| /* |
| * Context and render target management in wined3d |
| * |
| * Copyright 2007-2008 Stefan Dösinger for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| #include <stdio.h> |
| #ifdef HAVE_FLOAT_H |
| # include <float.h> |
| #endif |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| |
| #define GLINFO_LOCATION This->adapter->gl_info |
| |
| /***************************************************************************** |
| * Context_MarkStateDirty |
| * |
| * Marks a state in a context dirty. Only one context, opposed to |
| * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all |
| * contexts |
| * |
| * Params: |
| * context: Context to mark the state dirty in |
| * state: State to mark dirty |
| * StateTable: Pointer to the state table in use(for state grouping) |
| * |
| *****************************************************************************/ |
| static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) { |
| DWORD rep = StateTable[state].representative; |
| DWORD idx; |
| BYTE shift; |
| |
| if(!rep || isStateDirty(context, rep)) return; |
| |
| context->dirtyArray[context->numDirtyEntries++] = rep; |
| idx = rep >> 5; |
| shift = rep & 0x1f; |
| context->isStateDirty[idx] |= (1 << shift); |
| } |
| |
| /***************************************************************************** |
| * AddContextToArray |
| * |
| * Adds a context to the context array. Helper function for CreateContext |
| * |
| * This method is not called in performance-critical code paths, only when a |
| * new render target or swapchain is created. Thus performance is not an issue |
| * here. |
| * |
| * Params: |
| * This: Device to add the context for |
| * hdc: device context |
| * glCtx: WGL context to add |
| * pbuffer: optional pbuffer used with this context |
| * |
| *****************************************************************************/ |
| static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) { |
| WineD3DContext **oldArray = This->contexts; |
| DWORD state; |
| |
| This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1)); |
| if(This->contexts == NULL) { |
| ERR("Unable to grow the context array\n"); |
| This->contexts = oldArray; |
| return NULL; |
| } |
| if(oldArray) { |
| memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts); |
| } |
| |
| This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext)); |
| if(This->contexts[This->numContexts] == NULL) { |
| ERR("Unable to allocate a new context\n"); |
| HeapFree(GetProcessHeap(), 0, This->contexts); |
| This->contexts = oldArray; |
| return NULL; |
| } |
| |
| This->contexts[This->numContexts]->hdc = hdc; |
| This->contexts[This->numContexts]->glCtx = glCtx; |
| This->contexts[This->numContexts]->pbuffer = pbuffer; |
| This->contexts[This->numContexts]->win_handle = win_handle; |
| HeapFree(GetProcessHeap(), 0, oldArray); |
| |
| /* Mark all states dirty to force a proper initialization of the states on the first use of the context |
| */ |
| for(state = 0; state <= STATE_HIGHEST; state++) { |
| Context_MarkStateDirty(This->contexts[This->numContexts], state, This->shader_backend->StateTable); |
| } |
| |
| This->numContexts++; |
| TRACE("Created context %p\n", This->contexts[This->numContexts - 1]); |
| return This->contexts[This->numContexts - 1]; |
| } |
| |
| /* This function takes care of WineD3D pixel format selection. */ |
| static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DFORMAT ColorFormat, WINED3DFORMAT DepthStencilFormat, BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible) |
| { |
| int iPixelFormat=0; |
| short redBits, greenBits, blueBits, alphaBits, colorBits; |
| short depthBits=0, stencilBits=0; |
| |
| int i = 0; |
| int nCfgs = This->adapter->nCfgs; |
| WineD3D_PixelFormat *cfgs = This->adapter->cfgs; |
| |
| if(!getColorBits(ColorFormat, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) { |
| ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat), ColorFormat); |
| return 0; |
| } |
| |
| if(DepthStencilFormat) { |
| getDepthStencilBits(DepthStencilFormat, &depthBits, &stencilBits); |
| } |
| |
| /* Find a pixel format which EXACTLY matches our requirements (except for depth) */ |
| for(i=0; i<nCfgs; i++) { |
| BOOL exactDepthMatch = TRUE; |
| cfgs = &This->adapter->cfgs[i]; |
| |
| /* For now only accept RGBA formats. Perhaps some day we will |
| * allow floating point formats for pbuffers. */ |
| if(cfgs->iPixelType != WGL_TYPE_RGBA_ARB) |
| continue; |
| |
| /* In window mode (!pbuffer) we need a window drawable format and double buffering. */ |
| if(!pbuffer && !(cfgs->windowDrawable && cfgs->doubleBuffer)) |
| continue; |
| |
