wine/dlls/wined3d/context.c
Stefan Dösinger 4640be8dc8 wined3d: Fragment processing using GL_ATI_fragment_shader.
This adds code for handling fixed function fragment processing with the
GL_ATI_fragment_shader extension. This is a sort-of programmable
interface for fragment processing at the level of shader model 1.4 in
d3d. This code is of use on r200, r250 and r280 cards(radeon 8500 to
9200) which do not support GL_ARB_fragment_program, but support pixel
shader 1.4 on Windows. This code is somewhat a counterpart to the
existing fragment processing code using GL_NV_register_combiners and
GL_NV_texture_shader.
2008-03-25 19:50:32 +01:00

1007 lines
42 KiB
C

/*
* Context and render target management in wined3d
*
* Copyright 2007 Stefan Dösinger for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include <stdio.h>
#ifdef HAVE_FLOAT_H
# include <float.h>
#endif
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION This->adapter->gl_info
/*****************************************************************************
* Context_MarkStateDirty
*
* Marks a state in a context dirty. Only one context, opposed to
* IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
* contexts
*
* Params:
* context: Context to mark the state dirty in
* state: State to mark dirty
* StateTable: Pointer to the state table in use(for state grouping)
*
*****************************************************************************/
static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) {
DWORD rep = StateTable[state].representative;
DWORD idx;
BYTE shift;
if(!rep || isStateDirty(context, rep)) return;
context->dirtyArray[context->numDirtyEntries++] = rep;
idx = rep >> 5;
shift = rep & 0x1f;
context->isStateDirty[idx] |= (1 << shift);
}
/*****************************************************************************
* AddContextToArray
*
* Adds a context to the context array. Helper function for CreateContext
*
* This method is not called in performance-critical code paths, only when a
* new render target or swapchain is created. Thus performance is not an issue
* here.
*
* Params:
* This: Device to add the context for
* hdc: device context
* glCtx: WGL context to add
* pbuffer: optional pbuffer used with this context
*
*****************************************************************************/
static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
WineD3DContext **oldArray = This->contexts;
DWORD state;
This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
if(This->contexts == NULL) {
ERR("Unable to grow the context array\n");
This->contexts = oldArray;
return NULL;
}
if(oldArray) {
memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
}
This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
if(This->contexts[This->numContexts] == NULL) {
ERR("Unable to allocate a new context\n");
HeapFree(GetProcessHeap(), 0, This->contexts);
This->contexts = oldArray;
return NULL;
}
This->contexts[This->numContexts]->hdc = hdc;
This->contexts[This->numContexts]->glCtx = glCtx;
This->contexts[This->numContexts]->pbuffer = pbuffer;
This->contexts[This->numContexts]->win_handle = win_handle;
HeapFree(GetProcessHeap(), 0, oldArray);
/* Mark all states dirty to force a proper initialization of the states on the first use of the context
*/
for(state = 0; state <= STATE_HIGHEST; state++) {
Context_MarkStateDirty(This->contexts[This->numContexts], state, This->shader_backend->StateTable);
}
This->numContexts++;
TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
return This->contexts[This->numContexts - 1];
}
/*****************************************************************************
* CreateContext
*
* Creates a new context for a window, or a pbuffer context.
