1626 lines
66 KiB
C
1626 lines
66 KiB
C
/*
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* Context and render target management in wined3d
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*
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include <stdio.h>
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#ifdef HAVE_FLOAT_H
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# include <float.h>
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#endif
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION This->adapter->gl_info
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/* The last used device.
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*
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* If the application creates multiple devices and switches between them, ActivateContext has to
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* change the opengl context. This flag allows to keep track which device is active
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*/
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static IWineD3DDeviceImpl *last_device;
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/* FBO helper functions */
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void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
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{
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const IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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if (!*fbo)
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{
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GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
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checkGLcall("glGenFramebuffersEXT()");
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TRACE("Created FBO %d\n", *fbo);
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}
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GL_EXTCALL(glBindFramebufferEXT(target, *fbo));
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checkGLcall("glBindFramebuffer()");
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}
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static void context_destroy_fbo(IWineD3DDeviceImpl *This, const GLuint *fbo)
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{
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int i = 0;
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GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, *fbo));
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checkGLcall("glBindFramebuffer()");
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for (i = 0; i < GL_LIMITS(buffers); ++i)
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{
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GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, 0, 0));
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checkGLcall("glFramebufferTexture2D()");
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}
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GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
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checkGLcall("glFramebufferTexture2D()");
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GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
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checkGLcall("glBindFramebuffer()");
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GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo));
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checkGLcall("glDeleteFramebuffers()");
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}
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static void context_apply_attachment_filter_states(IWineD3DDevice *iface, IWineD3DSurface *surface, BOOL force_preload)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
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IWineD3DBaseTextureImpl *texture_impl;
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BOOL update_minfilter = FALSE;
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BOOL update_magfilter = FALSE;
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/* Update base texture states array */
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if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
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{
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if (texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
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|| texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
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{
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texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
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texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
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update_minfilter = TRUE;
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}
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if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
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{
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texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
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update_magfilter = TRUE;
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}
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if (texture_impl->baseTexture.bindCount)
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{
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WARN("Render targets should not be bound to a sampler\n");
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
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}
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IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
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}
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if (update_minfilter || update_magfilter || force_preload)
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{
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GLenum target, bind_target;
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GLint old_binding;
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target = surface_impl->glDescription.target;
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if (target == GL_TEXTURE_2D)
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{
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bind_target = GL_TEXTURE_2D;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
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} else if (target == GL_TEXTURE_RECTANGLE_ARB) {
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bind_target = GL_TEXTURE_RECTANGLE_ARB;
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glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
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} else {
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bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
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}
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IWineD3DSurface_PreLoad(surface);
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glBindTexture(bind_target, surface_impl->glDescription.textureName);
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if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glBindTexture(bind_target, old_binding);
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}
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checkGLcall("apply_attachment_filter_states()");
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}
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/* TODO: Handle stencil attachments */
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void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
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{
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IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
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TRACE("Attach depth stencil %p\n", depth_stencil);
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if (depth_stencil)
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{
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if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
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{
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GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
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checkGLcall("glFramebufferRenderbufferEXT()");
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} else {
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context_apply_attachment_filter_states((IWineD3DDevice *)This, depth_stencil, TRUE);
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GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, depth_stencil_impl->glDescription.target,
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depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
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checkGLcall("glFramebufferTexture2DEXT()");
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}
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} else {
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GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
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checkGLcall("glFramebufferTexture2DEXT()");
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}
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}
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void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
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{
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const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
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TRACE("Attach surface %p to %u\n", surface, idx);
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if (surface)
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{
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context_apply_attachment_filter_states((IWineD3DDevice *)This, surface, TRUE);
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GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->glDescription.target,
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surface_impl->glDescription.textureName, surface_impl->glDescription.level));
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checkGLcall("glFramebufferTexture2DEXT()");
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} else {
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GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
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checkGLcall("glFramebufferTexture2DEXT()");
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}
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}
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static void context_check_fbo_status(IWineD3DDevice *iface)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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GLenum status;
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status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
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if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
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{
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TRACE("FBO complete\n");
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} else {
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IWineD3DSurfaceImpl *attachment;
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int i;
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FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
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/* Dump the FBO attachments */
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for (i = 0; i < GL_LIMITS(buffers); ++i)
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{
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attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->render_targets[i];
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if (attachment)
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{
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FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i, attachment, debug_d3dformat(attachment->resource.format),
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attachment->pow2Width, attachment->pow2Height);
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}
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}
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attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->depth_stencil;
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if (attachment)
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{
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FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment, debug_d3dformat(attachment->resource.format),
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attachment->pow2Width, attachment->pow2Height);
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}
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}
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}
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static struct fbo_entry *context_create_fbo_entry(IWineD3DDevice *iface)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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struct fbo_entry *entry;
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entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
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entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
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memcpy(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
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entry->depth_stencil = This->stencilBufferTarget;
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entry->attached = FALSE;
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entry->id = 0;
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return entry;
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}
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static void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, struct fbo_entry *entry)
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{
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if (entry->id)
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{
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TRACE("Destroy FBO %d\n", entry->id);
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context_destroy_fbo(This, &entry->id);
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}
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list_remove(&entry->entry);
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HeapFree(GetProcessHeap(), 0, entry->render_targets);
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HeapFree(GetProcessHeap(), 0, entry);
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}
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static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DContext *context)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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struct fbo_entry *entry;
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LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
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{
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if (!memcmp(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
