/* * Context and render target management in wined3d * * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers * Copyright 2009-2011 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wine/port.h" #include #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 static DWORD wined3d_context_tls_idx; /* FBO helper functions */ /* Context activation is done by the caller. */ static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint fbo) { const struct wined3d_gl_info *gl_info = context->gl_info; switch (target) { case GL_READ_FRAMEBUFFER: if (context->fbo_read_binding == fbo) return; context->fbo_read_binding = fbo; break; case GL_DRAW_FRAMEBUFFER: if (context->fbo_draw_binding == fbo) return; context->fbo_draw_binding = fbo; break; case GL_FRAMEBUFFER: if (context->fbo_read_binding == fbo && context->fbo_draw_binding == fbo) return; context->fbo_read_binding = fbo; context->fbo_draw_binding = fbo; break; default: FIXME("Unhandled target %#x.\n", target); break; } gl_info->fbo_ops.glBindFramebuffer(target, fbo); checkGLcall("glBindFramebuffer()"); } /* Context activation is done by the caller. */ static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target) { unsigned int i; for (i = 0; i < gl_info->limits.buffers; ++i) { gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0); checkGLcall("glFramebufferTexture2D()"); } gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0); checkGLcall("glFramebufferTexture2D()"); gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); checkGLcall("glFramebufferTexture2D()"); } /* Context activation is done by the caller. */ static void context_destroy_fbo(struct wined3d_context *context, GLuint fbo) { const struct wined3d_gl_info *gl_info = context->gl_info; context_bind_fbo(context, GL_FRAMEBUFFER, fbo); context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER); context_bind_fbo(context, GL_FRAMEBUFFER, 0); gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo); checkGLcall("glDeleteFramebuffers()"); } static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info, GLenum fbo_target, DWORD format_flags, GLuint rb) { if (format_flags & WINED3DFMT_FLAG_DEPTH) { gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb); checkGLcall("glFramebufferRenderbuffer()"); } if (format_flags & WINED3DFMT_FLAG_STENCIL) { gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb); checkGLcall("glFramebufferRenderbuffer()"); } } /* Context activation is done by the caller. */ static void context_attach_depth_stencil_fbo(struct wined3d_context *context, GLenum fbo_target, struct wined3d_surface *depth_stencil, DWORD location) { const struct wined3d_gl_info *gl_info = context->gl_info; TRACE("Attach depth stencil %p\n", depth_stencil); if (depth_stencil) { DWORD format_flags = depth_stencil->resource.format_flags; if (depth_stencil->current_renderbuffer) { context_attach_depth_stencil_rb(gl_info, fbo_target, format_flags, depth_stencil->current_renderbuffer->id); } else { switch (location) { case WINED3D_LOCATION_TEXTURE_RGB: case WINED3D_LOCATION_TEXTURE_SRGB: wined3d_texture_prepare_texture(depth_stencil->container, context, FALSE); if (format_flags & WINED3DFMT_FLAG_DEPTH) { gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, depth_stencil->texture_target, depth_stencil->container->texture_rgb.name, depth_stencil->texture_level); checkGLcall("glFramebufferTexture2D()"); } if (format_flags & WINED3DFMT_FLAG_STENCIL) { gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, depth_stencil->texture_target, depth_stencil->container->texture_rgb.name, depth_stencil->texture_level); checkGLcall("glFramebufferTexture2D()"); } break; case WINED3D_LOCATION_RB_MULTISAMPLE: surface_prepare_rb(depth_stencil, gl_info, TRUE); context_attach_depth_stencil_rb(gl_info, fbo_target, format_flags, depth_stencil->rb_multisample); break; case WINED3D_LOCATION_RB_RESOLVED: surface_prepare_rb(depth_stencil, gl_info, FALSE); context_attach_depth_stencil_rb(gl_info, fbo_target, format_flags, depth_stencil->rb_resolved); break; default: ERR("Unsupported location %s (%#x).\n", wined3d_debug_location(location), location); break; } } if (!(format_flags & WINED3DFMT_FLAG_DEPTH)) { gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0); checkGLcall("glFramebufferTexture2D()"); } if (!(format_flags & WINED3DFMT_FLAG_STENCIL)) { gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); checkGLcall("glFramebufferTexture2D()"); } } else { gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0); checkGLcall("glFramebufferTexture2D()"); gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); checkGLcall("glFramebufferTexture2D()"); } } /* Context activation is done by the caller. */ static void context_attach_surface_fbo(struct wined3d_context *context, GLenum fbo_target, DWORD idx, struct wined3d_surface *surface, DWORD location) { const struct wined3d_gl_info *gl_info = context->gl_info; TRACE("Attach surface %p to %u\n", surface, idx); if (surface && surface->resource.format->id != WINED3DFMT_NULL) { BOOL srgb; switch (location) { case WINED3D_LOCATION_TEXTURE_RGB: case WINED3D_LOCATION_TEXTURE_SRGB: srgb = location == WINED3D_LOCATION_TEXTURE_SRGB; wined3d_texture_prepare_texture(surface->container, context, srgb); gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, surface->texture_target, surface_get_texture_name(surface, gl_info, srgb), surface->texture_level); checkGLcall("glFramebufferTexture2D()"); break; case WINED3D_LOCATION_RB_MULTISAMPLE: surface_prepare_rb(surface, gl_info, TRUE); gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_RENDERBUFFER, surface->rb_multisample); checkGLcall("glFramebufferRenderbuffer()"); break; case WINED3D_LOCATION_RB_RESOLVED: surface_prepare_rb(surface, gl_info, FALSE); gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_RENDERBUFFER, surface->rb_resolved); checkGLcall("glFramebufferRenderbuffer()"); break; default: ERR("Unsupported location %s (%#x).\n", wined3d_debug_location(location), location); break; } } else { gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0); checkGLcall("glFramebufferTexture2D()"); } } /* Context activation is done by the caller. */ void context_check_fbo_status(const struct wined3d_context *context, GLenum target) { const struct wined3d_gl_info *gl_info = context->gl_info; GLenum status; if (!FIXME_ON(d3d)) return; status = gl_info->fbo_ops.glCheckFramebufferStatus(target); if (status == GL_FRAMEBUFFER_COMPLETE) { TRACE("FBO complete\n"); } else { const struct wined3d_surface *attachment; unsigned int i; FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status); if (!context->current_fbo) { ERR("FBO 0 is incomplete, driver bug?\n"); return; } FIXME("\tColor Location %s (%#x).\n", wined3d_debug_location(context->current_fbo->color_location), context->current_fbo->color_location); FIXME("\tDepth Stencil Location %s (%#x).\n", wined3d_debug_location(context->current_fbo->ds_location), context->current_fbo->ds_location); /* Dump the FBO attachments */ for (i = 0; i < gl_info->limits.buffers; ++i) { attachment = context->current_fbo->render_targets[i]; if (attachment) { FIXME("\tColor attachment %d: (%p) %s %ux%u %u samples.\n", i, attachment, debug_d3dformat(attachment->resource.format->id), attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type); } } attachment = context->current_fbo->depth_stencil; if (attachment) { FIXME("\tDepth attachment: (%p) %s %ux%u %u samples.\n", attachment, debug_d3dformat(attachment->resource.format->id), attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type); } } } static inline DWORD context_generate_rt_mask(GLenum buffer) { /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */ return buffer ? (1 << 31) | buffer : 0; } static inline DWORD context_generate_rt_mask_from_surface(const struct wined3d_surface *target) { return (1 << 31) | surface_get_gl_buffer(target); } static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context, struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD color_location, DWORD ds_location) { const struct wined3d_gl_info *gl_info = context->gl_info; struct fbo_entry *entry; entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry)); entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets)); memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets)); entry->depth_stencil = depth_stencil; entry->color_location = color_location; entry->ds_location = ds_location; entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0); entry->attached = FALSE; gl_info->fbo_ops.glGenFramebuffers(1, &entry->id); checkGLcall("glGenFramebuffers()"); TRACE("Created FBO %u.\n", entry->id); return entry; } /* Context activation is done by the caller. */ static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target, struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD 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); memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets)); entry->depth_stencil = depth_stencil; entry->color_location = color_location; entry->ds_location = ds_location; entry->attached = FALSE; } /* Context activation is done by the caller. */ static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry) { if (entry->id) { TRACE("Destroy FBO %u.