wined3d: Factor out wined3d_context_gl_create_wgl() function.

Signed-off-by: Paul Gofman <gofmanp@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Paul Gofman 2019-11-18 17:48:11 +03:30 committed by Alexandre Julliard
parent 959fe2fd10
commit ecad635124
1 changed files with 144 additions and 120 deletions

View File

@ -1935,18 +1935,154 @@ HRESULT wined3d_context_no3d_init(struct wined3d_context *context_no3d, struct w
return WINED3D_OK;
}
HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wined3d_swapchain_gl *swapchain_gl)
static BOOL wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl *context_gl,
struct wined3d_swapchain_gl *swapchain_gl)
{
const struct wined3d_format *color_format, *ds_format;
const struct wined3d_format *colour_format, *ds_format;
struct wined3d_context *context = &context_gl->c;
const struct wined3d_d3d_info *d3d_info;
const struct wined3d_gl_info *gl_info;
struct wined3d_resource *target;
struct wined3d_adapter *adapter;
unsigned int target_bind_flags;
struct wined3d_device *device;
HGLRC ctx, share_ctx;
unsigned int i;
device = context->device;
adapter = device->adapter;
gl_info = &adapter->gl_info;
target = &context->current_rt.texture->resource;
target_bind_flags = target->bind_flags;
if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
{
static const enum wined3d_format_id ds_formats[] =
{
WINED3DFMT_D24_UNORM_S8_UINT,
WINED3DFMT_D32_UNORM,
WINED3DFMT_R24_UNORM_X8_TYPELESS,
WINED3DFMT_D16_UNORM,
WINED3DFMT_S1_UINT_D15_UNORM,
};
colour_format = target->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 (colour_format->id == WINED3DFMT_B4G4R4X4_UNORM)
colour_format = wined3d_get_format(adapter, WINED3DFMT_B4G4R4A4_UNORM, target_bind_flags);
else if (colour_format->id == WINED3DFMT_B8G8R8X8_UNORM)
colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
/* 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 (colour_format->id == WINED3DFMT_P8_UINT)
colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
/* Try to find a pixel format which matches our requirements. */
if (!swapchain_gl->s.ds_format)
{
for (i = 0; i < ARRAY_SIZE(ds_formats); ++i)
{
ds_format = wined3d_get_format(adapter, ds_formats[i], WINED3D_BIND_DEPTH_STENCIL);
if ((context_gl->pixel_format = context_choose_pixel_format(device,
context_gl->dc, colour_format, ds_format, TRUE)))
{
swapchain_gl->s.ds_format = ds_format;
break;
}
TRACE("Depth stencil format %s is not supported, trying next format.\n",
debug_d3dformat(ds_format->id));
}
}
else
{
context_gl->pixel_format = context_choose_pixel_format(device,
context_gl->dc, colour_format, swapchain_gl->s.ds_format, TRUE);
}
}
else
{
/* When using FBOs for off-screen rendering, we only use the drawable for
* presentation blits, and don't do any rendering to it. That means we
* don't need depth or stencil buffers, and can mostly ignore the render
* target format. This wouldn't necessarily be quite correct for 10bpc
* display modes, but we don't currently support those.
* Using the same format regardless of the colour/depth/stencil targets
* makes it much less likely that different wined3d instances will set
* conflicting pixel formats. */
colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
ds_format = wined3d_get_format(adapter, WINED3DFMT_UNKNOWN, WINED3D_BIND_DEPTH_STENCIL);
context_gl->pixel_format = context_choose_pixel_format(device,
context_gl->dc, colour_format, ds_format, FALSE);
}
if (!context_gl->pixel_format)
{
ERR("Failed to choose pixel format.\n");
return FALSE;
}
wined3d_context_gl_enter(context_gl);
if (!wined3d_context_gl_set_pixel_format(context_gl))
{
ERR("Failed to set pixel format %d on device context %p.\n", context_gl->pixel_format, context_gl->dc);
context_release(context);
return FALSE;
}
share_ctx = device->context_count ? wined3d_context_gl(device->contexts[0])->gl_ctx : NULL;
if (gl_info->p_wglCreateContextAttribsARB)
{
if (!(ctx = context_create_wgl_attribs(gl_info, context_gl->dc, share_ctx)))
{
ERR("Failed to create a WGL context.\n");
context_release(context);
return FALSE;
}
}
else
{
if (!(ctx = wglCreateContext(context_gl->dc)))
{
ERR("Failed to create a WGL context.\n");
context_release(context);
return FALSE;
}
if (share_ctx && !wglShareLists(share_ctx, ctx))
{
ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
context_release(context);
if (!wglDeleteContext(ctx))
ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
return FALSE;
}
}
context_gl->dc_has_format = TRUE;
context_gl->needs_set = 1;
context_gl->valid = 1;
context_gl->gl_ctx = ctx;
