Sweden-Number/dlls/wined3d/context.c

702 lines
27 KiB
C

/*
* Context and render target management in wined3d
*
* Copyright 2007 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 <stdio.h>
#ifdef HAVE_FLOAT_H
# include <float.h>
#endif
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
/*****************************************************************************
* Context_MarkStateDirty
*
* Marks a state in a context dirty. Only one context, opposed to
* IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
* contexts
*
* Params:
* context: Context to mark the state dirty in
* state: State to mark dirty
*
*****************************************************************************/
static void Context_MarkStateDirty(WineD3DContext *context, DWORD state) {
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);
}
/* Returns an array of compatible FBconfig(s).
* The array must be freed with XFree. Requires ENTER_GL()
*/
static GLXFBConfig* pbuffer_find_fbconfigs(
IWineD3DDeviceImpl* This,
IWineD3DSwapChainImpl* implicitSwapchainImpl,
IWineD3DSurfaceImpl* RenderSurface) {
GLXFBConfig* cfgs = NULL;
int nCfgs = 0;
int attribs[256];
int nAttribs = 0;
IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
WINED3DFORMAT BackBufferFormat = RenderSurface->resource.format;
WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
/* TODO:
* if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
* it StencilSurface != NULL && zBufferTarget == NULL switch it on
*/
#define PUSH1(att) attribs[nAttribs++] = (att);
#define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
/* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
PUSH2(GLX_X_RENDERABLE, TRUE);
PUSH2(GLX_DOUBLEBUFFER, TRUE);
TRACE("calling makeglcfg\n");
D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
PUSH1(None);
TRACE("calling chooseFGConfig\n");
cfgs = glXChooseFBConfig(implicitSwapchainImpl->display,
DefaultScreen(implicitSwapchainImpl->display),
attribs, &nCfgs);
if (cfgs == NULL) {
/* OK we didn't find the exact config, so use any reasonable match */
/* TODO: fill in the 'requested' and 'current' depths, and make sure that's
why we failed. */
static BOOL show_message = TRUE;
if (show_message) {
ERR("Failed to find exact match, finding alternative but you may "
"suffer performance issues, try changing xfree's depth to match the requested depth\n");
show_message = FALSE;
}
nAttribs = 0;
PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
/* PUSH2(GLX_X_RENDERABLE, TRUE); */
PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
PUSH2(GLX_DOUBLEBUFFER, FALSE);
TRACE("calling makeglcfg\n");
D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
PUSH1(None);
cfgs = glXChooseFBConfig(implicitSwapchainImpl->display,
DefaultScreen(implicitSwapchainImpl->display),
attribs, &nCfgs);
}
if (cfgs == NULL) {
ERR("Could not get a valid FBConfig for (%u,%s)/(%u,%s)\n",
BackBufferFormat, debug_d3dformat(BackBufferFormat),
StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
} else {
#ifdef EXTRA_TRACES
int i;
for (i = 0; i < nCfgs; ++i) {
TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
debug_d3dformat(BackBufferFormat), StencilBufferFormat,
debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
}
if (NULL != This->renderTarget) {
glFlush();
vcheckGLcall("glFlush");
/** This is only useful if the old render target was a swapchain,
* we need to supercede this with a function that displays
* the current buffer on the screen. This is easy to do in glx1.3 but
* we need to do copy-write pixels in glx 1.2.
************************************************/
glXSwapBuffers(implicitSwapChainImpl->display,
implicitSwapChainImpl->drawable);
printf("Hit Enter to get next frame ...\n");
getchar();
}
#endif
}
#undef PUSH1
#undef PUSH2
return cfgs;
}
/*****************************************************************************
* CreateContext
*
* Creates a new context for a window, or a pbuffer context.
