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 | * Copyright 2009 Henri Verbeet for CodeWeavers
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6 | *
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7 | * This library is free software; you can redistribute it and/or
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8 | * modify it under the terms of the GNU Lesser General Public
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9 | * License as published by the Free Software Foundation; either
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10 | * version 2.1 of the License, or (at your option) any later version.
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11 | *
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12 | * This library is distributed in the hope that it will be useful,
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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15 | * Lesser General Public License for more details.
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16 | *
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17 | * You should have received a copy of the GNU Lesser General Public
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18 | * License along with this library; if not, write to the Free Software
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19 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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20 | */
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21 |
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22 | /*
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23 | * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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24 | * other than GPL or LGPL is available it will apply instead, Oracle elects to use only
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25 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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26 | * a choice of LGPL license versions is made available with the language indicating
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27 | * that LGPLv2 or any later version may be used, or where a choice of which version
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28 | * of the LGPL is applied is otherwise unspecified.
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29 | */
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30 |
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31 | #include "config.h"
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32 | #include <stdio.h>
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33 | #ifdef HAVE_FLOAT_H
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34 | # include <float.h>
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35 | #endif
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36 | #include "wined3d_private.h"
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37 |
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38 | WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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39 |
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40 | #define GLINFO_LOCATION (*gl_info)
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41 |
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42 | static DWORD wined3d_context_tls_idx;
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43 |
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44 | #if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
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45 | # define vboxGetCurrentContext() VBoxTlsRefGetCurrent(struct wined3d_context, wined3d_context_tls_idx)
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46 | # define vboxSetCurrentContext(_ctx) VBoxTlsRefSetCurrent(struct wined3d_context, wined3d_context_tls_idx, (_ctx))
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47 | #endif
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48 |
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49 | /* FBO helper functions */
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50 |
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51 | /* GL locking is done by the caller */
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52 | void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
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53 | {
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54 | const struct wined3d_gl_info *gl_info = context->gl_info;
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55 | GLuint f;
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56 |
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57 | if (!fbo)
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58 | {
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59 | f = 0;
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60 | }
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61 | else
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62 | {
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63 | if (!*fbo)
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64 | {
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65 | gl_info->fbo_ops.glGenFramebuffers(1, fbo);
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66 | checkGLcall("glGenFramebuffers()");
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67 | TRACE("Created FBO %u.\n", *fbo);
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68 | }
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69 | f = *fbo;
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70 | }
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71 |
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72 | switch (target)
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73 | {
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74 | case GL_READ_FRAMEBUFFER:
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75 | if (context->fbo_read_binding == f) return;
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76 | context->fbo_read_binding = f;
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77 | break;
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78 |
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79 | case GL_DRAW_FRAMEBUFFER:
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80 | if (context->fbo_draw_binding == f) return;
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81 | context->fbo_draw_binding = f;
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82 | break;
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83 |
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84 | case GL_FRAMEBUFFER:
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85 | if (context->fbo_read_binding == f
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86 | && context->fbo_draw_binding == f) return;
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87 | context->fbo_read_binding = f;
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88 | context->fbo_draw_binding = f;
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89 | break;
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90 |
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91 | default:
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92 | FIXME("Unhandled target %#x.\n", target);
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93 | break;
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94 | }
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95 |
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96 | gl_info->fbo_ops.glBindFramebuffer(target, f);
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97 | checkGLcall("glBindFramebuffer()");
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98 | }
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99 |
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100 | /* GL locking is done by the caller */
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101 | static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info)
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102 | {
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103 | unsigned int i;
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104 |
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105 | for (i = 0; i < gl_info->limits.buffers; ++i)
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106 | {
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107 | gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
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108 | checkGLcall("glFramebufferTexture2D()");
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109 | }
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110 | gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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111 | checkGLcall("glFramebufferTexture2D()");
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112 |
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113 | gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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114 | checkGLcall("glFramebufferTexture2D()");
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115 | }
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116 |
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117 | /* GL locking is done by the caller */
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118 | static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
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119 | {
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120 | const struct wined3d_gl_info *gl_info = context->gl_info;
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121 |
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122 | context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
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123 | context_clean_fbo_attachments(gl_info);
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124 | context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
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125 |
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126 | gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
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127 | checkGLcall("glDeleteFramebuffers()");
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128 | }
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129 |
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130 | /* GL locking is done by the caller */
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131 | static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface)
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132 | {
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133 | IWineD3DBaseTextureImpl *texture_impl;
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134 |
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135 | /* Update base texture states array */
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136 | if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
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137 | &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
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138 | {
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139 | IWineD3DDeviceImpl *device = surface->resource.device;
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140 | BOOL update_minfilter = FALSE;
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141 | BOOL update_magfilter = FALSE;
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142 |
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143 | if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
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144 | || texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
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145 | {
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146 | texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
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147 | texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
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148 | update_minfilter = TRUE;
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149 | }
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150 |
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151 | if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
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152 | {
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153 | texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
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154 | update_magfilter = TRUE;
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155 | }
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156 |
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157 | if (texture_impl->baseTexture.bindCount)
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158 | {
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159 | WARN("Render targets should not be bound to a sampler\n");
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160 | IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
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161 | }
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162 |
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163 | IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
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164 |
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165 | if (update_minfilter || update_magfilter)
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166 | {
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167 | GLenum target, bind_target;
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168 | GLint old_binding;
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169 |
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170 | target = surface->texture_target;
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171 | if (target == GL_TEXTURE_2D)
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172 | {
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173 | bind_target = GL_TEXTURE_2D;
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174 | glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
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175 | }
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176 | else if (target == GL_TEXTURE_RECTANGLE_ARB)
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177 | {
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178 | bind_target = GL_TEXTURE_RECTANGLE_ARB;
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179 | glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
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180 | }
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181 | else
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182 | {
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183 | bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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184 | glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
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185 | }
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186 |
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187 | glBindTexture(bind_target, surface->texture_name);
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188 | if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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189 | if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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190 | glBindTexture(bind_target, old_binding);
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191 | }
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192 |
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193 | checkGLcall("apply_attachment_filter_states()");
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194 | }
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195 | }
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196 |
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197 | /* GL locking is done by the caller */
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198 | void context_attach_depth_stencil_fbo(struct wined3d_context *context,
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199 | GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer)
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200 | {
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201 | const struct wined3d_gl_info *gl_info = context->gl_info;
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202 |
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203 | TRACE("Attach depth stencil %p\n", depth_stencil);
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204 |
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205 | if (depth_stencil)
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206 | {
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207 | DWORD format_flags = depth_stencil->resource.format_desc->Flags;
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208 |
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209 | if (use_render_buffer && depth_stencil->current_renderbuffer)
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210 | {
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211 | if (format_flags & WINED3DFMT_FLAG_DEPTH)
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212 | {
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213 | gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
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214 | GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
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215 | checkGLcall("glFramebufferRenderbuffer()");
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216 | }
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217 |
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218 | if (format_flags & WINED3DFMT_FLAG_STENCIL)
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219 | {
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220 | gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
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221 | GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
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222 | checkGLcall("glFramebufferRenderbuffer()");
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223 | }
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224 | }
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225 | else
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226 | {
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227 | surface_prepare_texture(depth_stencil, gl_info, FALSE);
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228 | context_apply_attachment_filter_states(depth_stencil);
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229 |
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230 | if (format_flags & WINED3DFMT_FLAG_DEPTH)
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231 | {
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232 | gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
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233 | depth_stencil->texture_target, depth_stencil->texture_name,
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234 | depth_stencil->texture_level);
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235 | checkGLcall("glFramebufferTexture2D()");
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236 | }
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237 |
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238 | if (format_flags & WINED3DFMT_FLAG_STENCIL)
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239 | {
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240 | gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
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241 | depth_stencil->texture_target, depth_stencil->texture_name,
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242 | depth_stencil->texture_level);
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243 | checkGLcall("glFramebufferTexture2D()");
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244 | }
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245 | }
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246 |
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247 | if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
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248 | {
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249 | gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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250 | checkGLcall("glFramebufferTexture2D()");
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251 | }
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252 |
