| /* |
| * 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 |
| |
| 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 format_flags, GLuint rb) |
| { |
| if (format_flags & WINED3DFMT_FLAG_DEPTH) |
| { |
| gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb); |
| checkGLcall("glFramebufferRenderbuffer()"); |
| } |
| |
| if (format_flags & WINED3DFMT_FLAG_STENCIL) |
| { |
| gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb); |
| checkGLcall("glFramebufferRenderbuffer()"); |
| } |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void context_attach_depth_stencil_fbo(struct wined3d_context *context, |
| GLenum fbo_target, struct wined3d_surface *depth_stencil, DWORD location) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| |
| TRACE("Attach depth stencil %p\n", depth_stencil); |
| |
| if (depth_stencil) |
| { |
| DWORD format_flags = depth_stencil->container->resource.format_flags; |
| |
| if (depth_stencil->current_renderbuffer) |
| { |
| context_attach_depth_stencil_rb(gl_info, fbo_target, |
| format_flags, depth_stencil->current_renderbuffer->id); |
| } |
| else |
| { |
| switch (location) |
| { |
| case WINED3D_LOCATION_TEXTURE_RGB: |
| case WINED3D_LOCATION_TEXTURE_SRGB: |
| if (format_flags & WINED3DFMT_FLAG_DEPTH) |
| { |
| gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, |
| depth_stencil->texture_target, depth_stencil->container->texture_rgb.name, |
| depth_stencil->texture_level); |
| checkGLcall("glFramebufferTexture2D()"); |
| } |
| |
| if (format_flags & WINED3DFMT_FLAG_STENCIL) |
| { |
| gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, |
| depth_stencil->texture_target, depth_stencil->container->texture_rgb.name, |
| depth_stencil->texture_level); |
| checkGLcall("glFramebufferTexture2D()"); |
| } |
| break; |
| |
| case WINED3D_LOCATION_RB_MULTISAMPLE: |
| context_attach_depth_stencil_rb(gl_info, fbo_target, |
| format_flags, depth_stencil->rb_multisample); |
| break; |
| |
| case WINED3D_LOCATION_RB_RESOLVED: |
| context_attach_depth_stencil_rb(gl_info, fbo_target, |
| format_flags, depth_stencil->rb_resolved); |
| break; |
| |
| default: |
| ERR("Unsupported location %s (%#x).\n", wined3d_debug_location(location), location); |
| break; |
| } |
| } |
| |
| if (!(format_flags & WINED3DFMT_FLAG_DEPTH)) |
| { |
| gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0); |
| checkGLcall("glFramebufferTexture2D()"); |
| } |
| |
| if (!(format_flags & WINED3DFMT_FLAG_STENCIL)) |
| { |
| gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); |
| checkGLcall("glFramebufferTexture2D()"); |
| } |
| } |
| else |
| { |
| gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0); |
| checkGLcall("glFramebufferTexture2D()"); |
| |
| gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); |
| checkGLcall("glFramebufferTexture2D()"); |
| } |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void context_attach_surface_fbo(struct wined3d_context *context, |
| GLenum fbo_target, DWORD idx, struct wined3d_surface *surface, DWORD location) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| |
| TRACE("Attach surface %p to %u\n", surface, idx); |
| |
| if (surface && surface->resource.format->id != WINED3DFMT_NULL) |
| { |
| BOOL srgb; |
| |
| switch (location) |
| { |
| case WINED3D_LOCATION_TEXTURE_RGB: |
| case WINED3D_LOCATION_TEXTURE_SRGB: |
| srgb = location == WINED3D_LOCATION_TEXTURE_SRGB; |
| gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, |
| surface->texture_target, surface_get_texture_name(surface, gl_info, srgb), |
| surface->texture_level); |
| checkGLcall("glFramebufferTexture2D()"); |
| break; |
| |
| case WINED3D_LOCATION_RB_MULTISAMPLE: |
| gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx, |
| GL_RENDERBUFFER, surface->rb_multisample); |
| checkGLcall("glFramebufferRenderbuffer()"); |
| break; |
| |
| case WINED3D_LOCATION_RB_RESOLVED: |
| gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx, |
| GL_RENDERBUFFER, surface->rb_resolved); |
| checkGLcall("glFramebufferRenderbuffer()"); |
| break; |
| |
| default: |
| ERR("Unsupported location %s (%#x).\n", wined3d_debug_location(location), location); |
| break; |
| } |
| } |
| else |
| { |
| gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0); |
| checkGLcall("glFramebufferTexture2D()"); |
| } |
| } |
| |
| /* 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 |
| { |
| const struct wined3d_surface *attachment; |
| 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; |
| } |
| |
| FIXME("\tColor Location %s (%#x).\n", wined3d_debug_location(context->current_fbo->color_location), |
| context->current_fbo->color_location); |
| FIXME("\tDepth Stencil Location %s (%#x).\n", wined3d_debug_location(context->current_fbo->ds_location), |
| context->current_fbo->ds_location); |
| |
| /* Dump the FBO attachments */ |
| for (i = 0; i < gl_info->limits.buffers; ++i) |
| { |
| attachment = context->current_fbo->render_targets[i]; |
| if (attachment) |
| { |
| FIXME("\tColor attachment %d: (%p) %s %ux%u %u samples.\n", |
| i, attachment, debug_d3dformat(attachment->resource.format->id), |
| attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type); |
| } |
| } |
| attachment = context->current_fbo->depth_stencil; |
| if (attachment) |
| { |
| FIXME("\tDepth attachment: (%p) %s %ux%u %u samples.\n", |
| attachment, debug_d3dformat(attachment->resource.format->id), |
| attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type); |
| } |
| } |
| } |
| |
| 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_surface(const struct wined3d_surface *target) |
| { |
| return (1u << 31) | surface_get_gl_buffer(target); |
| } |
| |
| static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context, |
| struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, |
| DWORD color_location, DWORD ds_location) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct fbo_entry *entry; |
| |
| entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry)); |
| entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets)); |
| memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets)); |
| entry->depth_stencil = depth_stencil; |
| entry->color_location = color_location; |
| entry->ds_location = ds_location; |
| entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0); |
| entry->attached = FALSE; |
| 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_surface **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); |
| |
| memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets)); |
| entry->depth_stencil = depth_stencil; |
| entry->color_location = color_location; |
| entry->ds_location = ds_location; |
| entry->attached = FALSE; |
| } |
| |
| /* 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->render_targets); |
