Sweden-Number/dlls/wined3d/context.c

1626 lines
66 KiB
C

/*
* Context and render target management in wined3d
*
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include <stdio.h>
#ifdef HAVE_FLOAT_H
# include <float.h>
#endif
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION This->adapter->gl_info
/* The last used device.
*
* If the application creates multiple devices and switches between them, ActivateContext has to
* change the opengl context. This flag allows to keep track which device is active
*/
static IWineD3DDeviceImpl *last_device;
/* FBO helper functions */
void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
{
const IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
if (!*fbo)
{
GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
checkGLcall("glGenFramebuffersEXT()");
TRACE("Created FBO %d\n", *fbo);
}
GL_EXTCALL(glBindFramebufferEXT(target, *fbo));
checkGLcall("glBindFramebuffer()");
}
static void context_destroy_fbo(IWineD3DDeviceImpl *This, const GLuint *fbo)
{
int i = 0;
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, *fbo));
checkGLcall("glBindFramebuffer()");
for (i = 0; i < GL_LIMITS(buffers); ++i)
{
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, 0, 0));
checkGLcall("glFramebufferTexture2D()");
}
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
checkGLcall("glFramebufferTexture2D()");
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");
GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo));
checkGLcall("glDeleteFramebuffers()");
}
static void context_apply_attachment_filter_states(IWineD3DDevice *iface, IWineD3DSurface *surface, BOOL force_preload)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
IWineD3DBaseTextureImpl *texture_impl;
BOOL update_minfilter = FALSE;
BOOL update_magfilter = FALSE;
/* Update base texture states array */
if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
{
if (texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
|| texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
{
texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
update_minfilter = TRUE;
}
if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
{
texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
update_magfilter = TRUE;
}
if (texture_impl->baseTexture.bindCount)
{
WARN("Render targets should not be bound to a sampler\n");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
}
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
}
if (update_minfilter || update_magfilter || force_preload)
{
GLenum target, bind_target;
GLint old_binding;
target = surface_impl->glDescription.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);
}
IWineD3DSurface_PreLoad(surface);
glBindTexture(bind_target, surface_impl->glDescription.textureName);
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()");
}
/* TODO: Handle stencil attachments */
void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
{
IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
TRACE("Attach depth stencil %p\n", depth_stencil);
if (depth_stencil)
{
if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
{
GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
checkGLcall("glFramebufferRenderbufferEXT()");
} else {
context_apply_attachment_filter_states((IWineD3DDevice *)This, depth_stencil, TRUE);
GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, depth_stencil_impl->glDescription.target,
depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
checkGLcall("glFramebufferTexture2DEXT()");
}
} else {
GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
checkGLcall("glFramebufferTexture2DEXT()");
}
}
void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
{
const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
TRACE("Attach surface %p to %u\n", surface, idx);
if (surface)
{
context_apply_attachment_filter_states((IWineD3DDevice *)This, surface, TRUE);
GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->glDescription.target,
surface_impl->glDescription.textureName, surface_impl->glDescription.level));
checkGLcall("glFramebufferTexture2DEXT()");
} else {
GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
checkGLcall("glFramebufferTexture2DEXT()");
}
}
static void context_check_fbo_status(IWineD3DDevice *iface)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
GLenum status;
status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
{
TRACE("FBO complete\n");
} else {
IWineD3DSurfaceImpl *attachment;
unsigned int i;
FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
/* Dump the FBO attachments */
for (i = 0; i < GL_LIMITS(buffers); ++i)
{
attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->render_targets[i];
if (attachment)
{
FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i, attachment, debug_d3dformat(attachment->resource.format),