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253 | if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
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254 | {
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255 | gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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256 | checkGLcall("glFramebufferTexture2D()");
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257 | }
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258 | }
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259 | else
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260 | {
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261 | gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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262 | checkGLcall("glFramebufferTexture2D()");
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263 |
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264 | gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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265 | checkGLcall("glFramebufferTexture2D()");
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266 | }
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267 | }
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268 |
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269 | /* GL locking is done by the caller */
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270 | void context_attach_surface_fbo(const struct wined3d_context *context,
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271 | GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface)
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272 | {
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273 | const struct wined3d_gl_info *gl_info = context->gl_info;
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274 |
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275 | TRACE("Attach surface %p to %u\n", surface, idx);
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276 |
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277 | if (surface)
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278 | {
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279 | surface_prepare_texture(surface, gl_info, FALSE);
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280 | context_apply_attachment_filter_states(surface);
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281 |
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282 | gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, surface->texture_target,
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283 | surface->texture_name, surface->texture_level);
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284 | checkGLcall("glFramebufferTexture2D()");
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285 | }
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286 | else
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287 | {
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288 | gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
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289 | checkGLcall("glFramebufferTexture2D()");
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290 | }
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291 | }
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292 |
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293 | /* GL locking is done by the caller */
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294 | static void context_check_fbo_status(struct wined3d_context *context)
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295 | {
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296 | const struct wined3d_gl_info *gl_info = context->gl_info;
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297 | GLenum status;
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298 |
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299 | status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
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300 | if (status == GL_FRAMEBUFFER_COMPLETE)
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301 | {
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302 | TRACE("FBO complete\n");
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303 | } else {
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304 | IWineD3DSurfaceImpl *attachment;
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305 | unsigned int i;
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306 | FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
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307 |
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308 | if (!context->current_fbo)
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309 | {
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310 | ERR("FBO 0 is incomplete, driver bug?\n");
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311 | return;
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312 | }
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313 |
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314 | /* Dump the FBO attachments */
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315 | for (i = 0; i < gl_info->limits.buffers; ++i)
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316 | {
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317 | attachment = context->current_fbo->render_targets[i];
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318 | if (attachment)
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319 | {
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320 | FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
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321 | i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
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322 | attachment->pow2Width, attachment->pow2Height);
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323 | }
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324 | }
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325 | attachment = context->current_fbo->depth_stencil;
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326 | if (attachment)
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327 | {
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328 | FIXME("\tDepth attachment: (%p) %s %ux%u\n",
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329 | attachment, debug_d3dformat(attachment->resource.format_desc->format),
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330 | attachment->pow2Width, attachment->pow2Height);
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331 | }
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332 | }
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333 | }
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334 |
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335 | static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context)
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336 | {
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337 | const struct wined3d_gl_info *gl_info = context->gl_info;
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338 | IWineD3DDeviceImpl *device = context_get_device(context);
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339 | struct fbo_entry *entry;
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340 |
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341 | entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
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342 | entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
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343 | memcpy(entry->render_targets, device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
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344 | entry->depth_stencil = (IWineD3DSurfaceImpl *)device->stencilBufferTarget;
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345 | entry->attached = FALSE;
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346 | entry->id = 0;
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347 |
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348 | return entry;
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349 | }
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350 |
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351 | /* GL locking is done by the caller */
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352 | static void context_reuse_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
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353 | {
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354 | const struct wined3d_gl_info *gl_info = context->gl_info;
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355 | IWineD3DDeviceImpl *device = context_get_device(context);
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356 |
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357 | context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
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358 | context_clean_fbo_attachments(gl_info);
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359 |
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360 | memcpy(entry->render_targets, device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
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361 | entry->depth_stencil = (IWineD3DSurfaceImpl *)device->stencilBufferTarget;
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362 | entry->attached = FALSE;
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363 | }
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364 |
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365 | /* GL locking is done by the caller */
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366 | static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
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367 | {
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368 | if (entry->id)
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369 | {
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370 | TRACE("Destroy FBO %d\n", entry->id);
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371 | context_destroy_fbo(context, &entry->id);
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372 | }
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373 | --context->fbo_entry_count;
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374 | list_remove(&entry->entry);
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375 | HeapFree(GetProcessHeap(), 0, entry->render_targets);
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376 | HeapFree(GetProcessHeap(), 0, entry);
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377 | }
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378 |
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379 |
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380 | /* GL locking is done by the caller */
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381 | static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
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382 | {
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383 | const struct wined3d_gl_info *gl_info = context->gl_info;
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384 | IWineD3DDeviceImpl *device = context_get_device(context);
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385 | struct fbo_entry *entry;
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386 |
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387 | LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
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388 | {
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389 | if (!memcmp(entry->render_targets,
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390 | device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
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391 | && entry->depth_stencil == (IWineD3DSurfaceImpl *)device->stencilBufferTarget)
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392 | {
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393 | list_remove(&entry->entry);
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394 | list_add_head(&context->fbo_list, &entry->entry);
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395 | return entry;
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396 | }
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397 | }
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398 |
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399 | if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
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400 | {
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401 | entry = context_create_fbo_entry(context);
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402 | list_add_head(&context->fbo_list, &entry->entry);
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403 | ++context->fbo_entry_count;
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404 | }
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405 | else
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406 | {
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407 | entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
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408 | context_reuse_fbo_entry(context, entry);
|
---|
409 | list_remove(&entry->entry);
|
---|
410 | list_add_head(&context->fbo_list, &entry->entry);
|
---|
411 | }
|
---|
412 |
|
---|
413 | return entry;
|
---|
414 | }
|
---|
415 |
|
---|
416 | /* GL locking is done by the caller */
|
---|
417 | static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
|
---|
418 | {
|
---|
419 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
420 | IWineD3DDeviceImpl *device = context_get_device(context);
|
---|
421 | unsigned int i;
|
---|
422 |
|
---|
423 | context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
|
---|
424 |
|
---|
425 | if (!entry->attached)
|
---|
426 | {
|
---|
427 | /* Apply render targets */
|
---|
428 | for (i = 0; i < gl_info->limits.buffers; ++i)
|
---|
429 | {
|
---|
430 | IWineD3DSurfaceImpl *render_target = (IWineD3DSurfaceImpl *)device->render_targets[i];
|
---|
431 | context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, render_target);
|
---|
432 | }
|
---|
433 |
|
---|
434 | /* Apply depth targets */
|
---|
435 | if (device->stencilBufferTarget)
|
---|
436 | {
|
---|
437 | unsigned int w = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Width;
|
---|
438 | unsigned int h = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Height;
|
---|
439 |
|
---|
440 | surface_set_compatible_renderbuffer(device->stencilBufferTarget, w, h);
|
---|
441 | }
|
---|
442 | context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, (IWineD3DSurfaceImpl *)device->stencilBufferTarget, TRUE);
|
---|
443 |
|
---|
444 | entry->attached = TRUE;
|
---|
445 | }
|
---|
446 | else
|
---|
447 | {
|
---|
448 | for (i = 0; i < gl_info->limits.buffers; ++i)
|
---|
449 | {
|
---|
450 | if (device->render_targets[i])
|
---|
451 | context_apply_attachment_filter_states((IWineD3DSurfaceImpl *)device->render_targets[i]);
|
---|
452 | }
|
---|
453 | if (device->stencilBufferTarget)
|
---|
454 | context_apply_attachment_filter_states((IWineD3DSurfaceImpl *)device->stencilBufferTarget);
|
---|
455 | }
|
---|
456 |
|
---|
457 | for (i = 0; i < gl_info->limits.buffers; ++i)
|
---|
458 | {
|
---|
459 | if (device->render_targets[i])
|
---|
460 | device->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
|
---|
461 | else
|
---|
462 | device->draw_buffers[i] = GL_NONE;
|
---|
463 | }
|
---|
464 | }
|
---|
465 |
|
---|
466 | /* GL locking is done by the caller */
|
---|
467 | static void context_apply_fbo_state(struct wined3d_context *context)
|
---|
468 | {
|
---|
469 | struct fbo_entry *entry, *entry2;
|
---|
470 |
|
---|
471 | LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
|
---|
472 | {
|
---|
473 | context_destroy_fbo_entry(context, entry);
|
---|
474 | }
|
---|
475 |
|
---|
476 | if (context->rebind_fbo)
|
---|
477 | {
|
---|
478 | context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
|
---|
479 | context->rebind_fbo = FALSE;
|
---|
480 | }
|
---|
481 |
|
---|
482 | if (context->render_offscreen)
|
---|
483 | {
|
---|
484 | context->current_fbo = context_find_fbo_entry(context);
|
---|
485 | context_apply_fbo_entry(context, context->current_fbo);
|
---|
486 | } else {
|
---|
487 | context->current_fbo = NULL;
|
---|
488 | context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
|
---|
489 | }
|
---|
490 |
|
---|
491 | #if defined(DEBUG) && !defined(DEBUG_misha)
|
---|
492 | context_check_fbo_status(context);
|
---|
493 | #endif
|
---|
494 | }
|
---|
495 |
|
---|
496 | /* Context activation is done by the caller. */
|
---|
497 | void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
|
---|
498 | {
|
---|
499 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
500 |
|
---|
501 | if (context->free_occlusion_query_count)
|
---|
502 | {
|
---|
503 | query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
|
---|
504 | }
|
---|
505 | else
|
---|
506 | {
|
---|
507 | if (gl_info->supported[ARB_OCCLUSION_QUERY])
|
---|
508 | {
|
---|
509 | ENTER_GL();
|
---|
510 | GL_EXTCALL(glGenQueriesARB(1, &query->id));
|
---|
511 | checkGLcall("glGenQueriesARB");
|
---|
512 | LEAVE_GL();
|
---|
513 |
|
---|
514 | TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
|
---|
515 | }
|
---|
516 | else
|
---|
517 | {
|
---|
518 | WARN("Occlusion queries not supported, not allocating query id.\n");
|
---|
519 | query->id = 0;
|
---|
520 | }
|
---|
521 | }
|
---|
522 |
|
---|
523 | query->context = context;
|
---|
524 | list_add_head(&context->occlusion_queries, &query->entry);
|
---|
525 | }
|
---|
526 |
|
---|
527 | void context_free_occlusion_query(struct wined3d_occlusion_query *query)
|
---|
528 | {
|
---|
529 | struct wined3d_context *context = query->context;
|
---|
530 |
|
---|
531 | list_remove(&query->entry);
|
---|
532 | query->context = NULL;
|
---|
533 |
|
---|
534 | if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
|
---|
535 | {
|
---|
536 | UINT new_size = context->free_occlusion_query_size << 1;
|
---|
537 | GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
|
---|
538 | new_size * sizeof(*context->free_occlusion_queries));
|
---|
539 |
|
---|
540 | if (!new_data)
|
---|
541 | {
|
---|
542 | ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
|
---|
543 | return;
|
---|
544 | }
|
---|
545 |
|
---|
546 | context->free_occlusion_query_size = new_size;
|
---|
547 | context->free_occlusion_queries = new_data;
|
---|
548 | }
|
---|
549 |
|
---|
550 | context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
|
---|
551 | }
|
---|
552 |
|
---|
553 | /* Context activation is done by the caller. */
|
---|
554 | void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
|
---|
555 | {
|
---|
556 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
557 |
|
---|
558 | if (context->free_event_query_count)
|
---|
559 | {
|
---|
560 | query->object = context->free_event_queries[--context->free_event_query_count];
|
---|
561 | }
|
---|
562 | else
|
---|
563 | {
|
---|
564 | if (gl_info->supported[ARB_SYNC])
|
---|
565 | {
|
---|
566 | /* Using ARB_sync, not much to do here. */
|
---|
567 | query->object.sync = NULL;
|
---|
568 | TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
|
---|
569 | }
|
---|
570 | else if (gl_info->supported[APPLE_FENCE])
|
---|
571 | {
|
---|
572 | ENTER_GL();
|
---|
573 | GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
|
---|
574 | checkGLcall("glGenFencesAPPLE");
|
---|
575 | LEAVE_GL();
|
---|
576 |
|
---|
577 | TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
|
---|
578 | }
|
---|
579 | else if(gl_info->supported[NV_FENCE])
|
---|
580 | {
|
---|
581 | ENTER_GL();
|
---|
582 | GL_EXTCALL(glGenFencesNV(1, &query->object.id));
|
---|
583 | checkGLcall("glGenFencesNV");
|
---|
584 | LEAVE_GL();
|
---|
585 |
|
---|
586 | TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
|
---|
587 | }
|
---|
588 | else
|
---|
589 | {
|
---|
590 | WARN("Event queries not supported, not allocating query id.\n");
|
---|
591 | query->object.id = 0;
|
---|
592 | }
|
---|
593 | }
|
---|
594 |
|
---|
595 | query->context = context;
|
---|
596 | list_add_head(&context->event_queries, &query->entry);
|
---|
597 | }
|
---|
598 |
|
---|
599 | void context_free_event_query(struct wined3d_event_query *query)
|
---|
600 | {
|
---|
601 | struct wined3d_context *context = query->context;
|
---|
602 |
|
---|
603 | list_remove(&query->entry);
|
---|
604 | query->context = NULL;
|
---|
605 |
|
---|
606 | if (context->free_event_query_count >= context->free_event_query_size - 1)
|
---|
607 | {
|
---|
608 | UINT new_size = context->free_event_query_size << 1;
|
---|
609 | union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
