| /* |
| * Context and render target management in wined3d |
| * |
| * Copyright 2007 Stefan Dösinger for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| #include <stdio.h> |
| #ifdef HAVE_FLOAT_H |
| # include <float.h> |
| #endif |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| |
| #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info |
| |
| /***************************************************************************** |
| * Context_MarkStateDirty |
| * |
| * Marks a state in a context dirty. Only one context, opposed to |
| * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all |
| * contexts |
| * |
| * Params: |
| * context: Context to mark the state dirty in |
| * state: State to mark dirty |
| * |
| *****************************************************************************/ |
| static void Context_MarkStateDirty(WineD3DContext *context, DWORD state) { |
| DWORD rep = StateTable[state].representative; |
| DWORD idx; |
| BYTE shift; |
| |
| if(!rep || isStateDirty(context, rep)) return; |
| |
| context->dirtyArray[context->numDirtyEntries++] = rep; |
| idx = rep >> 5; |
| shift = rep & 0x1f; |
| context->isStateDirty[idx] |= (1 << shift); |
| } |
| |
| /***************************************************************************** |
| * AddContextToArray |
| * |
| * Adds a context to the context array. Helper function for CreateContext |
| * |
| * This method is not called in performance-critical code paths, only when a |
| * new render target or swapchain is created. Thus performance is not an issue |
| * here. |
| * |
| * Params: |
| * This: Device to add the context for |
| * display: X display this context uses |
| * glCtx: glX context to add |
| * drawable: drawable used with this context. |
| * |
| *****************************************************************************/ |
| static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, Display *display, GLXContext glCtx, Drawable drawable) { |
| WineD3DContext **oldArray = This->contexts; |
| DWORD state; |
| |
| This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1)); |
| if(This->contexts == NULL) { |
| ERR("Unable to grow the context array\n"); |
| This->contexts = oldArray; |
| return NULL; |
| } |
| if(oldArray) { |
| memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts); |
| } |
| |
| This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext)); |
| if(This->contexts[This->numContexts] == NULL) { |
| ERR("Unable to allocate a new context\n"); |
| HeapFree(GetProcessHeap(), 0, This->contexts); |
| This->contexts = oldArray; |
| return NULL; |
| } |
| |
| This->contexts[This->numContexts]->display = display; |
| This->contexts[This->numContexts]->glCtx = glCtx; |
| This->contexts[This->numContexts]->drawable = drawable; |
| HeapFree(GetProcessHeap(), 0, oldArray); |
| |
| /* Mark all states dirty to force a proper initialization of the states on the first use of the context |
| */ |
| for(state = 0; state <= STATE_HIGHEST; state++) { |
| Context_MarkStateDirty(This->contexts[This->numContexts], state); |
| } |
| |
| This->numContexts++; |
| TRACE("Created context %p\n", This->contexts[This->numContexts - 1]); |
| return This->contexts[This->numContexts - 1]; |
| } |
| |
| /* Returns an array of compatible FBconfig(s). |
| * The array must be freed with XFree. Requires ENTER_GL() |
| */ |
| static GLXFBConfig* pbuffer_find_fbconfigs( |
| IWineD3DDeviceImpl* This, |
| IWineD3DSurfaceImpl* RenderSurface, |
| Display *display) { |
| |
| GLXFBConfig* cfgs = NULL; |
| int nCfgs = 0; |
| int attribs[256]; |
| int nAttribs = 0; |
| |
| IWineD3DSurface *StencilSurface = This->stencilBufferTarget; |
| WINED3DFORMAT BackBufferFormat = RenderSurface->resource.format; |
| WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0; |
| |
| /* TODO: |
