Sweden-Number/dlls/wined3d/context.c

5712 lines
214 KiB
C

/*
* Context and render target management in wined3d
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2002-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006, 2008 Henri Verbeet
* Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
* Copyright 2009-2011 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include <stdio.h>
#ifdef HAVE_FLOAT_H
# include <float.h>
#endif
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous);
#define WINED3D_MAX_FBO_ENTRIES 64
#define WINED3D_ALL_LAYERS (~0u)
static DWORD wined3d_context_tls_idx;
/* FBO helper functions */
/* Context activation is done by the caller. */
static void wined3d_context_gl_bind_fbo(struct wined3d_context_gl *context_gl, GLenum target, GLuint fbo)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
switch (target)
{
case GL_READ_FRAMEBUFFER:
if (context_gl->fbo_read_binding == fbo)
return;
context_gl->fbo_read_binding = fbo;
break;
case GL_DRAW_FRAMEBUFFER:
if (context_gl->fbo_draw_binding == fbo)
return;
context_gl->fbo_draw_binding = fbo;
break;
case GL_FRAMEBUFFER:
if (context_gl->fbo_read_binding == fbo
&& context_gl->fbo_draw_binding == fbo)
return;
context_gl->fbo_read_binding = fbo;
context_gl->fbo_draw_binding = fbo;
break;
default:
FIXME("Unhandled target %#x.\n", target);
break;
}
gl_info->fbo_ops.glBindFramebuffer(target, fbo);
checkGLcall("glBindFramebuffer()");
}
/* Context activation is done by the caller. */
static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
{
unsigned int i;
for (i = 0; i < gl_info->limits.buffers; ++i)
{
gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
checkGLcall("glFramebufferTexture2D()");
}
gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
checkGLcall("glFramebufferTexture2D()");
gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
checkGLcall("glFramebufferTexture2D()");
}
/* Context activation is done by the caller. */
static void wined3d_context_gl_destroy_fbo(struct wined3d_context_gl *context_gl, GLuint fbo)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, fbo);
context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
checkGLcall("glDeleteFramebuffers()");
}
static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
GLenum fbo_target, DWORD flags, GLuint rb)
{
if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
{
gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
checkGLcall("glFramebufferRenderbuffer()");
}
if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
{
gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
checkGLcall("glFramebufferRenderbuffer()");
}
}
static void wined3d_context_gl_attach_gl_texture_fbo(struct wined3d_context_gl *context_gl,
GLenum fbo_target, GLenum attachment, const struct wined3d_fbo_resource *resource)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
if (!resource)
{
gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, GL_TEXTURE_2D, 0, 0);
}
else if (resource->layer == WINED3D_ALL_LAYERS)
{
if (!gl_info->fbo_ops.glFramebufferTexture)
{
FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
return;
}
gl_info->fbo_ops.glFramebufferTexture(fbo_target, attachment,
resource->object, resource->level);
}
else if (resource->target == GL_TEXTURE_1D_ARRAY || resource->target == GL_TEXTURE_2D_ARRAY
|| resource->target == GL_TEXTURE_3D)
{
if (!gl_info->fbo_ops.glFramebufferTextureLayer)
{
FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
return;
}
gl_info->fbo_ops.glFramebufferTextureLayer(fbo_target, attachment,
resource->object, resource->level, resource->layer);
}
else if (resource->target == GL_TEXTURE_1D)
{
gl_info->fbo_ops.glFramebufferTexture1D(fbo_target, attachment,
resource->target, resource->object, resource->level);
}
else
{
gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment,
resource->target, resource->object, resource->level);
}
checkGLcall("attach texture to fbo");
}
/* Context activation is done by the caller. */
static void wined3d_context_gl_attach_depth_stencil_fbo(struct wined3d_context_gl *context_gl,
GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
uint32_t flags)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
if (resource->object)
{
TRACE("Attach depth stencil %u.\n", resource->object);
if (rb_namespace)
{
context_attach_depth_stencil_rb(gl_info, fbo_target,
flags, resource->object);
}
else
{
if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, resource);
if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, resource);
}
if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH))
wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL))
wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
}
else
{
TRACE("Attach depth stencil 0.\n");
wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
}
}
/* Context activation is done by the caller. */
static void wined3d_context_gl_attach_surface_fbo(struct wined3d_context_gl *context_gl,
GLenum fbo_target, unsigned int idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
TRACE("Attach GL object %u to %u.\n", resource->object, idx);
if (resource->object)
{
if (rb_namespace)
{
gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
GL_RENDERBUFFER, resource->object);
checkGLcall("glFramebufferRenderbuffer()");
}
else
{
wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
}
}
else
{
wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_COLOR_ATTACHMENT0 + idx, NULL);
}
}
static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, GLenum target,
GLenum attachment)
{
static const struct
{
GLenum target;
GLenum binding;
const char *str;
enum wined3d_gl_extension extension;
}
texture_type[] =
{
{GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D, "1d", WINED3D_GL_EXT_NONE},
{GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BINDING_1D_ARRAY, "1d-array", EXT_TEXTURE_ARRAY},
{GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, "2d", WINED3D_GL_EXT_NONE},
{GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BINDING_RECTANGLE_ARB, "rectangle", ARB_TEXTURE_RECTANGLE},
{GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, "2d-array" , EXT_TEXTURE_ARRAY},
{GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP, "cube", ARB_TEXTURE_CUBE_MAP},
{GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BINDING_2D_MULTISAMPLE, "2d-ms", ARB_TEXTURE_MULTISAMPLE},
{GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE},
};
GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target;
const char *tex_type_str;
unsigned int i;
gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
if (type == GL_RENDERBUFFER)
{
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, name);
gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
if (gl_info->limits.samples > 1)
gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
else
samples = 1;
gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt);
FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
debug_fboattachment(attachment), name, width, height, samples, fmt);
}
else if (type == GL_TEXTURE)
{
gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &level);
gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, &face);
if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
{
GL_EXTCALL(glGetTextureParameteriv(name, GL_TEXTURE_TARGET, &tex_target));
for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
{
if (texture_type[i].target == tex_target)
{
tex_type_str = texture_type[i].str;
break;
}
}
if (i == ARRAY_SIZE(texture_type))
tex_type_str = wine_dbg_sprintf("%#x", tex_target);
}
else if (face)
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &old_texture);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, name);
tex_target = GL_TEXTURE_CUBE_MAP;
tex_type_str = "cube";
}
else
{
tex_type_str = NULL;
for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
{
if (!gl_info->supported[texture_type[i].extension])
continue;
gl_info->gl_ops.gl.p_glGetIntegerv(texture_type[i].binding, &old_texture);
while (gl_info->gl_ops.gl.p_glGetError());
gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, name);
if (!gl_info->gl_ops.gl.p_glGetError())
{
tex_target = texture_type[i].target;
tex_type_str = texture_type[i].str;
break;
}
gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, old_texture);
}
if (!tex_type_str)
{
FIXME("Cannot find type of texture %d.\n", name);
return;
}
}
if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
{
GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt));
GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_WIDTH, &width));
GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_HEIGHT, &height));
GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_SAMPLES, &samples));
}
else
{
gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_WIDTH, &width);
gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_HEIGHT, &height);
if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_SAMPLES, &samples);
else
samples = 1;
gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture);
}
FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
debug_fboattachment(attachment), tex_type_str, name, width, height, samples, fmt);
}
else if (type == GL_NONE)
{
FIXME(" %s: NONE.\n", debug_fboattachment(attachment));
}
else
{
ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type);
}
checkGLcall("dump FBO attachment");
}
/* Context activation is done by the caller. */
void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl *context_gl, GLenum target)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
GLenum status;
if (!FIXME_ON(d3d))
return;
status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
if (status == GL_FRAMEBUFFER_COMPLETE)
{
TRACE("FBO complete.\n");
}
else
{
unsigned int i;
FIXME("FBO status %s (%#x).\n", debug_fbostatus(status), status);
if (!context_gl->current_fbo)
{
ERR("FBO 0 is incomplete, driver bug?\n");
return;
}
context_dump_fbo_attachment(gl_info, target, GL_DEPTH_ATTACHMENT);
context_dump_fbo_attachment(gl_info, target, GL_STENCIL_ATTACHMENT);
for (i = 0; i < gl_info->limits.buffers; ++i)
context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i);
}
}
static inline DWORD context_generate_rt_mask(GLenum buffer)
{
/* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
return buffer ? (1u << 31) | buffer : 0;
}
static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resource *resource)
{
if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
{
FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
return 0;
}
return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource));
}
static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct wined3d_context_gl *context_gl,
struct wined3d_fbo_entry_key *key, unsigned int idx, const struct wined3d_rendertarget_info *render_target,
DWORD location)
{
unsigned int sub_resource_idx = render_target->sub_resource_idx;
struct wined3d_resource *resource = render_target->resource;
struct wined3d_texture_gl *texture_gl;
if (!resource || resource->format->id == WINED3DFMT_NULL || resource->type == WINED3D_RTYPE_BUFFER)
{
if (resource && resource->type == WINED3D_RTYPE_BUFFER)
FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
key->objects[idx].object = 0;
key->objects[idx].target = 0;
key->objects[idx].level = key->objects[idx].layer = 0;
return;
}
if (render_target->gl_view.name)
{
key->objects[idx].object = render_target->gl_view.name;
key->objects[idx].target = render_target->gl_view.target;
key->objects[idx].level = 0;
key->objects[idx].layer = WINED3D_ALL_LAYERS;
return;
}
texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(resource));
if (texture_gl->current_renderbuffer)
{
key->objects[idx].object = texture_gl->current_renderbuffer->id;
key->objects[idx].target = 0;
key->objects[idx].level = key->objects[idx].layer = 0;
key->rb_namespace |= 1 << idx;
return;
}
key->objects[idx].target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx);
key->objects[idx].level = sub_resource_idx % texture_gl->t.level_count;
key->objects[idx].layer = sub_resource_idx / texture_gl->t.level_count;
if (render_target->layer_count != 1)
key->objects[idx].layer = WINED3D_ALL_LAYERS;
switch (location)
{
case WINED3D_LOCATION_TEXTURE_RGB:
key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
break;
case WINED3D_LOCATION_TEXTURE_SRGB:
key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, TRUE);
break;
case WINED3D_LOCATION_RB_MULTISAMPLE:
key->objects[idx].object = texture_gl->rb_multisample;
key->objects[idx].target = 0;
key->objects[idx].level = key->objects[idx].layer = 0;
key->rb_namespace |= 1 << idx;
break;
case WINED3D_LOCATION_RB_RESOLVED:
key->objects[idx].object = texture_gl->rb_resolved;
key->objects[idx].target = 0;
key->objects[idx].level = key->objects[idx].layer = 0;
key->rb_namespace |= 1 << idx;
break;
}
}
static void wined3d_context_gl_generate_fbo_key(const struct wined3d_context_gl *context_gl,
struct wined3d_fbo_entry_key *key, const struct wined3d_rendertarget_info *render_targets,
const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
{
unsigned int buffers = context_gl->c.gl_info->limits.buffers;
unsigned int i;
key->rb_namespace = 0;
wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, 0, depth_stencil, ds_location);
for (i = 0; i < buffers; ++i)
wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, i + 1, &render_targets[i], color_location);
memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects));
}
static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
DWORD color_location, DWORD ds_location)
{
const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
const struct wined3d_gl_info *gl_info = context->gl_info;
struct fbo_entry *entry;
entry = heap_alloc(sizeof(*entry));
wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
render_targets, depth_stencil, color_location, ds_location);
entry->flags = 0;
if (depth_stencil->resource)
{
if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_DEPTH)
entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_STENCIL)
entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
}
entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
checkGLcall("glGenFramebuffers()");
TRACE("Created FBO %u.\n", entry->id);
return entry;
}
/* Context activation is done by the caller. */
static void wined3d_context_gl_reuse_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
context_clean_fbo_attachments(gl_info, target);
wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
render_targets, depth_stencil, color_location, ds_location);
entry->flags = 0;
if (depth_stencil->resource)
{
if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_DEPTH)
entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_STENCIL)
entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
}
}
/* Context activation is done by the caller. */
static void wined3d_context_gl_destroy_fbo_entry(struct wined3d_context_gl *context_gl, struct fbo_entry *entry)
{
if (entry->id)
{
TRACE("Destroy FBO %u.\n", entry->id);
wined3d_context_gl_destroy_fbo(context_gl, entry->id);
}
--context_gl->fbo_entry_count;
list_remove(&entry->entry);
heap_free(entry);
}
/* Context activation is done by the caller. */
static struct fbo_entry *wined3d_context_gl_find_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
DWORD color_location, DWORD ds_location)
{
static const struct wined3d_rendertarget_info ds_null = {{0}};
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
struct wined3d_texture *rt_texture, *ds_texture;
struct wined3d_fbo_entry_key fbo_key;
unsigned int i, ds_level, rt_level;
struct fbo_entry *entry;
if (depth_stencil->resource && depth_stencil->resource->type != WINED3D_RTYPE_BUFFER
&& render_targets[0].resource && render_targets[0].resource->type != WINED3D_RTYPE_BUFFER)
{
rt_texture = wined3d_texture_from_resource(render_targets[0].resource);
rt_level = render_targets[0].sub_resource_idx % rt_texture->level_count;
ds_texture = wined3d_texture_from_resource(depth_stencil->resource);
ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
if (wined3d_texture_get_level_width(ds_texture, ds_level)
< wined3d_texture_get_level_width(rt_texture, rt_level)
|| wined3d_texture_get_level_height(ds_texture, ds_level)
< wined3d_texture_get_level_height(rt_texture, rt_level))
{
WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
depth_stencil = &ds_null;
}
else if (ds_texture->resource.multisample_type != rt_texture->resource.multisample_type
|| (ds_texture->resource.multisample_type
&& ds_texture->resource.multisample_quality != rt_texture->resource.multisample_quality))
{
WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
rt_texture->resource.multisample_type, rt_texture->resource.multisample_quality,
ds_texture->resource.multisample_type, ds_texture->resource.multisample_quality);
depth_stencil = &ds_null;
}
else if (depth_stencil->resource->type == WINED3D_RTYPE_TEXTURE_2D)
{
wined3d_texture_gl_set_compatible_renderbuffer(wined3d_texture_gl(ds_texture),
context_gl, ds_level, &render_targets[0]);
}
}
wined3d_context_gl_generate_fbo_key(context_gl, &fbo_key,
render_targets, depth_stencil, color_location, ds_location);
if (TRACE_ON(d3d))
{
struct wined3d_resource *resource;
unsigned int width, height;
const char *resource_type;
TRACE("Dumping FBO attachments:\n");
for (i = 0; i < gl_info->limits.buffers; ++i)
{
if ((resource = render_targets[i].resource))
{
if (resource->type == WINED3D_RTYPE_BUFFER)
{
width = resource->size;
height = 1;
resource_type = "buffer";
}
else
{
rt_texture = wined3d_texture_from_resource(resource);
rt_level = render_targets[i].sub_resource_idx % rt_texture->level_count;
width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level);
height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level);
resource_type = "texture";
}
TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
i, resource, render_targets[i].sub_resource_idx, debug_d3dformat(resource->format->id),
fbo_key.rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type,
fbo_key.objects[i + 1].object, width, height, resource->multisample_type);
}
}
if ((resource = depth_stencil->resource))
{
if (resource->type == WINED3D_RTYPE_BUFFER)
{
width = resource->size;
height = 1;
resource_type = "buffer";
}
else
{
ds_texture = wined3d_texture_from_resource(resource);
ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
width = wined3d_texture_get_level_pow2_width(ds_texture, ds_level);
height = wined3d_texture_get_level_pow2_height(ds_texture, ds_level);
resource_type = "texture";
}
TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
resource, depth_stencil->sub_resource_idx, debug_d3dformat(resource->format->id),
fbo_key.rb_namespace & (1 << 0) ? "renderbuffer" : resource_type,
fbo_key.objects[0].object, width, height, resource->multisample_type);
}
}
LIST_FOR_EACH_ENTRY(entry, &context_gl->fbo_list, struct fbo_entry, entry)
{
if (memcmp(&fbo_key, &entry->key, sizeof(fbo_key)))
continue;
list_remove(&entry->entry);
list_add_head(&context_gl->fbo_list, &entry->entry);
return entry;
}
if (context_gl->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
{
entry = context_create_fbo_entry(&context_gl->c, render_targets, depth_stencil, color_location, ds_location);
list_add_head(&context_gl->fbo_list, &entry->entry);
++context_gl->fbo_entry_count;