| /* We like to have aux buffers in backbuffer mode */ |
| if(auxBuffers && !cfgs->auxBuffers) |
| continue; |
| |
| /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */ |
| if(pbuffer && (!cfgs->pbufferDrawable || cfgs->doubleBuffer)) |
| continue; |
| |
| if(cfgs->redSize != redBits) |
| continue; |
| if(cfgs->greenSize != greenBits) |
| continue; |
| if(cfgs->blueSize != blueBits) |
| continue; |
| if(cfgs->alphaSize != alphaBits) |
| continue; |
| |
| /* 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(cfgs->depthSize < depthBits) |
| continue; |
| else if(cfgs->depthSize > depthBits) |
| exactDepthMatch = FALSE; |
| |
| /* In all cases make sure the number of stencil bits matches our requirements |
| * even when we don't need stencil because it could affect performance */ |
| if(!(cfgs->stencilSize == stencilBits)) |
| continue; |
| |
| /* Check multisampling support */ |
| if(cfgs->numSamples != numSamples) |
| continue; |
| |
| /* When we have passed all the checks then we have found a format which matches our |
| * requirements. Note that we only check for a limit number of capabilities right now, |
| * so there can easily be a dozen of pixel formats which appear to be the 'same' but |
| * can still differ in things like multisampling, stereo, SRGB and other flags. |
| */ |
| |
| /* Exit the loop as we have found a format :) */ |
| if(exactDepthMatch) { |
| iPixelFormat = cfgs->iPixelFormat; |
| break; |
| } else if(!iPixelFormat) { |
| /* In the end we might end up with a format which doesn't exactly match our depth |
| * requirements. Accept the first format we found because formats with higher iPixelFormat |
| * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */ |
| iPixelFormat = cfgs->iPixelFormat; |
| } |
| } |
| |
| /* 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 = alphaBits; |
| pfd.cColorBits = colorBits; |
| pfd.cDepthBits = depthBits; |
| pfd.cStencilBits = stencilBits; |
| 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(ColorFormat), debug_d3dformat(DepthStencilFormat)); |
| return iPixelFormat; |
| } |
| |
| /***************************************************************************** |
| * CreateContext |
| * |
| * Creates a new context for a window, or a pbuffer context. |
| * |
| * * Params: |
| * This: Device to activate the context for |
| * target: Surface this context will render to |
| * win_handle: handle to the window which we are drawing to |
| * create_pbuffer: tells whether to create a pbuffer or not |
| * pPresentParameters: contains the pixelformats to use for onscreen rendering |
| * |
| *****************************************************************************/ |
| WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) { |
| HDC oldDrawable, hdc; |
| HPBUFFERARB pbuffer = NULL; |
| HGLRC ctx = NULL, oldCtx; |
| WineD3DContext *ret = NULL; |
| int s; |
| |
| TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target); |
| |
| if(create_pbuffer) { |
| HDC hdc_parent = GetDC(win_handle); |
| int iPixelFormat = 0; |
| |
| IWineD3DSurface *StencilSurface = This->stencilBufferTarget; |
| WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0; |
| |
| /* Try to find a pixel format with pbuffer support. */ |
| iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */, FALSE /* findCompatible */); |
| if(!iPixelFormat) { |
| TRACE("Trying to locate a compatible pixel format because an exact match failed.\n"); |
| |
| /* For some reason we weren't able to find a format, try to find something instead of crashing. |
| * A reason for failure could have been wglChoosePixelFormatARB strictness. */ |
| iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */, TRUE /* findCompatible */); |
| } |
| |
| /* This shouldn't happen as ChoosePixelFormat always returns something */ |
| if(!iPixelFormat) { |
| ERR("Unable to locate a pixel format for a pbuffer\n"); |
| ReleaseDC(win_handle, hdc_parent); |
| goto out; |
| } |
| |
| TRACE("Creating a pBuffer drawable for the new context\n"); |
| pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0)); |
| if(!pbuffer) { |
| ERR("Cannot create a pbuffer\n"); |
| ReleaseDC(win_handle, hdc_parent); |
| goto out; |
| } |
| |
| /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */ |
| hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer)); |
| if(!hdc) { |
| ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer); |
| GL_EXTCALL(wglDestroyPbufferARB(pbuffer)); |
| ReleaseDC(win_handle, hdc_parent); |
| goto out; |
| } |
| ReleaseDC(win_handle, hdc_parent); |
| } else { |
| PIXELFORMATDESCRIPTOR pfd; |
| int iPixelFormat; |
| int res; |
| WINED3DFORMAT ColorFormat = target->resource.format; |