* TODO: Merge this with AddContext
*
* Params:
* This: Device to activate the context for
* target: Surface this context will render to
* win: Taget window. NULL for a pbuffer
*
*****************************************************************************/
WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Window win) {
Drawable drawable = win, oldDrawable;
XVisualInfo *visinfo = NULL;
GLXFBConfig *cfgs = NULL;
GLXContext ctx = NULL, oldCtx;
WineD3DContext *ret = NULL;
IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) This->swapchains[0];
TRACE("(%p): Creating a %s context for render target %p\n", This, win ? "onscreen" : "offscreen", target);
if(!win) {
int attribs[256];
int nAttribs = 0;
TRACE("Creating a pBuffer drawable for the new context\n");
cfgs = pbuffer_find_fbconfigs(This, swapchain, target);
if(!cfgs) {
ERR("Cannot find a frame buffer configuration for the pbuffer\n");
goto out;
}
attribs[nAttribs++] = GLX_PBUFFER_WIDTH;
attribs[nAttribs++] = target->currentDesc.Width;
attribs[nAttribs++] = GLX_PBUFFER_HEIGHT;
attribs[nAttribs++] = target->currentDesc.Height;
attribs[nAttribs++] = None;
visinfo = glXGetVisualFromFBConfig(swapchain->display, cfgs[0]);
if(!visinfo) {
ERR("Cannot find a visual for the pbuffer\n");
goto out;
}
drawable = glXCreatePbuffer(swapchain->display, cfgs[0], attribs);
if(!drawable) {
ERR("Cannot create a pbuffer\n");
goto out;
}
XFree(cfgs);
cfgs = NULL;
}
ctx = glXCreateContext(swapchain->display, visinfo,
This->numContexts ? This->contexts[0]->glCtx : NULL,
GL_TRUE);
if(!ctx) {
ERR("Failed to create a glX context\n");
if(drawable != win) glXDestroyPbuffer(swapchain->display, drawable);
goto out;
}
ret = AddContext(This, ctx, drawable);
if(!ret) {
ERR("Failed to add the newly created context to the context list\n");
glXDestroyContext(swapchain->display, ctx);
if(drawable != win) glXDestroyPbuffer(swapchain->display, drawable);
goto out;
}
ret->surface = (IWineD3DSurface *) target;
TRACE("Successfully created new context %p\n", ret);
/* Set up the context defaults */
oldCtx = glXGetCurrentContext();
oldDrawable = glXGetCurrentDrawable();
if(glXMakeCurrent(swapchain->display, drawable, ctx) == FALSE) {
ERR("Cannot activate context to set up defaults\n");
goto out;
}
TRACE("Setting up the screen\n");
/* Clear the screen */
glClearColor(1.0, 0.0, 0.0, 0.0);
checkGLcall("glClearColor");
glClearIndex(0);
glClearDepth(1);
glClearStencil(0xffff);
checkGLcall("glClear");
glColor3f(1.0, 1.0, 1.0);
checkGLcall("glColor3f");
glEnable(GL_LIGHTING);
checkGLcall("glEnable");
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);
checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);");
glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);
checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);");
glXMakeCurrent(swapchain->display, oldDrawable, oldCtx);
out:
if(visinfo) XFree(visinfo);
if(cfgs) XFree(cfgs);
return ret;
}
/*****************************************************************************
* DestroyContext
*
* Destroys a wineD3DContext
* TODO: Merge with DeleteContext
*
* Params:
* This: Device to activate the context for
* context: Context to destroy
*
*****************************************************************************/
void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) This->swapchains[0];
glXDestroyContext(swapchain->display, context->glCtx);
/* Assume pbuffer for now*/
glXDestroyPbuffer(swapchain->display, context->drawable);
DeleteContext(This, context);
}
/*****************************************************************************
* SetupForBlit
*
* Sets up a context for DirectDraw blitting.