}
else
{
entry = LIST_ENTRY(list_tail(&context_gl->fbo_list), struct fbo_entry, entry);
wined3d_context_gl_reuse_fbo_entry(context_gl, target, render_targets,
depth_stencil, color_location, ds_location, entry);
list_remove(&entry->entry);
list_add_head(&context_gl->fbo_list, &entry->entry);
}
return entry;
}
/* Context activation is done by the caller. */
static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl *context_gl,
GLenum target, struct fbo_entry *entry)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
GLuint read_binding, draw_binding;
unsigned int i;
if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
{
wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
return;
}
read_binding = context_gl->fbo_read_binding;
draw_binding = context_gl->fbo_draw_binding;
wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, entry->id);
if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
{
GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
GL_FRAMEBUFFER_DEFAULT_WIDTH, gl_info->limits.framebuffer_width));
GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
GL_FRAMEBUFFER_DEFAULT_HEIGHT, gl_info->limits.framebuffer_height));
GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1));
GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1));
}
/* Apply render targets */
for (i = 0; i < gl_info->limits.buffers; ++i)
{
wined3d_context_gl_attach_surface_fbo(context_gl, target, i,
&entry->key.objects[i + 1], entry->key.rb_namespace & (1 << (i + 1)));
}
wined3d_context_gl_attach_depth_stencil_fbo(context_gl, target,
&entry->key.objects[0], entry->key.rb_namespace & 0x1, entry->flags);
/* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
* GL contexts requirements. */
gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
wined3d_context_gl_set_draw_buffer(context_gl, GL_NONE);
if (target != GL_FRAMEBUFFER)
{
if (target == GL_READ_FRAMEBUFFER)
wined3d_context_gl_bind_fbo(context_gl, GL_DRAW_FRAMEBUFFER, draw_binding);
else
wined3d_context_gl_bind_fbo(context_gl, GL_READ_FRAMEBUFFER, read_binding);
}
entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
}
/* Context activation is done by the caller. */
static void wined3d_context_gl_apply_fbo_state(struct wined3d_context_gl *context_gl, GLenum target,
const struct wined3d_rendertarget_info *render_targets,
const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
{
struct fbo_entry *entry, *entry2;
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
{
wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
}
if (context_gl->rebind_fbo)
{
wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
context_gl->rebind_fbo = FALSE;
}
if (color_location == WINED3D_LOCATION_DRAWABLE)
{
context_gl->current_fbo = NULL;
wined3d_context_gl_bind_fbo(context_gl, target, 0);
}
else
{
context_gl->current_fbo = wined3d_context_gl_find_fbo_entry(context_gl,
target, render_targets, depth_stencil, color_location, ds_location);
wined3d_context_gl_apply_fbo_entry(context_gl, target, context_gl->current_fbo);
}
}
/* Context activation is done by the caller. */
void wined3d_context_gl_apply_fbo_state_blit(struct wined3d_context_gl *context_gl, GLenum target,
struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location)
{
struct wined3d_rendertarget_info ds_info = {{0}};
memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
if (rt)
{
context_gl->blit_targets[0].resource = rt;
context_gl->blit_targets[0].sub_resource_idx = rt_sub_resource_idx;
context_gl->blit_targets[0].layer_count = 1;
}
if (ds)
{
ds_info.resource = ds;
ds_info.sub_resource_idx = ds_sub_resource_idx;
ds_info.layer_count = 1;
}
wined3d_context_gl_apply_fbo_state(context_gl, target, context_gl->blit_targets, &ds_info, location, location);
}
/* Context activation is done by the caller. */
void wined3d_context_gl_alloc_occlusion_query(struct wined3d_context_gl *context_gl,
struct wined3d_occlusion_query *query)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
if (context_gl->free_occlusion_query_count)
{
query->id = context_gl->free_occlusion_queries[--context_gl->free_occlusion_query_count];
}
else
{
if (gl_info->supported[ARB_OCCLUSION_QUERY])
{
GL_EXTCALL(glGenQueries(1, &query->id));
checkGLcall("glGenQueries");
TRACE("Allocated occlusion query %u in context %p.\n", query->id, context_gl);
}
else
{
WARN("Occlusion queries not supported, not allocating query id.\n");
query->id = 0;
}
}
query->context_gl = context_gl;
list_add_head(&context_gl->occlusion_queries, &query->entry);
}
void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query *query)
{
struct wined3d_context_gl *context_gl = query->context_gl;
list_remove(&query->entry);
query->context_gl = NULL;
if (!wined3d_array_reserve((void **)&context_gl->free_occlusion_queries,
&context_gl->free_occlusion_query_size, context_gl->free_occlusion_query_count + 1,
sizeof(*context_gl->free_occlusion_queries)))
{
ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
return;
}
context_gl->free_occlusion_queries[context_gl->free_occlusion_query_count++] = query->id;
}
/* Context activation is done by the caller. */
void wined3d_context_gl_alloc_fence(struct wined3d_context_gl *context_gl, struct wined3d_fence *fence)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
if (context_gl->free_fence_count)
{
fence->object = context_gl->free_fences[--context_gl->free_fence_count];
}
else
{
if (gl_info->supported[ARB_SYNC])
{
/* Using ARB_sync, not much to do here. */
fence->object.sync = NULL;
TRACE("Allocated sync object in context %p.\n", context_gl);
}
else if (gl_info->supported[APPLE_FENCE])
{
GL_EXTCALL(glGenFencesAPPLE(1, &fence->object.id));
checkGLcall("glGenFencesAPPLE");
TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
}
else if(gl_info->supported[NV_FENCE])
{
GL_EXTCALL(glGenFencesNV(1, &fence->object.id));
checkGLcall("glGenFencesNV");
TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
}
else
{
WARN("Fences not supported, not allocating fence.\n");
fence->object.id = 0;
}
}
fence->context_gl = context_gl;
list_add_head(&context_gl->fences, &fence->entry);
}
void wined3d_context_gl_free_fence(struct wined3d_fence *fence)
{
struct wined3d_context_gl *context_gl = fence->context_gl;
list_remove(&fence->entry);
fence->context_gl = NULL;
if (!wined3d_array_reserve((void **)&context_gl->free_fences,
&context_gl->free_fence_size, context_gl->free_fence_count + 1,
sizeof(*context_gl->free_fences)))
{
ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence->object.id, context_gl);
return;
}
context_gl->free_fences[context_gl->free_fence_count++] = fence->object;
}
/* Context activation is done by the caller. */
void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl *context_gl,
struct wined3d_timestamp_query *query)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
if (context_gl->free_timestamp_query_count)
{
query->id = context_gl->free_timestamp_queries[--context_gl->free_timestamp_query_count];
}
else
{
GL_EXTCALL(glGenQueries(1, &query->id));
checkGLcall("glGenQueries");
TRACE("Allocated timestamp query %u in context %p.\n", query->id, context_gl);
}
query->context_gl = context_gl;
list_add_head(&context_gl->timestamp_queries, &query->entry);
}
void wined3d_context_gl_free_timestamp_query(struct wined3d_timestamp_query *query)
{
struct wined3d_context_gl *context_gl = query->context_gl;
list_remove(&query->entry);
query->context_gl = NULL;
if (!wined3d_array_reserve((void **)&context_gl->free_timestamp_queries,
&context_gl->free_timestamp_query_size, context_gl->free_timestamp_query_count + 1,
sizeof(*context_gl->free_timestamp_queries)))
{
ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
return;
}
context_gl->free_timestamp_queries[context_gl->free_timestamp_query_count++] = query->id;
}
void wined3d_context_gl_alloc_so_statistics_query(struct wined3d_context_gl *context_gl,
struct wined3d_so_statistics_query *query)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
if (context_gl->free_so_statistics_query_count)
{
query->u = context_gl->free_so_statistics_queries[--context_gl->free_so_statistics_query_count];
}
else
{
GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
checkGLcall("glGenQueries");
TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
query->u.id[0], query->u.id[1], context_gl);
}
query->context_gl = context_gl;
list_add_head(&context_gl->so_statistics_queries, &query->entry);
}
void wined3d_context_gl_free_so_statistics_query(struct wined3d_so_statistics_query *query)
{
struct wined3d_context_gl *context_gl = query->context_gl;
list_remove(&query->entry);
query->context_gl = NULL;
if (!wined3d_array_reserve((void **)&context_gl->free_so_statistics_queries,
&context_gl->free_so_statistics_query_size, context_gl->free_so_statistics_query_count + 1,
sizeof(*context_gl->free_so_statistics_queries)))
{
ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
query->u.id[0], query->u.id[1], context_gl);
return;
}
context_gl->free_so_statistics_queries[context_gl->free_so_statistics_query_count++] = query->u;
}
void wined3d_context_gl_alloc_pipeline_statistics_query(struct wined3d_context_gl *context_gl,
struct wined3d_pipeline_statistics_query *query)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
if (context_gl->free_pipeline_statistics_query_count)
{
query->u = context_gl->free_pipeline_statistics_queries[--context_gl->free_pipeline_statistics_query_count];
}
else
{
GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
checkGLcall("glGenQueries");
}
query->context_gl = context_gl;
list_add_head(&context_gl->pipeline_statistics_queries, &query->entry);
}
void wined3d_context_gl_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query)
{
struct wined3d_context_gl *context_gl = query->context_gl;
list_remove(&query->entry);
query->context_gl = NULL;
if (!wined3d_array_reserve((void **)&context_gl->free_pipeline_statistics_queries,
&context_gl->free_pipeline_statistics_query_size, context_gl->free_pipeline_statistics_query_count + 1,
sizeof(*context_gl->free_pipeline_statistics_queries)))
{
ERR("Failed to grow free list, leaking GL queries in context %p.\n", context_gl);
return;
}
context_gl->free_pipeline_statistics_queries[context_gl->free_pipeline_statistics_query_count++] = query->u;
}
typedef void (context_fbo_entry_func_t)(struct wined3d_context_gl *context_gl, struct fbo_entry *entry);
static void wined3d_context_gl_enum_fbo_entries(const struct wined3d_device *device,
GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
{
unsigned int i, j;
for (i = 0; i < device->context_count; ++i)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(device->contexts[i]);
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
struct fbo_entry *entry, *entry2;
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
{
for (j = 0; j < gl_info->limits.buffers + 1; ++j)
{
if (entry->key.objects[j].object == name
&& !(entry->key.rb_namespace & (1 << j)) == !rb_namespace)
{
callback(context_gl, entry);
break;
}
}
}
}
}
static void wined3d_context_gl_queue_fbo_entry_destruction(struct wined3d_context_gl *context_gl,
struct fbo_entry *entry)
{
list_remove(&entry->entry);
list_add_head(&context_gl->fbo_destroy_list, &entry->entry);
}
void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource)
{
unsigned int i;
if (!device->d3d_initialized)
return;
for (i = 0; i < device->context_count; ++i)
{
struct wined3d_context *context = device->contexts[i];
if (&context->current_rt.texture->resource == resource)
{
context->current_rt.texture = NULL;
context->current_rt.sub_resource_idx = 0;
}
}
}
void context_gl_resource_released(struct wined3d_device *device, GLuint name, BOOL rb_namespace)
{
wined3d_context_gl_enum_fbo_entries(device, name, rb_namespace,
wined3d_context_gl_queue_fbo_entry_destruction);
}
void wined3d_context_gl_texture_update(struct wined3d_context_gl *context_gl,
const struct wined3d_texture_gl *texture_gl)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
struct fbo_entry *entry = context_gl->current_fbo;
unsigned int i;
if (!entry || context_gl->rebind_fbo)
return;
for (i = 0; i < gl_info->limits.buffers + 1; ++i)
{
if (texture_gl->texture_rgb.name == entry->key.objects[i].object
|| texture_gl->texture_srgb.name == entry->key.objects[i].object)
{
TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture_gl, i);
context_gl->rebind_fbo = TRUE;
return;
}
}
}
static BOOL wined3d_context_gl_restore_pixel_format(struct wined3d_context_gl *context_gl)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
BOOL ret = FALSE;
if (context_gl->restore_pf && IsWindow(context_gl->restore_pf_win))
{
if (context_gl->c.gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
{
HDC dc = GetDCEx(context_gl->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
if (dc)
{
if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, context_gl->restore_pf))))
{
ERR("Failed to restore pixel format %d on window %p.\n",
context_gl->restore_pf, context_gl->restore_pf_win);
}
ReleaseDC(context_gl->restore_pf_win, dc);
}
}
else
{
ERR("Unable to restore pixel format %d on window %p.\n",
context_gl->restore_pf, context_gl->restore_pf_win);
}
}
context_gl->restore_pf = 0;
context_gl->restore_pf_win = NULL;
return ret;
}
static BOOL wined3d_context_gl_set_pixel_format(struct wined3d_context_gl *context_gl)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
BOOL private = context_gl->dc_is_private;
int format = context_gl->pixel_format;
HDC dc = context_gl->dc;
int current;
if (private && context_gl->dc_has_format)
return TRUE;
if (!private && WindowFromDC(dc) != context_gl->window)
return FALSE;
current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc);
if (current == format) goto success;
if (!current)
{
if (!SetPixelFormat(dc, format, NULL))
{
/* This may also happen if the dc belongs to a destroyed window. */
WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
format, dc, GetLastError());
return FALSE;
}
context_gl->restore_pf = 0;
context_gl->restore_pf_win = private ? NULL : WindowFromDC(dc);
goto success;
}
/* By default WGL doesn't allow pixel format adjustments but we need it
* here. For this reason there's a Wine specific wglSetPixelFormat()
* which allows us to set the pixel format multiple times. Only use it
* when really needed. */
if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
{
HWND win;
if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
{
ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
format, dc);
return FALSE;
}
win = private ? NULL : WindowFromDC(dc);
if (win != context_gl->restore_pf_win)
{
wined3d_context_gl_restore_pixel_format(context_gl);
context_gl->restore_pf = private ? 0 : current;
context_gl->restore_pf_win = win;
}
goto success;
}
/* OpenGL doesn't allow pixel format adjustments. Print an error and
* continue using the old format. There's a big chance that the old
* format works although with a performance hit and perhaps rendering
* errors. */
ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
format, dc, current);
return TRUE;
success:
if (private)
context_gl->dc_has_format = TRUE;
return TRUE;
}
static BOOL wined3d_context_gl_set_gl_context(struct wined3d_context_gl *context_gl)
{
struct wined3d_swapchain *swapchain = context_gl->c.swapchain;
BOOL backup = FALSE;
if (!wined3d_context_gl_set_pixel_format(context_gl))
{
WARN("Failed to set pixel format %d on device context %p.\n",
context_gl->pixel_format, context_gl->dc);
backup = TRUE;
}
if (backup || !wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
{
WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
context_gl->gl_ctx, context_gl->dc, GetLastError());
context_gl->valid = 0;
WARN("Trying fallback to the backup window.\n");
/* FIXME: If the context is destroyed it's no longer associated with
* a swapchain, so we can't use the swapchain to get a backup dc. To
* make this work windowless contexts would need to be handled by the
* device. */
if (context_gl->c.destroyed || !swapchain)
{
FIXME("Unable to get backup dc for destroyed context %p.\n", context_gl);
context_set_current(NULL);
return FALSE;
}
if (!(context_gl->dc = swapchain_get_backup_dc(swapchain)))
{
context_set_current(NULL);
return FALSE;
}
context_gl->dc_is_private = TRUE;
context_gl->dc_has_format = FALSE;
if (!wined3d_context_gl_set_pixel_format(context_gl))
{
ERR("Failed to set pixel format %d on device context %p.\n",
context_gl->pixel_format, context_gl->dc);
context_set_current(NULL);
return FALSE;
}
if (!wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
{
ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
context_gl->dc, GetLastError());
context_set_current(NULL);
return FALSE;
}
context_gl->valid = 1;
}
context_gl->needs_set = 0;
return TRUE;
}
static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
{
if (!wglMakeCurrent(dc, gl_ctx))
{
ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
gl_ctx, dc, GetLastError());
context_set_current(NULL);
}
}
static void wined3d_context_gl_update_window(struct wined3d_context_gl *context_gl)
{
if (!context_gl->c.swapchain)
return;
if (context_gl->window == context_gl->c.swapchain->win_handle)
return;
TRACE("Updating context %p window from %p to %p.\n",
context_gl, context_gl->window, context_gl->c.swapchain->win_handle);
if (context_gl->dc)
wined3d_release_dc(context_gl->window, context_gl->dc);
context_gl->window = context_gl->c.swapchain->win_handle;
context_gl->dc_is_private = FALSE;
context_gl->dc_has_format = FALSE;
context_gl->needs_set = 1;
context_gl->valid = 1;
if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
{
ERR("Failed to get a device context for window %p.\n", context_gl->window);
context_gl->valid = 0;
}
}
void wined3d_context_cleanup(struct wined3d_context *context)
{
}
static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl)
{
struct wined3d_pipeline_statistics_query *pipeline_statistics_query;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
struct wined3d_so_statistics_query *so_statistics_query;
struct wined3d_timestamp_query *timestamp_query;
struct wined3d_occlusion_query *occlusion_query;
struct fbo_entry *entry, *entry2;
struct wined3d_fence *fence;
HGLRC restore_ctx;
HDC restore_dc;
unsigned int i;
restore_ctx = wglGetCurrentContext();
restore_dc = wglGetCurrentDC();
if (restore_ctx == context_gl->gl_ctx)
restore_ctx = NULL;
else if (context_gl->valid)
wined3d_context_gl_set_gl_context(context_gl);
if (context_gl->valid)
{
if (context_gl->dummy_arbfp_prog)
GL_EXTCALL(glDeleteProgramsARB(1, &context_gl->dummy_arbfp_prog));
if (context_gl->blit_vbo)
GL_EXTCALL(glDeleteBuffers(1, &context_gl->blit_vbo));
for (i = 0; i < context_gl->free_pipeline_statistics_query_count; ++i)
{
union wined3d_gl_pipeline_statistics_query *q = &context_gl->free_pipeline_statistics_queries[i];
GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
}
for (i = 0; i < context_gl->free_so_statistics_query_count; ++i)
{
union wined3d_gl_so_statistics_query *q = &context_gl->free_so_statistics_queries[i];
GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
}
if (context_gl->free_timestamp_query_count)
GL_EXTCALL(glDeleteQueries(context_gl->free_timestamp_query_count, context_gl->free_timestamp_queries));
if (gl_info->supported[ARB_SYNC])
{
for (i = 0; i < context_gl->free_fence_count; ++i)
{
