Sweden-Number/dlls/wined3d/context.c

3982 lines
145 KiB
C

/*
* Context and render target management in wined3d
*
* 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 context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint fbo)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
switch (target)
{
case GL_READ_FRAMEBUFFER:
if (context->fbo_read_binding == fbo) return;
context->fbo_read_binding = fbo;
break;
case GL_DRAW_FRAMEBUFFER:
if (context->fbo_draw_binding == fbo) return;
context->fbo_draw_binding = fbo;
break;
case GL_FRAMEBUFFER:
if (context->fbo_read_binding == fbo
&& context->fbo_draw_binding == fbo) return;
context->fbo_read_binding = fbo;
context->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 context_destroy_fbo(struct wined3d_context *context, GLuint fbo)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
context_bind_fbo(context, 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 context_attach_gl_texture_fbo(struct wined3d_context *context,
GLenum fbo_target, GLenum attachment, const struct wined3d_fbo_resource *resource)
{
const struct wined3d_gl_info *gl_info = context->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_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
{
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 context_attach_depth_stencil_fbo(struct wined3d_context *context,
GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
DWORD flags)
{
const struct wined3d_gl_info *gl_info = context->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)
context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, resource);
if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, resource);
}
if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH))
context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL))
context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
}
else
{
TRACE("Attach depth stencil 0.\n");
context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
}
}
/* Context activation is done by the caller. */
static void context_attach_surface_fbo(struct wined3d_context *context,
GLenum fbo_target, DWORD idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
{
const struct wined3d_gl_info *gl_info = context->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
{
context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
}
}
else
{
context_attach_gl_texture_fbo(context, 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_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},
};
GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target;
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)
{
const char *tex_type_str;
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 (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);
gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(face, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(face, level, GL_TEXTURE_WIDTH, &width);
gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(face, level, GL_TEXTURE_HEIGHT, &height);
tex_target = GL_TEXTURE_CUBE_MAP;
tex_type_str = "cube";
}
else
{
unsigned int i;
tex_type_str = NULL;
for (i = 0; i < sizeof(texture_type) / sizeof(*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;
}
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);
}
FIXME(" %s: %s texture %d, %dx%d, format %#x.\n", debug_fboattachment(attachment),
tex_type_str, name, width, height, fmt);
gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture);
checkGLcall("Guess texture type");
}
else if (type == GL_NONE)
{
FIXME(" %s: NONE.\n", debug_fboattachment(attachment));
}
else
{
ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type);
}
}
/* Context activation is done by the caller. */
void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
{
const struct wined3d_gl_info *gl_info = context->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->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);
checkGLcall("Dump FBO attachments");
}
}
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 context_set_fbo_key_for_render_target(const struct wined3d_context *context,
struct wined3d_fbo_entry_key *key, unsigned int idx, 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 *texture;
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 = wined3d_texture_from_resource(resource);
if (resource->type == WINED3D_RTYPE_TEXTURE_2D)
{
struct wined3d_surface *surface = texture->sub_resources[sub_resource_idx].u.surface;
if (surface->current_renderbuffer)
{
key->objects[idx].object = surface->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 = surface->texture_target;
key->objects[idx].level = surface->texture_level;
key->objects[idx].layer = surface->texture_layer;
}
else
{
key->objects[idx].target = texture->target;
key->objects[idx].level = sub_resource_idx % texture->level_count;
key->objects[idx].layer = sub_resource_idx / texture->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_get_texture_name(texture, context, FALSE);
break;
case WINED3D_LOCATION_TEXTURE_SRGB:
key->objects[idx].object = wined3d_texture_get_texture_name(texture, context, TRUE);
break;
case WINED3D_LOCATION_RB_MULTISAMPLE:
key->objects[idx].object = texture->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->rb_resolved;
key->objects[idx].target = 0;
key->objects[idx].level = key->objects[idx].layer = 0;
key->rb_namespace |= 1 << idx;
break;
}
}
static void context_generate_fbo_key(const struct wined3d_context *context,
struct wined3d_fbo_entry_key *key, struct wined3d_rendertarget_info *render_targets,
struct wined3d_surface *depth_stencil_surface, DWORD color_location,
DWORD ds_location)
{
struct wined3d_rendertarget_info depth_stencil = {{0}};
unsigned int i;
key->rb_namespace = 0;
if (depth_stencil_surface)
{
depth_stencil.resource = &depth_stencil_surface->container->resource;
depth_stencil.sub_resource_idx = surface_get_sub_resource_idx(depth_stencil_surface);
depth_stencil.layer_count = 1;
}
context_set_fbo_key_for_render_target(context, key, 0, &depth_stencil, ds_location);
for (i = 0; i < context->gl_info->limits.buffers; ++i)
context_set_fbo_key_for_render_target(context, key, i + 1, &render_targets[i], color_location);
}
static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
struct wined3d_rendertarget_info *render_targets, struct wined3d_surface *depth_stencil,
DWORD color_location, DWORD ds_location)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int object_count = gl_info->limits.buffers + 1;
struct fbo_entry *entry;
entry = HeapAlloc(GetProcessHeap(), 0,
FIELD_OFFSET(struct fbo_entry, key.objects[object_count]));
memset(&entry->key, 0, FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[object_count]));
context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
entry->flags = 0;
if (depth_stencil)
{
if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_DEPTH)
entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
if (depth_stencil->container->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 context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
struct wined3d_rendertarget_info *render_targets, struct wined3d_surface *depth_stencil,
DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
context_bind_fbo(context, target, entry->id);
context_clean_fbo_attachments(gl_info, target);
context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
entry->flags = 0;
if (depth_stencil)
{
if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_DEPTH)
entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_STENCIL)
entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
}
}
/* Context activation is done by the caller. */
static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
{
if (entry->id)
{
TRACE("Destroy FBO %u.\n", entry->id);
context_destroy_fbo(context, entry->id);
}
--context->fbo_entry_count;
list_remove(&entry->entry);
HeapFree(GetProcessHeap(), 0, entry);
}
/* Context activation is done by the caller. */
static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
struct wined3d_rendertarget_info *render_targets, struct wined3d_surface *depth_stencil,
DWORD color_location, DWORD ds_location)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int object_count = gl_info->limits.buffers + 1;
struct wined3d_texture *rt_texture, *ds_texture;
