775 lines
31 KiB
C
775 lines
31 KiB
C
/*
|
|
* Context and render target management in wined3d
|
|
*
|
|
* Copyright 2007 Stefan Dösinger for CodeWeavers
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2.1 of the License, or (at your option) any later version.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
|
|
*/
|
|
|
|
#include "config.h"
|
|
#include <stdio.h>
|
|
#ifdef HAVE_FLOAT_H
|
|
# include <float.h>
|
|
#endif
|
|
#include "wined3d_private.h"
|
|
|
|
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
|
|
|
|
#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
|
|
|
|
/*****************************************************************************
|
|
* Context_MarkStateDirty
|
|
*
|
|
* Marks a state in a context dirty. Only one context, opposed to
|
|
* IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
|
|
* contexts
|
|
*
|
|
* Params:
|
|
* context: Context to mark the state dirty in
|
|
* state: State to mark dirty
|
|
*
|
|
*****************************************************************************/
|
|
static void Context_MarkStateDirty(WineD3DContext *context, DWORD state) {
|
|
DWORD rep = StateTable[state].representative;
|
|
DWORD idx;
|
|
BYTE shift;
|
|
|
|
if(!rep || isStateDirty(context, rep)) return;
|
|
|
|
context->dirtyArray[context->numDirtyEntries++] = rep;
|
|
idx = rep >> 5;
|
|
shift = rep & 0x1f;
|
|
context->isStateDirty[idx] |= (1 << shift);
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* AddContextToArray
|
|
*
|
|
* Adds a context to the context array. Helper function for CreateContext
|
|
*
|
|
* This method is not called in performance-critical code paths, only when a
|
|
* new render target or swapchain is created. Thus performance is not an issue
|
|
* here.
|
|
*
|
|
* Params:
|
|
* This: Device to add the context for
|
|
* display: X display this context uses
|
|
* glCtx: glX context to add
|
|
* drawable: drawable used with this context.
|
|
*
|
|
*****************************************************************************/
|
|
static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, Display *display, GLXContext glCtx, Drawable drawable) {
|
|
WineD3DContext **oldArray = This->contexts;
|
|
DWORD state;
|
|
|
|
This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
|
|
if(This->contexts == NULL) {
|
|
ERR("Unable to grow the context array\n");
|
|
This->contexts = oldArray;
|
|
return NULL;
|
|
}
|
|
if(oldArray) {
|
|
memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
|
|
}
|
|
|
|
This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
|
|
if(This->contexts[This->numContexts] == NULL) {
|
|
ERR("Unable to allocate a new context\n");
|
|
HeapFree(GetProcessHeap(), 0, This->contexts);
|
|
This->contexts = oldArray;
|
|
return NULL;
|
|
}
|
|
|
|
This->contexts[This->numContexts]->display = display;
|
|
This->contexts[This->numContexts]->glCtx = glCtx;
|
|
This->contexts[This->numContexts]->drawable = drawable;
|
|
HeapFree(GetProcessHeap(), 0, oldArray);
|
|
|
|
/* Mark all states dirty to force a proper initialization of the states on the first use of the context
|
|
*/
|
|
for(state = 0; state <= STATE_HIGHEST; state++) {
|
|
Context_MarkStateDirty(This->contexts[This->numContexts], state);
|
|
}
|
|
|
|
This->numContexts++;
|
|
TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
|
|
return This->contexts[This->numContexts - 1];
|
|
}
|
|
|
|
/* Returns an array of compatible FBconfig(s).