*
* * Params:
* This: Device to activate the context for
* target: Surface this context will render to
* win_handle: handle to the window which we are drawing to
* create_pbuffer: tells whether to create a pbuffer or not
* pPresentParameters: contains the pixelformats to use for onscreen rendering
*
*****************************************************************************/
WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
HDC oldDrawable, hdc;
HPBUFFERARB pbuffer = NULL;
HGLRC ctx = NULL, oldCtx;
WineD3DContext *ret = NULL;
int s;
TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
#define PUSH1(att) attribs[nAttribs++] = (att);
#define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
if(create_pbuffer) {
HDC hdc_parent = GetDC(win_handle);
int iPixelFormat = 0;
short redBits, greenBits, blueBits, alphaBits, colorBits;
short depthBits, stencilBits;
IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
int attribs[256];
int nAttribs = 0;
unsigned int nFormats;
/* Retrieve the specifications for the pixelformat from the backbuffer / stencilbuffer */
getColorBits(target->resource.format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits);
getDepthStencilBits(StencilBufferFormat, &depthBits, &stencilBits);
PUSH2(WGL_DRAW_TO_PBUFFER_ARB, 1); /* We need pbuffer support; doublebuffering isn't needed */
PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
PUSH2(WGL_COLOR_BITS_ARB, colorBits);
PUSH2(WGL_RED_BITS_ARB, redBits);
PUSH2(WGL_GREEN_BITS_ARB, greenBits);
PUSH2(WGL_BLUE_BITS_ARB, blueBits);
PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
PUSH1(0); /* end the list */
/* Try to find a pixelformat that matches exactly. If that fails let ChoosePixelFormat try to find a close match */
if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc_parent, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
{
PIXELFORMATDESCRIPTOR pfd;
TRACE("Falling back to ChoosePixelFormat as wglChoosePixelFormatARB failed\n");
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER_DONTCARE | PFD_DRAW_TO_WINDOW;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = colorBits;
pfd.cDepthBits = depthBits;
pfd.cStencilBits = stencilBits;
pfd.iLayerType = PFD_MAIN_PLANE;
iPixelFormat = ChoosePixelFormat(hdc_parent, &pfd);
if(!iPixelFormat) {
/* If this happens something is very wrong as ChoosePixelFormat barely fails */
ERR("Can't find a suitable iPixelFormat for the pbuffer\n");
}
}
TRACE("Creating a pBuffer drawable for the new context\n");
pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
if(!pbuffer) {
ERR("Cannot create a pbuffer\n");
ReleaseDC(win_handle, hdc_parent);
goto out;
}
/* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
if(!hdc) {
ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
ReleaseDC(win_handle, hdc_parent);
goto out;
}
ReleaseDC(win_handle, hdc_parent);
} else {
PIXELFORMATDESCRIPTOR pfd;
int iPixelFormat;
short redBits, greenBits, blueBits, alphaBits, colorBits;
short depthBits=0, stencilBits=0;
int res;
int attribs[256];
int nAttribs = 0;
unsigned int nFormats;
WINED3DFORMAT fmt = target->resource.format;
hdc = GetDC(win_handle);
if(hdc == NULL) {
ERR("Cannot retrieve a device context!\n");
goto out;
}
/* PixelFormat selection */
PUSH2(WGL_DRAW_TO_WINDOW_ARB, GL_TRUE); /* We want to draw to a window */
PUSH2(WGL_DOUBLE_BUFFER_ARB, GL_TRUE);
PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
PUSH2(WGL_SUPPORT_OPENGL_ARB, GL_TRUE);
PUSH2(WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB); /* Make sure we receive an accelerated format. On windows (at least on ATI) this is not always the case */
/* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
if(target->resource.format == WINED3DFMT_X4R4G4B4)
fmt = WINED3DFMT_A4R4G4B4;
else if(target->resource.format == WINED3DFMT_X8R8G8B8)
fmt = WINED3DFMT_A8R8G8B8;
/* We like to have two aux buffers in backbuffer mode */
PUSH2(WGL_AUX_BUFFERS_ARB, 2);
}
if(!getColorBits(fmt, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
ERR("Unable to get color bits for format %#x!\n", target->resource.format);
return FALSE;
}
PUSH2(WGL_COLOR_BITS_ARB, colorBits);
PUSH2(WGL_RED_BITS_ARB, redBits);
PUSH2(WGL_GREEN_BITS_ARB, greenBits);
PUSH2(WGL_BLUE_BITS_ARB, blueBits);
PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
/* Retrieve the depth stencil format from the present parameters.
