/* * Context and render target management in wined3d * * Copyright 2002-2004 Jason Edmeades * Copyright 2002-2004 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2006, 2008 Henri Verbeet * 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 #ifdef HAVE_FLOAT_H # include #endif #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous); #define WINED3D_MAX_FBO_ENTRIES 64 #define WINED3D_ALL_LAYERS (~0u) static DWORD wined3d_context_tls_idx; /* FBO helper functions */ /* Context activation is done by the caller. */ static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint fbo) { 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 flags, GLuint rb) { if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH) { gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb); checkGLcall("glFramebufferRenderbuffer()"); } if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL) { gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb); checkGLcall("glFramebufferRenderbuffer()"); } } static void context_attach_gl_texture_fbo(struct wined3d_context *context, GLenum fbo_target, GLenum attachment, const struct wined3d_fbo_resource *resource) { const struct wined3d_gl_info *gl_info = context->gl_info; if (!resource) { gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, GL_TEXTURE_2D, 0, 0); } else if (resource->layer == WINED3D_ALL_LAYERS) { if (!gl_info->fbo_ops.glFramebufferTexture) { FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n"); return; } gl_info->fbo_ops.glFramebufferTexture(fbo_target, attachment, resource->object, resource->level); } else if (resource->target == GL_TEXTURE_1D_ARRAY || resource->target == GL_TEXTURE_2D_ARRAY || resource->target == GL_TEXTURE_3D) { if (!gl_info->fbo_ops.glFramebufferTextureLayer) { FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n"); return; } gl_info->fbo_ops.glFramebufferTextureLayer(fbo_target, attachment, resource->object, resource->level, resource->layer); } else if (resource->target == GL_TEXTURE_1D) { gl_info->fbo_ops.glFramebufferTexture1D(fbo_target, attachment, resource->target, resource->object, resource->level); } else { gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, resource->target, resource->object, resource->level); } checkGLcall("attach texture to fbo"); } /* Context activation is done by the caller. */ static void context_attach_depth_stencil_fbo(struct wined3d_context *context, GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace, DWORD flags) { const struct wined3d_gl_info *gl_info = context->gl_info; if (resource->object) { TRACE("Attach depth stencil %u.\n", resource->object); if (rb_namespace) { context_attach_depth_stencil_rb(gl_info, fbo_target, flags, resource->object); } else { if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH) context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, resource); if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL) context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, resource); } if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)) context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL); if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)) context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL); } else { TRACE("Attach depth stencil 0.\n"); context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL); context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL); } } /* Context activation is done by the caller. */ static void context_attach_surface_fbo(struct wined3d_context *context, GLenum fbo_target, DWORD idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace) { const struct wined3d_gl_info *gl_info = context->gl_info; TRACE("Attach GL object %u to %u.\n", resource->object, idx); if (resource->object) { if (rb_namespace) { gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_RENDERBUFFER, resource->object); checkGLcall("glFramebufferRenderbuffer()"); } else { context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource); } } else { context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, NULL); } } static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, GLenum target, GLenum attachment) { static const struct { GLenum target; GLenum binding; const char *str; enum wined3d_gl_extension extension; } texture_type[] = { {GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D, "1d", WINED3D_GL_EXT_NONE}, {GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BINDING_1D_ARRAY, "1d-array", EXT_TEXTURE_ARRAY}, {GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, "2d", WINED3D_GL_EXT_NONE}, {GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BINDING_RECTANGLE_ARB, "rectangle", ARB_TEXTURE_RECTANGLE}, {GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, "2d-array" , EXT_TEXTURE_ARRAY}, {GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP, "cube", ARB_TEXTURE_CUBE_MAP}, {GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BINDING_2D_MULTISAMPLE, "2d-ms", ARB_TEXTURE_MULTISAMPLE}, {GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE}, }; GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target; const char *tex_type_str; unsigned int i; gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name); gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type); if (type == GL_RENDERBUFFER) { gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, name); gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width); gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height); if (gl_info->limits.samples > 1) gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples); else samples = 1; gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt); FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n", debug_fboattachment(attachment), name, width, height, samples, fmt); } else if (type == GL_TEXTURE) { gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment, GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &level); gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment, GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, &face); if (gl_info->gl_ops.ext.p_glGetTextureParameteriv) { GL_EXTCALL(glGetTextureParameteriv(name, GL_TEXTURE_TARGET, &tex_target)); for (i = 0; i < ARRAY_SIZE(texture_type); ++i) { if (texture_type[i].target == tex_target) { tex_type_str = texture_type[i].str; break; } } if (i == ARRAY_SIZE(texture_type)) tex_type_str = wine_dbg_sprintf("%#x", tex_target); } else if (face) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &old_texture); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, name); tex_target = GL_TEXTURE_CUBE_MAP; tex_type_str = "cube"; } else { tex_type_str = NULL; for (i = 0; i < ARRAY_SIZE(texture_type); ++i) { if (!gl_info->supported[texture_type[i].extension]) continue; gl_info->gl_ops.gl.p_glGetIntegerv(texture_type[i].binding, &old_texture); while (gl_info->gl_ops.gl.p_glGetError()); gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, name); if (!gl_info->gl_ops.gl.p_glGetError()) { tex_target = texture_type[i].target; tex_type_str = texture_type[i].str; break; } gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, old_texture); } if (!tex_type_str) { FIXME("Cannot find type of texture %d.\n", name); return; } } if (gl_info->gl_ops.ext.p_glGetTextureParameteriv) { GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt)); GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_WIDTH, &width)); GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_HEIGHT, &height)); GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_SAMPLES, &samples)); } else { gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt); gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_WIDTH, &width); gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_HEIGHT, &height); if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE]) gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_SAMPLES, &samples); else samples = 1; gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture); } FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n", debug_fboattachment(attachment), tex_type_str, name, width, height, samples, fmt); } else if (type == GL_NONE) { FIXME(" %s: NONE.\n", debug_fboattachment(attachment)); } else { ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type); } checkGLcall("dump FBO attachment"); } /* 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 { 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; } context_dump_fbo_attachment(gl_info, target, GL_DEPTH_ATTACHMENT); context_dump_fbo_attachment(gl_info, target, GL_STENCIL_ATTACHMENT); for (i = 0; i < gl_info->limits.buffers; ++i) context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i); } } 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 ? (1u << 31) | buffer : 0; } static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resource *resource) { if (resource->type != WINED3D_RTYPE_TEXTURE_2D) { FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type)); return 0; } return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource)); } static inline void context_set_fbo_key_for_render_target(const struct wined3d_context *context, struct wined3d_fbo_entry_key *key, unsigned int idx, const struct wined3d_rendertarget_info *render_target, DWORD location) { unsigned int sub_resource_idx = render_target->sub_resource_idx; struct wined3d_resource *resource = render_target->resource; struct wined3d_texture *texture; if (!resource || resource->format->id == WINED3DFMT_NULL || resource->type == WINED3D_RTYPE_BUFFER) { if (resource && resource->type == WINED3D_RTYPE_BUFFER) FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type)); key->objects[idx].object = 0; key->objects[idx].target = 0; key->objects[idx].level = key->objects[idx].layer = 0; return; } if (render_target->gl_view.name) { key->objects[idx].object = render_target->gl_view.name; key->objects[idx].target = render_target->gl_view.target; key->objects[idx].level = 0; key->objects[idx].layer = WINED3D_ALL_LAYERS; return; } texture = wined3d_texture_from_resource(resource); if (texture->current_renderbuffer) { key->objects[idx].object = texture->current_renderbuffer->id; key->objects[idx].target = 0; key->objects[idx].level = key->objects[idx].layer = 0; key->rb_namespace |= 1 << idx; return; } key->objects[idx].target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx); key->objects[idx].level = sub_resource_idx % texture->level_count; key->objects[idx].layer = sub_resource_idx / texture->level_count; if (render_target->layer_count != 1) key->objects[idx].layer = WINED3D_ALL_LAYERS; switch (location) { case WINED3D_LOCATION_TEXTURE_RGB: key->objects[idx].object = wined3d_texture_get_texture_name(texture, context, FALSE); break; case WINED3D_LOCATION_TEXTURE_SRGB: key->objects[idx].object = wined3d_texture_get_texture_name(texture, context, TRUE); break; case WINED3D_LOCATION_RB_MULTISAMPLE: key->objects[idx].object = texture->rb_multisample; key->objects[idx].target = 0; key->objects[idx].level = key->objects[idx].layer = 0; key->rb_namespace |= 1 << idx; break; case WINED3D_LOCATION_RB_RESOLVED: key->objects[idx].object = texture->rb_resolved; key->objects[idx].target = 0; key->objects[idx].level = key->objects[idx].layer = 0; key->rb_namespace |= 1 << idx; break; } } static void context_generate_fbo_key(const struct wined3d_context *context, struct wined3d_fbo_entry_key *key, const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location) { unsigned int buffers = context->gl_info->limits.buffers; unsigned int i; key->rb_namespace = 0; context_set_fbo_key_for_render_target(context, key, 0, depth_stencil, ds_location); for (i = 0; i < buffers; ++i) context_set_fbo_key_for_render_target(context, key, i + 1, &render_targets[i], color_location); memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects)); } static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context, const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location) { const struct wined3d_gl_info *gl_info = context->gl_info; struct fbo_entry *entry; entry = heap_alloc(sizeof(*entry)); context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location); entry->flags = 0; if (depth_stencil->resource) { if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_DEPTH) entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH; if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_STENCIL) entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL; } entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0); 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, const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location, struct fbo_entry *entry) { const struct wined3d_gl_info *gl_info = context->gl_info; context_bind_fbo(context, target, entry->id); context_clean_fbo_attachments(gl_info, target); context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location); entry->flags = 0; if (depth_stencil->resource) { if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_DEPTH) entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH; if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_STENCIL) entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL; } } /* 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); heap_free(entry); } /* Context activation is done by the caller. */ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target, const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location) { static const struct wined3d_rendertarget_info ds_null = {{0}}; const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_texture *rt_texture, *ds_texture; struct wined3d_fbo_entry_key fbo_key; unsigned int i, ds_level, rt_level; struct fbo_entry *entry; if (depth_stencil->resource && depth_stencil->resource->type != WINED3D_RTYPE_BUFFER && render_targets[0].resource && render_targets[0].resource->type != WINED3D_RTYPE_BUFFER) { rt_texture = wined3d_texture_from_resource(render_targets[0].resource); rt_level = render_targets[0].sub_resource_idx % rt_texture->level_count; ds_texture = wined3d_texture_from_resource(depth_stencil->resource); ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count; if (wined3d_texture_get_level_width(ds_texture, ds_level) < wined3d_texture_get_level_width(rt_texture, rt_level) || wined3d_texture_get_level_height(ds_texture, ds_level) < wined3d_texture_get_level_height(rt_texture, rt_level)) { WARN("Depth stencil is smaller than the primary color buffer, disabling.