GL_EXTCALL(glDeleteSync(context_gl->free_fences[i].sync));
}
}
else if (gl_info->supported[APPLE_FENCE])
{
for (i = 0; i < context_gl->free_fence_count; ++i)
{
GL_EXTCALL(glDeleteFencesAPPLE(1, &context_gl->free_fences[i].id));
}
}
else if (gl_info->supported[NV_FENCE])
{
for (i = 0; i < context_gl->free_fence_count; ++i)
{
GL_EXTCALL(glDeleteFencesNV(1, &context_gl->free_fences[i].id));
}
}
if (context_gl->free_occlusion_query_count)
GL_EXTCALL(glDeleteQueries(context_gl->free_occlusion_query_count, context_gl->free_occlusion_queries));
checkGLcall("context cleanup");
}
heap_free(context_gl->free_pipeline_statistics_queries);
heap_free(context_gl->free_so_statistics_queries);
heap_free(context_gl->free_timestamp_queries);
heap_free(context_gl->free_fences);
heap_free(context_gl->free_occlusion_queries);
LIST_FOR_EACH_ENTRY(pipeline_statistics_query, &context_gl->pipeline_statistics_queries,
struct wined3d_pipeline_statistics_query, entry)
{
if (context_gl->valid)
GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query->u.id), pipeline_statistics_query->u.id));
pipeline_statistics_query->context_gl = NULL;
}
LIST_FOR_EACH_ENTRY(so_statistics_query, &context_gl->so_statistics_queries,
struct wined3d_so_statistics_query, entry)
{
if (context_gl->valid)
GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query->u.id), so_statistics_query->u.id));
so_statistics_query->context_gl = NULL;
}
LIST_FOR_EACH_ENTRY(timestamp_query, &context_gl->timestamp_queries, struct wined3d_timestamp_query, entry)
{
if (context_gl->valid)
GL_EXTCALL(glDeleteQueries(1, &timestamp_query->id));
timestamp_query->context_gl = NULL;
}
LIST_FOR_EACH_ENTRY(fence, &context_gl->fences, struct wined3d_fence, entry)
{
if (context_gl->valid)
{
if (gl_info->supported[ARB_SYNC])
{
if (fence->object.sync)
GL_EXTCALL(glDeleteSync(fence->object.sync));
}
else if (gl_info->supported[APPLE_FENCE])
{
GL_EXTCALL(glDeleteFencesAPPLE(1, &fence->object.id));
}
else if (gl_info->supported[NV_FENCE])
{
GL_EXTCALL(glDeleteFencesNV(1, &fence->object.id));
}
}
fence->context_gl = NULL;
}
LIST_FOR_EACH_ENTRY(occlusion_query, &context_gl->occlusion_queries, struct wined3d_occlusion_query, entry)
{
if (context_gl->valid)
GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
occlusion_query->context_gl = NULL;
}
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
{
if (!context_gl->valid)
entry->id = 0;
wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
}
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
{
if (!context_gl->valid)
entry->id = 0;
wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
}
heap_free(context_gl->texture_type);
wined3d_context_gl_restore_pixel_format(context_gl);
if (restore_ctx)
context_restore_gl_context(gl_info, restore_dc, restore_ctx);
else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
ERR("Failed to disable GL context.\n");
wined3d_release_dc(context_gl->window, context_gl->dc);
if (!wglDeleteContext(context_gl->gl_ctx))
{
DWORD err = GetLastError();
ERR("Failed to delete GL context %p, last error %#x.\n", context_gl->gl_ctx, err);
}
wined3d_context_cleanup(&context_gl->c);
}
DWORD context_get_tls_idx(void)
{
return wined3d_context_tls_idx;
}
void context_set_tls_idx(DWORD idx)
{
wined3d_context_tls_idx = idx;
}
struct wined3d_context *context_get_current(void)
{
return TlsGetValue(wined3d_context_tls_idx);
}
BOOL context_set_current(struct wined3d_context *ctx)
{
struct wined3d_context *old = context_get_current();
if (old == ctx)
{
TRACE("Already using D3D context %p.\n", ctx);
return TRUE;
}
if (old)
{
if (old->destroyed)
{
TRACE("Switching away from destroyed context %p.\n", old);
wined3d_context_gl_cleanup(wined3d_context_gl(old));
heap_free((void *)old->gl_info);
heap_free(old);
}
else
{
if (wglGetCurrentContext())
{
const struct wined3d_gl_info *gl_info = old->gl_info;
TRACE("Flushing context %p before switching to %p.\n", old, ctx);
gl_info->gl_ops.gl.p_glFlush();
}
old->current = 0;
}
}
if (ctx)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(ctx);
if (!context_gl->valid)
{
ERR("Trying to make invalid context %p current\n", ctx);
return FALSE;
}
TRACE("Switching to D3D context %p, GL context %p, device context %p.\n",
context_gl, context_gl->gl_ctx, context_gl->dc);
if (!wined3d_context_gl_set_gl_context(context_gl))
return FALSE;
ctx->current = 1;
}
else if (wglGetCurrentContext())
{
TRACE("Clearing current D3D context.\n");
if (!wglMakeCurrent(NULL, NULL))
{
DWORD err = GetLastError();
ERR("Failed to clear current GL context, last error %#x.\n", err);
TlsSetValue(wined3d_context_tls_idx, NULL);
return FALSE;
}
}
return TlsSetValue(wined3d_context_tls_idx, ctx);
}
void wined3d_context_gl_release(struct wined3d_context_gl *context_gl)
{
struct wined3d_context *context = &context_gl->c;
TRACE("Releasing context %p, level %u.\n", context_gl, context->level);
if (WARN_ON(d3d))
{
if (!context->level)
WARN("Context %p is not active.\n", context);
else if (context != context_get_current())
WARN("Context %p is not the current context.\n", context);
}
if (!--context->level)
{
if (wined3d_context_gl_restore_pixel_format(context_gl))
context_gl->needs_set = 1;
if (context_gl->restore_ctx)
{
TRACE("Restoring GL context %p on device context %p.\n", context_gl->restore_ctx, context_gl->restore_dc);
context_restore_gl_context(context_gl->c.gl_info, context_gl->restore_dc, context_gl->restore_ctx);
context_gl->restore_ctx = NULL;
context_gl->restore_dc = NULL;
}
if (context->destroy_delayed)
{
TRACE("Destroying context %p.\n", context_gl);
wined3d_context_gl_destroy(context_gl);
}
}
}
/* This is used when a context for render target A is active, but a separate context is
* needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
* A to avoid breaking caller code. */
void context_restore(struct wined3d_context *context, struct wined3d_texture *texture, unsigned int sub_resource_idx)
{
if (context->current_rt.texture != texture || context->current_rt.sub_resource_idx != sub_resource_idx)
{
context_release(context);
context = context_acquire(texture->resource.device, texture, sub_resource_idx);
}
context_release(context);
}
static void wined3d_context_gl_enter(struct wined3d_context_gl *context_gl)
{
TRACE("Entering context %p, level %u.\n", context_gl, context_gl->c.level + 1);
if (!context_gl->c.level++)
{
const struct wined3d_context *current_context = context_get_current();
HGLRC current_gl = wglGetCurrentContext();
if (current_gl && (!current_context || wined3d_context_gl_const(current_context)->gl_ctx != current_gl))
{
TRACE("Another GL context (%p on device context %p) is already current.\n",
current_gl, wglGetCurrentDC());
context_gl->restore_ctx = current_gl;
context_gl->restore_dc = wglGetCurrentDC();
context_gl->needs_set = 1;
}
else if (!context_gl->needs_set && !(context_gl->dc_is_private && context_gl->dc_has_format)
&& context_gl->pixel_format != context_gl->c.gl_info->gl_ops.wgl.p_wglGetPixelFormat(context_gl->dc))
context_gl->needs_set = 1;
}
}
void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id)
{
DWORD representative = context->state_table[state_id].representative - STATE_COMPUTE_OFFSET;
unsigned int index, shift;
index = representative / (sizeof(*context->dirty_compute_states) * CHAR_BIT);
shift = representative & (sizeof(*context->dirty_compute_states) * CHAR_BIT - 1);
context->dirty_compute_states[index] |= (1u << shift);
}
void context_invalidate_state(struct wined3d_context *context, DWORD state)
{
DWORD rep = context->state_table[state].representative;
DWORD idx;
BYTE shift;
if (isStateDirty(context, rep)) return;
context->dirtyArray[context->numDirtyEntries++] = rep;
idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
context->isStateDirty[idx] |= (1u << shift);
}
/* This function takes care of wined3d pixel format selection. */
static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
BOOL auxBuffers)
{
unsigned int cfg_count = wined3d_adapter_gl(device->adapter)->pixel_format_count;
unsigned int current_value;
PIXELFORMATDESCRIPTOR pfd;
int iPixelFormat = 0;
unsigned int i;
TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x.\n",
device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
auxBuffers);
current_value = 0;
for (i = 0; i < cfg_count; ++i)
{
const struct wined3d_pixel_format *cfg = &wined3d_adapter_gl(device->adapter)->pixel_formats[i];
unsigned int value;
/* For now only accept RGBA formats. Perhaps some day we will
* allow floating point formats for pbuffers. */
if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
continue;
/* In window mode we need a window drawable format and double buffering. */
if (!(cfg->windowDrawable && cfg->doubleBuffer))
continue;
if (cfg->redSize < color_format->red_size)
continue;
if (cfg->greenSize < color_format->green_size)
continue;
if (cfg->blueSize < color_format->blue_size)
continue;
if (cfg->alphaSize < color_format->alpha_size)
continue;
if (cfg->depthSize < ds_format->depth_size)
continue;
if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size)
continue;
/* Check multisampling support. */
if (cfg->numSamples)
continue;
value = 1;
/* 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 == ds_format->depth_size)
value += 1;
if (cfg->stencilSize == ds_format->stencil_size)
value += 2;
if (cfg->alphaSize == color_format->alpha_size)
value += 4;
/* We like to have aux buffers in backbuffer mode */
if (auxBuffers && cfg->auxBuffers)
value += 8;
if (cfg->redSize == color_format->red_size
&& cfg->greenSize == color_format->green_size
&& cfg->blueSize == color_format->blue_size)
value += 16;
if (value > current_value)
{
iPixelFormat = cfg->iPixelFormat;
current_value = value;
}
}
if (!iPixelFormat)
{
ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
memset(&pfd, 0, 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 = color_format->alpha_size;
pfd.cColorBits = color_format->red_size + color_format->green_size
+ color_format->blue_size + color_format->alpha_size;
pfd.cDepthBits = ds_format->depth_size;
pfd.cStencilBits = ds_format->stencil_size;
pfd.iLayerType = PFD_MAIN_PLANE;
if (!(iPixelFormat = ChoosePixelFormat(hdc, &pfd)))
{
/* Something is very wrong as ChoosePixelFormat() barely fails. */
ERR("Can't find a suitable pixel format.\n");
return 0;
}
}
TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
return iPixelFormat;
}
/* Context activation is done by the caller. */
void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl *context_gl)
{
const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
unsigned int i;
for (i = 0; i < gl_info->limits.combined_samplers; ++i)
{
GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
if (gl_info->supported[EXT_TEXTURE3D])
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
if (gl_info->supported[EXT_TEXTURE_ARRAY])
{
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
}
if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
{
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
}
}
checkGLcall("bind dummy textures");
}
void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
const char *file, unsigned int line, const char *name)
{
GLint err;
if (gl_info->supported[ARB_DEBUG_OUTPUT] || (err = gl_info->gl_ops.gl.p_glGetError()) == GL_NO_ERROR)
{
TRACE("%s call ok %s / %u.\n", name, file, line);
return;
}
do
{
ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
debug_glerror(err), err, name, file,line);
err = gl_info->gl_ops.gl.p_glGetError();
} while (err != GL_NO_ERROR);
}
static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
{
return gl_info->supported[ARB_DEBUG_OUTPUT]
&& (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
}
static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
GLenum severity, GLsizei length, const char *message, void *ctx)
{
switch (type)
{
case GL_DEBUG_TYPE_ERROR_ARB:
ERR("%p: %s.\n", ctx, debugstr_an(message, length));
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
case GL_DEBUG_TYPE_PORTABILITY_ARB:
FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
break;
case GL_DEBUG_TYPE_PERFORMANCE_ARB:
WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
break;
default:
FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
break;
}
}
HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx)
{
HGLRC ctx;
unsigned int ctx_attrib_idx = 0;
GLint ctx_attribs[7], ctx_flags = 0;
if (context_debug_output_enabled(gl_info))
ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB;
ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16;
ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB;
ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff;
if (ctx_flags)
{
ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
ctx_attribs[ctx_attrib_idx++] = ctx_flags;
}
ctx_attribs[ctx_attrib_idx] = 0;
if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
{
if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
{
if (ctx_flags)
{
ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
ctx_attribs[ctx_attrib_idx - 1] = ctx_flags;
}
else
{
ctx_flags = WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
ctx_attribs[ctx_attrib_idx++] = ctx_flags;
ctx_attribs[ctx_attrib_idx] = 0;
}
if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
GetLastError());
}
}
return ctx;
}
static void wined3d_context_init(struct wined3d_context *context, struct wined3d_swapchain *swapchain)
{
struct wined3d_device *device = swapchain->device;
DWORD state;
context->gl_info = &device->adapter->gl_info;
context->d3d_info = &device->adapter->d3d_info;
context->state_table = device->state_table;
/* Mark all states dirty to force a proper initialization of the states on
* the first use of the context. Compute states do not need initialization. */
for (state = 0; state <= STATE_HIGHEST; ++state)
{
if (context->state_table[state].representative && !STATE_IS_COMPUTE(state))
context_invalidate_state(context, state);
}
context->device = device;
context->swapchain = swapchain;
context->current_rt.texture = swapchain->front_buffer;
context->current_rt.sub_resource_idx = 0;
context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
| (1u << WINED3D_SHADER_TYPE_VERTEX)
| (1u << WINED3D_SHADER_TYPE_GEOMETRY)
| (1u << WINED3D_SHADER_TYPE_HULL)
| (1u << WINED3D_SHADER_TYPE_DOMAIN)
| (1u << WINED3D_SHADER_TYPE_COMPUTE);
}
HRESULT wined3d_context_no3d_init(struct wined3d_context *context_no3d, struct wined3d_swapchain *swapchain)
{
TRACE("context_no3d %p, swapchain %p.\n", context_no3d, swapchain);
wined3d_context_init(context_no3d, swapchain);
return WINED3D_OK;
}
HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wined3d_swapchain *swapchain)
{
const struct wined3d_format *color_format, *ds_format;
struct wined3d_context *context = &context_gl->c;
const struct wined3d_d3d_info *d3d_info;
const struct wined3d_gl_info *gl_info;
struct wined3d_resource *target;
unsigned int target_bind_flags;
struct wined3d_device *device;
HGLRC ctx, share_ctx;
unsigned int i;
TRACE("context_gl %p, swapchain %p.\n", context_gl, swapchain);
wined3d_context_init(&context_gl->c, swapchain);
device = context->device;
gl_info = context->gl_info;
d3d_info = context->d3d_info;
context_gl->tid = GetCurrentThreadId();
context_gl->window = context->swapchain->win_handle;
if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
{
WARN("Failed to retrieve device context, trying swapchain backup.\n");
if (!(context_gl->dc = swapchain_get_backup_dc(context->swapchain)))
{
ERR("Failed to retrieve a device context.\n");
return E_FAIL;
}
context_gl->dc_is_private = TRUE;
}
list_init(&context_gl->fbo_list);
list_init(&context_gl->fbo_destroy_list);
list_init(&context_gl->occlusion_queries);
list_init(&context_gl->fences);
list_init(&context_gl->timestamp_queries);
list_init(&context_gl->so_statistics_queries);
list_init(&context_gl->pipeline_statistics_queries);
for (i = 0; i < ARRAY_SIZE(context_gl->tex_unit_map); ++i)
context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
for (i = 0; i < ARRAY_SIZE(context_gl->rev_tex_unit_map); ++i)
context_gl->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
{
/* Initialize the texture unit mapping to a 1:1 mapping. */
unsigned int base, count;
wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
if (base + WINED3D_MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
{
ERR("Unexpected texture unit base index %u.\n", base);
goto fail;
}
for (i = 0; i < min(count, WINED3D_MAX_FRAGMENT_SAMPLERS); ++i)
{
context_gl->tex_unit_map[i] = base + i;
context_gl->rev_tex_unit_map[base + i] = i;
}
wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
if (base + WINED3D_MAX_VERTEX_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
{
ERR("Unexpected texture unit base index %u.\n", base);
goto fail;
}
for (i = 0; i < min(count, WINED3D_MAX_VERTEX_SAMPLERS); ++i)
{
context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + i] = base + i;
context_gl->rev_tex_unit_map[base + i] = WINED3D_MAX_FRAGMENT_SAMPLERS + i;
}
}
if (!(context_gl->texture_type = heap_calloc(gl_info->limits.combined_samplers,
sizeof(*context_gl->texture_type))))
goto fail;
target = &context->current_rt.texture->resource;
target_bind_flags = target->bind_flags;
if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
{
static const enum wined3d_format_id ds_formats[] =
{
WINED3DFMT_D24_UNORM_S8_UINT,
WINED3DFMT_D32_UNORM,
WINED3DFMT_R24_UNORM_X8_TYPELESS,
WINED3DFMT_D16_UNORM,
WINED3DFMT_S1_UINT_D15_UNORM,
};
color_format = target->format;
/* In case of ORM_BACKBUFFER, make sure to request an alpha component for
* X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
color_format = wined3d_get_format(device->adapter, WINED3DFMT_B4G4R4A4_UNORM, target_bind_flags);
else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
color_format = wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
/* DirectDraw supports 8bit paletted render targets and these are used by
* old games like StarCraft and C&C. Most modern hardware doesn't support
* 8bit natively so we perform some form of 8bit -> 32bit conversion. The
* conversion (ab)uses the alpha component for storing the palette index.
* For this reason we require a format with 8bit alpha, so request
* A8R8G8B8. */
if (color_format->id == WINED3DFMT_P8_UINT)
color_format = wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
/* Try to find a pixel format which matches our requirements. */
if (!swapchain->ds_format)
{
for (i = 0; i < ARRAY_SIZE(ds_formats); ++i)
{
ds_format = wined3d_get_format(device->adapter, ds_formats[i], WINED3D_BIND_DEPTH_STENCIL);
if ((context_gl->pixel_format = context_choose_pixel_format(device,
context_gl->dc, color_format, ds_format, TRUE)))
{
swapchain->ds_format = ds_format;
break;
}
TRACE("Depth stencil format %s is not supported, trying next format.\n",
debug_d3dformat(ds_format->id));
}
}
else
{
context_gl->pixel_format = context_choose_pixel_format(device,
context_gl->dc, color_format, swapchain->ds_format, TRUE);
}
}
else
{
/* When using FBOs for off-screen rendering, we only use the drawable for
* presentation blits, and don't do any rendering to it. That means we
* don't need depth or stencil buffers, and can mostly ignore the render
* target format. This wouldn't necessarily be quite correct for 10bpc
* display modes, but we don't currently support those.
