825 lines
33 KiB
C
825 lines
33 KiB
C
/*
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* Context and render target management in wined3d
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*
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* Copyright 2007 Stefan Dösinger for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include <stdio.h>
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#ifdef HAVE_FLOAT_H
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# include <float.h>
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#endif
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
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/*****************************************************************************
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* Context_MarkStateDirty
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*
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* Marks a state in a context dirty. Only one context, opposed to
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* IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
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* contexts
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*
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* Params:
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* context: Context to mark the state dirty in
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* state: State to mark dirty
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*
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*****************************************************************************/
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static void Context_MarkStateDirty(WineD3DContext *context, DWORD state) {
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DWORD rep = StateTable[state].representative;
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DWORD idx;
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BYTE shift;
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if(!rep || isStateDirty(context, rep)) return;
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context->dirtyArray[context->numDirtyEntries++] = rep;
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idx = rep >> 5;
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shift = rep & 0x1f;
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context->isStateDirty[idx] |= (1 << shift);
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}
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/*****************************************************************************
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* AddContextToArray
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*
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* Adds a context to the context array. Helper function for CreateContext
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*
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* This method is not called in performance-critical code paths, only when a
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* new render target or swapchain is created. Thus performance is not an issue
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* here.
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*
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* Params:
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* This: Device to add the context for
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* display: X display this context uses
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* glCtx: glX context to add
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* drawable: drawable used with this context.
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*
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*****************************************************************************/
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static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, Display *display, GLXContext glCtx, Drawable drawable) {
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WineD3DContext **oldArray = This->contexts;
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DWORD state;
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This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
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if(This->contexts == NULL) {
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ERR("Unable to grow the context array\n");
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This->contexts = oldArray;
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return NULL;
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}
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if(oldArray) {
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memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
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}
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This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
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if(This->contexts[This->numContexts] == NULL) {
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ERR("Unable to allocate a new context\n");
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HeapFree(GetProcessHeap(), 0, This->contexts);
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This->contexts = oldArray;
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return NULL;
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}
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This->contexts[This->numContexts]->display = display;
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This->contexts[This->numContexts]->glCtx = glCtx;
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This->contexts[This->numContexts]->drawable = drawable;
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HeapFree(GetProcessHeap(), 0, oldArray);
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/* Mark all states dirty to force a proper initialization of the states on the first use of the context
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*/
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for(state = 0; state <= STATE_HIGHEST; state++) {
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Context_MarkStateDirty(This->contexts[This->numContexts], state);
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}
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This->numContexts++;
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TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
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return This->contexts[This->numContexts - 1];
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}
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/* Returns an array of compatible FBconfig(s).
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* The array must be freed with XFree. Requires ENTER_GL()
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*/
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static GLXFBConfig* pbuffer_find_fbconfigs(
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IWineD3DDeviceImpl* This,
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IWineD3DSurfaceImpl* RenderSurface,
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Display *display) {
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GLXFBConfig* cfgs = NULL;
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int nCfgs = 0;
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int attribs[256];
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int nAttribs = 0;
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IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
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WINED3DFORMAT BackBufferFormat = RenderSurface->resource.format;
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WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
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/* TODO:
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* if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
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* it StencilSurface != NULL && zBufferTarget == NULL switch it on
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*/
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#define PUSH1(att) attribs[nAttribs++] = (att);
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#define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
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/* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
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PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
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PUSH2(GLX_X_RENDERABLE, TRUE);
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PUSH2(GLX_DOUBLEBUFFER, TRUE);
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TRACE("calling makeglcfg\n");
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D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
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PUSH1(None);
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TRACE("calling chooseFGConfig\n");
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cfgs = glXChooseFBConfig(display,
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DefaultScreen(display),
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attribs, &nCfgs);
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if (cfgs == NULL) {
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/* OK we didn't find the exact config, so use any reasonable match */
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/* TODO: fill in the 'requested' and 'current' depths, and make sure that's
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why we failed. */
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static BOOL show_message = TRUE;
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if (show_message) {
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ERR("Failed to find exact match, finding alternative but you may "
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"suffer performance issues, try changing xfree's depth to match the requested depth\n");
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show_message = FALSE;
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}
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nAttribs = 0;
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PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
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/* PUSH2(GLX_X_RENDERABLE, TRUE); */
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PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
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PUSH2(GLX_DOUBLEBUFFER, FALSE);
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TRACE("calling makeglcfg\n");
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D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
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PUSH1(None);
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cfgs = glXChooseFBConfig(display,
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DefaultScreen(display),
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attribs, &nCfgs);
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}
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if (cfgs == NULL) {
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ERR("Could not get a valid FBConfig for (%u,%s)/(%u,%s)\n",
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BackBufferFormat, debug_d3dformat(BackBufferFormat),
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StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
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} else {
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#ifdef EXTRA_TRACES
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int i;
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for (i = 0; i < nCfgs; ++i) {
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TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
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debug_d3dformat(BackBufferFormat), StencilBufferFormat,
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debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
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}
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#endif
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}
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#undef PUSH1
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#undef PUSH2
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return cfgs;
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}
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/*****************************************************************************
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* CreateContext
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*
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* Creates a new context for a window, or a pbuffer context.