\n", entry->id); context_destroy_fbo(context, entry->id); } --context->fbo_entry_count; list_remove(&entry->entry); HeapFree(GetProcessHeap(), 0, entry->render_targets); HeapFree(GetProcessHeap(), 0, entry); } /* Context activation is done by the caller. */ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target, struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD color_location, DWORD ds_location) { const struct wined3d_gl_info *gl_info = context->gl_info; struct fbo_entry *entry; if (depth_stencil && render_targets && render_targets[0]) { if (depth_stencil->resource.width < render_targets[0]->resource.width || depth_stencil->resource.height < render_targets[0]->resource.height) { WARN("Depth stencil is smaller than the primary color buffer, disabling\n"); depth_stencil = NULL; } } LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry) { if (!memcmp(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets)) && entry->depth_stencil == depth_stencil && entry->color_location == color_location && entry->ds_location == ds_location) { list_remove(&entry->entry); list_add_head(&context->fbo_list, &entry->entry); return entry; } } if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES) { entry = context_create_fbo_entry(context, render_targets, depth_stencil, 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; unsigned int i; GLuint read_binding, draw_binding; if (entry->attached) { context_bind_fbo(context, target, entry->id); return; } read_binding = context->fbo_read_binding; draw_binding = context->fbo_draw_binding; context_bind_fbo(context, GL_FRAMEBUFFER, entry->id); /* Apply render targets */ for (i = 0; i < gl_info->limits.buffers; ++i) { context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->color_location); } /* Apply depth targets */ if (entry->depth_stencil) surface_set_compatible_renderbuffer(entry->depth_stencil, entry->render_targets[0]); context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, entry->ds_location); /* 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->attached = TRUE; } /* Context activation is done by the caller. */ static void context_apply_fbo_state(struct wined3d_context *context, GLenum target, struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD 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_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) { UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets); context->blit_targets[0] = render_target; if (clear_size) memset(&context->blit_targets[1], 0, clear_size); context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location, 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 (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1) { UINT new_size = context->free_occlusion_query_size << 1; GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries, new_size * sizeof(*context->free_occlusion_queries)); if (!new_data) { ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context); return; } context->free_occlusion_query_size = new_size; context->free_occlusion_queries = new_data; } context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id; } /* Context activation is done by the caller. */ void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query) { const struct wined3d_gl_info *gl_info = context->gl_info; if (context->free_event_query_count) { query->object = context->free_event_queries[--context->free_event_query_count]; } else { if (gl_info->supported[ARB_SYNC]) { /* Using ARB_sync, not much to do here. */ query->object.sync = NULL; TRACE("Allocated event query %p in context %p.\n", query->object.sync, context); } else if (gl_info->supported[APPLE_FENCE]) { GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id)); checkGLcall("glGenFencesAPPLE"); TRACE("Allocated event query %u in context %p.\n", query->object.id, context); } else if(gl_info->supported[NV_FENCE]) { GL_EXTCALL(glGenFencesNV(1, &query->object.id)); checkGLcall("glGenFencesNV"); TRACE("Allocated event query %u in context %p.\n", query->object.id, context); } else { WARN("Event queries not supported, not allocating query id.\n"); query->object.id = 0; } } query->context = context; list_add_head(&context->event_queries, &query->entry); } void context_free_event_query(struct wined3d_event_query *query) { struct wined3d_context *context = query->context; list_remove(&query->entry); query->context = NULL; if (context->free_event_query_count >= context->free_event_query_size - 1) { UINT new_size = context->free_event_query_size << 1; union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries, new_size * sizeof(*context->free_event_queries)); if (!new_data) { ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context); return; } context->free_event_query_size = new_size; context->free_event_queries = new_data; } context->free_event_queries[context->free_event_query_count++] = query->object; } /* 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 (context->free_timestamp_query_count >= context->free_timestamp_query_size - 1) { UINT new_size = context->free_timestamp_query_size << 1; GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_timestamp_queries, new_size * sizeof(*context->free_timestamp_queries)); if (!new_data) { ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context); return; } context->free_timestamp_query_size = new_size; context->free_timestamp_queries = new_data; } context->free_timestamp_queries[context->free_timestamp_query_count++] = query->id; } typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry); static void context_enum_surface_fbo_entries(const struct wined3d_device *device, const struct wined3d_surface *surface, context_fbo_entry_func_t *callback) { UINT i; for (i = 0; i < device->context_count; ++i) { struct wined3d_context *context = device->contexts[i]; const struct wined3d_gl_info *gl_info = context->gl_info; struct fbo_entry *entry, *entry2; if (context->current_rt == surface) context->current_rt = NULL; LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) { UINT j; if (entry->depth_stencil == surface) { callback(context, entry); continue; } for (j = 0; j < gl_info->limits.buffers; ++j) { if (entry->render_targets[j] == surface) { callback(context, entry); break; } } } } } static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry) { list_remove(&entry->entry); list_add_head(&context->fbo_destroy_list, &entry->entry); } void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource, enum wined3d_resource_type type) { if (!device->d3d_initialized) return; switch (type) { case WINED3D_RTYPE_SURFACE: context_enum_surface_fbo_entries(device, surface_from_resource(resource), context_queue_fbo_entry_destruction); break; default: break; } } static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry) { entry->attached = FALSE; } void context_resource_unloaded(const struct wined3d_device *device, struct wined3d_resource *resource, enum wined3d_resource_type type) { switch (type) { case WINED3D_RTYPE_SURFACE: context_enum_surface_fbo_entries(device, surface_from_resource(resource), context_detach_fbo_entry); break; default: break; } } void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) { const struct wined3d_gl_info *gl_info = context->gl_info; struct fbo_entry *entry = context->current_fbo; unsigned int i; if (!entry || context->rebind_fbo) return; for (i = 0; i < gl_info->limits.buffers; ++i) { if (surface == entry->render_targets[i]) { TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i); context->rebind_fbo = TRUE; return; } } if (surface == entry->depth_stencil) { TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface); context->rebind_fbo = TRUE; } } static BOOL context_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 = GetDC(ctx->restore_pf_win); 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, HDC dc, BOOL private, int format) { const struct wined3d_gl_info *gl_info = context->gl_info; int current; if (dc == context->hdc && context->hdc_is_private && context->hdc_has_format) return TRUE; current = GetPixelFormat(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 (dc == context->hdc && context->hdc_is_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, ctx->hdc, ctx->hdc_is_private, ctx->pixel_format)) { WARN("Failed to set pixel format %d on device context %p.\n", ctx->pixel_format, ctx->hdc); backup = TRUE; } if (backup || !wglMakeCurrent(ctx->hdc, ctx->glCtx)) { HDC dc; WARN("Failed to make GL context %p current on device context %p, last error %#x.\n", ctx->glCtx, ctx->hdc, GetLastError()); ctx->valid = 0; WARN("Trying fallback to the backup window.\n"); /* FIXME: If the context is destroyed it's no longer associated with * a swapchain, so we can't use the swapchain to get a backup dc. To * make this work windowless contexts would need to be handled by the * device. */ if (ctx->destroyed) { FIXME("Unable to get backup dc for destroyed context %p.