/* * Context and render target management in wined3d * * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include #ifdef HAVE_FLOAT_H # include #endif #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); #define GLINFO_LOCATION This->adapter->gl_info /***************************************************************************** * Context_MarkStateDirty * * Marks a state in a context dirty. Only one context, opposed to * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all * contexts * * Params: * context: Context to mark the state dirty in * state: State to mark dirty * StateTable: Pointer to the state table in use(for state grouping) * *****************************************************************************/ static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) { DWORD rep = StateTable[state].representative; DWORD idx; BYTE shift; if(!rep || isStateDirty(context, rep)) return; context->dirtyArray[context->numDirtyEntries++] = rep; idx = rep >> 5; shift = rep & 0x1f; context->isStateDirty[idx] |= (1 << shift); } /***************************************************************************** * AddContextToArray * * Adds a context to the context array. Helper function for CreateContext * * This method is not called in performance-critical code paths, only when a * new render target or swapchain is created. Thus performance is not an issue * here. * * Params: * This: Device to add the context for * hdc: device context * glCtx: WGL context to add * pbuffer: optional pbuffer used with this context * *****************************************************************************/ static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) { WineD3DContext **oldArray = This->contexts; DWORD state; This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1)); if(This->contexts == NULL) { ERR("Unable to grow the context array\n"); This->contexts = oldArray; return NULL; } if(oldArray) { memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts); } This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext)); if(This->contexts[This->numContexts] == NULL) { ERR("Unable to allocate a new context\n"); HeapFree(GetProcessHeap(), 0, This->contexts); This->contexts = oldArray; return NULL; } This->contexts[This->numContexts]->hdc = hdc; This->contexts[This->numContexts]->glCtx = glCtx; This->contexts[This->numContexts]->pbuffer = pbuffer; This->contexts[This->numContexts]->win_handle = win_handle; HeapFree(GetProcessHeap(), 0, oldArray); /* Mark all states dirty to force a proper initialization of the states on the first use of the context */ for(state = 0; state <= STATE_HIGHEST; state++) { Context_MarkStateDirty(This->contexts[This->numContexts], state, This->shader_backend->StateTable); } This->numContexts++; TRACE("Created context %p\n", This->contexts[This->numContexts - 1]); return This->contexts[This->numContexts - 1]; } /***************************************************************************** * CreateContext * * Creates a new context for a window, or a pbuffer context. * * * Params: * This: Device to activate the context for * target: Surface this context will render to * win_handle: handle to the window which we are drawing to * create_pbuffer: tells whether to create a pbuffer or not * pPresentParameters: contains the pixelformats to use for onscreen rendering * *****************************************************************************/ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) { HDC oldDrawable, hdc; HPBUFFERARB pbuffer = NULL; HGLRC ctx = NULL, oldCtx; WineD3DContext *ret = NULL; int s; TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target); #define PUSH1(att) attribs[nAttribs++] = (att); #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value); if(create_pbuffer) { HDC hdc_parent = GetDC(win_handle); int iPixelFormat = 0; short redBits, greenBits, blueBits, alphaBits, colorBits; short depthBits, stencilBits; IWineD3DSurface *StencilSurface = This->stencilBufferTarget; WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0; int attribs[256]; int nAttribs = 0; unsigned int nFormats; /* Retrieve the specifications for the pixelformat from the backbuffer / stencilbuffer */ getColorBits(target->resource.format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits); getDepthStencilBits(StencilBufferFormat, &depthBits, &stencilBits); PUSH2(WGL_DRAW_TO_PBUFFER_ARB, 1); /* We need pbuffer support; doublebuffering isn't needed */ PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */ PUSH2(WGL_COLOR_BITS_ARB, colorBits); PUSH2(WGL_RED_BITS_ARB, redBits); PUSH2(WGL_GREEN_BITS_ARB, greenBits); PUSH2(WGL_BLUE_BITS_ARB, blueBits); PUSH2(WGL_ALPHA_BITS_ARB, alphaBits); PUSH2(WGL_DEPTH_BITS_ARB, depthBits); PUSH2(WGL_STENCIL_BITS_ARB, stencilBits); PUSH1(0); /* end