* The choice of the proper format can give a nice performance boost
* in case of GPU limited programs. */
if(pPresentParms->EnableAutoDepthStencil) {
TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
if(!getDepthStencilBits(pPresentParms->AutoDepthStencilFormat, &depthBits, &stencilBits)) {
ERR("Unable to get depth / stencil bits for AutoDepthStencilFormat %#x!\n", pPresentParms->AutoDepthStencilFormat);
return FALSE;
}
PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
}
PUSH1(0); /* end the list */
/* In case of failure hope that standard ChoosePixelFormat will find something suitable */
if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
{
/* PixelFormat selection */
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cAlphaBits = alphaBits;
pfd.cColorBits = colorBits;
pfd.cDepthBits = depthBits;
pfd.cStencilBits = stencilBits;
pfd.iLayerType = PFD_MAIN_PLANE;
iPixelFormat = ChoosePixelFormat(hdc, &pfd);
if(!iPixelFormat) {
/* If this happens something is very wrong as ChoosePixelFormat barely fails */
ERR("Can't find a suitable iPixelFormat\n");
}
}
DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
res = SetPixelFormat(hdc, iPixelFormat, NULL);
if(!res) {
int oldPixelFormat = GetPixelFormat(hdc);
if(oldPixelFormat) {
/* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
* There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
}
else {
ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
return FALSE;
}
}
}
#undef PUSH1
#undef PUSH2
ctx = pwglCreateContext(hdc);
if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
if(!ctx) {
ERR("Failed to create a WGL context\n");
if(create_pbuffer) {
GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
}
goto out;
}
ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
if(!ret) {
ERR("Failed to add the newly created context to the context list\n");
pwglDeleteContext(ctx);
if(create_pbuffer) {
GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
}
goto out;
}
ret->surface = (IWineD3DSurface *) target;
ret->isPBuffer = create_pbuffer;
ret->tid = GetCurrentThreadId();
if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
/* Create the dirty constants array and initialize them to dirty */
ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
memset(ret->vshader_const_dirty, 1,
sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
memset(ret->pshader_const_dirty, 1,
sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
}
TRACE("Successfully created new context %p\n", ret);
/* Set up the context defaults */
oldCtx = pwglGetCurrentContext();
oldDrawable = pwglGetCurrentDC();
if(pwglMakeCurrent(hdc, ctx) == FALSE) {
ERR("Cannot activate context to set up defaults\n");
goto out;
}
ENTER_GL();
TRACE("Setting up the screen\n");
/* Clear the screen */
glClearColor(1.0, 0.0, 0.0, 0.0);
checkGLcall("glClearColor");
glClearIndex(0);
glClearDepth(1);
glClearStencil(0xffff);
checkGLcall("glClear");
glColor3f(1.0, 1.0, 1.0);
checkGLcall("glColor3f");
glEnable(GL_LIGHTING);
checkGLcall("glEnable");
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
/* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
* and textures in DIB sections(due to the memory protection).
*/
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
}
if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
/* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
* this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
* GL_VERTEX_BLEND_ARB isn't enabled too
*/
glEnable(GL_WEIGHT_SUM_UNITY_ARB);
checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
}
if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
glEnable(GL_TEXTURE_SHADER_NV);
checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
/* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
* the previous texture where to source the offset from is always unit - 1.
*/
for(s = 1; s < GL_LIMITS(textures); s++) {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
}
} else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
glEnable(GL_FRAGMENT_SHADER_ATI);
checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
}
if(GL_SUPPORT(ARB_POINT_SPRITE)) {
for(s = 0; s < GL_LIMITS(textures); s++) {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
}
}
LEAVE_GL();
if(oldDrawable && oldCtx) {
pwglMakeCurrent(oldDrawable, oldCtx);
}
out:
return ret;
}
/*****************************************************************************
* RemoveContextFromArray
*
* Removes a context from the context manager. The opengl context is not
* destroyed or unset. context is not a valid pointer after that call.
*
* Similar to the former call this isn't a performance critical function. A
* helper function for DestroyContext.
*
* Params:
* This: Device to activate the context for
* context: Context to remove
*
*****************************************************************************/
static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
UINT t, s;
WineD3DContext **oldArray = This->contexts;
TRACE("Removing ctx %p\n", context);
This->numContexts--;
if(This->numContexts) {
This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
if(!This->contexts) {
ERR("Cannot allocate a new context array, PANIC!!!\n");
}
t = 0;
for(s = 0; s < This->numContexts; s++) {
if(oldArray[s] == context) continue;
This->contexts[t] = oldArray[s];
t++;
}
} else {
This->contexts = NULL;
}
HeapFree(GetProcessHeap(), 0, context);
HeapFree(GetProcessHeap(), 0, oldArray);
}
/*****************************************************************************
* DestroyContext
*
* Destroys a wineD3DContext
*
* Params:
* This: Device to activate the context for
* context: Context to destroy
*
*****************************************************************************/
void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
/* check that we are the current context first */
TRACE("Destroying ctx %p\n", context);
if(pwglGetCurrentContext() == context->glCtx){
pwglMakeCurrent(NULL, NULL);
}
if(context->isPBuffer) {
GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
} else ReleaseDC(context->win_handle, context->hdc);
pwglDeleteContext(context->glCtx);
HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
RemoveContextFromArray(This, context);
}
/*****************************************************************************
* SetupForBlit
*
* Sets up a context for DirectDraw blitting.
