1 | /*
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2 | * Context and render target management in wined3d
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3 | *
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4 | * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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5 | *
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6 | * This library is free software; you can redistribute it and/or
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7 | * modify it under the terms of the GNU Lesser General Public
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8 | * License as published by the Free Software Foundation; either
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9 | * version 2.1 of the License, or (at your option) any later version.
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10 | *
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11 | * This library is distributed in the hope that it will be useful,
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12 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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13 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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14 | * Lesser General Public License for more details.
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15 | *
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16 | * You should have received a copy of the GNU Lesser General Public
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17 | * License along with this library; if not, write to the Free Software
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18 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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19 | */
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20 |
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21 | /*
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22 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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23 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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24 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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25 | * a choice of LGPL license versions is made available with the language indicating
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26 | * that LGPLv2 or any later version may be used, or where a choice of which version
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27 | * of the LGPL is applied is otherwise unspecified.
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28 | */
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29 |
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30 | #include "config.h"
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31 | #include <stdio.h>
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32 | #ifdef HAVE_FLOAT_H
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33 | # include <float.h>
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34 | #endif
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35 | #include "wined3d_private.h"
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36 |
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37 | WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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38 |
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39 | #define GLINFO_LOCATION This->adapter->gl_info
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40 |
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41 | /* The last used device.
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42 | *
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43 | * If the application creates multiple devices and switches between them, ActivateContext has to
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44 | * change the opengl context. This flag allows to keep track which device is active
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45 | */
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46 | static IWineD3DDeviceImpl *last_device;
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47 |
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48 | /* FBO helper functions */
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49 |
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50 | void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
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51 | {
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52 | const IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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53 |
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54 | if (!*fbo)
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55 | {
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56 | GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
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57 | checkGLcall("glGenFramebuffersEXT()");
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58 | TRACE("Created FBO %d\n", *fbo);
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59 | }
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60 |
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61 | GL_EXTCALL(glBindFramebufferEXT(target, *fbo));
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62 | checkGLcall("glBindFramebuffer()");
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63 | }
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64 |
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65 | static void context_destroy_fbo(IWineD3DDeviceImpl *This, const GLuint *fbo)
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66 | {
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67 | unsigned int i;
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68 |
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69 | GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, *fbo));
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70 | checkGLcall("glBindFramebuffer()");
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71 | for (i = 0; i < GL_LIMITS(buffers); ++i)
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72 | {
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73 | GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, 0, 0));
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74 | checkGLcall("glFramebufferTexture2D()");
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75 | }
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76 | GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
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77 | checkGLcall("glFramebufferTexture2D()");
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78 | GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
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79 | checkGLcall("glBindFramebuffer()");
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80 | GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo));
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81 | checkGLcall("glDeleteFramebuffers()");
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82 | }
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83 |
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84 | static void context_apply_attachment_filter_states(IWineD3DDevice *iface, IWineD3DSurface *surface, BOOL force_preload)
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85 | {
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86 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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87 | const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
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88 | IWineD3DBaseTextureImpl *texture_impl;
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89 | BOOL update_minfilter = FALSE;
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90 | BOOL update_magfilter = FALSE;
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91 |
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92 | /* Update base texture states array */
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93 | if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
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94 | {
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95 | if (texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
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96 | || texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
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97 | {
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98 | texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
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99 | texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
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100 | update_minfilter = TRUE;
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101 | }
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102 |
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103 | if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
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104 | {
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105 | texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
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106 | update_magfilter = TRUE;
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107 | }
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108 |
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109 | if (texture_impl->baseTexture.bindCount)
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110 | {
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111 | WARN("Render targets should not be bound to a sampler\n");
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112 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
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113 | }
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114 |
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115 | IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
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116 | }
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117 |
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118 | if (update_minfilter || update_magfilter || force_preload)
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119 | {
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120 | GLenum target, bind_target;
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121 | GLint old_binding;
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122 |
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123 | target = surface_impl->glDescription.target;
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124 | if (target == GL_TEXTURE_2D)
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125 | {
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126 | bind_target = GL_TEXTURE_2D;
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127 | glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
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128 | } else if (target == GL_TEXTURE_RECTANGLE_ARB) {
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129 | bind_target = GL_TEXTURE_RECTANGLE_ARB;
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130 | glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
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131 | } else {
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132 | bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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133 | glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
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134 | }
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135 |
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136 | surface_internal_preload(surface, SRGB_RGB);
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137 |
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138 | glBindTexture(bind_target, surface_impl->glDescription.textureName);
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139 | if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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140 | if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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141 | glBindTexture(bind_target, old_binding);
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142 | }
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143 |
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144 | checkGLcall("apply_attachment_filter_states()");
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145 | }
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146 |
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147 | /* TODO: Handle stencil attachments */
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148 | void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
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149 | {
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150 | IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
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151 |
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152 | TRACE("Attach depth stencil %p\n", depth_stencil);
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153 |
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154 | if (depth_stencil)
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155 | {
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156 | if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
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157 | {
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158 | GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
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159 | checkGLcall("glFramebufferRenderbufferEXT()");
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160 | } else {
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161 | context_apply_attachment_filter_states((IWineD3DDevice *)This, depth_stencil, TRUE);
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162 |
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163 | GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, depth_stencil_impl->glDescription.target,
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164 | depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
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165 | checkGLcall("glFramebufferTexture2DEXT()");
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166 | }
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167 | } else {
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168 | GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
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169 | checkGLcall("glFramebufferTexture2DEXT()");
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170 | }
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171 | }
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172 |
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173 | void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
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174 | {
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175 | const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
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176 |
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177 | TRACE("Attach surface %p to %u\n", surface, idx);
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178 |
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179 | if (surface)
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180 | {
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181 | context_apply_attachment_filter_states((IWineD3DDevice *)This, surface, TRUE);
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182 |
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183 | GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->glDescription.target,
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184 | surface_impl->glDescription.textureName, surface_impl->glDescription.level));
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185 | checkGLcall("glFramebufferTexture2DEXT()");
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186 | } else {
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187 | GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
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188 | checkGLcall("glFramebufferTexture2DEXT()");
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189 | }
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190 | }
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191 |
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192 | static void context_check_fbo_status(IWineD3DDevice *iface)
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193 | {
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194 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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195 | GLenum status;
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196 |
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197 | status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
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198 | if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
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199 | {
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200 | TRACE("FBO complete\n");
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201 | } else {
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202 | IWineD3DSurfaceImpl *attachment;
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203 | unsigned int i;
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204 | FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
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205 |
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206 | /* Dump the FBO attachments */
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207 | for (i = 0; i < GL_LIMITS(buffers); ++i)
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208 | {
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209 | attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->render_targets[i];
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210 | if (attachment)
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211 | {
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212 | FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
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213 | i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
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214 | attachment->pow2Width, attachment->pow2Height);
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215 | }
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216 | }
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217 | attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->depth_stencil;
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218 | if (attachment)
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219 | {
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220 | FIXME("\tDepth attachment: (%p) %s %ux%u\n",
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221 | attachment, debug_d3dformat(attachment->resource.format_desc->format),
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222 | attachment->pow2Width, attachment->pow2Height);
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223 | }
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224 | }
