| /* |
| * 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_fence(struct wined3d_context *context, struct wined3d_fence *fence) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| |
| if (context->free_fence_count) |
| { |
| fence->object = context->free_fences[--context->free_fence_count]; |
| } |
| else |
| { |
| if (gl_info->supported[ARB_SYNC]) |
| { |
| /* Using ARB_sync, not much to do here. */ |
| fence->object.sync = NULL; |
| TRACE("Allocated sync object in context %p.\n", context); |
| } |
| else if (gl_info->supported[APPLE_FENCE]) |
| { |
| GL_EXTCALL(glGenFencesAPPLE(1, &fence->object.id)); |
| checkGLcall("glGenFencesAPPLE"); |
| |
| TRACE("Allocated fence %u in context %p.\n", fence->object.id, context); |
| } |
| else if(gl_info->supported[NV_FENCE]) |
| { |
| GL_EXTCALL(glGenFencesNV(1, &fence->object.id)); |
| checkGLcall("glGenFencesNV"); |
| |
| TRACE("Allocated fence %u in context %p.\n", fence->object.id, context); |
| } |
| else |
| { |
| WARN("Fences not supported, not allocating fence.\n"); |
| fence->object.id = 0; |
| } |
| } |
| |
| fence->context = context; |
| list_add_head(&context->fences, &fence->entry); |
| } |
| |
| void context_free_fence(struct wined3d_fence *fence) |
| { |
| struct wined3d_context *context = fence->context; |
| |
| list_remove(&fence->entry); |
| fence->context = NULL; |
| |
| if (!wined3d_array_reserve((void **)&context->free_fences, |
| &context->free_fence_size, context->free_fence_count + 1, |
| sizeof(*context->free_fences))) |
| { |
| ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence->object.id, context); |
| return; |
| } |
| |
| context->free_fences[context->free_fence_count++] = fence->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; |
| } |
| |
| void context_alloc_so_statistics_query(struct wined3d_context *context, |
| struct wined3d_so_statistics_query *query) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| |
| if (context->free_so_statistics_query_count) |
| { |
| query->u = context->free_so_statistics_queries[--context->free_so_statistics_query_count]; |
| } |
| else |
| { |
| GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id)); |
| checkGLcall("glGenQueries"); |
| |
| TRACE("Allocated SO statistics queries %u, %u in context %p.\n", |
| query->u.id[0], query->u.id[1], context); |
| } |
| |
| query->context = context; |
| list_add_head(&context->so_statistics_queries, &query->entry); |
| } |
| |
| void context_free_so_statistics_query(struct wined3d_so_statistics_query *query) |
| { |
| struct wined3d_context *context = query->context; |
| |
| list_remove(&query->entry); |
| query->context = NULL; |
| |
| if (!wined3d_array_reserve((void **)&context->free_so_statistics_queries, |
| &context->free_so_statistics_query_size, context->free_so_statistics_query_count + 1, |
| sizeof(*context->free_so_statistics_queries))) |
| { |
| ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n", |
| query->u.id[0], query->u.id[1], context); |
| return; |
| } |
| |
| context->free_so_statistics_queries[context->free_so_statistics_query_count++] = query->u; |
| } |
| |
| void context_alloc_pipeline_statistics_query(struct wined3d_context *context, |
| struct wined3d_pipeline_statistics_query *query) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| |
| if (context->free_pipeline_statistics_query_count) |
| { |
| query->u = context->free_pipeline_statistics_queries[--context->free_pipeline_statistics_query_count]; |
| } |
| else |
| { |
| GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id)); |
| checkGLcall("glGenQueries"); |
| } |
| |
| query->context = context; |
| list_add_head(&context->pipeline_statistics_queries, &query->entry); |
| } |
| |
| void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query) |
| { |
| struct wined3d_context *context = query->context; |
| |
| list_remove(&query->entry); |
| query->context = NULL; |
| |
| if (!wined3d_array_reserve((void **)&context->free_pipeline_statistics_queries, |
| &context->free_pipeline_statistics_query_size, context->free_pipeline_statistics_query_count + 1, |
| sizeof(*context->free_pipeline_statistics_queries))) |
| { |
| ERR("Failed to grow free list, leaking GL queries in context %p.\n", context); |