| 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_surface **render_targets, struct wined3d_surface *depth_stencil, |
| DWORD color_location, DWORD ds_location) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct fbo_entry *entry; |
| |
| if (depth_stencil && render_targets && render_targets[0]) |
| { |
| if (depth_stencil->resource.width < render_targets[0]->resource.width || |
| depth_stencil->resource.height < render_targets[0]->resource.height) |
| { |
| WARN("Depth stencil is smaller than the primary color buffer, disabling\n"); |
| depth_stencil = NULL; |
| } |
| } |
| |
| LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry) |
| { |
| if (!memcmp(entry->render_targets, |
| render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets)) |
| && entry->depth_stencil == depth_stencil && entry->color_location == color_location |
| && entry->ds_location == ds_location) |
| { |
| 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; |
| struct wined3d_surface *depth_stencil = entry->depth_stencil; |
| |
| if (entry->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->render_targets[i], entry->color_location); |
| } |
| |
| if (depth_stencil && entry->render_targets[0] |
| && (depth_stencil->resource.multisample_type |
| != entry->render_targets[0]->resource.multisample_type |
| || depth_stencil->resource.multisample_quality |
| != entry->render_targets[0]->resource.multisample_quality)) |
| { |
| WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n", |
| entry->render_targets[0]->resource.multisample_quality, |
| entry->render_targets[0]->resource.multisample_type, |
| depth_stencil->resource.multisample_quality, depth_stencil->resource.multisample_type); |
| depth_stencil = NULL; |
| } |
| |
| if (depth_stencil) |
| surface_set_compatible_renderbuffer(depth_stencil, entry->render_targets[0]); |
| context_attach_depth_stencil_fbo(context, target, depth_stencil, entry->ds_location); |
| |
| /* 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->attached = TRUE; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void context_apply_fbo_state(struct wined3d_context *context, GLenum target, |
| struct wined3d_surface **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) |
| { |
| UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets); |
| |
| context->blit_targets[0] = render_target; |
| if (clear_size) |
| memset(&context->blit_targets[1], 0, clear_size); |
| 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 (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1) |
| { |
| UINT new_size = context->free_occlusion_query_size << 1; |
| GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries, |
| new_size * sizeof(*context->free_occlusion_queries)); |
| |
| if (!new_data) |
| { |
| ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context); |
| return; |
| } |
| |
| context->free_occlusion_query_size = new_size; |
| context->free_occlusion_queries = new_data; |
| } |
| |
| context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id; |
| } |
| |
| /* Context activation is done by the caller. */ |
| void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| |
| if (context->free_event_query_count) |
| { |
| query->object = context->free_event_queries[--context->free_event_query_count]; |
| } |
| else |
| { |
| if (gl_info->supported[ARB_SYNC]) |
| { |
| /* Using ARB_sync, not much to do here. */ |
| query->object.sync = NULL; |
| TRACE("Allocated event query %p in context %p.\n", query->object.sync, context); |
| } |
| else if (gl_info->supported[APPLE_FENCE]) |
| { |
| GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id)); |
| checkGLcall("glGenFencesAPPLE"); |
| |
| TRACE("Allocated event query %u in context %p.\n", query->object.id, context); |
| } |
| else if(gl_info->supported[NV_FENCE]) |
| { |
| GL_EXTCALL(glGenFencesNV(1, &query->object.id)); |
| checkGLcall("glGenFencesNV"); |
| |
| TRACE("Allocated event query %u in context %p.\n", query->object.id, context); |
| } |
| else |
| { |
| WARN("Event queries not supported, not allocating query id.\n"); |
| query->object.id = 0; |
| } |
| } |
| |
| query->context = context; |
| list_add_head(&context->event_queries, &query->entry); |
| } |
| |
| void context_free_event_query(struct wined3d_event_query *query) |
| { |
| struct wined3d_context *context = query->context; |
| |
| list_remove(&query->entry); |
| query->context = NULL; |
| |
| if (context->free_event_query_count >= context->free_event_query_size - 1) |
| { |
| UINT new_size = context->free_event_query_size << 1; |
| union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries, |
| new_size * sizeof(*context->free_event_queries)); |
| |
| if (!new_data) |
| { |
| ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context); |
| return; |
| } |
| |
| context->free_event_query_size = new_size; |
| context->free_event_queries = new_data; |
| } |
| |
| context->free_event_queries[context->free_event_query_count++] = query->object; |
| } |
| |
| /* Context activation is done by the caller. */ |
| void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| |
| if (context->free_timestamp_query_count) |
| { |
| query->id = context->free_timestamp_queries[--context->free_timestamp_query_count]; |
| } |
| else |
| { |
| GL_EXTCALL(glGenQueries(1, &query->id)); |
| checkGLcall("glGenQueries"); |
| |
| TRACE("Allocated timestamp query %u in context %p.\n", query->id, context); |
| } |
| |
| query->context = context; |
| list_add_head(&context->timestamp_queries, &query->entry); |
| } |
| |
| void context_free_timestamp_query(struct wined3d_timestamp_query *query) |
| { |
| struct wined3d_context *context = query->context; |
| |
| list_remove(&query->entry); |
| query->context = NULL; |
| |
| if (context->free_timestamp_query_count >= context->free_timestamp_query_size - 1) |
| { |
| UINT new_size = context->free_timestamp_query_size << 1; |
| GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_timestamp_queries, |
| new_size * sizeof(*context->free_timestamp_queries)); |
| |
| if (!new_data) |
| { |
| ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context); |
| return; |
| } |
| |
| context->free_timestamp_query_size = new_size; |
| context->free_timestamp_queries = new_data; |
| } |
| |
| context->free_timestamp_queries[context->free_timestamp_query_count++] = query->id; |
| } |
| |
| typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry); |
| |
| static void context_enum_surface_fbo_entries(const struct wined3d_device *device, |
| const struct wined3d_surface *surface, 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; |
| |
| if (context->current_rt == surface) context->current_rt = NULL; |
| |
| LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) |
| { |
| UINT j; |
| |
| if (entry->depth_stencil == surface) |
| { |
| callback(context, entry); |
| continue; |