| WINED3DFORMAT DepthStencilFormat = 0; |
| BOOL auxBuffers = FALSE; |
| int numSamples = 0; |
| |
| hdc = GetDC(win_handle); |
| if(hdc == NULL) { |
| ERR("Cannot retrieve a device context!\n"); |
| goto out; |
| } |
| |
| /* 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(target->resource.format == WINED3DFMT_X4R4G4B4) |
| ColorFormat = WINED3DFMT_A4R4G4B4; |
| else if(target->resource.format == WINED3DFMT_X8R8G8B8) |
| ColorFormat = WINED3DFMT_A8R8G8B8; |
| } |
| |
| /* 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(ColorFormat == WINED3DFMT_P8) |
| ColorFormat = WINED3DFMT_A8R8G8B8; |
| |
| /* Retrieve the depth stencil format from the present parameters. |
| * The choice of the proper format can give a nice performance boost |
| * in case of GPU limited programs. */ |
| if(pPresentParms->EnableAutoDepthStencil) { |
| TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat)); |
| DepthStencilFormat = pPresentParms->AutoDepthStencilFormat; |
| } |
| |
| /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */ |
| if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) { |
| if(!GL_SUPPORT(ARB_MULTISAMPLE)) |
| ERR("The program is requesting multisampling without support!\n"); |
| else { |
| ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType); |
| numSamples = pPresentParms->MultiSampleType; |
| } |
| } |
| |
| /* Try to find a pixel format which matches our requirements */ |
| iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */); |
| |
| /* Try to locate a compatible format if we weren't able to find anything */ |
| if(!iPixelFormat) { |
| TRACE("Trying to locate a compatible pixel format because an exact match failed.\n"); |
| iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ ); |
| } |
| |
| /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */ |
| if(!iPixelFormat) { |
| ERR("Can't find a suitable iPixelFormat\n"); |
| return FALSE; |
| } |
| |
| DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd); |
| res = SetPixelFormat(hdc, iPixelFormat, NULL); |
| if(!res) { |
| int oldPixelFormat = GetPixelFormat(hdc); |
| |
| /* By default WGL doesn't allow pixel format adjustments but we need it here. |
| * For this reason there is a WINE-specific wglSetPixelFormat which allows you to |
| * set the pixel format multiple times. Only use it when it is really needed. */ |
| |
| if(oldPixelFormat == iPixelFormat) { |
| /* We don't have to do anything as the formats are the same :) */ |
| } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) { |
| res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL)); |
| |
| if(!res) { |
| ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat); |
| return FALSE; |
| } |
| } else if(oldPixelFormat) { |
| /* 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("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat); |
| } else { |
| ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat); |
| return FALSE; |
| } |
| } |
| } |
| |
| ctx = pwglCreateContext(hdc); |
| if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx); |
| |
| if(!ctx) { |
| ERR("Failed to create a WGL context\n"); |
| if(create_pbuffer) { |
| GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc)); |
| GL_EXTCALL(wglDestroyPbufferARB(pbuffer)); |
| } |
| goto out; |
| } |
| ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer); |
| if(!ret) { |
| ERR("Failed to add the newly created context to the context list\n"); |
| pwglDeleteContext(ctx); |
| if(create_pbuffer) { |
| GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc)); |
| GL_EXTCALL(wglDestroyPbufferARB(pbuffer)); |
| } |
| goto out; |
| } |
| ret->surface = (IWineD3DSurface *) target; |
| ret->isPBuffer = create_pbuffer; |
| ret->tid = GetCurrentThreadId(); |
| if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) { |
| /* Create the dirty constants array and initialize them to dirty */ |
| ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0, |
| sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF)); |
| ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0, |
| sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF)); |
| memset(ret->vshader_const_dirty, 1, |
| sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF)); |
| memset(ret->pshader_const_dirty, 1, |
| sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF)); |
| } |
| |
| TRACE("Successfully created new context %p\n", ret); |
| |
| /* Set up the context defaults */ |
| oldCtx = pwglGetCurrentContext(); |
| oldDrawable = pwglGetCurrentDC(); |
| if(oldCtx && oldDrawable) { |
| /* See comment in ActivateContext context switching */ |
| This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, FALSE); |
