/* * Context and render target management in wined3d * * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include #ifdef HAVE_FLOAT_H # include #endif #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); #define GLINFO_LOCATION (*gl_info) static DWORD wined3d_context_tls_idx; /* FBO helper functions */ /* GL locking is done by the caller */ void context_bind_fbo(struct WineD3DContext *context, GLenum target, GLuint *fbo) { const struct wined3d_gl_info *gl_info = context->gl_info; GLuint f; if (!fbo) { f = 0; } else { if (!*fbo) { GL_EXTCALL(glGenFramebuffersEXT(1, fbo)); checkGLcall("glGenFramebuffersEXT()"); TRACE("Created FBO %u.\n", *fbo); } f = *fbo; } switch (target) { case GL_READ_FRAMEBUFFER_EXT: if (context->fbo_read_binding == f) return; context->fbo_read_binding = f; break; case GL_DRAW_FRAMEBUFFER_EXT: if (context->fbo_draw_binding == f) return; context->fbo_draw_binding = f; break; case GL_FRAMEBUFFER_EXT: if (context->fbo_read_binding == f && context->fbo_draw_binding == f) return; context->fbo_read_binding = f; context->fbo_draw_binding = f; break; default: FIXME("Unhandled target %#x.\n", target); break; } GL_EXTCALL(glBindFramebufferEXT(target, f)); checkGLcall("glBindFramebuffer()"); } /* GL locking is done by the caller */ static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info) { unsigned int i; for (i = 0; i < GL_LIMITS(buffers); ++i) { GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, 0, 0)); checkGLcall("glFramebufferTexture2D()"); } GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0)); checkGLcall("glFramebufferTexture2D()"); GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0)); checkGLcall("glFramebufferTexture2D()"); } /* GL locking is done by the caller */ static void context_destroy_fbo(struct WineD3DContext *context, GLuint *fbo) { const struct wined3d_gl_info *gl_info = context->gl_info; context_bind_fbo(context, GL_FRAMEBUFFER_EXT, fbo); context_clean_fbo_attachments(gl_info); context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL); GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo)); checkGLcall("glDeleteFramebuffers()"); } /* GL locking is done by the caller */ static void context_apply_attachment_filter_states(IWineD3DSurface *surface, BOOL force_preload) { const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface; IWineD3DDeviceImpl *device = surface_impl->resource.wineD3DDevice; IWineD3DBaseTextureImpl *texture_impl; BOOL update_minfilter = FALSE; BOOL update_magfilter = FALSE; /* Update base texture states array */ if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) { if (texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT || texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE) { texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE; update_minfilter = TRUE; } if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT) { texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT; update_magfilter = TRUE; } if (texture_impl->baseTexture.bindCount) { WARN("Render targets should not be bound to a sampler\n"); IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler)); } IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl); } if (update_minfilter || update_magfilter || force_preload) { GLenum target, bind_target; GLint old_binding; target = surface_impl->texture_target; if (target == GL_TEXTURE_2D) { bind_target = GL_TEXTURE_2D; glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding); } else if (target == GL_TEXTURE_RECTANGLE_ARB) { bind_target = GL_TEXTURE_RECTANGLE_ARB; glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding); } else { bind_target = GL_TEXTURE_CUBE_MAP_ARB; glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding); } surface_internal_preload(surface, SRGB_RGB); glBindTexture(bind_target, surface_impl->texture_name); if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBindTexture(bind_target, old_binding); } checkGLcall("apply_attachment_filter_states()"); } /* GL locking is done by the caller */ void context_attach_depth_stencil_fbo(struct WineD3DContext *context, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) { IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil; 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_impl->resource.format_desc->Flags; if (use_render_buffer && depth_stencil_impl->current_renderbuffer) { if (format_flags & WINED3DFMT_FLAG_DEPTH) { GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id)); checkGLcall("glFramebufferRenderbufferEXT()"); } if (format_flags & WINED3DFMT_FLAG_STENCIL) { GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id)); checkGLcall("glFramebufferRenderbufferEXT()"); } } else { context_apply_attachment_filter_states(depth_stencil, TRUE); if (format_flags & WINED3DFMT_FLAG_DEPTH) { GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, depth_stencil_impl->texture_target, depth_stencil_impl->texture_name, depth_stencil_impl->texture_level)); checkGLcall("glFramebufferTexture2DEXT()"); } if (format_flags & WINED3DFMT_FLAG_STENCIL) { GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT, depth_stencil_impl->texture_target, depth_stencil_impl->texture_name, depth_stencil_impl->texture_level)); checkGLcall("glFramebufferTexture2DEXT()"); } } if (!(format_flags & WINED3DFMT_FLAG_DEPTH)) { GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0)); checkGLcall("glFramebufferTexture2DEXT()"); } if (!(format_flags & WINED3DFMT_FLAG_STENCIL)) { GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0)); checkGLcall("glFramebufferTexture2DEXT()"); } } else { GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0)); checkGLcall("glFramebufferTexture2DEXT()"); GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0)); checkGLcall("glFramebufferTexture2DEXT()"); } } /* GL locking is done by the caller */ void context_attach_surface_fbo(const struct WineD3DContext *context, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) { const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface; const struct wined3d_gl_info *gl_info = context->gl_info; TRACE("Attach surface %p to %u\n", surface, idx); if (surface) { context_apply_attachment_filter_states(surface, TRUE); GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->texture_target, surface_impl->texture_name, surface_impl->texture_level)); checkGLcall("glFramebufferTexture2DEXT()"); } else { GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0)); checkGLcall("glFramebufferTexture2DEXT()"); } } /* GL locking is done by the caller */ static void