struct fbo_entry *entry;
unsigned int i, level;
if (depth_stencil && render_targets[0].resource && render_targets[0].resource->type != WINED3D_RTYPE_BUFFER)
{
rt_texture = wined3d_texture_from_resource(render_targets[0].resource);
level = render_targets[0].sub_resource_idx % rt_texture->level_count;
ds_texture = depth_stencil->container;
if (wined3d_texture_get_level_width(ds_texture, depth_stencil->texture_level)
< wined3d_texture_get_level_width(rt_texture, level)
|| wined3d_texture_get_level_height(ds_texture, depth_stencil->texture_level)
< wined3d_texture_get_level_height(rt_texture, level))
{
WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
depth_stencil = NULL;
}
else if (ds_texture->resource.multisample_type != rt_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 = NULL;
}
else
surface_set_compatible_renderbuffer(depth_stencil, &render_targets[0]);
}
context_generate_fbo_key(context, context->fbo_key, render_targets, depth_stencil, color_location,
ds_location);
if (TRACE_ON(d3d))
{
TRACE("Dumping FBO attachments:\n");
for (i = 0; i < gl_info->limits.buffers; ++i)
{
struct wined3d_resource *resource;
if ((resource = render_targets[i].resource))
{
unsigned int width, height;
const char *resource_type;
if (resource->type == WINED3D_RTYPE_BUFFER)
{
width = resource->size;
height = 1;
resource_type = "buffer";
}
else
{
rt_texture = wined3d_texture_from_resource(resource);
level = render_targets[i].sub_resource_idx % rt_texture->level_count;
width = wined3d_texture_get_level_pow2_width(rt_texture, level);
height = wined3d_texture_get_level_pow2_height(rt_texture, 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),
context->fbo_key->rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type,
context->fbo_key->objects[i + 1].object, width, height, resource->multisample_type);
}
}
if (depth_stencil)
{
ds_texture = depth_stencil->container;
TRACE(" Depth attachment: %p format %s, %s %u, %ux%u, %u samples.\n",
depth_stencil, debug_d3dformat(ds_texture->resource.format->id),
context->fbo_key->rb_namespace & (1 << 0) ? "renderbuffer" : "texture",
context->fbo_key->objects[0].object,
wined3d_texture_get_level_pow2_width(ds_texture, depth_stencil->texture_level),
wined3d_texture_get_level_pow2_height(ds_texture, depth_stencil->texture_level),
ds_texture->resource.multisample_type);
}
}
LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
{
if (memcmp(context->fbo_key, &entry->key, FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[object_count])))
continue;
list_remove(&entry->entry);
list_add_head(&context->fbo_list, &entry->entry);
return entry;
}
if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
{
entry = context_create_fbo_entry(context, render_targets, depth_stencil, color_location, ds_location);
list_add_head(&context->fbo_list, &entry->entry);
++context->fbo_entry_count;
}
else
{
entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
context_reuse_fbo_entry(context, target, render_targets, depth_stencil, color_location, ds_location, entry);
list_remove(&entry->entry);
list_add_head(&context->fbo_list, &entry->entry);
}
return entry;
}
/* Context activation is done by the caller. */
static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int i;
GLuint read_binding, draw_binding;
if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
{
context_bind_fbo(context, target, entry->id);
return;
}
read_binding = context->fbo_read_binding;
draw_binding = context->fbo_draw_binding;
context_bind_fbo(context, GL_FRAMEBUFFER, entry->id);
/* Apply render targets */
for (i = 0; i < gl_info->limits.buffers; ++i)
{
context_attach_surface_fbo(context, target, i, &entry->key.objects[i + 1],
entry->key.rb_namespace & (1 << (i + 1)));
}
context_attach_depth_stencil_fbo(context, 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);
context_set_draw_buffer(context, GL_NONE);
if (target != GL_FRAMEBUFFER)
{
if (target == GL_READ_FRAMEBUFFER)
context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, draw_binding);
else
context_bind_fbo(context, GL_READ_FRAMEBUFFER, read_binding);
}
entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
}
/* Context activation is done by the caller. */
static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
struct wined3d_rendertarget_info *render_targets, struct wined3d_surface *depth_stencil,
DWORD color_location, DWORD ds_location)
{
struct fbo_entry *entry, *entry2;
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
{
context_destroy_fbo_entry(context, entry);
}
if (context->rebind_fbo)
{
context_bind_fbo(context, GL_FRAMEBUFFER, 0);
context->rebind_fbo = FALSE;
}
if (color_location == WINED3D_LOCATION_DRAWABLE)
{
context->current_fbo = NULL;
context_bind_fbo(context, target, 0);
}
else
{
context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil,
color_location, ds_location);
context_apply_fbo_entry(context, target, context->current_fbo);
}
}
/* Context activation is done by the caller. */
void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
{
memset(context->blit_targets, 0, context->gl_info->limits.buffers * sizeof(*context->blit_targets));
if (render_target)
{
context->blit_targets[0].resource = &render_target->container->resource;
context->blit_targets[0].sub_resource_idx = surface_get_sub_resource_idx(render_target);
context->blit_targets[0].layer_count = 1;
}
context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location, location);
}
/* Context activation is done by the caller. */
void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
if (context->free_occlusion_query_count)
{
query->id = context->free_occlusion_queries[--context->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);
}
else
{
WARN("Occlusion queries not supported, not allocating query id.\n");
query->id = 0;
}
}
query->context = context;
list_add_head(&context->occlusion_queries, &query->entry);
}
void context_free_occlusion_query(struct wined3d_occlusion_query *query)
{
struct wined3d_context *context = query->context;
list_remove(&query->entry);
query->context = NULL;
if (!wined3d_array_reserve((void **)&context->free_occlusion_queries,
&context->free_occlusion_query_size, context->free_occlusion_query_count + 1,
sizeof(*context->free_occlusion_queries)))
{
ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
return;
}
context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
}
/* Context activation is done by the caller. */
void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
if (context->free_event_query_count)
{
query->object = context->free_event_queries[--context->free_event_query_count];
}
else
{
if (gl_info->supported[ARB_SYNC])
{
/* Using ARB_sync, not much to do here. */
query->object.sync = NULL;
TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
}
else if (gl_info->supported[APPLE_FENCE])
{
GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
checkGLcall("glGenFencesAPPLE");
TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
}
else if(gl_info->supported[NV_FENCE])
{
GL_EXTCALL(glGenFencesNV(1, &query->object.id));
checkGLcall("glGenFencesNV");
TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
}
else
{
WARN("Event queries not supported, not allocating query id.\n");
query->object.id = 0;
}
}
query->context = context;
list_add_head(&context->event_queries, &query->entry);
}
void context_free_event_query(struct wined3d_event_query *query)
{
struct wined3d_context *context = query->context;
list_remove(&query->entry);
query->context = NULL;
if (!wined3d_array_reserve((void **)&context->free_event_queries,
&context->free_event_query_size, context->free_event_query_count + 1,
sizeof(*context->free_event_queries)))
{
ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
return;
}
context->free_event_queries[context->free_event_query_count++] = query->object;
}
/* Context activation is done by the caller. */
void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
if (context->free_timestamp_query_count)
{
query->id = context->free_timestamp_queries[--context->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);
}
query->context = context;
list_add_head(&context->timestamp_queries, &query->entry);
}
void context_free_timestamp_query(struct wined3d_timestamp_query *query)
{
struct wined3d_context *context = query->context;