* Using the same format regardless of the color/depth/stencil targets
* makes it much less likely that different wined3d instances will set
* conflicting pixel formats. */
color_format = wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
ds_format = wined3d_get_format(device->adapter, WINED3DFMT_UNKNOWN, WINED3D_BIND_DEPTH_STENCIL);
context_gl->pixel_format = context_choose_pixel_format(device,
context_gl->dc, color_format, ds_format, FALSE);
}
if (!context_gl->pixel_format)
goto fail;
wined3d_context_gl_enter(context_gl);
if (!wined3d_context_gl_set_pixel_format(context_gl))
{
ERR("Failed to set pixel format %d on device context %p.\n", context_gl->pixel_format, context_gl->dc);
context_release(context);
goto fail;
}
share_ctx = device->context_count ? wined3d_context_gl(device->contexts[0])->gl_ctx : NULL;
if (gl_info->p_wglCreateContextAttribsARB)
{
if (!(ctx = context_create_wgl_attribs(gl_info, context_gl->dc, share_ctx)))
{
context_release(context);
goto fail;
}
}
else
{
if (!(ctx = wglCreateContext(context_gl->dc)))
{
ERR("Failed to create a WGL context.\n");
context_release(context);
goto fail;
}
if (share_ctx && !wglShareLists(share_ctx, ctx))
{
ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
context_release(context);
if (!wglDeleteContext(ctx))
ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
goto fail;
}
}
context->render_offscreen = wined3d_resource_is_offscreen(target);
context_gl->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
context_gl->valid = 1;
context_gl->gl_ctx = ctx;
context_gl->dc_has_format = TRUE;
context_gl->needs_set = 1;
/* Set up the context defaults */
if (!context_set_current(context))
{
ERR("Cannot activate context to set up defaults.\n");
context_release(context);
if (!wglDeleteContext(ctx))
ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
goto fail;
}
if (context_debug_output_enabled(gl_info))
{
GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, context));
if (TRACE_ON(d3d_synchronous))
gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
if (ERR_ON(d3d))
{
GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR,
GL_DONT_CARE, 0, NULL, GL_TRUE));
}
if (FIXME_ON(d3d))
{
GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,
GL_DONT_CARE, 0, NULL, GL_TRUE));
GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR,
GL_DONT_CARE, 0, NULL, GL_TRUE));
GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY,
GL_DONT_CARE, 0, NULL, GL_TRUE));
}
if (WARN_ON(d3d_perf))
{
GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE,
GL_DONT_CARE, 0, NULL, GL_TRUE));
}
}
if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &context_gl->aux_buffers);
TRACE("Setting up the screen\n");
if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
{
gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
}
else
{
GLuint vao;
GL_EXTCALL(glGenVertexArrays(1, &vao));
GL_EXTCALL(glBindVertexArray(vao));
checkGLcall("creating VAO");
}
gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
if (gl_info->supported[NV_TEXTURE_SHADER2])
{
/* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
* the previous texture where to source the offset from is always unit - 1.
*/
for (i = 1; i < gl_info->limits.textures; ++i)
{
wined3d_context_gl_active_texture(context_gl, gl_info, i);
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + i - 1);
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
}
}
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
/* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
* enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
* GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
* because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
* is ever assigned.
*
* So make sure a program is assigned to each context. The first real ARBFP use will set a different
* program and the dummy program is destroyed when the context is destroyed.
*/
static const char dummy_program[] =
"!!ARBfp1.0\n"
"MOV result.color, fragment.color.primary;\n"
"END\n";
GL_EXTCALL(glGenProgramsARB(1, &context_gl->dummy_arbfp_prog));
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, context_gl->dummy_arbfp_prog));
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
}
if (gl_info->supported[ARB_POINT_SPRITE])
{
for (i = 0; i < gl_info->limits.textures; ++i)
{
wined3d_context_gl_active_texture(context_gl, gl_info, i);
gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
}
}
if (gl_info->supported[ARB_PROVOKING_VERTEX])
{
GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
}
else if (gl_info->supported[EXT_PROVOKING_VERTEX])
{
GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
}
if (!(d3d_info->wined3d_creation_flags & WINED3D_NO_PRIMITIVE_RESTART))
{
if (gl_info->supported[ARB_ES3_COMPATIBILITY])
{
gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
}
else
{
FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
}
}
if (!(d3d_info->wined3d_creation_flags & WINED3D_LEGACY_CUBEMAP_FILTERING)
&& gl_info->supported[ARB_SEAMLESS_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
checkGLcall("enable seamless cube map filtering");
}
if (gl_info->supported[ARB_CLIP_CONTROL])
GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT));
/* If this happens to be the first context for the device, dummy textures
* are not created yet. In that case, they will be created (and bound) by
* create_dummy_textures right after this context is initialized. */
if (wined3d_device_gl(device)->dummy_textures.tex_2d)
wined3d_context_gl_bind_dummy_textures(context_gl);
/* Initialise all rectangles to avoid resetting unused ones later. */
gl_info->gl_ops.gl.p_glScissor(0, 0, 0, 0);
checkGLcall("glScissor");
return WINED3D_OK;
fail:
heap_free(context_gl->texture_type);
wined3d_release_dc(context_gl->window, context_gl->dc);
return E_FAIL;
}
HRESULT wined3d_context_vk_init(struct wined3d_context *context_vk, struct wined3d_swapchain *swapchain)
{
TRACE("context_vk %p, swapchain %p.\n", context_vk, swapchain);
wined3d_context_init(context_vk, swapchain);
return WINED3D_OK;
}
void wined3d_context_gl_destroy(struct wined3d_context_gl *context_gl)
{
struct wined3d_device *device = context_gl->c.device;
TRACE("Destroying context %p.\n", context_gl);
wined3d_from_cs(device->cs);
/* We delay destroying a context when it is active. The context_release()
* function invokes wined3d_context_gl_destroy() again while leaving the
* last level. */
if (context_gl->c.level)
{
TRACE("Delaying destruction of context %p.\n", context_gl);
context_gl->c.destroy_delayed = 1;
/* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
context_gl->c.swapchain = NULL;
return;
}
device_context_remove(device, &context_gl->c);
if (context_gl->c.current && context_gl->tid != GetCurrentThreadId())
{
struct wined3d_gl_info *gl_info;
/* Make a copy of gl_info for wined3d_context_gl_cleanup() use, the
* one in wined3d_adapter may go away in the meantime. */
gl_info = heap_alloc(sizeof(*gl_info));
*gl_info = *context_gl->c.gl_info;
context_gl->c.gl_info = gl_info;
context_gl->c.destroyed = 1;
return;
}
wined3d_context_gl_cleanup(context_gl);
TlsSetValue(context_get_tls_idx(), NULL);
heap_free(context_gl);
}
const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d_context_gl *context_gl,
const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
if (!shader_version)
{
*base = 0;
*count = WINED3D_MAX_TEXTURES;
return context_gl->tex_unit_map;
}
if (shader_version->major >= 4)
{
wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, shader_version->type, base, count);
return NULL;
}
switch (shader_version->type)
{
case WINED3D_SHADER_TYPE_PIXEL:
*base = 0;
*count = WINED3D_MAX_FRAGMENT_SAMPLERS;
break;
case WINED3D_SHADER_TYPE_VERTEX:
*base = WINED3D_MAX_FRAGMENT_SAMPLERS;
*count = WINED3D_MAX_VERTEX_SAMPLERS;
break;
default:
ERR("Unhandled shader type %#x.\n", shader_version->type);
*base = 0;
*count = 0;
}
return context_gl->tex_unit_map;
}
static void wined3d_context_gl_get_rt_size(const struct wined3d_context_gl *context_gl, SIZE *size)
{
const struct wined3d_texture *rt = context_gl->c.current_rt.texture;
unsigned int level;
if (rt->swapchain)
{
RECT window_size;
GetClientRect(context_gl->window, &window_size);
size->cx = window_size.right - window_size.left;
size->cy = window_size.bottom - window_size.top;
return;
}
level = context_gl->c.current_rt.sub_resource_idx % rt->level_count;
size->cx = wined3d_texture_get_level_width(rt, level);
size->cy = wined3d_texture_get_level_height(rt, level);
}
void wined3d_context_gl_enable_clip_distances(struct wined3d_context_gl *context_gl, uint32_t enable_mask)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
unsigned int clip_distance_count, i;
uint32_t disable_mask, current_mask;
clip_distance_count = gl_info->limits.user_clip_distances;
disable_mask = ~enable_mask;
enable_mask &= (1u << clip_distance_count) - 1;
disable_mask &= (1u << clip_distance_count) - 1;
current_mask = context_gl->c.clip_distance_mask;
context_gl->c.clip_distance_mask = enable_mask;
enable_mask &= ~current_mask;
while (enable_mask)
{
i = wined3d_bit_scan(&enable_mask);
gl_info->gl_ops.gl.p_glEnable(GL_CLIP_DISTANCE0 + i);
}
disable_mask &= current_mask;
while (disable_mask)
{
i = wined3d_bit_scan(&disable_mask);
gl_info->gl_ops.gl.p_glDisable(GL_CLIP_DISTANCE0 + i);
}
checkGLcall("toggle clip distances");
}
static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
{
return rt_mask & (1u << 31);
}
static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
{
return rt_mask & ~(1u << 31);
}
/* Context activation is done by the caller. */
static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
GLenum draw_buffers[MAX_RENDER_TARGET_VIEWS];
if (!rt_mask)
{
gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
}
else if (is_rt_mask_onscreen(rt_mask))
{
gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
}
else
{
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
unsigned int i = 0;
while (rt_mask)
{
if (rt_mask & 1)
draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
else
draw_buffers[i] = GL_NONE;
rt_mask >>= 1;
++i;
}
if (gl_info->supported[ARB_DRAW_BUFFERS])
{
GL_EXTCALL(glDrawBuffers(i, draw_buffers));
}
else
{
gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffers[0]);
}
}
else
{
ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
}
}
checkGLcall("apply draw buffers");
}
/* Context activation is done by the caller. */
void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl *context_gl, GLenum buffer)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
struct fbo_entry *current_fbo = context_gl->current_fbo;
uint32_t new_mask = context_generate_rt_mask(buffer);
uint32_t *current_mask;
current_mask = current_fbo ? &current_fbo->rt_mask : &context_gl->draw_buffers_mask;
if (new_mask == *current_mask)
return;
gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
checkGLcall("glDrawBuffer()");
*current_mask = new_mask;
}
/* Context activation is done by the caller. */
void wined3d_context_gl_active_texture(struct wined3d_context_gl *context_gl,
const struct wined3d_gl_info *gl_info, unsigned int unit)
{
GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
checkGLcall("glActiveTexture");
context_gl->active_texture = unit;
}
void wined3d_context_gl_bind_bo(struct wined3d_context_gl *context_gl, GLenum binding, GLuint name)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
if (binding == GL_ELEMENT_ARRAY_BUFFER)
context_invalidate_state(&context_gl->c, STATE_INDEXBUFFER);
GL_EXTCALL(glBindBuffer(binding, name));
}
void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl, GLenum target, GLuint name)
{
const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
GLenum old_texture_type;
unsigned int unit;
if (name)
gl_info->gl_ops.gl.p_glBindTexture(target, name);
else
target = GL_NONE;
unit = context_gl->active_texture;
old_texture_type = context_gl->texture_type[unit];
if (old_texture_type != target)
{
switch (old_texture_type)
{
case GL_NONE:
/* nothing to do */
break;
case GL_TEXTURE_1D:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
break;
case GL_TEXTURE_1D_ARRAY:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
break;
case GL_TEXTURE_2D:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
break;
case GL_TEXTURE_2D_ARRAY:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
break;
case GL_TEXTURE_RECTANGLE_ARB:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
break;
case GL_TEXTURE_CUBE_MAP:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
break;
case GL_TEXTURE_CUBE_MAP_ARRAY:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
break;
case GL_TEXTURE_3D:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
break;
case GL_TEXTURE_BUFFER:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
break;
case GL_TEXTURE_2D_MULTISAMPLE:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
break;
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
break;
default:
ERR("Unexpected texture target %#x.\n", old_texture_type);
}
context_gl->texture_type[unit] = target;
}
checkGLcall("bind texture");
}
void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl *context_gl,
const struct wined3d_bo_address *data, size_t size, GLenum binding, DWORD flags)
{
const struct wined3d_gl_info *gl_info;
BYTE *memory;
if (!data->buffer_object)
return data->addr;
gl_info = context_gl->c.gl_info;
wined3d_context_gl_bind_bo(context_gl, binding, data->buffer_object);
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
{
GLbitfield map_flags = wined3d_resource_gl_map_flags(flags) & ~GL_MAP_FLUSH_EXPLICIT_BIT;
memory = GL_EXTCALL(glMapBufferRange(binding, (INT_PTR)data->addr, size, map_flags));
}
else
{
memory = GL_EXTCALL(glMapBuffer(binding, wined3d_resource_gl_legacy_map_flags(flags)));
memory += (INT_PTR)data->addr;
}
wined3d_context_gl_bind_bo(context_gl, binding, 0);
checkGLcall("Map buffer object");
return memory;
}
void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl *context_gl,
const struct wined3d_bo_address *data, GLenum binding)
{
const struct wined3d_gl_info *gl_info;
if (!data->buffer_object)
return;
gl_info = context_gl->c.gl_info;
wined3d_context_gl_bind_bo(context_gl, binding, data->buffer_object);
GL_EXTCALL(glUnmapBuffer(binding));
wined3d_context_gl_bind_bo(context_gl, binding, 0);
checkGLcall("Unmap buffer object");
}
void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl *context_gl,
const struct wined3d_bo_address *dst, GLenum dst_binding,
const struct wined3d_bo_address *src, GLenum src_binding, size_t size)
{
const struct wined3d_gl_info *gl_info;
BYTE *dst_ptr, *src_ptr;
gl_info = context_gl->c.gl_info;
if (dst->buffer_object && src->buffer_object)
{
if (gl_info->supported[ARB_COPY_BUFFER])
{
GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src->buffer_object));
GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst->buffer_object));
GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
(GLintptr)src->addr, (GLintptr)dst->addr, size));
checkGLcall("direct buffer copy");
}
else
{
src_ptr = wined3d_context_gl_map_bo_address(context_gl, src, size, src_binding, WINED3D_MAP_READ);
dst_ptr = wined3d_context_gl_map_bo_address(context_gl, dst, size, dst_binding, WINED3D_MAP_WRITE);
memcpy(dst_ptr, src_ptr, size);
wined3d_context_gl_unmap_bo_address(context_gl, dst, dst_binding);
wined3d_context_gl_unmap_bo_address(context_gl, src, src_binding);
}
}
else if (!dst->buffer_object && src->buffer_object)
{
wined3d_context_gl_bind_bo(context_gl, src_binding, src->buffer_object);
GL_EXTCALL(glGetBufferSubData(src_binding, (GLintptr)src->addr, size, dst->addr));
checkGLcall("buffer download");
}
else if (dst->buffer_object && !src->buffer_object)
{
wined3d_context_gl_bind_bo(context_gl, dst_binding, dst->buffer_object);
GL_EXTCALL(glBufferSubData(dst_binding, (GLintptr)dst->addr, size, src->addr));
checkGLcall("buffer upload");
}
else
{
memcpy(dst->addr, src->addr, size);
}
}
static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
{
if (context->render_offscreen == offscreen)
return;
context_invalidate_state(context, STATE_VIEWPORT);
context_invalidate_state(context, STATE_SCISSORRECT);
if (!context->gl_info->supported[ARB_CLIP_CONTROL])
{
context_invalidate_state(context, STATE_RASTERIZER);
context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
}
context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN));
if (context->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
context->render_offscreen = offscreen;
}
GLenum wined3d_context_gl_get_offscreen_gl_buffer(const struct wined3d_context_gl *context_gl)
{
switch (wined3d_settings.offscreen_rendering_mode)
{
case ORM_FBO:
return GL_COLOR_ATTACHMENT0;
case ORM_BACKBUFFER:
return context_gl->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
default:
FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
return GL_BACK;
}
}
static uint32_t wined3d_context_gl_generate_rt_mask_no_fbo(const struct wined3d_context_gl *context_gl,
struct wined3d_resource *rt)
{
if (!rt || rt->format->id == WINED3DFMT_NULL)
return 0;
else if (rt->type != WINED3D_RTYPE_BUFFER && texture_from_resource(rt)->swapchain)
return context_generate_rt_mask_from_resource(rt);
else
return context_generate_rt_mask(wined3d_context_gl_get_offscreen_gl_buffer(context_gl));
}
/* Context activation is done by the caller. */
void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, const struct wined3d_device *device)
{
struct wined3d_context *context = &context_gl->c;
const struct wined3d_gl_info *gl_info;
uint32_t rt_mask, *cur_mask;
struct wined3d_texture *rt;
unsigned int sampler;
SIZE rt_size;
TRACE("Setting up context %p for blitting.\n", context);
gl_info = context->gl_info;