context_check_fbo_status(struct WineD3DContext *context) { const struct wined3d_gl_info *gl_info = context->gl_info; GLenum status; status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)); if (status == GL_FRAMEBUFFER_COMPLETE_EXT) { TRACE("FBO complete\n"); } else { IWineD3DSurfaceImpl *attachment; unsigned int i; FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status); /* Dump the FBO attachments */ for (i = 0; i < GL_LIMITS(buffers); ++i) { attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i]; if (attachment) { FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i, attachment, debug_d3dformat(attachment->resource.format_desc->format), attachment->pow2Width, attachment->pow2Height); } } attachment = (IWineD3DSurfaceImpl *)context->current_fbo->depth_stencil; if (attachment) { FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment, debug_d3dformat(attachment->resource.format_desc->format), attachment->pow2Width, attachment->pow2Height); } } } static struct fbo_entry *context_create_fbo_entry(struct WineD3DContext *context) { IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice; 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_LIMITS(buffers) * sizeof(*entry->render_targets)); memcpy(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets)); entry->depth_stencil = device->stencilBufferTarget; entry->attached = FALSE; entry->id = 0; return entry; } /* GL locking is done by the caller */ static void context_reuse_fbo_entry(struct WineD3DContext *context, struct fbo_entry *entry) { IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice; const struct wined3d_gl_info *gl_info = context->gl_info; context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &entry->id); context_clean_fbo_attachments(gl_info); memcpy(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets)); entry->depth_stencil = device->stencilBufferTarget; entry->attached = FALSE; } /* GL locking is done by the caller */ static void context_destroy_fbo_entry(struct WineD3DContext *context, struct fbo_entry *entry) { if (entry->id) { TRACE("Destroy FBO %d\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); } /* GL locking is done by the caller */ static struct fbo_entry *context_find_fbo_entry(struct WineD3DContext *context) { IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice; const struct wined3d_gl_info *gl_info = context->gl_info; struct fbo_entry *entry; LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry) { if (!memcmp(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets)) && entry->depth_stencil == device->stencilBufferTarget) { 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); 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, entry); list_remove(&entry->entry); list_add_head(&context->fbo_list, &entry->entry); } return entry; } /* GL locking is done by the caller */ static void context_apply_fbo_entry(struct WineD3DContext *context, struct fbo_entry *entry) { IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice; const struct wined3d_gl_info *gl_info = context->gl_info; unsigned int i; context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &entry->id); if (!entry->attached) { /* Apply render targets */ for (i = 0; i < GL_LIMITS(buffers); ++i) { IWineD3DSurface *render_target = device->render_targets[i]; context_attach_surface_fbo(context, GL_FRAMEBUFFER_EXT, i, render_target); } /* Apply depth targets */ if (device->stencilBufferTarget) { unsigned int w = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Width; unsigned int h = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Height; surface_set_compatible_renderbuffer(device->stencilBufferTarget, w, h); } context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, device->stencilBufferTarget, TRUE); entry->attached = TRUE; } else { for (i = 0; i < GL_LIMITS(buffers); ++i) { if (device->render_targets[i]) context_apply_attachment_filter_states(device->render_targets[i], FALSE); } if (device->stencilBufferTarget) context_apply_attachment_filter_states(device->stencilBufferTarget, FALSE); } for (i = 0; i < GL_LIMITS(buffers); ++i) { if (device->render_targets[i]) device->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i; else device->draw_buffers[i] = GL_NONE; } } /* GL locking is done by the caller */ static void context_apply_fbo_state(struct WineD3DContext *context) { IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice; if (device->render_offscreen) { context->current_fbo = context_find_fbo_entry(context); context_apply_fbo_entry(context, context->current_fbo); } else { context->current_fbo = NULL; context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL); } context_check_fbo_status(context); } void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; UINT i; if (!This->d3d_initialized) return; switch(type) { case WINED3DRTYPE_SURFACE: { ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD); for (i = 0; i < This->numContexts; ++i) { WineD3DContext *context = This->contexts[i]; const struct wined3d_gl_info *gl_info = context->gl_info; struct fbo_entry *entry, *entry2; ENTER_GL(); LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) { BOOL destroyed = FALSE; UINT j; for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j) { if (entry->render_targets[j] == (IWineD3DSurface *)resource) { context_destroy_fbo_entry(context, entry); destroyed = TRUE; } } if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource) context_destroy_fbo_entry(context, entry); } LEAVE_GL(); } break; } default: break; } } static void context_destroy_gl_resources(struct WineD3DContext *context) { const struct wined3d_gl_info *gl_info = context->gl_info; struct fbo_entry *entry, *entry2; BOOL has_glctx; has_glctx = pwglMakeCurrent(context->hdc, context->glCtx); if (!has_glctx) WARN("Failed to activate context. Window already destroyed?\n"); ENTER_GL(); LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) { if (!has_glctx) entry->id = 0; context_destroy_fbo_entry(context, entry); } if (has_glctx) { if (context->src_fbo) { TRACE("Destroy src FBO %d\n", context->src_fbo); context_destroy_fbo(context, &context->src_fbo); } if (context->dst_fbo) { TRACE("Destroy dst FBO %d\n", context->dst_fbo); context_destroy_fbo(context, &context->dst_fbo); } if (context->dummy_arbfp_prog) { GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog)); } } LEAVE_GL(); if (!pwglMakeCurrent(NULL, NULL)) { ERR("Failed to disable GL context.