| * if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off, |
| * it StencilSurface != NULL && zBufferTarget == NULL switch it on |
| */ |
| |
| #define PUSH1(att) attribs[nAttribs++] = (att); |
| #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value); |
| |
| /* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/ |
| |
| PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT); |
| PUSH2(GLX_X_RENDERABLE, TRUE); |
| PUSH2(GLX_DOUBLEBUFFER, TRUE); |
| TRACE("calling makeglcfg\n"); |
| D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */); |
| PUSH1(None); |
| TRACE("calling chooseFGConfig\n"); |
| cfgs = glXChooseFBConfig(display, |
| DefaultScreen(display), |
| attribs, &nCfgs); |
| if (cfgs == NULL) { |
| /* OK we didn't find the exact config, so use any reasonable match */ |
| /* TODO: fill in the 'requested' and 'current' depths, and make sure that's |
| why we failed. */ |
| static BOOL show_message = TRUE; |
| if (show_message) { |
| ERR("Failed to find exact match, finding alternative but you may " |
| "suffer performance issues, try changing xfree's depth to match the requested depth\n"); |
| show_message = FALSE; |
| } |
| nAttribs = 0; |
| PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT); |
| /* PUSH2(GLX_X_RENDERABLE, TRUE); */ |
| PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT); |
| PUSH2(GLX_DOUBLEBUFFER, FALSE); |
| TRACE("calling makeglcfg\n"); |
| D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */); |
| PUSH1(None); |
| cfgs = glXChooseFBConfig(display, |
| DefaultScreen(display), |
| attribs, &nCfgs); |
| } |
| |
| if (cfgs == NULL) { |
| ERR("Could not get a valid FBConfig for (%u,%s)/(%u,%s)\n", |
| BackBufferFormat, debug_d3dformat(BackBufferFormat), |
| StencilBufferFormat, debug_d3dformat(StencilBufferFormat)); |
| } else { |
| #ifdef EXTRA_TRACES |
| int i; |
| for (i = 0; i < nCfgs; ++i) { |
| TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat, |
| debug_d3dformat(BackBufferFormat), StencilBufferFormat, |
| debug_d3dformat(StencilBufferFormat), i, cfgs[i]); |
| } |
| #endif |
| } |
| #undef PUSH1 |
| #undef PUSH2 |
| |
| return cfgs; |
| } |
| |
| /***************************************************************************** |
| * CreateContext |
| * |
| * Creates a new context for a window, or a pbuffer context. |
| * |
| * * Params: |
| * This: Device to activate the context for |
| * target: Surface this context will render to |
| * display: X11 connection |
| * win: Target window. NULL for a pbuffer |
| * |
| *****************************************************************************/ |
| WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win) { |
| Drawable drawable = win, oldDrawable; |
| XVisualInfo *visinfo = NULL; |
| GLXFBConfig *cfgs = NULL; |
| GLXContext ctx = NULL, oldCtx; |
| WineD3DContext *ret = NULL; |
| |
| TRACE("(%p): Creating a %s context for render target %p\n", This, win ? "onscreen" : "offscreen", target); |
| |
| if(!win) { |
| int attribs[256]; |
| int nAttribs = 0; |
| |
| TRACE("Creating a pBuffer drawable for the new context\n"); |
| |
| cfgs = pbuffer_find_fbconfigs(This, target, display); |
| if(!cfgs) { |
| ERR("Cannot find a frame buffer configuration for the pbuffer\n"); |
| goto out; |
| } |
| |
| attribs[nAttribs++] = GLX_PBUFFER_WIDTH; |
| attribs[nAttribs++] = target->currentDesc.Width; |
| attribs[nAttribs++] = GLX_PBUFFER_HEIGHT; |
| attribs[nAttribs++] = target->currentDesc.Height; |
| attribs[nAttribs++] = None; |
| |
| visinfo = glXGetVisualFromFBConfig(display, cfgs[0]); |
| if(!visinfo) { |
| ERR("Cannot find a visual for the pbuffer\n"); |
| goto out; |
| } |
| |
| drawable = glXCreatePbuffer(display, cfgs[0], attribs); |
| |
| if(!drawable) { |
| ERR("Cannot create a pbuffer\n"); |
| goto out; |
| } |
| XFree(cfgs); |
| cfgs = NULL; |