list_remove(&query->entry);
query->context = NULL;
if (!wined3d_array_reserve((void **)&context->free_timestamp_queries,
&context->free_timestamp_query_size, context->free_timestamp_query_count + 1,
sizeof(*context->free_timestamp_queries)))
{
ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
return;
}
context->free_timestamp_queries[context->free_timestamp_query_count++] = query->id;
}
typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
static void context_enum_fbo_entries(const struct wined3d_device *device,
GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
{
UINT i;
for (i = 0; i < device->context_count; ++i)
{
struct wined3d_context *context = device->contexts[i];
const struct wined3d_gl_info *gl_info = context->gl_info;
struct fbo_entry *entry, *entry2;
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
{
UINT j;
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, entry);
break;
}
}
}
}
}
static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
{
list_remove(&entry->entry);
list_add_head(&context->fbo_destroy_list, &entry->entry);
}
void context_resource_released(const struct wined3d_device *device,
struct wined3d_resource *resource, enum wined3d_resource_type type)
{
struct wined3d_texture *texture;
UINT i;
if (!device->d3d_initialized)
return;
switch (type)
{
case WINED3D_RTYPE_TEXTURE_2D:
case WINED3D_RTYPE_TEXTURE_3D:
texture = texture_from_resource(resource);
for (i = 0; i < device->context_count; ++i)
{
struct wined3d_context *context = device->contexts[i];
if (context->current_rt.texture == texture)
{
context->current_rt.texture = NULL;
context->current_rt.sub_resource_idx = 0;
}
}
break;
default:
break;
}
}
void context_gl_resource_released(struct wined3d_device *device,
GLuint name, BOOL rb_namespace)
{
context_enum_fbo_entries(device, name, rb_namespace, context_queue_fbo_entry_destruction);
}
void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct fbo_entry *entry = context->current_fbo;
unsigned int i;
if (!entry || context->rebind_fbo) return;
for (i = 0; i < gl_info->limits.buffers + 1; ++i)
{
if (surface->container->texture_rgb.name == entry->key.objects[i].object
|| surface->container->texture_srgb.name == entry->key.objects[i].object)
{
TRACE("Updated surface %p is bound as attachment %u to the current FBO.\n", surface, i);
context->rebind_fbo = TRUE;
return;
}
}
}
static BOOL context_restore_pixel_format(struct wined3d_context *ctx)
{
const struct wined3d_gl_info *gl_info = ctx->gl_info;
BOOL ret = FALSE;
if (ctx->restore_pf && IsWindow(ctx->restore_pf_win))
{
if (ctx->gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
{
HDC dc = GetDCEx(ctx->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
if (dc)
{
if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, ctx->restore_pf))))
{
ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
ctx->restore_pf, ctx->restore_pf_win);
}
ReleaseDC(ctx->restore_pf_win, dc);
}
}
else
{
ERR("can't restore pixel format %d on window %p\n", ctx->restore_pf, ctx->restore_pf_win);
}
}
ctx->restore_pf = 0;
ctx->restore_pf_win = NULL;
return ret;
}
static BOOL context_set_pixel_format(struct wined3d_context *context, HDC dc, BOOL private, int format)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
int current;
if (dc == context->hdc && context->hdc_is_private && context->hdc_has_format)
return TRUE;
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->restore_pf = 0;
context->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->restore_pf_win)
{
context_restore_pixel_format(context);
context->restore_pf = private ? 0 : current;
context->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 (dc == context->hdc && context->hdc_is_private)
context->hdc_has_format = TRUE;
return TRUE;
}
static BOOL context_set_gl_context(struct wined3d_context *ctx)
{
struct wined3d_swapchain *swapchain = ctx->swapchain;
BOOL backup = FALSE;
if (!context_set_pixel_format(ctx, ctx->hdc, ctx->hdc_is_private, ctx->pixel_format))
{
WARN("Failed to set pixel format %d on device context %p.\n",
ctx->pixel_format, ctx->hdc);
backup = TRUE;
}
if (backup || !wglMakeCurrent(ctx->hdc, ctx->glCtx))
{
HDC dc;
WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
ctx->glCtx, ctx->hdc, GetLastError());
ctx->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 (ctx->destroyed || !swapchain)
{
FIXME("Unable to get backup dc for destroyed context %p.\n", ctx);
context_set_current(NULL);
return FALSE;
}
if (!(dc = swapchain_get_backup_dc(swapchain)))
{
context_set_current(NULL);
return FALSE;
}
if (!context_set_pixel_format(ctx, dc, TRUE, ctx->pixel_format))
{
ERR("Failed to set pixel format %d on device context %p.\n",
ctx->pixel_format, dc);
context_set_current(NULL);
return FALSE;
}
if (!wglMakeCurrent(dc, ctx->glCtx))
{
ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
dc, GetLastError());
context_set_current(NULL);
return FALSE;
}
ctx->valid = 1;
}
ctx->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 context_update_window(struct wined3d_context *context)
{
if (!context->swapchain)
return;
if (context->win_handle == context->swapchain->win_handle)
return;
TRACE("Updating context %p window from %p to %p.\n",
context, context->win_handle, context->swapchain->win_handle);
if (context->hdc)
wined3d_release_dc(context->win_handle, context->hdc);
context->win_handle = context->swapchain->win_handle;
context->hdc_is_private = FALSE;
context->hdc_has_format = FALSE;
context->needs_set = 1;
context->valid = 1;
if (!(context->hdc = GetDCEx(context->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
{
ERR("Failed to get a device context for window %p.\n", context->win_handle);
context->valid = 0;
}
}
static void context_destroy_gl_resources(struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_timestamp_query *timestamp_query;
struct wined3d_occlusion_query *occlusion_query;
struct wined3d_event_query *event_query;
struct fbo_entry *entry, *entry2;
HGLRC restore_ctx;
HDC restore_dc;
unsigned int i;
restore_ctx = wglGetCurrentContext();
restore_dc = wglGetCurrentDC();
if (restore_ctx == context->glCtx)
restore_ctx = NULL;
else if (context->valid)
context_set_gl_context(context);
LIST_FOR_EACH_ENTRY(timestamp_query, &context->timestamp_queries, struct wined3d_timestamp_query, entry)
{
if (context->valid)
GL_EXTCALL(glDeleteQueries(1, &timestamp_query->id));
timestamp_query->context = NULL;
}
LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
{
if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
occlusion_query->context = NULL;
}
LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
{
if (context->valid)
{
if (gl_info->supported[ARB_SYNC])
{
if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
}
else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
}
event_query->context = NULL;
}
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
{
if (!context->valid) entry->id = 0;
context_destroy_fbo_entry(context, entry);
}
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
{
if (!context->valid) entry->id = 0;
context_destroy_fbo_entry(context, entry);
}
if (context->valid)
{
if (context->dummy_arbfp_prog)
{
GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
}
if (gl_info->supported[ARB_TIMER_QUERY])
GL_EXTCALL(glDeleteQueries(context->free_timestamp_query_count, context->free_timestamp_queries));
if (gl_info->supported[ARB_OCCLUSION_QUERY])
GL_EXTCALL(glDeleteQueries(context->free_occlusion_query_count, context->free_occlusion_queries));
if (gl_info->supported[ARB_SYNC])
{
for (i = 0; i < context->free_event_query_count; ++i)
{
GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
}
}
else if (gl_info->supported[APPLE_FENCE])
{
for (i = 0; i < context->free_event_query_count; ++i)
{
GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
}
}
else if (gl_info->supported[NV_FENCE])
{
for (i = 0; i < context->free_event_query_count; ++i)
{
GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
}
}
checkGLcall("context cleanup");
}
HeapFree(GetProcessHeap(), 0, context->free_timestamp_queries);
HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
HeapFree(GetProcessHeap(), 0, context->free_event_queries);
context_restore_pixel_format(context);
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->win_handle, context->hdc);
if (!wglDeleteContext(context->glCtx))