\n"); } if (context->isPBuffer) { GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc)); GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer)); } else { ReleaseDC(context->win_handle, context->hdc); } pwglDeleteContext(context->glCtx); } DWORD context_get_tls_idx(void) { return wined3d_context_tls_idx; } void context_set_tls_idx(DWORD idx) { wined3d_context_tls_idx = idx; } struct WineD3DContext *context_get_current(void) { return TlsGetValue(wined3d_context_tls_idx); } BOOL context_set_current(struct WineD3DContext *ctx) { struct WineD3DContext *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, old); } else { old->current = 0; } } if (ctx) { TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc); if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx)) { ERR("Failed to make GL context %p current on device context %p.\n", ctx->glCtx, ctx->hdc); return FALSE; } ctx->current = 1; } else { TRACE("Clearing current D3D context.\n"); if (!pwglMakeCurrent(NULL, NULL)) { ERR("Failed to clear current GL context.\n"); return FALSE; } } return TlsSetValue(wined3d_context_tls_idx, ctx); } /***************************************************************************** * Context_MarkStateDirty * * Marks a state in a context dirty. Only one context, opposed to * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all * contexts * * Params: * context: Context to mark the state dirty in * state: State to mark dirty * StateTable: Pointer to the state table in use(for state grouping) * *****************************************************************************/ static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) { DWORD rep = StateTable[state].representative; DWORD idx; BYTE shift; if(!rep || isStateDirty(context, rep)) return; context->dirtyArray[context->numDirtyEntries++] = rep; idx = rep >> 5; shift = rep & 0x1f; context->isStateDirty[idx] |= (1 << shift); } /***************************************************************************** * AddContextToArray * * Adds a context to the context array. Helper function for CreateContext * * This method is not called in performance-critical code paths, only when a * new render target or swapchain is created. Thus performance is not an issue * here. * * Params: * This: Device to add the context for * hdc: device context * glCtx: WGL context to add * pbuffer: optional pbuffer used with this context * *****************************************************************************/ static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) { WineD3DContext **oldArray = This->contexts; DWORD state; This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1)); if(This->contexts == NULL) { ERR("Unable to grow the context array\n"); This->contexts = oldArray; return NULL; } if(oldArray) { memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts); } This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext)); if(This->contexts[This->numContexts] == NULL) { ERR("Unable to allocate a new context\n"); HeapFree(GetProcessHeap(), 0, This->contexts); This->contexts = oldArray; return NULL; } This->contexts[This->numContexts]->hdc = hdc; This->contexts[This->numContexts]->glCtx = glCtx; This->contexts[This->numContexts]->pbuffer = pbuffer; This->contexts[This->numContexts]->win_handle = win_handle; HeapFree(GetProcessHeap(), 0, oldArray); /* Mark all states dirty to force a proper initialization of the states on the first use of the context */ for(state = 0; state <= STATE_HIGHEST; state++) { Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable); } This->numContexts++; TRACE("Created context %p\n", This->contexts[This->numContexts - 1]); return This->contexts[This->numContexts - 1]; } /* This function takes care of WineD3D pixel format selection. */ static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, const struct GlPixelFormatDesc *color_format_desc, const struct GlPixelFormatDesc *ds_format_desc, BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible) { int iPixelFormat=0; unsigned int matchtry; short redBits, greenBits, blueBits, alphaBits, colorBits; short depthBits=0, stencilBits=0; struct match_type { BOOL require_aux; BOOL exact_alpha; BOOL exact_color; } matches[] = { /* First, try without alpha match buffers. MacOS supports aux buffers only * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match. * Then try without aux buffers - this is the most common cause for not * finding a pixel format. Also some drivers(the open source ones) * only offer 32 bit ARB pixel formats. First try without an exact alpha * match, then try without an exact alpha and color match. */ { TRUE, TRUE, TRUE }, { TRUE, FALSE, TRUE }, { FALSE, TRUE, TRUE }, { FALSE, FALSE, TRUE }, { TRUE, FALSE, FALSE }, { FALSE, FALSE, FALSE }, }; int i = 0; int nCfgs = This->adapter->nCfgs; TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n", debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format), auxBuffers, numSamples, pbuffer, findCompatible); if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) { ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(color_format_desc->format), color_format_desc->format); return 0; } /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate. * You are able to add a depth + stencil surface at a later stage when you need it. * In order to support this properly in WineD3D we need the ability to recreate the opengl context and * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new * context, need torecreate shaders, textures and other resources. * * The context manager already takes care of the state problem and for the other tasks code from Reset * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now. * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this * issue needs to be fixed. */ if (ds_format_desc->format != WINED3DFMT_D24S8) { FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n"); ds_format_desc = getFormatDescEntry(WINED3DFMT_D24S8, &This->adapter->gl_info); } getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits); for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) { for(i=0; iadapter->cfgs[i]; /* 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 (!pbuffer) we need a window drawable format and double buffering. */ if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer)) continue; /* We like to have aux buffers in backbuffer mode */ if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux) continue; /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */ if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer)) continue; if(matches[matchtry].exact_color) { if(cfg->redSize != redBits) continue; if(cfg->greenSize != greenBits) continue; if(cfg->blueSize != blueBits) continue; } else { if(cfg->redSize < redBits) continue; if(cfg->greenSize < greenBits) continue; if(cfg->blueSize < blueBits) continue; } if(matches[matchtry].exact_alpha) { if(cfg->alphaSize != alphaBits) continue; } else { if(cfg->alphaSize < alphaBits) continue; } /* 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) continue; else if(cfg->depthSize > depthBits) exactDepthMatch = FALSE; /* In all cases make sure the number of stencil bits matches our requirements * even when we don't need stencil because it could affect performance EXCEPT * on cards which don't offer depth formats without stencil like the i915 drivers * on Linux. */ if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize)) continue; /* Check multisampling support */ if(cfg->numSamples != numSamples) continue; /* When we have passed all the checks then we have found a format which matches our * requirements. Note that we only check for a limit number of capabilities right now, * so there can easily be a dozen of pixel formats which appear to be the 'same' but * can still differ in things like multisampling, stereo, SRGB and other flags. */ /* Exit the loop as we have found a format :) */ if(exactDepthMatch) { iPixelFormat = cfg->iPixelFormat; break; } else if(!iPixelFormat) { /* In the end we might end up with a format which doesn't exactly match our depth * requirements. Accept the first format we found because formats with higher iPixelFormat * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */ iPixelFormat = cfg->iPixelFormat; } } } /* 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_desc->format), debug_d3dformat(ds_format_desc->format)); return iPixelFormat; } /***************************************************************************** * CreateContext * * Creates a new context for a window, or a pbuffer context. * * * Params: * This: Device to activate the context for * target: Surface this context will render to * win_handle: handle to the window which we are drawing to * create_pbuffer: tells whether to create a pbuffer or not * pPresentParameters: contains the pixelformats to use for onscreen rendering * *****************************************************************************/ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) { const struct wined3d_gl_info *gl_info = &This->adapter->gl_info; HPBUFFERARB pbuffer = NULL; WineD3DContext *ret = NULL; unsigned int s; HGLRC ctx; HDC hdc; TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target); if(create_pbuffer) { HDC hdc_parent = GetDC(win_handle); int iPixelFormat = 0; IWineD3DSurface *StencilSurface = This->stencilBufferTarget; const struct GlPixelFormatDesc *ds_format_desc = StencilSurface ? ((IWineD3DSurfaceImpl *)StencilSurface)->resource.format_desc : getFormatDescEntry(WINED3DFMT_UNKNOWN, &This->adapter->gl_info); /* Try to find a pixel format with pbuffer support. */ iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc, ds_format_desc, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */, FALSE /* findCompatible */); if(!iPixelFormat) { TRACE("Trying to locate a compatible pixel format because an exact match failed.\n"); /* For some reason we weren't able to find a format, try to find something instead of crashing. * A reason for failure could have been wglChoosePixelFormatARB strictness. */ iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc, ds_format_desc, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */, TRUE /* findCompatible */); } /* This shouldn't happen as ChoosePixelFormat always returns something */ if(!iPixelFormat) { ERR("Unable to locate a pixel format for a pbuffer\n"); ReleaseDC(win_handle, hdc_parent); goto out; } TRACE("Creating a pBuffer drawable for the new context\n"); pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0)); if(!pbuffer) { ERR("Cannot create a pbuffer\n"); ReleaseDC(win_handle, hdc_parent); goto out; } /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */ hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer)); if(!hdc) { ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer); GL_EXTCALL(wglDestroyPbufferARB(pbuffer)); ReleaseDC(win_handle, hdc_parent); goto out; } ReleaseDC(win_handle, hdc_parent); } else { PIXELFORMATDESCRIPTOR pfd; int iPixelFormat; int res; const struct GlPixelFormatDesc *color_format_desc = target->resource.format_desc; const struct GlPixelFormatDesc *ds_format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN, &This->adapter->gl_info); BOOL auxBuffers = FALSE; int numSamples = 0; hdc = GetDC(win_handle); if(hdc == NULL) { ERR("Cannot retrieve a device context!\n"); goto out; } /* 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_desc->format == WINED3DFMT_X4R4G4B4) color_format_desc = getFormatDescEntry(WINED3DFMT_A4R4G4B4, &This->adapter->gl_info); else if (color_format_desc->format == WINED3DFMT_X8R8G8B8) color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info); } /* 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_desc->format == WINED3DFMT_P8) color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info); /* Retrieve the depth stencil format from the present parameters. * The choice of the proper format can give a nice performance boost * in case of GPU limited programs. */ if(pPresentParms->EnableAutoDepthStencil) { TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat)); ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, &This->adapter->gl_info); } /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */ if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) { if(!GL_SUPPORT(ARB_MULTISAMPLE)) ERR("The program is requesting multisampling without support!\n"); else { ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType); numSamples = pPresentParms->MultiSampleType; } } /* Try to find a pixel format which matches our requirements */ iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc, auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */); /* Try to locate a compatible format if we weren't able to find anything */ if(!iPixelFormat) { TRACE("Trying to locate a compatible pixel format because an exact match failed.