rt = context->current_rt.texture;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (context->render_offscreen)
{
wined3d_texture_load(rt, context, FALSE);
wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_FRAMEBUFFER, &rt->resource,
context->current_rt.sub_resource_idx, NULL, 0, rt->resource.draw_binding);
if (rt->resource.format->id != WINED3DFMT_NULL)
rt_mask = 1;
else
rt_mask = 0;
}
else
{
context_gl->current_fbo = NULL;
wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
rt_mask = context_generate_rt_mask_from_resource(&rt->resource);
}
}
else
{
rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, &rt->resource);
}
cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
if (rt_mask != *cur_mask)
{
context_apply_draw_buffers(context, rt_mask);
*cur_mask = rt_mask;
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER);
wined3d_context_gl_get_rt_size(context_gl, &rt_size);
if (context->last_was_blit)
{
if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
{
gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
context->viewport_count = WINED3D_MAX_VIEWPORTS;
context_gl->blit_size = rt_size;
/* No need to dirtify here, the states are still dirtified because
* they weren't applied since the last context_apply_blit_state()
* call. */
}
checkGLcall("blit state application");
TRACE("Context is already set up for blitting, nothing to do.\n");
return;
}
context->last_was_blit = TRUE;
if (gl_info->supported[ARB_SAMPLER_OBJECTS])
GL_EXTCALL(glBindSampler(0, 0));
wined3d_context_gl_active_texture(context_gl, gl_info, 0);
sampler = context_gl->rev_tex_unit_map[0];
if (sampler != WINED3D_UNMAPPED_STAGE)
{
if (sampler < WINED3D_MAX_TEXTURES)
{
context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
}
context_invalidate_state(context, STATE_SAMPLER(sampler));
}
context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
{
gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
}
gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE));
gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
if (gl_info->supported[ARB_POINT_SPRITE])
{
gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
}
if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
{
gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
}
gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
context->last_was_rhw = TRUE;
context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
wined3d_context_gl_enable_clip_distances(context_gl, 0);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
/* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
if (gl_info->supported[ARB_CLIP_CONTROL])
GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE));
gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
context->viewport_count = WINED3D_MAX_VIEWPORTS;
context_invalidate_state(context, STATE_VIEWPORT);
device->shader_backend->shader_disable(device->shader_priv, context);
context_gl->blit_size = rt_size;
checkGLcall("blit state application");
}
static void context_apply_blit_projection(const struct wined3d_context *context, unsigned int w, unsigned int h)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const GLdouble projection[] =
{
2.0 / w, 0.0, 0.0, 0.0,
0.0, 2.0 / h, 0.0, 0.0,
0.0, 0.0, 2.0, 0.0,
-1.0, -1.0, -1.0, 1.0,
};
gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
}
/* Setup OpenGL states for fixed-function blitting. */
/* Context activation is done by the caller. */
void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_gl,
const struct wined3d_device *device)
{
struct wined3d_context *context = &context_gl->c;
const struct wined3d_gl_info *gl_info;
unsigned int i, sampler;
gl_info = context->gl_info;
if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
ERR("Applying fixed-function state without legacy context support.\n");
if (context->last_was_ffp_blit)
{
SIZE rt_size;
wined3d_context_gl_get_rt_size(context_gl, &rt_size);
if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
context_apply_blit_projection(context, rt_size.cx, rt_size.cy);
wined3d_context_gl_apply_blit_state(context_gl, device);
checkGLcall("ffp blit state application");
return;
}
context->last_was_ffp_blit = TRUE;
wined3d_context_gl_apply_blit_state(context_gl, device);
/* Disable all textures. The caller can then bind a texture it wants to blit
* from. */
for (i = gl_info->limits.textures - 1; i > 0 ; --i)
{
wined3d_context_gl_active_texture(context_gl, gl_info, i);
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
sampler = context_gl->rev_tex_unit_map[i];
if (sampler != WINED3D_UNMAPPED_STAGE)
{
if (sampler < WINED3D_MAX_TEXTURES)
context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
context_invalidate_state(context, STATE_SAMPLER(sampler));
}
}
wined3d_context_gl_active_texture(context_gl, gl_info, 0);
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
gl_info->gl_ops.gl.p_glLoadIdentity();
/* Setup transforms. */
gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
gl_info->gl_ops.gl.p_glLoadIdentity();
context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
context_apply_blit_projection(context, context_gl->blit_size.cx, context_gl->blit_size.cy);
context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
/* Other misc states. */
gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
gl_info->p_glDisableWINE(GL_FOG);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
if (gl_info->supported[EXT_SECONDARY_COLOR])
{
gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
}
checkGLcall("ffp blit state application");
}
static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_rendertarget_view * const *rts,
const struct wined3d_rendertarget_view *ds)
{
unsigned int i;
if (ds)
return TRUE;
for (i = 0; i < rt_count; ++i)
{
if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
return TRUE;
}
return FALSE;
}
/* Context activation is done by the caller. */
BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
const struct wined3d_state *state, unsigned int rt_count, const struct wined3d_fb_state *fb)
{
struct wined3d_rendertarget_view * const *rts = fb->render_targets;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
uint32_t rt_mask = 0, *cur_mask;
unsigned int i;
if (isStateDirty(&context_gl->c, STATE_FRAMEBUFFER) || fb != state->fb
|| rt_count != gl_info->limits.buffers)
{
if (!have_framebuffer_attachment(rt_count, rts, dsv))
{
WARN("Invalid render target config, need at least one attachment.\n");
return FALSE;
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
struct wined3d_rendertarget_info ds_info = {{0}};
if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
{
memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
for (i = 0; i < rt_count; ++i)
{
if (rts[i])
{
struct wined3d_rendertarget_view_gl *rtv_gl = wined3d_rendertarget_view_gl(rts[i]);
context_gl->blit_targets[i].gl_view = rtv_gl->gl_view;
context_gl->blit_targets[i].resource = rtv_gl->v.resource;
context_gl->blit_targets[i].sub_resource_idx = rtv_gl->v.sub_resource_idx;
context_gl->blit_targets[i].layer_count = rtv_gl->v.layer_count;
}
if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
rt_mask |= (1u << i);
}
if (dsv)
{
struct wined3d_rendertarget_view_gl *dsv_gl = wined3d_rendertarget_view_gl(dsv);
ds_info.gl_view = dsv_gl->gl_view;
ds_info.resource = dsv_gl->v.resource;
ds_info.sub_resource_idx = dsv_gl->v.sub_resource_idx;
ds_info.layer_count = dsv_gl->v.layer_count;
}
wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->blit_targets, &ds_info,
rt_count ? rts[0]->resource->draw_binding : 0, dsv ? dsv->resource->draw_binding : 0);
}
else
{
wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info,
WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
}
/* If the framebuffer is not the device's fb the device's fb has to be reapplied
* next draw. Otherwise we could mark the framebuffer state clean here, once the
* state management allows this */
context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
}
else
{
rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rt_count ? rts[0]->resource : NULL);
}
}
else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
&& (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)))
{
for (i = 0; i < rt_count; ++i)
{
if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
rt_mask |= (1u << i);
}
}
else
{
rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rt_count ? rts[0]->resource : NULL);
}
cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
if (rt_mask != *cur_mask)
{
context_apply_draw_buffers(&context_gl->c, rt_mask);
*cur_mask = rt_mask;
context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
context_gl->c.last_was_blit = FALSE;
context_gl->c.last_was_ffp_blit = FALSE;
/* Blending and clearing should be orthogonal, but tests on the nvidia
* driver show that disabling blending when clearing improves the clearing
* performance incredibly. */
gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
{
if (needs_srgb_write(&context_gl->c, state, fb))
gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
else
gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
}
checkGLcall("setting up state for clear");
context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
return TRUE;
}
static uint32_t find_draw_buffers_mask(const struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
{
struct wined3d_rendertarget_view * const *rts = state->fb->render_targets;
struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
unsigned int rt_mask, mask;
unsigned int i;
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
return wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rts[0]->resource);
else if (!context_gl->c.render_offscreen)
return context_generate_rt_mask_from_resource(rts[0]->resource);
rt_mask = ps ? ps->reg_maps.rt_mask : 1;
rt_mask &= (1u << gl_info->limits.buffers) - 1;
mask = rt_mask;
while (mask)
{
i = wined3d_bit_scan(&mask);
if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
rt_mask &= ~(1u << i);
}
return rt_mask;
}
/* Context activation is done by the caller. */
void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
uint32_t rt_mask = find_draw_buffers_mask(context_gl, state);
const struct wined3d_fb_state *fb = state->fb;
DWORD color_location = 0;
DWORD *cur_mask;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
struct wined3d_rendertarget_info ds_info = {{0}};
if (!context->render_offscreen)
{
wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info,
WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
}
else
{
const struct wined3d_rendertarget_view_gl *view_gl;
unsigned int i;
memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
for (i = 0; i < context->gl_info->limits.buffers; ++i)
{
if (!fb->render_targets[i])
continue;
view_gl = wined3d_rendertarget_view_gl(fb->render_targets[i]);
context_gl->blit_targets[i].gl_view = view_gl->gl_view;
context_gl->blit_targets[i].resource = view_gl->v.resource;
context_gl->blit_targets[i].sub_resource_idx = view_gl->v.sub_resource_idx;
context_gl->blit_targets[i].layer_count = view_gl->v.layer_count;
if (!color_location)
color_location = view_gl->v.resource->draw_binding;
}
if (fb->depth_stencil)
{
view_gl = wined3d_rendertarget_view_gl(fb->depth_stencil);
ds_info.gl_view = view_gl->gl_view;
ds_info.resource = view_gl->v.resource;
ds_info.sub_resource_idx = view_gl->v.sub_resource_idx;
ds_info.layer_count = view_gl->v.layer_count;
}
wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->blit_targets, &ds_info,
color_location, fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
}
}
cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
if (rt_mask != *cur_mask)
{
context_apply_draw_buffers(context, rt_mask);
*cur_mask = rt_mask;
}
context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
}
static void wined3d_context_gl_map_stage(struct wined3d_context_gl *context_gl, unsigned int stage, unsigned int unit)
{
unsigned int i = context_gl->rev_tex_unit_map[unit];
unsigned int j = context_gl->tex_unit_map[stage];
TRACE("Mapping stage %u to unit %u.\n", stage, unit);
context_gl->tex_unit_map[stage] = unit;
if (i != WINED3D_UNMAPPED_STAGE && i != stage)
context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
context_gl->rev_tex_unit_map[unit] = stage;
if (j != WINED3D_UNMAPPED_STAGE && j != unit)
context_gl->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
}
static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
{
DWORD i;
for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
}
static void context_update_fixed_function_usage_map(struct wined3d_context *context,
const struct wined3d_state *state)
{
UINT i, start, end;
context->fixed_function_usage_map = 0;
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
{
enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
/* Not used, and disable higher stages. */
if (color_op == WINED3D_TOP_DISABLE)
break;
if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
|| ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
|| ((color_arg3 == WINED3DTA_TEXTURE)
&& (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
|| ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
|| ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
|| ((alpha_arg3 == WINED3DTA_TEXTURE)
&& (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
context->fixed_function_usage_map |= (1u << i);
if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
&& i < WINED3D_MAX_TEXTURES - 1)
context->fixed_function_usage_map |= (1u << (i + 1));
}
if (i < context->lowest_disabled_stage)
{
start = i;
end = context->lowest_disabled_stage;
}
else
{
start = context->lowest_disabled_stage;
end = i;
}
context->lowest_disabled_stage = i;
for (i = start + 1; i < end; ++i)
{
context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
}
}
static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_context_gl *context_gl,
const struct wined3d_state *state)
{
const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
unsigned int i, tex;
WORD ffu_map;
ffu_map = context_gl->c.fixed_function_usage_map;
if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
|| context_gl->c.lowest_disabled_stage <= d3d_info->limits.ffp_textures)
{
for (i = 0; ffu_map; ffu_map >>= 1, ++i)
{
if (!(ffu_map & 1))
continue;
if (context_gl->tex_unit_map[i] != i)
{
wined3d_context_gl_map_stage(context_gl, i, i);
context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
context_invalidate_texture_stage(&context_gl->c, i);
}
}
return;
}
/* Now work out the mapping */
tex = 0;
for (i = 0; ffu_map; ffu_map >>= 1, ++i)
{
if (!(ffu_map & 1))
continue;
if (context_gl->tex_unit_map[i] != tex)
{
wined3d_context_gl_map_stage(context_gl, i, tex);
context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
context_invalidate_texture_stage(&context_gl->c, i);
}
++tex;
}
}
static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
{
const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
const struct wined3d_shader_resource_info *resource_info =
state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
unsigned int i;
for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
{
if (resource_info[i].type && context_gl->tex_unit_map[i] != i)
{
wined3d_context_gl_map_stage(context_gl, i, i);
context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
if (i < d3d_info->limits.ffp_blend_stages)
context_invalidate_texture_stage(&context_gl->c, i);
}
}
}
static BOOL wined3d_context_gl_unit_free_for_vs(const struct wined3d_context_gl *context_gl,
const struct wined3d_shader_resource_info *ps_resource_info, unsigned int unit)
{
unsigned int current_mapping = context_gl->rev_tex_unit_map[unit];
/* Not currently used */
if (current_mapping == WINED3D_UNMAPPED_STAGE)
return TRUE;
if (current_mapping < WINED3D_MAX_FRAGMENT_SAMPLERS)
{
/* Used by a fragment sampler */
if (!ps_resource_info)
{
/* No pixel shader, check fixed function */
return current_mapping >= WINED3D_MAX_TEXTURES
|| !(context_gl->c.fixed_function_usage_map & (1u << current_mapping));
}
/* Pixel shader, check the shader's sampler map */
return !ps_resource_info[current_mapping].type;
}
return TRUE;
}
static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl *context_gl,
BOOL ps, const struct wined3d_state *state)
{
const struct wined3d_shader_resource_info *vs_resource_info =
state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
const struct wined3d_shader_resource_info *ps_resource_info = NULL;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
int start = min(WINED3D_MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
int i;
/* Note that we only care if a resource is used or not, not the
* resource's specific type. Otherwise we'd need to call
* shader_update_samplers() here for 1.x pixelshaders. */
if (ps)
ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
{
DWORD vsampler_idx = i + WINED3D_MAX_FRAGMENT_SAMPLERS;
if (vs_resource_info[i].type)
{
while (start >= 0)
{
if (wined3d_context_gl_unit_free_for_vs(context_gl, ps_resource_info, start))
{
if (context_gl->tex_unit_map[vsampler_idx] != start)
{
wined3d_context_gl_map_stage(context_gl, vsampler_idx, start);
context_invalidate_state(&context_gl->c, STATE_SAMPLER(vsampler_idx));
}
--start;
break;
}
--start;
}
if (context_gl->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
}
}
}
static void wined3d_context_gl_update_tex_unit_map(struct wined3d_context_gl *context_gl,
const struct wined3d_state *state)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
BOOL vs = use_vs(state);
BOOL ps = use_ps(state);
if (!ps)
context_update_fixed_function_usage_map(&context_gl->c, state);
/* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
* need a 1:1 map at the moment.
