1113 lines
48 KiB
C
1113 lines
48 KiB
C
/*
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* Context and render target management in wined3d
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*
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include <stdio.h>
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#ifdef HAVE_FLOAT_H
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# include <float.h>
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#endif
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION This->adapter->gl_info
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/*****************************************************************************
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* Context_MarkStateDirty
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*
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* Marks a state in a context dirty. Only one context, opposed to
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* IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
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* contexts
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*
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* Params:
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* context: Context to mark the state dirty in
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* state: State to mark dirty
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* StateTable: Pointer to the state table in use(for state grouping)
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*
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*****************************************************************************/
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static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) {
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DWORD rep = StateTable[state].representative;
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DWORD idx;
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BYTE shift;
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if(!rep || isStateDirty(context, rep)) return;
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context->dirtyArray[context->numDirtyEntries++] = rep;
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idx = rep >> 5;
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shift = rep & 0x1f;
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context->isStateDirty[idx] |= (1 << shift);
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}
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/*****************************************************************************
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* AddContextToArray
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*
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* Adds a context to the context array. Helper function for CreateContext
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*
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* This method is not called in performance-critical code paths, only when a
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* new render target or swapchain is created. Thus performance is not an issue
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* here.
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*
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* Params:
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* This: Device to add the context for
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* hdc: device context
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* glCtx: WGL context to add
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* pbuffer: optional pbuffer used with this context
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*
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*****************************************************************************/
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static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
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WineD3DContext **oldArray = This->contexts;
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DWORD state;
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This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
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if(This->contexts == NULL) {
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ERR("Unable to grow the context array\n");
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This->contexts = oldArray;
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return NULL;
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}
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if(oldArray) {
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memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
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}
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This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
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if(This->contexts[This->numContexts] == NULL) {
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ERR("Unable to allocate a new context\n");
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HeapFree(GetProcessHeap(), 0, This->contexts);
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This->contexts = oldArray;
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return NULL;
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}
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This->contexts[This->numContexts]->hdc = hdc;
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This->contexts[This->numContexts]->glCtx = glCtx;
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This->contexts[This->numContexts]->pbuffer = pbuffer;
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This->contexts[This->numContexts]->win_handle = win_handle;
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HeapFree(GetProcessHeap(), 0, oldArray);
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/* Mark all states dirty to force a proper initialization of the states on the first use of the context
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*/
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for(state = 0; state <= STATE_HIGHEST; state++) {
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Context_MarkStateDirty(This->contexts[This->numContexts], state, This->shader_backend->StateTable);
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}
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This->numContexts++;
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TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
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return This->contexts[This->numContexts - 1];
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}
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/* This function takes care of WineD3D pixel format selection. */
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static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DFORMAT ColorFormat, WINED3DFORMAT DepthStencilFormat, BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
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{
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int iPixelFormat=0;
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short redBits, greenBits, blueBits, alphaBits, colorBits;
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short depthBits=0, stencilBits=0;
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int i = 0;
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int nCfgs = This->adapter->nCfgs;
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WineD3D_PixelFormat *cfgs = This->adapter->cfgs;
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TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
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debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat), auxBuffers, numSamples, pbuffer, findCompatible);
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if(!getColorBits(ColorFormat, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
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ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat), ColorFormat);
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return 0;
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}
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/* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
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* You are able to add a depth + stencil surface at a later stage when you need it.
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* In order to support this properly in WineD3D we need the ability to recreate the opengl context and
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* drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
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* context, need torecreate shaders, textures and other resources.