\n"); iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc, auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ ); } /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */ if(!iPixelFormat) { ERR("Can't find a suitable iPixelFormat\n"); return FALSE; } DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd); res = SetPixelFormat(hdc, iPixelFormat, NULL); if(!res) { int oldPixelFormat = GetPixelFormat(hdc); /* By default WGL doesn't allow pixel format adjustments but we need it here. * For this reason there is a WINE-specific wglSetPixelFormat which allows you to * set the pixel format multiple times. Only use it when it is really needed. */ if(oldPixelFormat == iPixelFormat) { /* We don't have to do anything as the formats are the same :) */ } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) { res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL)); if(!res) { ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat); return FALSE; } } else if(oldPixelFormat) { /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format. * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */ ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat); } else { ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat); return FALSE; } } } ctx = pwglCreateContext(hdc); if (This->numContexts) { if (!pwglShareLists(This->contexts[0]->glCtx, ctx)) { DWORD err = GetLastError(); ERR("wglShareLists(%p, %p) failed, last error %#x.\n", This->contexts[0]->glCtx, ctx, err); } } if(!ctx) { ERR("Failed to create a WGL context\n"); if(create_pbuffer) { GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc)); GL_EXTCALL(wglDestroyPbufferARB(pbuffer)); } goto out; } ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer); if(!ret) { ERR("Failed to add the newly created context to the context list\n"); if (!pwglDeleteContext(ctx)) { DWORD err = GetLastError(); ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err); } if(create_pbuffer) { GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc)); GL_EXTCALL(wglDestroyPbufferARB(pbuffer)); } goto out; } ret->gl_info = &This->adapter->gl_info; ret->surface = (IWineD3DSurface *) target; ret->current_rt = (IWineD3DSurface *)target; ret->isPBuffer = create_pbuffer; ret->tid = GetCurrentThreadId(); if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) { /* Create the dirty constants array and initialize them to dirty */ ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0, sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF)); ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0, sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF)); memset(ret->vshader_const_dirty, 1, sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF)); memset(ret->pshader_const_dirty, 1, sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF)); } TRACE("Successfully created new context %p\n", ret); list_init(&ret->fbo_list); /* Set up the context defaults */ if (!context_set_current(ret)) { ERR("Cannot activate context to set up defaults\n"); goto out; } ENTER_GL(); glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers); TRACE("Setting up the screen\n"); /* Clear the screen */ glClearColor(1.0f, 0.0f, 0.0f, 0.0f); checkGLcall("glClearColor"); glClearIndex(0); glClearDepth(1); glClearStencil(0xffff); checkGLcall("glClear"); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);"); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);"); glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);"); glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment); checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);"); glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment); checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);"); if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) { /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures * and textures in DIB sections(due to the memory protection). */ glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)"); } if(GL_SUPPORT(ARB_VERTEX_BLEND)) { /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless * GL_VERTEX_BLEND_ARB isn't enabled too */ glEnable(GL_WEIGHT_SUM_UNITY_ARB); checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)"); } if(GL_SUPPORT(NV_TEXTURE_SHADER2)) { /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d * the previous texture where to source the offset from is always unit - 1. */ for(s = 1; s < GL_LIMITS(textures); s++) { GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s)); glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1); checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ..."); } } if(GL_SUPPORT(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. */ 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)); } for(s = 0; s < GL_LIMITS(point_sprite_units); s++) { GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s)); glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE); checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)"); } LEAVE_GL(); This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE); return ret; out: return NULL; } /***************************************************************************** * RemoveContextFromArray * * Removes a context from the context manager. The opengl context is not * destroyed or unset. context is not a valid pointer after that call. * * Similar to the former call this isn't a performance critical function. A * helper function for DestroyContext. * * Params: * This: Device to activate the context for * context: Context to remove * *****************************************************************************/ static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) { WineD3DContext **new_array; BOOL found = FALSE; UINT i; TRACE("Removing ctx %p\n", context); for (i = 0; i < This->numContexts; ++i) { if (This->contexts[i] == context) { found = TRUE; break; } } if (!found) { ERR("Context %p doesn't exist in context array\n", context); return; } while (i < This->numContexts - 1) { This->contexts[i] = This->contexts[i + 1]; ++i; } --This->numContexts; if (!This->numContexts) { HeapFree(GetProcessHeap(), 0, This->contexts); This->contexts = NULL; return; } new_array = HeapReAlloc(GetProcessHeap(), 0, This->contexts, This->numContexts * sizeof(*This->contexts)); if (!new_array) { ERR("Failed to shrink context array. Oh well.\n"); return; } This->contexts = new_array; } /***************************************************************************** * DestroyContext * * Destroys a wineD3DContext * * Params: * This: Device to activate the context for * context: Context to destroy * *****************************************************************************/ void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) { BOOL destroy; TRACE("Destroying ctx %p\n", context); if (context->tid == GetCurrentThreadId() || !context->current) { context_destroy_gl_resources(context); destroy = TRUE; if (This->activeContext == context) { This->activeContext = NULL; TRACE("Destroying the active context.