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&& entry->depth_stencil == This->stencilBufferTarget)
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{
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return entry;
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}
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}
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entry = context_create_fbo_entry(iface);
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list_add_head(&context->fbo_list, &entry->entry);
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return entry;
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}
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static void context_apply_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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unsigned int i;
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context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &entry->id);
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if (!entry->attached)
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{
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/* Apply render targets */
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for (i = 0; i < GL_LIMITS(buffers); ++i)
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{
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IWineD3DSurface *render_target = This->render_targets[i];
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context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, i, render_target);
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}
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/* Apply depth targets */
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if (This->stencilBufferTarget) {
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unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
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unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
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surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
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}
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context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, This->stencilBufferTarget, TRUE);
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entry->attached = TRUE;
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} else {
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for (i = 0; i < GL_LIMITS(buffers); ++i)
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{
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if (This->render_targets[i])
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context_apply_attachment_filter_states(iface, This->render_targets[i], FALSE);
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}
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if (This->stencilBufferTarget)
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context_apply_attachment_filter_states(iface, This->stencilBufferTarget, FALSE);
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}
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for (i = 0; i < GL_LIMITS(buffers); ++i)
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{
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if (This->render_targets[i])
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This->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
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else
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This->draw_buffers[i] = GL_NONE;
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}
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}
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static void context_apply_fbo_state(IWineD3DDevice *iface)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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WineD3DContext *context = This->activeContext;
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if (This->render_offscreen)
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{
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context->current_fbo = context_find_fbo_entry(iface, context);
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context_apply_fbo_entry(iface, context->current_fbo);
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} else {
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context->current_fbo = NULL;
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GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
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}
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context_check_fbo_status(iface);
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}
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void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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UINT i;
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switch(type)
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{
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case WINED3DRTYPE_SURFACE:
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{
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for (i = 0; i < This->numContexts; ++i)
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{
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struct fbo_entry *entry, *entry2;
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LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->contexts[i]->fbo_list, struct fbo_entry, entry)
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{
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BOOL destroyed = FALSE;
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UINT j;
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for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j)
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{
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if (entry->render_targets[j] == (IWineD3DSurface *)resource)
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{
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context_destroy_fbo_entry(This, entry);
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destroyed = TRUE;
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}
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}
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if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
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context_destroy_fbo_entry(This, entry);
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}
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}
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break;
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}
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default:
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break;
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}
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}
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/*****************************************************************************
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* Context_MarkStateDirty
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*
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* Marks a state in a context dirty. Only one context, opposed to
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* IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
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* contexts
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*
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* Params:
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* context: Context to mark the state dirty in
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* state: State to mark dirty
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* StateTable: Pointer to the state table in use(for state grouping)
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*
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*****************************************************************************/
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static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) {
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DWORD rep = StateTable[state].representative;
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DWORD idx;
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BYTE shift;
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if(!rep || isStateDirty(context, rep)) return;
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context->dirtyArray[context->numDirtyEntries++] = rep;
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idx = rep >> 5;
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shift = rep & 0x1f;
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context->isStateDirty[idx] |= (1 << shift);
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}
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/*****************************************************************************
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* AddContextToArray
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*
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* Adds a context to the context array. Helper function for CreateContext
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*
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* This method is not called in performance-critical code paths, only when a
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* new render target or swapchain is created. Thus performance is not an issue
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* here.
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*
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* Params:
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* This: Device to add the context for
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* hdc: device context
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* glCtx: WGL context to add
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* pbuffer: optional pbuffer used with this context
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*
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*****************************************************************************/
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static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
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WineD3DContext **oldArray = This->contexts;
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DWORD state;
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This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
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if(This->contexts == NULL) {
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ERR("Unable to grow the context array\n");
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This->contexts = oldArray;
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return NULL;
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}
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if(oldArray) {
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memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
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}
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This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
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if(This->contexts[This->numContexts] == NULL) {
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ERR("Unable to allocate a new context\n");
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HeapFree(GetProcessHeap(), 0, This->contexts);
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This->contexts = oldArray;
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return NULL;
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}
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This->contexts[This->numContexts]->hdc = hdc;
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This->contexts[This->numContexts]->glCtx = glCtx;
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This->contexts[This->numContexts]->pbuffer = pbuffer;
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This->contexts[This->numContexts]->win_handle = win_handle;
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HeapFree(GetProcessHeap(), 0, oldArray);
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/* Mark all states dirty to force a proper initialization of the states on the first use of the context
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*/
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for(state = 0; state <= STATE_HIGHEST; state++) {
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Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
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}
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This->numContexts++;
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TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
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return This->contexts[This->numContexts - 1];
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}
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|
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/* This function takes care of WineD3D pixel format selection. */
|
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static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DFORMAT ColorFormat, WINED3DFORMAT DepthStencilFormat, BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
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{
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int iPixelFormat=0, matchtry;
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short redBits, greenBits, blueBits, alphaBits, colorBits;
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short depthBits=0, stencilBits=0;
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|
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struct match_type {
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BOOL require_aux;
|
|
BOOL exact_alpha;
|
|
BOOL exact_color;
|
|
} matches[] = {
|
|
/* First, try without alpha match buffers. MacOS supports aux buffers only
|
|
* on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
|
|
* Then try without aux buffers - this is the most common cause for not
|
|
* finding a pixel format. Also some drivers(the open source ones)
|
|
* only offer 32 bit ARB pixel formats. First try without an exact alpha
|
|
* match, then try without an exact alpha and color match.
|
|
*/
|
|
{ TRUE, TRUE, TRUE },
|
|
{ TRUE, FALSE, TRUE },
|
|
{ FALSE, TRUE, TRUE },
|
|
{ FALSE, FALSE, TRUE },
|
|
{ TRUE, FALSE, FALSE },
|
|
{ FALSE, FALSE, FALSE },
|
|
};
|
|
|
|
int i = 0;
|
|
int nCfgs = This->adapter->nCfgs;
|
|
|
|
TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
|
|
debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat), auxBuffers, numSamples, pbuffer, findCompatible);
|
|
|
|
if(!getColorBits(ColorFormat, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
|
|
ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat), ColorFormat);
|
|
return 0;
|
|
}
|
|
|
|
/* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
|
|
* You are able to add a depth + stencil surface at a later stage when you need it.
|
|
* In order to support this properly in WineD3D we need the ability to recreate the opengl context and
|
|
* drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
|
|
* context, need torecreate shaders, textures and other resources.