* All texture units are disabled, except unit 0
* Texture unit 0 is activted where GL_TEXTURE_2D is activated
* fog, lighting, blending, alpha test, z test, scissor test, culling diabled
* color writing enabled for all channels
* register combiners disabled, shaders disabled
* world matris is set to identity, texture matrix 0 too
* projection matrix is setup for drawing screen coordinates
*
* Params:
* This: Device to activate the context for
* context: Context to setup
* width: render target width
* height: render target height
*
*****************************************************************************/
static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
int i;
TRACE("Setting up context %p for blitting\n", context);
if(context->last_was_blit) {
TRACE("Context is already set up for blitting, nothing to do\n");
return;
}
context->last_was_blit = TRUE;
/* TODO: Use a display list */
/* Disable shaders */
This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
Context_MarkStateDirty(context, STATE_VSHADER);
Context_MarkStateDirty(context, STATE_PIXELSHADER);
/* Disable all textures. The caller can then bind a texture it wants to blit
* from
*/
if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
glDisable(GL_REGISTER_COMBINERS_NV);
checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
}
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
for(i = GL_LIMITS(samplers) - 1; i > 0 ; i--) {
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
checkGLcall("glActiveTextureARB");
}
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable GL_TEXTURE_3D");
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable GL_TEXTURE_2D");
glDisable(GL_TEXTURE_1D);
checkGLcall("glDisable GL_TEXTURE_1D");
if(i < MAX_TEXTURES) {
Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
}
Context_MarkStateDirty(context, STATE_SAMPLER(i));
}
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
checkGLcall("glActiveTextureARB");
}
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable GL_TEXTURE_3D");
glDisable(GL_TEXTURE_1D);
checkGLcall("glDisable GL_TEXTURE_1D");
glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable GL_TEXTURE_2D");
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glMatrixMode(GL_TEXTURE);
checkGLcall("glMatrixMode(GL_TEXTURE)");
glLoadIdentity();
checkGLcall("glLoadIdentity()");
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0));
if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
GL_TEXTURE_LOD_BIAS_EXT,
0.0);
checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
}
Context_MarkStateDirty(context, STATE_SAMPLER(0));
Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP));
/* Other misc states */
glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable(GL_ALPHA_TEST)");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
glDisable(GL_LIGHTING);
checkGLcall("glDisable GL_LIGHTING");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING));
glDisable(GL_DEPTH_TEST);
checkGLcall("glDisable GL_DEPTH_TEST");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE));
glDisable(GL_FOG);
checkGLcall("glDisable GL_FOG");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE));
glDisable(GL_BLEND);
checkGLcall("glDisable GL_BLEND");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
glDisable(GL_CULL_FACE);
checkGLcall("glDisable GL_CULL_FACE");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE));
glDisable(GL_STENCIL_TEST);
checkGLcall("glDisable GL_STENCIL_TEST");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
if(GL_SUPPORT(ARB_POINT_SPRITE)) {
glDisable(GL_POINT_SPRITE_ARB);
checkGLcall("glDisable GL_POINT_SPRITE_ARB");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
}
glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
checkGLcall("glColorMask");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
/* Setup transforms */
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode(GL_MODELVIEW)");
glLoadIdentity();
checkGLcall("glLoadIdentity()");
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode(GL_PROJECTION)");
glLoadIdentity();
checkGLcall("glLoadIdentity()");
glOrtho(0, width, height, 0, 0.0, -1.0);
checkGLcall("glOrtho");
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
context->last_was_rhw = TRUE;
Context_MarkStateDirty(context, STATE_VDECL); /* 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));
glViewport(0, 0, width, height);
checkGLcall("glViewport");
Context_MarkStateDirty(context, STATE_VIEWPORT);
}
/*****************************************************************************
* ActivateContext
*
* Finds a rendering context and drawable matching the device and render
* target for the current thread, activates them and puts them into the
* requested state.
*
* Params:
* This: Device to activate the context for
* target: Requested render target
* usage: Prepares the context for blitting, drawing or other actions
*
*****************************************************************************/
void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
DWORD tid = This->createParms.BehaviorFlags & D3DCREATE_MULTITHREADED ? GetCurrentThreadId() : 0;
int i;
DWORD dirtyState, idx;
BYTE shift;
WineD3DContext *context = This->activeContext;
BOOL oldRenderOffscreen = This->render_offscreen;
TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
if(This->lastActiveRenderTarget != target) {
IWineD3DSwapChain *swapchain = NULL;
HRESULT hr;
BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
if(hr == WINED3D_OK && swapchain) {
TRACE("Rendering onscreen\n");
context = ((IWineD3DSwapChainImpl *) swapchain)->context;
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_FBO && oldRenderOffscreen) {