|
---|
610 | new_size * sizeof(*context->free_event_queries));
|
---|
611 |
|
---|
612 | if (!new_data)
|
---|
613 | {
|
---|
614 | ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
|
---|
615 | return;
|
---|
616 | }
|
---|
617 |
|
---|
618 | context->free_event_query_size = new_size;
|
---|
619 | context->free_event_queries = new_data;
|
---|
620 | }
|
---|
621 |
|
---|
622 | context->free_event_queries[context->free_event_query_count++] = query->object;
|
---|
623 | }
|
---|
624 |
|
---|
625 | void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
|
---|
626 | {
|
---|
627 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
628 | UINT i;
|
---|
629 |
|
---|
630 | if (!This->d3d_initialized) return;
|
---|
631 |
|
---|
632 | switch(type)
|
---|
633 | {
|
---|
634 | case WINED3DRTYPE_SURFACE:
|
---|
635 | {
|
---|
636 | for (i = 0; i < This->numContexts; ++i)
|
---|
637 | {
|
---|
638 | struct wined3d_context *context = This->contexts[i];
|
---|
639 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
640 | struct fbo_entry *entry, *entry2;
|
---|
641 |
|
---|
642 | if (context->current_rt == (IWineD3DSurface *)resource) context->current_rt = NULL;
|
---|
643 |
|
---|
644 | LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
|
---|
645 | {
|
---|
646 | UINT j;
|
---|
647 |
|
---|
648 | if (entry->depth_stencil == (IWineD3DSurfaceImpl *)resource)
|
---|
649 | {
|
---|
650 | list_remove(&entry->entry);
|
---|
651 | list_add_head(&context->fbo_destroy_list, &entry->entry);
|
---|
652 | continue;
|
---|
653 | }
|
---|
654 |
|
---|
655 | for (j = 0; j < gl_info->limits.buffers; ++j)
|
---|
656 | {
|
---|
657 | if (entry->render_targets[j] == (IWineD3DSurfaceImpl *)resource)
|
---|
658 | {
|
---|
659 | list_remove(&entry->entry);
|
---|
660 | list_add_head(&context->fbo_destroy_list, &entry->entry);
|
---|
661 | break;
|
---|
662 | }
|
---|
663 | }
|
---|
664 | }
|
---|
665 | }
|
---|
666 |
|
---|
667 | break;
|
---|
668 | }
|
---|
669 |
|
---|
670 | default:
|
---|
671 | break;
|
---|
672 | }
|
---|
673 | }
|
---|
674 |
|
---|
675 | void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface)
|
---|
676 | {
|
---|
677 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
678 | struct fbo_entry *entry = context->current_fbo;
|
---|
679 | unsigned int i;
|
---|
680 |
|
---|
681 | if (!entry || context->rebind_fbo) return;
|
---|
682 |
|
---|
683 | for (i = 0; i < gl_info->limits.buffers; ++i)
|
---|
684 | {
|
---|
685 | if (surface == entry->render_targets[i])
|
---|
686 | {
|
---|
687 | TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
|
---|
688 | context->rebind_fbo = TRUE;
|
---|
689 | return;
|
---|
690 | }
|
---|
691 | }
|
---|
692 |
|
---|
693 | if (surface == entry->depth_stencil)
|
---|
694 | {
|
---|
695 | TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
|
---|
696 | context->rebind_fbo = TRUE;
|
---|
697 | }
|
---|
698 | }
|
---|
699 |
|
---|
700 | static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
|
---|
701 | {
|
---|
702 | int current = GetPixelFormat(dc);
|
---|
703 |
|
---|
704 | if (current == format) return TRUE;
|
---|
705 |
|
---|
706 | if (!current)
|
---|
707 | {
|
---|
708 | if (!SetPixelFormat(dc, format, NULL))
|
---|
709 | {
|
---|
710 | ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
|
---|
711 | format, dc, GetLastError());
|
---|
712 | return FALSE;
|
---|
713 | }
|
---|
714 | return TRUE;
|
---|
715 | }
|
---|
716 |
|
---|
717 | /* By default WGL doesn't allow pixel format adjustments but we need it
|
---|
718 | * here. For this reason there's a Wine specific wglSetPixelFormat()
|
---|
719 | * which allows us to set the pixel format multiple times. Only use it
|
---|
720 | * when really needed. */
|
---|
721 | if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
|
---|
722 | {
|
---|
723 | if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
|
---|
724 | {
|
---|
725 | ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
|
---|
726 | format, dc);
|
---|
727 | return FALSE;
|
---|
728 | }
|
---|
729 | return TRUE;
|
---|
730 | }
|
---|
731 |
|
---|
732 | /* OpenGL doesn't allow pixel format adjustments. Print an error and
|
---|
733 | * continue using the old format. There's a big chance that the old
|
---|
734 | * format works although with a performance hit and perhaps rendering
|
---|
735 | * errors. */
|
---|
736 | ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
|
---|
737 | format, dc, current);
|
---|
738 | return TRUE;
|
---|
739 | }
|
---|
740 |
|
---|
741 | #ifdef VBOX_WITH_WDDM
|
---|
742 | static BOOL swapchain_validate(IWineD3DSwapChainImpl *swapchain)
|
---|
743 | {
|
---|
744 | if (!swapchain->hDC)
|
---|
745 | {
|
---|
746 | ERR("NULL hDC");
|
---|
747 | return FALSE;
|
---|
748 | }
|
---|
749 |
|
---|
750 | #ifdef DEBUG
|
---|
751 | {
|
---|
752 | HWND hWnd = WindowFromDC(swapchain->hDC);
|
---|
753 | if (hWnd != swapchain->win_handle)
|
---|
754 | {
|
---|
755 | ERR("Unexpected swapchain for dc %p window expected %p, but was %p.\n", swapchain->hDC, swapchain->win_handle, hWnd);
|
---|
756 | }
|
---|
757 | }
|
---|
758 | #endif
|
---|
759 | return TRUE;
|
---|
760 | }
|
---|
761 |
|
---|
762 | static IWineD3DSwapChainImpl * swapchain_find_valid(IWineD3DDeviceImpl *device)
|
---|
763 | {
|
---|
764 | int i;
|
---|
765 | for (i = device->NumberOfSwapChains - 1; i >= 0 ; --i)
|
---|
766 | {
|
---|
767 | if (swapchain_validate((IWineD3DSwapChainImpl*)device->swapchains[i]))
|
---|
768 | {
|
---|
769 | return (IWineD3DSwapChainImpl*)device->swapchains[i];
|
---|
770 | }
|
---|
771 | }
|
---|
772 |
|
---|
773 | return NULL;
|
---|
774 | }
|
---|
775 | #endif
|
---|
776 |
|
---|
777 | static void context_update_window(struct wined3d_context *context
|
---|
778 | #ifdef VBOX_WITH_WDDM
|
---|
779 | , IWineD3DSwapChainImpl *swapchain
|
---|
780 | #endif
|
---|
781 | )
|
---|
782 | {
|
---|
783 | #ifdef VBOX_WITH_WDDM
|
---|
784 | TRACE("Updating context %p swapchain from %p to %p.\n",
|
---|
785 | context, context->currentSwapchain, swapchain);
|
---|
786 |
|
---|
787 | context->valid = 1;
|
---|
788 |
|
---|
789 | if (!swapchain_validate(swapchain))
|
---|
790 | {
|
---|
791 | ERR("invalid swapchain %p\n", swapchain);
|
---|
792 | goto err;
|
---|
793 | }
|
---|
794 | context->currentSwapchain = swapchain;
|
---|
795 |
|
---|
796 | if (!context_set_pixel_format(context->gl_info, swapchain->hDC, context->pixel_format))
|
---|
797 | {
|
---|
798 | ERR("Failed to set pixel format %d on device context %p.\n",
|
---|
799 | context->pixel_format, swapchain->hDC);
|
---|
800 | goto err;
|
---|
801 | }
|
---|
802 |
|
---|
803 | if (!pwglMakeCurrent(swapchain->hDC, context->glCtx))
|
---|
804 | {
|
---|
805 | ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
|
---|
806 | context->glCtx, swapchain->hDC, GetLastError());
|
---|
807 | goto err;
|
---|
808 | }
|
---|
809 | #else
|
---|
810 | TRACE("Updating context %p window from %p to %p.\n",
|
---|
811 | context, context->win_handle, context->swapchain->win_handle);
|
---|
812 |
|
---|
813 | if (context->valid)
|
---|
814 | {
|
---|
815 | if (!VBoxExtReleaseDC(context->win_handle, context->hdc))
|
---|
816 | {
|
---|
817 | ERR("Failed to release device context %p, last error %#x.\n",
|
---|
818 | context->hdc, GetLastError());
|
---|
819 | }
|
---|
820 | }
|
---|
821 | else context->valid = 1;
|
---|
822 |
|
---|
823 | context->win_handle = context->swapchain->win_handle;
|
---|
824 | if (!(context->hdc = VBoxExtGetDC(context->win_handle)))
|
---|
825 | {
|
---|
826 | ERR("Failed to get a device context for window %p.\n", context->win_handle);
|
---|
827 | goto err;
|
---|
828 | }
|
---|
829 |
|
---|
830 | if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
|
---|
831 | {
|
---|
832 | ERR("Failed to set pixel format %d on device context %p.\n",
|
---|
833 | context->pixel_format, context->hdc);
|
---|
834 | goto err;
|
---|
835 | }
|
---|
836 |
|
---|
837 | if (!pwglMakeCurrent(context->hdc, context->glCtx))
|
---|
838 | {
|
---|
839 | ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
|
---|
840 | context->glCtx, context->hdc, GetLastError());
|
---|
841 | goto err;
|
---|
842 | }
|
---|
843 | #endif
|
---|
844 |
|
---|
845 | return;
|
---|
846 | err:
|
---|
847 | context->valid = 0;
|
---|
848 | }
|
---|
849 |
|
---|
850 | static void context_validate(struct wined3d_context *context
|
---|
851 | #ifdef VBOX_WITH_WDDM
|
---|
852 | , IWineD3DSwapChainImpl *swapchain
|
---|
853 | # ifdef DEBUG_misha
|
---|
854 | , BOOL fExpectedValid
|
---|
855 | # endif
|
---|
856 | #endif
|
---|
857 |
|
---|
858 | )
|
---|
859 | {
|
---|
860 | #ifdef VBOX_WITH_WDDM
|
---|
861 | if (!swapchain)
|
---|
862 | {
|
---|
863 | swapchain = context->currentSwapchain;
|
---|
864 | }
|
---|
865 |
|
---|
866 | if (!swapchain)
|
---|
867 | {
|
---|
868 | context->valid = FALSE;
|
---|
869 | # ifdef DEBUG_misha
|
---|
870 | if (fExpectedValid)
|
---|
871 | {
|
---|
872 | ERR("no current swapchain!\n");
|
---|
873 | }
|
---|
874 | # endif
|
---|
875 | return;
|
---|
876 | }
|
---|
877 |
|
---|
878 | if (swapchain == context->currentSwapchain)
|
---|
879 | {
|
---|
880 | context->valid = swapchain_validate(context->currentSwapchain);
|
---|
881 | }
|
---|
882 | else
|
---|
883 | #else
|
---|
884 | HWND wnd = WindowFromDC(context->hdc);
|
---|
885 |
|
---|
886 | if (wnd != context->win_handle)
|
---|
887 | {
|
---|
888 | DWORD winEr = GetLastError();
|
---|
889 | WARN("DC %p belongs to window %p instead of %p., winEr(%d)\n",
|
---|
890 | context->hdc, wnd, context->win_handle, winEr);
|
---|
891 | context->valid = 0;
|
---|
892 | }
|
---|
893 |
|
---|
894 | if (context->swapchain && context->win_handle != context->swapchain->win_handle)
|
---|
895 | #endif
|
---|
896 | {
|
---|
897 | context_update_window(context
|
---|
898 | #ifdef VBOX_WITH_WDDM
|
---|
899 | , swapchain
|
---|
900 | #endif
|
---|
901 | );
|
---|
902 | }
|
---|
903 | }
|
---|
904 |
|
---|
905 | #ifdef VBOX_WITH_WDDM
|
---|
906 | static void context_validate_adjust_wnd(struct wined3d_context *context)
|
---|
907 | {
|
---|
908 | IWineD3DSwapChainImpl *swapchain = NULL;
|
---|
909 |
|
---|
910 | context_validate(context, NULL
|
---|
911 | # ifdef DEBUG_misha
|
---|
912 | , FALSE
|
---|
913 | # endif
|
---|
914 | );
|
---|
915 | if (context->valid)
|
---|
916 | return;
|
---|
917 |
|
---|
918 | swapchain = swapchain_find_valid(context->device);
|
---|
919 | if (swapchain)
|
---|
920 | {
|
---|
921 | context_validate(context, swapchain
|
---|
922 | # ifdef DEBUG_misha
|
---|
923 | , TRUE
|
---|
924 | # endif
|
---|
925 | );
|
---|
926 | if (!context->valid)
|
---|
927 | {
|
---|
928 | ERR("unexpected\n");
|
---|
929 | }
|
---|
930 | }
|
---|
931 | else
|
---|
932 | {
|
---|
933 | ERR("novalid swapchain found\n");
|
---|
934 | }
|
---|
935 | }
|
---|
936 | #endif
|
---|
937 |
|
---|
938 | static void context_destroy_gl_resources(struct wined3d_context *context)
|
---|
939 | {
|
---|
940 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
941 | struct wined3d_occlusion_query *occlusion_query;
|
---|
942 | struct wined3d_event_query *event_query;
|
---|
943 | struct fbo_entry *entry, *entry2;
|
---|
944 | HGLRC restore_ctx;
|
---|
945 | HDC restore_dc;
|
---|
946 | unsigned int i;
|
---|
947 |
|
---|
948 | restore_ctx = pwglGetCurrentContext();
|
---|
949 | restore_dc = pwglGetCurrentDC();
|
---|
950 |
|
---|
951 | #ifdef VBOX_WITH_WDDM
|
---|
952 | context_validate_adjust_wnd(context);
|
---|
953 | if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->currentSwapchain->hDC, context->glCtx);
|
---|
954 | else restore_ctx = NULL;
|
---|
955 | #else
|
---|
956 | context_validate(context);
|
---|
957 | if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
|
---|
958 | else restore_ctx = NULL;
|
---|
959 | #endif
|
---|
960 |
|
---|
961 | ENTER_GL();
|
---|
962 |
|
---|
963 | LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
|
---|
964 | {
|
---|
965 | if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
|
---|
966 | GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
|
---|
967 | occlusion_query->context = NULL;
|
---|
968 | }
|
---|
969 |
|
---|
970 | LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
|
---|
971 | {
|
---|
972 | if (context->valid)
|
---|
973 | {
|
---|
974 | if (gl_info->supported[ARB_SYNC])
|
---|
975 | {
|
---|
976 | if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
|
---|
977 | }
|
---|
978 | else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
|
---|
979 | else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
|
---|
980 | }
|
---|
981 | event_query->context = NULL;
|
---|
982 | }
|
---|
983 |
|
---|
984 | LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
|
---|
985 | {
|
---|
986 | if (!context->valid) entry->id = 0;
|
---|
987 | context_destroy_fbo_entry(context, entry);
|
---|
988 | }
|
---|
989 |
|
---|
990 | LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
|
---|
991 | {
|
---|
992 | if (!context->valid) entry->id = 0;
|
---|
993 | context_destroy_fbo_entry(context, entry);
|
---|
994 | }
|
---|
995 |
|
---|
996 | if (context->valid)
|
---|
997 | {
|
---|
998 | if (context->src_fbo)
|
---|
999 | {
|
---|
1000 | TRACE("Destroy src FBO %d\n", context->src_fbo);
|
---|
1001 | context_destroy_fbo(context, &context->src_fbo);
|
---|
1002 | }
|
---|
1003 | if (context->dst_fbo)
|
---|
1004 | {
|
---|
1005 | TRACE("Destroy dst FBO %d\n", context->dst_fbo);
|
---|
1006 | context_destroy_fbo(context, &context->dst_fbo);
|
---|
1007 | }
|
---|
1008 | if (context->dummy_arbfp_prog)
|
---|
1009 | {
|
---|
1010 | GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
|
---|
1011 | }
|
---|
1012 |
|
---|
1013 | if (gl_info->supported[ARB_OCCLUSION_QUERY])
|
---|
1014 | GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
|
---|
1015 |
|
---|
1016 | if (gl_info->supported[ARB_SYNC])
|
---|
1017 | {
|
---|
1018 | if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
|
---|
1019 | }
|
---|
1020 | else if (gl_info->supported[APPLE_FENCE])
|
---|
1021 | {
|
---|
1022 | for (i = 0; i < context->free_event_query_count; ++i)
|
---|
1023 | {
|
---|
1024 | GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
|
---|
1025 | }
|
---|
1026 | }
|
---|
1027 | else if (gl_info->supported[NV_FENCE])
|
---|
1028 | {
|
---|
1029 | for (i = 0; i < context->free_event_query_count; ++i)
|
---|
1030 | {
|
---|
1031 | GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
|
---|
1032 | }
|
---|
1033 | }
|
---|
1034 |
|
---|
1035 | checkGLcall("context cleanup");
|
---|
1036 | }
|
---|
1037 |
|
---|
1038 | LEAVE_GL();
|
---|
1039 |
|
---|
1040 | HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
|
---|
1041 | HeapFree(GetProcessHeap(), 0, context->free_event_queries);
|
---|
1042 |
|
---|
1043 | if (restore_ctx)
|
---|
1044 | {
|
---|
1045 | if (!pwglMakeCurrent(restore_dc, restore_ctx))
|
---|
1046 | {
|
---|
1047 | DWORD err = GetLastError();
|
---|
1048 | ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
|
---|
1049 | restore_ctx, restore_dc, err);
|
---|
1050 | }
|
---|
1051 | }
|
---|
1052 | else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
|
---|
1053 | {
|
---|
1054 | ERR("Failed to disable GL context.\n");
|
---|
1055 | }
|
---|
1056 | #ifndef VBOX_WINE_WITH_SINGLE_CONTEXT
|
---|
1057 | # ifndef VBOX_WITH_WDDM
|
---|
1058 | VBoxExtReleaseDC(context->win_handle, context->hdc);
|
---|
1059 | # else
|
---|
1060 | VBoxExtReleaseDC(context->win_handle, context->hdc);
|
---|
1061 | # endif
|
---|
1062 | #endif
|
---|
1063 | if (!pwglDeleteContext(context->glCtx))
|
---|
1064 | {
|
---|
1065 | DWORD err = GetLastError();
|
---|
1066 | ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
|
---|
1067 | }
|
---|
1068 | }
|
---|
1069 |
|
---|
1070 | DWORD context_get_tls_idx(void)
|
---|
1071 | {
|
---|
1072 | return wined3d_context_tls_idx;
|
---|
1073 | }
|
---|
1074 |
|
---|
1075 | void context_set_tls_idx(DWORD idx)
|
---|
1076 | {
|
---|
1077 | wined3d_context_tls_idx = idx;
|
---|
1078 | }
|
---|
1079 |
|
---|
1080 | #if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
|
---|
1081 | static struct wined3d_context *context_get_current_ex(DWORD adjustTid)
|
---|
1082 | {
|
---|
1083 | struct wined3d_context *ctx = vboxGetCurrentContext();
|
---|
1084 | if (ctx && !VBoxTlsRefIsFunctional(ctx))
|
---|
1085 | {
|
---|
1086 | /* this is a destroyed context left in the tls of the current thread */
|
---|
1087 | /* 1. this releases the context and clears the tls */
|
---|
1088 | vboxSetCurrentContext(NULL);
|
---|
1089 | /* return there is no context current */
|
---|
1090 | return NULL;
|
---|
1091 | }
|
---|
1092 | if (!adjustTid)
|
---|
1093 | return ctx;
|
---|
1094 | if (!ctx || ctx->tid == adjustTid)
|
---|
1095 | return ctx;
|
---|
1096 | if (context_set_current(ctx))
|
---|
1097 | {
|
---|
1098 | Assert(ctx->tid == adjustTid);
|
---|
1099 | return ctx;
|
---|
1100 | }
|
---|
1101 | ERR("context_set_current failed\n");
|
---|
1102 | return NULL;
|
---|
1103 | }
|
---|
1104 | #endif
|
---|
1105 |
|
---|
1106 | struct wined3d_context *context_get_current(void)
|
---|
1107 | {
|
---|
1108 | #if !defined(VBOX_WINE_WITH_SINGLE_CONTEXT) && !defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
|
---|
1109 | return TlsGetValue(wined3d_context_tls_idx);
|
---|
1110 | #else
|
---|
1111 | DWORD tid = GetCurrentThreadId();
|
---|
1112 | return context_get_current_ex(tid);
|
---|
1113 | #endif
|
---|
1114 | }
|
---|
1115 |
|
---|
1116 |
|
---|
1117 | BOOL context_set_current(struct wined3d_context *ctx)
|
---|
1118 | {
|
---|
1119 | #if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
|
---|
1120 | struct wined3d_context *old = context_get_current_ex(0);
|
---|
1121 | DWORD tid = GetCurrentThreadId();
|
---|
1122 | #else
|
---|
1123 | struct wined3d_context *old = context_get_current();
|
---|
1124 | #endif
|
---|
1125 | if (old == ctx)
|
---|
1126 | {
|
---|
1127 | #if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
|
---|
1128 | if (ctx && ctx->tid != tid)
|
---|
1129 | {
|
---|
1130 | old = NULL;
|
---|
1131 | }
|
---|
1132 | else
|
---|
1133 | #endif
|
---|
1134 | {
|
---|
1135 | TRACE("Already using D3D context %p.\n", ctx);
|
---|
1136 | return TRUE;
|
---|
1137 | }
|
---|
1138 | }
|
---|
1139 |
|
---|
1140 | if (old)
|
---|
1141 | {
|
---|
1142 | #if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
|
---|
1143 | old->tid = 0;
|
---|
1144 | old->current = 0;
|
---|
1145 | #else
|
---|
1146 | if (old->destroyed)
|
---|
1147 | {
|
---|
1148 | TRACE("Switching away from destroyed context %p.\n", old);
|
---|
1149 | context_destroy_gl_resources(old);
|
---|
1150 | HeapFree(GetProcessHeap(), 0, old);
|
---|
1151 | }
|
---|
1152 | else
|
---|
1153 | {
|
---|
1154 | old->current = 0;
|
---|
1155 | }
|
---|
1156 | #endif
|
---|
1157 | }
|
---|
1158 |
|
---|
1159 | if (ctx)
|
---|
1160 | {
|
---|
1161 | #ifdef VBOX_WITH_WDDM
|
---|
1162 | TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->currentSwapchain->hDC);
|
---|
1163 | if (!pwglMakeCurrent(ctx->currentSwapchain->hDC, ctx->glCtx))
|
---|
1164 | {
|
---|
1165 | DWORD err = GetLastError();
|
---|
1166 | ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
|
---|
1167 | ctx->glCtx, ctx->currentSwapchain->hDC, err);
|
---|
1168 | vboxSetCurrentContext(NULL);
|
---|
1169 | return FALSE;
|
---|
1170 | }
|
---|
1171 | #else
|
---|
1172 | TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
|
---|
1173 | if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
|
---|
1174 | {
|
---|
1175 | DWORD err = GetLastError();
|
---|
1176 | ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
|
---|
1177 | ctx->glCtx, ctx->hdc, err);
|
---|
1178 | vboxSetCurrentContext(NULL);
|
---|
1179 | return FALSE;
|
---|
1180 | }
|
---|
1181 | #endif
|
---|
1182 | ctx->current = 1;
|
---|
1183 | }
|
---|
1184 | else if(pwglGetCurrentContext())
|
---|
1185 | {
|
---|
1186 | TRACE("Clearing current D3D context.\n");
|
---|
1187 | if (!pwglMakeCurrent(NULL, NULL))
|
---|
1188 | {
|
---|
1189 | DWORD err = GetLastError();
|
---|
1190 | ERR("Failed to clear current GL context, last error %#x.\n", err);
|
---|
1191 | vboxSetCurrentContext(NULL);
|
---|
1192 | return FALSE;
|
---|
1193 | }
|
---|
1194 | }
|
---|
1195 |
|
---|
1196 | #if !defined(VBOX_WINE_WITH_SINGLE_CONTEXT) && !defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
|
---|
1197 | return TlsSetValue(wined3d_context_tls_idx, ctx);
|
---|
1198 | #else
|
---|
1199 | vboxSetCurrentContext(ctx);
|
---|
1200 | if (ctx)
|
---|
1201 | ctx->tid = tid;
|
---|
1202 | return TRUE;
|
---|
1203 | #endif
|
---|
1204 | }
|
---|
1205 |
|
---|
1206 | #if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
|
---|
1207 | void context_clear_on_thread_detach()
|
---|
1208 | {
|
---|
1209 | /* In theory, we should do context_set_current(NULL) here,
|
---|
1210 | * but since it may result in calling a context dtor, it should be done under wined3d lock.
|
---|
1211 | * We can not acquire a wined3d lock here since this routine is called in a DllMain context
|
---|
1212 | * and this would result in a lock order violation, which may result in a deadlock.
