/* * Context and render target management in wined3d * * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * Copyright 2009 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 #ifdef HAVE_FLOAT_H # include #endif #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); static DWORD wined3d_context_tls_idx; /* FBO helper functions */ /* GL locking is done by the caller */ void context_bind_fbo(struct wined3d_context *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_info->fbo_ops.glGenFramebuffers(1, fbo); checkGLcall("glGenFramebuffers()"); TRACE("Created FBO %u.\n", *fbo); } f = *fbo; } switch (target) { case GL_READ_FRAMEBUFFER: if (context->fbo_read_binding == f) return; context->fbo_read_binding = f; break; case GL_DRAW_FRAMEBUFFER: if (context->fbo_draw_binding == f) return; context->fbo_draw_binding = f; break; case GL_FRAMEBUFFER: 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_info->fbo_ops.glBindFramebuffer(target, f); checkGLcall("glBindFramebuffer()"); } /* GL locking 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()"); } /* GL locking 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, NULL); gl_info->fbo_ops.glDeleteFramebuffers(1, fbo); checkGLcall("glDeleteFramebuffers()"); } /* GL locking is done by the caller */ static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface) { IWineD3DBaseTextureImpl *texture_impl; /* Update base texture states array */ if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) { IWineD3DDeviceImpl *device = surface->resource.device; BOOL update_minfilter = FALSE; BOOL update_magfilter = FALSE; if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT || texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE) { texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE; update_minfilter = TRUE; } if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT) { texture_impl->baseTexture.texture_rgb.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) { GLenum target, bind_target; GLint old_binding; target = surface->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); } glBindTexture(bind_target, surface->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 wined3d_context *context, GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) { 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_desc->Flags; if (use_render_buffer && depth_stencil->current_renderbuffer) { if (format_flags & WINED3DFMT_FLAG_DEPTH) { gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id); checkGLcall("glFramebufferRenderbuffer()"); } if (format_flags & WINED3DFMT_FLAG_STENCIL) { gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id); checkGLcall("glFramebufferRenderbuffer()"); } } else { surface_prepare_texture(depth_stencil, gl_info, FALSE); context_apply_attachment_filter_states(depth_stencil); if (format_flags & WINED3DFMT_FLAG_DEPTH) { gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, depth_stencil->texture_target, depth_stencil->texture_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->texture_name, depth_stencil->texture_level); checkGLcall("glFramebufferTexture2D()"); } } 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()"); } } /* GL locking is done by the caller */ static void context_attach_surface_fbo(const struct wined3d_context *context, GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface) { const struct wined3d_gl_info *gl_info = context->gl_info; TRACE("Attach surface %p to %u\n", surface, idx); if (surface) { surface_prepare_texture(surface, gl_info, FALSE); context_apply_attachment_filter_states(surface); gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, surface->texture_target, surface->texture_name, surface->texture_level); checkGLcall("glFramebufferTexture2D()"); } else { gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0); checkGLcall("glFramebufferTexture2D()"); } } /* GL locking is done by the caller */ static void context_check_fbo_status(struct wined3d_context *context, GLenum target) { const struct wined3d_gl_info *gl_info = context->gl_info; GLenum status; status = gl_info->fbo_ops.glCheckFramebufferStatus(target); if (status == GL_FRAMEBUFFER_COMPLETE) { TRACE("FBO complete\n"); } else { IWineD3DSurfaceImpl *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; } /* 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\n", i, attachment, debug_d3dformat(attachment->resource.format_desc->format), attachment->pow2Width, attachment->pow2Height); } } attachment = 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 wined3d_context *context, IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil) { 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->attached = FALSE; entry->id = 0; return entry; } /* GL locking is done by the caller */ static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target, IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, 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->attached = FALSE; } /* GL locking 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 %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 wined3d_context *context, GLenum target, IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil) { 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, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets)) && entry->depth_stencil == depth_stencil) { 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); 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, 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 wined3d_context *context, GLenum target, struct fbo_entry *entry) { const struct wined3d_gl_info *gl_info = context->gl_info; unsigned int