* All texture units are disabled, texture unit 0 is set as current unit
* fog, lighting, blending, alpha test, z test, scissor test, culling disabled
* color writing enabled for all channels
* register combiners disabled, shaders disabled
* world matrix is set to identity, texture matrix 0 too
* projection matrix is setup for drawing screen coordinates
*
* Params:
* This: Device to activate the context for
* context: Context to setup
* width: render target width
* height: render target height
*
*****************************************************************************/
static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
int i;
const struct StateEntry *StateTable = This->shader_backend->StateTable;
TRACE("Setting up context %p for blitting\n", context);
if(context->last_was_blit) {
TRACE("Context is already set up for blitting, nothing to do\n");
return;
}
context->last_was_blit = TRUE;
/* TODO: Use a display list */
/* Disable shaders */
This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
/* Disable all textures. The caller can then bind a texture it wants to blit
* from
*/
if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
glDisable(GL_REGISTER_COMBINERS_NV);
checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
}
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
/* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
* function texture unit. No need to care for higher samplers
*/
for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
checkGLcall("glActiveTextureARB");
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
}
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable GL_TEXTURE_3D");
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable GL_TEXTURE_2D");
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), StateTable);
Context_MarkStateDirty(context, STATE_SAMPLER(i), StateTable);
}
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
checkGLcall("glActiveTextureARB");
}
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
}
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable GL_TEXTURE_3D");
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable GL_TEXTURE_2D");
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glMatrixMode(GL_TEXTURE);
checkGLcall("glMatrixMode(GL_TEXTURE)");
glLoadIdentity();
checkGLcall("glLoadIdentity()");
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0), StateTable);
if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
GL_TEXTURE_LOD_BIAS_EXT,
0.0);
checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
}
Context_MarkStateDirty(context, STATE_SAMPLER(0), StateTable);
Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), StateTable);
/* Other misc states */
glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable(GL_ALPHA_TEST)");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
glDisable(GL_LIGHTING);
checkGLcall("glDisable GL_LIGHTING");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
glDisable(GL_DEPTH_TEST);
checkGLcall("glDisable GL_DEPTH_TEST");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
glDisable(GL_FOG);
checkGLcall("glDisable GL_FOG");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
glDisable(GL_BLEND);
checkGLcall("glDisable GL_BLEND");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
glDisable(GL_CULL_FACE);
checkGLcall("glDisable GL_CULL_FACE");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
glDisable(GL_STENCIL_TEST);
checkGLcall("glDisable GL_STENCIL_TEST");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
glDisable(GL_SCISSOR_TEST);
checkGLcall("glDisable GL_SCISSOR_TEST");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
if(GL_SUPPORT(ARB_POINT_SPRITE)) {
glDisable(GL_POINT_SPRITE_ARB);
checkGLcall("glDisable GL_POINT_SPRITE_ARB");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
}
glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
checkGLcall("glColorMask");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
glDisable(GL_COLOR_SUM_EXT);
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
}
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
checkGLcall("glFinalCombinerInputNV");
}
/* Setup transforms */
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode(GL_MODELVIEW)");
glLoadIdentity();
checkGLcall("glLoadIdentity()");
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode(GL_PROJECTION)");
glLoadIdentity();
checkGLcall("glLoadIdentity()");
glOrtho(0, width, height, 0, 0.0, -1.0);
checkGLcall("glOrtho");
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
context->last_was_rhw = TRUE;
Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
glViewport(0, 0, width, height);
checkGLcall("glViewport");
Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
glDisable(GL_TEXTURE_SHADER_NV);
checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
} else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
glDisable(GL_FRAGMENT_SHADER_ATI);
checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
}
}
/*****************************************************************************
* findThreadContextForSwapChain
*
* Searches a swapchain for all contexts and picks one for the thread tid.