* When the mapping of a stage is changed, sampler and ALL texture stage
* states have to be reset. */
if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
return;
if (ps)
wined3d_context_gl_map_psamplers(context_gl, state);
else
wined3d_context_gl_map_fixed_function_samplers(context_gl, state);
if (vs)
wined3d_context_gl_map_vsamplers(context_gl, ps, state);
}
/* Context activation is done by the caller. */
void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
uint32_t rt_mask, *cur_mask;
if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
rt_mask = find_draw_buffers_mask(context_gl, state);
if (rt_mask != *cur_mask)
{
context_apply_draw_buffers(context, rt_mask);
*cur_mask = rt_mask;
}
}
static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
{
if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
*regnum = WINED3D_FFP_POSITION;
else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
*regnum = WINED3D_FFP_BLENDWEIGHT;
else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
*regnum = WINED3D_FFP_BLENDINDICES;
else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
*regnum = WINED3D_FFP_NORMAL;
else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
*regnum = WINED3D_FFP_PSIZE;
else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
*regnum = WINED3D_FFP_DIFFUSE;
else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
*regnum = WINED3D_FFP_SPECULAR;
else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
*regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
else
{
WARN("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
*regnum = ~0u;
return FALSE;
}
return TRUE;
}
/* Context activation is done by the caller. */
void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
const struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
{
/* We need to deal with frequency data! */
struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
BOOL generic_attributes = d3d_info->ffp_generic_attributes;
BOOL use_vshader = use_vs(state);
unsigned int i;
stream_info->use_map = 0;
stream_info->swizzle_map = 0;
stream_info->position_transformed = 0;
if (!declaration)
return;
stream_info->position_transformed = declaration->position_transformed;
/* Translate the declaration into strided data. */
for (i = 0; i < declaration->element_count; ++i)
{
const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
BOOL stride_used;
unsigned int idx;
TRACE("%p Element %p (%u of %u).\n", declaration->elements,
element, i + 1, declaration->element_count);
if (!stream->buffer)
continue;
TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
if (use_vshader)
{
if (element->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
{
stride_used = FALSE;
}
else if (element->output_slot == WINED3D_OUTPUT_SLOT_SEMANTIC)
{
/* TODO: Assuming vertexdeclarations are usually used with the
* same or a similar shader, it might be worth it to store the
* last used output slot and try that one first. */
stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX],
element->usage, element->usage_idx, &idx);
}
else
{
idx = element->output_slot;
stride_used = TRUE;
}
}
else
{
if (!generic_attributes && !element->ffp_valid)
{
WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
stride_used = FALSE;
}
else
{
stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
}
}
if (stride_used)
{
TRACE("Load %s array %u [usage %s, usage_idx %u, "
"input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
use_vshader ? "shader": "fixed function", idx,
debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
element->offset, stream->stride, debug_d3dformat(element->format->id),
debug_d3dinput_classification(element->input_slot_class), element->instance_data_step_rate);
stream_info->elements[idx].format = element->format;
stream_info->elements[idx].data.buffer_object = 0;
stream_info->elements[idx].data.addr = (BYTE *)NULL + stream->offset + element->offset;
stream_info->elements[idx].stride = stream->stride;
stream_info->elements[idx].stream_idx = element->input_slot;
if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
{
stream_info->elements[idx].divisor = 1;
}
else if (element->input_slot_class == WINED3D_INPUT_PER_INSTANCE_DATA)
{
stream_info->elements[idx].divisor = element->instance_data_step_rate;
if (!element->instance_data_step_rate)
FIXME("Instance step rate 0 not implemented.\n");
}
else
{
stream_info->elements[idx].divisor = 0;
}
if (!d3d_info->vertex_bgra && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
{
stream_info->swizzle_map |= 1u << idx;
}
stream_info->use_map |= 1u << idx;
}
}
}
/* Context activation is done by the caller. */
static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
{
struct wined3d_stream_info *stream_info = &context->stream_info;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
const struct wined3d_gl_info *gl_info = context->gl_info;
DWORD prev_all_vbo = stream_info->all_vbo;
unsigned int i;
WORD map;
wined3d_stream_info_from_declaration(stream_info, state, d3d_info);
stream_info->all_vbo = 1;
context->buffer_fence_count = 0;
for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
{
struct wined3d_stream_info_element *element;
struct wined3d_bo_address data;
struct wined3d_buffer *buffer;
if (!(map & 1))
continue;
element = &stream_info->elements[i];
buffer = state->streams[element->stream_idx].buffer;
/* We can't use VBOs if the base vertex index is negative. OpenGL
* doesn't accept negative offsets (or rather offsets bigger than the
* VBO, because the pointer is unsigned), so use system memory
* sources. In most sane cases the pointer - offset will still be > 0,
* otherwise it will wrap around to some big value. Hope that with the
* indices the driver wraps it back internally. If not,
* draw_primitive_immediate_mode() is needed, including a vertex buffer
* path. */
if (state->load_base_vertex_index < 0)
{
WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
state->load_base_vertex_index);
element->data.buffer_object = 0;
element->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(buffer, context);
if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride)
FIXME("System memory vertex data load offset is negative!\n");
}
else
{
wined3d_buffer_load(buffer, context, state);
wined3d_buffer_get_memory(buffer, &data, buffer->locations);
element->data.buffer_object = data.buffer_object;
element->data.addr += (ULONG_PTR)data.addr;
}
if (!element->data.buffer_object)
stream_info->all_vbo = 0;
if (buffer->fence)
context->buffer_fences[context->buffer_fence_count++] = buffer->fence;
TRACE("Load array %u %s.\n", i, debug_bo_address(&element->data));
}
if (prev_all_vbo != stream_info->all_vbo)
context_invalidate_state(context, STATE_INDEXBUFFER);
context->use_immediate_mode_draw = FALSE;
if (stream_info->all_vbo)
return;
if (use_vs(state))
{
if (state->vertex_declaration->have_half_floats && !gl_info->supported[ARB_HALF_FLOAT_VERTEX])
{
TRACE("Using immediate mode draw with vertex shaders for FLOAT16 conversion.\n");
context->use_immediate_mode_draw = TRUE;
}
}
else
{
WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE);
slow_mask |= -(!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !d3d_info->ffp_generic_attributes)
& ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR) | (1u << WINED3D_FFP_BLENDWEIGHT));
if ((stream_info->position_transformed && !d3d_info->xyzrhw)
|| (stream_info->use_map & slow_mask))
context->use_immediate_mode_draw = TRUE;
}
}
/* Context activation is done by the caller. */
static void context_preload_texture(struct wined3d_context *context,
const struct wined3d_state *state, unsigned int idx)
{
struct wined3d_texture *texture;
if (!(texture = state->textures[idx]))
return;
wined3d_texture_load(texture, context, is_srgb_enabled(state->sampler_states[idx]));
}
/* Context activation is done by the caller. */
static void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
{
unsigned int i;
if (use_vs(state))
{
for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
{
if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
context_preload_texture(context, state, WINED3D_MAX_FRAGMENT_SAMPLERS + i);
}
}
if (use_ps(state))
{
for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
{
if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type)
context_preload_texture(context, state, i);
}
}
else
{
WORD ffu_map = context->fixed_function_usage_map;
for (i = 0; ffu_map; ffu_map >>= 1, ++i)
{
if (ffu_map & 1)
context_preload_texture(context, state, i);
}
}
}
static void context_load_shader_resources(struct wined3d_context *context, const struct wined3d_state *state,
unsigned int shader_mask)
{
struct wined3d_shader_sampler_map_entry *entry;
struct wined3d_shader_resource_view *view;
struct wined3d_shader *shader;
unsigned int i, j;
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
{
if (!(shader_mask & (1u << i)))
continue;
if (!(shader = state->shader[i]))
continue;
for (j = 0; j < WINED3D_MAX_CBS; ++j)
{
if (state->cb[i][j])
wined3d_buffer_load(state->cb[i][j], context, state);
}
for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
{
entry = &shader->reg_maps.sampler_map.entries[j];
if (!(view = state->shader_resource_view[i][entry->resource_idx]))
continue;
if (view->resource->type == WINED3D_RTYPE_BUFFER)
wined3d_buffer_load(buffer_from_resource(view->resource), context, state);
else
wined3d_texture_load(texture_from_resource(view->resource), context, FALSE);
}
}
}
static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *context_gl,
const struct wined3d_state *state, enum wined3d_shader_type shader_type)
{
unsigned int bind_idx, shader_sampler_count, base, count, i;
const struct wined3d_device *device = context_gl->c.device;
struct wined3d_shader_sampler_map_entry *entry;
struct wined3d_shader_resource_view *view;
const struct wined3d_shader *shader;
const unsigned int *tex_unit_map;
struct wined3d_sampler *sampler;
if (!(shader = state->shader[shader_type]))
return;
tex_unit_map = wined3d_context_gl_get_tex_unit_mapping(context_gl,
&shader->reg_maps.shader_version, &base, &count);
shader_sampler_count = shader->reg_maps.sampler_map.count;
if (shader_sampler_count > count)
FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
shader, shader_sampler_count, count);
count = min(shader_sampler_count, count);
for (i = 0; i < count; ++i)
{
entry = &shader->reg_maps.sampler_map.entries[i];
bind_idx = base + entry->bind_idx;
if (tex_unit_map)
bind_idx = tex_unit_map[bind_idx];
if (!(view = state->shader_resource_view[shader_type][entry->resource_idx]))
{
WARN("No resource view bound at index %u, %u.\n", shader_type, entry->resource_idx);
continue;
}
if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
sampler = device->default_sampler;
else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
sampler = device->null_sampler;
wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view), bind_idx, sampler, &context_gl->c);
}
}
static void context_load_unordered_access_resources(struct wined3d_context *context,
const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
{
struct wined3d_unordered_access_view *view;
struct wined3d_texture *texture;
struct wined3d_buffer *buffer;
unsigned int i;
context->uses_uavs = 0;
if (!shader)
return;
for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
{
if (!(view = views[i]))
continue;
if (view->resource->type == WINED3D_RTYPE_BUFFER)
{
buffer = buffer_from_resource(view->resource);
wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
}
else
{
texture = texture_from_resource(view->resource);
wined3d_texture_load(texture, context, FALSE);
wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
}
context->uses_uavs = 1;
}
}
static void context_bind_unordered_access_views(struct wined3d_context *context,
const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_unordered_access_view_gl *view_gl;
const struct wined3d_format_gl *format_gl;
GLuint texture_name;
unsigned int i;
GLint level;
if (!shader)
return;
for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
{
if (!views[i])
{
if (shader->reg_maps.uav_resource_info[i].type)
WARN("No unordered access view bound at index %u.\n", i);
GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
continue;
}
view_gl = wined3d_unordered_access_view_gl(views[i]);
if (view_gl->gl_view.name)
{
texture_name = view_gl->gl_view.name;
level = 0;
}
else if (view_gl->v.resource->type != WINED3D_RTYPE_BUFFER)
{
struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(view_gl->v.resource));
texture_name = wined3d_texture_gl_get_texture_name(texture_gl, context, FALSE);
level = view_gl->v.desc.u.texture.level_idx;
}
else
{
FIXME("Unsupported buffer unordered access view.\n");
GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
continue;
}
format_gl = wined3d_format_gl(view_gl->v.format);
GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE,
format_gl->internal));
if (view_gl->counter_bo)
GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, i, view_gl->counter_bo));
}
checkGLcall("Bind unordered access views");
}
static void context_load_stream_output_buffers(struct wined3d_context *context,
const struct wined3d_state *state)
{
unsigned int i;
for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
{
struct wined3d_buffer *buffer;
if (!(buffer = state->stream_output[i].buffer))
continue;
wined3d_buffer_load(buffer, context, state);
wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
}
}
/* Context activation is done by the caller. */
static BOOL context_apply_draw_state(struct wined3d_context *context,
const struct wined3d_device *device, const struct wined3d_state *state)
{
const struct wined3d_state_entry *state_table = context->state_table;
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_fb_state *fb = state->fb;
unsigned int i;
WORD map;
if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
{
if (!gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
{
FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
return FALSE;
}
context_set_render_offscreen(context, TRUE);
}
/* Preload resources before FBO setup. Texture preload in particular may
* result in changes to the current FBO, due to using e.g. FBO blits for
* updating a resource location. */
wined3d_context_gl_update_tex_unit_map(context_gl, state);
context_preload_textures(context, state);
context_load_shader_resources(context, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],
state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
context_load_stream_output_buffers(context, state);
/* TODO: Right now the dependency on the vertex shader is necessary
* since wined3d_stream_info_from_declaration() depends on the reg_maps of
* the current VS but maybe it's possible to relax the coupling in some
* situations at least. */
if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC)
|| isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX)))
{
context_update_stream_info(context, state);
}
else
{
for (i = 0, map = context->stream_info.use_map; map; map >>= 1, ++i)
{
if (map & 1)
wined3d_buffer_load(state->streams[context->stream_info.elements[i].stream_idx].buffer,
context, state);
}
/* Loading the buffers above may have invalidated the stream info. */
if (isStateDirty(context, STATE_STREAMSRC))
context_update_stream_info(context, state);
}
if (state->index_buffer)
{
if (context->stream_info.all_vbo)
wined3d_buffer_load(state->index_buffer, context, state);
else
wined3d_buffer_load_sysmem(state->index_buffer, context);
}
for (i = 0; i < context->numDirtyEntries; ++i)
{
DWORD rep = context->dirtyArray[i];
DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
context->isStateDirty[idx] &= ~(1u << shift);
state_table[rep].apply(context, state, rep);
}
if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE))
{
device->shader_backend->shader_select(device->shader_priv, context, state);
context->shader_update_mask &= 1u << WINED3D_SHADER_TYPE_COMPUTE;
}
if (context->constant_update_mask)
{
device->shader_backend->shader_load_constants(device->shader_priv, context, state);
context->constant_update_mask = 0;
}
if (context->update_shader_resource_bindings)
{
for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
wined3d_context_gl_bind_shader_resources(context_gl, state, i);
context->update_shader_resource_bindings = 0;
if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
context->update_compute_shader_resource_bindings = 1;
}
if (context->update_unordered_access_view_bindings)
{
context_bind_unordered_access_views(context,
state->shader[WINED3D_SHADER_TYPE_PIXEL],
state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
context->update_unordered_access_view_bindings = 0;
context->update_compute_unordered_access_view_bindings = 1;
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
context->numDirtyEntries = 0; /* This makes the whole list clean */
context->last_was_blit = FALSE;
context->last_was_ffp_blit = FALSE;
return TRUE;
}
static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *context_gl,
const struct wined3d_device *device, const struct wined3d_state *state)
{
const struct wined3d_state_entry *state_table = context_gl->c.state_table;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
unsigned int state_id, i;
context_load_shader_resources(&context_gl->c, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
context_load_unordered_access_resources(&context_gl->c, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context_gl->c.dirty_compute_states); ++i)
{
unsigned int dirty_mask = context_gl->c.dirty_compute_states[i];
while (dirty_mask)
{
unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask);
state_table[current_state_id].apply(&context_gl->c, state, current_state_id);
}
state_id += sizeof(*context_gl->c.dirty_compute_states) * CHAR_BIT;
}
memset(context_gl->c.dirty_compute_states, 0, sizeof(*context_gl->c.dirty_compute_states));
if (context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
{
device->shader_backend->shader_select_compute(device->shader_priv, &context_gl->c, state);
context_gl->c.shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
}
if (context_gl->c.update_compute_shader_resource_bindings)
{
wined3d_context_gl_bind_shader_resources(context_gl, state, WINED3D_SHADER_TYPE_COMPUTE);
context_gl->c.update_compute_shader_resource_bindings = 0;
if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
context_gl->c.update_shader_resource_bindings = 1;
}
if (context_gl->c.update_compute_unordered_access_view_bindings)
{
context_bind_unordered_access_views(&context_gl->c,
state->shader[WINED3D_SHADER_TYPE_COMPUTE],
state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
context_gl->c.update_compute_unordered_access_view_bindings = 0;
context_gl->c.update_unordered_access_view_bindings = 1;
}
/* Updates to currently bound render targets aren't necessarily coherent
* between the graphics and compute pipelines. Unbind any currently bound
* FBO here to ensure preceding updates to its attachments by the graphics
* pipeline are visible to the compute pipeline.
*
* Without this, the bloom effect in Nier:Automata is too bright on the
* Mesa radeonsi driver, and presumably on other Mesa based drivers. */
wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
context_gl->c.last_was_blit = FALSE;
context_gl->c.last_was_ffp_blit = FALSE;
}
static BOOL use_transform_feedback(const struct wined3d_state *state)
{
const struct wined3d_shader *shader;
if (!(shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]))
return FALSE;
return shader->u.gs.so_desc.element_count;
}
void wined3d_context_gl_end_transform_feedback(struct wined3d_context_gl *context_gl)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
if (context_gl->c.transform_feedback_active)
{
GL_EXTCALL(glEndTransformFeedback());
checkGLcall("glEndTransformFeedback");
context_gl->c.transform_feedback_active = 0;
context_gl->c.transform_feedback_paused = 0;
}
}
static void context_pause_transform_feedback(struct wined3d_context *context, BOOL force)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context->gl_info;
if (!context->transform_feedback_active || context->transform_feedback_paused)
return;
if (gl_info->supported[ARB_TRANSFORM_FEEDBACK2])
{
GL_EXTCALL(glPauseTransformFeedback());
checkGLcall("glPauseTransformFeedback");
context->transform_feedback_paused = 1;
return;
}
WARN("Cannot pause transform feedback operations.\n");
if (force)
wined3d_context_gl_end_transform_feedback(context_gl);
}
static void context_setup_target(struct wined3d_context *context,
struct wined3d_texture *texture, unsigned int sub_resource_idx)
{
BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
render_offscreen = wined3d_resource_is_offscreen(&texture->resource);
if (context->current_rt.texture == texture
&& context->current_rt.sub_resource_idx == sub_resource_idx
&& render_offscreen == old_render_offscreen)
return;
/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
* the alpha blend state changes with different render target formats. */
if (!context->current_rt.texture)
{
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
}
else
{
const struct wined3d_format *old = context->current_rt.texture->resource.format;
const struct wined3d_format *new = texture->resource.format;
if (old->id != new->id)
{
/* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
|| !(texture->resource.format_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
/* Update sRGB writing when switching between formats that do/do not support sRGB writing */
if ((context->current_rt.texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE)
!= (texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE))
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
}
/* 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 WINED3D_LOCATION_DRAWABLE set on the surface).
* There are some things that need care though. PreLoad needs a GL context,
* and FindContext is called before the context is activated. It also
* has to be called with the old rendertarget active, otherwise a
* wrong drawable is read. */
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
&& old_render_offscreen && (context->current_rt.texture != texture
|| context->current_rt.sub_resource_idx != sub_resource_idx))
{
struct wined3d_texture_gl *prev_texture = wined3d_texture_gl(context->current_rt.texture);
unsigned int prev_sub_resource_idx = context->current_rt.sub_resource_idx;
/* Read the back buffer of the old drawable into the destination texture. */
if (prev_texture->texture_srgb.name)
wined3d_texture_load(&prev_texture->t, context, TRUE);
wined3d_texture_load(&prev_texture->t, context, FALSE);
wined3d_texture_invalidate_location(&prev_texture->t, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE);
}
}
context->current_rt.texture = texture;
context->current_rt.sub_resource_idx = sub_resource_idx;
context_set_render_offscreen(context, render_offscreen);
}
static void wined3d_context_gl_activate(struct wined3d_context_gl *context_gl,
struct wined3d_texture *texture, unsigned int sub_resource_idx)
{
wined3d_context_gl_enter(context_gl);
wined3d_context_gl_update_window(context_gl);
context_setup_target(&context_gl->c, texture, sub_resource_idx);
if (!context_gl->valid)
return;
if (&context_gl->c != context_get_current())
{
if (!context_set_current(&context_gl->c))
ERR("Failed to activate the new context.\n");
}
else if (context_gl->needs_set)
{
wined3d_context_gl_set_gl_context(context_gl);
}
}
struct wined3d_context *wined3d_context_gl_acquire(const struct wined3d_device *device,
struct wined3d_texture *texture, unsigned int sub_resource_idx)
{
struct wined3d_context *current_context = context_get_current();
struct wined3d_context *context;
BOOL swapchain_texture;
TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx);
if (current_context && current_context->destroyed)
current_context = NULL;
swapchain_texture = texture && texture->swapchain;
if (!texture)
{
if (current_context
&& current_context->current_rt.texture
&& current_context->device == device)
{
texture = current_context->current_rt.texture;
sub_resource_idx = current_context->current_rt.sub_resource_idx;
}
else
{
struct wined3d_swapchain *swapchain = device->swapchains[0];
if (swapchain->back_buffers)
texture = swapchain->back_buffers[0];
else
texture = swapchain->front_buffer;
sub_resource_idx = 0;
}
}
if (current_context && current_context->current_rt.texture == texture)
{
context = current_context;
}
else if (swapchain_texture)
{
TRACE("Rendering onscreen.\n");
if (!(context = swapchain_get_context(texture->swapchain)))
return NULL;
}
else
{
TRACE("Rendering offscreen.\n");
/* Stay with the current context if possible. Otherwise use the
* context for the primary swapchain. */
if (current_context && current_context->device == device)
context = current_context;
else if (!(context = swapchain_get_context(device->swapchains[0])))
return NULL;
}
wined3d_context_gl_activate(wined3d_context_gl(context), texture, sub_resource_idx);
return context;
}
struct wined3d_context_gl *wined3d_context_gl_reacquire(struct wined3d_context_gl *context_gl)
{
struct wined3d_context *acquired_context;
struct wined3d_device *device;
if (!context_gl || context_gl->tid != GetCurrentThreadId())
return NULL;
device = context_gl->c.device;
wined3d_from_cs(device->cs);
if (context_gl->c.current_rt.texture)
{
wined3d_context_gl_activate(context_gl, context_gl->c.current_rt.texture,
context_gl->c.current_rt.sub_resource_idx);
return context_gl;
}
acquired_context = context_acquire(device, NULL, 0);
if (acquired_context != &context_gl->c)
ERR("Acquired context %p instead of %p.\n", acquired_context, &context_gl->c);
return wined3d_context_gl(acquired_context);
}
void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
const struct wined3d_dispatch_parameters *parameters)
{
const struct wined3d_gl_info *gl_info;
struct wined3d_context_gl *context_gl;
context_gl = wined3d_context_gl(context_acquire(device, NULL, 0));
if (!context_gl->valid)
{
context_release(&context_gl->c);
WARN("Invalid context, skipping dispatch.\n");
return;
}
gl_info = context_gl->c.gl_info;
if (!gl_info->supported[ARB_COMPUTE_SHADER])
{
context_release(&context_gl->c);
FIXME("OpenGL implementation does not support compute shaders.\n");
return;
}
if (parameters->indirect)
wined3d_buffer_load(parameters->u.indirect.buffer, &context_gl->c, state);
wined3d_context_gl_apply_compute_state(context_gl, device, state);
if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE])
{
context_release(&context_gl->c);
WARN("No compute shader bound, skipping dispatch.\n");
return;
}
if (parameters->indirect)
{
const struct wined3d_indirect_dispatch_parameters *indirect = &parameters->u.indirect;
struct wined3d_buffer *buffer = indirect->buffer;
GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, wined3d_buffer_gl(buffer)->buffer_object));
GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset));
GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
}
else
{
const struct wined3d_direct_dispatch_parameters *direct = &parameters->u.direct;
GL_EXTCALL(glDispatchCompute(direct->group_count_x, direct->group_count_y, direct->group_count_z));
}
checkGLcall("dispatch compute");
GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
checkGLcall("glMemoryBarrier");
context_release(&context_gl->c);
}
/* Context activation is done by the caller. */
static void draw_primitive_arrays(struct wined3d_context *context, const struct wined3d_state *state,
const void *idx_data, unsigned int idx_size, int base_vertex_idx, unsigned int start_idx,
unsigned int count, unsigned int start_instance, unsigned int instance_count)
{
const struct wined3d_ffp_attrib_ops *ops = &context->d3d_info->ffp_attrib_ops;
GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
const struct wined3d_stream_info *si = &context->stream_info;
unsigned int instanced_elements[ARRAY_SIZE(si->elements)];
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int instanced_element_count = 0;
GLenum mode = state->gl_primitive_type;
const void *indices;
unsigned int i, j;
indices = (const char *)idx_data + idx_size * start_idx;
if (!instance_count)
{
if (!idx_size)
{
gl_info->gl_ops.gl.p_glDrawArrays(mode, start_idx, count);
checkGLcall("glDrawArrays");
return;
}
if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
{
GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
checkGLcall("glDrawElementsBaseVertex");
return;
}
gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
checkGLcall("glDrawElements");
return;
}
if (start_instance && !(gl_info->supported[ARB_BASE_INSTANCE] && gl_info->supported[ARB_INSTANCED_ARRAYS]))
FIXME("Start instance (%u) not supported.\n", start_instance);
if (gl_info->supported[ARB_INSTANCED_ARRAYS])
{
if (!idx_size)
{
if (gl_info->supported[ARB_BASE_INSTANCE])
{
GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode, start_idx, count, instance_count, start_instance));
checkGLcall("glDrawArraysInstancedBaseInstance");
return;
}
GL_EXTCALL(glDrawArraysInstanced(mode, start_idx, count, instance_count));
checkGLcall("glDrawArraysInstanced");
return;
}
if (gl_info->supported[ARB_BASE_INSTANCE])
{
GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode, count, idx_type,
indices, instance_count, base_vertex_idx, start_instance));
checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
return;
}
if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
{
GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode, count, idx_type,
indices, instance_count, base_vertex_idx));
checkGLcall("glDrawElementsInstancedBaseVertex");
return;
}
GL_EXTCALL(glDrawElementsInstanced(mode, count, idx_type, indices, instance_count));
checkGLcall("glDrawElementsInstanced");
return;
}
/* Instancing emulation by mixing immediate mode and arrays. */
/* This is a nasty thing. MSDN says no hardware supports this and
* applications have to use software vertex processing. We don't support
* this for now.