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*
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* The context manager already takes care of the state problem and for the other tasks code from Reset
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* can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
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* Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
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* time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
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* issue needs to be fixed. */
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if(DepthStencilFormat != WINED3DFMT_D24S8)
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FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
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DepthStencilFormat = WINED3DFMT_D24S8;
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if(DepthStencilFormat) {
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getDepthStencilBits(DepthStencilFormat, &depthBits, &stencilBits);
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}
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/* Find a pixel format which EXACTLY matches our requirements (except for depth) */
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for(i=0; i<nCfgs; i++) {
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BOOL exactDepthMatch = TRUE;
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cfgs = &This->adapter->cfgs[i];
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/* For now only accept RGBA formats. Perhaps some day we will
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* allow floating point formats for pbuffers. */
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if(cfgs->iPixelType != WGL_TYPE_RGBA_ARB)
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continue;
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/* In window mode (!pbuffer) we need a window drawable format and double buffering. */
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if(!pbuffer && !(cfgs->windowDrawable && cfgs->doubleBuffer))
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continue;
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/* We like to have aux buffers in backbuffer mode */
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if(auxBuffers && !cfgs->auxBuffers)
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continue;
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/* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
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if(pbuffer && (!cfgs->pbufferDrawable || cfgs->doubleBuffer))
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continue;
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if(cfgs->redSize != redBits)
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continue;
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if(cfgs->greenSize != greenBits)
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continue;
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if(cfgs->blueSize != blueBits)
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continue;
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if(cfgs->alphaSize != alphaBits)
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continue;
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/* We try to locate a format which matches our requirements exactly. In case of
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* depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
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if(cfgs->depthSize < depthBits)
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continue;
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else if(cfgs->depthSize > depthBits)
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exactDepthMatch = FALSE;
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/* In all cases make sure the number of stencil bits matches our requirements
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* even when we don't need stencil because it could affect performance EXCEPT
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* on cards which don't offer depth formats without stencil like the i915 drivers
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* on Linux. */
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if(stencilBits != cfgs->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfgs->stencilSize))
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continue;
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/* Check multisampling support */
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if(cfgs->numSamples != numSamples)
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continue;
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/* When we have passed all the checks then we have found a format which matches our
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* requirements. Note that we only check for a limit number of capabilities right now,
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* so there can easily be a dozen of pixel formats which appear to be the 'same' but
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* can still differ in things like multisampling, stereo, SRGB and other flags.
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*/
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/* Exit the loop as we have found a format :) */
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if(exactDepthMatch) {
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iPixelFormat = cfgs->iPixelFormat;
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break;
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} else if(!iPixelFormat) {
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/* In the end we might end up with a format which doesn't exactly match our depth
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* requirements. Accept the first format we found because formats with higher iPixelFormat
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* values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
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iPixelFormat = cfgs->iPixelFormat;
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}
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}
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/* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
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if(!iPixelFormat && !findCompatible) {
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ERR("Can't find a suitable iPixelFormat\n");
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return FALSE;
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} else if(!iPixelFormat) {
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PIXELFORMATDESCRIPTOR pfd;
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TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
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/* PixelFormat selection */
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ZeroMemory(&pfd, sizeof(pfd));
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pfd.nSize = sizeof(pfd);
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pfd.nVersion = 1;
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pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
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pfd.iPixelType = PFD_TYPE_RGBA;
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pfd.cAlphaBits = alphaBits;
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pfd.cColorBits = colorBits;
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pfd.cDepthBits = depthBits;
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pfd.cStencilBits = stencilBits;
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pfd.iLayerType = PFD_MAIN_PLANE;
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iPixelFormat = ChoosePixelFormat(hdc, &pfd);
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if(!iPixelFormat) {
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/* If this happens something is very wrong as ChoosePixelFormat barely fails */
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ERR("Can't find a suitable iPixelFormat\n");
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return FALSE;
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}
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}
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TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat, debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat));
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return iPixelFormat;
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}
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/*****************************************************************************
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* CreateContext
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*
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* Creates a new context for a window, or a pbuffer context.
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*
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* * Params:
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* This: Device to activate the context for
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* target: Surface this context will render to
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* win_handle: handle to the window which we are drawing to
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* create_pbuffer: tells whether to create a pbuffer or not
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* pPresentParameters: contains the pixelformats to use for onscreen rendering
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*
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*****************************************************************************/
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WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
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HDC oldDrawable, hdc;
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HPBUFFERARB pbuffer = NULL;
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HGLRC ctx = NULL, oldCtx;
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WineD3DContext *ret = NULL;
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int s;
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TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
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if(create_pbuffer) {
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HDC hdc_parent = GetDC(win_handle);
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int iPixelFormat = 0;
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IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
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WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
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/* Try to find a pixel format with pbuffer support. */
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iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */, FALSE /* findCompatible */);
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if(!iPixelFormat) {
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TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
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/* For some reason we weren't able to find a format, try to find something instead of crashing.