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*
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* * Params:
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* This: Device to activate the context for
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* target: Surface this context will render to
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* display: X11 connection
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* win: Target window. NULL for a pbuffer
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*
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*****************************************************************************/
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WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win) {
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Drawable drawable = win, oldDrawable;
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XVisualInfo *visinfo = NULL;
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GLXFBConfig *cfgs = NULL;
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GLXContext ctx = NULL, oldCtx;
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WineD3DContext *ret = NULL;
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TRACE("(%p): Creating a %s context for render target %p\n", This, win ? "onscreen" : "offscreen", target);
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if(!win) {
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int attribs[256];
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int nAttribs = 0;
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TRACE("Creating a pBuffer drawable for the new context\n");
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cfgs = pbuffer_find_fbconfigs(This, target, display);
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if(!cfgs) {
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ERR("Cannot find a frame buffer configuration for the pbuffer\n");
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goto out;
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}
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attribs[nAttribs++] = GLX_PBUFFER_WIDTH;
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attribs[nAttribs++] = target->currentDesc.Width;
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attribs[nAttribs++] = GLX_PBUFFER_HEIGHT;
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attribs[nAttribs++] = target->currentDesc.Height;
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attribs[nAttribs++] = None;
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visinfo = glXGetVisualFromFBConfig(display, cfgs[0]);
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if(!visinfo) {
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ERR("Cannot find a visual for the pbuffer\n");
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goto out;
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}
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drawable = glXCreatePbuffer(display, cfgs[0], attribs);
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if(!drawable) {
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ERR("Cannot create a pbuffer\n");
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goto out;
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}
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XFree(cfgs);
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cfgs = NULL;
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} else {
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/* Create an onscreen target */
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XVisualInfo template;
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int num;
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template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
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/* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
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(or the best possible if none is requested) */
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TRACE("Found x visual ID : %ld\n", template.visualid);
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visinfo = XGetVisualInfo(display, VisualIDMask, &template, &num);
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if (NULL == visinfo) {
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ERR("cannot really get XVisual\n");
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goto out;
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} else {
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int n, value;
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/* Write out some debug info about the visual/s */
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TRACE("Using x visual ID : %ld\n", template.visualid);
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TRACE(" visual info: %p\n", visinfo);
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TRACE(" num items : %d\n", num);
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for (n = 0;n < num; n++) {
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TRACE("=====item=====: %d\n", n + 1);
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TRACE(" visualid : %ld\n", visinfo[n].visualid);
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TRACE(" screen : %d\n", visinfo[n].screen);
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TRACE(" depth : %u\n", visinfo[n].depth);
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TRACE(" class : %d\n", visinfo[n].class);
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TRACE(" red_mask : %ld\n", visinfo[n].red_mask);
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TRACE(" green_mask : %ld\n", visinfo[n].green_mask);
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TRACE(" blue_mask : %ld\n", visinfo[n].blue_mask);
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TRACE(" colormap_size : %d\n", visinfo[n].colormap_size);
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TRACE(" bits_per_rgb : %d\n", visinfo[n].bits_per_rgb);
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/* log some extra glx info */
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glXGetConfig(display, visinfo, GLX_AUX_BUFFERS, &value);
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TRACE(" gl_aux_buffers : %d\n", value);
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glXGetConfig(display, visinfo, GLX_BUFFER_SIZE ,&value);
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TRACE(" gl_buffer_size : %d\n", value);
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glXGetConfig(display, visinfo, GLX_RED_SIZE, &value);
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TRACE(" gl_red_size : %d\n", value);
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glXGetConfig(display, visinfo, GLX_GREEN_SIZE, &value);
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TRACE(" gl_green_size : %d\n", value);
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glXGetConfig(display, visinfo, GLX_BLUE_SIZE, &value);
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TRACE(" gl_blue_size : %d\n", value);
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glXGetConfig(display, visinfo, GLX_ALPHA_SIZE, &value);
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TRACE(" gl_alpha_size : %d\n", value);
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glXGetConfig(display, visinfo, GLX_DEPTH_SIZE ,&value);
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TRACE(" gl_depth_size : %d\n", value);
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glXGetConfig(display, visinfo, GLX_STENCIL_SIZE, &value);
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TRACE(" gl_stencil_size : %d\n", value);
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}