\n", ctx); context_set_current(NULL); return FALSE; } if (!(dc = swapchain_get_backup_dc(swapchain))) { context_set_current(NULL); return FALSE; } if (!context_set_pixel_format(ctx, dc, TRUE, ctx->pixel_format)) { ERR("Failed to set pixel format %d on device context %p.\n", ctx->pixel_format, dc); context_set_current(NULL); return FALSE; } if (!wglMakeCurrent(dc, ctx->glCtx)) { ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n", dc, GetLastError()); context_set_current(NULL); return FALSE; } 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->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 = GetDC(context->win_handle))) { 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) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_timestamp_query *timestamp_query; struct wined3d_occlusion_query *occlusion_query; struct wined3d_event_query *event_query; struct fbo_entry *entry, *entry2; HGLRC restore_ctx; HDC restore_dc; unsigned int i; 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(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(event_query, &context->event_queries, struct wined3d_event_query, entry) { if (context->valid) { if (gl_info->supported[ARB_SYNC]) { if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync)); } else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id)); else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id)); } event_query->context = NULL; } LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry) { if (!context->valid) entry->id = 0; context_destroy_fbo_entry(context, entry); } LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) { if (!context->valid) entry->id = 0; context_destroy_fbo_entry(context, entry); } if (context->valid) { if (context->dummy_arbfp_prog) { GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog)); } if (gl_info->supported[ARB_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_event_query_count; ++i) { GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync)); } } else if (gl_info->supported[APPLE_FENCE]) { for (i = 0; i < context->free_event_query_count; ++i) { GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id)); } } else if (gl_info->supported[NV_FENCE]) { for (i = 0; i < context->free_event_query_count; ++i) { GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id)); } } checkGLcall("context cleanup"); } HeapFree(GetProcessHeap(), 0, context->free_timestamp_queries); HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries); HeapFree(GetProcessHeap(), 0, context->free_event_queries); 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); HeapFree(GetProcessHeap(), 0, (void *)old->gl_info); HeapFree(GetProcessHeap(), 0, old); } else { old->current = 0; } } if (ctx) { if (!ctx->valid) { ERR("Trying to make invalid context %p current\n", ctx); return FALSE; } TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc); if (!context_set_gl_context(ctx)) return FALSE; ctx->current = 1; } else if(wglGetCurrentContext()) { TRACE("Clearing current D3D context.\n"); if (!wglMakeCurrent(NULL, NULL)) { DWORD err = GetLastError(); ERR("Failed to clear current GL context, last error %#x.\n", err); TlsSetValue(wined3d_context_tls_idx, NULL); return FALSE; } } return TlsSetValue(wined3d_context_tls_idx, ctx); } void context_release(struct wined3d_context *context) { TRACE("Releasing context %p, level %u.\n", context, context->level); if (WARN_ON(d3d)) { if (!context->level) WARN("Context %p is not active.\n", context); else if (context != context_get_current()) WARN("Context %p is not the current context.\n", context); } if (!--context->level) { 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; } } } 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 != GetPixelFormat(context->hdc)) context->needs_set = 1; } } void context_invalidate_state(struct wined3d_context *context, DWORD state) { DWORD rep = context->state_table[state].representative; DWORD idx; BYTE shift; if (isStateDirty(context, rep)) return; context->dirtyArray[context->numDirtyEntries++] = rep; idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT); shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); context->isStateDirty[idx] |= (1 << shift); } /* This function takes care of wined3d pixel format selection. */ static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc, const struct wined3d_format *color_format, const struct wined3d_format *ds_format, BOOL auxBuffers, BOOL findCompatible) { int iPixelFormat=0; BYTE redBits, greenBits, blueBits, alphaBits, colorBits; BYTE depthBits=0, stencilBits=0; unsigned int current_value; unsigned int cfg_count = device->adapter->cfg_count; unsigned int i; TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n", device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id), auxBuffers, findCompatible); if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) { ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(color_format->id), color_format->id); return 0; } getDepthStencilBits(ds_format, &depthBits, &stencilBits); current_value = 0; for (i = 0; i < cfg_count; ++i) { const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i]; unsigned int value; /* For now only accept RGBA formats. Perhaps some day we will * allow floating point formats for pbuffers. */ if (cfg->iPixelType != WGL_TYPE_RGBA_ARB) continue; /* In window mode we need a window drawable format and double buffering. */ if (!(cfg->windowDrawable && cfg->doubleBuffer)) continue; if (cfg->redSize < redBits) continue; if (cfg->greenSize < greenBits) continue; if (cfg->blueSize < blueBits) continue; if (cfg->alphaSize < alphaBits) continue; if (cfg->depthSize < depthBits) continue; if (stencilBits && cfg->stencilSize != stencilBits) continue; /* Check multisampling support. */ if (cfg->numSamples) continue; value = 1; /* We try to locate a format which matches our requirements exactly. In case of * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */ if (cfg->depthSize == depthBits) value += 1; if (cfg->stencilSize == stencilBits) value += 2; if (cfg->alphaSize == alphaBits) value += 4; /* We like to have aux buffers in backbuffer mode */ if (auxBuffers && cfg->auxBuffers) value += 8; if (cfg->redSize == redBits && cfg->greenSize == greenBits && cfg->blueSize == blueBits) value += 16; if (value > current_value) { iPixelFormat = cfg->iPixelFormat; current_value = value; } } /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */ if(!iPixelFormat && !findCompatible) { ERR("Can't find a suitable iPixelFormat\n"); return FALSE; } else if(!iPixelFormat) { PIXELFORMATDESCRIPTOR pfd; TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n"); /* PixelFormat selection */ ZeroMemory(&pfd, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/ pfd.iPixelType = PFD_TYPE_RGBA; pfd.cAlphaBits = alphaBits; pfd.cColorBits = colorBits; pfd.cDepthBits = depthBits; pfd.cStencilBits = stencilBits; pfd.iLayerType = PFD_MAIN_PLANE; iPixelFormat = ChoosePixelFormat(hdc, &pfd); if(!iPixelFormat) { /* If this happens something is very wrong as ChoosePixelFormat barely fails */ ERR("Can't find a suitable iPixelFormat\n"); return FALSE; } } TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id)); return iPixelFormat; } /* Context activation is done by the caller. */ static void bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context) { const struct wined3d_gl_info *gl_info = context->gl_info; unsigned int i, count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers); for (i = 0; i < count; ++i) { GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i)); checkGLcall("glActiveTexture"); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]); checkGLcall("glBindTexture"); if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]); checkGLcall("glBindTexture"); } if (gl_info->supported[EXT_TEXTURE3D]) { gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]); checkGLcall("glBindTexture"); } if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]); checkGLcall("glBindTexture"); } } } BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info) { return gl_info->supported[ARB_DEBUG_OUTPUT] && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf)); } static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, void *ctx) { switch (type) { case GL_DEBUG_TYPE_ERROR_ARB: ERR("%p: %s.\n", ctx, debugstr_an(message, length)); break; case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: case GL_DEBUG_TYPE_PORTABILITY_ARB: FIXME("%p: %s.