| } else { |
| /* Create an onscreen target */ |
| XVisualInfo template; |
| int num; |
| |
| template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id"); |
| /* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request |
| (or the best possible if none is requested) */ |
| TRACE("Found x visual ID : %ld\n", template.visualid); |
| visinfo = XGetVisualInfo(display, VisualIDMask, &template, &num); |
| |
| if (NULL == visinfo) { |
| ERR("cannot really get XVisual\n"); |
| goto out; |
| } else { |
| int n, value; |
| /* Write out some debug info about the visual/s */ |
| TRACE("Using x visual ID : %ld\n", template.visualid); |
| TRACE(" visual info: %p\n", visinfo); |
| TRACE(" num items : %d\n", num); |
| for (n = 0;n < num; n++) { |
| TRACE("=====item=====: %d\n", n + 1); |
| TRACE(" visualid : %ld\n", visinfo[n].visualid); |
| TRACE(" screen : %d\n", visinfo[n].screen); |
| TRACE(" depth : %u\n", visinfo[n].depth); |
| TRACE(" class : %d\n", visinfo[n].class); |
| TRACE(" red_mask : %ld\n", visinfo[n].red_mask); |
| TRACE(" green_mask : %ld\n", visinfo[n].green_mask); |
| TRACE(" blue_mask : %ld\n", visinfo[n].blue_mask); |
| TRACE(" colormap_size : %d\n", visinfo[n].colormap_size); |
| TRACE(" bits_per_rgb : %d\n", visinfo[n].bits_per_rgb); |
| /* log some extra glx info */ |
| glXGetConfig(display, visinfo, GLX_AUX_BUFFERS, &value); |
| TRACE(" gl_aux_buffers : %d\n", value); |
| glXGetConfig(display, visinfo, GLX_BUFFER_SIZE ,&value); |
| TRACE(" gl_buffer_size : %d\n", value); |
| glXGetConfig(display, visinfo, GLX_RED_SIZE, &value); |
| TRACE(" gl_red_size : %d\n", value); |
| glXGetConfig(display, visinfo, GLX_GREEN_SIZE, &value); |
| TRACE(" gl_green_size : %d\n", value); |
| glXGetConfig(display, visinfo, GLX_BLUE_SIZE, &value); |
| TRACE(" gl_blue_size : %d\n", value); |
| glXGetConfig(display, visinfo, GLX_ALPHA_SIZE, &value); |
| TRACE(" gl_alpha_size : %d\n", value); |
| glXGetConfig(display, visinfo, GLX_DEPTH_SIZE ,&value); |
| TRACE(" gl_depth_size : %d\n", value); |
| glXGetConfig(display, visinfo, GLX_STENCIL_SIZE, &value); |
| TRACE(" gl_stencil_size : %d\n", value); |
| } |
| /* Now choose a similar visual ID*/ |
| } |
| } |
| |
| ctx = glXCreateContext(display, visinfo, |
| This->numContexts ? This->contexts[0]->glCtx : NULL, |
| GL_TRUE); |
| if(!ctx) { |
| ERR("Failed to create a glX context\n"); |
| if(drawable != win) glXDestroyPbuffer(display, drawable); |
| goto out; |
| } |
| ret = AddContextToArray(This, display, ctx, drawable); |
| if(!ret) { |
| ERR("Failed to add the newly created context to the context list\n"); |
| glXDestroyContext(display, ctx); |
| if(drawable != win) glXDestroyPbuffer(display, drawable); |
| goto out; |
| } |
| ret->surface = (IWineD3DSurface *) target; |
| ret->isPBuffer = win == 0; |
| |
| TRACE("Successfully created new context %p\n", ret); |
| |
| /* Set up the context defaults */ |
| oldCtx = glXGetCurrentContext(); |
| oldDrawable = glXGetCurrentDrawable(); |
| if(glXMakeCurrent(display, drawable, ctx) == FALSE) { |
| ERR("Cannot activate context to set up defaults\n"); |
| goto out; |
| } |
| |
| TRACE("Setting up the screen\n"); |
| /* Clear the screen */ |
| glClearColor(1.0, 0.0, 0.0, 0.0); |
| checkGLcall("glClearColor"); |
| glClearIndex(0); |
| glClearDepth(1); |
| glClearStencil(0xffff); |
| |
| checkGLcall("glClear"); |
| |
| glColor3f(1.0, 1.0, 1.0); |
| checkGLcall("glColor3f"); |
| |
| glEnable(GL_LIGHTING); |
| checkGLcall("glEnable"); |
| |
| glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); |
| checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);"); |
| |
| glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); |
| checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);"); |
| |
| glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); |
| checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);"); |
| |
| glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT); |
| checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);"); |
| glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT); |
| checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);"); |
| |
| if(oldDrawable && oldCtx) { |
| glXMakeCurrent(display, oldDrawable, oldCtx); |
| } |
| |
| out: |
| if(visinfo) XFree(visinfo); |
| if(cfgs) XFree(cfgs); |
| return ret; |
| } |
| |
| /***************************************************************************** |
| * RemoveContextFromArray |
| * |
| * Removes a context from the context manager. The opengl context is not |
| * destroyed or unset. context is not a valid pointer after that call. |
| * |
| * Similar to the former call this isn't a performance critical function. A |
| * helper function for DestroyContext. |
| * |
| * Params: |
| * This: Device to activate the context for |
| * context: Context to remove |
| * |
| *****************************************************************************/ |
| static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) { |
| UINT t, s; |
| WineD3DContext **oldArray = This->contexts; |
| |
| TRACE("Removing ctx %p\n", context); |
| |
| This->numContexts--; |
| |
| if(This->numContexts) { |
| This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts); |
| if(!This->contexts) { |
| ERR("Cannot allocate a new context array, PANIC!!!\n"); |
| } |
| t = 0; |
| for(s = 0; s < This->numContexts; s++) { |
| if(oldArray[s] == context) continue; |
| This->contexts[t] = oldArray[s]; |
| t++; |
| } |
| } else { |
| This->contexts = NULL; |
| } |
| |
| HeapFree(GetProcessHeap(), 0, context); |
| HeapFree(GetProcessHeap(), 0, oldArray); |
| } |
| |
| /***************************************************************************** |
| * DestroyContext |
| * |
| * Destroys a wineD3DContext |
| * |
| * Params: |
| * This: Device to activate the context for |
| * context: Context to destroy |
| * |
| *****************************************************************************/ |
| void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) { |
| |
| /* check that we are the current context first */ |
| TRACE("Destroying ctx %p\n", context); |
| if(glXGetCurrentContext() == context->glCtx){ |
| glXMakeCurrent(context->display, None, NULL); |
| } |
| |
| glXDestroyContext(context->display, context->glCtx); |
| if(context->isPBuffer) { |
| glXDestroyPbuffer(context->display, context->drawable); |
| } |
| RemoveContextFromArray(This, context); |
| } |
| |
| /***************************************************************************** |
| * SetupForBlit |
| * |
| * Sets up a context for DirectDraw blitting. |
| * All texture units are disabled, except unit 0 |
| * Texture unit 0 is activted where GL_TEXTURE_2D is activated |
| * fog, lighting, blending, alpha test, z test, scissor test, culling diabled |
| * color writing enabled for all channels |
| * register combiners disabled, shaders disabled |
| * world matris is set to identity, texture matrix 0 too |
| * projection matrix is setup for drawing screen coordinates |
| * |
| * Params: |
| * This: Device to activate the context for |
| * context: Context to setup |
| * width: render target width |
| * height: render target height |
| * |
| *****************************************************************************/ |
| static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) { |
| int i; |
| |
| TRACE("Setting up context %p for blitting\n", context); |
| if(context->last_was_blit) { |
| TRACE("Context is already set up for blitting, nothing to do\n"); |
| return; |
| } |
| context->last_was_blit = TRUE; |
| |
| /* TODO: Use a display list */ |
| |
| /* Disable shaders */ |