|
|
*
|
|
* The context manager already takes care of the state problem and for the other tasks code from Reset
|
|
* can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
|
|
* Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
|
|
* time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
|
|
* issue needs to be fixed. */
|
|
if(DepthStencilFormat != WINED3DFMT_D24S8)
|
|
FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
|
|
|
|
DepthStencilFormat = WINED3DFMT_D24S8;
|
|
|
|
if(DepthStencilFormat) {
|
|
getDepthStencilBits(DepthStencilFormat, &depthBits, &stencilBits);
|
|
}
|
|
|
|
for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
|
|
for(i=0; i<nCfgs; i++) {
|
|
BOOL exactDepthMatch = TRUE;
|
|
WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
|
|
|
|
/* For now only accept RGBA formats. Perhaps some day we will
|
|
* allow floating point formats for pbuffers. */
|
|
if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
|
|
continue;
|
|
|
|
/* In window mode (!pbuffer) we need a window drawable format and double buffering. */
|
|
if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
|
|
continue;
|
|
|
|
/* We like to have aux buffers in backbuffer mode */
|
|
if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
|
|
continue;
|
|
|
|
/* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
|
|
if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
|
|
continue;
|
|
|
|
if(matches[matchtry].exact_color) {
|
|
if(cfg->redSize != redBits)
|
|
continue;
|
|
if(cfg->greenSize != greenBits)
|
|
continue;
|
|
if(cfg->blueSize != blueBits)
|
|
continue;
|
|
} else {
|
|
if(cfg->redSize < redBits)
|
|
continue;
|
|
if(cfg->greenSize < greenBits)
|
|
continue;
|
|
if(cfg->blueSize < blueBits)
|
|
continue;
|
|
}
|
|
if(matches[matchtry].exact_alpha) {
|
|
if(cfg->alphaSize != alphaBits)
|
|
continue;
|
|
} else {
|
|
if(cfg->alphaSize < alphaBits)
|
|
continue;
|
|
}
|
|
|
|
/* We try to locate a format which matches our requirements exactly. In case of
|
|
* depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
|
|
if(cfg->depthSize < depthBits)
|
|
continue;
|
|
else if(cfg->depthSize > depthBits)
|
|
exactDepthMatch = FALSE;
|
|
|
|
/* In all cases make sure the number of stencil bits matches our requirements
|
|
* even when we don't need stencil because it could affect performance EXCEPT
|
|
* on cards which don't offer depth formats without stencil like the i915 drivers
|
|
* on Linux. */
|
|
if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
|
|
continue;
|
|
|
|
/* Check multisampling support */
|
|
if(cfg->numSamples != numSamples)
|
|
continue;
|
|
|
|
/* When we have passed all the checks then we have found a format which matches our
|
|
* requirements. Note that we only check for a limit number of capabilities right now,
|
|
* so there can easily be a dozen of pixel formats which appear to be the 'same' but
|
|
* can still differ in things like multisampling, stereo, SRGB and other flags.
|
|
*/
|
|
|
|
/* Exit the loop as we have found a format :) */
|
|
if(exactDepthMatch) {
|
|
iPixelFormat = cfg->iPixelFormat;
|
|
break;
|
|
} else if(!iPixelFormat) {
|
|
/* In the end we might end up with a format which doesn't exactly match our depth
|
|
* requirements. Accept the first format we found because formats with higher iPixelFormat
|
|
* values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
|
|
iPixelFormat = cfg->iPixelFormat;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
|
|
if(!iPixelFormat && !findCompatible) {
|
|
ERR("Can't find a suitable iPixelFormat\n");
|
|
return FALSE;
|
|
} else if(!iPixelFormat) {
|
|
PIXELFORMATDESCRIPTOR pfd;
|
|
|
|
TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
|
|
/* PixelFormat selection */
|
|
ZeroMemory(&pfd, sizeof(pfd));
|
|
pfd.nSize = sizeof(pfd);
|
|
pfd.nVersion = 1;
|
|
pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
|
|
pfd.iPixelType = PFD_TYPE_RGBA;
|
|
pfd.cAlphaBits = alphaBits;
|
|
pfd.cColorBits = colorBits;
|
|
pfd.cDepthBits = depthBits;
|
|
pfd.cStencilBits = stencilBits;
|
|
pfd.iLayerType = PFD_MAIN_PLANE;
|
|
|
|
iPixelFormat = ChoosePixelFormat(hdc, &pfd);
|
|
if(!iPixelFormat) {
|
|
/* If this happens something is very wrong as ChoosePixelFormat barely fails */
|
|
ERR("Can't find a suitable iPixelFormat\n");
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat, debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat));
|
|
return iPixelFormat;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* CreateContext
|
|
*
|
|
* Creates a new context for a window, or a pbuffer context.
|
|
*
|
|
* * Params:
|
|
* This: Device to activate the context for
|
|
* target: Surface this context will render to
|
|
* win_handle: handle to the window which we are drawing to
|
|
* create_pbuffer: tells whether to create a pbuffer or not
|
|
* pPresentParameters: contains the pixelformats to use for onscreen rendering
|
|
*
|
|
*****************************************************************************/
|
|
WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
|
|
HDC oldDrawable, hdc;
|
|
HPBUFFERARB pbuffer = NULL;
|
|
HGLRC ctx = NULL, oldCtx;
|
|
WineD3DContext *ret = NULL;
|
|
int s;
|
|
|
|
TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
|
|
|
|
if(create_pbuffer) {
|
|
HDC hdc_parent = GetDC(win_handle);
|
|
int iPixelFormat = 0;
|
|
|
|
IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
|
|
WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
|
|
|
|
/* Try to find a pixel format with pbuffer support. */
|
|
iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */, FALSE /* findCompatible */);
|
|
if(!iPixelFormat) {
|
|
TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
|
|
|
|
/* For some reason we weren't able to find a format, try to find something instead of crashing.