\n", ctx, debugstr_an(message, length)); break; case GL_DEBUG_TYPE_PERFORMANCE_ARB: WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length)); break; default: FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length)); break; } } struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target, const struct wined3d_format *ds_format) { struct wined3d_device *device = swapchain->device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_format *color_format; struct wined3d_context *ret; BOOL auxBuffers = FALSE; HGLRC ctx, share_ctx; int pixel_format; unsigned int s; int swap_interval; DWORD state; HDC hdc; BOOL hdc_is_private = FALSE; TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle); ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret)); if (!ret) return NULL; ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, gl_info->limits.buffers * sizeof(*ret->blit_targets)); if (!ret->blit_targets) goto out; ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, gl_info->limits.buffers * sizeof(*ret->draw_buffers)); if (!ret->draw_buffers) goto out; ret->free_timestamp_query_size = 4; ret->free_timestamp_queries = HeapAlloc(GetProcessHeap(), 0, ret->free_timestamp_query_size * sizeof(*ret->free_timestamp_queries)); if (!ret->free_timestamp_queries) goto out; list_init(&ret->timestamp_queries); ret->free_occlusion_query_size = 4; ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0, ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries)); if (!ret->free_occlusion_queries) goto out; list_init(&ret->occlusion_queries); ret->free_event_query_size = 4; ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0, ret->free_event_query_size * sizeof(*ret->free_event_queries)); if (!ret->free_event_queries) goto out; list_init(&ret->event_queries); list_init(&ret->fbo_list); list_init(&ret->fbo_destroy_list); if (!device->shader_backend->shader_allocate_context_data(ret)) { ERR("Failed to allocate shader backend context data.\n"); goto out; } if (!device->adapter->fragment_pipe->allocate_context_data(ret)) { ERR("Failed to allocate fragment pipeline context data.\n"); goto out; } /* Initialize the texture unit mapping to a 1:1 mapping */ for (s = 0; s < MAX_COMBINED_SAMPLERS; ++s) { if (s < gl_info->limits.fragment_samplers) { ret->tex_unit_map[s] = s; ret->rev_tex_unit_map[s] = s; } else { ret->tex_unit_map[s] = WINED3D_UNMAPPED_STAGE; ret->rev_tex_unit_map[s] = WINED3D_UNMAPPED_STAGE; } } if (!(hdc = GetDC(swapchain->win_handle))) { WARN("Failed to retrieve device context, trying swapchain backup.\n"); if ((hdc = swapchain_get_backup_dc(swapchain))) hdc_is_private = TRUE; else { ERR("Failed to retrieve a device context.\n"); goto out; } } color_format = target->resource.format; /* In case of ORM_BACKBUFFER, make sure to request an alpha component for * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */ if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) { auxBuffers = TRUE; if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM) color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM); else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM) color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM); } /* DirectDraw supports 8bit paletted render targets and these are used by * old games like StarCraft and C&C. Most modern hardware doesn't support * 8bit natively so we perform some form of 8bit -> 32bit conversion. The * conversion (ab)uses the alpha component for storing the palette index. * For this reason we require a format with 8bit alpha, so request * A8R8G8B8. */ if (color_format->id == WINED3DFMT_P8_UINT) color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM); /* Try to find a pixel format which matches our requirements. */ pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, FALSE); /* Try to locate a compatible format if we weren't able to find anything. */ if (!pixel_format) { TRACE("Trying to locate a compatible pixel format because an exact match failed.\n"); pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, TRUE); } /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */ if (!pixel_format) { ERR("Can't find a suitable pixel format.\n"); goto out; } context_enter(ret); ret->gl_info = gl_info; if (!context_set_pixel_format(ret, hdc, hdc_is_private, pixel_format)) { ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc); context_release(ret); goto out; } share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL; if (gl_info->p_wglCreateContextAttribsARB) { unsigned int ctx_attrib_idx = 0; GLint ctx_attribs[3]; if (context_debug_output_enabled(gl_info)) { ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB; ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_DEBUG_BIT_ARB; } ctx_attribs[ctx_attrib_idx] = 0; if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs))) { ERR("Failed to create a WGL context.\n"); context_release(ret); goto out; } } else { if (!(ctx = wglCreateContext(hdc))) { ERR("Failed to create a WGL context.\n"); context_release(ret); goto out; } if (share_ctx && !wglShareLists(share_ctx, ctx)) { ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError()); context_release(ret); if (!wglDeleteContext(ctx)) ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError()); goto out; } } if (!device_context_add(device, ret)) { ERR("Failed to add the newly created context to the context list\n"); context_release(ret); if (!wglDeleteContext(ctx)) ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError()); goto out; } ret->d3d_info = &device->adapter->d3d_info; ret->state_table = device->StateTable; /* Mark all states dirty to force a proper initialization of the states * on the first use of the context. */ for (state = 0; state <= STATE_HIGHEST; ++state) { if (ret->state_table[state].representative) context_invalidate_state(ret, state); } ret->swapchain = swapchain; ret->current_rt = target; ret->tid = GetCurrentThreadId(); ret->render_offscreen = wined3d_resource_is_offscreen(&target->container->resource); ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK); ret->valid = 1; ret->glCtx = ctx; ret->win_handle = swapchain->win_handle; ret->hdc = hdc; ret->hdc_is_private = hdc_is_private; ret->hdc_has_format = TRUE; ret->pixel_format = pixel_format; 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(glDebugMessageCallbackARB(wined3d_debug_callback, ret)); if (TRACE_ON(d3d_synchronous)) gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE)); if (ERR_ON(d3d)) { GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR_ARB, GL_DONT_CARE, 0, NULL, GL_TRUE)); } if (FIXME_ON(d3d)) { GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB, GL_DONT_CARE, 0, NULL, GL_TRUE)); GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB, GL_DONT_CARE, 0, NULL, GL_TRUE)); GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY_ARB, GL_DONT_CARE, 0, NULL, GL_TRUE)); } if (WARN_ON(d3d_perf)) { GL_EXTCALL(glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE_ARB, GL_DONT_CARE, 0, NULL, GL_TRUE)); } } switch (swapchain->desc.swap_interval) { case WINED3DPRESENT_INTERVAL_IMMEDIATE: swap_interval = 0; break; case WINED3DPRESENT_INTERVAL_DEFAULT: case WINED3DPRESENT_INTERVAL_ONE: swap_interval = 1; break; case WINED3DPRESENT_INTERVAL_TWO: swap_interval = 2; break; case WINED3DPRESENT_INTERVAL_THREE: swap_interval = 3; break; case WINED3DPRESENT_INTERVAL_FOUR: swap_interval = 4; break; default: FIXME("Unknown swap interval %#x.\n", swapchain->desc.swap_interval); swap_interval = 1; } if (gl_info->supported[WGL_EXT_SWAP_CONTROL]) { if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval))) ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n", swap_interval, ret, GetLastError()); } gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers); TRACE("Setting up the screen\n"); gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);"); gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);"); gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);"); gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment); checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);"); gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1); checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);"); if (gl_info->supported[ARB_VERTEX_BLEND]) { /* Direct3D always uses n-1 weights for n world matrices and uses * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB. * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't * enabled as well. */ gl_info->gl_ops.gl.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB); checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)"); } if (gl_info->supported[NV_TEXTURE_SHADER2]) { /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d * the previous texture where to source the offset from is always unit - 1. */ for (s = 1; s < gl_info->limits.textures; ++s) { context_active_texture(ret, gl_info, s); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1); checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ..."); } } if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) { /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline, * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program * is ever assigned. * * So make sure a program is assigned to each context. The first real ARBFP use will set a different * program and the dummy program is destroyed when the context is destroyed. */ 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 (s = 0; s < gl_info->limits.textures; ++s) { context_active_texture(ret, gl_info, s); gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE); checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)"); } } if (gl_info->supported[ARB_PROVOKING_VERTEX]) { GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION)); } else if (gl_info->supported[EXT_PROVOKING_VERTEX]) { GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT)); } device->shader_backend->shader_init_context_state(ret); ret->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL) | (1 << WINED3D_SHADER_TYPE_VERTEX) | (1 << WINED3D_SHADER_TYPE_GEOMETRY); /* If this happens to be the first context for the device, dummy textures * are not created yet. In that case, they will be created (and bound) by * create_dummy_textures right after this context is initialized. */ if (device->dummy_texture_2d[0]) bind_dummy_textures(device, ret); TRACE("Created context %p.