|
|
* The array must be freed with XFree. Requires ENTER_GL()
|
|
*/
|
|
static GLXFBConfig* pbuffer_find_fbconfigs(
|
|
IWineD3DDeviceImpl* This,
|
|
IWineD3DSurfaceImpl* RenderSurface,
|
|
Display *display) {
|
|
|
|
GLXFBConfig* cfgs = NULL;
|
|
int nCfgs = 0;
|
|
int attribs[256];
|
|
int nAttribs = 0;
|
|
|
|
IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
|
|
WINED3DFORMAT BackBufferFormat = RenderSurface->resource.format;
|
|
WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
|
|
|
|
/* TODO:
|
|
* if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
|
|
* it StencilSurface != NULL && zBufferTarget == NULL switch it on
|
|
*/
|
|
|
|
#define PUSH1(att) attribs[nAttribs++] = (att);
|
|
#define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
|
|
|
|
/* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
|
|
|
|
PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
|
|
PUSH2(GLX_X_RENDERABLE, TRUE);
|
|
PUSH2(GLX_DOUBLEBUFFER, TRUE);
|
|
TRACE("calling makeglcfg\n");
|
|
D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
|
|
PUSH1(None);
|
|
TRACE("calling chooseFGConfig\n");
|
|
cfgs = glXChooseFBConfig(display,
|
|
DefaultScreen(display),
|
|
attribs, &nCfgs);
|
|
if (cfgs == NULL) {
|
|
/* OK we didn't find the exact config, so use any reasonable match */
|
|
/* TODO: fill in the 'requested' and 'current' depths, and make sure that's
|
|
why we failed. */
|
|
static BOOL show_message = TRUE;
|
|
if (show_message) {
|
|
ERR("Failed to find exact match, finding alternative but you may "
|
|
"suffer performance issues, try changing xfree's depth to match the requested depth\n");
|
|
show_message = FALSE;
|
|
}
|
|
nAttribs = 0;
|
|
PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
|
|
/* PUSH2(GLX_X_RENDERABLE, TRUE); */
|
|
PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
|
|
PUSH2(GLX_DOUBLEBUFFER, FALSE);
|
|
TRACE("calling makeglcfg\n");
|
|
D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
|
|
PUSH1(None);
|
|
cfgs = glXChooseFBConfig(display,
|
|
DefaultScreen(display),
|
|
attribs, &nCfgs);
|
|
}
|
|
|
|
if (cfgs == NULL) {
|
|
ERR("Could not get a valid FBConfig for (%u,%s)/(%u,%s)\n",
|
|
BackBufferFormat, debug_d3dformat(BackBufferFormat),
|
|
StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
|
|
} else {
|
|
#ifdef EXTRA_TRACES
|
|
int i;
|
|
for (i = 0; i < nCfgs; ++i) {
|
|
TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
|
|
debug_d3dformat(BackBufferFormat), StencilBufferFormat,
|
|
debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
|
|
}
|
|
#endif
|
|
}
|
|
#undef PUSH1
|
|
#undef PUSH2
|
|
|
|
return cfgs;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* CreateContext
|
|
*
|
|
* Creates a new context for a window, or a pbuffer context.
|
|
*
|
|
* * Params:
|
|
* This: Device to activate the context for
|
|
* target: Surface this context will render to
|
|
* display: X11 connection
|
|
* win: Target window. NULL for a pbuffer
|
|
*
|
|
*****************************************************************************/
|
|
WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win) {
|
|
Drawable drawable = win, oldDrawable;
|
|
XVisualInfo *visinfo = NULL;
|
|
GLXFBConfig *cfgs = NULL;
|
|
GLXContext ctx = NULL, oldCtx;
|
|
WineD3DContext *ret = NULL;
|
|
|
|
TRACE("(%p): Creating a %s context for render target %p\n", This, win ? "onscreen" : "offscreen", target);
|
|
|
|
if(!win) {
|
|
int attribs[256];
|
|
int nAttribs = 0;
|
|
|
|
TRACE("Creating a pBuffer drawable for the new context\n");
|
|
|
|
cfgs = pbuffer_find_fbconfigs(This, target, display);
|
|
if(!cfgs) {
|
|
ERR("Cannot find a frame buffer configuration for the pbuffer\n");
|
|
goto out;
|
|
}
|
|
|
|
attribs[nAttribs++] = GLX_PBUFFER_WIDTH;
|
|
attribs[nAttribs++] = target->currentDesc.Width;
|
|
attribs[nAttribs++] = GLX_PBUFFER_HEIGHT;
|
|
attribs[nAttribs++] = target->currentDesc.Height;
|
|
attribs[nAttribs++] = None;
|
|
|
|
visinfo = glXGetVisualFromFBConfig(display, cfgs[0]);
|
|
if(!visinfo) {
|
|
ERR("Cannot find a visual for the pbuffer\n");
|
|
goto out;
|
|
}
|
|
|
|
drawable = glXCreatePbuffer(display, cfgs[0], attribs);
|
|
|
|
if(!drawable) {
|
|
ERR("Cannot create a pbuffer\n");
|
|
goto out;
|
|
}
|
|
XFree(cfgs);
|
|
cfgs = NULL;
|
|
} else {
|
|
/* Create an onscreen target */
|
|
XVisualInfo template;
|
|