| return; |
| } |
| |
| context->free_pipeline_statistics_queries[context->free_pipeline_statistics_query_count++] = query->u; |
| } |
| |
| 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) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| BOOL private = context->hdc_is_private; |
| int format = context->pixel_format; |
| HDC dc = context->hdc; |
| int current; |
| |
| if (private && context->hdc_has_format) |
| return TRUE; |
| |
| if (!private && WindowFromDC(dc) != context->win_handle) |
| return FALSE; |
| |
| current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc); |
| if (current == format) goto success; |
| |
| if (!current) |
| { |
| if (!SetPixelFormat(dc, format, NULL)) |
| { |
| /* This may also happen if the dc belongs to a destroyed window. */ |
| WARN("Failed to set pixel format %d on device context %p, last error %#x.\n", |
| format, dc, GetLastError()); |
| return FALSE; |
| } |
| |
| context->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 (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)) |
| { |
| 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)) |
| { |
| 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 (!(ctx->hdc = swapchain_get_backup_dc(swapchain))) |
| { |
| context_set_current(NULL); |
| return FALSE; |
| } |
| |
| ctx->hdc_is_private = TRUE; |
| ctx->hdc_has_format = FALSE; |
| |
| if (!context_set_pixel_format(ctx)) |
| { |
| ERR("Failed to set pixel format %d on device context %p.\n", |
| ctx->pixel_format, ctx->hdc); |
| context_set_current(NULL); |
| return FALSE; |
| } |
| |
| if (!wglMakeCurrent(ctx->hdc, ctx->glCtx)) |
| { |
| ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n", |
| ctx->hdc, 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) |
| { |
| struct wined3d_pipeline_statistics_query *pipeline_statistics_query; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct wined3d_so_statistics_query *so_statistics_query; |
| struct wined3d_timestamp_query *timestamp_query; |
| struct wined3d_occlusion_query *occlusion_query; |
| struct fbo_entry *entry, *entry2; |
| struct wined3d_fence *fence; |
| HGLRC restore_ctx; |
| HDC restore_dc; |
| unsigned int i; |
| |
| restore_ctx = wglGetCurrentContext(); |
| restore_dc = wglGetCurrentDC(); |
| |
| if (restore_ctx == context->glCtx) |
| restore_ctx = NULL; |
| else if (context->valid) |
| context_set_gl_context(context); |
| |
| LIST_FOR_EACH_ENTRY(so_statistics_query, &context->so_statistics_queries, |
| struct wined3d_so_statistics_query, entry) |
| { |
| if (context->valid) |
| GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query->u.id), so_statistics_query->u.id)); |
| so_statistics_query->context = NULL; |
| } |
| |
| LIST_FOR_EACH_ENTRY(pipeline_statistics_query, &context->pipeline_statistics_queries, |
| struct wined3d_pipeline_statistics_query, entry) |
| { |
| if (context->valid) |
| GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query->u.id), pipeline_statistics_query->u.id)); |
| pipeline_statistics_query->context = NULL; |
| } |
| |
| LIST_FOR_EACH_ENTRY(timestamp_query, &context->timestamp_queries, struct wined3d_timestamp_query, entry) |
| { |
| if (context->valid) |
| GL_EXTCALL(glDeleteQueries(1, ×tamp_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(fence, &context->fences, struct wined3d_fence, entry) |
| { |
| if (context->valid) |
| { |
| if (gl_info->supported[ARB_SYNC]) |
| { |
| if (fence->object.sync) |
| GL_EXTCALL(glDeleteSync(fence->object.sync)); |
| } |
| else if (gl_info->supported[APPLE_FENCE]) |
| { |
| GL_EXTCALL(glDeleteFencesAPPLE(1, &fence->object.id)); |
| } |
| else if (gl_info->supported[NV_FENCE]) |
| { |
| GL_EXTCALL(glDeleteFencesNV(1, &fence->object.id)); |
| } |
| } |
| fence->context = 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[WINED3D_GL_PRIMITIVE_QUERY]) |
| { |
| for (i = 0; i < context->free_so_statistics_query_count; ++i) |
| { |
| union wined3d_gl_so_statistics_query *q = &context->free_so_statistics_queries[i]; |
| GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id)); |
| } |
| } |
| |
| if (gl_info->supported[ARB_PIPELINE_STATISTICS_QUERY]) |
| { |
| for (i = 0; i < context->free_pipeline_statistics_query_count; ++i) |