the list */ /* Try to find a pixelformat that matches exactly. If that fails let ChoosePixelFormat try to find a close match */ if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc_parent, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats))) { PIXELFORMATDESCRIPTOR pfd; TRACE("Falling back to ChoosePixelFormat as wglChoosePixelFormatARB failed\n"); ZeroMemory(&pfd, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER_DONTCARE | PFD_DRAW_TO_WINDOW; pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = colorBits; pfd.cDepthBits = depthBits; pfd.cStencilBits = stencilBits; pfd.iLayerType = PFD_MAIN_PLANE; iPixelFormat = ChoosePixelFormat(hdc_parent, &pfd); if(!iPixelFormat) { /* If this happens something is very wrong as ChoosePixelFormat barely fails */ ERR("Can't find a suitable iPixelFormat for the pbuffer\n"); } } TRACE("Creating a pBuffer drawable for the new context\n"); pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0)); if(!pbuffer) { ERR("Cannot create a pbuffer\n"); ReleaseDC(win_handle, hdc_parent); goto out; } /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */ hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer)); if(!hdc) { ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer); GL_EXTCALL(wglDestroyPbufferARB(pbuffer)); ReleaseDC(win_handle, hdc_parent); goto out; } ReleaseDC(win_handle, hdc_parent); } else { PIXELFORMATDESCRIPTOR pfd; int iPixelFormat; short redBits, greenBits, blueBits, alphaBits, colorBits; short depthBits=0, stencilBits=0; int res; int attribs[256]; int nAttribs = 0; unsigned int nFormats; WINED3DFORMAT fmt = target->resource.format; hdc = GetDC(win_handle); if(hdc == NULL) { ERR("Cannot retrieve a device context!\n"); goto out; } /* PixelFormat selection */ PUSH2(WGL_DRAW_TO_WINDOW_ARB, GL_TRUE); /* We want to draw to a window */ PUSH2(WGL_DOUBLE_BUFFER_ARB, GL_TRUE); PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */ PUSH2(WGL_SUPPORT_OPENGL_ARB, GL_TRUE); PUSH2(WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB); /* Make sure we receive an accelerated format. On windows (at least on ATI) this is not always the case */ /* 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) { if(target->resource.format == WINED3DFMT_X4R4G4B4) fmt = WINED3DFMT_A4R4G4B4; else if(target->resource.format == WINED3DFMT_X8R8G8B8) fmt = WINED3DFMT_A8R8G8B8; /* We like to have two aux buffers in backbuffer mode */ PUSH2(WGL_AUX_BUFFERS_ARB, 2); } /* 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(fmt == WINED3DFMT_P8) fmt = WINED3DFMT_A8R8G8B8; if(!getColorBits(fmt, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) { ERR("Unable to get color bits for format %#x!\n", target->resource.format); return FALSE; } PUSH2(WGL_COLOR_BITS_ARB, colorBits); PUSH2(WGL_RED_BITS_ARB, redBits); PUSH2(WGL_GREEN_BITS_ARB, greenBits); PUSH2(WGL_BLUE_BITS_ARB, blueBits); PUSH2(WGL_ALPHA_BITS_ARB, alphaBits); /* Retrieve the depth stencil format from the present parameters. * The choice of the proper format can give a nice performance boost * in case of GPU limited programs. */ if(pPresentParms->EnableAutoDepthStencil) { TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat)); if(!getDepthStencilBits(pPresentParms->AutoDepthStencilFormat, &depthBits, &stencilBits)) { ERR("Unable to get depth / stencil bits for AutoDepthStencilFormat %#x!\n", pPresentParms->AutoDepthStencilFormat); return FALSE; } PUSH2(WGL_DEPTH_BITS_ARB, depthBits); PUSH2(WGL_STENCIL_BITS_ARB, stencilBits); } PUSH1(0); /* end the list */ /* In case of failure hope that standard ChoosePixelFormat will find something suitable */ if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats))) { /* PixelFormat selection */ ZeroMemory(&pfd, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/ pfd.iPixelType = PFD_TYPE_RGBA; pfd.cAlphaBits = alphaBits; pfd.cColorBits = colorBits; pfd.cDepthBits = depthBits; pfd.cStencilBits = stencilBits; pfd.iLayerType = PFD_MAIN_PLANE; iPixelFormat = ChoosePixelFormat(hdc, &pfd); if(!iPixelFormat) { /* If this happens something is very wrong as ChoosePixelFormat barely fails */ ERR("Can't find a suitable iPixelFormat\n"); } } DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd); res = SetPixelFormat(hdc, iPixelFormat, NULL); if(!res) { int oldPixelFormat = GetPixelFormat(hdc); if(oldPixelFormat) { /* 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("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat); } else { ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat); return