\n"); depth_stencil = &ds_null; } else if (ds_texture->resource.multisample_type != rt_texture->resource.multisample_type || ds_texture->resource.multisample_quality != rt_texture->resource.multisample_quality) { WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n", rt_texture->resource.multisample_type, rt_texture->resource.multisample_quality, ds_texture->resource.multisample_type, ds_texture->resource.multisample_quality); depth_stencil = &ds_null; } else if (depth_stencil->resource->type == WINED3D_RTYPE_TEXTURE_2D) { wined3d_texture_set_compatible_renderbuffer(ds_texture, ds_level, &render_targets[0]); } } context_generate_fbo_key(context, &fbo_key, render_targets, depth_stencil, color_location, ds_location); if (TRACE_ON(d3d)) { struct wined3d_resource *resource; unsigned int width, height; const char *resource_type; TRACE("Dumping FBO attachments:\n"); for (i = 0; i < gl_info->limits.buffers; ++i) { if ((resource = render_targets[i].resource)) { if (resource->type == WINED3D_RTYPE_BUFFER) { width = resource->size; height = 1; resource_type = "buffer"; } else { rt_texture = wined3d_texture_from_resource(resource); rt_level = render_targets[i].sub_resource_idx % rt_texture->level_count; width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level); height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level); resource_type = "texture"; } TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n", i, resource, render_targets[i].sub_resource_idx, debug_d3dformat(resource->format->id), fbo_key.rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type, fbo_key.objects[i + 1].object, width, height, resource->multisample_type); } } if ((resource = depth_stencil->resource)) { if (resource->type == WINED3D_RTYPE_BUFFER) { width = resource->size; height = 1; resource_type = "buffer"; } else { ds_texture = wined3d_texture_from_resource(resource); ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count; width = wined3d_texture_get_level_pow2_width(ds_texture, ds_level); height = wined3d_texture_get_level_pow2_height(ds_texture, ds_level); resource_type = "texture"; } TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n", resource, depth_stencil->sub_resource_idx, debug_d3dformat(resource->format->id), fbo_key.rb_namespace & (1 << 0) ? "renderbuffer" : resource_type, fbo_key.objects[0].object, width, height, resource->multisample_type); } } LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry) { if (memcmp(&fbo_key, &entry->key, sizeof(fbo_key))) continue; list_remove(&entry->entry); list_add_head(&context->fbo_list, &entry->entry); return entry; } if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES) { entry = context_create_fbo_entry(context, render_targets, depth_stencil, color_location, ds_location); list_add_head(&context->fbo_list, &entry->entry); ++context->fbo_entry_count; } else { entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry); context_reuse_fbo_entry(context, target, render_targets, depth_stencil, color_location, ds_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; GLuint read_binding, draw_binding; unsigned int i; if (entry->flags & WINED3D_FBO_ENTRY_FLAG_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); if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS]) { GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, gl_info->limits.framebuffer_width)); GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, gl_info->limits.framebuffer_height)); GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1)); GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1)); } /* Apply render targets */ for (i = 0; i < gl_info->limits.buffers; ++i) { context_attach_surface_fbo(context, target, i, &entry->key.objects[i + 1], entry->key.rb_namespace & (1 << (i + 1))); } context_attach_depth_stencil_fbo(context, target, &entry->key.objects[0], entry->key.rb_namespace & 0x1, entry->flags); /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility * GL contexts requirements. */ gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE); context_set_draw_buffer(context, GL_NONE); if (target != GL_FRAMEBUFFER) { if (target == GL_READ_FRAMEBUFFER) context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, draw_binding); else context_bind_fbo(context, GL_READ_FRAMEBUFFER, read_binding); } entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED; } /* Context activation is done by the caller. */ static void context_apply_fbo_state(struct wined3d_context *context, GLenum target, const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_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 (color_location == WINED3D_LOCATION_DRAWABLE) { context->current_fbo = NULL; context_bind_fbo(context, target, 0); } else { context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, color_location, ds_location); context_apply_fbo_entry(context, target, context->current_fbo); } } /* Context activation is done by the caller. */ void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target, struct wined3d_resource *rt, unsigned int rt_sub_resource_idx, struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location) { struct wined3d_rendertarget_info ds_info = {{0}}; memset(context->blit_targets, 0, sizeof(context->blit_targets)); if (rt) { context->blit_targets[0].resource = rt; context->blit_targets[0].sub_resource_idx = rt_sub_resource_idx; context->blit_targets[0].layer_count = 1; } if (ds) { ds_info.resource = ds; ds_info.sub_resource_idx = ds_sub_resource_idx; ds_info.layer_count = 1; } context_apply_fbo_state(context, target, context->blit_targets, &ds_info, location, 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(glGenQueries(1, &query->id)); checkGLcall("glGenQueries"); 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 (!wined3d_array_reserve((void **)&context->free_occlusion_queries, &context->free_occlusion_query_size, context->free_occlusion_query_count + 1, sizeof(*context->free_occlusion_queries))) { ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context); return; } context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id; } /* Context activation is done by the caller. */ void context_alloc_fence(struct wined3d_context *context, struct wined3d_fence *fence) { const struct wined3d_gl_info *gl_info = context->gl_info; if (context->free_fence_count) { fence->object = context->free_fences[--context->free_fence_count]; } else { if (gl_info->supported[ARB_SYNC]) { /* Using ARB_sync, not much to do here. */ fence->object.sync = NULL; TRACE("Allocated sync object in context %p.\n", context); } else if (gl_info->supported[APPLE_FENCE]) { GL_EXTCALL(glGenFencesAPPLE(1, &fence->object.id)); checkGLcall("glGenFencesAPPLE"); TRACE("Allocated fence %u in context %p.\n", fence->object.id, context); } else if(gl_info->supported[NV_FENCE]) { GL_EXTCALL(glGenFencesNV(1, &fence->object.id)); checkGLcall("glGenFencesNV"); TRACE("Allocated fence %u in context %p.\n", fence->object.id, context); } else { WARN("Fences not supported, not allocating fence.\n"); fence->object.id = 0; } } fence->context = context; list_add_head(&context->fences, &fence->entry); } void context_free_fence(struct wined3d_fence *fence) { struct wined3d_context *context = fence->context; list_remove(&fence->entry); fence->context = NULL; if (!wined3d_array_reserve((void **)&context->free_fences, &context->free_fence_size, context->free_fence_count + 1, sizeof(*context->free_fences))) { ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence->object.id, context); return; } context->free_fences[context->free_fence_count++] = fence->object; } /* Context activation is done by the caller. */ void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) { const struct wined3d_gl_info *gl_info = context->gl_info; if (context->free_timestamp_query_count) { query->id = context->free_timestamp_queries[--context->free_timestamp_query_count]; } else { GL_EXTCALL(glGenQueries(1, &query->id)); checkGLcall("glGenQueries"); TRACE("Allocated timestamp query %u in context %p.\n", query->id, context); } query->context = context; list_add_head(&context->timestamp_queries, &query->entry); } void context_free_timestamp_query(struct wined3d_timestamp_query *query) { struct wined3d_context *context = query->context; list_remove(&query->entry); query->context = NULL; if (!wined3d_array_reserve((void **)&context->free_timestamp_queries, &context->free_timestamp_query_size, context->free_timestamp_query_count + 1, sizeof(*context->free_timestamp_queries))) { ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context); return; } context->free_timestamp_queries[context->free_timestamp_query_count++] = query->id; } void context_alloc_so_statistics_query(struct wined3d_context *context, struct wined3d_so_statistics_query *query) { const struct wined3d_gl_info *gl_info = context->gl_info; if (context->free_so_statistics_query_count) { query->u = context->free_so_statistics_queries[--context->free_so_statistics_query_count]; } else { GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id)); checkGLcall("glGenQueries"); TRACE("Allocated SO statistics queries %u, %u in context %p.\n", query->u.id[0], query->u.id[1], context); } query->context = context; list_add_head(&context->so_statistics_queries, &query->entry); } void context_free_so_statistics_query(struct wined3d_so_statistics_query *query) { struct wined3d_context *context = query->context; list_remove(&query->entry); query->context = NULL; if (!wined3d_array_reserve((void **)&context->free_so_statistics_queries, &context->free_so_statistics_query_size, context->free_so_statistics_query_count + 1, sizeof(*context->free_so_statistics_queries))) { ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n", query->u.id[0], query->u.id[1], context); return; } context->free_so_statistics_queries[context->free_so_statistics_query_count++] = query->u; } void context_alloc_pipeline_statistics_query(struct wined3d_context *context, struct wined3d_pipeline_statistics_query *query) { const struct wined3d_gl_info *gl_info = context->gl_info; if (context->free_pipeline_statistics_query_count) { query->u = context->free_pipeline_statistics_queries[--context->free_pipeline_statistics_query_count]; } else { GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id)); checkGLcall("glGenQueries"); } query->context = context; list_add_head(&context->pipeline_statistics_queries, &query->entry); } void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query) { struct wined3d_context *context = query->context; list_remove(&query->entry); query->context = NULL; if (!wined3d_array_reserve((void **)&context->free_pipeline_statistics_queries, &context->free_pipeline_statistics_query_size, context->free_pipeline_statistics_query_count + 1, sizeof(*context->free_pipeline_statistics_queries))) { ERR("Failed to grow free list, leaking GL queries in context %p.\n", context); return; } context->free_pipeline_statistics_queries[context->free_pipeline_statistics_query_count++] = query->u; } typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry); static void context_enum_fbo_entries(const struct wined3d_device *device, GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback) { unsigned int i, j; for (i = 0; i < device->context_count; ++i) { struct wined3d_context *context = device->contexts[i]; const struct wined3d_gl_info *gl_info = context->gl_info; struct fbo_entry *entry, *entry2; LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) { for (j = 0; j < gl_info->limits.buffers + 1; ++j) { if (entry->key.objects[j].object == name && !(entry->key.rb_namespace & (1 << j)) == !rb_namespace) { callback(context, entry); break; } } } } } static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry) { 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) { unsigned int i; if (!device->d3d_initialized) return; for (i = 0; i < device->context_count; ++i) { struct wined3d_context *context = device->contexts[i]; if (&context->current_rt.texture->resource == resource) { context->current_rt.texture = NULL; context->current_rt.sub_resource_idx = 0; } } } void context_gl_resource_released(struct wined3d_device *device, GLuint name, BOOL rb_namespace) { context_enum_fbo_entries(device, name, rb_namespace, context_queue_fbo_entry_destruction); } void context_texture_update(struct wined3d_context *context, const struct wined3d_texture *texture) { 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 + 1; ++i) { if (texture->texture_rgb.name == entry->key.objects[i].object || texture->texture_srgb.name == entry->key.objects[i].object) { TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture, i); context->rebind_fbo = TRUE; return; } } } static BOOL context_restore_pixel_format(struct wined3d_context *ctx) { const struct wined3d_gl_info *gl_info = ctx->gl_info; BOOL ret = FALSE; if (ctx->restore_pf && IsWindow(ctx->restore_pf_win)) { if (ctx->gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH]) { HDC dc = GetDCEx(ctx->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE); if (dc) { if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, ctx->restore_pf)))) { ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n", ctx->restore_pf, ctx->restore_pf_win); } ReleaseDC(ctx->restore_pf_win, dc); } } else { ERR("can't restore pixel format %d on window %p\n", ctx->restore_pf, ctx->restore_pf_win); } } ctx->restore_pf = 0; ctx->restore_pf_win = NULL; return ret; } static BOOL context_set_pixel_format(struct wined3d_context *context) { const struct wined3d_gl_info *gl_info = context->gl_info; BOOL private = context->hdc_is_private; int format = context->pixel_format; HDC dc = context->hdc; int current; if (private && context->hdc_has_format) return TRUE; if (!private && WindowFromDC(dc) != context->win_handle) return FALSE; current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc); if (current == format) goto success; 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; } context->restore_pf = 0; context->restore_pf_win = private ? NULL : WindowFromDC(dc); goto success; } /* By default WGL doesn't allow pixel format adjustments but we need it * 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]) { HWND win; if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format))) { ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n", format, dc); return FALSE; } win = private ? NULL : WindowFromDC(dc); if (win != context->restore_pf_win) { context_restore_pixel_format(context); context->restore_pf = private ? 0 : current; context->restore_pf_win = win; } goto success; } /* OpenGL doesn't allow pixel format adjustments. Print an error and * 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; success: if (private) context->hdc_has_format = TRUE; return TRUE; } static BOOL context_set_gl_context(struct wined3d_context *ctx) { struct wined3d_swapchain *swapchain = ctx->swapchain; BOOL backup = FALSE; if (!context_set_pixel_format(ctx)) { 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)) { 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 || !swapchain) { FIXME("Unable to get backup dc for destroyed context %p.\n", ctx); context_set_current(NULL); return FALSE; } if (!(ctx->hdc = swapchain_get_backup_dc(swapchain))) { context_set_current(NULL); return FALSE; } ctx->hdc_is_private = TRUE; ctx->hdc_has_format = FALSE; if (!context_set_pixel_format(ctx)) { ERR("Failed to set pixel format %d on device context %p.\n", ctx->pixel_format, ctx->hdc); context_set_current(NULL); return FALSE; } if (!wglMakeCurrent(ctx->hdc, ctx->glCtx)) { ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n", ctx->hdc, GetLastError()); context_set_current(NULL); return FALSE; } ctx->valid = 1; } ctx->needs_set = 0; return TRUE; } static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx) { 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->swapchain) return; if (context->win_handle == context->swapchain->win_handle) return; TRACE("Updating context %p window from %p to %p.\n", context, context->win_handle, context->swapchain->win_handle); if (context->hdc) wined3d_release_dc(context->win_handle, context->hdc); context->win_handle = context->swapchain->win_handle; context->hdc_is_private = FALSE; context->hdc_has_format = FALSE; context->needs_set = 1; context->valid = 1; if (!(context->hdc = GetDCEx(context->win_handle, 0, DCX_USESTYLE | DCX_CACHE))) { ERR("Failed to get a device context for window %p.