i; context_bind_fbo(context, target, &entry->id); if (!entry->attached) { /* Apply render targets */ for (i = 0; i < gl_info->limits.buffers; ++i) { context_attach_surface_fbo(context, target, i, entry->render_targets[i]); } /* Apply depth targets */ if (entry->depth_stencil) { surface_set_compatible_renderbuffer(entry->depth_stencil, entry->render_targets[0]->pow2Width, entry->render_targets[0]->pow2Height); } context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, TRUE); entry->attached = TRUE; } else { for (i = 0; i < gl_info->limits.buffers; ++i) { if (entry->render_targets[i]) context_apply_attachment_filter_states(entry->render_targets[i]); } if (entry->depth_stencil) context_apply_attachment_filter_states(entry->depth_stencil); } } /* GL locking is done by the caller */ static void context_apply_fbo_state(struct wined3d_context *context, GLenum target, IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil) { 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, NULL); context->rebind_fbo = FALSE; } if (render_targets) { context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil); context_apply_fbo_entry(context, target, context->current_fbo); } else { context->current_fbo = NULL; context_bind_fbo(context, target, NULL); } context_check_fbo_status(context, target); } /* GL locking is done by the caller */ void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target, IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil) { if (surface_is_offscreen(render_target)) { 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); } else { context_apply_fbo_state(context, target, NULL, NULL); } } /* 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]) { ENTER_GL(); GL_EXTCALL(glGenQueriesARB(1, &query->id)); checkGLcall("glGenQueriesARB"); LEAVE_GL(); 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]) { ENTER_GL(); GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id)); checkGLcall("glGenFencesAPPLE"); LEAVE_GL(); TRACE("Allocated event query %u in context %p.\n", query->object.id, context); } else if(gl_info->supported[NV_FENCE]) { ENTER_GL(); GL_EXTCALL(glGenFencesNV(1, &query->object.id)); checkGLcall("glGenFencesNV"); LEAVE_GL(); 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; } 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: { for (i = 0; i < This->numContexts; ++i) { struct wined3d_context *context = This->contexts[i]; const struct wined3d_gl_info *gl_info = context->gl_info; struct fbo_entry *entry, *entry2; if (context->current_rt == (IWineD3DSurfaceImpl *)resource) context->current_rt = NULL; LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) { UINT j; if (entry->depth_stencil == (IWineD3DSurfaceImpl *)resource) { list_remove(&entry->entry); list_add_head(&context->fbo_destroy_list, &entry->entry); continue; } for (j = 0; j < gl_info->limits.buffers; ++j) { if (entry->render_targets[j] == (IWineD3DSurfaceImpl *)resource) { list_remove(&entry->entry); list_add_head(&context->fbo_destroy_list, &entry->entry); break; } } } } break; } default: break; } } void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *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_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format) { int current = GetPixelFormat(dc); if (current == format) return TRUE; if (!current) { if (!SetPixelFormat(dc, format, NULL)) { ERR("Failed to set pixel format %d on device context %p, last error %#x.\n", format, dc, GetLastError()); return FALSE; } return TRUE; } /* 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]) { if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL))) { ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n", format, dc); return FALSE; } return TRUE; } /* 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; } static void context_update_window(struct wined3d_context *context) { TRACE("Updating context %p window from %p to %p.\n", context, context->win_handle, context->swapchain->win_handle); if (context->valid) { if (!ReleaseDC(context->win_handle, context->hdc)) { ERR("Failed to release device context %p, last error %#x.\n", context->hdc, GetLastError()); } } else context->valid = 1; context->win_handle = context->swapchain->win_handle; if (!(context->hdc = GetDC(context->win_handle))) { ERR("Failed to get a device context for window %p.\n", context->win_handle); goto err; } if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format)) { ERR("Failed to set pixel format %d on device context %p.\n", context->pixel_format, context->hdc); goto err; } if (!pwglMakeCurrent(context->hdc, context->glCtx)) { ERR("Failed to make GL context %p current on device context %p, last error %#x.\n", context->glCtx, context->hdc, GetLastError()); goto err; } return; err: context->valid = 0; } static void context_validate(struct wined3d_context *context) { HWND wnd = WindowFromDC(context->hdc); if (wnd != context->win_handle) { WARN("DC %p belongs to window %p instead of %p.\n", context->hdc, wnd, context->win_handle); context->valid = 0; } if (context->win_handle != context->swapchain->win_handle) context_update_window(context); } static void context_destroy_gl_resources(struct wined3d_context *context) { const struct wined3d_gl_info *gl_info = context->gl_info; 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 = pwglGetCurrentContext(); restore_dc = pwglGetCurrentDC(); context_validate(context); if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx); else restore_ctx = NULL; ENTER_GL(); 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(glDeleteQueriesARB(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->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)); } if (gl_info->supported[ARB_OCCLUSION_QUERY]) GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries)); 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]) { 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"); } LEAVE_GL(); HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries); HeapFree(GetProcessHeap(), 0, context->free_event_queries); if (restore_ctx) { if (!pwglMakeCurrent(restore_dc, restore_ctx)) { DWORD err = GetLastError(); ERR("Failed to restore GL context %p on device context %p, last error %#x.