| This->shader_backend->shader_cleanup((IWineD3DDevice *) This); |
| Context_MarkStateDirty(context, STATE_VSHADER); |
| Context_MarkStateDirty(context, STATE_PIXELSHADER); |
| |
| /* Disable all textures. The caller can then bind a texture it wants to blit |
| * from |
| */ |
| if(GL_SUPPORT(NV_REGISTER_COMBINERS)) { |
| glDisable(GL_REGISTER_COMBINERS_NV); |
| checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)"); |
| } |
| if (GL_SUPPORT(ARB_MULTITEXTURE)) { |
| /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed |
| * function texture unit. No need to care for higher samplers |
| */ |
| for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) { |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i)); |
| checkGLcall("glActiveTextureARB"); |
| |
| glDisable(GL_TEXTURE_CUBE_MAP_ARB); |
| checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB"); |
| glDisable(GL_TEXTURE_3D); |
| checkGLcall("glDisable GL_TEXTURE_3D"); |
| glDisable(GL_TEXTURE_2D); |
| checkGLcall("glDisable GL_TEXTURE_2D"); |
| glDisable(GL_TEXTURE_1D); |
| checkGLcall("glDisable GL_TEXTURE_1D"); |
| |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
| checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);"); |
| |
| Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)); |
| Context_MarkStateDirty(context, STATE_SAMPLER(i)); |
| } |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB)); |
| checkGLcall("glActiveTextureARB"); |
| } |
| glDisable(GL_TEXTURE_CUBE_MAP_ARB); |
| checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB"); |
| glDisable(GL_TEXTURE_3D); |
| checkGLcall("glDisable GL_TEXTURE_3D"); |
| glDisable(GL_TEXTURE_1D); |
| checkGLcall("glDisable GL_TEXTURE_1D"); |
| glEnable(GL_TEXTURE_2D); |
| checkGLcall("glEnable GL_TEXTURE_2D"); |
| |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
| |
| glMatrixMode(GL_TEXTURE); |
| checkGLcall("glMatrixMode(GL_TEXTURE)"); |
| glLoadIdentity(); |
| checkGLcall("glLoadIdentity()"); |
| Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0)); |
| |
| if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) { |
| glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, |
| GL_TEXTURE_LOD_BIAS_EXT, |
| 0.0); |
| checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ..."); |
| } |
| Context_MarkStateDirty(context, STATE_SAMPLER(0)); |
| Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)); |
| |
| /* Other misc states */ |
| glDisable(GL_ALPHA_TEST); |
| checkGLcall("glDisable(GL_ALPHA_TEST)"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE)); |
| glDisable(GL_LIGHTING); |
| checkGLcall("glDisable GL_LIGHTING"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING)); |
| glDisable(GL_DEPTH_TEST); |
| checkGLcall("glDisable GL_DEPTH_TEST"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE)); |
| glDisable(GL_FOG); |
| checkGLcall("glDisable GL_FOG"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE)); |
| glDisable(GL_BLEND); |
| checkGLcall("glDisable GL_BLEND"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE)); |
| glDisable(GL_CULL_FACE); |
| checkGLcall("glDisable GL_CULL_FACE"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE)); |
| glDisable(GL_STENCIL_TEST); |
| checkGLcall("glDisable GL_STENCIL_TEST"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE)); |
| if(GL_SUPPORT(ARB_POINT_SPRITE)) { |
| glDisable(GL_POINT_SPRITE_ARB); |
| checkGLcall("glDisable GL_POINT_SPRITE_ARB"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE)); |
| } |
| glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE); |
| checkGLcall("glColorMask"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING)); |
| |
| /* Setup transforms */ |
| glMatrixMode(GL_MODELVIEW); |
| checkGLcall("glMatrixMode(GL_MODELVIEW)"); |
| glLoadIdentity(); |
| checkGLcall("glLoadIdentity()"); |
| Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))); |
| |
| glMatrixMode(GL_PROJECTION); |
| checkGLcall("glMatrixMode(GL_PROJECTION)"); |
| glLoadIdentity(); |
| checkGLcall("glLoadIdentity()"); |
| glOrtho(0, width, height, 0, 0.0, -1.0); |
| checkGLcall("glOrtho"); |
| Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)); |
| |
| context->last_was_rhw = TRUE; |
| Context_MarkStateDirty(context, STATE_VDECL); /* because of last_was_rhw = TRUE */ |
| |
| glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); |
| glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); |
| glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); |
| glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); |
| glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); |
| glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); |
| Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING)); |
| |
| glViewport(0, 0, width, height); |
| checkGLcall("glViewport"); |
| Context_MarkStateDirty(context, STATE_VIEWPORT); |
| } |
| |
| /***************************************************************************** |
| * ActivateContext |
| * |
| * Finds a rendering context and drawable matching the device and render |
| * target for the current thread, activates them and puts them into the |
| * requested state. |
| * |
| * Params: |
| * This: Device to activate the context for |
| * target: Requested render target |
| * usage: Prepares the context for blitting, drawing or other actions |
| * |
| *****************************************************************************/ |
| void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) { |
| DWORD tid = This->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED ? GetCurrentThreadId() : 0; |
| int i; |
| DWORD dirtyState, idx; |
| BYTE shift; |
| WineD3DContext *context = This->activeContext; |
| BOOL oldRenderOffscreen = This->render_offscreen; |
| |
| TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid); |
| |
| if(This->lastActiveRenderTarget != target) { |
| IWineD3DSwapChain *swapchain = NULL; |
| HRESULT hr; |
| BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen; |
| |
| hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain); |
| if(hr == WINED3D_OK && swapchain) { |
| TRACE("Rendering onscreen\n"); |
| context = ((IWineD3DSwapChainImpl *) swapchain)->context; |
| This->render_offscreen = FALSE; |
| /* The context != This->activeContext will catch a NOP context change. This can occur |
| * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen |
| * rendering. No context change is needed in that case |
| */ |
| |
| if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && oldRenderOffscreen) { |
| set_render_target_fbo((IWineD3DDevice *) This, 0, target); |
| } else if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) { |
| if(((IWineD3DSwapChainImpl *) swapchain)->backBuffer) { |
| glDrawBuffer(GL_BACK); |
| checkGLcall("glDrawBuffer(GL_BACK)"); |
| } else { |
| glDrawBuffer(GL_FRONT); |
| checkGLcall("glDrawBuffer(GL_FRONT)"); |
| } |
| } |
| IWineD3DSwapChain_Release(swapchain); |
| |
| if(oldRenderOffscreen) { |
| Context_MarkStateDirty(context, WINED3DRS_CULLMODE); |
| } |
| } else { |
| TRACE("Rendering offscreen\n"); |
| This->render_offscreen = TRUE; |
| |
| switch(wined3d_settings.offscreen_rendering_mode) { |
| case ORM_FBO: |
| /* FBOs do not need a different context. Stay with whatever context is active at the moment */ |
| if(This->activeContext) { |
| context = This->activeContext; |
| } else { |
| /* This may happen if the app jumps streight into offscreen rendering |
| * Start using the context of the primary swapchain |
| */ |
| context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context; |
| } |
| set_render_target_fbo((IWineD3DDevice *) This, 0, target); |
| break; |
| |