attachment->pow2Width, attachment->pow2Height);
}
}
attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->depth_stencil;
if (attachment)
{
FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment, debug_d3dformat(attachment->resource.format),
attachment->pow2Width, attachment->pow2Height);
}
}
}
static struct fbo_entry *context_create_fbo_entry(IWineD3DDevice *iface)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct fbo_entry *entry;
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
memcpy(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
entry->depth_stencil = This->stencilBufferTarget;
entry->attached = FALSE;
entry->id = 0;
return entry;
}
static void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, struct fbo_entry *entry)
{
if (entry->id)
{
TRACE("Destroy FBO %d\n", entry->id);
context_destroy_fbo(This, &entry->id);
}
list_remove(&entry->entry);
HeapFree(GetProcessHeap(), 0, entry->render_targets);
HeapFree(GetProcessHeap(), 0, entry);
}
static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DContext *context)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct fbo_entry *entry;
LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
{
if (!memcmp(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
&& entry->depth_stencil == This->stencilBufferTarget)
{
return entry;
}
}
entry = context_create_fbo_entry(iface);
list_add_head(&context->fbo_list, &entry->entry);
return entry;
}
static void context_apply_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
unsigned int i;
context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &entry->id);
if (!entry->attached)
{
/* Apply render targets */
for (i = 0; i < GL_LIMITS(buffers); ++i)
{
IWineD3DSurface *render_target = This->render_targets[i];
context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, i, render_target);
}
/* Apply depth targets */
if (This->stencilBufferTarget) {
unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
}
context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, This->stencilBufferTarget, TRUE);
entry->attached = TRUE;
} else {
for (i = 0; i < GL_LIMITS(buffers); ++i)
{
if (This->render_targets[i])
context_apply_attachment_filter_states(iface, This->render_targets[i], FALSE);
}
if (This->stencilBufferTarget)
context_apply_attachment_filter_states(iface, This->stencilBufferTarget, FALSE);
}
for (i = 0; i < GL_LIMITS(buffers); ++i)
{
if (This->render_targets[i])
This->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
else
This->draw_buffers[i] = GL_NONE;
}
}
static void context_apply_fbo_state(IWineD3DDevice *iface)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
WineD3DContext *context = This->activeContext;
if (This->render_offscreen)
{
context->current_fbo = context_find_fbo_entry(iface, context);
context_apply_fbo_entry(iface, context->current_fbo);
} else {
context->current_fbo = NULL;
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
}
context_check_fbo_status(iface);
}
void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
UINT i;
switch(type)
{
case WINED3DRTYPE_SURFACE:
{
for (i = 0; i < This->numContexts; ++i)
{
struct fbo_entry *entry, *entry2;
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->contexts[i]->fbo_list, struct fbo_entry, entry)
{
BOOL destroyed = FALSE;
UINT j;
for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j)
{
if (entry->render_targets[j] == (IWineD3DSurface *)resource)
{
context_destroy_fbo_entry(This, entry);
destroyed = TRUE;
}
}
if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
context_destroy_fbo_entry(This, entry);
}
}
break;
}
default:
break;
}
}
/*****************************************************************************
* Context_MarkStateDirty
*
* Marks a state in a context dirty. Only one context, opposed to
* IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
* contexts
*
* Params:
* context: Context to mark the state dirty in
* state: State to mark dirty
* StateTable: Pointer to the state table in use(for state grouping)
*
*****************************************************************************/
static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) {
DWORD rep = StateTable[state].representative;
DWORD idx;
BYTE shift;
if(!rep || isStateDirty(context, rep)) return;
context->dirtyArray[context->numDirtyEntries++] = rep;
idx = rep >> 5;
shift = rep & 0x1f;
context->isStateDirty[idx] |= (1 << shift);
}
/*****************************************************************************
* AddContextToArray
*
* Adds a context to the context array. Helper function for CreateContext
*
* This method is not called in performance-critical code paths, only when a
* new render target or swapchain is created. Thus performance is not an issue
* here.