\n", ret); return ret; out: device->shader_backend->shader_free_context_data(ret); device->adapter->fragment_pipe->free_context_data(ret); HeapFree(GetProcessHeap(), 0, ret->free_event_queries); HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries); HeapFree(GetProcessHeap(), 0, ret->free_timestamp_queries); HeapFree(GetProcessHeap(), 0, ret->draw_buffers); HeapFree(GetProcessHeap(), 0, ret->blit_targets); HeapFree(GetProcessHeap(), 0, ret); return NULL; } void context_destroy(struct wined3d_device *device, struct wined3d_context *context) { BOOL destroy; TRACE("Destroying ctx %p\n", context); if (context->tid == GetCurrentThreadId() || !context->current) { context_destroy_gl_resources(context); TlsSetValue(wined3d_context_tls_idx, NULL); destroy = TRUE; } else { /* Make a copy of gl_info for context_destroy_gl_resources use, the one in wined3d_adapter may go away in the meantime */ struct wined3d_gl_info *gl_info = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info)); *gl_info = *context->gl_info; context->gl_info = gl_info; context->destroyed = 1; destroy = FALSE; } device->shader_backend->shader_free_context_data(context); device->adapter->fragment_pipe->free_context_data(context); HeapFree(GetProcessHeap(), 0, context->draw_buffers); HeapFree(GetProcessHeap(), 0, context->blit_targets); device_context_remove(device, context); if (destroy) HeapFree(GetProcessHeap(), 0, context); } /* Context activation is done by the caller. */ static void set_blit_dimension(const struct wined3d_gl_info *gl_info, UINT width, UINT height) { const GLdouble projection[] = { 2.0 / width, 0.0, 0.0, 0.0, 0.0, 2.0 / height, 0.0, 0.0, 0.0, 0.0, 2.0, 0.0, -1.0, -1.0, -1.0, 1.0, }; gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION); checkGLcall("glMatrixMode(GL_PROJECTION)"); gl_info->gl_ops.gl.p_glLoadMatrixd(projection); checkGLcall("glLoadMatrixd"); gl_info->gl_ops.gl.p_glViewport(0, 0, width, height); checkGLcall("glViewport"); } static void context_get_rt_size(const struct wined3d_context *context, SIZE *size) { const struct wined3d_surface *rt = context->current_rt; if (rt->container->swapchain && rt->container->swapchain->front_buffer == rt->container) { RECT window_size; GetClientRect(context->win_handle, &window_size); size->cx = window_size.right - window_size.left; size->cy = window_size.bottom - window_size.top; return; } size->cx = rt->resource.width; size->cy = rt->resource.height; } /***************************************************************************** * SetupForBlit * * Sets up a context for DirectDraw blitting. * All texture units are disabled, texture unit 0 is set as current unit * fog, lighting, blending, alpha test, z test, scissor test, culling disabled * color writing enabled for all channels * register combiners disabled, shaders disabled * world matrix is set to identity, texture matrix 0 too * projection matrix is setup for drawing screen coordinates * * Params: * This: Device to activate the context for * context: Context to setup * *****************************************************************************/ /* Context activation is done by the caller. */ static void SetupForBlit(const struct wined3d_device *device, struct wined3d_context *context) { int i; const struct wined3d_gl_info *gl_info = context->gl_info; DWORD sampler; SIZE rt_size; TRACE("Setting up context %p for blitting\n", context); context_get_rt_size(context, &rt_size); if (context->last_was_blit) { if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy) { set_blit_dimension(gl_info, rt_size.cx, rt_size.cy); context->blit_w = rt_size.cx; context->blit_h = rt_size.cy; /* No need to dirtify here, the states are still dirtified because * they weren't applied since the last SetupForBlit() call. */ } TRACE("Context is already set up for blitting, nothing to do\n"); return; } context->last_was_blit = TRUE; /* Disable all textures. The caller can then bind a texture it wants to blit * from * * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed * function texture unit. No need to care for higher samplers */ for (i = gl_info->limits.textures - 1; i > 0 ; --i) { sampler = context->rev_tex_unit_map[i]; context_active_texture(context, gl_info, i); if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB"); } gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D); checkGLcall("glDisable GL_TEXTURE_3D"); if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB"); } gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D); checkGLcall("glDisable GL_TEXTURE_2D"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);"); if (sampler != WINED3D_UNMAPPED_STAGE) { if (sampler < MAX_TEXTURES) context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)); context_invalidate_state(context, STATE_SAMPLER(sampler)); } } 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 (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB"); } gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D); checkGLcall("glDisable GL_TEXTURE_3D"); if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB"); } gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D); checkGLcall("glDisable GL_TEXTURE_2D"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE); checkGLcall("glMatrixMode(GL_TEXTURE)"); gl_info->gl_ops.gl.p_glLoadIdentity(); checkGLcall("glLoadIdentity()"); if (gl_info->supported[EXT_TEXTURE_LOD_BIAS]) { gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.0f); checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ..."); } if (sampler != WINED3D_UNMAPPED_STAGE) { if (sampler < MAX_TEXTURES) { context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler)); context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)); } context_invalidate_state(context, STATE_SAMPLER(sampler)); } /* Other misc states */ gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST); checkGLcall("glDisable(GL_ALPHA_TEST)"); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE)); gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING); checkGLcall("glDisable GL_LIGHTING"); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING)); gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST); checkGLcall("glDisable GL_DEPTH_TEST"); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE)); glDisableWINE(GL_FOG); checkGLcall("glDisable GL_FOG"); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE)); gl_info->gl_ops.gl.p_glDisable(GL_BLEND); checkGLcall("glDisable GL_BLEND"); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE)); gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE); checkGLcall("glDisable GL_CULL_FACE"); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE)); gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST); checkGLcall("glDisable GL_STENCIL_TEST"); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE)); gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); checkGLcall("glDisable GL_SCISSOR_TEST"); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE)); if (gl_info->supported[ARB_POINT_SPRITE]) { gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB); checkGLcall("glDisable GL_POINT_SPRITE_ARB"); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE)); } gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE); checkGLcall("glColorMask"); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE)); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1)); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2)); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3)); if (gl_info->supported[EXT_SECONDARY_COLOR]) { gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE)); checkGLcall("glDisable(GL_COLOR_SUM_EXT)"); } /* Setup transforms */ gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW); checkGLcall("glMatrixMode(GL_MODELVIEW)"); gl_info->gl_ops.gl.p_glLoadIdentity(); checkGLcall("glLoadIdentity()"); context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))); context->last_was_rhw = TRUE; context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */ gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING)); set_blit_dimension(gl_info, rt_size.cx, rt_size.cy); /* Disable shaders */ device->shader_backend->shader_disable(device->shader_priv, context); context->blit_w = rt_size.cx; context->blit_h = rt_size.cy; context_invalidate_state(context, STATE_VIEWPORT); context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)); } static inline BOOL is_rt_mask_onscreen(DWORD rt_mask) { return rt_mask & (1 << 31); } static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask) { return rt_mask & ~(1 << 31); } /* Context activation is done by the caller. */ static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask) { const struct wined3d_gl_info *gl_info = context->gl_info; if (!rt_mask) { gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE); checkGLcall("glDrawBuffer()"); } else if (is_rt_mask_onscreen(rt_mask)) { gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask)); checkGLcall("glDrawBuffer()"); } else { if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { unsigned int i = 0; while (rt_mask) { if (rt_mask & 1) context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i; else context->draw_buffers[i] = GL_NONE; rt_mask >>= 1; ++i; } if (gl_info->supported[ARB_DRAW_BUFFERS]) { GL_EXTCALL(glDrawBuffers(i, context->draw_buffers)); checkGLcall("glDrawBuffers()"); } else { gl_info->gl_ops.gl.p_glDrawBuffer(context->draw_buffers[0]); checkGLcall("glDrawBuffer()"); } } else { ERR("Unexpected draw buffers mask with backbuffer ORM.