| } |
| |
| for (j = 0; j < gl_info->limits.buffers; ++j) |
| { |
| if (entry->render_targets[j] == surface) |
| { |
| 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) |
| { |
| if (!device->d3d_initialized) return; |
| |
| switch (type) |
| { |
| case WINED3D_RTYPE_SURFACE: |
| context_enum_surface_fbo_entries(device, surface_from_resource(resource), |
| context_queue_fbo_entry_destruction); |
| break; |
| |
| default: |
| break; |
| } |
| } |
| |
| static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry) |
| { |
| entry->attached = FALSE; |
| } |
| |
| void context_resource_unloaded(const struct wined3d_device *device, |
| struct wined3d_resource *resource, enum wined3d_resource_type type) |
| { |
| switch (type) |
| { |
| case WINED3D_RTYPE_SURFACE: |
| context_enum_surface_fbo_entries(device, surface_from_resource(resource), |
| context_detach_fbo_entry); |
| break; |
| |
| default: |
| break; |
| } |
| } |
| |
| 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; ++i) |
| { |
| if (surface == entry->render_targets[i]) |
| { |
| TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i); |
| context->rebind_fbo = TRUE; |
| return; |
| } |
| } |
| |
| if (surface == entry->depth_stencil) |
| { |
| TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface); |
| context->rebind_fbo = TRUE; |
| } |
| } |
| |
| 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 = GetDC(ctx->restore_pf_win); |
| if (dc) |
| { |
| if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, ctx->restore_pf)))) |
| { |
| ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n", |
| ctx->restore_pf, ctx->restore_pf_win); |
| } |
| ReleaseDC(ctx->restore_pf_win, dc); |
| } |
| } |
| else |
| { |
| ERR("can't restore pixel format %d on window %p\n", ctx->restore_pf, ctx->restore_pf_win); |
| } |
| } |
| |
| ctx->restore_pf = 0; |
| ctx->restore_pf_win = NULL; |
| return ret; |
| } |
| |
| static BOOL context_set_pixel_format(struct wined3d_context *context, HDC dc, BOOL private, int format) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| int current; |
| |
| if (dc == context->hdc && context->hdc_is_private && context->hdc_has_format) |
| return TRUE; |
| |
| current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc); |
| if (current == format) goto success; |
| |
| if (!current) |
| { |
| if (!SetPixelFormat(dc, format, NULL)) |
| { |
| /* This may also happen if the dc belongs to a destroyed window. */ |
| WARN("Failed to set pixel format %d on device context %p, last error %#x.\n", |
| format, dc, GetLastError()); |
| return FALSE; |
| } |
| |
| context->restore_pf = 0; |
| context->restore_pf_win = private ? NULL : WindowFromDC(dc); |
| goto success; |
| } |
| |
| /* By default WGL doesn't allow pixel format adjustments but we need it |
| * here. For this reason there's a Wine specific wglSetPixelFormat() |
| * which allows us to set the pixel format multiple times. Only use it |
| * when really needed. */ |
| if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH]) |
| { |
| HWND win; |
| |
| if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format))) |
| { |
| ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n", |
| format, dc); |
| return FALSE; |
| } |
| |
| win = private ? NULL : WindowFromDC(dc); |
| if (win != context->restore_pf_win) |
| { |
| context_restore_pixel_format(context); |
| |
| context->restore_pf = private ? 0 : current; |
| context->restore_pf_win = win; |
| } |
| |
| goto success; |
| } |
| |
| /* OpenGL doesn't allow pixel format adjustments. Print an error and |
| * continue using the old format. There's a big chance that the old |
| * format works although with a performance hit and perhaps rendering |
| * errors. */ |
| ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n", |
| format, dc, current); |
| return TRUE; |
| |
| success: |
| if (dc == context->hdc && context->hdc_is_private) |
| context->hdc_has_format = TRUE; |
| return TRUE; |
| } |
| |
| static BOOL context_set_gl_context(struct wined3d_context *ctx) |
| { |
| struct wined3d_swapchain *swapchain = ctx->swapchain; |
| BOOL backup = FALSE; |
| |
| if (!context_set_pixel_format(ctx, ctx->hdc, ctx->hdc_is_private, ctx->pixel_format)) |
| { |
| WARN("Failed to set pixel format %d on device context %p.\n", |
| ctx->pixel_format, ctx->hdc); |
| backup = TRUE; |
| } |
| |
| if (backup || !wglMakeCurrent(ctx->hdc, ctx->glCtx)) |
| { |
| HDC dc; |
| |
| WARN("Failed to make GL context %p current on device context %p, last error %#x.\n", |
| ctx->glCtx, ctx->hdc, GetLastError()); |
| ctx->valid = 0; |
| WARN("Trying fallback to the backup window.\n"); |
| |
| /* FIXME: If the context is destroyed it's no longer associated with |
| * a swapchain, so we can't use the swapchain to get a backup dc. To |
| * make this work windowless contexts would need to be handled by the |
| * device. */ |
| if (ctx->destroyed) |
| { |
| FIXME("Unable to get backup dc for destroyed context %p.\n", ctx); |
| context_set_current(NULL); |
| return FALSE; |
| } |
| |
| if (!(dc = swapchain_get_backup_dc(swapchain))) |
| { |
| context_set_current(NULL); |
| return FALSE; |
| } |
| |
| if (!context_set_pixel_format(ctx, dc, TRUE, ctx->pixel_format)) |
| { |
| ERR("Failed to set pixel format %d on device context %p.\n", |
| ctx->pixel_format, dc); |
| context_set_current(NULL); |
| return FALSE; |
| } |
| |
| if (!wglMakeCurrent(dc, ctx->glCtx)) |
| { |
| ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n", |
| dc, GetLastError()); |
| context_set_current(NULL); |
| return FALSE; |
| } |
| |
| ctx->valid = 1; |
| } |
| ctx->needs_set = 0; |
| return TRUE; |
| } |
| |
| static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx) |
| { |
| if (!wglMakeCurrent(dc, gl_ctx)) |
| { |
| ERR("Failed to restore GL context %p on device context %p, last error %#x.\n", |
| gl_ctx, dc, GetLastError()); |
| context_set_current(NULL); |
| } |
| } |
| |
| static void context_update_window(struct wined3d_context *context) |
| { |
| if (context->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 = GetDC(context->win_handle))) |
| { |
| ERR("Failed to get a device context for window %p.\n", context->win_handle); |
| context->valid = 0; |
| } |
| } |
| |
| static void context_destroy_gl_resources(struct wined3d_context *context) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct wined3d_timestamp_query *timestamp_query; |
| struct wined3d_occlusion_query *occlusion_query; |
| struct wined3d_event_query *event_query; |
| struct fbo_entry *entry, *entry2; |
| HGLRC restore_ctx; |
| HDC restore_dc; |
| unsigned int i; |
| |
| restore_ctx = wglGetCurrentContext(); |
| restore_dc = wglGetCurrentDC(); |
| |
| if (restore_ctx == context->glCtx) |
| restore_ctx = NULL; |
| else if (context->valid) |
| context_set_gl_context(context); |