| { |
| union wined3d_gl_pipeline_statistics_query *q = &context->free_pipeline_statistics_queries[i]; |
| GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id)); |
| } |
| } |
| |
| 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_fence_count; ++i) |
| { |
| GL_EXTCALL(glDeleteSync(context->free_fences[i].sync)); |
| } |
| } |
| else if (gl_info->supported[APPLE_FENCE]) |
| { |
| for (i = 0; i < context->free_fence_count; ++i) |
| { |
| GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_fences[i].id)); |
| } |
| } |
| else if (gl_info->supported[NV_FENCE]) |
| { |
| for (i = 0; i < context->free_fence_count; ++i) |
| { |
| GL_EXTCALL(glDeleteFencesNV(1, &context->free_fences[i].id)); |
| } |
| } |
| |
| checkGLcall("context cleanup"); |
| } |
| |
| HeapFree(GetProcessHeap(), 0, context->free_so_statistics_queries); |
| HeapFree(GetProcessHeap(), 0, context->free_pipeline_statistics_queries); |
| HeapFree(GetProcessHeap(), 0, context->free_timestamp_queries); |
| HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries); |
| HeapFree(GetProcessHeap(), 0, context->free_fences); |
| |
| 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 auxBuffers = FALSE; |
| HGLRC ctx, share_ctx; |
| DWORD target_usage; |
| unsigned int i; |
| DWORD state; |
| |
| 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_fence_size = 4; |
| if (!(ret->free_fences = wined3d_calloc(ret->free_fence_size, sizeof(*ret->free_fences)))) |
| goto out; |
| list_init(&ret->fences); |
| |
| list_init(&ret->so_statistics_queries); |
| |
| list_init(&ret->pipeline_statistics_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 (!(ret->hdc = GetDCEx(swapchain->win_handle, 0, DCX_USESTYLE | DCX_CACHE))) |
| { |
| WARN("Failed to retrieve device context, trying swapchain backup.\n"); |
| |
| if ((ret->hdc = swapchain_get_backup_dc(swapchain))) |
| ret->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 (!(ret->pixel_format = context_choose_pixel_format(device, ret->hdc, color_format, ds_format, auxBuffers))) |
| goto out; |
| |
| ret->gl_info = gl_info; |
| ret->win_handle = swapchain->win_handle; |
| |
| context_enter(ret); |
| |
| if (!context_set_pixel_format(ret)) |
| { |
| ERR("Failed to set pixel format %d on device context %p.\n", ret->pixel_format, ret->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, ret->hdc, share_ctx))) |
| goto out; |
| } |
| else |
| { |
| if (!(ctx = wglCreateContext(ret->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->hdc_has_format = TRUE; |
| 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 (ret->hdc) |
| wined3d_release_dc(swapchain->win_handle, ret->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_fences); |
| 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; |
| BYTE *memory; |
| |
| if (!data->buffer_object) |
| return data->addr; |
| |
| gl_info = context->gl_info; |
| 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; |
| |
| if (!data->buffer_object) |
| return; |
| |
| gl_info = context->gl_info; |
| context_bind_bo(context, binding, data->buffer_object); |
| GL_EXTCALL(glUnmapBuffer(binding)); |
| context_bind_bo(context, binding, 0); |
| checkGLcall("Unmap buffer object"); |
| } |
| |
| void context_copy_bo_address(struct wined3d_context *context, |
| const struct wined3d_bo_address *dst, GLenum dst_binding, |
| const struct wined3d_bo_address *src, GLenum src_binding, size_t size) |
| { |
| const struct wined3d_gl_info *gl_info; |
| BYTE *dst_ptr, *src_ptr; |
| |
| gl_info = context->gl_info; |
| |
| if (dst->buffer_object && src->buffer_object) |
| { |
| if (gl_info->supported[ARB_COPY_BUFFER]) |
| { |
| GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src->buffer_object)); |
| GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst->buffer_object)); |
| GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, |
| (GLintptr)src->addr, (GLintptr)dst->addr, size)); |
| checkGLcall("direct buffer copy"); |
| } |
| else |
| { |
| src_ptr = context_map_bo_address(context, src, size, src_binding, WINED3D_MAP_READONLY); |
| dst_ptr = context_map_bo_address(context, dst, size, dst_binding, 0); |
| |
| memcpy(dst_ptr, src_ptr, size); |
| |