| } |
| if(pwglMakeCurrent(hdc, ctx) == FALSE) { |
| ERR("Cannot activate context to set up defaults\n"); |
| goto out; |
| } |
| |
| ENTER_GL(); |
| |
| glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers); |
| |
| TRACE("Setting up the screen\n"); |
| /* Clear the screen */ |
| glClearColor(1.0, 0.0, 0.0, 0.0); |
| checkGLcall("glClearColor"); |
| glClearIndex(0); |
| glClearDepth(1); |
| glClearStencil(0xffff); |
| |
| checkGLcall("glClear"); |
| |
| glColor3f(1.0, 1.0, 1.0); |
| checkGLcall("glColor3f"); |
| |
| glEnable(GL_LIGHTING); |
| checkGLcall("glEnable"); |
| |
| glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); |
| checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);"); |
| |
| glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); |
| checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);"); |
| |
| glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); |
| checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);"); |
| |
| glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment); |
| checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);"); |
| glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment); |
| checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);"); |
| |
| if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) { |
| /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures |
| * and textures in DIB sections(due to the memory protection). |
| */ |
| glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); |
| checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)"); |
| } |
| if(GL_SUPPORT(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 too |
| */ |
| glEnable(GL_WEIGHT_SUM_UNITY_ARB); |
| checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)"); |
| } |
| if(GL_SUPPORT(NV_TEXTURE_SHADER2)) { |
| glEnable(GL_TEXTURE_SHADER_NV); |
| checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)"); |
| |
| /* 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_LIMITS(textures); s++) { |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s)); |
| 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, ...\n"); |
| } |
| } |
| |
| if(GL_SUPPORT(ARB_POINT_SPRITE)) { |
| for(s = 0; s < GL_LIMITS(textures); s++) { |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s)); |
| glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE); |
| checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n"); |
| } |
| } |
| LEAVE_GL(); |
| |
| /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from, |
| * but enable it for the first context we create, and reenable it on the old context |
| */ |
| if(oldDrawable && oldCtx) { |
| pwglMakeCurrent(oldDrawable, oldCtx); |
| } |
| This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE); |
| |
| out: |
| return ret; |
| } |
| |
| /***************************************************************************** |
| * RemoveContextFromArray |
| * |
| * Removes a context from the context manager. The opengl context is not |
| * destroyed or unset. context is not a valid pointer after that call. |
| * |
| * Similar to the former call this isn't a performance critical function. A |
| * helper function for DestroyContext. |
| * |
| * Params: |
| * This: Device to activate the context for |
| * context: Context to remove |
| * |
| *****************************************************************************/ |
| static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) { |
| UINT t, s; |
| WineD3DContext **oldArray = This->contexts; |
| |
| TRACE("Removing ctx %p\n", context); |
| |
| This->numContexts--; |
| |
| if(This->numContexts) { |
| This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts); |
| if(!This->contexts) { |
| ERR("Cannot allocate a new context array, PANIC!!!\n"); |
| } |
| t = 0; |
| for(s = 0; s < This->numContexts; s++) { |
| if(oldArray[s] == context) continue; |
| This->contexts[t] = oldArray[s]; |
| t++; |
| } |
| } else { |
| This->contexts = NULL; |
| } |
| |
| HeapFree(GetProcessHeap(), 0, context); |
| HeapFree(GetProcessHeap(), 0, oldArray); |
| } |
| |
| /***************************************************************************** |
| * DestroyContext |
| * |
| * Destroys a wineD3DContext |
| * |
| * Params: |
| * This: Device to activate the context for |
| * context: Context to destroy |
| * |
| *****************************************************************************/ |
| void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) { |
| |
| /* check that we are the current context first */ |
| TRACE("Destroying ctx %p\n", context); |
| if(pwglGetCurrentContext() == context->glCtx){ |