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/* Now choose a similar visual ID*/
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}
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}
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ctx = glXCreateContext(display, visinfo,
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This->numContexts ? This->contexts[0]->glCtx : NULL,
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GL_TRUE);
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if(!ctx) {
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ERR("Failed to create a glX context\n");
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if(drawable != win) glXDestroyPbuffer(display, drawable);
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goto out;
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}
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ret = AddContextToArray(This, display, ctx, drawable);
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if(!ret) {
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ERR("Failed to add the newly created context to the context list\n");
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glXDestroyContext(display, ctx);
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if(drawable != win) glXDestroyPbuffer(display, drawable);
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goto out;
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}
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ret->surface = (IWineD3DSurface *) target;
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ret->isPBuffer = win == 0;
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TRACE("Successfully created new context %p\n", ret);
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/* Set up the context defaults */
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oldCtx = glXGetCurrentContext();
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oldDrawable = glXGetCurrentDrawable();
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if(glXMakeCurrent(display, drawable, ctx) == FALSE) {
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ERR("Cannot activate context to set up defaults\n");
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goto out;
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}
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TRACE("Setting up the screen\n");
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/* Clear the screen */
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glClearColor(1.0, 0.0, 0.0, 0.0);
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checkGLcall("glClearColor");
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glClearIndex(0);
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glClearDepth(1);
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glClearStencil(0xffff);
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checkGLcall("glClear");
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glColor3f(1.0, 1.0, 1.0);
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checkGLcall("glColor3f");
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glEnable(GL_LIGHTING);
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checkGLcall("glEnable");
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
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checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
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checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
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glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);
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checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);");
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glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);
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checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);");
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if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
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/* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
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* and textures in DIB sections(due to the memory protection).
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*/
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glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
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checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
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}
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if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
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/* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
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* this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
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* GL_VERTEX_BLEND_ARB isn't enabled too
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*/
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glEnable(GL_WEIGHT_SUM_UNITY_ARB);
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checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
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}
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if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
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int s;
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glEnable(GL_TEXTURE_SHADER_NV);
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checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
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/* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
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* the previous texture where to source the offset from is always unit - 1.
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*/
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for(s = 1; s < GL_LIMITS(textures); s++) {
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
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glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
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checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
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}
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}
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if(oldDrawable && oldCtx) {
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glXMakeCurrent(display, oldDrawable, oldCtx);
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}
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out:
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if(visinfo) XFree(visinfo);
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if(cfgs) XFree(cfgs);
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return ret;
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}
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/*****************************************************************************
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* RemoveContextFromArray
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*
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* Removes a context from the context manager. The opengl context is not
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* destroyed or unset. context is not a valid pointer after that call.
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*
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* Similar to the former call this isn't a performance critical function. A
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* helper function for DestroyContext.