| |
| LIST_FOR_EACH_ENTRY(timestamp_query, &context->timestamp_queries, struct wined3d_timestamp_query, entry) |
| { |
| if (context->valid) |
| GL_EXTCALL(glDeleteQueries(1, ×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(event_query, &context->event_queries, struct wined3d_event_query, entry) |
| { |
| if (context->valid) |
| { |
| if (gl_info->supported[ARB_SYNC]) |
| { |
| if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync)); |
| } |
| else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id)); |
| else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id)); |
| } |
| event_query->context = NULL; |
| } |
| |
| LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry) |
| { |
| if (!context->valid) entry->id = 0; |
| context_destroy_fbo_entry(context, entry); |
| } |
| |
| LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) |
| { |
| if (!context->valid) entry->id = 0; |
| context_destroy_fbo_entry(context, entry); |
| } |
| |
| if (context->valid) |
| { |
| if (context->dummy_arbfp_prog) |
| { |
| GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog)); |
| } |
| |
| if (gl_info->supported[ARB_TIMER_QUERY]) |
| GL_EXTCALL(glDeleteQueries(context->free_timestamp_query_count, context->free_timestamp_queries)); |
| |
| if (gl_info->supported[ARB_OCCLUSION_QUERY]) |
| GL_EXTCALL(glDeleteQueries(context->free_occlusion_query_count, context->free_occlusion_queries)); |
| |
| if (gl_info->supported[ARB_SYNC]) |
| { |
| for (i = 0; i < context->free_event_query_count; ++i) |
| { |
| GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync)); |
| } |
| } |
| else if (gl_info->supported[APPLE_FENCE]) |
| { |
| for (i = 0; i < context->free_event_query_count; ++i) |
| { |
| GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id)); |
| } |
| } |
| else if (gl_info->supported[NV_FENCE]) |
| { |
| for (i = 0; i < context->free_event_query_count; ++i) |
| { |
| GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id)); |
| } |
| } |
| |
| checkGLcall("context cleanup"); |
| } |
| |
| HeapFree(GetProcessHeap(), 0, context->free_timestamp_queries); |
| HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries); |
| HeapFree(GetProcessHeap(), 0, context->free_event_queries); |
| |
| context_restore_pixel_format(context); |
| if (restore_ctx) |
| { |
| context_restore_gl_context(gl_info, restore_dc, restore_ctx); |
| } |
| else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL)) |
| { |
| ERR("Failed to disable GL context.\n"); |
| } |
| |
| wined3d_release_dc(context->win_handle, context->hdc); |
| |
| if (!wglDeleteContext(context->glCtx)) |
| { |
| DWORD err = GetLastError(); |
| ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err); |
| } |
| } |
| |
| DWORD context_get_tls_idx(void) |
| { |
| return wined3d_context_tls_idx; |
| } |
| |
| void context_set_tls_idx(DWORD idx) |
| { |
| wined3d_context_tls_idx = idx; |
| } |
| |
| struct wined3d_context *context_get_current(void) |
| { |
| return TlsGetValue(wined3d_context_tls_idx); |
| } |
| |
| BOOL context_set_current(struct wined3d_context *ctx) |
| { |
| struct wined3d_context *old = context_get_current(); |
| |
| if (old == ctx) |
| { |
| TRACE("Already using D3D context %p.\n", ctx); |
| return TRUE; |
| } |
| |
| if (old) |
| { |
| if (old->destroyed) |
| { |
| TRACE("Switching away from destroyed context %p.\n", old); |
| context_destroy_gl_resources(old); |
| HeapFree(GetProcessHeap(), 0, (void *)old->gl_info); |
| HeapFree(GetProcessHeap(), 0, old); |
| } |
| else |
| { |
| if (wglGetCurrentContext()) |
| { |
| TRACE("Flushing context %p before switching to %p.\n", old, ctx); |
| 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; |
| } |
| } |
| } |
| |
| /* 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 != restore) |
| { |
| context_release(context); |
| context = context_acquire(restore->resource.device, 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_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, BOOL findCompatible) |
| { |
| int iPixelFormat=0; |
| unsigned int current_value; |
| unsigned int cfg_count = device->adapter->cfg_count; |
| unsigned int i; |
| |
| TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n", |
| device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id), |
| auxBuffers, findCompatible); |
| |
| 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; |
| } |
| } |
| |
| /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */ |
| if(!iPixelFormat && !findCompatible) { |
| ERR("Can't find a suitable iPixelFormat\n"); |
| return FALSE; |
| } else if(!iPixelFormat) { |
| PIXELFORMATDESCRIPTOR pfd; |
| |
| TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n"); |
| /* PixelFormat selection */ |
| ZeroMemory(&pfd, sizeof(pfd)); |
| pfd.nSize = sizeof(pfd); |
| pfd.nVersion = 1; |
| pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/ |
| pfd.iPixelType = PFD_TYPE_RGBA; |
| pfd.cAlphaBits = 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; |
| |
| iPixelFormat = ChoosePixelFormat(hdc, &pfd); |
| if(!iPixelFormat) { |
| /* If this happens something is very wrong as ChoosePixelFormat barely fails */ |
| ERR("Can't find a suitable iPixelFormat\n"); |
| return FALSE; |
| } |
| } |
| |
| TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", |
| iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id)); |
| return iPixelFormat; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void 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, count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers); |
| |
| for (i = 0; i < count; ++i) |
| { |
| GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i)); |
| checkGLcall("glActiveTexture"); |
| |
| gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]); |
| checkGLcall("glBindTexture"); |
| |
| if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) |
| { |
| gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]); |
| checkGLcall("glBindTexture"); |
| } |
| |
| if (gl_info->supported[EXT_TEXTURE3D]) |
| { |
| gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]); |
| checkGLcall("glBindTexture"); |
| } |
| |
| if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) |
| { |
| gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]); |
| checkGLcall("glBindTexture"); |
| } |
| } |
| } |
| |
| 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_surface *target, const struct wined3d_format *ds_format) |
| { |
| struct wined3d_device *device = swapchain->device; |
| 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; |
| int pixel_format; |
| unsigned int s; |
| int swap_interval; |
| DWORD state; |
| HDC hdc; |
| BOOL hdc_is_private = FALSE; |
| |
| TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle); |
| |
| ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret)); |