{
DWORD err = GetLastError();
ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
}
}
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);
context_destroy_gl_resources(old);
HeapFree(GetProcessHeap(), 0, (void *)old->gl_info);
HeapFree(GetProcessHeap(), 0, 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)
{
if (!ctx->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", ctx, ctx->glCtx, ctx->hdc);
if (!context_set_gl_context(ctx))
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 context_release(struct wined3d_context *context)
{
TRACE("Releasing context %p, level %u.\n", context, 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 (context_restore_pixel_format(context))
context->needs_set = 1;
if (context->restore_ctx)
{
TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx);
context->restore_ctx = NULL;
context->restore_dc = NULL;
}
if (context->destroy_delayed)
{
TRACE("Destroying context %p.\n", context);
context_destroy(context->device, context);
}
}
}
/* 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_surface *restore)
{
if (context->current_rt.texture != restore->container
|| context->current_rt.sub_resource_idx != surface_get_sub_resource_idx(restore))
{
context_release(context);
context = context_acquire(restore->container->resource.device,
restore->container, surface_get_sub_resource_idx(restore));
}
context_release(context);
}
static void context_enter(struct wined3d_context *context)
{
TRACE("Entering context %p, level %u.\n", context, context->level + 1);
if (!context->level++)
{
const struct wined3d_context *current_context = context_get_current();
HGLRC current_gl = wglGetCurrentContext();
if (current_gl && (!current_context || current_context->glCtx != current_gl))
{
TRACE("Another GL context (%p on device context %p) is already current.\n",
current_gl, wglGetCurrentDC());
context->restore_ctx = current_gl;
context->restore_dc = wglGetCurrentDC();
context->needs_set = 1;
}
else if (!context->needs_set && !(context->hdc_is_private && context->hdc_has_format)
&& context->pixel_format != context->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context->hdc))
context->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 = device->adapter->cfg_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 = &device->adapter->cfgs[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 context_bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int i;
for (i = 0; i < gl_info->limits.combined_samplers; ++i)
{
GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
checkGLcall("glActiveTexture");
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_textures.tex_2d);
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_textures.tex_rect);
if (gl_info->supported[EXT_TEXTURE3D])
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_textures.tex_3d);
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_textures.tex_cube);
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, device->dummy_textures.tex_cube_array);
if (gl_info->supported[EXT_TEXTURE_ARRAY])
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, device->dummy_textures.tex_2d_array);
if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, device->dummy_textures.tex_buffer);
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 (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
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 (ctx_flags & WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB)
{
ctx_attribs[ctx_attrib_idx - 1] &= ~WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
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;
}
struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
struct wined3d_texture *target, const struct wined3d_format *ds_format)
{
struct wined3d_device *device = swapchain->device;
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_format *color_format;
struct wined3d_context *ret;
BOOL hdc_is_private = FALSE;
BOOL auxBuffers = FALSE;
HGLRC ctx, share_ctx;
DWORD target_usage;
int pixel_format;
unsigned int i;
DWORD state;
HDC hdc = 0;
TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
wined3d_from_cs(device->cs);
ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
if (!ret)
return NULL;
if (!(ret->blit_targets = wined3d_calloc(gl_info->limits.buffers, sizeof(*ret->blit_targets))))
goto out;
if (!(ret->draw_buffers = wined3d_calloc(gl_info->limits.buffers, sizeof(*ret->draw_buffers))))
goto out;
ret->fbo_key = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[gl_info->limits.buffers + 1]));
if (!ret->fbo_key)
goto out;
ret->free_timestamp_query_size = 4;
if (!(ret->free_timestamp_queries = wined3d_calloc(ret->free_timestamp_query_size,
sizeof(*ret->free_timestamp_queries))))
goto out;
list_init(&ret->timestamp_queries);
ret->free_occlusion_query_size = 4;
if (!(ret->free_occlusion_queries = wined3d_calloc(ret->free_occlusion_query_size,
sizeof(*ret->free_occlusion_queries))))
goto out;
list_init(&ret->occlusion_queries);
ret->free_event_query_size = 4;
if (!(ret->free_event_queries = wined3d_calloc(ret->free_event_query_size,
sizeof(*ret->free_event_queries))))
goto out;
list_init(&ret->event_queries);
list_init(&ret->fbo_list);
list_init(&ret->fbo_destroy_list);
if (!device->shader_backend->shader_allocate_context_data(ret))
{
ERR("Failed to allocate shader backend context data.\n");
goto out;
}
if (!device->adapter->fragment_pipe->allocate_context_data(ret))
{
ERR("Failed to allocate fragment pipeline context data.\n");
goto out;
}
for (i = 0; i < ARRAY_SIZE(ret->tex_unit_map); ++i)
ret->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
for (i = 0; i < ARRAY_SIZE(ret->rev_tex_unit_map); ++i)
ret->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
if (gl_info->limits.graphics_samplers >= 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 + MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(ret->rev_tex_unit_map))
{
ERR("Unexpected texture unit base index %u.\n", base);
goto out;
}
for (i = 0; i < min(count, MAX_FRAGMENT_SAMPLERS); ++i)
{
ret->tex_unit_map[i] = base + i;
ret->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 + MAX_VERTEX_SAMPLERS > ARRAY_SIZE(ret->rev_tex_unit_map))
{
ERR("Unexpected texture unit base index %u.\n", base);
goto out;
}
for (i = 0; i < min(count, MAX_VERTEX_SAMPLERS); ++i)
{
ret->tex_unit_map[MAX_FRAGMENT_SAMPLERS + i] = base + i;
ret->rev_tex_unit_map[base + i] = MAX_FRAGMENT_SAMPLERS + i;
}
}
if (!(ret->texture_type = wined3d_calloc(gl_info->limits.combined_samplers,
sizeof(*ret->texture_type))))
goto out;
if (!(hdc = GetDCEx(swapchain->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
{
WARN("Failed to retrieve device context, trying swapchain backup.\n");
if ((hdc = swapchain_get_backup_dc(swapchain)))
hdc_is_private = TRUE;
else
{
ERR("Failed to retrieve a device context.\n");
goto out;
}
}
color_format = target->resource.format;
target_usage = target->resource.usage;
/* 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 (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM, target_usage);
else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
}
/* 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(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
/* 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. */
if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
{
color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
ds_format = wined3d_get_format(gl_info, WINED3DFMT_UNKNOWN, WINED3DUSAGE_DEPTHSTENCIL);
}
/* Try to find a pixel format which matches our requirements. */
if (!(pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers)))
goto out;
ret->gl_info = gl_info;
context_enter(ret);
if (!context_set_pixel_format(ret, hdc, hdc_is_private, pixel_format))
{
ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
context_release(ret);
goto out;
}
share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL;
if (gl_info->p_wglCreateContextAttribsARB)
{
if (!(ctx = context_create_wgl_attribs(gl_info, hdc, share_ctx)))
goto out;
}
else
{
if (!(ctx = wglCreateContext(hdc)))
{
ERR("Failed to create a WGL context.\n");
context_release(ret);
goto out;
}
if (share_ctx && !wglShareLists(share_ctx, ctx))
{
ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
context_release(ret);