\n", restore_ctx, restore_dc, err); } } else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL)) { ERR("Failed to disable GL context.\n"); } ReleaseDC(context->win_handle, context->hdc); if (!pwglDeleteContext(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, 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)) { DWORD err = GetLastError(); ERR("Failed to make GL context %p current on device context %p, last error %#x.\n", ctx->glCtx, ctx->hdc, err); TlsSetValue(wined3d_context_tls_idx, NULL); return FALSE; } ctx->current = 1; } else if(pwglGetCurrentContext()) { TRACE("Clearing current D3D context.\n"); if (!pwglMakeCurrent(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 && context->restore_ctx) { TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc); if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx)) { DWORD err = GetLastError(); ERR("Failed to restore GL context %p on device context %p, last error %#x.\n", context->restore_ctx, context->restore_dc, err); } 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 = pwglGetCurrentContext(); 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, pwglGetCurrentDC()); context->restore_ctx = current_gl; context->restore_dc = pwglGetCurrentDC(); } } } /***************************************************************************** * 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(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable) { DWORD rep = StateTable[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 WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, const struct wined3d_format_desc *color_format_desc, const struct wined3d_format_desc *ds_format_desc, BOOL auxBuffers, int numSamples, 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, findCompatible=%d\n", debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format), auxBuffers, numSamples, 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; } 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 we need a window drawable format and double buffering. */ if(!(cfg->windowDrawable && cfg->doubleBuffer)) continue; /* We like to have aux buffers in backbuffer mode */ if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux) 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; } /***************************************************************************** * context_create * * Creates a new 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 * pPresentParameters: contains the pixelformats to use for onscreen rendering * *****************************************************************************/ struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target, const struct wined3d_format_desc *ds_format_desc) { IWineD3DDeviceImpl *device = swapchain->device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_format_desc *color_format_desc; struct wined3d_context *ret; PIXELFORMATDESCRIPTOR pfd; BOOL auxBuffers = FALSE; int numSamples = 0; int pixel_format; unsigned int s; DWORD state; HGLRC ctx; HDC hdc; TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle); ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret)); if (!ret) { ERR("Failed to allocate context memory.\n"); return NULL; } if (!(hdc = GetDC(swapchain->win_handle))) { ERR("Failed to retrieve a device context.\n"); goto out; } color_format_desc = target->resource.format_desc; /* 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_B4G4R4X4_UNORM) color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, gl_info); else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, 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_UINT) color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info); /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */ if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD)) { if (!gl_info->supported[ARB_MULTISAMPLE]) WARN("The application is requesting multisampling without support.\n"); else { TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType); numSamples = swapchain->presentParms.MultiSampleType; } } /* Try to find a pixel format which matches our requirements. */ pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc, auxBuffers, numSamples, FALSE /* findCompatible */); /* 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 = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc, auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */); } /* 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; } DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd); if (!context_set_pixel_format(gl_info, hdc, pixel_format)) { ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc); goto out; } ctx = pwglCreateContext(hdc); if (device->numContexts) { if (!pwglShareLists(device->contexts[0]->glCtx, ctx)) { DWORD err = GetLastError(); ERR("wglShareLists(%p, %p) failed, last error %#x.