\n", context->win_handle); context->valid = 0; } } static void context_destroy_gl_resources(struct wined3d_context *context) { struct wined3d_pipeline_statistics_query *pipeline_statistics_query; const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_so_statistics_query *so_statistics_query; struct wined3d_timestamp_query *timestamp_query; struct wined3d_occlusion_query *occlusion_query; struct fbo_entry *entry, *entry2; struct wined3d_fence *fence; HGLRC restore_ctx; HDC restore_dc; unsigned int i; restore_ctx = wglGetCurrentContext(); restore_dc = wglGetCurrentDC(); if (restore_ctx == context->glCtx) restore_ctx = NULL; else if (context->valid) context_set_gl_context(context); LIST_FOR_EACH_ENTRY(so_statistics_query, &context->so_statistics_queries, struct wined3d_so_statistics_query, entry) { if (context->valid) GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query->u.id), so_statistics_query->u.id)); so_statistics_query->context = NULL; } LIST_FOR_EACH_ENTRY(pipeline_statistics_query, &context->pipeline_statistics_queries, struct wined3d_pipeline_statistics_query, entry) { if (context->valid) GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query->u.id), pipeline_statistics_query->u.id)); pipeline_statistics_query->context = NULL; } LIST_FOR_EACH_ENTRY(timestamp_query, &context->timestamp_queries, struct wined3d_timestamp_query, entry) { if (context->valid) GL_EXTCALL(glDeleteQueries(1, ×tamp_query->id)); timestamp_query->context = NULL; } LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry) { if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY]) GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id)); occlusion_query->context = NULL; } LIST_FOR_EACH_ENTRY(fence, &context->fences, struct wined3d_fence, entry) { if (context->valid) { if (gl_info->supported[ARB_SYNC]) { if (fence->object.sync) GL_EXTCALL(glDeleteSync(fence->object.sync)); } else if (gl_info->supported[APPLE_FENCE]) { GL_EXTCALL(glDeleteFencesAPPLE(1, &fence->object.id)); } else if (gl_info->supported[NV_FENCE]) { GL_EXTCALL(glDeleteFencesNV(1, &fence->object.id)); } } fence->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[WINED3D_GL_PRIMITIVE_QUERY]) { for (i = 0; i < context->free_so_statistics_query_count; ++i) { union wined3d_gl_so_statistics_query *q = &context->free_so_statistics_queries[i]; GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id)); } } if (gl_info->supported[ARB_PIPELINE_STATISTICS_QUERY]) { for (i = 0; i < context->free_pipeline_statistics_query_count; ++i) { union wined3d_gl_pipeline_statistics_query *q = &context->free_pipeline_statistics_queries[i]; GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id)); } } if (gl_info->supported[ARB_TIMER_QUERY]) GL_EXTCALL(glDeleteQueries(context->free_timestamp_query_count, context->free_timestamp_queries)); if (gl_info->supported[ARB_OCCLUSION_QUERY]) GL_EXTCALL(glDeleteQueries(context->free_occlusion_query_count, context->free_occlusion_queries)); if (gl_info->supported[ARB_SYNC]) { for (i = 0; i < context->free_fence_count; ++i) { GL_EXTCALL(glDeleteSync(context->free_fences[i].sync)); } } else if (gl_info->supported[APPLE_FENCE]) { for (i = 0; i < context->free_fence_count; ++i) { GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_fences[i].id)); } } else if (gl_info->supported[NV_FENCE]) { for (i = 0; i < context->free_fence_count; ++i) { GL_EXTCALL(glDeleteFencesNV(1, &context->free_fences[i].id)); } } checkGLcall("context cleanup"); } heap_free(context->free_so_statistics_queries); heap_free(context->free_pipeline_statistics_queries); heap_free(context->free_timestamp_queries); heap_free(context->free_occlusion_queries); heap_free(context->free_fences); context_restore_pixel_format(context); if (restore_ctx) { context_restore_gl_context(gl_info, restore_dc, restore_ctx); } else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL)) { ERR("Failed to disable GL context.\n"); } wined3d_release_dc(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); heap_free((void *)old->gl_info); heap_free(old); } else { if (wglGetCurrentContext()) { const struct wined3d_gl_info *gl_info = old->gl_info; TRACE("Flushing context %p before switching to %p.\n", old, ctx); gl_info->gl_ops.gl.p_glFlush(); } old->current = 0; } } 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) { if (context_restore_pixel_format(context)) context->needs_set = 1; if (context->restore_ctx) { TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc); context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx); context->restore_ctx = NULL; context->restore_dc = NULL; } if (context->destroy_delayed) { TRACE("Destroying context %p.\n", context); context_destroy(context->device, context); } } } /* This is used when a context for render target A is active, but a separate context is * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt * A to avoid breaking caller code. */ void context_restore(struct wined3d_context *context, struct wined3d_texture *texture, unsigned int sub_resource_idx) { if (context->current_rt.texture != texture || context->current_rt.sub_resource_idx != sub_resource_idx) { context_release(context); context = context_acquire(texture->resource.device, texture, sub_resource_idx); } context_release(context); } 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->needs_set = 1; } else if (!context->needs_set && !(context->hdc_is_private && context->hdc_has_format) && context->pixel_format != context->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context->hdc)) context->needs_set = 1; } } void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id) { DWORD representative = context->state_table[state_id].representative - STATE_COMPUTE_OFFSET; unsigned int index, shift; index = representative / (sizeof(*context->dirty_compute_states) * CHAR_BIT); shift = representative & (sizeof(*context->dirty_compute_states) * CHAR_BIT - 1); context->dirty_compute_states[index] |= (1u << shift); } void context_invalidate_state(struct wined3d_context *context, DWORD state) { DWORD rep = context->state_table[state].representative; 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] |= (1u << shift); } /* This function takes care of wined3d pixel format selection. */ static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc, const struct wined3d_format *color_format, const struct wined3d_format *ds_format, BOOL auxBuffers) { unsigned int cfg_count = device->adapter->cfg_count; unsigned int current_value; PIXELFORMATDESCRIPTOR pfd; int iPixelFormat = 0; unsigned int i; TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x.\n", device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id), auxBuffers); 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 < color_format->red_size) continue; if (cfg->greenSize < color_format->green_size) continue; if (cfg->blueSize < color_format->blue_size) continue; if (cfg->alphaSize < color_format->alpha_size) continue; if (cfg->depthSize < ds_format->depth_size) continue; if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size) 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 == ds_format->depth_size) value += 1; if (cfg->stencilSize == ds_format->stencil_size) value += 2; if (cfg->alphaSize == color_format->alpha_size) value += 4; /* We like to have aux buffers in backbuffer mode */ if (auxBuffers && cfg->auxBuffers) value += 8; if (cfg->redSize == color_format->red_size && cfg->greenSize == color_format->green_size && cfg->blueSize == color_format->blue_size) value += 16; if (value > current_value) { iPixelFormat = cfg->iPixelFormat; current_value = value; } } if (!iPixelFormat) { ERR("Trying to locate a compatible pixel format because an exact match failed.\n"); memset(&pfd, 0, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/ pfd.iPixelType = PFD_TYPE_RGBA; pfd.cAlphaBits = color_format->alpha_size; pfd.cColorBits = color_format->red_size + color_format->green_size + color_format->blue_size + color_format->alpha_size; pfd.cDepthBits = ds_format->depth_size; pfd.cStencilBits = ds_format->stencil_size; pfd.iLayerType = PFD_MAIN_PLANE; if (!(iPixelFormat = ChoosePixelFormat(hdc, &pfd))) { /* Something is very wrong as ChoosePixelFormat() barely fails. */ ERR("Can't find a suitable pixel format.\n"); return 0; } } TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n", iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id)); return iPixelFormat; } /* Context activation is done by the caller. */ void context_bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context) { const struct wined3d_dummy_textures *textures = &context->device->dummy_textures; const struct wined3d_gl_info *gl_info = context->gl_info; unsigned int i; for (i = 0; i < gl_info->limits.combined_samplers; ++i) { GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i)); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d); if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect); if (gl_info->supported[EXT_TEXTURE3D]) gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d); if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube); if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY]) gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array); if (gl_info->supported[EXT_TEXTURE_ARRAY]) { gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array); } if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT]) gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer); if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE]) { gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array); } } checkGLcall("bind dummy textures"); } void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info, const char *file, unsigned int line, const char *name) { GLint err; if (gl_info->supported[ARB_DEBUG_OUTPUT] || (err = gl_info->gl_ops.gl.p_glGetError()) == GL_NO_ERROR) { TRACE("%s call ok %s / %u.\n", name, file, line); return; } do { ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n", debug_glerror(err), err, name, file,line); err = gl_info->gl_ops.gl.p_glGetError(); } while (err != GL_NO_ERROR); } static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info) { return gl_info->supported[ARB_DEBUG_OUTPUT] && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf)); } static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, void *ctx) { switch (type) { case GL_DEBUG_TYPE_ERROR_ARB: ERR("%p: %s.\n", ctx, debugstr_an(message, length)); break; case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: case GL_DEBUG_TYPE_PORTABILITY_ARB: FIXME("%p: %s.\n", ctx, debugstr_an(message, length)); break; case GL_DEBUG_TYPE_PERFORMANCE_ARB: WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length)); break; default: FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length)); break; } } HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) { HGLRC ctx; unsigned int ctx_attrib_idx = 0; GLint ctx_attribs[7], ctx_flags = 0; if (context_debug_output_enabled(gl_info)) ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB; ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB; ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16; ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB; ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff; if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2)) ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB; if (ctx_flags) { ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB; ctx_attribs[ctx_attrib_idx++] = ctx_flags; } ctx_attribs[ctx_attrib_idx] = 0; if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs))) { if (ctx_flags & WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB) { ctx_attribs[ctx_attrib_idx - 1] &= ~WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB; if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs))) WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n", GetLastError()); } } return ctx; } struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target, const struct wined3d_format *ds_format) { struct wined3d_device *device = swapchain->device; const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_format *color_format; struct wined3d_context *ret; BOOL auxBuffers = FALSE; HGLRC ctx, share_ctx; DWORD target_usage; unsigned int i; DWORD state; TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle); wined3d_from_cs(device->cs); if (!(ret = heap_alloc_zero(sizeof(*ret)))) return NULL; ret->free_timestamp_query_size = 4; if (!(ret->free_timestamp_queries = heap_calloc(ret->free_timestamp_query_size, sizeof(*ret->free_timestamp_queries)))) goto out; list_init(&ret->timestamp_queries); ret->free_occlusion_query_size = 4; if (!(ret->free_occlusion_queries = heap_calloc(ret->free_occlusion_query_size, sizeof(*ret->free_occlusion_queries)))) goto out; list_init(&ret->occlusion_queries); ret->free_fence_size = 4; if (!(ret->free_fences = heap_calloc(ret->free_fence_size, sizeof(*ret->free_fences)))) goto out; list_init(&ret->fences); list_init(&ret->so_statistics_queries); list_init(&ret->pipeline_statistics_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; } if (!device->adapter->fragment_pipe->allocate_context_data(ret)) { ERR("Failed to allocate fragment pipeline context data.\n"); goto out; } for (i = 0; i < ARRAY_SIZE(ret->tex_unit_map); ++i) ret->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE; for (i = 0; i < ARRAY_SIZE(ret->rev_tex_unit_map); ++i) ret->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE; if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS) { /* Initialize the texture unit mapping to a 1:1 mapping. */ unsigned int base, count; wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count); if (base + MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(ret->rev_tex_unit_map)) { ERR("Unexpected texture unit base index %u.\n", base); goto out; } for (i = 0; i < min(count, MAX_FRAGMENT_SAMPLERS); ++i) { ret->tex_unit_map[i] = base + i; ret->rev_tex_unit_map[base + i] = i; } wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count); if (base + MAX_VERTEX_SAMPLERS > ARRAY_SIZE(ret->rev_tex_unit_map)) { ERR("Unexpected texture unit base index %u.\n", base); goto out; } for (i = 0; i < min(count, MAX_VERTEX_SAMPLERS); ++i) { ret->tex_unit_map[MAX_FRAGMENT_SAMPLERS + i] = base + i; ret->rev_tex_unit_map[base + i] = MAX_FRAGMENT_SAMPLERS + i; } } if (!(ret->texture_type = heap_calloc(gl_info->limits.combined_samplers, sizeof(*ret->texture_type)))) goto out; if (!(ret->hdc = GetDCEx(swapchain->win_handle, 0, DCX_USESTYLE | DCX_CACHE))) { WARN("Failed to retrieve device context, trying swapchain backup.\n"); if ((ret->hdc = swapchain_get_backup_dc(swapchain))) ret->hdc_is_private = TRUE; else { ERR("Failed to retrieve a device context.\n"); goto out; } } color_format = target->resource.format; target_usage = target->resource.usage; /* In case of ORM_BACKBUFFER, make sure to request an alpha component for * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */ if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) { auxBuffers = TRUE; if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM) color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM, target_usage); else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM) color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage); } /* 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, target_usage); /* When using FBOs for off-screen rendering, we only use the drawable for * presentation blits, and don't do any rendering to it. That means we * don't need depth or stencil buffers, and can mostly ignore the render * target format. This wouldn't necessarily be quite correct for 10bpc * display modes, but we don't currently support those. * Using the same format regardless of the color/depth/stencil targets * makes it much less likely that different wined3d instances will set * conflicting pixel formats. */ if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER) { color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage); ds_format = wined3d_get_format(gl_info, WINED3DFMT_UNKNOWN, WINED3DUSAGE_DEPTHSTENCIL); } /* Try to find a pixel format which matches our requirements. */ if (!(ret->pixel_format = context_choose_pixel_format(device, ret->hdc, color_format, ds_format, auxBuffers))) goto out; ret->gl_info = gl_info; ret->win_handle = swapchain->win_handle; context_enter(ret); if (!context_set_pixel_format(ret)) { ERR("Failed to set pixel format %d on device context %p.\n", ret->pixel_format, ret->hdc); context_release(ret); goto out; } share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL; if (gl_info->p_wglCreateContextAttribsARB) { if (!(ctx = context_create_wgl_attribs(gl_info, ret->hdc, share_ctx))) goto out; } else { if (!