| if (!ret) |
| return NULL; |
| |
| ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| gl_info->limits.buffers * sizeof(*ret->blit_targets)); |
| if (!ret->blit_targets) |
| goto out; |
| |
| ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| gl_info->limits.buffers * sizeof(*ret->draw_buffers)); |
| if (!ret->draw_buffers) |
| goto out; |
| |
| ret->free_timestamp_query_size = 4; |
| ret->free_timestamp_queries = HeapAlloc(GetProcessHeap(), 0, |
| ret->free_timestamp_query_size * sizeof(*ret->free_timestamp_queries)); |
| if (!ret->free_timestamp_queries) |
| goto out; |
| list_init(&ret->timestamp_queries); |
| |
| ret->free_occlusion_query_size = 4; |
| ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0, |
| ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries)); |
| if (!ret->free_occlusion_queries) |
| goto out; |
| |
| list_init(&ret->occlusion_queries); |
| |
| ret->free_event_query_size = 4; |
| ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0, |
| ret->free_event_query_size * sizeof(*ret->free_event_queries)); |
| if (!ret->free_event_queries) |
| goto out; |
| |
| list_init(&ret->event_queries); |
| list_init(&ret->fbo_list); |
| list_init(&ret->fbo_destroy_list); |
| |
| if (!device->shader_backend->shader_allocate_context_data(ret)) |
| { |
| ERR("Failed to allocate shader backend context data.\n"); |
| goto out; |
| } |
| if (!device->adapter->fragment_pipe->allocate_context_data(ret)) |
| { |
| ERR("Failed to allocate fragment pipeline context data.\n"); |
| goto out; |
| } |
| |
| /* Initialize the texture unit mapping to a 1:1 mapping */ |
| for (s = 0; s < MAX_COMBINED_SAMPLERS; ++s) |
| { |
| if (s < gl_info->limits.combined_samplers) |
| { |
| ret->tex_unit_map[s] = s; |
| ret->rev_tex_unit_map[s] = s; |
| } |
| else |
| { |
| ret->tex_unit_map[s] = WINED3D_UNMAPPED_STAGE; |
| ret->rev_tex_unit_map[s] = WINED3D_UNMAPPED_STAGE; |
| } |
| } |
| |
| if (!(hdc = GetDC(swapchain->win_handle))) |
| { |
| WARN("Failed to retrieve device context, trying swapchain backup.\n"); |
| |
| if ((hdc = swapchain_get_backup_dc(swapchain))) |
| hdc_is_private = TRUE; |
| else |
| { |
| ERR("Failed to retrieve a device context.\n"); |
| goto out; |
| } |
| } |
| |
| color_format = target->resource.format; |
| |
| /* 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); |
| else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM) |
| color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM); |
| } |
| |
| /* 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); |
| |
| /* When "always_offscreen" is enabled, 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 |
| && wined3d_settings.always_offscreen) |
| { |
| color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM); |
| ds_format = wined3d_get_format(gl_info, WINED3DFMT_UNKNOWN); |
| } |
| |
| /* Try to find a pixel format which matches our requirements. */ |
| pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, FALSE); |
| |
| /* Try to locate a compatible format if we weren't able to find anything. */ |
| if (!pixel_format) |
| { |
| TRACE("Trying to locate a compatible pixel format because an exact match failed.\n"); |
| pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, TRUE); |
| } |
| |
| /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */ |
| if (!pixel_format) |
| { |
| ERR("Can't find a suitable pixel format.\n"); |
| goto out; |
| } |
| |
| ret->gl_info = gl_info; |
| |
| context_enter(ret); |
| |
| if (!context_set_pixel_format(ret, hdc, hdc_is_private, pixel_format)) |
| { |
| ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc); |
| context_release(ret); |
| goto out; |
| } |
| |
| share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL; |
| if (gl_info->p_wglCreateContextAttribsARB) |
| { |
| if (!(ctx = context_create_wgl_attribs(gl_info, hdc, share_ctx))) |
| goto out; |
| } |
| else |
| { |
| if (!(ctx = wglCreateContext(hdc))) |
| { |
| ERR("Failed to create a WGL context.\n"); |
| context_release(ret); |
| goto out; |
| } |
| |
| if (share_ctx && !wglShareLists(share_ctx, ctx)) |
| { |
| ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError()); |
| context_release(ret); |
| if (!wglDeleteContext(ctx)) |
| ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError()); |
| goto out; |
| } |
| } |
| |
| if (!device_context_add(device, ret)) |
| { |
| ERR("Failed to add the newly created context to the context list\n"); |
| context_release(ret); |
| if (!wglDeleteContext(ctx)) |
| ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError()); |
| goto out; |
| } |
| |
| ret->d3d_info = &device->adapter->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. */ |
| for (state = 0; state <= STATE_HIGHEST; ++state) |
| { |
| if (ret->state_table[state].representative) |
| context_invalidate_state(ret, state); |
| } |
| |
| ret->swapchain = swapchain; |
| ret->current_rt = target; |
| ret->tid = GetCurrentThreadId(); |
| |
| ret->render_offscreen = wined3d_resource_is_offscreen(&target->container->resource); |
| ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK); |
| ret->valid = 1; |
| |
| ret->glCtx = ctx; |
| ret->win_handle = swapchain->win_handle; |
| ret->hdc = hdc; |
| ret->hdc_is_private = hdc_is_private; |
| ret->hdc_has_format = TRUE; |
| ret->pixel_format = pixel_format; |
| ret->needs_set = 1; |
| |
| /* Set up the context defaults */ |
| if (!context_set_current(ret)) |
| { |
| ERR("Cannot activate context to set up defaults.\n"); |
| device_context_remove(device, ret); |
| context_release(ret); |
| if (!wglDeleteContext(ctx)) |
| ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError()); |
| goto out; |
| } |
| |
| if (context_debug_output_enabled(gl_info)) |
| { |
| GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, ret)); |
| if (TRACE_ON(d3d_synchronous)) |
| gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); |
| GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE)); |
| if (ERR_ON(d3d)) |
| { |
| GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR, |
| GL_DONT_CARE, 0, NULL, GL_TRUE)); |
| } |
| if (FIXME_ON(d3d)) |
| { |
| GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, |
| GL_DONT_CARE, 0, NULL, GL_TRUE)); |
| GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR, |
| GL_DONT_CARE, 0, NULL, GL_TRUE)); |
| GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY, |
| GL_DONT_CARE, 0, NULL, GL_TRUE)); |
| } |
| if (WARN_ON(d3d_perf)) |
| { |
| GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE, |
| GL_DONT_CARE, 0, NULL, GL_TRUE)); |
| } |
| } |
| |
| switch (swapchain->desc.swap_interval) |
| { |
| case WINED3DPRESENT_INTERVAL_IMMEDIATE: |
| swap_interval = 0; |
| break; |
| case WINED3DPRESENT_INTERVAL_DEFAULT: |
| case WINED3DPRESENT_INTERVAL_ONE: |
| swap_interval = 1; |