| pwglMakeCurrent(NULL, NULL); |
| } |
| |
| if(context->isPBuffer) { |
| GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc)); |
| GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer)); |
| } else ReleaseDC(context->win_handle, context->hdc); |
| pwglDeleteContext(context->glCtx); |
| |
| HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty); |
| HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty); |
| RemoveContextFromArray(This, context); |
| } |
| |
| /***************************************************************************** |
| * 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 |
| * width: render target width |
| * height: render target height |
| * |
| *****************************************************************************/ |
| static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) { |
| int i; |
| const struct StateEntry *StateTable = This->shader_backend->StateTable; |
| |
| TRACE("Setting up context %p for blitting\n", context); |
| if(context->last_was_blit) { |
| TRACE("Context is already set up for blitting, nothing to do\n"); |
| return; |
| } |
| context->last_was_blit = TRUE; |
| |
| /* TODO: Use a display list */ |
| |
| /* Disable shaders */ |
| This->shader_backend->shader_cleanup((IWineD3DDevice *) This); |
| Context_MarkStateDirty(context, STATE_VSHADER, StateTable); |
| Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable); |
| |
| /* Disable all textures. The caller can then bind a texture it wants to blit |
| * from |
| */ |
| if(GL_SUPPORT(NV_REGISTER_COMBINERS)) { |
| glDisable(GL_REGISTER_COMBINERS_NV); |
| checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)"); |
| } |
| if (GL_SUPPORT(ARB_MULTITEXTURE)) { |
| /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed |
| * function texture unit. No need to care for higher samplers |
| */ |
| for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) { |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i)); |
| checkGLcall("glActiveTextureARB"); |
| |
| if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) { |
| glDisable(GL_TEXTURE_CUBE_MAP_ARB); |
| checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB"); |
| } |
| glDisable(GL_TEXTURE_3D); |
| checkGLcall("glDisable GL_TEXTURE_3D"); |
| glDisable(GL_TEXTURE_2D); |
| checkGLcall("glDisable GL_TEXTURE_2D"); |
| |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
| checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);"); |
| |
| Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), StateTable); |
| Context_MarkStateDirty(context, STATE_SAMPLER(i), StateTable); |
| } |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB)); |
| checkGLcall("glActiveTextureARB"); |
| } |
| if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) { |
| glDisable(GL_TEXTURE_CUBE_MAP_ARB); |
| checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB"); |
| } |
| glDisable(GL_TEXTURE_3D); |
| checkGLcall("glDisable GL_TEXTURE_3D"); |
| glDisable(GL_TEXTURE_2D); |
| checkGLcall("glDisable GL_TEXTURE_2D"); |
| |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
| |
| glMatrixMode(GL_TEXTURE); |
| checkGLcall("glMatrixMode(GL_TEXTURE)"); |
| glLoadIdentity(); |
| checkGLcall("glLoadIdentity()"); |
| Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0), StateTable); |
| |
| if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) { |
| glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, |
| GL_TEXTURE_LOD_BIAS_EXT, |
| 0.0); |
| checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ..."); |
| } |
| Context_MarkStateDirty(context, STATE_SAMPLER(0), StateTable); |
| Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), StateTable); |
| |
| /* Other misc states */ |
| glDisable(GL_ALPHA_TEST); |
| checkGLcall("glDisable(GL_ALPHA_TEST)"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable); |
| glDisable(GL_LIGHTING); |
| checkGLcall("glDisable GL_LIGHTING"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable); |
| glDisable(GL_DEPTH_TEST); |
| checkGLcall("glDisable GL_DEPTH_TEST"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable); |
| glDisable(GL_FOG); |
| checkGLcall("glDisable GL_FOG"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable); |
| glDisable(GL_BLEND); |
| checkGLcall("glDisable GL_BLEND"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable); |
| glDisable(GL_CULL_FACE); |
| checkGLcall("glDisable GL_CULL_FACE"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable); |
| glDisable(GL_STENCIL_TEST); |
| checkGLcall("glDisable GL_STENCIL_TEST"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable); |
| glDisable(GL_SCISSOR_TEST); |