int num;
|
|
|
|
template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
|
|
/* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
|
|
(or the best possible if none is requested) */
|
|
TRACE("Found x visual ID : %ld\n", template.visualid);
|
|
visinfo = XGetVisualInfo(display, VisualIDMask, &template, &num);
|
|
|
|
if (NULL == visinfo) {
|
|
ERR("cannot really get XVisual\n");
|
|
goto out;
|
|
} else {
|
|
int n, value;
|
|
/* Write out some debug info about the visual/s */
|
|
TRACE("Using x visual ID : %ld\n", template.visualid);
|
|
TRACE(" visual info: %p\n", visinfo);
|
|
TRACE(" num items : %d\n", num);
|
|
for (n = 0;n < num; n++) {
|
|
TRACE("=====item=====: %d\n", n + 1);
|
|
TRACE(" visualid : %ld\n", visinfo[n].visualid);
|
|
TRACE(" screen : %d\n", visinfo[n].screen);
|
|
TRACE(" depth : %u\n", visinfo[n].depth);
|
|
TRACE(" class : %d\n", visinfo[n].class);
|
|
TRACE(" red_mask : %ld\n", visinfo[n].red_mask);
|
|
TRACE(" green_mask : %ld\n", visinfo[n].green_mask);
|
|
TRACE(" blue_mask : %ld\n", visinfo[n].blue_mask);
|
|
TRACE(" colormap_size : %d\n", visinfo[n].colormap_size);
|
|
TRACE(" bits_per_rgb : %d\n", visinfo[n].bits_per_rgb);
|
|
/* log some extra glx info */
|
|
glXGetConfig(display, visinfo, GLX_AUX_BUFFERS, &value);
|
|
TRACE(" gl_aux_buffers : %d\n", value);
|
|
glXGetConfig(display, visinfo, GLX_BUFFER_SIZE ,&value);
|
|
TRACE(" gl_buffer_size : %d\n", value);
|
|
glXGetConfig(display, visinfo, GLX_RED_SIZE, &value);
|
|
TRACE(" gl_red_size : %d\n", value);
|
|
glXGetConfig(display, visinfo, GLX_GREEN_SIZE, &value);
|
|
TRACE(" gl_green_size : %d\n", value);
|
|
glXGetConfig(display, visinfo, GLX_BLUE_SIZE, &value);
|
|
TRACE(" gl_blue_size : %d\n", value);
|
|
glXGetConfig(display, visinfo, GLX_ALPHA_SIZE, &value);
|
|
TRACE(" gl_alpha_size : %d\n", value);
|
|
glXGetConfig(display, visinfo, GLX_DEPTH_SIZE ,&value);
|
|
TRACE(" gl_depth_size : %d\n", value);
|
|
glXGetConfig(display, visinfo, GLX_STENCIL_SIZE, &value);
|
|
TRACE(" gl_stencil_size : %d\n", value);
|
|
}
|
|
/* Now choose a similar visual ID*/
|
|
}
|
|
}
|
|
|
|
ctx = glXCreateContext(display, visinfo,
|
|
This->numContexts ? This->contexts[0]->glCtx : NULL,
|
|
GL_TRUE);
|
|
if(!ctx) {
|
|
ERR("Failed to create a glX context\n");
|
|
if(drawable != win) glXDestroyPbuffer(display, drawable);
|
|
goto out;
|
|
}
|
|
ret = AddContextToArray(This, display, ctx, drawable);
|
|
if(!ret) {
|
|
ERR("Failed to add the newly created context to the context list\n");
|
|
glXDestroyContext(display, ctx);
|
|
if(drawable != win) glXDestroyPbuffer(display, drawable);
|
|
goto out;
|
|
}
|
|
ret->surface = (IWineD3DSurface *) target;
|
|
ret->isPBuffer = win == 0;
|
|
|
|
TRACE("Successfully created new context %p\n", ret);
|
|
|
|
/* Set up the context defaults */
|
|
oldCtx = glXGetCurrentContext();
|
|
oldDrawable = glXGetCurrentDrawable();
|
|
if(glXMakeCurrent(display, drawable, ctx) == FALSE) {
|
|
ERR("Cannot activate context to set up defaults\n");
|
|
goto out;
|
|
}
|
|
|
|
TRACE("Setting up the screen\n");
|
|
/* Clear the screen */
|
|
glClearColor(1.0, 0.0, 0.0, 0.0);
|
|
checkGLcall("glClearColor");
|
|
glClearIndex(0);
|
|
glClearDepth(1);
|
|
glClearStencil(0xffff);
|
|
|
|
checkGLcall("glClear");
|
|
|
|
glColor3f(1.0, 1.0, 1.0);
|
|
checkGLcall("glColor3f");
|
|
|
|
glEnable(GL_LIGHTING);
|
|
checkGLcall("glEnable");
|
|
|
|
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
|
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
|
|
checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
|
|
|
|
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
|
|
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
|
|
|
|
glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);
|
|
checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);");
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);
|
|
checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);");
|
|
|
|
if(oldDrawable && oldCtx) {
|
|
glXMakeCurrent(display, oldDrawable, oldCtx);
|
|
}
|
|
|
|
out:
|
|
if(visinfo) XFree(visinfo);
|
|
if(cfgs) XFree(cfgs);
|
|
return ret;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* RemoveContextFromArray
|
|
*
|
|
* Removes a context from the context manager. The opengl context is not
|
|
* destroyed or unset. context is not a valid pointer after that call.