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225 | }
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226 |
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227 | static struct fbo_entry *context_create_fbo_entry(IWineD3DDevice *iface)
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228 | {
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229 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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230 | struct fbo_entry *entry;
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231 |
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232 | entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
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233 | entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
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234 | memcpy(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
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235 | entry->depth_stencil = This->stencilBufferTarget;
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236 | entry->attached = FALSE;
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237 | entry->id = 0;
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238 |
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239 | return entry;
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240 | }
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241 |
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242 | static void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, struct fbo_entry *entry)
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243 | {
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244 | if (entry->id)
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245 | {
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246 | TRACE("Destroy FBO %d\n", entry->id);
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247 | context_destroy_fbo(This, &entry->id);
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248 | }
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249 | list_remove(&entry->entry);
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250 | HeapFree(GetProcessHeap(), 0, entry->render_targets);
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251 | HeapFree(GetProcessHeap(), 0, entry);
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252 | }
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253 |
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254 |
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255 | static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DContext *context)
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256 | {
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257 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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258 | struct fbo_entry *entry;
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259 |
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260 | LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
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261 | {
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262 | if (!memcmp(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
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263 | && entry->depth_stencil == This->stencilBufferTarget)
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264 | {
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265 | return entry;
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266 | }
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267 | }
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268 |
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269 | entry = context_create_fbo_entry(iface);
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270 | list_add_head(&context->fbo_list, &entry->entry);
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271 | return entry;
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272 | }
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273 |
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274 | static void context_apply_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
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275 | {
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276 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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277 | unsigned int i;
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278 |
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279 | context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &entry->id);
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280 |
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281 | if (!entry->attached)
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282 | {
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283 | /* Apply render targets */
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284 | for (i = 0; i < GL_LIMITS(buffers); ++i)
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285 | {
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286 | IWineD3DSurface *render_target = This->render_targets[i];
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287 | context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, i, render_target);
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288 | }
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289 |
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290 | /* Apply depth targets */
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291 | if (This->stencilBufferTarget) {
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292 | unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
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293 | unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
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294 |
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295 | surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
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296 | }
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297 | context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, This->stencilBufferTarget, TRUE);
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298 |
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299 | entry->attached = TRUE;
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300 | } else {
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301 | for (i = 0; i < GL_LIMITS(buffers); ++i)
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302 | {
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303 | if (This->render_targets[i])
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304 | context_apply_attachment_filter_states(iface, This->render_targets[i], FALSE);
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305 | }
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306 | if (This->stencilBufferTarget)
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307 | context_apply_attachment_filter_states(iface, This->stencilBufferTarget, FALSE);
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308 | }
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309 |
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310 | for (i = 0; i < GL_LIMITS(buffers); ++i)
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311 | {
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312 | if (This->render_targets[i])
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313 | This->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
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314 | else
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315 | This->draw_buffers[i] = GL_NONE;
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316 | }
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317 | }
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318 |
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319 | static void context_apply_fbo_state(IWineD3DDevice *iface)
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320 | {
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321 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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322 | WineD3DContext *context = This->activeContext;
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323 |
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324 | if (This->render_offscreen)
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325 | {
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326 | context->current_fbo = context_find_fbo_entry(iface, context);
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327 | context_apply_fbo_entry(iface, context->current_fbo);
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328 | } else {
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329 | context->current_fbo = NULL;
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330 | GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
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331 | }
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332 |
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333 | context_check_fbo_status(iface);
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334 | }
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335 |
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336 | void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
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337 | {
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338 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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339 | UINT i;
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340 |
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341 | switch(type)
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342 | {
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343 | case WINED3DRTYPE_SURFACE:
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344 | {
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345 | for (i = 0; i < This->numContexts; ++i)
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346 | {
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347 | struct fbo_entry *entry, *entry2;
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348 |
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349 | LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->contexts[i]->fbo_list, struct fbo_entry, entry)
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350 | {
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351 | BOOL destroyed = FALSE;
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352 | UINT j;
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353 |
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354 | for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j)
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355 | {
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356 | if (entry->render_targets[j] == (IWineD3DSurface *)resource)
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357 | {
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358 | context_destroy_fbo_entry(This, entry);
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359 | destroyed = TRUE;
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360 | }
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361 | }
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362 |
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363 | if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
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364 | context_destroy_fbo_entry(This, entry);
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365 | }
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366 | }
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367 |
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368 | break;
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369 | }
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370 |
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371 | default:
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372 | break;
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373 | }
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374 | }
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375 |
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376 | /*****************************************************************************
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377 | * Context_MarkStateDirty
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378 | *
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379 | * Marks a state in a context dirty. Only one context, opposed to
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380 | * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
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381 | * contexts
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382 | *
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383 | * Params:
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384 | * context: Context to mark the state dirty in
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385 | * state: State to mark dirty
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386 | * StateTable: Pointer to the state table in use(for state grouping)
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387 | *
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388 | *****************************************************************************/
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389 | static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) {
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390 | DWORD rep = StateTable[state].representative;
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391 | DWORD idx;
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392 | BYTE shift;
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393 |
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394 | if(!rep || isStateDirty(context, rep)) return;
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395 |
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396 | context->dirtyArray[context->numDirtyEntries++] = rep;
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397 | idx = rep >> 5;
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398 | shift = rep & 0x1f;
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399 | context->isStateDirty[idx] |= (1 << shift);
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400 | }
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401 |
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402 | /*****************************************************************************
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403 | * AddContextToArray
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404 | *
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405 | * Adds a context to the context array. Helper function for CreateContext
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406 | *
|
---|
407 | * This method is not called in performance-critical code paths, only when a
|
---|
408 | * new render target or swapchain is created. Thus performance is not an issue
|
---|
409 | * here.
|
---|
410 | *
|
---|
411 | * Params:
|
---|
412 | * This: Device to add the context for
|
---|
413 | * hdc: device context
|
---|
414 | * glCtx: WGL context to add
|
---|
415 | * pbuffer: optional pbuffer used with this context
|
---|
416 | *
|
---|
417 | *****************************************************************************/
|
---|
418 | static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
|
---|
419 | WineD3DContext **oldArray = This->contexts;
|
---|
420 | DWORD state;
|
---|
421 |
|
---|
422 | This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
|
---|
423 | if(This->contexts == NULL) {
|
---|
424 | ERR("Unable to grow the context array\n");
|
---|
425 | This->contexts = oldArray;
|
---|
426 | return NULL;
|
---|
427 | }
|
---|
428 | if(oldArray) {
|
---|
429 | memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
|
---|
430 | }
|
---|
431 |
|
---|
432 | This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
|
---|
433 | if(This->contexts[This->numContexts] == NULL) {
|
---|
434 | ERR("Unable to allocate a new context\n");
|
---|
435 | HeapFree(GetProcessHeap(), 0, This->contexts);
|
---|
436 | This->contexts = oldArray;
|
---|
437 | return NULL;
|
---|
438 | }
|
---|
439 |
|
---|
440 | This->contexts[This->numContexts]->hdc = hdc;
|
---|
441 | This->contexts[This->numContexts]->glCtx = glCtx;
|
---|
442 | This->contexts[This->numContexts]->pbuffer = pbuffer;
|
---|
443 | This->contexts[This->numContexts]->win_handle = win_handle;
|
---|
444 | HeapFree(GetProcessHeap(), 0, oldArray);
|
---|
445 |
|
---|
446 | /* Mark all states dirty to force a proper initialization of the states on the first use of the context
|
---|
447 | */
|
---|
448 | for(state = 0; state <= STATE_HIGHEST; state++) {
|
---|
449 | Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
|
---|
450 | }
|
---|
451 |
|
---|
452 | This->numContexts++;
|
---|
453 | TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
|
---|
454 | return This->contexts[This->numContexts - 1];
|
---|
455 | }
|
---|
456 |
|
---|
457 | /* This function takes care of WineD3D pixel format selection. */
|
---|
458 | static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
|
---|
459 | const struct GlPixelFormatDesc *color_format_desc, const struct GlPixelFormatDesc *ds_format_desc,
|
---|
460 | BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
|
---|
461 | {
|
---|
462 | int iPixelFormat=0;
|
---|
463 | unsigned int matchtry;
|
---|
464 | short redBits, greenBits, blueBits, alphaBits, colorBits;
|
---|
465 | short depthBits=0, stencilBits=0;
|
---|
466 |
|
---|
467 | struct match_type {
|
---|
468 | BOOL require_aux;
|
---|
469 | BOOL exact_alpha;
|
---|
470 | BOOL exact_color;
|
---|
471 | } matches[] = {
|
---|
472 | /* First, try without alpha match buffers. MacOS supports aux buffers only
|
---|
473 | * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
|
---|
474 | * Then try without aux buffers - this is the most common cause for not
|
---|
475 | * finding a pixel format. Also some drivers(the open source ones)
|
---|
476 | * only offer 32 bit ARB pixel formats. First try without an exact alpha
|
---|
477 | * match, then try without an exact alpha and color match.
|
---|
478 | */
|
---|
479 | { TRUE, TRUE, TRUE },
|
---|
480 | { TRUE, FALSE, TRUE },
|
---|
481 | { FALSE, TRUE, TRUE },
|
---|
482 | { FALSE, FALSE, TRUE },
|
---|
483 | { TRUE, FALSE, FALSE },
|
---|
484 | { FALSE, FALSE, FALSE },
|
---|
485 | };
|
---|
486 |
|
---|
487 | int i = 0;
|
---|
488 | int nCfgs = This->adapter->nCfgs;
|
---|
489 |
|
---|
490 | TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
|
---|
491 | debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
|
---|
492 | auxBuffers, numSamples, pbuffer, findCompatible);
|
---|
493 |
|
---|
494 | if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
|
---|
495 | {
|
---|
496 | ERR("Unable to get color bits for format %s (%#x)!\n",
|
---|
497 | debug_d3dformat(color_format_desc->format), color_format_desc->format);
|
---|
498 | return 0;
|
---|
499 | }
|
---|
500 |
|
---|
501 | /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
|
---|
502 | * You are able to add a depth + stencil surface at a later stage when you need it.
|
---|
503 | * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
|
---|
504 | * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
|
---|
505 | * context, need torecreate shaders, textures and other resources.