if (!wglDeleteContext(ctx))
ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
goto out;
}
}
if (!device_context_add(device, ret))
{
ERR("Failed to add the newly created context to the context list\n");
context_release(ret);
if (!wglDeleteContext(ctx))
ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
goto out;
}
ret->d3d_info = d3d_info;
ret->state_table = device->StateTable;
/* 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 (ret->state_table[state].representative && !STATE_IS_COMPUTE(state))
context_invalidate_state(ret, state);
}
ret->device = device;
ret->swapchain = swapchain;
ret->current_rt.texture = target;
ret->current_rt.sub_resource_idx = 0;
ret->tid = GetCurrentThreadId();
ret->render_offscreen = wined3d_resource_is_offscreen(&target->resource);
ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
ret->valid = 1;
ret->glCtx = ctx;
ret->win_handle = swapchain->win_handle;
ret->hdc = hdc;
ret->hdc_is_private = hdc_is_private;
ret->hdc_has_format = TRUE;
ret->pixel_format = pixel_format;
ret->needs_set = 1;
/* Set up the context defaults */
if (!context_set_current(ret))
{
ERR("Cannot activate context to set up defaults.\n");
device_context_remove(device, ret);
context_release(ret);
if (!wglDeleteContext(ctx))
ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
goto out;
}
if (context_debug_output_enabled(gl_info))
{
GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, ret));
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, &ret->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[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 as well. */
gl_info->gl_ops.gl.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB);
checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
}
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)
{
context_active_texture(ret, 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, &ret->dummy_arbfp_prog));
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->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)
{
context_active_texture(ret, 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));
device->shader_backend->shader_init_context_state(ret);
ret->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);
/* 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 (device->dummy_textures.tex_2d)
context_bind_dummy_textures(device, ret);
TRACE("Created context %p.\n", ret);
return ret;
out:
if (hdc) wined3d_release_dc(swapchain->win_handle, hdc);
device->shader_backend->shader_free_context_data(ret);
device->adapter->fragment_pipe->free_context_data(ret);
HeapFree(GetProcessHeap(), 0, ret->texture_type);
HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
HeapFree(GetProcessHeap(), 0, ret->free_timestamp_queries);
HeapFree(GetProcessHeap(), 0, ret->fbo_key);
HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
HeapFree(GetProcessHeap(), 0, ret->blit_targets);
HeapFree(GetProcessHeap(), 0, ret);
return NULL;
}
void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
{
BOOL destroy;
TRACE("Destroying ctx %p\n", context);
wined3d_from_cs(device->cs);
/* We delay destroying a context when it is active. The context_release()
* function invokes context_destroy() again while leaving the last level. */
if (context->level)
{
TRACE("Delaying destruction of context %p.\n", context);
context->destroy_delayed = 1;
/* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
context->swapchain = NULL;
return;
}
if (context->tid == GetCurrentThreadId() || !context->current)
{
context_destroy_gl_resources(context);
TlsSetValue(wined3d_context_tls_idx, NULL);
destroy = TRUE;
}
else
{
/* Make a copy of gl_info for context_destroy_gl_resources use, the one
in wined3d_adapter may go away in the meantime */
struct wined3d_gl_info *gl_info = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info));
*gl_info = *context->gl_info;
context->gl_info = gl_info;
context->destroyed = 1;
destroy = FALSE;
}
device->shader_backend->shader_free_context_data(context);
device->adapter->fragment_pipe->free_context_data(context);
HeapFree(GetProcessHeap(), 0, context->texture_type);
HeapFree(GetProcessHeap(), 0, context->fbo_key);
HeapFree(GetProcessHeap(), 0, context->draw_buffers);
HeapFree(GetProcessHeap(), 0, context->blit_targets);
device_context_remove(device, context);
if (destroy) HeapFree(GetProcessHeap(), 0, context);
}
const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
if (!shader_version)
{
*base = 0;
*count = MAX_TEXTURES;
return context->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 = MAX_FRAGMENT_SAMPLERS;
break;
case WINED3D_SHADER_TYPE_VERTEX:
*base = MAX_FRAGMENT_SAMPLERS;
*count = MAX_VERTEX_SAMPLERS;
break;
default:
ERR("Unhandled shader type %#x.\n", shader_version->type);
*base = 0;
*count = 0;
}
return context->tex_unit_map;
}
/* Context activation is done by the caller. */
static void set_blit_dimension(const struct wined3d_gl_info *gl_info, UINT width, UINT height)
{
const GLdouble projection[] =
{
2.0 / width, 0.0, 0.0, 0.0,
0.0, 2.0 / height, 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);
checkGLcall("glMatrixMode(GL_PROJECTION)");
gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
checkGLcall("glLoadMatrixd");
gl_info->gl_ops.gl.p_glViewport(0, 0, width, height);
checkGLcall("glViewport");
}
static void context_get_rt_size(const struct wined3d_context *context, SIZE *size)
{
const struct wined3d_texture *rt = context->current_rt.texture;
unsigned int level;
if (rt->swapchain)
{
RECT window_size;
GetClientRect(context->win_handle, &window_size);
size->cx = window_size.right - window_size.left;
size->cy = window_size.bottom - window_size.top;
return;
}
level = context->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);
}
/*****************************************************************************
* 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
*
*****************************************************************************/
/* Context activation is done by the caller. */
static void SetupForBlit(const struct wined3d_device *device, struct wined3d_context *context)
{
int i;
const struct wined3d_gl_info *gl_info = context->gl_info;
DWORD sampler;
SIZE rt_size;
TRACE("Setting up context %p for blitting\n", context);
context_get_rt_size(context, &rt_size);
if (context->last_was_blit)
{
if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
{
set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
context->blit_w = rt_size.cx;
context->blit_h = rt_size.cy;
/* No need to dirtify here, the states are still dirtified because
* they weren't applied since the last SetupForBlit() call. */
}
TRACE("Context is already set up for blitting, nothing to do\n");
return;
}
context->last_was_blit = TRUE;
/* Disable all textures. The caller can then bind a texture it wants to blit
* from
*
* 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_info->limits.textures - 1; i > 0 ; --i)
{
sampler = context->rev_tex_unit_map[i];
context_active_texture(context, gl_info, i);
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
}
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable GL_TEXTURE_3D");
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
}
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable GL_TEXTURE_2D");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
if (sampler != WINED3D_UNMAPPED_STAGE)
{
if (sampler < MAX_TEXTURES)
context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
context_invalidate_state(context, STATE_SAMPLER(sampler));
}
}
if (gl_info->supported[ARB_SAMPLER_OBJECTS])
GL_EXTCALL(glBindSampler(0, 0));
context_active_texture(context, gl_info, 0);
sampler = context->rev_tex_unit_map[0];
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
}
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable GL_TEXTURE_3D");
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
}
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable GL_TEXTURE_2D");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
checkGLcall("glMatrixMode(GL_TEXTURE)");
gl_info->gl_ops.gl.p_glLoadIdentity();
checkGLcall("glLoadIdentity()");
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);
checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
}
if (sampler != WINED3D_UNMAPPED_STAGE)
{