*
* Params:
* This: Device to add the context for
* hdc: device context
* glCtx: WGL context to add
* pbuffer: optional pbuffer used with this context
*
*****************************************************************************/
static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
WineD3DContext **oldArray = This->contexts;
DWORD state;
This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
if(This->contexts == NULL) {
ERR("Unable to grow the context array\n");
This->contexts = oldArray;
return NULL;
}
if(oldArray) {
memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
}
This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
if(This->contexts[This->numContexts] == NULL) {
ERR("Unable to allocate a new context\n");
HeapFree(GetProcessHeap(), 0, This->contexts);
This->contexts = oldArray;
return NULL;
}
This->contexts[This->numContexts]->hdc = hdc;
This->contexts[This->numContexts]->glCtx = glCtx;
This->contexts[This->numContexts]->pbuffer = pbuffer;
This->contexts[This->numContexts]->win_handle = win_handle;
HeapFree(GetProcessHeap(), 0, oldArray);
/* Mark all states dirty to force a proper initialization of the states on the first use of the context
*/
for(state = 0; state <= STATE_HIGHEST; state++) {
Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
}
This->numContexts++;
TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
return This->contexts[This->numContexts - 1];
}
/* This function takes care of WineD3D pixel format selection. */
static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DFORMAT ColorFormat, WINED3DFORMAT DepthStencilFormat, BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
{
int iPixelFormat=0;
unsigned int matchtry;
short redBits, greenBits, blueBits, alphaBits, colorBits;
short depthBits=0, stencilBits=0;
struct match_type {
BOOL require_aux;
BOOL exact_alpha;
BOOL exact_color;
} matches[] = {
/* First, try without alpha match buffers. MacOS supports aux buffers only
* on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
* Then try without aux buffers - this is the most common cause for not
* finding a pixel format. Also some drivers(the open source ones)
* only offer 32 bit ARB pixel formats. First try without an exact alpha
* match, then try without an exact alpha and color match.
*/
{ TRUE, TRUE, TRUE },
{ TRUE, FALSE, TRUE },
{ FALSE, TRUE, TRUE },
{ FALSE, FALSE, TRUE },
{ TRUE, FALSE, FALSE },
{ FALSE, FALSE, FALSE },
};
int i = 0;
int nCfgs = This->adapter->nCfgs;
TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat), auxBuffers, numSamples, pbuffer, findCompatible);
if(!getColorBits(ColorFormat, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat), ColorFormat);
return 0;
}
/* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
* You are able to add a depth + stencil surface at a later stage when you need it.
* In order to support this properly in WineD3D we need the ability to recreate the opengl context and
* drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
* context, need torecreate shaders, textures and other resources.
*
* The context manager already takes care of the state problem and for the other tasks code from Reset
* can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
* Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
* time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
* issue needs to be fixed. */
if(DepthStencilFormat != WINED3DFMT_D24S8)
FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
DepthStencilFormat = WINED3DFMT_D24S8;
if(DepthStencilFormat) {
getDepthStencilBits(DepthStencilFormat, &depthBits, &stencilBits);
}
for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
for(i=0; i<nCfgs; i++) {
BOOL exactDepthMatch = TRUE;
WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
/* For now only accept RGBA formats. Perhaps some day we will
* allow floating point formats for pbuffers. */
if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
continue;
/* In window mode (!pbuffer) we need a window drawable format and double buffering. */
if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
continue;
/* We like to have aux buffers in backbuffer mode */
if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
continue;
/* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
continue;
if(matches[matchtry].exact_color) {
if(cfg->redSize != redBits)
continue;
if(cfg->greenSize != greenBits)
continue;
if(cfg->blueSize != blueBits)
continue;
} else {
if(cfg->redSize < redBits)
continue;
if(cfg->greenSize < greenBits)
continue;
if(cfg->blueSize < blueBits)
continue;
}
if(matches[matchtry].exact_alpha) {
if(cfg->alphaSize != alphaBits)
continue;
} else {
if(cfg->alphaSize < alphaBits)
continue;
}
/* We try to locate a format which matches our requirements exactly. In case of
* depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
if(cfg->depthSize < depthBits)
continue;
else if(cfg->depthSize > depthBits)
exactDepthMatch = FALSE;
/* In all cases make sure the number of stencil bits matches our requirements
* even when we don't need stencil because it could affect performance EXCEPT
* on cards which don't offer depth formats without stencil like the i915 drivers
* on Linux. */
if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
continue;
/* Check multisampling support */
if(cfg->numSamples != numSamples)
continue;
/* When we have passed all the checks then we have found a format which matches our
* requirements. Note that we only check for a limit number of capabilities right now,
* so there can easily be a dozen of pixel formats which appear to be the 'same' but
* can still differ in things like multisampling, stereo, SRGB and other flags.