FALSE; } } } #undef PUSH1 #undef PUSH2 ctx = pwglCreateContext(hdc); if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx); if(!ctx) { ERR("Failed to create a WGL context\n"); if(create_pbuffer) { GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc)); GL_EXTCALL(wglDestroyPbufferARB(pbuffer)); } goto out; } ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer); if(!ret) { ERR("Failed to add the newly created context to the context list\n"); pwglDeleteContext(ctx); if(create_pbuffer) { GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc)); GL_EXTCALL(wglDestroyPbufferARB(pbuffer)); } goto out; } ret->surface = (IWineD3DSurface *) target; ret->isPBuffer = create_pbuffer; ret->tid = GetCurrentThreadId(); if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) { /* Create the dirty constants array and initialize them to dirty */ ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0, sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF)); ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0, sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF)); memset(ret->vshader_const_dirty, 1, sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF)); memset(ret->pshader_const_dirty, 1, sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF)); } TRACE("Successfully created new context %p\n", ret); /* Set up the context defaults */ oldCtx = pwglGetCurrentContext(); oldDrawable = pwglGetCurrentDC(); if(oldCtx && oldDrawable && GL_SUPPORT(ATI_FRAGMENT_SHADER)) { /* See comment in ActivateContext context switching */ glDisable(GL_FRAGMENT_SHADER_ATI); checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); } if(pwglMakeCurrent(hdc, ctx) == FALSE) { ERR("Cannot activate context to set up defaults\n"); goto out; } ENTER_GL(); TRACE("Setting up the screen\n"); /* Clear the screen */ glClearColor(1.0, 0.0, 0.0, 0.0); checkGLcall("glClearColor"); glClearIndex(0); glClearDepth(1); glClearStencil(0xffff); checkGLcall("glClear"); glColor3f(1.0, 1.0, 1.0); checkGLcall("glColor3f"); glEnable(GL_LIGHTING); checkGLcall("glEnable"); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);"); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);"); glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);"); glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment); checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);"); glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment); checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);"); if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) { /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures * and textures in DIB sections(due to the memory protection). */ glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)"); } if(GL_SUPPORT(ARB_VERTEX_BLEND)) { /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless * GL_VERTEX_BLEND_ARB isn't enabled too */ glEnable(GL_WEIGHT_SUM_UNITY_ARB); checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)"); } if(GL_SUPPORT(NV_TEXTURE_SHADER2)) { glEnable(GL_TEXTURE_SHADER_NV); checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)"); /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d * the previous texture where to source the offset from is always unit - 1. */ for(s = 1; s < GL_LIMITS(textures); s++) { GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s)); glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1); checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n"); } } if(GL_SUPPORT(ARB_POINT_SPRITE)) { for(s = 0; s < GL_LIMITS(textures); s++) { GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s)); glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE); checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n"); } } LEAVE_GL(); /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from, * but enable it for the first context we create, and reenable it on the old context */ if(oldDrawable && oldCtx) { pwglMakeCurrent(oldDrawable, oldCtx); } if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) { glEnable(GL_FRAGMENT_SHADER_ATI); checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); } out: return ret; } /***************************************************************************** * RemoveContextFromArray * * Removes a context from the context manager. The opengl context is not * destroyed or unset. context is not a valid pointer after that call. * * Similar to the former call this isn't a performance critical function. A * helper function for DestroyContext. * * Params: * This: Device to activate the context for * context: Context to remove * *****************************************************************************/ static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) { UINT t, s; WineD3DContext **oldArray = This->contexts; TRACE("Removing ctx %p\n", context); This->numContexts--; if(This->numContexts) { This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts); if(!This->contexts) { ERR("Cannot allocate a new context array, PANIC!!!