|
|
* A reason for failure could have been wglChoosePixelFormatARB strictness. */
|
|
iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */, TRUE /* findCompatible */);
|
|
}
|
|
|
|
/* This shouldn't happen as ChoosePixelFormat always returns something */
|
|
if(!iPixelFormat) {
|
|
ERR("Unable to locate a pixel format for a pbuffer\n");
|
|
ReleaseDC(win_handle, hdc_parent);
|
|
goto out;
|
|
}
|
|
|
|
TRACE("Creating a pBuffer drawable for the new context\n");
|
|
pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
|
|
if(!pbuffer) {
|
|
ERR("Cannot create a pbuffer\n");
|
|
ReleaseDC(win_handle, hdc_parent);
|
|
goto out;
|
|
}
|
|
|
|
/* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
|
|
hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
|
|
if(!hdc) {
|
|
ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
|
|
GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
|
|
ReleaseDC(win_handle, hdc_parent);
|
|
goto out;
|
|
}
|
|
ReleaseDC(win_handle, hdc_parent);
|
|
} else {
|
|
PIXELFORMATDESCRIPTOR pfd;
|
|
int iPixelFormat;
|
|
int res;
|
|
WINED3DFORMAT ColorFormat = target->resource.format;
|
|
WINED3DFORMAT DepthStencilFormat = 0;
|
|
BOOL auxBuffers = FALSE;
|
|
int numSamples = 0;
|
|
|
|
hdc = GetDC(win_handle);
|
|
if(hdc == NULL) {
|
|
ERR("Cannot retrieve a device context!\n");
|
|
goto out;
|
|
}
|
|
|
|
/* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
|
|
if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
|
|
auxBuffers = TRUE;
|
|
|
|
if(target->resource.format == WINED3DFMT_X4R4G4B4)
|
|
ColorFormat = WINED3DFMT_A4R4G4B4;
|
|
else if(target->resource.format == WINED3DFMT_X8R8G8B8)
|
|
ColorFormat = WINED3DFMT_A8R8G8B8;
|
|
}
|
|
|
|
/* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
|
|
* Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
|
|
* The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
|
|
* a format with 8bit alpha, so request A8R8G8B8. */
|
|
if(ColorFormat == WINED3DFMT_P8)
|
|
ColorFormat = WINED3DFMT_A8R8G8B8;
|
|
|
|
/* Retrieve the depth stencil format from the present parameters.
|
|
* The choice of the proper format can give a nice performance boost
|
|
* in case of GPU limited programs. */
|
|
if(pPresentParms->EnableAutoDepthStencil) {
|
|
TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
|
|
DepthStencilFormat = pPresentParms->AutoDepthStencilFormat;
|
|
}
|
|
|
|
/* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
|
|
if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
|
|
if(!GL_SUPPORT(ARB_MULTISAMPLE))
|
|
ERR("The program is requesting multisampling without support!\n");
|
|
else {
|
|
ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
|
|
numSamples = pPresentParms->MultiSampleType;
|
|
}
|
|
}
|
|
|
|
/* Try to find a pixel format which matches our requirements */
|
|
iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
|
|
|
|
/* Try to locate a compatible format if we weren't able to find anything */
|
|
if(!iPixelFormat) {
|
|
TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
|
|
iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
|
|
}
|
|
|
|
/* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
|
|
if(!iPixelFormat) {
|
|
ERR("Can't find a suitable iPixelFormat\n");
|
|
return FALSE;
|
|
}
|
|
|
|
DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
|
|
res = SetPixelFormat(hdc, iPixelFormat, NULL);
|
|
if(!res) {
|
|
int oldPixelFormat = GetPixelFormat(hdc);
|
|
|
|
/* By default WGL doesn't allow pixel format adjustments but we need it here.
|
|
* For this reason there is a WINE-specific wglSetPixelFormat which allows you to
|
|
* set the pixel format multiple times. Only use it when it is really needed. */
|
|
|
|
if(oldPixelFormat == iPixelFormat) {
|
|
/* We don't have to do anything as the formats are the same :) */
|
|
} else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
|
|
res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
|
|
|
|
if(!res) {
|
|
ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
|
|
return FALSE;
|
|
}
|
|
} else if(oldPixelFormat) {
|
|
/* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
|
|
* There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
|
|
ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
|
|
} else {
|
|
ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
|
|
return FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
ctx = pwglCreateContext(hdc);
|
|
if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
|
|
|
|
if(!ctx) {
|
|
ERR("Failed to create a WGL context\n");
|
|
if(create_pbuffer) {
|
|
GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
|
|
GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
|
|
}
|
|
goto out;
|
|
}
|
|
ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
|
|
if(!ret) {
|
|
ERR("Failed to add the newly created context to the context list\n");
|
|
pwglDeleteContext(ctx);
|
|
if(create_pbuffer) {
|
|
GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
|
|
GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
|
|
}
|
|
goto out;
|
|
}
|
|
ret->surface = (IWineD3DSurface *) target;
|
|
ret->isPBuffer = create_pbuffer;
|
|
ret->tid = GetCurrentThreadId();
|
|
if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
|
|
/* Create the dirty constants array and initialize them to dirty */
|
|
ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
|
|
sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
|
|
ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
|
|
sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
|
|
memset(ret->vshader_const_dirty, 1,
|
|
sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
|
|
memset(ret->pshader_const_dirty, 1,
|
|
sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
|
|
}
|
|
|
|
TRACE("Successfully created new context %p\n", ret);
|
|
|
|
list_init(&ret->fbo_list);
|
|
|
|
/* Set up the context defaults */
|
|
oldCtx = pwglGetCurrentContext();
|
|
oldDrawable = pwglGetCurrentDC();
|
|
if(oldCtx && oldDrawable) {
|
|
/* See comment in ActivateContext context switching */
|
|
This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
|
|
}
|
|
if(pwglMakeCurrent(hdc, ctx) == FALSE) {
|
|
ERR("Cannot activate context to set up defaults\n");
|
|
goto out;
|
|
}
|
|
|
|
ENTER_GL();
|
|
|
|
glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
|
|
|
|
TRACE("Setting up the screen\n");
|
|
/* Clear the screen */
|
|
glClearColor(1.0, 0.0, 0.0, 0.0);
|
|
checkGLcall("glClearColor");
|
|
glClearIndex(0);
|
|
glClearDepth(1);
|
|
glClearStencil(0xffff);
|
|
|
|
checkGLcall("glClear");
|
|
|
|
glColor3f(1.0, 1.0, 1.0);
|
|
checkGLcall("glColor3f");
|
|
|
|
glEnable(GL_LIGHTING);
|
|
checkGLcall("glEnable");
|
|
|
|
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
|
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
|
|
checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
|
|
|
|
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
|
|
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
|
|
|
|
glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
|
|
checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
|
|
checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
|
|
|
|
if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
|
|
/* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
|
|
* and textures in DIB sections(due to the memory protection).