| context_unmap_bo_address(context, dst, dst_binding); |
| context_unmap_bo_address(context, src, src_binding); |
| } |
| } |
| else if (!dst->buffer_object && src->buffer_object) |
| { |
| context_bind_bo(context, src_binding, src->buffer_object); |
| GL_EXTCALL(glGetBufferSubData(src_binding, (GLintptr)src->addr, size, dst->addr)); |
| checkGLcall("buffer download"); |
| } |
| else if (dst->buffer_object && !src->buffer_object) |
| { |
| context_bind_bo(context, dst_binding, dst->buffer_object); |
| GL_EXTCALL(glBufferSubData(dst_binding, (GLintptr)dst->addr, size, src->addr)); |
| checkGLcall("buffer upload"); |
| } |
| else |
| { |
| memcpy(dst->addr, src->addr, size); |
| } |
| } |
| |
| static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen) |
| { |
| if (context->render_offscreen == offscreen) |
| return; |
| |
| context_invalidate_state(context, STATE_VIEWPORT); |
| context_invalidate_state(context, STATE_SCISSORRECT); |
| if (!context->gl_info->supported[ARB_CLIP_CONTROL]) |
| { |
| context_invalidate_state(context, STATE_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 |
| { |
| WARN("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx); |
| *regnum = ~0u; |
| return FALSE; |
| } |
| |
| return TRUE; |
| } |
| |
| /* Context activation is done by the caller. */ |
| void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info, |
| const struct wined3d_state *state, const struct wined3d_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->buffer_fence_count = 0; |
| for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i) |
| { |
| struct wined3d_stream_info_element *element; |
| struct wined3d_bo_address data; |
| struct wined3d_buffer *buffer; |
| |
| if (!(map & 1)) |
| continue; |
| |
| element = &stream_info->elements[i]; |
| buffer = state->streams[element->stream_idx].buffer; |
| |
| /* We can't use VBOs if the base vertex index is negative. OpenGL |
| * doesn't accept negative offsets (or rather offsets bigger than the |
| * VBO, because the pointer is unsigned), so use system memory |
| * sources. In most sane cases the pointer - offset will still be > 0, |
| * otherwise it will wrap around to some big value. Hope that with the |
| * indices the driver wraps it back internally. If not, |
| * draw_primitive_immediate_mode() is needed, including a vertex buffer |
| * path. */ |
| if (state->load_base_vertex_index < 0) |
| { |
| WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n", |
| state->load_base_vertex_index); |
| element->data.buffer_object = 0; |
| element->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(buffer, context); |
| if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride) |
| FIXME("System memory vertex data load offset is negative!\n"); |
| } |
| else |
| { |
| wined3d_buffer_load(buffer, context, state); |
| wined3d_buffer_get_memory(buffer, &data, buffer->locations); |
| element->data.buffer_object = data.buffer_object; |
| element->data.addr += (ULONG_PTR)data.addr; |
| } |
| |
| if (!element->data.buffer_object) |
| stream_info->all_vbo = 0; |
| |
| if (buffer->fence) |
| context->buffer_fences[context->buffer_fence_count++] = buffer->fence; |
| |
| TRACE("Load array %u {%#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; |
| BOOL swapchain_texture; |
| |
| 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; |
| |
| swapchain_texture = texture && texture->swapchain; |
| if (!texture) |
| { |
| if (current_context |
| && current_context->current_rt.texture |
| && current_context->device == device) |
| { |
| texture = current_context->current_rt.texture; |
| sub_resource_idx = current_context->current_rt.sub_resource_idx; |
| } |
| else |
| { |
| struct wined3d_swapchain *swapchain = device->swapchains[0]; |
| |
| if (swapchain->back_buffers) |
| texture = swapchain->back_buffers[0]; |
| else |
| texture = swapchain->front_buffer; |
| sub_resource_idx = 0; |
| } |
| } |
| |
| if (current_context && current_context->current_rt.texture == texture) |
| { |
| context = current_context; |
| } |
| else if (swapchain_texture) |
| { |
| TRACE("Rendering onscreen.\n"); |
| |
| 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 || 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; |
| } |