|
---|
506 | *
|
---|
507 | * The context manager already takes care of the state problem and for the other tasks code from Reset
|
---|
508 | * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
|
---|
509 | * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
|
---|
510 | * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
|
---|
511 | * issue needs to be fixed. */
|
---|
512 | if (ds_format_desc->format != WINED3DFMT_D24S8)
|
---|
513 | {
|
---|
514 | FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
|
---|
515 | ds_format_desc = getFormatDescEntry(WINED3DFMT_D24S8, &This->adapter->gl_info);
|
---|
516 | }
|
---|
517 |
|
---|
518 | getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
|
---|
519 |
|
---|
520 | for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
|
---|
521 | for(i=0; i<nCfgs; i++) {
|
---|
522 | BOOL exactDepthMatch = TRUE;
|
---|
523 | WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
|
---|
524 |
|
---|
525 | /* For now only accept RGBA formats. Perhaps some day we will
|
---|
526 | * allow floating point formats for pbuffers. */
|
---|
527 | if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
|
---|
528 | continue;
|
---|
529 |
|
---|
530 | /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
|
---|
531 | if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
|
---|
532 | continue;
|
---|
533 |
|
---|
534 | /* We like to have aux buffers in backbuffer mode */
|
---|
535 | if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
|
---|
536 | continue;
|
---|
537 |
|
---|
538 | /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
|
---|
539 | if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
|
---|
540 | continue;
|
---|
541 |
|
---|
542 | if(matches[matchtry].exact_color) {
|
---|
543 | if(cfg->redSize != redBits)
|
---|
544 | continue;
|
---|
545 | if(cfg->greenSize != greenBits)
|
---|
546 | continue;
|
---|
547 | if(cfg->blueSize != blueBits)
|
---|
548 | continue;
|
---|
549 | } else {
|
---|
550 | if(cfg->redSize < redBits)
|
---|
551 | continue;
|
---|
552 | if(cfg->greenSize < greenBits)
|
---|
553 | continue;
|
---|
554 | if(cfg->blueSize < blueBits)
|
---|
555 | continue;
|
---|
556 | }
|
---|
557 | if(matches[matchtry].exact_alpha) {
|
---|
558 | if(cfg->alphaSize != alphaBits)
|
---|
559 | continue;
|
---|
560 | } else {
|
---|
561 | if(cfg->alphaSize < alphaBits)
|
---|
562 | continue;
|
---|
563 | }
|
---|
564 |
|
---|
565 | /* We try to locate a format which matches our requirements exactly. In case of
|
---|
566 | * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
|
---|
567 | if(cfg->depthSize < depthBits)
|
---|
568 | continue;
|
---|
569 | else if(cfg->depthSize > depthBits)
|
---|
570 | exactDepthMatch = FALSE;
|
---|
571 |
|
---|
572 | /* In all cases make sure the number of stencil bits matches our requirements
|
---|
573 | * even when we don't need stencil because it could affect performance EXCEPT
|
---|
574 | * on cards which don't offer depth formats without stencil like the i915 drivers
|
---|
575 | * on Linux. */
|
---|
576 | if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
|
---|
577 | continue;
|
---|
578 |
|
---|
579 | /* Check multisampling support */
|
---|
580 | if(cfg->numSamples != numSamples)
|
---|
581 | continue;
|
---|
582 |
|
---|
583 | /* When we have passed all the checks then we have found a format which matches our
|
---|
584 | * requirements. Note that we only check for a limit number of capabilities right now,
|
---|
585 | * so there can easily be a dozen of pixel formats which appear to be the 'same' but
|
---|
586 | * can still differ in things like multisampling, stereo, SRGB and other flags.
|
---|
587 | */
|
---|
588 |
|
---|
589 | /* Exit the loop as we have found a format :) */
|
---|
590 | if(exactDepthMatch) {
|
---|
591 | iPixelFormat = cfg->iPixelFormat;
|
---|
592 | break;
|
---|
593 | } else if(!iPixelFormat) {
|
---|
594 | /* In the end we might end up with a format which doesn't exactly match our depth
|
---|
595 | * requirements. Accept the first format we found because formats with higher iPixelFormat
|
---|
596 | * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
|
---|
597 | iPixelFormat = cfg->iPixelFormat;
|
---|
598 | }
|
---|
599 | }
|
---|
600 | }
|
---|
601 |
|
---|
602 | /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
|
---|
603 | if(!iPixelFormat && !findCompatible) {
|
---|
604 | ERR("Can't find a suitable iPixelFormat\n");
|
---|
605 | return FALSE;
|
---|
606 | } else if(!iPixelFormat) {
|
---|
607 | PIXELFORMATDESCRIPTOR pfd;
|
---|
608 |
|
---|
609 | TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
|
---|
610 | /* PixelFormat selection */
|
---|
611 | ZeroMemory(&pfd, sizeof(pfd));
|
---|
612 | pfd.nSize = sizeof(pfd);
|
---|
613 | pfd.nVersion = 1;
|
---|
614 | pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
|
---|
615 | pfd.iPixelType = PFD_TYPE_RGBA;
|
---|
616 | pfd.cAlphaBits = alphaBits;
|
---|
617 | pfd.cColorBits = colorBits;
|
---|
618 | pfd.cDepthBits = depthBits;
|
---|
619 | pfd.cStencilBits = stencilBits;
|
---|
620 | pfd.iLayerType = PFD_MAIN_PLANE;
|
---|
621 |
|
---|
622 | iPixelFormat = ChoosePixelFormat(hdc, &pfd);
|
---|
623 | if(!iPixelFormat) {
|
---|
624 | /* If this happens something is very wrong as ChoosePixelFormat barely fails */
|
---|
625 | ERR("Can't find a suitable iPixelFormat\n");
|
---|
626 | return FALSE;
|
---|
627 | }
|
---|
628 | }
|
---|
629 |
|
---|
630 | TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
|
---|
631 | iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
|
---|
632 | return iPixelFormat;
|
---|
633 | }
|
---|
634 |
|
---|
635 | /*****************************************************************************
|
---|
636 | * CreateContext
|
---|
637 | *
|
---|
638 | * Creates a new context for a window, or a pbuffer context.
|
---|
639 | *
|
---|
640 | * * Params:
|
---|
641 | * This: Device to activate the context for
|
---|
642 | * target: Surface this context will render to
|
---|
643 | * win_handle: handle to the window which we are drawing to
|
---|
644 | * create_pbuffer: tells whether to create a pbuffer or not
|
---|
645 | * pPresentParameters: contains the pixelformats to use for onscreen rendering
|
---|
646 | *
|
---|
647 | *****************************************************************************/
|
---|
648 | WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
|
---|
649 | HDC oldDrawable, hdc;
|
---|
650 | HPBUFFERARB pbuffer = NULL;
|
---|
651 | HGLRC ctx = NULL, oldCtx;
|
---|
652 | WineD3DContext *ret = NULL;
|
---|
653 | unsigned int s;
|
---|
654 |
|
---|
655 | TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
|
---|
656 |
|
---|
657 | if(create_pbuffer) {
|
---|
658 | HDC hdc_parent = GetDC(win_handle);
|
---|
659 | int iPixelFormat = 0;
|
---|
660 |
|
---|
661 | IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
|
---|
662 | const struct GlPixelFormatDesc *ds_format_desc = StencilSurface
|
---|
663 | ? ((IWineD3DSurfaceImpl *)StencilSurface)->resource.format_desc
|
---|
664 | : getFormatDescEntry(WINED3DFMT_UNKNOWN, &This->adapter->gl_info);
|
---|
665 |
|
---|
666 | /* Try to find a pixel format with pbuffer support. */
|
---|
667 | iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
|
---|
668 | ds_format_desc, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */,
|
---|
669 | FALSE /* findCompatible */);
|
---|
670 | if(!iPixelFormat) {
|
---|
671 | TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
|
---|
672 |
|
---|
673 | /* For some reason we weren't able to find a format, try to find something instead of crashing.