|
|
*/
|
|
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
|
|
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
|
|
}
|
|
if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
|
/* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
|
|
* this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
|
|
* GL_VERTEX_BLEND_ARB isn't enabled too
|
|
*/
|
|
glEnable(GL_WEIGHT_SUM_UNITY_ARB);
|
|
checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
|
|
}
|
|
if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
|
|
/* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
|
|
* the previous texture where to source the offset from is always unit - 1.
|
|
*/
|
|
for(s = 1; s < GL_LIMITS(textures); s++) {
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
|
|
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
|
|
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
|
|
}
|
|
}
|
|
|
|
if(GL_SUPPORT(ARB_POINT_SPRITE)) {
|
|
for(s = 0; s < GL_LIMITS(textures); s++) {
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
|
|
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
|
|
checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
|
|
}
|
|
}
|
|
LEAVE_GL();
|
|
|
|
/* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
|
|
* but enable it for the first context we create, and reenable it on the old context
|
|
*/
|
|
if(oldDrawable && oldCtx) {
|
|
pwglMakeCurrent(oldDrawable, oldCtx);
|
|
} else {
|
|
last_device = This;
|
|
}
|
|
This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
|
|
|
|
return ret;
|
|
|
|
out:
|
|
return NULL;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* RemoveContextFromArray
|
|
*
|
|
* Removes a context from the context manager. The opengl context is not
|
|
* destroyed or unset. context is not a valid pointer after that call.
|
|
*
|
|
* Similar to the former call this isn't a performance critical function. A
|
|
* helper function for DestroyContext.
|
|
*
|
|
* Params:
|
|
* This: Device to activate the context for
|
|
* context: Context to remove
|
|
*
|
|
*****************************************************************************/
|
|
static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
|
|
UINT t, s;
|
|
WineD3DContext **oldArray = This->contexts;
|
|
|
|
TRACE("Removing ctx %p\n", context);
|
|
|
|
This->numContexts--;
|
|
|
|
if(This->numContexts) {
|
|
This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
|
|
if(!This->contexts) {
|
|
ERR("Cannot allocate a new context array, PANIC!!!\n");
|
|
}
|
|
t = 0;
|
|
/* Note that we decreased numContexts a few lines up, so use '<=' instead of '<' */
|
|
for(s = 0; s <= This->numContexts; s++) {
|
|
if(oldArray[s] == context) continue;
|
|
This->contexts[t] = oldArray[s];
|
|
t++;
|
|
}
|
|
} else {
|
|
This->contexts = NULL;
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, context);
|
|
HeapFree(GetProcessHeap(), 0, oldArray);
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* DestroyContext
|
|
*
|
|
* Destroys a wineD3DContext
|
|
*
|
|
* Params:
|
|
* This: Device to activate the context for
|
|
* context: Context to destroy
|
|
*
|
|
*****************************************************************************/
|
|
void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
|
|
struct fbo_entry *entry, *entry2;
|
|
|
|
TRACE("Destroying ctx %p\n", context);
|
|
|
|
/* The correct GL context needs to be active to cleanup the GL resources below */
|
|
if(pwglGetCurrentContext() != context->glCtx){
|
|
pwglMakeCurrent(context->hdc, context->glCtx);
|
|
last_device = NULL;
|
|
}
|
|
|
|
ENTER_GL();
|
|
|
|
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
|
|
context_destroy_fbo_entry(This, entry);
|
|
}
|
|
if (context->src_fbo) {
|
|
TRACE("Destroy src FBO %d\n", context->src_fbo);
|
|
context_destroy_fbo(This, &context->src_fbo);
|
|
}
|
|
if (context->dst_fbo) {
|
|
TRACE("Destroy dst FBO %d\n", context->dst_fbo);
|
|
context_destroy_fbo(This, &context->dst_fbo);
|
|
}
|
|
|
|
LEAVE_GL();
|
|
|
|
/* Cleanup the GL context */
|
|
pwglMakeCurrent(NULL, NULL);
|
|
if(context->isPBuffer) {
|
|
GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
|
|
GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
|
|
} else ReleaseDC(context->win_handle, context->hdc);
|
|
pwglDeleteContext(context->glCtx);
|
|
|
|
HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
|
|
HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
|
|
RemoveContextFromArray(This, context);
|
|
}
|
|
|
|
static inline void set_blit_dimension(UINT width, UINT height) {
|
|
glMatrixMode(GL_PROJECTION);
|
|
checkGLcall("glMatrixMode(GL_PROJECTION)");
|
|
glLoadIdentity();
|
|
checkGLcall("glLoadIdentity()");
|
|
glOrtho(0, width, height, 0, 0.0, -1.0);
|
|
checkGLcall("glOrtho");
|
|
glViewport(0, 0, width, height);
|
|
checkGLcall("glViewport");
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* SetupForBlit
|
|
*
|
|
* Sets up a context for DirectDraw blitting.
|
|
* All texture units are disabled, texture unit 0 is set as current unit
|
|
* fog, lighting, blending, alpha test, z test, scissor test, culling disabled
|
|
* color writing enabled for all channels
|
|
* register combiners disabled, shaders disabled
|
|
* world matrix is set to identity, texture matrix 0 too
|
|
* projection matrix is setup for drawing screen coordinates
|
|
*
|
|
* Params:
|
|
* This: Device to activate the context for
|
|
* context: Context to setup
|
|
* width: render target width
|
|
* height: render target height
|
|
*
|
|
*****************************************************************************/
|
|
static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
|
|
int i, sampler;
|
|
const struct StateEntry *StateTable = This->StateTable;
|
|
|
|
TRACE("Setting up context %p for blitting\n", context);
|
|
if(context->last_was_blit) {
|
|
if(context->blit_w != width || context->blit_h != height) {
|
|
set_blit_dimension(width, height);
|
|
context->blit_w = width; context->blit_h = height;
|
|
/* No need to dirtify here, the states are still dirtified because they weren't
|
|
* applied since the last SetupForBlit call. Otherwise last_was_blit would not
|
|
* be set
|
|
*/
|
|
}
|
|
TRACE("Context is already set up for blitting, nothing to do\n");
|
|
return;
|
|
}
|
|
context->last_was_blit = TRUE;
|
|
|
|
/* TODO: Use a display list */
|
|
|
|
/* Disable shaders */
|
|
This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
|
|
Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
|
|
Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
|
|
|
|
/* Call ENTER_GL() once for all gl calls below. In theory we should not call
|
|
* helper functions in between gl calls. This function is full of Context_MarkStateDirty
|
|
* which can safely be called from here, we only lock once instead locking/unlocking
|
|
* after each GL call.