*
* Shouldn't be too hard to support with OpenGL, in theory just call
* glDrawArrays() instead of drawElements(). But the stream fequency value
* has a different meaning in that situation. */
if (!idx_size)
{
FIXME("Non-indexed instanced drawing is not supported.\n");
return;
}
for (i = 0; i < ARRAY_SIZE(si->elements); ++i)
{
if (!(si->use_map & (1u << i)))
continue;
if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
instanced_elements[instanced_element_count++] = i;
}
for (i = 0; i < instance_count; ++i)
{
/* Specify the instanced attributes using immediate mode calls. */
for (j = 0; j < instanced_element_count; ++j)
{
const struct wined3d_stream_info_element *element;
unsigned int element_idx;
const BYTE *ptr;
element_idx = instanced_elements[j];
element = &si->elements[element_idx];
ptr = element->data.addr + element->stride * i;
if (element->data.buffer_object)
ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(state->streams[element->stream_idx].buffer, context);
ops->generic[element->format->emit_idx](element_idx, ptr);
}
if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
{
GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
checkGLcall("glDrawElementsBaseVertex");
}
else
{
gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
checkGLcall("glDrawElements");
}
}
}
static unsigned int get_stride_idx(const void *idx_data, unsigned int idx_size,
unsigned int base_vertex_idx, unsigned int start_idx, unsigned int vertex_idx)
{
if (!idx_data)
return start_idx + vertex_idx;
if (idx_size == 2)
return ((const WORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
return ((const DWORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
}
/* Context activation is done by the caller. */
static void draw_primitive_immediate_mode(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
const struct wined3d_stream_info *si, const void *idx_data, unsigned int idx_size,
int base_vertex_idx, unsigned int start_idx, unsigned int vertex_count, unsigned int instance_count)
{
const BYTE *position = NULL, *normal = NULL, *diffuse = NULL, *specular = NULL;
const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
unsigned int coord_idx, stride_idx, texture_idx, vertex_idx;
const struct wined3d_stream_info_element *element;
const BYTE *tex_coords[WINED3DDP_MAXTEXCOORD];
unsigned int texture_unit, texture_stages;
const struct wined3d_ffp_attrib_ops *ops;
unsigned int untracked_material_count;
unsigned int tex_mask = 0;
BOOL specular_fog = FALSE;
BOOL ps = use_ps(state);
const void *ptr;
static unsigned int once;
if (!once++)
FIXME_(d3d_perf)("Drawing using immediate mode.\n");
else
WARN_(d3d_perf)("Drawing using immediate mode.\n");
if (!idx_size && idx_data)
ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
if (instance_count)
FIXME("Instancing not implemented.\n");
/* Immediate mode drawing can't make use of indices in a VBO - get the
* data from the index buffer. */
if (idx_size)
idx_data = wined3d_buffer_load_sysmem(state->index_buffer, &context_gl->c) + state->index_offset;
ops = &d3d_info->ffp_attrib_ops;
gl_info->gl_ops.gl.p_glBegin(state->gl_primitive_type);
if (use_vs(state) || d3d_info->ffp_generic_attributes)
{
for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
{
unsigned int use_map = si->use_map;
unsigned int element_idx;
stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
for (element_idx = MAX_ATTRIBS - 1; use_map; use_map &= ~(1u << element_idx), --element_idx)
{
if (!(use_map & 1u << element_idx))
continue;
ptr = si->elements[element_idx].data.addr + si->elements[element_idx].stride * stride_idx;
ops->generic[si->elements[element_idx].format->emit_idx](element_idx, ptr);
}
}
gl_info->gl_ops.gl.p_glEnd();
return;
}
if (si->use_map & (1u << WINED3D_FFP_POSITION))
position = si->elements[WINED3D_FFP_POSITION].data.addr;
if (si->use_map & (1u << WINED3D_FFP_NORMAL))
normal = si->elements[WINED3D_FFP_NORMAL].data.addr;
else
gl_info->gl_ops.gl.p_glNormal3f(0.0f, 0.0f, 0.0f);
untracked_material_count = context_gl->untracked_material_count;
if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
{
element = &si->elements[WINED3D_FFP_DIFFUSE];
diffuse = element->data.addr;
if (untracked_material_count && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element->format->id));
}
else
{
gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
{
element = &si->elements[WINED3D_FFP_SPECULAR];
specular = element->data.addr;
/* Special case where the fog density is stored in the specular alpha channel. */
if (state->render_states[WINED3D_RS_FOGENABLE]
&& (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
|| si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
&& state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
{
if (gl_info->supported[EXT_FOG_COORD])
{
if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
specular_fog = TRUE;
else
FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element->format->id));
}
else
{
static unsigned int once;
if (!once++)
FIXME("Implement fog for transformed vertices in software.\n");
}
}
}
else if (gl_info->supported[EXT_SECONDARY_COLOR])
{
GL_EXTCALL(glSecondaryColor3fEXT)(0.0f, 0.0f, 0.0f);
}
texture_stages = d3d_info->limits.ffp_blend_stages;
for (texture_idx = 0; texture_idx < texture_stages; ++texture_idx)
{
if (!gl_info->supported[ARB_MULTITEXTURE] && texture_idx > 0)
{
FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
continue;
}
if (!ps && !state->textures[texture_idx])
continue;
texture_unit = context_gl->tex_unit_map[texture_idx];
if (texture_unit == WINED3D_UNMAPPED_STAGE)
continue;
coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
if (coord_idx > 7)
{
TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx, texture_idx);
continue;
}
if (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))
{
tex_coords[coord_idx] = si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].data.addr;
tex_mask |= (1u << texture_idx);
}
else
{
TRACE("Setting default coordinates for texture %u.\n", texture_idx);
if (gl_info->supported[ARB_MULTITEXTURE])
GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_unit, 0.0f, 0.0f, 0.0f, 1.0f));
else
gl_info->gl_ops.gl.p_glTexCoord4f(0.0f, 0.0f, 0.0f, 1.0f);
}
}
/* Blending data and point sizes are not supported by this function. They
* are not supported by the fixed function pipeline at all. A FIXME for
* them is printed after decoding the vertex declaration. */
for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
{
unsigned int tmp_tex_mask;
stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
if (normal)
{
ptr = normal + stride_idx * si->elements[WINED3D_FFP_NORMAL].stride;
ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptr);
}
if (diffuse)
{
ptr = diffuse + stride_idx * si->elements[WINED3D_FFP_DIFFUSE].stride;
ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptr);
if (untracked_material_count)
{
struct wined3d_color color;
unsigned int i;
wined3d_color_from_d3dcolor(&color, *(const DWORD *)ptr);
for (i = 0; i < untracked_material_count; ++i)
{
gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK,
context_gl->untracked_materials[i], &color.r);
}
}
}
if (specular)
{
ptr = specular + stride_idx * si->elements[WINED3D_FFP_SPECULAR].stride;
ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptr);
if (specular_fog)
GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD *)ptr >> 24)));
}
tmp_tex_mask = tex_mask;
for (texture_idx = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture_idx)
{
if (!(tmp_tex_mask & 1))
continue;
coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
ptr = tex_coords[coord_idx] + (stride_idx * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
GL_TEXTURE0_ARB + context_gl->tex_unit_map[texture_idx], ptr);
}
if (position)
{
ptr = position + stride_idx * si->elements[WINED3D_FFP_POSITION].stride;
ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptr);
}
}
gl_info->gl_ops.gl.p_glEnd();
checkGLcall("draw immediate mode");
}
static void draw_indirect(struct wined3d_context *context, const struct wined3d_state *state,
const struct wined3d_indirect_draw_parameters *parameters, unsigned int idx_size)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_buffer *buffer = parameters->buffer;
const void *offset;
if (!gl_info->supported[ARB_DRAW_INDIRECT])
{
FIXME("OpenGL implementation does not support indirect draws.\n");
return;
}
GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, wined3d_buffer_gl(buffer)->buffer_object));
offset = (void *)(GLintptr)parameters->offset;
if (idx_size)
{
GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
if (state->index_offset)
FIXME("Ignoring index offset %u.\n", state->index_offset);
GL_EXTCALL(glDrawElementsIndirect(state->gl_primitive_type, idx_type, offset));
}
else
{
GL_EXTCALL(glDrawArraysIndirect(state->gl_primitive_type, offset));
}
GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0));
checkGLcall("draw indirect");
}
static void remove_vbos(struct wined3d_context *context,
const struct wined3d_state *state, struct wined3d_stream_info *s)
{
unsigned int i;
for (i = 0; i < ARRAY_SIZE(s->elements); ++i)
{
struct wined3d_stream_info_element *e;
if (!(s->use_map & (1u << i)))
continue;
e = &s->elements[i];
if (e->data.buffer_object)
{
struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
e->data.buffer_object = 0;
e->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(vb, context);
}
}
}
static GLenum gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
{
GLenum gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
switch (gl_primitive_type)
{
case GL_POINTS:
return GL_POINTS;
case GL_LINE_STRIP:
case GL_LINE_STRIP_ADJACENCY:
case GL_LINES_ADJACENCY:
case GL_LINES:
return GL_LINES;
case GL_TRIANGLE_FAN:
case GL_TRIANGLE_STRIP:
case GL_TRIANGLE_STRIP_ADJACENCY:
case GL_TRIANGLES_ADJACENCY:
case GL_TRIANGLES:
return GL_TRIANGLES;
default:
return gl_primitive_type;
}
}
/* Routine common to the draw primitive and draw indexed primitive routines */
void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
const struct wined3d_draw_parameters *parameters)
{
BOOL emulation = FALSE, rasterizer_discard = FALSE;
const struct wined3d_fb_state *fb = state->fb;
const struct wined3d_stream_info *stream_info;
struct wined3d_rendertarget_view *dsv, *rtv;
struct wined3d_stream_info si_emulated;
struct wined3d_fence *ib_fence = NULL;
const struct wined3d_gl_info *gl_info;
struct wined3d_context_gl *context_gl;
struct wined3d_context *context;
unsigned int i, idx_size = 0;
const void *idx_data = NULL;
if (!parameters->indirect && !parameters->u.direct.index_count)
return;
if (!(rtv = fb->render_targets[0]))
rtv = fb->depth_stencil;
if (rtv && rtv->resource->type == WINED3D_RTYPE_BUFFER)
{
FIXME("Buffer render targets not implemented.\n");
return;
}
if (rtv)
context = context_acquire(device, wined3d_texture_from_resource(rtv->resource), rtv->sub_resource_idx);
else
context = context_acquire(device, NULL, 0);
context_gl = wined3d_context_gl(context);
if (!context_gl->valid)
{
context_release(context);
WARN("Invalid context, skipping draw.\n");
return;
}
gl_info = context->gl_info;
if (!use_transform_feedback(state))
context_pause_transform_feedback(context, TRUE);
for (i = 0; i < gl_info->limits.buffers; ++i)
{
if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
continue;
if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
{
wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding);
wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
}
else
{
wined3d_rendertarget_view_prepare_location(rtv, context, rtv->resource->draw_binding);
}
}
if ((dsv = fb->depth_stencil))
{
/* Note that this depends on the context_acquire() call above to set
* context->render_offscreen properly. We don't currently take the
* Z-compare function into account, but we could skip loading the
* depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
* that we never copy the stencil data.*/
DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
wined3d_rendertarget_view_load_location(dsv, context, location);
else
wined3d_rendertarget_view_prepare_location(dsv, context, location);
}
if (parameters->indirect)
wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
if (!context_apply_draw_state(context, device, state))
{
context_release(context);
WARN("Unable to apply draw state, skipping draw.\n");
return;
}
if (dsv && state->render_states[WINED3D_RS_ZWRITEENABLE])
{
DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
wined3d_rendertarget_view_validate_location(dsv, location);
wined3d_rendertarget_view_invalidate_location(dsv, ~location);
}
stream_info = &context->stream_info;
if (parameters->indexed)
{
struct wined3d_buffer *index_buffer = state->index_buffer;
if (!wined3d_buffer_gl(index_buffer)->buffer_object || !stream_info->all_vbo)
{
idx_data = index_buffer->resource.heap_memory;
}
else
{
ib_fence = index_buffer->fence;
idx_data = NULL;
}
idx_data = (const BYTE *)idx_data + state->index_offset;
if (state->index_format == WINED3DFMT_R16_UINT)
idx_size = 2;
else
idx_size = 4;
}
if (!use_vs(state))
{
if (!stream_info->position_transformed && context_gl->untracked_material_count
&& state->render_states[WINED3D_RS_LIGHTING])
{
static BOOL warned;
if (!warned++)
FIXME("Using software emulation because not all material properties could be tracked.\n");
else
WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n");
emulation = TRUE;
}
else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
{
static BOOL warned;
/* Either write a pipeline replacement shader or convert the
* specular alpha from unsigned byte to a float in the vertex
* buffer. */
if (!warned++)
FIXME("Using software emulation because manual fog coordinates are provided.\n");
else
WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n");
emulation = TRUE;
}
if (emulation)
{
si_emulated = context->stream_info;
remove_vbos(context, state, &si_emulated);
stream_info = &si_emulated;
}
}
if (use_transform_feedback(state))
{
const struct wined3d_shader *shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
if (is_rasterization_disabled(shader))
{
glEnable(GL_RASTERIZER_DISCARD);
checkGLcall("enable rasterizer discard");
rasterizer_discard = TRUE;
}
if (context->transform_feedback_paused)
{
GL_EXTCALL(glResumeTransformFeedback());
checkGLcall("glResumeTransformFeedback");
context->transform_feedback_paused = 0;
}
else if (!context->transform_feedback_active)
{
enum wined3d_primitive_type primitive_type = shader->u.gs.output_type
? shader->u.gs.output_type : d3d_primitive_type_from_gl(state->gl_primitive_type);
GLenum mode = gl_tfb_primitive_type_from_d3d(primitive_type);
GL_EXTCALL(glBeginTransformFeedback(mode));
checkGLcall("glBeginTransformFeedback");
context->transform_feedback_active = 1;
}
}
if (state->gl_primitive_type == GL_PATCHES)
{
GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES, state->gl_patch_vertices));
checkGLcall("glPatchParameteri");
}
if (parameters->indirect)
{
if (!context->use_immediate_mode_draw && !emulation)
draw_indirect(context, state, &parameters->u.indirect, idx_size);
else
FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
}
else
{
unsigned int instance_count = parameters->u.direct.instance_count;
if (context->instance_count)
instance_count = context->instance_count;
if (context->use_immediate_mode_draw || emulation)
draw_primitive_immediate_mode(wined3d_context_gl(context), state, stream_info, idx_data,
idx_size, parameters->u.direct.base_vertex_idx,
parameters->u.direct.start_idx, parameters->u.direct.index_count, instance_count);
else
draw_primitive_arrays(context, state, idx_data, idx_size, parameters->u.direct.base_vertex_idx,
parameters->u.direct.start_idx, parameters->u.direct.index_count,
parameters->u.direct.start_instance, instance_count);
}
if (context->uses_uavs)
{
GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
checkGLcall("glMemoryBarrier");
}
context_pause_transform_feedback(context, FALSE);
if (rasterizer_discard)
{
glDisable(GL_RASTERIZER_DISCARD);
checkGLcall("disable rasterizer discard");
}
if (ib_fence)
wined3d_fence_issue(ib_fence, device);
for (i = 0; i < context->buffer_fence_count; ++i)
wined3d_fence_issue(context->buffer_fences[i], device);
context_release(context);
}
void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl *context_gl)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
unsigned int texture_idx;
for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
{
gl_info->gl_ops.ext.p_glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx);
gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context_gl,
const struct wined3d_stream_info *si, GLuint *current_bo, const struct wined3d_state *state)
{
const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
const struct wined3d_format_gl *format_gl;
unsigned int mapped_stage = 0;
unsigned int texture_idx;
for (texture_idx = 0; texture_idx < context_gl->c.d3d_info->limits.ffp_blend_stages; ++texture_idx)
{
unsigned int coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
if ((mapped_stage = context_gl->tex_unit_map[texture_idx]) == WINED3D_UNMAPPED_STAGE)
continue;
if (mapped_stage >= gl_info->limits.texture_coords)
{
FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage);
continue;
}
if (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
{
const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx];
TRACE("Setting up texture %u, idx %u, coord_idx %u, data %s.\n",
texture_idx, mapped_stage, coord_idx, debug_bo_address(&e->data));
if (*current_bo != e->data.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
checkGLcall("glBindBuffer");
*current_bo = e->data.buffer_object;
}
GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
checkGLcall("glClientActiveTextureARB");
/* The coords to supply depend completely on the fvf/vertex shader. */
format_gl = wined3d_format_gl(e->format);
gl_info->gl_ops.gl.p_glTexCoordPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride,
e->data.addr + state->load_base_vertex_index * e->stride);
gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
else
{
GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
}
}
if (gl_info->supported[NV_REGISTER_COMBINERS])
{
/* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
for (texture_idx = mapped_stage + 1; texture_idx < gl_info->limits.textures; ++texture_idx)