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* A reason for failure could have been wglChoosePixelFormatARB strictness. */
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iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */, TRUE /* findCompatible */);
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}
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/* This shouldn't happen as ChoosePixelFormat always returns something */
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if(!iPixelFormat) {
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ERR("Unable to locate a pixel format for a pbuffer\n");
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ReleaseDC(win_handle, hdc_parent);
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goto out;
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}
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TRACE("Creating a pBuffer drawable for the new context\n");
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pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
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if(!pbuffer) {
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ERR("Cannot create a pbuffer\n");
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ReleaseDC(win_handle, hdc_parent);
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goto out;
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}
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/* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
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hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
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if(!hdc) {
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ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
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GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
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ReleaseDC(win_handle, hdc_parent);
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goto out;
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}
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ReleaseDC(win_handle, hdc_parent);
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} else {
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PIXELFORMATDESCRIPTOR pfd;
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int iPixelFormat;
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int res;
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WINED3DFORMAT ColorFormat = target->resource.format;
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WINED3DFORMAT DepthStencilFormat = 0;
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BOOL auxBuffers = FALSE;
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int numSamples = 0;
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hdc = GetDC(win_handle);
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if(hdc == NULL) {
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ERR("Cannot retrieve a device context!\n");
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goto out;
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}
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/* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
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if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
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auxBuffers = TRUE;
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if(target->resource.format == WINED3DFMT_X4R4G4B4)
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ColorFormat = WINED3DFMT_A4R4G4B4;
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else if(target->resource.format == WINED3DFMT_X8R8G8B8)
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ColorFormat = WINED3DFMT_A8R8G8B8;
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}
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/* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
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* Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
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* The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
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* a format with 8bit alpha, so request A8R8G8B8. */
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if(ColorFormat == WINED3DFMT_P8)
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ColorFormat = WINED3DFMT_A8R8G8B8;
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/* Retrieve the depth stencil format from the present parameters.
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* The choice of the proper format can give a nice performance boost
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* in case of GPU limited programs. */
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if(pPresentParms->EnableAutoDepthStencil) {
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TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
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DepthStencilFormat = pPresentParms->AutoDepthStencilFormat;
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}
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/* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
|
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if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
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if(!GL_SUPPORT(ARB_MULTISAMPLE))
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ERR("The program is requesting multisampling without support!\n");
|
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else {
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ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
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numSamples = pPresentParms->MultiSampleType;
|
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}
|
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}
|
|
|
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/* Try to find a pixel format which matches our requirements */
|
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iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
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|
|
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/* Try to locate a compatible format if we weren't able to find anything */
|
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if(!iPixelFormat) {
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TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
|
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iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
|
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}
|
|
|
|
/* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
|
|
if(!iPixelFormat) {
|
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ERR("Can't find a suitable iPixelFormat\n");
|
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return FALSE;
|
|
}
|
|
|
|
DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
|
|
res = SetPixelFormat(hdc, iPixelFormat, NULL);
|
|
if(!res) {
|
|
int oldPixelFormat = GetPixelFormat(hdc);
|
|
|
|
/* By default WGL doesn't allow pixel format adjustments but we need it here.
|
|
* For this reason there is a WINE-specific wglSetPixelFormat which allows you to
|
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* set the pixel format multiple times. Only use it when it is really needed. */
|
|
|
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if(oldPixelFormat == iPixelFormat) {
|
|
/* We don't have to do anything as the formats are the same :) */
|
|
} else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
|
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res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
|
|
|
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if(!res) {
|
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ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
|