set_render_target_fbo((IWineD3DDevice *) This, 0, target);
}
IWineD3DSwapChain_Release(swapchain);
if(oldRenderOffscreen) {
Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
}
} else {
TRACE("Rendering offscreen\n");
This->render_offscreen = TRUE;
switch(wined3d_settings.offscreen_rendering_mode) {
case ORM_FBO:
/* FBOs do not need a different context. Stay with whatever context is active at the moment */
if(This->activeContext) {
context = This->activeContext;
} else {
/* This may happen if the app jumps streight into offscreen rendering
* Start using the context of the primary swapchain
*/
context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context;
}
set_render_target_fbo((IWineD3DDevice *) This, 0, target);
break;
case ORM_PBUFFER:
{
IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
if(This->pbufferContext == NULL ||
This->pbufferWidth < targetimpl->currentDesc.Width ||
This->pbufferHeight < targetimpl->currentDesc.Height) {
if(This->pbufferContext) {
DestroyContext(This, This->pbufferContext);
}
This->pbufferContext = CreateContext(This, targetimpl, 0 /* Window */);
This->pbufferWidth = targetimpl->currentDesc.Width;
This->pbufferHeight = targetimpl->currentDesc.Height;
}
if(This->pbufferContext) {
context = This->pbufferContext;
break;
} else {
ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
}
}
case ORM_BACKBUFFER:
/* Stay with the currently active context for back buffer rendering */
if(This->activeContext) {
context = This->activeContext;
} else {
/* This may happen if the app jumps streight into offscreen rendering
* Start using the context of the primary swapchain
*/
context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context;
}
break;
}
if(!oldRenderOffscreen) {
Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
}
}
if (readTexture) {
/* Do that before switching the context:
* Read the back buffer of the old drawable into the destination texture
*/
IWineD3DSurface_SetPBufferState(This->lastActiveRenderTarget, TRUE /* inPBuffer */, FALSE /* inTexture */);
IWineD3DSurface_AddDirtyRect(This->lastActiveRenderTarget, NULL);
IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
IWineD3DSurface_SetPBufferState(This->lastActiveRenderTarget, FALSE /* inPBuffer */, FALSE /* inTexture */);
}
This->lastActiveRenderTarget = target;
if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
This->depth_copy_state = WINED3D_DCS_COPY;
}
} else {
/* Stick to the old context */
context = This->activeContext;
}
/* Activate the opengl context */
if(context != This->activeContext) {
Bool ret;
TRACE("Switching gl ctx to %p, drawable=%ld, ctx=%p\n", context, context->drawable, context->glCtx);
ret = glXMakeCurrent(((IWineD3DSwapChainImpl *) This->swapchains[0])->display, context->drawable, context->glCtx);
if(ret == FALSE) {
ERR("Failed to activate the new context\n");
}
This->activeContext = context;
}
switch(usage) {
case CTXUSAGE_RESOURCELOAD:
/* This does not require any special states to be set up */
break;
case CTXUSAGE_DRAWPRIM:
/* This needs all dirty states applied */
for(i=0; i < context->numDirtyEntries; i++) {
dirtyState = context->dirtyArray[i];
idx = dirtyState >> 5;
shift = dirtyState & 0x1f;
context->isStateDirty[idx] &= ~(1 << shift);
StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
}
context->numDirtyEntries = 0; /* This makes the whole list clean */
context->last_was_blit = FALSE;
break;
case CTXUSAGE_BLIT:
SetupForBlit(This, context,
((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
break;
default:
FIXME("Unexpected context usage requested\n");
}
}
/*****************************************************************************
* AddContext
*
* Adds a new WineD3DContext keeping track of a glx context and drawable.
* Creating the context and drawable is up to the swapchain or texture. This
* function adds it to the context array to allow ActivateContext to find it
* and keep track of dirty states. (Later on it will also be able to duplicate
* the context for another thread).
*
* 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
* glCtx: glX context to add
* drawable: drawable used with this context.
*
*****************************************************************************/
WineD3DContext *AddContext(IWineD3DDeviceImpl *This, GLXContext glCtx, Drawable drawable) {
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]->glCtx = glCtx;
This->contexts[This->numContexts]->drawable = drawable;
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->numContexts++;
TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
return This->contexts[This->numContexts - 1];
}
/*****************************************************************************
* DeleteContext
*
* Removes a context from the context manager. The opengl context is not
* destroyed or unset. context is not a valid pointer after that call.
*
* Simmilar to the former call this isn't a performance critical function.
*
* Params:
* This: Device to activate the context for
* context: Context to remove
*
*****************************************************************************/
void DeleteContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
UINT t, s;
WineD3DContext **oldArray = This->contexts;
TRACE("Removing ctx %p\n", context);
This->numContexts--;
if(This->numContexts) {
This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
if(!This->contexts) {
ERR("Cannot allocate a new context array, PANIC!!!\n");
}
t = 0;
for(s = 0; s < This->numContexts; s++) {
if(oldArray[s] == context) continue;
This->contexts[t] = oldArray[s];
t++;
}
} else {
This->contexts = NULL;
}
HeapFree(GetProcessHeap(), 0, context);
HeapFree(GetProcessHeap(), 0, oldArray);
}