\n"); } t = 0; for(s = 0; s < This->numContexts; s++) { if(oldArray[s] == context) continue; This->contexts[t] = oldArray[s]; t++; } } else { This->contexts = NULL; } HeapFree(GetProcessHeap(), 0, context); HeapFree(GetProcessHeap(), 0, oldArray); } /***************************************************************************** * DestroyContext * * Destroys a wineD3DContext * * Params: * This: Device to activate the context for * context: Context to destroy * *****************************************************************************/ void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) { /* check that we are the current context first */ TRACE("Destroying ctx %p\n", context); if(pwglGetCurrentContext() == context->glCtx){ pwglMakeCurrent(NULL, NULL); } if(context->isPBuffer) { GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc)); GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer)); } else ReleaseDC(context->win_handle, context->hdc); pwglDeleteContext(context->glCtx); HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty); HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty); RemoveContextFromArray(This, context); } /***************************************************************************** * SetupForBlit * * Sets up a context for DirectDraw blitting. * All texture units are disabled, texture unit 0 is set as current unit * fog, lighting, blending, alpha test, z test, scissor test, culling disabled * color writing enabled for all channels * register combiners disabled, shaders disabled * world matrix is set to identity, texture matrix 0 too * projection matrix is setup for drawing screen coordinates * * Params: * This: Device to activate the context for * context: Context to setup * width: render target width * height: render target height * *****************************************************************************/ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) { int i; const struct StateEntry *StateTable = This->shader_backend->StateTable; TRACE("Setting up context %p for blitting\n", context); if(context->last_was_blit) { TRACE("Context is already set up for blitting, nothing to do\n"); return; } context->last_was_blit = TRUE; /* TODO: Use a display list */ /* Disable shaders */ This->shader_backend->shader_cleanup((IWineD3DDevice *) This); Context_MarkStateDirty(context, STATE_VSHADER, StateTable); Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable); /* Disable all textures. The caller can then bind a texture it wants to blit * from */ if(GL_SUPPORT(NV_REGISTER_COMBINERS)) { glDisable(GL_REGISTER_COMBINERS_NV); checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)"); } if (GL_SUPPORT(ARB_MULTITEXTURE)) { /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed * function texture unit. No need to care for higher samplers */ for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) { GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i)); checkGLcall("glActiveTextureARB"); if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) { glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB"); } glDisable(GL_TEXTURE_3D); checkGLcall("glDisable GL_TEXTURE_3D"); glDisable(GL_TEXTURE_2D); checkGLcall("glDisable GL_TEXTURE_2D"); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);"); Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), StateTable); Context_MarkStateDirty(context, STATE_SAMPLER(i), StateTable); } GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB)); checkGLcall("glActiveTextureARB"); } if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) { glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB"); } glDisable(GL_TEXTURE_3D); checkGLcall("glDisable GL_TEXTURE_3D"); glDisable(GL_TEXTURE_2D); checkGLcall("glDisable GL_TEXTURE_2D"); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glMatrixMode(GL_TEXTURE); checkGLcall("glMatrixMode(GL_TEXTURE)"); glLoadIdentity(); checkGLcall("glLoadIdentity()"); Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0), StateTable); if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) { glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.0); checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ..."); } Context_MarkStateDirty(context, STATE_SAMPLER(0), StateTable); Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), StateTable); /* Other