if (sampler < 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));
}
/* Other misc states */
gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable(GL_ALPHA_TEST)");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
checkGLcall("glDisable GL_LIGHTING");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
checkGLcall("glDisable GL_DEPTH_TEST");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
glDisableWINE(GL_FOG);
checkGLcall("glDisable GL_FOG");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
checkGLcall("glDisable GL_BLEND");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
checkGLcall("glDisable GL_CULL_FACE");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE));
gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
checkGLcall("glDisable GL_STENCIL_TEST");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
checkGLcall("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);
checkGLcall("glDisable GL_POINT_SPRITE_ARB");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
}
gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
checkGLcall("glColorMask");
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));
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("glDisable(GL_COLOR_SUM_EXT)");
}
/* Setup transforms */
gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode(GL_MODELVIEW)");
gl_info->gl_ops.gl.p_glLoadIdentity();
checkGLcall("glLoadIdentity()");
context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
context->last_was_rhw = TRUE;
context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
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));
set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
/* Disable shaders */
device->shader_backend->shader_disable(device->shader_priv, context);
context->blit_w = rt_size.cx;
context->blit_h = rt_size.cy;
context_invalidate_state(context, STATE_VIEWPORT);
context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
}
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;
if (!rt_mask)
{
gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
checkGLcall("glDrawBuffer()");
}
else if (is_rt_mask_onscreen(rt_mask))
{
gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
checkGLcall("glDrawBuffer()");
}
else
{
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
unsigned int i = 0;
while (rt_mask)
{
if (rt_mask & 1)
context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
else
context->draw_buffers[i] = GL_NONE;
rt_mask >>= 1;
++i;
}
if (gl_info->supported[ARB_DRAW_BUFFERS])
{
GL_EXTCALL(glDrawBuffers(i, context->draw_buffers));
checkGLcall("glDrawBuffers()");
}
else
{
gl_info->gl_ops.gl.p_glDrawBuffer(context->draw_buffers[0]);
checkGLcall("glDrawBuffer()");
}
}
else
{
ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
}
}
}
/* Context activation is done by the caller. */
void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
DWORD *current_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
DWORD new_mask = context_generate_rt_mask(buffer);
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 context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
{
GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
checkGLcall("glActiveTexture");
context->active_texture = unit;
}
void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
if (binding == GL_ELEMENT_ARRAY_BUFFER)
context_invalidate_state(context, STATE_INDEXBUFFER);
GL_EXTCALL(glBindBuffer(binding, name));
}
void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
DWORD unit = context->active_texture;
DWORD old_texture_type = context->texture_type[unit];
if (name)
{
gl_info->gl_ops.gl.p_glBindTexture(target, name);
checkGLcall("glBindTexture");
}
else
{
target = GL_NONE;
}
if (old_texture_type != target)
{
const struct wined3d_device *device = context->device;
switch (old_texture_type)
{
case GL_NONE:
/* nothing to do */
break;
case GL_TEXTURE_2D:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_textures.tex_2d);
checkGLcall("glBindTexture");
break;
case GL_TEXTURE_2D_ARRAY:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, device->dummy_textures.tex_2d_array);
checkGLcall("glBindTexture");
break;
case GL_TEXTURE_RECTANGLE_ARB:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_textures.tex_rect);
checkGLcall("glBindTexture");
break;
case GL_TEXTURE_CUBE_MAP:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_textures.tex_cube);
checkGLcall("glBindTexture");
break;
case GL_TEXTURE_CUBE_MAP_ARRAY:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, device->dummy_textures.tex_cube_array);
checkGLcall("glBindTexture");
break;
case GL_TEXTURE_3D:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_textures.tex_3d);
checkGLcall("glBindTexture");
break;
case GL_TEXTURE_BUFFER:
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, device->dummy_textures.tex_buffer);
checkGLcall("glBindTexture");
break;
default:
ERR("Unexpected texture target %#x.\n", old_texture_type);
}
context->texture_type[unit] = target;
}
}
void *context_map_bo_address(struct wined3d_context *context,
const struct wined3d_bo_address *data, size_t size, GLenum binding, DWORD flags)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
BYTE *memory;
if (!data->buffer_object)
return data->addr;
context_bind_bo(context, 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;
}
context_bind_bo(context, binding, 0);
checkGLcall("Map buffer object");
return memory;
}
void context_unmap_bo_address(struct wined3d_context *context,
const struct wined3d_bo_address *data, GLenum binding)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
if (!data->buffer_object)
return;
context_bind_bo(context, binding, data->buffer_object);
GL_EXTCALL(glUnmapBuffer(binding));
context_bind_bo(context, binding, 0);
checkGLcall("Unmap buffer object");
}
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_FRONTFACE);
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;
}
static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
const struct wined3d_format *required)
{
if (existing == required)
return TRUE;
if ((existing->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
!= (required->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
return FALSE;
if (existing->depth_size < required->depth_size)
return FALSE;
/* If stencil bits are used the exact amount is required - otherwise
* wrapping won't work correctly. */
if (required->stencil_size && required->stencil_size != existing->stencil_size)
return FALSE;
return TRUE;
}
/* Context activation is done by the caller. */
static void context_validate_onscreen_formats(struct wined3d_context *context,
const struct wined3d_rendertarget_view *depth_stencil)
{
/* Onscreen surfaces are always in a swapchain */
struct wined3d_swapchain *swapchain = context->current_rt.texture->swapchain;
if (context->render_offscreen || !depth_stencil) return;
if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->format)) return;
/* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
* or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
* format. */
WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
/* The currently active context is the necessary context to access the swapchain's onscreen buffers */
if (!(wined3d_texture_load_location(context->current_rt.texture, context->current_rt.sub_resource_idx,
context, WINED3D_LOCATION_TEXTURE_RGB)))
ERR("Failed to load location.\n");
swapchain->render_to_fbo = TRUE;
swapchain_update_draw_bindings(swapchain);
context_set_render_offscreen(context, TRUE);
}
GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context)
{
switch (wined3d_settings.offscreen_rendering_mode)
{
case ORM_FBO:
return GL_COLOR_ATTACHMENT0;
case ORM_BACKBUFFER:
return context->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
default:
FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
return GL_BACK;
}
}
static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_context *context, struct wined3d_texture *rt)
{
if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
return 0;
else if (rt->swapchain)
return context_generate_rt_mask_from_resource(&rt->resource);
else
return context_generate_rt_mask(context_get_offscreen_gl_buffer(context));
}
/* Context activation is done by the caller. */
void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