|
|
*/
|
|
ENTER_GL();
|
|
|
|
/* Disable all textures. The caller can then bind a texture it wants to blit
|
|
* from
|
|
*/
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
/* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
|
|
* function texture unit. No need to care for higher samplers
|
|
*/
|
|
for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
|
|
sampler = This->rev_tex_unit_map[i];
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
|
|
checkGLcall("glActiveTextureARB");
|
|
|
|
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
|
|
}
|
|
glDisable(GL_TEXTURE_3D);
|
|
checkGLcall("glDisable GL_TEXTURE_3D");
|
|
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
|
|
glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
|
checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
|
|
}
|
|
glDisable(GL_TEXTURE_2D);
|
|
checkGLcall("glDisable GL_TEXTURE_2D");
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
|
|
|
|
if (sampler != -1) {
|
|
if (sampler < MAX_TEXTURES) {
|
|
Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
|
|
}
|
|
Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
|
|
}
|
|
}
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
|
checkGLcall("glActiveTextureARB");
|
|
}
|
|
|
|
sampler = This->rev_tex_unit_map[0];
|
|
|
|
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
|
|
}
|
|
glDisable(GL_TEXTURE_3D);
|
|
checkGLcall("glDisable GL_TEXTURE_3D");
|
|
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
|
|
glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
|
checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
|
|
}
|
|
glDisable(GL_TEXTURE_2D);
|
|
checkGLcall("glDisable GL_TEXTURE_2D");
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
checkGLcall("glMatrixMode(GL_TEXTURE)");
|
|
glLoadIdentity();
|
|
checkGLcall("glLoadIdentity()");
|
|
|
|
if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
|
|
GL_TEXTURE_LOD_BIAS_EXT,
|
|
0.0);
|
|
checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
|
|
}
|
|
|
|
if (sampler != -1) {
|
|
if (sampler < MAX_TEXTURES) {
|
|
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
|
|
Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
|
|
}
|
|
Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
|
|
}
|
|
|
|
/* Other misc states */
|
|
glDisable(GL_ALPHA_TEST);
|
|
checkGLcall("glDisable(GL_ALPHA_TEST)");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
|
|
glDisable(GL_LIGHTING);
|
|
checkGLcall("glDisable GL_LIGHTING");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
|
|
glDisable(GL_DEPTH_TEST);
|
|
checkGLcall("glDisable GL_DEPTH_TEST");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
|
|
glDisable(GL_FOG);
|
|
checkGLcall("glDisable GL_FOG");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
|
|
glDisable(GL_BLEND);
|
|
checkGLcall("glDisable GL_BLEND");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
|
|
glDisable(GL_CULL_FACE);
|
|
checkGLcall("glDisable GL_CULL_FACE");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
|
|
glDisable(GL_STENCIL_TEST);
|
|
checkGLcall("glDisable GL_STENCIL_TEST");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
checkGLcall("glDisable GL_SCISSOR_TEST");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
|
|
if(GL_SUPPORT(ARB_POINT_SPRITE)) {
|
|
glDisable(GL_POINT_SPRITE_ARB);
|
|
checkGLcall("glDisable GL_POINT_SPRITE_ARB");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
|
|
}
|
|
glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
|
|
checkGLcall("glColorMask");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
glDisable(GL_COLOR_SUM_EXT);
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
|
|
checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
|
|
}
|
|
|
|
/* Setup transforms */
|
|
glMatrixMode(GL_MODELVIEW);
|
|
checkGLcall("glMatrixMode(GL_MODELVIEW)");
|
|
glLoadIdentity();
|
|
checkGLcall("glLoadIdentity()");
|
|
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
|
|
|
|
context->last_was_rhw = TRUE;
|
|
Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
|
|
|
|
glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
|
|
glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
|
|
glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
|
|
glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
|
|
glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
|
|
glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
|
|
LEAVE_GL();
|
|
|
|
set_blit_dimension(width, height);
|
|
context->blit_w = width; context->blit_h = height;
|
|
Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
|
|
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
|
|
|
|
|
|
This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* findThreadContextForSwapChain
|
|
*
|
|
* Searches a swapchain for all contexts and picks one for the thread tid.
|
|
* If none can be found the swapchain is requested to create a new context
|
|
*
|
|
*****************************************************************************/
|
|
static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
|
|
int i;
|
|
|
|
for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
|
|
if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
|
|
return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
|
|
}
|
|
|
|
}
|
|
|
|
/* Create a new context for the thread */
|
|
return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* FindContext
|
|
*
|
|
* Finds a context for the current render target and thread
|
|
*
|
|
* Parameters:
|
|
* target: Render target to find the context for
|
|
* tid: Thread to activate the context for
|
|
*
|
|
* Returns: The needed context
|
|
*
|
|
*****************************************************************************/
|
|
static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
|
|
IWineD3DSwapChain *swapchain = NULL;
|
|
BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
|
|
WineD3DContext *context = This->activeContext;
|
|
BOOL oldRenderOffscreen = This->render_offscreen;
|
|
const WINED3DFORMAT oldFmt = ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->resource.format;
|
|
const WINED3DFORMAT newFmt = ((IWineD3DSurfaceImpl *) target)->resource.format;
|
|
const struct StateEntry *StateTable = This->StateTable;
|
|
|
|
/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
|
|
* the alpha blend state changes with different render target formats
|
|
*/
|
|
if(oldFmt != newFmt) {
|
|
const GlPixelFormatDesc *glDesc;
|
|
const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL);
|
|
const StaticPixelFormatDesc *new = getFormatDescEntry(newFmt, &GLINFO_LOCATION, &glDesc);
|
|
|
|
/* Disable blending when the alphaMask has changed and when a format doesn't support blending */
|
|
if((old->alphaMask && !new->alphaMask) || (!old->alphaMask && new->alphaMask) || !(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
|
|
}
|
|
}
|
|
|
|
if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
|
|
TRACE("Rendering onscreen\n");
|
|
|
|
context = findThreadContextForSwapChain(swapchain, tid);
|
|
|
|
This->render_offscreen = FALSE;
|
|
/* The context != This->activeContext will catch a NOP context change. This can occur
|
|
* if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
|
|
* rendering. No context change is needed in that case
|
|
*/
|
|
|
|
if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
|
|
if(This->pbufferContext && tid == This->pbufferContext->tid) {
|
|
This->pbufferContext->tid = 0;
|
|
}
|
|
}
|
|
IWineD3DSwapChain_Release(swapchain);
|
|
|
|
if(oldRenderOffscreen) {
|
|
Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
|
|
Context_MarkStateDirty(context, STATE_VDECL, StateTable);
|
|
Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
|
|
Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
|
|
Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
|
|
}
|
|
|
|
} else {
|
|
TRACE("Rendering offscreen\n");
|
|
This->render_offscreen = TRUE;
|
|
|
|
switch(wined3d_settings.offscreen_rendering_mode) {
|
|
case ORM_FBO:
|
|
/* FBOs do not need a different context. Stay with whatever context is active at the moment */
|
|
if(This->activeContext && tid == This->lastThread) {
|
|
context = This->activeContext;
|
|
} else {
|
|
/* This may happen if the app jumps straight into offscreen rendering
|
|
* Start using the context of the primary swapchain. tid == 0 is no problem
|
|
* for findThreadContextForSwapChain.