misc states */ glDisable(GL_ALPHA_TEST); checkGLcall("glDisable(GL_ALPHA_TEST)"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable); glDisable(GL_LIGHTING); checkGLcall("glDisable GL_LIGHTING"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable); glDisable(GL_DEPTH_TEST); checkGLcall("glDisable GL_DEPTH_TEST"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable); glDisable(GL_FOG); checkGLcall("glDisable GL_FOG"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable); glDisable(GL_BLEND); checkGLcall("glDisable GL_BLEND"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable); glDisable(GL_CULL_FACE); checkGLcall("glDisable GL_CULL_FACE"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable); glDisable(GL_STENCIL_TEST); checkGLcall("glDisable GL_STENCIL_TEST"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable); glDisable(GL_SCISSOR_TEST); checkGLcall("glDisable GL_SCISSOR_TEST"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable); if(GL_SUPPORT(ARB_POINT_SPRITE)) { glDisable(GL_POINT_SPRITE_ARB); checkGLcall("glDisable GL_POINT_SPRITE_ARB"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable); } glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE); checkGLcall("glColorMask"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable); if (GL_SUPPORT(EXT_SECONDARY_COLOR)) { glDisable(GL_COLOR_SUM_EXT); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable); checkGLcall("glDisable(GL_COLOR_SUM_EXT)"); } if (GL_SUPPORT(NV_REGISTER_COMBINERS)) { GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB)); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable); checkGLcall("glFinalCombinerInputNV"); } /* Setup transforms */ glMatrixMode(GL_MODELVIEW); checkGLcall("glMatrixMode(GL_MODELVIEW)"); glLoadIdentity(); checkGLcall("glLoadIdentity()"); Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable); glMatrixMode(GL_PROJECTION); checkGLcall("glMatrixMode(GL_PROJECTION)"); glLoadIdentity(); checkGLcall("glLoadIdentity()"); glOrtho(0, width, height, 0, 0.0, -1.0); checkGLcall("glOrtho"); Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable); context->last_was_rhw = TRUE; Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */ glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable); glViewport(0, 0, width, height); checkGLcall("glViewport"); Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable); if(GL_SUPPORT(NV_TEXTURE_SHADER2)) { glDisable(GL_TEXTURE_SHADER_NV); checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)"); } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) { glDisable(GL_FRAGMENT_SHADER_ATI); checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)"); } } /***************************************************************************** * findThreadContextForSwapChain * * Searches a swapchain for all contexts and picks one for the thread tid. * If none can be found the swapchain is requested to create a new context * *****************************************************************************/ static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) { int i; for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) { if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) { return ((IWineD3DSwapChainImpl *) swapchain)->context[i]; } } /* Create a new context for the thread */ return IWineD3DSwapChainImpl_CreateContextForThread(swapchain); } /***************************************************************************** * FindContext * * Finds a context for the current render target and thread * * Parameters: * target: Render target to find the context for * tid: Thread to activate the context for * * Returns: The needed context * *****************************************************************************/ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid, GLint *buffer) { IWineD3DSwapChain *swapchain = NULL; HRESULT hr; BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen; WineD3DContext *context = This->activeContext; BOOL oldRenderOffscreen = This->render_offscreen; const WINED3DFORMAT oldFmt = ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->resource.format; const WINED3DFORMAT newFmt = ((IWineD3DSurfaceImpl *) target)->resource.format; const struct StateEntry *StateTable = This->shader_backend->StateTable; /* 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(oldFmt != newFmt) { const GlPixelFormatDesc *glDesc; const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL); const StaticPixelFormatDesc *new = getFormatDescEntry(newFmt, &GLINFO_LOCATION, &glDesc); /* Disable blending when the alphaMask has changed and when a format doesn't support blending */ if((old->alphaMask && !new->alphaMask) || (!old->alphaMask && new->alphaMask) || !