| case ORM_PBUFFER: |
| { |
| IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target; |
| if(This->pbufferContext == NULL || |
| This->pbufferWidth < targetimpl->currentDesc.Width || |
| This->pbufferHeight < targetimpl->currentDesc.Height) { |
| if(This->pbufferContext) { |
| DestroyContext(This, This->pbufferContext); |
| } |
| |
| /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection. |
| * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point. |
| */ |
| This->pbufferContext = CreateContext(This, targetimpl, |
| ((IWineD3DSwapChainImpl *) This->swapchains[0])->context->display, |
| 0 /* Window */); |
| This->pbufferWidth = targetimpl->currentDesc.Width; |
| This->pbufferHeight = targetimpl->currentDesc.Height; |
| } |
| |
| if(This->pbufferContext) { |
| context = This->pbufferContext; |
| break; |
| } else { |
| ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n"); |
| wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER; |
| } |
| } |
| |
| case ORM_BACKBUFFER: |
| /* Stay with the currently active context for back buffer rendering */ |
| if(This->activeContext) { |
| context = This->activeContext; |
| } else { |
| /* This may happen if the app jumps streight into offscreen rendering |
| * Start using the context of the primary swapchain |
| */ |
| context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context; |
| } |
| glDrawBuffer(This->offscreenBuffer); |
| checkGLcall("glDrawBuffer(This->offscreenBuffer)"); |
| break; |
| } |
| |
| if(!oldRenderOffscreen) { |
| Context_MarkStateDirty(context, WINED3DRS_CULLMODE); |
| } |
| } |
| if (readTexture) { |
| BOOL oldInDraw = This->isInDraw; |
| |
| /* PreLoad requires a context to load the texture, thus it will call ActivateContext. |
| * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky |
| * when using offscreen rendering with multithreading |
| */ |
| This->isInDraw = TRUE; |
| |
| /* Do that before switching the context: |
| * Read the back buffer of the old drawable into the destination texture |
| */ |
| IWineD3DSurface_PreLoad(This->lastActiveRenderTarget); |
| |
| /* Assume that the drawable will be modified by some other things now */ |
| ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->Flags &= ~SFLAG_INDRAWABLE; |
| |
| This->isInDraw = oldInDraw; |
| } |
| This->lastActiveRenderTarget = target; |
| if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) { |
| This->depth_copy_state = WINED3D_DCS_COPY; |
| } |
| } else { |
| /* Stick to the old context */ |
| context = This->activeContext; |
| } |
| |
| /* Activate the opengl context */ |
| if(context != This->activeContext) { |
| Bool ret; |
| TRACE("Switching gl ctx to %p, drawable=%ld, ctx=%p\n", context, context->drawable, context->glCtx); |
| ret = glXMakeCurrent(context->display, context->drawable, context->glCtx); |
| if(ret == FALSE) { |
| ERR("Failed to activate the new context\n"); |
| } |
| This->activeContext = context; |
| } |
| |
| switch(usage) { |
| case CTXUSAGE_RESOURCELOAD: |
| /* This does not require any special states to be set up */ |
| break; |
| |
| case CTXUSAGE_DRAWPRIM: |
| /* This needs all dirty states applied */ |
| for(i=0; i < context->numDirtyEntries; i++) { |
| dirtyState = context->dirtyArray[i]; |
| idx = dirtyState >> 5; |
| shift = dirtyState & 0x1f; |
| context->isStateDirty[idx] &= ~(1 << shift); |
| StateTable[dirtyState].apply(dirtyState, This->stateBlock, context); |
| } |
| context->numDirtyEntries = 0; /* This makes the whole list clean */ |
| context->last_was_blit = FALSE; |
| break; |
| |
| case CTXUSAGE_BLIT: |
| SetupForBlit(This, context, |
| ((IWineD3DSurfaceImpl *)target)->currentDesc.Width, |
| ((IWineD3DSurfaceImpl *)target)->currentDesc.Height); |
| break; |
| |
| default: |
| FIXME("Unexpected context usage requested\n"); |
| } |
| } |