|
|
*
|
|
* Can also happen on thread switches - in that case findThreadContextForSwapChain
|
|
* is perfect to call.
|
|
*/
|
|
context = findThreadContextForSwapChain(This->swapchains[0], tid);
|
|
}
|
|
break;
|
|
|
|
case ORM_PBUFFER:
|
|
{
|
|
IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
|
|
if(This->pbufferContext == NULL ||
|
|
This->pbufferWidth < targetimpl->currentDesc.Width ||
|
|
This->pbufferHeight < targetimpl->currentDesc.Height) {
|
|
if(This->pbufferContext) {
|
|
DestroyContext(This, This->pbufferContext);
|
|
}
|
|
|
|
/* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
|
|
* Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
|
|
*/
|
|
This->pbufferContext = CreateContext(This, targetimpl,
|
|
((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
|
|
TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
|
|
This->pbufferWidth = targetimpl->currentDesc.Width;
|
|
This->pbufferHeight = targetimpl->currentDesc.Height;
|
|
}
|
|
|
|
if(This->pbufferContext) {
|
|
if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
|
|
FIXME("The PBuffr context is only supported for one thread for now!\n");
|
|
}
|
|
This->pbufferContext->tid = tid;
|
|
context = This->pbufferContext;
|
|
break;
|
|
} else {
|
|
ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
|
|
wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
|
|
}
|
|
}
|
|
|
|
case ORM_BACKBUFFER:
|
|
/* Stay with the currently active context for back buffer rendering */
|
|
if(This->activeContext && tid == This->lastThread) {
|
|
context = This->activeContext;
|
|
} else {
|
|
/* This may happen if the app jumps straight into offscreen rendering
|
|
* Start using the context of the primary swapchain. tid == 0 is no problem
|
|
* for findThreadContextForSwapChain.
|
|
*
|
|
* Can also happen on thread switches - in that case findThreadContextForSwapChain
|
|
* is perfect to call.
|
|
*/
|
|
context = findThreadContextForSwapChain(This->swapchains[0], tid);
|
|
}
|
|
break;
|
|
}
|
|
|
|
if(!oldRenderOffscreen) {
|
|
Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
|
|
Context_MarkStateDirty(context, STATE_VDECL, StateTable);
|
|
Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
|
|
Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
|
|
Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
|
|
}
|
|
}
|
|
|
|
/* When switching away from an offscreen render target, and we're not using FBOs,
|
|
* we have to read the drawable into the texture. This is done via PreLoad(and
|
|
* SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
|
|
* PreLoad needs a GL context, and FindContext is called before the context is activated.
|
|
* It also has to be called with the old rendertarget active, otherwise a wrong drawable
|
|
* is read. This leads to these possible situations:
|
|
*
|
|
* 0) lastActiveRenderTarget == target && oldTid == newTid:
|
|
* Nothing to do, we don't even reach this code in this case...
|
|
*
|
|
* 1) lastActiveRenderTarget != target && oldTid == newTid:
|
|
* The currently active context is OK for readback. Call PreLoad, and it
|
|
* performs the read
|
|
*
|
|
* 2) lastActiveRenderTarget == target && oldTid != newTid:
|
|
* Nothing to do - the drawable is unchanged
|
|
*
|
|
* 3) lastActiveRenderTarget != target && oldTid != newTid:
|
|
* This is tricky. We have to get a context with the old drawable from somewhere
|
|
* before we can switch to the new context. In this case, PreLoad calls
|
|
* ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
|
|
* is case (2) then. The old drawable is activated for the new thread, and the
|
|
* readback can be done. The recursed ActivateContext does *not* call PreLoad again.
|
|
* After that, the outer ActivateContext(which calls PreLoad) can activate the new
|
|
* target for the new thread
|
|
*/
|
|
if (readTexture && This->lastActiveRenderTarget != target) {
|
|
BOOL oldInDraw = This->isInDraw;
|
|
|
|
/* PreLoad requires a context to load the texture, thus it will call ActivateContext.