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*
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* Params:
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* This: Device to activate the context for
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* context: Context to remove
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*
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*****************************************************************************/
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static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
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UINT t, s;
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WineD3DContext **oldArray = This->contexts;
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TRACE("Removing ctx %p\n", context);
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This->numContexts--;
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if(This->numContexts) {
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This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
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if(!This->contexts) {
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ERR("Cannot allocate a new context array, PANIC!!!\n");
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}
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t = 0;
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for(s = 0; s < This->numContexts; s++) {
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if(oldArray[s] == context) continue;
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This->contexts[t] = oldArray[s];
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t++;
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}
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} else {
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This->contexts = NULL;
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}
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HeapFree(GetProcessHeap(), 0, context);
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HeapFree(GetProcessHeap(), 0, oldArray);
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}
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/*****************************************************************************
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* DestroyContext
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*
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* Destroys a wineD3DContext
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*
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* Params:
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* This: Device to activate the context for
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* context: Context to destroy
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*
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*****************************************************************************/
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void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
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/* check that we are the current context first */
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TRACE("Destroying ctx %p\n", context);
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if(glXGetCurrentContext() == context->glCtx){
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glXMakeCurrent(context->display, None, NULL);
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}
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glXDestroyContext(context->display, context->glCtx);
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if(context->isPBuffer) {
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glXDestroyPbuffer(context->display, context->drawable);
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}
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RemoveContextFromArray(This, context);
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}
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/*****************************************************************************
|
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* SetupForBlit
|
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*
|
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* Sets up a context for DirectDraw blitting.
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* All texture units are disabled, except unit 0
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* Texture unit 0 is activted where GL_TEXTURE_2D is activated
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* fog, lighting, blending, alpha test, z test, scissor test, culling diabled
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* color writing enabled for all channels
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* register combiners disabled, shaders disabled
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|
* world matris is set to identity, texture matrix 0 too
|
|
* projection matrix is setup for drawing screen coordinates
|
|
*
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* Params:
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* This: Device to activate the context for
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* context: Context to setup
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* width: render target width
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* height: render target height
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*
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*****************************************************************************/
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static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
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int i;
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TRACE("Setting up context %p for blitting\n", context);
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if(context->last_was_blit) {
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TRACE("Context is already set up for blitting, nothing to do\n");
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return;
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}
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context->last_was_blit = TRUE;
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/* TODO: Use a display list */
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|
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/* Disable shaders */
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This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
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Context_MarkStateDirty(context, STATE_VSHADER);
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Context_MarkStateDirty(context, STATE_PIXELSHADER);
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/* Disable all textures. The caller can then bind a texture it wants to blit
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* from
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|
*/
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if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
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glDisable(GL_REGISTER_COMBINERS_NV);
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checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
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}