*/
/* Exit the loop as we have found a format :) */
if(exactDepthMatch) {
iPixelFormat = cfg->iPixelFormat;
break;
} else if(!iPixelFormat) {
/* In the end we might end up with a format which doesn't exactly match our depth
* requirements. Accept the first format we found because formats with higher iPixelFormat
* values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
iPixelFormat = cfg->iPixelFormat;
}
}
}
/* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
if(!iPixelFormat && !findCompatible) {
ERR("Can't find a suitable iPixelFormat\n");
return FALSE;
} else if(!iPixelFormat) {
PIXELFORMATDESCRIPTOR pfd;
TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
/* PixelFormat selection */
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cAlphaBits = alphaBits;
pfd.cColorBits = colorBits;
pfd.cDepthBits = depthBits;
pfd.cStencilBits = stencilBits;
pfd.iLayerType = PFD_MAIN_PLANE;
iPixelFormat = ChoosePixelFormat(hdc, &pfd);
if(!iPixelFormat) {
/* If this happens something is very wrong as ChoosePixelFormat barely fails */
ERR("Can't find a suitable iPixelFormat\n");
return FALSE;
}
}
TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat, debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat));
return iPixelFormat;
}
/*****************************************************************************
* CreateContext
*
* Creates a new context for a window, or a pbuffer context.
*
* * Params:
* This: Device to activate the context for
* target: Surface this context will render to
* win_handle: handle to the window which we are drawing to
* create_pbuffer: tells whether to create a pbuffer or not
* pPresentParameters: contains the pixelformats to use for onscreen rendering
*
*****************************************************************************/
WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
HDC oldDrawable, hdc;
HPBUFFERARB pbuffer = NULL;
HGLRC ctx = NULL, oldCtx;
WineD3DContext *ret = NULL;
int s;
TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
if(create_pbuffer) {
HDC hdc_parent = GetDC(win_handle);
int iPixelFormat = 0;
IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
/* Try to find a pixel format with pbuffer support. */
iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */, FALSE /* findCompatible */);
if(!iPixelFormat) {
TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
/* For some reason we weren't able to find a format, try to find something instead of crashing.
* A reason for failure could have been wglChoosePixelFormatARB strictness. */
iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */, TRUE /* findCompatible */);
}
/* This shouldn't happen as ChoosePixelFormat always returns something */
if(!iPixelFormat) {
ERR("Unable to locate a pixel format for a pbuffer\n");
ReleaseDC(win_handle, hdc_parent);
goto out;
}
TRACE("Creating a pBuffer drawable for the new context\n");
pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
if(!pbuffer) {
ERR("Cannot create a pbuffer\n");
ReleaseDC(win_handle, hdc_parent);
goto out;
}
/* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
if(!hdc) {
ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
ReleaseDC(win_handle, hdc_parent);
goto out;
}
ReleaseDC(win_handle, hdc_parent);
} else {
PIXELFORMATDESCRIPTOR pfd;
int iPixelFormat;
int res;
WINED3DFORMAT ColorFormat = target->resource.format;
WINED3DFORMAT DepthStencilFormat = 0;
BOOL auxBuffers = FALSE;
int numSamples = 0;
hdc = GetDC(win_handle);
if(hdc == NULL) {
ERR("Cannot retrieve a device context!\n");
goto out;
}
/* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
auxBuffers = TRUE;
if(target->resource.format == WINED3DFMT_X4R4G4B4)
ColorFormat = WINED3DFMT_A4R4G4B4;
else if(target->resource.format == WINED3DFMT_X8R8G8B8)
ColorFormat = WINED3DFMT_A8R8G8B8;
}
/* 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(ColorFormat == WINED3DFMT_P8)
ColorFormat = WINED3DFMT_A8R8G8B8;
/* Retrieve the depth stencil format from the present parameters.