| checkGLcall("glDisable GL_SCISSOR_TEST"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable); |
| if(GL_SUPPORT(ARB_POINT_SPRITE)) { |
| glDisable(GL_POINT_SPRITE_ARB); |
| checkGLcall("glDisable GL_POINT_SPRITE_ARB"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable); |
| } |
| glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE); |
| checkGLcall("glColorMask"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable); |
| if (GL_SUPPORT(EXT_SECONDARY_COLOR)) { |
| glDisable(GL_COLOR_SUM_EXT); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable); |
| checkGLcall("glDisable(GL_COLOR_SUM_EXT)"); |
| } |
| if (GL_SUPPORT(NV_REGISTER_COMBINERS)) { |
| GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB)); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable); |
| checkGLcall("glFinalCombinerInputNV"); |
| } |
| |
| /* Setup transforms */ |
| glMatrixMode(GL_MODELVIEW); |
| checkGLcall("glMatrixMode(GL_MODELVIEW)"); |
| glLoadIdentity(); |
| checkGLcall("glLoadIdentity()"); |
| Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable); |
| |
| glMatrixMode(GL_PROJECTION); |
| checkGLcall("glMatrixMode(GL_PROJECTION)"); |
| glLoadIdentity(); |
| checkGLcall("glLoadIdentity()"); |
| glOrtho(0, width, height, 0, 0.0, -1.0); |
| checkGLcall("glOrtho"); |
| Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable); |
| |
| context->last_was_rhw = TRUE; |
| Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */ |
| |
| glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); |
| glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); |
| glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); |
| glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); |
| glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); |
| glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable); |
| |
| glViewport(0, 0, width, height); |
| checkGLcall("glViewport"); |
| Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable); |
| |
| This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, FALSE); |
| } |
| |
| /***************************************************************************** |
| * findThreadContextForSwapChain |
| * |
| * Searches a swapchain for all contexts and picks one for the thread tid. |
| * If none can be found the swapchain is requested to create a new context |
| * |
| *****************************************************************************/ |
| static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) { |
| int i; |
| |
| for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) { |
| if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) { |
| return ((IWineD3DSwapChainImpl *) swapchain)->context[i]; |
| } |
| |
| } |
| |
| /* Create a new context for the thread */ |
| return IWineD3DSwapChainImpl_CreateContextForThread(swapchain); |
| } |
| |
| /***************************************************************************** |
| * FindContext |
| * |
| * Finds a context for the current render target and thread |
| * |
| * Parameters: |
| * target: Render target to find the context for |
| * tid: Thread to activate the context for |
| * |
| * Returns: The needed context |
| * |
| *****************************************************************************/ |
| static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid, GLint *buffer) { |
| IWineD3DSwapChain *swapchain = NULL; |
| HRESULT hr; |
| BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen; |
| WineD3DContext *context = This->activeContext; |
| BOOL oldRenderOffscreen = This->render_offscreen; |
| const WINED3DFORMAT oldFmt = ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->resource.format; |
| const WINED3DFORMAT newFmt = ((IWineD3DSurfaceImpl *) target)->resource.format; |
| const struct StateEntry *StateTable = This->shader_backend->StateTable; |
| |
| /* 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(oldFmt != newFmt) { |
| const GlPixelFormatDesc *glDesc; |
| const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL); |
| const StaticPixelFormatDesc *new = getFormatDescEntry(newFmt, &GLINFO_LOCATION, &glDesc); |
| |
| /* Disable blending when the alphaMask has changed and when a format doesn't support blending */ |
| if((old->alphaMask && !new->alphaMask) || (!old->alphaMask && new->alphaMask) || !(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) { |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable); |
| } |
| } |
| |
| hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain); |
| if(hr == WINED3D_OK && swapchain) { |
| TRACE("Rendering onscreen\n"); |
| |
| context = findThreadContextForSwapChain(swapchain, tid); |
| |
| This->render_offscreen = FALSE; |