|
---|
1213 | * In other words, wined3d may internally call Win32 API functions which result in
|
---|
1214 | * a DLL lock acquisition while holding wined3d lock.
|
---|
1215 | * So lock order should always be "wined3d lock" -> "dll lock".
|
---|
1216 | *
|
---|
1217 | * This is why we do the following:
|
---|
1218 | * */
|
---|
1219 |
|
---|
1220 | /* 1. get the current context w/o adjusting its thread id, etc. */
|
---|
1221 | struct wined3d_context *old = context_get_current_ex(0);
|
---|
1222 | if (!old)
|
---|
1223 | return;
|
---|
1224 |
|
---|
1225 | /* there is a currently assigned context,
|
---|
1226 | * 2. now increase its ref count to ensure its dtor routine is not called while making set_current(NULL).
|
---|
1227 | * This is needed since dtor can only be run with a wined3d lock held */
|
---|
1228 | VBoxTlsRefAddRef(old);
|
---|
1229 |
|
---|
1230 | /* 3. now we can call context_set_current(NULL) */
|
---|
1231 | context_set_current(NULL);
|
---|
1232 |
|
---|
1233 | /* 4. to avoid possible deadlocks we make an asynchronous call to a worker thread to make
|
---|
1234 | * wined3d lock - context release - wined3d unlock from there. */
|
---|
1235 | VBoxExtReleaseContextAsync(old);
|
---|
1236 | }
|
---|
1237 | #endif
|
---|
1238 |
|
---|
1239 | void context_release(struct wined3d_context *context)
|
---|
1240 | {
|
---|
1241 | TRACE("Releasing context %p, level %u.\n", context, context->level);
|
---|
1242 |
|
---|
1243 | if (WARN_ON(d3d))
|
---|
1244 | {
|
---|
1245 | if (!context->level)
|
---|
1246 | WARN("Context %p is not active.\n", context);
|
---|
1247 | else if (context != context_get_current())
|
---|
1248 | WARN("Context %p is not the current context.\n", context);
|
---|
1249 | }
|
---|
1250 |
|
---|
1251 | if (!--context->level && context->restore_ctx)
|
---|
1252 | {
|
---|
1253 | TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
|
---|
1254 | if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
|
---|
1255 | {
|
---|
1256 | DWORD err = GetLastError();
|
---|
1257 | ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
|
---|
1258 | context->restore_ctx, context->restore_dc, err);
|
---|
1259 | }
|
---|
1260 | else
|
---|
1261 | {
|
---|
1262 | /* success branch */
|
---|
1263 | /* sync back our tls with gl settings */
|
---|
1264 | const struct wined3d_context *current_context = context_get_current();
|
---|
1265 | if (current_context && current_context->glCtx != context->restore_ctx)
|
---|
1266 | {
|
---|
1267 | #ifdef VBOX_WITH_WDDM
|
---|
1268 | IWineD3DDeviceImpl *device = context->device;
|
---|
1269 | #else
|
---|
1270 | IWineD3DDeviceImpl *device = context->swapchain->device;
|
---|
1271 | #endif
|
---|
1272 | UINT i = 0;
|
---|
1273 | for (; i < device->numContexts; ++i)
|
---|
1274 | {
|
---|
1275 | struct wined3d_context *ctx = device->contexts[i];
|
---|
1276 | if (ctx->glCtx == context->restore_ctx)
|
---|
1277 | {
|
---|
1278 | context_set_current(ctx);
|
---|
1279 | break;
|
---|
1280 | }
|
---|
1281 | }
|
---|
1282 |
|
---|
1283 | if (i == device->numContexts)
|
---|
1284 | {
|
---|
1285 | context_set_current(NULL);
|
---|
1286 | }
|
---|
1287 | }
|
---|
1288 | }
|
---|
1289 |
|
---|
1290 | context->restore_ctx = NULL;
|
---|
1291 | context->restore_dc = NULL;
|
---|
1292 | }
|
---|
1293 | }
|
---|
1294 |
|
---|
1295 | static void context_enter(struct wined3d_context *context)
|
---|
1296 | {
|
---|
1297 | TRACE("Entering context %p, level %u.\n", context, context->level + 1);
|
---|
1298 |
|
---|
1299 | if (!context->level++)
|
---|
1300 | {
|
---|
1301 | const struct wined3d_context *current_context = context_get_current();
|
---|
1302 | HGLRC current_gl = pwglGetCurrentContext();
|
---|
1303 |
|
---|
1304 | if (current_gl && (!current_context || current_context->glCtx != current_gl))
|
---|
1305 | {
|
---|
1306 | TRACE("Another GL context (%p on device context %p) is already current.\n",
|
---|
1307 | current_gl, pwglGetCurrentDC());
|
---|
1308 | context->restore_ctx = current_gl;
|
---|
1309 | context->restore_dc = pwglGetCurrentDC();
|
---|
1310 | }
|
---|
1311 | }
|
---|
1312 | }
|
---|
1313 |
|
---|
1314 | /*****************************************************************************
|
---|
1315 | * Context_MarkStateDirty
|
---|
1316 | *
|
---|
1317 | * Marks a state in a context dirty. Only one context, opposed to
|
---|
1318 | * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
|
---|
1319 | * contexts
|
---|
1320 | *
|
---|
1321 | * Params:
|
---|
1322 | * context: Context to mark the state dirty in
|
---|
1323 | * state: State to mark dirty
|
---|
1324 | * StateTable: Pointer to the state table in use(for state grouping)
|
---|
1325 | *
|
---|
1326 | *****************************************************************************/
|
---|
1327 | static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
|
---|
1328 | {
|
---|
1329 | DWORD rep = StateTable[state].representative;
|
---|
1330 | DWORD idx;
|
---|
1331 | BYTE shift;
|
---|
1332 |
|
---|
1333 | if (isStateDirty(context, rep)) return;
|
---|
1334 |
|
---|
1335 | context->dirtyArray[context->numDirtyEntries++] = rep;
|
---|
1336 | idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
|
---|
1337 | shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
|
---|
1338 | context->isStateDirty[idx] |= (1 << shift);
|
---|
1339 | }
|
---|
1340 |
|
---|
1341 | /* This function takes care of WineD3D pixel format selection. */
|
---|
1342 | static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
|
---|
1343 | const struct wined3d_format_desc *color_format_desc, const struct wined3d_format_desc *ds_format_desc,
|
---|
1344 | BOOL auxBuffers, int numSamples, BOOL findCompatible)
|
---|
1345 | {
|
---|
1346 | int iPixelFormat=0;
|
---|
1347 | unsigned int matchtry;
|
---|
1348 | short redBits, greenBits, blueBits, alphaBits, colorBits;
|
---|
1349 | short depthBits=0, stencilBits=0;
|
---|
1350 |
|
---|
1351 | struct match_type {
|
---|
1352 | BOOL require_aux;
|
---|
1353 | BOOL exact_alpha;
|
---|
1354 | BOOL exact_color;
|
---|
1355 | } matches[] = {
|
---|
1356 | /* First, try without alpha match buffers. MacOS supports aux buffers only
|
---|
1357 | * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
|
---|
1358 | * Then try without aux buffers - this is the most common cause for not
|
---|
1359 | * finding a pixel format. Also some drivers(the open source ones)
|
---|
1360 | * only offer 32 bit ARB pixel formats. First try without an exact alpha
|
---|
1361 | * match, then try without an exact alpha and color match.
|
---|
1362 | */
|
---|
1363 | { TRUE, TRUE, TRUE },
|
---|
1364 | { TRUE, FALSE, TRUE },
|
---|
1365 | { FALSE, TRUE, TRUE },
|
---|
1366 | { FALSE, FALSE, TRUE },
|
---|
1367 | { TRUE, FALSE, FALSE },
|
---|
1368 | { FALSE, FALSE, FALSE },
|
---|
1369 | };
|
---|
1370 |
|
---|
1371 | int i = 0;
|
---|
1372 | int nCfgs = This->adapter->nCfgs;
|
---|
1373 |
|
---|
1374 | TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
|
---|
1375 | debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
|
---|
1376 | auxBuffers, numSamples, findCompatible);
|
---|
1377 |
|
---|
1378 | if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
|
---|
1379 | {
|
---|
1380 | ERR("Unable to get color bits for format %s (%#x)!\n",
|
---|
1381 | debug_d3dformat(color_format_desc->format), color_format_desc->format);
|
---|
1382 | return 0;
|
---|
1383 | }
|
---|
1384 |
|
---|
1385 | getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
|
---|
1386 |
|
---|
1387 | for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
|
---|
1388 | for(i=0; i<nCfgs; i++) {
|
---|
1389 | BOOL exactDepthMatch = TRUE;
|
---|
1390 | WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
|
---|
1391 |
|
---|
1392 | /* For now only accept RGBA formats. Perhaps some day we will
|
---|
1393 | * allow floating point formats for pbuffers. */
|
---|
1394 | if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
|
---|
1395 | continue;
|
---|
1396 |
|
---|
1397 | /* In window mode we need a window drawable format and double buffering. */
|
---|
1398 | if(!(cfg->windowDrawable && cfg->doubleBuffer))
|
---|
1399 | continue;
|
---|
1400 |
|
---|
1401 | /* We like to have aux buffers in backbuffer mode */
|
---|
1402 | if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
|
---|
1403 | continue;
|
---|
1404 |
|
---|
1405 | if(matches[matchtry].exact_color) {
|
---|
1406 | if(cfg->redSize != redBits)
|
---|
1407 | continue;
|
---|
1408 | if(cfg->greenSize != greenBits)
|
---|
1409 | continue;
|
---|
1410 | if(cfg->blueSize != blueBits)
|
---|
1411 | continue;
|
---|
1412 | } else {
|
---|
1413 | if(cfg->redSize < redBits)
|
---|
1414 | continue;
|
---|
1415 | if(cfg->greenSize < greenBits)
|
---|
1416 | continue;
|
---|
1417 | if(cfg->blueSize < blueBits)
|
---|
1418 | continue;
|
---|
1419 | }
|
---|
1420 | if(matches[matchtry].exact_alpha) {
|
---|
1421 | if(cfg->alphaSize != alphaBits)
|
---|
1422 | continue;
|
---|
1423 | } else {
|
---|
1424 | if(cfg->alphaSize < alphaBits)
|
---|
1425 | continue;
|
---|
1426 | }
|
---|
1427 |
|
---|
1428 | /* We try to locate a format which matches our requirements exactly. In case of
|
---|
1429 | * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
|
---|
1430 | if(cfg->depthSize < depthBits)
|
---|
1431 | continue;
|
---|
1432 | else if(cfg->depthSize > depthBits)
|
---|
1433 | exactDepthMatch = FALSE;
|
---|
1434 |
|
---|
1435 | /* In all cases make sure the number of stencil bits matches our requirements
|
---|
1436 | * even when we don't need stencil because it could affect performance EXCEPT
|
---|
1437 | * on cards which don't offer depth formats without stencil like the i915 drivers
|
---|
1438 | * on Linux. */
|
---|
1439 | if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
|
---|
1440 | continue;
|
---|
1441 |
|
---|
1442 | /* Check multisampling support */
|
---|
1443 | if(cfg->numSamples != numSamples)
|
---|
1444 | continue;
|
---|
1445 |
|
---|
1446 | /* When we have passed all the checks then we have found a format which matches our
|
---|
1447 | * requirements. Note that we only check for a limit number of capabilities right now,
|
---|
1448 | * so there can easily be a dozen of pixel formats which appear to be the 'same' but
|
---|
1449 | * can still differ in things like multisampling, stereo, SRGB and other flags.
|
---|
1450 | */
|
---|
1451 |
|
---|
1452 | /* Exit the loop as we have found a format :) */
|
---|
1453 | if(exactDepthMatch) {
|
---|
1454 | iPixelFormat = cfg->iPixelFormat;
|
---|
1455 | break;
|
---|
1456 | } else if(!iPixelFormat) {
|
---|
1457 | /* In the end we might end up with a format which doesn't exactly match our depth
|
---|
1458 | * requirements. Accept the first format we found because formats with higher iPixelFormat
|
---|
1459 | * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
|
---|
1460 | iPixelFormat = cfg->iPixelFormat;
|
---|
1461 | }
|
---|
1462 | }
|
---|
1463 | }
|
---|
1464 |
|
---|
1465 | /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
|
---|
1466 | if(!iPixelFormat && !findCompatible) {
|
---|
1467 | #ifdef DEBUG_misha
|
---|
1468 | WARN("Can't find a suitable iPixelFormat\n");
|
---|
1469 | #elif !defined(VBOX_WITH_WDDM)
|
---|
1470 | ERR("Can't find a suitable iPixelFormat\n");
|
---|
1471 | #endif
|
---|
1472 | return FALSE;
|
---|
1473 | } else if(!iPixelFormat) {
|
---|
1474 | PIXELFORMATDESCRIPTOR pfd;
|
---|
1475 |
|
---|
1476 | TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
|
---|
1477 | /* PixelFormat selection */
|
---|
1478 | ZeroMemory(&pfd, sizeof(pfd));
|
---|
1479 | pfd.nSize = sizeof(pfd);
|
---|
1480 | pfd.nVersion = 1;
|
---|
1481 | pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
|
---|
1482 | pfd.iPixelType = PFD_TYPE_RGBA;
|
---|
1483 | pfd.cAlphaBits = alphaBits;
|
---|
1484 | pfd.cColorBits = colorBits;
|
---|
1485 | pfd.cDepthBits = depthBits;
|
---|
1486 | pfd.cStencilBits = stencilBits;
|
---|
1487 | pfd.iLayerType = PFD_MAIN_PLANE;
|
---|
1488 |
|
---|
1489 | iPixelFormat = ChoosePixelFormat(hdc, &pfd);
|
---|
1490 | if(!iPixelFormat) {
|
---|
1491 | /* If this happens something is very wrong as ChoosePixelFormat barely fails */
|
---|
1492 | ERR("Can't find a suitable iPixelFormat\n");
|
---|
1493 | return FALSE;
|
---|
1494 | }
|
---|
1495 | }
|
---|
1496 |
|
---|
1497 | TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
|
---|
1498 | iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
|
---|
1499 | return iPixelFormat;
|
---|
1500 | }
|
---|
1501 |
|
---|
1502 | struct IWineD3DDeviceImpl *context_get_device(const struct wined3d_context *context)
|
---|
1503 | {
|
---|
1504 | #ifdef VBOX_WITH_WDDM
|
---|
1505 | return context->device;
|
---|
1506 | #else
|
---|
1507 | return context->swapchain->device;
|
---|
1508 | #endif
|
---|
1509 | }
|
---|
1510 |
|
---|
1511 | #if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
|
---|
1512 | static DECLCALLBACK(void) context_tls_dtor(void* pvCtx)
|
---|
1513 | {
|
---|
1514 | struct wined3d_context * context = (struct wined3d_context *)pvCtx;
|
---|
1515 | HeapFree(GetProcessHeap(), 0, context);
|
---|
1516 | }
|
---|
1517 | #endif
|
---|
1518 |
|
---|
1519 | /*****************************************************************************
|
---|
1520 | * context_create
|
---|
1521 | *
|
---|
1522 | * Creates a new context.