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return FALSE;
|
|
}
|
|
} else if(oldPixelFormat) {
|
|
/* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
|
|
* There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
|
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ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
|
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} else {
|
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ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
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return FALSE;
|
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}
|
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}
|
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}
|
|
|
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ctx = pwglCreateContext(hdc);
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if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
|
|
|
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if(!ctx) {
|
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ERR("Failed to create a WGL context\n");
|
|
if(create_pbuffer) {
|
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GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
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GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
|
|
}
|
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goto out;
|
|
}
|
|
ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
|
|
if(!ret) {
|
|
ERR("Failed to add the newly created context to the context list\n");
|
|
pwglDeleteContext(ctx);
|
|
if(create_pbuffer) {
|
|
GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
|
|
GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
|
|
}
|
|
goto out;
|
|
}
|
|
ret->surface = (IWineD3DSurface *) target;
|
|
ret->isPBuffer = create_pbuffer;
|
|
ret->tid = GetCurrentThreadId();
|
|
if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
|
|
/* Create the dirty constants array and initialize them to dirty */
|
|
ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
|
|
sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
|
|
ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
|
|
sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
|
|
memset(ret->vshader_const_dirty, 1,
|
|
sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
|
|
memset(ret->pshader_const_dirty, 1,
|
|
sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
|
|
}
|
|
|
|
TRACE("Successfully created new context %p\n", ret);
|
|
|
|
/* Set up the context defaults */
|
|
oldCtx = pwglGetCurrentContext();
|
|
oldDrawable = pwglGetCurrentDC();
|
|
if(oldCtx && oldDrawable) {
|
|
/* See comment in ActivateContext context switching */
|
|
This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, FALSE);
|
|
}
|
|
if(pwglMakeCurrent(hdc, ctx) == FALSE) {
|
|
ERR("Cannot activate context to set up defaults\n");
|
|
goto out;
|
|
}
|
|
|
|
ENTER_GL();
|
|
|
|
glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
|
|
|
|
TRACE("Setting up the screen\n");
|
|
/* Clear the screen */
|
|
glClearColor(1.0, 0.0, 0.0, 0.0);
|
|
checkGLcall("glClearColor");
|
|
glClearIndex(0);
|
|
glClearDepth(1);
|
|
glClearStencil(0xffff);
|
|
|
|
checkGLcall("glClear");
|
|
|
|
glColor3f(1.0, 1.0, 1.0);
|
|
checkGLcall("glColor3f");
|
|
|
|
glEnable(GL_LIGHTING);
|
|
checkGLcall("glEnable");
|
|
|
|
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
|
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
|
|
checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
|
|
|
|
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
|
|
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
|
|
|
|
glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
|
|
checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
|
|
checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
|
|
|
|
if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
|
|
/* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
|
|
* and textures in DIB sections(due to the memory protection).
|
|
*/
|
|
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
|
|
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
|
|
}
|
|
if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
|
/* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
|
|
* this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
|
|
* GL_VERTEX_BLEND_ARB isn't enabled too
|
|
*/
|
|
glEnable(GL_WEIGHT_SUM_UNITY_ARB);
|
|
checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
|
|
}
|
|
if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
|
|
glEnable(GL_TEXTURE_SHADER_NV);
|
|
checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
|
|
|
|
/* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
|
|
* the previous texture where to source the offset from is always unit - 1.
|
|
*/
|
|
for(s = 1; s < GL_LIMITS(textures); s++) {
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
|
|
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
|
|
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
|
|
}
|
|
}
|
|
|
|
if(GL_SUPPORT(ARB_POINT_SPRITE)) {
|
|
for(s = 0; s < GL_LIMITS(textures); s++) {
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
|
|
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
|
|
checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
|
|
}
|
|
}
|
|
LEAVE_GL();
|
|
|
|
/* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
|
|
* but enable it for the first context we create, and reenable it on the old context
|
|
*/
|
|
if(oldDrawable && oldCtx) {
|
|
pwglMakeCurrent(oldDrawable, oldCtx);
|
|
}
|
|
This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE);
|
|
|
|
out:
|
|
return ret;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* RemoveContextFromArray
|
|
*
|
|
* Removes a context from the context manager. The opengl context is not
|
|
* destroyed or unset. context is not a valid pointer after that call.
|
|
*
|
|
* Similar to the former call this isn't a performance critical function. A
|
|
* helper function for DestroyContext.
|
|
*
|
|
* Params:
|
|
* This: Device to activate the context for
|
|
* context: Context to remove
|
|
*
|
|
*****************************************************************************/
|
|
static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
|
|
UINT t, s;
|
|
WineD3DContext **oldArray = This->contexts;
|
|
|
|
TRACE("Removing ctx %p\n", context);
|
|
|
|
This->numContexts--;
|
|
|
|
if(This->numContexts) {
|
|
This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
|
|
if(!This->contexts) {
|
|
ERR("Cannot allocate a new context array, PANIC!!!\n");
|
|
}
|
|
t = 0;
|
|
/* Note that we decreased numContexts a few lines up, so use '<=' instead of '<' */
|
|
for(s = 0; s <= This->numContexts; s++) {
|
|
if(oldArray[s] == context) continue;
|
|
This->contexts[t] = oldArray[s];
|
|
t++;
|
|
}
|
|
} else {
|
|
This->contexts = NULL;
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, context);
|
|
HeapFree(GetProcessHeap(), 0, oldArray);
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* DestroyContext
|
|
*
|
|
* Destroys a wineD3DContext
|
|
*
|
|
* Params:
|
|
* This: Device to activate the context for
|
|
* context: Context to destroy
|
|
*
|
|
*****************************************************************************/
|
|
void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
|
|
|
|
/* check that we are the current context first */
|
|
TRACE("Destroying ctx %p\n", context);
|
|
if(pwglGetCurrentContext() == context->glCtx){
|
|
pwglMakeCurrent(NULL, NULL);
|
|
}
|
|
|
|
if(context->isPBuffer) {
|
|
GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
|
|
GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
|
|
} else ReleaseDC(context->win_handle, context->hdc);
|
|
pwglDeleteContext(context->glCtx);
|
|
|
|
HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
|
|
HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
|
|
RemoveContextFromArray(This, context);
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* SetupForBlit
|
|
*
|
|
* Sets up a context for DirectDraw blitting.