(ctx = wglCreateContext(ret->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->d3d_info = d3d_info; ret->state_table = device->StateTable; /* Mark all states dirty to force a proper initialization of the states on * the first use of the context. Compute states do not need initialization. */ for (state = 0; state <= STATE_HIGHEST; ++state) { if (ret->state_table[state].representative && !STATE_IS_COMPUTE(state)) context_invalidate_state(ret, state); } ret->device = device; ret->swapchain = swapchain; ret->current_rt.texture = target; ret->current_rt.sub_resource_idx = 0; ret->tid = GetCurrentThreadId(); ret->render_offscreen = wined3d_resource_is_offscreen(&target->resource); ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK); ret->valid = 1; ret->glCtx = ctx; ret->hdc_has_format = TRUE; ret->needs_set = 1; /* 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(glDebugMessageCallback(wined3d_debug_callback, ret)); if (TRACE_ON(d3d_synchronous)) gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE)); if (ERR_ON(d3d)) { GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR, GL_DONT_CARE, 0, NULL, GL_TRUE)); } if (FIXME_ON(d3d)) { GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, NULL, GL_TRUE)); GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR, GL_DONT_CARE, 0, NULL, GL_TRUE)); GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY, GL_DONT_CARE, 0, NULL, GL_TRUE)); } if (WARN_ON(d3d_perf)) { GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE, GL_DONT_CARE, 0, NULL, GL_TRUE)); } } if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers); TRACE("Setting up the screen\n"); if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) { gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);"); gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);"); gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);"); } else { GLuint vao; GL_EXTCALL(glGenVertexArrays(1, &vao)); GL_EXTCALL(glBindVertexArray(vao)); checkGLcall("creating VAO"); } gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment); checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);"); gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1); checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);"); 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 (i = 1; i < gl_info->limits.textures; ++i) { context_active_texture(ret, gl_info, i); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + i - 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. */ static 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 (i = 0; i < gl_info->limits.textures; ++i) { context_active_texture(ret, gl_info, i); gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE); checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)"); } } 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)); } if (!(d3d_info->wined3d_creation_flags & WINED3D_NO_PRIMITIVE_RESTART)) { if (gl_info->supported[ARB_ES3_COMPATIBILITY]) { gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX); checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX"); } else { FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n"); } } if (!(d3d_info->wined3d_creation_flags & WINED3D_LEGACY_CUBEMAP_FILTERING) && gl_info->supported[ARB_SEAMLESS_CUBE_MAP]) { gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); checkGLcall("enable seamless cube map filtering"); } if (gl_info->supported[ARB_CLIP_CONTROL]) GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT)); device->shader_backend->shader_init_context_state(ret); ret->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL) | (1u << WINED3D_SHADER_TYPE_VERTEX) | (1u << WINED3D_SHADER_TYPE_GEOMETRY) | (1u << WINED3D_SHADER_TYPE_HULL) | (1u << WINED3D_SHADER_TYPE_DOMAIN) | (1u << WINED3D_SHADER_TYPE_COMPUTE); /* If this happens to be the first context for the device, dummy textures * are not created yet. In that case, they will be created (and bound) by * create_dummy_textures right after this context is initialized. */ if (device->dummy_textures.tex_2d) context_bind_dummy_textures(device, ret); TRACE("Created context %p.\n", ret); return ret; out: if (ret->hdc) wined3d_release_dc(swapchain->win_handle, ret->hdc); device->shader_backend->shader_free_context_data(ret); device->adapter->fragment_pipe->free_context_data(ret); heap_free(ret->texture_type); heap_free(ret->free_fences); heap_free(ret->free_occlusion_queries); heap_free(ret->free_timestamp_queries); heap_free(ret); return NULL; } void context_destroy(struct wined3d_device *device, struct wined3d_context *context) { BOOL destroy; TRACE("Destroying ctx %p\n", context); wined3d_from_cs(device->cs); /* We delay destroying a context when it is active. The context_release() * function invokes context_destroy() again while leaving the last level. */ if (context->level) { TRACE("Delaying destruction of context %p.\n", context); context->destroy_delayed = 1; /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */ context->swapchain = NULL; return; } if (context->tid == GetCurrentThreadId() || !context->current) { context_destroy_gl_resources(context); 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 = heap_alloc(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); device->adapter->fragment_pipe->free_context_data(context); heap_free(context->texture_type); device_context_remove(device, context); if (destroy) heap_free(context); } const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context, const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count) { const struct wined3d_gl_info *gl_info = context->gl_info; if (!shader_version) { *base = 0; *count = MAX_TEXTURES; return context->tex_unit_map; } if (shader_version->major >= 4) { wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, shader_version->type, base, count); return NULL; } switch (shader_version->type) { case WINED3D_SHADER_TYPE_PIXEL: *base = 0; *count = MAX_FRAGMENT_SAMPLERS; break; case WINED3D_SHADER_TYPE_VERTEX: *base = MAX_FRAGMENT_SAMPLERS; *count = MAX_VERTEX_SAMPLERS; break; default: ERR("Unhandled shader type %#x.\n", shader_version->type); *base = 0; *count = 0; } return context->tex_unit_map; } static void context_get_rt_size(const struct wined3d_context *context, SIZE *size) { const struct wined3d_texture *rt = context->current_rt.texture; unsigned int level; if (rt->swapchain) { 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; } level = context->current_rt.sub_resource_idx % rt->level_count; size->cx = wined3d_texture_get_level_width(rt, level); size->cy = wined3d_texture_get_level_height(rt, level); } void context_enable_clip_distances(struct wined3d_context *context, unsigned int enable_mask) { const struct wined3d_gl_info *gl_info = context->gl_info; unsigned int clip_distance_count = gl_info->limits.user_clip_distances; unsigned int i, disable_mask, current_mask; disable_mask = ~enable_mask; enable_mask &= (1u << clip_distance_count) - 1; disable_mask &= (1u << clip_distance_count) - 1; current_mask = context->clip_distance_mask; context->clip_distance_mask = enable_mask; enable_mask &= ~current_mask; while (enable_mask) { i = wined3d_bit_scan(&enable_mask); gl_info->gl_ops.gl.p_glEnable(GL_CLIP_DISTANCE0 + i); } disable_mask &= current_mask; while (disable_mask) { i = wined3d_bit_scan(&disable_mask); gl_info->gl_ops.gl.p_glDisable(GL_CLIP_DISTANCE0 + i); } checkGLcall("toggle clip distances"); } static inline BOOL is_rt_mask_onscreen(DWORD rt_mask) { return rt_mask & (1u << 31); } static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask) { return rt_mask & ~(1u << 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; GLenum draw_buffers[MAX_RENDER_TARGET_VIEWS]; if (!rt_mask) { gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE); } else if (is_rt_mask_onscreen(rt_mask)) { gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask)); } else { if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { unsigned int i = 0; while (rt_mask) { if (rt_mask & 1) draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i; else draw_buffers[i] = GL_NONE; rt_mask >>= 1; ++i; } if (gl_info->supported[ARB_DRAW_BUFFERS]) { GL_EXTCALL(glDrawBuffers(i, draw_buffers)); } else { gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffers[0]); } } else { ERR("Unexpected draw buffers mask with backbuffer ORM.\n"); } } checkGLcall("apply draw buffers"); } /* 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(glActiveTexture(GL_TEXTURE0 + unit)); checkGLcall("glActiveTexture"); context->active_texture = unit; } void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) { const struct wined3d_gl_info *gl_info = context->gl_info; if (binding == GL_ELEMENT_ARRAY_BUFFER) context_invalidate_state(context, STATE_INDEXBUFFER); GL_EXTCALL(glBindBuffer(binding, name)); } void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) { const struct wined3d_dummy_textures *textures = &context->device->dummy_textures; 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); } else { target = GL_NONE; } if (old_texture_type != target) { switch (old_texture_type) { case GL_NONE: /* nothing to do */ break; case GL_TEXTURE_1D: gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d); break; case GL_TEXTURE_1D_ARRAY: gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array); break; case GL_TEXTURE_2D: gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d); break; case GL_TEXTURE_2D_ARRAY: gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array); break; case GL_TEXTURE_RECTANGLE_ARB: gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect); break; case GL_TEXTURE_CUBE_MAP: gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube); break; case GL_TEXTURE_CUBE_MAP_ARRAY: gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array); break; case GL_TEXTURE_3D: gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d); break; case GL_TEXTURE_BUFFER: gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer); break; case GL_TEXTURE_2D_MULTISAMPLE: gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms); break; case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array); break; default: ERR("Unexpected texture target %#x.\n", old_texture_type); } context->texture_type[unit] = target; } checkGLcall("bind texture"); } void *context_map_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data, size_t size, GLenum binding, DWORD flags) { const struct wined3d_gl_info *gl_info; BYTE *memory; if (!data->buffer_object) return data->addr; gl_info = context->gl_info; context_bind_bo(context, binding, data->buffer_object); if (gl_info->supported[ARB_MAP_BUFFER_RANGE]) { GLbitfield map_flags = wined3d_resource_gl_map_flags(flags) & ~GL_MAP_FLUSH_EXPLICIT_BIT; memory = GL_EXTCALL(glMapBufferRange(binding, (INT_PTR)data->addr, size, map_flags)); } else { memory = GL_EXTCALL(glMapBuffer(binding, wined3d_resource_gl_legacy_map_flags(flags))); memory += (INT_PTR)data->addr; } context_bind_bo(context, binding, 0); checkGLcall("Map buffer object"); return memory; } void context_unmap_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data, GLenum binding) { const struct wined3d_gl_info *gl_info; if (!data->buffer_object) return; gl_info = context->gl_info; context_bind_bo(context, binding, data->buffer_object); GL_EXTCALL(glUnmapBuffer(binding)); context_bind_bo(context, binding, 0); checkGLcall("Unmap buffer object"); } void context_copy_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *dst, GLenum dst_binding, const struct wined3d_bo_address *src, GLenum src_binding, size_t size) { const struct wined3d_gl_info *gl_info; BYTE *dst_ptr, *src_ptr; gl_info = context->gl_info; if (dst->buffer_object && src->buffer_object) { if (gl_info->supported[ARB_COPY_BUFFER]) { GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src->buffer_object)); GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst->buffer_object)); GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, (GLintptr)src->addr, (GLintptr)dst->addr, size)); checkGLcall("direct buffer copy"); } else { src_ptr = context_map_bo_address(context, src, size, src_binding, WINED3D_MAP_READ); dst_ptr = context_map_bo_address(context, dst, size, dst_binding, WINED3D_MAP_WRITE); memcpy(dst_ptr, src_ptr, size); context_unmap_bo_address(context, dst, dst_binding); context_unmap_bo_address(context, src, src_binding); } } else if (!dst->buffer_object && src->buffer_object) { context_bind_bo(context, src_binding, src->buffer_object); GL_EXTCALL(glGetBufferSubData(src_binding, (GLintptr)src->addr, size, dst->addr)); checkGLcall("buffer download"); } else if (dst->buffer_object && !src->buffer_object) { context_bind_bo(context, dst_binding, dst->buffer_object); GL_EXTCALL(glBufferSubData(dst_binding, (GLintptr)dst->addr, size, src->addr)); checkGLcall("buffer upload"); } else { memcpy(dst->addr, src->addr, size); } } static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen) { if (context->render_offscreen == offscreen) return; context_invalidate_state(context, STATE_VIEWPORT); context_invalidate_state(context, STATE_SCISSORRECT); if (!context->gl_info->supported[ARB_CLIP_CONTROL]) { context_invalidate_state(context, STATE_FRONTFACE); context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN); context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)); } context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN)); if (context->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS]) context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)); context->render_offscreen = offscreen; } static BOOL match_depth_stencil_format(const struct wined3d_format *existing, const struct wined3d_format *required) { if (existing == required) return TRUE; if ((existing->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT) != (required->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)) return FALSE; if (existing->depth_size < required->depth_size) return FALSE; /* If stencil bits are used the exact amount is required - otherwise * wrapping won't work correctly. */ if (required->stencil_size && required->stencil_size != existing->stencil_size) return FALSE; return TRUE; } /* Context activation is done by the caller. */ static void context_validate_onscreen_formats(struct wined3d_context *context, const struct wined3d_rendertarget_view *depth_stencil) { /* Onscreen surfaces are always in a swapchain */ struct wined3d_swapchain *swapchain = context->current_rt.texture->swapchain; if (context->render_offscreen || !depth_stencil) return; if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->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 */ if (!(wined3d_texture_load_location(context->current_rt.texture, context->current_rt.sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB))) ERR("Failed to load location.\n"); swapchain->render_to_fbo = TRUE; swapchain_update_draw_bindings(swapchain); context_set_render_offscreen(context, TRUE); } GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) { switch (wined3d_settings.offscreen_rendering_mode) { case ORM_FBO: return GL_COLOR_ATTACHMENT0; case ORM_BACKBUFFER: return context->aux_buffers > 0 ? GL_AUX0 : GL_BACK; default: FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode); return GL_BACK; } } static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_context *context, struct wined3d_resource *rt) { if (!rt || rt->format->id == WINED3DFMT_NULL) return 0; else if (rt->type != WINED3D_RTYPE_BUFFER && texture_from_resource(rt)->swapchain) return context_generate_rt_mask_from_resource(rt); else return context_generate_rt_mask(context_get_offscreen_gl_buffer(context)); } /* Context activation is done by the caller. */ void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_texture *rt = context->current_rt.texture; DWORD rt_mask, *cur_mask; unsigned int sampler; SIZE rt_size; TRACE("Setting up context %p for blitting.