|
---|
1523 | *
|
---|
1524 | * * Params:
|
---|
1525 | * This: Device to activate the context for
|
---|
1526 | * target: Surface this context will render to
|
---|
1527 | * win_handle: handle to the window which we are drawing to
|
---|
1528 | * pPresentParameters: contains the pixelformats to use for onscreen rendering
|
---|
1529 | *
|
---|
1530 | *****************************************************************************/
|
---|
1531 | struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
|
---|
1532 | const struct wined3d_format_desc *ds_format_desc)
|
---|
1533 | {
|
---|
1534 | IWineD3DDeviceImpl *device = swapchain->device;
|
---|
1535 | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
---|
1536 | const struct wined3d_format_desc *color_format_desc;
|
---|
1537 | struct wined3d_context *ret;
|
---|
1538 | PIXELFORMATDESCRIPTOR pfd;
|
---|
1539 | BOOL auxBuffers = FALSE;
|
---|
1540 | int numSamples = 0;
|
---|
1541 | int pixel_format;
|
---|
1542 | unsigned int s;
|
---|
1543 | DWORD state;
|
---|
1544 | HGLRC ctx;
|
---|
1545 | HDC hdc;
|
---|
1546 |
|
---|
1547 | TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
|
---|
1548 |
|
---|
1549 | ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
|
---|
1550 | if (!ret)
|
---|
1551 | {
|
---|
1552 | ERR("Failed to allocate context memory.\n");
|
---|
1553 | return NULL;
|
---|
1554 | }
|
---|
1555 |
|
---|
1556 | #if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
|
---|
1557 | VBoxTlsRefInit(ret, context_tls_dtor);
|
---|
1558 | #endif
|
---|
1559 |
|
---|
1560 | if (!(hdc =
|
---|
1561 | #ifdef VBOX_WINE_WITH_SINGLE_CONTEXT
|
---|
1562 | swapchain->hDC
|
---|
1563 | #else
|
---|
1564 | VBoxExtGetDC(swapchain->win_handle)
|
---|
1565 | #endif
|
---|
1566 | )
|
---|
1567 | )
|
---|
1568 | {
|
---|
1569 | ERR("Failed to retrieve a device context.\n");
|
---|
1570 | goto out;
|
---|
1571 | }
|
---|
1572 |
|
---|
1573 | color_format_desc = target->resource.format_desc;
|
---|
1574 |
|
---|
1575 | /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
|
---|
1576 | * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
|
---|
1577 | if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
|
---|
1578 | {
|
---|
1579 | auxBuffers = TRUE;
|
---|
1580 |
|
---|
1581 | if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
|
---|
1582 | color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, gl_info);
|
---|
1583 | else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
|
---|
1584 | color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
|
---|
1585 | }
|
---|
1586 |
|
---|
1587 | /* DirectDraw supports 8bit paletted render targets and these are used by
|
---|
1588 | * old games like Starcraft and C&C. Most modern hardware doesn't support
|
---|
1589 | * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
|
---|
1590 | * conversion (ab)uses the alpha component for storing the palette index.
|
---|
1591 | * For this reason we require a format with 8bit alpha, so request
|
---|
1592 | * A8R8G8B8. */
|
---|
1593 | if (color_format_desc->format == WINED3DFMT_P8_UINT)
|
---|
1594 | color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
|
---|
1595 |
|
---|
1596 | /* Retrieve the depth stencil format from the present parameters.
|
---|
1597 | * The choice of the proper format can give a nice performance boost
|
---|
1598 | * in case of GPU limited programs. */
|
---|
1599 | if (swapchain->presentParms.EnableAutoDepthStencil)
|
---|
1600 | {
|
---|
1601 | TRACE("Auto depth stencil enabled, using format %s.\n",
|
---|
1602 | debug_d3dformat(swapchain->presentParms.AutoDepthStencilFormat));
|
---|
1603 | ds_format_desc = getFormatDescEntry(swapchain->presentParms.AutoDepthStencilFormat, gl_info);
|
---|
1604 | }
|
---|
1605 |
|
---|
1606 | /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
|
---|
1607 | if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
|
---|
1608 | {
|
---|
1609 | if (!gl_info->supported[ARB_MULTISAMPLE])
|
---|
1610 | WARN("The application is requesting multisampling without support.\n");
|
---|
1611 | else
|
---|
1612 | {
|
---|
1613 | TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
|
---|
1614 | numSamples = swapchain->presentParms.MultiSampleType;
|
---|
1615 | }
|
---|
1616 | }
|
---|
1617 |
|
---|
1618 | /* Try to find a pixel format which matches our requirements. */
|
---|
1619 | pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
|
---|
1620 | auxBuffers, numSamples, FALSE /* findCompatible */);
|
---|
1621 |
|
---|
1622 | /* Try to locate a compatible format if we weren't able to find anything. */
|
---|
1623 | if (!pixel_format)
|
---|
1624 | {
|
---|
1625 | TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
|
---|
1626 | pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
|
---|
1627 | auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
|
---|
1628 | }
|
---|
1629 |
|
---|
1630 | /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
|
---|
1631 | if (!pixel_format)
|
---|
1632 | {
|
---|
1633 | ERR("Can't find a suitable pixel format.\n");
|
---|
1634 | goto out;
|
---|
1635 | }
|
---|
1636 |
|
---|
1637 | DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
|
---|
1638 | if (!context_set_pixel_format(gl_info, hdc, pixel_format))
|
---|
1639 | {
|
---|
1640 | ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
|
---|
1641 | goto out;
|
---|
1642 | }
|
---|
1643 |
|
---|
1644 | ctx = pwglCreateContext(hdc);
|
---|
1645 | if (device->numContexts)
|
---|
1646 | {
|
---|
1647 | if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
|
---|
1648 | {
|
---|
1649 | DWORD err = GetLastError();
|
---|
1650 | ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
|
---|
1651 | device->contexts[0]->glCtx, ctx, err);
|
---|
1652 | }
|
---|
1653 | }
|
---|
1654 |
|
---|
1655 | if(!ctx) {
|
---|
1656 | ERR("Failed to create a WGL context\n");
|
---|
1657 | goto out;
|
---|
1658 | }
|
---|
1659 |
|
---|
1660 | if (!device_context_add(device, ret))
|
---|
1661 | {
|
---|
1662 | ERR("Failed to add the newly created context to the context list\n");
|
---|
1663 | if (!pwglDeleteContext(ctx))
|
---|
1664 | {
|
---|
1665 | DWORD err = GetLastError();
|
---|
1666 | ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
|
---|
1667 | }
|
---|
1668 | goto out;
|
---|
1669 | }
|
---|
1670 |
|
---|
1671 | ret->gl_info = gl_info;
|
---|
1672 |
|
---|
1673 | /* Mark all states dirty to force a proper initialization of the states
|
---|
1674 | * on the first use of the context. */
|
---|
1675 | for (state = 0; state <= STATE_HIGHEST; ++state)
|
---|
1676 | {
|
---|
1677 | if (device->StateTable[state].representative)
|
---|
1678 | Context_MarkStateDirty(ret, state, device->StateTable);
|
---|
1679 | }
|
---|
1680 |
|
---|
1681 | #ifdef VBOX_WITH_WDDM
|
---|
1682 | ret->device = device;
|
---|
1683 | ret->currentSwapchain = swapchain;
|
---|
1684 | #else
|
---|
1685 | ret->swapchain = swapchain;
|
---|
1686 | #endif
|
---|
1687 | ret->current_rt = (IWineD3DSurface *)target;
|
---|
1688 | #if !defined(VBOX_WINE_WITH_SINGLE_CONTEXT) && !defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
|
---|
1689 | ret->tid = GetCurrentThreadId();
|
---|
1690 | #endif
|
---|
1691 |
|
---|
1692 | ret->render_offscreen = surface_is_offscreen((IWineD3DSurface *) target);
|
---|
1693 | ret->draw_buffer_dirty = TRUE;
|
---|
1694 | ret->valid = 1;
|
---|
1695 |
|
---|
1696 | ret->glCtx = ctx;
|
---|
1697 | #ifndef VBOX_WITH_WDDM
|
---|
1698 | ret->win_handle = swapchain->win_handle;
|
---|
1699 | ret->hdc = hdc;
|
---|
1700 | #endif
|
---|
1701 | ret->pixel_format = pixel_format;
|
---|
1702 |
|
---|
1703 | if (device->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *)device))
|
---|
1704 | {
|
---|
1705 | /* Create the dirty constants array and initialize them to dirty */
|
---|
1706 | ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
|
---|
1707 | sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
|
---|
1708 | ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
|
---|
1709 | sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
|
---|
1710 | memset(ret->vshader_const_dirty, 1,
|
---|
1711 | sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
|
---|
1712 | memset(ret->pshader_const_dirty, 1,
|
---|
1713 | sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
|
---|
1714 | }
|
---|
1715 |
|
---|
1716 | ret->free_occlusion_query_size = 4;
|
---|
1717 | ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
|
---|
1718 | ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
|
---|
1719 | if (!ret->free_occlusion_queries) goto out;
|
---|
1720 |
|
---|
1721 | list_init(&ret->occlusion_queries);
|
---|
1722 |
|
---|
1723 | ret->free_event_query_size = 4;
|
---|
1724 | ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
|
---|
1725 | ret->free_event_query_size * sizeof(*ret->free_event_queries));
|
---|
1726 | if (!ret->free_event_queries) goto out;
|
---|
1727 |
|
---|
1728 | list_init(&ret->event_queries);
|
---|
1729 |
|
---|
1730 | TRACE("Successfully created new context %p\n", ret);
|
---|
1731 |
|
---|
1732 | list_init(&ret->fbo_list);
|
---|
1733 | list_init(&ret->fbo_destroy_list);
|
---|
1734 |
|
---|
1735 | context_enter(ret);
|
---|
1736 |
|
---|
1737 | /* Set up the context defaults */
|
---|
1738 | if (!context_set_current(ret))
|
---|
1739 | {
|
---|
1740 | ERR("Cannot activate context to set up defaults\n");
|
---|
1741 | context_release(ret);
|
---|
1742 | goto out;
|
---|
1743 | }
|
---|
1744 |
|
---|
1745 | ENTER_GL();
|
---|
1746 |
|
---|
1747 | glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
|
---|
1748 |
|
---|
1749 | TRACE("Setting up the screen\n");
|
---|
1750 | /* Clear the screen */
|
---|
1751 | glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
|
---|
1752 | checkGLcall("glClearColor");
|
---|
1753 | glClearIndex(0);
|
---|
1754 | glClearDepth(1);
|
---|
1755 | glClearStencil(0xffff);
|
---|
1756 |
|
---|
1757 | checkGLcall("glClear");
|
---|
1758 |
|
---|
1759 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
---|
1760 | checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
|
---|
1761 |
|
---|
1762 | glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
|
---|
1763 | checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
|
---|
1764 |
|
---|
1765 | glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
|
---|
1766 | checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
|
---|
1767 |
|
---|
1768 | glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
|
---|
1769 | checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
|
---|
1770 | glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
|
---|
1771 | checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
|
---|
1772 |
|
---|
1773 | if (gl_info->supported[APPLE_CLIENT_STORAGE])
|
---|
1774 | {
|
---|
1775 | /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
|
---|
1776 | * and textures in DIB sections(due to the memory protection).
|
---|
1777 | */
|
---|
1778 | glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
|
---|
1779 | checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
|
---|
1780 | }
|
---|
1781 | if (gl_info->supported[ARB_VERTEX_BLEND])
|
---|
1782 | {
|
---|
1783 | /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
|
---|
1784 | * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
|
---|
1785 | * GL_VERTEX_BLEND_ARB isn't enabled too
|
---|
1786 | */
|
---|
1787 | glEnable(GL_WEIGHT_SUM_UNITY_ARB);
|
---|
1788 | checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
|
---|
1789 | }
|
---|
1790 | if (gl_info->supported[NV_TEXTURE_SHADER2])
|
---|
1791 | {
|
---|
1792 | /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
|
---|
1793 | * the previous texture where to source the offset from is always unit - 1.
|
---|
1794 | */
|
---|
1795 | for (s = 1; s < gl_info->limits.textures; ++s)
|
---|
1796 | {
|
---|
1797 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
|
---|
1798 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
|
---|
1799 | checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
|
---|
1800 | }
|
---|
1801 | }
|
---|
1802 | if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
|
---|
1803 | {
|
---|
1804 | /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
|
---|
1805 | * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
|
---|
1806 | * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
|
---|
1807 | * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
|
---|
1808 | * is ever assigned.
|
---|
1809 | *
|
---|
1810 | * So make sure a program is assigned to each context. The first real ARBFP use will set a different
|
---|
1811 | * program and the dummy program is destroyed when the context is destroyed.
|
---|
1812 | */
|
---|
1813 | const char *dummy_program =
|
---|
1814 | "!!ARBfp1.0\n"
|
---|
1815 | "MOV result.color, fragment.color.primary;\n"
|
---|
1816 | "END\n";
|
---|
1817 | GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
|
---|
1818 | GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
|
---|
1819 | GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
|
---|
1820 | }
|
---|
1821 |
|
---|
1822 | for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
|
---|
1823 | {
|
---|
1824 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
|
---|
1825 | glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
|
---|
1826 | checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
|
---|
1827 | }
|
---|
1828 |
|
---|
1829 | if (gl_info->supported[ARB_PROVOKING_VERTEX])
|
---|
1830 | {
|
---|
1831 | GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
|
---|
1832 | }
|
---|
1833 | else if (gl_info->supported[EXT_PROVOKING_VERTEX])
|
---|
1834 | {
|
---|
1835 | GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
|
---|
1836 | }
|
---|
1837 |
|
---|
1838 | /* for WDDM case this is used for shared resource handling
|
---|
1839 | *
|
---|
1840 | * for XPDM this is needed to at least support texture sharing between device contexts.