\n"); } } } /* Context activation is done by the caller. */ void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) { const struct wined3d_gl_info *gl_info = context->gl_info; DWORD *current_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask; DWORD new_mask = context_generate_rt_mask(buffer); if (new_mask == *current_mask) return; gl_info->gl_ops.gl.p_glDrawBuffer(buffer); checkGLcall("glDrawBuffer()"); *current_mask = new_mask; } /* Context activation is done by the caller. */ void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit) { GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit)); checkGLcall("glActiveTexture"); context->active_texture = unit; } void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) { const struct wined3d_gl_info *gl_info = context->gl_info; DWORD unit = context->active_texture; DWORD old_texture_type = context->texture_type[unit]; if (name) { gl_info->gl_ops.gl.p_glBindTexture(target, name); checkGLcall("glBindTexture"); } else { target = GL_NONE; } if (old_texture_type != target) { const struct wined3d_device *device = context->swapchain->device; switch (old_texture_type) { case GL_NONE: /* nothing to do */ break; case GL_TEXTURE_2D: gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[unit]); checkGLcall("glBindTexture"); break; case GL_TEXTURE_RECTANGLE_ARB: gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[unit]); checkGLcall("glBindTexture"); break; case GL_TEXTURE_CUBE_MAP: gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[unit]); checkGLcall("glBindTexture"); break; case GL_TEXTURE_3D: gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[unit]); checkGLcall("glBindTexture"); break; default: ERR("Unexpected texture target %#x\n", old_texture_type); } context->texture_type[unit] = target; } } static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen) { if (context->render_offscreen == offscreen) return; context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN); context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)); context_invalidate_state(context, STATE_VIEWPORT); context_invalidate_state(context, STATE_SCISSORRECT); context_invalidate_state(context, STATE_FRONTFACE); context->render_offscreen = offscreen; } static BOOL match_depth_stencil_format(const struct wined3d_format *existing, const struct wined3d_format *required) { BYTE existing_depth, existing_stencil, required_depth, required_stencil; if (existing == required) return TRUE; if ((existing->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT) != (required->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)) return FALSE; getDepthStencilBits(existing, &existing_depth, &existing_stencil); getDepthStencilBits(required, &required_depth, &required_stencil); if(existing_depth < required_depth) return FALSE; /* If stencil bits are used the exact amount is required - otherwise wrapping * won't work correctly */ if(required_stencil && required_stencil != existing_stencil) return FALSE; return TRUE; } /* The caller provides a context */ static void context_validate_onscreen_formats(struct wined3d_context *context, const struct wined3d_rendertarget_view *depth_stencil) { /* Onscreen surfaces are always in a swapchain */ struct wined3d_swapchain *swapchain = context->current_rt->container->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 */ surface_load_location(context->current_rt, WINED3D_LOCATION_TEXTURE_RGB); swapchain->render_to_fbo = TRUE; swapchain_update_draw_bindings(swapchain); context_set_render_offscreen(context, TRUE); } static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device, const struct wined3d_surface *rt) { if (!rt || rt->resource.format->id == WINED3DFMT_NULL) return 0; else if (rt->container->swapchain) return context_generate_rt_mask_from_surface(rt); else return context_generate_rt_mask(device->offscreenBuffer); } /* Context activation is done by the caller. */ void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) { struct wined3d_surface *rt = context->current_rt; DWORD rt_mask, *cur_mask; if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { context_validate_onscreen_formats(context, NULL); if (context->render_offscreen) { wined3d_texture_load(rt->container, context, FALSE); context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->container->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_surface(rt); } } else { rt_mask = context_generate_rt_mask_no_fbo(device, rt); } cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask; if (rt_mask != *cur_mask) { context_apply_draw_buffers(context, rt_mask); *cur_mask = rt_mask; } if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { context_check_fbo_status(context, GL_FRAMEBUFFER); } SetupForBlit(device, context); context_invalidate_state(context, STATE_FRAMEBUFFER); } static BOOL context_validate_rt_config(UINT rt_count, struct wined3d_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; } WARN("Invalid render target config, need at least one attachment.\n"); return FALSE; } /* Context activation is done by the caller. */ BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb) { struct wined3d_rendertarget_view **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; UINT i; if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb || rt_count != context->gl_info->limits.buffers) { if (!context_validate_rt_config(rt_count, rts, dsv)) return FALSE; if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { context_validate_onscreen_formats(context, dsv); if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)) { for (i = 0; i < rt_count; ++i) { context->blit_targets[i] = wined3d_rendertarget_view_get_surface(rts[i]); if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL) rt_mask |= (1 << i); } while (i < context->gl_info->limits.buffers) { context->blit_targets[i] = NULL; ++i; } context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, wined3d_rendertarget_view_get_surface(dsv), rt_count ? rts[0]->resource->draw_binding : 0, dsv ? dsv->resource->draw_binding : 0); } else { context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE); rt_mask = context_generate_rt_mask_from_surface(wined3d_rendertarget_view_get_surface(rts[0])); } /* If the framebuffer is not the device's fb the device's fb has to be reapplied * next draw. Otherwise we could mark the framebuffer state clean here, once the * state management allows this */ context_invalidate_state(context, STATE_FRAMEBUFFER); } else { rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? wined3d_rendertarget_view_get_surface(rts[0]) : 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 |= (1 << i); } } else { rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? wined3d_rendertarget_view_get_surface(rts[0]) : NULL); } cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask; if (rt_mask != *cur_mask) { context_apply_draw_buffers(context, rt_mask); *cur_mask = rt_mask; context_invalidate_state(context, STATE_FRAMEBUFFER); } if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { context_check_fbo_status(context, GL_FRAMEBUFFER); } if (context->last_was_blit) context->last_was_blit = FALSE; /* Blending and clearing should be orthogonal, but tests on the nvidia * driver show that disabling blending when clearing improves the clearing * performance incredibly. */ gl_info->gl_ops.gl.p_glDisable(GL_BLEND); gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST); checkGLcall("glEnable GL_SCISSOR_TEST"); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE)); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE)); context_invalidate_state(context, STATE_SCISSORRECT); return TRUE; } static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_device *device) { const struct wined3d_state *state = &device->state; struct wined3d_rendertarget_view **rts = state->fb->render_targets; struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL]; DWORD