| break; |
| case WINED3DPRESENT_INTERVAL_TWO: |
| swap_interval = 2; |
| break; |
| case WINED3DPRESENT_INTERVAL_THREE: |
| swap_interval = 3; |
| break; |
| case WINED3DPRESENT_INTERVAL_FOUR: |
| swap_interval = 4; |
| break; |
| default: |
| FIXME("Unknown swap interval %#x.\n", swapchain->desc.swap_interval); |
| swap_interval = 1; |
| } |
| |
| if (gl_info->supported[WGL_EXT_SWAP_CONTROL]) |
| { |
| if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval))) |
| ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n", |
| swap_interval, ret, GetLastError()); |
| } |
| |
| gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers); |
| |
| TRACE("Setting up the screen\n"); |
| |
| 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);"); |
| |
| 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, device->surface_alignment);"); |
| |
| if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) |
| { |
| GLuint vao; |
| |
| GL_EXTCALL(glGenVertexArrays(1, &vao)); |
| GL_EXTCALL(glBindVertexArray(vao)); |
| checkGLcall("creating VAO"); |
| } |
| |
| 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 (s = 1; s < gl_info->limits.textures; ++s) |
| { |
| context_active_texture(ret, gl_info, s); |
| gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, |
| GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1); |
| checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ..."); |
| } |
| } |
| 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 (s = 0; s < gl_info->limits.textures; ++s) |
| { |
| context_active_texture(ret, gl_info, s); |
| 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)); |
| } |
| 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); |
| |
| /* 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_texture_2d[0]) |
| bind_dummy_textures(device, ret); |
| |
| TRACE("Created context %p.\n", ret); |
| |
| return ret; |
| |
| out: |
| device->shader_backend->shader_free_context_data(ret); |
| device->adapter->fragment_pipe->free_context_data(ret); |
| HeapFree(GetProcessHeap(), 0, ret->free_event_queries); |
| HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries); |
| HeapFree(GetProcessHeap(), 0, ret->free_timestamp_queries); |
| HeapFree(GetProcessHeap(), 0, ret->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); |
| |
| 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->draw_buffers); |
| HeapFree(GetProcessHeap(), 0, context->blit_targets); |
| device_context_remove(device, context); |
| if (destroy) HeapFree(GetProcessHeap(), 0, context); |
| } |
| |
| /* 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_surface *rt = context->current_rt; |
| |
| if (rt->container->swapchain && rt->container->swapchain->front_buffer == rt->container) |
| { |
| 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; |
| } |
| |
| size->cx = rt->resource.width; |
| size->cy = rt->resource.height; |
| } |
| |
| /***************************************************************************** |
| * 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)); |
| |
| 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_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->swapchain->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_texture_2d[unit]); |
| checkGLcall("glBindTexture"); |
| break; |
| case GL_TEXTURE_RECTANGLE_ARB: |
| gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[unit]); |
| checkGLcall("glBindTexture"); |
| break; |
| case GL_TEXTURE_CUBE_MAP: |
| gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[unit]); |
| checkGLcall("glBindTexture"); |
| break; |
| case GL_TEXTURE_3D: |
| gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[unit]); |
| checkGLcall("glBindTexture"); |
| break; |
| default: |
| ERR("Unexpected texture target %#x\n", old_texture_type); |
| } |
| |
| context->texture_type[unit] = target; |
| } |
| } |
| |
| static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen) |
| { |
| if (context->render_offscreen == offscreen) return; |
| |
| context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN); |
| context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)); |
| context_invalidate_state(context, STATE_VIEWPORT); |
| context_invalidate_state(context, STATE_SCISSORRECT); |
| context_invalidate_state(context, STATE_FRONTFACE); |
| 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->container->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 */ |
| surface_load_location(context->current_rt, context, WINED3D_LOCATION_TEXTURE_RGB); |
| swapchain->render_to_fbo = TRUE; |
| swapchain_update_draw_bindings(swapchain); |
| context_set_render_offscreen(context, TRUE); |
| } |
| |
| static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device, const struct wined3d_surface *rt) |
| { |
| if (!rt || rt->resource.format->id == WINED3DFMT_NULL) |
| return 0; |
| else if (rt->container->swapchain) |
| return context_generate_rt_mask_from_surface(rt); |
| else |
| return context_generate_rt_mask(device->offscreenBuffer); |
| } |
| |
| /* Context activation is done by the caller. */ |
| void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) |
| { |
| struct wined3d_surface *rt = context->current_rt; |
| 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->container, context, FALSE); |
| |
| context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->container->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_surface(rt); |
| } |
| } |
| else |
| { |
| rt_mask = context_generate_rt_mask_no_fbo(device, 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_device *device, |
| 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; |
| UINT i; |
| |
| if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb |
| || rt_count != context->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)) |
| { |
| for (i = 0; i < rt_count; ++i) |
| { |
| context->blit_targets[i] = wined3d_rendertarget_view_get_surface(rts[i]); |
| if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL) |
| rt_mask |= (1u << i); |
| } |
| while (i < context->gl_info->limits.buffers) |
| { |
| context->blit_targets[i] = NULL; |
| ++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_surface(wined3d_rendertarget_view_get_surface(rts[0])); |
| } |
| |
| /* 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(device, |
| rt_count ? wined3d_rendertarget_view_get_surface(rts[0]) : 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(device, |
| rt_count ? wined3d_rendertarget_view_get_surface(rts[0]) : 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); |
| } |
| |
| if (context->last_was_blit) |
| 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 (gl_info->supported[ARB_FRAMEBUFFER_SRGB]) |
| { |
| if (device->state.render_states[WINED3D_RS_SRGBWRITEENABLE]) |
| 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_device *device) |