|
|
* Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
|
|
* when using offscreen rendering with multithreading
|
|
*/
|
|
This->isInDraw = TRUE;
|
|
|
|
/* Do that before switching the context:
|
|
* Read the back buffer of the old drawable into the destination texture
|
|
*/
|
|
IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
|
|
|
|
/* Assume that the drawable will be modified by some other things now */
|
|
IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
|
|
|
|
This->isInDraw = oldInDraw;
|
|
}
|
|
|
|
return context;
|
|
}
|
|
|
|
static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target, BOOL blit)
|
|
{
|
|
IWineD3DSwapChain *swapchain;
|
|
|
|
if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain)))
|
|
{
|
|
IWineD3DSwapChain_Release((IUnknown *)swapchain);
|
|
ENTER_GL();
|
|
glDrawBuffer(surface_get_gl_buffer(target, swapchain));
|
|
checkGLcall("glDrawBuffers()");
|
|
LEAVE_GL();
|
|
}
|
|
else
|
|
{
|
|
ENTER_GL();
|
|
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
|
|
{
|
|
if (!blit)
|
|
{
|
|
if (GL_SUPPORT(ARB_DRAW_BUFFERS))
|
|
{
|
|
GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
|
|
checkGLcall("glDrawBuffers()");
|
|
}
|
|
else
|
|
{
|
|
glDrawBuffer(This->draw_buffers[0]);
|
|
checkGLcall("glDrawBuffer()");
|
|
}
|
|
} else {
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
checkGLcall("glDrawBuffer()");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
glDrawBuffer(This->offscreenBuffer);
|
|
checkGLcall("glDrawBuffer()");
|
|
}
|
|
LEAVE_GL();
|
|
}
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* ActivateContext
|
|
*
|
|
* Finds a rendering context and drawable matching the device and render
|
|
* target for the current thread, activates them and puts them into the
|
|
* requested state.
|
|
*
|
|
* Params:
|
|
* This: Device to activate the context for
|
|
* target: Requested render target
|
|
* usage: Prepares the context for blitting, drawing or other actions
|
|
*
|
|
*****************************************************************************/
|
|
void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
|
|
DWORD tid = GetCurrentThreadId();
|
|
int i;
|
|
DWORD dirtyState, idx;
|
|
BYTE shift;
|
|
WineD3DContext *context;
|
|
const struct StateEntry *StateTable = This->StateTable;
|
|
|
|
TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
|
|
if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
|
|
context = FindContext(This, target, tid);
|
|
context->draw_buffer_dirty = TRUE;
|
|
This->lastActiveRenderTarget = target;
|
|
This->lastThread = tid;
|
|
} else {
|
|
/* Stick to the old context */
|
|
context = This->activeContext;
|
|
}
|
|
|
|
/* Activate the opengl context */
|
|
if(last_device != This || context != This->activeContext) {
|
|
BOOL ret;
|
|
|
|
/* Prevent an unneeded context switch as those are expensive */
|
|
if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) {
|
|
TRACE("Already using gl context %p\n", context->glCtx);
|
|
}
|
|
else {
|
|
TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
|
|
|
|
ret = pwglMakeCurrent(context->hdc, context->glCtx);
|
|
if(ret == FALSE) {
|
|
ERR("Failed to activate the new context\n");
|
|
} else if(!context->last_was_blit) {
|
|
This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
|
|
} else {
|
|
This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
|
|
}
|
|
}
|
|
if(This->activeContext->vshader_const_dirty) {
|
|
memset(This->activeContext->vshader_const_dirty, 1,
|
|
sizeof(*This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
|
|
}
|
|
if(This->activeContext->pshader_const_dirty) {
|
|
memset(This->activeContext->pshader_const_dirty, 1,
|
|
sizeof(*This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
|
|
}
|
|
This->activeContext = context;
|
|
last_device = This;
|
|
}
|
|
|
|
switch (usage) {
|
|
case CTXUSAGE_CLEAR:
|
|
case CTXUSAGE_DRAWPRIM:
|
|
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
|
context_apply_fbo_state((IWineD3DDevice *)This);
|
|
}
|
|
if (context->draw_buffer_dirty) {
|
|
apply_draw_buffer(This, target, FALSE);
|
|
context->draw_buffer_dirty = FALSE;
|
|
}
|
|
break;
|
|
|
|
case CTXUSAGE_BLIT:
|
|
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
|
if (This->render_offscreen) {
|
|
FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
|
|
context_bind_fbo((IWineD3DDevice *)This, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
|
|
context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, target);
|
|
|
|
ENTER_GL();
|
|
GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
|
|
checkGLcall("glFramebufferRenderbufferEXT");
|
|
LEAVE_GL();
|
|
} else {
|
|
ENTER_GL();
|
|
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
|
|
checkGLcall("glFramebufferRenderbufferEXT");
|
|
LEAVE_GL();
|
|
}
|
|
context->draw_buffer_dirty = TRUE;
|
|
}
|
|
if (context->draw_buffer_dirty) {
|
|
apply_draw_buffer(This, target, TRUE);
|
|
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
|
|
context->draw_buffer_dirty = FALSE;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch(usage) {
|
|
case CTXUSAGE_RESOURCELOAD:
|
|
/* This does not require any special states to be set up */
|
|
break;
|
|
|
|
case CTXUSAGE_CLEAR:
|
|
if(context->last_was_blit) {
|
|
This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
|
|
}
|
|
|
|
/* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
|
|
* blending when clearing improves the clearing performance incredibly.
|
|
*/
|
|
ENTER_GL();
|
|
glDisable(GL_BLEND);
|
|
LEAVE_GL();
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
|
|
|
|
ENTER_GL();
|
|
glEnable(GL_SCISSOR_TEST);
|
|
checkGLcall("glEnable GL_SCISSOR_TEST");
|
|
LEAVE_GL();
|
|
context->last_was_blit = FALSE;
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
|
|
Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
|
|
break;
|
|
|
|
case CTXUSAGE_DRAWPRIM:
|
|
/* This needs all dirty states applied */
|
|
if(context->last_was_blit) {
|
|
This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
|
|
}
|
|
|
|
IWineD3DDeviceImpl_FindTexUnitMap(This);
|
|
|
|
for(i=0; i < context->numDirtyEntries; i++) {
|
|
dirtyState = context->dirtyArray[i];
|
|
idx = dirtyState >> 5;
|
|
shift = dirtyState & 0x1f;
|
|
context->isStateDirty[idx] &= ~(1 << shift);
|
|
StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
|
|
}
|
|
context->numDirtyEntries = 0; /* This makes the whole list clean */
|
|
context->last_was_blit = FALSE;
|
|
break;
|
|
|
|
case CTXUSAGE_BLIT:
|
|
SetupForBlit(This, context,
|
|
((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
|
|
((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unexpected context usage requested\n");
|
|
}
|
|
}
|