|
---|
674 | * A reason for failure could have been wglChoosePixelFormatARB strictness. */
|
---|
675 | iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
|
---|
676 | ds_format_desc, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */,
|
---|
677 | TRUE /* findCompatible */);
|
---|
678 | }
|
---|
679 |
|
---|
680 | /* This shouldn't happen as ChoosePixelFormat always returns something */
|
---|
681 | if(!iPixelFormat) {
|
---|
682 | ERR("Unable to locate a pixel format for a pbuffer\n");
|
---|
683 | ReleaseDC(win_handle, hdc_parent);
|
---|
684 | goto out;
|
---|
685 | }
|
---|
686 |
|
---|
687 | TRACE("Creating a pBuffer drawable for the new context\n");
|
---|
688 | pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
|
---|
689 | if(!pbuffer) {
|
---|
690 | ERR("Cannot create a pbuffer\n");
|
---|
691 | ReleaseDC(win_handle, hdc_parent);
|
---|
692 | goto out;
|
---|
693 | }
|
---|
694 |
|
---|
695 | /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
|
---|
696 | hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
|
---|
697 | if(!hdc) {
|
---|
698 | ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
|
---|
699 | GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
|
---|
700 | ReleaseDC(win_handle, hdc_parent);
|
---|
701 | goto out;
|
---|
702 | }
|
---|
703 | ReleaseDC(win_handle, hdc_parent);
|
---|
704 | } else {
|
---|
705 | PIXELFORMATDESCRIPTOR pfd;
|
---|
706 | int iPixelFormat;
|
---|
707 | int res;
|
---|
708 | const struct GlPixelFormatDesc *color_format_desc = target->resource.format_desc;
|
---|
709 | const struct GlPixelFormatDesc *ds_format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN,
|
---|
710 | &This->adapter->gl_info);
|
---|
711 | BOOL auxBuffers = FALSE;
|
---|
712 | int numSamples = 0;
|
---|
713 |
|
---|
714 | hdc = GetDC(win_handle);
|
---|
715 | if(hdc == NULL) {
|
---|
716 | ERR("Cannot retrieve a device context!\n");
|
---|
717 | goto out;
|
---|
718 | }
|
---|
719 |
|
---|
720 | /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
|
---|
721 | if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
|
---|
722 | auxBuffers = TRUE;
|
---|
723 |
|
---|
724 | if (color_format_desc->format == WINED3DFMT_X4R4G4B4)
|
---|
725 | color_format_desc = getFormatDescEntry(WINED3DFMT_A4R4G4B4, &This->adapter->gl_info);
|
---|
726 | else if (color_format_desc->format == WINED3DFMT_X8R8G8B8)
|
---|
727 | color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info);
|
---|
728 | }
|
---|
729 |
|
---|
730 | /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
|
---|
731 | * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
|
---|
732 | * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
|
---|
733 | * a format with 8bit alpha, so request A8R8G8B8. */
|
---|
734 | if (color_format_desc->format == WINED3DFMT_P8)
|
---|
735 | color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info);
|
---|
736 |
|
---|
737 | /* Retrieve the depth stencil format from the present parameters.
|
---|
738 | * The choice of the proper format can give a nice performance boost
|
---|
739 | * in case of GPU limited programs. */
|
---|
740 | if(pPresentParms->EnableAutoDepthStencil) {
|
---|
741 | TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
|
---|
742 | ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, &This->adapter->gl_info);
|
---|
743 | }
|
---|
744 |
|
---|
745 | /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
|
---|
746 | if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
|
---|
747 | if(!GL_SUPPORT(ARB_MULTISAMPLE))
|
---|
748 | ERR("The program is requesting multisampling without support!\n");
|
---|
749 | else {
|
---|
750 | ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
|
---|
751 | numSamples = pPresentParms->MultiSampleType;
|
---|
752 | }
|
---|
753 | }
|
---|
754 |
|
---|
755 | /* Try to find a pixel format which matches our requirements */
|
---|
756 | iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
|
---|
757 | auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
|
---|
758 |
|
---|
759 | /* Try to locate a compatible format if we weren't able to find anything */
|
---|
760 | if(!iPixelFormat) {
|
---|
761 | TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
|
---|
762 | iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
|
---|
763 | auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
|
---|
764 | }
|
---|
765 |
|
---|
766 | /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
|
---|
767 | if(!iPixelFormat) {
|
---|
768 | ERR("Can't find a suitable iPixelFormat\n");
|
---|
769 | return FALSE;
|
---|
770 | }
|
---|
771 |
|
---|
772 | DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
|
---|
773 | res = SetPixelFormat(hdc, iPixelFormat, NULL);
|
---|
774 | if(!res) {
|
---|
775 | int oldPixelFormat = GetPixelFormat(hdc);
|
---|
776 |
|
---|
777 | /* By default WGL doesn't allow pixel format adjustments but we need it here.
|
---|
778 | * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
|
---|
779 | * set the pixel format multiple times. Only use it when it is really needed. */
|
---|
780 |
|
---|
781 | if(oldPixelFormat == iPixelFormat) {
|
---|
782 | /* We don't have to do anything as the formats are the same :) */
|
---|
783 | } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
|
---|
784 | res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
|
---|
785 |
|
---|
786 | if(!res) {
|
---|
787 | ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
|
---|
788 | return FALSE;
|
---|
789 | }
|
---|
790 | } else if(oldPixelFormat) {
|
---|
791 | /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
|
---|
792 | * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
|
---|
793 | ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
|
---|
794 | } else {
|
---|
795 | ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
|
---|
796 | return FALSE;
|
---|
797 | }
|
---|
798 | }
|
---|
799 | }
|
---|
800 |
|
---|
801 | ctx = pwglCreateContext(hdc);
|
---|
802 | if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
|
---|
803 |
|
---|
804 | if(!ctx) {
|
---|
805 | ERR("Failed to create a WGL context\n");
|
---|
806 | if(create_pbuffer) {
|
---|
807 | GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
|
---|
808 | GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
|
---|
809 | }
|
---|
810 | goto out;
|
---|
811 | }
|
---|
812 | ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
|
---|
813 | if(!ret) {
|
---|
814 | ERR("Failed to add the newly created context to the context list\n");
|
---|
815 | pwglDeleteContext(ctx);
|
---|
816 | if(create_pbuffer) {
|
---|
817 | GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
|
---|
818 | GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
|
---|
819 | }
|
---|
820 | goto out;
|
---|
821 | }
|
---|
822 | ret->surface = (IWineD3DSurface *) target;
|
---|
823 | ret->isPBuffer = create_pbuffer;
|
---|
824 | ret->tid = GetCurrentThreadId();
|
---|
825 | if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
|
---|
826 | /* Create the dirty constants array and initialize them to dirty */
|
---|
827 | ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
|
---|
828 | sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
|
---|
829 | ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
|
---|
830 | sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
|
---|
831 | memset(ret->vshader_const_dirty, 1,
|
---|
832 | sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
|
---|
833 | memset(ret->pshader_const_dirty, 1,
|
---|
834 | sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
|
---|
835 | }
|
---|
836 |
|
---|
837 | TRACE("Successfully created new context %p\n", ret);
|
---|
838 |
|
---|
839 | list_init(&ret->fbo_list);
|
---|
840 |
|
---|
841 | /* Set up the context defaults */
|
---|
842 | oldCtx = pwglGetCurrentContext();
|
---|
843 | oldDrawable = pwglGetCurrentDC();
|
---|
844 | if(oldCtx && oldDrawable) {
|
---|
845 | /* See comment in ActivateContext context switching */
|
---|
846 | This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
|
---|
847 | }
|
---|
848 | if(pwglMakeCurrent(hdc, ctx) == FALSE) {
|
---|
849 | ERR("Cannot activate context to set up defaults\n");
|
---|
850 | goto out;
|
---|
851 | }
|
---|
852 |
|
---|
853 | ENTER_GL();
|
---|
854 |
|
---|
855 | glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
|
---|
856 |
|
---|
857 | TRACE("Setting up the screen\n");
|
---|
858 | /* Clear the screen */
|
---|
859 | glClearColor(1.0, 0.0, 0.0, 0.0);
|
---|
860 | checkGLcall("glClearColor");
|
---|
861 | glClearIndex(0);
|
---|
862 | glClearDepth(1);
|
---|
863 | glClearStencil(0xffff);
|
---|
864 |
|
---|
865 | checkGLcall("glClear");
|
---|
866 |
|
---|
867 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
868 | checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
|
---|
869 |
|
---|
870 | glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
|
---|
871 | checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
|
---|
872 |
|
---|
873 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
|
---|
874 | checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
|
---|
875 |
|
---|
876 | glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
|
---|
877 | checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
|
---|
878 | glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
|
---|
879 | checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
|
---|
880 |
|
---|
881 | if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
|
---|
882 | /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
|
---|
883 | * and textures in DIB sections(due to the memory protection).
|
---|
884 | */
|
---|
885 | glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
|
---|
886 | checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
|
---|
887 | }
|
---|
888 | if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
---|
889 | /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
|
---|
890 | * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
|
---|
891 | * GL_VERTEX_BLEND_ARB isn't enabled too
|
---|
892 | */
|
---|
893 | glEnable(GL_WEIGHT_SUM_UNITY_ARB);
|
---|
894 | checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
|
---|
895 | }
|
---|
896 | if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
|
---|
897 | /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
|
---|
898 | * the previous texture where to source the offset from is always unit - 1.