{
struct wined3d_texture *rt = context->current_rt.texture;
struct wined3d_surface *surface;
DWORD rt_mask, *cur_mask;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
context_validate_onscreen_formats(context, NULL);
if (context->render_offscreen)
{
wined3d_texture_load(rt, context, FALSE);
surface = rt->sub_resources[context->current_rt.sub_resource_idx].u.surface;
context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, surface, NULL, rt->resource.draw_binding);
if (rt->resource.format->id != WINED3DFMT_NULL)
rt_mask = 1;
else
rt_mask = 0;
}
else
{
context->current_fbo = NULL;
context_bind_fbo(context, GL_FRAMEBUFFER, 0);
rt_mask = context_generate_rt_mask_from_resource(&rt->resource);
}
}
else
{
rt_mask = context_generate_rt_mask_no_fbo(context, rt);
}
cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->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)
{
context_check_fbo_status(context, GL_FRAMEBUFFER);
}
SetupForBlit(device, context);
context_invalidate_state(context, STATE_FRAMEBUFFER);
}
static BOOL context_validate_rt_config(UINT 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;
}
WARN("Invalid render target config, need at least one attachment.\n");
return FALSE;
}
/* Context activation is done by the caller. */
BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
UINT rt_count, const struct wined3d_fb_state *fb)
{
struct wined3d_rendertarget_view **rts = fb->render_targets;
struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
const struct wined3d_gl_info *gl_info = context->gl_info;
DWORD rt_mask = 0, *cur_mask;
unsigned int i;
if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb
|| rt_count != gl_info->limits.buffers)
{
if (!context_validate_rt_config(rt_count, rts, dsv))
return FALSE;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
context_validate_onscreen_formats(context, dsv);
if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
{
memset(context->blit_targets, 0, gl_info->limits.buffers * sizeof(*context->blit_targets));
for (i = 0; i < rt_count; ++i)
{
if (rts[i])
{
context->blit_targets[i].gl_view = rts[i]->gl_view;
context->blit_targets[i].resource = rts[i]->resource;
context->blit_targets[i].sub_resource_idx = rts[i]->sub_resource_idx;
context->blit_targets[i].layer_count = rts[i]->layer_count;
}
if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
rt_mask |= (1u << i);
}
context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
wined3d_rendertarget_view_get_surface(dsv),
rt_count ? rts[0]->resource->draw_binding : 0,
dsv ? dsv->resource->draw_binding : 0);
}
else
{
context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL,
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, STATE_FRAMEBUFFER);
}
else
{
rt_mask = context_generate_rt_mask_no_fbo(context,
rt_count ? wined3d_rendertarget_view_get_surface(rts[0])->container : 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 = context_generate_rt_mask_no_fbo(context,
rt_count ? wined3d_rendertarget_view_get_surface(rts[0])->container : NULL);
}
cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
if (rt_mask != *cur_mask)
{
context_apply_draw_buffers(context, rt_mask);
*cur_mask = rt_mask;
context_invalidate_state(context, STATE_FRAMEBUFFER);
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
context_check_fbo_status(context, GL_FRAMEBUFFER);
}
context->last_was_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, 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, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
}
checkGLcall("setting up state for clear");
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
context_invalidate_state(context, STATE_SCISSORRECT);
return TRUE;
}
static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_state *state)
{
struct wined3d_rendertarget_view **rts = state->fb->render_targets;
struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
DWORD rt_mask, rt_mask_bits;
unsigned int i;
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
return context_generate_rt_mask_no_fbo(context, wined3d_rendertarget_view_get_surface(rts[0])->container);
else if (!context->render_offscreen)
return context_generate_rt_mask_from_resource(rts[0]->resource);
rt_mask = ps ? ps->reg_maps.rt_mask : 1;
rt_mask &= context->d3d_info->valid_rt_mask;
rt_mask_bits = rt_mask;
i = 0;
while (rt_mask_bits)
{
rt_mask_bits &= ~(1u << i);
if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
rt_mask &= ~(1u << i);
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)
{
DWORD rt_mask = find_draw_buffers_mask(context, state);
const struct wined3d_fb_state *fb = state->fb;
DWORD *cur_mask;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (!context->render_offscreen)
{
context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL,
WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
}
else
{
unsigned int i;
memset(context->blit_targets, 0, context->gl_info->limits.buffers * sizeof (*context->blit_targets));
for (i = 0; i < context->gl_info->limits.buffers; ++i)
{
if (fb->render_targets[i])
{
context->blit_targets[i].gl_view = fb->render_targets[i]->gl_view;
context->blit_targets[i].resource = fb->render_targets[i]->resource;
context->blit_targets[i].sub_resource_idx = fb->render_targets[i]->sub_resource_idx;
context->blit_targets[i].layer_count = fb->render_targets[i]->layer_count;
}
}
context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
wined3d_rendertarget_view_get_surface(fb->depth_stencil),
fb->render_targets[0] ? fb->render_targets[0]->resource->draw_binding : 0,
fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
}
}
cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->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 context_map_stage(struct wined3d_context *context, DWORD stage, DWORD unit)
{
DWORD i = context->rev_tex_unit_map[unit];
DWORD j = context->tex_unit_map[stage];
TRACE("Mapping stage %u to unit %u.\n", stage, unit);
context->tex_unit_map[stage] = unit;
if (i != WINED3D_UNMAPPED_STAGE && i != stage)
context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
context->rev_tex_unit_map[unit] = stage;
if (j != WINED3D_UNMAPPED_STAGE && j != unit)
context->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 < 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 < 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 context_map_fixed_function_samplers(struct wined3d_context *context,
const struct wined3d_state *state)
{
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
unsigned int i, tex;
WORD ffu_map;
ffu_map = context->fixed_function_usage_map;
if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
|| context->lowest_disabled_stage <= d3d_info->limits.ffp_textures)
{
for (i = 0; ffu_map; ffu_map >>= 1, ++i)
{
if (!(ffu_map & 1))
continue;
if (context->tex_unit_map[i] != i)
{
context_map_stage(context, i, i);
context_invalidate_state(context, STATE_SAMPLER(i));
context_invalidate_texture_stage(context, 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->tex_unit_map[i] != tex)
{
context_map_stage(context, i, tex);
context_invalidate_state(context, STATE_SAMPLER(i));
context_invalidate_texture_stage(context, i);
}
++tex;
}
}
static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
{
const struct wined3d_d3d_info *d3d_info = context->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 < MAX_FRAGMENT_SAMPLERS; ++i)
{
if (resource_info[i].type && context->tex_unit_map[i] != i)
{
context_map_stage(context, i, i);
context_invalidate_state(context, STATE_SAMPLER(i));
if (i < d3d_info->limits.ffp_blend_stages)
context_invalidate_texture_stage(context, i);
}
}
}
static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
const struct wined3d_shader_resource_info *ps_resource_info, DWORD unit)
{
DWORD current_mapping = context->rev_tex_unit_map[unit];
/* Not currently used */
if (current_mapping == WINED3D_UNMAPPED_STAGE)
return TRUE;
if (current_mapping < MAX_FRAGMENT_SAMPLERS)
{
/* Used by a fragment sampler */
if (!ps_resource_info)
{
/* No pixel shader, check fixed function */
return current_mapping >= MAX_TEXTURES || !(context->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 context_map_vsamplers(struct wined3d_context *context, 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_info;