return TRUE;
}
HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wined3d_swapchain_gl *swapchain_gl)
{
struct wined3d_context *context = &context_gl->c;
const struct wined3d_d3d_info *d3d_info;
const struct wined3d_gl_info *gl_info;
struct wined3d_device *device;
unsigned int i;
TRACE("context_gl %p, swapchain %p.\n", context_gl, swapchain_gl);
wined3d_context_init(&context_gl->c, &swapchain_gl->s);
@ -2023,132 +2159,20 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wi
sizeof(*context_gl->texture_type))))
goto fail;
target = &context->current_rt.texture->resource;
target_bind_flags = target->bind_flags;
if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
{
static const enum wined3d_format_id ds_formats[] =
{
WINED3DFMT_D24_UNORM_S8_UINT,
WINED3DFMT_D32_UNORM,
WINED3DFMT_R24_UNORM_X8_TYPELESS,
WINED3DFMT_D16_UNORM,
WINED3DFMT_S1_UINT_D15_UNORM,
};
color_format = target->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 (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
color_format = wined3d_get_format(device->adapter, WINED3DFMT_B4G4R4A4_UNORM, target_bind_flags);
else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
color_format = wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
/* 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(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
/* Try to find a pixel format which matches our requirements. */
if (!swapchain_gl->s.ds_format)
{
for (i = 0; i < ARRAY_SIZE(ds_formats); ++i)
{
ds_format = wined3d_get_format(device->adapter, ds_formats[i], WINED3D_BIND_DEPTH_STENCIL);
if ((context_gl->pixel_format = context_choose_pixel_format(device,
context_gl->dc, color_format, ds_format, TRUE)))
{
swapchain_gl->s.ds_format = ds_format;
break;
}
TRACE("Depth stencil format %s is not supported, trying next format.\n",
debug_d3dformat(ds_format->id));
}
}
else
{
context_gl->pixel_format = context_choose_pixel_format(device,
context_gl->dc, color_format, swapchain_gl->s.ds_format, TRUE);
}
}
else
{
/* When using FBOs for off-screen rendering, we only use the drawable for
* presentation blits, and don't do any rendering to it. That means we
* don't need depth or stencil buffers, and can mostly ignore the render
* target format. This wouldn't necessarily be quite correct for 10bpc
* display modes, but we don't currently support those.
* Using the same format regardless of the color/depth/stencil targets
* makes it much less likely that different wined3d instances will set
* conflicting pixel formats. */
color_format = wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
ds_format = wined3d_get_format(device->adapter, WINED3DFMT_UNKNOWN, WINED3D_BIND_DEPTH_STENCIL);
context_gl->pixel_format = context_choose_pixel_format(device,
context_gl->dc, color_format, ds_format, FALSE);
}
if (!context_gl->pixel_format)
if (!wined3d_context_gl_create_wgl_ctx(context_gl, swapchain_gl))
goto fail;
wined3d_context_gl_enter(context_gl);
/* Set up the context defaults. */
if (!wined3d_context_gl_set_pixel_format(context_gl))
{
ERR("Failed to set pixel format %d on device context %p.\n", context_gl->pixel_format, context_gl->dc);
context_release(context);
goto fail;
}
share_ctx = device->context_count ? wined3d_context_gl(device->contexts[0])->gl_ctx : NULL;
if (gl_info->p_wglCreateContextAttribsARB)
{
if (!(ctx = context_create_wgl_attribs(gl_info, context_gl->dc, share_ctx)))
{
context_release(context);
goto fail;
}
}
else
{
if (!(ctx = wglCreateContext(context_gl->dc)))
{
ERR("Failed to create a WGL context.\n");
context_release(context);
goto fail;
}
if (share_ctx && !wglShareLists(share_ctx, ctx))
{
ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
context_release(context);
if (!wglDeleteContext(ctx))
ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
goto fail;
}
}
context->render_offscreen = wined3d_resource_is_offscreen(target);
context->render_offscreen = wined3d_resource_is_offscreen(&context->current_rt.texture->resource);
context_gl->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
context_gl->valid = 1;
context_gl->gl_ctx = ctx;
context_gl->dc_has_format = TRUE;
context_gl->needs_set = 1;
/* Set up the context defaults */
if (!wined3d_context_gl_set_current(context_gl))
{
ERR("Cannot activate context to set up defaults.\n");
context_release(context);
if (!wglDeleteContext(ctx))
ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
if (!wglDeleteContext(context_gl->gl_ctx))
ERR("wglDeleteContext(%p) failed, last error %#x.\n", context_gl->gl_ctx, GetLastError());
goto fail;
}