|
---|
899 | */
|
---|
900 | for(s = 1; s < GL_LIMITS(textures); s++) {
|
---|
901 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
|
---|
902 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
|
---|
903 | checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
|
---|
904 | }
|
---|
905 | }
|
---|
906 |
|
---|
907 | for(s = 0; s < GL_LIMITS(point_sprite_units); s++) {
|
---|
908 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
|
---|
909 | glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
|
---|
910 | checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
|
---|
911 | }
|
---|
912 | LEAVE_GL();
|
---|
913 |
|
---|
914 | /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
|
---|
915 | * but enable it for the first context we create, and reenable it on the old context
|
---|
916 | */
|
---|
917 | if(oldDrawable && oldCtx) {
|
---|
918 | pwglMakeCurrent(oldDrawable, oldCtx);
|
---|
919 | } else {
|
---|
920 | last_device = This;
|
---|
921 | }
|
---|
922 | This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
|
---|
923 |
|
---|
924 | return ret;
|
---|
925 |
|
---|
926 | out:
|
---|
927 | return NULL;
|
---|
928 | }
|
---|
929 |
|
---|
930 | /*****************************************************************************
|
---|
931 | * RemoveContextFromArray
|
---|
932 | *
|
---|
933 | * Removes a context from the context manager. The opengl context is not
|
---|
934 | * destroyed or unset. context is not a valid pointer after that call.
|
---|
935 | *
|
---|
936 | * Similar to the former call this isn't a performance critical function. A
|
---|
937 | * helper function for DestroyContext.
|
---|
938 | *
|
---|
939 | * Params:
|
---|
940 | * This: Device to activate the context for
|
---|
941 | * context: Context to remove
|
---|
942 | *
|
---|
943 | *****************************************************************************/
|
---|
944 | static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
|
---|
945 | WineD3DContext **new_array;
|
---|
946 | BOOL found = FALSE;
|
---|
947 | UINT i;
|
---|
948 |
|
---|
949 | TRACE("Removing ctx %p\n", context);
|
---|
950 |
|
---|
951 | for (i = 0; i < This->numContexts; ++i)
|
---|
952 | {
|
---|
953 | if (This->contexts[i] == context)
|
---|
954 | {
|
---|
955 | HeapFree(GetProcessHeap(), 0, context);
|
---|
956 | found = TRUE;
|
---|
957 | break;
|
---|
958 | }
|
---|
959 | }
|
---|
960 |
|
---|
961 | if (!found)
|
---|
962 | {
|
---|
963 | ERR("Context %p doesn't exist in context array\n", context);
|
---|
964 | return;
|
---|
965 | }
|
---|
966 |
|
---|
967 | while (i < This->numContexts - 1)
|
---|
968 | {
|
---|
969 | This->contexts[i] = This->contexts[i + 1];
|
---|
970 | ++i;
|
---|
971 | }
|
---|
972 |
|
---|
973 | --This->numContexts;
|
---|
974 | if (!This->numContexts)
|
---|
975 | {
|
---|
976 | HeapFree(GetProcessHeap(), 0, This->contexts);
|
---|
977 | This->contexts = NULL;
|
---|
978 | return;
|
---|
979 | }
|
---|
980 |
|
---|
981 | new_array = HeapReAlloc(GetProcessHeap(), 0, This->contexts, This->numContexts * sizeof(*This->contexts));
|
---|
982 | if (!new_array)
|
---|
983 | {
|
---|
984 | ERR("Failed to shrink context array. Oh well.\n");
|
---|
985 | return;
|
---|
986 | }
|
---|
987 |
|
---|
988 | This->contexts = new_array;
|
---|
989 | }
|
---|
990 |
|
---|
991 | /*****************************************************************************
|
---|
992 | * DestroyContext
|
---|
993 | *
|
---|
994 | * Destroys a wineD3DContext
|
---|
995 | *
|
---|
996 | * Params:
|
---|
997 | * This: Device to activate the context for
|
---|
998 | * context: Context to destroy
|
---|
999 | *
|
---|
1000 | *****************************************************************************/
|
---|
1001 | void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
|
---|
1002 | struct fbo_entry *entry, *entry2;
|
---|
1003 |
|
---|
1004 | TRACE("Destroying ctx %p\n", context);
|
---|
1005 |
|
---|
1006 | /* The correct GL context needs to be active to cleanup the GL resources below */
|
---|
1007 | if(pwglGetCurrentContext() != context->glCtx){
|
---|
1008 | pwglMakeCurrent(context->hdc, context->glCtx);
|
---|
1009 | last_device = NULL;
|
---|
1010 | }
|
---|
1011 |
|
---|
1012 | ENTER_GL();
|
---|
1013 |
|
---|
1014 | LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
|
---|
1015 | context_destroy_fbo_entry(This, entry);
|
---|
1016 | }
|
---|
1017 | if (context->src_fbo) {
|
---|
1018 | TRACE("Destroy src FBO %d\n", context->src_fbo);
|
---|
1019 | context_destroy_fbo(This, &context->src_fbo);
|
---|
1020 | }
|
---|
1021 | if (context->dst_fbo) {
|
---|
1022 | TRACE("Destroy dst FBO %d\n", context->dst_fbo);
|
---|
1023 | context_destroy_fbo(This, &context->dst_fbo);
|
---|
1024 | }
|
---|
1025 |
|
---|
1026 | LEAVE_GL();
|
---|
1027 |
|
---|
1028 | if (This->activeContext == context)
|
---|
1029 | {
|
---|
1030 | This->activeContext = NULL;
|
---|
1031 | TRACE("Destroying the active context.\n");
|
---|
1032 | }
|
---|
1033 |
|
---|
1034 | /* Cleanup the GL context */
|
---|
1035 | pwglMakeCurrent(NULL, NULL);
|
---|
1036 | if(context->isPBuffer) {
|
---|
1037 | GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
|
---|
1038 | GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
|
---|
1039 | } else ReleaseDC(context->win_handle, context->hdc);
|
---|
1040 | pwglDeleteContext(context->glCtx);
|
---|
1041 |
|
---|
1042 | HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
|
---|
1043 | HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
|
---|
1044 | RemoveContextFromArray(This, context);
|
---|
1045 | }
|
---|
1046 |
|
---|
1047 | static inline void set_blit_dimension(UINT width, UINT height) {
|
---|
1048 | glMatrixMode(GL_PROJECTION);
|
---|
1049 | checkGLcall("glMatrixMode(GL_PROJECTION)");
|
---|
1050 | glLoadIdentity();
|
---|
1051 | checkGLcall("glLoadIdentity()");
|
---|
1052 | glOrtho(0, width, height, 0, 0.0, -1.0);
|
---|
1053 | checkGLcall("glOrtho");
|
---|
1054 | glViewport(0, 0, width, height);
|
---|
1055 | checkGLcall("glViewport");
|
---|
1056 | }
|
---|
1057 |
|
---|
1058 | /*****************************************************************************
|
---|
1059 | * SetupForBlit
|
---|
1060 | *
|
---|
1061 | * Sets up a context for DirectDraw blitting.
|
---|
1062 | * All texture units are disabled, texture unit 0 is set as current unit
|
---|
1063 | * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
|
---|
1064 | * color writing enabled for all channels
|
---|
1065 | * register combiners disabled, shaders disabled
|
---|
1066 | * world matrix is set to identity, texture matrix 0 too
|
---|
1067 | * projection matrix is setup for drawing screen coordinates
|
---|
1068 | *
|
---|
1069 | * Params:
|
---|
1070 | * This: Device to activate the context for
|
---|
1071 | * context: Context to setup
|
---|
1072 | * width: render target width
|
---|
1073 | * height: render target height
|
---|
1074 | *
|
---|
1075 | *****************************************************************************/
|
---|
1076 | static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
|
---|
1077 | int i, sampler;
|
---|
1078 | const struct StateEntry *StateTable = This->StateTable;
|
---|
1079 |
|
---|
1080 | TRACE("Setting up context %p for blitting\n", context);
|
---|
1081 | if(context->last_was_blit) {
|
---|
1082 | if(context->blit_w != width || context->blit_h != height) {
|
---|
1083 | set_blit_dimension(width, height);
|
---|
1084 | context->blit_w = width; context->blit_h = height;
|
---|
1085 | /* No need to dirtify here, the states are still dirtified because they weren't
|
---|
1086 | * applied since the last SetupForBlit call. Otherwise last_was_blit would not
|
---|
1087 | * be set
|
---|
1088 | */
|
---|
1089 | }
|
---|
1090 | TRACE("Context is already set up for blitting, nothing to do\n");
|
---|
1091 | return;
|
---|
1092 | }
|
---|
1093 | context->last_was_blit = TRUE;
|
---|
1094 |
|
---|
1095 | /* TODO: Use a display list */
|
---|
1096 |
|
---|
1097 | /* Disable shaders */
|
---|
1098 | This->shader_backend->shader_select((IWineD3DDevice *)This, FALSE, FALSE);
|
---|
1099 | Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
|
---|
1100 | Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
|
---|
1101 |
|
---|
1102 | /* Call ENTER_GL() once for all gl calls below. In theory we should not call
|
---|
1103 | * helper functions in between gl calls. This function is full of Context_MarkStateDirty
|
---|
1104 | * which can safely be called from here, we only lock once instead locking/unlocking
|
---|
1105 | * after each GL call.