(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) { Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable); } } hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain); if(hr == WINED3D_OK && swapchain) { TRACE("Rendering onscreen\n"); context = findThreadContextForSwapChain(swapchain, tid); This->render_offscreen = FALSE; /* The context != This->activeContext will catch a NOP context change. This can occur * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen * rendering. No context change is needed in that case */ if(((IWineD3DSwapChainImpl *) swapchain)->frontBuffer == target) { *buffer = GL_FRONT; } else { *buffer = GL_BACK; } if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) { if(This->pbufferContext && tid == This->pbufferContext->tid) { This->pbufferContext->tid = 0; } } IWineD3DSwapChain_Release(swapchain); if(oldRenderOffscreen) { Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable); Context_MarkStateDirty(context, STATE_VDECL, StateTable); Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable); Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable); Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable); } } else { TRACE("Rendering offscreen\n"); This->render_offscreen = TRUE; *buffer = This->offscreenBuffer; switch(wined3d_settings.offscreen_rendering_mode) { case ORM_FBO: /* FBOs do not need a different context. Stay with whatever context is active at the moment */ if(This->activeContext && tid == This->lastThread) { context = This->activeContext; } else { /* This may happen if the app jumps straight into offscreen rendering * Start using the context of the primary swapchain. tid == 0 is no problem * for findThreadContextForSwapChain. * * Can also happen on thread switches - in that case findThreadContextForSwapChain * is perfect to call. */ context = findThreadContextForSwapChain(This->swapchains[0], tid); } break; case ORM_PBUFFER: { IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target; if(This->pbufferContext == NULL || This->pbufferWidth < targetimpl->currentDesc.Width || This->pbufferHeight < targetimpl->currentDesc.Height) { if(This->pbufferContext) { DestroyContext(This, This->pbufferContext); } /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection. * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point. */ This->pbufferContext = CreateContext(This, targetimpl, ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle, TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms); This->pbufferWidth = targetimpl->currentDesc.Width; This->pbufferHeight = targetimpl->currentDesc.Height; } if(This->pbufferContext) { if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) { FIXME("The PBuffr context is only supported for one thread for now!\n"); } This->pbufferContext->tid = tid; context = This->pbufferContext; break; } else { ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n"); wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER; } } case ORM_BACKBUFFER: /* Stay with the currently active context for back buffer rendering */ if(This->activeContext && tid == This->lastThread) { context = This->activeContext; } else { /* This may happen if the app jumps straight into offscreen rendering * Start using the context of the primary swapchain. tid == 0 is no problem * for findThreadContextForSwapChain. * * Can also happen on thread switches - in that case findThreadContextForSwapChain * is perfect to call. */ context = findThreadContextForSwapChain(This->swapchains[0], tid); } break; } if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) { /* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer * back when we are done won't mark us dirty. */ IWineD3DSurface_PreLoad(target); } if(!oldRenderOffscreen) { Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable); Context_MarkStateDirty(context, STATE_VDECL, StateTable); Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable); Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable); Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable); } } if (readTexture) { BOOL oldInDraw = This->isInDraw; /* PreLoad requires a context to load the texture, thus it will call ActivateContext. * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky * when using offscreen rendering with multithreading */ This->isInDraw = TRUE; /* Do that before switching the context: * Read the back buffer of the old drawable into the destination texture */ IWineD3DSurface_PreLoad(This->lastActiveRenderTarget); /* Assume that the drawable will be modified by some other things now */ IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE); This->isInDraw = oldInDraw; } if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) { This->depth_copy_state = WINED3D_DCS_COPY; } return context; } /***************************************************************************** * ActivateContext * * Finds a rendering context and drawable matching the device and render * target for the current thread, activates them and puts them into the * requested state. * * Params: * This: Device to activate the context for * target: Requested render target * usage: Prepares the context for blitting, drawing or other actions * *****************************************************************************/ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) { DWORD tid = GetCurrentThreadId(); int i; DWORD dirtyState, idx; BYTE shift; WineD3DContext *context; GLint drawBuffer=0; const struct StateEntry *StateTable = This->shader_backend->StateTable; TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid); if(This->lastActiveRenderTarget != target || tid != This->lastThread) { context = FindContext(This, target, tid, &drawBuffer); This->lastActiveRenderTarget = target; This->lastThread = tid; } else { /* Stick to the old context */ context = This->activeContext; } /* Activate the opengl context */ if(context != This->activeContext) { BOOL ret; /* Prevent an unneeded context switch as those are expensive */ if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) { TRACE("Already using gl context %p\n", context->glCtx); } else { TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx); if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) { /* Mesa crashes when enabling a context with GL_FRAGMENT_SHADER_ATI enabled. * Thus we disable it before deactivating any context, and re-enable it afterwards. * * This bug is filed as bug #15269 on bugs.freedesktop.org */ glDisable(GL_FRAGMENT_SHADER_ATI); checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); } ret = pwglMakeCurrent(context->hdc, context->glCtx); if(ret == FALSE) { ERR("Failed to activate the new context\n"); } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER) && !context->last_was_blit) { glEnable(GL_FRAGMENT_SHADER_ATI); checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); } } if(This->activeContext->vshader_const_dirty) { memset(This->activeContext->vshader_const_dirty, 1, sizeof(*This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF)); } if(This->activeContext->pshader_const_dirty) { memset(This->activeContext->pshader_const_dirty, 1, sizeof(*This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF)); } This->activeContext = context; } /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */ ENTER_GL(); /* Select the right draw buffer. It is selected in FindContext. */ if(drawBuffer && context->last_draw_buffer != drawBuffer) { TRACE("Drawing to buffer: %#x\n", drawBuffer); context->last_draw_buffer = drawBuffer; glDrawBuffer(drawBuffer); checkGLcall("glDrawBuffer"); } switch(usage) { case CTXUSAGE_RESOURCELOAD: /* This does not require any special states to be set up */ break; case CTXUSAGE_CLEAR: if(context->last_was_blit) { if(GL_SUPPORT(NV_TEXTURE_SHADER2)) { glEnable(GL_TEXTURE_SHADER_NV); checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)"); } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) { glEnable(GL_FRAGMENT_SHADER_ATI); checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); } } glEnable(GL_SCISSOR_TEST); checkGLcall("glEnable GL_SCISSOR_TEST"); context->last_was_blit = FALSE; Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable); Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable); break; case CTXUSAGE_DRAWPRIM: /* This needs all dirty states applied */ if(context->last_was_blit) { if(GL_SUPPORT(NV_TEXTURE_SHADER2)) { glEnable(GL_TEXTURE_SHADER_NV); checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)"); } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) { glEnable(GL_FRAGMENT_SHADER_ATI); checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); } } IWineD3DDeviceImpl_FindTexUnitMap(This); for(i=0; i < context->numDirtyEntries; i++) { dirtyState = context->dirtyArray[i]; idx = dirtyState >> 5; shift = dirtyState & 0x1f; context->isStateDirty[idx] &= ~(1 << shift); StateTable[dirtyState].apply(dirtyState, This->stateBlock, context); } context->numDirtyEntries = 0; /* This makes the whole list clean */ context->last_was_blit = FALSE; break; case CTXUSAGE_BLIT: SetupForBlit(This, context, ((IWineD3DSurfaceImpl *)target)->currentDesc.Width, ((IWineD3DSurfaceImpl *)target)->currentDesc.Height); break; default: FIXME("Unexpected context usage requested\n"); } LEAVE_GL(); }