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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/* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
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* function texture unit. No need to care for higher samplers
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*/
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for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
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checkGLcall("glActiveTextureARB");
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if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
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}
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glDisable(GL_TEXTURE_3D);
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checkGLcall("glDisable GL_TEXTURE_3D");
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glDisable(GL_TEXTURE_2D);
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checkGLcall("glDisable GL_TEXTURE_2D");
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
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Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
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Context_MarkStateDirty(context, STATE_SAMPLER(i));
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}
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
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checkGLcall("glActiveTextureARB");
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}
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if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
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}
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glDisable(GL_TEXTURE_3D);
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checkGLcall("glDisable GL_TEXTURE_3D");
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glEnable(GL_TEXTURE_2D);
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checkGLcall("glEnable GL_TEXTURE_2D");
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glMatrixMode(GL_TEXTURE);
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checkGLcall("glMatrixMode(GL_TEXTURE)");
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glLoadIdentity();
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checkGLcall("glLoadIdentity()");
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Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0));
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if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
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GL_TEXTURE_LOD_BIAS_EXT,
|
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0.0);
|
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checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
|
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}
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Context_MarkStateDirty(context, STATE_SAMPLER(0));
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Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP));
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|
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/* Other misc states */
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glDisable(GL_ALPHA_TEST);
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checkGLcall("glDisable(GL_ALPHA_TEST)");
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
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glDisable(GL_LIGHTING);
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checkGLcall("glDisable GL_LIGHTING");
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING));
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glDisable(GL_DEPTH_TEST);
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checkGLcall("glDisable GL_DEPTH_TEST");
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE));
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glDisable(GL_FOG);
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checkGLcall("glDisable GL_FOG");
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE));
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glDisable(GL_BLEND);
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checkGLcall("glDisable GL_BLEND");
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
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glDisable(GL_CULL_FACE);
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checkGLcall("glDisable GL_CULL_FACE");
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE));
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glDisable(GL_STENCIL_TEST);
|
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checkGLcall("glDisable GL_STENCIL_TEST");
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
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if(GL_SUPPORT(ARB_POINT_SPRITE)) {
|
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glDisable(GL_POINT_SPRITE_ARB);
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checkGLcall("glDisable GL_POINT_SPRITE_ARB");
|
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
|
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}
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glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
|
|
checkGLcall("glColorMask");
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
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|
|
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/* Setup transforms */
|
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glMatrixMode(GL_MODELVIEW);
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checkGLcall("glMatrixMode(GL_MODELVIEW)");
|
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glLoadIdentity();
|
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checkGLcall("glLoadIdentity()");
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Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
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|
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glMatrixMode(GL_PROJECTION);
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checkGLcall("glMatrixMode(GL_PROJECTION)");
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glLoadIdentity();
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checkGLcall("glLoadIdentity()");
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glOrtho(0, width, height, 0, 0.0, -1.0);
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checkGLcall("glOrtho");
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Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
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|
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context->last_was_rhw = TRUE;
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Context_MarkStateDirty(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
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|
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glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
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glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
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glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
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glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
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glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
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glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
