wine/dlls/wined3d/context.c
Stefan Dösinger 603e7933ea wined3d: Blit the offscreen texture into the drawable if needed.
When using pbuffer or back buffer offscreen rendering the content of
the drawable will have been overwritten. Thus the texture has to be
written into the drawable. An exception is the (pretty common) case
that the whole render target is cleared before rendering to it.
2007-03-12 12:02:05 +01:00

765 lines
30 KiB
C

/*
* 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 <stdio.h>
#ifdef HAVE_FLOAT_H
# include <float.h>
#endif
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->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(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");
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");
glDisable(GL_TEXTURE_1D);
checkGLcall("glDisable GL_TEXTURE_1D");
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");
}
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_1D);
checkGLcall("glDisable GL_TEXTURE_1D");
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);
}
/*****************************************************************************
* 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;
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_FBO && oldRenderOffscreen) {
set_render_target_fbo((IWineD3DDevice *) This, 0, target);
} else 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);
}
} 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;
}
set_render_target_fbo((IWineD3DDevice *) This, 0, target);
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->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;
}
glDrawBuffer(This->offscreenBuffer);
checkGLcall("glDrawBuffer(This->offscreenBuffer)");
break;
}
if(!oldRenderOffscreen) {
Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
}
}
if (readTexture) {
/* 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->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 */
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");
}
}