| /* The context != This->activeContext will catch a NOP context change. This can occur |
| * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen |
| * rendering. No context change is needed in that case |
| */ |
| |
| if(((IWineD3DSwapChainImpl *) swapchain)->frontBuffer == target) { |
| *buffer = GL_FRONT; |
| } else { |
| *buffer = GL_BACK; |
| } |
| if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) { |
| if(This->pbufferContext && tid == This->pbufferContext->tid) { |
| This->pbufferContext->tid = 0; |
| } |
| } |
| IWineD3DSwapChain_Release(swapchain); |
| |
| if(oldRenderOffscreen) { |
| Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable); |
| Context_MarkStateDirty(context, STATE_VDECL, StateTable); |
| Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable); |
| Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable); |
| Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable); |
| } |
| |
| } else { |
| TRACE("Rendering offscreen\n"); |
| This->render_offscreen = TRUE; |
| *buffer = This->offscreenBuffer; |
| |
| switch(wined3d_settings.offscreen_rendering_mode) { |
| case ORM_FBO: |
| /* FBOs do not need a different context. Stay with whatever context is active at the moment */ |
| if(This->activeContext && tid == This->lastThread) { |
| context = This->activeContext; |
| } else { |
| /* This may happen if the app jumps straight into offscreen rendering |
| * Start using the context of the primary swapchain. tid == 0 is no problem |
| * for findThreadContextForSwapChain. |
| * |
| * Can also happen on thread switches - in that case findThreadContextForSwapChain |
| * is perfect to call. |
| */ |
| context = findThreadContextForSwapChain(This->swapchains[0], tid); |
| } |
| break; |
| |
| case ORM_PBUFFER: |
| { |
| IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target; |
| if(This->pbufferContext == NULL || |
| This->pbufferWidth < targetimpl->currentDesc.Width || |
| This->pbufferHeight < targetimpl->currentDesc.Height) { |
| if(This->pbufferContext) { |
| DestroyContext(This, This->pbufferContext); |
| } |
| |
| /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection. |
| * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point. |
| */ |
| This->pbufferContext = CreateContext(This, targetimpl, |
| ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle, |
| TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms); |
| This->pbufferWidth = targetimpl->currentDesc.Width; |
| This->pbufferHeight = targetimpl->currentDesc.Height; |
| } |
| |
| if(This->pbufferContext) { |
| if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) { |
| FIXME("The PBuffr context is only supported for one thread for now!\n"); |
| } |
| This->pbufferContext->tid = tid; |
| context = This->pbufferContext; |
| break; |
| } else { |
| ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n"); |
| wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER; |
| } |
| } |
| |
| case ORM_BACKBUFFER: |
| /* Stay with the currently active context for back buffer rendering */ |
| if(This->activeContext && tid == This->lastThread) { |
| context = This->activeContext; |
| } else { |
| /* This may happen if the app jumps straight into offscreen rendering |
| * Start using the context of the primary swapchain. tid == 0 is no problem |
| * for findThreadContextForSwapChain. |
| * |
| * Can also happen on thread switches - in that case findThreadContextForSwapChain |
| * is perfect to call. |
| */ |
| context = findThreadContextForSwapChain(This->swapchains[0], tid); |
| } |
| break; |
| } |
| |
| if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) { |
| /* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer |
| * back when we are done won't mark us dirty. |
| */ |
| IWineD3DSurface_PreLoad(target); |
| } |
| |
| if(!oldRenderOffscreen) { |
| Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable); |
| Context_MarkStateDirty(context, STATE_VDECL, StateTable); |
| Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable); |
| Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable); |
| Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable); |
| } |
| } |
| if (readTexture) { |
| BOOL oldInDraw = This->isInDraw; |
| |
| /* PreLoad requires a context to load the texture, thus it will call ActivateContext. |
| * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky |
| * when using offscreen rendering with multithreading |
| */ |
| This->isInDraw = TRUE; |
| |
| /* Do that before switching the context: |
| * Read the back buffer of the old drawable into the destination texture |
| */ |
| IWineD3DSurface_PreLoad(This->lastActiveRenderTarget); |
| |