|
|
* All texture units are disabled, texture unit 0 is set as current unit
|
|
* fog, lighting, blending, alpha test, z test, scissor test, culling disabled
|
|
* color writing enabled for all channels
|
|
* register combiners disabled, shaders disabled
|
|
* world matrix is set to identity, texture matrix 0 too
|
|
* projection matrix is setup for drawing screen coordinates
|
|
*
|
|
* Params:
|
|
* This: Device to activate the context for
|
|
* context: Context to setup
|
|
* width: render target width
|
|
* height: render target height
|
|
*
|
|
*****************************************************************************/
|
|
static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
|
|
int i;
|
|
const struct StateEntry *StateTable = This->shader_backend->StateTable;
|
|
|
|
TRACE("Setting up context %p for blitting\n", context);
|
|
if(context->last_was_blit) {
|
|
TRACE("Context is already set up for blitting, nothing to do\n");
|
|
return;
|
|
}
|
|
context->last_was_blit = TRUE;
|
|
|
|
/* TODO: Use a display list */
|
|
|
|
/* Disable shaders */
|
|
This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
|
|
Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
|
|
Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
|
|
|
|
/* Disable all textures. The caller can then bind a texture it wants to blit
|
|
* from
|
|
*/
|
|
if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
|
glDisable(GL_REGISTER_COMBINERS_NV);
|
|
checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
|
|
}
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
/* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
|
|
* function texture unit. No need to care for higher samplers
|
|
*/
|
|
for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
|
|
checkGLcall("glActiveTextureARB");
|
|
|
|
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
|
|
}
|
|
glDisable(GL_TEXTURE_3D);
|
|
checkGLcall("glDisable GL_TEXTURE_3D");
|
|
glDisable(GL_TEXTURE_2D);
|
|
checkGLcall("glDisable GL_TEXTURE_2D");
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
|
|
|
|
Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), StateTable);
|
|
Context_MarkStateDirty(context, STATE_SAMPLER(i), StateTable);
|
|
}
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
|
checkGLcall("glActiveTextureARB");
|
|
}
|
|
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
|
|
}
|
|
glDisable(GL_TEXTURE_3D);
|
|
checkGLcall("glDisable GL_TEXTURE_3D");
|
|
glDisable(GL_TEXTURE_2D);
|
|
checkGLcall("glDisable GL_TEXTURE_2D");
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
checkGLcall("glMatrixMode(GL_TEXTURE)");
|
|
glLoadIdentity();
|
|
checkGLcall("glLoadIdentity()");
|
|
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0), StateTable);
|
|
|
|
if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
|
|
GL_TEXTURE_LOD_BIAS_EXT,
|
|
0.0);
|
|
checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
|
|
}
|
|
Context_MarkStateDirty(context, STATE_SAMPLER(0), StateTable);
|
|
Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), StateTable);
|
|
|
|
/* Other misc states */
|
|
glDisable(GL_ALPHA_TEST);
|
|
checkGLcall("glDisable(GL_ALPHA_TEST)");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
|
|
glDisable(GL_LIGHTING);
|
|
checkGLcall("glDisable GL_LIGHTING");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
|
|
glDisable(GL_DEPTH_TEST);
|
|
checkGLcall("glDisable GL_DEPTH_TEST");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
|
|
glDisable(GL_FOG);
|
|
checkGLcall("glDisable GL_FOG");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
|
|
glDisable(GL_BLEND);
|
|
checkGLcall("glDisable GL_BLEND");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
|
|
glDisable(GL_CULL_FACE);
|
|
checkGLcall("glDisable GL_CULL_FACE");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
|
|
glDisable(GL_STENCIL_TEST);
|
|
checkGLcall("glDisable GL_STENCIL_TEST");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
checkGLcall("glDisable GL_SCISSOR_TEST");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
|
|
if(GL_SUPPORT(ARB_POINT_SPRITE)) {
|
|
glDisable(GL_POINT_SPRITE_ARB);
|
|
checkGLcall("glDisable GL_POINT_SPRITE_ARB");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
|
|
}
|
|
glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
|
|
checkGLcall("glColorMask");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
glDisable(GL_COLOR_SUM_EXT);
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
|
|
checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
|
|
}
|
|
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
|
GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
|
|
checkGLcall("glFinalCombinerInputNV");
|
|
}
|
|
|
|
/* Setup transforms */
|
|
glMatrixMode(GL_MODELVIEW);
|
|
checkGLcall("glMatrixMode(GL_MODELVIEW)");
|
|
glLoadIdentity();
|
|
checkGLcall("glLoadIdentity()");
|
|
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