rt_mask, rt_mask_bits; unsigned int i; if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return context_generate_rt_mask_no_fbo(device, wined3d_rendertarget_view_get_surface(rts[0])); else if (!context->render_offscreen) return context_generate_rt_mask_from_surface(wined3d_rendertarget_view_get_surface(rts[0])); rt_mask = ps ? ps->reg_maps.rt_mask : 1; rt_mask &= context->d3d_info->valid_rt_mask; rt_mask_bits = rt_mask; i = 0; while (rt_mask_bits) { rt_mask_bits &= ~(1 << i); if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL) rt_mask &= ~(1 << i); i++; } return rt_mask; } /* Context activation is done by the caller. */ void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_device *device = context->swapchain->device; const struct wined3d_fb_state *fb = state->fb; DWORD rt_mask = find_draw_buffers_mask(context, device); DWORD *cur_mask; if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { if (!context->render_offscreen) { context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE); } else { unsigned int i; for (i = 0; i < context->gl_info->limits.buffers; ++i) { context->blit_targets[i] = wined3d_rendertarget_view_get_surface(fb->render_targets[i]); } context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, wined3d_rendertarget_view_get_surface(fb->depth_stencil), fb->render_targets[0]->resource->draw_binding, 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; } } static void context_map_stage(struct wined3d_context *context, DWORD stage, DWORD unit) { DWORD i = context->rev_tex_unit_map[unit]; DWORD j = context->tex_unit_map[stage]; context->tex_unit_map[stage] = unit; if (i != WINED3D_UNMAPPED_STAGE && i != stage) context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE; context->rev_tex_unit_map[unit] = stage; if (j != WINED3D_UNMAPPED_STAGE && j != unit) context->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE; } static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage) { DWORD i; for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i) context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i)); } static void context_update_fixed_function_usage_map(struct wined3d_context *context, const struct wined3d_state *state) { UINT i, start, end; context->fixed_function_usage_map = 0; for (i = 0; i < MAX_TEXTURES; ++i) { enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP]; enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP]; DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK; DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK; DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK; DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK; DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK; DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK; /* Not used, and disable higher stages. */ if (color_op == WINED3D_TOP_DISABLE) break; if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2) || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1) || ((color_arg3 == WINED3DTA_TEXTURE) && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP)) || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2) || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1) || ((alpha_arg3 == WINED3DTA_TEXTURE) && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP))) context->fixed_function_usage_map |= (1 << i); if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE) && i < MAX_TEXTURES - 1) context->fixed_function_usage_map |= (1 << (i + 1)); } if (i < context->lowest_disabled_stage) { start = i; end = context->lowest_disabled_stage; } else { start = context->lowest_disabled_stage; end = i; } context->lowest_disabled_stage = i; for (i = start + 1; i < end; ++i) { context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)); } } static void context_map_fixed_function_samplers(struct wined3d_context *context, const struct wined3d_state *state) { unsigned int i, tex; WORD ffu_map; const struct wined3d_d3d_info *d3d_info = context->d3d_info; context_update_fixed_function_usage_map(context, state); ffu_map = context->fixed_function_usage_map; if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages || context->lowest_disabled_stage <= d3d_info->limits.ffp_textures) { for (i = 0; ffu_map; ffu_map >>= 1, ++i) { if (!(ffu_map & 1)) continue; if (context->tex_unit_map[i] != i) { context_map_stage(context, i, i); context_invalidate_state(context, STATE_SAMPLER(i)); context_invalidate_texture_stage(context, i); } } return; } /* Now work out the mapping */ tex = 0; for (i = 0; ffu_map; ffu_map >>= 1, ++i) { if (!(ffu_map & 1)) continue; if (context->tex_unit_map[i] != tex) { context_map_stage(context, i, tex); context_invalidate_state(context, STATE_SAMPLER(i)); context_invalidate_texture_stage(context, i); } ++tex; } } static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state) { const struct wined3d_shader_resource_info *resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info; unsigned int i; const struct wined3d_d3d_info *d3d_info = context->d3d_info; 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, const struct wined3d_shader_resource_info *vs_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 & (1 << current_mapping)); } /* Pixel shader, check the shader's sampler map */ return !ps_resource_info[current_mapping].type; } /* Used by a vertex sampler */ return !vs_resource_info[current_mapping - MAX_FRAGMENT_SAMPLERS].type; } 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.combined_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) { if (context->tex_unit_map[vsampler_idx] != WINED3D_UNMAPPED_STAGE) { /* Already mapped somewhere */ continue; } while (start >= 0) { if (context_unit_free_for_vs(context, ps_resource_info, vs_resource_info, start)) { context_map_stage(context, vsampler_idx, start); context_invalidate_state(context, STATE_SAMPLER(vsampler_idx)); --start; break; } --start; } } } } static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state) { BOOL vs = use_vs(state); BOOL ps = use_ps(state); /* * Rules are: * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but * that would be really messy and require shader recompilation * -> When the mapping of a stage is changed, sampler and ALL texture stage states have * to be reset. Because of that try to work with a 1:1 mapping as much as possible */ if (ps) context_map_psamplers(context, state); else context_map_fixed_function_samplers(context, state); if (vs) context_map_vsamplers(context, ps, state); } /* Context activation is done by the caller. */ void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_device *device = context->swapchain->device; DWORD rt_mask, *cur_mask; if (isStateDirty(context, STATE_FRAMEBUFFER)) return; cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask; rt_mask = find_draw_buffers_mask(context, device); if (rt_mask != *cur_mask) { context_apply_draw_buffers(context, rt_mask); *cur_mask = rt_mask; } } static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum) { if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx) *regnum = WINED3D_FFP_POSITION; else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx) *regnum = WINED3D_FFP_BLENDWEIGHT; else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx) *regnum = WINED3D_FFP_BLENDINDICES; else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx) *regnum = WINED3D_FFP_NORMAL; else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx) *regnum = WINED3D_FFP_PSIZE; else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx) *regnum = WINED3D_FFP_DIFFUSE; else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1) *regnum = WINED3D_FFP_SPECULAR; else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD) *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx; else { FIXME("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx); *regnum = ~0U; return FALSE; } return TRUE; } /* Context activation is done by the caller. */ void context_stream_info_from_declaration(struct wined3d_context *context, const struct wined3d_state *state, struct wined3d_stream_info *stream_info) { /* We need to deal with frequency data! */ struct wined3d_vertex_declaration *declaration = state->vertex_declaration; BOOL use_vshader = use_vs(state); unsigned int i; stream_info->use_map = 0; stream_info->swizzle_map = 0; 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 (!