|
---|
1841 | * this is a kinda hack, but it is needed since our ogl driver currently does not support ShareLists */
|
---|
1842 | GL_EXTCALL(glChromiumParameteriCR(GL_SHARE_CONTEXT_RESOURCES_CR, GL_TRUE));
|
---|
1843 | #if defined(VBOX_WITH_WDDM) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
|
---|
1844 | GL_EXTCALL(glChromiumParameteriCR(GL_FLUSH_ON_THREAD_SWITCH_CR, GL_TRUE));
|
---|
1845 | #endif
|
---|
1846 | LEAVE_GL();
|
---|
1847 |
|
---|
1848 | device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
|
---|
1849 |
|
---|
1850 | TRACE("Created context %p.\n", ret);
|
---|
1851 |
|
---|
1852 | return ret;
|
---|
1853 |
|
---|
1854 | out:
|
---|
1855 | HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
|
---|
1856 | HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
|
---|
1857 | HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
|
---|
1858 | HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
|
---|
1859 | HeapFree(GetProcessHeap(), 0, ret);
|
---|
1860 | return NULL;
|
---|
1861 | }
|
---|
1862 |
|
---|
1863 | #ifdef VBOX_WITH_WDDM
|
---|
1864 | static void context_setup_target(IWineD3DDeviceImpl *device, struct wined3d_context *context, IWineD3DSurface *target);
|
---|
1865 | static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceImpl *device, enum ContextUsage usage);
|
---|
1866 |
|
---|
1867 | BOOL context_acquire_context(struct wined3d_context * context, IWineD3DSurface *target, enum ContextUsage usage, BOOL bReValidate)
|
---|
1868 | {
|
---|
1869 | IWineD3DDeviceImpl *device = context->device;
|
---|
1870 | struct wined3d_context *current_context = context_get_current();
|
---|
1871 | if (bReValidate)
|
---|
1872 | {
|
---|
1873 | IWineD3DSwapChain *swapchain = NULL;
|
---|
1874 | if (target && SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
|
---|
1875 | context_validate(context, (IWineD3DSwapChainImpl*)swapchain
|
---|
1876 | # ifdef DEBUG_misha
|
---|
1877 | , TRUE
|
---|
1878 | # endif
|
---|
1879 | );
|
---|
1880 | IWineD3DSwapChain_Release(swapchain);
|
---|
1881 | }
|
---|
1882 | else {
|
---|
1883 | context_validate_adjust_wnd(context);
|
---|
1884 | }
|
---|
1885 | }
|
---|
1886 | context_setup_target(device, context, target);
|
---|
1887 | context_enter(context);
|
---|
1888 | // Assert(context->valid);
|
---|
1889 | if (!context->valid) return FALSE;
|
---|
1890 |
|
---|
1891 | if (context != current_context)
|
---|
1892 | {
|
---|
1893 | if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
|
---|
1894 | else device->frag_pipe->enable_extension((IWineD3DDevice *)device, !context->last_was_blit);
|
---|
1895 |
|
---|
1896 | if (context->vshader_const_dirty)
|
---|
1897 | {
|
---|
1898 | memset(context->vshader_const_dirty, 1,
|
---|
1899 | sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
|
---|
1900 | device->highest_dirty_vs_const = device->d3d_vshader_constantF;
|
---|
1901 | }
|
---|
1902 | if (context->pshader_const_dirty)
|
---|
1903 | {
|
---|
1904 | memset(context->pshader_const_dirty, 1,
|
---|
1905 | sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
|
---|
1906 | device->highest_dirty_ps_const = device->d3d_pshader_constantF;
|
---|
1907 | }
|
---|
1908 | }
|
---|
1909 | else if (context->restore_ctx)
|
---|
1910 | {
|
---|
1911 | if (!pwglMakeCurrent(context->currentSwapchain->hDC, context->glCtx))
|
---|
1912 | {
|
---|
1913 | DWORD err = GetLastError();
|
---|
1914 | ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
|
---|
1915 | context->currentSwapchain->hDC, context->glCtx, err);
|
---|
1916 | }
|
---|
1917 | }
|
---|
1918 |
|
---|
1919 | context_apply_state(context, device, usage);
|
---|
1920 |
|
---|
1921 | return TRUE;
|
---|
1922 | }
|
---|
1923 |
|
---|
1924 | struct wined3d_context *context_find_create(IWineD3DDeviceImpl *device, IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
|
---|
1925 | const struct wined3d_format_desc *ds_format_desc)
|
---|
1926 | {
|
---|
1927 | #ifndef VBOX_WINE_WITH_SINGLE_CONTEXT
|
---|
1928 | UINT i;
|
---|
1929 | DWORD tid = GetCurrentThreadId();
|
---|
1930 | #endif
|
---|
1931 | struct wined3d_context *context = NULL;
|
---|
1932 |
|
---|
1933 | #ifndef VBOX_WINE_WITH_SINGLE_CONTEXT
|
---|
1934 | for(i = 0 ; i < device->numContexts ; i ++)
|
---|
1935 | {
|
---|
1936 | if(device->contexts[i]->tid == tid) {
|
---|
1937 | context = device->contexts[i];
|
---|
1938 | break;
|
---|
1939 | }
|
---|
1940 | }
|
---|
1941 | #else
|
---|
1942 | # ifdef VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT
|
---|
1943 | # error "Port Me!"
|
---|
1944 | # endif
|
---|
1945 | context = device->numContexts ? device->contexts[0] : NULL;
|
---|
1946 | #endif
|
---|
1947 |
|
---|
1948 | if (!context)
|
---|
1949 | {
|
---|
1950 | Assert(!device->NumberOfSwapChains);
|
---|
1951 | context = context_create(swapchain, target, ds_format_desc);
|
---|
1952 | }
|
---|
1953 | else
|
---|
1954 | {
|
---|
1955 | if(!context_acquire_context(context, (IWineD3DSurface*)target, CTXUSAGE_RESOURCELOAD, TRUE))
|
---|
1956 | {
|
---|
1957 | ERR("Failed to acquire the context.\n");
|
---|
1958 | Assert(0);
|
---|
1959 | Assert(!context->valid);
|
---|
1960 | context = NULL;
|
---|
1961 | }
|
---|
1962 | else
|
---|
1963 | {
|
---|
1964 | Assert(context->valid);
|
---|
1965 | }
|
---|
1966 | }
|
---|
1967 |
|
---|
1968 | return context;
|
---|
1969 | }
|
---|
1970 | #endif
|
---|
1971 |
|
---|
1972 | /*****************************************************************************
|
---|
1973 | * context_destroy
|
---|
1974 | *
|
---|
1975 | * Destroys a wined3d context
|
---|
1976 | *
|
---|
1977 | * Params:
|
---|
1978 | * This: Device to activate the context for
|
---|
1979 | * context: Context to destroy
|
---|
1980 | *
|
---|
1981 | *****************************************************************************/
|
---|
1982 | void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
|
---|
1983 | {
|
---|
1984 | #if !defined(VBOX_WINE_WITH_SINGLE_CONTEXT) && !defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
|
---|
1985 | BOOL destroy;
|
---|
1986 | #endif
|
---|
1987 |
|
---|
1988 | TRACE("Destroying ctx %p\n", context);
|
---|
1989 |
|
---|
1990 | #if !defined(VBOX_WINE_WITH_SINGLE_CONTEXT) && !defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
|
---|
1991 | if (context->tid == GetCurrentThreadId() || !context->current)
|
---|
1992 | {
|
---|
1993 | context_destroy_gl_resources(context);
|
---|
1994 | TlsSetValue(wined3d_context_tls_idx, NULL);
|
---|
1995 | destroy = TRUE;
|
---|
1996 | }
|
---|
1997 | else
|
---|
1998 | {
|
---|
1999 | context->destroyed = 1;
|
---|
2000 | destroy = FALSE;
|
---|
2001 | }
|
---|
2002 | #else
|
---|
2003 | context_destroy_gl_resources(context);
|
---|
2004 | #endif
|
---|
2005 |
|
---|
2006 | HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
|
---|
2007 | HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
|
---|
2008 | device_context_remove(This, context);
|
---|
2009 | #if !defined(VBOX_WINE_WITH_SINGLE_CONTEXT) && !defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
|
---|
2010 | if (destroy) HeapFree(GetProcessHeap(), 0, context);
|
---|
2011 | #else
|
---|
2012 | # ifndef VBOX_WITH_WDDM
|
---|
2013 | context->swapchain = NULL;
|
---|
2014 | #else
|
---|
2015 | context->currentSwapchain = NULL;
|
---|
2016 | context->device = NULL;
|
---|
2017 | # endif
|
---|
2018 | VBoxTlsRefMarkDestroy(context);
|
---|
2019 | VBoxTlsRefRelease(context);
|
---|
2020 | #endif
|
---|
2021 | }
|
---|
2022 |
|
---|
2023 | /* GL locking is done by the caller */
|
---|
2024 | static inline void set_blit_dimension(UINT width, UINT height) {
|
---|
2025 | glMatrixMode(GL_PROJECTION);
|
---|
2026 | checkGLcall("glMatrixMode(GL_PROJECTION)");
|
---|
2027 | glLoadIdentity();
|
---|
2028 | checkGLcall("glLoadIdentity()");
|
---|
2029 | glOrtho(0, width, height, 0, 0.0, -1.0);
|
---|
2030 | checkGLcall("glOrtho");
|
---|
2031 | glViewport(0, 0, width, height);
|
---|
2032 | checkGLcall("glViewport");
|
---|
2033 | }
|
---|
2034 |
|
---|
2035 | /*****************************************************************************
|
---|
2036 | * SetupForBlit
|
---|
2037 | *
|
---|
2038 | * Sets up a context for DirectDraw blitting.
|
---|
2039 | * All texture units are disabled, texture unit 0 is set as current unit
|
---|
2040 | * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
|
---|
2041 | * color writing enabled for all channels
|
---|
2042 | * register combiners disabled, shaders disabled
|
---|
2043 | * world matrix is set to identity, texture matrix 0 too
|
---|
2044 | * projection matrix is setup for drawing screen coordinates
|
---|
2045 | *
|
---|
2046 | * Params:
|
---|
2047 | * This: Device to activate the context for
|
---|
2048 | * context: Context to setup
|
---|
2049 | *
|
---|
2050 | *****************************************************************************/
|
---|
2051 | /* Context activation is done by the caller. */
|
---|
2052 | static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
|
---|
2053 | {
|
---|
2054 | int i;
|
---|
2055 | const struct StateEntry *StateTable = This->StateTable;
|
---|
2056 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
2057 | UINT width = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Width;
|
---|
2058 | UINT height = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Height;
|
---|
2059 | DWORD sampler;
|
---|
2060 |
|
---|
2061 | TRACE("Setting up context %p for blitting\n", context);
|
---|
2062 | if(context->last_was_blit) {
|
---|
2063 | if(context->blit_w != width || context->blit_h != height) {
|
---|
2064 | ENTER_GL();
|
---|
2065 | set_blit_dimension(width, height);
|
---|
2066 | LEAVE_GL();
|
---|
2067 | context->blit_w = width; context->blit_h = height;
|
---|
2068 | /* No need to dirtify here, the states are still dirtified because they weren't
|
---|
2069 | * applied since the last SetupForBlit call. Otherwise last_was_blit would not
|
---|
2070 | * be set
|
---|
2071 | */
|
---|
2072 | }
|
---|
2073 | TRACE("Context is already set up for blitting, nothing to do\n");
|
---|
2074 | return;
|
---|
2075 | }
|
---|
2076 | context->last_was_blit = TRUE;
|
---|
2077 |
|
---|
2078 | /* TODO: Use a display list */
|
---|
2079 |
|
---|
2080 | /* Disable shaders */
|
---|
2081 | ENTER_GL();
|
---|
2082 | This->shader_backend->shader_select(context, FALSE, FALSE);
|
---|
2083 | LEAVE_GL();
|
---|
2084 |
|
---|
2085 | Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
|
---|
2086 | Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
|
---|
2087 |
|
---|
2088 | /* Call ENTER_GL() once for all gl calls below. In theory we should not call
|
---|
2089 | * helper functions in between gl calls. This function is full of Context_MarkStateDirty
|
---|
2090 | * which can safely be called from here, we only lock once instead locking/unlocking
|
---|
2091 | * after each GL call.
|
---|
2092 | */
|
---|
2093 | ENTER_GL();
|
---|
2094 |
|
---|
2095 | /* Disable all textures. The caller can then bind a texture it wants to blit
|
---|
2096 | * from
|
---|
2097 | *
|
---|
2098 | * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
|
---|
2099 | * function texture unit. No need to care for higher samplers
|
---|
2100 | */
|
---|
2101 | for (i = gl_info->limits.textures - 1; i > 0 ; --i)
|
---|
2102 | {
|
---|
2103 | sampler = This->rev_tex_unit_map[i];
|
---|
2104 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
|
---|
2105 | checkGLcall("glActiveTextureARB");
|
---|
2106 |
|
---|
2107 | if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
|
---|
2108 | {
|
---|
2109 | glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
---|
2110 | checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
|
---|
2111 | }
|
---|
2112 | glDisable(GL_TEXTURE_3D);
|
---|
2113 | checkGLcall("glDisable GL_TEXTURE_3D");
|
---|
2114 | if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
|
---|
2115 | {
|
---|
2116 | glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
---|
2117 | checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
|
---|
2118 | }
|
---|
2119 | glDisable(GL_TEXTURE_2D);
|
---|
2120 | checkGLcall("glDisable GL_TEXTURE_2D");
|
---|
2121 |
|
---|
2122 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
---|
2123 | checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
|
---|
2124 |
|
---|
2125 | if (sampler != WINED3D_UNMAPPED_STAGE)
|
---|
2126 | {
|
---|
2127 | if (sampler < MAX_TEXTURES) {
|
---|
2128 | Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
|
---|
2129 | }
|
---|
2130 | Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
|
---|
2131 | }
|
---|
2132 | }
|
---|
2133 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
---|
2134 | checkGLcall("glActiveTextureARB");
|
---|
2135 |
|
---|
2136 | sampler = This->rev_tex_unit_map[0];
|
---|
2137 |
|
---|
2138 | if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
|
---|
2139 | {
|
---|
2140 | glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
---|
2141 | checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
|
---|
2142 | }
|
---|
2143 | glDisable(GL_TEXTURE_3D);
|
---|
2144 | checkGLcall("glDisable GL_TEXTURE_3D");
|
---|
2145 | if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
|
---|
2146 | {
|
---|
2147 | glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
---|
2148 | checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
|
---|
2149 | }
|
---|
2150 | glDisable(GL_TEXTURE_2D);
|
---|
2151 | checkGLcall("glDisable GL_TEXTURE_2D");
|
---|
2152 |
|
---|
2153 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
---|
2154 |
|
---|
2155 | glMatrixMode(GL_TEXTURE);
|
---|
2156 | checkGLcall("glMatrixMode(GL_TEXTURE)");
|
---|
2157 | glLoadIdentity();
|
---|
2158 | checkGLcall("glLoadIdentity()");
|
---|
2159 |
|
---|
2160 | if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
|
---|
2161 | {
|
---|
2162 | glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
|
---|
2163 | GL_TEXTURE_LOD_BIAS_EXT,
|
---|
2164 | 0.0f);
|
---|
2165 | checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
|
---|
2166 | }
|
---|
2167 |
|
---|
2168 | if (sampler != WINED3D_UNMAPPED_STAGE)
|
---|
2169 | {
|
---|
2170 | if (sampler < MAX_TEXTURES) {
|
---|
2171 | Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
|
---|
2172 | Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
|
---|
2173 | }
|
---|
2174 | Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
|
---|
2175 | }
|
---|
2176 |
|
---|
2177 | /* Other misc states */
|
---|
2178 | glDisable(GL_ALPHA_TEST);
|
---|
2179 | checkGLcall("glDisable(GL_ALPHA_TEST)");
|
---|
2180 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
|
---|
2181 | glDisable(GL_LIGHTING);
|
---|
2182 | checkGLcall("glDisable GL_LIGHTING");
|
---|
2183 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
|
---|
2184 | glDisable(GL_DEPTH_TEST);
|
---|
2185 | checkGLcall("glDisable GL_DEPTH_TEST");
|
---|
2186 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
|
---|
2187 | glDisableWINE(GL_FOG);
|
---|
2188 | checkGLcall("glDisable GL_FOG");
|
---|
2189 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
|
---|
2190 | glDisable(GL_BLEND);
|
---|
2191 | checkGLcall("glDisable GL_BLEND");
|
---|
2192 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
|
---|
2193 | glDisable(GL_CULL_FACE);
|
---|
2194 | checkGLcall("glDisable GL_CULL_FACE");
|
---|
2195 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
|
---|
2196 | glDisable(GL_STENCIL_TEST);
|
---|
2197 | checkGLcall("glDisable GL_STENCIL_TEST");
|
---|
2198 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
|
---|
2199 | glDisable(GL_SCISSOR_TEST);
|
---|
2200 | checkGLcall("glDisable GL_SCISSOR_TEST");
|
---|
2201 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
|
---|
2202 | if (gl_info->supported[ARB_POINT_SPRITE])
|
---|
2203 | {
|
---|
2204 | glDisable(GL_POINT_SPRITE_ARB);
|
---|
2205 | checkGLcall("glDisable GL_POINT_SPRITE_ARB");
|
---|
2206 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
|
---|
2207 | }
|
---|
2208 | glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
|
---|
2209 | checkGLcall("glColorMask");
|
---|
2210 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
|
---|
2211 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
|
---|
2212 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
|
---|
2213 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
|
---|
2214 | if (gl_info->supported[EXT_SECONDARY_COLOR])
|
---|
2215 | {
|
---|
2216 | glDisable(GL_COLOR_SUM_EXT);
|
---|
2217 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
|
---|
2218 | checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
|
---|
2219 | }
|
---|
2220 |
|
---|
2221 | /* Setup transforms */
|
---|
2222 | glMatrixMode(GL_MODELVIEW);
|
---|
2223 | checkGLcall("glMatrixMode(GL_MODELVIEW)");
|
---|
2224 | glLoadIdentity();
|
---|
2225 | checkGLcall("glLoadIdentity()");
|
---|
2226 | Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
|
---|
2227 |
|
---|
2228 | context->last_was_rhw = TRUE;
|
---|
2229 | Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
|
---|
2230 |
|
---|
2231 | glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
|
---|
2232 | glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
|
---|
2233 | glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
|
---|
2234 | glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
|
---|
2235 | glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
|
---|
2236 | glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
|
---|
2237 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
|
---|
2238 |
|
---|
2239 | set_blit_dimension(width, height);
|
---|
2240 |
|
---|
2241 | LEAVE_GL();
|
---|
2242 |
|
---|
2243 | context->blit_w = width; context->blit_h = height;
|
---|
2244 | Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
|
---|
2245 | Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
|
---|
2246 |
|
---|
2247 |
|
---|
2248 | This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
|
---|
2249 | }
|
---|
2250 |
|
---|
2251 | /*****************************************************************************
|
---|
2252 | * findThreadContextForSwapChain
|
---|
2253 | *
|
---|
2254 | * Searches a swapchain for all contexts and picks one for the thread tid.