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|
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glViewport(0, 0, width, height);
|
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checkGLcall("glViewport");
|
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Context_MarkStateDirty(context, STATE_VIEWPORT);
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|
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if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
|
|
glDisable(GL_TEXTURE_SHADER_NV);
|
|
checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
|
|
}
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* ActivateContext
|
|
*
|
|
* Finds a rendering context and drawable matching the device and render
|
|
* target for the current thread, activates them and puts them into the
|
|
* requested state.
|
|
*
|
|
* Params:
|
|
* This: Device to activate the context for
|
|
* target: Requested render target
|
|
* usage: Prepares the context for blitting, drawing or other actions
|
|
*
|
|
*****************************************************************************/
|
|
void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
|
|
DWORD tid = This->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED ? GetCurrentThreadId() : 0;
|
|
int i;
|
|
DWORD dirtyState, idx;
|
|
BYTE shift;
|
|
WineD3DContext *context = This->activeContext;
|
|
BOOL oldRenderOffscreen = This->render_offscreen;
|
|
|
|
TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
|
|
|
|
if(This->lastActiveRenderTarget != target) {
|
|
IWineD3DSwapChain *swapchain = NULL;
|
|
HRESULT hr;
|
|
BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
|
|
|
|
hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
|
|
if(hr == WINED3D_OK && swapchain) {
|
|
TRACE("Rendering onscreen\n");
|
|
context = ((IWineD3DSwapChainImpl *) swapchain)->context[0];
|
|
This->render_offscreen = FALSE;
|
|
/* The context != This->activeContext will catch a NOP context change. This can occur
|
|
* if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
|
|
* rendering. No context change is needed in that case
|
|
*/
|
|
|
|
if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
|
|
if(((IWineD3DSwapChainImpl *) swapchain)->backBuffer) {
|
|
glDrawBuffer(GL_BACK);
|
|
checkGLcall("glDrawBuffer(GL_BACK)");
|
|
} else {
|
|
glDrawBuffer(GL_FRONT);
|
|
checkGLcall("glDrawBuffer(GL_FRONT)");
|
|
}
|
|
}
|
|
IWineD3DSwapChain_Release(swapchain);
|
|
|
|
if(oldRenderOffscreen) {
|
|
Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
|
|
Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
|
|
Context_MarkStateDirty(context, STATE_VDECL);
|
|
Context_MarkStateDirty(context, STATE_VIEWPORT);
|
|
}
|
|
} else {
|
|
TRACE("Rendering offscreen\n");
|
|
This->render_offscreen = TRUE;
|
|
|
|
switch(wined3d_settings.offscreen_rendering_mode) {
|
|
case ORM_FBO:
|
|
/* FBOs do not need a different context. Stay with whatever context is active at the moment */
|
|
if(This->activeContext) {
|
|
context = This->activeContext;
|
|
} else {
|
|
/* This may happen if the app jumps streight into offscreen rendering
|
|
* Start using the context of the primary swapchain
|
|
*/
|
|
context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0];
|
|
}
|
|
break;
|
|
|
|
case ORM_PBUFFER:
|
|
{
|
|
IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
|
|
if(This->pbufferContext == NULL ||
|
|
This->pbufferWidth < targetimpl->currentDesc.Width ||
|
|
This->pbufferHeight < targetimpl->currentDesc.Height) {
|
|
if(This->pbufferContext) {
|
|
DestroyContext(This, This->pbufferContext);
|
|
}
|
|
|
|
/* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
|
|
* Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
|
|
*/
|
|
This->pbufferContext = CreateContext(This, targetimpl,
|
|
((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->display,
|
|
0 /* Window */);
|
|
This->pbufferWidth = targetimpl->currentDesc.Width;
|
|
This->pbufferHeight = targetimpl->currentDesc.Height;
|
|
}
|
|
|
|
if(This->pbufferContext) {
|
|
context = This->pbufferContext;
|
|
break;
|
|
} else {
|
|
ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
|
|
wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
|
|
}
|
|
}
|
|
|
|
case ORM_BACKBUFFER:
|
|
/* Stay with the currently active context for back buffer rendering */
|
|
if(This->activeContext) {
|
|
context = This->activeContext;
|
|
} else {
|
|
/* This may happen if the app jumps streight into offscreen rendering
|
|
* Start using the context of the primary swapchain
|
|
*/
|
|
context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0];
|
|
}
|
|
glDrawBuffer(This->offscreenBuffer);
|
|
checkGLcall("glDrawBuffer(This->offscreenBuffer)");
|
|
break;
|
|
}
|
|
|
|
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
|
|
/* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
|
|
* back when we are done won't mark us dirty.
|
|
*/
|
|
IWineD3DSurface_PreLoad(target);
|
|
}
|
|
|
|
if(!oldRenderOffscreen) {
|
|
Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
|
|
Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
|
|
Context_MarkStateDirty(context, STATE_VDECL);
|
|
Context_MarkStateDirty(context, STATE_VIEWPORT);
|
|
}
|
|
}
|
|
if (readTexture) {
|
|
BOOL oldInDraw = This->isInDraw;
|
|
|
|
/* PreLoad requires a context to load the texture, thus it will call ActivateContext.
|
|
* Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
|
|
* when using offscreen rendering with multithreading
|
|
*/
|
|
This->isInDraw = TRUE;
|
|
|
|
/* Do that before switching the context:
|
|
* Read the back buffer of the old drawable into the destination texture
|
|
*/
|
|
IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
|
|
|
|
/* Assume that the drawable will be modified by some other things now */
|
|
((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->Flags &= ~SFLAG_INDRAWABLE;
|
|
|
|
This->isInDraw = oldInDraw;
|
|
}
|
|
This->lastActiveRenderTarget = target;
|
|
if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
|
|
This->depth_copy_state = WINED3D_DCS_COPY;
|
|
}
|
|
} else {
|
|
/* Stick to the old context */
|
|
context = This->activeContext;
|
|
}
|
|
|
|
/* Activate the opengl context */
|
|
if(context != This->activeContext) {
|
|
Bool ret;
|
|
TRACE("Switching gl ctx to %p, drawable=%ld, ctx=%p\n", context, context->drawable, context->glCtx);
|
|
ret = glXMakeCurrent(context->display, context->drawable, context->glCtx);
|
|
if(ret == FALSE) {
|
|
ERR("Failed to activate the new context\n");
|
|
}
|
|
This->activeContext = context;
|
|
}
|
|
|
|
switch(usage) {
|
|
case CTXUSAGE_RESOURCELOAD:
|
|
/* This does not require any special states to be set up */
|
|
break;
|
|
|
|
case CTXUSAGE_DRAWPRIM:
|
|
/* This needs all dirty states applied */
|
|
if(context->last_was_blit && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
|
|
glEnable(GL_TEXTURE_SHADER_NV);
|
|
checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
|
|
}
|
|
for(i=0; i < context->numDirtyEntries; i++) {
|
|
dirtyState = context->dirtyArray[i];
|
|
idx = dirtyState >> 5;
|
|
shift = dirtyState & 0x1f;
|
|
context->isStateDirty[idx] &= ~(1 << shift);
|
|
StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
|
|
}
|
|
context->numDirtyEntries = 0; /* This makes the whole list clean */
|
|
context->last_was_blit = FALSE;
|
|
break;
|
|
|
|
case CTXUSAGE_BLIT:
|
|
SetupForBlit(This, context,
|
|
((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
|
|
((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unexpected context usage requested\n");
|
|
}
|
|
}
|