checkGLcall("glMatrixMode(GL_PROJECTION)");
|
|
glLoadIdentity();
|
|
checkGLcall("glLoadIdentity()");
|
|
glOrtho(0, width, height, 0, 0.0, -1.0);
|
|
checkGLcall("glOrtho");
|
|
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
|
|
|
|
context->last_was_rhw = TRUE;
|
|
Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
|
|
|
|
glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
|
|
glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
|
|
glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
|
|
glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
|
|
glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
|
|
glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
|
|
|
|
glViewport(0, 0, width, height);
|
|
checkGLcall("glViewport");
|
|
Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
|
|
|
|
This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, FALSE);
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* findThreadContextForSwapChain
|
|
*
|
|
* Searches a swapchain for all contexts and picks one for the thread tid.
|
|
* If none can be found the swapchain is requested to create a new context
|
|
*
|
|
*****************************************************************************/
|
|
static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
|
|
int i;
|
|
|
|
for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
|
|
if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
|
|
return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
|
|
}
|
|
|
|
}
|
|
|
|
/* Create a new context for the thread */
|
|
return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* FindContext
|
|
*
|
|
* Finds a context for the current render target and thread
|
|
*
|
|
* Parameters:
|
|
* target: Render target to find the context for
|
|
* tid: Thread to activate the context for
|
|
*
|
|
* Returns: The needed context
|
|
*
|
|
*****************************************************************************/
|
|
static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid, GLint *buffer) {
|
|
IWineD3DSwapChain *swapchain = NULL;
|
|
HRESULT hr;
|
|
BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
|
|
WineD3DContext *context = This->activeContext;
|
|
BOOL oldRenderOffscreen = This->render_offscreen;
|
|
const WINED3DFORMAT oldFmt = ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->resource.format;
|
|
const WINED3DFORMAT newFmt = ((IWineD3DSurfaceImpl *) target)->resource.format;
|
|
const struct StateEntry *StateTable = This->shader_backend->StateTable;
|
|
|
|
/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
|
|
* the alpha blend state changes with different render target formats
|
|
*/
|
|
if(oldFmt != newFmt) {
|
|
const GlPixelFormatDesc *glDesc;
|
|
const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL);
|
|
const StaticPixelFormatDesc *new = getFormatDescEntry(newFmt, &GLINFO_LOCATION, &glDesc);
|
|
|
|
/* Disable blending when the alphaMask has changed and when a format doesn't support blending */
|
|
if((old->alphaMask && !new->alphaMask) || (!old->alphaMask && new->alphaMask) || !(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
|
|
}
|
|
}
|
|
|
|
hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
|
|
if(hr == WINED3D_OK && swapchain) {
|
|
TRACE("Rendering onscreen\n");
|
|
|
|
context = findThreadContextForSwapChain(swapchain, tid);
|
|
|
|
This->render_offscreen = FALSE;
|
|
/* The context != This->activeContext will catch a NOP context change. This can occur
|
|
* if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
|
|
* rendering. No context change is needed in that case
|
|
*/
|
|
|
|
if(((IWineD3DSwapChainImpl *) swapchain)->frontBuffer == target) {
|
|
*buffer = GL_FRONT;
|
|
} else {
|
|
*buffer = GL_BACK;
|
|
}
|
|
if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
|
|
if(This->pbufferContext && tid == This->pbufferContext->tid) {
|
|
This->pbufferContext->tid = 0;
|
|
}
|
|
}
|
|
IWineD3DSwapChain_Release(swapchain);
|
|
|
|
if(oldRenderOffscreen) {
|
|
Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
|
|
Context_MarkStateDirty(context, STATE_VDECL, StateTable);
|
|
Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
|
|
Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
|
|
Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
|
|
}
|
|
|
|
} else {
|
|
TRACE("Rendering offscreen\n");
|
|
This->render_offscreen = TRUE;
|
|
*buffer = This->offscreenBuffer;
|
|
|
|
switch(wined3d_settings.offscreen_rendering_mode) {
|
|
case ORM_FBO:
|
|
/* FBOs do not need a different context. Stay with whatever context is active at the moment */
|
|
if(This->activeContext && tid == This->lastThread) {
|
|
context = This->activeContext;
|
|
} else {
|
|
/* This may happen if the app jumps straight into offscreen rendering
|
|
* Start using the context of the primary swapchain. tid == 0 is no problem
|
|
* for findThreadContextForSwapChain.