* The choice of the proper format can give a nice performance boost
* in case of GPU limited programs. */
if(pPresentParms->EnableAutoDepthStencil) {
TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
DepthStencilFormat = pPresentParms->AutoDepthStencilFormat;
}
/* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
if(!GL_SUPPORT(ARB_MULTISAMPLE))
ERR("The program is requesting multisampling without support!\n");
else {
ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
numSamples = pPresentParms->MultiSampleType;
}
}
/* Try to find a pixel format which matches our requirements */
iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
/* Try to locate a compatible format if we weren't able to find anything */
if(!iPixelFormat) {
TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
}
/* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
if(!iPixelFormat) {
ERR("Can't find a suitable iPixelFormat\n");
return FALSE;
}
DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
res = SetPixelFormat(hdc, iPixelFormat, NULL);
if(!res) {
int oldPixelFormat = GetPixelFormat(hdc);
/* By default WGL doesn't allow pixel format adjustments but we need it here.
* For this reason there is a WINE-specific wglSetPixelFormat which allows you to
* set the pixel format multiple times. Only use it when it is really needed. */
if(oldPixelFormat == iPixelFormat) {
/* We don't have to do anything as the formats are the same :) */
} else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
if(!res) {
ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
return FALSE;
}
} else if(oldPixelFormat) {
/* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
* There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
} else {
ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
return FALSE;
}
}
}
ctx = pwglCreateContext(hdc);
if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
if(!ctx) {
ERR("Failed to create a WGL context\n");
if(create_pbuffer) {
GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
}
goto out;
}
ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
if(!ret) {
ERR("Failed to add the newly created context to the context list\n");
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);
list_init(&ret->fbo_list);
/* Set up the context defaults */
oldCtx = pwglGetCurrentContext();
oldDrawable = pwglGetCurrentDC();
if(oldCtx && oldDrawable) {
/* See comment in ActivateContext context switching */
This->frag_pipe->enable_extension((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)) {
/* 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);
} else {
last_device = This;
}
This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
return ret;
out:
return NULL;
}
/*****************************************************************************
* RemoveContextFromArray
*
* Removes a context from the context manager. The opengl context is not
* destroyed or unset. context is not a valid pointer after that call.
*
* Similar to the former call this isn't a performance critical function. A
* helper function for DestroyContext.
*
* Params:
* This: Device to activate the context for
* context: Context to remove
*
*****************************************************************************/
static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
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) {
struct fbo_entry *entry, *entry2;
TRACE("Destroying ctx %p\n", context);
/* The correct GL context needs to be active to cleanup the GL resources below */
if(pwglGetCurrentContext() != context->glCtx){
pwglMakeCurrent(context->hdc, context->glCtx);
last_device = NULL;
}
ENTER_GL();
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
context_destroy_fbo_entry(This, entry);
}
if (context->src_fbo) {
TRACE("Destroy src FBO %d\n", context->src_fbo);
context_destroy_fbo(This, &context->src_fbo);
}
if (context->dst_fbo) {
TRACE("Destroy dst FBO %d\n", context->dst_fbo);
context_destroy_fbo(This, &context->dst_fbo);
}
LEAVE_GL();
/* Cleanup the GL context */
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);
}
static inline void set_blit_dimension(UINT width, UINT height) {
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode(GL_PROJECTION)");
glLoadIdentity();
checkGLcall("glLoadIdentity()");
glOrtho(0, width, height, 0, 0.0, -1.0);
checkGLcall("glOrtho");
glViewport(0, 0, width, height);
checkGLcall("glViewport");
}
/*****************************************************************************
* SetupForBlit
*
* Sets up a context for DirectDraw blitting.