|
|
*
|
|
* Similar to the former call this isn't a performance critical function. A
|
|
* helper function for DestroyContext.
|
|
*
|
|
* Params:
|
|
* This: Device to activate the context for
|
|
* context: Context to remove
|
|
*
|
|
*****************************************************************************/
|
|
static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
|
|
UINT t, s;
|
|
WineD3DContext **oldArray = This->contexts;
|
|
|
|
TRACE("Removing ctx %p\n", context);
|
|
|
|
This->numContexts--;
|
|
|
|
if(This->numContexts) {
|
|
This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
|
|
if(!This->contexts) {
|
|
ERR("Cannot allocate a new context array, PANIC!!!\n");
|
|
}
|
|
t = 0;
|
|
for(s = 0; s < This->numContexts; s++) {
|
|
if(oldArray[s] == context) continue;
|
|
This->contexts[t] = oldArray[s];
|
|
t++;
|
|
}
|
|
} else {
|
|
This->contexts = NULL;
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, context);
|
|
HeapFree(GetProcessHeap(), 0, oldArray);
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* DestroyContext
|
|
*
|
|
* Destroys a wineD3DContext
|
|
*
|
|
* Params:
|
|
* This: Device to activate the context for
|
|
* context: Context to destroy
|
|
*
|
|
*****************************************************************************/
|
|
void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
|
|
|
|
/* check that we are the current context first */
|
|
TRACE("Destroying ctx %p\n", context);
|
|
if(glXGetCurrentContext() == context->glCtx){
|
|
glXMakeCurrent(context->display, None, NULL);
|
|
}
|
|
|
|
glXDestroyContext(context->display, context->glCtx);
|
|
if(context->isPBuffer) {
|
|
glXDestroyPbuffer(context->display, context->drawable);
|
|
}
|
|
RemoveContextFromArray(This, context);
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* SetupForBlit
|
|
*
|
|
* Sets up a context for DirectDraw blitting.
|
|
* All texture units are disabled, except unit 0
|
|
* Texture unit 0 is activted where GL_TEXTURE_2D is activated
|
|
* fog, lighting, blending, alpha test, z test, scissor test, culling diabled
|
|
* color writing enabled for all channels
|
|
* register combiners disabled, shaders disabled
|
|
* world matris is set to identity, texture matrix 0 too
|
|
* projection matrix is setup for drawing screen coordinates
|
|
*
|
|
* Params:
|
|
* This: Device to activate the context for
|
|
* context: Context to setup
|
|
* width: render target width
|
|
* height: render target height
|
|
*
|
|
*****************************************************************************/
|
|
static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
|
|
int i;
|
|
|
|
TRACE("Setting up context %p for blitting\n", context);
|
|
if(context->last_was_blit) {
|
|
TRACE("Context is already set up for blitting, nothing to do\n");
|
|
return;
|
|
}
|
|
context->last_was_blit = TRUE;
|
|
|
|
/* TODO: Use a display list */
|
|
|
|
/* Disable shaders */
|
|
This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
|
|
Context_MarkStateDirty(context, STATE_VSHADER);
|
|
Context_MarkStateDirty(context, STATE_PIXELSHADER);
|
|
|
|
/* Disable all textures. The caller can then bind a texture it wants to blit
|
|
* from
|
|
*/
|
|
if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
|
glDisable(GL_REGISTER_COMBINERS_NV);
|
|
checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
|
|
}
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
/* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
|
|
* function texture unit. No need to care for higher samplers
|
|
*/
|
|
for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
|
|
checkGLcall("glActiveTextureARB");
|
|
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
|
|
glDisable(GL_TEXTURE_3D);
|
|
checkGLcall("glDisable GL_TEXTURE_3D");
|
|
glDisable(GL_TEXTURE_2D);
|
|
checkGLcall("glDisable GL_TEXTURE_2D");
|
|
glDisable(GL_TEXTURE_1D);
|
|
checkGLcall("glDisable GL_TEXTURE_1D");
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
|
|
|
|
Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