{
GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
}
}
checkGLcall("loadTexCoords");
}
/* This should match any arrays loaded in context_load_vertex_data(). */
static void context_unload_vertex_data(struct wined3d_context *context)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context->gl_info;
if (!context->namedArraysLoaded)
return;
gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
if (gl_info->supported[EXT_SECONDARY_COLOR])
gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
wined3d_context_gl_unload_tex_coords(context_gl);
context->namedArraysLoaded = FALSE;
}
static void context_load_vertex_data(struct wined3d_context *context,
const struct wined3d_stream_info *si, const struct wined3d_state *state)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_stream_info_element *e;
const struct wined3d_format_gl *format_gl;
GLuint current_bo;
TRACE("context %p, si %p, state %p.\n", context, si, state);
/* This is used for the fixed-function pipeline only, and the
* fixed-function pipeline doesn't do instancing. */
context->instance_count = 0;
current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
/* Blend data */
if ((si->use_map & (1u << WINED3D_FFP_BLENDWEIGHT))
|| si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
{
/* TODO: Support vertex blending in immediate mode draws. No need to
* write a FIXME here, this is done after the general vertex
* declaration decoding. */
WARN("Vertex blending not supported.\n");
}
/* Point Size */
if (si->use_map & (1u << WINED3D_FFP_PSIZE))
{
/* No such functionality in the fixed-function GL pipeline. */
WARN("Per-vertex point size not supported.\n");
}
/* Position */
if (si->use_map & (1u << WINED3D_FFP_POSITION))
{
e = &si->elements[WINED3D_FFP_POSITION];
format_gl = wined3d_format_gl(e->format);
if (current_bo != e->data.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
checkGLcall("glBindBuffer");
current_bo = e->data.buffer_object;
}
TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
format_gl->vtx_format, format_gl->vtx_type, e->stride,
e->data.addr + state->load_base_vertex_index * e->stride);
gl_info->gl_ops.gl.p_glVertexPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride,
e->data.addr + state->load_base_vertex_index * e->stride);
checkGLcall("glVertexPointer(...)");
gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
}
/* Normals */
if (si->use_map & (1u << WINED3D_FFP_NORMAL))
{
e = &si->elements[WINED3D_FFP_NORMAL];
format_gl = wined3d_format_gl(e->format);
if (current_bo != e->data.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
checkGLcall("glBindBuffer");
current_bo = e->data.buffer_object;
}
TRACE("glNormalPointer(%#x, %#x, %p);\n", format_gl->vtx_type, e->stride,
e->data.addr + state->load_base_vertex_index * e->stride);
gl_info->gl_ops.gl.p_glNormalPointer(format_gl->vtx_type, e->stride,
e->data.addr + state->load_base_vertex_index * e->stride);
checkGLcall("glNormalPointer(...)");
gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
}
else
{
gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
checkGLcall("glNormal3f(0, 0, 0)");
}
/* Diffuse colour */
if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
{
e = &si->elements[WINED3D_FFP_DIFFUSE];
format_gl = wined3d_format_gl(e->format);
if (current_bo != e->data.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
checkGLcall("glBindBuffer");
current_bo = e->data.buffer_object;
}
TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
format_gl->vtx_format, format_gl->vtx_type, e->stride,
e->data.addr + state->load_base_vertex_index * e->stride);
gl_info->gl_ops.gl.p_glColorPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride,
e->data.addr + state->load_base_vertex_index * e->stride);
checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
}
else
{
gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
checkGLcall("glColor4f(1, 1, 1, 1)");
}
/* Specular colour */
if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
{
TRACE("Setting specular colour.\n");
e = &si->elements[WINED3D_FFP_SPECULAR];
if (gl_info->supported[EXT_SECONDARY_COLOR])
{
GLint format;
GLenum type;
format_gl = wined3d_format_gl(e->format);
type = format_gl->vtx_type;
format = format_gl->vtx_format;
if (current_bo != e->data.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
checkGLcall("glBindBuffer");
current_bo = e->data.buffer_object;
}
if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
{
/* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
* contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
* vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
* 4 component secondary colors use it
*/
TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
e->data.addr + state->load_base_vertex_index * e->stride);
GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
e->data.addr + state->load_base_vertex_index * e->stride));
checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
}
else
{
switch (type)
{
case GL_UNSIGNED_BYTE:
TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
e->data.addr + state->load_base_vertex_index * e->stride);
GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
e->data.addr + state->load_base_vertex_index * e->stride));
checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
break;
default:
FIXME("Add 4 component specular colour pointers for type %#x.\n", type);
/* Make sure that the right colour component is dropped. */
TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
e->data.addr + state->load_base_vertex_index * e->stride);
GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
e->data.addr + state->load_base_vertex_index * e->stride));
checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
}
}
gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
}
else
{
WARN("Specular colour is not supported in this GL implementation.\n");
}
}
else
{
if (gl_info->supported[EXT_SECONDARY_COLOR])
{
GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
}
else
{
WARN("Specular colour is not supported in this GL implementation.\n");
}
}
/* Texture coordinates */
wined3d_context_gl_load_tex_coords(context_gl, si, &current_bo, state);
}
static void context_unload_numbered_array(struct wined3d_context *context, unsigned int i)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
GL_EXTCALL(glDisableVertexAttribArray(i));
checkGLcall("glDisableVertexAttribArray");
if (gl_info->supported[ARB_INSTANCED_ARRAYS])
GL_EXTCALL(glVertexAttribDivisor(i, 0));
context->numbered_array_mask &= ~(1u << i);
}
static void context_unload_numbered_arrays(struct wined3d_context *context)
{
unsigned int i;
while (context->numbered_array_mask)
{
i = wined3d_bit_scan(&context->numbered_array_mask);
context_unload_numbered_array(context, i);
}
}
static void wined3d_context_gl_load_numbered_arrays(struct wined3d_context_gl *context_gl,
const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
{
struct wined3d_context *context = &context_gl->c;
const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
const struct wined3d_gl_info *gl_info = context->gl_info;
GLuint current_bo;
unsigned int i;
/* Default to no instancing. */
context->instance_count = 0;
current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
for (i = 0; i < MAX_ATTRIBS; ++i)
{
const struct wined3d_stream_info_element *element = &stream_info->elements[i];
const struct wined3d_stream_state *stream;
const struct wined3d_format_gl *format_gl;
if (!(stream_info->use_map & (1u << i)))
{
if (context->numbered_array_mask & (1u << i))
context_unload_numbered_array(context, i);
if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
{
if (!(context_gl->default_attrib_value_set & (1u << i)) || !context_gl->diffuse_attrib_to_1)
{
GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
context_gl->diffuse_attrib_to_1 = 1;
}
}
else
{
if (!(context_gl->default_attrib_value_set & (1u << i)))
{
GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
if (i == WINED3D_FFP_DIFFUSE)
context_gl->diffuse_attrib_to_1 = 0;
}
}
context_gl->default_attrib_value_set |= 1u << i;
continue;
}
format_gl = wined3d_format_gl(element->format);
stream = &state->streams[element->stream_idx];
if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count)
context->instance_count = state->streams[0].frequency;
if (gl_info->supported[ARB_INSTANCED_ARRAYS])
{
GL_EXTCALL(glVertexAttribDivisor(i, element->divisor));
}
else if (element->divisor)
{
/* Unload instanced arrays, they will be loaded using immediate
* mode instead. */
if (context->numbered_array_mask & (1u << i))
context_unload_numbered_array(context, i);
context_gl->default_attrib_value_set &= ~(1u << i);
continue;
}
TRACE("Loading array %u %s.\n", i, debug_bo_address(&element->data));
if (element->stride)
{
DWORD format_flags = format_gl->f.flags[WINED3D_GL_RES_TYPE_BUFFER];
if (current_bo != element->data.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, element->data.buffer_object));
checkGLcall("glBindBuffer");
current_bo = element->data.buffer_object;
}
/* Use the VBO to find out if a vertex buffer exists, not the vb
* pointer. vb can point to a user pointer data blob. In that case
* current_bo will be 0. If there is a vertex buffer but no vbo we
* won't be load converted attributes anyway. */
if (vs && vs->reg_maps.shader_version.major >= 4 && (format_flags & WINED3DFMT_FLAG_INTEGER))
{
GL_EXTCALL(glVertexAttribIPointer(i, format_gl->vtx_format, format_gl->vtx_type,
element->stride, element->data.addr + state->load_base_vertex_index * element->stride));
}
else
{
GL_EXTCALL(glVertexAttribPointer(i, format_gl->vtx_format, format_gl->vtx_type,
!!(format_flags & WINED3DFMT_FLAG_NORMALISED), element->stride,
element->data.addr + state->load_base_vertex_index * element->stride));
}
if (!(context->numbered_array_mask & (1u << i)))
{
GL_EXTCALL(glEnableVertexAttribArray(i));
context->numbered_array_mask |= (1u << i);
}
}
else
{
/* Stride = 0 means always the same values.
* glVertexAttribPointer() doesn't do that. Instead disable the
* pointer and set up the attribute statically. But we have to
* figure out the system memory address. */
const BYTE *ptr = element->data.addr;
if (element->data.buffer_object)
ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(stream->buffer, context);
if (context->numbered_array_mask & (1u << i))
context_unload_numbered_array(context, i);
switch (format_gl->f.id)
{
case WINED3DFMT_R32_FLOAT:
GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
break;
case WINED3DFMT_R32G32_FLOAT:
GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
break;
case WINED3DFMT_R32G32B32_FLOAT:
GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
break;
case WINED3DFMT_R32G32B32A32_FLOAT:
GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
break;
case WINED3DFMT_R8G8B8A8_UINT:
GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
break;
case WINED3DFMT_B8G8R8A8_UNORM:
if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
{
const DWORD *src = (const DWORD *)ptr;
DWORD c = *src & 0xff00ff00u;
c |= (*src & 0xff0000u) >> 16;
c |= (*src & 0xffu) << 16;
GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
break;
}
/* else fallthrough */
case WINED3DFMT_R8G8B8A8_UNORM:
GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
break;
case WINED3DFMT_R16G16_SINT:
GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
break;
case WINED3DFMT_R16G16B16A16_SINT:
GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
break;
case WINED3DFMT_R16G16_SNORM:
{
const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
GL_EXTCALL(glVertexAttrib4Nsv(i, s));
break;
}
case WINED3DFMT_R16G16_UNORM:
{
const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
GL_EXTCALL(glVertexAttrib4Nusv(i, s));
break;
}
case WINED3DFMT_R16G16B16A16_SNORM:
GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
break;
case WINED3DFMT_R16G16B16A16_UNORM:
GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
break;
case WINED3DFMT_R10G10B10X2_UINT:
FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
/*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
break;
case WINED3DFMT_R10G10B10X2_SNORM:
FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
/*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
break;
case WINED3DFMT_R16G16_FLOAT:
if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
{
/* Not supported by GL_ARB_half_float_vertex. */
GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
}
else
{
float x = float_16_to_32(((const unsigned short *)ptr) + 0);
float y = float_16_to_32(((const unsigned short *)ptr) + 1);
GL_EXTCALL(glVertexAttrib2f(i, x, y));
}
break;
case WINED3DFMT_R16G16B16A16_FLOAT:
if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
{
/* Not supported by GL_ARB_half_float_vertex. */
GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
}
else
{
float x = float_16_to_32(((const unsigned short *)ptr) + 0);
float y = float_16_to_32(((const unsigned short *)ptr) + 1);
float z = float_16_to_32(((const unsigned short *)ptr) + 2);
float w = float_16_to_32(((const unsigned short *)ptr) + 3);
GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
}
break;
default:
ERR("Unexpected declaration in stride 0 attributes.\n");
break;
}
context_gl->default_attrib_value_set &= ~(1u << i);
}
}
checkGLcall("Loading numbered arrays");
}
void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl *context_gl,
const struct wined3d_state *state)
{
if (context_gl->c.use_immediate_mode_draw)
return;
context_unload_vertex_data(&context_gl->c);
if (context_gl->c.d3d_info->ffp_generic_attributes || use_vs(state))
{
TRACE("Loading numbered arrays.\n");
wined3d_context_gl_load_numbered_arrays(context_gl, &context_gl->c.stream_info, state);
return;
}
TRACE("Loading named arrays.\n");
context_unload_numbered_arrays(&context_gl->c);
context_load_vertex_data(&context_gl->c, &context_gl->c.stream_info, state);
context_gl->c.namedArraysLoaded = TRUE;
}
static void apply_texture_blit_state(const struct wined3d_gl_info *gl_info, struct gl_texture *texture,
GLenum target, unsigned int level, enum wined3d_texture_filter_type filter)
{
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, level);
/* We changed the filtering settings on the texture. Make sure they get
* reset on subsequent draws. */
texture->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
texture->sampler_desc.min_filter = WINED3D_TEXF_POINT;
texture->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
texture->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
texture->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
texture->sampler_desc.srgb_decode = FALSE;
texture->base_level = level;
}
/* Context activation is done by the caller. */
void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture_gl *texture_gl,
unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
enum wined3d_texture_filter_type filter)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_blt_info info;
unsigned int level, w, h, i;
SIZE dst_size;
struct blit_vertex
{
float x, y;
struct wined3d_vec3 texcoord;
}
quad[4];
texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
level = sub_resource_idx % texture_gl->t.level_count;
wined3d_context_gl_bind_texture(context_gl, info.bind_target, texture_gl->texture_rgb.name);
apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
wined3d_context_gl_get_rt_size(context_gl, &dst_size);
w = dst_size.cx;
h = dst_size.cy;
quad[0].x = dst_rect->left * 2.0f / w - 1.0f;
quad[0].y = dst_rect->top * 2.0f / h - 1.0f;
quad[0].texcoord = info.texcoords[0];
quad[1].x = dst_rect->right * 2.0f / w - 1.0f;
quad[1].y = dst_rect->top * 2.0f / h - 1.0f;
quad[1].texcoord = info.texcoords[1];
quad[2].x = dst_rect->left * 2.0f / w - 1.0f;
quad[2].y = dst_rect->bottom * 2.0f / h - 1.0f;
quad[2].texcoord = info.texcoords[2];
quad[3].x = dst_rect->right * 2.0f / w - 1.0f;
quad[3].y = dst_rect->bottom * 2.0f / h - 1.0f;
quad[3].texcoord = info.texcoords[3];
/* Draw a quad. */
if (gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
{
if (!context_gl->blit_vbo)
GL_EXTCALL(glGenBuffers(1, &context_gl->blit_vbo));
GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, context_gl->blit_vbo));
context_unload_vertex_data(context);
context_unload_numbered_arrays(context);
GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STREAM_DRAW));
GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, sizeof(*quad), NULL));
GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT, FALSE, sizeof(*quad),
(void *)FIELD_OFFSET(struct blit_vertex, texcoord)));
GL_EXTCALL(glEnableVertexAttribArray(0));
GL_EXTCALL(glEnableVertexAttribArray(1));
gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
GL_EXTCALL(glDisableVertexAttribArray(1));
GL_EXTCALL(glDisableVertexAttribArray(0));
}
else
{
gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
for (i = 0; i < ARRAY_SIZE(quad); ++i)
{
GL_EXTCALL(glVertexAttrib3fv(1, &quad[i].texcoord.x));
GL_EXTCALL(glVertexAttrib2fv(0, &quad[i].x));
}
gl_info->gl_ops.gl.p_glEnd();
}
checkGLcall("draw");
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);
}
/* Context activation is done by the caller. */
void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture_gl *texture_gl,
unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
enum wined3d_texture_filter_type filter)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_blt_info info;
unsigned int level;
texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
gl_info->gl_ops.gl.p_glEnable(info.bind_target);
checkGLcall("glEnable(bind_target)");
level = sub_resource_idx % texture_gl->t.level_count;
wined3d_context_gl_bind_texture(context_gl, info.bind_target, texture_gl->texture_rgb.name);
apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
checkGLcall("glTexEnvi");
/* Draw a quad. */
gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[0].x);
gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top);
gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[1].x);
gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top);
gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[2].x);
gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom);
gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[3].x);
gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom);
gl_info->gl_ops.gl.p_glEnd();
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);
}