* All texture units are disabled, texture unit 0 is set as current unit
* fog, lighting, blending, alpha test, z test, scissor test, culling disabled
* color writing enabled for all channels
* register combiners disabled, shaders disabled
* world matrix is set to identity, texture matrix 0 too
* projection matrix is setup for drawing screen coordinates
*
* Params:
* This: Device to activate the context for
* context: Context to setup
* width: render target width
* height: render target height
*
*****************************************************************************/
static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
int i, sampler;
const struct StateEntry *StateTable = This->StateTable;
TRACE("Setting up context %p for blitting\n", context);
if(context->last_was_blit) {
if(context->blit_w != width || context->blit_h != height) {
set_blit_dimension(width, height);
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 */
This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
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
*/
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--) {
sampler = This->rev_tex_unit_map[i];
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
checkGLcall("glActiveTextureARB");
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
}
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable GL_TEXTURE_3D");
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
}
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable GL_TEXTURE_2D");
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
if (sampler != -1) {
if (sampler < MAX_TEXTURES) {
Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
}
Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
}
}
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
checkGLcall("glActiveTextureARB");
}
sampler = This->rev_tex_unit_map[0];
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
}
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable GL_TEXTURE_3D");
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
}
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable GL_TEXTURE_2D");
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glMatrixMode(GL_TEXTURE);
checkGLcall("glMatrixMode(GL_TEXTURE)");
glLoadIdentity();
checkGLcall("glLoadIdentity()");
if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
GL_TEXTURE_LOD_BIAS_EXT,
0.0);
checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
}
if (sampler != -1) {
if (sampler < MAX_TEXTURES) {
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
}
Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
}
/* Other misc states */
glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable(GL_ALPHA_TEST)");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
glDisable(GL_LIGHTING);
checkGLcall("glDisable GL_LIGHTING");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
glDisable(GL_DEPTH_TEST);
checkGLcall("glDisable GL_DEPTH_TEST");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
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)");
}
/* 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);
LEAVE_GL();
set_blit_dimension(width, height);
context->blit_w = width; context->blit_h = height;
Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
}
/*****************************************************************************
* findThreadContextForSwapChain
*
* Searches a swapchain for all contexts and picks one for the thread tid.
* If none can be found the swapchain is requested to create a new context
*
*****************************************************************************/
static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
unsigned int i;
for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
}
}
/* Create a new context for the thread */
return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
}
/*****************************************************************************
* FindContext
*
* Finds a context for the current render target and thread
*
* Parameters:
* target: Render target to find the context for
* tid: Thread to activate the context for
*
* Returns: The needed context
*
*****************************************************************************/
static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
IWineD3DSwapChain *swapchain = NULL;
BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
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->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);
}
}
if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
TRACE("Rendering onscreen\n");
context = findThreadContextForSwapChain(swapchain, tid);
This->render_offscreen = FALSE;
/* The context != This->activeContext will catch a NOP context change. This can occur
* if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
* rendering. No context change is needed in that case
*/
if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
if(This->pbufferContext && tid == This->pbufferContext->tid) {
This->pbufferContext->tid = 0;
}
}
IWineD3DSwapChain_Release(swapchain);
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;
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(!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);
}
}
/* When switching away from an offscreen render target, and we're not using FBOs,
* we have to read the drawable into the texture. This is done via PreLoad(and
* SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
* PreLoad needs a GL context, and FindContext is called before the context is activated.
* It also has to be called with the old rendertarget active, otherwise a wrong drawable
* is read. This leads to these possible situations:
*
* 0) lastActiveRenderTarget == target && oldTid == newTid:
* Nothing to do, we don't even reach this code in this case...
*
* 1) lastActiveRenderTarget != target && oldTid == newTid:
* The currently active context is OK for readback. Call PreLoad, and it
* performs the read
*
* 2) lastActiveRenderTarget == target && oldTid != newTid:
* Nothing to do - the drawable is unchanged
*
* 3) lastActiveRenderTarget != target && oldTid != newTid:
* This is tricky. We have to get a context with the old drawable from somewhere
* before we can switch to the new context. In this case, PreLoad calls
* ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
* is case (2) then. The old drawable is activated for the new thread, and the
* readback can be done. The recursed ActivateContext does *not* call PreLoad again.