* If none can be found the swapchain is requested to create a new context
*
*****************************************************************************/
static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
int i;
for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
}
}
/* Create a new context for the thread */
return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
}
/*****************************************************************************
* FindContext
*
* Finds a context for the current render target and thread
*
* Parameters:
* target: Render target to find the context for
* tid: Thread to activate the context for
*
* Returns: The needed context
*
*****************************************************************************/
static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid, GLint *buffer) {
IWineD3DSwapChain *swapchain = NULL;
HRESULT hr;
BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
WineD3DContext *context = This->activeContext;
BOOL oldRenderOffscreen = This->render_offscreen;
const WINED3DFORMAT oldFmt = ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->resource.format;
const WINED3DFORMAT newFmt = ((IWineD3DSurfaceImpl *) target)->resource.format;
const struct StateEntry *StateTable = This->shader_backend->StateTable;
/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
* the alpha blend state changes with different render target formats
*/
if(oldFmt != newFmt) {
const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL);
const StaticPixelFormatDesc *new = getFormatDescEntry(newFmt, NULL, NULL);
if((old->alphaMask && !new->alphaMask) || (!old->alphaMask && new->alphaMask)) {
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
}
}
hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
if(hr == WINED3D_OK && swapchain) {
TRACE("Rendering onscreen\n");
context = findThreadContextForSwapChain(swapchain, tid);
This->render_offscreen = FALSE;
/* The context != This->activeContext will catch a NOP context change. This can occur
* if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
* rendering. No context change is needed in that case
*/
if(((IWineD3DSwapChainImpl *) swapchain)->frontBuffer == target) {
*buffer = GL_FRONT;
} else {
*buffer = GL_BACK;
}
if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
if(This->pbufferContext && tid == This->pbufferContext->tid) {
This->pbufferContext->tid = 0;
}
}
IWineD3DSwapChain_Release(swapchain);
if(oldRenderOffscreen) {
Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
Context_MarkStateDirty(context, STATE_VDECL, StateTable);
Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
}
} else {
TRACE("Rendering offscreen\n");
This->render_offscreen = TRUE;
*buffer = This->offscreenBuffer;
switch(wined3d_settings.offscreen_rendering_mode) {
case ORM_FBO:
/* FBOs do not need a different context. Stay with whatever context is active at the moment */
if(This->activeContext && tid == This->lastThread) {
context = This->activeContext;
} else {
/* This may happen if the app jumps straight into offscreen rendering
* Start using the context of the primary swapchain. tid == 0 is no problem
* for findThreadContextForSwapChain.
*
* Can also happen on thread switches - in that case findThreadContextForSwapChain
* is perfect to call.
*/
context = findThreadContextForSwapChain(This->swapchains[0], tid);
}
break;
case ORM_PBUFFER:
{
IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
if(This->pbufferContext == NULL ||
This->pbufferWidth < targetimpl->currentDesc.Width ||
This->pbufferHeight < targetimpl->currentDesc.Height) {
if(This->pbufferContext) {
DestroyContext(This, This->pbufferContext);
}
/* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
* Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
*/
This->pbufferContext = CreateContext(This, targetimpl,
((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
This->pbufferWidth = targetimpl->currentDesc.Width;
This->pbufferHeight = targetimpl->currentDesc.Height;
}
if(This->pbufferContext) {
if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
FIXME("The PBuffr context is only supported for one thread for now!\n");
}
This->pbufferContext->tid = tid;
context = This->pbufferContext;
break;
} else {
ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
}
}
case ORM_BACKBUFFER:
/* Stay with the currently active context for back buffer rendering */
if(This->activeContext && tid == This->lastThread) {
context = This->activeContext;
} else {
/* This may happen if the app jumps straight into offscreen rendering
* Start using the context of the primary swapchain. tid == 0 is no problem
* for findThreadContextForSwapChain.
*
* Can also happen on thread switches - in that case findThreadContextForSwapChain
* is perfect to call.