|
|
Context_MarkStateDirty(context, STATE_SAMPLER(i));
|
|
}
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
|
checkGLcall("glActiveTextureARB");
|
|
}
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
|
|
glDisable(GL_TEXTURE_3D);
|
|
checkGLcall("glDisable GL_TEXTURE_3D");
|
|
glDisable(GL_TEXTURE_1D);
|
|
checkGLcall("glDisable GL_TEXTURE_1D");
|
|
glEnable(GL_TEXTURE_2D);
|
|
checkGLcall("glEnable GL_TEXTURE_2D");
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
checkGLcall("glMatrixMode(GL_TEXTURE)");
|
|
glLoadIdentity();
|
|
checkGLcall("glLoadIdentity()");
|
|
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0));
|
|
|
|
if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
|
|
GL_TEXTURE_LOD_BIAS_EXT,
|
|
0.0);
|
|
checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
|
|
}
|
|
Context_MarkStateDirty(context, STATE_SAMPLER(0));
|
|
Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP));
|
|
|
|
/* Other misc states */
|
|
glDisable(GL_ALPHA_TEST);
|
|
checkGLcall("glDisable(GL_ALPHA_TEST)");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
|
|
glDisable(GL_LIGHTING);
|
|
checkGLcall("glDisable GL_LIGHTING");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING));
|
|
glDisable(GL_DEPTH_TEST);
|
|
checkGLcall("glDisable GL_DEPTH_TEST");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE));
|
|
glDisable(GL_FOG);
|
|
checkGLcall("glDisable GL_FOG");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE));
|
|
glDisable(GL_BLEND);
|
|
checkGLcall("glDisable GL_BLEND");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
|
|
glDisable(GL_CULL_FACE);
|
|
checkGLcall("glDisable GL_CULL_FACE");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE));
|
|
glDisable(GL_STENCIL_TEST);
|
|
checkGLcall("glDisable GL_STENCIL_TEST");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
|
|
if(GL_SUPPORT(ARB_POINT_SPRITE)) {
|
|
glDisable(GL_POINT_SPRITE_ARB);
|
|
checkGLcall("glDisable GL_POINT_SPRITE_ARB");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
|
|
}
|
|
glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
|
|
checkGLcall("glColorMask");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
|
|
|
|
/* Setup transforms */
|
|
glMatrixMode(GL_MODELVIEW);
|
|
checkGLcall("glMatrixMode(GL_MODELVIEW)");
|
|
glLoadIdentity();
|
|
checkGLcall("glLoadIdentity()");
|
|
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
checkGLcall("glMatrixMode(GL_PROJECTION)");
|
|
glLoadIdentity();
|
|
checkGLcall("glLoadIdentity()");
|
|
glOrtho(0, width, height, 0, 0.0, -1.0);
|
|
checkGLcall("glOrtho");
|
|
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
|
|
|
|
context->last_was_rhw = TRUE;
|
|
Context_MarkStateDirty(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
|
|
|
|
glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
|
|
glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
|
|
glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
|
|
glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
|
|
glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
|
|
glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
|
|
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
|
|
|
|
glViewport(0, 0, width, height);
|
|
checkGLcall("glViewport");
|
|
Context_MarkStateDirty(context, STATE_VIEWPORT);
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* 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_FBO && oldRenderOffscreen) {
|
|
set_render_target_fbo((IWineD3DDevice *) This, 0, target);
|
|
} else 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);
|
|
}
|
|
} 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];
|
|
}
|
|
set_render_target_fbo((IWineD3DDevice *) This, 0, target);
|
|
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(!oldRenderOffscreen) {
|
|
Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
|
|
}
|
|
}
|
|
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 */
|
|
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");
|
|
}
|
|
}
|