\n"); } if (!context_set_current(NULL)) { ERR("Failed to clear current D3D context.\n"); } } else { context->destroyed = 1; destroy = FALSE; } HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty); HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty); RemoveContextFromArray(This, context); if (destroy) HeapFree(GetProcessHeap(), 0, context); } /* GL locking is done by the caller */ static inline void set_blit_dimension(UINT width, UINT height) { glMatrixMode(GL_PROJECTION); checkGLcall("glMatrixMode(GL_PROJECTION)"); glLoadIdentity(); checkGLcall("glLoadIdentity()"); glOrtho(0, width, height, 0, 0.0, -1.0); checkGLcall("glOrtho"); glViewport(0, 0, width, height); checkGLcall("glViewport"); } /***************************************************************************** * SetupForBlit * * Sets up a context for DirectDraw blitting. * All texture units are disabled, texture unit 0 is set as current unit * fog, lighting, blending, alpha test, z test, scissor test, culling disabled * color writing enabled for all channels * register combiners disabled, shaders disabled * world matrix is set to identity, texture matrix 0 too * projection matrix is setup for drawing screen coordinates * * Params: * This: Device to activate the context for * context: Context to setup * width: render target width * height: render target height * *****************************************************************************/ /* Context activation is done by the caller. */ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) { int i, sampler; const struct StateEntry *StateTable = This->StateTable; const struct wined3d_gl_info *gl_info = context->gl_info; TRACE("Setting up context %p for blitting\n", context); if(context->last_was_blit) { if(context->blit_w != width || context->blit_h != height) { ENTER_GL(); set_blit_dimension(width, height); LEAVE_GL(); context->blit_w = width; context->blit_h = height; /* No need to dirtify here, the states are still dirtified because they weren't * applied since the last SetupForBlit call. Otherwise last_was_blit would not * be set */ } TRACE("Context is already set up for blitting, nothing to do\n"); return; } context->last_was_blit = TRUE; /* TODO: Use a display list */ /* Disable shaders */ ENTER_GL(); This->shader_backend->shader_select((IWineD3DDevice *)This, FALSE, FALSE); LEAVE_GL(); Context_MarkStateDirty(context, STATE_VSHADER, StateTable); Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable); /* Call ENTER_GL() once for all gl calls below. In theory we should not call * helper functions in between gl calls. This function is full of Context_MarkStateDirty * which can safely be called from here, we only lock once instead locking/unlocking * after each GL call. */ ENTER_GL(); /* 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_LIMITS(textures) - 1; i > 0 ; i--) { sampler = This->rev_tex_unit_map[i]; GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i)); checkGLcall("glActiveTextureARB"); if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) { glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB"); } glDisable(GL_TEXTURE_3D); checkGLcall("glDisable GL_TEXTURE_3D"); if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) { glDisable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB"); } glDisable(GL_TEXTURE_2D); checkGLcall("glDisable GL_TEXTURE_2D"); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);"); if (sampler != -1) { if (sampler < MAX_TEXTURES) { Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable); } Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable); } } GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB)); checkGLcall("glActiveTextureARB"); sampler = This->rev_tex_unit_map[0]; if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) { glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB"); } glDisable(GL_TEXTURE_3D); checkGLcall("glDisable GL_TEXTURE_3D"); if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) { glDisable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB"); } glDisable(GL_TEXTURE_2D); checkGLcall("glDisable GL_TEXTURE_2D"); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glMatrixMode(GL_TEXTURE); checkGLcall("glMatrixMode(GL_TEXTURE)"); glLoadIdentity(); checkGLcall("glLoadIdentity()"); if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) { glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.0f); checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ..."); } if (sampler != -1) { if (sampler < MAX_TEXTURES) { Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable); Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable); } Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable); } /* Other misc states */ glDisable(GL_ALPHA_TEST); checkGLcall("glDisable(GL_ALPHA_TEST)"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable); glDisable(GL_LIGHTING); checkGLcall("glDisable GL_LIGHTING"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable); glDisable(GL_DEPTH_TEST); checkGLcall("glDisable GL_DEPTH_TEST"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable); glDisableWINE(GL_FOG); checkGLcall("glDisable GL_FOG"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable); glDisable(GL_BLEND); checkGLcall("glDisable GL_BLEND"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable); glDisable(GL_CULL_FACE); checkGLcall("glDisable GL_CULL_FACE"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable); glDisable(GL_STENCIL_TEST); checkGLcall("glDisable GL_STENCIL_TEST"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable); glDisable(GL_SCISSOR_TEST); checkGLcall("glDisable GL_SCISSOR_TEST"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable); if(GL_SUPPORT(ARB_POINT_SPRITE)) { glDisable(GL_POINT_SPRITE_ARB); checkGLcall("glDisable GL_POINT_SPRITE_ARB"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable); } glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE); checkGLcall("glColorMask"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable); if (GL_SUPPORT(EXT_SECONDARY_COLOR)) { glDisable(GL_COLOR_SUM_EXT); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable); checkGLcall("glDisable(GL_COLOR_SUM_EXT)"); } /* Setup transforms */ glMatrixMode(GL_MODELVIEW); checkGLcall("glMatrixMode(GL_MODELVIEW)"); glLoadIdentity(); checkGLcall("glLoadIdentity()"); Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable); context->last_was_rhw = TRUE; Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */ glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable); set_blit_dimension(width, height); LEAVE_GL(); context->blit_w = width; context->blit_h = height; Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable); Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable); This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE); } /***************************************************************************** * findThreadContextForSwapChain * * Searches a swapchain for all contexts and picks one for the thread tid. * If none can be found the swapchain is requested to create a new context * *****************************************************************************/ static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) { unsigned int i; for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) { if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) { return ((IWineD3DSwapChainImpl *) swapchain)->context[i]; } } /* Create a new context for the thread */ return IWineD3DSwapChainImpl_CreateContextForThread(swapchain); } /***************************************************************************** * FindContext * * Finds a context for the current render target and thread * * Parameters: * target: Render target to find the context for * tid: Thread to activate the context for * * Returns: The needed context * *****************************************************************************/ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) { IWineD3DSwapChain *swapchain = NULL; BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen; struct WineD3DContext *current_context = context_get_current(); BOOL oldRenderOffscreen = This->render_offscreen; const struct StateEntry *StateTable = This->StateTable; const struct GlPixelFormatDesc *old, *new; struct WineD3DContext *context; if (current_context && current_context->destroyed) current_context = NULL; if (!target) { if (current_context && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This) { target = current_context->current_rt; } else { IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0]; if (swapchain->backBuffer) target = swapchain->backBuffer[0]; else target = swapchain->frontBuffer; } } if (current_context && current_context->current_rt == target) { return current_context; } if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) { TRACE("Rendering onscreen\n"); context = findThreadContextForSwapChain(swapchain, tid); This->render_offscreen = FALSE; /* The context != This->activeContext will catch a NOP context change. This can occur * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen * rendering. No context change is needed in that case */ if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) { if(This->pbufferContext && tid == This->pbufferContext->tid) { This->pbufferContext->tid = 0; } } IWineD3DSwapChain_Release(swapchain); } else { TRACE("Rendering offscreen\n"); This->render_offscreen = TRUE; retry: if (wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) { IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *)target; if (!This->pbufferContext || This->pbufferWidth < targetimpl->currentDesc.Width || This->pbufferHeight < targetimpl->currentDesc.Height) { if (This->pbufferContext) DestroyContext(This, This->pbufferContext); /* The display is irrelevant here, the window is 0. But * CreateContext needs a valid X connection. Create the context * on the same server as the primary swapchain. The primary * swapchain is exists at this point. */ This->pbufferContext = CreateContext(This, targetimpl, ((IWineD3DSwapChainImpl *)This->swapchains[0])->context[0]->win_handle, TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms); This->pbufferWidth = targetimpl->currentDesc.Width; This->pbufferHeight = targetimpl->currentDesc.Height; } if (This->pbufferContext) { if (This->pbufferContext->tid && This->pbufferContext->tid != tid) { FIXME("The PBuffer context is only supported for one thread for now!\n"); } This->pbufferContext->tid = tid; context = This->pbufferContext; } else { ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering.\n"); wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER; goto retry; } } else { /* Stay with the currently active context. */ if (current_context && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This) { context = current_context; } else { /* This may happen if the app jumps straight into offscreen rendering * Start using the context of the primary swapchain. tid == 0 is no problem * for findThreadContextForSwapChain. * * Can also happen on thread switches - in that case findThreadContextForSwapChain * is perfect to call. */ context = findThreadContextForSwapChain(This->swapchains[0], tid); } } } if (This->render_offscreen != oldRenderOffscreen) { Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable); Context_MarkStateDirty(context, STATE_VDECL, StateTable); Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable); Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable); Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable); } /* 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. */ old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc; new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc; if (old->format != new->format) { /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */ if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask) || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) { Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable); } } /* 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 * SFLAG_INDRAWABLE 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. This leads to these possible situations: * * 0) lastActiveRenderTarget == target && oldTid == newTid: * Nothing to do, we don't even reach this code in this case... * * 1) lastActiveRenderTarget != target && oldTid == newTid: * The currently active context is OK for readback. Call PreLoad, and it * performs the read * * 2) lastActiveRenderTarget == target && oldTid != newTid: * Nothing to do - the drawable is unchanged * * 3) lastActiveRenderTarget != target && oldTid != newTid: * This is tricky. We have to get a context with the old drawable from somewhere * before we can switch to the new context. In this case, PreLoad calls * ActivateContext(lastActiveRenderTarget) from the new(current) thread. This * is case (2) then. The old drawable is activated for the new thread, and the * readback can be done. The recursed ActivateContext does *not* call PreLoad again. * After that, the outer ActivateContext(which calls PreLoad) can activate the new * target for the new thread */ if (readTexture && context->current_rt != target) { BOOL oldInDraw = This->isInDraw; /* PreLoad requires a context to load the texture, thus it will call ActivateContext. * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky * when using offscreen rendering with multithreading */ This->isInDraw = TRUE; /* Do that before switching the context: * Read the back buffer of the old drawable into the destination texture */ if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb) { surface_internal_preload(context->current_rt, SRGB_BOTH); } else { surface_internal_preload(context->current_rt, SRGB_RGB); } /* Assume that the drawable will be modified by some other things now */ IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE); This->isInDraw = oldInDraw; } context->draw_buffer_dirty = TRUE; context->current_rt = target; return context; } /* Context activation is done by the caller. */ static void context_apply_draw_buffer(struct WineD3DContext *context, BOOL blit) { const struct wined3d_gl_info *gl_info = context->gl_info; IWineD3DSurface *rt = context->current_rt; IWineD3DSwapChain *swapchain; IWineD3DDeviceImpl *device; device = ((IWineD3DSurfaceImpl *)rt)->resource.wineD3DDevice; if (SUCCEEDED(IWineD3DSurface_GetContainer(rt, &IID_IWineD3DSwapChain, (void **)&swapchain))) { IWineD3DSwapChain_Release((IUnknown *)swapchain); ENTER_GL(); glDrawBuffer(surface_get_gl_buffer(rt, swapchain)); checkGLcall("glDrawBuffers()"); LEAVE_GL(); } else { ENTER_GL(); if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { if (!blit) { if (GL_SUPPORT(ARB_DRAW_BUFFERS)) { GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), device->draw_buffers)); checkGLcall("glDrawBuffers()"); } else { glDrawBuffer(device->draw_buffers[0]); checkGLcall("glDrawBuffer()"); } } else { glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); checkGLcall("glDrawBuffer()"); } } else { glDrawBuffer(device->offscreenBuffer); checkGLcall("glDrawBuffer()"); } LEAVE_GL(); } } /***************************************************************************** * ActivateContext * * Finds a rendering context and drawable matching the device and render * target for the current thread, activates them and puts them into the * requested state. * * Params: * This: Device to activate the context for * target: Requested render target * usage: Prepares the context for blitting, drawing or other actions * *****************************************************************************/ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) { struct WineD3DContext *current_context = context_get_current(); DWORD tid = GetCurrentThreadId(); DWORD i, dirtyState, idx; BYTE shift; WineD3DContext *context; const struct StateEntry *StateTable = This->StateTable; const struct wined3d_gl_info *gl_info; TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid); context = FindContext(This, target, tid); gl_info = context->gl_info; /* Activate the opengl context */ if (context != current_context) { if (!context_set_current(context)) ERR("Failed to activate the new context.\n"); else This->frag_pipe->enable_extension((IWineD3DDevice *)This, !context->last_was_blit); if (context->vshader_const_dirty) { memset(context->vshader_const_dirty, 1, sizeof(*context->vshader_const_dirty) * GL_LIMITS(vshader_constantsF)); This->highest_dirty_vs_const = GL_LIMITS(vshader_constantsF); } if (context->pshader_const_dirty) { memset(context->pshader_const_dirty, 1, sizeof(*context->pshader_const_dirty) * GL_LIMITS(pshader_constantsF)); This->highest_dirty_ps_const = GL_LIMITS(pshader_constantsF); } } This->activeContext = context; switch (usage) { case CTXUSAGE_CLEAR: case CTXUSAGE_DRAWPRIM: if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { ENTER_GL(); context_apply_fbo_state(context); LEAVE_GL(); } if (context->draw_buffer_dirty) { context_apply_draw_buffer(context, FALSE); context->draw_buffer_dirty = FALSE; } break; case CTXUSAGE_BLIT: if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { if (This->render_offscreen) { FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n"); ENTER_GL(); context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->dst_fbo); context_attach_surface_fbo(context, GL_FRAMEBUFFER_EXT, 0, target); context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, NULL, FALSE); LEAVE_GL(); } else { ENTER_GL(); context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL); LEAVE_GL(); } context->draw_buffer_dirty = TRUE; } if (context->draw_buffer_dirty) { context_apply_draw_buffer(context, TRUE); if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) { context->draw_buffer_dirty = FALSE; } } break; default: break; } switch(usage) { case CTXUSAGE_RESOURCELOAD: /* This does not require any special states to be set up */ break; case CTXUSAGE_CLEAR: if(context->last_was_blit) { This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE); } /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling * blending when clearing improves the clearing performance incredibly. */ ENTER_GL(); glDisable(GL_BLEND); LEAVE_GL(); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable); ENTER_GL(); glEnable(GL_SCISSOR_TEST); checkGLcall("glEnable GL_SCISSOR_TEST"); LEAVE_GL(); context->last_was_blit = FALSE; Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable); Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable); break; case CTXUSAGE_DRAWPRIM: /* This needs all dirty states applied */ if(context->last_was_blit) { This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE); } IWineD3DDeviceImpl_FindTexUnitMap(This); ENTER_GL(); for(i=0; i < context->numDirtyEntries; i++) { dirtyState = context->dirtyArray[i]; idx = dirtyState >> 5; shift = dirtyState & 0x1f; context->isStateDirty[idx] &= ~(1 << shift); StateTable[dirtyState].apply(dirtyState, This->stateBlock, context); } LEAVE_GL(); context->numDirtyEntries = 0; /* This makes the whole list clean */ context->last_was_blit = FALSE; break; case CTXUSAGE_BLIT: SetupForBlit(This, context, ((IWineD3DSurfaceImpl *)target)->currentDesc.Width, ((IWineD3DSurfaceImpl *)target)->currentDesc.Height); break; default: FIXME("Unexpected context usage requested\n"); } }