|
---|
1106 | */
|
---|
1107 | ENTER_GL();
|
---|
1108 |
|
---|
1109 | /* Disable all textures. The caller can then bind a texture it wants to blit
|
---|
1110 | * from
|
---|
1111 | *
|
---|
1112 | * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
|
---|
1113 | * function texture unit. No need to care for higher samplers
|
---|
1114 | */
|
---|
1115 | for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
|
---|
1116 | sampler = This->rev_tex_unit_map[i];
|
---|
1117 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
|
---|
1118 | checkGLcall("glActiveTextureARB");
|
---|
1119 |
|
---|
1120 | if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
---|
1121 | glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
---|
1122 | checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
|
---|
1123 | }
|
---|
1124 | glDisable(GL_TEXTURE_3D);
|
---|
1125 | checkGLcall("glDisable GL_TEXTURE_3D");
|
---|
1126 | if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
|
---|
1127 | glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
---|
1128 | checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
|
---|
1129 | }
|
---|
1130 | glDisable(GL_TEXTURE_2D);
|
---|
1131 | checkGLcall("glDisable GL_TEXTURE_2D");
|
---|
1132 |
|
---|
1133 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
---|
1134 | checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
|
---|
1135 |
|
---|
1136 | if (sampler != -1) {
|
---|
1137 | if (sampler < MAX_TEXTURES) {
|
---|
1138 | Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
|
---|
1139 | }
|
---|
1140 | Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
|
---|
1141 | }
|
---|
1142 | }
|
---|
1143 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
---|
1144 | checkGLcall("glActiveTextureARB");
|
---|
1145 |
|
---|
1146 | sampler = This->rev_tex_unit_map[0];
|
---|
1147 |
|
---|
1148 | if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
---|
1149 | glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
---|
1150 | checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
|
---|
1151 | }
|
---|
1152 | glDisable(GL_TEXTURE_3D);
|
---|
1153 | checkGLcall("glDisable GL_TEXTURE_3D");
|
---|
1154 | if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
|
---|
1155 | glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
---|
1156 | checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
|
---|
1157 | }
|
---|
1158 | glDisable(GL_TEXTURE_2D);
|
---|
1159 | checkGLcall("glDisable GL_TEXTURE_2D");
|
---|
1160 |
|
---|
1161 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
---|
1162 |
|
---|
1163 | glMatrixMode(GL_TEXTURE);
|
---|
1164 | checkGLcall("glMatrixMode(GL_TEXTURE)");
|
---|
1165 | glLoadIdentity();
|
---|
1166 | checkGLcall("glLoadIdentity()");
|
---|
1167 |
|
---|
1168 | if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
|
---|
1169 | glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
|
---|
1170 | GL_TEXTURE_LOD_BIAS_EXT,
|
---|
1171 | 0.0);
|
---|
1172 | checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
|
---|
1173 | }
|
---|
1174 |
|
---|
1175 | if (sampler != -1) {
|
---|
1176 | if (sampler < MAX_TEXTURES) {
|
---|
1177 | Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
|
---|
1178 | Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
|
---|
1179 | }
|
---|
1180 | Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
|
---|
1181 | }
|
---|
1182 |
|
---|
1183 | /* Other misc states */
|
---|
1184 | glDisable(GL_ALPHA_TEST);
|
---|
1185 | checkGLcall("glDisable(GL_ALPHA_TEST)");
|
---|
1186 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
|
---|
1187 | glDisable(GL_LIGHTING);
|
---|
1188 | checkGLcall("glDisable GL_LIGHTING");
|
---|
1189 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
|
---|
1190 | glDisable(GL_DEPTH_TEST);
|
---|
1191 | checkGLcall("glDisable GL_DEPTH_TEST");
|
---|
1192 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
|
---|
1193 | glDisableWINE(GL_FOG);
|
---|
1194 | checkGLcall("glDisable GL_FOG");
|
---|
1195 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
|
---|
1196 | glDisable(GL_BLEND);
|
---|
1197 | checkGLcall("glDisable GL_BLEND");
|
---|
1198 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
|
---|
1199 | glDisable(GL_CULL_FACE);
|
---|
1200 | checkGLcall("glDisable GL_CULL_FACE");
|
---|
1201 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
|
---|
1202 | glDisable(GL_STENCIL_TEST);
|
---|
1203 | checkGLcall("glDisable GL_STENCIL_TEST");
|
---|
1204 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
|
---|
1205 | glDisable(GL_SCISSOR_TEST);
|
---|
1206 | checkGLcall("glDisable GL_SCISSOR_TEST");
|
---|
1207 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
|
---|
1208 | if(GL_SUPPORT(ARB_POINT_SPRITE)) {
|
---|
1209 | glDisable(GL_POINT_SPRITE_ARB);
|
---|
1210 | checkGLcall("glDisable GL_POINT_SPRITE_ARB");
|
---|
1211 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
|
---|
1212 | }
|
---|
1213 | glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
|
---|
1214 | checkGLcall("glColorMask");
|
---|
1215 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
|
---|
1216 | if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
---|
1217 | glDisable(GL_COLOR_SUM_EXT);
|
---|
1218 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
|
---|
1219 | checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
|
---|
1220 | }
|
---|
1221 |
|
---|
1222 | /* Setup transforms */
|
---|
1223 | glMatrixMode(GL_MODELVIEW);
|
---|
1224 | checkGLcall("glMatrixMode(GL_MODELVIEW)");
|
---|
1225 | glLoadIdentity();
|
---|
1226 | checkGLcall("glLoadIdentity()");
|
---|
1227 | Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
|
---|
1228 |
|
---|
1229 | context->last_was_rhw = TRUE;
|
---|
1230 | Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
|
---|
1231 |
|
---|
1232 | glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
|
---|
1233 | glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
|
---|
1234 | glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
|
---|
1235 | glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
|
---|
1236 | glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
|
---|
1237 | glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
|
---|
1238 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
|
---|
1239 | LEAVE_GL();
|
---|
1240 |
|
---|
1241 | set_blit_dimension(width, height);
|
---|
1242 | context->blit_w = width; context->blit_h = height;
|
---|
1243 | Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
|
---|
1244 | Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
|
---|
1245 |
|
---|
1246 |
|
---|
1247 | This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
|
---|
1248 | }
|
---|
1249 |
|
---|
1250 | /*****************************************************************************
|
---|
1251 | * findThreadContextForSwapChain
|
---|
1252 | *
|
---|
1253 | * Searches a swapchain for all contexts and picks one for the thread tid.
|
---|
1254 | * If none can be found the swapchain is requested to create a new context
|
---|
1255 | *
|
---|
1256 | *****************************************************************************/
|
---|
1257 | static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
|
---|
1258 | unsigned int i;
|
---|
1259 |
|
---|
1260 | for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
|
---|
1261 | if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
|
---|
1262 | return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
|
---|
1263 | }
|
---|
1264 |
|
---|
1265 | }
|
---|
1266 |
|
---|
1267 | /* Create a new context for the thread */
|
---|
1268 | return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
|
---|
1269 | }
|
---|
1270 |
|
---|
1271 | /*****************************************************************************
|
---|
1272 | * FindContext
|
---|
1273 | *
|
---|
1274 | * Finds a context for the current render target and thread
|
---|
1275 | *
|
---|
1276 | * Parameters:
|
---|
1277 | * target: Render target to find the context for
|
---|
1278 | * tid: Thread to activate the context for
|
---|
1279 | *
|
---|
1280 | * Returns: The needed context
|
---|
1281 | *
|
---|
1282 | *****************************************************************************/
|
---|
1283 | static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
|
---|
1284 | IWineD3DSwapChain *swapchain = NULL;
|
---|
1285 | BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
|
---|
1286 | WineD3DContext *context = This->activeContext;
|
---|
1287 | BOOL oldRenderOffscreen = This->render_offscreen;
|
---|
1288 | const struct GlPixelFormatDesc *old = ((IWineD3DSurfaceImpl *)This->lastActiveRenderTarget)->resource.format_desc;
|
---|
1289 | const struct GlPixelFormatDesc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
|
---|
1290 | const struct StateEntry *StateTable = This->StateTable;
|
---|
1291 |
|
---|
1292 | /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
|
---|
1293 | * the alpha blend state changes with different render target formats
|
---|
1294 | */
|
---|
1295 | if (old->format != new->format)
|
---|
1296 | {
|
---|
1297 | /* Disable blending when the alpha mask has changed and when a format doesn't support blending */
|
---|
1298 | if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
|
---|
1299 | || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
|
---|
1300 | {
|
---|
1301 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
|
---|
1302 | }
|
---|
1303 | }
|
---|
1304 |
|
---|
1305 | if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
|
---|
1306 | TRACE("Rendering onscreen\n");
|
---|
1307 |
|
---|
1308 | context = findThreadContextForSwapChain(swapchain, tid);
|
---|
1309 |
|
---|
1310 | This->render_offscreen = FALSE;
|
---|
1311 | /* The context != This->activeContext will catch a NOP context change. This can occur
|
---|
1312 | * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
|
---|
1313 | * rendering. No context change is needed in that case
|
---|
1314 | */
|
---|
1315 |
|
---|
1316 | if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
|
---|
1317 | if(This->pbufferContext && tid == This->pbufferContext->tid) {
|
---|
1318 | This->pbufferContext->tid = 0;
|
---|
1319 | }
|
---|
1320 | }
|
---|
1321 | IWineD3DSwapChain_Release(swapchain);
|
---|
1322 |
|
---|
1323 | if(oldRenderOffscreen) {
|
---|
1324 | Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
|
---|
1325 | Context_MarkStateDirty(context, STATE_VDECL, StateTable);
|
---|
1326 | Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
|
---|
1327 | Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
|
---|
1328 | Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
|
---|
1329 | }
|
---|
1330 |
|
---|
1331 | } else {
|
---|
1332 | TRACE("Rendering offscreen\n");
|
---|
1333 | This->render_offscreen = TRUE;
|
---|
1334 |
|
---|
1335 | switch(wined3d_settings.offscreen_rendering_mode) {
|
---|
1336 | case ORM_FBO:
|
---|
1337 | /* FBOs do not need a different context. Stay with whatever context is active at the moment */
|
---|
1338 | if(This->activeContext && tid == This->lastThread) {
|
---|
1339 | context = This->activeContext;
|
---|
1340 | } else {
|
---|
1341 | /* This may happen if the app jumps straight into offscreen rendering
|
---|
1342 | * Start using the context of the primary swapchain. tid == 0 is no problem
|
---|
1343 | * for findThreadContextForSwapChain.