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 (!context->gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && element->format->id == WINED3DFMT_B8G8R8A8_UNORM) { stream_info->swizzle_map |= 1 << idx; } stream_info->use_map |= 1 << idx; } } } /* Context activation is done by the caller. */ static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state) { const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_d3d_info *d3d_info = context->d3d_info; struct wined3d_stream_info *stream_info = &context->stream_info; DWORD prev_all_vbo = stream_info->all_vbo; unsigned int i; WORD map; context_stream_info_from_declaration(context, state, stream_info); stream_info->all_vbo = 1; context->num_buffer_queries = 0; for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i) { struct wined3d_stream_info_element *element; struct wined3d_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, * drawStridedSlow is needed, including a vertex buffer path. */ if (state->load_base_vertex_index < 0) { WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n", state->load_base_vertex_index); element->data.buffer_object = 0; element->data.addr += (ULONG_PTR)buffer_get_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 { buffer_internal_preload(buffer, context, state); buffer_get_memory(buffer, context, &data); 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->query) context->buffer_queries[context->num_buffer_queries++] = buffer->query; TRACE("Load array %u {%#x:%p}.\n", i, element->data.buffer_object, element->data.addr); } if (use_vs(state)) { if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo) { TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n"); context->use_immediate_mode_draw = TRUE; } else { context->use_immediate_mode_draw = FALSE; } } else { WORD slow_mask = (1 << WINED3D_FFP_PSIZE); slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR)); if (((stream_info->position_transformed && !d3d_info->xyzrhw) || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo) context->use_immediate_mode_draw = TRUE; else context->use_immediate_mode_draw = FALSE; } if (prev_all_vbo != stream_info->all_vbo) context_invalidate_state(context, STATE_INDEXBUFFER); } /* Context activation is done by the caller. */ static void context_preload_texture(struct wined3d_context *context, const struct wined3d_state *state, unsigned int idx) { struct wined3d_texture *texture; 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_bind_shader_resources(struct wined3d_context *context, const struct wined3d_state *state) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_shader_sampler_map_entry *entry; struct wined3d_shader_resource_view *view; struct wined3d_sampler *sampler; struct wined3d_texture *texture; struct wined3d_shader *shader; unsigned int i, j, count; static const struct { enum wined3d_shader_type type; unsigned int base_idx; unsigned int count; } shader_types[] = { {WINED3D_SHADER_TYPE_PIXEL, 0, MAX_FRAGMENT_SAMPLERS}, {WINED3D_SHADER_TYPE_VERTEX, MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS}, }; for (i = 0; i < ARRAY_SIZE(shader_types); ++i) { if (!(shader = state->shader[shader_types[i].type])) continue; count = shader->reg_maps.sampler_map.count; if (count > shader_types[i].count) { FIXME("Shader %p needs %u samplers, but only %u are supported.\n", shader, count, shader_types[i].count); count = shader_types[i].count; } for (j = 0; j < count; ++j) { entry = &shader->reg_maps.sampler_map.entries[j]; if (!(view = state->shader_resource_view[shader_types[i].type][entry->resource_idx])) { WARN("No resource view bound at index %u, %u.\n", shader_types[i].type, entry->resource_idx); continue; } if (view->resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Buffer shader resources not supported.\n"); continue; } if (!(sampler = state->sampler[shader_types[i].type][entry->sampler_idx])) { WARN("No sampler object bound at index %u, %u.\n", shader_types[i].type, entry->sampler_idx); continue; } texture = wined3d_texture_from_resource(view->resource); wined3d_texture_load(texture, context, FALSE); context_active_texture(context, gl_info, shader_types[i].base_idx + entry->bind_idx); wined3d_texture_bind(texture, context, FALSE); GL_EXTCALL(glBindSampler(shader_types[i].base_idx + entry->bind_idx, sampler->name)); checkGLcall("glBindSampler"); } } } /* Context activation is done by the caller. */ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) { const struct wined3d_state *state = &device->state; const struct StateEntry *state_table = context->state_table; const struct wined3d_fb_state *fb = state->fb; unsigned int i, j; WORD map; if (!context_validate_rt_config(context->gl_info->limits.buffers, fb->render_targets, fb->depth_stencil)) return FALSE; if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER)) { context_validate_onscreen_formats(context, fb->depth_stencil); } /* Preload resources before FBO setup. Texture preload in particular may * result in changes to the current FBO, due to using e.g. FBO blits for * updating a resource location. */ context_update_tex_unit_map(context, state); context_preload_textures(context, state); /* TODO: Right now the dependency on the vertex shader is necessary * since context_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) buffer_mark_used(state->streams[context->stream_info.elements[i].stream_idx].buffer); } } if (state->index_buffer) { if (context->stream_info.all_vbo) buffer_internal_preload(state->index_buffer, context, state); else buffer_get_sysmem(state->index_buffer, context); } for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i) { for (j = 0; j < WINED3D_MAX_CBS; ++j) { if (state->cb[i][j]) buffer_internal_preload(state->cb[i][j], context, state); } } for (i = 0; i < context->numDirtyEntries; ++i) { DWORD rep = context->dirtyArray[i]; DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT); BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); context->isStateDirty[idx] &= ~(1 << shift); state_table[rep].apply(context, state, rep); } if (context->shader_update_mask) { device->shader_backend->shader_select(device->shader_priv, context, state); context->shader_update_mask = 0; } if (context->constant_update_mask) { device->shader_backend->shader_load_constants(device->shader_priv, context, state); context->constant_update_mask = 0; } if (context->update_shader_resource_bindings) { context_bind_shader_resources(context, state); context->update_shader_resource_bindings = 0; } if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { context_check_fbo_status(context, GL_FRAMEBUFFER); } context->numDirtyEntries = 0; /* This makes the whole list clean */ context->last_was_blit = FALSE; return TRUE; } static void context_setup_target(struct wined3d_context *context, struct wined3d_surface *target) { BOOL old_render_offscreen = context->render_offscreen, render_offscreen; render_offscreen = wined3d_resource_is_offscreen(&target->container->resource); if (context->current_rt == target && render_offscreen == old_render_offscreen) return; /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers * the alpha blend state changes with different render target formats. */ if (!context->current_rt) { context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE)); } else { const struct wined3d_format *old = context->current_rt->resource.format; const struct wined3d_format *new = target->resource.format; if (old->id != new->id) { /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */ if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size) || !(target->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->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE) != (target->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 != target) { struct wined3d_texture *texture = context->current_rt->container; /* Read the back buffer of the old drawable into the destination texture. */ if (texture->texture_srgb.name) wined3d_texture_load(texture, context, TRUE); wined3d_texture_load(texture, context, FALSE); surface_invalidate_location(context->current_rt, WINED3D_LOCATION_DRAWABLE); } } context->current_rt = target; context_set_render_offscreen(context, render_offscreen); } struct wined3d_context *context_acquire(const struct wined3d_device *device, struct wined3d_surface *target) { struct wined3d_context *current_context = context_get_current(); struct wined3d_context *context; TRACE("device %p, target %p.\n", device, target); if (current_context && current_context->destroyed) current_context = NULL; if (!target) { if (current_context && current_context->current_rt && current_context->swapchain->device == device) { target = current_context->current_rt; } else { struct wined3d_swapchain *swapchain = device->swapchains[0]; if (swapchain->back_buffers) target = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0)); else target = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)); } } if (current_context && current_context->current_rt == target) { context = current_context; } else if (target->container->swapchain) { TRACE("Rendering onscreen.\n"); context = swapchain_get_context(target->container->swapchain); } else { TRACE("Rendering offscreen.\n"); /* Stay with the current context if possible. Otherwise use the * context for the primary swapchain. */ if (current_context && current_context->swapchain->device == device) context = current_context; else context = swapchain_get_context(device->swapchains[0]); } context_enter(context); context_update_window(context); context_setup_target(context, target); if (!context->valid) return context; if (context != current_context) { if (!context_set_current(context)) ERR("Failed to activate the new context.\n"); } else if (context->needs_set) { context_set_gl_context(context); } return context; }