|
---|
2255 | * If none can be found the swapchain is requested to create a new context
|
---|
2256 | *
|
---|
2257 | *****************************************************************************/
|
---|
2258 | static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain
|
---|
2259 | #if !defined(VBOX_WINE_WITH_SINGLE_CONTEXT) && !defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
|
---|
2260 | , DWORD tid
|
---|
2261 | #endif
|
---|
2262 | )
|
---|
2263 | {
|
---|
2264 | #ifdef VBOX_WINE_WITH_SINGLE_CONTEXT
|
---|
2265 | IWineD3DDeviceImpl *device = ((IWineD3DSwapChainImpl*)swapchain)->device;
|
---|
2266 | if (device->numContexts)
|
---|
2267 | return device->contexts[0];
|
---|
2268 | #else
|
---|
2269 | unsigned int i;
|
---|
2270 | # ifdef VBOX_WITH_WDDM
|
---|
2271 | IWineD3DDeviceImpl *device = ((IWineD3DSwapChainImpl*)swapchain)->device;
|
---|
2272 | for (i = 0; i < device->numContexts; ++i)
|
---|
2273 | {
|
---|
2274 | # ifdef VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT
|
---|
2275 | # error "port me!"
|
---|
2276 | # endif
|
---|
2277 | if (device->contexts[i]->tid == tid)
|
---|
2278 | return device->contexts[i];
|
---|
2279 | }
|
---|
2280 | # else
|
---|
2281 | for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
|
---|
2282 | # ifdef VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT
|
---|
2283 | if(VBoxTlsRefIsFunctional(((IWineD3DSwapChainImpl *) swapchain)->context[i])) {
|
---|
2284 | # else
|
---|
2285 | if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
|
---|
2286 | # endif
|
---|
2287 | return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
|
---|
2288 | }
|
---|
2289 | }
|
---|
2290 | # endif
|
---|
2291 | #endif
|
---|
2292 |
|
---|
2293 | /* Create a new context for the thread */
|
---|
2294 | return swapchain_create_context_for_thread(swapchain);
|
---|
2295 | }
|
---|
2296 |
|
---|
2297 | #ifndef VBOX_WINE_WITH_SINGLE_CONTEXT
|
---|
2298 | /*****************************************************************************
|
---|
2299 | * FindContext
|
---|
2300 | *
|
---|
2301 | * Finds a context for the current render target and thread
|
---|
2302 | *
|
---|
2303 | * Parameters:
|
---|
2304 | * target: Render target to find the context for
|
---|
2305 | * tid: Thread to activate the context for
|
---|
2306 | *
|
---|
2307 | * Returns: The needed context
|
---|
2308 | *
|
---|
2309 | *****************************************************************************/
|
---|
2310 | static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target)
|
---|
2311 | {
|
---|
2312 | IWineD3DSwapChain *swapchain = NULL;
|
---|
2313 | struct wined3d_context *current_context = context_get_current();
|
---|
2314 | #ifndef VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT
|
---|
2315 | DWORD tid = GetCurrentThreadId();
|
---|
2316 | #endif
|
---|
2317 | struct wined3d_context *context;
|
---|
2318 |
|
---|
2319 | if (current_context
|
---|
2320 | #ifndef VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT
|
---|
2321 | && current_context->destroyed
|
---|
2322 | #else
|
---|
2323 | && !VBoxTlsRefIsFunctional(current_context)
|
---|
2324 | #endif
|
---|
2325 | ) current_context = NULL;
|
---|
2326 |
|
---|
2327 | if (!target)
|
---|
2328 | {
|
---|
2329 | if (current_context
|
---|
2330 | && current_context->current_rt
|
---|
2331 | && context_get_device(current_context) == This
|
---|
2332 | )
|
---|
2333 | {
|
---|
2334 | target = current_context->current_rt;
|
---|
2335 | }
|
---|
2336 | else
|
---|
2337 | {
|
---|
2338 | #ifdef VBOX_WITH_WDDM
|
---|
2339 | /* tmp work-around */
|
---|
2340 | IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[This->NumberOfSwapChains-1];
|
---|
2341 | #else
|
---|
2342 | IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
|
---|
2343 | #endif
|
---|
2344 | if (swapchain->backBuffer) target = swapchain->backBuffer[0];
|
---|
2345 | else target = swapchain->frontBuffer;
|
---|
2346 | }
|
---|
2347 | }
|
---|
2348 |
|
---|
2349 | if (current_context && current_context->current_rt == target)
|
---|
2350 | {
|
---|
2351 | #ifdef VBOX_WITH_WDDM
|
---|
2352 | IWineD3DSwapChain *swapchain = NULL;
|
---|
2353 | if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
|
---|
2354 | context_validate(current_context, (IWineD3DSwapChainImpl*)swapchain);
|
---|
2355 | IWineD3DSwapChain_Release(swapchain);
|
---|
2356 | }
|
---|
2357 | else {
|
---|
2358 | /* tmp work-around */
|
---|
2359 | context_validate(current_context,
|
---|
2360 | NULL //(IWineD3DSwapChainImpl*)current_context->device->swapchains[current_context->device->NumberOfSwapChains-1]
|
---|
2361 | );
|
---|
2362 | }
|
---|
2363 | #else
|
---|
2364 | context_validate(current_context);
|
---|
2365 | #endif
|
---|
2366 | return current_context;
|
---|
2367 | }
|
---|
2368 |
|
---|
2369 | if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
|
---|
2370 | TRACE("Rendering onscreen\n");
|
---|
2371 |
|
---|
2372 | context = findThreadContextForSwapChain(swapchain
|
---|
2373 | #ifndef VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT
|
---|
2374 | , tid
|
---|
2375 | #endif
|
---|
2376 | );
|
---|
2377 | #ifdef VBOX_WITH_WDDM
|
---|
2378 | context_validate(context, (IWineD3DSwapChainImpl*)swapchain);
|
---|
2379 | #endif
|
---|
2380 | IWineD3DSwapChain_Release(swapchain);
|
---|
2381 | }
|
---|
2382 | else
|
---|
2383 | {
|
---|
2384 | TRACE("Rendering offscreen\n");
|
---|
2385 |
|
---|
2386 | /* Stay with the currently active context. */
|
---|
2387 | if (current_context && context_get_device(current_context) == This)
|
---|
2388 | {
|
---|
2389 | context = current_context;
|
---|
2390 | }
|
---|
2391 | else
|
---|
2392 | {
|
---|
2393 | /* This may happen if the app jumps straight into offscreen rendering
|
---|
2394 | * Start using the context of the primary swapchain. tid == 0 is no problem
|
---|
2395 | * for findThreadContextForSwapChain.
|
---|
2396 | *
|
---|
2397 | * Can also happen on thread switches - in that case findThreadContextForSwapChain
|
---|
2398 | * is perfect to call. */
|
---|
2399 | #ifdef VBOX_WITH_WDDM /* tmp work-around */
|
---|
2400 | context = findThreadContextForSwapChain(This->swapchains[This->NumberOfSwapChains-1]
|
---|
2401 | # ifndef VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT
|
---|
2402 | , tid
|
---|
2403 | # endif
|
---|
2404 | );
|
---|
2405 | #else
|
---|
2406 | context = findThreadContextForSwapChain(This->swapchains[0]
|
---|
2407 | # ifndef VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT
|
---|
2408 | , tid
|
---|
2409 | # endif
|
---|
2410 | );
|
---|
2411 | #endif
|
---|
2412 | }
|
---|
2413 | #ifdef VBOX_WITH_WDDM
|
---|
2414 | context_validate(context,
|
---|
2415 | NULL //(IWineD3DSwapChainImpl*)This->swapchains[This->NumberOfSwapChains-1] /* tmp work-around */
|
---|
2416 | );
|
---|
2417 | #endif
|
---|
2418 | }
|
---|
2419 |
|
---|
2420 | #ifndef VBOX_WITH_WDDM
|
---|
2421 | context_validate(context);
|
---|
2422 | #endif
|
---|
2423 |
|
---|
2424 | return context;
|
---|
2425 | }
|
---|
2426 | #else
|
---|
2427 | /*****************************************************************************
|
---|
2428 | * FindContext
|
---|
2429 | *
|
---|
2430 | * Finds a context for the current render target and thread
|
---|
2431 | *
|
---|
2432 | * Parameters:
|
---|
2433 | * target: Render target to find the context for
|
---|
2434 | * tid: Thread to activate the context for
|
---|
2435 | *
|
---|
2436 | * Returns: The needed context
|
---|
2437 | *
|
---|
2438 | *****************************************************************************/
|
---|
2439 | static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target)
|
---|
2440 | {
|
---|
2441 | IWineD3DSwapChain *swapchain = NULL;
|
---|
2442 | struct wined3d_context *context = This->numContexts ? This->contexts[0] : NULL;
|
---|
2443 |
|
---|
2444 |
|
---|
2445 | if (context && !VBoxTlsRefIsFunctional(context))
|
---|
2446 | {
|
---|
2447 | ERR("context is destroyed");
|
---|
2448 | }
|
---|
2449 |
|
---|
2450 | if (!target)
|
---|
2451 | {
|
---|
2452 | if (context
|
---|
2453 | && context->current_rt
|
---|
2454 | && context_get_device(context) == This
|
---|
2455 | )
|
---|
2456 | {
|
---|
2457 | target = context->current_rt;
|
---|
2458 | }
|
---|
2459 | else
|
---|
2460 | {
|
---|
2461 | IWineD3DSwapChainImpl *swapchain = swapchain_find_valid(This);
|
---|
2462 | if (!swapchain)
|
---|
2463 | swapchain = (IWineD3DSwapChainImpl *)This->swapchains[This->NumberOfSwapChains-1]; /* just fallback to anything to avoid NPE */
|
---|
2464 | if (swapchain->backBuffer) target = swapchain->backBuffer[0];
|
---|
2465 | else if (swapchain->frontBuffer) target = swapchain->frontBuffer;
|
---|
2466 | else target = swapchain->presentRt;
|
---|
2467 | }
|
---|
2468 | }
|
---|
2469 |
|
---|
2470 | if (context && context->current_rt == target)
|
---|
2471 | {
|
---|
2472 | IWineD3DSwapChain *swapchain = NULL;
|
---|
2473 | if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
|
---|
2474 | context_validate(context, (IWineD3DSwapChainImpl*)swapchain
|
---|
2475 | # ifdef DEBUG_misha
|
---|
2476 | , TRUE
|
---|
2477 | # endif
|
---|
2478 | );
|
---|
2479 | IWineD3DSwapChain_Release(swapchain);
|
---|
2480 | }
|
---|
2481 | else {
|
---|
2482 | context_validate_adjust_wnd(context);
|
---|
2483 | }
|
---|
2484 | return context;
|
---|
2485 | }
|
---|
2486 |
|
---|
2487 | if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
|
---|
2488 | TRACE("Rendering onscreen\n");
|
---|
2489 |
|
---|
2490 | context = findThreadContextForSwapChain(swapchain);
|
---|
2491 | context_validate(context, (IWineD3DSwapChainImpl*)swapchain
|
---|
2492 | # ifdef DEBUG_misha
|
---|
2493 | , TRUE
|
---|
2494 | # endif
|
---|
2495 | );
|
---|
2496 | IWineD3DSwapChain_Release(swapchain);
|
---|
2497 | }
|
---|
2498 | else
|
---|
2499 | {
|
---|
2500 | if (context)
|
---|
2501 | {
|
---|
2502 | context_validate_adjust_wnd(context);
|
---|
2503 | }
|
---|
2504 | else
|
---|
2505 | {
|
---|
2506 | IWineD3DSwapChainImpl *swapchain = swapchain_find_valid(This);
|
---|
2507 | if (!swapchain)
|
---|
2508 | swapchain = (IWineD3DSwapChainImpl *)This->swapchains[This->NumberOfSwapChains-1]; /* just fallback to anything to avoid NPE */
|
---|
2509 | context = findThreadContextForSwapChain((IWineD3DSwapChain*)swapchain);
|
---|
2510 | context_validate(context, swapchain
|
---|
2511 | # ifdef DEBUG_misha
|
---|
2512 | , TRUE
|
---|
2513 | # endif
|
---|
2514 | );
|
---|
2515 | }
|
---|
2516 |
|
---|
2517 | TRACE("Rendering offscreen\n");
|
---|
2518 | }
|
---|
2519 |
|
---|
2520 | return context;
|
---|
2521 | }
|
---|
2522 | #endif
|
---|
2523 |
|
---|
2524 | /* Context activation is done by the caller. */
|
---|
2525 | static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
|
---|
2526 | {
|
---|
2527 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
2528 | IWineD3DSurface *rt = context->current_rt;
|
---|
2529 | IWineD3DDeviceImpl *device;
|
---|
2530 |
|
---|
2531 | device = ((IWineD3DSurfaceImpl *)rt)->resource.device;
|
---|
2532 | if (!surface_is_offscreen(rt))
|
---|
2533 | {
|
---|
2534 | ENTER_GL();
|
---|
2535 | glDrawBuffer(surface_get_gl_buffer(rt));
|
---|
2536 | checkGLcall("glDrawBuffers()");
|
---|
2537 | LEAVE_GL();
|
---|
2538 | }
|
---|
2539 | else
|
---|
2540 | {
|
---|
2541 | ENTER_GL();
|
---|
2542 | if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
|
---|
2543 | {
|
---|
2544 | if (!blit)
|
---|
2545 | {
|
---|
2546 | if (gl_info->supported[ARB_DRAW_BUFFERS])
|
---|
2547 | {
|
---|
2548 | GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, device->draw_buffers));
|
---|
2549 | checkGLcall("glDrawBuffers()");
|
---|
2550 | }
|
---|
2551 | else
|
---|
2552 | {
|
---|
2553 | glDrawBuffer(device->draw_buffers[0]);
|
---|
2554 | checkGLcall("glDrawBuffer()");
|
---|
2555 | }
|
---|
2556 | } else {
|
---|
2557 | glDrawBuffer(GL_COLOR_ATTACHMENT0);
|
---|
2558 | checkGLcall("glDrawBuffer()");
|
---|
2559 | }
|
---|
2560 | }
|
---|
2561 | else
|
---|
2562 | {
|
---|
2563 | glDrawBuffer(device->offscreenBuffer);
|
---|
2564 | checkGLcall("glDrawBuffer()");
|
---|
2565 | }
|
---|
2566 | LEAVE_GL();
|
---|
2567 | }
|
---|
2568 | }
|
---|
2569 |
|
---|
2570 | /* GL locking is done by the caller. */
|
---|
2571 | void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
|
---|
2572 | {
|
---|
2573 | glDrawBuffer(buffer);
|
---|
2574 | checkGLcall("glDrawBuffer()");
|
---|
2575 | context->draw_buffer_dirty = TRUE;
|
---|
2576 | }
|
---|
2577 |
|
---|
2578 | static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
|
---|
2579 | BOOL offscreen)
|
---|
2580 | {
|
---|
2581 | if (context->render_offscreen == offscreen) return;
|
---|
2582 |
|
---|
2583 | Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
|
---|
2584 | Context_MarkStateDirty(context, STATE_VDECL, StateTable);
|
---|
2585 | Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
|
---|
2586 | Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
|
---|
2587 | Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
|
---|
2588 | context->render_offscreen = offscreen;
|
---|
2589 | }
|
---|
2590 |
|
---|
2591 | static BOOL match_depth_stencil_format(const struct wined3d_format_desc *existing,
|
---|
2592 | const struct wined3d_format_desc *required)
|
---|
2593 | {
|
---|
2594 | short existing_depth, existing_stencil, required_depth, required_stencil;
|
---|
2595 |
|
---|