* After that, the outer ActivateContext(which calls PreLoad) can activate the new
* target for the new thread
*/
if (readTexture && This->lastActiveRenderTarget != target) {
BOOL oldInDraw = This->isInDraw;
/* PreLoad requires a context to load the texture, thus it will call ActivateContext.
* Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
* when using offscreen rendering with multithreading
*/
This->isInDraw = TRUE;
/* Do that before switching the context:
* Read the back buffer of the old drawable into the destination texture
*/
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;
}
return context;
}
static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target, BOOL blit)
{
IWineD3DSwapChain *swapchain;
if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain)))
{
IWineD3DSwapChain_Release((IUnknown *)swapchain);
ENTER_GL();
glDrawBuffer(surface_get_gl_buffer(target, swapchain));
checkGLcall("glDrawBuffers()");
LEAVE_GL();
}
else
{
ENTER_GL();
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (!blit)
{
if (GL_SUPPORT(ARB_DRAW_BUFFERS))
{
GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
checkGLcall("glDrawBuffers()");
}
else
{
glDrawBuffer(This->draw_buffers[0]);
checkGLcall("glDrawBuffer()");
}
} else {
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
checkGLcall("glDrawBuffer()");
}
}
else
{
glDrawBuffer(This->offscreenBuffer);
checkGLcall("glDrawBuffer()");
}
LEAVE_GL();
}
}
/*****************************************************************************
* ActivateContext
*
* Finds a rendering context and drawable matching the device and render
* target for the current thread, activates them and puts them into the
* requested state.
*
* Params:
* This: Device to activate the context for
* target: Requested render target
* usage: Prepares the context for blitting, drawing or other actions
*
*****************************************************************************/
void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
DWORD tid = GetCurrentThreadId();
DWORD i, dirtyState, idx;
BYTE shift;
WineD3DContext *context;
const struct StateEntry *StateTable = This->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);
context->draw_buffer_dirty = TRUE;
This->lastActiveRenderTarget = target;
This->lastThread = tid;
} else {
/* Stick to the old context */
context = This->activeContext;
}
/* Activate the opengl context */
if(last_device != This || 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);
ret = pwglMakeCurrent(context->hdc, context->glCtx);
if(ret == FALSE) {
ERR("Failed to activate the new context\n");
} else if(!context->last_was_blit) {
This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
} else {
This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
}
}
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;
last_device = This;
}
switch (usage) {
case CTXUSAGE_CLEAR:
case CTXUSAGE_DRAWPRIM:
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
context_apply_fbo_state((IWineD3DDevice *)This);
}
if (context->draw_buffer_dirty) {
apply_draw_buffer(This, target, FALSE);
context->draw_buffer_dirty = FALSE;
}
break;
case CTXUSAGE_BLIT:
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
if (This->render_offscreen) {
FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
context_bind_fbo((IWineD3DDevice *)This, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, target);
ENTER_GL();
GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
checkGLcall("glFramebufferRenderbufferEXT");
LEAVE_GL();
} else {
ENTER_GL();
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glFramebufferRenderbufferEXT");
LEAVE_GL();
}
context->draw_buffer_dirty = TRUE;
}
if (context->draw_buffer_dirty) {
apply_draw_buffer(This, target, TRUE);
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
context->draw_buffer_dirty = FALSE;
}
}
break;
default:
break;
}
switch(usage) {
case CTXUSAGE_RESOURCELOAD:
/* This does not require any special states to be set up */
break;
case CTXUSAGE_CLEAR:
if(context->last_was_blit) {
This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
}
/* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
* blending when clearing improves the clearing performance incredibly.
*/
ENTER_GL();
glDisable(GL_BLEND);
LEAVE_GL();
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
ENTER_GL();
glEnable(GL_SCISSOR_TEST);
checkGLcall("glEnable GL_SCISSOR_TEST");
LEAVE_GL();
context->last_was_blit = FALSE;
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
break;
case CTXUSAGE_DRAWPRIM:
/* This needs all dirty states applied */
if(context->last_was_blit) {
This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
}
IWineD3DDeviceImpl_FindTexUnitMap(This);
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");
}
}