| { |
| const struct wined3d_state *state = &device->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(device, wined3d_rendertarget_view_get_surface(rts[0])); |
| else if (!context->render_offscreen) |
| return context_generate_rt_mask_from_surface(wined3d_rendertarget_view_get_surface(rts[0])); |
| |
| 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) |
| { |
| const struct wined3d_device *device = context->swapchain->device; |
| const struct wined3d_fb_state *fb = state->fb; |
| DWORD rt_mask = find_draw_buffers_mask(context, device); |
| 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; |
| |
| for (i = 0; i < context->gl_info->limits.buffers; ++i) |
| { |
| context->blit_targets[i] = wined3d_rendertarget_view_get_surface(fb->render_targets[i]); |
| } |
| context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, |
| wined3d_rendertarget_view_get_surface(fb->depth_stencil), |
| fb->render_targets[0]->resource->draw_binding, |
| 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; |
| } |
| } |
| |
| 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; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| unsigned int i, tex; |
| WORD ffu_map; |
| |
| context_update_fixed_function_usage_map(context, state); |
| |
| if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS) |
| return; |
| |
| 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_gl_info *gl_info = context->gl_info; |
| const struct wined3d_shader_resource_info *resource_info = |
| state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info; |
| unsigned int i; |
| |
| if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS) |
| return; |
| |
| 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.combined_samplers) - 1; |
| int i; |
| |
| if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS) |
| return; |
| |
| /* 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) |
| { |
| BOOL vs = use_vs(state); |
| BOOL ps = use_ps(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 (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) |
| { |
| const struct wined3d_device *device = context->swapchain->device; |
| 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, device); |
| if (rt_mask != *cur_mask) |
| { |
| context_apply_draw_buffers(context, rt_mask); |
| *cur_mask = rt_mask; |
| } |
| } |
| |
| static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum) |
| { |
| if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx) |
| *regnum = WINED3D_FFP_POSITION; |
| else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx) |
| *regnum = WINED3D_FFP_BLENDWEIGHT; |
| else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx) |
| *regnum = WINED3D_FFP_BLENDINDICES; |
| else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx) |
| *regnum = WINED3D_FFP_NORMAL; |
| else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx) |
| *regnum = WINED3D_FFP_PSIZE; |
| else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx) |
| *regnum = WINED3D_FFP_DIFFUSE; |
| else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1) |
| *regnum = WINED3D_FFP_SPECULAR; |
| else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD) |
| *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx; |
| else |
| { |
| FIXME("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx); |
| *regnum = ~0U; |
| return FALSE; |
| } |
| |
| return TRUE; |
| } |
| |
| /* Context activation is done by the caller. */ |
| void context_stream_info_from_declaration(struct wined3d_context *context, |
| const struct wined3d_state *state, struct wined3d_stream_info *stream_info) |
| { |
| /* We need to deal with frequency data! */ |
| struct wined3d_vertex_declaration *declaration = state->vertex_declaration; |
| BOOL use_vshader = use_vs(state); |
| BOOL generic_attributes = context->d3d_info->ffp_generic_attributes; |
| unsigned int i; |
| |
| stream_info->use_map = 0; |
| stream_info->swizzle_map = 0; |
| 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 (!context->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) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| const struct wined3d_d3d_info *d3d_info = context->d3d_info; |
| struct wined3d_stream_info *stream_info = &context->stream_info; |
| DWORD prev_all_vbo = stream_info->all_vbo; |
| unsigned int i; |
| WORD map; |
| |
| context_stream_info_from_declaration(context, state, stream_info); |
| |
| stream_info->all_vbo = 1; |
| context->num_buffer_queries = 0; |
| for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i) |
| { |
| struct wined3d_stream_info_element *element; |
| struct wined3d_bo_address data; |
| struct wined3d_buffer *buffer; |
| |
| if (!(map & 1)) |
| continue; |
| |
| element = &stream_info->elements[i]; |
| buffer = state->streams[element->stream_idx].buffer; |
| |
| /* We can't use VBOs if the base vertex index is negative. OpenGL |
| * doesn't accept negative offsets (or rather offsets bigger than the |
| * VBO, because the pointer is unsigned), so use system memory |
| * sources. In most sane cases the pointer - offset will still be > 0, |
| * otherwise it will wrap around to some big value. Hope that with the |
| * indices the driver wraps it back internally. If not, |
| * drawStridedSlow 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)buffer_get_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 |
| { |
| buffer_internal_preload(buffer, context, state); |
| buffer_get_memory(buffer, context, &data); |
| element->data.buffer_object = data.buffer_object; |
| element->data.addr += (ULONG_PTR)data.addr; |
| } |
| |
| if (!element->data.buffer_object) |
| stream_info->all_vbo = 0; |
| |
| if (buffer->query) |
| context->buffer_queries[context->num_buffer_queries++] = buffer->query; |
| |
| TRACE("Load array %u {%#x:%p}.\n", i, element->data.buffer_object, element->data.addr); |
| } |
| |
| if (use_vs(state)) |
| { |
| if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo) |
| { |
| TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n"); |
| context->use_immediate_mode_draw = TRUE; |
| } |
| else |
| { |
| context->use_immediate_mode_draw = FALSE; |
| } |
| } |
| else |
| { |
| WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE); |
| slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] |
| & ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR)); |
| |
| if (((stream_info->position_transformed && !d3d_info->xyzrhw) |
| || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo) |
| context->use_immediate_mode_draw = TRUE; |
| else |
| context->use_immediate_mode_draw = FALSE; |
| } |
| |
| if (prev_all_vbo != stream_info->all_vbo) |
| context_invalidate_state(context, STATE_INDEXBUFFER); |
| } |
| |
| /* 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) |
| { |
