invalidate_state(context, STATE_INDEXBUFFER);
}
/* 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;
enum WINED3DSRGB srgb;
if (!(texture = state->textures[idx]))
return;
srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB;
texture->texture_ops->texture_preload(texture, context, srgb);
}
/* 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.sampler_type[i])
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.sampler_type[i])
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);
}
}
}
/* Context activation is done by the caller. */
BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device)
{
const struct wined3d_state *state = &device->state;
const struct StateEntry *state_table = context->state_table;
const struct wined3d_fb_state *fb = state->fb;
unsigned int i;
if (!context_validate_rt_config(context->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);
if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC))
context_update_stream_info(context, state);
if (state->index_buffer)
{
if (context->stream_info.all_vbo)
buffer_internal_preload(state->index_buffer, context, state);
else
buffer_get_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] &= ~(1 << shift);
state_table[rep].apply(context, state, rep);
}
if (context->shader_update_mask)
{
device->shader_backend->shader_select(device->shader_priv, context, state);
context->shader_update_mask = 0;
}
if (context->constant_update_mask)
{
device->shader_backend->shader_load_constants(device->shader_priv, context, state);
context->constant_update_mask = 0;
}
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;
}
static void context_setup_target(struct wined3d_context *context, struct wined3d_surface *target)
{
BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
render_offscreen = surface_is_offscreen(target);
if (context->current_rt == target && 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)
{
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
}
else
{
const struct wined3d_format *old = context->current_rt->resource.format;
const struct wined3d_format *new = target->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)
|| !(new->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 ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->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 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)
{
/* 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, context, SRGB_SRGB);
surface_internal_preload(context->current_rt, context, SRGB_RGB);
surface_invalidate_location(context->current_rt, SFLAG_INDRAWABLE);
}
}
context->current_rt = target;
context_set_render_offscreen(context, render_offscreen);
}
struct wined3d_context *context_acquire(const struct wined3d_device *device, struct wined3d_surface *target)
{
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;
if (!target)
{
if (current_context
&& current_context->current_rt
&& current_context->swapchain->device == device)
{
target = current_context->current_rt;
}
else
{
struct wined3d_swapchain *swapchain = device->swapchains[0];
if (swapchain->back_buffers)
target = swapchain->back_buffers[0];
else
target = swapchain->front_buffer;
}
}
if (current_context && current_context->current_rt == target)
{
context = current_context;
}
else if (target->swapchain)
{
TRACE("Rendering onscreen.\n");
context = swapchain_get_context(target->swapchain);
}
else
{
TRACE("Rendering offscreen.\n");
/* Stay with the current context if possible. Otherwise use the
* context for the primary swapchain. */
if (current_context && current_context->swapchain->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;
if (context != current_context)
{
if (!context_set_current(context))
ERR("Failed to activate the new context.\n");
}
else if (context->restore_ctx)
{
context_set_gl_context(context);
}
return context;
}