\n", device->contexts[0]->glCtx, ctx, err); } } if(!ctx) { ERR("Failed to create a WGL context\n"); goto out; } if (!device_context_add(device, 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); } goto out; } ret->gl_info = gl_info; /* 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 (device->StateTable[state].representative) Context_MarkStateDirty(ret, state, device->StateTable); } ret->swapchain = swapchain; ret->current_rt = target; ret->tid = GetCurrentThreadId(); ret->render_offscreen = surface_is_offscreen(target); ret->draw_buffer_dirty = TRUE; ret->valid = 1; ret->glCtx = ctx; ret->win_handle = swapchain->win_handle; ret->hdc = hdc; ret->pixel_format = pixel_format; if (device->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *)device)) { /* Create the dirty constants array and initialize them to dirty */ ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0, sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF); ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0, sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF); memset(ret->vshader_const_dirty, 1, sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF); memset(ret->pshader_const_dirty, 1, sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF); } ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, gl_info->limits.buffers * sizeof(*ret->blit_targets)); if (!ret->blit_targets) goto out; 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); TRACE("Successfully created new context %p\n", ret); list_init(&ret->fbo_list); list_init(&ret->fbo_destroy_list); context_enter(ret); /* Set up the context defaults */ if (!context_set_current(ret)) { ERR("Cannot activate context to set up defaults\n"); context_release(ret); 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, device->surface_alignment); checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);"); glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment); checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);"); if (gl_info->supported[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_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 too */ 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) { 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_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. */ 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_info->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)"); } if (gl_info->supported[WINED3D_GL_VERSION_2_0]) { /* Windows doesn't support to query the glPointParameteri function pointer, so use the * NV_POINT_SPRITE extension. */ if (glPointParameteri) { glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT); checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT)"); } else if (gl_info->supported[NV_POINT_SPRITE]) { GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT)); checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT)"); } } 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)); } LEAVE_GL(); device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE); TRACE("Created context %p.\n", ret); return ret; out: HeapFree(GetProcessHeap(), 0, ret->free_event_queries); HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries); HeapFree(GetProcessHeap(), 0, ret->blit_targets); HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty); HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty); HeapFree(GetProcessHeap(), 0, ret); return NULL; } /***************************************************************************** * context_destroy * * Destroys a wined3d context * * Params: * This: Device to activate the context for * context: Context to destroy * *****************************************************************************/ void context_destroy(IWineD3DDeviceImpl *This, 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 { context->destroyed = 1; destroy = FALSE; } HeapFree(GetProcessHeap(), 0, context->blit_targets); HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty); HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty); device_context_remove(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 * *****************************************************************************/ /* Context activation is done by the caller. */ static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context) { int i; const struct StateEntry *StateTable = This->StateTable; const struct wined3d_gl_info *gl_info = context->gl_info; UINT width = context->current_rt->currentDesc.Width; UINT height = context->current_rt->currentDesc.Height; DWORD sampler; 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(context, 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_info->limits.textures - 1; i > 0 ; --i) { sampler = This->rev_tex_unit_map[i]; GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i)); checkGLcall("glActiveTextureARB"); if (gl_info->supported[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_info->supported[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 != WINED3D_UNMAPPED_STAGE) { 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_info->supported[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_info->supported[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_info->supported[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 != WINED3D_UNMAPPED_STAGE) { 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_info->supported[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_COLORWRITEENABLE), StateTable); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable); if (gl_info->supported[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 struct wined3d_context *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 swapchain_create_context_for_thread(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 struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target) { IWineD3DSwapChain *swapchain = NULL; struct wined3d_context *current_context = context_get_current(); DWORD tid = GetCurrentThreadId(); struct wined3d_context *context; if (current_context && current_context->destroyed) current_context = NULL; if (!target) { if (current_context && current_context->current_rt && current_context->swapchain->device == This) { target = current_context->current_rt; } else { IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0]; if (swapchain->back_buffers) target = swapchain->back_buffers[0]; else target = swapchain->front_buffer; } } if (current_context && current_context->current_rt == target) { context_validate(current_context); return current_context; } if (target->Flags & SFLAG_SWAPCHAIN) { TRACE("Rendering onscreen\n"); swapchain = (IWineD3DSwapChain *)target->container; context = findThreadContextForSwapChain(swapchain, tid); } else { TRACE("Rendering offscreen\n"); /* Stay with the currently active context. */ if (current_context && current_context->swapchain->device == 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); } } context_validate(context); return context; } /* Context activation is done by the caller. */ static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit) { const struct wined3d_gl_info *gl_info = context->gl_info; IWineD3DSurfaceImpl *rt = context->current_rt; IWineD3DDeviceImpl *device; device = rt->resource.device; if (!surface_is_offscreen(rt)) { ENTER_GL(); glDrawBuffer(surface_get_gl_buffer(rt)); checkGLcall("glDrawBuffers()"); LEAVE_GL(); } else { ENTER_GL(); if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { if (!blit) { unsigned int i; for (i = 0; i < gl_info->limits.buffers; ++i) { if (device->render_targets[i]) device->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i; else device->draw_buffers[i] = GL_NONE; } if (gl_info->supported[ARB_DRAW_BUFFERS]) { GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, device->draw_buffers)); checkGLcall("glDrawBuffers()"); } else { glDrawBuffer(device->draw_buffers[0]); checkGLcall("glDrawBuffer()"); } } else { glDrawBuffer(GL_COLOR_ATTACHMENT0); checkGLcall("glDrawBuffer()"); } } else { glDrawBuffer(device->offscreenBuffer); checkGLcall("glDrawBuffer()"); } LEAVE_GL(); } } /* GL locking is done by the caller. */ void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) { glDrawBuffer(buffer); checkGLcall("glDrawBuffer()"); context->draw_buffer_dirty = TRUE; } static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable, BOOL offscreen) { const struct wined3d_gl_info *gl_info = context->gl_info; if (context->render_offscreen == offscreen) return; if (gl_info->supported[WINED3D_GL_VERSION_2_0]) { /* Windows doesn't support to query the glPointParameteri function pointer, so use the * NV_POINT_SPRITE extension. */ if (glPointParameteri) { glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT); checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)"); } else if (gl_info->supported[NV_POINT_SPRITE]) { GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT)); checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)"); } } Context_MarkStateDirty(context, STATE_TRANSFORM(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); context->render_offscreen = offscreen; } static BOOL match_depth_stencil_format(const struct wined3d_format_desc *existing, const struct wined3d_format_desc *required) { short existing_depth, existing_stencil, required_depth, required_stencil; if(existing == required) return TRUE; if((existing->Flags & WINED3DFMT_FLAG_FLOAT) != (required->Flags & 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(IWineD3DDeviceImpl *device, struct wined3d_context *context, IWineD3DSurfaceImpl *depth_stencil) { /* Onscreen surfaces are always in a swapchain */ IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)context->current_rt->container; if (context->render_offscreen || !depth_stencil) return; if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format_desc)) 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, SFLAG_INTEXTURE, NULL); swapchain->render_to_fbo = TRUE; context_set_render_offscreen(context, device->StateTable, TRUE); } /* Context activation is done by the caller. */ void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) { if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { context_validate_onscreen_formats(device, context, NULL); if (context->render_offscreen) { FIXME("Applying blit state for an offscreen target with ORM_FBO. This should be avoided.\n"); surface_internal_preload(context->current_rt, SRGB_RGB); ENTER_GL(); context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->current_rt, NULL); LEAVE_GL(); } else { ENTER_GL(); context_bind_fbo(context, GL_FRAMEBUFFER, 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; } SetupForBlit(device, context); } /* Context activation is done by the caller. */ void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device, UINT rt_count, IWineD3DSurfaceImpl **rts, IWineD3DSurfaceImpl *depth_stencil) { const struct StateEntry *state_table = device->StateTable; UINT i; if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { context_validate_onscreen_formats(device, context, depth_stencil); ENTER_GL(); if (surface_is_offscreen(rts[0])) { for (i = 0; i < rt_count; ++i) { context->blit_targets[i] = rts[i]; } while (i < context->gl_info->limits.buffers) { context->blit_targets[i] = NULL; ++i; } context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, depth_stencil); } else { context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL); } LEAVE_GL(); } if (!surface_is_offscreen(rts[0])) { ENTER_GL(); context_set_draw_buffer(context, surface_get_gl_buffer(rts[0])); LEAVE_GL(); } else { const struct wined3d_gl_info *gl_info = context->gl_info; GLenum buffers[gl_info->limits.buffers]; for (i = 0; i < gl_info->limits.buffers; ++i) { if (i < rt_count && rts[i]) buffers[i] = GL_COLOR_ATTACHMENT0 + i; else buffers[i] = GL_NONE; } ENTER_GL(); GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, buffers)); checkGLcall("glDrawBuffers()"); LEAVE_GL(); context->draw_buffer_dirty = TRUE; } if (context->last_was_blit) { device->frag_pipe->enable_extension((IWineD3DDevice *)device, 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); glEnable(GL_SCISSOR_TEST); checkGLcall("glEnable GL_SCISSOR_TEST"); LEAVE_GL(); context->last_was_blit = FALSE; Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table); Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table); } /* Context activation is done by the caller. */ void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) { const struct StateEntry *state_table = device->StateTable; unsigned int i; /* 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. */ IWineD3DDeviceImpl_FindTexUnitMap(device); device_preload_textures(device); if (isStateDirty(context, STATE_VDECL)) device_update_stream_info(device, context->gl_info); if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { context_validate_onscreen_formats(device, context, device->depth_stencil); if (!context->render_offscreen) { ENTER_GL(); context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL); LEAVE_GL(); } else { ENTER_GL(); context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets, device->depth_stencil); LEAVE_GL(); } } if (context->draw_buffer_dirty) { context_apply_draw_buffer(context, FALSE); context->draw_buffer_dirty = FALSE; } if (context->last_was_blit) { device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE); } ENTER_GL(); 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(rep, device->stateBlock, context); } LEAVE_GL(); context->numDirtyEntries = 0; /* This makes the whole list clean */ context->last_was_blit = FALSE; } static void context_setup_target(IWineD3DDeviceImpl *device, struct wined3d_context *context, IWineD3DSurfaceImpl *target) { BOOL old_render_offscreen = context->render_offscreen, render_offscreen; const struct StateEntry *StateTable = device->StateTable; if (!target) return; else if (context->current_rt == target) return; render_offscreen = surface_is_offscreen(target); context_set_render_offscreen(context, StateTable, render_offscreen); /* 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_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable); } else { const struct wined3d_format_desc *old = context->current_rt->resource.format_desc; const struct wined3d_format_desc *new = 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); } /* Update sRGB writing when switching between formats that do/do not support sRGB writing */ if ((old->Flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->Flags & WINED3DFMT_FLAG_SRGB_WRITE)) { Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), 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. */ if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && old_render_offscreen && context->current_rt != target) { BOOL oldInDraw = device->isInDraw; /* surface_internal_preload() requires a context to load the * texture, so it will call context_acquire(). Set isInDraw to true * to signal surface_internal_preload() that it has a context. */ /* FIXME: This is just broken. There's no guarantee whatsoever * that the currently active context, if any, is appropriate for * reading back the render target. We should probably call * context_set_current(context) here and then rely on * context_acquire() doing the right thing. */ device->isInDraw = TRUE; /* Read the back buffer of the old drawable into the destination texture. */ if (context->current_rt->texture_name_srgb) { surface_internal_preload(context->current_rt, SRGB_BOTH); } else { surface_internal_preload(context->current_rt, SRGB_RGB); } surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE); device->isInDraw = oldInDraw; } } context->draw_buffer_dirty = TRUE; context->current_rt = target; } /***************************************************************************** * context_acquire * * 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 * *****************************************************************************/ struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *target) { struct wined3d_context *current_context = context_get_current(); struct wined3d_context *context; TRACE("device %p, target %p.\n", device, target); context = FindContext(device, target); context_setup_target(device, context, target); context_enter(context); if (!context->valid) return context; if (context != current_context) { if (!context_set_current(context)) ERR("Failed to activate the new context.\n"); else device->frag_pipe->enable_extension((IWineD3DDevice *)device, !context->last_was_blit); if (context->vshader_const_dirty) { memset(context->vshader_const_dirty, 1, sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF); device->highest_dirty_vs_const = device->d3d_vshader_constantF; } if (context->pshader_const_dirty) { memset(context->pshader_const_dirty, 1, sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF); device->highest_dirty_ps_const = device->d3d_pshader_constantF; } } else if (context->restore_ctx) { if (!pwglMakeCurrent(context->hdc, context->glCtx)) { DWORD err = GetLastError(); ERR("Failed to make GL context %p current on device context %p, last error %#x.\n", context->hdc, context->glCtx, err); } } return context; }