| 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 = state->shader[i])) |
| continue; |
| |
| for (j = 0; j < WINED3D_MAX_CBS; ++j) |
| { |
| if (state->cb[i][j]) |
| buffer_internal_preload(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])) |
| { |
| WARN("No resource view bound at index %u, %u.\n", i, entry->resource_idx); |
| continue; |
| } |
| |
| if (view->resource->type == WINED3D_RTYPE_BUFFER) |
| buffer_internal_preload(buffer_from_resource(view->resource), context, state); |
| else |
| wined3d_texture_load(wined3d_texture_from_resource(view->resource), context, FALSE); |
| } |
| } |
| } |
| |
| static void context_bind_shader_resources(struct wined3d_context *context, const struct wined3d_state *state) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct wined3d_shader_sampler_map_entry *entry; |
| struct wined3d_shader_resource_view *view; |
| struct wined3d_sampler *sampler; |
| struct wined3d_texture *texture; |
| struct wined3d_shader *shader; |
| unsigned int i, j, count; |
| |
| static const struct |
| { |
| enum wined3d_shader_type type; |
| unsigned int base_idx; |
| unsigned int count; |
| } |
| shader_types[] = |
| { |
| {WINED3D_SHADER_TYPE_PIXEL, 0, MAX_FRAGMENT_SAMPLERS}, |
| {WINED3D_SHADER_TYPE_VERTEX, MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS}, |
| }; |
| |
| for (i = 0; i < ARRAY_SIZE(shader_types); ++i) |
| { |
| if (!(shader = state->shader[shader_types[i].type])) |
| continue; |
| |
| count = shader->reg_maps.sampler_map.count; |
| if (count > shader_types[i].count) |
| { |
| FIXME("Shader %p needs %u samplers, but only %u are supported.\n", |
| shader, count, shader_types[i].count); |
| count = shader_types[i].count; |
| } |
| |
| for (j = 0; j < count; ++j) |
| { |
| entry = &shader->reg_maps.sampler_map.entries[j]; |
| |
| if (!(view = state->shader_resource_view[shader_types[i].type][entry->resource_idx])) |
| { |
| WARN("No resource view bound at index %u, %u.\n", shader_types[i].type, entry->resource_idx); |
| continue; |
| } |
| |
| if (view->resource->type == WINED3D_RTYPE_BUFFER) |
| { |
| FIXME("Buffer shader resources not supported.\n"); |
| continue; |
| } |
| |
| if (!(sampler = state->sampler[shader_types[i].type][entry->sampler_idx])) |
| { |
| WARN("No sampler object bound at index %u, %u.\n", shader_types[i].type, entry->sampler_idx); |
| continue; |
| } |
| |
| texture = wined3d_texture_from_resource(view->resource); |
| context_active_texture(context, gl_info, shader_types[i].base_idx + entry->bind_idx); |
| wined3d_texture_bind(texture, context, FALSE); |
| |
| GL_EXTCALL(glBindSampler(shader_types[i].base_idx + entry->bind_idx, sampler->name)); |
| checkGLcall("glBindSampler"); |
| } |
| } |
| } |
| |
| /* Context activation is done by the caller. */ |
| BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) |
| { |
| const struct wined3d_state *state = &device->state; |
| const struct StateEntry *state_table = context->state_table; |
| const struct wined3d_fb_state *fb = state->fb; |
| unsigned int i; |
| WORD map; |
| |
| if (!context_validate_rt_config(context->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); |
| /* TODO: Right now the dependency on the vertex shader is necessary |
| * since context_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) |
| buffer_mark_used(state->streams[context->stream_info.elements[i].stream_idx].buffer); |
| } |
| } |
| if (state->index_buffer) |
| { |
| if (context->stream_info.all_vbo) |
| buffer_internal_preload(state->index_buffer, context, state); |
| else |
| buffer_get_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) |
| { |
| device->shader_backend->shader_select(device->shader_priv, context, state); |
| context->shader_update_mask = 0; |
| } |
| |
| 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) |
| { |
| context_bind_shader_resources(context, state); |
| context->update_shader_resource_bindings = 0; |
| } |
| |
| 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; |
| } |
| |
| static void context_setup_target(struct wined3d_context *context, struct wined3d_surface *target) |
| { |
| BOOL old_render_offscreen = context->render_offscreen, render_offscreen; |
| |
| render_offscreen = wined3d_resource_is_offscreen(&target->container->resource); |
| if (context->current_rt == target && 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) |
| { |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE)); |
| } |
| else |
| { |
| const struct wined3d_format *old = context->current_rt->resource.format; |
| const struct wined3d_format *new = target->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) |
| || !(target->container->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->container->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE) |
| != (target->container->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 != target) |
| { |
| struct wined3d_texture *texture = context->current_rt->container; |
| |
| /* Read the back buffer of the old drawable into the destination texture. */ |
| if (texture->texture_srgb.name) |
| wined3d_texture_load(texture, context, TRUE); |
| wined3d_texture_load(texture, context, FALSE); |
| surface_invalidate_location(context->current_rt, WINED3D_LOCATION_DRAWABLE); |
| } |
| } |
| |
| context->current_rt = target; |
| context_set_render_offscreen(context, render_offscreen); |
| } |
| |
| struct wined3d_context *context_acquire(const struct wined3d_device *device, struct wined3d_surface *target) |
| { |
| struct wined3d_context *current_context = context_get_current(); |
| struct wined3d_context *context; |
| |
| TRACE("device %p, target %p.\n", device, target); |
| |
| if (current_context && current_context->destroyed) |
| current_context = NULL; |
| |
| if (!target) |
| { |
| if (current_context |
| && current_context->current_rt |
| && current_context->swapchain->device == device) |
| { |
| target = current_context->current_rt; |
| } |
| else |
| { |
| struct wined3d_swapchain *swapchain = device->swapchains[0]; |
| if (swapchain->back_buffers) |
| target = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0)); |
| else |
| target = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)); |
| } |
| } |
| |
| if (current_context && current_context->current_rt == target) |
| { |
| context = current_context; |
| } |
| else if (target->container->swapchain) |
| { |
| TRACE("Rendering onscreen.\n"); |
| |
| context = swapchain_get_context(target->container->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->swapchain->device == device) |
| context = current_context; |
| else |
| context = swapchain_get_context(device->swapchains[0]); |
| } |
| |
| context_enter(context); |
| context_update_window(context); |
| context_setup_target(context, target); |
| 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; |
| } |