*/
context = findThreadContextForSwapChain(This->swapchains[0], tid);
}
break;
}
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
/* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
* back when we are done won't mark us dirty.
*/
IWineD3DSurface_PreLoad(target);
}
if(!oldRenderOffscreen) {
Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
Context_MarkStateDirty(context, STATE_VDECL, StateTable);
Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
}
}
if (readTexture) {
BOOL oldInDraw = This->isInDraw;
/* PreLoad requires a context to load the texture, thus it will call ActivateContext.
* Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
* when using offscreen rendering with multithreading
*/
This->isInDraw = TRUE;
/* Do that before switching the context:
* Read the back buffer of the old drawable into the destination texture
*/
IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
/* Assume that the drawable will be modified by some other things now */
IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
This->isInDraw = oldInDraw;
}
if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
This->depth_copy_state = WINED3D_DCS_COPY;
}
return context;
}
/*****************************************************************************
* ActivateContext
*
* Finds a rendering context and drawable matching the device and render
* target for the current thread, activates them and puts them into the
* requested state.
*
* Params:
* This: Device to activate the context for
* target: Requested render target
* usage: Prepares the context for blitting, drawing or other actions
*
*****************************************************************************/
void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
DWORD tid = GetCurrentThreadId();
int i;
DWORD dirtyState, idx;
BYTE shift;
WineD3DContext *context;
GLint drawBuffer=0;
const struct StateEntry *StateTable = This->shader_backend->StateTable;
TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
context = FindContext(This, target, tid, &drawBuffer);
This->lastActiveRenderTarget = target;
This->lastThread = tid;
} else {
/* Stick to the old context */
context = This->activeContext;
}
/* Activate the opengl context */
if(context != This->activeContext) {
BOOL ret;
/* Prevent an unneeded context switch as those are expensive */
if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) {
TRACE("Already using gl context %p\n", context->glCtx);
}
else {
TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
ret = pwglMakeCurrent(context->hdc, context->glCtx);
if(ret == FALSE) {
ERR("Failed to activate the new context\n");
}
}
if(This->activeContext->vshader_const_dirty) {
memset(This->activeContext->vshader_const_dirty, 1,
sizeof(*This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
}
if(This->activeContext->pshader_const_dirty) {
memset(This->activeContext->pshader_const_dirty, 1,
sizeof(*This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
}
This->activeContext = context;
}
/* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
ENTER_GL();
/* Select the right draw buffer. It is selected in FindContext. */
if(drawBuffer && context->last_draw_buffer != drawBuffer) {
TRACE("Drawing to buffer: %#x\n", drawBuffer);
context->last_draw_buffer = drawBuffer;
glDrawBuffer(drawBuffer);
checkGLcall("glDrawBuffer");
}
switch(usage) {
case CTXUSAGE_RESOURCELOAD:
/* This does not require any special states to be set up */
break;
case CTXUSAGE_CLEAR:
if(context->last_was_blit) {
if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
glEnable(GL_TEXTURE_SHADER_NV);
checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
} else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
glEnable(GL_FRAGMENT_SHADER_ATI);
checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
}
}
glEnable(GL_SCISSOR_TEST);
checkGLcall("glEnable GL_SCISSOR_TEST");
context->last_was_blit = FALSE;
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
break;
case CTXUSAGE_DRAWPRIM:
/* This needs all dirty states applied */
if(context->last_was_blit) {
if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
glEnable(GL_TEXTURE_SHADER_NV);
checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
} else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
glEnable(GL_FRAGMENT_SHADER_ATI);
checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
}
}
IWineD3DDeviceImpl_FindTexUnitMap(This);
for(i=0; i < context->numDirtyEntries; i++) {
dirtyState = context->dirtyArray[i];
idx = dirtyState >> 5;
shift = dirtyState & 0x1f;
context->isStateDirty[idx] &= ~(1 << shift);
StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
}
context->numDirtyEntries = 0; /* This makes the whole list clean */
context->last_was_blit = FALSE;
break;
case CTXUSAGE_BLIT:
SetupForBlit(This, context,
((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
break;
default:
FIXME("Unexpected context usage requested\n");
}
LEAVE_GL();
}