\n", context); if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { if (context->render_offscreen) { wined3d_texture_load(rt, context, FALSE); context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, &rt->resource, context->current_rt.sub_resource_idx, NULL, 0, rt->resource.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_resource(&rt->resource); } } else { rt_mask = context_generate_rt_mask_no_fbo(context, &rt->resource); } 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); } context_invalidate_state(context, STATE_FRAMEBUFFER); 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) { gl_info->gl_ops.gl.p_glViewport(0, 0, 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 context_apply_blit_state() * call. */ } checkGLcall("blit state application"); TRACE("Context is already set up for blitting, nothing to do.\n"); return; } context->last_was_blit = TRUE; if (gl_info->supported[ARB_SAMPLER_OBJECTS]) GL_EXTCALL(glBindSampler(0, 0)); context_active_texture(context, gl_info, 0); sampler = context->rev_tex_unit_map[0]; 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)); } if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) { gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE)); } gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE)); gl_info->gl_ops.gl.p_glDisable(GL_BLEND); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE)); gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE)); gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE)); gl_info->gl_ops.gl.p_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); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE)); } if (gl_info->supported[ARB_FRAMEBUFFER_SRGB]) { gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE)); } gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); 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)); context->last_was_rhw = TRUE; context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */ context_enable_clip_distances(context, 0); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING)); /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */ if (gl_info->supported[ARB_CLIP_CONTROL]) GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE)); gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy); context_invalidate_state(context, STATE_VIEWPORT); device->shader_backend->shader_disable(device->shader_priv, context); context->blit_w = rt_size.cx; context->blit_h = rt_size.cy; checkGLcall("blit state application"); } static void context_apply_blit_projection(const struct wined3d_context *context, unsigned int w, unsigned int h) { const struct wined3d_gl_info *gl_info = context->gl_info; const GLdouble projection[] = { 2.0 / w, 0.0, 0.0, 0.0, 0.0, 2.0 / h, 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); gl_info->gl_ops.gl.p_glLoadMatrixd(projection); } /* Setup OpenGL states for fixed-function blitting. */ /* Context activation is done by the caller. */ void context_apply_ffp_blit_state(struct wined3d_context *context, const struct wined3d_device *device) { const struct wined3d_gl_info *gl_info = context->gl_info; unsigned int i, sampler; if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) ERR("Applying fixed-function state without legacy context support.\n"); if (context->last_was_ffp_blit) { SIZE rt_size; context_get_rt_size(context, &rt_size); if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy) context_apply_blit_projection(context, rt_size.cx, rt_size.cy); context_apply_blit_state(context, device); checkGLcall("ffp blit state application"); return; } context->last_was_ffp_blit = TRUE; context_apply_blit_state(context, device); /* Disable all textures. The caller can then bind a texture it wants to blit * from. */ for (i = gl_info->limits.textures - 1; i > 0 ; --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); gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D); if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB); gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); sampler = context->rev_tex_unit_map[i]; 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); if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB); gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D); if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB); gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 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); gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE); gl_info->gl_ops.gl.p_glLoadIdentity(); /* Setup transforms. */ gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW); gl_info->gl_ops.gl.p_glLoadIdentity(); context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))); context_apply_blit_projection(context, context->blit_w, context->blit_h); context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)); /* Other misc states. */ gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING)); glDisableWINE(GL_FOG); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE)); 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("ffp blit state application"); } static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_rendertarget_view * const *rts, const struct wined3d_rendertarget_view *ds) { unsigned int i; if (ds) return TRUE; for (i = 0; i < rt_count; ++i) { if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL) return TRUE; } return FALSE; } /* Context activation is done by the caller. */ BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state, UINT rt_count, const struct wined3d_fb_state *fb) { struct wined3d_rendertarget_view * const *rts = fb->render_targets; struct wined3d_rendertarget_view *dsv = fb->depth_stencil; const struct wined3d_gl_info *gl_info = context->gl_info; DWORD rt_mask = 0, *cur_mask; unsigned int i; if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb || rt_count != gl_info->limits.buffers) { if (!have_framebuffer_attachment(rt_count, rts, dsv)) { WARN("Invalid render target config, need at least one attachment.\n"); return FALSE; } if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { struct wined3d_rendertarget_info ds_info = {{0}}; context_validate_onscreen_formats(context, dsv); if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)) { memset(context->blit_targets, 0, sizeof(context->blit_targets)); for (i = 0; i < rt_count; ++i) { if (rts[i]) { context->blit_targets[i].gl_view = rts[i]->gl_view; context->blit_targets[i].resource = rts[i]->resource; context->blit_targets[i].sub_resource_idx = rts[i]->sub_resource_idx; context->blit_targets[i].layer_count = rts[i]->layer_count; } if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL) rt_mask |= (1u << i); } if (dsv) { ds_info.gl_view = dsv->gl_view; ds_info.resource = dsv->resource; ds_info.sub_resource_idx = dsv->sub_resource_idx; ds_info.layer_count = dsv->layer_count; } context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, &ds_info, rt_count ? rts[0]->resource->draw_binding : 0, dsv ? dsv->resource->draw_binding : 0); } else { context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, &ds_info, WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE); rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource); } /* If the framebuffer is not the device's fb the device's fb has to be reapplied * 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(context, rt_count ? rts[0]->resource : NULL); } } else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))) { for (i = 0; i < rt_count; ++i) { if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL) rt_mask |= (1u << i); } } else { rt_mask = context_generate_rt_mask_no_fbo(context, rt_count ? rts[0]->resource : 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); } context->last_was_blit = FALSE; context->last_was_ffp_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); if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB]) { if (needs_srgb_write(context, state, fb)) gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB); else gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE)); } checkGLcall("setting up state for clear"); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE)); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE)); context_invalidate_state(context, STATE_SCISSORRECT); return TRUE; } static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_state *state) { struct wined3d_rendertarget_view * const *rts = state->fb->render_targets; struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL]; DWORD rt_mask, mask; unsigned int i; if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return context_generate_rt_mask_no_fbo(context, rts[0]->resource); else if (!context->render_offscreen) return context_generate_rt_mask_from_resource(rts[0]->resource); rt_mask = ps ? ps->reg_maps.rt_mask : 1; rt_mask &= context->d3d_info->valid_rt_mask; mask = rt_mask; while (mask) { i = wined3d_bit_scan(&mask); if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL) rt_mask &= ~(1u << 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) { DWORD rt_mask = find_draw_buffers_mask(context, state); const struct wined3d_fb_state *fb = state->fb; DWORD color_location = 0; DWORD *cur_mask; if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { struct wined3d_rendertarget_info ds_info = {{0}}; if (!context->render_offscreen) { context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, &ds_info, WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE); } else { unsigned int i; memset(context->blit_targets, 0, sizeof(context->blit_targets)); for (i = 0; i < context->gl_info->limits.buffers; ++i) { if (!fb->render_targets[i]) continue; context->blit_targets[i].gl_view = fb->render_targets[i]->gl_view; context->blit_targets[i].resource = fb->render_targets[i]->resource; context->blit_targets[i].sub_resource_idx = fb->render_targets[i]->sub_resource_idx; context->blit_targets[i].layer_count = fb->render_targets[i]->layer_count; if (!color_location) color_location = fb->render_targets[i]->resource->draw_binding; } if (fb->depth_stencil) { ds_info.gl_view = fb->depth_stencil->gl_view; ds_info.resource = fb->depth_stencil->resource; ds_info.sub_resource_idx = fb->depth_stencil->sub_resource_idx; ds_info.layer_count = fb->depth_stencil->layer_count; } context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, &ds_info, color_location, fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0); } } 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->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR; } 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]; TRACE("Mapping stage %u to unit %u.\n", stage, unit); context->tex_unit_map[stage] = unit; if (i != WINED3D_UNMAPPED_STAGE && i != stage) context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE; 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 |= (1u << i); if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE) && i < MAX_TEXTURES - 1) context->fixed_function_usage_map |= (1u << (i + 1)); } if (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) { const struct wined3d_d3d_info *d3d_info = context->d3d_info; unsigned int i, tex; WORD ffu_map; 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 struct wined3d_d3d_info *d3d_info = context->d3d_info; const struct wined3d_shader_resource_info *resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info; unsigned int i; for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) { if (resource_info[i].type && 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 struct wined3d_shader_resource_info *ps_resource_info, DWORD unit) { DWORD current_mapping = context->rev_tex_unit_map[unit]; /* Not currently used */ if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE; if (current_mapping < MAX_FRAGMENT_SAMPLERS) { /* Used by a fragment sampler */ if (!ps_resource_info) { /* No pixel shader, check fixed function */ return current_mapping >= MAX_TEXTURES || !(context->fixed_function_usage_map & (1u << current_mapping)); } /* Pixel shader, check the shader's sampler map */ return !ps_resource_info[current_mapping].type; } return TRUE; } static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state) { const struct wined3d_shader_resource_info *vs_resource_info = state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info; const struct wined3d_shader_resource_info *ps_resource_info = NULL; const struct wined3d_gl_info *gl_info = context->gl_info; int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1; int i; /* Note that we only care if a resource is used or not, not the * resource's specific type. Otherwise we'd need to call * shader_update_samplers() here for 1.x pixelshaders. */ if (ps) ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info; for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) { DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS; if (vs_resource_info[i].type) { while (start >= 0) { if (context_unit_free_for_vs(context, ps_resource_info, start)) { if (context->tex_unit_map[vsampler_idx] != start) { context_map_stage(context, vsampler_idx, start); context_invalidate_state(context, STATE_SAMPLER(vsampler_idx)); } --start; break; } --start; } if (context->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE) WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i); } } } static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state) { const struct wined3d_gl_info *gl_info = context->gl_info; BOOL vs = use_vs(state); BOOL ps = use_ps(state); if (!ps) context_update_fixed_function_usage_map(context, state); /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders * need a 1:1 map at the moment. * When the mapping of a stage is changed, sampler and ALL texture stage * states have to be reset. */ if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS) return; if (ps) context_map_psamplers(context, state); else context_map_fixed_function_samplers(context, state); if (vs) context_map_vsamplers(context, ps, state); } /* Context activation is done by the caller. */ void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { DWORD rt_mask, *cur_mask; if (isStateDirty(context, STATE_FRAMEBUFFER)) return; cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask; rt_mask = find_draw_buffers_mask(context, state); if (rt_mask != *cur_mask) { context_apply_draw_buffers(context, rt_mask); *cur_mask = rt_mask; } } static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum) { if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx) *regnum = WINED3D_FFP_POSITION; else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx) *regnum = WINED3D_FFP_BLENDWEIGHT; else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx) *regnum = WINED3D_FFP_BLENDINDICES; else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx) *regnum = WINED3D_FFP_NORMAL; else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx) *regnum = WINED3D_FFP_PSIZE; else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx) *regnum = WINED3D_FFP_DIFFUSE; else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1) *regnum = WINED3D_FFP_SPECULAR; else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD) *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx; else { WARN("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx); *regnum = ~0u; return FALSE; } return TRUE; } /* Context activation is done by the caller. */ void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info, const struct wined3d_state *state, const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info) { /* We need to deal with frequency data! */ struct wined3d_vertex_declaration *declaration = state->vertex_declaration; BOOL generic_attributes = d3d_info->ffp_generic_attributes; BOOL use_vshader = use_vs(state); unsigned int i; stream_info->use_map = 0; stream_info->swizzle_map = 0; stream_info->position_transformed = 0; if (!declaration) return; stream_info->position_transformed = declaration->position_transformed; /* Translate the declaration into strided data. */ for (i = 0; i < declaration->element_count; ++i) { const struct wined3d_vertex_declaration_element *element = &declaration->elements[i]; const struct wined3d_stream_state *stream = &state->streams[element->input_slot]; BOOL stride_used; unsigned int idx; TRACE("%p Element %p (%u of %u).