| /* Assume that the drawable will be modified by some other things now */ |
| IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE); |
| |
| This->isInDraw = oldInDraw; |
| } |
| |
| if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) { |
| This->depth_copy_state = WINED3D_DCS_COPY; |
| } |
| return context; |
| } |
| |
| /***************************************************************************** |
| * ActivateContext |
| * |
| * Finds a rendering context and drawable matching the device and render |
| * target for the current thread, activates them and puts them into the |
| * requested state. |
| * |
| * Params: |
| * This: Device to activate the context for |
| * target: Requested render target |
| * usage: Prepares the context for blitting, drawing or other actions |
| * |
| *****************************************************************************/ |
| void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) { |
| DWORD tid = GetCurrentThreadId(); |
| int i; |
| DWORD dirtyState, idx; |
| BYTE shift; |
| WineD3DContext *context; |
| GLint drawBuffer=0; |
| const struct StateEntry *StateTable = This->shader_backend->StateTable; |
| |
| TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid); |
| if(This->lastActiveRenderTarget != target || tid != This->lastThread) { |
| context = FindContext(This, target, tid, &drawBuffer); |
| This->lastActiveRenderTarget = target; |
| This->lastThread = tid; |
| } else { |
| /* Stick to the old context */ |
| context = This->activeContext; |
| } |
| |
| /* Activate the opengl context */ |
| if(context != This->activeContext) { |
| BOOL ret; |
| |
| /* Prevent an unneeded context switch as those are expensive */ |
| if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) { |
| TRACE("Already using gl context %p\n", context->glCtx); |
| } |
| else { |
| TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx); |
| |
| This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, FALSE); |
| ret = pwglMakeCurrent(context->hdc, context->glCtx); |
| if(ret == FALSE) { |
| ERR("Failed to activate the new context\n"); |
| } else if(!context->last_was_blit) { |
| This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE); |
| } |
| } |
| if(This->activeContext->vshader_const_dirty) { |
| memset(This->activeContext->vshader_const_dirty, 1, |
| sizeof(*This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF)); |
| } |
| if(This->activeContext->pshader_const_dirty) { |
| memset(This->activeContext->pshader_const_dirty, 1, |
| sizeof(*This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF)); |
| } |
| This->activeContext = context; |
| } |
| |
| /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */ |
| ENTER_GL(); |
| /* Select the right draw buffer. It is selected in FindContext. */ |
| if(drawBuffer && context->last_draw_buffer != drawBuffer) { |
| TRACE("Drawing to buffer: %#x\n", drawBuffer); |
| context->last_draw_buffer = drawBuffer; |
| |
| glDrawBuffer(drawBuffer); |
| checkGLcall("glDrawBuffer"); |
| } |
| |
| switch(usage) { |
| case CTXUSAGE_RESOURCELOAD: |
| /* This does not require any special states to be set up */ |
| break; |
| |
| case CTXUSAGE_CLEAR: |
| if(context->last_was_blit) { |
| This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE); |
| } |
| |
| /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling |
| * blending when clearing improves the clearing performance incredibly. |
| */ |
| glDisable(GL_BLEND); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable); |
| |
| glEnable(GL_SCISSOR_TEST); |
| checkGLcall("glEnable GL_SCISSOR_TEST"); |
| context->last_was_blit = FALSE; |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable); |
| Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable); |
| break; |
| |
| case CTXUSAGE_DRAWPRIM: |
| /* This needs all dirty states applied */ |
| if(context->last_was_blit) { |
| This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE); |
| } |
| |
| IWineD3DDeviceImpl_FindTexUnitMap(This); |
| |
| for(i=0; i < context->numDirtyEntries; i++) { |
| dirtyState = context->dirtyArray[i]; |
| idx = dirtyState >> 5; |
| shift = dirtyState & 0x1f; |
| context->isStateDirty[idx] &= ~(1 << shift); |
| StateTable[dirtyState].apply(dirtyState, This->stateBlock, context); |
| } |
| context->numDirtyEntries = 0; /* This makes the whole list clean */ |
| context->last_was_blit = FALSE; |
| break; |
| |
| case CTXUSAGE_BLIT: |
| SetupForBlit(This, context, |
| ((IWineD3DSurfaceImpl *)target)->currentDesc.Width, |
| ((IWineD3DSurfaceImpl *)target)->currentDesc.Height); |
| break; |
| |
| default: |
| FIXME("Unexpected context usage requested\n"); |
| } |
| LEAVE_GL(); |
| } |