|
|
*
|
|
* Can also happen on thread switches - in that case findThreadContextForSwapChain
|
|
* is perfect to call.
|
|
*/
|
|
context = findThreadContextForSwapChain(This->swapchains[0], tid);
|
|
}
|
|
break;
|
|
|
|
case ORM_PBUFFER:
|
|
{
|
|
IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
|
|
if(This->pbufferContext == NULL ||
|
|
This->pbufferWidth < targetimpl->currentDesc.Width ||
|
|
This->pbufferHeight < targetimpl->currentDesc.Height) {
|
|
if(This->pbufferContext) {
|
|
DestroyContext(This, This->pbufferContext);
|
|
}
|
|
|
|
/* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
|
|
* Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
|
|
*/
|
|
This->pbufferContext = CreateContext(This, targetimpl,
|
|
((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
|
|
TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
|
|
This->pbufferWidth = targetimpl->currentDesc.Width;
|
|
This->pbufferHeight = targetimpl->currentDesc.Height;
|
|
}
|
|
|
|
if(This->pbufferContext) {
|
|
if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
|
|
FIXME("The PBuffr context is only supported for one thread for now!\n");
|
|
}
|
|
This->pbufferContext->tid = tid;
|
|
context = This->pbufferContext;
|
|
break;
|
|
} else {
|
|
ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
|
|
wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
|
|
}
|
|
}
|
|
|
|
case ORM_BACKBUFFER:
|
|
/* Stay with the currently active context for back buffer rendering */
|
|
if(This->activeContext && tid == This->lastThread) {
|
|
context = This->activeContext;
|
|
} else {
|
|
/* This may happen if the app jumps straight into offscreen rendering
|
|
* Start using the context of the primary swapchain. tid == 0 is no problem
|
|
* for findThreadContextForSwapChain.
|
|
*
|
|
* Can also happen on thread switches - in that case findThreadContextForSwapChain
|
|
* is perfect to call.
|
|
*/
|
|
context = findThreadContextForSwapChain(This->swapchains[0], tid);
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
|
|
/* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
|
|
* back when we are done won't mark us dirty.
|
|
*/
|
|
IWineD3DSurface_PreLoad(target);
|
|
}
|
|
|
|
if(!oldRenderOffscreen) {
|
|
Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
|
|
Context_MarkStateDirty(context, STATE_VDECL, StateTable);
|
|
Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
|
|
Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
|
|
Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
|
|
}
|
|
}
|
|
if (readTexture) {
|
|
BOOL oldInDraw = This->isInDraw;
|
|
|
|
/* PreLoad requires a context to load the texture, thus it will call ActivateContext.
|
|
* Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
|
|
* when using offscreen rendering with multithreading
|
|
*/
|
|
This->isInDraw = TRUE;
|
|
|
|
/* Do that before switching the context:
|
|
* Read the back buffer of the old drawable into the destination texture
|
|
*/
|
|
IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
|
|
|
|
/* Assume that the drawable will be modified by some other things now */
|
|
IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
|
|
|
|
This->isInDraw = oldInDraw;
|
|
}
|
|
|
|
if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
|
|
This->depth_copy_state = WINED3D_DCS_COPY;
|
|
}
|
|
return context;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* ActivateContext
|
|
*
|
|
* Finds a rendering context and drawable matching the device and render
|
|
* target for the current thread, activates them and puts them into the
|
|
* requested state.