\n", declaration->elements, element, i + 1, declaration->element_count); if (!stream->buffer) continue; TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx); if (use_vshader) { if (element->output_slot == WINED3D_OUTPUT_SLOT_UNUSED) { stride_used = FALSE; } else if (element->output_slot == WINED3D_OUTPUT_SLOT_SEMANTIC) { /* TODO: Assuming vertexdeclarations are usually used with the * same or a similar shader, it might be worth it to store the * last used output slot and try that one first. */ stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX], element->usage, element->usage_idx, &idx); } else { idx = element->output_slot; stride_used = TRUE; } } else { if (!generic_attributes && !element->ffp_valid) { WARN("Skipping unsupported fixed function element of format %s and usage %s.\n", debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage)); stride_used = FALSE; } else { stride_used = fixed_get_input(element->usage, element->usage_idx, &idx); } } if (stride_used) { TRACE("Load %s array %u [usage %s, usage_idx %u, " "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n", use_vshader ? "shader": "fixed function", idx, debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot, element->offset, stream->stride, debug_d3dformat(element->format->id), debug_d3dinput_classification(element->input_slot_class), element->instance_data_step_rate); stream_info->elements[idx].format = element->format; stream_info->elements[idx].data.buffer_object = 0; stream_info->elements[idx].data.addr = (BYTE *)NULL + stream->offset + element->offset; stream_info->elements[idx].stride = stream->stride; stream_info->elements[idx].stream_idx = element->input_slot; if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) { stream_info->elements[idx].divisor = 1; } else if (element->input_slot_class == WINED3D_INPUT_PER_INSTANCE_DATA) { stream_info->elements[idx].divisor = element->instance_data_step_rate; if (!element->instance_data_step_rate) FIXME("Instance step rate 0 not implemented.\n"); } else { stream_info->elements[idx].divisor = 0; } if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && element->format->id == WINED3DFMT_B8G8R8A8_UNORM) { stream_info->swizzle_map |= 1u << idx; } stream_info->use_map |= 1u << idx; } } } /* Context activation is done by the caller. */ static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state) { struct wined3d_stream_info *stream_info = &context->stream_info; const struct wined3d_d3d_info *d3d_info = context->d3d_info; const struct wined3d_gl_info *gl_info = context->gl_info; DWORD prev_all_vbo = stream_info->all_vbo; unsigned int i; WORD map; wined3d_stream_info_from_declaration(stream_info, state, gl_info, d3d_info); stream_info->all_vbo = 1; context->buffer_fence_count = 0; for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i) { struct wined3d_stream_info_element *element; struct wined3d_bo_address data; struct wined3d_buffer *buffer; if (!(map & 1)) continue; element = &stream_info->elements[i]; buffer = state->streams[element->stream_idx].buffer; /* We can't use VBOs if the base vertex index is negative. OpenGL * doesn't accept negative offsets (or rather offsets bigger than the * VBO, because the pointer is unsigned), so use system memory * sources. In most sane cases the pointer - offset will still be > 0, * otherwise it will wrap around to some big value. Hope that with the * indices the driver wraps it back internally. If not, * draw_primitive_immediate_mode() is needed, including a vertex buffer * path. */ if (state->load_base_vertex_index < 0) { WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n", state->load_base_vertex_index); element->data.buffer_object = 0; element->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(buffer, context); if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride) FIXME("System memory vertex data load offset is negative!\n"); } else { wined3d_buffer_load(buffer, context, state); wined3d_buffer_get_memory(buffer, &data, buffer->locations); element->data.buffer_object = data.buffer_object; element->data.addr += (ULONG_PTR)data.addr; } if (!element->data.buffer_object) stream_info->all_vbo = 0; if (buffer->fence) context->buffer_fences[context->buffer_fence_count++] = buffer->fence; TRACE("Load array %u {%#x:%p}.\n", i, element->data.buffer_object, element->data.addr); } if (prev_all_vbo != stream_info->all_vbo) context_invalidate_state(context, STATE_INDEXBUFFER); context->use_immediate_mode_draw = FALSE; if (stream_info->all_vbo) return; if (use_vs(state)) { if (state->vertex_declaration->half_float_conv_needed) { TRACE("Using immediate mode draw with vertex shaders for FLOAT16 conversion.\n"); context->use_immediate_mode_draw = TRUE; } } else { WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE); slow_mask |= -(!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !d3d_info->ffp_generic_attributes) & ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR) | (1u << WINED3D_FFP_BLENDWEIGHT)); if ((stream_info->position_transformed && !d3d_info->xyzrhw) || (stream_info->use_map & slow_mask)) context->use_immediate_mode_draw = TRUE; } } /* Context activation is done by the caller. */ static void context_preload_texture(struct wined3d_context *context, const struct wined3d_state *state, unsigned int idx) { struct wined3d_texture *texture; if (!(texture = state->textures[idx])) return; wined3d_texture_load(texture, context, state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE]); } /* Context activation is done by the caller. */ static void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state) { unsigned int i; if (use_vs(state)) { for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) { if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type) context_preload_texture(context, state, MAX_FRAGMENT_SAMPLERS + i); } } if (use_ps(state)) { for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) { if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type) context_preload_texture(context, state, i); } } else { WORD ffu_map = context->fixed_function_usage_map; for (i = 0; ffu_map; ffu_map >>= 1, ++i) { if (ffu_map & 1) context_preload_texture(context, state, i); } } } static void context_load_shader_resources(struct wined3d_context *context, const struct wined3d_state *state, unsigned int shader_mask) { struct wined3d_shader_sampler_map_entry *entry; struct wined3d_shader_resource_view *view; struct wined3d_shader *shader; unsigned int i, j; for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i) { if (!(shader_mask & (1u << i))) continue; if (!(shader = state->shader[i])) continue; for (j = 0; j < WINED3D_MAX_CBS; ++j) { if (state->cb[i][j]) wined3d_buffer_load(state->cb[i][j], context, state); } for (j = 0; j < shader->reg_maps.sampler_map.count; ++j) { entry = &shader->reg_maps.sampler_map.entries[j]; if (!(view = state->shader_resource_view[i][entry->resource_idx])) continue; if (view->resource->type == WINED3D_RTYPE_BUFFER) wined3d_buffer_load(buffer_from_resource(view->resource), context, state); else wined3d_texture_load(texture_from_resource(view->resource), context, FALSE); } } } static void context_bind_shader_resources(struct wined3d_context *context, const struct wined3d_state *state, enum wined3d_shader_type shader_type) { unsigned int bind_idx, shader_sampler_count, base, count, i; const struct wined3d_device *device = context->device; struct wined3d_shader_sampler_map_entry *entry; struct wined3d_shader_resource_view *view; const struct wined3d_shader *shader; struct wined3d_sampler *sampler; const DWORD *tex_unit_map; if (!(shader = state->shader[shader_type])) return; tex_unit_map = context_get_tex_unit_mapping(context, &shader->reg_maps.shader_version, &base, &count); shader_sampler_count = shader->reg_maps.sampler_map.count; if (shader_sampler_count > count) FIXME("Shader %p needs %u samplers, but only %u are supported.\n", shader, shader_sampler_count, count); count = min(shader_sampler_count, count); for (i = 0; i < count; ++i) { entry = &shader->reg_maps.sampler_map.entries[i]; bind_idx = base + entry->bind_idx; if (tex_unit_map) bind_idx = tex_unit_map[bind_idx]; if (!(view = state->shader_resource_view[shader_type][entry->resource_idx])) { WARN("No resource view bound at index %u, %u.\n", shader_type, entry->resource_idx); continue; } if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT) sampler = device->default_sampler; else if (!(sampler = state->sampler[shader_type][entry->sampler_idx])) sampler = device->null_sampler; wined3d_shader_resource_view_bind(view, bind_idx, sampler, context); } } static void context_load_unordered_access_resources(struct wined3d_context *context, const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views) { struct wined3d_unordered_access_view *view; struct wined3d_texture *texture; struct wined3d_buffer *buffer; unsigned int i; context->uses_uavs = 0; if (!shader) return; for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i) { if (!(view = views[i])) continue; if (view->resource->type == WINED3D_RTYPE_BUFFER) { buffer = buffer_from_resource(view->resource); wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER); wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER); } else { texture = texture_from_resource(view->resource); wined3d_texture_load(texture, context, FALSE); wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB); } context->uses_uavs = 1; } } static void context_bind_unordered_access_views(struct wined3d_context *context, const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_unordered_access_view *view; GLuint texture_name; unsigned int i; GLint level; if (!shader) return; for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i) { if (!(view = views[i])) { if (shader->reg_maps.uav_resource_info[i].type) WARN("No unordered access view bound at index %u.\n", i); GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8)); continue; } if (view->gl_view.name) { texture_name = view->gl_view.name; level = 0; } else if (view->resource->type != WINED3D_RTYPE_BUFFER) { struct wined3d_texture *texture = texture_from_resource(view->resource); texture_name = wined3d_texture_get_texture_name(texture, context, FALSE); level = view->desc.u.texture.level_idx; } else { FIXME("Unsupported buffer unordered access view.\n"); GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8)); continue; } GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE, view->format->glInternal)); if (view->counter_bo) GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, i, view->counter_bo)); } checkGLcall("Bind unordered access views"); } static void context_load_stream_output_buffers(struct wined3d_context *context, const struct wined3d_state *state) { unsigned int i; for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i) { struct wined3d_buffer *buffer; if (!(buffer = state->stream_output[i].buffer)) continue; wined3d_buffer_load(buffer, context, state); wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER); } } /* Context activation is done by the caller. */ static BOOL context_apply_draw_state(struct wined3d_context *context, const struct wined3d_device *device, const struct wined3d_state *state) { const struct StateEntry *state_table = context->state_table; const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_fb_state *fb = state->fb; unsigned int i; WORD map; if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil)) { if (!gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS]) { FIXME("OpenGL implementation does not support framebuffers with no attachments.\n"); return FALSE; } context_set_render_offscreen(context, TRUE); } if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER)) { context_validate_onscreen_formats(context, fb->depth_stencil); } /* Preload resources before FBO setup. Texture preload in particular may * result in changes to the current FBO, due to using e.g. FBO blits for * updating a resource location. */ context_update_tex_unit_map(context, state); context_preload_textures(context, state); context_load_shader_resources(context, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE)); context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL], state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]); context_load_stream_output_buffers(context, state); /* TODO: Right now the dependency on the vertex shader is necessary * since wined3d_stream_info_from_declaration() depends on the reg_maps of * the current VS but maybe it's possible to relax the coupling in some * situations at least. */ if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC) || isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX))) { context_update_stream_info(context, state); } else { for (i = 0, map = context->stream_info.use_map; map; map >>= 1, ++i) { if (map & 1) wined3d_buffer_load(state->streams[context->stream_info.elements[i].stream_idx].buffer, context, state); } /* Loading the buffers above may have invalidated the stream info. */ if (isStateDirty(context, STATE_STREAMSRC)) context_update_stream_info(context, state); } if (state->index_buffer) { if (context->stream_info.all_vbo) wined3d_buffer_load(state->index_buffer, context, state); else wined3d_buffer_load_sysmem(state->index_buffer, context); } for (i = 0; i < context->numDirtyEntries; ++i) { DWORD rep = context->dirtyArray[i]; DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT); BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); context->isStateDirty[idx] &= ~(1u << shift); state_table[rep].apply(context, state, rep); } if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE)) { device->shader_backend->shader_select(device->shader_priv, context, state); context->shader_update_mask &= 1u << WINED3D_SHADER_TYPE_COMPUTE; } if (context->constant_update_mask) { device->shader_backend->shader_load_constants(device->shader_priv, context, state); context->constant_update_mask = 0; } if (context->update_shader_resource_bindings) { for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i) context_bind_shader_resources(context, state, i); context->update_shader_resource_bindings = 0; if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers) context->update_compute_shader_resource_bindings = 1; } if (context->update_unordered_access_view_bindings) { context_bind_unordered_access_views(context, state->shader[WINED3D_SHADER_TYPE_PIXEL], state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]); context->update_unordered_access_view_bindings = 0; context->update_compute_unordered_access_view_bindings = 1; } if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { context_check_fbo_status(context, GL_FRAMEBUFFER); } context->numDirtyEntries = 0; /* This makes the whole list clean */ context->last_was_blit = FALSE; context->last_was_ffp_blit = FALSE; return TRUE; } static void context_apply_compute_state(struct wined3d_context *context, const struct wined3d_device *device, const struct wined3d_state *state) { const struct StateEntry *state_table = context->state_table; const struct wined3d_gl_info *gl_info = context->gl_info; unsigned int state_id, i; context_load_shader_resources(context, state, 1u << WINED3D_SHADER_TYPE_COMPUTE); context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE], state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]); for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context->dirty_compute_states); ++i) { unsigned int dirty_mask = context->dirty_compute_states[i]; while (dirty_mask) { unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask); state_table[current_state_id].apply(context, state, current_state_id); } state_id += sizeof(*context->dirty_compute_states) * CHAR_BIT; } memset(context->dirty_compute_states, 0, sizeof(*context->dirty_compute_states)); if (context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE)) { device->shader_backend->shader_select_compute(device->shader_priv, context, state); context->shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE); } if (context->update_compute_shader_resource_bindings) { context_bind_shader_resources(context, state, WINED3D_SHADER_TYPE_COMPUTE); context->update_compute_shader_resource_bindings = 0; if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers) context->update_shader_resource_bindings = 1; } if (context->update_compute_unordered_access_view_bindings) { context_bind_unordered_access_views(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE], state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]); context->update_compute_unordered_access_view_bindings = 0; context->update_unordered_access_view_bindings = 1; } /* Updates to currently bound render targets aren't necessarily coherent * between the graphics and compute pipelines. Unbind any currently bound * FBO here to ensure preceding updates to its attachments by the graphics * pipeline are visible to the compute pipeline. * * Without this, the bloom effect in Nier:Automata is too bright on the * Mesa radeonsi driver, and presumably on other Mesa based drivers. */ context_bind_fbo(context, GL_FRAMEBUFFER, 0); context_invalidate_state(context, STATE_FRAMEBUFFER); context->last_was_blit = FALSE; context->last_was_ffp_blit = FALSE; } static BOOL use_transform_feedback(const struct wined3d_state *state) { const struct wined3d_shader *shader; if (!(shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY])) return FALSE; return shader->u.gs.so_desc.element_count; } void context_end_transform_feedback(struct wined3d_context *context) { const struct wined3d_gl_info *gl_info = context->gl_info; if (context->transform_feedback_active) { GL_EXTCALL(glEndTransformFeedback()); checkGLcall("glEndTransformFeedback"); context->transform_feedback_active = 0; context->transform_feedback_paused = 0; } } static void context_pause_transform_feedback(struct wined3d_context *context, BOOL force) { const struct wined3d_gl_info *gl_info = context->gl_info; if (!context->transform_feedback_active || context->transform_feedback_paused) return; if (gl_info->supported[ARB_TRANSFORM_FEEDBACK2]) { GL_EXTCALL(glPauseTransformFeedback()); checkGLcall("glPauseTransformFeedback"); context->transform_feedback_paused = 1; return; } WARN("Cannot pause transform feedback operations.\n"); if (force) context_end_transform_feedback(context); } static void context_setup_target(struct wined3d_context *context, struct wined3d_texture *texture, unsigned int sub_resource_idx) { BOOL old_render_offscreen = context->render_offscreen, render_offscreen; render_offscreen = wined3d_resource_is_offscreen(&texture->resource); if (context->current_rt.texture == texture && context->current_rt.sub_resource_idx == sub_resource_idx && render_offscreen == old_render_offscreen) return; /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers * the alpha blend state changes with different render target formats. */ if (!context->current_rt.texture) { context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE)); } else { const struct wined3d_format *old = context->current_rt.texture->resource.format; const struct wined3d_format *new = texture->resource.format; if (old->id != new->id) { /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */ if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size) || !(texture->resource.format_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE)); /* Update sRGB writing when switching between formats that do/do not support sRGB writing */ if ((context->current_rt.texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE) != (texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE)) context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE)); } /* When switching away from an offscreen render target, and we're not * using FBOs, we have to read the drawable into the texture. This is * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface). * There are some things that need care though. PreLoad needs a GL context, * and FindContext is called before the context is activated. It also * has to be called with the old rendertarget active, otherwise a * wrong drawable is read. */ if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && old_render_offscreen && (context->current_rt.texture != texture || context->current_rt.sub_resource_idx != sub_resource_idx)) { unsigned int prev_sub_resource_idx = context->current_rt.sub_resource_idx; struct wined3d_texture *prev_texture = context->current_rt.texture; /* Read the back buffer of the old drawable into the destination texture. */ if (prev_texture->texture_srgb.name) wined3d_texture_load(prev_texture, context, TRUE); wined3d_texture_load(prev_texture, context, FALSE); wined3d_texture_invalidate_location(prev_texture, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE); } } context->current_rt.texture = texture; context->current_rt.sub_resource_idx = sub_resource_idx; context_set_render_offscreen(context, render_offscreen); } static void context_activate(struct wined3d_context *context, struct wined3d_texture *texture, unsigned int sub_resource_idx) { context_enter(context); context_update_window(context); context_setup_target(context, texture, sub_resource_idx); if (!context->valid) return; if (context != context_get_current()) { if (!context_set_current(context)) ERR("Failed to activate the new context.\n"); } else if (context->needs_set) { context_set_gl_context(context); } } struct wined3d_context *context_acquire(const struct wined3d_device *device, struct wined3d_texture *texture, unsigned int sub_resource_idx) { struct wined3d_context *current_context = context_get_current(); struct wined3d_context *context; BOOL swapchain_texture; TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx); wined3d_from_cs(device->cs); if (current_context && current_context->destroyed) current_context = NULL; swapchain_texture = texture && texture->swapchain; if (!texture) { if (current_context && current_context->current_rt.texture && current_context->device == device) { texture = current_context->current_rt.texture; sub_resource_idx = current_context->current_rt.sub_resource_idx; } else { struct wined3d_swapchain *swapchain = device->swapchains[0]; if (swapchain->back_buffers) texture = swapchain->back_buffers[0]; else texture = swapchain->front_buffer; sub_resource_idx = 0; } } if (current_context && current_context->current_rt.texture == texture) { context = current_context; } else if (swapchain_texture) { TRACE("Rendering onscreen.\n"); context = swapchain_get_context(texture->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->device == device) context = current_context; else context = swapchain_get_context(device->swapchains[0]); } context_activate(context, texture, sub_resource_idx); return context; } struct wined3d_context *context_reacquire(const struct wined3d_device *device, struct wined3d_context *context) { struct wined3d_context *acquired_context; wined3d_from_cs(device->cs); if (!context || context->tid != GetCurrentThreadId()) return NULL; if (context->current_rt.texture) { context_activate(context, context->current_rt.texture, context->current_rt.sub_resource_idx); return context; } acquired_context = context_acquire(device, NULL, 0); if (acquired_context != context) ERR("Acquired context %p instead of %p.\n", acquired_context, context); return acquired_context; } void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state, const struct wined3d_dispatch_parameters *parameters) { const struct wined3d_gl_info *gl_info; struct wined3d_context *context; context = context_acquire(device, NULL, 0); if (!context->valid) { context_release(context); WARN("Invalid context, skipping dispatch.\n"); return; } gl_info = context->gl_info; if (!gl_info->supported[ARB_COMPUTE_SHADER]) { context_release(context); FIXME("OpenGL implementation does not support compute shaders.\n"); return; } if (parameters->indirect) wined3d_buffer_load(parameters->u.indirect.buffer, context, state); context_apply_compute_state(context, device, state); if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE]) { context_release(context); WARN("No compute shader bound, skipping dispatch.\n"); return; } if (parameters->indirect) { const struct wined3d_indirect_dispatch_parameters *indirect = ¶meters->u.indirect; struct wined3d_buffer *buffer = indirect->buffer; GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer->buffer_object)); GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset)); GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0)); } else { const struct wined3d_direct_dispatch_parameters *direct = ¶meters->u.direct; GL_EXTCALL(glDispatchCompute(direct->group_count_x, direct->group_count_y, direct->group_count_z)); } checkGLcall("dispatch compute"); GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS)); checkGLcall("glMemoryBarrier"); context_release(context); } /* Context activation is done by the caller. */ static void draw_primitive_arrays(struct wined3d_context *context, const struct wined3d_state *state, const void *idx_data, unsigned int idx_size, int base_vertex_idx, unsigned int start_idx, unsigned int count, unsigned int start_instance, unsigned int instance_count) { const struct wined3d_ffp_attrib_ops *ops = &context->d3d_info->ffp_attrib_ops; GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT; const struct wined3d_stream_info *si = &context->stream_info; unsigned int instanced_elements[ARRAY_SIZE(si->elements)]; const struct wined3d_gl_info *gl_info = context->gl_info; unsigned int instanced_element_count = 0; GLenum mode = state->gl_primitive_type; const void *indices; unsigned int i, j; indices = (const char *)idx_data + idx_size * start_idx; if (!instance_count) { if (!idx_size) { gl_info->gl_ops.gl.p_glDrawArrays(mode, start_idx, count); checkGLcall("glDrawArrays"); return; } if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX]) { GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx)); checkGLcall("glDrawElementsBaseVertex"); return; } gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices); checkGLcall("glDrawElements"); return; } if (start_instance && !(gl_info->supported[ARB_BASE_INSTANCE] && gl_info->supported[ARB_INSTANCED_ARRAYS])) FIXME("Start instance (%u) not supported.\n", start_instance); if (gl_info->supported[ARB_INSTANCED_ARRAYS]) { if (!idx_size) { if (gl_info->supported[ARB_BASE_INSTANCE]) { GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode, start_idx, count, instance_count, start_instance)); checkGLcall("glDrawArraysInstancedBaseInstance"); return; } GL_EXTCALL(glDrawArraysInstanced(mode, start_idx, count, instance_count)); checkGLcall("glDrawArraysInstanced"); return; } if (gl_info->supported[ARB_BASE_INSTANCE]) { GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode, count, idx_type, indices, instance_count, base_vertex_idx, start_instance)); checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance"); return; } if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX]) { GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode, count, idx_type, indices, instance_count, base_vertex_idx)); checkGLcall("glDrawElementsInstancedBaseVertex"); return; } GL_EXTCALL(glDrawElementsInstanced(mode, count, idx_type, indices, instance_count)); checkGLcall("glDrawElementsInstanced"); return; } /* Instancing emulation by mixing immediate mode and arrays. */ /* This is a nasty thing. MSDN says no hardware supports this and * applications have to use software vertex processing. We don't support * this for now. * * Shouldn't be too hard to support with OpenGL, in theory just call * glDrawArrays() instead of drawElements(). But the stream fequency value * has a different meaning in that situation. */ if (!idx_size) { FIXME("Non-indexed instanced drawing is not supported.\n"); return; } for (i = 0; i < ARRAY_SIZE(si->elements); ++i) { if (!(si->use_map & (1u << i))) continue; if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA) instanced_elements[instanced_element_count++] = i; } for (i = 0; i < instance_count; ++i) { /* Specify the instanced attributes using immediate mode calls. */ for (j = 0; j < instanced_element_count; ++j) { const struct wined3d_stream_info_element *element; unsigned int element_idx; const BYTE *ptr; element_idx = instanced_elements[j]; element = &si->elements[element_idx]; ptr = element->data.addr + element->stride * i; if (element->data.buffer_object) ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(state->streams[element->stream_idx].buffer, context); ops->generic[element->format->emit_idx](element_idx, ptr); } if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX]) { GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx)); checkGLcall("glDrawElementsBaseVertex"); } else { gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices); checkGLcall("glDrawElements"); } } } static unsigned int get_stride_idx(const void *idx_data, unsigned int idx_size, unsigned int base_vertex_idx, unsigned int start_idx, unsigned int vertex_idx) { if (!idx_data) return start_idx + vertex_idx; if (idx_size == 2) return ((const WORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx; return ((const DWORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx; } /* Context activation is done by the caller. */ static void draw_primitive_immediate_mode(struct wined3d_context *context, const struct wined3d_state *state, const struct wined3d_stream_info *si, const void *idx_data, unsigned int idx_size, int base_vertex_idx, unsigned int start_idx, unsigned int vertex_count, unsigned int instance_count) { const BYTE *position = NULL, *normal = NULL, *diffuse = NULL, *specular = NULL; const struct wined3d_d3d_info *d3d_info = context->d3d_info; unsigned int coord_idx, stride_idx, texture_idx, vertex_idx; const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_stream_info_element *element; const BYTE *tex_coords[WINED3DDP_MAXTEXCOORD]; unsigned int texture_unit, texture_stages; const struct wined3d_ffp_attrib_ops *ops; unsigned int untracked_material_count; unsigned int tex_mask = 0; BOOL specular_fog = FALSE; BOOL ps = use_ps(state); const void *ptr; static unsigned int once; if (!once++) FIXME_(d3d_perf)("Drawing using immediate mode.\n"); else WARN_(d3d_perf)("Drawing using immediate mode.\n"); if (!idx_size && idx_data) ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n"); if (instance_count) FIXME("Instancing not implemented.\n"); /* Immediate mode drawing can't make use of indices in a VBO - get the * data from the index buffer. */ if (idx_size) idx_data = wined3d_buffer_load_sysmem(state->index_buffer, context) + state->index_offset; ops = &d3d_info->ffp_attrib_ops; gl_info->gl_ops.gl.p_glBegin(state->gl_primitive_type); if (use_vs(state) || d3d_info->ffp_generic_attributes) { for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx) { unsigned int use_map = si->use_map; unsigned int element_idx; stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx); for (element_idx = MAX_ATTRIBS - 1; use_map; use_map &= ~(1u << element_idx), --element_idx) { if (!