|
---|
1344 | *
|
---|
1345 | * Can also happen on thread switches - in that case findThreadContextForSwapChain
|
---|
1346 | * is perfect to call.
|
---|
1347 | */
|
---|
1348 | context = findThreadContextForSwapChain(This->swapchains[0], tid);
|
---|
1349 | }
|
---|
1350 | break;
|
---|
1351 |
|
---|
1352 | case ORM_PBUFFER:
|
---|
1353 | {
|
---|
1354 | IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
|
---|
1355 | if(This->pbufferContext == NULL ||
|
---|
1356 | This->pbufferWidth < targetimpl->currentDesc.Width ||
|
---|
1357 | This->pbufferHeight < targetimpl->currentDesc.Height) {
|
---|
1358 | if(This->pbufferContext) {
|
---|
1359 | DestroyContext(This, This->pbufferContext);
|
---|
1360 | }
|
---|
1361 |
|
---|
1362 | /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
|
---|
1363 | * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
|
---|
1364 | */
|
---|
1365 | This->pbufferContext = CreateContext(This, targetimpl,
|
---|
1366 | ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
|
---|
1367 | TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
|
---|
1368 | This->pbufferWidth = targetimpl->currentDesc.Width;
|
---|
1369 | This->pbufferHeight = targetimpl->currentDesc.Height;
|
---|
1370 | }
|
---|
1371 |
|
---|
1372 | if(This->pbufferContext) {
|
---|
1373 | if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
|
---|
1374 | FIXME("The PBuffr context is only supported for one thread for now!\n");
|
---|
1375 | }
|
---|
1376 | This->pbufferContext->tid = tid;
|
---|
1377 | context = This->pbufferContext;
|
---|
1378 | break;
|
---|
1379 | } else {
|
---|
1380 | ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
|
---|
1381 | wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
|
---|
1382 | }
|
---|
1383 | }
|
---|
1384 |
|
---|
1385 | case ORM_BACKBUFFER:
|
---|
1386 | /* Stay with the currently active context for back buffer rendering */
|
---|
1387 | if(This->activeContext && tid == This->lastThread) {
|
---|
1388 | context = This->activeContext;
|
---|
1389 | } else {
|
---|
1390 | /* This may happen if the app jumps straight into offscreen rendering
|
---|
1391 | * Start using the context of the primary swapchain. tid == 0 is no problem
|
---|
1392 | * for findThreadContextForSwapChain.
|
---|
1393 | *
|
---|
1394 | * Can also happen on thread switches - in that case findThreadContextForSwapChain
|
---|
1395 | * is perfect to call.
|
---|
1396 | */
|
---|
1397 | context = findThreadContextForSwapChain(This->swapchains[0], tid);
|
---|
1398 | }
|
---|
1399 | break;
|
---|
1400 | }
|
---|
1401 |
|
---|
1402 | if(!oldRenderOffscreen) {
|
---|
1403 | Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
|
---|
1404 | Context_MarkStateDirty(context, STATE_VDECL, StateTable);
|
---|
1405 | Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
|
---|
1406 | Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
|
---|
1407 | Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
|
---|
1408 | }
|
---|
1409 | }
|
---|
1410 |
|
---|
1411 | /* When switching away from an offscreen render target, and we're not using FBOs,
|
---|
1412 | * we have to read the drawable into the texture. This is done via PreLoad(and
|
---|
1413 | * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
|
---|
1414 | * PreLoad needs a GL context, and FindContext is called before the context is activated.
|
---|
1415 | * It also has to be called with the old rendertarget active, otherwise a wrong drawable
|
---|
1416 | * is read. This leads to these possible situations:
|
---|
1417 | *
|
---|
1418 | * 0) lastActiveRenderTarget == target && oldTid == newTid:
|
---|
1419 | * Nothing to do, we don't even reach this code in this case...
|
---|
1420 | *
|
---|
1421 | * 1) lastActiveRenderTarget != target && oldTid == newTid:
|
---|
1422 | * The currently active context is OK for readback. Call PreLoad, and it
|
---|
1423 | * performs the read
|
---|
1424 | *
|
---|
1425 | * 2) lastActiveRenderTarget == target && oldTid != newTid:
|
---|
1426 | * Nothing to do - the drawable is unchanged
|
---|
1427 | *
|
---|
1428 | * 3) lastActiveRenderTarget != target && oldTid != newTid:
|
---|
1429 | * This is tricky. We have to get a context with the old drawable from somewhere
|
---|
1430 | * before we can switch to the new context. In this case, PreLoad calls
|
---|
1431 | * ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
|
---|
1432 | * is case (2) then. The old drawable is activated for the new thread, and the
|
---|
1433 | * readback can be done. The recursed ActivateContext does *not* call PreLoad again.
|
---|
1434 | * After that, the outer ActivateContext(which calls PreLoad) can activate the new
|
---|
1435 | * target for the new thread
|
---|
1436 | */
|
---|
1437 | if (readTexture && This->lastActiveRenderTarget != target) {
|
---|
1438 | BOOL oldInDraw = This->isInDraw;
|
---|
1439 |
|
---|
1440 | /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
|
---|
1441 | * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
|
---|
1442 | * when using offscreen rendering with multithreading
|
---|
1443 | */
|
---|
1444 | This->isInDraw = TRUE;
|
---|
1445 |
|
---|
1446 | /* Do that before switching the context:
|
---|
1447 | * Read the back buffer of the old drawable into the destination texture
|
---|
1448 | */
|
---|
1449 | if(((IWineD3DSurfaceImpl *)This->lastActiveRenderTarget)->glDescription.srgbTextureName) {
|
---|
1450 | surface_internal_preload(This->lastActiveRenderTarget, SRGB_BOTH);
|
---|
1451 | } else {
|
---|
1452 | surface_internal_preload(This->lastActiveRenderTarget, SRGB_RGB);
|
---|
1453 | }
|
---|
1454 |
|
---|
1455 | /* Assume that the drawable will be modified by some other things now */
|
---|
1456 | IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
|
---|
1457 |
|
---|
1458 | This->isInDraw = oldInDraw;
|
---|
1459 | }
|
---|
1460 |
|
---|
1461 | return context;
|
---|
1462 | }
|
---|
1463 |
|
---|
1464 | static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target, BOOL blit)
|
---|
1465 | {
|
---|
1466 | IWineD3DSwapChain *swapchain;
|
---|
1467 |
|
---|
1468 | if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain)))
|
---|
1469 | {
|
---|
1470 | IWineD3DSwapChain_Release((IUnknown *)swapchain);
|
---|
1471 | ENTER_GL();
|
---|
1472 | glDrawBuffer(surface_get_gl_buffer(target, swapchain));
|
---|
1473 | checkGLcall("glDrawBuffers()");
|
---|
1474 | LEAVE_GL();
|
---|
1475 | }
|
---|
1476 | else
|
---|
1477 | {
|
---|
1478 | ENTER_GL();
|
---|
1479 | if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
|
---|
1480 | {
|
---|
1481 | if (!blit)
|
---|
1482 | {
|
---|
1483 | if (GL_SUPPORT(ARB_DRAW_BUFFERS))
|
---|
1484 | {
|
---|
1485 | GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
|
---|
1486 | checkGLcall("glDrawBuffers()");
|
---|
1487 | }
|
---|
1488 | else
|
---|
1489 | {
|
---|
1490 | glDrawBuffer(This->draw_buffers[0]);
|
---|
1491 | checkGLcall("glDrawBuffer()");
|
---|
1492 | }
|
---|
1493 | } else {
|
---|
1494 | glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
---|
1495 | checkGLcall("glDrawBuffer()");
|
---|
1496 | }
|
---|
1497 | }
|
---|
1498 | else
|
---|
1499 | {
|
---|
1500 | glDrawBuffer(This->offscreenBuffer);
|
---|
1501 | checkGLcall("glDrawBuffer()");
|
---|
1502 | }
|
---|
1503 | LEAVE_GL();
|
---|
1504 | }
|
---|
1505 | }
|
---|
1506 |
|
---|
1507 | /*****************************************************************************
|
---|
1508 | * ActivateContext
|
---|
1509 | *
|
---|
1510 | * Finds a rendering context and drawable matching the device and render
|
---|
1511 | * target for the current thread, activates them and puts them into the
|
---|
1512 | * requested state.