|
|
*
|
|
* Params:
|
|
* This: Device to activate the context for
|
|
* target: Requested render target
|
|
* usage: Prepares the context for blitting, drawing or other actions
|
|
*
|
|
*****************************************************************************/
|
|
void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
|
|
DWORD tid = GetCurrentThreadId();
|
|
int i;
|
|
DWORD dirtyState, idx;
|
|
BYTE shift;
|
|
WineD3DContext *context;
|
|
GLint drawBuffer=0;
|
|
const struct StateEntry *StateTable = This->shader_backend->StateTable;
|
|
|
|
TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
|
|
if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
|
|
context = FindContext(This, target, tid, &drawBuffer);
|
|
This->lastActiveRenderTarget = target;
|
|
This->lastThread = tid;
|
|
} else {
|
|
/* Stick to the old context */
|
|
context = This->activeContext;
|
|
}
|
|
|
|
/* Activate the opengl context */
|
|
if(context != This->activeContext) {
|
|
BOOL ret;
|
|
|
|
/* Prevent an unneeded context switch as those are expensive */
|
|
if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) {
|
|
TRACE("Already using gl context %p\n", context->glCtx);
|
|
}
|
|
else {
|
|
TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
|
|
|
|
This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, FALSE);
|
|
ret = pwglMakeCurrent(context->hdc, context->glCtx);
|
|
if(ret == FALSE) {
|
|
ERR("Failed to activate the new context\n");
|
|
} else if(!context->last_was_blit) {
|
|
This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE);
|
|
}
|
|
}
|
|
if(This->activeContext->vshader_const_dirty) {
|
|
memset(This->activeContext->vshader_const_dirty, 1,
|
|
sizeof(*This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
|
|
}
|
|
if(This->activeContext->pshader_const_dirty) {
|
|
memset(This->activeContext->pshader_const_dirty, 1,
|
|
sizeof(*This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
|
|
}
|
|
This->activeContext = context;
|
|
}
|
|
|
|
/* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
|
|
ENTER_GL();
|
|
/* Select the right draw buffer. It is selected in FindContext. */
|
|
if(drawBuffer && context->last_draw_buffer != drawBuffer) {
|
|
TRACE("Drawing to buffer: %#x\n", drawBuffer);
|
|
context->last_draw_buffer = drawBuffer;
|
|
|
|
glDrawBuffer(drawBuffer);
|
|
checkGLcall("glDrawBuffer");
|
|
}
|
|
|
|
switch(usage) {
|
|
case CTXUSAGE_RESOURCELOAD:
|
|
/* This does not require any special states to be set up */
|
|
break;
|
|
|
|
case CTXUSAGE_CLEAR:
|
|
if(context->last_was_blit) {
|
|
This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE);
|
|
}
|
|
|
|
/* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
|
|
* blending when clearing improves the clearing performance incredibly.
|
|
*/
|
|
glDisable(GL_BLEND);
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
checkGLcall("glEnable GL_SCISSOR_TEST");
|
|
context->last_was_blit = FALSE;
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
|
|
Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
|
|
break;
|
|
|
|
case CTXUSAGE_DRAWPRIM:
|
|
/* This needs all dirty states applied */
|
|
if(context->last_was_blit) {
|
|
This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE);
|
|
}
|
|
|
|
IWineD3DDeviceImpl_FindTexUnitMap(This);
|
|
|
|
for(i=0; i < context->numDirtyEntries; i++) {
|
|
dirtyState = context->dirtyArray[i];
|
|
idx = dirtyState >> 5;
|
|
shift = dirtyState & 0x1f;
|
|
context->isStateDirty[idx] &= ~(1 << shift);
|
|
StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
|
|
}
|
|
context->numDirtyEntries = 0; /* This makes the whole list clean */
|
|
context->last_was_blit = FALSE;
|
|
break;
|
|
|
|
case CTXUSAGE_BLIT:
|
|
SetupForBlit(This, context,
|
|
((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
|
|
((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unexpected context usage requested\n");
|
|
}
|
|
LEAVE_GL();
|
|
}
|