(use_map & 1u << element_idx)) continue; ptr = si->elements[element_idx].data.addr + si->elements[element_idx].stride * stride_idx; ops->generic[si->elements[element_idx].format->emit_idx](element_idx, ptr); } } gl_info->gl_ops.gl.p_glEnd(); return; } if (si->use_map & (1u << WINED3D_FFP_POSITION)) position = si->elements[WINED3D_FFP_POSITION].data.addr; if (si->use_map & (1u << WINED3D_FFP_NORMAL)) normal = si->elements[WINED3D_FFP_NORMAL].data.addr; else gl_info->gl_ops.gl.p_glNormal3f(0.0f, 0.0f, 0.0f); untracked_material_count = context->num_untracked_materials; if (si->use_map & (1u << WINED3D_FFP_DIFFUSE)) { element = &si->elements[WINED3D_FFP_DIFFUSE]; diffuse = element->data.addr; if (untracked_material_count && element->format->id != WINED3DFMT_B8G8R8A8_UNORM) FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element->format->id)); } else { gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f); } if (si->use_map & (1u << WINED3D_FFP_SPECULAR)) { element = &si->elements[WINED3D_FFP_SPECULAR]; specular = element->data.addr; /* Special case where the fog density is stored in the specular alpha channel. */ if (state->render_states[WINED3D_RS_FOGENABLE] && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT) && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE) { if (gl_info->supported[EXT_FOG_COORD]) { if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM) specular_fog = TRUE; else FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element->format->id)); } else { static unsigned int once; if (!once++) FIXME("Implement fog for transformed vertices in software.\n"); } } } else if (gl_info->supported[EXT_SECONDARY_COLOR]) { GL_EXTCALL(glSecondaryColor3fEXT)(0.0f, 0.0f, 0.0f); } texture_stages = d3d_info->limits.ffp_blend_stages; for (texture_idx = 0; texture_idx < texture_stages; ++texture_idx) { if (!gl_info->supported[ARB_MULTITEXTURE] && texture_idx > 0) { FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n"); continue; } if (!ps && !state->textures[texture_idx]) continue; texture_unit = context->tex_unit_map[texture_idx]; if (texture_unit == WINED3D_UNMAPPED_STAGE) continue; coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX]; if (coord_idx > 7) { TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx, texture_idx); continue; } if (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))) { tex_coords[coord_idx] = si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].data.addr; tex_mask |= (1u << texture_idx); } else { TRACE("Setting default coordinates for texture %u.\n", texture_idx); if (gl_info->supported[ARB_MULTITEXTURE]) GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_unit, 0.0f, 0.0f, 0.0f, 1.0f)); else gl_info->gl_ops.gl.p_glTexCoord4f(0.0f, 0.0f, 0.0f, 1.0f); } } /* Blending data and point sizes are not supported by this function. They * are not supported by the fixed function pipeline at all. A FIXME for * them is printed after decoding the vertex declaration. */ for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx) { unsigned int tmp_tex_mask; stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx); if (normal) { ptr = normal + stride_idx * si->elements[WINED3D_FFP_NORMAL].stride; ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptr); } if (diffuse) { ptr = diffuse + stride_idx * si->elements[WINED3D_FFP_DIFFUSE].stride; ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptr); if (untracked_material_count) { struct wined3d_color color; unsigned int i; wined3d_color_from_d3dcolor(&color, *(const DWORD *)ptr); for (i = 0; i < untracked_material_count; ++i) { gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], &color.r); } } } if (specular) { ptr = specular + stride_idx * si->elements[WINED3D_FFP_SPECULAR].stride; ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptr); if (specular_fog) GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD *)ptr >> 24))); } tmp_tex_mask = tex_mask; for (texture_idx = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture_idx) { if (!(tmp_tex_mask & 1)) continue; coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX]; ptr = tex_coords[coord_idx] + (stride_idx * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride); ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx]( GL_TEXTURE0_ARB + context->tex_unit_map[texture_idx], ptr); } if (position) { ptr = position + stride_idx * si->elements[WINED3D_FFP_POSITION].stride; ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptr); } } gl_info->gl_ops.gl.p_glEnd(); checkGLcall("draw immediate mode"); } static void draw_indirect(struct wined3d_context *context, const struct wined3d_state *state, const struct wined3d_indirect_draw_parameters *parameters, unsigned int idx_size) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_buffer *buffer = parameters->buffer; const void *offset; if (!gl_info->supported[ARB_DRAW_INDIRECT]) { FIXME("OpenGL implementation does not support indirect draws.\n"); return; } GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, buffer->buffer_object)); offset = (void *)(GLintptr)parameters->offset; if (idx_size) { GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT; if (state->index_offset) FIXME("Ignoring index offset %u.\n", state->index_offset); GL_EXTCALL(glDrawElementsIndirect(state->gl_primitive_type, idx_type, offset)); } else { GL_EXTCALL(glDrawArraysIndirect(state->gl_primitive_type, offset)); } GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0)); checkGLcall("draw indirect"); } static void remove_vbos(struct wined3d_context *context, const struct wined3d_state *state, struct wined3d_stream_info *s) { unsigned int i; for (i = 0; i < ARRAY_SIZE(s->elements); ++i) { struct wined3d_stream_info_element *e; if (!(s->use_map & (1u << i))) continue; e = &s->elements[i]; if (e->data.buffer_object) { struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer; e->data.buffer_object = 0; e->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(vb, context); } } } static GLenum gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) { GLenum gl_primitive_type = gl_primitive_type_from_d3d(primitive_type); switch (gl_primitive_type) { case GL_POINTS: return GL_POINTS; case GL_LINE_STRIP: case GL_LINE_STRIP_ADJACENCY: case GL_LINES_ADJACENCY: case GL_LINES: return GL_LINES; case GL_TRIANGLE_FAN: case GL_TRIANGLE_STRIP: case GL_TRIANGLE_STRIP_ADJACENCY: case GL_TRIANGLES_ADJACENCY: case GL_TRIANGLES: return GL_TRIANGLES; default: return gl_primitive_type; } } /* Routine common to the draw primitive and draw indexed primitive routines */ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state, const struct wined3d_draw_parameters *parameters) { BOOL emulation = FALSE, rasterizer_discard = FALSE; const struct wined3d_fb_state *fb = state->fb; const struct wined3d_stream_info *stream_info; struct wined3d_rendertarget_view *dsv, *rtv; struct wined3d_stream_info si_emulated; struct wined3d_fence *ib_fence = NULL; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; unsigned int i, idx_size = 0; const void *idx_data = NULL; if (!parameters->indirect && !parameters->u.direct.index_count) return; if (!(rtv = fb->render_targets[0])) rtv = fb->depth_stencil; if (rtv) context = context_acquire(device, wined3d_texture_from_resource(rtv->resource), rtv->sub_resource_idx); else context = context_acquire(device, NULL, 0); if (!context->valid) { context_release(context); WARN("Invalid context, skipping draw.\n"); return; } gl_info = context->gl_info; if (!use_transform_feedback(state)) context_pause_transform_feedback(context, TRUE); for (i = 0; i < gl_info->limits.buffers; ++i) { if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL) continue; if (state->render_states[WINED3D_RS_COLORWRITEENABLE]) { wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding); wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding); } else { wined3d_rendertarget_view_prepare_location(rtv, context, rtv->resource->draw_binding); } } if ((dsv = fb->depth_stencil)) { /* Note that this depends on the context_acquire() call above to set * context->render_offscreen properly. We don't currently take the * Z-compare function into account, but we could skip loading the * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note * that we never copy the stencil data.*/ DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE; if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE]) wined3d_rendertarget_view_load_location(dsv, context, location); else wined3d_rendertarget_view_prepare_location(dsv, context, location); } if (parameters->indirect) wined3d_buffer_load(parameters->u.indirect.buffer, context, state); if (!context_apply_draw_state(context, device, state)) { context_release(context); WARN("Unable to apply draw state, skipping draw.\n"); return; } if (dsv && state->render_states[WINED3D_RS_ZWRITEENABLE]) { DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE; wined3d_rendertarget_view_validate_location(dsv, location); wined3d_rendertarget_view_invalidate_location(dsv, ~location); } stream_info = &context->stream_info; if (parameters->indexed) { struct wined3d_buffer *index_buffer = state->index_buffer; if (!index_buffer->buffer_object || !stream_info->all_vbo) { idx_data = index_buffer->resource.heap_memory; } else { ib_fence = index_buffer->fence; idx_data = NULL; } idx_data = (const BYTE *)idx_data + state->index_offset; if (state->index_format == WINED3DFMT_R16_UINT) idx_size = 2; else idx_size = 4; } if (!use_vs(state)) { if (!stream_info->position_transformed && context->num_untracked_materials && state->render_states[WINED3D_RS_LIGHTING]) { static BOOL warned; if (!warned++) FIXME("Using software emulation because not all material properties could be tracked.\n"); else WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n"); emulation = TRUE; } else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE]) { static BOOL warned; /* Either write a pipeline replacement shader or convert the * specular alpha from unsigned byte to a float in the vertex * buffer. */ if (!warned++) FIXME("Using software emulation because manual fog coordinates are provided.\n"); else WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n"); emulation = TRUE; } if (emulation) { si_emulated = context->stream_info; remove_vbos(context, state, &si_emulated); stream_info = &si_emulated; } } if (use_transform_feedback(state)) { const struct wined3d_shader *shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]; if (is_rasterization_disabled(shader)) { glEnable(GL_RASTERIZER_DISCARD); checkGLcall("enable rasterizer discard"); rasterizer_discard = TRUE; } if (context->transform_feedback_paused) { GL_EXTCALL(glResumeTransformFeedback()); checkGLcall("glResumeTransformFeedback"); context->transform_feedback_paused = 0; } else if (!context->transform_feedback_active) { GLenum mode = gl_tfb_primitive_type_from_d3d(shader->u.gs.output_type); GL_EXTCALL(glBeginTransformFeedback(mode)); checkGLcall("glBeginTransformFeedback"); context->transform_feedback_active = 1; } } if (state->gl_primitive_type == GL_PATCHES) { GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES, state->gl_patch_vertices)); checkGLcall("glPatchParameteri"); } if (parameters->indirect) { if (!context->use_immediate_mode_draw && !emulation) draw_indirect(context, state, ¶meters->u.indirect, idx_size); else FIXME("Indirect draws with immediate mode/emulation are not supported.\n"); } else { unsigned int instance_count = parameters->u.direct.instance_count; if (context->instance_count) instance_count = context->instance_count; if (context->use_immediate_mode_draw || emulation) draw_primitive_immediate_mode(context, state, stream_info, idx_data, idx_size, parameters->u.direct.base_vertex_idx, parameters->u.direct.start_idx, parameters->u.direct.index_count, instance_count); else draw_primitive_arrays(context, state, idx_data, idx_size, parameters->u.direct.base_vertex_idx, parameters->u.direct.start_idx, parameters->u.direct.index_count, parameters->u.direct.start_instance, instance_count); } if (context->uses_uavs) { GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS)); checkGLcall("glMemoryBarrier"); } context_pause_transform_feedback(context, FALSE); if (rasterizer_discard) { glDisable(GL_RASTERIZER_DISCARD); checkGLcall("disable rasterizer discard"); } if (ib_fence) wined3d_fence_issue(ib_fence, device); for (i = 0; i < context->buffer_fence_count; ++i) wined3d_fence_issue(context->buffer_fences[i], device); context_release(context); } static void apply_texture_blit_state(const struct wined3d_gl_info *gl_info, struct gl_texture *texture, GLenum target, unsigned int level, enum wined3d_texture_filter_type filter) { gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter)); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE)); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, level); /* We changed the filtering settings on the texture. Make sure they get * reset on subsequent draws. */ texture->sampler_desc.mag_filter = WINED3D_TEXF_POINT; texture->sampler_desc.min_filter = WINED3D_TEXF_POINT; texture->sampler_desc.mip_filter = WINED3D_TEXF_NONE; texture->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP; texture->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP; texture->sampler_desc.srgb_decode = FALSE; texture->base_level = level; } /* Context activation is done by the caller. */ void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture *texture, unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_blt_info info; unsigned int level, w, h, i; SIZE dst_size; struct blit_vertex { float x, y; struct wined3d_vec3 texcoord; } quad[4]; texture2d_get_blt_info(texture, sub_resource_idx, src_rect, &info); level = sub_resource_idx % texture->level_count; context_bind_texture(context, info.bind_target, texture->texture_rgb.name); apply_texture_blit_state(gl_info, &texture->texture_rgb, info.bind_target, level, filter); gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level); context_get_rt_size(context, &dst_size); w = dst_size.cx; h = dst_size.cy; quad[0].x = dst_rect->left * 2.0f / w - 1.0f; quad[0].y = dst_rect->top * 2.0f / h - 1.0f; quad[0].texcoord = info.texcoords[0]; quad[1].x = dst_rect->right * 2.0f / w - 1.0f; quad[1].y = dst_rect->top * 2.0f / h - 1.0f; quad[1].texcoord = info.texcoords[1]; quad[2].x = dst_rect->left * 2.0f / w - 1.0f; quad[2].y = dst_rect->bottom * 2.0f / h - 1.0f; quad[2].texcoord = info.texcoords[2]; quad[3].x = dst_rect->right * 2.0f / w - 1.0f; quad[3].y = dst_rect->bottom * 2.0f / h - 1.0f; quad[3].texcoord = info.texcoords[3]; /* Draw a quad. */ gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP); for (i = 0; i < ARRAY_SIZE(quad); ++i) { GL_EXTCALL(glVertexAttrib3fv(1, &quad[i].texcoord.x)); GL_EXTCALL(glVertexAttrib2fv(0, &quad[i].x)); } gl_info->gl_ops.gl.p_glEnd(); checkGLcall("draw"); gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1); context_bind_texture(context, info.bind_target, 0); } /* Context activation is done by the caller. */ void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture *texture, unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_blt_info info; unsigned int level; texture2d_get_blt_info(texture, sub_resource_idx, src_rect, &info); gl_info->gl_ops.gl.p_glEnable(info.bind_target); checkGLcall("glEnable(bind_target)"); level = sub_resource_idx % texture->level_count; context_bind_texture(context, info.bind_target, texture->texture_rgb.name); apply_texture_blit_state(gl_info, &texture->texture_rgb, info.bind_target, level, filter); gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); checkGLcall("glTexEnvi"); /* Draw a quad. */ gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP); gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[0].x); gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top); gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[1].x); gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top); gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[2].x); gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom); gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[3].x); gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom); gl_info->gl_ops.gl.p_glEnd(); gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1); context_bind_texture(context, info.bind_target, 0); }