int start = min(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 < MAX_VERTEX_SAMPLERS; ++i)
{
DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
if (vs_resource_info[i].type)
{
while (start >= 0)
{
if (context_unit_free_for_vs(context, ps_resource_info, start))
{
if (context->tex_unit_map[vsampler_idx] != start)
{
context_map_stage(context, vsampler_idx, start);
context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
}
--start;
break;
}
--start;
}
if (context->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
}
}
}
static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
BOOL vs = use_vs(state);
BOOL ps = use_ps(state);
if (!ps)
context_update_fixed_function_usage_map(context, 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 >= MAX_COMBINED_SAMPLERS)
return;
if (ps)
context_map_psamplers(context, state);
else
context_map_fixed_function_samplers(context, state);
if (vs)
context_map_vsamplers(context, 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)
{
DWORD rt_mask, *cur_mask;
if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
rt_mask = find_draw_buffers_mask(context, 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
{
FIXME("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_gl_info *gl_info,
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 (!gl_info->supported[ARB_VERTEX_ARRAY_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, gl_info, d3d_info);
stream_info->all_vbo = 1;
context->num_buffer_queries = 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->query)
context->buffer_queries[context->num_buffer_queries++] = buffer->query;
TRACE("Load array %u {%#x:%p}.\n", i, element->data.buffer_object, element->data.addr);
}
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->half_float_conv_needed)
{
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, state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE]);
}
/* 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 < MAX_VERTEX_SAMPLERS; ++i)
{
if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
context_preload_texture(context, state, MAX_FRAGMENT_SAMPLERS + i);
}
}
if (use_ps(state))
{
for (i = 0; i < 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 context_bind_shader_resources(struct wined3d_context *context,
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->device;
struct wined3d_shader_sampler_map_entry *entry;
struct wined3d_shader_resource_view *view;
const struct wined3d_shader *shader;
struct wined3d_sampler *sampler;
const DWORD *tex_unit_map;
if (!(shader = state->shader[shader_type]))
return;
tex_unit_map = context_get_tex_unit_mapping(context,
&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_bind(view, bind_idx, sampler, context);
}
}
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 *view;
GLuint texture_name;
unsigned int i;
GLint level;
if (!shader)
return;
for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
{
if (!(view = 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;
}
if (view->gl_view.name)
{
texture_name = view->gl_view.name;
level = 0;
}
else if (view->resource->type != WINED3D_RTYPE_BUFFER)
{
struct wined3d_texture *texture = texture_from_resource(view->resource);
texture_name = wined3d_texture_get_texture_name(texture, context, FALSE);
level = view->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;
}
GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE,
view->format->glInternal));
if (view->counter_bo)
GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, i, view->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. */
BOOL context_apply_draw_state(struct wined3d_context *context,
const struct wined3d_device *device, const struct wined3d_state *state)
{
const struct StateEntry *state_table = context->state_table;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_fb_state *fb = state->fb;
unsigned int i;
WORD map;
if (!context_validate_rt_config(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
return FALSE;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
{
context_validate_onscreen_formats(context, fb->depth_stencil);
}
/* 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. */
context_update_tex_unit_map(context, 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)
context_bind_shader_resources(context, 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)
{
context_check_fbo_status(context, GL_FRAMEBUFFER);
}
context->numDirtyEntries = 0; /* This makes the whole list clean */
context->last_was_blit = FALSE;
return TRUE;
}
void context_apply_compute_state(struct wined3d_context *context,
const struct wined3d_device *device, const struct wined3d_state *state)
{
const struct StateEntry *state_table = context->state_table;
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int state_id, i, j;
context_load_shader_resources(context, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
context_load_unordered_access_resources(context, 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->dirty_compute_states); ++i)
{
for (j = 0; j < sizeof(*context->dirty_compute_states) * CHAR_BIT; ++j, ++state_id)
{
if (context->dirty_compute_states[i] & (1u << j))
state_table[state_id].apply(context, state, state_id);
}
}
memset(context->dirty_compute_states, 0, sizeof(*context->dirty_compute_states));
if (context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
{
device->shader_backend->shader_select_compute(device->shader_priv, context, state);
context->shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
}
if (context->update_compute_shader_resource_bindings)
{
context_bind_shader_resources(context, state, WINED3D_SHADER_TYPE_COMPUTE);
context->update_compute_shader_resource_bindings = 0;
if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
context->update_shader_resource_bindings = 1;
}
if (context->update_compute_unordered_access_view_bindings)
{
context_bind_unordered_access_views(context,
state->shader[WINED3D_SHADER_TYPE_COMPUTE],
state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
context->update_compute_unordered_access_view_bindings = 0;
context->update_unordered_access_view_bindings = 1;
}
context->last_was_blit = FALSE;
}
void context_end_transform_feedback(struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
if (context->transform_feedback_active)
{
GL_EXTCALL(glEndTransformFeedback());
checkGLcall("glEndTransformFeedback");
context->transform_feedback_active = 0;
context->transform_feedback_paused = 0;
}
}
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))
{
unsigned int prev_sub_resource_idx = context->current_rt.sub_resource_idx;
struct wined3d_texture *prev_texture = context->current_rt.texture;
/* Read the back buffer of the old drawable into the destination texture. */
if (prev_texture->texture_srgb.name)
wined3d_texture_load(prev_texture, context, TRUE);
wined3d_texture_load(prev_texture, context, FALSE);
wined3d_texture_invalidate_location(prev_texture, 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);
}
struct wined3d_context *context_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;
TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx);
wined3d_from_cs(device->cs);
if (current_context && current_context->destroyed)
current_context = NULL;
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 (texture->swapchain)
{
TRACE("Rendering onscreen.\n");
context = swapchain_get_context(texture->swapchain);
}
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
context = swapchain_get_context(device->swapchains[0]);
}
context_enter(context);
context_update_window(context);
context_setup_target(context, texture, sub_resource_idx);
if (!context->valid) return context;
if (context != current_context)
{
if (!context_set_current(context))
ERR("Failed to activate the new context.\n");
}
else if (context->needs_set)
{
context_set_gl_context(context);
}
return context;
}
struct wined3d_context *context_reacquire(const struct wined3d_device *device,
struct wined3d_context *context)
{
struct wined3d_context *current_context;
if (context->tid != GetCurrentThreadId())
return NULL;
current_context = context_acquire(device, context->current_rt.texture,
context->current_rt.sub_resource_idx);
if (current_context != context)
ERR("Acquired context %p instead of %p.\n", current_context, context);
return current_context;
}