|
---|
1513 | *
|
---|
1514 | * Params:
|
---|
1515 | * This: Device to activate the context for
|
---|
1516 | * target: Requested render target
|
---|
1517 | * usage: Prepares the context for blitting, drawing or other actions
|
---|
1518 | *
|
---|
1519 | *****************************************************************************/
|
---|
1520 | void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
|
---|
1521 | DWORD tid = GetCurrentThreadId();
|
---|
1522 | DWORD i, dirtyState, idx;
|
---|
1523 | BYTE shift;
|
---|
1524 | WineD3DContext *context;
|
---|
1525 | const struct StateEntry *StateTable = This->StateTable;
|
---|
1526 |
|
---|
1527 | TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
|
---|
1528 | if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
|
---|
1529 | context = FindContext(This, target, tid);
|
---|
1530 | context->draw_buffer_dirty = TRUE;
|
---|
1531 | This->lastActiveRenderTarget = target;
|
---|
1532 | This->lastThread = tid;
|
---|
1533 | } else {
|
---|
1534 | /* Stick to the old context */
|
---|
1535 | context = This->activeContext;
|
---|
1536 | }
|
---|
1537 |
|
---|
1538 | /* Activate the opengl context */
|
---|
1539 | if(last_device != This || context != This->activeContext) {
|
---|
1540 | BOOL ret;
|
---|
1541 |
|
---|
1542 | /* Prevent an unneeded context switch as those are expensive */
|
---|
1543 | if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) {
|
---|
1544 | TRACE("Already using gl context %p\n", context->glCtx);
|
---|
1545 | }
|
---|
1546 | else {
|
---|
1547 | TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
|
---|
1548 |
|
---|
1549 | ret = pwglMakeCurrent(context->hdc, context->glCtx);
|
---|
1550 | if(ret == FALSE) {
|
---|
1551 | ERR("Failed to activate the new context\n");
|
---|
1552 | } else if(!context->last_was_blit) {
|
---|
1553 | This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
|
---|
1554 | } else {
|
---|
1555 | This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
|
---|
1556 | }
|
---|
1557 | }
|
---|
1558 | if(This->activeContext->vshader_const_dirty) {
|
---|
1559 | memset(This->activeContext->vshader_const_dirty, 1,
|
---|
1560 | sizeof(*This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
|
---|
1561 | }
|
---|
1562 | if(This->activeContext->pshader_const_dirty) {
|
---|
1563 | memset(This->activeContext->pshader_const_dirty, 1,
|
---|
1564 | sizeof(*This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
|
---|
1565 | }
|
---|
1566 | This->activeContext = context;
|
---|
1567 | last_device = This;
|
---|
1568 | }
|
---|
1569 |
|
---|
1570 | switch (usage) {
|
---|
1571 | case CTXUSAGE_CLEAR:
|
---|
1572 | case CTXUSAGE_DRAWPRIM:
|
---|
1573 | if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
---|
1574 | context_apply_fbo_state((IWineD3DDevice *)This);
|
---|
1575 | }
|
---|
1576 | if (context->draw_buffer_dirty) {
|
---|
1577 | apply_draw_buffer(This, target, FALSE);
|
---|
1578 | context->draw_buffer_dirty = FALSE;
|
---|
1579 | }
|
---|
1580 | break;
|
---|
1581 |
|
---|
1582 | case CTXUSAGE_BLIT:
|
---|
1583 | if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
---|
1584 | if (This->render_offscreen) {
|
---|
1585 | FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
|
---|
1586 | context_bind_fbo((IWineD3DDevice *)This, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
|
---|
1587 | context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, target);
|
---|
1588 |
|
---|
1589 | ENTER_GL();
|
---|
1590 | GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
|
---|
1591 | checkGLcall("glFramebufferRenderbufferEXT");
|
---|
1592 | LEAVE_GL();
|
---|
1593 | } else {
|
---|
1594 | ENTER_GL();
|
---|
1595 | GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
|
---|
1596 | checkGLcall("glFramebufferRenderbufferEXT");
|
---|
1597 | LEAVE_GL();
|
---|
1598 | }
|
---|
1599 | context->draw_buffer_dirty = TRUE;
|
---|
1600 | }
|
---|
1601 | if (context->draw_buffer_dirty) {
|
---|
1602 | apply_draw_buffer(This, target, TRUE);
|
---|
1603 | if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
|
---|
1604 | context->draw_buffer_dirty = FALSE;
|
---|
1605 | }
|
---|
1606 | }
|
---|
1607 | break;
|
---|
1608 |
|
---|
1609 | default:
|
---|
1610 | break;
|
---|
1611 | }
|
---|
1612 |
|
---|
1613 | switch(usage) {
|
---|
1614 | case CTXUSAGE_RESOURCELOAD:
|
---|
1615 | /* This does not require any special states to be set up */
|
---|
1616 | break;
|
---|
1617 |
|
---|
1618 | case CTXUSAGE_CLEAR:
|
---|
1619 | if(context->last_was_blit) {
|
---|
1620 | This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
|
---|
1621 | }
|
---|
1622 |
|
---|
1623 | /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
|
---|
1624 | * blending when clearing improves the clearing performance incredibly.
|
---|
1625 | */
|
---|
1626 | ENTER_GL();
|
---|
1627 | glDisable(GL_BLEND);
|
---|
1628 | LEAVE_GL();
|
---|
1629 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
|
---|
1630 |
|
---|
1631 | ENTER_GL();
|
---|
1632 | glEnable(GL_SCISSOR_TEST);
|
---|
1633 | checkGLcall("glEnable GL_SCISSOR_TEST");
|
---|
1634 | LEAVE_GL();
|
---|
1635 | context->last_was_blit = FALSE;
|
---|
1636 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
|
---|
1637 | Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
|
---|
1638 | break;
|
---|
1639 |
|
---|
1640 | case CTXUSAGE_DRAWPRIM:
|
---|
1641 | /* This needs all dirty states applied */
|
---|
1642 | if(context->last_was_blit) {
|
---|
1643 | This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
|
---|
1644 | }
|
---|
1645 |
|
---|
1646 | IWineD3DDeviceImpl_FindTexUnitMap(This);
|
---|
1647 |
|
---|
1648 | for(i=0; i < context->numDirtyEntries; i++) {
|
---|
1649 | dirtyState = context->dirtyArray[i];
|
---|
1650 | idx = dirtyState >> 5;
|
---|
1651 | shift = dirtyState & 0x1f;
|
---|
1652 | context->isStateDirty[idx] &= ~(1 << shift);
|
---|
1653 | StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
|
---|
1654 | }
|
---|
1655 | context->numDirtyEntries = 0; /* This makes the whole list clean */
|
---|
1656 | context->last_was_blit = FALSE;
|
---|
1657 | break;
|
---|
1658 |
|
---|
1659 | case CTXUSAGE_BLIT:
|
---|
1660 | SetupForBlit(This, context,
|
---|
1661 | ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
|
---|
1662 | ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
|
---|
1663 | break;
|
---|
1664 |
|
---|
1665 | default:
|
---|
1666 | FIXME("Unexpected context usage requested\n");
|
---|
1667 | }
|
---|
1668 | }
|
---|
1669 |
|
---|
1670 | WineD3DContext *getActiveContext(void) {
|
---|
1671 | return last_device->activeContext;
|
---|
1672 | }
|
---|