2596 | if(existing == required) return TRUE;
|
---|
2597 | if((existing->Flags & WINED3DFMT_FLAG_FLOAT) != (required->Flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
|
---|
2598 |
|
---|
2599 | getDepthStencilBits(existing, &existing_depth, &existing_stencil);
|
---|
2600 | getDepthStencilBits(required, &required_depth, &required_stencil);
|
---|
2601 |
|
---|
2602 | if(existing_depth < required_depth) return FALSE;
|
---|
2603 | /* If stencil bits are used the exact amount is required - otherwise wrapping
|
---|
2604 | * won't work correctly */
|
---|
2605 | if(required_stencil && required_stencil != existing_stencil) return FALSE;
|
---|
2606 | return TRUE;
|
---|
2607 | }
|
---|
2608 | /* The caller provides a context */
|
---|
2609 | static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device, struct wined3d_context *context)
|
---|
2610 | {
|
---|
2611 | /* Onscreen surfaces are always in a swapchain */
|
---|
2612 | IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *) device->stencilBufferTarget;
|
---|
2613 | IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) ((IWineD3DSurfaceImpl *)context->current_rt)->container;
|
---|
2614 |
|
---|
2615 | if (!depth_stencil) return;
|
---|
2616 | if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format_desc)) return;
|
---|
2617 |
|
---|
2618 | /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
|
---|
2619 | * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
|
---|
2620 | * format. */
|
---|
2621 | WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
|
---|
2622 |
|
---|
2623 | /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
|
---|
2624 | IWineD3DSurface_LoadLocation(context->current_rt, SFLAG_INTEXTURE, NULL);
|
---|
2625 | swapchain->render_to_fbo = TRUE;
|
---|
2626 | context_set_render_offscreen(context, device->StateTable, TRUE);
|
---|
2627 | }
|
---|
2628 |
|
---|
2629 | /* Context activation is done by the caller. */
|
---|
2630 | static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceImpl *device, enum ContextUsage usage)
|
---|
2631 | {
|
---|
2632 | const struct StateEntry *state_table = device->StateTable;
|
---|
2633 | unsigned int i;
|
---|
2634 |
|
---|
2635 | switch (usage) {
|
---|
2636 | case CTXUSAGE_CLEAR:
|
---|
2637 | case CTXUSAGE_DRAWPRIM:
|
---|
2638 | if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
---|
2639 | if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
|
---|
2640 | ENTER_GL();
|
---|
2641 | context_apply_fbo_state(context);
|
---|
2642 | LEAVE_GL();
|
---|
2643 | }
|
---|
2644 | if (context->draw_buffer_dirty) {
|
---|
2645 | context_apply_draw_buffer(context, FALSE);
|
---|
2646 | context->draw_buffer_dirty = FALSE;
|
---|
2647 | }
|
---|
2648 | break;
|
---|
2649 |
|
---|
2650 | case CTXUSAGE_BLIT:
|
---|
2651 | if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
---|
2652 | if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
|
---|
2653 | if (context->render_offscreen)
|
---|
2654 | {
|
---|
2655 | FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
|
---|
2656 | surface_internal_preload(context->current_rt, SRGB_RGB);
|
---|
2657 |
|
---|
2658 | ENTER_GL();
|
---|
2659 | context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
|
---|
2660 | context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, (IWineD3DSurfaceImpl *)context->current_rt);
|
---|
2661 | context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
|
---|
2662 | LEAVE_GL();
|
---|
2663 | } else {
|
---|
2664 | ENTER_GL();
|
---|
2665 | context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
|
---|
2666 | LEAVE_GL();
|
---|
2667 | }
|
---|
2668 | context->draw_buffer_dirty = TRUE;
|
---|
2669 | }
|
---|
2670 | if (context->draw_buffer_dirty) {
|
---|
2671 | context_apply_draw_buffer(context, TRUE);
|
---|
2672 | if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
|
---|
2673 | context->draw_buffer_dirty = FALSE;
|
---|
2674 | }
|
---|
2675 | }
|
---|
2676 | break;
|
---|
2677 |
|
---|
2678 | default:
|
---|
2679 | break;
|
---|
2680 | }
|
---|
2681 |
|
---|
2682 | switch(usage) {
|
---|
2683 | case CTXUSAGE_RESOURCELOAD:
|
---|
2684 | /* This does not require any special states to be set up */
|
---|
2685 | break;
|
---|
2686 |
|
---|
2687 | case CTXUSAGE_CLEAR:
|
---|
2688 | if(context->last_was_blit) {
|
---|
2689 | device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
|
---|
2690 | }
|
---|
2691 |
|
---|
2692 | /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
|
---|
2693 | * blending when clearing improves the clearing performance incredibly.
|
---|
2694 | */
|
---|
2695 | ENTER_GL();
|
---|
2696 | glDisable(GL_BLEND);
|
---|
2697 | LEAVE_GL();
|
---|
2698 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
|
---|
2699 |
|
---|
2700 | ENTER_GL();
|
---|
2701 | glEnable(GL_SCISSOR_TEST);
|
---|
2702 | checkGLcall("glEnable GL_SCISSOR_TEST");
|
---|
2703 | LEAVE_GL();
|
---|
2704 | context->last_was_blit = FALSE;
|
---|
2705 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
|
---|
2706 | Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
|
---|
2707 | break;
|
---|
2708 |
|
---|
2709 | case CTXUSAGE_DRAWPRIM:
|
---|
2710 | /* This needs all dirty states applied */
|
---|
2711 | if(context->last_was_blit) {
|
---|
2712 | device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
|
---|
2713 | }
|
---|
2714 |
|
---|
2715 | IWineD3DDeviceImpl_FindTexUnitMap(device);
|
---|
2716 | device_preload_textures(device);
|
---|
2717 | if (isStateDirty(context, STATE_VDECL))
|
---|
2718 | device_update_stream_info(device, context->gl_info);
|
---|
2719 |
|
---|
2720 | ENTER_GL();
|
---|
2721 | for (i = 0; i < context->numDirtyEntries; ++i)
|
---|
2722 | {
|
---|
2723 | DWORD rep = context->dirtyArray[i];
|
---|
2724 | DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
|
---|
2725 | BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
|
---|
2726 | context->isStateDirty[idx] &= ~(1 << shift);
|
---|
2727 | state_table[rep].apply(rep, device->stateBlock, context);
|
---|
2728 | }
|
---|
2729 | LEAVE_GL();
|
---|
2730 | context->numDirtyEntries = 0; /* This makes the whole list clean */
|
---|
2731 | context->last_was_blit = FALSE;
|
---|
2732 | break;
|
---|
2733 |
|
---|
2734 | case CTXUSAGE_BLIT:
|
---|
2735 | SetupForBlit(device, context);
|
---|
2736 | break;
|
---|
2737 |
|
---|
2738 | default:
|
---|
2739 | FIXME("Unexpected context usage requested\n");
|
---|
2740 | }
|
---|
2741 | }
|
---|
2742 |
|
---|
2743 | static void context_setup_target(IWineD3DDeviceImpl *device, struct wined3d_context *context, IWineD3DSurface *target)
|
---|
2744 | {
|
---|
2745 | BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
|
---|
2746 | const struct StateEntry *StateTable = device->StateTable;
|
---|
2747 |
|
---|
2748 | if (!target) return;
|
---|
2749 | else if (context->current_rt == target) return;
|
---|
2750 | render_offscreen = surface_is_offscreen(target);
|
---|
2751 |
|
---|
2752 | context_set_render_offscreen(context, StateTable, render_offscreen);
|
---|
2753 |
|
---|
2754 | /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
|
---|
2755 | * the alpha blend state changes with different render target formats. */
|
---|
2756 | if (!context->current_rt)
|
---|
2757 | {
|
---|
2758 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
|
---|
2759 | }
|
---|
2760 | else
|
---|
2761 | {
|
---|
2762 | const struct wined3d_format_desc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
|
---|
2763 | const struct wined3d_format_desc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
|
---|
2764 |
|
---|
2765 | if (old->format != new->format)
|
---|
2766 | {
|
---|
2767 | /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
|
---|
2768 | if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
|
---|
2769 | || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
|
---|
2770 | {
|
---|
2771 | Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
|
---|
2772 | }
|
---|
2773 | }
|
---|
2774 |
|
---|
2775 | /* When switching away from an offscreen render target, and we're not
|
---|
2776 | * using FBOs, we have to read the drawable into the texture. This is
|
---|
2777 | * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
|
---|
2778 | * are some things that need care though. PreLoad needs a GL context,
|
---|
2779 | * and FindContext is called before the context is activated. It also
|
---|
2780 | * has to be called with the old rendertarget active, otherwise a
|
---|
2781 | * wrong drawable is read. */
|
---|
2782 | if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
|
---|
2783 | && old_render_offscreen && context->current_rt != target)
|
---|
2784 | {
|
---|
2785 | BOOL oldInDraw = device->isInDraw;
|
---|
2786 |
|
---|
2787 | ERR("context_setup_target: Should not be here!!");
|
---|
2788 |
|
---|
2789 | /* surface_internal_preload() requires a context to load the
|
---|
2790 | * texture, so it will call context_acquire(). Set isInDraw to true
|
---|
2791 | * to signal surface_internal_preload() that it has a context. */
|
---|
2792 |
|
---|
2793 | /* FIXME: This is just broken. There's no guarantee whatsoever
|
---|
2794 | * that the currently active context, if any, is appropriate for
|
---|
2795 | * reading back the render target. We should probably call
|
---|
2796 | * context_set_current(context) here and then rely on
|
---|
2797 | * context_acquire() doing the right thing. */
|
---|
2798 | device->isInDraw = TRUE;
|
---|
2799 |
|
---|
2800 | /* Read the back buffer of the old drawable into the destination texture. */
|
---|
2801 | if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
|
---|
2802 | {
|
---|
2803 | surface_internal_preload(context->current_rt, SRGB_BOTH);
|
---|
2804 | }
|
---|
2805 | else
|
---|
2806 | {
|
---|
2807 | surface_internal_preload(context->current_rt, SRGB_RGB);
|
---|
2808 | }
|
---|
2809 |
|
---|
2810 | IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
|
---|
2811 |
|
---|
2812 | device->isInDraw = oldInDraw;
|
---|
2813 | }
|
---|
2814 | }
|
---|
2815 |
|
---|
2816 | context->draw_buffer_dirty = TRUE;
|
---|
2817 | context->current_rt = target;
|
---|
2818 | }
|
---|
2819 |
|
---|
2820 | /*****************************************************************************
|
---|
2821 | * context_acquire
|
---|
2822 | *
|
---|
2823 | * Finds a rendering context and drawable matching the device and render
|
---|
2824 | * target for the current thread, activates them and puts them into the
|
---|
2825 | * requested state.
|
---|
2826 | *
|
---|
2827 | * Params:
|
---|
2828 | * This: Device to activate the context for
|
---|
2829 | * target: Requested render target
|
---|
2830 | * usage: Prepares the context for blitting, drawing or other actions
|
---|
2831 | *
|
---|
2832 | *****************************************************************************/
|
---|
2833 | struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurface *target, enum ContextUsage usage)
|
---|
2834 | {
|
---|
2835 | struct wined3d_context *current_context = context_get_current();
|
---|
2836 | struct wined3d_context *context;
|
---|
2837 |
|
---|
2838 | TRACE("device %p, target %p, usage %#x.\n", device, target, usage);
|
---|
2839 |
|
---|
2840 | context = FindContext(device, target);
|
---|
2841 | context_setup_target(device, context, target);
|
---|
2842 | context_enter(context);
|
---|
2843 | if (!context->valid)
|
---|
2844 | {
|
---|
2845 | ERR("context_acquire failed to get a valid context!");
|
---|
2846 | return context;
|
---|
2847 | }
|
---|
2848 |
|
---|
2849 | if (context != current_context)
|
---|
2850 | {
|
---|
2851 | if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
|
---|
2852 | else device->frag_pipe->enable_extension((IWineD3DDevice *)device, !context->last_was_blit);
|
---|
2853 |
|
---|
2854 | if (context->vshader_const_dirty)
|
---|
2855 | {
|
---|
2856 | memset(context->vshader_const_dirty, 1,
|
---|
2857 | sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
|
---|
2858 | device->highest_dirty_vs_const = device->d3d_vshader_constantF;
|
---|
2859 | }
|
---|
2860 | if (context->pshader_const_dirty)
|
---|
2861 | {
|
---|
2862 | memset(context->pshader_const_dirty, 1,
|
---|
2863 | sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
|
---|
2864 | device->highest_dirty_ps_const = device->d3d_pshader_constantF;
|
---|
2865 | }
|
---|
2866 | }
|
---|
2867 | else if (context->restore_ctx)
|
---|
2868 | {
|
---|
2869 | #ifdef VBOX_WITH_WDDM
|
---|
2870 | if (!pwglMakeCurrent(context->currentSwapchain->hDC, context->glCtx))
|
---|
2871 | {
|
---|
2872 | DWORD err = GetLastError();
|
---|
2873 | ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
|
---|
2874 | context->currentSwapchain->hDC, context->glCtx, err);
|
---|
2875 | }
|
---|
2876 | #else
|
---|
2877 | if (!pwglMakeCurrent(context->hdc, context->glCtx))
|
---|
2878 | {
|
---|
2879 | DWORD err = GetLastError();
|
---|
2880 | ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
|
---|
2881 | context->hdc, context->glCtx, err);
|
---|
2882 | }
|
---|
2883 | #endif
|
---|
2884 | }
|
---|
2885 |
|
---|
2886 | #ifdef DEBUG
|
---|
2887 | Assert(context->tid == GetCurrentThreadId());
|
---|
2888 | #endif
|
---|
2889 |
|
---|
2890 | context_apply_state(context, device, usage);
|
---|
2891 |
|
---|
2892 | #ifdef DEBUG
|
---|
2893 | Assert(context->tid == GetCurrentThreadId());
|
---|
2894 | #endif
|
---|
2895 |
|
---|
2896 | return context;
|
---|
2897 | }
|
---|